rnd-20070329-1-src
[rocksndiamonds.git] / src / game.c
index f5cf3d8e25162c6d1b9f4a84699ac3f5068d3e0b..2540719756174cfe22a6558eca9b6df9d0c55a3f 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment                      *
+* (c) 1995-2006 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
 #include "tape.h"
 #include "network.h"
 
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR     FALSE
-
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_STUFF                  (                         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_GFX_RESET_WHEN_NOT_MOVING  (USE_NEW_STUFF          * 1)
+
+
 /* 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
+#define EX_TYPE_NONE           0
+#define EX_TYPE_NORMAL         (1 << 0)
+#define EX_TYPE_CENTER         (1 << 1)
+#define EX_TYPE_BORDER         (1 << 2)
+#define EX_TYPE_CROSS          (1 << 3)
+#define EX_TYPE_DYNA           (1 << 4)
+#define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
+
+#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
 
 /* special positions in the game control window (relative to control window) */
-#define XX_LEVEL               37
-#define YY_LEVEL               20
-#define XX_EMERALDS            29
-#define YY_EMERALDS            54
-#define XX_DYNAMITE            29
-#define YY_DYNAMITE            89
-#define XX_KEYS                        18
-#define YY_KEYS                        123
-#define XX_SCORE               15
-#define YY_SCORE               159
-#define XX_TIME1               29
-#define XX_TIME2               30
-#define YY_TIME                        194
+#define XX_LEVEL1              (PANEL_XPOS(game.panel.level))
+#define XX_LEVEL2              (PANEL_XPOS(game.panel.level) - 1)
+#define XX_LEVEL               (PANEL_XPOS(game.panel.level))
+#define YY_LEVEL               (PANEL_YPOS(game.panel.level))
+#define XX_EMERALDS            (PANEL_XPOS(game.panel.gems))
+#define YY_EMERALDS            (PANEL_YPOS(game.panel.gems))
+#define XX_DYNAMITE            (PANEL_XPOS(game.panel.inventory))
+#define YY_DYNAMITE            (PANEL_YPOS(game.panel.inventory))
+#define XX_KEYS                        (PANEL_XPOS(game.panel.keys))
+#define YY_KEYS                        (PANEL_YPOS(game.panel.keys))
+#define XX_SCORE               (PANEL_XPOS(game.panel.score))
+#define YY_SCORE               (PANEL_YPOS(game.panel.score))
+#define XX_TIME1               (PANEL_XPOS(game.panel.time))
+#define XX_TIME2               (PANEL_XPOS(game.panel.time) + 1)
+#define XX_TIME                        (PANEL_XPOS(game.panel.time))
+#define YY_TIME                        (PANEL_YPOS(game.panel.time))
 
