updated contact info in source file headers
[rocksndiamonds.git] / src / game.c
index f5cf3d8e25162c6d1b9f4a84699ac3f5068d3e0b..28905e562b1ef07e942ca56e23be27b128cfade2 100644 (file)
@@ -1,15 +1,13 @@
-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment                      *
-*               Holger Schemel                             *
-*               Detmolder Strasse 189                      *
-*               33604 Bielefeld                            *
-*               Germany                                    *
-*               e-mail: info@artsoft.org                   *
-*----------------------------------------------------------*
-* game.c                                                   *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+//                         Holger Schemel
+//                 info@artsoft.org
+//                 http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
 
 #include "libgame/libgame.h"
 
 #include "tape.h"
 #include "network.h"
 
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR     FALSE
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER      1
+#define DEBUG_PLAYER_ACTIONS   0
 
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_STUFF                  (                         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_DrawLevelFieldCrumbled(x, y)                      \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y)                          \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y)                              \
+            DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
+            DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+            DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y)                          \
+            DrawTwinkleOnField(x, y)
+#endif
+
+
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define DF_DIG                 1
 #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_NO_EXPLOSION                0
-#define EX_NORMAL              1
-#define EX_CENTER              2
-#define EX_BORDER              3
-
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL               37
-#define YY_LEVEL               20
-#define XX_EMERALDS            29
-#define YY_EMERALDS            54
-#define XX_DYNAMITE            29
-#define YY_DYNAMITE            89
-#define XX_KEYS                        18
-#define YY_KEYS                        123
-#define XX_SCORE               15
-#define YY_SCORE               159
-#define XX_TIME1               29
-#define XX_TIME2               30
-#define YY_TIME                        194
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL               (DX + XX_LEVEL)
-#define DY_LEVEL               (DY + YY_LEVEL)
-#define DX_EMERALDS            (DX + XX_EMERALDS)
-#define DY_EMERALDS            (DY + YY_EMERALDS)
-#define DX_DYNAMITE            (DX + XX_DYNAMITE)
-#define DY_DYNAMITE            (DY + YY_DYNAMITE)
-#define DX_KEYS                        (DX + XX_KEYS)
-#define DY_KEYS                        (DY + YY_KEYS)
-#define DX_SCORE               (DX + XX_SCORE)
-#define DY_SCORE               (DY + YY_SCORE)
-#define DX_TIME1               (DX + XX_TIME1)
-#define DX_TIME2               (DX + XX_TIME2)
-#define DY_TIME                        (DY + YY_TIME)
-
-/* 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        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_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 ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, condition)               \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#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))))
-#else
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(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))))
-#endif
-
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
-
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y)                       \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
-
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y)                                \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
-
-#if 0
-#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#else
-#define ENEMY_CAN_ENTER_FIELD(e, x, y) ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, 0)
-#endif
-
-#define YAMYAM_CAN_ENTER_FIELD(x, y)                                   \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(EL_YAMYAM) && \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       Feld[x][y] == EL_DIAMOND))
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y)                              \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(EL_DARK_YAMYAM) &&\
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
-
-#define PACMAN_CAN_ENTER_FIELD(x, y)                                   \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(EL_PACMAN) && \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_AMOEBOID(Feld[x][y])))
-
-#define PIG_CAN_ENTER_FIELD(x, y)                                      \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(EL_PIG) &&  \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_FOOD_PIG(Feld[x][y])))
-
-#define PENGUIN_CAN_ENTER_FIELD(x, y)                                  \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(EL_PENGUIN) && \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       IS_FOOD_PENGUIN(Feld[x][y]) ||  \
-                                       Feld[x][y] == EL_EXIT_OPEN))
-
-#define DRAGON_CAN_ENTER_FIELD(x, y)                                   \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(EL_DRAGON) && \
-                                        Feld[x][y] == EL_ACID)))
-
-#define MOLE_CAN_ENTER_FIELD(x, y, condition)                          \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(EL_MOLE) && \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#define SPRING_CAN_ENTER_FIELD(x, y)                                   \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(EL_SPRING) && \
-                                        Feld[x][y] == EL_ACID)))
-
-#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_GENERIC(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))
-
-/* 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 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, -1, CH_SIDE_ANY, -1)
-#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s)           \
-       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckTriggeredElementChangeSide(x, y, e, ev, s)                        \
-       CheckTriggeredElementChangeExt(x, y, e, ev, -1, s, -1)
-#define CheckTriggeredElementChangePage(x, y, e, ev, p)                        \
-       CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
-
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
-#define CheckElementChange(x, y, e, ev)                                        \
-       CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
-#define CheckElementChangePlayer(x, y, e, ev, p, s)                    \
-       CheckElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckElementChangeSide(x, y, e, ev, s)                         \
-       CheckElementChangeExt(x, y, e, ev, -1, s, -1)
-#define CheckElementChangePage(x, y, e, ev, p)                         \
-       CheckElementChangeExt(x, y, e, ev, -1, 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);
+#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))
+
+/* game panel display and control definitions */
+#define GAME_PANEL_LEVEL_NUMBER                        0
+#define GAME_PANEL_GEMS                                1
+#define GAME_PANEL_INVENTORY_COUNT             2
+#define GAME_PANEL_INVENTORY_FIRST_1           3
+#define GAME_PANEL_INVENTORY_FIRST_2           4
+#define GAME_PANEL_INVENTORY_FIRST_3           5
+#define GAME_PANEL_INVENTORY_FIRST_4           6
+#define GAME_PANEL_INVENTORY_FIRST_5           7
+#define GAME_PANEL_INVENTORY_FIRST_6           8
+#define GAME_PANEL_INVENTORY_FIRST_7           9
+#define GAME_PANEL_INVENTORY_FIRST_8           10
+#define GAME_PANEL_INVENTORY_LAST_1            11
+#define GAME_PANEL_INVENTORY_LAST_2            12
+#define GAME_PANEL_INVENTORY_LAST_3            13
+#define GAME_PANEL_INVENTORY_LAST_4            14
+#define GAME_PANEL_INVENTORY_LAST_5            15
+#define GAME_PANEL_INVENTORY_LAST_6            16
+#define GAME_PANEL_INVENTORY_LAST_7            17
+#define GAME_PANEL_INVENTORY_LAST_8            18
+#define GAME_PANEL_KEY_1                       19
+#define GAME_PANEL_KEY_2                       20
+#define GAME_PANEL_KEY_3                       21
+#define GAME_PANEL_KEY_4                       22
+#define GAME_PANEL_KEY_5                       23
+#define GAME_PANEL_KEY_6                       24
+#define GAME_PANEL_KEY_7                       25
+#define GAME_PANEL_KEY_8                       26
+#define GAME_PANEL_KEY_WHITE                   27
+#define GAME_PANEL_KEY_WHITE_COUNT             28
+#define GAME_PANEL_SCORE                       29
+#define GAME_PANEL_HIGHSCORE                   30
+#define GAME_PANEL_TIME                                31
+#define GAME_PANEL_TIME_HH                     32
+#define GAME_PANEL_TIME_MM                     33
+#define GAME_PANEL_TIME_SS                     34
+#define GAME_PANEL_FRAME                       35
+#define GAME_PANEL_SHIELD_NORMAL               36
+#define GAME_PANEL_SHIELD_NORMAL_TIME          37
+#define GAME_PANEL_SHIELD_DEADLY               38
+#define GAME_PANEL_SHIELD_DEADLY_TIME          39
+#define GAME_PANEL_EXIT                                40
+#define GAME_PANEL_EMC_MAGIC_BALL              41
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       42
+#define GAME_PANEL_LIGHT_SWITCH                        43
+#define GAME_PANEL_LIGHT_SWITCH_TIME           44
+#define GAME_PANEL_TIMEGATE_SWITCH             45
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                46
+#define GAME_PANEL_SWITCHGATE_SWITCH           47
+#define GAME_PANEL_EMC_LENSES                  48
+#define GAME_PANEL_EMC_LENSES_TIME             49
+#define GAME_PANEL_EMC_MAGNIFIER               50
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          51
+#define GAME_PANEL_BALLOON_SWITCH              52
+#define GAME_PANEL_DYNABOMB_NUMBER             53
+#define GAME_PANEL_DYNABOMB_SIZE               54
+#define GAME_PANEL_DYNABOMB_POWER              55
+#define GAME_PANEL_PENGUINS                    56
+#define GAME_PANEL_SOKOBAN_OBJECTS             57
+#define GAME_PANEL_SOKOBAN_FIELDS              58
+#define GAME_PANEL_ROBOT_WHEEL                 59
+#define GAME_PANEL_CONVEYOR_BELT_1             60
+#define GAME_PANEL_CONVEYOR_BELT_2             61
+#define GAME_PANEL_CONVEYOR_BELT_3             62
+#define GAME_PANEL_CONVEYOR_BELT_4             63
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      64
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      65
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      66
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      67
+#define GAME_PANEL_MAGIC_WALL                  68
+#define GAME_PANEL_MAGIC_WALL_TIME             69
+#define GAME_PANEL_GRAVITY_STATE               70
+#define GAME_PANEL_GRAPHIC_1                   71
+#define GAME_PANEL_GRAPHIC_2                   72
+#define GAME_PANEL_GRAPHIC_3                   73
+#define GAME_PANEL_GRAPHIC_4                   74
+#define GAME_PANEL_GRAPHIC_5                   75
+#define GAME_PANEL_GRAPHIC_6                   76
+#define GAME_PANEL_GRAPHIC_7                   77
+#define GAME_PANEL_GRAPHIC_8                   78
+#define GAME_PANEL_ELEMENT_1                   79
+#define GAME_PANEL_ELEMENT_2                   80
+#define GAME_PANEL_ELEMENT_3                   81
+#define GAME_PANEL_ELEMENT_4                   82
+#define GAME_PANEL_ELEMENT_5                   83
+#define GAME_PANEL_ELEMENT_6                   84
+#define GAME_PANEL_ELEMENT_7                   85
+#define GAME_PANEL_ELEMENT_8                   86
+#define GAME_PANEL_ELEMENT_COUNT_1             87
+#define GAME_PANEL_ELEMENT_COUNT_2             88
+#define GAME_PANEL_ELEMENT_COUNT_3             89
+#define GAME_PANEL_ELEMENT_COUNT_4             90
+#define GAME_PANEL_ELEMENT_COUNT_5             91
+#define GAME_PANEL_ELEMENT_COUNT_6             92
+#define GAME_PANEL_ELEMENT_COUNT_7             93
+#define GAME_PANEL_ELEMENT_COUNT_8             94
+#define GAME_PANEL_CE_SCORE_1                  95
+#define GAME_PANEL_CE_SCORE_2                  96
+#define GAME_PANEL_CE_SCORE_3                  97
+#define GAME_PANEL_CE_SCORE_4                  98
+#define GAME_PANEL_CE_SCORE_5                  99
+#define GAME_PANEL_CE_SCORE_6                  100
+#define GAME_PANEL_CE_SCORE_7                  101
+#define GAME_PANEL_CE_SCORE_8                  102
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          103
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          104
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          105
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          109
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          110
+#define GAME_PANEL_PLAYER_NAME                 111
+#define GAME_PANEL_LEVEL_NAME                  112
+#define GAME_PANEL_LEVEL_AUTHOR                        113
+
+#define NUM_GAME_PANEL_CONTROLS                        114
+
+struct GamePanelOrderInfo
+{
+  int nr;
+  int sort_priority;
+};
 
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
 
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+struct GamePanelControlInfo
+{
+  int nr;
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+  struct TextPosInfo *pos;
+  int type;
 
-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);
+  int value, last_value;
+  int frame, last_frame;
+  int gfx_frame;
+  int gfx_random;
 };
 
-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,
+  },
+  {
+    GAME_PANEL_KEY_1,
+    &game.panel.key[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_2,
+    &game.panel.key[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_3,
+    &game.panel.key[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_4,
+    &game.panel.key[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_5,
+    &game.panel.key[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_6,
+    &game.panel.key[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_7,
+    &game.panel.key[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_8,
+    &game.panel.key[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HIGHSCORE,
+    &game.panel.highscore,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_FRAME,
+    &game.panel.frame,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EXIT,
+    &game.panel.exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+    &game.panel.emc_magic_ball_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_switch[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_switch[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_switch[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_switch[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_ELEMENT,
   },
+  {
+    GAME_PANEL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GRAVITY_STATE,
+    &game.panel.gravity_state,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_GRAPHIC_1,
+    &game.panel.graphic[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_2,
+    &game.panel.graphic[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_3,
+    &game.panel.graphic[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_4,
+    &game.panel.graphic[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_5,
+    &game.panel.graphic[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_6,
+    &game.panel.graphic[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_7,
+    &game.panel.graphic[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_8,
+    &game.panel.graphic[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_1,
+    &game.panel.element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_2,
+    &game.panel.element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_3,
+    &game.panel.element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_4,
+    &game.panel.element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_5,
+    &game.panel.element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_6,
+    &game.panel.element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_7,
+    &game.panel.element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_8,
+    &game.panel.element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_1,
+    &game.panel.element_count[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_2,
+    &game.panel.element_count[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_3,
+    &game.panel.element_count[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_4,
+    &game.panel.element_count[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_5,
+    &game.panel.element_count[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_6,
+    &game.panel.element_count[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_7,
+    &game.panel.element_count[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_8,
+    &game.panel.element_count[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1,
+    &game.panel.ce_score[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2,
+    &game.panel.ce_score[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3,
+    &game.panel.ce_score[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4,
+    &game.panel.ce_score[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5,
+    &game.panel.ce_score[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6,
+    &game.panel.ce_score[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7,
+    &game.panel.ce_score[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8,
+    &game.panel.ce_score[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1_ELEMENT,
+    &game.panel.ce_score_element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2_ELEMENT,
+    &game.panel.ce_score_element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3_ELEMENT,
+    &game.panel.ce_score_element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4_ELEMENT,
+    &game.panel.ce_score_element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5_ELEMENT,
+    &game.panel.ce_score_element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6_ELEMENT,
+    &game.panel.ce_score_element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7_ELEMENT,
+    &game.panel.ce_score_element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8_ELEMENT,
+    &game.panel.ce_score_element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_STRING,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+  }
+};
+
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING     3
+#define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION  2
+#define CHECK_DELAY_IMPACT     CHECK_DELAY_COLLISION
+
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON  0
+
+/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED   32
+#define MOVE_DELAY_NORMAL_SPEED        8
+#define MOVE_DELAY_HIGH_SPEED  4
+#define MOVE_DELAY_MAX_SPEED   1
+
+#define DOUBLE_MOVE_DELAY(x)   (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x)    (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+
+#define DOUBLE_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 GAME_CTRL_ID_SAVE              6
+#define GAME_CTRL_ID_LOAD              7
+
+#define NUM_GAME_BUTTONS               8
+
+
+/* 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 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 DEBUG_INIT_PLAYER
+      if (options.debug)
+      {
+       printf("- player element %d activated", player->element_nr);
+       printf(" (local player is %d and currently %s)\n",
+              local_player->element_nr,
+              local_player->active ? "active" : "not active");
+      }
+    }
+#endif
+
+    Feld[x][y] = EL_EMPTY;
+
+    player->jx = player->last_jx = x;
+    player->jy = player->last_jy = y;
+  }
+
+#if 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);
+
+  /* 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"
+  */
+}
+
+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);
+
+  return key_base_element + key_nr;
+}
+
+static int get_next_dropped_element(struct PlayerInfo *player)
+{
+  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);
+}
+
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
+{
+  /* pos >= 0: get element from bottom of the stack;
+     pos <  0: get element from top of the stack */
+
+  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;
+
+    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);
+  }
+}
+
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+  const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+  const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+  int compare_result;
+
+  if (gpo1->sort_priority != gpo2->sort_priority)
+    compare_result = gpo1->sort_priority - gpo2->sort_priority;
+  else
+    compare_result = gpo1->nr - gpo2->nr;
+
+  return compare_result;
+}
+
+void InitGameControlValues()
+{
+  int i;
+
+  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;
+
+    if (nr != i)
+    {
+      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+      Error(ERR_EXIT, "this should not happen -- please debug");
+    }
+
+    /* force update of game controls after initialization */
+    gpc->value = gpc->last_value = -1;
+    gpc->frame = gpc->last_frame = -1;
+    gpc->gfx_frame = -1;
+
+    /* determine panel value width for later calculation of alignment */
+    if (type == TYPE_INTEGER || type == TYPE_STRING)
+    {
+      pos->width = pos->size * getFontWidth(pos->font);
+      pos->height = getFontHeight(pos->font);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      pos->width = pos->size;
+      pos->height = pos->size;
+    }
+
+    /* 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 UpdatePlayfieldElementCount()
+{
+  boolean use_element_count = FALSE;
+  int i, j, x, y;
+
+  /* first check if it is needed at all to calculate playfield element count */
+  for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+    if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+      use_element_count = TRUE;
+
+  if (!use_element_count)
+    return;
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    element_info[i].element_count = 0;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element_info[Feld[x][y]].element_count++;
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+      if (IS_IN_GROUP(j, i))
+       element_info[EL_GROUP_START + i].element_count +=
+         element_info[j].element_count;
+}
+
+void UpdateGameControlValues()
+{
+  int i, k;
+  int time = (local_player->LevelSolved ?
+             local_player->LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->time :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->time_played :
+             game.no_time_limit ? TimePlayed : TimeLeft);
+  int score = (local_player->LevelSolved ?
+              local_player->LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+              level.native_em_level->lev->score :
+              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+              level.native_sp_level->game_sp->score :
+              local_player->score);
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->required :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->infotrons_still_needed :
+             local_player->gems_still_needed);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                    level.native_em_level->lev->required > 0 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+                    level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+                    local_player->gems_still_needed > 0 ||
+                    local_player->sokobanfields_still_needed > 0 ||
+                    local_player->lights_still_needed > 0);
+
+  UpdatePlayfieldElementCount();
+
+  /* update game panel control values */
+
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+  game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
+
+  if (game.centered_player_nr == -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      /* only one player in Supaplex game engine */
+      if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+       break;
+
+      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);
+      }
+
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_em_level->ply[i]->dynamite;
+      else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_sp_level->game_sp->red_disk_count;
+      else
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         stored_player[i].inventory_size;
+
+      if (stored_player[i].num_white_keys > 0)
+       game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+         EL_DC_KEY_WHITE;
+
+      game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+       stored_player[i].num_white_keys;
+    }
+  }
+  else
+  {
+    int player_nr = game.centered_player_nr;
+
+    for (k = 0; k < MAX_NUM_KEYS; k++)
+    {
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      {
+       if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
+      else if (stored_player[player_nr].key[k])
+       game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+         get_key_element_from_nr(k);
+    }
+
+    if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_em_level->ply[player_nr]->dynamite;
+    else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_sp_level->game_sp->red_disk_count;
+    else
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       stored_player[player_nr].inventory_size;
+
+    if (stored_player[player_nr].num_white_keys > 0)
+      game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
+
+    game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+      stored_player[player_nr].num_white_keys;
+  }
+
+  for (i = 0; i < NUM_PANEL_INVENTORY; i++)
+  {
+    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_FRAME].value = FrameCounter;
+
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+    (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+    local_player->shield_normal_time_left;
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+    (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+    local_player->shield_deadly_time_left;
+
+  game_panel_controls[GAME_PANEL_EXIT].value =
+    (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
+
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+     EL_EMC_MAGIC_BALL_SWITCH);
+
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+    (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+    game.light_time_left;
+
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+    (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+    game.timegate_time_left;
+
+  game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+    EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+  game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+    (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+    game.lenses_time_left;
+
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+    (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+    game.magnify_time_left;
+
+  game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+    (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
+     game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+     game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
+     game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
+     EL_BALLOON_SWITCH_NONE);
+
+  game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+    local_player->dynabomb_count;
+  game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+    local_player->dynabomb_size;
+  game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+    (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+  game_panel_controls[GAME_PANEL_PENGUINS].value =
+    local_player->friends_still_needed;
+
+  game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+    local_player->sokobanfields_still_needed;
+  game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+    local_player->sokobanfields_still_needed;
+
+  game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+    (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+      (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+       EL_CONVEYOR_BELT_1_MIDDLE) + i;
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+      getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+  }
+
+  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);
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+      (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+       element_info[game.panel.element_count[i].id].element_count : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+       element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+       element_info[game.panel.ce_score_element[i].id].collect_score :
+       EL_UNDEFINED);
+
+  game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+  /* update game panel control frames */
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (gpc->type == TYPE_ELEMENT)
+    {
+      if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+      {
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int element = gpc->value;
+       int graphic = el2panelimg(element);
+
+       if (gpc->value != gpc->last_value)
+       {
+         gpc->gfx_frame = 0;
+         gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+       else
+       {
+         gpc->gfx_frame++;
+
+         if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+             IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+           gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = gpc->gfx_random;
+
+       if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+         gpc->gfx_frame = element_info[element].collect_score;
+
+       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+                                             gpc->gfx_frame);
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+      }
+    }
+  }
+}
+
+void DisplayGameControlValues()
+{
+  boolean redraw_panel = FALSE;
+  int i;
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (PANEL_DEACTIVATED(gpc->pos))
+      continue;
+
+    if (gpc->value == gpc->last_value &&
+       gpc->frame == gpc->last_frame)
+      continue;
+
+    redraw_panel = TRUE;
+  }
+
+  if (!redraw_panel)
+    return;
+
+  /* copy default game door content to main double buffer */
+#if 1
+  /* !!! CHECK AGAIN !!! */
+  SetPanelBackground();
+  // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+  DrawBackground(DX, DY, DXSIZE, DYSIZE);
+#else
+  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+            DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+#endif
+
+  /* redraw game control buttons */
+#if 1
+  RedrawGameButtons();
+#else
+  UnmapGameButtons();
+  MapGameButtons();
+#endif
+
+  game_status = GAME_MODE_PSEUDO_PANEL;
+
+#if 1
+  for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+#else
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+#endif
+  {
+#if 1
+    int nr = game_panel_order[i].nr;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+#else
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    int nr = gpc->nr;
+#endif
+    struct TextPosInfo *pos = gpc->pos;
+    int type = gpc->type;
+    int value = gpc->value;
+    int frame = gpc->frame;
+#if 0
+    int last_value = gpc->last_value;
+    int last_frame = gpc->last_frame;
+#endif
+    int size = pos->size;
+    int font = pos->font;
+    boolean draw_masked = pos->draw_masked;
+    int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+
+#if 0
+    if (value == last_value && frame == last_frame)
+      continue;
+#endif
+
+    gpc->last_value = value;
+    gpc->last_frame = frame;
+
+#if 0
+    printf("::: value %d changed from %d to %d\n", nr, last_value, value);
+#endif
+
+    if (type == TYPE_INTEGER)
+    {
+      if (nr == GAME_PANEL_LEVEL_NUMBER ||
+         nr == GAME_PANEL_TIME)
+      {
+       boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
+
+       if (use_dynamic_size)           /* use dynamic number of digits */
+       {
+         int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
+         int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
+         int size2 = size1 + 1;
+         int font1 = pos->font;
+         int font2 = pos->font_alt;
+
+         size = (value < value_change ? size1 : size2);
+         font = (value < value_change ? font1 : font2);
+
+#if 0
+         /* clear background if value just changed its size (dynamic digits) */
+         if ((last_value < value_change) != (value < value_change))
+         {
+           int width1 = size1 * getFontWidth(font1);
+           int width2 = size2 * getFontWidth(font2);
+           int max_width = MAX(width1, width2);
+           int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
+
+           pos->width = max_width;
+
+           ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                      max_width, max_height);
+         }
+#endif
+       }
+      }
+
+#if 1
+      /* correct text size if "digits" is zero or less */
+      if (size <= 0)
+       size = strlen(int2str(value, size));
+
+      /* dynamically correct text alignment */
+      pos->width = size * getFontWidth(font);
+#endif
+
+      DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                 int2str(value, size), font, mask_mode);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      int element, graphic;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
+
+#if 1
+      if (value != EL_UNDEFINED && value != EL_EMPTY)
+      {
+       element = value;
+       graphic = el2panelimg(value);
+
+       // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+#if 1
+       if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+         size = TILESIZE;
+#endif
+
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+                             &src_x, &src_y);
+
+       width  = graphic_info[graphic].width  * size / TILESIZE;
+       height = graphic_info[graphic].height * size / TILESIZE;
+
+       if (draw_masked)
+       {
+         SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                       dst_x - src_x, dst_y - src_y);
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       }
+       else
+       {
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+       }
+      }
+#else
+      if (value == EL_UNDEFINED || value == EL_EMPTY)
+      {
+       element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
+       graphic = el2panelimg(element);
+
+       src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+       src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
+       src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
+      }
+      else
+      {
+       element = value;
+       graphic = el2panelimg(value);
+
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
+      }
+
+      width  = graphic_info[graphic].width  * size / TILESIZE;
+      height = graphic_info[graphic].height * size / TILESIZE;
+
+      BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
+#endif
+    }
+    else if (type == TYPE_STRING)
+    {
+      boolean active = (value != 0);
+      char *state_normal = "off";
+      char *state_active = "on";
+      char *state = (active ? state_active : state_normal);
+      char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+                nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
+                nr == GAME_PANEL_LEVEL_NAME    ? level.name :
+                nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
+
+      if (nr == GAME_PANEL_GRAVITY_STATE)
+      {
+       int font1 = pos->font;          /* (used for normal state) */
+       int font2 = pos->font_alt;      /* (used for active state) */
+#if 0
+       int size1 = strlen(state_normal);
+       int size2 = strlen(state_active);
+       int width1 = size1 * getFontWidth(font1);
+       int width2 = size2 * getFontWidth(font2);
+       int max_width = MAX(width1, width2);
+       int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
+
+       pos->width = max_width;
+
+       /* clear background for values that may have changed its size */
+       ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                  max_width, max_height);
+#endif
+
+       font = (active ? font2 : font1);
+      }
+
+      if (s != NULL)
+      {
+       char *s_cut;
+
+#if 1
+       if (size <= 0)
+       {
+         /* don't truncate output if "chars" is zero or less */
+         size = strlen(s);
+
+         /* dynamically correct text alignment */
+         pos->width = size * getFontWidth(font);
+       }
+#endif
+
+       s_cut = getStringCopyN(s, size);
+
+       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                   s_cut, font, mask_mode);
+
+       free(s_cut);
+      }
+    }
+
+    redraw_mask |= REDRAW_DOOR_1;
+  }
+
+  game_status = GAME_MODE_PLAYING;
+}
+
+void UpdateAndDisplayGameControlValues()
+{
+  if (tape.warp_forward)
+    return;
+
+  UpdateGameControlValues();
+  DisplayGameControlValues();
+}
+
+void DrawGameValue_Emeralds(int value)
+{
+  struct TextPosInfo *pos = &game.panel.gems;
+  int font_nr = pos->font;
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  pos->width = chars * font_width;
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Dynamite(int value)
+{
+  struct TextPosInfo *pos = &game.panel.inventory_count;
+  int font_nr = pos->font;
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  pos->width = chars * font_width;
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Score(int value)
+{
+  struct TextPosInfo *pos = &game.panel.score;
+  int font_nr = pos->font;
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->size;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  pos->width = chars * font_width;
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Time(int value)
+{
+  struct TextPosInfo *pos = &game.panel.time;
+  static int last_value = -1;
+  int chars1 = 3;
+  int chars2 = 4;
+  int chars = pos->size;
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  if (use_dynamic_chars)               /* use dynamic number of chars */
+  {
+    chars   = (value < 1000 ? chars1   : chars2);
+    font_nr = (value < 1000 ? font1_nr : font2_nr);
+  }
+
+  /* clear background if value just changed its size (dynamic chars only) */
+  if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
+  {
+    int width1 = chars1 * getFontWidth(font1_nr);
+    int width2 = chars2 * getFontWidth(font2_nr);
+    int max_width = MAX(width1, width2);
+    int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
+
+    pos->width = max_width;
+
+    ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                              max_width, max_height);
+  }
+
+  pos->width = chars * getFontWidth(font_nr);
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+
+  last_value = value;
+}
+
+void DrawGameValue_Level(int value)
+{
+  struct TextPosInfo *pos = &game.panel.level_number;
+  int chars1 = 2;
+  int chars2 = 3;
+  int chars = pos->size;
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  if (use_dynamic_chars)               /* use dynamic number of chars */
+  {
+    chars   = (level_nr < 100 ? chars1   : chars2);
+    font_nr = (level_nr < 100 ? font1_nr : font2_nr);
+  }
+
+  pos->width = chars * getFontWidth(font_nr);
+
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
+}
+
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+  int i;
+
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
+
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+  {
+    struct TextPosInfo *pos = &game.panel.key[i];
+    int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
+    int src_y = DOOR_GFX_PAGEY1 + 123;
+    int dst_x = PANEL_XPOS(pos);
+    int dst_y = PANEL_YPOS(pos);
+
+    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);
+
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+
+#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])
+    {
+      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 (key[i])
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#endif
+  }
+}
+
+void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
+                      int key_bits)
+{
+  int key[MAX_NUM_KEYS];
+  int i;
+
+  /* prevent EM engine from updating time/score values parallel to GameWon() */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+      local_player->LevelSolved)
+    return;
+
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    key[i] = key_bits & (1 << i);
+
+  DrawGameValue_Level(level_nr);
+
+  DrawGameValue_Emeralds(emeralds);
+  DrawGameValue_Dynamite(dynamite);
+  DrawGameValue_Score(score);
+  DrawGameValue_Time(time);
+
+  DrawGameValue_Keys(key);
+}
+
+void UpdateGameDoorValues()
+{
+  UpdateGameControlValues();
+}
+
+void DrawGameDoorValues()
+{
+  DisplayGameControlValues();
+}
+
+void DrawGameDoorValues_OLD()
+{
+  int time_value = (game.no_time_limit ? TimePlayed : TimeLeft);
+  int dynamite_value = 0;
+  int score_value = (local_player->LevelSolved ? local_player->score_final :
+                    local_player->score);
+  int gems_value = local_player->gems_still_needed;
+  int key_bits = 0;
+  int i, j;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    DrawGameDoorValues_EM();
+
+    return;
+  }
+
+  if (game.centered_player_nr == -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      for (j = 0; j < MAX_NUM_KEYS; j++)
+       if (stored_player[i].key[j])
+         key_bits |= (1 << j);
+
+      dynamite_value += stored_player[i].inventory_size;
+    }
+  }
+  else
+  {
+    int player_nr = game.centered_player_nr;
+
+    for (i = 0; i < MAX_NUM_KEYS; i++)
+      if (stored_player[player_nr].key[i])
+       key_bits |= (1 << i);
+
+    dynamite_value = stored_player[player_nr].inventory_size;
+  }
+
+  DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
+                   key_bits);
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i, j, k, l, x, y;
+
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+  /* set single or multi-player game mode (needed for re-playing tapes) */
+  game.team_mode = setup.team_mode;
+
+  if (tape.playing)
+  {
+    int num_players = 0;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (tape.player_participates[i])
+       num_players++;
+
+    /* multi-player tapes contain input data for more than one player */
+    game.team_mode = (num_players > 1);
+  }
+
+  /* ---------------------------------------------------------------------- */
+  /* set flags for bugs and changes according to active game engine version */
+  /* ---------------------------------------------------------------------- */
+
+  /*
+    Summary of bugfix/change:
+    Fixed handling for custom elements that change when pushed by the player.
+
+    Fixed/changed in version:
+    3.1.0
+
+    Description:
+    Before 3.1.0, custom elements that "change when pushing" changed directly
+    after the player started pushing them (until then handled in "DigField()").
+    Since 3.1.0, these custom elements are not changed until the "pushing"
+    move of the element is finished (now handled in "ContinueMoving()").
+
+    Affected levels/tapes:
+    The first condition is generally needed for all levels/tapes before version
+    3.1.0, which might use the old behaviour before it was changed; known tapes
+    that are affected are some tapes from the level set "Walpurgis Gardens" by
+    Jamie Cullen.
+    The second condition is an exception from the above case and is needed for
+    the special case of tapes recorded with game (not engine!) version 3.1.0 or
+    above (including some development versions of 3.1.0), but before it was
+    known that this change would break tapes like the above and was fixed in
+    3.1.1, so that the changed behaviour was active although the engine version
+    while recording maybe was before 3.1.0. There is at least one tape that is
+    affected by this exception, which is the tape for the one-level set "Bug
+    Machine" by Juergen Bonhagen.
+  */
+
+  game.use_change_when_pushing_bug =
+    (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+     !(tape.playing &&
+       tape.game_version >= VERSION_IDENT(3,1,0,0) &&
+       tape.game_version <  VERSION_IDENT(3,1,1,0)));
+
+  /*
+    Summary of bugfix/change:
+    Fixed handling for blocking the field the player leaves when moving.
+
+    Fixed/changed in version:
+    3.1.1
+
+    Description:
+    Before 3.1.1, when "block last field when moving" was enabled, the field
+    the player is leaving when moving was blocked for the time of the move,
+    and was directly unblocked afterwards. This resulted in the last field
+    being blocked for exactly one less than the number of frames of one player
+    move. Additionally, even when blocking was disabled, the last field was
+    blocked for exactly one frame.
+    Since 3.1.1, due to changes in player movement handling, the last field
+    is not blocked at all when blocking is disabled. When blocking is enabled,
+    the last field is blocked for exactly the number of frames of one player
+    move. Additionally, if the player is Murphy, the hero of Supaplex, the
+    last field is blocked for exactly one more than the number of frames of
+    one player move.
+
+    Affected levels/tapes:
+    (!!! yet to be determined -- probably many !!!)
+  */
+
+  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);
+
+#if 0
+  printf("level %d: level version == %06d\n", level_nr, level.game_version);
+  printf("          tape version == %06d [%s] [file: %06d]\n",
+        tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+        tape.file_version);
+  printf("       => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+  /* ---------- initialize player's initial move delay --------------------- */
+
+  /* dynamically adjust player properties according to level information */
+  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 */
+  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 --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_push_delay_value =
+    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
+  /* ---------- initialize changing elements ------------------------------- */
+
+  /* initialize changing elements information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    /* this pointer might have been changed in the level editor */
+    ei->change = &ei->change_page[0];
+
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      ei->change->target_element = EL_EMPTY_SPACE;
+      ei->change->delay_fixed = 0;
+      ei->change->delay_random = 0;
+      ei->change->delay_frames = 1;
+    }
+
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+    {
+      ei->has_change_event[j] = FALSE;
+
+      ei->event_page_nr[j] = 0;
+      ei->event_page[j] = &ei->change_page[0];
+    }
+  }
+
+  /* add changing elements from pre-defined list */
+  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+    struct ElementInfo *ei = &element_info[ch_delay->element];
+
+    ei->change->target_element       = ch_delay->target_element;
+    ei->change->delay_fixed          = ch_delay->change_delay;
+
+    ei->change->pre_change_function  = ch_delay->pre_change_function;
+    ei->change->change_function      = ch_delay->change_function;
+    ei->change->post_change_function = ch_delay->post_change_function;
+
+    ei->change->can_change = TRUE;
+    ei->change->can_change_or_has_action = TRUE;
+
+    ei->has_change_event[CE_DELAY] = TRUE;
+
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+    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);
+    }
+  }
+
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change_or_has_action)
+       continue;
+
+      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+      {
+       /* only add event page for the first page found with this event */
+       if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
+       {
+         ei->has_change_event[k] = TRUE;
+
+         ei->event_page_nr[k] = j;
+         ei->event_page[k] = &ei->change_page[j];
+       }
+      }
+    }
+  }
+
+#if 1
+  /* ---------- initialize reference elements in change conditions --------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+    struct ElementInfo *ei = &element_info[element];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      int trigger_element = ei->change_page[j].initial_trigger_element;
+
+      if (trigger_element >= EL_PREV_CE_8 &&
+         trigger_element <= EL_NEXT_CE_8)
+       trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+      ei->change_page[j].trigger_element = trigger_element;
+    }
+  }
+#endif
+
+  /* ---------- initialize run-time trigger player and element ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].actual_trigger_element = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player = EL_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;
+    }
+  }
+
+  /* ---------- initialize trigger events ---------------------------------- */
+
+  /* initialize trigger events information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+      trigger_events[i][j] = FALSE;
+
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change_or_has_action)
+       continue;
+
+      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
+      {
+       int trigger_element = ei->change_page[j].trigger_element;
+
+       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+       {
+         if (ei->change_page[j].has_event[k])
+         {
+           if (IS_GROUP_ELEMENT(trigger_element))
+           {
+             struct ElementGroupInfo *group =
+               element_info[trigger_element].group;
+
+             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;
+         }
+       }
+      }
+    }
+  }
+
+  /* ---------- initialize push delay -------------------------------------- */
+
+  /* initialize push delay values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      /* 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;
+      }
+    }
+  }
+
+  /* set push delay value for certain elements from pre-defined list */
+  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = push_delay_list[i].element;
+
+    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
+    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+  }
+
+  /* set push delay value for Supaplex elements for newer engine versions */
+  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+  {
+    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    {
+      if (IS_SP_ELEMENT(i))
+      {
+       /* 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;
+      }
+    }
+  }
+
+  /* ---------- initialize move stepsize ----------------------------------- */
+
+  /* initialize move stepsize values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+  /* set move stepsize value for certain elements from pre-defined list */
+  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = move_stepsize_list[i].element;
+
+    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+  }
+
+  /* ---------- initialize collect score ----------------------------------- */
+
+  /* initialize collect score values for custom elements from initial value */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_score = element_info[i].collect_score_initial;
+
+  /* ---------- initialize collect count ----------------------------------- */
+
+  /* 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_initial = 0;
+
+  /* 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_initial =
+      collect_count_list[i].count;
+
+  /* ---------- initialize access direction -------------------------------- */
+
+  /* initialize access direction values to default (access from every side) */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+  /* set access direction value for certain elements from pre-defined list */
+  for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+    element_info[access_direction_list[i].element].access_direction =
+      access_direction_list[i].direction;
+
+  /* ---------- 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;
+}
+
+
+/*
+  =============================================================================
+  InitGame()
+  -----------------------------------------------------------------------------
+  initialize and start new game
+  =============================================================================
+*/
+
+void InitGame()
+{
+  int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+  int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+
+  boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
+  boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
+  boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
+#if 0
+  boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+#if 1
+  int initial_move_dir = MV_DOWN;
+#else
+  int initial_move_dir = MV_NONE;
+#endif
+  int i, j, x, y;
+
+#if 1
+  game_status = GAME_MODE_PLAYING;
+#endif
+
+#if 1
+
+  StopAnimation();
+
+  if (!game.restart_level)
+    CloseDoor(DOOR_CLOSE_1);
+
+#if 1
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetEnterScreen();
+#else
+  if (level_editor_test_game)
+    fading = fading_none;
+  else
+    fading = menu.destination;
+#endif
+
+#if 1
+  FadeOut(REDRAW_FIELD);
+#else
+  if (do_fading)
+    FadeOut(REDRAW_FIELD);
+#endif
+
+#endif
+
+#if 0
+  printf("::: FADING OUT: DONE\n");
+  Delay(1000);
+#endif
+
+#if 0
+  game_status = GAME_MODE_PLAYING;
+#endif
+
+#if 1
+  /* needed if different viewport properties defined for playing */
+  ChangeViewportPropertiesIfNeeded();
+#endif
+
+#if 1
+  DrawCompleteVideoDisplay();
+#endif
+
+  InitGameEngine();
+  InitGameControlValues();
+
+  /* don't play tapes over network */
+  network_playing = (options.network && !tape.playing);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    player->index_nr = i;
+    player->index_bit = (1 << i);
+    player->element_nr = EL_PLAYER_1 + i;
+
+    player->present = FALSE;
+    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;
+    player->friends_still_needed = 0;
+
+    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 = initial_move_dir;
+    player->MovPos = 0;
+    player->GfxPos = 0;
+    player->GfxDir = initial_move_dir;
+    player->GfxAction = ACTION_DEFAULT;
+    player->Frame = 0;
+    player->StepFrame = 0;
+
+    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 = initial_move_dir;
+
+    player->is_active = FALSE;
+
+    player->is_waiting = FALSE;
+    player->is_moving = FALSE;
+    player->is_auto_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_snapping = FALSE;
+    player->is_collecting = FALSE;
+    player->is_pushing = FALSE;
+    player->is_switching = FALSE;
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->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->switch_x = -1;
+    player->switch_y = -1;
+
+    player->drop_x = -1;
+    player->drop_y = -1;
+
+    player->show_envelope = 0;
+
+    SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
+
+    player->push_delay       = -1;     /* initialized when pushing starts */
+    player->push_delay_value = game.initial_push_delay_value;
+
+    player->drop_delay = 0;
+    player->drop_pressed_delay = 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;
+
+    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;
+
+#if defined(NETWORK_AVALIABLE)
+  /* initial null action */
+  if (network_playing)
+    SendToServer_MovePlayer(MV_NONE);
+#endif
+
+  ZX = ZY = -1;
+  ExitX = ExitY = -1;
+
+  FrameCounter = 0;
+  TimeFrames = 0;
+  TimePlayed = 0;
+  TimeLeft = level.time;
+  TapeTime = 0;
+
+  ScreenMovDir = MV_NONE;
+  ScreenMovPos = 0;
+  ScreenGfxPos = 0;
+
+  ScrollStepSize = 0;  /* will be correctly initialized by ScrollScreen() */
+
+  AllPlayersGone = FALSE;
+
+  game.no_time_limit = (level.time == 0);
+
+  game.yamyam_content_nr = 0;
+  game.robot_wheel_active = FALSE;
+  game.magic_wall_active = FALSE;
+  game.magic_wall_time_left = 0;
+  game.light_time_left = 0;
+  game.timegate_time_left = 0;
+  game.switchgate_pos = 0;
+  game.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_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;
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status at level initialization:\n");
+  }
+#endif
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    Feld[x][y] = level.field[x][y];
+    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+#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;
+
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
+
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
+
+    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_NONE;
+    GfxRedraw[x][y] = GFX_REDRAW_NONE;
+  }
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    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);
+
+    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++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      int num_phase = 8;
+      int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+                   game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+                  game.emulation == EMU_SUPAPLEX ? 3 : 2);
+      int last_phase = (num_phase + 1) * delay;
+      int half_phase = (num_phase / 2) * delay;
+
+      element_info[i].explosion_delay = last_phase - 1;
+      element_info[i].ignition_delay = half_phase;
+
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 1;
+    }
+
+#if 0
+    if (element_info[i].explosion_delay < 1)   /* !!! check again !!! */
+      element_info[i].explosion_delay = 1;
+
+    if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
+      element_info[i].ignition_delay = 1;
+#endif
+  }
+
+  /* correct non-moving belts to start moving left */
+  for (i = 0; i < NUM_BELTS; i++)
+    if (game.belt_dir[i] == MV_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 0
+  printf("::: TEAM MODE: %d\n", game.team_mode);
+#endif
+
+  if (tape.playing)
+  {
+#if 1
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].connected = tape.player_participates[i];
+#else
+    /* 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;
+#endif
+  }
+  else if (game.team_mode && !options.network)
+  {
+    /* try to guess locally connected team mode players (needed for correct
+       assignment of player figures from level to locally playing players) */
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (setup.input[i].use_joystick ||
+         setup.input[i].key.left != KSYM_UNDEFINED)
+       stored_player[i].connected = TRUE;
+  }
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after level initialization:\n");
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+    printf("Reassigning players ...\n");
+#endif
+
+  /* check if any connected player was not found in playfield */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (player->connected && !player->present)
+    {
+      struct PlayerInfo *field_player = NULL;
+
+#if DEBUG_INIT_PLAYER
+      if (options.debug)
+       printf("- looking for field player for player %d ...\n", i + 1);
+#endif
+
+      /* assign first free player found that is present in the playfield */
+
+#if 1
+      /* first try: look for unmapped playfield player that is not connected */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           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 */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           stored_player[j].present &&
+           !stored_player[j].mapped)
+         field_player = &stored_player[j];
+#else
+      /* 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];
+#endif
+
+      if (field_player != NULL)
+      {
+       int jx = field_player->jx, jy = field_player->jy;
+
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- found player %d\n", field_player->index_nr + 1);
+#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 DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- map_player_action[%d] == %d\n",
+                field_player->index_nr + 1, i + 1);
+#endif
+      }
+    }
+
+    if (player->connected && player->present)
+      player->mapped = TRUE;
+  }
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after player assignment (first stage):\n");
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
+#else
+
+  /* check if any connected player was not found in playfield */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (player->connected && !player->present)
+    {
+      for (j = 0; j < MAX_PLAYERS; j++)
+      {
+       struct PlayerInfo *field_player = &stored_player[j];
+       int jx = field_player->jx, jy = field_player->jy;
+
+       /* assign first free player found that is present in the playfield */
+       if (field_player->present && !field_player->connected)
+       {
+         player->present = TRUE;
+         player->active = TRUE;
+
+         field_player->present = FALSE;
+         field_player->active = FALSE;
+
+         player->initial_element = field_player->initial_element;
+         player->artwork_element = field_player->artwork_element;
+
+         player->block_last_field       = field_player->block_last_field;
+         player->block_delay_adjustment = field_player->block_delay_adjustment;
+
+         StorePlayer[jx][jy] = player->element_nr;
+
+         player->jx = player->last_jx = jx;
+         player->jy = player->last_jy = jy;
+
+         break;
+       }
+      }
+    }
+  }
+#endif
+
+#if 0
+  printf("::: local_player->present == %d\n", local_player->present);
+#endif
+
+  if (tape.playing)
+  {
+    /* when playing a tape, eliminate all players who do not participate */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+
+#if 1
+    if (!game.team_mode)
+#endif
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      if (stored_player[i].active &&
+         !tape.player_participates[map_player_action[i]])
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
+       player->active = FALSE;
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
+      }
+    }
+
+#else
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      if (stored_player[i].active &&
+         !tape.player_participates[i])
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       player->active = FALSE;
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
+      }
+    }
+#endif
+  }
+  else if (!options.network && !game.team_mode)                /* && !tape.playing */
+  {
+    /* when in single player mode, eliminate all but the first active player */
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      if (stored_player[i].active)
+      {
+       for (j = i + 1; j < MAX_PLAYERS; j++)
+       {
+         if (stored_player[j].active)
+         {
+           struct PlayerInfo *player = &stored_player[j];
+           int jx = player->jx, jy = player->jy;
+
+           player->active = FALSE;
+           player->present = FALSE;
+
+           StorePlayer[jx][jy] = 0;
+           Feld[jx][jy] = EL_EMPTY;
+         }
+       }
+      }
+    }
+  }
+
+  /* when recording the game, store which players take part in the game */
+  if (tape.recording)
+  {
+#if USE_NEW_PLAYER_ASSIGNMENTS
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].connected)
+       tape.player_participates[i] = TRUE;
+#else
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].active)
+       tape.player_participates[i] = TRUE;
+#endif
+  }
+
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after player assignment (final stage):\n");
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
+#endif
+
+  if (BorderElement == EL_EMPTY)
+  {
+    SBX_Left = 0;
+    SBX_Right = lev_fieldx - SCR_FIELDX;
+    SBY_Upper = 0;
+    SBY_Lower = lev_fieldy - SCR_FIELDY;
+  }
+  else
+  {
+    SBX_Left = -1;
+    SBX_Right = lev_fieldx - SCR_FIELDX + 1;
+    SBY_Upper = -1;
+    SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+  }
+
+#if NEW_TILESIZE
+
+  // printf("::: START-0: %d, %d\n", lev_fieldx, SCR_FIELDX);
+  // printf("::: START-1: %d, %d\n", SBX_Left, SBX_Right);
+
+#if 1
+  if (full_lev_fieldx <= SCR_FIELDX)
+    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+  if (full_lev_fieldy <= SCR_FIELDY)
+    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#else
+  if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
+    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+  if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
+    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
+
+  /*
+  printf("::: START-2: %d, %d (%d)\n", SBX_Left, SBX_Right,
+        SBX_Right - SBX_Left + 1);
+  */
+
+#if 1
+  if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+    SBX_Left--;
+  if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+    SBY_Upper--;
+#else
+  if (EVEN(SCR_FIELDX))
+    SBX_Left--;
+  if (EVEN(SCR_FIELDY))
+    SBY_Upper--;
+#endif
+
+#if 0
+  printf("::: START-3: %d, %d\n", SBX_Left, SBX_Right);
+  printf("\n");
+#endif
+
+#else
+
+  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
+
+  /* if local player not found, look for custom element that might create
+     the player (make some assumptions about the right custom element) */
+  if (!local_player->present)
+  {
+    int start_x = 0, start_y = 0;
+    int found_rating = 0;
+    int found_element = EL_UNDEFINED;
+    int player_nr = local_player->index_nr;
+
+    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;
+
+      if (CAN_CHANGE(element))
+      {
+       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 ||
+                           (found_rating == 3 && element < found_element)))
+         {
+           start_x = x;
+           start_y = y;
+
+           found_rating = 3;
+           found_element = element;
+         }
+       }
+      }
+
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      {
+       /* 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 ||
+                         (found_rating == 2 && element < found_element)))
+       {
+         start_x = x + xx - 1;
+         start_y = y + yy - 1;
+
+         found_rating = 2;
+         found_element = element;
+       }
+
+       if (!CAN_CHANGE(element))
+         continue;
+
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         /* 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 ||
+                           (found_rating == 1 && element < found_element)))
+         {
+           start_x = x + xx - 1;
+           start_y = y + yy - 1;
+
+           found_rating = 1;
+           found_element = element;
+         }
+       }
+      }
+    }
+
+    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
+               start_x > SBX_Right + MIDPOSX ? SBX_Right :
+               start_x - MIDPOSX);
+
+    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+               start_y - MIDPOSY);
+  }
+  else
+  {
+    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+               local_player->jx - MIDPOSX);
+
+    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+               local_player->jy - MIDPOSY);
+  }
+
+#if 0
+  printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
+#endif
+
+#if 0
+  /* do not use PLAYING mask for fading out from main screen */
+  game_status = GAME_MODE_MAIN;
+#endif
+
+#if 0
+
+  StopAnimation();
+
+  if (!game.restart_level)
+    CloseDoor(DOOR_CLOSE_1);
+
+#if 1
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetEnterScreen();
+#else
+  if (level_editor_test_game)
+    fading = fading_none;
+  else
+    fading = menu.destination;
+#endif
+
+#if 1
+  FadeOut(REDRAW_FIELD);
+#else
+  if (do_fading)
+    FadeOut(REDRAW_FIELD);
+#endif
+
+#endif
+
+#if 0
+  game_status = GAME_MODE_PLAYING;
+#endif
+
+  /* !!! FIX THIS (START) !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    InitGameEngine_EM();
+
+#if 0
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
+    BlitScreenToBitmap_EM(backbuffer);
+#endif
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    InitGameEngine_SP();
+
+#if 0
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
+    BlitScreenToBitmap_SP(backbuffer);
+#endif
+  }
+  else
+  {
+    DrawLevel(REDRAW_FIELD);
+    DrawAllPlayers();
+
+    /* after drawing the level, correct some elements */
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
+
+#if 0
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
+#if NEW_TILESIZE
+    BlitScreenToBitmap(backbuffer);
+#else
+    if (setup.soft_scrolling)
+      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+#endif
+#endif
+
+#if 0
+    redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
+  }
+#if 1
+  /* blit playfield from scroll buffer to normal back buffer for fading in */
+  BlitScreenToBitmap(backbuffer);
+
+  redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
+  /* !!! 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 */
+#if 1
+#if 1
+    /* !!! CHECK AGAIN !!! */
+    SetPanelBackground();
+    // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+    DrawBackground(DX, DY, DXSIZE, DYSIZE);
+#else
+    struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
+
+    /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
+    ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
+    BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
+              MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
+#endif
+#else
+    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+              DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+#endif
+  }
+
+  SetPanelBackground();
+  SetDrawBackgroundMask(REDRAW_DOOR_1);
+
+#if 1
+  UpdateAndDisplayGameControlValues();
+#else
+  UpdateGameDoorValues();
+  DrawGameDoorValues();
+#endif
+
+  if (!game.restart_level)
+  {
+    UnmapGameButtons();
+    UnmapTapeButtons();
+    game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
+    game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
+    game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
+    MapGameButtons();
+    MapTapeButtons();
+
+    /* copy actual game door content to door double buffer for OpenDoor() */
+#if 1
+    BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
+#else
+    BlitBitmap(drawto, bitmap_db_door,
+              DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+#endif
+
+    OpenDoor(DOOR_OPEN_ALL);
+
+    PlaySound(SND_GAME_STARTING);
+
+    if (setup.sound_music)
+      PlayLevelMusic();
+
+    KeyboardAutoRepeatOffUnlessAutoplay();
+
+#if DEBUG_INIT_PLAYER
+    if (options.debug)
+    {
+      printf("Player status (final):\n");
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+
+       printf("- player %d: present == %d, connected == %d, active == %d",
+              i + 1,
+              player->present,
+              player->connected,
+              player->active);
+
+       if (local_player == player)
+         printf(" (local player)");
+
+       printf("\n");
+      }
+    }
+#endif
+  }
+
+#if 1
+  UnmapAllGadgets();
+
+  MapGameButtons();
+  MapTapeButtons();
+#endif
+
+  if (!game.restart_level && !tape.playing)
+  {
+    LevelStats_incPlayed(level_nr);
+
+    SaveLevelSetup_SeriesInfo();
+
+#if 0
+    printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr));
+#endif
+  }
+
+  game.restart_level = FALSE;
+}
+
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+{
+  /* this is used for non-R'n'D game engines to update certain engine values */
+
+  /* needed to determine if sounds are played within the visible screen area */
+  scroll_x = actual_scroll_x;
+  scroll_y = actual_scroll_y;
+}
+
+void InitMovDir(int x, int y)
+{
+  int i, element = Feld[x][y];
+  static int xy[4][2] =
+  {
+    {  0, +1 },
+    { +1,  0 },
+    {  0, -1 },
+    { -1,  0 }
+  };
+  static int direction[3][4] =
+  {
+    { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
+    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
+    { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
+  };
+
+  switch (element)
+  {
+    case EL_BUG_RIGHT:
+    case EL_BUG_UP:
+    case EL_BUG_LEFT:
+    case EL_BUG_DOWN:
+      Feld[x][y] = EL_BUG;
+      MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
+      break;
+
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+      Feld[x][y] = EL_SPACESHIP;
+      MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
+      break;
+
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+      Feld[x][y] = EL_BD_BUTTERFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
+      break;
+
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+      Feld[x][y] = EL_BD_FIREFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
+      break;
+
+    case EL_PACMAN_RIGHT:
+    case EL_PACMAN_UP:
+    case EL_PACMAN_LEFT:
+    case EL_PACMAN_DOWN:
+      Feld[x][y] = EL_PACMAN;
+      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;
+
+    case EL_SP_ELECTRON:
+      MovDir[x][y] = MV_LEFT;
+      break;
+
+    case EL_MOLE_LEFT:
+    case EL_MOLE_RIGHT:
+    case EL_MOLE_UP:
+    case EL_MOLE_DOWN:
+      Feld[x][y] = EL_MOLE;
+      MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
+      break;
+
+    default:
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       struct ElementInfo *ei = &element_info[element];
+       int move_direction_initial = ei->move_direction_initial;
+       int move_pattern = ei->move_pattern;
+
+       if (move_direction_initial == MV_START_PREVIOUS)
+       {
+         if (MovDir[x][y] != MV_NONE)
+           return;
+
+         move_direction_initial = MV_START_AUTOMATIC;
+       }
+
+       if (move_direction_initial == MV_START_RANDOM)
+         MovDir[x][y] = 1 << RND(4);
+       else if (move_direction_initial & MV_ANY_DIRECTION)
+         MovDir[x][y] = move_direction_initial;
+       else if (move_pattern == MV_ALL_DIRECTIONS ||
+                move_pattern == MV_TURNING_LEFT ||
+                move_pattern == MV_TURNING_RIGHT ||
+                move_pattern == MV_TURNING_LEFT_RIGHT ||
+                move_pattern == MV_TURNING_RIGHT_LEFT ||
+                move_pattern == MV_TURNING_RANDOM)
+         MovDir[x][y] = 1 << RND(4);
+       else if (move_pattern == MV_HORIZONTAL)
+         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+       else if (move_pattern == MV_VERTICAL)
+         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+       else if (move_pattern & MV_ANY_DIRECTION)
+         MovDir[x][y] = element_info[element].move_pattern;
+       else if (move_pattern == MV_ALONG_LEFT_SIDE ||
+                move_pattern == MV_ALONG_RIGHT_SIDE)
+       {
+         /* use random direction as default start direction */
+         if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+           MovDir[x][y] = 1 << RND(4);
+
+         for (i = 0; i < NUM_DIRECTIONS; i++)
+         {
+           int x1 = x + xy[i][0];
+           int y1 = y + xy[i][1];
+
+           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+           {
+             if (move_pattern == MV_ALONG_RIGHT_SIDE)
+               MovDir[x][y] = direction[0][i];
+             else
+               MovDir[x][y] = direction[1][i];
+
+             break;
+           }
+         }
+       }                
+      }
+      else
+      {
+       MovDir[x][y] = 1 << RND(4);
+
+       if (element != EL_BUG &&
+           element != EL_SPACESHIP &&
+           element != EL_BD_BUTTERFLY &&
+           element != EL_BD_FIREFLY)
+         break;
+
+       for (i = 0; i < NUM_DIRECTIONS; i++)
+       {
+         int x1 = x + xy[i][0];
+         int y1 = y + xy[i][1];
+
+         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+         {
+           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+           {
+             MovDir[x][y] = direction[0][i];
+             break;
+           }
+           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+           {
+             MovDir[x][y] = direction[1][i];
+             break;
+           }
+         }
+       }
+      }
+      break;
+  }
+
+  GfxDir[x][y] = MovDir[x][y];
+}
+
+void InitAmoebaNr(int x, int y)
+{
+  int i;
+  int group_nr = AmoebeNachbarNr(x, y);
+
+  if (group_nr == 0)
+  {
+    for (i = 1; i < MAX_NUM_AMOEBA; i++)
+    {
+      if (AmoebaCnt[i] == 0)
+      {
+       group_nr = i;
+       break;
+      }
+    }
+  }
+
+  AmoebaNr[x][y] = group_nr;
+  AmoebaCnt[group_nr]++;
+  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 = (game.no_time_limit ? TimePlayed :
+                                     TimeLeft);
+  player->LevelSolved_CountingScore = player->score_final;
+}
+
+void GameWon()
+{
+  static int time, time_final;
+  static int score, score_final;
+  static int game_over_delay_1 = 0;
+  static int game_over_delay_2 = 0;
+  int game_over_delay_value_1 = 50;
+  int game_over_delay_value_2 = 50;
+
+  if (!local_player->LevelSolved_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.playing)
+    {
+      LevelStats_incSolved(level_nr);
+
+      SaveLevelSetup_SeriesInfo();
+
+#if 0
+      printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr));
+#endif
+    }
+
+    if (tape.auto_play)                /* tape might already be stopped here */
+      tape.auto_play_level_solved = TRUE;
+
+#if 1
+    TapeStop();
+#endif
+
+    game_over_delay_1 = game_over_delay_value_1;
+    game_over_delay_2 = game_over_delay_value_2;
+
+    time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+    score = score_final = local_player->score_final;
+
+    if (TimeLeft > 0)
+    {
+      time_final = 0;
+      score_final += TimeLeft * level.score[SC_TIME_BONUS];
+    }
+    else if (game.no_time_limit && TimePlayed < 999)
+    {
+      time_final = 999;
+      score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+    }
+
+    local_player->score_final = score_final;
+
+    if (level_editor_test_game)
+    {
+      time = time_final;
+      score = score_final;
+
+#if 1
+      local_player->LevelSolved_CountingTime = time;
+      local_player->LevelSolved_CountingScore = score;
+
+      game_panel_controls[GAME_PANEL_TIME].value = time;
+      game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Time(time);
+      DrawGameValue_Score(score);
+#endif
+    }
+
+    if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    {
+      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);
+         }
+       }
+
+       /* player disappears */
+       DrawLevelField(ExitX, ExitY);
+      }
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+
+       if (player->present)
+       {
+         RemovePlayer(player);
+
+         /* player disappears */
+         DrawLevelField(player->jx, player->jy);
+       }
+      }
+    }
+
+    PlaySound(SND_GAME_WINNING);
+  }
+
+  if (game_over_delay_1 > 0)
+  {
+    game_over_delay_1--;
+
+    return;
+  }
+
+  if (time != time_final)
+  {
+    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
+
+    if (time == time_final)
+      StopSound(SND_GAME_LEVELTIME_BONUS);
+    else if (setup.sound_loops)
+      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+    else
+      PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+    return;
+  }
+
+  local_player->LevelSolved_PanelOff = TRUE;
+
+  if (game_over_delay_2 > 0)
+  {
+    game_over_delay_2--;
+
+    return;
+  }
+
+#if 1
+  GameEnd();
+#endif
+}
+
+void GameEnd()
+{
+  int hi_pos;
+  boolean raise_level = FALSE;
+
+  local_player->LevelSolved_GameEnd = TRUE;
+
+  CloseDoor(DOOR_CLOSE_1);
+
+  if (local_player->LevelSolved_SaveTape)
+  {
+#if 0
+    TapeStop();
+#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)
+  {
+    leveldir_current->handicap_level++;
+
+    SaveLevelSetup_SeriesInfo();
+  }
+
+  if (level_nr < leveldir_current->last_level)
+    raise_level = TRUE;                        /* advance to next level */
+
+  if ((hi_pos = NewHiScore()) >= 0) 
+  {
+    game_status = GAME_MODE_SCORES;
+
+    DrawHallOfFame(hi_pos);
+
+    if (raise_level)
+    {
+      level_nr++;
+      TapeErase();
+    }
+  }
+  else
+  {
+#if 1
+    FadeOut(REDRAW_FIELD);
+#endif
+
+    game_status = GAME_MODE_MAIN;
+
+    if (raise_level)
+    {
+      level_nr++;
+      TapeErase();
+    }
+
+    DrawAndFadeInMainMenu(REDRAW_FIELD);
+  }
+}
+
+int NewHiScore()
+{
+  int k, l;
+  int position = -1;
+
+  LoadScore(level_nr);
+
+  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_final > highscore[k].Score)
+    {
+      /* player has made it to the hall of fame */
+
+      if (k < MAX_SCORE_ENTRIES - 1)
+      {
+       int m = MAX_SCORE_ENTRIES - 1;
+
+#ifdef ONE_PER_NAME
+       for (l = k; l < MAX_SCORE_ENTRIES; l++)
+         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;
+#endif
+
+       for (l = m; l > k; l--)
+       {
+         strcpy(highscore[l].Name, highscore[l - 1].Name);
+         highscore[l].Score = highscore[l - 1].Score;
+       }
+      }
+
+#ifdef ONE_PER_NAME
+      put_into_list:
+#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_final; 
+      position = k;
+      break;
+    }
+
+#ifdef ONE_PER_NAME
+    else if (!strncmp(setup.player_name, highscore[k].Name,
+                     MAX_PLAYER_NAME_LEN))
+      break;   /* player already there with a higher score */
+#endif
 