 /* special positions in the game control window (relative to main window) */
+#define DX_LEVEL1              (DX + XX_LEVEL1)
+#define DX_LEVEL2              (DX + XX_LEVEL2)
 #define DX_LEVEL               (DX + XX_LEVEL)
 #define DY_LEVEL               (DY + YY_LEVEL)
 #define DX_EMERALDS            (DX + XX_EMERALDS)
 #define DY_SCORE               (DY + YY_SCORE)
 #define DX_TIME1               (DX + XX_TIME1)
 #define DX_TIME2               (DX + XX_TIME2)
+#define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
+#if 1
+/* game panel display and control definitions */
+
+#define GAME_CONTROL_LEVEL_NUMBER              0
+#define GAME_CONTROL_GEMS                      1
+#define GAME_CONTROL_INVENTORY                 2
+#define GAME_CONTROL_KEY_1                     3
+#define GAME_CONTROL_KEY_2                     4
+#define GAME_CONTROL_KEY_3                     5
+#define GAME_CONTROL_KEY_4                     6
+#define GAME_CONTROL_KEY_5                     7
+#define GAME_CONTROL_KEY_6                     8
+#define GAME_CONTROL_KEY_7                     9
+#define GAME_CONTROL_KEY_8                     10
+#define GAME_CONTROL_KEY_WHITE                 11
+#define GAME_CONTROL_KEY_WHITE_COUNT           12
+#define GAME_CONTROL_SCORE                     13
+#define GAME_CONTROL_TIME                      14
+#define GAME_CONTROL_TIME_HH                   15
+#define GAME_CONTROL_TIME_MM                   16
+#define GAME_CONTROL_TIME_SS                   17
+#define GAME_CONTROL_DROP_NEXT_1               18
+#define GAME_CONTROL_DROP_NEXT_2               19
+#define GAME_CONTROL_DROP_NEXT_3               20
+#define GAME_CONTROL_DROP_NEXT_4               21
+#define GAME_CONTROL_DROP_NEXT_5               22
+#define GAME_CONTROL_DROP_NEXT_6               23
+#define GAME_CONTROL_DROP_NEXT_7               24
+#define GAME_CONTROL_DROP_NEXT_8               25
+#define GAME_CONTROL_SHIELD_NORMAL             26
+#define GAME_CONTROL_SHIELD_NORMAL_TIME                27
+#define GAME_CONTROL_SHIELD_DEADLY             28
+#define GAME_CONTROL_SHIELD_DEADLY_TIME                29
+#define GAME_CONTROL_EXIT                      30
+#define GAME_CONTROL_EM_EXIT                   31
+#define GAME_CONTROL_SP_EXIT                   32
+#define GAME_CONTROL_STEEL_EXIT                        33
+#define GAME_CONTROL_EM_STEEL_EXIT             34
+#define GAME_CONTROL_EMC_MAGIC_BALL            35
+#define GAME_CONTROL_EMC_MAGIC_BALL_SWITCH     36
+#define GAME_CONTROL_LIGHT_SWITCH              37
+#define GAME_CONTROL_LIGHT_SWITCH_TIME         38
+#define GAME_CONTROL_TIMEGATE_SWITCH           39
+#define GAME_CONTROL_TIMEGATE_SWITCH_TIME      40
+#define GAME_CONTROL_SWITCHGATE_SWITCH         41
+#define GAME_CONTROL_EMC_LENSES                        42
+#define GAME_CONTROL_EMC_LENSES_TIME           43
+#define GAME_CONTROL_EMC_MAGNIFIER             44
+#define GAME_CONTROL_EMC_MAGNIFIER_TIME                45
+#define GAME_CONTROL_BALLOON_SWITCH            46
+#define GAME_CONTROL_DYNABOMB_NUMBER           47
+#define GAME_CONTROL_DYNABOMB_SIZE             48
+#define GAME_CONTROL_DYNABOMB_POWER            49
+#define GAME_CONTROL_PENGUINS                  50
+#define GAME_CONTROL_SOKOBAN_OBJECTS           51
+#define GAME_CONTROL_SOKOBAN_FIELDS            52
+#define GAME_CONTROL_ROBOT_WHEEL               53
+#define GAME_CONTROL_CONVEYOR_BELT_1           54
+#define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH    55
+#define GAME_CONTROL_CONVEYOR_BELT_2           56
+#define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH    57
+#define GAME_CONTROL_CONVEYOR_BELT_3           58
+#define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH    59
+#define GAME_CONTROL_CONVEYOR_BELT_4           60
+#define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH    61
+#define GAME_CONTROL_MAGIC_WALL                        62
+#define GAME_CONTROL_MAGIC_WALL_TIME           63
+#define GAME_CONTROL_BD_MAGIC_WALL             64
+#define GAME_CONTROL_DC_MAGIC_WALL             65
+#define GAME_CONTROL_PLAYER_NAME               66
+#define GAME_CONTROL_LEVEL_NAME                        67
+#define GAME_CONTROL_LEVEL_AUTHOR              68
+
+#define NUM_GAME_CONTROLS                      69
+
+int game_control_value[NUM_GAME_CONTROLS];
+int last_game_control_value[NUM_GAME_CONTROLS];
+
+struct GameControlInfo
+{
+  int nr;
+
+  struct TextPosInfo *pos;
+  int type;
+};
+
+static struct GameControlInfo game_controls[] =
+{
+  {
+    GAME_CONTROL_LEVEL_NUMBER,
+    &game.panel.level_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_GEMS,
+    &game.panel.gems,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_INVENTORY,
+    &game.panel.inventory,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_1,
+    &game.panel.key[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_2,
+    &game.panel.key[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_3,
+    &game.panel.key[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_4,
+    &game.panel.key[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_5,
+    &game.panel.key[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_6,
+    &game.panel.key[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_7,
+    &game.panel.key[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_8,
+    &game.panel.key[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_1,
+    &game.panel.drop_next_1,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_2,
+    &game.panel.drop_next_2,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_3,
+    &game.panel.drop_next_3,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_4,
+    &game.panel.drop_next_4,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_5,
+    &game.panel.drop_next_5,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_6,
+    &game.panel.drop_next_6,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_7,
+    &game.panel.drop_next_7,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_8,
+    &game.panel.drop_next_8,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EXIT,
+    &game.panel.exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EM_EXIT,
+    &game.panel.em_exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_SP_EXIT,
+    &game.panel.sp_exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_STEEL_EXIT,
+    &game.panel.steel_exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EM_STEEL_EXIT,
+    &game.panel.em_steel_exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EMC_MAGIC_BALL_SWITCH,
+    &game.panel.emc_magic_ball_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt_1,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_1_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt_2,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_2_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt_3,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_3_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt_4,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_4_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_BD_MAGIC_WALL,
+    &game.panel.bd_magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_DC_MAGIC_WALL,
+    &game.panel.dc_magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_CONTROL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_CONTROL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_CONTROL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_STRING,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+  }
+};
+#endif
+
+
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING     3
+#define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION  2
+#define CHECK_DELAY_IMPACT     CHECK_DELAY_COLLISION
+
 /* values for initial player move delay (initial delay counter value) */
 #define INITIAL_MOVE_DELAY_OFF -1
 #define INITIAL_MOVE_DELAY_ON  0
 