-  {
-    EL_UNDEFINED,
-    EL_UNDEFINED,
-    -1,
-    NULL,
-    NULL,
-    NULL
   }
-};
 
-struct
-{
-  int element;
-  int push_delay_fixed, push_delay_random;
+  if (position >= 0) 
+    SaveScore(level_nr);
+
+  return position;
 }
-push_delay_list[] =
+
+inline static int getElementMoveStepsizeExt(int x, int y, int direction)
 {
-  { EL_SPRING,                 0, 0 },
-  { EL_BALLOON,                        0, 0 },
+  int element = Feld[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int horiz_move = (dx != 0);
+  int sign = (horiz_move ? dx : dy);
+  int step = sign * element_info[element].move_stepsize;
 
-  { EL_SOKOBAN_OBJECT,         2, 0 },
-  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
-  { EL_SATELLITE,              2, 0 },
-  { EL_SP_DISK_YELLOW,         2, 0 },
+  /* special values for move stepsize for spring and things on conveyor belt */
+  if (horiz_move)
+  {
+    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;
+  }
 
-  { EL_UNDEFINED,              0, 0 },
-};
+  return step;
+}
 
-struct
+inline static int getElementMoveStepsize(int x, int y)
 {
-  int element;
-  int move_stepsize;
+  return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
 }
-move_stepsize_list[] =
+
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
 {
-  { 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 },
+  if (player->GfxAction != action || player->GfxDir != dir)
+  {
+#if 0
+    printf("Player frame reset! (%d => %d, %d => %d)\n",
+          player->GfxAction, action, player->GfxDir, dir);
+#endif
 
-  { EL_UNDEFINED,              0 },
-};
+    player->GfxAction = action;
+    player->GfxDir = dir;
+    player->Frame = 0;
+    player->StepFrame = 0;
+  }
+}
 
-struct
+#if USE_GFX_RESET_GFX_ANIMATION
+static void ResetGfxFrame(int x, int y, boolean redraw)
 {
-  int element;
-  int count;
+  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);
 }
-collect_count_list[] =
+#endif
+
+static void ResetGfxAnimation(int x, int y)
 {
-  { 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 },
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
+  GfxFrame[x][y] = 0;
 
-  { EL_UNDEFINED,              0 },
-};
+#if USE_GFX_RESET_GFX_ANIMATION
+  ResetGfxFrame(x, y, FALSE);
+#endif
+}
 
-struct
+static void ResetRandomAnimationValue(int x, int y)
 {
-  int element;
-  int direction;
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
 }
-tube_access[] =
-{
-  { 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_UNDEFINED,              0                                    }
-};
-
-static unsigned long trigger_events[MAX_NUM_ELEMENTS];
 
-#define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
-                                CH_EVENT_BIT(CE_DELAY))
-#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
-#define IS_CHANGING(x, y)      (IS_AUTO_CHANGING(Feld[x][y]) || \
-                                IS_JUST_CHANGING(x, y))
+void InitMovingField(int x, int y, int direction)
+{
+  int element = Feld[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;
+  int newy = y + dy;
+  boolean is_moving_before, is_moving_after;
+#if 0
+  boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
+#endif
 
-#define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
+  /* 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);
 
+  /* 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
 
-void GetPlayerConfig()
-{
-  if (!audio.sound_available)
-    setup.sound_simple = FALSE;
+  MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
 
-  if (!audio.loops_available)
-    setup.sound_loops = FALSE;
+#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
 
-  if (!audio.music_available)
-    setup.sound_music = FALSE;
+  /* this is needed for CEs with property "can move" / "not moving" */
 
-  if (!video.fullscreen_available)
-    setup.fullscreen = FALSE;
+  if (is_moving_after)
+  {
+    if (Feld[newx][newy] == EL_EMPTY)
+      Feld[newx][newy] = EL_BLOCKED;
 
-  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+    MovDir[newx][newy] = MovDir[x][y];
 
-  SetAudioMode(setup.sound);
-  InitJoysticks();
-}
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[newx][newy] = CustomValue[x][y];
+#endif
 
-static int getBeltNrFromBeltElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
+    GfxFrame[newx][newy] = GfxFrame[x][y];
+    GfxRandom[newx][newy] = GfxRandom[x][y];
+    GfxAction[newx][newy] = GfxAction[x][y];
+    GfxDir[newx][newy] = GfxDir[x][y];
+  }
 }
 
-static int getBeltNrFromBeltActiveElement(int element)
+void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
 {
-  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);
-}
+  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);
 
-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);
+  *goes_to_x = newx;
+  *goes_to_y = newy;
 }
 
-static int getBeltDirNrFromBeltSwitchElement(int element)
+void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
 {
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
+  int oldx = x, oldy = y;
+  int direction = MovDir[x][y];
 
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
+  if (direction == MV_LEFT)
+    oldx++;
+  else if (direction == MV_RIGHT)
+    oldx--;
+  else if (direction == MV_UP)
+    oldy++;
+  else if (direction == MV_DOWN)
+    oldy--;
 
-  return (belt_dir_nr % 3);
+  *comes_from_x = oldx;
+  *comes_from_y = oldy;
 }
 
-static int getBeltDirFromBeltSwitchElement(int element)
+int MovingOrBlocked2Element(int x, int y)
 {
-  static int belt_move_dir[3] =
-  {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT
-  };
+  int element = Feld[x][y];
 
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+  if (element == EL_BLOCKED)
+  {
+    int oldx, oldy;
 
-  return belt_move_dir[belt_dir_nr];
+    Blocked2Moving(x, y, &oldx, &oldy);
+    return Feld[oldx][oldy];
+  }
+  else
+    return element;
 }
 
-static void InitPlayerField(int x, int y, int element, boolean init_game)
+static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 {
-  if (element == EL_SP_MURPHY)
+  /* like MovingOrBlocked2Element(), but if element is moving
+     and (x,y) is the field the moving element is just leaving,
+     return EL_BLOCKED instead of the element value */
+  int element = Feld[x][y];
+
+  if (IS_MOVING(x, y))
   {
-    if (init_game)
+    if (element == EL_BLOCKED)
     {
-      if (stored_player[0].present)
-      {
-       Feld[x][y] = EL_SP_MURPHY_CLONE;
-
-       return;
-      }
-      else
-      {
-       stored_player[0].use_murphy_graphic = TRUE;
-      }
+      int oldx, oldy;
 
-      Feld[x][y] = EL_PLAYER_1;
+      Blocked2Moving(x, y, &oldx, &oldy);
+      return Feld[oldx][oldy];
     }
+    else
+      return EL_BLOCKED;
   }
+  else
+    return element;
+}
 
-  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);
+static void RemoveField(int x, int y)
+{
+  Feld[x][y] = EL_EMPTY;
 
-    if (!options.network || player->connected)
-    {
-      player->active = TRUE;
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
 
-      /* remove potentially duplicate players */
-      if (StorePlayer[jx][jy] == Feld[x][y])
-       StorePlayer[jx][jy] = 0;
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[x][y] = 0;
+#endif
 
-      StorePlayer[x][y] = Feld[x][y];
+  AmoebaNr[x][y] = 0;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Pushed[x][y] = FALSE;
 
-      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");
-      }
-    }
+#if 0
+  ExplodeField[x][y] = EX_TYPE_NONE;
+#endif
 
-    Feld[x][y] = EL_EMPTY;
-    player->jx = player->last_jx = x;
-    player->jy = player->last_jy = y;
-  }
+  GfxElement[x][y] = EL_UNDEFINED;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NONE;
+#if 0
+  /* !!! this would prevent the removed tile from being redrawn !!! */
+  GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
 }
 
-static void InitField(int x, int y, boolean init_game)
+void RemoveMovingField(int x, int y)
 {
+  int oldx = x, oldy = y, newx = x, newy = y;
   int element = Feld[x][y];
+  int next_element = EL_UNDEFINED;
 
-  switch (element)
+  if (element != EL_BLOCKED && !IS_MOVING(x, y))
+    return;
+
+  if (IS_MOVING(x, y))
   {
-    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;
+    Moving2Blocked(x, y, &newx, &newy);
 
-    case EL_SOKOBAN_FIELD_PLAYER:
-      element = Feld[x][y] = EL_PLAYER_1;
-      InitField(x, y, init_game);
+    if (Feld[newx][newy] != EL_BLOCKED)
+    {
+      /* element is moving, but target field is not free (blocked), but
+        already occupied by something different (example: acid pool);
+        in this case, only remove the moving field, but not the target */
 
-      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-      InitField(x, y, init_game);
-      break;
+      RemoveField(oldx, oldy);
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      local_player->sokobanfields_still_needed++;
-      break;
+      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-    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;
+      TEST_DrawLevelField(oldx, oldy);
 
-    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;
+      return;
+    }
+  }
+  else if (element == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &oldx, &oldy);
+    if (!IS_MOVING(oldx, oldy))
+      return;
+  }
 
-    case EL_AMOEBA_FULL:
-    case EL_BD_AMOEBA:
-      InitAmoebaNr(x, y);
-      break;
+  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]);
 
-    case EL_AMOEBA_DROP:
-      if (y == lev_fieldy - 1)
-      {
-       Feld[x][y] = EL_AMOEBA_GROWING;
-       Store[x][y] = EL_AMOEBA_WET;
-      }
-      break;
+  RemoveField(oldx, oldy);
+  RemoveField(newx, newy);
 
-    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;
+  Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-    case EL_LAMP:
-      local_player->lights_still_needed++;
-      break;
+  if (next_element != EL_UNDEFINED)
+    Feld[oldx][oldy] = next_element;
 
-    case EL_PENGUIN:
-      local_player->friends_still_needed++;
-      break;
+  TEST_DrawLevelField(oldx, oldy);
+  TEST_DrawLevelField(newx, newy);
+}
 
-    case EL_PIG:
-    case EL_DRAGON:
-      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
-      break;
+void DrawDynamite(int x, int y)
+{
+  int sx = SCREENX(x), sy = SCREENY(y);
+  int graphic = el2img(Feld[x][y]);
+  int frame;
 
-#if 0
-    case EL_SP_EMPTY:
-      Feld[x][y] = EL_EMPTY;
-      break;
-#endif
+  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+    return;
 
-#if 0
-    case EL_EM_KEY_1_FILE:
-      Feld[x][y] = EL_EM_KEY_1;
-      break;
-    case EL_EM_KEY_2_FILE:
-      Feld[x][y] = EL_EM_KEY_2;
-      break;
-    case EL_EM_KEY_3_FILE:
-      Feld[x][y] = EL_EM_KEY_3;
-      break;
-    case EL_EM_KEY_4_FILE:
-      Feld[x][y] = EL_EM_KEY_4;
-      break;
-#endif
+  if (IS_WALKABLE_INSIDE(Back[x][y]))
+    return;
 
-    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 (Back[x][y])
+    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+  else if (Store[x][y])
+    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
 
-       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;
+  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-    case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
-      if (init_game)
-       Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
-      break;
+  if (Back[x][y] || Store[x][y])
+    DrawGraphicThruMask(sx, sy, graphic, frame);
+  else
+    DrawGraphic(sx, sy, graphic, frame);
+}
 
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (init_game)
-       game.light_time_left = level.time_light * FRAMES_PER_SECOND;
-      break;
+void CheckDynamite(int x, int y)
+{
+  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
+  {
+    MovDelay[x][y]--;
 
-    default:
-      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
-       InitMovDir(x, y);
-      else if (IS_GROUP_ELEMENT(element))
-      {
-       struct ElementGroupInfo *group = element_info[element].group;
-       int last_anim_random_frame = gfx.anim_random_frame;
-       int element_pos;
+    if (MovDelay[x][y] != 0)
+    {
+      DrawDynamite(x, y);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = RND(group->num_elements_resolved);
+      return;
+    }
+  }
 
-       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
-                                       group->choice_mode, 0,
-                                       group->choice_pos);
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = last_anim_random_frame;
+  Bang(x, y);
+}
 
-       group->choice_pos++;
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+  boolean num_checked_players = 0;
+  int i;
 
-       Feld[x][y] = group->element_resolved[element_pos];
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].active)
+    {
+      int sx = stored_player[i].jx;
+      int sy = stored_player[i].jy;
 
-       InitField(x, y, init_game);
+      if (num_checked_players == 0)
+      {
+       *sx1 = *sx2 = sx;
+       *sy1 = *sy2 = sy;
       }
-      break;
+      else
+      {
+       *sx1 = MIN(*sx1, sx);
+       *sy1 = MIN(*sy1, sy);
+       *sx2 = MAX(*sx2, sx);
+       *sy2 = MAX(*sy2, sy);
+      }
+
+      num_checked_players++;
+    }
   }
 }
 
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
+static boolean checkIfAllPlayersFitToScreen_RND()
 {
-  InitField(x, y, init_game);
+  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
 
-  /* not needed to call InitMovDir() -- already done by InitField()! */
-  if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
-      CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  return (sx2 - sx1 < SCR_FIELDX &&
+         sy2 - sy1 < SCR_FIELDY);
 }
 
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
 {
-  int old_element = Feld[x][y];
+  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
 
-  InitField(x, y, init_game);
-
-  /* not needed to call InitMovDir() -- already done by InitField()! */
-  if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
-      CAN_MOVE(old_element) &&
-      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
-    InitMovDir(x, y);
-
-  /* this case is in fact a combination of not less than three bugs:
-     first, it calls InitMovDir() for elements that can move, although this is
-     already done by InitField(); then, it checks the element that was at this
-     field _before_ the call to InitField() (which can change it)
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
- */
+  *sx = (sx1 + sx2) / 2;
+  *sy = (sy1 + sy2) / 2;
 }
 
-inline void DrawGameValue_Emeralds(int value)
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+                       boolean center_screen, boolean quick_relocation)
 {
-  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
-}
+  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);
 
-inline void DrawGameValue_Dynamite(int value)
-{
-  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
-}
+  if (quick_relocation)
+  {
+    if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
+    {
+      if (!level.shifted_relocation || center_screen)
+      {
+       /* quick relocation (without scrolling), with centering of screen */
 
-inline void DrawGameValue_Keys(struct PlayerInfo *player)
-{
-  int i;
+       scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   x > SBX_Right + MIDPOSX ? SBX_Right :
+                   x - MIDPOSX);
 
-  for (i = 0; i < MAX_KEYS; i++)
-    if (player->key[i])
-      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
-                        el2edimg(EL_KEY_1 + i));
-}
+       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 */
 
-inline void DrawGameValue_Score(int value)
-{
-  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
-}
+       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                              old_x - MIDPOSX);
 
-inline void DrawGameValue_Time(int value)
-{
-  if (value < 1000)
-    DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
-  else
-    DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
-}
+       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                              old_y - MIDPOSY);
 
-inline void DrawGameValue_Level(int value)
-{
-  if (level_nr < 100)
-    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
-  else
-  {
-    /* misuse area for displaying emeralds to draw bigger level number */
-    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
-               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+       int offset_x = x + (scroll_x - center_scroll_x);
+       int offset_y = y + (scroll_y - center_scroll_y);
 
-    /* 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);
+       scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                   offset_x - MIDPOSX);
 
-    /* restore the area for displaying emeralds */
-    DrawGameValue_Emeralds(local_player->gems_still_needed);
+       scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   offset_y - MIDPOSY);
+      }
+    }
+    else
+    {
+#if 1
+      if (!level.shifted_relocation || center_screen)
+      {
+       /* quick relocation (without scrolling), with centering of screen */
 
-    /* yes, this is all really ugly :-) */
-  }
-}
+       scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   x > SBX_Right + MIDPOSX ? SBX_Right :
+                   x - MIDPOSX);
 
-void DrawGameDoorValues()
-{
-  int i;
+       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 */
 
-  DrawGameValue_Level(level_nr);
+       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                              old_x - MIDPOSX);
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    DrawGameValue_Keys(&stored_player[i]);
+       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                              old_y - MIDPOSY);
 
-  DrawGameValue_Emeralds(local_player->gems_still_needed);
-  DrawGameValue_Dynamite(local_player->inventory_size);
-  DrawGameValue_Score(local_player->score);
-  DrawGameValue_Time(TimeLeft);
-}
+       int offset_x = x + (scroll_x - center_scroll_x);
+       int offset_y = y + (scroll_y - center_scroll_y);
 
-static void resolve_group_element(int group_element, int recursion_depth)
-{
-  static int group_nr;
-  static struct ElementGroupInfo *group;
-  struct ElementGroupInfo *actual_group = element_info[group_element].group;
-  int i;
+       scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                   offset_x - MIDPOSX);
 
-  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
-  {
-    Error(ERR_WARN, "recursion too deep when resolving group element %d",
-         group_element - EL_GROUP_START + 1);
+       scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   offset_y - MIDPOSY);
+      }
+#else
+      /* quick relocation (without scrolling), inside visible screen area */
 
-    /* replace element which caused too deep recursion by question mark */
-    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+      int offset = game.scroll_delay_value;
 
-    return;
-  }
+      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 (recursion_depth == 0)                    /* initialization */
-  {
-    group = element_info[group_element].group;
-    group_nr = group_element - EL_GROUP_START;
+      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);
 
-    group->num_elements_resolved = 0;
-    group->choice_pos = 0;
-  }
+      /* don't scroll over playfield boundaries */
+      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
 
-  for (i = 0; i < actual_group->num_elements; i++)
+      /* 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
   {
-    int element = actual_group->element[i];
+#if 1
+    int scroll_xx, scroll_yy;
 
-    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
-      break;
+    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);
 
-    if (IS_GROUP_ELEMENT(element))
-      resolve_group_element(element, recursion_depth + 1);
+      scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  y - MIDPOSY);
+    }
     else
     {
-      group->element_resolved[group->num_elements_resolved++] = element;
-      element_info[element].in_group[group_nr] = TRUE;
-    }
-  }
-
-#if 0
-  if (recursion_depth == 0 && group_element <= EL_GROUP_4)
-  {
-    printf("::: group %d: %d resolved elements\n",
-          group_element - EL_GROUP_START, group->num_elements_resolved);
-    for (i = 0; i < group->num_elements_resolved; i++)
-      printf("::: - %d ['%s']\n", group->element_resolved[i],
-            element_info[group->element_resolved[i]].token_name);
-  }
-#endif
-}
+      /* visible relocation (with scrolling), but do not center screen */
 
+      int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                            old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                            old_x - MIDPOSX);
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+      int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                            old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                            old_y - MIDPOSY);
 
-static void InitGameEngine()
-{
-  int i, j, k;
+      int offset_x = x + (scroll_x - center_scroll_x);
+      int offset_y = y + (scroll_y - center_scroll_y);
 
-  /* set game engine from tape file when re-playing, else from level file */
-  game.engine_version = (tape.playing ? tape.engine_version :
-                        level.game_version);
+      scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                  offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                  offset_x - MIDPOSX);
 
-  /* dynamically adjust element properties according to game engine version */
-  InitElementPropertiesEngine(game.engine_version);
+      scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  offset_y - MIDPOSY);
+    }
 
-#if 0
-  printf("level %d: level version == %06d\n", level_nr, level.game_version);
-  printf("          tape version == %06d [%s] [file: %06d]\n",
-        tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
-        tape.file_version);
-  printf("       => game.engine_version == %06d\n", game.engine_version);
-#endif
+#else
 
-  /* ---------- recursively resolve group elements ------------------------- */
+    /* visible relocation (with scrolling), with centering of screen */
 
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
-      element_info[i].in_group[j] = FALSE;
+    int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                    x > SBX_Right + MIDPOSX ? SBX_Right :
+                    x - MIDPOSX);
 
-  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
-    resolve_group_element(EL_GROUP_START + i, 0);
+    int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                    y - MIDPOSY);
+#endif
 
-  /* ---------- initialize player's initial move delay --------------------- */
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
 
-  /* 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);
+    while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
 
-  /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
 
-  /* ---------- initialize player's initial push delay --------------------- */
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
 
-  /* dynamically adjust player properties according to game engine version */
-  game.initial_push_delay_value =
-    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+      scroll_x -= dx;
+      scroll_y -= dy;
 
-  /* ---------- initialize changing elements ------------------------------- */
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
 
-  /* initialize changing elements information */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    struct ElementInfo *ei = &element_info[i];
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
 
-    /* this pointer might have been changed in the level editor */
-    ei->change = &ei->change_page[0];
+      /* scroll in two steps of half tile size to make things smoother */
+      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+      FlushDisplay();
+      Delay(wait_delay_value);
 
-    if (!IS_CUSTOM_ELEMENT(i))
-    {
-      ei->change->target_element = EL_EMPTY_SPACE;
-      ei->change->delay_fixed = 0;
-      ei->change->delay_random = 0;
-      ei->change->delay_frames = 1;
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
     }
 
-    ei->change_events = CE_BITMASK_DEFAULT;
-    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
-    {
-      ei->event_page_nr[j] = 0;
-      ei->event_page[j] = &ei->change_page[0];
-    }
+    DrawAllPlayers();
+    BackToFront();
+    Delay(wait_delay_value);
   }
+}
 
-  /* add changing elements from pre-defined list */
-  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
-  {
-    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
-    struct ElementInfo *ei = &element_info[ch_delay->element];
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+  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);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int old_jx = player->jx;
+  int old_jy = player->jy;
+  int old_element = Feld[old_jx][old_jy];
+  int element = Feld[jx][jy];
+  boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+  int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+  int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
+  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;
+  int enter_side = enter_side_horiz | enter_side_vert;
+  int leave_side = leave_side_horiz | leave_side_vert;
 
-    ei->change->target_element       = ch_delay->target_element;
-    ei->change->delay_fixed          = ch_delay->change_delay;
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
 
-    ei->change->pre_change_function  = ch_delay->pre_change_function;
-    ei->change->change_function      = ch_delay->change_function;
-    ei->change->post_change_function = ch_delay->post_change_function;
+  if (!player_relocated)       /* no need to relocate the player */
+    return;
 
-    ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
+  {
+    RemoveField(jx, jy);       /* temporarily remove newly placed player */
+    DrawLevelField(jx, jy);
   }
 
-#if 1
-  /* add change events from custom element configuration */
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  if (player->present)
   {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
-
-    for (j = 0; j < ei->num_change_pages; j++)
+    while (player->MovPos)
     {
-      if (!ei->change_page[j].can_change)
-       continue;
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
 
-      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
-      {
-       /* only add event page for the first page found with this event */
-       if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
-           !(ei->change_events & CH_EVENT_BIT(k)))
-       {
-         ei->change_events |= CH_EVENT_BIT(k);
-         ei->event_page_nr[k] = j;
-         ei->event_page[k] = &ei->change_page[j];
-       }
-      }
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+
+      DrawPlayer(player);
+
+      BackToFront();
+      Delay(wait_delay_value);
     }
+
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
   }
 
-#else
+  if (IS_CUSTOM_ELEMENT(old_element))
+    CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                              CE_LEFT_BY_PLAYER,
+                              player->index_bit, leave_side);
 
-  /* add change events from custom element configuration */
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
-  {
-    int element = EL_CUSTOM_START + i;
+  CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                     CE_PLAYER_LEAVES_X,
+                                     player->index_bit, leave_side);
 
-    /* only add custom elements that change after fixed/random frame delay */
-    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
-      element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
-  }
+  Feld[jx][jy] = el_player;
+  InitPlayerField(jx, jy, el_player, TRUE);
+
+  /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+     possible that the relocation target field did not contain a player element,
+     but a walkable element, to which the new player was relocated -- in this
+     case, restore that (already initialized!) element on the player field */
+  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  {
+    Feld[jx][jy] = element;    /* restore previously existing element */
+#if 0
+    /* !!! do not initialize already initialized element a second time !!! */
+    /* (this causes at least problems with "element creation" CE trigger for
+       already existing elements, and existing Sokoban fields counted twice) */
+    InitField(jx, jy, FALSE);
 #endif
+  }
 
-  /* ---------- initialize trigger events ---------------------------------- */
+  /* only visually relocate centered player */
+  DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+                    FALSE, level.instant_relocation);
 
-  /* initialize trigger events information */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    trigger_events[i] = EP_BITMASK_DEFAULT;
+  TestIfPlayerTouchesBadThing(jx, jy);
+  TestIfPlayerTouchesCustomElement(jx, jy);
+
+  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,
+                                     player->index_bit, enter_side);
 
 #if 1
-  /* add trigger events from element change event properties */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  if (player->is_switching)
   {
-    struct ElementInfo *ei = &element_info[i];
+    /* 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) */
 
-    for (j = 0; j < ei->num_change_pages; j++)
-    {
-      if (!ei->change_page[j].can_change)
-       continue;
+    player->switch_x += jx - old_jx;
+    player->switch_y += jy - old_jy;
+  }
+#endif
+}
 
-      if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
-      {
-       int trigger_element = ei->change_page[j].trigger_element;
+void Explode(int ex, int ey, int phase, int mode)
+{
+  int x, y;
+  int last_phase;
+  int border_element;
+
+  /* !!! eliminate this variable !!! */
+  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+  if (game.explosions_delayed)
+  {
+    ExplodeField[ex][ey] = mode;
+    return;
+  }
 
-       if (IS_GROUP_ELEMENT(trigger_element))
-       {
-         struct ElementGroupInfo *group = element_info[trigger_element].group;
+  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
+  {
+    int center_element = Feld[ex][ey];
+    int artwork_element, explosion_element;    /* set these values later */
 
-         for (k = 0; k < group->num_elements_resolved; k++)
-           trigger_events[group->element_resolved[k]]
-             |= ei->change_page[j].events;
-       }
-       else
-         trigger_events[trigger_element] |= ei->change_page[j].events;
-      }
-    }
-  }
-#else
-  /* add trigger events from element change event properties */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
-      trigger_events[element_info[i].change->trigger_element] |=
-       element_info[i].change->events;
+#if 0
+    /* --- This is only really needed (and now handled) in "Impact()". --- */
+    /* do not explode moving elements that left the explode field in time */
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+       center_element == EL_EMPTY &&
+       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
+      return;
 #endif
 
-  /* ---------- initialize push delay -------------------------------------- */
+#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)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
 