 /* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED   32
 #define MOVE_DELAY_NORMAL_SPEED        8
 #define MOVE_DELAY_HIGH_SPEED  4
+#define MOVE_DELAY_MAX_SPEED   1
 
-#define DOUBLE_MOVE_DELAY(x)   (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x)    (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
-#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
+#define DOUBLE_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()       (SimpleRND(1000000))
+#define        INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
 
 #define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
                                 RND(element_info[e].push_delay_random))
+#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_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(e, 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)))
 
-#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)            \
+#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) &&       \
                                        (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)
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(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 SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
 
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y)                                \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+#define ANDROID_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
 
-#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 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 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 ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 
-#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 YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
 
-#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 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 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 PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(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 PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
 
-#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 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(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 MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (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 SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 
-#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 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 IS_EQUAL_OR_IN_GROUP(e, ge)                                    \
-       (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
+#define MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
 
-#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))
+       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
 
 /* forward declaration for internal use */
 
+static void CreateField(int, 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);
@@ -242,8 +760,8 @@ static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(int, int);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
 
 static void TestIfPlayerTouchesCustomElement(int, int);
 static void TestIfElementTouchesCustomElement(int, int);
@@ -252,27 +770,27 @@ static void TestIfElementHitsCustomElement(int, int, int);
 static void TestIfElementSmashesCustomElement(int, int, int);
 #endif
 
-static void ChangeElement(int, int, int);
+static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, int, int, int);
 
 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
 #define CheckTriggeredElementChange(x, y, e, ev)                       \
-       CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
-#define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s)           \
+       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 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)
+#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, 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)
+#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);
@@ -286,8 +804,63 @@ static void PlayLevelMusic();
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
+int AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(void);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+
+boolean SnapField(struct PlayerInfo *, int, int);
+boolean DropElement(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;
+
 
 /* ------------------------------------------------------------------------- */
 /* definition of elements that automatically change to other elements after  */
@@ -295,19 +868,22 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 /* ------------------------------------------------------------------------- */
 