-  /* initialize push delay values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    if (!IS_CUSTOM_ELEMENT(i))
+    /* remove things displayed in background while burning dynamite */
+    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+      Back[ex][ey] = 0;
+
+    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
     {
-      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
-      element_info[i].push_delay_random = game.default_push_delay_random;
+      /* put moving element to center field (and let it explode there) */
+      center_element = MovingOrBlocked2Element(ex, ey);
+      RemoveMovingField(ex, ey);
+      Feld[ex][ey] = center_element;
     }
-  }
-
-  /* set push delay value for certain elements from pre-defined list */
-  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
-  {
-    int e = push_delay_list[i].element;
 
-    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
-    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
-  }
+    /* 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 */
 
-  /* set push delay value for Supaplex elements for newer engine versions */
-  if (game.engine_version >= VERSION_IDENT(3,0,9,0))
-  {
-    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (IS_PLAYER(ex, ey))
     {
-      if (IS_SP_ELEMENT(i))
+      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+
+      artwork_element = stored_player[player_nr].artwork_element;
+
+      if (level.use_explosion_element[player_nr])
       {
-       element_info[i].push_delay_fixed  = 6;
-       element_info[i].push_delay_random = 0;
+       explosion_element = level.explosion_element[player_nr];
+       artwork_element = explosion_element;
       }
     }
-  }
 
-  /* ---------- initialize move stepsize ----------------------------------- */
+#if 1
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
 
-  /* initialize move stepsize values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+    last_phase = element_info[explosion_element].explosion_delay + 1;
 
-  /* set move stepsize value for certain elements from pre-defined list */
-  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
-  {
-    int e = move_stepsize_list[i].element;
+    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+    {
+      int xx = x - ex + 1;
+      int yy = y - ey + 1;
+      int element;
 
-    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
-  }
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
+       continue;
 
-  /* ---------- initialize move dig/leave ---------------------------------- */
+      element = Feld[x][y];
 
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    element_info[i].can_leave_element = FALSE;
-    element_info[i].can_leave_element_last = FALSE;
-  }
+      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      {
+       element = MovingOrBlocked2Element(x, y);
 
-  /* ---------- initialize gem count --------------------------------------- */
+       if (!IS_EXPLOSION_PROOF(element))
+         RemoveMovingField(x, y);
+      }
 
-  /* initialize gem count values for each element */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].collect_count = 0;
+      /* indestructible elements can only explode in center (but not flames) */
+      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+                                          mode == EX_TYPE_BORDER)) ||
+         element == EL_FLAMES)
+       continue;
 
-  /* add gem count values for all elements from pre-defined list */
-  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
-    element_info[collect_count_list[i].element].collect_count =
-      collect_count_list[i].count;
+      /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
+        behaviour, for example when touching a yamyam that explodes to rocks
+        with active deadly shield, a rock is created under the player !!! */
+      /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
+#if 0
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+         (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+          (x == ex && y == ey && mode != EX_TYPE_BORDER)))
+#else
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
+      {
+       if (IS_ACTIVE_BOMB(element))
+       {
+         /* re-activate things under the bomb like gate or penguin */
+         Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+         Back[x][y] = 0;
+       }
 
-  /* ---------- initialize access direction -------------------------------- */
+       continue;
+      }
 
-  /* initialize access direction values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+      /* save walkable background elements while explosion on same tile */
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+         (x != ex || y != ey || mode == EX_TYPE_BORDER))
+       Back[x][y] = element;
 
-  /* set access direction value for certain elements from pre-defined list */
-  for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
-    element_info[tube_access[i].element].access_direction =
-      tube_access[i].direction;
-}
+      /* ignite explodable elements reached by other explosion */
+      if (element == EL_EXPLOSION)
+       element = Store2[x][y];
 
+      if (AmoebaNr[x][y] &&
+         (element == EL_AMOEBA_FULL ||
+          element == EL_BD_AMOEBA ||
+          element == EL_AMOEBA_GROWING))
+      {
+       AmoebaCnt[AmoebaNr[x][y]]--;
+       AmoebaCnt2[AmoebaNr[x][y]]--;
+      }
 
-/*
-  =============================================================================
-  InitGame()
-  -----------------------------------------------------------------------------
-  initialize and start new game
-  =============================================================================
-*/
+      RemoveField(x, y);
 
-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;
+      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+      {
+       int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
 
-  InitGameEngine();
+       Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
 
-#if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
-  printf("Using new amoeba code.\n");
+       if (PLAYERINFO(ex, ey)->use_murphy)
+         Store[x][y] = EL_EMPTY;
+      }
+
+      /* !!! 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].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
-  printf("Using old amoeba code.\n");
-#endif
-#endif
+      else if (!CAN_EXPLODE(element))
+       Store[x][y] = element_info[element].content.e[1][1];
 #endif
+      else
+       Store[x][y] = EL_EMPTY;
 
-  /* don't play tapes over network */
-  network_playing = (options.network && !tape.playing);
+      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+         center_element == EL_AMOEBA_TO_DIAMOND)
+       Store2[x][y] = element;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+      Feld[x][y] = EL_EXPLOSION;
+      GfxElement[x][y] = artwork_element;
 
-    player->index_nr = i;
-    player->index_bit = (1 << i);
-    player->element_nr = EL_PLAYER_1 + i;
+      ExplodePhase[x][y] = 1;
+      ExplodeDelay[x][y] = last_phase;
 
-    player->present = FALSE;
-    player->active = FALSE;
+      Stop[x][y] = TRUE;
+    }
 
-    player->action = 0;
-    player->effective_action = 0;
-    player->programmed_action = 0;
+    if (center_element == EL_YAMYAM)
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
-    player->score = 0;
-    player->gems_still_needed = level.gems_needed;
-    player->sokobanfields_still_needed = 0;
-    player->lights_still_needed = 0;
-    player->friends_still_needed = 0;
+    return;
+  }
 
-    for (j = 0; j < MAX_KEYS; j++)
-      player->key[j] = FALSE;
+  if (Stop[ex][ey])
+    return;
 
-    player->dynabomb_count = 0;
-    player->dynabomb_size = 1;
-    player->dynabombs_left = 0;
-    player->dynabomb_xl = FALSE;
+  x = ex;
+  y = ey;
 
-    player->MovDir = MV_NO_MOVING;
-    player->MovPos = 0;
-    player->GfxPos = 0;
-    player->GfxDir = MV_NO_MOVING;
-    player->GfxAction = ACTION_DEFAULT;
-    player->Frame = 0;
-    player->StepFrame = 0;
+  if (phase == 1)
+    GfxFrame[x][y] = 0;                /* restart explosion animation */
 
-    player->use_murphy_graphic = FALSE;
+  last_phase = ExplodeDelay[x][y];
 
-    player->block_last_field = FALSE;
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
-    player->actual_frame_counter = 0;
+#ifdef DEBUG
 
-    player->step_counter = 0;
+  /* activate this even in non-DEBUG version until cause for crash in
+     getGraphicAnimationFrame() (see below) is found and eliminated */
 
-    player->last_move_dir = MV_NO_MOVING;
+#endif
+#if 1
 
-    player->is_waiting = FALSE;
-    player->is_moving = FALSE;
-    player->is_digging = FALSE;
-    player->is_snapping = FALSE;
-    player->is_collecting = FALSE;
-    player->is_pushing = FALSE;
-    player->is_switching = FALSE;
-    player->is_dropping = FALSE;
+#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");
+    printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
+    printf("Explode(): This should never happen!\n");
+    printf("\n\n");
 
-    player->is_bored = FALSE;
-    player->is_sleeping = FALSE;
+    GfxElement[x][y] = EL_EMPTY;
+  }
+#endif
 
-    player->frame_counter_bored = -1;
-    player->frame_counter_sleeping = -1;
+#endif
 
-    player->anim_delay_counter = 0;
-    player->post_delay_counter = 0;
+  border_element = Store2[x][y];
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+    border_element = StorePlayer[x][y];
 
-    player->action_waiting = ACTION_DEFAULT;
-    player->last_action_waiting = ACTION_DEFAULT;
-    player->special_action_bored = ACTION_DEFAULT;
-    player->special_action_sleeping = ACTION_DEFAULT;
+  if (phase == element_info[border_element].ignition_delay ||
+      phase == last_phase)
+  {
+    boolean border_explosion = FALSE;
+
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+       !PLAYER_EXPLOSION_PROTECTED(x, y))
+    {
+      KillPlayerUnlessExplosionProtected(x, y);
+      border_explosion = TRUE;
+    }
+    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+    {
+      Feld[x][y] = Store2[x][y];
+      Store2[x][y] = 0;
+      Bang(x, y);
+      border_explosion = TRUE;
+    }
+    else if (border_element == EL_AMOEBA_TO_DIAMOND)
+    {
+      AmoebeUmwandeln(x, y);
+      Store2[x][y] = 0;
+      border_explosion = TRUE;
+    }
 
-    player->num_special_action_bored = 0;
-    player->num_special_action_sleeping = 0;
+    /* 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;
+  }
 
-    /* determine number of special actions for bored and sleeping animation */
-    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
-    {
-      boolean found = FALSE;
+  if (phase == last_phase)
+  {
+    int element;
 
-      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;
+    element = Feld[x][y] = Store[x][y];
+    Store[x][y] = Store2[x][y] = 0;
+    GfxElement[x][y] = EL_UNDEFINED;
 
-      if (found)
-       player->num_special_action_bored++;
-      else
-       break;
-    }
-    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
+    /* player can escape from explosions and might therefore be still alive */
+    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+       element <= EL_PLAYER_IS_EXPLODING_4)
     {
-      boolean found = FALSE;
+      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);
 
-      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 (level.use_explosion_element[player_nr])
+       explosion_element = level.explosion_element[player_nr];
 
-      if (found)
-       player->num_special_action_sleeping++;
-      else
-       break;
+      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+                   element_info[explosion_element].content.e[xx][yy]);
     }
 
-    player->switch_x = -1;
-    player->switch_y = -1;
-
-    player->show_envelope = 0;
-
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+    /* restore probably existing indestructible background element */
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
 
-    player->move_delay_reset_counter = 0;
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxDir[x][y] = MV_NONE;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
 
-    player->push_delay = 0;
-    player->push_delay_value = game.initial_push_delay_value;
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[x][y] = 0;
+#endif
 
-    player->drop_delay = 0;
+    InitField_WithBug2(x, y, FALSE);
 
-    player->last_jx = player->last_jy = 0;
-    player->jx = player->jy = 0;
+    TEST_DrawLevelField(x, y);
 
-    player->shield_normal_time_left = 0;
-    player->shield_deadly_time_left = 0;
+    TestIfElementTouchesCustomElement(x, y);
 
-    player->inventory_infinite_element = EL_UNDEFINED;
-    player->inventory_size = 0;
+    if (GFX_CRUMBLED(element))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
+    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+      StorePlayer[x][y] = 0;
 
-    player->LevelSolved = FALSE;
-    player->GameOver = FALSE;
+    if (ELEM_IS_PLAYER(element))
+      RelocatePlayer(x, y, element);
   }
+  else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+  {
+    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-  network_player_action_received = FALSE;
-
-#if defined(PLATFORM_UNIX)
-  /* initial null action */
-  if (network_playing)
-    SendToServer_MovePlayer(MV_NO_MOVING);
-#endif
-
-  ZX = ZY = -1;
-
-  FrameCounter = 0;
-  TimeFrames = 0;
-  TimePlayed = 0;
-  TimeLeft = level.time;
-  TapeTime = 0;
-
-  ScreenMovDir = MV_NO_MOVING;
-  ScreenMovPos = 0;
-  ScreenGfxPos = 0;
-
-  ScrollStepSize = 0;  /* will be correctly initialized by ScrollScreen() */
-
-  AllPlayersGone = FALSE;
+    if (phase == delay)
+      TEST_DrawLevelFieldCrumbled(x, y);
 
-  game.yamyam_content_nr = 0;
-  game.magic_wall_active = FALSE;
-  game.magic_wall_time_left = 0;
-  game.light_time_left = 0;
-  game.timegate_time_left = 0;
-  game.switchgate_pos = 0;
-  game.balloon_dir = MV_NO_MOVING;
-  game.gravity = level.initial_gravity;
-  game.explosions_delayed = TRUE;
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+    {
+      DrawLevelElement(x, y, Back[x][y]);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+    }
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
+    }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+  }
+}
 
-  game.envelope_active = FALSE;
+void DynaExplode(int ex, int ey)
+{
+  int i, j;
+  int dynabomb_element = Feld[ex][ey];
+  int dynabomb_size = 1;
+  boolean dynabomb_xl = FALSE;
+  struct PlayerInfo *player;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-  for (i = 0; i < NUM_BELTS; i++)
+  if (IS_ACTIVE_BOMB(dynabomb_element))
   {
-    game.belt_dir[i] = MV_NO_MOVING;
-    game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
+    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
+    dynabomb_size = player->dynabomb_size;
+    dynabomb_xl = player->dynabomb_xl;
+    player->dynabombs_left++;
   }
 
-  for (i = 0; i < MAX_NUM_AMOEBA; i++)
-    AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
 
-  for (x = 0; x < lev_fieldx; x++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    for (y = 0; y < lev_fieldy; y++)
+    for (j = 1; j <= dynabomb_size; j++)
     {
-      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;
-      Stop[x][y] = FALSE;
-      Pushed[x][y] = FALSE;
+      int x = ex + j * xy[i][0];
+      int y = ey + j * xy[i][1];
+      int element;
 
-      Changed[x][y] = CE_BITMASK_DEFAULT;
-      ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+       break;
+
+      element = Feld[x][y];
 
-      ExplodePhase[x][y] = 0;
-      ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      /* do not restart explosions of fields with active bombs */
+      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+       continue;
 
-      RunnerVisit[x][y] = 0;
-      PlayerVisit[x][y] = 0;
+      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
-      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;
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !IS_DIGGABLE(element) && !dynabomb_xl)
+       break;
     }
   }
+}
+
+void Bang(int x, int y)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  int explosion_type = EX_TYPE_NORMAL;
 
-  for (y = 0; y < lev_fieldy; y++)
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
   {
-    for (x = 0; x < lev_fieldx; x++)
+    struct PlayerInfo *player = PLAYERINFO(x, y);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+    element = Feld[x][y] = player->initial_element;
+#else
+    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
+                           player->element_nr);
+#endif
+
+    if (level.use_explosion_element[player->index_nr])
     {
-      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;
+      int explosion_element = level.explosion_element[player->index_nr];
 
-      InitField(x, y, TRUE);
+      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;
     }
   }
 
-  InitBeltMovement();
-
-  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
-                   emulate_sb ? EMU_SOKOBAN :
-                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-
-  /* initialize explosion and ignition delay */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  switch (element)
   {
-    if (!IS_CUSTOM_ELEMENT(i))
-    {
-      int num_phase = 9;
-      int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-      int last_phase = num_phase * delay;
-      int half_phase = (num_phase / 2) * delay;
+    case EL_BUG:
+    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
+    case EL_ROBOT:
+    case EL_PACMAN:
+    case EL_MOLE:
+      RaiseScoreElement(element);
+      break;
 
-      element_info[i].explosion_delay = last_phase;
-      element_info[i].ignition_delay = half_phase;
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      explosion_type = EX_TYPE_DYNA;
+      break;
 
-      if (i == EL_BLACK_ORB)
-       element_info[i].ignition_delay = 1;
-    }
+    case EL_DC_LANDMINE:
+#if 0
+    case EL_EM_EXIT_OPEN:
+    case EL_EM_STEEL_EXIT_OPEN:
+#endif
+      explosion_type = EX_TYPE_CENTER;
+      break;
 
-    if (element_info[i].explosion_delay < 2)   /* !!! check again !!! */
-      element_info[i].explosion_delay = 2;
+    case EL_PENGUIN:
+    case EL_LAMP:
+    case EL_LAMP_ACTIVE:
+    case EL_AMOEBA_TO_DIAMOND:
+      if (!IS_PLAYER(x, y))    /* penguin and player may be at same field */
+       explosion_type = EX_TYPE_CENTER;
+      break;
 
-    if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
-      element_info[i].ignition_delay = 1;
+    default:
+      if (element_info[element].explosion_type == EXPLODES_CROSS)
+       explosion_type = EX_TYPE_CROSS;
+      else if (element_info[element].explosion_type == EXPLODES_1X1)
+       explosion_type = EX_TYPE_CENTER;
+      break;
   }
 
-  /* correct non-moving belts to start moving left */
-  for (i = 0; i < NUM_BELTS; i++)
-    if (game.belt_dir[i] == MV_NO_MOVING)
-      game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
-
-  /* check if any connected player was not found in playfield */
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+  if (explosion_type == EX_TYPE_DYNA)
+    DynaExplode(x, y);
+  else
+    Explode(x, y, EX_PHASE_START, explosion_type);
 
-    if (player->connected && !player->present)
-    {
-      for (j = 0; j < MAX_PLAYERS; j++)
-      {
-       struct PlayerInfo *some_player = &stored_player[j];
-       int jx = some_player->jx, jy = some_player->jy;
+  CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
+}
 
-       /* assign first free player found that is present in the playfield */
-       if (some_player->present && !some_player->connected)
-       {
-         player->present = TRUE;
-         player->active = TRUE;
+void SplashAcid(int x, int y)
+{
+  if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+      (!IN_LEV_FIELD(x - 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
 
-         some_player->present = FALSE;
-         some_player->active = FALSE;
+  if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+      (!IN_LEV_FIELD(x + 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+    Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
 
-#if 0
-         player->element_nr = some_player->element_nr;
-#endif
+  PlayLevelSound(x, y, SND_ACID_SPLASHING);
+}
 
-         StorePlayer[jx][jy] = player->element_nr;
-         player->jx = player->last_jx = jx;
-         player->jy = player->last_jy = jy;
+static void InitBeltMovement()
+{
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
 
-         break;
-       }
-      }
-    }
-  }
+  int x, y, i, j;
 
-  if (tape.playing)
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELTS; i++)
   {
-    /* when playing a tape, eliminate all players which do not participate */
+    int belt_nr = i;
 
-    for (i = 0; i < MAX_PLAYERS; i++)
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
-      if (stored_player[i].active && !tape.player_participates[i])
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+      int element = belt_base_active_element[belt_nr] + j;
+      int graphic_1 = el2img(element);
+      int graphic_2 = el2panelimg(element);
 
-       player->active = FALSE;
-       StorePlayer[jx][jy] = 0;
-       Feld[jx][jy] = EL_EMPTY;
+      if (game.belt_dir[i] == MV_LEFT)
+      {
+       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+      }
+      else
+      {
+       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
       }
     }
   }
-  else if (!options.network && !setup.team_mode)       /* && !tape.playing */
+
+  SCAN_PLAYFIELD(x, y)
   {
-    /* when in single player mode, eliminate all but the first active player */
+    int element = Feld[x][y];
 
-    for (i = 0; i < MAX_PLAYERS; i++)
+    for (i = 0; i < NUM_BELTS; i++)
     {
-      if (stored_player[i].active)
+      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
       {
-       for (j = i + 1; j < MAX_PLAYERS; j++)
-       {
-         if (stored_player[j].active)
-         {
-           struct PlayerInfo *player = &stored_player[j];
-           int jx = player->jx, jy = player->jy;
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+       int belt_nr = i;
 
-           player->active = FALSE;
-           player->present = FALSE;
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
 
-           StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_EMPTY;
-         }
+         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
        }
       }
     }
   }
+}
 
-  /* when recording the game, store which players take part in the game */
-  if (tape.recording)
+static void ToggleBeltSwitch(int x, int y)
+{
+  static int belt_base_element[4] =
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      if (stored_player[i].active)
-       tape.player_participates[i] = TRUE;
-  }
-
-  if (options.debug)
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      printf("Player %d: present == %d, connected == %d, active == %d.\n",
-            i+1,
-            player->present,
-            player->connected,
-            player->active);
-      if (local_player == player)
-       printf("Player  %d is local player.\n", i+1);
-    }
-  }
-
-  if (BorderElement == EL_EMPTY)
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
   {
-    SBX_Left = 0;
-    SBX_Right = lev_fieldx - SCR_FIELDX;
-    SBY_Upper = 0;
-    SBY_Lower = lev_fieldy - SCR_FIELDY;
-  }
-  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
+  };
+  static int belt_move_dir[4] =
   {
-    SBX_Left = -1;
-    SBX_Right = lev_fieldx - SCR_FIELDX + 1;
-    SBY_Upper = -1;
-    SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
-  }
+    MV_LEFT,
+    MV_NONE,
+    MV_RIGHT,
+    MV_NONE,
+  };
 
-  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
-    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+  int element = Feld[x][y];
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
+  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+  int belt_dir = belt_move_dir[belt_dir_nr];
+  int xx, yy, i;
 
-  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
-    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+  if (!IS_BELT_SWITCH(element))
+    return;
 
-  /* if local player not found, look for custom element that might create
-     the player (make some assumptions about the right custom element) */
-  if (!local_player->present)
+  game.belt_dir_nr[belt_nr] = belt_dir_nr;
+  game.belt_dir[belt_nr] = belt_dir;
+
+  if (belt_dir_nr == 3)
+    belt_dir_nr = 1;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELT_PARTS; i++)
   {
-    int start_x = 0, start_y = 0;
-    int found_rating = 0;
-    int found_element = EL_UNDEFINED;
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic_1 = el2img(element);
+    int graphic_2 = el2panelimg(element);
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    if (belt_dir == MV_LEFT)
     {
-      int element = Feld[x][y];
-      int content;
-      int xx, yy;
-      boolean is_player;
-
-      if (!IS_CUSTOM_ELEMENT(element))
-       continue;
+      graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+    }
+    else
+    {
+      graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+    }
+  }
 
-      if (CAN_CHANGE(element))
-      {
-       for (i = 0; i < element_info[element].num_change_pages; i++)
-       {
-         content = element_info[element].change_page[i].target_element;
-         is_player = ELEM_IS_PLAYER(content);
+  SCAN_PLAYFIELD(xx, yy)
+  {
+    int element = Feld[xx][yy];
 
-         if (is_player && (found_rating < 3 || element < found_element))
-         {
-           start_x = x;
-           start_y = y;
+    if (IS_BELT_SWITCH(element))
+    {
+      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
 
-           found_rating = 3;
-           found_element = element;
-         }
-       }
+      if (e_belt_nr == belt_nr)
+      {
+       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+       TEST_DrawLevelField(xx, yy);
       }
+    }
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      if (e_belt_nr == belt_nr)
       {
-       content = element_info[element].content[xx][yy];
-       is_player = ELEM_IS_PLAYER(content);
-
-       if (is_player && (found_rating < 2 || element < found_element))
-       {
-         start_x = x + xx - 1;
-         start_y = y + yy - 1;
-
-         found_rating = 2;
-         found_element = element;
-       }
-
-       if (!CAN_CHANGE(element))
-         continue;
-
-       for (i = 0; i < element_info[element].num_change_pages; i++)
-       {
-         content = element_info[element].change_page[i].content[xx][yy];
-         is_player = ELEM_IS_PLAYER(content);
-
-         if (is_player && (found_rating < 1 || element < found_element))
-         {
-           start_x = x + xx - 1;
-           start_y = y + yy - 1;
+       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
-           found_rating = 1;
-           found_element = element;
-         }
-       }
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       TEST_DrawLevelField(xx, yy);
       }
     }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
-               start_x > SBX_Right + MIDPOSX ? SBX_Right :
-               start_x - MIDPOSX);
-
-    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
-               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
-               start_y - MIDPOSY);
-  }
-  else
-  {
-#if 1
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_player->jx - MIDPOSX);
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
-    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-               local_player->jy - MIDPOSY);
-#else
-    scroll_x = SBX_Left;
-    scroll_y = SBY_Upper;
-    if (local_player->jx >= SBX_Left + MIDPOSX)
-      scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
-                 local_player->jx - MIDPOSX :
-                 SBX_Right);
-    if (local_player->jy >= SBY_Upper + MIDPOSY)
-      scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
-                 local_player->jy - MIDPOSY :
-                 SBY_Lower);
-#endif
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       TEST_DrawLevelField(xx, yy);
+      }
+    }
   }
+}
 
-  CloseDoor(DOOR_CLOSE_1);
-
-  DrawLevel();
-  DrawAllPlayers();
-
-  /* after drawing the level, correct some elements */
-  if (game.timegate_time_left == 0)
-    CloseAllOpenTimegates();
-
-  if (setup.soft_scrolling)
-    BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
-
-  redraw_mask |= REDRAW_FROM_BACKBUFFER;
-  FadeToFront();
-
-  /* copy default game door content to main double buffer */
-  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
-            DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
-
-  DrawGameDoorValues();
-
-  UnmapGameButtons();
-  UnmapTapeButtons();
-  game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
-  game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
-  game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
-  MapGameButtons();
-  MapTapeButtons();
-
-  /* copy actual game door content to door double buffer for OpenDoor() */
-  BlitBitmap(drawto, bitmap_db_door,
-            DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
-
-  OpenDoor(DOOR_OPEN_ALL);
-
-  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
-
-  if (setup.sound_music)
-    PlayLevelMusic();
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+  int xx, yy;
 
-  KeyboardAutoRepeatOffUnlessAutoplay();
+  game.switchgate_pos = !game.switchgate_pos;
 
-  if (options.debug)
+  SCAN_PLAYFIELD(xx, yy)
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      printf("Player %d %sactive.\n",
-            i + 1, (stored_player[i].active ? "" : "not "));
-  }
+    int element = Feld[xx][yy];
 
-#if 0
-  printf("::: starting game [%d]\n", FrameCounter);
+#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
+    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;
 
-void InitMovDir(int x, int y)
-{
-  int i, element = Feld[x][y];
-  static int xy[4][2] =
-  {
-    {  0, +1 },
-    { +1,  0 },
-    {  0, -1 },
-    { -1,  0 }
-  };
-  static int direction[3][4] =
-  {
-    { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
-    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
-    { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
-  };
+      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+    }
+    else if (element == EL_SWITCHGATE_CLOSED ||
+            element == EL_SWITCHGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
 
-  switch(element)
-  {
-    case EL_BUG_RIGHT:
-    case EL_BUG_UP:
-    case EL_BUG_LEFT:
-    case EL_BUG_DOWN:
-      Feld[x][y] = EL_BUG;
-      MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
-      break;
+      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+    }
+  }
+}
 
-    case EL_SPACESHIP_RIGHT:
-    case EL_SPACESHIP_UP:
-    case EL_SPACESHIP_LEFT:
-    case EL_SPACESHIP_DOWN:
-      Feld[x][y] = EL_SPACESHIP;
-      MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
-      break;
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
+         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
+         element);
+}
 
-    case EL_BD_BUTTERFLY_RIGHT:
-    case EL_BD_BUTTERFLY_UP:
-    case EL_BD_BUTTERFLY_LEFT:
-    case EL_BD_BUTTERFLY_DOWN:
-      Feld[x][y] = EL_BD_BUTTERFLY;
-      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
-      break;
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
+         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
+         element);
+}
 
-    case EL_BD_FIREFLY_RIGHT:
-    case EL_BD_FIREFLY_UP:
-    case EL_BD_FIREFLY_LEFT:
-    case EL_BD_FIREFLY_DOWN:
-      Feld[x][y] = EL_BD_FIREFLY;
-      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
-      break;
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+  int x, y;
 
-    case EL_PACMAN_RIGHT:
-    case EL_PACMAN_UP:
-    case EL_PACMAN_LEFT:
-    case EL_PACMAN_DOWN:
-      Feld[x][y] = EL_PACMAN;
-      MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
-      break;
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-    case EL_SP_SNIKSNAK:
-      MovDir[x][y] = MV_UP;
-      break;
+    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);
 
-    case EL_SP_ELECTRON:
-      MovDir[x][y] = MV_LEFT;
-      break;
+      TEST_DrawLevelField(x, y);
 
-    case EL_MOLE_LEFT:
-    case EL_MOLE_RIGHT:
-    case EL_MOLE_UP:
-    case EL_MOLE_DOWN:
-      Feld[x][y] = EL_MOLE;
-      MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
-      break;
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.light_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-    default:
-      if (IS_CUSTOM_ELEMENT(element))
-      {
-       struct ElementInfo *ei = &element_info[element];
-       int move_direction_initial = ei->move_direction_initial;
-       int move_pattern = ei->move_pattern;
+      TEST_DrawLevelField(x, y);
 
-       if (move_direction_initial == MV_START_PREVIOUS)
-       {
-         if (MovDir[x][y] != MV_NO_MOVING)
-           return;
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+  }
+}
 
-         move_direction_initial = MV_START_AUTOMATIC;
-       }
+static void RedrawAllInvisibleElementsForLenses()
+{
+  int x, y;
 
-       if (move_direction_initial == MV_START_RANDOM)
-         MovDir[x][y] = 1 << RND(4);
-       else if (move_direction_initial & MV_ANY_DIRECTION)
-         MovDir[x][y] = move_direction_initial;
-       else if (move_pattern == MV_ALL_DIRECTIONS ||
-                move_pattern == MV_TURNING_LEFT ||
-                move_pattern == MV_TURNING_RIGHT ||
-                move_pattern == MV_TURNING_LEFT_RIGHT ||
-                move_pattern == MV_TURNING_RIGHT_LEFT ||
-                move_pattern == MV_TURNING_RANDOM)
-         MovDir[x][y] = 1 << RND(4);
-       else if (move_pattern == MV_HORIZONTAL)
-         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-       else if (move_pattern == MV_VERTICAL)
-         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
-       else if (move_pattern & MV_ANY_DIRECTION)
-         MovDir[x][y] = element_info[element].move_pattern;
-       else if (move_pattern == MV_ALONG_LEFT_SIDE ||
-                move_pattern == MV_ALONG_RIGHT_SIDE)
-       {
-         for (i = 0; i < NUM_DIRECTIONS; i++)
-         {
-           int x1 = x + xy[i][0];
-           int y1 = y + xy[i][1];
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
-           {
-             if (move_pattern == MV_ALONG_RIGHT_SIDE)
-               MovDir[x][y] = direction[0][i];
-             else
-               MovDir[x][y] = direction[1][i];
+    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);
 
-             break;
-           }
-         }
-       }                
-      }
-      else
-      {
-       MovDir[x][y] = 1 << RND(4);
+      TEST_DrawLevelField(x, y);
 
-       if (element != EL_BUG &&
-           element != EL_SPACESHIP &&
-           element != EL_BD_BUTTERFLY &&
-           element != EL_BD_FIREFLY)
-         break;
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-       for (i = 0; i < NUM_DIRECTIONS; i++)
-       {
-         int x1 = x + xy[i][0];
-         int y1 = y + xy[i][1];
+      TEST_DrawLevelField(x, y);
 
-         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
-         {
-           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
-           {
-             MovDir[x][y] = direction[0][i];
-             break;
-           }
-           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
-           {
-             MovDir[x][y] = direction[1][i];
-             break;
-           }
-         }
-       }
-      }
-      break;
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
   }
-
-  GfxDir[x][y] = MovDir[x][y];
 }
 
-void InitAmoebaNr(int x, int y)
+static void RedrawAllInvisibleElementsForMagnifier()
 {
-  int i;
-  int group_nr = AmoebeNachbarNr(x, y);
+  int x, y;
 
-  if (group_nr == 0)
+  SCAN_PLAYFIELD(x, y)
   {
-    for (i = 1; i < MAX_NUM_AMOEBA; i++)
+    int element = Feld[x][y];
+
+    if (element == EL_EMC_FAKE_GRASS &&
+       game.magnify_time_left > 0)
     {
-      if (AmoebaCnt[i] == 0)
-      {
-       group_nr = i;
-       break;
-      }
+      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);
     }
   }
-
-  AmoebaNr[x][y] = group_nr;
-  AmoebaCnt[group_nr]++;
-  AmoebaCnt2[group_nr]++;
 }
 
-void GameWon()
+static void ToggleLightSwitch(int x, int y)
 {
-  int hi_pos;
-  boolean raise_level = FALSE;
+  int element = Feld[x][y];
 
-  if (local_player->MovPos)
-    return;
+  game.light_time_left =
+    (element == EL_LIGHT_SWITCH ?
+     level.time_light * FRAMES_PER_SECOND : 0);
 
-#if 1
-  if (tape.auto_play)          /* tape might already be stopped here */
-    tape.auto_play_level_solved = TRUE;
-#else
-  if (tape.playing && tape.auto_play)
-    tape.auto_play_level_solved = TRUE;
-#endif
+  RedrawAllLightSwitchesAndInvisibleElements();
+}
 
-  local_player->LevelSolved = FALSE;
+static void ActivateTimegateSwitch(int x, int y)
+{
+  int xx, yy;
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  if (TimeLeft)
+  SCAN_PLAYFIELD(xx, yy)
   {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    int element = Feld[xx][yy];
 
-    while (TimeLeft > 0)
+    if (element == EL_TIMEGATE_CLOSED ||
+       element == EL_TIMEGATE_CLOSING)
     {
-      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--;
-
-      DrawGameValue_Time(TimeLeft);
-
-      BackToFront();
+      Feld[xx][yy] = EL_TIMEGATE_OPENING;
+      PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
+    }
 
-      if (!tape.playing)
-       Delay(10);
+    /*
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+      TEST_DrawLevelField(xx, yy);
     }
+    */
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
   }
-  else if (level.time == 0)            /* level without time limit */
+
+#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)
+{
+  boolean last_line = (y == lev_fieldy - 1);
+  boolean object_hit = FALSE;
+  boolean impact = (last_line || object_hit);
+  int element = Feld[x][y];
+  int smashed = EL_STEELWALL;
+
+  if (!last_line)      /* check if element below was hit */
   {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+      return;
 
-    while (TimePlayed < 999)
-    {
-      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++;
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
 
-      DrawGameValue_Time(TimePlayed);
+    /* 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;
 
-      BackToFront();
+#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);
 
-      if (!tape.playing)
-       Delay(10);
+      object_hit = TRUE;
     }
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-  }
+    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);
 
-  /* close exit door after last player */
-  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
-       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
-  {
-    int element = Feld[ExitX][ExitY];
+      object_hit = TRUE;
+    }
+#endif
 
-    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
-                         EL_SP_EXIT_CLOSING);
+    if (object_hit)
+      smashed = MovingOrBlocked2Element(x, y + 1);
 
-    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+    impact = (last_line || object_hit);
   }
 
-  /* Hero disappears */
-  DrawLevelField(ExitX, ExitY);
-  BackToFront();
-
-  if (tape.playing)
+  if (!last_line && smashed == EL_ACID)        /* element falls into acid */
+  {
+    SplashAcid(x, y + 1);
     return;
+  }
 
-  CloseDoor(DOOR_CLOSE_1);
-
-  if (tape.recording)
+  /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
+  /* only reset graphic animation if graphic really changes after impact */
+  if (impact &&
+      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
   {
-    TapeStop();
-    SaveTape(tape.level_nr);           /* Ask to save tape */
+    ResetGfxAnimation(x, y);
+    TEST_DrawLevelField(x, y);
   }
 
-  if (level_nr == leveldir_current->handicap_level)
+  if (impact && CAN_EXPLODE_IMPACT(element))
   {
-    leveldir_current->handicap_level++;
-    SaveLevelSetup_SeriesInfo();
+    Bang(x, y);
+    return;
   }
+  else if (impact && element == EL_PEARL &&
+          smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
+  {
+    ResetGfxAnimation(x, y);
 
-  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 ((hi_pos = NewHiScore()) >= 0) 
+    Feld[x][y] = EL_PEARL_BREAKING;
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
+    return;
+  }
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
   {
-    game_status = GAME_MODE_SCORES;
-    DrawHallOfFame(hi_pos);
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+
+    return;
   }
-  else
+
+  if (impact && element == EL_AMOEBA_DROP)
   {
-    game_status = GAME_MODE_MAIN;
-    if (raise_level)
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillPlayerUnlessEnemyProtected(x, y + 1);
+    else if (object_hit && smashed == EL_PENGUIN)
+      Bang(x, y + 1);
+    else
     {
-      level_nr++;
-      TapeErase();
+      Feld[x][y] = EL_AMOEBA_GROWING;
+      Store[x][y] = EL_AMOEBA_WET;
+
+      ResetRandomAnimationValue(x, y);
     }
-    DrawMainMenu();
+    return;
   }
 
-  BackToFront();
-}
-
-int NewHiScore()
-{
-  int k, l;
-  int position = -1;
-
-  LoadScore(level_nr);
-
-  if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
-      local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
-    return -1;
-
-  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
+  if (object_hit)              /* check which object was hit */
   {
-    if (local_player->score > highscore[k].Score)
+    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))
     {
-      /* player has made it to the hall of fame */
+      int xx, yy;
+      int activated_magic_wall =
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+        smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+        EL_DC_MAGIC_WALL_ACTIVE);
 
-      if (k < MAX_SCORE_ENTRIES - 1)
+      /* activate magic wall / mill */
+      SCAN_PLAYFIELD(xx, yy)
       {
-       int m = MAX_SCORE_ENTRIES - 1;
+       if (Feld[xx][yy] == smashed)
+         Feld[xx][yy] = activated_magic_wall;
+      }
 
-#ifdef ONE_PER_NAME
-       for (l = k; l < MAX_SCORE_ENTRIES; l++)
-         if (!strcmp(setup.player_name, highscore[l].Name))
-           m = l;
-       if (m == k)     /* player's new highscore overwrites his old one */
-         goto put_into_list;
-#endif
+      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+      game.magic_wall_active = TRUE;
 
-       for (l = m; l > k; l--)
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
+                           SND_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))
+      {
+       KillPlayerUnlessEnemyProtected(x, y + 1);
+       return;
+      }
+    }
+    else if (smashed == EL_PENGUIN)
+    {
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+    }
+    else if (element == EL_BD_DIAMOND)
+    {
+      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+    }
+    else if (((element == EL_SP_INFOTRON ||
+              element == EL_SP_ZONK) &&
+             (smashed == EL_SP_SNIKSNAK ||
+              smashed == EL_SP_ELECTRON ||
+              smashed == EL_SP_DISK_ORANGE)) ||
+            (element == EL_SP_INFOTRON &&
+             smashed == EL_SP_DISK_YELLOW))
+    {
+      Bang(x, y + 1);
+      return;
+    }
+    else if (CAN_SMASH_EVERYTHING(element))
+    {
+      if (IS_CLASSIC_ENEMY(smashed) ||
+         CAN_EXPLODE_SMASHED(smashed))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+      {
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
        {
-         strcpy(highscore[l].Name, highscore[l - 1].Name);
-         highscore[l].Score = highscore[l - 1].Score;
+         Bang(x, y + 1);
+         return;
        }
-      }
+       else if (smashed == EL_NUT)
+       {
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
+         RaiseScoreElement(EL_NUT);
+         return;
+       }
+       else if (smashed == EL_PEARL)
+       {
+         ResetGfxAnimation(x, y);
 
-#ifdef ONE_PER_NAME
-      put_into_list:
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
+         return;
+       }
+       else if (smashed == EL_DIAMOND)
+       {
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
+         return;
+       }
+       else if (IS_BELT_SWITCH(smashed))
+       {
+         ToggleBeltSwitch(x, y + 1);
+       }
+       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y + 1);
+       }
+       else if (smashed == EL_LIGHT_SWITCH ||
+                smashed == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y + 1);
+       }
+       else
+       {
+#if 0
+         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
 #endif
-      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; 
-      position = k;
-      break;
-    }
 
-#ifdef ONE_PER_NAME
-    else if (!strncmp(setup.player_name, highscore[k].Name,
-                     MAX_PLAYER_NAME_LEN))
-      break;   /* player already there with a higher score */
-#endif
+         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
 
+         CheckElementChangeBySide(x, y + 1, smashed, element,
+                                  CE_SWITCHED, CH_SIDE_TOP);
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+                                           CH_SIDE_TOP);
+       }
+      }
+      else
+      {
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+      }
+    }
   }
 
-  if (position >= 0) 
-    SaveScore(level_nr);
-
-  return position;
-}
-
-void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
-{
-  if (player->GfxAction != action || player->GfxDir != dir)
+  /* 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_DC_MAGIC_WALL_ACTIVE))
   {
-#if 0
-    printf("Player frame reset! (%d => %d, %d => %d)\n",
-          player->GfxAction, action, player->GfxDir, dir);
-#endif
+    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);
 
-    player->GfxAction = action;
-    player->GfxDir = dir;
-    player->Frame = 0;
-    player->StepFrame = 0;
+    return;
   }
-}
 
-static void ResetRandomAnimationValue(int x, int y)
-{
-  GfxRandom[x][y] = INIT_GFX_RANDOM();
+  /* play sound of object that hits the ground */
+  if (last_line || object_hit)
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
-static void ResetGfxAnimation(int x, int y)
+inline static void TurnRoundExt(int x, int y)
 {
-  GfxFrame[x][y] = 0;
-  GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MovDir[x][y];
-}
+  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 }
+  };
+  static struct
+  {
+    int left, right, back;
+  } turn[] =
+  {
+    { 0,       0,              0        },
+    { MV_DOWN, MV_UP,          MV_RIGHT },
+    { MV_UP,   MV_DOWN,        MV_LEFT  },
+    { 0,       0,              0        },
+    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { MV_RIGHT,        MV_LEFT,        MV_UP    }
+  };
 
-void InitMovingField(int x, int y, int direction)
-{
   int element = Feld[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;
-  int newy = y + dy;
+  int move_pattern = element_info[element].move_pattern;
 
-  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
-    ResetGfxAnimation(x, y);
+  int old_move_dir = MovDir[x][y];
+  int left_dir  = turn[old_move_dir].left;
+  int right_dir = turn[old_move_dir].right;
+  int back_dir  = turn[old_move_dir].back;
 
-  MovDir[newx][newy] = MovDir[x][y] = direction;
-  GfxDir[x][y] = direction;
+  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;
 
-  if (Feld[newx][newy] == EL_EMPTY)
-    Feld[newx][newy] = EL_BLOCKED;
+  int left_x  = x + left_dx,  left_y  = y + left_dy;
+  int right_x = x + right_dx, right_y = y + right_dy;
+  int move_x  = x + move_dx,  move_y  = y + move_dy;
 
-  if (direction == MV_DOWN && CAN_FALL(element))
-    GfxAction[x][y] = ACTION_FALLING;
-  else
-    GfxAction[x][y] = ACTION_MOVING;
+  int xx, yy;
 
-  GfxFrame[newx][newy] = GfxFrame[x][y];
-  GfxRandom[newx][newy] = GfxRandom[x][y];
-  GfxAction[newx][newy] = GfxAction[x][y];
-  GfxDir[newx][newy] = GfxDir[x][y];
-}
+  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-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);
+    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
 
-  *goes_to_x = newx;
-  *goes_to_y = newy;
-}
+    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
+      MovDelay[x][y] = 1;
+  }
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
-{
-  int oldx = x, oldy = y;
-  int direction = MovDir[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 (direction == MV_LEFT)
-    oldx++;
-  else if (direction == MV_RIGHT)
-    oldx--;
-  else if (direction == MV_UP)
-    oldy++;
-  else if (direction == MV_DOWN)
-    oldy--;
+    if (element == EL_SPACESHIP        && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
+      MovDelay[x][y] = 1;
+  }
+  else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-  *comes_from_x = oldx;
-  *comes_from_y = oldy;
-}
+    if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+      MovDir[x][y] = right_dir;
 
-int MovingOrBlocked2Element(int x, int y)
-{
-  int element = Feld[x][y];
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+  else if (element == EL_YAMYAM)
+  {
+    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
 
-  if (element == EL_BLOCKED)
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_DARK_YAMYAM)
   {
-    int oldx, oldy;
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        right_x, right_y);
 
-    Blocked2Moving(x, y, &oldx, &oldy);
-    return Feld[oldx][oldy];
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
-  else
-    return element;
-}
+  else if (element == EL_PACMAN)
+  {
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
 
-static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
-{
-  /* like MovingOrBlocked2Element(), but if element is moving
-     and (x,y) is the field the moving element is just leaving,
-     return EL_BLOCKED instead of the element value */
-  int element = Feld[x][y];
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-  if (IS_MOVING(x, y))
+    MovDelay[x][y] = 6 + RND(40);
+  }
+  else if (element == EL_PIG)
   {
-    if (element == EL_BLOCKED)
-    {
-      int oldx, oldy;
+    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
+    boolean should_turn_left, should_turn_right, should_move_on;
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
 
-      Blocked2Moving(x, y, &oldx, &oldy);
-      return Feld[oldx][oldy];
+    should_turn_left = (can_turn_left &&
+                       (!can_move_on ||
+                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+                                                  y + back_dy + left_dy)));
+    should_turn_right = (can_turn_right &&
+                        (!can_move_on ||
+                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+                                                   y + back_dy + right_dy)));
+    should_move_on = (can_move_on &&
+                     (!can_turn_left ||
+                      !can_turn_right ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+                                                y + move_dy + left_dy) ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+                                                y + move_dy + right_dy)));
+
+    if (should_turn_left || should_turn_right || should_move_on)
+    {
+      if (should_turn_left && should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
+                       rnd < 2 * rnd_value / 3 ? right_dir :
+                       old_move_dir);
+      else if (should_turn_left && should_turn_right)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+      else if (should_turn_left && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
+      else if (should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
+      else if (should_turn_left)
+       MovDir[x][y] = left_dir;
+      else if (should_turn_right)
+       MovDir[x][y] = right_dir;
+      else if (should_move_on)
+       MovDir[x][y] = old_move_dir;
     }
+    else if (can_move_on && rnd > rnd_value / 8)
+      MovDir[x][y] = old_move_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value/8)
+      MovDir[x][y] = right_dir;
     else
-      return EL_BLOCKED;
+      MovDir[x][y] = back_dir;
+
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
+
+    if (!IN_LEV_FIELD(xx, yy) ||
+        (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
+      MovDir[x][y] = old_move_dir;
+
+    MovDelay[x][y] = 0;
   }
-  else
-    return element;
-}
+  else if (element == EL_DRAGON)
+  {
+    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
 
-static void RemoveField(int x, int y)
-{
-  Feld[x][y] = EL_EMPTY;
+    if (can_move_on && rnd > rnd_value / 8)
+      MovDir[x][y] = old_move_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value / 8)
+      MovDir[x][y] = right_dir;
+    else
+      MovDir[x][y] = back_dir;
 
-  MovPos[x][y] = 0;
-  MovDir[x][y] = 0;
-  MovDelay[x][y] = 0;
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
-  AmoebaNr[x][y] = 0;
-  ChangeDelay[x][y] = 0;
-  ChangePage[x][y] = -1;
-  Pushed[x][y] = FALSE;
+    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
 
-  GfxElement[x][y] = EL_UNDEFINED;
-  GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MV_NO_MOVING;
-}
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_MOLE)
+  {
+    boolean can_move_on =
+      (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
+                           IS_AMOEBOID(Feld[move_x][move_y]) ||
+                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
+    if (!can_move_on)
+    {
+      boolean can_turn_left =
+       (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
+                             IS_AMOEBOID(Feld[left_x][left_y])));
 
-void RemoveMovingField(int x, int y)
-{
-  int oldx = x, oldy = y, newx = x, newy = y;
-  int element = Feld[x][y];
-  int next_element = EL_UNDEFINED;
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
+
+      if (can_turn_left && can_turn_right)
+       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+      else if (can_turn_left)
+       MovDir[x][y] = left_dir;
+      else
+       MovDir[x][y] = right_dir;
+    }
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+  else if (element == EL_BALLOON)
+  {
+    MovDir[x][y] = game.wind_direction;
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_SPRING)
+  {
+#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);
 
-  if (element != EL_BLOCKED && !IS_MOVING(x, y))
-    return;
+       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_NONE;
+#endif
 
-  if (IS_MOVING(x, y))
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_ROBOT ||
+          element == EL_SATELLITE ||
+          element == EL_PENGUIN ||
+          element == EL_EMC_ANDROID)
   {
-    Moving2Blocked(x, y, &newx, &newy);
-#if 0
-    if (Feld[newx][newy] != EL_BLOCKED)
-      return;
-#else
-    if (Feld[newx][newy] != EL_BLOCKED)
+    int attr_x = -1, attr_y = -1;
+
+    if (AllPlayersGone)
     {
-      /* element is moving, but target field is not free (blocked), but
-        already occupied by something different (example: acid pool);
-        in this case, only remove the moving field, but not the target */
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
 
-      RemoveField(oldx, oldy);
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+       if (!player->active)
+         continue;
 
-      DrawLevelField(oldx, oldy);
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
 
-      return;
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
+       (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+        game.engine_version < VERSION_IDENT(3,1,0,0)))
+    {
+      attr_x = ZX;
+      attr_y = ZY;
     }
-#endif
-  }
-  else if (element == EL_BLOCKED)
-  {
-    Blocked2Moving(x, y, &oldx, &oldy);
-    if (!IS_MOVING(oldx, oldy))
-      return;
-  }
 
-  if (element == EL_BLOCKED &&
-      (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
-       Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
-    next_element = get_next_element(Feld[oldx][oldy]);
+    if (element == EL_PENGUIN)
+    {
+      int i;
+      static int xy[4][2] =
+      {
+       { 0, -1 },
+       { -1, 0 },
+       { +1, 0 },
+       { 0, +1 }
+      };
 
-  RemoveField(oldx, oldy);
-  RemoveField(newx, newy);
+      for (i = 0; i < NUM_DIRECTIONS; i++)
+      {
+       int ex = x + xy[i][0];
+       int ey = y + xy[i][1];
 
-  Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+       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;
+         break;
+       }
+      }
+    }
 
-  if (next_element != EL_UNDEFINED)
-    Feld[oldx][oldy] = next_element;
+    MovDir[x][y] = MV_NONE;
+    if (attr_x < x)
+      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
 
-  DrawLevelField(oldx, oldy);
-  DrawLevelField(newx, newy);
-}
+    if (element == EL_ROBOT)
+    {
+      int newx, newy;
 
-void DrawDynamite(int x, int y)
-{
-  int sx = SCREENX(x), sy = SCREENY(y);
-  int graphic = el2img(Feld[x][y]);
-  int frame;
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
 
-  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
-    return;
+      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+       MovDelay[x][y] = 8 + 8 * !RND(3);
+      else
+       MovDelay[x][y] = 16;
+    }
+    else if (element == EL_PENGUIN)
+    {
+      int newx, newy;
 
-  if (IS_WALKABLE_INSIDE(Back[x][y]))
-    return;
+      MovDelay[x][y] = 1;
 
-  if (Back[x][y])
-    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
-  else if (Store[x][y])
-    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
 
-  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-#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
-}
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+         return;
 
-void CheckDynamite(int x, int y)
-{
-  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
-  {
-    MovDelay[x][y]--;
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-    if (MovDelay[x][y] != 0)
-    {
-      DrawDynamite(x, y);
-      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+         return;
 
-      return;
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
     }
-  }
-
-#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
+    else if (element == EL_SATELLITE)
+    {
+      int newx, newy;
 
-  Bang(x, y);
-}
+      MovDelay[x][y] = 1;
 
-void RelocatePlayer(int x, int y, int element_raw)
-{
-  int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
-  struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
-  boolean ffwd_delay = (tape.playing && tape.fast_forward);
-  boolean no_delay = (tape.index_search);
-  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
-  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
-#if 1
-  int old_jx, old_jy;
-#endif
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
 
-  if (player->GameOver)                /* do not reanimate dead player */
-    return;
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-#if 1
-  RemoveField(x, y);           /* temporarily remove newly placed player */
-  DrawLevelField(x, y);
-#endif
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
 
-  if (player->present)
-  {
-    while (player->MovPos)
-    {
-      ScrollPlayer(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
-      FrameCounter++;
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-      DrawPlayer(player);
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
 
-      BackToFront();
-      Delay(wait_delay_value);
+       MovDir[x][y] = old_move_dir;
+       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;
 
-    DrawPlayer(player);                /* needed here only to cleanup last field */
-    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
-
-    player->is_moving = FALSE;
-  }
+      /* 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 1
-  old_jx = player->jx;
-  old_jy = player->jy;
-#endif
+       if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+       {
+         can_clone = TRUE;
 
-  Feld[x][y] = element;
-  InitPlayerField(x, y, element, TRUE);
+         break;
+       }
+      }
 
-#if 0
-  if (player == local_player)
-  {
-#if 1
+      if (can_clone)           /* randomly find an element to clone */
+      {
+       can_clone = FALSE;
 
-    scroll_x += (local_player->jx - old_jx);
-    scroll_y += (local_player->jy - old_jy);
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
 
-    /* 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);
+       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;
 
-    /* don't scroll over playfield boundaries */
-    if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
-      scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+         if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+         {
+           element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+           element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
 
-#else
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_player->jx - MIDPOSX);
+           Store[x][y] = Feld[newx][newy];
 
-    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-               local_player->jy - MIDPOSY);
-#endif
+           can_clone = TRUE;
 
-    RedrawPlayfield(TRUE, 0,0,0,0);
-#if 0
-    DrawAllPlayers();
-    BackToFront();
-#endif
-  }
+           break;
+         }
+       }
+      }
 
-#else
+      if (can_clone)           /* randomly find a direction to move */
+      {
+       can_clone = FALSE;
 
-  if (player == local_player)
-  {
-    int scroll_xx = -999, scroll_yy = -999;
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
-    {
-      int dx = 0, dy = 0;
-      int fx = FX, fy = FY;
+       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;
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
+         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+         {
+           MovDir[x][y] = new_move_dir;
+           MovDelay[x][y] = level.android_clone_time * 8 + 1;
 
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
+           can_clone = TRUE;
 
-      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
-      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+           break;
+         }
+       }
+      }
 
-      scroll_x -= dx;
-      scroll_y -= dy;
+      if (can_clone)           /* cloning and moving successful */
+       return;
 
-      fx += dx * TILEX / 2;
-      fy += dy * TILEY / 2;
+      /* cannot clone -- try to move towards player */
 
-      ScrollLevel(dx, dy);
-      DrawAllPlayers();
+      start_pos = check_pos[MovDir[x][y] & 0x0f];
+      check_order = (RND(2) ? -1 : +1);
 
-      /* 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);
+      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;
 
-      /* scroll second step to align at full tile size */
-      BackToFront();
-      Delay(wait_delay_value);
+       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+       {
+         MovDir[x][y] = new_move_dir;
+         MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+         break;
+       }
+      }
     }
   }
-#endif
-}
+  else if (move_pattern == MV_TURNING_LEFT ||
+          move_pattern == MV_TURNING_RIGHT ||
+          move_pattern == MV_TURNING_LEFT_RIGHT ||
+          move_pattern == MV_TURNING_RIGHT_LEFT ||
+          move_pattern == MV_TURNING_RANDOM ||
+          move_pattern == MV_ALL_DIRECTIONS)
+  {
+    boolean can_turn_left =
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right =
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
 
-void Explode(int ex, int ey, int phase, int mode)
-{
-  int x, y;
-#if 0
-  int num_phase = 9;
-#endif
+    if (element_info[element].move_stepsize == 0)      /* "not moving" */
+      return;
 
-  /* !!! eliminate this variable !!! */
-  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+    if (move_pattern == MV_TURNING_LEFT)
+      MovDir[x][y] = left_dir;
+    else if (move_pattern == MV_TURNING_RIGHT)
+      MovDir[x][y] = right_dir;
+    else if (move_pattern == MV_TURNING_LEFT_RIGHT)
+      MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
+    else if (move_pattern == MV_TURNING_RIGHT_LEFT)
+      MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
+    else if (move_pattern == MV_TURNING_RANDOM)
+      MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
+                     can_turn_right && !can_turn_left ? right_dir :
+                     RND(2) ? left_dir : right_dir);
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-#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;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_HORIZONTAL ||
+          move_pattern == MV_VERTICAL)
+  {
+    if (move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
 
-  if (game.explosions_delayed)
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern & MV_ANY_DIRECTION)
   {
-    ExplodeField[ex][ey] = mode;
-    return;
+    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))
+      MovDir[x][y] = left_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
 
-  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
   {
-    int center_element = Feld[ex][ey];
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
 
-#if 0
-    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
-#endif
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_TOWARDS_PLAYER ||
+          move_pattern == MV_AWAY_FROM_PLAYER)
+  {
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
 
-#if 0
-    /* --- This is only really needed (and now handled) in "Impact()". --- */
-    /* do not explode moving elements that left the explode field in time */
-    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-       center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
-      return;
-#endif
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
 
-    if (mode == EX_NORMAL || mode == EX_CENTER)
-      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-    /* remove things displayed in background while burning dynamite */
-    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
-      Back[ex][ey] = 0;
+       if (!player->active)
+         continue;
 
-    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-    {
-      /* put moving element to center field (and let it explode there) */
-      center_element = MovingOrBlocked2Element(ex, ey);
-      RemoveMovingField(ex, ey);
-      Feld[ex][ey] = center_element;
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
     }
 
-#if 1
-    last_phase = element_info[center_element].explosion_delay;
-#endif
-
-    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
-    {
-      int xx = x - ex + 1;
-      int yy = y - ey + 1;
-      int element;
+    MovDir[x][y] = MV_NONE;
+    if (attr_x < x)
+      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
 
-#if 1
-      if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
-       continue;
-#else
-      if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
-          (x != ex || y != ey)))
-       continue;
-#endif
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
 
-      element = Feld[x][y];
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    {
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
 
-      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      if (element_info[element].move_stepsize == 0)    /* "not moving" */
       {
-       element = MovingOrBlocked2Element(x, y);
+       first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+       MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
 
-       if (!IS_EXPLOSION_PROOF(element))
-         RemoveMovingField(x, y);
+       return;
       }
 
-#if 1
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
 
-#if 0
-      if (IS_EXPLOSION_PROOF(element))
-       continue;
-#else
-      /* indestructible elements can only explode in center (but not flames) */
-      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
-         element == EL_FLAMES)
-       continue;
-#endif
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
+
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
+  }
+  else if (move_pattern == MV_WHEN_PUSHED ||
+          move_pattern == MV_WHEN_DROPPED)
+  {
+    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NONE;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+  {
+    static int test_xy[7][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 },
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+    };
+    static int test_dir[7] =
+    {
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+      MV_DOWN,
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+    };
+    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+    int move_preference = -1000000;    /* start with very low preference */
+    int new_move_dir = MV_NONE;
+    int start_test = RND(4);
+    int i;
 
-#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
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      int move_dir = test_dir[start_test + i];
+      int move_dir_preference;
 
-      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+      xx = x + test_xy[start_test + i][0];
+      yy = y + test_xy[start_test + i][1];
+
+      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
       {
-       if (IS_ACTIVE_BOMB(element))
-       {
-         /* re-activate things under the bomb like gate or penguin */
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
-         Store[x][y] = 0;
-       }
+       new_move_dir = move_dir;
 
-       continue;
+       break;
       }
 
-      /* save walkable background elements while explosion on same tile */
-#if 0
-      if (IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
-#else
-      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
-#endif
-
-      /* ignite explodable elements reached by other explosion */
-      if (element == EL_EXPLOSION)
-       element = Store2[x][y];
-
-#if 1
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
-      {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
-      }
+      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+       continue;
 
-      RemoveField(x, y);
-#endif
+      move_dir_preference = -1 * RunnerVisit[xx][yy];
+      if (hunter_mode && PlayerVisit[xx][yy] > 0)
+       move_dir_preference = PlayerVisit[xx][yy];
 
-      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+      if (move_dir_preference > move_preference)
       {
-       switch(StorePlayer[ex][ey])
-       {
-         case EL_PLAYER_2:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
-           break;
-         case EL_PLAYER_3:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
-           break;
-         case EL_PLAYER_4:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
-           break;
-         case EL_PLAYER_1:
-         default:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
-           break;
-       }
-
-       if (game.emulation == EMU_SUPAPLEX)
-         Store[x][y] = EL_EMPTY;
+       /* prefer field that has not been visited for the longest time */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
       }
-      else if (center_element == EL_MOLE)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (center_element == EL_PENGUIN)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (center_element == EL_BUG)
-       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
-      else if (center_element == EL_BD_BUTTERFLY)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (center_element == EL_SP_ELECTRON)
-       Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_AMOEBA_TO_DIAMOND)
-       Store[x][y] = level.amoeba_content;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
-      else if (IS_CUSTOM_ELEMENT(center_element) &&
-              element_info[center_element].content[xx][yy] != EL_EMPTY)
-       Store[x][y] = element_info[center_element].content[xx][yy];
-      else if (element == EL_WALL_EMERALD)
-       Store[x][y] = EL_EMERALD;
-      else if (element == EL_WALL_DIAMOND)
-       Store[x][y] = EL_DIAMOND;
-      else if (element == EL_WALL_BD_DIAMOND)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (element == EL_WALL_EMERALD_YELLOW)
-       Store[x][y] = EL_EMERALD_YELLOW;
-      else if (element == EL_WALL_EMERALD_RED)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (element == EL_WALL_EMERALD_PURPLE)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (element == EL_WALL_PEARL)
-       Store[x][y] = EL_PEARL;
-      else if (element == EL_WALL_CRYSTAL)
-       Store[x][y] = EL_CRYSTAL;
-      else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
-       Store[x][y] = element_info[element].content[1][1];
-      else
-       Store[x][y] = EL_EMPTY;
-
-      if (x != ex || y != ey ||
-         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
-       Store2[x][y] = element;
-
-#if 0
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
       {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
+       /* prefer last direction when all directions are preferred equally */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
       }
-
-#if 1
-      RemoveField(x, y);
-#else
-      MovDir[x][y] = MovPos[x][y] = 0;
-      GfxDir[x][y] = MovDir[x][y];
-      AmoebaNr[x][y] = 0;
-#endif
-#endif
-
-      Feld[x][y] = EL_EXPLOSION;
-#if 1
-      GfxElement[x][y] = center_element;
-#else
-      GfxElement[x][y] = EL_UNDEFINED;
-#endif
-
-      ExplodePhase[x][y] = 1;
-#if 1
-      ExplodeDelay[x][y] = last_phase;
-#endif
-      Stop[x][y] = TRUE;
     }
 
-    if (center_element == EL_YAMYAM)
-      game.yamyam_content_nr =
-       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
-
-    return;
+    MovDir[x][y] = new_move_dir;
+    if (old_move_dir != new_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
+}
 
-  if (Stop[ex][ey])
-    return;
+static void TurnRound(int x, int y)
+{
+  int direction = MovDir[x][y];
 
-  x = ex;
-  y = ey;
+  TurnRoundExt(x, y);
 
-#if 1
-  last_phase = ExplodeDelay[x][y];
-#endif
+  GfxDir[x][y] = MovDir[x][y];
 
-  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+  if (direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
 
-#ifdef DEBUG
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
 
-  /* activate this even in non-DEBUG version until cause for crash in
-     getGraphicAnimationFrame() (see below) is found and eliminated */
-#endif
-#if 1
+  ResetGfxFrame(x, y, FALSE);
+}
 
-  if (GfxElement[x][y] == EL_UNDEFINED)
+static boolean JustBeingPushed(int x, int y)
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    printf("\n\n");
-    printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
-    printf("Explode(): This should never happen!\n");
-    printf("\n\n");
+    struct PlayerInfo *player = &stored_player[i];
 
-    GfxElement[x][y] = EL_EMPTY;
+    if (player->active && player->is_pushing && player->MovPos)
+    {
+      int next_jx = player->jx + (player->jx - player->last_jx);
+      int next_jy = player->jy + (player->jy - player->last_jy);
+
+      if (x == next_jx && y == next_jy)
+       return TRUE;
+    }
   }
-#endif
 
-#if 1
+  return FALSE;
+}
 
-  border_element = Store2[x][y];
-  if (IS_PLAYER(x, y))
-    border_element = StorePlayer[x][y];
+void StartMoving(int x, int y)
+{
+  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
+  int element = Feld[x][y];
 
-  if (phase == element_info[border_element].ignition_delay ||
-      phase == last_phase)
-  {
-    boolean border_explosion = FALSE;
+  if (Stop[x][y])
+    return;
 
-#if 1
-    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
-#else
-    if (IS_PLAYER(x, y))
-#endif
-    {
-      KillHeroUnlessExplosionProtected(x, y);
-      border_explosion = TRUE;
+  if (MovDelay[x][y] == 0)
+    GfxAction[x][y] = ACTION_DEFAULT;
 
-#if 0
-      if (phase == last_phase)
-       printf("::: IS_PLAYER\n");
-#endif
-    }
-    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
-    {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
-      border_explosion = TRUE;
+  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 0
-      if (phase == last_phase)
-       printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
-#endif
-    }
-    else if (border_element == EL_AMOEBA_TO_DIAMOND)
+    if (element == EL_QUICKSAND_FULL)
     {
-      AmoebeUmwandeln(x, y);
-      Store2[x][y] = 0;
-      border_explosion = TRUE;
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = 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);
+       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
+       Store[x][y] = EL_ROCK;
 #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
-  }
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-#else
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-  if (phase == first_phase_after_start)
-  {
-    int element = Store2[x][y];
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
 
-    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];
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-    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
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
 
-  if (phase == last_phase)
-  {
-    int element;
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-#if 0
-    printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
-#endif
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-    element = Feld[x][y] = Store[x][y];
-    Store[x][y] = Store2[x][y] = 0;
-    GfxElement[x][y] = EL_UNDEFINED;
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
 
-    /* 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);
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-    /* restore probably existing indestructible background element */
-    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
-      element = Feld[x][y] = Back[x][y];
-    Back[x][y] = 0;
+       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;
 
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
-    GfxDir[x][y] = MV_NO_MOVING;
-    ChangeDelay[x][y] = 0;
-    ChangePage[x][y] = -1;
+       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;
 
-#if 1
-    InitField_WithBug2(x, y, FALSE);
-#else
-    InitField(x, y, FALSE);
-#if 1
-    /* !!! not needed !!! */
-#if 1
-    if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
-       CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
-      InitMovDir(x, y);
+       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
-    if (CAN_MOVE(element))
-      InitMovDir(x, y);
-#endif
-#endif
+       Store[x][y] = EL_ROCK;
 #endif
-    DrawLevelField(x, y);
 
-    TestIfElementTouchesCustomElement(x, y);
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-    if (GFX_CRUMBLED(element))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
-      StorePlayer[x][y] = 0;
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
 
-    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
-    int frame = getGraphicAnimationFrame(graphic, phase - delay);
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-#if 0
-    printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
-          element_info[GfxElement[x][y]].token_name,
-          graphic);
-#endif
+       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;
 
-    if (phase == delay)
-      DrawLevelFieldCrumbledSand(x, y);
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
-    {
-      DrawLevelElement(x, y, Back[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
+
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
+
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
     }
-    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
     {
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-      DrawLevelElementThruMask(x, y, Back[x][y]);
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      Feld[x][y] = EL_QUICKSAND_FILLING;
+      Store[x][y] = element;
+
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
     }
-    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-  }
-}
+    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;
 
-void DynaExplode(int ex, int ey)
-{
-  int i, j;
-  int dynabomb_element = Feld[ex][ey];
-  int dynabomb_size = 1;
-  boolean dynabomb_xl = FALSE;
-  struct PlayerInfo *player;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+      Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+      Store[x][y] = element;
 
-  if (IS_ACTIVE_BOMB(dynabomb_element))
-  {
-    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
-    dynabomb_size = player->dynabomb_size;
-    dynabomb_xl = player->dynabomb_xl;
-    player->dynabombs_left++;
-  }
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+    }
+    else if (element == EL_MAGIC_WALL_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-  Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY / 4 + 1;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    for (j = 1; j <= dynabomb_size; j++)
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
+       Store[x][y] = 0;
+      }
+    }
+    else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      int x = ex + j * xy[i][0];
-      int y = ey + j * xy[i][1];
-      int element;
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
-       break;
+       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED_BD(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY / 4 + 1;
 
-      element = Feld[x][y];
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-      /* do not restart explosions of fields with active bombs */
-      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
-       continue;
+       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+       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;
 
-      Explode(x, y, EX_PHASE_START, EX_BORDER);
+       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;
 
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (element != EL_EMPTY &&
-         element != EL_SAND &&
-         element != EL_EXPLOSION &&
-         !dynabomb_xl)
-       break;
+       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)) ||
+            (CAN_PASS_DC_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
 
-void Bang(int x, int y)
-{
-#if 1
-  int element = MovingOrBlocked2Element(x, y);
-#else
-  int element = Feld[x][y];
-#endif
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-#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);
+      Feld[x][y] =
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+        EL_DC_MAGIC_WALL_FILLING);
+      Store[x][y] = element;
+    }
+    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+    {
+      SplashAcid(x, y + 1);
 
-    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
-                           player->element_nr);
-  }
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-#if 0
-#if 1
-  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
+      Store[x][y] = EL_ACID;
+    }
+    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
-  if (game.emulation == EMU_SUPAPLEX)
-    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
-  else
-    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
+            (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+             CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
 #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))) ||
 
-#if 0
-  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_EMPTY;
-#endif
+            (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)))
+    {
+      /* this is needed for a special case not covered by calling "Impact()"
+        from "ContinueMoving()": if an element moves to a tile directly below
+        another element which was just falling on that tile (which was empty
+        in the previous frame), the falling element above would just stop
+        instead of smashing the element below (in previous version, the above
+        element was just checked for "moving" instead of "falling", resulting
+        in incorrect smashes caused by horizontal movement of the above
+        element; also, the case of the player being the element to smash was
+        simply not covered here... :-/ ) */
 
-  switch(element)
-  {
-    case EL_BUG:
-    case EL_SPACESHIP:
-    case EL_BD_BUTTERFLY:
-    case EL_BD_FIREFLY:
-    case EL_YAMYAM:
-    case EL_DARK_YAMYAM:
-    case EL_ROBOT:
-    case EL_PACMAN:
-    case EL_MOLE:
-      RaiseScoreElement(element);
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
-      break;
-    case EL_DYNABOMB_PLAYER_1_ACTIVE:
-    case EL_DYNABOMB_PLAYER_2_ACTIVE:
-    case EL_DYNABOMB_PLAYER_3_ACTIVE:
-    case EL_DYNABOMB_PLAYER_4_ACTIVE:
-    case EL_DYNABOMB_INCREASE_NUMBER:
-    case EL_DYNABOMB_INCREASE_SIZE:
-    case EL_DYNABOMB_INCREASE_POWER:
-      DynaExplode(x, y);
-      break;
-    case EL_PENGUIN:
-    case EL_LAMP:
-    case EL_LAMP_ACTIVE:
-#if 1
-    case EL_AMOEBA_TO_DIAMOND:
-#endif
-      if (IS_PLAYER(x, y))
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
-      else
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
-      break;
-    default:
-      if (CAN_EXPLODE_DYNA(element))
-       DynaExplode(x, y);
-      else if (CAN_EXPLODE_1X1(element))
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
-      else
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
-      break;
-  }
+      CheckCollision[x][y] = 0;
+      CheckImpact[x][y] = 0;
 
-  CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
-}
+      Impact(x, y);
+    }
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
+    {
+      if (MovDir[x][y] == MV_NONE)
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+      }
+    }
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
+    {
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
 
-void SplashAcid(int x, int y)
-{
-#if 1
-  if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
-      (!IN_LEV_FIELD(x - 1, y - 2) ||
-       !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
-    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+    }
+    else if (element == EL_AMOEBA_DROP)
+    {
+      Feld[x][y] = EL_AMOEBA_GROWING;
+      Store[x][y] = EL_AMOEBA_WET;
+    }
+    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)
+    {
+      boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
+                               (IS_FREE(x - 1, y + 1) ||
+                                Feld[x - 1][y + 1] == EL_ACID));
+      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+                               (IS_FREE(x + 1, y + 1) ||
+                                Feld[x + 1][y + 1] == EL_ACID));
+      boolean can_fall_any  = (can_fall_left || can_fall_right);
+      boolean can_fall_both = (can_fall_left && can_fall_right);
+      int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
 
-  if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
-      (!IN_LEV_FIELD(x + 1, y - 2) ||
-       !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
-    Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
+#if USE_NEW_ALL_SLIPPERY
+      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
+      {
+       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;
 
-  PlayLevelSound(x, y, SND_ACID_SPLASHING);
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = FALSE;
+      }
 #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 (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)
+         can_fall_left = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+         can_fall_left = FALSE;
 
-    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;
-  }
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = (can_fall_left && can_fall_right);
+      }
 #endif
-}
 
-static void InitBeltMovement()
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT,
-    EL_CONVEYOR_BELT_2_LEFT,
-    EL_CONVEYOR_BELT_3_LEFT,
-    EL_CONVEYOR_BELT_4_LEFT
-  };
-  static int belt_base_active_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
-  };
+#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) &&
+              can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
+      {
+       can_fall_right = FALSE;         /* slip down on left side */
+       can_fall_both = FALSE;
+      }
+#endif
+#endif
 
-  int x, y, i, j;
+#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));
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < NUM_BELTS; i++)
-  {
-    int belt_nr = i;
+       can_fall_both = FALSE;
+      }
+#else
+      if (can_fall_both)
+      {
+       if (game.emulation == EMU_BOULDERDASH ||
+           element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+         can_fall_right = FALSE;       /* slip down on left side */
+       else
+         can_fall_left = !(can_fall_right = RND(2));
 
-    for (j = 0; j < NUM_BELT_PARTS; j++)
-    {
-      int element = belt_base_active_element[belt_nr] + j;
-      int graphic = el2img(element);
+       can_fall_both = FALSE;
+      }
+#endif
 
-      if (game.belt_dir[i] == MV_LEFT)
-       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-      else
-       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+      if (can_fall_any)
+      {
+       /* if not determined otherwise, prefer left side for slipping down */
+       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+       started_moving = TRUE;
+      }
     }
-  }
-
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
+#if 0
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
+#else
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+#endif
     {
-      int element = Feld[x][y];
+      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
+      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
+      int belt_dir = game.belt_dir[belt_nr];
 
-      for (i = 0; i < NUM_BELTS; i++)
+      if ((belt_dir == MV_LEFT  && left_is_free) ||
+         (belt_dir == MV_RIGHT && right_is_free))
       {
-       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
 
-         if (e_belt_nr == belt_nr)
-         {
-           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+       InitMovingField(x, y, belt_dir);
+       started_moving = TRUE;
 
-           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-         }
-       }
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][y] = TRUE;
+
+       GfxAction[x][y] = ACTION_DEFAULT;
+      }
+      else
+      {
+       MovDir[x][y] = 0;       /* if element was moving, stop it */
       }
     }
   }
-}
 
-static void ToggleBeltSwitch(int x, int y)
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT,
-    EL_CONVEYOR_BELT_2_LEFT,
-    EL_CONVEYOR_BELT_3_LEFT,
-    EL_CONVEYOR_BELT_4_LEFT
-  };
-  static int belt_base_active_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
-  };
-  static int belt_base_switch_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
-  static int belt_move_dir[4] =
+  /* 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_NONE)
+#else
+  if (CAN_MOVE(element) && !started_moving)
+#endif
   {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT,
-    MV_NO_MOVING,
-  };
+    int move_pattern = element_info[element].move_pattern;
+    int newx, newy;
 
-  int element = Feld[x][y];
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
-  int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy, i;
+#if 0
+#if DEBUG
+    if (MovDir[x][y] == MV_NONE)
+    {
+      printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
+            x, y, element, element_info[element].token_name);
+      printf("StartMoving(): This should never happen!\n");
+    }
+#endif
+#endif
 
-  if (!IS_BELT_SWITCH(element))
-    return;
+    Moving2Blocked(x, y, &newx, &newy);
 
-  game.belt_dir_nr[belt_nr] = belt_dir_nr;
-  game.belt_dir[belt_nr] = belt_dir;
+    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+      return;
 
-  if (belt_dir_nr == 3)
-    belt_dir_nr = 1;
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+       CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+    {
+      WasJustMoving[x][y] = 0;
+      CheckCollision[x][y] = 0;
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < NUM_BELT_PARTS; i++)
-  {
-    int element = belt_base_active_element[belt_nr] + i;
-    int graphic = el2img(element);
+      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
 
-    if (belt_dir == MV_LEFT)
-      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-    else
-      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
-  }
+      if (Feld[x][y] != element)       /* element has changed */
+       return;
+    }
 
-  for (yy = 0; yy < lev_fieldy; yy++)
-  {
-    for (xx = 0; xx < lev_fieldx; xx++)
+    if (!MovDelay[x][y])       /* start new movement phase */
     {
-      int element = Feld[xx][yy];
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
 
-      if (IS_BELT_SWITCH(element))
+      if (element != EL_YAMYAM &&
+         element != EL_DARK_YAMYAM &&
+         element != EL_PACMAN &&
+         !(move_pattern & MV_ANY_DIRECTION) &&
+         move_pattern != MV_TURNING_LEFT &&
+         move_pattern != MV_TURNING_RIGHT &&
+         move_pattern != MV_TURNING_LEFT_RIGHT &&
+         move_pattern != MV_TURNING_RIGHT_LEFT &&
+         move_pattern != MV_TURNING_RANDOM)
       {
-       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+       TurnRound(x, y);
 
-       if (e_belt_nr == belt_nr)
-       {
-         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
-       }
+       if (MovDelay[x][y] && (element == EL_BUG ||
+                              element == EL_SPACESHIP ||
+                              element == EL_SP_SNIKSNAK ||
+                              element == EL_SP_ELECTRON ||
+                              element == EL_MOLE))
+         TEST_DrawLevelField(x, y);
       }
-      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
+    }
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+    if (MovDelay[x][y])                /* wait some time before next movement */
+    {
+      MovDelay[x][y]--;
 
-         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+      if (element == EL_ROBOT ||
+         element == EL_YAMYAM ||
+         element == EL_DARK_YAMYAM)
+      {
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
-      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+      else if (element == EL_SP_ELECTRON)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+      else if (element == EL_DRAGON)
       {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+       int i;
+       int dir = MovDir[x][y];
+       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+       GfxAction[x][y] = ACTION_ATTACKING;
 
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
-      }
-    }
-  }
-}
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
 
-static void ToggleSwitchgateSwitch(int x, int y)
-{
-  int xx, yy;
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
 
-  game.switchgate_pos = !game.switchgate_pos;
+       for (i = 1; i <= 3; i++)
+       {
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
 
-  for (yy = 0; yy < lev_fieldy; yy++)
-  {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+           break;
 
-      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);
+         if (MovDelay[x][y])
+         {
+           int flamed = MovingOrBlocked2Element(xx, yy);
+
+           /* !!! */
+#if 0
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+             RemoveMovingField(xx, yy);
+           else
+             RemoveField(xx, yy);
 #else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else
+             RemoveMovingField(xx, yy);
 #endif
+
+           ChangeDelay[xx][yy] = 0;
+
+           Feld[xx][yy] = EL_FLAMES;
+
+           if (IN_SCR_FIELD(sx, sy))
+           {
+             TEST_DrawLevelFieldCrumbled(xx, yy);
+             DrawGraphic(sx, sy, flame_graphic, frame);
+           }
+         }
+         else
+         {
+           if (Feld[xx][yy] == EL_FLAMES)
+             Feld[xx][yy] = EL_EMPTY;
+           TEST_DrawLevelField(xx, yy);
+         }
+       }
       }
-      else if (element == EL_SWITCHGATE_CLOSED ||
-              element == EL_SWITCHGATE_CLOSING)
+
+      if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
-       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-#else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
+
+       return;
       }
     }
-  }
-}
 
-static int getInvisibleActiveFromInvisibleElement(int element)
-{
-  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
-         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
-         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
-         element);
-}
+    /* now make next step */
 
-static int getInvisibleFromInvisibleActiveElement(int element)
-{
-  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
-         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
-         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
-         element);
-}
+    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
-  int x, y;
+    if (DONT_COLLIDE_WITH(element) &&
+       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+       !PLAYER_ENEMY_PROTECTED(newx, newy))
+    {
+      TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
 
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
+      return;
+    }
+
+    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)))
     {
-      int element = Feld[x][y];
+      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 ||
+         Feld[newx][newy] == EL_EM_EXIT_OPEN ||
+         Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
+      {
+       RemoveField(x, y);
+       TEST_DrawLevelField(x, y);
+
+       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
+       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+
+       local_player->friends_still_needed--;
+       if (!local_player->friends_still_needed &&
+           !local_player->GameOver && AllPlayersGone)
+         PlayerWins(local_player);
 
-      if (element == EL_LIGHT_SWITCH &&
-         game.light_time_left > 0)
+       return;
+      }
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
-       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-       DrawLevelField(x, y);
+       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_NONE;
       }
-      else if (element == EL_LIGHT_SWITCH_ACTIVE &&
-              game.light_time_left == 0)
+      else if (!IS_FREE(newx, newy))
       {
-       Feld[x][y] = EL_LIGHT_SWITCH;
-       DrawLevelField(x, y);
+       GfxAction[x][y] = ACTION_WAITING;
+
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
+
+       return;
       }
-      else if (element == EL_INVISIBLE_STEELWALL ||
-              element == EL_INVISIBLE_WALL ||
-              element == EL_INVISIBLE_SAND)
+    }
+    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+    {
+      if (IS_FOOD_PIG(Feld[newx][newy]))
       {
-       if (game.light_time_left > 0)
-         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         TEST_DrawLevelField(newx, newy);
+       }
 
-       DrawLevelField(x, y);
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
       }
-      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
-              element == EL_INVISIBLE_WALL_ACTIVE ||
-              element == EL_INVISIBLE_SAND_ACTIVE)
+      else if (!IS_FREE(newx, newy))
       {
-       if (game.light_time_left == 0)
-         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
 
-       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;
 
-static void ToggleLightSwitch(int x, int y)
-{
-  int element = Feld[x][y];
+       /* 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;
 
-  game.light_time_left =
-    (element == EL_LIGHT_SWITCH ?
-     level.time_light * FRAMES_PER_SECOND : 0);
+           break;
+         }
+       }
 
-  RedrawAllLightSwitchesAndInvisibleElements();
-}
+       /* 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;
+      }
 
-static void ActivateTimegateSwitch(int x, int y)
-{
-  int xx, yy;
+      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]);
 
-  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+         DrawLevelGraphicAnimation(newx, newy, graphic);
+         PlayLevelSoundAction(newx, newy, ACTION_GROWING);
 
-  for (yy = 0; yy < lev_fieldy; yy++)
-  {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+         return;
+       }
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         TEST_DrawLevelField(newx, newy);
 
-      if (element == EL_TIMEGATE_CLOSED ||
-         element == EL_TIMEGATE_CLOSING)
+         PlayLevelSoundAction(x, y, ACTION_DIGGING);
+       }
+      }
+      else if (!IS_FREE(newx, newy))
       {
-       Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+#if 0
+       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];
 
-      /*
-      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+      if (!IS_FREE(newx, newy))
       {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-       DrawLevelField(xx, yy);
-      }
-      */
+       int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
+                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
+                     ACTION_BREAKING);
 
-    }
-  }
+       /* no element can dig solid indestructible elements */
+       if (IS_INDESTRUCTIBLE(new_element) &&
+           !IS_DIGGABLE(new_element) &&
+           !IS_COLLECTIBLE(new_element))
+         return;
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
-}
+       if (AmoebaNr[newx][newy] &&
+           (new_element == EL_AMOEBA_FULL ||
+            new_element == EL_BD_AMOEBA ||
+            new_element == EL_AMOEBA_GROWING))
+       {
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+         AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       }
 
-inline static int getElementMoveStepsize(int x, int y)
-{
-  int element = Feld[x][y];
-  int direction = MovDir[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int horiz_move = (dx != 0);
-  int sign = (horiz_move ? dx : dy);
-  int step = sign * element_info[element].move_stepsize;
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         RemoveField(newx, newy);
+         TEST_DrawLevelField(newx, newy);
+       }
 
-  /* 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
-  }
+       /* if digged element was about to explode, prevent the explosion */
+       ExplodeField[newx][newy] = EX_TYPE_NONE;
 
-  return step;
-}
+       PlayLevelSoundAction(x, y, action);
+      }
 
-void Impact(int x, int y)
-{
-  boolean lastline = (y == lev_fieldy-1);
-  boolean object_hit = FALSE;
-  boolean impact = (lastline || object_hit);
-  int element = Feld[x][y];
-  int smashed = EL_UNDEFINED;
+      Store[newx][newy] = EL_EMPTY;
 
-  if (!lastline)       /* check if element below was hit */
-  {
-    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
-      return;
+#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)))
+      {
+       int move_leave_element = element_info[element].move_leave_element;
 
-    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
-                                        MovDir[x][y + 1] != MV_DOWN ||
-                                        MovPos[x][y + 1] <= TILEY / 2));
+       /* this makes it possible to leave the removed element again */
+       Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+                            new_element : move_leave_element);
+      }
+#endif
 
-#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 (move_pattern & MV_MAZE_RUNNER_STYLE)
+      {
+       RunnerVisit[x][y] = FrameCounter;
+       PlayerVisit[x][y] /= 8;         /* expire player visit path */
+      }
+    }
+    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
+    {
+      if (!IS_FREE(newx, newy))
+      {
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
 
-    if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y + 1);
+       return;
+      }
+      else
+      {
+       boolean wanna_flame = !RND(10);
+       int dx = newx - x, dy = newy - y;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
+       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
+                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
+       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-    impact = (lastline || object_hit);
-  }
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
+           element1 != EL_DRAGON && element2 != EL_DRAGON &&
+           element1 != EL_FLAMES && element2 != EL_FLAMES)
+       {
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
 
-  if (!lastline && smashed == EL_ACID) /* element falls into acid */
-  {
-    SplashAcid(x, y + 1);
-    return;
-  }
+         if (IS_PLAYER(x, y))
+           DrawPlayerField(x, y);
+         else
+           TEST_DrawLevelField(x, y);
 
-  /* only reset graphic animation if graphic really changes after impact */
-  if (impact &&
-      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
-  {
-    ResetGfxAnimation(x, y);
-    DrawLevelField(x, y);
-  }
+         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
 
-  if (impact && CAN_EXPLODE_IMPACT(element))
-  {
-    Bang(x, y);
-    return;
-  }
-  else if (impact && element == EL_PEARL)
-  {
-    Feld[x][y] = EL_PEARL_BREAKING;
-    PlayLevelSound(x, y, SND_PEARL_BREAKING);
-    return;
-  }
-  else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
-  {
-    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+         MovDelay[x][y] = 50;
 
-    return;
-  }
+         /* !!! */
+#if 0
+         RemoveField(newx, newy);
+#endif
+         Feld[newx][newy] = EL_FLAMES;
+         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx1, newy1);
+#endif
+           Feld[newx1][newy1] = EL_FLAMES;
+         }
+         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx2, newy2);
+#endif
+           Feld[newx2][newy2] = EL_FLAMES;
+         }
 
-  if (impact && element == EL_AMOEBA_DROP)
-  {
-    if (object_hit && IS_PLAYER(x, y + 1))
-      KillHeroUnlessEnemyProtected(x, y + 1);
-    else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y + 1);
-    else
+         return;
+       }
+      }
+    }
+    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            Feld[newx][newy] == EL_DIAMOND)
     {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+      if (IS_MOVING(newx, newy))
+       RemoveMovingField(newx, newy);
+      else
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       TEST_DrawLevelField(newx, newy);
+      }
 
-      ResetRandomAnimationValue(x, y);
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
     }
-    return;
-  }
-
-  if (object_hit)              /* check which object was hit */
-  {
-    if (CAN_PASS_MAGIC_WALL(element) && 
-       (smashed == EL_MAGIC_WALL ||
-        smashed == EL_BD_MAGIC_WALL))
+    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
     {
-      int xx, yy;
-      int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
-        EL_BD_MAGIC_WALL_ACTIVE);
-
-      /* activate magic wall / mill */
-      for (yy = 0; yy < lev_fieldy; yy++)
-       for (xx = 0; xx < lev_fieldx; xx++)
-         if (Feld[xx][yy] == smashed)
-           Feld[xx][yy] = activated_magic_wall;
+      if (AmoebaNr[newx][newy])
+      {
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+      }
 
-      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
-      game.magic_wall_active = TRUE;
+#if 0
+      /* !!! test !!! */
+      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+      {
+       RemoveMovingField(newx, newy);
+      }
+#else
+      if (IS_MOVING(newx, newy))
+      {
+       RemoveMovingField(newx, newy);
+      }
+#endif
+      else
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       TEST_DrawLevelField(newx, newy);
+      }
 