 /* forward declaration for changer functions */
-static void InitBuggyBase(int x, int y);
-static void WarnBuggyBase(int x, int y);
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
 
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
 
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
 
 struct ChangingElementInfo
 {
@@ -354,75 +930,131 @@ static struct ChangingElementInfo change_delay_list[] =
     NULL
   },
   {
-    EL_SP_EXIT_OPENING,
-    EL_SP_EXIT_OPEN,
+    EL_STEEL_EXIT_OPENING,
+    EL_STEEL_EXIT_OPEN,
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_SP_EXIT_CLOSING,
-    EL_SP_EXIT_CLOSED,
+    EL_STEEL_EXIT_CLOSING,
+    EL_STEEL_EXIT_CLOSED,
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_SWITCHGATE_OPENING,
-    EL_SWITCHGATE_OPEN,
+    EL_EM_EXIT_OPENING,
+    EL_EM_EXIT_OPEN,
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_SWITCHGATE_CLOSING,
-    EL_SWITCHGATE_CLOSED,
+    EL_EM_EXIT_CLOSING,
+#if 1
+    EL_EMPTY,
+#else
+    EL_EM_EXIT_CLOSED,
+#endif
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_TIMEGATE_OPENING,
-    EL_TIMEGATE_OPEN,
+    EL_EM_STEEL_EXIT_OPENING,
+    EL_EM_STEEL_EXIT_OPEN,
     29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_TIMEGATE_CLOSING,
-    EL_TIMEGATE_CLOSED,
+    EL_EM_STEEL_EXIT_CLOSING,
+#if 1
+    EL_STEELWALL,
+#else
+    EL_EM_STEEL_EXIT_CLOSED,
+#endif
     29,
     NULL,
     NULL,
     NULL
   },
-
   {
-    EL_ACID_SPLASH_LEFT,
-    EL_EMPTY,
-    8,
+    EL_SP_EXIT_OPENING,
+    EL_SP_EXIT_OPEN,
+    29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_ACID_SPLASH_RIGHT,
-    EL_EMPTY,
-    8,
+    EL_SP_EXIT_CLOSING,
+    EL_SP_EXIT_CLOSED,
+    29,
     NULL,
     NULL,
     NULL
   },
   {
-    EL_SP_BUGGY_BASE,
-    EL_SP_BUGGY_BASE_ACTIVATING,
-    0,
-    InitBuggyBase,
+    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
   },
@@ -474,6 +1106,46 @@ static struct ChangingElementInfo change_delay_list[] =
     RunTimegateWheel,
     NULL
   },
+  {
+    EL_DC_TIMEGATE_SWITCH_ACTIVE,
+    EL_DC_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
+  {
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    0,
+    InitMagicBallDelay,
+    NULL,
+    ActivateMagicBall
+  },
+  {
+    EL_EMC_SPRING_BUMPER_ACTIVE,
+    EL_EMC_SPRING_BUMPER,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_SHRINKING,
+    EL_UNDEFINED,
+    0,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_GROWING,
+    EL_UNDEFINED,
+    0,
+    NULL,
+    NULL,
+    NULL,
+  },
 
   {
     EL_UNDEFINED,
@@ -514,10 +1186,14 @@ move_stepsize_list[] =
   { EL_AMOEBA_DROPPING,                2 },
   { EL_QUICKSAND_FILLING,      1 },
   { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_QUICKSAND_FAST_FILLING, 2 },
+  { EL_QUICKSAND_FAST_EMPTYING,        2 },
   { EL_MAGIC_WALL_FILLING,     2 },
-  { EL_BD_MAGIC_WALL_FILLING,  2 },
   { EL_MAGIC_WALL_EMPTYING,    2 },
+  { EL_BD_MAGIC_WALL_FILLING,  2 },
   { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+  { EL_DC_MAGIC_WALL_FILLING,  2 },
+  { EL_DC_MAGIC_WALL_EMPTYING, 2 },
 