-      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
-                           SND_MAGIC_WALL_ACTIVATING :
-                           SND_BD_MAGIC_WALL_ACTIVATING));
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
     }
-
-    if (IS_PLAYER(x, y + 1))
+    else if ((element == EL_PACMAN || element == EL_MOLE)
+            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
     {
-      if (CAN_SMASH_PLAYER(element))
+      if (AmoebaNr[newx][newy])
       {
-       KillHeroUnlessEnemyProtected(x, y + 1);
-       return;
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
-    }
-    else if (smashed == EL_PENGUIN)
-    {
-      if (CAN_SMASH_PLAYER(element))
+
+      if (element == EL_MOLE)
       {
-       Bang(x, y + 1);
-       return;
+       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+
+       ResetGfxAnimation(x, y);
+       GfxAction[x][y] = ACTION_DIGGING;
+       TEST_DrawLevelField(x, y);
+
+       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+
+       return;                         /* wait for shrinking amoeba */
       }
-    }
-    else if (element == EL_BD_DIAMOND)
-    {
-      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      else     /* element == EL_PACMAN */
       {
-       Bang(x, y + 1);
-       return;
+       Feld[newx][newy] = EL_EMPTY;
+       TEST_DrawLevelField(newx, newy);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
       }
     }
-    else if (((element == EL_SP_INFOTRON ||
-              element == EL_SP_ZONK) &&
-             (smashed == EL_SP_SNIKSNAK ||
-              smashed == EL_SP_ELECTRON ||
-              smashed == EL_SP_DISK_ORANGE)) ||
-            (element == EL_SP_INFOTRON &&
-             smashed == EL_SP_DISK_YELLOW))
-    {
-      Bang(x, y + 1);
-      return;
-    }
-#if 0
-    else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
     {
-      Bang(x, y + 1);
+      /* wait for shrinking amoeba to completely disappear */
       return;
     }
-#endif
-    else if (CAN_SMASH_EVERYTHING(element))
+    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
     {
-      if (IS_CLASSIC_ENEMY(smashed) ||
-         CAN_EXPLODE_SMASHED(smashed))
+      /* object was running against a wall */
+
+      TurnRound(x, y);
+
+#if 0
+      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
+      if (move_pattern & MV_ANY_DIRECTION &&
+         move_pattern == MovDir[x][y])
       {
-       Bang(x, y + 1);
-       return;
+       int blocking_element =
+         (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
+
+       CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
+                                MovDir[x][y]);
+
+       element = Feld[x][y];   /* element might have changed */
       }
-      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
-      {
-       if (smashed == EL_LAMP ||
-           smashed == EL_LAMP_ACTIVE)
-       {
-         Bang(x, y + 1);
-         return;
-       }
-       else if (smashed == EL_NUT)
-       {
-         Feld[x][y + 1] = EL_NUT_BREAKING;
-         PlayLevelSound(x, y, SND_NUT_BREAKING);
-         RaiseScoreElement(EL_NUT);
-         return;
-       }
-       else if (smashed == EL_PEARL)
-       {
-         Feld[x][y + 1] = EL_PEARL_BREAKING;
-         PlayLevelSound(x, y, SND_PEARL_BREAKING);
-         return;
-       }
-       else if (smashed == EL_DIAMOND)
-       {
-         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
-         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
-         return;
-       }
-       else if (IS_BELT_SWITCH(smashed))
-       {
-         ToggleBeltSwitch(x, y + 1);
-       }
-       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
-                smashed == EL_SWITCHGATE_SWITCH_DOWN)
-       {
-         ToggleSwitchgateSwitch(x, y + 1);
-       }
-       else if (smashed == EL_LIGHT_SWITCH ||
-                smashed == EL_LIGHT_SWITCH_ACTIVE)
-       {
-         ToggleLightSwitch(x, y + 1);
-       }
-       else
-       {
-#if 0
-         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
 #endif
 
-         CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
+       DrawLevelElementAnimation(x, y, element);
 
-         CheckTriggeredElementChangeSide(x, y + 1, smashed,
-                                         CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
-         CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP);
-       }
-      }
-      else
-      {
-       CheckElementChange(x, y + 1, smashed, CE_SMASHED);
-      }
+      if (DONT_TOUCH(element))
+       TestIfBadThingTouchesPlayer(x, y);
+
+      return;
     }
-  }
 
-  /* play sound of magic wall / mill */
-  if (!lastline &&
-      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
-  {
-    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
-      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
-    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+    InitMovingField(x, y, MovDir[x][y]);
 
-    return;
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
   }
 
-  /* play sound of object that hits the ground */
-  if (lastline || object_hit)
-    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+  if (MovDir[x][y])
+    ContinueMoving(x, y);
 }
 
-inline static void TurnRoundExt(int x, int y)
+void ContinueMoving(int x, int y)
 {
-  static struct
-  {
-    int x, y;
-  } move_xy[] =
-  {
-    {  0,  0 },
-    { -1,  0 },
-    { +1,  0 },
-    {  0,  0 },
-    {  0, -1 },
-    {  0,  0 }, { 0, 0 }, { 0, 0 },
-    {  0, +1 }
-  };
-  static struct
-  {
-    int left, right, back;
-  } turn[] =
-  {
-    { 0,       0,              0        },
-    { MV_DOWN, MV_UP,          MV_RIGHT },
-    { MV_UP,   MV_DOWN,        MV_LEFT  },
-    { 0,       0,              0        },
-    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
-    { 0,       0,              0        },
-    { 0,       0,              0        },
-    { 0,       0,              0        },
-    { MV_RIGHT,        MV_LEFT,        MV_UP    }
-  };
-
   int element = Feld[x][y];
-  int move_pattern = element_info[element].move_pattern;
-
-  int old_move_dir = MovDir[x][y];
-  int left_dir  = turn[old_move_dir].left;
-  int right_dir = turn[old_move_dir].right;
-  int back_dir  = turn[old_move_dir].back;
-
-  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
-  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
-  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
-  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
+  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;
+  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));
+  boolean last_line = (newy == lev_fieldy - 1);
 
-  int left_x  = x + left_dx,  left_y  = y + left_dy;
-  int right_x = x + right_dx, right_y = y + right_dy;
-  int move_x  = x + move_dx,  move_y  = y + move_dy;
+  MovPos[x][y] += getElementMoveStepsize(x, y);
 
-  int xx, yy;
+  if (pushed_by_player)        /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
 
-  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+  if (ABS(MovPos[x][y]) < TILEX)
   {
-    TestIfBadThingTouchesOtherBadThing(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]);
 
-    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
-      MovDir[x][y] = right_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = left_dir;
+    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
 
-    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
-      MovDelay[x][y] = 1;
+    TEST_DrawLevelField(x, y);
+
+    return;    /* element is still moving */
   }
-#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;
+  /* element reached destination field */
 
-    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;
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
+
+  if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
+  {
+    element = Feld[newx][newy] = EL_ACID;
   }
-#else
-  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+  else if (element == EL_MOLE)
   {
-    TestIfBadThingTouchesOtherBadThing(x, y);
+    Feld[x][y] = EL_SAND;
 
-    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;
+    TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+  }
+  else if (element == EL_QUICKSAND_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_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);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
 
-    if (element == EL_SPACESHIP        && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
-      MovDelay[x][y] = 1;
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
+  }
+  else if (element == EL_BD_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
   }
-  else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
   {
-    TestIfBadThingTouchesOtherBadThing(x, y);
-
-    if (ELEMENT_CAN_ENTER_FIELD_GENERIC(element, left_x, left_y, 0))
-      MovDir[x][y] = left_dir;
-    else if (!ELEMENT_CAN_ENTER_FIELD_GENERIC(element, move_x, move_y, 0))
-      MovDir[x][y] = right_dir;
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-  }
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
 #endif
-  else if (element == EL_YAMYAM)
+  }
+  else if (element == EL_DC_MAGIC_WALL_FILLING)
   {
-    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
-
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
-
-    MovDelay[x][y] = 16 + 16 * RND(3);
+    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_DARK_YAMYAM)
+  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
   {
-    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
-
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+    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];
 
-    MovDelay[x][y] = 16 + 16 * RND(3);
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
   }
-  else if (element == EL_PACMAN)
+  else if (element == EL_AMOEBA_DROPPING)
   {
-    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
-
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
-
-    MovDelay[x][y] = 6 + RND(40);
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
   }
-  else if (element == EL_PIG)
+  else if (element == EL_SOKOBAN_OBJECT)
   {
-    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
-    boolean can_move_on    = PIG_CAN_ENTER_FIELD(move_x, move_y);
-    boolean should_turn_left, should_turn_right, should_move_on;
-    int rnd_value = 24;
-    int rnd = RND(rnd_value);
+    if (Back[x][y])
+      Feld[x][y] = Back[x][y];
 
-    should_turn_left = (can_turn_left &&
-                       (!can_move_on ||
-                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
-                                                  y + back_dy + left_dy)));
-    should_turn_right = (can_turn_right &&
-                        (!can_move_on ||
-                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
-                                                   y + back_dy + right_dy)));
-    should_move_on = (can_move_on &&
-                     (!can_turn_left ||
-                      !can_turn_right ||
-                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
-                                                y + move_dy + left_dy) ||
-                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
-                                                y + move_dy + right_dy)));
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
 
-    if (should_turn_left || should_turn_right || should_move_on)
-    {
-      if (should_turn_left && should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
-                       rnd < 2 * rnd_value / 3 ? right_dir :
-                       old_move_dir);
-      else if (should_turn_left && should_turn_right)
-       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
-      else if (should_turn_left && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
-      else if (should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
-      else if (should_turn_left)
-       MovDir[x][y] = left_dir;
-      else if (should_turn_right)
-       MovDir[x][y] = right_dir;
-      else if (should_move_on)
-       MovDir[x][y] = old_move_dir;
-    }
-    else if (can_move_on && rnd > rnd_value / 8)
-      MovDir[x][y] = old_move_dir;
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value / 8)
-      MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value/8)
-      MovDir[x][y] = right_dir;
-    else
-      MovDir[x][y] = back_dir;
+    Back[x][y] = Back[newx][newy] = 0;
+  }
 
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+  Store[x][y] = EL_EMPTY;
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
 
-    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
-      MovDir[x][y] = old_move_dir;
+  MovDelay[newx][newy] = 0;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_DRAGON)
+  if (CAN_CHANGE_OR_HAS_ACTION(element))
   {
-    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(right_x, right_y);
-    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(move_x, move_y);
-    int rnd_value = 24;
-    int rnd = RND(rnd_value);
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    ChangePage[newx][newy]  = ChangePage[x][y];
+    ChangeCount[newx][newy] = ChangeCount[x][y];
+    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  }
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[newx][newy] = CustomValue[x][y];
 #endif
 
-    if (can_move_on && rnd > rnd_value / 8)
-      MovDir[x][y] = old_move_dir;
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value / 8)
-      MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value / 8)
-      MovDir[x][y] = right_dir;
-    else
-      MovDir[x][y] = back_dir;
-
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  ChangeCount[x][y] = 0;
+  ChangeEvent[x][y] = -1;
 
-#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);
+#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 */
+  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
+  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
+
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+  /* some elements can leave other elements behind after moving */
 #if 1
-    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
-      MovDir[x][y] = old_move_dir;
+  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_FREE(xx, yy))
-      MovDir[x][y] = old_move_dir;
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
 #endif
+  {
+    int move_leave_element = ei->move_leave_element;
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#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;
 #endif
 
-    MovDelay[x][y] = 0;
+    Feld[x][y] = move_leave_element;
+
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = direction;
+
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+
+    if (ELEM_IS_PLAYER(move_leave_element))
+      RelocatePlayer(x, y, move_leave_element);
   }
-  else if (element == EL_MOLE)
+
+  /* do this after checking for left-behind element */
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+
+  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;
+
+  TEST_DrawLevelField(x, y);
+  TEST_DrawLevelField(newx, newy);
+
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+
+  /* prevent pushed element from moving on in pushed direction */
+  if (pushed_by_player && CAN_MOVE(element) &&
+      element_info[element].move_pattern & MV_ANY_DIRECTION &&
+      !(element_info[element].move_pattern & direction))
+    TurnRound(newx, newy);
+
+  /* prevent elements on conveyor belt from moving on in last direction */
+  if (pushed_by_conveyor && CAN_FALL(element) &&
+      direction & MV_HORIZONTAL)
+    MovDir[newx][newy] = 0;
+
+  if (!pushed_by_player)
   {
-    boolean can_move_on =
-      (MOLE_CAN_ENTER_FIELD(move_x, move_y,
-                           IS_AMOEBOID(Feld[move_x][move_y]) ||
-                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
-    if (!can_move_on)
-    {
-      boolean can_turn_left =
-       (MOLE_CAN_ENTER_FIELD(left_x, left_y,
-                             IS_AMOEBOID(Feld[left_x][left_y])));
+    int nextx = newx + dx, nexty = newy + dy;
+    boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
 
-      boolean can_turn_right =
-       (MOLE_CAN_ENTER_FIELD(right_x, right_y,
-                             IS_AMOEBOID(Feld[right_x][right_y])));
+    WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
 
-      if (can_turn_left && can_turn_right)
-       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
-      else if (can_turn_left)
-       MovDir[x][y] = left_dir;
-      else
-       MovDir[x][y] = right_dir;
-    }
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
+    if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+      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
   }
-  else if (element == EL_BALLOON)
+
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
   {
-    MovDir[x][y] = game.balloon_dir;
-    MovDelay[x][y] = 0;
+    TestIfBadThingTouchesPlayer(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
+
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
   }
-  else if (element == EL_SPRING)
-  {
-#if 0
-    if (MovDir[x][y] & MV_HORIZONTAL &&
-       !SPRING_CAN_ENTER_FIELD(move_x, move_y))
-      MovDir[x][y] = MV_NO_MOVING;
-#else
-    if (MovDir[x][y] & MV_HORIZONTAL &&
-       (!SPRING_CAN_ENTER_FIELD(move_x, move_y) ||
-        SPRING_CAN_ENTER_FIELD(x, y + 1)))
-      MovDir[x][y] = MV_NO_MOVING;
-#endif
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
 
-    MovDelay[x][y] = 0;
+  if (DONT_GET_HIT_BY(element))
+  {
+    TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
   }
-  else if (element == EL_ROBOT ||
-          element == EL_SATELLITE ||
-          element == EL_PENGUIN)
+
+  /* give the player one last chance (one more frame) to move away */
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (last_line || (!IS_FREE(x, newy + 1) &&
+                    (!IS_PLAYER(x, newy + 1) ||
+                     game.engine_version < VERSION_IDENT(3,1,1,0)))))
+    Impact(x, newy);
+
+  if (pushed_by_player && !game.use_change_when_pushing_bug)
   {
-    int attr_x = -1, attr_y = -1;
+    int push_side = MV_DIR_OPPOSITE(direction);
+    struct PlayerInfo *player = PLAYERINFO(x, y);
 
-    if (AllPlayersGone)
-    {
-      attr_x = ExitX;
-      attr_y = ExitY;
-    }
-    else
-    {
-      int i;
+    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);
+  }
 
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+  if (element == EL_EMC_ANDROID && pushed_by_player)   /* make another move */
+    MovDelay[newx][newy] = 1;
+
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
 
-       if (!player->active)
-         continue;
+  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
 
-       if (attr_x == -1 ||
-           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
-       {
-         attr_x = jx;
-         attr_y = jy;
-       }
-      }
-    }
+#if 0
+  if (ChangePage[newx][newy] != -1)            /* delayed change */
+  {
+    int page = ChangePage[newx][newy];
+    struct ElementChangeInfo *change = &ei->change_page[page];
 
-    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
-    {
-      attr_x = ZX;
-      attr_y = ZY;
-    }
+    ChangePage[newx][newy] = -1;
 
-    if (element == EL_PENGUIN)
+    if (change->can_change)
     {
-      int i;
-      static int xy[4][2] =
-      {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
-
-      for (i = 0; i < NUM_DIRECTIONS; i++)
+      if (ChangeElement(newx, newy, element, page))
       {
-       int ex = x + xy[i][0];
-       int ey = y + xy[i][1];
-
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
-       {
-         attr_x = ex;
-         attr_y = ey;
-         break;
-       }
+        if (change->post_change_function)
+          change->post_change_function(newx, newy);
       }
     }
 
-    MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x < x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+    if (change->has_action)
+      ExecuteCustomElementAction(newx, newy, element, page);
+  }
+#endif
 
-    if (element == EL_ROBOT)
-    {
-      int newx, newy;
+  TestIfElementHitsCustomElement(newx, newy, direction);
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+  if (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));
+}
 
-      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
-       MovDelay[x][y] = 8 + 8 * !RND(3);
-      else
-       MovDelay[x][y] = 16;
-    }
-    else if (element == EL_PENGUIN)
-    {
-      int newx, newy;
+int AmoebeNachbarNr(int ax, int ay)
+{
+  int i;
+  int element = Feld[ax][ay];
+  int group_nr = 0;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-      MovDelay[x][y] = 1;
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int x = ax + xy[i][0];
+    int y = ay + xy[i][1];
 
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-      {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
+    if (!IN_LEV_FIELD(x, y))
+      continue;
 
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+      group_nr = AmoebaNr[x][y];
+  }
 
-       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
-         return;
+  return group_nr;
+}
 
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+void AmoebenVereinigen(int ax, int ay)
+{
+  int i, x, y, xx, yy;
+  int new_group_nr = AmoebaNr[ax][ay];
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
-         return;
+  if (new_group_nr == 0)
+    return;
 
-       MovDir[x][y] = old_move_dir;
-       return;
-      }
-    }
-    else       /* (element == EL_SATELLITE) */
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    x = ax + xy[i][0];
+    y = ay + xy[i][1];
+
+    if (!IN_LEV_FIELD(x, y))
+      continue;
+
+    if ((Feld[x][y] == EL_AMOEBA_FULL ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_DEAD) &&
+       AmoebaNr[x][y] != new_group_nr)
     {
-      int newx, newy;
+      int old_group_nr = AmoebaNr[x][y];
 
-      MovDelay[x][y] = 1;
+      if (old_group_nr == 0)
+       return;
 
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-      {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
+      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+      AmoebaCnt[old_group_nr] = 0;
+      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+      AmoebaCnt2[old_group_nr] = 0;
 
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (AmoebaNr[xx][yy] == old_group_nr)
+         AmoebaNr[xx][yy] = new_group_nr;
+      }
+    }
+  }
+}
 
-       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
-         return;
+void AmoebeUmwandeln(int ax, int ay)
+{
+  int i, x, y;
 
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+  {
+    int group_nr = AmoebaNr[ax][ay];
 
-       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
-         return;
+#ifdef DEBUG
+    if (group_nr == 0)
+    {
+      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+      printf("AmoebeUmwandeln(): This should never happen!\n");
+      return;
+    }
+#endif
 
-       MovDir[x][y] = old_move_dir;
-       return;
+    SCAN_PLAYFIELD(x, y)
+    {
+      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+      {
+       AmoebaNr[x][y] = 0;
+       Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
       }
     }
+
+    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
+                           SND_AMOEBA_TURNING_TO_GEM :
+                           SND_AMOEBA_TURNING_TO_ROCK));
+    Bang(ax, ay);
   }
-  else if (move_pattern == MV_TURNING_LEFT ||
-          move_pattern == MV_TURNING_RIGHT ||
-          move_pattern == MV_TURNING_LEFT_RIGHT ||
-          move_pattern == MV_TURNING_RIGHT_LEFT ||
-          move_pattern == MV_TURNING_RANDOM ||
-          move_pattern == MV_ALL_DIRECTIONS)
+  else
   {
-    boolean can_turn_left =
-      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
-    boolean can_turn_right =
-      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+    static int xy[4][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 }
+    };
 
-    if (move_pattern == MV_TURNING_LEFT)
-      MovDir[x][y] = left_dir;
-    else if (move_pattern == MV_TURNING_RIGHT)
-      MovDir[x][y] = right_dir;
-    else if (move_pattern == MV_TURNING_LEFT_RIGHT)
-      MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
-    else if (move_pattern == MV_TURNING_RIGHT_LEFT)
-      MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
-    else if (move_pattern == MV_TURNING_RANDOM)
-      MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
-                     can_turn_right && !can_turn_left ? right_dir :
-                     RND(2) ? left_dir : right_dir);
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      x = ax + xy[i][0];
+      y = ay + xy[i][1];
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+      if (!IN_LEV_FIELD(x, y))
+       continue;
+
+      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+      {
+       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
+                             SND_AMOEBA_TURNING_TO_GEM :
+                             SND_AMOEBA_TURNING_TO_ROCK));
+       Bang(x, y);
+      }
+    }
   }
-  else if (move_pattern == MV_HORIZONTAL ||
-          move_pattern == MV_VERTICAL)
-  {
-    if (move_pattern & old_move_dir)
-      MovDir[x][y] = back_dir;
-    else if (move_pattern == MV_HORIZONTAL)
-      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-    else if (move_pattern == MV_VERTICAL)
-      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+}
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+{
+  int x, y;
+  int group_nr = AmoebaNr[ax][ay];
+  boolean done = FALSE;
+
+#ifdef DEBUG
+  if (group_nr == 0)
+  {
+    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+    printf("AmoebeUmwandelnBD(): This should never happen!\n");
+    return;
   }
-  else if (move_pattern & MV_ANY_DIRECTION)
+#endif
+
+  SCAN_PLAYFIELD(x, y)
   {
-    MovDir[x][y] = move_pattern;
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+    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);
+      TEST_DrawLevelField(x, y);
+      done = TRUE;
+    }
   }
-  else if (move_pattern == MV_ALONG_LEFT_SIDE)
-  {
-    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = right_dir;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
+  if (done)
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+                           SND_BD_AMOEBA_TURNING_TO_ROCK :
+                           SND_BD_AMOEBA_TURNING_TO_GEM));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+  static unsigned int sound_delay = 0;
+  static unsigned int sound_delay_value = 0;
+
+  if (!MovDelay[x][y])         /* start new growing cycle */
   {
-    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
-      MovDir[x][y] = right_dir;
-    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = left_dir;
+    MovDelay[x][y] = 7;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+    if (DelayReached(&sound_delay, sound_delay_value))
+    {
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+      sound_delay_value = 30;
+    }
   }
-  else if (move_pattern == MV_TOWARDS_PLAYER ||
-          move_pattern == MV_AWAY_FROM_PLAYER)
-  {
-    int attr_x = -1, attr_y = -1;
-    int newx, newy;
-    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
 
-    if (AllPlayersGone)
+  if (MovDelay[x][y])          /* wait some time before growing bigger */
+  {
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      attr_x = ExitX;
-      attr_y = ExitY;
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+                                          6 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
     }
-    else
+
+    if (!MovDelay[x][y])
     {
-      int i;
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      TEST_DrawLevelField(x, y);
+    }
+  }
+}
 
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+void AmoebaDisappearing(int x, int y)
+{
+  static unsigned int sound_delay = 0;
+  static unsigned int sound_delay_value = 0;
 
-       if (!player->active)
-         continue;
+  if (!MovDelay[x][y])         /* start new shrinking cycle */
+  {
+    MovDelay[x][y] = 7;
 
-       if (attr_x == -1 ||
-           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
-       {
-         attr_x = jx;
-         attr_y = jy;
-       }
-      }
-    }
+    if (DelayReached(&sound_delay, sound_delay_value))
+      sound_delay_value = 30;
+  }
 
-    MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x < x)
-      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+  if (MovDelay[x][y])          /* wait some time before shrinking */
+  {
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+                                          6 - MovDelay[x][y]);
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+    }
 
-    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    if (!MovDelay[x][y])
     {
-      boolean first_horiz = RND(2);
-      int new_move_dir = MovDir[x][y];
+      Feld[x][y] = EL_EMPTY;
+      TEST_DrawLevelField(x, y);
 
-      MovDir[x][y] =
-       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+      /* don't let mole enter this field in this cycle;
+        (give priority to objects falling to this field from above) */
+      Stop[x][y] = TRUE;
+    }
+  }
+}
 
-      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
-       return;
+void AmoebeAbleger(int ax, int ay)
+{
+  int i;
+  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 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-      MovDir[x][y] =
-       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
+  {
+    Feld[ax][ay] = EL_AMOEBA_DEAD;
+    TEST_DrawLevelField(ax, ay);
+    return;
+  }
 
-      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
-       return;
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-      MovDir[x][y] = old_move_dir;
-    }
+  if (!MovDelay[ax][ay])       /* start making new amoeba field */
+    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+
+  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
-  else if (move_pattern == MV_WHEN_PUSHED ||
-          move_pattern == MV_WHEN_DROPPED)
+
+  if (can_drop)                        /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
   {
-    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = MV_NO_MOVING;
+    int start = RND(4);
+    int x = ax + xy[start][0];
+    int y = ay + xy[start][1];
 
-    MovDelay[x][y] = 0;
+    if (!IN_LEV_FIELD(x, y))
+      return;
+
+    if (IS_FREE(x, y) ||
+       CAN_GROW_INTO(Feld[x][y]) ||
+       Feld[x][y] == EL_QUICKSAND_EMPTY ||
+       Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
+    {
+      newax = x;
+      neway = y;
+    }
+
+    if (newax == ax && neway == ay)
+      return;
   }
-  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+  else                         /* normal or "filled" (BD style) amoeba */
   {
-    static int test_xy[7][2] =
-    {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 },
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-    };
-    static int test_dir[7] =
-    {
-      MV_UP,
-      MV_LEFT,
-      MV_RIGHT,
-      MV_DOWN,
-      MV_UP,
-      MV_LEFT,
-      MV_RIGHT,
-    };
-    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
-    int move_preference = -1000000;    /* start with very low preference */
-    int new_move_dir = MV_NO_MOVING;
-    int start_test = RND(4);
-    int i;
+    int start = RND(4);
+    boolean waiting_for_player = FALSE;
 
     for (i = 0; i < NUM_DIRECTIONS; i++)
     {
-      int move_dir = test_dir[start_test + i];
-      int move_dir_preference;
-
-      xx = x + test_xy[start_test + i][0];
-      yy = y + test_xy[start_test + i][1];
-
-      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
-         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
-      {
-       new_move_dir = move_dir;
-
-       break;
-      }
+      int j = (start + i) % 4;
+      int x = ax + xy[j][0];
+      int y = ay + xy[j][1];
 
-      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+      if (!IN_LEV_FIELD(x, y))
        continue;
 
-      move_dir_preference = -1 * RunnerVisit[xx][yy];
-      if (hunter_mode && PlayerVisit[xx][yy] > 0)
-       move_dir_preference = PlayerVisit[xx][yy];
-
-      if (move_dir_preference > move_preference)
-      {
-       /* prefer field that has not been visited for the longest time */
-       move_preference = move_dir_preference;
-       new_move_dir = move_dir;
-      }
-      else if (move_dir_preference == move_preference &&
-              move_dir == old_move_dir)
+      if (IS_FREE(x, y) ||
+         CAN_GROW_INTO(Feld[x][y]) ||
+         Feld[x][y] == EL_QUICKSAND_EMPTY ||
+         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
       {
-       /* prefer last direction when all directions are preferred equally */
-       move_preference = move_dir_preference;
-       new_move_dir = move_dir;
+       newax = x;
+       neway = y;
+       break;
       }
+      else if (IS_PLAYER(x, y))
+       waiting_for_player = TRUE;
     }
 
-    MovDir[x][y] = new_move_dir;
-    if (old_move_dir != new_move_dir)
-      MovDelay[x][y] = 9;
-  }
-}
-
-static void TurnRound(int x, int y)
-{
-  int direction = MovDir[x][y];
+    if (newax == ax && neway == ay)            /* amoeba cannot grow */
+    {
+      if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+      {
+       Feld[ax][ay] = EL_AMOEBA_DEAD;
+       TEST_DrawLevelField(ax, ay);
+       AmoebaCnt[AmoebaNr[ax][ay]]--;
 
-#if 0
-  GfxDir[x][y] = MovDir[x][y];
-#endif
+       if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
+       {
+         if (element == EL_AMOEBA_FULL)
+           AmoebeUmwandeln(ax, ay);
+         else if (element == EL_BD_AMOEBA)
+           AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
+       }
+      }
+      return;
+    }
+    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+    {
+      /* amoeba gets larger by growing in some direction */
 
-  TurnRoundExt(x, y);
+      int new_group_nr = AmoebaNr[ax][ay];
 
-#if 1
-  GfxDir[x][y] = MovDir[x][y];
+#ifdef DEBUG
+  if (new_group_nr == 0)
+  {
+    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+    printf("AmoebeAbleger(): This should never happen!\n");
+    return;
+  }
 #endif
 
-  if (direction != MovDir[x][y])
-    GfxFrame[x][y] = 0;
+      AmoebaNr[newax][neway] = new_group_nr;
+      AmoebaCnt[new_group_nr]++;
+      AmoebaCnt2[new_group_nr]++;
 
-#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
-}
+      /* if amoeba touches other amoeba(s) after growing, unify them */
+      AmoebenVereinigen(newax, neway);
 
-static boolean JustBeingPushed(int x, int y)
-{
-  int i;
+      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+      {
+       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+       return;
+      }
+    }
+  }
 
-  for (i = 0; i < MAX_PLAYERS; i++)
+  if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
+      (neway == lev_fieldy - 1 && newax != ax))
   {
-    struct PlayerInfo *player = &stored_player[i];
-
-    if (player->active && player->is_pushing && player->MovPos)
-    {
-      int next_jx = player->jx + (player->jx - player->last_jx);
-      int next_jy = player->jy + (player->jy - player->last_jy);
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
+    Store[newax][neway] = element;
+  }
+  else if (neway == ay || element == EL_EMC_DRIPPER)
+  {
+    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
 
-      if (x == next_jx && y == next_jy)
-       return TRUE;
-    }
+    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+  }
+  else
+  {
+    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
+    Feld[ax][ay] = EL_AMOEBA_DROPPING;
+    Store[ax][ay] = EL_AMOEBA_DROP;
+    ContinueMoving(ax, ay);
+    return;
   }
 
-  return FALSE;
+  TEST_DrawLevelField(newax, neway);
 }
 
-void StartMoving(int x, int y)
+void Life(int ax, int ay)
 {
-#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];
+  int x1, y1, x2, y2;
+  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 (Stop[x][y])
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+  if (Stop[ax][ay])
     return;
 
-#if 1
-  if (MovDelay[x][y] == 0)
-    GfxAction[x][y] = ACTION_DEFAULT;
-#else
-  /* !!! this should be handled more generic (not only for mole) !!! */
-  if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
-    GfxAction[x][y] = ACTION_DEFAULT;
-#endif
+  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
+    MovDelay[ax][ay] = life_time;
 
-  if (CAN_FALL(element) && y < lev_fieldy - 1)
+  if (MovDelay[ax][ay])                /* wait some time before next cycle */
   {
-    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;
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
 
-       Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_ROCK;
-#if 1
-       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
-#else
-       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
-#endif
-      }
-      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
-      {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY + 1;
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
+  {
+    int xx = ax+x1, yy = ay+y1;
+    int nachbarn = 0;
 
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
 
-       Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y + 1] = EL_QUICKSAND_FULL;
-       Store[x][y + 1] = Store[x][y];
-       Store[x][y] = 0;
-#if 1
-       PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
-       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
-      }
-    }
-    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
     {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+      int x = xx+x2, y = yy+y2;
 
-      Feld[x][y] = EL_QUICKSAND_FILLING;
-      Store[x][y] = element;
-#if 1
-      PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
-      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
+      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+       continue;
+
+      if (((Feld[x][y] == element ||
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
+          !Stop[x][y]) ||
+         (IS_FREE(x, y) && Stop[x][y]))
+       nachbarn++;
     }
-    else if (element == EL_MAGIC_WALL_FULL)
+
+    if (xx == ax && yy == ay)          /* field in the middle */
     {
-      if (IS_FREE(x, y + 1))
+      if (nachbarn < life_parameter[0] ||
+         nachbarn > life_parameter[1])
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-
-       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED(Store[x][y]);
+       Feld[xx][yy] = EL_EMPTY;
+       if (!Stop[xx][yy])
+         TEST_DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
-      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+    }
+    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+    {                                  /* free border field */
+      if (nachbarn >= life_parameter[2] &&
+         nachbarn <= life_parameter[3])
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
-
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
-
-       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
-       Store[x][y] = 0;
+       Feld[xx][yy] = element;
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+       if (!Stop[xx][yy])
+         TEST_DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
     }
-    else if (element == EL_BD_MAGIC_WALL_FULL)
-    {
-      if (IS_FREE(x, y + 1))
-      {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+  }
 
-       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
-      }
-      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
-      {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
+  if (changed)
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
+}
 
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+static void InitRobotWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
 
-       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
-       Store[x][y] = 0;
-      }
-    }
-    else if (CAN_PASS_MAGIC_WALL(element) &&
-            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
-    {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+static void RunRobotWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
 
-      Feld[x][y] =
-       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
-        EL_BD_MAGIC_WALL_FILLING);
-      Store[x][y] = element;
-    }
-#if 0
-    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
-#else
-    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-#endif
-    {
-      SplashAcid(x, y + 1);
+static void StopRobotWheel(int x, int y)
+{
+  if (ZX == x && ZY == y)
+  {
+    ZX = ZY = -1;
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+    game.robot_wheel_active = FALSE;
+  }
+}
 
-      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(2,2,0,7) &&
-             CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
-             (Feld[x][y + 1] == EL_BLOCKED)) ||
-            (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))))
+static void InitTimegateWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+}
 
-#else
+static void RunTimegateWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
+
+static void InitMagicBallDelay(int x, int y)
+{
 #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])
+  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
 #else
-    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            WasJustMoving[x][y])
-#endif
+  ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
 #endif
+}
 
-    {
-      /* this is needed for a special case not covered by calling "Impact()"
-        from "ContinueMoving()": if an element moves to a tile directly below
-        another element which was just falling on that tile (which was empty
-        in the previous frame), the falling element above would just stop
-        instead of smashing the element below (in previous version, the above
-        element was just checked for "moving" instead of "falling", resulting
-        in incorrect smashes caused by horizontal movement of the above
-        element; also, the case of the player being the element to smash was
-        simply not covered here... :-/ ) */
+static void ActivateMagicBall(int bx, int by)
+{
+  int x, y;
 
-#if 0
-      WasJustMoving[x][y] = 0;
-      WasJustFalling[x][y] = 0;
-#endif
+  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;
 
-      Impact(x, y);
-    }
-    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
-    {
-      if (MovDir[x][y] == MV_NO_MOVING)
-      {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-      }
-    }
-    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
-    {
-      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
-       MovDir[x][y] = MV_DOWN;
+    x = bx - 1 + xx;
+    y = by - 1 + yy;
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
-    }
-    else if (element == EL_AMOEBA_DROP)
+    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++)
     {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+      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]);
     }
-    /* Store[x][y + 1] must be zero, because:
-       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
-    */
-#if 0
-#if OLD_GAME_BEHAVIOUR
-    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
-#else
-    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
-            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
-            element != EL_DX_SUPABOMB)
-#endif
-#else
-    else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
-            element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
-    {
-      boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
-                               (IS_FREE(x - 1, y + 1) ||
-                                Feld[x - 1][y + 1] == EL_ACID));
-      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
-                               (IS_FREE(x + 1, y + 1) ||
-                                Feld[x + 1][y + 1] == EL_ACID));
-      boolean can_fall_any  = (can_fall_left || can_fall_right);
-      boolean can_fall_both = (can_fall_left && can_fall_right);
+  }
 
-      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
-      {
-       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+}
 
-       if (slippery_type == SLIPPERY_ONLY_LEFT)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
-         can_fall_left = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
-         can_fall_left = FALSE;
+void CheckExit(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-       can_fall_any  = (can_fall_left || can_fall_right);
-       can_fall_both = (can_fall_left && can_fall_right);
-      }
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      if (can_fall_any)
-      {
-       if (can_fall_both &&
-           (game.emulation != EMU_BOULDERDASH &&
-            element != EL_BD_ROCK && element != EL_BD_DIAMOND))
-         can_fall_left = !(can_fall_right = RND(2));
+    return;
+  }
 
-       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
-       started_moving = TRUE;
-      }
-    }
-#if 0
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
-#else
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-#endif
-    {
-      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
-      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
-      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
-      int belt_dir = game.belt_dir[belt_nr];
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-      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
+  Feld[x][y] = EL_EXIT_OPENING;
 
-       InitMovingField(x, y, belt_dir);
-       started_moving = TRUE;
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+}
 
-#if 1
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][y] = TRUE;
-#endif
+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);
 
-       GfxAction[x][y] = ACTION_DEFAULT;
-      }
-      else
-      {
-       MovDir[x][y] = 0;       /* if element was moving, stop it */
-      }
-    }
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
   }
 
-  /* not "else if" because of elements that can fall and move (EL_SPRING) */
-  if (CAN_MOVE(element) && !started_moving)
-  {
-    int move_pattern = element_info[element].move_pattern;
-    int newx, newy;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-    Moving2Blocked(x, y, &newx, &newy);
+  Feld[x][y] = EL_EM_EXIT_OPENING;
 
-#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
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
 
-#if 1
-    if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
-       WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
-       (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
-    {
-#if 0
-      printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
-            element, element_info[element].token_name,
-            WasJustMoving[x][y],
-            HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
-            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
-            HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
-            HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
-#endif
+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 1
-      WasJustMoving[x][y] = 0;
-#endif
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+    return;
+  }
 
-#if 0
-      if (Feld[x][y] != element)       /* element has changed */
-      {
-       element = Feld[x][y];
-       move_pattern = element_info[element].move_pattern;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-       if (!CAN_MOVE(element))
-         return;
-      }
-#else
-      if (Feld[x][y] != element)       /* element has changed */
-       return;
-#endif
-    }
-#endif
+  Feld[x][y] = EL_STEEL_EXIT_OPENING;
 
-#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
+  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
+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 (!MovDelay[x][y])       /* start new movement phase */
-    {
-      /* all objects that can change their move direction after each step
-        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      if (element != EL_YAMYAM &&
-         element != EL_DARK_YAMYAM &&
-         element != EL_PACMAN &&
-         !(move_pattern & MV_ANY_DIRECTION) &&
-         move_pattern != MV_TURNING_LEFT &&
-         move_pattern != MV_TURNING_RIGHT &&
-         move_pattern != MV_TURNING_LEFT_RIGHT &&
-         move_pattern != MV_TURNING_RIGHT_LEFT &&
-         move_pattern != MV_TURNING_RANDOM)
-      {
-       TurnRound(x, y);
+    return;
+  }
 
-#if 0
-       if (FrameCounter < 1 && x == 0 && y == 29)
-         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
-#endif
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-       if (MovDelay[x][y] && (element == EL_BUG ||
-                              element == EL_SPACESHIP ||
-                              element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON ||
-                              element == EL_MOLE))
-         DrawLevelField(x, y);
-      }
-    }
+  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
 
-    if (MovDelay[x][y])                /* wait some time before next movement */
-    {
-      MovDelay[x][y]--;
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
 
-#if 0
-      if (element == EL_YAMYAM)
-      {
-       printf("::: %d\n",
-              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
-       DrawLevelElementAnimation(x, y, element);
-      }
-#endif
+void CheckExitSP(int x, int y)
+{
+  if (local_player->gems_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
-#if 0
-       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
-       ResetGfxAnimation(x, y);
-#endif
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 0
-       if (GfxAction[x][y] != ACTION_WAITING)
-         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+    return;
+  }
 
-       GfxAction[x][y] = ACTION_WAITING;
-#endif
-      }
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-      if (element == EL_ROBOT ||
-#if 0
-         element == EL_PACMAN ||
-#endif
-         element == EL_YAMYAM ||
-         element == EL_DARK_YAMYAM)
-      {
-#if 0
-       DrawLevelElementAnimation(x, y, element);
-#else
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-#endif
-       PlayLevelSoundAction(x, y, ACTION_WAITING);
-      }
-      else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_DRAGON)
-      {
-       int i;
-       int dir = MovDir[x][y];
-       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
-                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
-                      dir == MV_UP     ? IMG_FLAMES_1_UP :
-                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
-       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+  Feld[x][y] = EL_SP_EXIT_OPENING;
 
-#if 0
-       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+}
 
-       GfxAction[x][y] = ACTION_ATTACKING;
+static void CloseAllOpenTimegates()
+{
+  int x, y;
 
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+    {
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
 
-       for (i = 1; i <= 3; i++)
-       {
-         int xx = x + i * dx;
-         int yy = y + i * dy;
-         int sx = SCREENX(xx);
-         int sy = SCREENY(yy);
-         int flame_graphic = graphic + (i - 1);
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
+    }
+  }
+}
 
-         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
-           break;
+void DrawTwinkleOnField(int x, int y)
+{
+  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+    return;
 
-         if (MovDelay[x][y])
-         {
-           int flamed = MovingOrBlocked2Element(xx, yy);
+  if (Feld[x][y] == EL_BD_DIAMOND)
+    return;
 
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
-             Bang(xx, yy);
-           else
-             RemoveMovingField(xx, yy);
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !GetSimpleRandom(500);
 
-           Feld[xx][yy] = EL_FLAMES;
-           if (IN_SCR_FIELD(sx, sy))
-           {
-             DrawLevelFieldCrumbledSand(xx, yy);
-             DrawGraphic(sx, sy, flame_graphic, frame);
-           }
-         }
-         else
-         {
-           if (Feld[xx][yy] == EL_FLAMES)
-             Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
-         }
-       }
-      }
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
-       PlayLevelSoundAction(x, y, ACTION_WAITING);
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
 
-       return;
-      }
+    if (MovDelay[x][y] != 0)
+    {
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
 
-#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
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
     }
+  }
+}
 
-    /* now make next step */
+void MauerWaechst(int x, int y)
+{
+  int delay = 6;
 
-    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
+  if (!MovDelay[x][y])         /* next animation frame */
+    MovDelay[x][y] = 3 * delay;
 
-    if (DONT_COLLIDE_WITH(element) &&
-       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
-       !PLAYER_ENEMY_PROTECTED(newx, newy))
-    {
-#if 1
-      TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+  if (MovDelay[x][y])          /* wait some time before next frame */
+  {
+    MovDelay[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 (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
     }
-#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(3,0,8,0)))
-#else
-    else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
-            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
-#endif
-#else
 
-    else if ((element == EL_PENGUIN ||
-             element == EL_ROBOT ||
-             element == EL_SATELLITE ||
-             element == EL_BALLOON ||
-             IS_CUSTOM_ELEMENT(element)) &&
-            IN_LEV_FIELD(newx, newy) &&
-            MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
-#endif
-    {
-      SplashAcid(newx, newy);
-      Store[x][y] = EL_ACID;
-    }
-    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+    if (!MovDelay[x][y])
     {
-      if (Feld[newx][newy] == EL_EXIT_OPEN)
+      if (MovDir[x][y] == MV_LEFT)
       {
-#if 1
-       RemoveField(x, y);
-       DrawLevelField(x, y);
-#else
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
-#endif
-
-       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
-       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
-
-       local_player->friends_still_needed--;
-       if (!local_player->friends_still_needed &&
-           !local_player->GameOver && AllPlayersGone)
-         local_player->LevelSolved = local_player->GameOver = TRUE;
-
-       return;
+       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+         TEST_DrawLevelField(x - 1, y);
       }
-      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
+      else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
-         DrawLevelField(newx, newy);
-       else
-         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+         TEST_DrawLevelField(x + 1, y);
       }
-      else if (!IS_FREE(newx, newy))
+      else if (MovDir[x][y] == MV_UP)
       {
-       GfxAction[x][y] = ACTION_WAITING;
-
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
-
-       return;
+       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+         TEST_DrawLevelField(x, y - 1);
       }
-    }
-    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
-    {
-      if (IS_FOOD_PIG(Feld[newx][newy]))
+      else
       {
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
-       {
-         Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
-       }
-
-       PlayLevelSound(x, y, SND_PIG_DIGGING);
+       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+         TEST_DrawLevelField(x, y + 1);
       }
-      else if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
 
-       return;
-      }
+      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 1
-
-    /*
-    else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
-    */
-
-    else if (IS_CUSTOM_ELEMENT(element) &&
-            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
-
-#if 0
- &&
-            !IS_FREE(newx, newy)
-#endif
+  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)
     {
-      int new_element = Feld[newx][newy];
+      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 0
-      printf("::: '%s' digs '%s' [%d]\n",
-            element_info[element].token_name,
-            element_info[Feld[newx][newy]].token_name,
-            StorePlayer[newx][newy]);
-#endif
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+    TEST_DrawLevelField(ax, ay);
 
-      if (!IS_FREE(newx, newy))
-      {
-       int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
-                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
-                     ACTION_BREAKING);
+  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;
 
-       /* no element can dig solid indestructible elements */
-       if (IS_INDESTRUCTIBLE(new_element) &&
-           !IS_DIGGABLE(new_element) &&
-           !IS_COLLECTIBLE(new_element))
-         return;
+  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 (AmoebaNr[newx][newy] &&
-           (new_element == EL_AMOEBA_FULL ||
-            new_element == EL_BD_AMOEBA ||
-            new_element == EL_AMOEBA_GROWING))
-       {
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-         AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       }
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
 
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
-       {
-         RemoveField(newx, newy);
-         DrawLevelField(newx, newy);
-       }
+void MauerAblegerStahl(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
 
-       PlayLevelSoundAction(x, y, action);
-      }
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
-       element_info[element].can_leave_element = TRUE;
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
 
-      if (move_pattern & MV_MAZE_RUNNER_STYLE)
-      {
-       RunnerVisit[x][y] = FrameCounter;
-       PlayerVisit[x][y] /= 8;         /* expire player visit path */
-      }
-    }
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
 
-#endif
+  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;
 
-    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
+  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
+  {
+    if (oben_frei)
     {
-      if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
-
-       return;
-      }
-      else
-      {
-       boolean wanna_flame = !RND(10);
-       int dx = newx - x, dy = newy - y;
-       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
-       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
-       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
-                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
-       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
-                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+      Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
+  }
 
-       if ((wanna_flame ||
-            IS_CLASSIC_ENEMY(element1) ||
-            IS_CLASSIC_ENEMY(element2)) &&
-           element1 != EL_DRAGON && element2 != EL_DRAGON &&
-           element1 != EL_FLAMES && element2 != EL_FLAMES)
-       {
-#if 1
-         ResetGfxAnimation(x, y);
-         GfxAction[x][y] = ACTION_ATTACKING;
-#endif
+  if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
+  {
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
+    }
 
-         if (IS_PLAYER(x, y))
-           DrawPlayerField(x, y);
-         else
-           DrawLevelField(x, y);
+    if (rechts_frei)
+    {
+      Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
+    }
+  }
 
-         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+  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;
 
-         MovDelay[x][y] = 50;
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+    Feld[ax][ay] = EL_STEELWALL;
 
-         Feld[newx][newy] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
-           Feld[newx1][newy1] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
-           Feld[newx2][newy2] = EL_FLAMES;
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
 
-         return;
-       }
-      }
-    }
-    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            Feld[newx][newy] == EL_DIAMOND)
-    {
-      if (IS_MOVING(newx, newy))
-       RemoveMovingField(newx, newy);
-      else
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-      }
+void CheckForDragon(int x, int y)
+{
+  int i, j;
+  boolean dragon_found = FALSE;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
-    }
-    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    for (j = 0; j < 4; j++)
     {
-      if (AmoebaNr[newx][newy])
-      {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-      }
+      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
 
-#if 0
-      /* !!! test !!! */
-      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
-#else
-      if (IS_MOVING(newx, newy))
-#endif
+      if (IN_LEV_FIELD(xx, yy) &&
+         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
       {
-       RemoveMovingField(newx, newy);
+       if (Feld[xx][yy] == EL_DRAGON)
+         dragon_found = TRUE;
       }
       else
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-      }
-
-      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+       break;
     }
-    else if ((element == EL_PACMAN || element == EL_MOLE)
-            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
+  }
+
+  if (!dragon_found)
+  {
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
-      if (AmoebaNr[newx][newy])
+      for (j = 0; j < 3; j++)
       {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
+       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+  
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
+       {
+         Feld[xx][yy] = EL_EMPTY;
+         TEST_DrawLevelField(xx, yy);
+       }
+       else
+         break;
       }
+    }
+  }
+}
 
-      if (element == EL_MOLE)
-      {
-       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+static void InitBuggyBase(int x, int y)
+{
+  int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
 
-       ResetGfxAnimation(x, y);
-       GfxAction[x][y] = ACTION_DIGGING;
-       DrawLevelField(x, y);
+  ChangeDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
 
-       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+static void WarnBuggyBase(int x, int y)
+{
+  int i;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-       return;                         /* wait for shrinking amoeba */
-      }
-      else     /* element == EL_PACMAN */
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
-      }
-    }
-    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
-            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
-             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
-    {
-      /* wait for shrinking amoeba to completely disappear */
-      return;
-    }
-    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
-    {
-      /* object was running against a wall */
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
 
-      TurnRound(x, y);
+    if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
+    {
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
-#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
+      break;
+    }
+  }
+}
 
-      if (DONT_TOUCH(element))
-       TestIfBadThingTouchesHero(x, y);
+static void InitTrap(int x, int y)
+{
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
 
-#if 0
-      PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
+static void ActivateTrap(int x, int y)
+{
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
 
-      return;
-    }
+static void ChangeActiveTrap(int x, int y)
+{
+  int graphic = IMG_TRAP_ACTIVE;
 
-    InitMovingField(x, y, MovDir[x][y]);
+  /* if new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    TEST_DrawLevelFieldCrumbled(x, y);
+}
 
-    PlayLevelSoundAction(x, y, ACTION_MOVING);
-  }
+static int getSpecialActionElement(int element, int number, int base_element)
+{
+  return (element != EL_EMPTY ? element :
+         number != -1 ? base_element + number - 1 :
+         EL_EMPTY);
+}
 
-  if (MovDir[x][y])
-    ContinueMoving(x, y);
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+                                  int value_min, int value_max)
+{
+  int value_new = (operator == CA_MODE_SET      ? operand :
+                  operator == CA_MODE_ADD      ? value_old + operand :
+                  operator == CA_MODE_SUBTRACT ? value_old - operand :
+                  operator == CA_MODE_MULTIPLY ? value_old * operand :
+                  operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
+                  operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
+                  value_old);
+
+  return (value_new < value_min ? value_min :
+         value_new > value_max ? value_max :
+         value_new);
 }
 
-void ContinueMoving(int x, int y)
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
 {
-  int element = Feld[x][y];
   struct ElementInfo *ei = &element_info[element];
-  int direction = MovDir[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int newx = x + dx, newy = y + dy;
-#if 0
-  int nextx = newx + dx, nexty = newy + dy;
-#endif
-#if 1
-  boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
-  boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
-#else
-  boolean pushed_by_player = Pushed[x][y];
-#endif
-
-  MovPos[x][y] += getElementMoveStepsize(x, y);
+  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 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 (!change->has_action)
+    return;
 
-  if (ABS(MovPos[x][y]) < TILEX)
-  {
-    DrawLevelField(x, y);
+  /* ---------- determine action paramater values -------------------------- */
 
-    return;    /* element is still moving */
-  }
+  int level_time_value =
+    (level.time > 0 ? TimeLeft :
+     TimePlayed);
 
-  /* element reached destination field */
+  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);
 
-  Feld[x][y] = EL_EMPTY;
-  Feld[newx][newy] = element;
-  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
+#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_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_DELAY ? GET_CE_DELAY_VALUE(change) :
+     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+     action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+     action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+     action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
+     action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+     action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+     action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
+     action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
+     -1);
+
+  int action_arg_number_old =
+    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+     action_type == CA_SET_CE_SCORE ? ei->collect_score :
+     0);
+
+  int action_arg_number_new =
+    getModifiedActionNumber(action_arg_number_old,
+                           action_mode, action_arg_number,
+                           action_arg_number_min, action_arg_number_max);
 
-  if (element == EL_MOLE)
-  {
-    Feld[x][y] = EL_SAND;
+#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
 
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
-  else if (element == EL_QUICKSAND_FILLING)
-  {
-    element = Feld[newx][newy] = get_next_element(element);
-    Store[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_QUICKSAND_EMPTYING)
-  {
-    Feld[x][y] = get_next_element(element);
-    element = Feld[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_MAGIC_WALL_FILLING)
-  {
-    element = Feld[newx][newy] = get_next_element(element);
-    if (!game.magic_wall_active)
-      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
-    Store[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_MAGIC_WALL_EMPTYING)
-  {
-    Feld[x][y] = get_next_element(element);
-    if (!game.magic_wall_active)
-      Feld[x][y] = EL_MAGIC_WALL_DEAD;
-    element = Feld[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_BD_MAGIC_WALL_FILLING)
-  {
-    element = Feld[newx][newy] = get_next_element(element);
-    if (!game.magic_wall_active)
-      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
-    Store[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
-  {
-    Feld[x][y] = get_next_element(element);
-    if (!game.magic_wall_active)
-      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-    element = Feld[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_AMOEBA_DROPPING)
-  {
-    Feld[x][y] = get_next_element(element);
-    element = Feld[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_SOKOBAN_OBJECT)
-  {
-    if (Back[x][y])
-      Feld[x][y] = Back[x][y];
+  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);
 
-    if (Back[newx][newy])
-      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+  /* ---------- execute action  -------------------------------------------- */
 
-    Back[x][y] = Back[newx][newy] = 0;
-  }
-  else if (Store[x][y] == EL_ACID)
+  switch (action_type)
   {
-    element = Feld[newx][newy] = EL_ACID;
-  }
+    case CA_NO_ACTION:
+    {
+      return;
+    }
 
-  Store[x][y] = 0;
-  MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-  MovDelay[newx][newy] = 0;
+    /* ---------- level actions  ------------------------------------------- */
 
-  /* copy element change control values to new field */
-  ChangeDelay[newx][newy] = ChangeDelay[x][y];
-  ChangePage[newx][newy] = ChangePage[x][y];
-  Changed[newx][newy] = Changed[x][y];
-  ChangeEvent[newx][newy] = ChangeEvent[x][y];
+    case CA_RESTART_LEVEL:
+    {
+      game.restart_level = TRUE;
 
-  ChangeDelay[x][y] = 0;
-  ChangePage[x][y] = -1;
-  Changed[x][y] = CE_BITMASK_DEFAULT;
-  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+      break;
+    }
 
-  /* copy animation control values to new field */
-  GfxFrame[newx][newy]  = GfxFrame[x][y];
-  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
-  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
-  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
+    case CA_SHOW_ENVELOPE:
+    {
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
 
-  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
-  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+      break;
+    }
 
-#if 1
-  /* 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);
+    case CA_SET_LEVEL_TIME:
+    {
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
 
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-  ei->can_leave_element_last = ei->can_leave_element;
-  ei->can_leave_element = FALSE;
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
 #endif
 
-#if 0
-  /* 2.1.1 (does not work correctly for spring) */
-  if (!CAN_MOVE(element))
-    MovDir[newx][newy] = 0;
-#else
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
 
-#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;
-  */
+      break;
+    }
 
-  if (!CAN_MOVE(element) ||
-      (CAN_FALL(element) && direction == MV_DOWN))
-    GfxDir[x][y] = MovDir[newx][newy] = 0;
+    case CA_SET_LEVEL_SCORE:
+    {
+      local_player->score = action_arg_number_new;
 
-#endif
-#endif
+#if 1
+      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
 
-  DrawLevelField(x, y);
-  DrawLevelField(newx, newy);
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Score(local_player->score);
+#endif
 
-  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+      break;
+    }
 
-  /* prevent pushed element from moving on in pushed direction */
-  if (pushed_by_player && CAN_MOVE(element) &&
-      element_info[element].move_pattern & MV_ANY_DIRECTION &&
-      !(element_info[element].move_pattern & direction))
-    TurnRound(newx, newy);
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
 
 #if 1
-  /* prevent elements on conveyor belt from moving on in last direction */
-  if (pushed_by_conveyor && CAN_FALL(element) &&
-      direction & MV_HORIZONTAL)
-    MovDir[newx][newy] = 0;
-#endif
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
 
-  if (!pushed_by_player)
-  {
-    WasJustMoving[newx][newy] = 3;
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
+#endif
 
-    if (CAN_FALL(element) && direction == MV_DOWN)
-      WasJustFalling[newx][newy] = 3;
-  }
+      break;
+    }
 
-  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
-  {
-    TestIfBadThingTouchesHero(newx, newy);
-    TestIfBadThingTouchesFriend(newx, newy);
+#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
 
-    if (!IS_CUSTOM_ELEMENT(element))
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
-  }
-  else if (element == EL_PENGUIN)
-    TestIfFriendTouchesBadThing(newx, newy);
+    case CA_SET_LEVEL_WIND:
+    {
+      game.wind_direction = action_arg_direction;
 
-  if (CAN_FALL(element) && direction == MV_DOWN &&
-      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
-    Impact(x, newy);
+      break;
+    }
 
+    case CA_SET_LEVEL_RANDOM_SEED:
+    {
 #if 1
-  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
+      /* 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
-  if (ChangePage[newx][newy] != -1)                    /* delayed change */
-    ChangeElement(newx, newy, ChangePage[newx][newy]);
+      printf("::: %d -> %d\n", action_arg_number_new, RND(10));
 #endif
 
-#if 1
+#if 0
+      {
+       int i;
 
-  TestIfElementHitsCustomElement(newx, newy, direction);
+       printf("::: ");
+       for (i = 0; i < 9; i++)
+         printf("%d, ", RND(2));
+       printf("\n");
+      }
+#endif
 
-#else
+      break;
+    }
 
-  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-  {
-    int hitting_element = Feld[newx][newy];
+    /* ---------- player actions  ------------------------------------------ */
 
-    /* !!! fix side (direction) orientation here and elsewhere !!! */
-    CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
-                          direction);
+    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;
 
-#if 0
-    if (IN_LEV_FIELD(nextx, nexty))
+      break;
+    }
+
+    case CA_EXIT_PLAYER:
     {
-      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);
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         PlayerWins(&stored_player[i]);
 
-      if (object_hit)
-      {
-       int i;
+      break;
+    }
 
-       CheckElementChangeSide(nextx, nexty, touched_element,
-                              CE_HIT_BY_SOMETHING, opposite_direction);
+    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_SET_PLAYER_KEYS:
+    {
+      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_KEY_1);
 
-       if (IS_CUSTOM_ELEMENT(hitting_element) &&
-           HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+      if (IS_KEY(element))
+      {
+       for (i = 0; i < MAX_PLAYERS; i++)
        {
-         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+         if (trigger_player_bits & (1 << i))
          {
-           struct ElementChangeInfo *change =
-             &element_info[hitting_element].change_page[i];
+           stored_player[i].key[KEY_NR(element)] = key_state;
 
-           if (change->can_change &&
-               change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
-               change->trigger_side & touched_side &&
-               change->trigger_element == touched_element)
-           {
-             CheckElementChangePage(newx, newy, hitting_element,
-                                    CE_OTHER_IS_HITTING, i);
-             break;
-           }
+           DrawGameDoorValues();
          }
        }
+      }
+
+      break;
+    }
+
+    case CA_SET_PLAYER_SPEED:
+    {
+#if 0
+      printf("::: trigger_player_bits == %d\n", trigger_player_bits);
+#endif
 
-       if (IS_CUSTOM_ELEMENT(touched_element) &&
-           HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
        {
-         for (i = 0; i < element_info[touched_element].num_change_pages; 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)
          {
-           struct ElementChangeInfo *change =
-             &element_info[touched_element].change_page[i];
+           action_arg_number = 2;
+           action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+                          CA_MODE_MULTIPLY);
+         }
+         else if (action_arg == CA_ARG_NUMBER_RESET)
+         {
+           action_arg_number = level.initial_player_stepsize[i];
+         }
 
-           if (change->can_change &&
-               change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
-               change->trigger_side & hitting_side &&
-               change->trigger_element == hitting_element)
-           {
-             CheckElementChangePage(nextx, nexty, touched_element,
-                                    CE_OTHER_GETS_HIT, i);
-             break;
-           }
+         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);
+       }
+      }
+
+      break;
+    }
+
+    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;
          }
        }
       }
+
+      break;
+    }
+
+#if USE_PLAYER_GRAVITY
+    case CA_SET_PLAYER_GRAVITY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         stored_player[i].gravity =
+           (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
+            action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
+            action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+            stored_player[i].gravity);
+       }
+      }
+
+      break;
     }
-#endif
-  }
 #endif
 
-  TestIfPlayerTouchesCustomElement(newx, newy);
-  TestIfElementTouchesCustomElement(newx, newy);
-}
+    case CA_SET_PLAYER_ARTWORK:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int artwork_element = action_arg_element;
 
-int AmoebeNachbarNr(int ax, int ay)
-{
-  int i;
-  int element = Feld[ax][ay];
-  int group_nr = 0;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+         if (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element =
+             (level.use_artwork_element[i] ? level.artwork_element[i] :
+              stored_player[i].element_nr);
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    int x = ax + xy[i][0];
-    int y = ay + xy[i][1];
+#if USE_GFX_RESET_PLAYER_ARTWORK
+         if (stored_player[i].artwork_element != artwork_element)
+           stored_player[i].Frame = 0;
+#endif
 
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+         stored_player[i].artwork_element = artwork_element;
 
-    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
-      group_nr = AmoebaNr[x][y];
-  }
+         SetPlayerWaiting(&stored_player[i], FALSE);
 
-  return group_nr;
-}
+         /* 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);
+       }
+      }
 
-void AmoebenVereinigen(int ax, int ay)
-{
-  int i, x, y, xx, yy;
-  int new_group_nr = AmoebaNr[ax][ay];
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+      break;
+    }
 
-  if (new_group_nr == 0)
-    return;
+    case CA_SET_PLAYER_INVENTORY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int j, k;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    x = ax + xy[i][0];
-    y = ay + xy[i][1];
+       if (trigger_player_bits & (1 << i))
+       {
+         int inventory_element = action_arg_element;
 
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+         if (action_arg == CA_ARG_ELEMENT_TARGET ||
+             action_arg == CA_ARG_ELEMENT_TRIGGER ||
+             action_arg == CA_ARG_ELEMENT_ACTION)
+         {
+           int element = inventory_element;
+           int collect_count = element_info[element].collect_count_initial;
 
-    if ((Feld[x][y] == EL_AMOEBA_FULL ||
-        Feld[x][y] == EL_BD_AMOEBA ||
-        Feld[x][y] == EL_AMOEBA_DEAD) &&
-       AmoebaNr[x][y] != new_group_nr)
-    {
-      int old_group_nr = AmoebaNr[x][y];
+           if (!IS_CUSTOM_ELEMENT(element))
+             collect_count = 1;
 
-      if (old_group_nr == 0)
-       return;
+           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;
 
-      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
-      AmoebaCnt[old_group_nr] = 0;
-      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
-      AmoebaCnt2[old_group_nr] = 0;
+           for (k = 0, j = 0; j < player->inventory_size; j++)
+           {
+             if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+                                       action_arg_element_raw))
+               player->inventory_element[k++] = player->inventory_element[j];
+           }
 
-      for (yy = 0; yy < lev_fieldy; yy++)
-      {
-       for (xx = 0; xx < lev_fieldx; xx++)
-       {
-         if (AmoebaNr[xx][yy] == old_group_nr)
-           AmoebaNr[xx][yy] = new_group_nr;
+           player->inventory_size = k;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+         {
+           if (player->inventory_size > 0)
+           {
+             for (j = 0; j < player->inventory_size - 1; j++)
+               player->inventory_element[j] = player->inventory_element[j + 1];
+
+             player->inventory_size--;
+           }
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+         {
+           if (player->inventory_size > 0)
+             player->inventory_size--;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+         {
+           player->inventory_infinite_element = EL_UNDEFINED;
+           player->inventory_size = 0;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RESET)
+         {
+           player->inventory_infinite_element = EL_UNDEFINED;
+           player->inventory_size = 0;
+
+           if (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;
+             }
+           }
+         }
        }
       }
-    }
-  }
-}
 
-void AmoebeUmwandeln(int ax, int ay)
-{
-  int i, x, y;
+      break;
+    }
 
-  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
-  {
-    int group_nr = AmoebaNr[ax][ay];
+    /* ---------- CE actions  ---------------------------------------------- */
 
-#ifdef DEBUG
-    if (group_nr == 0)
+    case CA_SET_CE_VALUE:
     {
-      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
-      printf("AmoebeUmwandeln(): This should never happen!\n");
-      return;
-    }
-#endif
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_value = CustomValue[x][y];
 
-    for (y = 0; y < lev_fieldy; y++)
-    {
-      for (x = 0; x < lev_fieldx; x++)
+      CustomValue[x][y] = action_arg_number_new;
+
+      if (CustomValue[x][y] != last_ce_value)
       {
-       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+       if (CustomValue[x][y] == 0)
        {
-         AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
        }
       }
+#endif
+
+      break;
     }
-    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
-                           SND_AMOEBA_TURNING_TO_GEM :
-                           SND_AMOEBA_TURNING_TO_ROCK));
-    Bang(ax, ay);
-  }
-  else
-  {
-    static int xy[4][2] =
-    {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 }
-    };
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
+    case CA_SET_CE_SCORE:
     {
-      x = ax + xy[i][0];
-      y = ay + xy[i][1];
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_score = ei->collect_score;
 
-      if (!IN_LEV_FIELD(x, y))
-       continue;
+      ei->collect_score = action_arg_number_new;
 
-      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+      if (ei->collect_score != last_ce_score)
       {
-       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
-                             SND_AMOEBA_TURNING_TO_GEM :
-                             SND_AMOEBA_TURNING_TO_ROCK));
-       Bang(x, y);
-      }
-    }
-  }
-}
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
 
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
-{
-  int x, y;
-  int group_nr = AmoebaNr[ax][ay];
-  boolean done = FALSE;
+       if (ei->collect_score == 0)
+       {
+         int xx, yy;
 
-#ifdef DEBUG
-  if (group_nr == 0)
-  {
-    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
-    printf("AmoebeUmwandelnBD(): This should never happen!\n");
-    return;
-  }
+         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
 
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBA_DEAD ||
-          Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_GROWING))
-      {
-       AmoebaNr[x][y] = 0;
-       Feld[x][y] = new_element;
-       InitField(x, y, FALSE);
-       DrawLevelField(x, y);
-       done = TRUE;
-      }
+      break;
     }
-  }
 
-  if (done)
-    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
-                           SND_BD_AMOEBA_TURNING_TO_ROCK :
-                           SND_BD_AMOEBA_TURNING_TO_GEM));
-}
+    case CA_SET_CE_ARTWORK:
+    {
+      int artwork_element = action_arg_element;
+      boolean reset_frame = FALSE;
+      int xx, yy;
 
-void AmoebeWaechst(int x, int y)
-{
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+      if (action_arg == CA_ARG_ELEMENT_RESET)
+       artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+                          element);
 
-  if (!MovDelay[x][y])         /* start new growing cycle */
-  {
-    MovDelay[x][y] = 7;
+      if (ei->gfx_element != artwork_element)
+       reset_frame = TRUE;
 
-    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;
-    }
-  }
+      ei->gfx_element = artwork_element;
 
-  if (MovDelay[x][y])          /* wait some time before growing bigger */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-    {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
-                                          6 - MovDelay[x][y]);
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == element)
+       {
+         if (reset_frame)
+         {
+           ResetGfxAnimation(xx, yy);
+           ResetRandomAnimationValue(xx, yy);
+         }
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
-    }
+         TEST_DrawLevelField(xx, yy);
+       }
+      }
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      DrawLevelField(x, y);
+      break;
     }
-  }
-}
-
-void AmoebaDisappearing(int x, int y)
-{
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
-
-  if (!MovDelay[x][y])         /* start new shrinking cycle */
-  {
-    MovDelay[x][y] = 7;
 
-    if (DelayReached(&sound_delay, sound_delay_value))
-      sound_delay_value = 30;
-  }
+    /* ---------- engine actions  ------------------------------------------ */
 
-  if (MovDelay[x][y])          /* wait some time before shrinking */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    case CA_SET_ENGINE_SCAN_MODE:
     {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
-                                          6 - MovDelay[x][y]);
+      InitPlayfieldScanMode(action_arg);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+      break;
     }
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
-
-      /* don't let mole enter this field in this cycle;
-        (give priority to objects falling to this field from above) */
-      Stop[x][y] = TRUE;
-    }
+    default:
+      break;
   }
 }
 
-void AmoebeAbleger(int ax, int ay)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
-  int i;
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  int newax = ax, neway = ay;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+  int old_element = Feld[x][y];
+  int new_element = GetElementFromGroupElement(element);
+  int previous_move_direction = MovDir[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));
 
-  if (!level.amoeba_speed)
+#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(old_element) && !IS_ACCESSIBLE(new_element))
   {
-    Feld[ax][ay] = EL_AMOEBA_DEAD;
-    DrawLevelField(ax, ay);
-    return;
-  }
-
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
-
-  if (!MovDelay[ax][ay])       /* start making new amoeba field */
-    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+    Bang(x, y);
 
-  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
-  {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
+    return;
   }
+#endif
 
-  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
+  if (!add_player_onto_element)
   {
-    int start = RND(4);
-    int x = ax + xy[start][0];
-    int y = ay + xy[start][1];
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(x, y);
 
-    if (!IN_LEV_FIELD(x, y))
-      return;
+    Feld[x][y] = new_element;
 
-    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-    if (IS_FREE(x, y) ||
-       Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
-    {
-      newax = x;
-      neway = y;
-    }
+#if !USE_GFX_RESET_GFX_ANIMATION
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+#endif
 
-    if (newax == ax && neway == ay)
-      return;
-  }
-  else                         /* normal or "filled" (BD style) amoeba */
-  {
-    int start = RND(4);
-    boolean waiting_for_player = FALSE;
+    if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
-    {
-      int j = (start + i) % 4;
-      int x = ax + xy[j][0];
-      int y = ay + xy[j][1];
+#if USE_NEW_CUSTOM_VALUE
+    if (element_info[new_element].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
+#endif
 
-      if (!IN_LEV_FIELD(x, y))
-       continue;
+    InitField_WithBug1(x, y, FALSE);
 
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (IS_FREE(x, y) ||
-         Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
-      {
-       newax = x;
-       neway = y;
-       break;
-      }
-      else if (IS_PLAYER(x, y))
-       waiting_for_player = TRUE;
-    }
+    new_element = Feld[x][y];  /* element may have changed */
 
-    if (newax == ax && neway == ay)            /* amoeba cannot grow */
-    {
-      if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
-      {
-       Feld[ax][ay] = EL_AMOEBA_DEAD;
-       DrawLevelField(ax, ay);
-       AmoebaCnt[AmoebaNr[ax][ay]]--;
+#if USE_GFX_RESET_GFX_ANIMATION
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+#endif
 
-       if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
-       {
-         if (element == EL_AMOEBA_FULL)
-           AmoebeUmwandeln(ax, ay);
-         else if (element == EL_BD_AMOEBA)
-           AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
-       }
-      }
-      return;
-    }
-    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
-    {
-      /* amoeba gets larger by growing in some direction */
+    TEST_DrawLevelField(x, y);
 
-      int new_group_nr = AmoebaNr[ax][ay];
+    if (GFX_CRUMBLED(new_element))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+  }
 
-#ifdef DEBUG
-  if (new_group_nr == 0)
+#if 1
+  /* 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
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
   {
-    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
-    printf("AmoebeAbleger(): This should never happen!\n");
+    Bang(x, y);
+
     return;
   }
+#endif
 #endif
 
-      AmoebaNr[newax][neway] = new_group_nr;
-      AmoebaCnt[new_group_nr]++;
-      AmoebaCnt2[new_group_nr]++;
+  /* "ChangeCount" not set yet to allow "entered by player" change one time */
+  if (new_element_is_player)
+    RelocatePlayer(x, y, new_element);
 
-      /* if amoeba touches other amoeba(s) after growing, unify them */
-      AmoebenVereinigen(newax, neway);
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
 
-      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
-      {
-       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
-       return;
-      }
-    }
-  }
+  TestIfBadThingTouchesPlayer(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+}
 
-  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
-      (neway == lev_fieldy - 1 && newax != ax))
+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))
   {
-    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
-    Store[newax][neway] = element;
+    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;
   }
-  else if (neway == ay)
-  {
-    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-#if 1
-    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-#else
-    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
 #endif
-  }
-  else
-  {
-    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DROPPING;
-    Store[ax][ay] = EL_AMOEBA_DROP;
-    ContinueMoving(ax, ay);
-    return;
-  }
 
-  DrawLevelField(newax, neway);
+  CreateFieldExt(x, y, element, TRUE);
 }
 
-void Life(int ax, int ay)
+static boolean ChangeElement(int x, int y, int element, int page)
 {
-  int x1, y1, x2, y2;
-  static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
-  int life_time = 40;
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  boolean changed = FALSE;
+  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];
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+  /* always use default change event to prevent running into a loop */
+  if (ChangeEvent[x][y] == -1)
+    ChangeEvent[x][y] = CE_DELAY;
+
+  if (ChangeEvent[x][y] == CE_DELAY)
+  {
+    /* reset actual trigger element, trigger player and action element */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_EMPTY;
+    change->actual_trigger_player_bits = CH_PLAYER_NONE;
+    change->actual_trigger_side = CH_SIDE_NONE;
+    change->actual_trigger_ce_value = 0;
+    change->actual_trigger_ce_score = 0;
+  }
 
-  if (Stop[ax][ay])
-    return;
+  /* do not change elements more than a specified maximum number of changes */
+  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+    return FALSE;
 
-  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
-    MovDelay[ax][ay] = life_time;
+  ChangeCount[x][y]++;         /* count number of changes in the same frame */
 
-  if (MovDelay[ax][ay])                /* wait some time before next cycle */
+  if (change->explode)
   {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
+    Bang(x, y);
+
+    return TRUE;
   }
 
-  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
+  if (change->use_target_content)
   {
-    int xx = ax+x1, yy = ay+y1;
-    int nachbarn = 0;
-
-    if (!IN_LEV_FIELD(xx, yy))
-      continue;
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
+    int xx, yy;
 
-    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      int x = xx+x2, y = yy+y2;
+      boolean is_empty;
+      boolean is_walkable;
+      boolean is_diggable;
+      boolean is_collectible;
+      boolean is_removable;
+      boolean is_destructible;
+      int ex = x + xx - 1;
+      int ey = y + yy - 1;
+      int content_element = change->target_content.e[xx][yy];
+      int e;
 
-      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
-       continue;
+      can_replace[xx][yy] = TRUE;
 
-      if (((Feld[x][y] == element ||
-           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
-          !Stop[x][y]) ||
-         (IS_FREE(x, y) && Stop[x][y]))
-       nachbarn++;
-    }
+      if (ex == x && ey == y)  /* do not check changing element itself */
+       continue;
 
-    if (xx == ax && yy == ay)          /* field in the middle */
-    {
-      if (nachbarn < life[0] || nachbarn > life[1])
+      if (content_element == EL_EMPTY_SPACE)
       {
-       Feld[xx][yy] = EL_EMPTY;
-       if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
+
+       continue;
       }
-    }
-    /* !!! 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 (!IN_LEV_FIELD(ex, ey))
       {
-       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;
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+
+       continue;
       }
-    }
-  }
 
-  if (changed)
-    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
-                  SND_GAME_OF_LIFE_GROWING);
-}
+      e = Feld[ex][ey];
 
-static void InitRobotWheel(int x, int y)
-{
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
 
-static void RunRobotWheel(int x, int y)
-{
-  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
-}
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+
+      is_walkable     = (is_empty || IS_WALKABLE(e));
+      is_diggable     = (is_empty || IS_DIGGABLE(e));
+      is_collectible  = (is_empty || IS_COLLECTIBLE(e));
+      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+      is_removable    = (is_diggable || is_collectible);
+
+      can_replace[xx][yy] =
+       (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
+         (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
+         (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
+         (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
+         (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
+         (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+        !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+
+      if (!can_replace[xx][yy])
+       complete_replace = FALSE;
+    }
 
-static void StopRobotWheel(int x, int y)
-{
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
-}
+    if (!change->only_if_complete || complete_replace)
+    {
+      boolean something_has_changed = FALSE;
 
-static void InitTimegateWheel(int x, int y)
-{
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
+       return FALSE;
 
-static void RunTimegateWheel(int x, int y)
-{
-  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-}
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+      {
+       int ex = x + xx - 1;
+       int ey = y + yy - 1;
+       int content_element;
 
-void CheckExit(int x, int y)
-{
-  if (local_player->gems_still_needed > 0 ||
-      local_player->sokobanfields_still_needed > 0 ||
-      local_player->lights_still_needed > 0)
-  {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+       if (can_replace[xx][yy] && (!change->use_random_replace ||
+                                   RND(100) < change->random_percentage))
+       {
+         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+           RemoveMovingField(ex, ey);
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-    return;
-  }
+         content_element = change->target_content.e[xx][yy];
+         target_element = GET_TARGET_ELEMENT(element, content_element, change,
+                                             ce_value, ce_score);
 
-  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
-    return;
+         CreateElementFromChange(ex, ey, target_element);
 
-  Feld[x][y] = EL_EXIT_OPENING;
+         something_has_changed = TRUE;
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
-}
+         /* for symmetry reasons, freeze newly created border elements */
+         if (ex != x || ey != y)
+           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
+       }
+      }
 
-void CheckExitSP(int x, int y)
-{
-  if (local_player->gems_still_needed > 0)
+      if (something_has_changed)
+      {
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+      }
+    }
+  }
+  else
   {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+    target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+                                       ce_value, ce_score);
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    if (element == EL_DIAGONAL_GROWING ||
+       element == EL_DIAGONAL_SHRINKING)
+    {
+      target_element = Store[x][y];
 
-    return;
-  }
+      Store[x][y] = EL_EMPTY;
+    }
 
-  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
-    return;
+    CreateElementFromChange(x, y, target_element);
 
-  Feld[x][y] = EL_SP_EXIT_OPENING;
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+  }
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+  /* this uses direct change before indirect change */
+  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+
+  return TRUE;
 }
 
-static void CloseAllOpenTimegates()
+#if USE_NEW_DELAYED_ACTION
+
+static void HandleElementChange(int x, int y, int page)
 {
-  int x, y;
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  boolean handle_action_before_change = FALSE;
 
-  for (y = 0; y < lev_fieldy; y++)
+#ifdef DEBUG
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
-
-      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
-      }
-    }
+    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
 
-void EdelsteinFunkeln(int x, int y)
-{
-  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
-    return;
+  /* 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
 
-  if (Feld[x][y] == EL_BD_DIAMOND)
     return;
+  }
 
-  if (MovDelay[x][y] == 0)     /* next animation frame */
-    MovDelay[x][y] = 11 * !SimpleRND(500);
-
-  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    MovDelay[x][y]--;
-
-    if (setup.direct_draw && MovDelay[x][y])
-      SetDrawtoField(DRAW_BUFFERED);
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
 
-    DrawLevelElementAnimation(x, y, Feld[x][y]);
-
-    if (MovDelay[x][y] != 0)
+    if (change->can_change)
     {
-      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
-                                          10 - MovDelay[x][y]);
-
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
-
-      if (setup.direct_draw)
+#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
       {
-       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);
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
       }
+#endif
+
+      if (change->pre_change_function)
+       change->pre_change_function(x, y);
     }
   }
-}
 
-void MauerWaechst(int x, int y)
-{
-  int delay = 6;
+  ChangeDelay[x][y]--;
 
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3 * delay;
+  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 (MovDelay[x][y])          /* wait some time before next frame */
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+      if (change->change_function)
+       change->change_function(x, y);
+    }
+  }
+  else                                 /* finish element change */
   {
-    MovDelay[x][y]--;
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
 
-    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      change = &ei->change_page[page];
+    }
+
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
     {
-      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
-      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      return;
     }
 
-    if (!MovDelay[x][y])
+#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
+
+    if (change->can_change)
     {
-      if (MovDir[x][y] == MV_LEFT)
-      {
-       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
-         DrawLevelField(x - 1, y);
-      }
-      else if (MovDir[x][y] == MV_RIGHT)
-      {
-       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
-         DrawLevelField(x + 1, y);
-      }
-      else if (MovDir[x][y] == MV_UP)
-      {
-       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
-         DrawLevelField(x, y - 1);
-      }
-      else
+      if (ChangeElement(x, y, element, page))
       {
-       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
-         DrawLevelField(x, y + 1);
+       if (change->post_change_function)
+         change->post_change_function(x, y);
       }
-
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
-      DrawLevelField(x, y);
     }
+
+    if (change->has_action && !handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
   }
 }
 
-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);
+#else
 
-  if (!MovDelay[ax][ay])       /* start building new wall */
-    MovDelay[ax][ay] = 6;
+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];
 
-  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+#ifdef DEBUG
+  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
+    printf("\n\n");
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("HandleElementChange(): This should never happen!\n");
+    printf("\n\n");
   }
+#endif
 
-  if (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)
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE(element))
   {
-    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 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
+#endif
+
+    return;
   }
 
-  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-      element == EL_EXPANDABLE_WALL_ANY ||
-      element == EL_EXPANDABLE_WALL)
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    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;
-    }
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
 
-    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;
-    }
-  }
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
+    if (change->pre_change_function)
+      change->pre_change_function(x, y);
+  }
 
-  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;
+  ChangeDelay[x][y]--;
 
-  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 (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-  if (new_wall)
-#if 1
-    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
-    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
-}
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-void CheckForDragon(int x, int y)
-{
-  int i, j;
-  boolean dragon_found = FALSE;
-  static int xy[4][2] =
+    if (change->change_function)
+      change->change_function(x, y);
+  }
+  else                                 /* finish element change */
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    for (j = 0; j < 4; j++)
+      change = &ei->change_page[page];
+    }
+
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
     {
-      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
-      if (IN_LEV_FIELD(xx, yy) &&
-         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
-      {
-       if (Feld[xx][yy] == EL_DRAGON)
-         dragon_found = TRUE;
-      }
-      else
-       break;
+      return;
     }
-  }
 
-  if (!dragon_found)
-  {
-    for (i = 0; i < NUM_DIRECTIONS; i++)
+    if (ChangeElement(x, y, element, page))
     {
-      for (j = 0; j < 3; j++)
-      {
-       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
-  
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
-       {
-         Feld[xx][yy] = EL_EMPTY;
-         DrawLevelField(xx, yy);
-       }
-       else
-         break;
-      }
+      if (change->post_change_function)
+       change->post_change_function(x, y);
     }
   }
 }
 
-static void InitBuggyBase(int x, int y)
+#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 element = Feld[x][y];
-  int activating_delay = FRAMES_PER_SECOND / 4;
+  boolean change_done_any = FALSE;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+  int i;
 
-  ChangeDelay[x][y] =
-    (element == EL_SP_BUGGY_BASE ?
-     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
-     element == EL_SP_BUGGY_BASE_ACTIVATING ?
-     activating_delay :
-     element == EL_SP_BUGGY_BASE_ACTIVE ?
-     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
-}
+  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);
 
-static void WarnBuggyBase(int x, int y)
-{
-  int i;
-  static int xy[4][2] =
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    int element = EL_CUSTOM_START + i;
+    boolean change_done = FALSE;
+    int p;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    int xx = x + xy[i][0], yy = y + xy[i][1];
+    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+      continue;
 
-    if (IS_PLAYER(xx, yy))
+    for (p = 0; p < element_info[element].num_change_pages; p++)
     {
-      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+      struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-      break;
-    }
-  }
-}
+      if (change->can_change_or_has_action &&
+         change->has_event[trigger_event] &&
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player &&
+         change->trigger_page & trigger_page_bits &&
+         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+      {
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+       change->actual_trigger_player_bits = trigger_player;
+       change->actual_trigger_side = trigger_side;
+       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-static void InitTrap(int x, int y)
-{
-  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-}
+#if 0
+       printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+              element, EL_NAME(element), p);
+#endif
 
-static void ActivateTrap(int x, int y)
-{
-  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
-}
+       if ((change->can_change && !change_done) || change->has_action)
+       {
+         int x, y;
 
-static void ChangeActiveTrap(int x, int y)
-{
-  int graphic = IMG_TRAP_ACTIVE;
+         SCAN_PLAYFIELD(x, y)
+         {
+           if (Feld[x][y] == element)
+           {
+             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 */
 
-  /* if new animation frame was drawn, correct crumbled sand border */
-  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    DrawLevelFieldCrumbledSand(x, y);
-}
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+#endif
 
-static void ChangeElementNowExt(int x, int y, int target_element)
-{
-  int previous_move_direction = MovDir[x][y];
+#if 0
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+                      element, EL_NAME(element), p);
+#endif
 
-  /* check if element under player changes from accessible to unaccessible
-     (needed for special case of dropping element which then changes) */
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
-      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
-  {
-    Bang(x, y);
-    return;
-  }
+               ChangeDelay[x][y] = 1;
+               ChangeEvent[x][y] = trigger_event;
 
-  RemoveField(x, y);
-  Feld[x][y] = target_element;
+               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 */
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+#endif
 
-  ResetGfxAnimation(x, y);
-  ResetRandomAnimationValue(x, y);
 
-  if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-    MovDir[x][y] = previous_move_direction;
+#if 0
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+                      element, EL_NAME(element), p);
+#endif
 
-#if 1
-  InitField_WithBug1(x, y, FALSE);
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
 #else
-  InitField(x, y, FALSE);
-  if (CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+             if (change->has_action)
+             {
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
 #endif
+           }
+         }
+
+         if (change->can_change)
+         {
+           change_done = TRUE;
+           change_done_any = TRUE;
 
-  DrawLevelField(x, y);
+#if 0
+           printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+                  element, EL_NAME(element), p);
+#endif
 
-  if (GFX_CRUMBLED(Feld[x][y]))
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
+         }
+       }
+      }
+    }
+  }
 
-  TestIfBadThingTouchesHero(x, y);
-  TestIfPlayerTouchesCustomElement(x, y);
-  TestIfElementTouchesCustomElement(x, y);
+  RECURSION_LOOP_DETECTION_END();
 
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+  return change_done_any;
 }
 
-static boolean ChangeElementNow(int x, int y, int element, int page)
+static boolean CheckElementChangeExt(int x, int y,
+                                    int element,
+                                    int trigger_element,
+                                    int trigger_event,
+                                    int trigger_player,
+                                    int trigger_side)
 {
-  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  boolean change_done = FALSE;
+  int p;
 
-  /* always use default change event to prevent running into a loop */
-  if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
-    ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    return FALSE;
+
+  if (Feld[x][y] == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &x, &y);
+    element = Feld[x][y];
+  }
 
-  /* do not change already changed elements with same change event */
 #if 0
-  if (Changed[x][y] & ChangeEvent[x][y])
+  /* check if element has already changed */
+  if (Feld[x][y] != element)
     return FALSE;
 #else
-  if (Changed[x][y])
+  /* 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
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+#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
+
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
 
-  CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
+#if 0
+  printf("::: X: trigger_player_bits == %d\n", trigger_player);
+#endif
 
-  if (change->explode)
+  for (p = 0; p < element_info[element].num_change_pages; p++)
   {
-    Bang(x, y);
+    struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-    return TRUE;
+    /* 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
+
+    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);
+      }
+
+      if (change->can_change && !change_done)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = trigger_event;
+
+       HandleElementChange(x, y, p);
+
+       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
+    }
   }
 
-  if (change->use_content)
+  RECURSION_LOOP_DETECTION_END();
+
+  return change_done;
+}
+
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int sound_element = player->artwork_element;
+  int last_action = player->last_action_waiting;
+  int action = player->action_waiting;
+
+  if (player->is_waiting)
   {
-    boolean complete_change = TRUE;
-    boolean can_change[3][3];
-    int xx, yy;
+    if (action != last_action)
+      PlayLevelSoundElementAction(jx, jy, sound_element, action);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[sound_element].sound[last_action]);
 
-    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
+  }
+}
+
+static void PlayAllPlayersSound()
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
+
+  player->dir_waiting = move_dir;
+  player->last_action_waiting = player->action_waiting;
+
+  if (is_waiting)
+  {
+    if (!last_waiting)         /* not waiting -> waiting */
     {
-      boolean half_destructible;
-      int ex = x + xx - 1;
-      int ey = y + yy - 1;
-      int e;
+      player->is_waiting = TRUE;
 
-      can_change[xx][yy] = TRUE;
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       GetSimpleRandom(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       GetSimpleRandom(game.player_sleeping_delay_random);
 
-      if (ex == x && ey == y)  /* do not check changing element itself */
-       continue;
+      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
+    }
+
+    if (game.player_sleeping_delay_fixed +
+       game.player_sleeping_delay_random > 0 &&
+       player->anim_delay_counter == 0 &&
+       player->post_delay_counter == 0 &&
+       FrameCounter >= player->frame_counter_sleeping)
+      player->is_sleeping = TRUE;
+    else if (game.player_boring_delay_fixed +
+            game.player_boring_delay_random > 0 &&
+            FrameCounter >= player->frame_counter_bored)
+      player->is_bored = TRUE;
+
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
 
-      if (change->content[xx][yy] == EL_EMPTY_SPACE)
+    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)
       {
-       can_change[xx][yy] = FALSE;     /* do not change empty borders */
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int last_special_action = player->special_action_sleeping;
+         int num_special_action = player->num_special_action_sleeping;
+         int special_action =
+           (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+            last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+            last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+            last_special_action + 1 : ACTION_SLEEPING);
+         int special_graphic =
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
-       continue;
-      }
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
-      if (!IN_LEV_FIELD(ex, ey))
+         player->special_action_sleeping = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_sleeping;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+    else if (player->is_bored)
+    {
+      if (player->num_special_action_bored > 0)
       {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
-       continue;
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_bored = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_bored;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
       }
+    }
+  }
+  else if (last_waiting)       /* waiting -> not waiting */
+  {
+    player->is_waiting = FALSE;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
 
-      e = Feld[ex][ey];
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-       e = MovingOrBlocked2Element(ex, ey);
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-      half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+    player->dir_waiting = player->MovDir;
+    player->action_waiting = ACTION_DEFAULT;
 
-      if ((change->power <= CP_NON_DESTRUCTIVE  && !IS_FREE(ex, ey)) ||
-         (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
-         (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
-      {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
-      }
-    }
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
 