   { EL_UNDEFINED,              0 },
 };
@@ -547,36 +1223,144 @@ struct
   int element;
   int direction;
 }
-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                                    }
+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 unsigned long trigger_events[MAX_NUM_ELEMENTS];
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
 
-#define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
-                                CH_EVENT_BIT(CE_DELAY))
+#define IS_AUTO_CHANGING(e)    (element_info[e].has_change_event[CE_DELAY])
 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
 #define IS_CHANGING(x, y)      (IS_AUTO_CHANGING(Feld[x][y]) || \
                                 IS_JUST_CHANGING(x, y))
 
 #define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
 
+/* static variables for playfield scan mode (scanning forward or backward) */
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y)   for ((y) = playfield_scan_start_y;      \
+                                    (y) >= 0 && (y) <= lev_fieldy - 1; \
+                                    (y) += playfield_scan_delta_y)     \
+                               for ((x) = playfield_scan_start_x;      \
+                                    (x) >= 0 && (x) <= lev_fieldx - 1; \
+                                    (x) += playfield_scan_delta_x)
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite()
+{
+  int i;
+
+  for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+    if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+      local_player->inventory_element[local_player->inventory_size++] =
+       EL_DYNAMITE;
+}
+#endif
+
+static void InitPlayfieldScanModeVars()
+{
+  if (game.use_reverse_scan_direction)
+  {
+    playfield_scan_start_x = lev_fieldx - 1;
+    playfield_scan_start_y = lev_fieldy - 1;
+
+    playfield_scan_delta_x = -1;
+    playfield_scan_delta_y = -1;
+  }
+  else
+  {
+    playfield_scan_start_x = 0;
+    playfield_scan_start_y = 0;
+
+    playfield_scan_delta_x = 1;
+    playfield_scan_delta_y = 1;
+  }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+  game.use_reverse_scan_direction =
+    (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+  InitPlayfieldScanModeVars();
+}
+
+static int get_move_delay_from_stepsize(int move_stepsize)
+{
+  move_stepsize =
+    MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+
+  /* make sure that stepsize value is always a power of 2 */
+  move_stepsize = (1 << log_2(move_stepsize));
+
+  return TILEX / move_stepsize;
+}
+
+static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
+                              boolean init_game)
+{
+  int player_nr = player->index_nr;
+  int move_delay = get_move_delay_from_stepsize(move_stepsize);
+  boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+
+  /* do no immediately change move delay -- the player might just be moving */
+  player->move_delay_value_next = move_delay;
+
+  /* information if player can move must be set separately */
+  player->cannot_move = cannot_move;
+
+  if (init_game)
+  {
+    player->move_delay       = game.initial_move_delay[player_nr];
+    player->move_delay_value = game.initial_move_delay_value[player_nr];
+
+    player->move_delay_value_next = -1;
+
+    player->move_delay_reset_counter = 0;
+  }
+}
 
 void GetPlayerConfig()
 {
+  GameFrameDelay = setup.game_frame_delay;
+
   if (!audio.sound_available)
     setup.sound_simple = FALSE;
 
@@ -595,55 +1379,30 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int getBeltNrFromBeltElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
-
-static int getBeltNrFromBeltActiveElement(int element)
+int GetElementFromGroupElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
-
-static int getBeltNrFromBeltSwitchElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
-
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
-  static int belt_base_element[4] =
+  if (IS_GROUP_ELEMENT(element))
   {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
+    struct ElementGroupInfo *group = element_info[element].group;
+    int last_anim_random_frame = gfx.anim_random_frame;
+    int element_pos;
 
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = RND(group->num_elements_resolved);
 
-  return (belt_dir_nr % 3);
-}
+    element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+                                   group->choice_mode, 0,
+                                   group->choice_pos);
 
-static int getBeltDirFromBeltSwitchElement(int element)
-{
-  static int belt_move_dir[3] =
-  {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT
-  };
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = last_anim_random_frame;
 
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+    group->choice_pos++;
+
+    element = group->element_resolved[element_pos];
+  }
 
-  return belt_move_dir[belt_dir_nr];
+  return element;
 }
 
 static void InitPlayerField(int x, int y, int element, boolean init_game)
@@ -660,7 +1419,10 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
       }
       else
       {
-       stored_player[0].use_murphy_graphic = TRUE;
+       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;
@@ -678,6 +1440,19 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
                                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;
@@ -698,6 +1473,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     }
 
     Feld[x][y] = EL_EMPTY;
+
     player->jx = player->last_jx = x;
     player->jy = player->last_jy = y;
   }
@@ -742,41 +1518,45 @@ static void InitField(int x, int y, boolean init_game)
        Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
+    case EL_BUG:
     case EL_BUG_RIGHT:
     case EL_BUG_UP:
     case EL_BUG_LEFT:
     case EL_BUG_DOWN:
-    case EL_BUG:
+    case EL_SPACESHIP:
     case EL_SPACESHIP_RIGHT:
     case EL_SPACESHIP_UP:
     case EL_SPACESHIP_LEFT:
     case EL_SPACESHIP_DOWN:
-    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
     case EL_BD_BUTTERFLY_RIGHT:
     case EL_BD_BUTTERFLY_UP:
     case EL_BD_BUTTERFLY_LEFT:
     case EL_BD_BUTTERFLY_DOWN:
-    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
     case EL_BD_FIREFLY_RIGHT:
     case EL_BD_FIREFLY_UP:
     case EL_BD_FIREFLY_LEFT:
     case EL_BD_FIREFLY_DOWN:
-    case EL_BD_FIREFLY:
     case EL_PACMAN_RIGHT:
     case EL_PACMAN_UP:
     case EL_PACMAN_LEFT:
     case EL_PACMAN_DOWN:
     case EL_YAMYAM:
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
     case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_SP_SNIKSNAK:
     case EL_SP_ELECTRON:
+    case EL_MOLE:
     case EL_MOLE_LEFT:
     case EL_MOLE_RIGHT:
     case EL_MOLE_UP:
     case EL_MOLE_DOWN:
-    case EL_MOLE:
       InitMovDir(x, y);
       break;
 
@@ -802,6 +1582,10 @@ static void InitField(int x, int y, boolean init_game)
       MovDelay[x][y] = 96;
       break;
 
+    case EL_EM_DYNAMITE_ACTIVE:
+      MovDelay[x][y] = 32;
+      break;
+
     case EL_LAMP:
       local_player->lights_still_needed++;
       break;
@@ -815,27 +1599,6 @@ static void InitField(int x, int y, boolean init_game)
       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
       break;
 
-#if 0
-    case EL_SP_EMPTY:
-      Feld[x][y] = EL_EMPTY;
-      break;
-#endif
-
-#if 0
-    case EL_EM_KEY_1_FILE:
-      Feld[x][y] = EL_EM_KEY_1;
-      break;
-    case EL_EM_KEY_2_FILE:
-      Feld[x][y] = EL_EM_KEY_2;
-      break;
-    case EL_EM_KEY_3_FILE:
-      Feld[x][y] = EL_EM_KEY_3;
-      break;
-    case EL_EM_KEY_4_FILE:
-      Feld[x][y] = EL_EM_KEY_4;
-      break;
-#endif
-
     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
@@ -866,43 +1629,64 @@ static void InitField(int x, int y, boolean init_game)
       }
       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;
 
-    default:
-      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
-       InitMovDir(x, y);
-      else if (IS_GROUP_ELEMENT(element))
-      {
-       struct ElementGroupInfo *group = element_info[element].group;
-       int last_anim_random_frame = gfx.anim_random_frame;
-       int element_pos;
-
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = RND(group->num_elements_resolved);
+    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;
 
-       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
-                                       group->choice_mode, 0,
-                                       group->choice_pos);
+    case EL_EMC_MAGIC_BALL:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+      break;
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = last_anim_random_frame;
+    case EL_EMC_MAGIC_BALL_SWITCH:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+      break;
 