-    if (!change->only_complete || complete_change)
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+  if (tape.single_step && tape.recording && !tape.pausing)
+  {
+    /* as it is called "single step mode", just return to pause mode when the
+       player stopped moving after one tile (or never starts moving at all) */
+    if (!player->is_moving && !player->is_pushing)
     {
-      boolean something_has_changed = FALSE;
-
-      if (change->only_complete && change->use_random_change &&
-         RND(100) < change->random)
-       return FALSE;
+      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+      SnapField(player, 0, 0);                 /* stop snapping */
+    }
+  }
+}
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
-      {
-       int ex = x + xx - 1;
-       int ey = y + yy - 1;
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+  int left     = player_action & JOY_LEFT;
+  int right    = player_action & JOY_RIGHT;
+  int up       = player_action & JOY_UP;
+  int down     = player_action & JOY_DOWN;
+  int button1  = player_action & JOY_BUTTON_1;
+  int button2  = player_action & JOY_BUTTON_2;
+  int dx       = (left ? -1 : right ? 1 : 0);
+  int dy       = (up   ? -1 : down  ? 1 : 0);
 
-       if (can_change[xx][yy] && (!change->use_random_change ||
-                                  RND(100) < change->random))
-       {
-         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-           RemoveMovingField(ex, ey);
+  if (!player->active || tape.pausing)
+    return 0;
 
-         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+  if (player_action)
+  {
+    if (button1)
+      SnapField(player, dx, dy);
+    else
+    {
+      if (button2)
+       DropElement(player);
 
-         ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+      MovePlayer(player, dx, dy);
+    }
 
-         something_has_changed = TRUE;
+    CheckSingleStepMode(player);
 
-         /* for symmetry reasons, freeze newly created border elements */
-         if (ex != x || ey != y)
-           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
-       }
-      }
+    SetPlayerWaiting(player, FALSE);
 
-      if (something_has_changed)
-       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
-    }
+    return player_action;
   }
   else
   {
-    ChangeElementNowExt(x, y, change->target_element);
-
-    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
-  }
+    /* no actions for this player (no input at player's configured device) */
 
-  return TRUE;
-}
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
 
-static void ChangeElement(int x, int y, int page)
-{
-  int element = MovingOrBlocked2Element(x, y);
-  struct ElementInfo *ei = &element_info[element];
-  struct ElementChangeInfo *change = &ei->change_page[page];
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
 
-#if 0
-#ifdef DEBUG
-  if (!CAN_CHANGE(element))
-  {
-    printf("\n\n");
-    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
-          x, y, element, element_info[element].token_name);
-    printf("ChangeElement(): This should never happen!\n");
-    printf("\n\n");
-  }
-#endif
-#endif
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
 
-  if (ChangeDelay[x][y] == 0)          /* initialize element change */
-  {
-    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
-                        RND(change->delay_random * change->delay_frames)) + 1;
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+    CheckSingleStepMode(player);
 
-    if (change->pre_change_function)
-      change->pre_change_function(x, y);
+    return 0;
   }
+}
 
-  ChangeDelay[x][y]--;
+static void CheckLevelTime()
+{
+  int i;
 
-  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      AllPlayersGone = TRUE;
 
-    if (change->change_function)
-      change->change_function(x, y);
+      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;
   }
-  else                                 /* finish element change */
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
-    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
-      page = ChangePage[x][y];
-      ChangePage[x][y] = -1;
-    }
+      PlayerWins(local_player);
 
-#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 */
+      game_sp.GameOver = TRUE;
 
-      return;
+      AllPlayersGone = TRUE;
     }
 
-    if (ChangeElementNow(x, y, element, page))
-    {
-      if (change->post_change_function)
-       change->post_change_function(x, y);
-    }
+    if (game_sp.GameOver)                              /* game lost */
+      AllPlayersGone = TRUE;
   }
-}
-
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
-                                             int trigger_element,
-                                             int trigger_event,
-                                             int trigger_player,
-                                             int trigger_side,
-                                             int trigger_page)
-{
-  int i, j, x, y;
-
-  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
-    return FALSE;
 
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
-    int element = EL_CUSTOM_START + i;
+    TimeFrames = 0;
+    TapeTime++;
 
-    boolean change_element = FALSE;
-    int page = 0;
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
 
-    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-      continue;
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
+
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
+      }
+    }
 
-    for (j = 0; j < element_info[element].num_change_pages; j++)
+    if (!local_player->LevelSolved && !level.use_step_counter)
     {
-      struct ElementChangeInfo *change = &element_info[element].change_page[j];
+      TimePlayed++;
 
-      if (change->can_change &&
-         change->events & CH_EVENT_BIT(trigger_event) &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player &&
-         change->trigger_page & (1 << trigger_page) &&
-         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+      if (TimeLeft > 0)
       {
-#if 0
-       if (!(change->events & CH_EVENT_BIT(trigger_event)))
-         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
-                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
-#endif
+       TimeLeft--;
 
-       change_element = TRUE;
-       page = j;
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
-       break;
-      }
-    }
+#if 1
+       /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+          is reset from other values in UpdateGameDoorValues() -- FIX THIS */
 
-    if (!change_element)
-      continue;
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-    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;
+       /* (already called by UpdateAndDisplayGameControlValues() below) */
+       // DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
 #endif
 
-      if (Feld[x][y] == element)
+       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 (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
       {
-       ChangeDelay[x][y] = 1;
-       ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
-       ChangeElement(x, y, page);
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       /* (already called by UpdateAndDisplayGameControlValues() below) */
+       // DisplayGameControlValues();
       }
+#else
+      else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
+#endif
+
+      level.native_em_level->lev->time =
+       (game.no_time_limit ? TimePlayed : TimeLeft);
     }
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
 
-  return TRUE;
+#if 1
+  UpdateAndDisplayGameControlValues();
+#else
+  UpdateGameDoorValues();
+  DrawGameDoorValues();
+#endif
 }
 
-static boolean CheckElementChangeExt(int x, int y,
-                                    int element,
-                                    int trigger_event,
-                                    int trigger_player,
-                                    int trigger_side,
-                                    int trigger_page)
+void AdvanceFrameAndPlayerCounters(int player_nr)
 {
-  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-    return FALSE;
+  int i;
 
-  if (Feld[x][y] == EL_BLOCKED)
-  {
-    Blocked2Moving(x, y, &x, &y);
-    element = Feld[x][y];
-  }
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
 
-#if 1
-  if (trigger_page < 0)
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    boolean change_element = FALSE;
-    int i;
+    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+    int move_delay_value = stored_player[i].move_delay_value;
+    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
 
-    for (i = 0; i < element_info[element].num_change_pages; i++)
-    {
-      struct ElementChangeInfo *change = &element_info[element].change_page[i];
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
 
-      if (change->can_change &&
-         change->events & CH_EVENT_BIT(trigger_event) &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player)
-      {
-       change_element = TRUE;
-       trigger_page = i;
+#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);
 
-       break;
-      }
+      if (count % delay == 0)
+       move_frames = 1;
     }
+#endif
 
-    if (!change_element)
-      return FALSE;
-  }
-
-#else
+    stored_player[i].Frame += move_frames;
 
-  /* !!! this check misses pages with same event, but different side !!! */
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
 
-  if (trigger_page < 0)
-    trigger_page = element_info[element].event_page_nr[trigger_event];
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
 
-  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
-    return FALSE;
-#endif
+    /* due to bugs in previous versions, counter must count up, not down */
+    if (stored_player[i].push_delay != -1)
+      stored_player[i].push_delay++;
 
-  ChangeDelay[x][y] = 1;
-  ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
-  ChangeElement(x, y, trigger_page);
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
 
-  return TRUE;
+    if (stored_player[i].is_dropping_pressed)
+      stored_player[i].drop_pressed_delay++;
+  }
 }
 
-static void PlayPlayerSound(struct PlayerInfo *player)
+void StartGameActions(boolean init_network_game, boolean record_tape,
+                     int random_seed)
 {
-  int jx = player->jx, jy = player->jy;
-  int element = player->element_nr;
-  int last_action = player->last_action_waiting;
-  int action = player->action_waiting;
+  unsigned int new_random_seed = InitRND(random_seed);
 
-  if (player->is_waiting)
-  {
-    if (action != last_action)
-      PlayLevelSoundElementAction(jx, jy, element, action);
-    else
-      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
-  }
-  else
+  if (record_tape)
+    TapeStartRecording(new_random_seed);
+
+#if defined(NETWORK_AVALIABLE)
+  if (init_network_game)
   {
-    if (action != last_action)
-      StopSound(element_info[element].sound[last_action]);
+    SendToServer_StartPlaying();
 
-    if (last_action == ACTION_SLEEPING)
-      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+    return;
   }
+#endif
+
+  InitGame();
 }
 
-static void PlayAllPlayersSound()
+void GameActions()
 {
+  static unsigned int game_frame_delay = 0;
+  unsigned int game_frame_delay_value;
+  byte *recorded_player_action;
+  byte summarized_player_action = 0;
+  byte tape_action[MAX_PLAYERS];
   int i;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    if (stored_player[i].active)
-      PlayPlayerSound(&stored_player[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);
+
+    return;
+  }
 
-static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
-{
-  boolean last_waiting = player->is_waiting;
-  int move_dir = player->MovDir;
+  if (game.restart_level)
+    StartGameActions(options.network, setup.autorecord, level.random_seed);
 
-  player->last_action_waiting = player->action_waiting;
+  /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
 
-  if (is_waiting)
+      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;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
-    if (!last_waiting)         /* not waiting -> waiting */
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
-      player->is_waiting = TRUE;
+      PlayerWins(local_player);
 
-      player->frame_counter_bored =
-       FrameCounter +
-       game.player_boring_delay_fixed +
-       SimpleRND(game.player_boring_delay_random);
-      player->frame_counter_sleeping =
-       FrameCounter +
-       game.player_sleeping_delay_fixed +
-       SimpleRND(game.player_sleeping_delay_random);
+      game_sp.GameOver = TRUE;
 
-      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+      AllPlayersGone = TRUE;
     }
 
-    if (game.player_sleeping_delay_fixed +
-       game.player_sleeping_delay_random > 0 &&
-       player->anim_delay_counter == 0 &&
-       player->post_delay_counter == 0 &&
-       FrameCounter >= player->frame_counter_sleeping)
-      player->is_sleeping = TRUE;
-    else if (game.player_boring_delay_fixed +
-            game.player_boring_delay_random > 0 &&
-            FrameCounter >= player->frame_counter_bored)
-      player->is_bored = TRUE;
+    if (game_sp.GameOver)                              /* game lost */
+      AllPlayersGone = TRUE;
+  }
 
-    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
-                             player->is_bored ? ACTION_BORING :
-                             ACTION_WAITING);
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+    GameWon();
 
-    if (player->is_sleeping)
-    {
-      if (player->num_special_action_sleeping > 0)
-      {
-       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
-       {
-         int last_special_action = player->special_action_sleeping;
-         int num_special_action = player->num_special_action_sleeping;
-         int special_action =
-           (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
-            last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
-            last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
-            last_special_action + 1 : ACTION_SLEEPING);
-         int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+  if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+    TapeStop();
 
-         player->anim_delay_counter =
-           graphic_info[special_graphic].anim_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].anim_delay_random);
-         player->post_delay_counter =
-           graphic_info[special_graphic].post_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].post_delay_random);
+  if (game_status != GAME_MODE_PLAYING)                /* status might have changed */
+    return;
 
-         player->special_action_sleeping = special_action;
-       }
+  game_frame_delay_value =
+    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-       if (player->anim_delay_counter > 0)
-       {
-         player->action_waiting = player->special_action_sleeping;
-         player->anim_delay_counter--;
-       }
-       else if (player->post_delay_counter > 0)
-       {
-         player->post_delay_counter--;
-       }
-      }
-    }
-    else if (player->is_bored)
-    {
-      if (player->num_special_action_bored > 0)
-      {
-       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
-       {
-         int special_action =
-           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
-         int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+  if (tape.playing && tape.warp_forward && !tape.pausing)
+    game_frame_delay_value = 0;
 
-         player->anim_delay_counter =
-           graphic_info[special_graphic].anim_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].anim_delay_random);
-         player->post_delay_counter =
-           graphic_info[special_graphic].post_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].post_delay_random);
+  /* ---------- main game synchronization point ---------- */
 
-         player->special_action_bored = special_action;
-       }
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
-       if (player->anim_delay_counter > 0)
-       {
-         player->action_waiting = player->special_action_bored;
-         player->anim_delay_counter--;
-       }
-       else if (player->post_delay_counter > 0)
-       {
-         player->post_delay_counter--;
-       }
-      }
-    }
-  }
-  else if (last_waiting)       /* waiting -> not waiting */
+  if (network_playing && !network_player_action_received)
   {
-    player->is_waiting = FALSE;
-    player->is_bored = FALSE;
-    player->is_sleeping = FALSE;
+    /* try to get network player actions in time */
 
-    player->frame_counter_bored = -1;
-    player->frame_counter_sleeping = -1;
+#if defined(NETWORK_AVALIABLE)
+    /* last chance to get network player actions without main loop delay */
+    HandleNetworking();
+#endif
 
-    player->anim_delay_counter = 0;
-    player->post_delay_counter = 0;
+    /* game was quit by network peer */
+    if (game_status != GAME_MODE_PLAYING)
+      return;
 
-    player->action_waiting = ACTION_DEFAULT;
+    if (!network_player_action_received)
+      return;          /* failed to get network player actions in time */
 
-    player->special_action_bored = ACTION_DEFAULT;
-    player->special_action_sleeping = ACTION_DEFAULT;
+    /* do not yet reset "network_player_action_received" (for tape.pausing) */
   }
-}
 
-#if 1
-static byte PlayerActions(struct PlayerInfo *player, byte player_action)
-{
-#if 0
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-#endif
-  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
-  int left     = player_action & JOY_LEFT;
-  int right    = player_action & JOY_RIGHT;
-  int up       = player_action & JOY_UP;
-  int down     = player_action & JOY_DOWN;
-  int button1  = player_action & JOY_BUTTON_1;
-  int button2  = player_action & JOY_BUTTON_2;
-  int dx       = (left ? -1    : right ? 1     : 0);
-  int dy       = (up   ? -1    : down  ? 1     : 0);
+  if (tape.pausing)
+    return;
 
-#if 0
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
-#endif
+  /* at this point we know that we really continue executing the game */
 
-#if 0
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
+  network_player_action_received = FALSE;
 
-  if (!player->active || tape.pausing)
-    return 0;
+  /* when playing tape, read previously recorded player input from tape data */
+  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
-#if 0
-  printf("::: [%d %d %d %d] [%d %d]\n",
-        left, right, up, down, button1, button2);
+#if 1
+  /* TapePlayAction() may return NULL when toggling to "pause before death" */
+  if (tape.pausing)
+    return;
 #endif
 
-  if (player_action)
+  if (tape.set_centered_player)
   {
-#if 0
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+    game.centered_player_nr_next = tape.centered_player_nr_next;
+    game.set_centered_player = TRUE;
+  }
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    summarized_player_action |= stored_player[i].action;
+
+#if 1
+    if (!network_playing && (game.team_mode || tape.playing))
+      stored_player[i].effective_action = stored_player[i].action;
+#else
+    if (!network_playing)
+      stored_player[i].effective_action = stored_player[i].action;
 #endif
+  }
 
-#if 0
-    /* !!! TEST !!! */
-    if (player->MovPos == 0)
-      CheckGravityMovement(player);
+#if defined(NETWORK_AVALIABLE)
+  if (network_playing)
+    SendToServer_MovePlayer(summarized_player_action);
 #endif
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
-    {
-      if (button2)
-       dropped = DropElement(player);
 
-      moved = MovePlayer(player, dx, dy);
-    }
+  if (!options.network && !game.team_mode)
+    local_player->effective_action = summarized_player_action;
 
-    if (tape.single_step && tape.recording && !tape.pausing)
-    {
-      if (button1 || (dropped && !moved))
-      {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
-      }
-    }
+  if (tape.recording &&
+      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);
+  }
 
-    SetPlayerWaiting(player, FALSE);
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = recorded_player_action[i];
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    tape_action[i] = stored_player[i].effective_action;
 
 #if 1
-    return player_action;
+    /* (this may happen in the RND game engine if a player was not present on
+       the playfield on level start, but appeared later from a custom element */
+    if (tape.recording &&
+       setup.team_mode &&
+       tape_action[i] &&
+       !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;
 #else
-    stored_player_action[player->index_nr] = player_action;
+    /* (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 */
 #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) */
+  /* only record actions from input devices, but not programmed actions */
+  if (tape.recording)
+    TapeRecordAction(tape_action);
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+#if USE_NEW_PLAYER_ASSIGNMENTS
+#if 1
+  if (game.team_mode)
+#endif
+  {
+    byte mapped_action[MAX_PLAYERS];
 
-    if (player->MovPos == 0)
-      SetPlayerWaiting(player, TRUE);
+#if DEBUG_PLAYER_ACTIONS
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+#endif
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
+    for (i = 0; i < MAX_PLAYERS; i++)
+      mapped_action[i] = stored_player[map_player_action[i]].effective_action;
 
-    player->is_dropping = FALSE;
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = mapped_action[i];
 
-    return 0;
+#if DEBUG_PLAYER_ACTIONS
+    printf(" =>");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
+#endif
   }
-
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+#if DEBUG_PLAYER_ACTIONS
+  else
   {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
   }
 #endif
-}
-
-#else
-
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
-{
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
-  int left     = player_action & JOY_LEFT;
-  int right    = player_action & JOY_RIGHT;
-  int up       = player_action & JOY_UP;
-  int down     = player_action & JOY_DOWN;
-  int button1  = player_action & JOY_BUTTON_1;
-  int button2  = player_action & JOY_BUTTON_2;
-  int dx       = (left ? -1    : right ? 1     : 0);
-  int dy       = (up   ? -1    : down  ? 1     : 0);
+#endif
 
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
+#if 0
+  printf("::: summarized_player_action == %d\n",
+        local_player->effective_action);
+#endif
 
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
 
-  if (!player->active || tape.pausing)
-    return;
 
-  if (player_action)
-  {
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
 
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
+#if 0
+#if DEBUG_INIT_PLAYER
+    if (options.debug)
     {
-      if (button2)
-       dropped = DropElement(player);
-
-      moved = MovePlayer(player, dx, dy);
-    }
+      printf("Player status (final):\n");
 
-    if (tape.single_step && tape.recording && !tape.pausing)
-    {
-      if (button1 || (dropped && !moved))
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
-      }
-    }
+       struct PlayerInfo *player = &stored_player[i];
 
-    stored_player_action[player->index_nr] = player_action;
-  }
-  else
-  {
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+       printf("- player %d: present == %d, connected == %d, active == %d",
+              i + 1,
+              player->present,
+              player->connected,
+              player->active);
 
-    /* no actions for this player (no input at player's configured device) */
+       if (local_player == player)
+         printf(" (local player)");
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+       printf("\n");
+      }
+    }
+#endif
+#endif
 
-    if (player->MovPos == 0)
-      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
-  }
 
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
+    GameActions_EM_Main();
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    GameActions_SP_Main();
+  }
+  else
+  {
+    GameActions_RND();
   }
 }
-#endif
 
-void GameActions()
+void GameActions_EM_Main()
 {
-  static unsigned long action_delay = 0;
-  unsigned long action_delay_value;
-  int magic_wall_x = 0, magic_wall_y = 0;
-  int i, x, y, element, graphic;
-  byte *recorded_player_action;
-  byte summarized_player_action = 0;
-#if 1
-  byte tape_action[MAX_PLAYERS];
-#endif
-
-  if (game_status != GAME_MODE_PLAYING)
-    return;
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
 
-  action_delay_value =
-    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
 
-  if (tape.playing && tape.index_search && !tape.pausing)
-    action_delay_value = 0;
+  GameActions_EM(effective_action, warp_mode);
 
-  /* ---------- main game synchronization point ---------- */
+  CheckLevelTime();
 
-  WaitUntilDelayReached(&action_delay, action_delay_value);
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+}
 
-  if (network_playing && !network_player_action_received)
-  {
-    /*
-#ifdef DEBUG
-    printf("DEBUG: try to get network player actions in time\n");
-#endif
-    */
+void GameActions_SP_Main()
+{
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
 
-#if defined(PLATFORM_UNIX)
-    /* last chance to get network player actions without main loop delay */
-    HandleNetworking();
-#endif
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
 
-    if (game_status != GAME_MODE_PLAYING)
-      return;
+  GameActions_SP(effective_action, warp_mode);
 
-    if (!network_player_action_received)
-    {
-      /*
-#ifdef DEBUG
-      printf("DEBUG: failed to get network player actions in time\n");
-#endif
-      */
-      return;
-    }
-  }
+  CheckLevelTime();
 
-  if (tape.pausing)
-    return;
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+}
 
-#if 0
-  printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
+void GameActions_RND()
+{
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
 
-  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+  InitPlayfieldScanModeVars();
 
-#if 1
-  if (recorded_player_action != NULL)
-    for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].action = recorded_player_action[i];
+#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
 
-  for (i = 0; i < MAX_PLAYERS; i++)
+  if (game.set_centered_player)
   {
-    summarized_player_action |= stored_player[i].action;
+    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
 
-    if (!network_playing)
-      stored_player[i].effective_action = stored_player[i].action;
+    /* 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 defined(PLATFORM_UNIX)
-  if (network_playing)
-    SendToServer_MovePlayer(summarized_player_action);
-#endif
+  if (game.set_centered_player &&
+      ScreenMovPos == 0)       /* screen currently aligned at tile position */
+  {
+    int sx, sy;
 
-  if (!options.network && !setup.team_mode)
-    local_player->effective_action = summarized_player_action;
+    if (game.centered_player_nr_next == -1)
+    {
+      setScreenCenteredToAllPlayers(&sx, &sy);
+    }
+    else
+    {
+      sx = stored_player[game.centered_player_nr_next].jx;
+      sy = stored_player[game.centered_player_nr_next].jy;
+    }
 
-#if 1
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    tape_action[i] = stored_player[i].effective_action;
+    game.centered_player_nr = game.centered_player_nr_next;
+    game.set_centered_player = FALSE;
 
-    if (tape.recording && tape_action[i] && !tape.player_participates[i])
-      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+    DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+    DrawGameDoorValues();
   }
 
-  /* only save actions from input devices, but not programmed actions */
-  if (tape.recording)
-    TapeRecordAction(tape_action);
-#endif
-
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
@@ -7520,74 +12709,24 @@ void GameActions()
        - rnd_equinox_tetrachloride 048
        - rnd_equinox_tetrachloride_ii 096
        - rnd_emanuel_schmieg 002
+       - doctor_sloan_ww 001, 020
     */
     if (stored_player[i].MovPos == 0)
       CheckGravityMovement(&stored_player[i]);
 #endif
 
-#if 1
     /* overwrite programmed action with tape action */
     if (stored_player[i].programmed_action)
       actual_player_action = 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 downwards compatibility, the following code emulates a fixed bug that
+  /* for backwards compatibility, the following code emulates a fixed bug that
      occured when pushing elements (causing elements that just made their last
      pushing step to already (if possible) make their first falling step in the
      same game frame, which is bad); this code is also needed to use the famous
@@ -7595,11 +12734,7 @@ 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++)
     {
@@ -7607,32 +12742,50 @@ 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] = CE_BITMASK_DEFAULT;
-    ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
+
+    /* this must be handled before main playfield loop */
+    if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+       RemoveField(x, y);
+    }
+
+#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
     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
@@ -7649,18 +12802,20 @@ void GameActions()
       WasJustMoving[x][y]--;
     if (WasJustFalling[x][y] > 0)
       WasJustFalling[x][y]--;
+    if (CheckCollision[x][y] > 0)
+      CheckCollision[x][y]--;
+    if (CheckImpact[x][y] > 0)
+      CheckImpact[x][y]--;
 
     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))
@@ -7677,111 +12832,266 @@ void GameActions()
       }
     }
 #endif
-  }
+  }
+
+#if 0
+  debug_print_timestamp(0, "- time for pre-main loop:");
+#endif
+
+#if 0  // -------------------- !!! TEST ONLY !!! --------------------
+  SCAN_PLAYFIELD(x, y)
+  {
+    element = Feld[x][y];
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+#if 1
+    {
+#if 1
+      int element2 = element;
+      int graphic2 = graphic;
+#else
+      int element2 = Feld[x][y];
+      int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
+#endif
+      int last_gfx_frame = GfxFrame[x][y];
+
+      if (graphic_info[graphic2].anim_global_sync)
+       GfxFrame[x][y] = FrameCounter;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
+       GfxFrame[x][y] = CustomValue[x][y];
+      else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
+       GfxFrame[x][y] = element_info[element2].collect_score;
+      else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
+       GfxFrame[x][y] = ChangeDelay[x][y];
+
+      if (redraw && GfxFrame[x][y] != last_gfx_frame)
+       DrawLevelGraphicAnimation(x, y, graphic2);
+    }
+#else
+    ResetGfxFrame(x, y, TRUE);
+#endif
+
+#if 1
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+    SetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+  }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
+
+#if 0
+  debug_print_timestamp(0, "- time for TEST loop:     -->");
+#endif
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element = Feld[x][y];
+    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))
+    {
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+      continue;
+    }
+
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_CHANGING(x, y) &&
+       (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+    {
+      int page = element_info[element].event_page_nr[CE_DELAY];
+
+#if 1
+      HandleElementChange(x, y, page);
+#else
+      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]);
+    }
+
+#if 0  // ---------------------------------------------------------------------
+
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+    {
+      StartMoving(x, y);
+
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+      if (IS_GEM(element) || element == EL_SP_INFOTRON)
+       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;
+
+        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
 
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-  {
-    element = Feld[x][y];
-#if 1
-    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#else
-    graphic = el2img(element);
-#endif
+        case EL_GAME_OF_LIFE:
+        case EL_BIOMAZE:
+         Life(x, y);
+         break;
 
-#if 0
-    if (element == -1)
-    {
-      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+        case EL_EXIT_CLOSED:
+         CheckExit(x, y);
+         break;
 
-      element = graphic = 0;
-    }
-#endif
+        case EL_EM_EXIT_CLOSED:
+         CheckExitEM(x, y);
+         break;
 
-    if (graphic_info[graphic].anim_global_sync)
-      GfxFrame[x][y] = FrameCounter;
+        case EL_STEEL_EXIT_CLOSED:
+         CheckExitSteel(x, y);
+         break;
 
-    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
-       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
-      ResetRandomAnimationValue(x, y);
+        case EL_EM_STEEL_EXIT_CLOSED:
+         CheckExitSteelEM(x, y);
+         break;
 
-    SetRandomAnimationValue(x, y);
+        case EL_SP_EXIT_CLOSED:
+         CheckExitSP(x, y);
+         break;
 
-#if 1
-    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
+        case EL_EXPANDABLE_WALL_GROWING:
+        case EL_EXPANDABLE_STEELWALL_GROWING:
+         MauerWaechst(x, y);
+         break;
 
-    if (IS_INACTIVE(element))
-    {
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+        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;
 
-      continue;
-    }
+        case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+        case EL_EXPANDABLE_STEELWALL_VERTICAL:
+        case EL_EXPANDABLE_STEELWALL_ANY:
+         MauerAblegerStahl(x, y);
+         break;
 
-#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]);
-#else
-      ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
-#endif
+        case EL_FLAMES:
+         CheckForDragon(x, y);
+         break;
 
-      element = Feld[x][y];
-      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+        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;
+      }
     }
-#endif
+
+#else  // ---------------------------------------------------------------------
 
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
-#if 1
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
-      if (element == EL_MOLE)
-       printf("::: %d, %d, %d [%d]\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
-              GfxAction[x][y]);
-#endif
-#if 0
-      if (element == EL_YAMYAM)
-       printf("::: %d, %d, %d\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
 
       if (IS_ANIMATED(graphic) &&
          !IS_MOVING(x, y) &&
          !Stop[x][y])
-      {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 0
-       if (element == EL_BUG)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
-
-#if 0
-       if (element == EL_MOLE)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
-      }
-
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
-       EdelsteinFunkeln(x, y);
+       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 ||
@@ -7793,10 +13103,6 @@ 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_NORMAL);
-#endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
@@ -7811,31 +13117,43 @@ 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);
@@ -7850,7 +13168,10 @@ 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;
@@ -7859,30 +13180,27 @@ 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;
+    static unsigned int 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];
 
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
-          element == EL_SAND ||
+          CAN_GROW_INTO(element) ||
           element == EL_QUICKSAND_EMPTY ||
+          element == EL_QUICKSAND_FAST_EMPTY ||
           element == EL_ACID_SPLASH_LEFT ||
           element == EL_ACID_SPLASH_RIGHT))
       {
@@ -7904,16 +13222,16 @@ 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];
 
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
       else if (element == EL_EXPLOSION)
-       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeField[x][y] = EX_TYPE_NONE;
     }
 
     game.explosions_delayed = TRUE;
@@ -7929,6 +13247,10 @@ 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);
     }
@@ -7936,9 +13258,10 @@ 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];
 
@@ -7946,13 +13269,19 @@ 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);
          }
        }
 
@@ -7977,6 +13306,22 @@ 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];
@@ -7990,57 +13335,46 @@ void GameActions()
     }
   }
 
-  if (TimeFrames >= FRAMES_PER_SECOND)
+#if USE_DELAYED_GFX_REDRAW
+  SCAN_PLAYFIELD(x, y)
   {
-    TimeFrames = 0;
-    TapeTime++;
-
-    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++;
-
-      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--;
-       }
-      }
+      /* !!! 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)
+       DrawLevelFieldCrumbled(x, y);
 
-       DrawGameValue_Time(TimeLeft);
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+       DrawLevelFieldCrumbledNeighbours(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();
 
   if (options.debug)                   /* calculate frames per second */
   {
-    static unsigned long fps_counter = 0;
+    static unsigned int fps_counter = 0;
     static int fps_frames = 0;
-    unsigned long fps_delay_ms = Counter() - fps_counter;
+    unsigned int fps_delay_ms = Counter() - fps_counter;
 
     fps_frames++;
 
@@ -8055,44 +13389,23 @@ 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 1
-  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 (stored_player[i].drop_delay > 0)
-      stored_player[i].drop_delay--;
-  }
-#endif
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
 
-#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
+
+  /* use random number generator in every frame to make it less predictable */
+  if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+    RND(1);
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
@@ -8136,25 +13449,110 @@ static boolean AllPlayersInVisibleScreen()
 
 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
+
+#if NEW_TILESIZE
+#if NEW_SCROLL
+  int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
+#else
+  int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0);
+#endif
+#else
+#if NEW_SCROLL
+  int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0);
+#else
+  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+#endif
+#endif
 
+#if NEW_TILESIZE
+  BlitBitmap(drawto_field, drawto_field,
+            FX + TILEX_VAR * (dx == -1) - softscroll_offset,
+            FY + TILEY_VAR * (dy == -1) - softscroll_offset,
+            SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
+            FX + TILEX_VAR * (dx == 1) - softscroll_offset,
+            FY + TILEY_VAR * (dy == 1) - softscroll_offset);
+#else
   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
+#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++)
@@ -8164,109 +13562,81 @@ void ScrollLevel(int dx, int dy)
   redraw_mask |= REDRAW_FIELD;
 }
 
-static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
+static boolean canFallDown(struct PlayerInfo *player)
 {
-  int nextx = x + dx, nexty = y + dy;
+  int jx = player->jx, jy = player->jy;
+
+  return (IN_LEV_FIELD(jx, jy + 1) &&
+         (IS_FREE(jx, jy + 1) ||
+          (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+         IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
+         !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+}
+
+static boolean canPassField(int x, int y, int move_dir)
+{
+  int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+  int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+  int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
+  int nextx = x + dx;
+  int nexty = y + dy;
   int element = Feld[x][y];
 
-  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 (IS_PASSABLE_FROM(element, opposite_dir) &&
+         !CAN_MOVE(element) &&
+         IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+         IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+         (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
+}
 
-  return TRUE;
+static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+{
+  int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+  int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+  int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
+  int newx = x + dx;
+  int newy = y + dy;
+
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+         (IS_DIGGABLE(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
 }
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
+#if USE_PLAYER_GRAVITY
+  if (player->gravity && !player->programmed_action)
+#else
   if (game.gravity && !player->programmed_action)
+#endif
   {
-    int move_dir_horizontal = player->action & MV_HORIZONTAL;
-    int move_dir_vertical   = player->action & MV_VERTICAL;
-    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));
+    int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->effective_action & MV_VERTICAL;
+    boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
     int jx = player->jx, jy = player->jy;
-    int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
-    int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
-    int new_jx = jx + dx, new_jy = jy + dy;
-    boolean player_is_snapping = player->action & JOY_BUTTON_1;
-#if 1
-    boolean player_can_fall_down =
-      (IN_LEV_FIELD(jx, jy + 1) &&
-       (IS_FREE(jx, jy + 1) ||
-       (Feld[jx][jy + 1] == EL_ACID && level.player_can_fall_into_acid)));
-#else
-    boolean player_can_fall_down =
-      (IN_LEV_FIELD(jx, jy + 1) &&
-       (IS_FREE(jx, jy + 1)));
-#endif
     boolean player_is_moving_to_valid_field =
-      (
-#if 1
-       !player_is_snapping &&
-#endif
-       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 !!! */
-
-    boolean player_is_standing_on_valid_field =
-      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
-       (IS_WALKABLE(Feld[jx][jy]) &&
-       !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
-
-#if 0
-    printf("::: checking gravity NOW [%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));
-#endif
+      (!player_is_snapping &&
+       (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+       canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+    boolean player_can_fall_down = canFallDown(player);
 
     if (player_can_fall_down &&
-       !player_is_standing_on_valid_field &&
        !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 =
@@ -8291,48 +13661,51 @@ 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
+  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
+#endif
+
+#if !USE_FIXED_DONT_RUN_INTO
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-#endif
 
-  if (DONT_RUN_INTO(element))
+  /* (moved to DigField()) */
+  if (player_can_move && DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
@@ -8341,21 +13714,22 @@ 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;
+    return MP_NO_ACTION;       /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
 
   StorePlayer[jx][jy] = 0;
   player->last_jx = jx;
@@ -8364,44 +13738,37 @@ 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++;
 
-  player->drop_delay = 0;
-
   PlayerVisit[jx][jy] = FrameCounter;
 
-  ScrollPlayer(player, SCROLL_INIT);
-
-#if 0
-  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-  {
-    CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
-                                   leave_side);
-    CheckElementChangeSide(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]))
-  {
-    CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
-                                   CE_OTHER_GETS_ENTERED, enter_side);
-    CheckElementChangeSide(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;
 
@@ -8418,27 +13785,14 @@ 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)
+  if (player->move_delay > 0)
     return FALSE;
-#else
 
-#if 1
-  if (!FrameReached(&player->move_delay, player->move_delay_value))
-    return FALSE;
-#else
-  if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
-    return FALSE;
-#endif
+  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_NONE);
 
   /* remove the last programmed player action */
   player->programmed_action = 0;
@@ -8451,7 +13805,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     int original_move_delay_value = player->move_delay_value;
 
 #if DEBUG
-    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
           tape.counter);
 #endif
 
@@ -8462,7 +13816,9 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     {
       ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
-      FrameCounter++;
+
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+
       DrawAllPlayers();
       BackToFront();
     }
@@ -8470,6 +13826,8 @@ 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)))
@@ -8481,14 +13839,31 @@ 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)))
     {
@@ -8502,7 +13877,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     {
       if (jx != old_jx)                /* player has moved horizontally */
       {
-       if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+       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);
 
@@ -8514,13 +13889,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+       if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
            (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
          scroll_x = old_scroll_x;
       }
       else                     /* player has moved vertically */
       {
-       if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+       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);
 
@@ -8532,7 +13907,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
            (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
          scroll_y = old_scroll_y;
       }
@@ -8540,12 +13915,22 @@ 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);
@@ -8553,97 +13938,56 @@ 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 (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" */
+    TEST_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;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
 
-
-#if 1
-    {
-      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 = player->MovDir;
-      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-
-#if 1
-      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
-      {
-       CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
-                                         CE_OTHER_GETS_LEFT,
-                                         player->index_bit, leave_side);
-       CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
-                                CE_LEFT_BY_PLAYER,
-                                player->index_bit, leave_side);
-      }
-
-      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-      {
-       CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
-                                         CE_OTHER_GETS_ENTERED,
-                                         player->index_bit, enter_side);
-       CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
-                                player->index_bit, enter_side);
-      }
-#endif
-
-    }
+#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;
+
+    /* at this point, the player is allowed to move, but cannot move right now
+       (e.g. because of something blocking the way) -- ensure that the player
+       is also allowed to move in the next frame (in old versions before 3.1.1,
+       the player was forced to wait again for eight frames before next try) */
+
+    if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+      player->move_delay = 0;  /* allow direct movement in the next frame */
   }
 
+  if (player->move_delay == -1)                /* not yet initialized by DigField() */
+    player->move_delay = player->move_delay_value;
+
   if (game.engine_version < VERSION_IDENT(3,0,7,0))
   {
-    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesBadThing(jx, jy);
     TestIfPlayerTouchesCustomElement(jx, jy);
   }
 
   if (!player->active)
-    RemoveHero(player);
+    RemovePlayer(player);
 
   return moved;
 }
@@ -8654,44 +13998,81 @@ 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 (Feld[last_jx][last_jy] == EL_EMPTY)
-      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+    if ((player->block_last_field || player->block_delay_adjustment > 0) &&
+       Feld[last_jx][last_jy] == EL_EMPTY)
+    {
+      int last_field_block_delay = 0;  /* start with no blocking at all */
+      int block_delay_adjustment = player->block_delay_adjustment;
 
-#if 0
-    DrawPlayer(player);
+      /* if player blocks last field, add delay for exactly one move */
+      if (player->block_last_field)
+      {
+       last_field_block_delay += player->move_delay_value;
+
+       /* when blocking enabled, prevent moving up despite gravity */
+#if 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
+      }
 
+      /* add block delay adjustment (also possible when not blocking) */
+      last_field_block_delay += block_delay_adjustment;
+
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+      MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
+    }
+
+#if 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;
 
+#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);
+
+    /* before DrawPlayer() to draw correct player graphic for this case */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+  }
+#else
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
-  if (!player->block_last_field &&
-      Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-    Feld[last_jx][last_jy] = EL_EMPTY;
-
   /* 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--;
@@ -8705,123 +14086,117 @@ 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 (player->block_last_field &&
-       Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-      Feld[last_jx][last_jy] = EL_EMPTY;
 
     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 0
-    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
+    /* this breaks one level: "machine", level 000 */
     {
-      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 = player->MovDir;
-      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+      int enter_side = MV_DIR_OPPOSITE(move_direction);
+      int leave_side = move_direction;
       int old_jx = last_jx;
       int old_jy = last_jy;
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
 
-#if 1
-      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
-      {
-       CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
-                                         CE_OTHER_GETS_LEFT,
+      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);
-       CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
-                                CE_LEFT_BY_PLAYER,
-                                player->index_bit, leave_side);
-      }
 
-      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-      {
-       CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
-                                         CE_OTHER_GETS_ENTERED,
+      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);
-       CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
-                                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
-      TestIfElementTouchesCustomElement(jx, jy);       /* for empty space */
-#endif
+
+      /* needed because pushed element has not yet reached its destination,
+        so it would trigger a change event at its previous field location */
+      if (!player->is_pushing)
+       TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
 
       if (!player->active)
-       RemoveHero(player);
+       RemovePlayer(player);
     }
 
-    if (level.use_step_counter)
+    if (!local_player->LevelSolved && level.use_step_counter)
     {
       int i;
 
       TimePlayed++;
 
-      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 (TimeLeft > 0)
       {
        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 (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       DisplayGameControlValues();
       }
-      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+#else
+      else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
+#endif
     }
 
     if (tape.single_step && tape.recording && !tape.pausing &&
@@ -8832,7 +14207,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 
 void ScrollScreen(struct PlayerInfo *player, int mode)
 {
-  static unsigned long screen_frame_counter = 0;
+  static unsigned int screen_frame_counter = 0;
 
   if (mode == SCROLL_INIT)
   {
@@ -8855,7 +14230,7 @@ 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)
@@ -8896,7 +14271,7 @@ 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);
 
@@ -8909,34 +14284,165 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       else
        continue;               /* center and border element do not touch */
 
-      CheckTriggeredElementChangePlayer(xx, yy, border_element,
-                                       CE_OTHER_GETS_TOUCHED,
-                                       player->index_bit, border_side);
-      CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
-                              player->index_bit, border_side);
+      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);
+
+#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);
 
-      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
-      {
-       if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
-         continue;             /* center and border element do not touch */
-      }
+      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+      {
+       if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+         continue;             /* center and border element do not touch */
+      }
+
+      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);
+
+#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;
+    }
+  }
+}
+
+#if USE_ELEMENT_TOUCHING_BUGFIX
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    /* 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 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 border_element;
+
+    border_element_old[i] = -1;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    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 */
+
+    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;
 
-      CheckTriggeredElementChangePlayer(x, y, center_element,
-                                       CE_OTHER_GETS_TOUCHED,
-                                       player->index_bit, center_side);
-      CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
-                              player->index_bit, center_side);
+    /* 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);
 
-      break;
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+    if (IS_PLAYER(xx, yy))
+    {
+      /* 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
   }
 }
 
-void TestIfElementTouchesCustomElement(int x, int y)
+#else
+
+void TestIfElementTouchesCustomElement_OLD(int x, int y)
 {
   static int xy[4][2] =
   {
@@ -8961,9 +14467,8 @@ void TestIfElementTouchesCustomElement(int x, int y)
     MV_LEFT | MV_RIGHT
   };
   boolean change_center_element = FALSE;
-  int center_element_change_page = 0;
   int center_element = Feld[x][y];     /* should always be non-moving! */
-  int i, j;
+  int i;
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
@@ -8986,163 +14491,74 @@ void TestIfElementTouchesCustomElement(int x, int y)
       continue;                        /* center and border element do not touch */
 
     /* check for change of center element (but change it only once) */
-    if (IS_CUSTOM_ELEMENT(center_element) &&
-       HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
-       !change_center_element)
-    {
-      for (j = 0; j < element_info[center_element].num_change_pages; j++)
-      {
-       struct ElementChangeInfo *change =
-         &element_info[center_element].change_page[j];
-
-       if (change->can_change &&
-           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
-           change->trigger_side & border_side &&
-#if 1
-           IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
-#else
-           change->trigger_element == border_element
-#endif
-           )
-       {
-         change_center_element = TRUE;
-         center_element_change_page = j;
-
-         break;
-       }
-      }
-    }
+    if (!change_center_element)
+      change_center_element =
+       CheckElementChangeBySide(x, y, center_element, border_element,
+                                CE_TOUCHING_X, border_side);
 
     /* check for change of border element */
-    if (IS_CUSTOM_ELEMENT(border_element) &&
-       HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
-    {
-      for (j = 0; j < element_info[border_element].num_change_pages; j++)
-      {
-       struct ElementChangeInfo *change =
-         &element_info[border_element].change_page[j];
-
-       if (change->can_change &&
-           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
-           change->trigger_side & center_side &&
-#if 1
-           IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
-#else
-           change->trigger_element == center_element
-#endif
-           )
-       {
-         CheckElementChangePage(xx, yy, border_element, CE_OTHER_IS_TOUCHING,
-                                j);
-         break;
-       }
-      }
-    }
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
   }
-
-  if (change_center_element)
-    CheckElementChangePage(x, y, center_element, CE_OTHER_IS_TOUCHING,
-                          center_element_change_page);
 }
 
+#endif
+
 void TestIfElementHitsCustomElement(int x, int y, int direction)
 {
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
-#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
+  int touched_element;
 
   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
     return;
 
-#if 0
-  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
-    return;
-#endif
-
-  CheckElementChangeSide(x, y, hitting_element, CE_HITTING_SOMETHING,
-                        direction);
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
 
   if (IN_LEV_FIELD(hitx, hity))
   {
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
-    int touched_element = MovingOrBlocked2Element(hitx, hity);
-#if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
                          ABS(MovPos[hitx][hity]) <= TILEY / 2);
 
     object_hit = TRUE;
-#endif
 
     if (object_hit)
     {
-      int i;
+      CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                              CE_HITTING_X, touched_side);
 
-      CheckElementChangeSide(hitx, hity, touched_element, CE_HIT_BY_SOMETHING,
-                            opposite_direction);
-
-      if (IS_CUSTOM_ELEMENT(hitting_element) &&
-         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
-      {
-       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[hitting_element].change_page[i];
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_X, hitting_side);
 
-         if (change->can_change &&
-             change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
-             change->trigger_side & touched_side &&
-         
-#if 1
-             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
-             change->trigger_element == touched_element
-#endif
-             )
-         {
-           CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_HITTING,
-                                  i);
-           break;
-         }
-       }
-      }
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_SOMETHING, opposite_direction);
 
-      if (IS_CUSTOM_ELEMENT(touched_element) &&
-         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+#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->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
-             change->trigger_side & hitting_side &&
-#if 1
-             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
-             change->trigger_element == hitting_element
-#endif
-             )
-         {
-           CheckElementChangePage(hitx, hity, touched_element,
-                                  CE_OTHER_GETS_HIT, 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
     }
   }
+
+  /* "hitting something" is also true when hitting the playfield border */
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          CE_HITTING_SOMETHING, direction);
 }
 
 #if 0
@@ -9152,6 +14568,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
+  int touched_element;
 #if 0
   boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
                        !IS_FREE(hitx, hity) &&
@@ -9168,15 +14585,20 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
     return;
 #endif
 
-  CheckElementChangeSide(x, y, hitting_element, EP_CAN_SMASH_EVERYTHING,
-                        direction);
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          EP_CAN_SMASH_EVERYTHING, direction);
 
   if (IN_LEV_FIELD(hitx, hity))
   {
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
+#if 0
     int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
 #if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
@@ -9189,59 +14611,14 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
     {
       int i;
 
-      CheckElementChangeSide(hitx, hity, touched_element,
-                            CE_SMASHED_BY_SOMETHING, opposite_direction);
-
-      if (IS_CUSTOM_ELEMENT(hitting_element) &&
-         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
-      {
-       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[hitting_element].change_page[i];
-
-         if (change->can_change &&
-             change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
-             change->trigger_side & touched_side &&
-         
-#if 1
-             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
-             change->trigger_element == touched_element
-#endif
-             )
-         {
-           CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_SMASHING,
-                                  i);
-           break;
-         }
-       }
-      }
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_SMASHED_BY_SOMETHING, opposite_direction);
 
-      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];
+      CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                              CE_OTHER_IS_SMASHING, touched_side);
 
-         if (change->can_change &&
-             change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
-             change->trigger_side & hitting_side &&
-#if 1
-             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
-             change->trigger_element == hitting_element
-#endif
-             )
-         {
-           CheckElementChangePage(hitx, hity, touched_element,
-                                  CE_OTHER_GETS_SMASHED, i);
-           break;
-         }
-       }
-      }
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_OTHER_GETS_SMASHED, hitting_side);
     }
   }
 }
@@ -9250,6 +14627,8 @@ 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] =
   {
     { 0, -1 },
@@ -9271,17 +14650,14 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 
     test_x = good_x + test_xy[i][0];
     test_y = good_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
     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
@@ -9291,6 +14667,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       kill_x = test_x;
       kill_y = test_y;
+      bad_element = test_element;
+
       break;
     }
   }
@@ -9301,10 +14679,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
-      if (player->shield_deadly_time_left > 0)
+      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);
+       KillPlayer(player);
     }
     else
       Bang(good_x, good_y);
@@ -9346,11 +14725,12 @@ 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];
 
@@ -9376,12 +14756,14 @@ 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;
       }
     }
@@ -9393,44 +14775,102 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-      if (player->shield_deadly_time_left > 0)
+      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))
+       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);
+       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)
@@ -9467,13 +14907,35 @@ 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;
 
@@ -9481,41 +14943,60 @@ 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;
@@ -9526,6 +15007,9 @@ 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;
@@ -9537,6 +15021,27 @@ 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()
@@ -9574,725 +15079,843 @@ 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)
 {
-  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  */
-  };
-#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);
-  int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
+  int dig_side = MV_DIR_OPPOSITE(move_direction);
   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 (player->MovPos == 0)
+  if (is_player)               /* function can also be called by EL_PENGUIN */
   {
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
+
+    if (player->MovPos == 0)   /* last pushing move finished */
+      player->is_pushing = FALSE;
+
+    if (mode == DF_NO_PUSH)    /* player just stopped pushing */
+    {
+      player->is_switching = FALSE;
+      player->push_delay = -1;
+
+      return MP_NO_ACTION;
+    }
   }
 
-  if (player->MovPos == 0)     /* last pushing move finished */
-    player->is_pushing = FALSE;
+#if !USE_FIXED_DONT_RUN_INTO
+  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+    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];
+
+  /* in case of element dropped at player position, check background */
+  else if (Back[jx][jy] != EL_EMPTY &&
+          game.engine_version >= VERSION_IDENT(2,2,0,0))
+    old_element = Back[jx][jy];
+
+  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
 
-  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+#if USE_FIXED_DONT_RUN_INTO
+  if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
   {
-    player->is_switching = FALSE;
-    player->push_delay = 0;
+    SplashAcid(x, y);
+
+    Feld[jx][jy] = player->artwork_element;
+    InitMovingField(jx, jy, MV_DOWN);
+    Store[jx][jy] = EL_ACID;
+    ContinueMoving(jx, jy);
+    BuryPlayer(player);
+
+    return MP_DONT_RUN_INTO;
+  }
+#endif
+
+#if USE_FIXED_DONT_RUN_INTO
+  if (player_can_move && DONT_RUN_INTO(element))
+  {
+    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
 
-    return MF_NO_ACTION;
+    return MP_DONT_RUN_INTO;
   }
+#endif
 
+#if USE_FIXED_DONT_RUN_INTO
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
+#endif
 
-#if 0
+#if !USE_FIXED_DONT_RUN_INTO
+  element = Feld[x][y];
+#endif
 
-#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 }
-    };
+  collect_count = element_info[element].collect_count_initial;
 
-    while (tube_leave_directions[i][0] != tube_element)
-    {
-      i++;
-      if (tube_leave_directions[i][0] == -1)   /* should not happen */
-       break;
-    }
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MP_NO_ACTION;
+
+  if (game.engine_version < VERSION_IDENT(2,2,0,0))
+    player_can_move = player_can_move_or_snap;
+
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
+  {
+    CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                       player->index_bit, dig_side);
+
+    if (element == EL_DC_LANDMINE)
+      Bang(x, y);
+
+    if (Feld[x][y] != element)         /* field changed by snapping */
+      return MP_ACTION;
 
-    if (!(tube_leave_directions[i][1] & move_direction))
-      return MF_NO_ACTION;     /* tube has no opening in this direction */
+    return MP_NO_ACTION;
   }
 
+#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
 
-  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
-    old_element = Back[jx][jy];
+  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
+            element == EL_EM_EXIT_OPENING ||
 #endif
+            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 (IS_WALKABLE(old_element) &&
-      !(element_info[old_element].access_direction & move_direction))
-    return MF_NO_ACTION;       /* field has no opening in this direction */
-
-  element = Feld[x][y];
+    /* 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 (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0,0))
-    return MF_NO_ACTION;
+    if (CAN_MOVE(element))     /* only fixed elements can be passed! */
+      return MP_NO_ACTION;
 
-  switch (element)
-  {
-    case EL_SP_PORT_LEFT:
-    case EL_SP_PORT_RIGHT:
-    case EL_SP_PORT_UP:
-    case EL_SP_PORT_DOWN:
-    case EL_SP_PORT_HORIZONTAL:
-    case EL_SP_PORT_VERTICAL:
-    case EL_SP_PORT_ANY:
-    case EL_SP_GRAVITY_PORT_LEFT:
-    case EL_SP_GRAVITY_PORT_RIGHT:
-    case EL_SP_GRAVITY_PORT_UP:
-    case EL_SP_GRAVITY_PORT_DOWN:
-#if 1
-      if (!canEnterSupaplexPort(x, y, dx, dy))
-       return MF_NO_ACTION;
-#else
-      if ((dx == -1 &&
-          element != EL_SP_PORT_LEFT &&
-          element != EL_SP_GRAVITY_PORT_LEFT &&
-          element != EL_SP_PORT_HORIZONTAL &&
-          element != EL_SP_PORT_ANY) ||
-         (dx == +1 &&
-          element != EL_SP_PORT_RIGHT &&
-          element != EL_SP_GRAVITY_PORT_RIGHT &&
-          element != EL_SP_PORT_HORIZONTAL &&
-          element != EL_SP_PORT_ANY) ||
-         (dy == -1 &&
-          element != EL_SP_PORT_UP &&
-          element != EL_SP_GRAVITY_PORT_UP &&
-          element != EL_SP_PORT_VERTICAL &&
-          element != EL_SP_PORT_ANY) ||
-         (dy == +1 &&
-          element != EL_SP_PORT_DOWN &&
-          element != EL_SP_GRAVITY_PORT_DOWN &&
-          element != EL_SP_PORT_VERTICAL &&
-          element != EL_SP_PORT_ANY) ||
-         !IN_LEV_FIELD(nextx, nexty) ||
-         !IS_FREE(nextx, nexty))
-       return MF_NO_ACTION;
-#endif
+    if (IS_EM_GATE(element))
+    {
+      if (!player->key[EM_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EM_GATE_GRAY(element))
+    {
+      if (!player->key[EM_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EM_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE(element))
+    {
+      if (!player->key[EMC_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (element == EL_DC_GATE_WHITE ||
+            element == EL_DC_GATE_WHITE_GRAY ||
+            element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+    {
+      if (player->num_white_keys == 0)
+       return MP_NO_ACTION;
 
+      player->num_white_keys--;
+    }
+    else if (IS_SP_PORT(element))
+    {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
-       game.gravity = !game.gravity;
-
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-#if 1
-      if (player->move_delay_reset_counter == 0)
-      {
-       player->move_delay_reset_counter = 2;   /* two double speed steps */
-
-       DOUBLE_PLAYER_SPEED(player);
-      }
+#if USE_PLAYER_GRAVITY
+       player->gravity = !player->gravity;
 #else
-      player->move_delay_reset_counter = 2;
-
-      DOUBLE_PLAYER_SPEED(player);
+       game.gravity = !game.gravity;
 #endif
-
-#if 0
-      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+      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
+       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
+       game.gravity = FALSE;
 #endif
+    }
 
-      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
-      break;
+    /* automatically move to the next field with double speed */
+    player->programmed_action = move_direction;
 
-#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 (player->move_delay_reset_counter == 0)
+    {
+      player->move_delay_reset_counter = 2;    /* two double speed steps */
 
-       if (!(tube_enter_directions[i][1] & move_direction))
-         return MF_NO_ACTION;  /* tube has no opening in this direction */
+      DOUBLE_PLAYER_SPEED(player);
+    }
 
-       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
-      }
-      break;
-#endif
+    PlayLevelSoundAction(x, y, ACTION_PASSING);
+  }
+  else if (player_can_move_or_snap && IS_DIGGABLE(element))
+  {
+    RemoveField(x, y);
 
-    default:
+    if (mode != DF_SNAP)
+    {
+      GfxElement[x][y] = GFX_ELEMENT(element);
+      player->is_digging = TRUE;
+    }
 
-      if (IS_WALKABLE(element))
-      {
-       int sound_action = ACTION_WALKING;
+    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
-       if (!(element_info[element].access_direction & opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                       player->index_bit, dig_side);
 
-       if (element >= EL_GATE_1 && element <= EL_GATE_4)
-       {
-         if (!player->key[element - EL_GATE_1])
-           return MF_NO_ACTION;
-       }
-       else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
-       {
-         if (!player->key[element - EL_GATE_1_GRAY])
-           return MF_NO_ACTION;
-       }
-       else if (element == EL_EXIT_OPEN ||
-                element == EL_SP_EXIT_OPEN ||
-                element == EL_SP_EXIT_OPENING)
-       {
-         sound_action = ACTION_PASSING;        /* player is passing exit */
-       }
-       else if (element == EL_EMPTY)
-       {
-         sound_action = ACTION_MOVING;         /* nothing to walk on */
-       }
+    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
 
-       /* play sound from background or player, whatever is available */
-       if (element_info[element].sound[sound_action] != SND_UNDEFINED)
-         PlayLevelSoundElementAction(x, y, element, sound_action);
-       else
-         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+      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);
 
-       break;
-      }
-      else if (IS_PASSABLE(element))
-      {
-       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-         return MF_NO_ACTION;
+    if (is_player && mode != DF_SNAP)
+    {
+      GfxElement[x][y] = element;
+      player->is_collecting = TRUE;
+    }
 
-       if (IS_CUSTOM_ELEMENT(element) &&
-           !(element_info[element].access_direction & opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
+    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 1
-       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
-         return MF_NO_ACTION;
+      game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Time(TimeLeft);
 #endif
+    }
+    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;
 
-       if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
-       {
-         if (!player->key[element - EL_EM_GATE_1])
-           return MF_NO_ACTION;
-       }
-       else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
-       {
-         if (!player->key[element - EL_EM_GATE_1_GRAY])
-           return MF_NO_ACTION;
-       }
+      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;
 
-       /* 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 */
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DC_KEY_WHITE)
+    {
+      player->num_white_keys++;
 
-         DOUBLE_PLAYER_SPEED(player);
-       }
-#else
-       player->move_delay_reset_counter = 2;
+      /* 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;
 
-       DOUBLE_PLAYER_SPEED(player);
-#endif
+      RedrawAllInvisibleElementsForLenses();
+    }
+    else if (element == EL_EMC_MAGNIFIER)
+    {
+      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
 
-       PlayLevelSoundAction(x, y, ACTION_PASSING);
+      RedrawAllInvisibleElementsForMagnifier();
+    }
+    else if (IS_DROPPABLE(element) ||
+            IS_THROWABLE(element))     /* can be collected and dropped */
+    {
+      int i;
 
-       break;
-      }
-      else if (IS_DIGGABLE(element))
-      {
-       RemoveField(x, y);
+      if (collect_count == 0)
+       player->inventory_infinite_element = element;
+      else
+       for (i = 0; i < collect_count; i++)
+         if (player->inventory_size < MAX_INVENTORY_SIZE)
+           player->inventory_element[player->inventory_size++] = element;
+
+      DrawGameDoorValues();
+    }
+    else if (collect_count > 0)
+    {
+      local_player->gems_still_needed -= collect_count;
+      if (local_player->gems_still_needed < 0)
+       local_player->gems_still_needed = 0;
 
-       if (mode != DF_SNAP)
-       {
 #if 1
-         GfxElement[x][y] = GFX_ELEMENT(element);
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
 #else
-         GfxElement[x][y] =
-           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
 #endif
-         player->is_digging = TRUE;
-       }
+    }
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+    RaiseScoreElement(element);
+    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
-                                         player->index_bit, CH_SIDE_ANY);
+    if (is_player)
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
+                                         player->index_bit, dig_side);
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+    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
 
-       break;
-      }
-      else if (IS_COLLECTIBLE(element))
-      {
-       RemoveField(x, y);
+      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 (CAN_FALL(element) && dy)
+      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 MP_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;
+
+    /* 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 (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 (mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_collecting = TRUE;
-       }
+    player->is_pushing = TRUE;
+    player->is_active = TRUE;
 
-       if (element == EL_SPEED_PILL)
-         player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-       else if (element == EL_EXTRA_TIME && level.time > 0)
-       {
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
-       }
-       else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
-       {
-         player->shield_normal_time_left += 10;
-         if (element == EL_SHIELD_DEADLY)
-           player->shield_deadly_time_left += 10;
-       }
-       else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
-       {
-         if (player->inventory_size < MAX_INVENTORY_SIZE)
-           player->inventory_element[player->inventory_size++] = element;
+    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;
 
-         DrawGameValue_Dynamite(local_player->inventory_size);
-       }
-       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
-       {
-         player->dynabomb_count++;
-         player->dynabombs_left++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_SIZE)
-       {
-         player->dynabomb_size++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_POWER)
-       {
-         player->dynabomb_xl = TRUE;
-       }
-       else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
-                (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
-       {
-         int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
-                       element - EL_KEY_1 : element - EL_EM_KEY_1);
+    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+      return MP_NO_ACTION;
 
-         player->key[key_nr] = TRUE;
+    if (player->push_delay == -1)      /* new pushing; restart delay */
+      player->push_delay = 0;
 
-         DrawGameValue_Keys(player);
+    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;
 
-         redraw_mask |= REDRAW_DOOR_1;
-       }
-       else if (IS_ENVELOPE(element))
-       {
-#if 1
-         player->show_envelope = element;
-#else
-         ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
-       }
-       else if (IS_DROPPABLE(element)) /* can be collected and dropped */
-       {
-         int i;
+      return MP_NO_ACTION;
+    }
 
-         if (element_info[element].collect_count == 0)
-           player->inventory_infinite_element = element;
-         else
-           for (i = 0; i < element_info[element].collect_count; i++)
-             if (player->inventory_size < MAX_INVENTORY_SIZE)
-               player->inventory_element[player->inventory_size++] = element;
+    if (IS_CUSTOM_ELEMENT(element) &&
+       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+    {
+      if (!DigFieldByCE(nextx, nexty, element))
+       return MP_NO_ACTION;
+    }
 
-         DrawGameValue_Dynamite(local_player->inventory_size);
-       }
-       else if (element_info[element].collect_count > 0)
-       {
-         local_player->gems_still_needed -=
-           element_info[element].collect_count;
-         if (local_player->gems_still_needed < 0)
-           local_player->gems_still_needed = 0;
+    if (IS_SB_ELEMENT(element))
+    {
+      if (element == EL_SOKOBAN_FIELD_FULL)
+      {
+       Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed++;
+      }
 
-         DrawGameValue_Emeralds(local_player->gems_still_needed);
-       }
+      if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+      {
+       Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed--;
+      }
 
-       RaiseScoreElement(element);
-       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+      Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-       CheckTriggeredElementChangePlayer(x, y, element,
-                                         CE_OTHER_GETS_COLLECTED,
-                                         player->index_bit, CH_SIDE_ANY);
+      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 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+      if (local_player->sokobanfields_still_needed == 0 &&
+         (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+#else
+      if (local_player->sokobanfields_still_needed == 0 &&
+         game.emulation == EMU_SOKOBAN)
 #endif
+      {
+       PlayerWins(player);
 
-       break;
+       PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
       }
-      else if (IS_PUSHABLE(element))
-      {
-       if (mode == DF_SNAP && element != EL_BD_ROCK)
-         return MF_NO_ACTION;
+    }
+    else
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-       if (CAN_FALL(element) && dy)
-         return MF_NO_ACTION;
+    InitMovingField(x, y, move_direction);
+    GfxAction[x][y] = ACTION_PUSHING;
 
-       if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
-           !(element == EL_SPRING && level.use_spring_bug))
-         return MF_NO_ACTION;
+    if (mode == DF_SNAP)
+      ContinueMoving(x, y);
+    else
+      MovPos[x][y] = (dx != 0 ? dx : dy);
 
-#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
+    Pushed[x][y] = TRUE;
+    Pushed[nextx][nexty] = TRUE;
 
-#if 1
-       /* do not push elements already moving away faster than player */
-       if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
-           ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
-         return MF_NO_ACTION;
-#else
-       if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
-         return MF_NO_ACTION;
-#endif
+    if (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 1
-       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);
-       }
+    /* 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);
 
-       /*
-       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
-            !player_is_pushing))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       */
-#else
-       if (!player->is_pushing &&
-           game.engine_version >= VERSION_IDENT(2,2,0,7))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#endif
+      return MP_ACTION;
+    }
 
-#if 0
-       printf("::: push delay: %ld [%d, %d] [%d]\n",
-              player->push_delay_value, FrameCounter, game.engine_version,
-              player->is_pushing);
-#endif
+    player->is_switching = TRUE;
+    player->switch_x = x;
+    player->switch_y = y;
+
+    PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-       player->is_pushing = TRUE;
+    if (element == EL_ROBOT_WHEEL)
+    {
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+      ZX = x;
+      ZY = y;
 
-       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;
+      game.robot_wheel_active = TRUE;
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_SP_TERMINAL)
+    {
+      int xx, yy;
 
-       if (player->push_delay == 0)    /* new pushing; restart delay */
-         player->push_delay = FrameCounter;
+      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 (!FrameReached(&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 = INITIAL_MOVE_DELAY_OFF;
+      ResetGfxAnimation(x, y);
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_TIME_ORB_FULL)
+    {
+      Feld[x][y] = EL_TIME_ORB_EMPTY;
 
-         return MF_NO_ACTION;
-       }
+      if (level.time > 0 || level.use_time_orb_bug)
+      {
+       TimeLeft += level.time_orb_time;
+       game.no_time_limit = FALSE;
 
-#if 0
-       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+#if 1
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
-       if (IS_SB_ELEMENT(element))
-       {
-         if (element == EL_SOKOBAN_FIELD_FULL)
-         {
-           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed++;
-         }
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
+#endif
+      }
 
-         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
-         {
-           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed--;
-         }
+      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;
 
-         Feld[x][y] = EL_SOKOBAN_OBJECT;
+      game.ball_state = !game.ball_state;
 
-         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);
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       int e = Feld[xx][yy];
 
-         if (local_player->sokobanfields_still_needed == 0 &&
-             game.emulation == EMU_SOKOBAN)
-         {
-           player->LevelSolved = player->GameOver = TRUE;
-           PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
-         }
+       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
-         PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+       {
+         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);
+       }
+      }
+    }
 
-       InitMovingField(x, y, move_direction);
-       GfxAction[x][y] = ACTION_PUSHING;
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                       player->index_bit, dig_side);
 
-       if (mode == DF_SNAP)
-         ContinueMoving(x, y);
-       else
-         MovPos[x][y] = (dx != 0 ? dx : dy);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                       player->index_bit, dig_side);
 
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][nexty] = TRUE;
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
 
-       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 */
+    return MP_ACTION;
+  }
+  else
+  {
+    if (!PLAYER_SWITCHING(player, x, y))
+    {
+      player->is_switching = TRUE;
+      player->switch_x = x;
+      player->switch_y = y;
 
-       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
-                                         player->index_bit, dig_side);
-       CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
                                 player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                         player->index_bit, dig_side);
 
-       break;
-      }
-      else if (IS_SWITCHABLE(element))
-      {
-       if (PLAYER_SWITCHING(player, x, y))
-         return MF_ACTION;
+      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);
+    }
 
-       player->is_switching = TRUE;
-       player->switch_x = x;
-       player->switch_y = 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);
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+    return MP_NO_ACTION;
+  }
 
-       if (element == EL_ROBOT_WHEEL)
-       {
-         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-         ZX = x;
-         ZY = y;
+  player->push_delay = -1;
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_SP_TERMINAL)
-       {
-         int xx, yy;
+  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;
+    }
+  }
 
-         for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
-         {
-           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
-             Bang(xx, yy);
-           else if (Feld[xx][yy] == EL_SP_TERMINAL)
-             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
-         }
-       }
-       else if (IS_BELT_SWITCH(element))
-       {
-         ToggleBeltSwitch(x, y);
-       }
-       else if (element == EL_SWITCHGATE_SWITCH_UP ||
-                element == EL_SWITCHGATE_SWITCH_DOWN)
-       {
-         ToggleSwitchgateSwitch(x, y);
-       }
-       else if (element == EL_LIGHT_SWITCH ||
-                element == EL_LIGHT_SWITCH_ACTIVE)
-       {
-         ToggleLightSwitch(x, y);
+  return MP_MOVING;
+}
 
-#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--;
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+  int element = Feld[x][y];
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_TIME_ORB_FULL)
-       {
-         Feld[x][y] = EL_TIME_ORB_EMPTY;
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
+  if (!IS_FREE(x, y))
+  {
+    int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+                 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+                 ACTION_BREAKING);
 
-         DrawLevelField(x, y);
+    /* no element can dig solid indestructible elements */
+    if (IS_INDESTRUCTIBLE(element) &&
+       !IS_DIGGABLE(element) &&
+       !IS_COLLECTIBLE(element))
+      return FALSE;
 
-#if 0
-         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#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]]--;
+    }
 
-       return MF_ACTION;
-      }
-      else
-      {
-       if (!PLAYER_SWITCHING(player, x, y))
-       {
-         player->is_switching = TRUE;
-         player->switch_x = x;
-         player->switch_y = y;
-
-         CheckTriggeredElementChangePlayer(x, y, element,
-                                           CE_OTHER_IS_SWITCHING,
-                                           player->index_bit, dig_side);
-         CheckElementChangePlayer(x, y, element, CE_SWITCHED,
-                                  player->index_bit, dig_side);
-       }
+    if (IS_MOVING(x, y))
+      RemoveMovingField(x, y);
+    else
+    {
+      RemoveField(x, y);
+      TEST_DrawLevelField(x, y);
+    }
 
-       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
-                                         player->index_bit, dig_side);
-       CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
-                                player->index_bit, dig_side);
-      }
+    /* if digged element was about to explode, prevent the explosion */
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-      return MF_NO_ACTION;
+    PlayLevelSoundAction(x, y, action);
   }
 
-  player->push_delay = 0;
+  Store[x][y] = EL_EMPTY;
+
+#if 1
+  /* this makes it possible to leave the removed element again */
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+    Store[x][y] = element;
+#else
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+  {
+    int move_leave_element = element_info[digging_element].move_leave_element;
 
-  if (Feld[x][y] != element)           /* really digged/collected something */
-    player->is_collecting = !player->is_digging;
+    /* 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)
+  if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
-#else
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
-    return FALSE;
-#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -10317,14 +15940,18 @@ 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;
@@ -10332,74 +15959,94 @@ 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;
   }
 
-  DrawLevelField(x, y);
-  BackToFront();
+  if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
+    TEST_DrawLevelField(player->last_jx, player->last_jy);
+
+  TEST_DrawLevelField(x, y);
 
   return TRUE;
 }
 
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
 {
-  int jx = player->jx, jy = player->jy;
-  int old_element = Feld[jx][jy];
-  int new_element = (player->inventory_size > 0 ?
-                    player->inventory_element[player->inventory_size - 1] :
-                    player->inventory_infinite_element != EL_UNDEFINED ?
-                    player->inventory_infinite_element :
-                    player->dynabombs_left > 0 ?
-                    EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
-                    EL_UNDEFINED);
+  int old_element, new_element;
+  int dropx = player->jx, dropy = player->jy;
+  int drop_direction = player->MovDir;
+  int drop_side = drop_direction;
+#if 1
+  int drop_element = get_next_dropped_element(player);
+#else
+  int drop_element = (player->inventory_size > 0 ?
+                     player->inventory_element[player->inventory_size - 1] :
+                     player->inventory_infinite_element != EL_UNDEFINED ?
+                     player->inventory_infinite_element :
+                     player->dynabombs_left > 0 ?
+                     EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+                     EL_UNDEFINED);
+#endif
+
+  player->is_dropping_pressed = TRUE;
+
+  /* do not drop an element on top of another element; when holding drop key
+     pressed without moving, dropped element must move away before the next
+     element can be dropped (this is especially important if the next element
+     is dynamite, which can be placed on background for historical reasons) */
+  if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
+    return MP_ACTION;
+
+  if (IS_THROWABLE(drop_element))
+  {
+    dropx += GET_DX_FROM_DIR(drop_direction);
+    dropy += GET_DY_FROM_DIR(drop_direction);
+
+    if (!IN_LEV_FIELD(dropx, dropy))
+      return FALSE;
+  }
+
+  old_element = Feld[dropx][dropy];    /* old element at dropping position */
+  new_element = drop_element;          /* default: no change when dropping */
 
   /* check if player is active, not moving and ready to drop */
   if (!player->active || player->MovPos || player->drop_delay > 0)
     return FALSE;
 
   /* 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[jx][jy] = old_element;                /* store old element on this field */
+    Back[dropx][dropy] = old_element;  /* store old element on this field */
 
-  ResetGfxAnimation(jx, jy);
-  ResetRandomAnimationValue(jx, jy);
+  ResetGfxAnimation(dropx, dropy);
+  ResetRandomAnimationValue(dropx, dropy);
 
   if (player->inventory_size > 0 ||
       player->inventory_infinite_element != EL_UNDEFINED)
@@ -10408,118 +16055,88 @@ 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;
     }
 
-    Feld[jx][jy] = new_element;
+    Feld[dropx][dropy] = new_element;
 
-    if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
 
-    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
-#if 1
     /* needed if previous element just changed to "empty" in the last frame */
-    Changed[jx][jy] = 0;               /* allow another change */
-#endif
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
-    CheckTriggeredElementChangePlayer(jx, jy, new_element,
-                                     CE_OTHER_GETS_DROPPED,
-                                     player->index_bit, CH_SIDE_ANY);
-    CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
-                            player->index_bit, CH_SIDE_ANY);
+    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);
 
-    TestIfElementTouchesCustomElement(jx, jy);
+    TestIfElementTouchesCustomElement(dropx, dropy);
   }
   else         /* player is dropping a dyna bomb */
   {
     player->dynabombs_left--;
 
-#if 0
-    new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
-
-    Feld[jx][jy] = new_element;
+    Feld[dropx][dropy] = new_element;
 
-    if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
 
-    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
   }
 
+  if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
+    InitField_WithBug1(dropx, dropy, FALSE);
 
-
-#if 1
-
-  if (Feld[jx][jy] == new_element)     /* uninitialized unless CE change */
-  {
-#if 1
-    InitField_WithBug1(jx, jy, FALSE);
-#else
-    InitField(jx, jy, FALSE);
-    if (CAN_MOVE(Feld[jx][jy]))
-      InitMovDir(jx, jy);
-#endif
-  }
-
-  new_element = Feld[jx][jy];
+  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)
   {
-    int move_stepsize = element_info[new_element].move_stepsize;
-    int direction, dx, dy, nextx, nexty;
+#if 0
+    int move_direction;
+    int nextx, nexty;
+#endif
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
-      MovDir[jx][jy] = player->MovDir;
-
-    direction = MovDir[jx][jy];
-    dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-    dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-    nextx = jx + dx;
-    nexty = jy + dy;
+      MovDir[dropx][dropy] = drop_direction;
 
-    if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
-    {
 #if 0
-      WasJustMoving[jx][jy] = 3;
-#else
-      InitMovingField(jx, jy, direction);
-      ContinueMoving(jx, jy);
+    move_direction = MovDir[dropx][dropy];
+    nextx = dropx + GET_DX_FROM_DIR(move_direction);
+    nexty = dropy + GET_DY_FROM_DIR(move_direction);
 #endif
-    }
-    else
-    {
-      Changed[jx][jy] = 0;             /* allow another change */
 
-#if 1
-      TestIfElementHitsCustomElement(jx, jy, direction);
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
+
+#if USE_FIX_IMPACT_COLLISION
+    /* do not cause impact style collision by dropping elements that can fall */
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
 #else
-      CheckElementChangeSide(jx, jy, new_element, CE_HITTING_SOMETHING,
-                            direction);
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
 #endif
-    }
-
-    player->drop_delay = 2 * TILEX / move_stepsize + 1;
   }
 
-#if 0
-  player->drop_delay = 8 + 8 + 8;
-#endif
-
-#endif
-
+  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
   player->is_dropping = TRUE;
 
+  player->drop_pressed_delay = 0;
+  player->is_dropping_pressed = FALSE;
+
+  player->drop_x = dropx;
+  player->drop_y = dropy;
 
   return TRUE;
 }
@@ -10603,7 +16220,7 @@ static void PlayLevelSoundAction(int x, int y, int action)
 
 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
     PlayLevelSound(x, y, sound_effect);
@@ -10612,7 +16229,7 @@ static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
                                              int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     PlayLevelSound(x, y, sound_effect);
@@ -10620,38 +16237,219 @@ static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
 
 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+  if (levelset.music[level_nr] != MUS_UNDEFINED)
+    PlayMusic(levelset.music[level_nr]);       /* from config file */
+  else
+    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
+}
+
+void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
+{
+  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+  int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+  int x = xx - 1 - offset;
+  int y = yy - 1 - offset;
+
+  switch (sample)
+  {
+    case SAMPLE_blank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+      break;
+
+    case SAMPLE_roll:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_stone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_nut:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_crack:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
+
+    case SAMPLE_bug:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_tank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_android_clone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_android_move:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_spring:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_slurp:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
+      break;
+
+    case SAMPLE_eater:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+      break;
+
+    case SAMPLE_eater_eat:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
+
+    case SAMPLE_alien:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_collect:
+      PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+      break;
+
+    case SAMPLE_diamond:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_squash:
+      /* !!! CHECK THIS !!! */
+#if 1
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
+      PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
+      break;
+
+    case SAMPLE_wonderfall:
+      PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+      break;
+
+    case SAMPLE_drip:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_push:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_dirt:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
+
+    case SAMPLE_acid:
+      PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+      break;
+
+    case SAMPLE_ball:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_grow:
+      PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+      break;
+
+    case SAMPLE_wonder:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_door:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_exit_open:
+      PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+      break;
+
+    case SAMPLE_exit_leave:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_dynamite:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_tick:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_press:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+      break;
+
+    case SAMPLE_wheel:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_boom:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+      break;
+
+    case SAMPLE_die:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
+
+    case SAMPLE_time:
+      PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+      break;
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlayLevelSound(x, y, sound_effect);
+    default:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+      break;
+  }
 }
 
-static void StopLevelSoundActionIfLoop(int x, int y, int action)
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int element = map_element_SP_to_RND(element_sp);
+  int action = map_action_SP_to_RND(action_sp);
+  int offset = (setup.sp_show_border_elements ? 0 : 1);
+  int x = xx - offset;
+  int y = yy - offset;
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    StopSound(sound_effect);
-}
+#if 0
+  printf("::: %d -> %d\n", element_sp, action_sp);
+#endif
 
-static void PlayLevelMusic()
-{
-  if (levelset.music[level_nr] != MUS_UNDEFINED)
-    PlayMusic(levelset.music[level_nr]);       /* from config file */
-  else
-    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
+  PlayLevelSoundElementAction(x, y, element, action);
 }
 
 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:
@@ -10694,6 +16492,7 @@ 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:
@@ -10705,12 +16504,21 @@ 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:
     case EL_KEY_3:
     case EL_KEY_4:
+    case EL_EM_KEY_1:
+    case EL_EM_KEY_2:
+    case EL_EM_KEY_3:
+    case EL_EM_KEY_4:
+    case EL_EMC_KEY_5:
+    case EL_EMC_KEY_6:
+    case EL_EMC_KEY_7:
+    case EL_EMC_KEY_8:
+    case EL_DC_KEY_WHITE:
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
@@ -10719,102 +16527,446 @@ 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(PLATFORM_UNIX)
+#if 1
+    /* closing door required in case of envelope style request dialogs */
+    if (!skip_request)
+      CloseDoor(DOOR_CLOSE_1);
+#endif
+
+#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 (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOff(TRUE);
 
-#if 1
-    if (tape.playing && tape.index_search)
+    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+    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(int 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                                   */
+/* ------------------------------------------------------------------------- */
+
+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];
+};
+
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static char *snapshot_level_identifier = NULL;
+static int 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++)
     {
-      SetDrawDeactivationMask(REDRAW_NONE);
-      audio.sound_deactivated = FALSE;
+      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][j] = graphic;
+      engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
     }
-#endif
+  }
+}
 
-    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+static void LoadEngineSnapshotValues_RND()
+{
+  unsigned int num_random_calls = game.num_random_calls;
+  int i, j;
 
-#if 1
-    if (tape.playing && tape.index_search)
+  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++)
     {
-      SetDrawDeactivationMask(REDRAW_FIELD);
-      audio.sound_deactivated = TRUE;
+      int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][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");
+  }
+}
+
+void FreeEngineSnapshot()
+{
+  FreeEngineSnapshotBuffers();
+
+  setString(&snapshot_level_identifier, NULL);
+  snapshot_level_nr = -1;
+}
+
+void SaveEngineSnapshot()
+{
+  /* do not save snapshots from editor */
+  if (level_editor_test_game)
+    return;
+
+  /* free previous snapshot buffers, if needed */
+  FreeEngineSnapshotBuffers();
+
+#if 1
+  /* copy some special values to a structure better suited for the snapshot */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveEngineSnapshotValues_SP();
+
+  /* save values stored in special snapshot structure */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+#else
+  /* copy some special values to a structure better suited for the snapshot */
+
+  SaveEngineSnapshotValues_RND();
+  SaveEngineSnapshotValues_EM();
+  SaveEngineSnapshotValues_SP();
+
+  /* save values stored in special snapshot structure */
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
 #endif
 
+  /* 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_rnd;
+  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
 }
 
+void LoadEngineSnapshot()
+{
+  /* restore generically stored snapshot buffers */
+
+  LoadEngineSnapshotBuffers();
 
-/* ---------- new game button stuff ---------------------------------------- */
+  /* restore special values from snapshot structure */
+
+#if 1
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    LoadEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    LoadEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    LoadEngineSnapshotValues_SP();
+#else
+  LoadEngineSnapshotValues_RND();
+  LoadEngineSnapshotValues_EM();
+  LoadEngineSnapshotValues_SP();
+#endif
 
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE      30
-#define GAME_BUTTON_YSIZE      30
-#define GAME_BUTTON_XPOS       5
-#define GAME_BUTTON_YPOS       215
-#define SOUND_BUTTON_XPOS      5
-#define SOUND_BUTTON_YPOS      (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS  (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS  (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS        (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS        (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+#if 0
+  printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y);
+#endif
+
+#if 0
+  // needed if tile size was different when saving and loading engine snapshot
+  if (local_player->present)
+  {
+    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+               local_player->jx - MIDPOSX);
+
+    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+               local_player->jy - MIDPOSY);
+  }
+#endif
+
+#if 0
+  printf("::: %d, %d (LoadEngineSnapshot / 1)\n", scroll_x, scroll_y);
+#endif
+}
+
+boolean CheckEngineSnapshot()
+{
+  return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+         snapshot_level_nr == level_nr);
+}
+
+
+/* ---------- new game button stuff ---------------------------------------- */
 
 static struct
 {
-  int x, y;
+  int graphic;
+  struct Rect *pos;
   int gadget_id;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
   {
-    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_STOP,
-    "stop game"
+    IMG_GAME_BUTTON_GFX_STOP,          &game.button.stop,
+    GAME_CTRL_ID_STOP,                 "stop game"
+  },
+  {
+    IMG_GAME_BUTTON_GFX_PAUSE,         &game.button.pause,
+    GAME_CTRL_ID_PAUSE,                        "pause game"
+  },
+  {
+    IMG_GAME_BUTTON_GFX_PLAY,          &game.button.play,
+    GAME_CTRL_ID_PLAY,                 "play game"
   },
   {
-    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_PAUSE,
-    "pause game"
+    IMG_GAME_BUTTON_GFX_SOUND_MUSIC,   &game.button.sound_music,
+    SOUND_CTRL_ID_MUSIC,               "background music on/off"
   },
   {
-    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_PLAY,
-    "play game"
+    IMG_GAME_BUTTON_GFX_SOUND_LOOPS,   &game.button.sound_loops,
+    SOUND_CTRL_ID_LOOPS,               "sound loops on/off"
   },
   {
-    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_MUSIC,
-    "background music on/off"
+    IMG_GAME_BUTTON_GFX_SOUND_SIMPLE,  &game.button.sound_simple,
+    SOUND_CTRL_ID_SIMPLE,              "normal sounds on/off"
   },
   {
-    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_LOOPS,
-    "sound loops on/off"
+    IMG_GAME_BUTTON_GFX_SAVE,          &game.button.save,
+    GAME_CTRL_ID_SAVE,                 "save game"
   },
   {
-    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_SIMPLE,
-    "normal sounds on/off"
+    IMG_GAME_BUTTON_GFX_LOAD,          &game.button.load,
+    GAME_CTRL_ID_LOAD,                 "load game"
   }
 };
 
@@ -10824,29 +16976,40 @@ void CreateGameButtons()
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+    struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+    struct Rect *pos = gamebutton_info[i].pos;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
-    unsigned long event_mask;
-    int gd_xoffset, gd_yoffset;
-    int gd_x1, gd_x2, gd_y1, gd_y2;
+    unsigned int event_mask;
+    int base_x = (tape.show_game_buttons ? VX : DX);
+    int base_y = (tape.show_game_buttons ? VY : DY);
+    int gd_x   = gfx->src_x;
+    int gd_y   = gfx->src_y;
+    int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
+    int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
+    int gd_xa  = gfx->src_x + gfx->active_xoffset;
+    int gd_ya  = gfx->src_y + gfx->active_yoffset;
+    int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+    int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
-    gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
-    gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+    if (gfx->bitmap == NULL)
+    {
+      game_gadget[id] = NULL;
+
+      continue;
+    }
 
     if (id == GAME_CTRL_ID_STOP ||
        id == GAME_CTRL_ID_PAUSE ||
-       id == GAME_CTRL_ID_PLAY)
+       id == GAME_CTRL_ID_PLAY ||
+       id == GAME_CTRL_ID_SAVE ||
+       id == GAME_CTRL_ID_LOAD)
     {
       button_type = GD_TYPE_NORMAL_BUTTON;
       checked = FALSE;
       event_mask = GD_EVENT_RELEASED;
-      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
-      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
     }
     else
     {
@@ -10856,23 +17019,22 @@ void CreateGameButtons()
         (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
         (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
       event_mask = GD_EVENT_PRESSED;
-      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset;
-      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
     }
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
-                     GDI_X, DX + gd_xoffset,
-                     GDI_Y, DY + gd_yoffset,
-                     GDI_WIDTH, GAME_BUTTON_XSIZE,
-                     GDI_HEIGHT, GAME_BUTTON_YSIZE,
+                     GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+                     GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+                     GDI_WIDTH, gfx->width,
+                     GDI_HEIGHT, gfx->height,
                      GDI_TYPE, button_type,
                      GDI_STATE, GD_BUTTON_UNPRESSED,
                      GDI_CHECKED, checked,
-                     GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
-                     GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
-                     GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
-                     GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+                     GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+                     GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+                     GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+                     GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
+                     GDI_DIRECT_DRAW, FALSE,
                      GDI_EVENT_MASK, event_mask,
                      GDI_CALLBACK_ACTION, HandleGameButtons,
                      GDI_END);
@@ -10892,7 +17054,7 @@ void FreeGameButtons()
     FreeGadget(game_gadget[i]);
 }
 
-static void MapGameButtons()
+void MapGameButtons()
 {
   int i;
 
@@ -10908,23 +17070,43 @@ void UnmapGameButtons()
     UnmapGadget(game_gadget[i]);
 }
 
-static void HandleGameButtons(struct GadgetInfo *gi)
+void RedrawGameButtons()
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    RedrawGadget(game_gadget[i]);
+
+  // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+  redraw_mask &= ~REDRAW_ALL;
+}
+
+static void HandleGameButtonsExt(int id)
 {
-  int id = gi->custom_id;
+  boolean handle_game_buttons =
+    (game_status == GAME_MODE_PLAYING ||
+     (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
 
-  if (game_status != GAME_MODE_PLAYING)
+  if (!handle_game_buttons)
     return;
 
   switch (id)
   {
     case GAME_CTRL_ID_STOP:
-      RequestQuitGame(TRUE);
+      if (game_status == GAME_MODE_MAIN)
+       break;
+
+      if (tape.playing)
+       TapeStop();
+      else
+       RequestQuitGame(TRUE);
+
       break;
 
     case GAME_CTRL_ID_PAUSE:
-      if (options.network)
+      if (options.network && game_status == GAME_MODE_PLAYING)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
@@ -10936,16 +17118,20 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       break;
 
     case GAME_CTRL_ID_PLAY:
-      if (tape.pausing)
+      if (game_status == GAME_MODE_MAIN)
+      {
+        StartGameActions(options.network, setup.autorecord, level.random_seed);
+      }
+      else if (tape.pausing)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else
 #endif
        {
          tape.pausing = FALSE;
-         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
        }
       }
       break;
@@ -10954,6 +17140,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       if (setup.sound_music)
       { 
        setup.sound_music = FALSE;
+
        FadeMusic();
       }
       else if (audio.music_available)
@@ -10972,6 +17159,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.loops_available)
       {
        setup.sound = setup.sound_loops = TRUE;
+
        SetAudioMode(setup.sound);
       }
       break;
@@ -10982,11 +17170,44 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.sound_available)
       {
        setup.sound = setup.sound_simple = TRUE;
+
        SetAudioMode(setup.sound);
       }
       break;
 
+    case GAME_CTRL_ID_SAVE:
+      TapeQuickSave();
+      break;
+
+    case GAME_CTRL_ID_LOAD:
+      TapeQuickLoad();
+      break;
+
     default:
       break;
   }
 }
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+  HandleGameButtonsExt(gi->custom_id);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+#if 1
+  if (key == setup.shortcut.sound_simple)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_loops)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_music)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+#else
+  if (key == setup.shortcut.sound_simple)
+    HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
+  else if (key == setup.shortcut.sound_loops)
+    HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
+  else if (key == setup.shortcut.sound_music)
+    HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
+#endif
+}