-       group->choice_pos++;
+    default:
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       if (CAN_MOVE(element))
+         InitMovDir(x, y);
 
-       Feld[x][y] = group->element_resolved[element_pos];
+#if 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)
@@ -910,7 +1694,7 @@ 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(3,0,9,0) &&
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
       CAN_MOVE(Feld[x][y]))
     InitMovDir(x, y);
 }
@@ -922,7 +1706,7 @@ static inline void InitField_WithBug2(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(3,0,9,0) &&
+  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);
@@ -930,5845 +1714,8139 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game)
   /* 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)
-
- */
-}
-
-inline void DrawGameValue_Emeralds(int value)
-{
-  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+     field _before_ the call to InitField() (which can change it); lastly, it
+     was not called for "mole with direction" elements, which were treated as
+     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+  */
 }
 
-inline void DrawGameValue_Dynamite(int value)
-{
-  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
-}
+#if 1
 
-inline void DrawGameValue_Keys(struct PlayerInfo *player)
+void InitGameControlValues()
 {
   int i;
 
-  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));
-}
-
-inline void DrawGameValue_Score(int value)
-{
-  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
-}
-
-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);
-}
+  for (i = 0; i < NUM_GAME_CONTROLS; i++)
+    game_control_value[i] = last_game_control_value[i] = -1;
 
-inline void DrawGameValue_Level(int value)
-{
-  if (level_nr < 100)
-    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
-  else
+  for (i = 0; game_controls[i].nr != -1; i++)
   {
-    /* misuse area for displaying emeralds to draw bigger level number */
-    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
-               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+    int nr = game_controls[i].nr;
+    int type = game_controls[i].type;
+    struct TextPosInfo *pos = game_controls[i].pos;
 
-    /* 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);
+    game_control_value[nr] = last_game_control_value[nr] = -1;
 
-    /* restore the area for displaying emeralds */
-    DrawGameValue_Emeralds(local_player->gems_still_needed);
-
-    /* yes, this is all really ugly :-) */
+    /* determine panel value width for later calculation of alignment */
+    if (type == TYPE_INTEGER || type == TYPE_STRING)
+      pos->width = pos->chars * getFontWidth(pos->font);
+    else if (type == TYPE_ELEMENT)
+      pos->width = MINI_TILESIZE;
   }
 }
 
-void DrawGameDoorValues()
+void UpdateGameControlValues()
 {
-  int i;
+  int i, j;
 
-  DrawGameValue_Level(level_nr);
+  game_control_value[GAME_CONTROL_LEVEL_NUMBER] = level_nr;
+  game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    DrawGameValue_Keys(&stored_player[i]);
+  game_control_value[GAME_CONTROL_INVENTORY] = 0;
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    game_control_value[GAME_CONTROL_KEY_1 + i] = 0;
+  game_control_value[GAME_CONTROL_KEY_WHITE] = 0;
+  game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] = 0;
 
-  DrawGameValue_Emeralds(local_player->gems_still_needed);
-  DrawGameValue_Dynamite(local_player->inventory_size);
-  DrawGameValue_Score(local_player->score);
-  DrawGameValue_Time(TimeLeft);
-}
+  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])
+         game_control_value[GAME_CONTROL_KEY_1 + j] = 1;
 
-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;
+      game_control_value[GAME_CONTROL_INVENTORY] +=
+       stored_player[i].inventory_size;
+
+      if (stored_player[i].num_white_keys > 0)
+       game_control_value[GAME_CONTROL_KEY_WHITE] = 1;
 
-  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
+      game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] +=
+       stored_player[i].num_white_keys;
+    }
+  }
+  else
   {
-    Error(ERR_WARN, "recursion too deep when resolving group element %d",
-         group_element - EL_GROUP_START + 1);
+    int player_nr = game.centered_player_nr;
 
-    /* replace element which caused too deep recursion by question mark */
-    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+    for (i = 0; i < MAX_NUM_KEYS; i++)
+      if (stored_player[player_nr].key[i])
+       game_control_value[GAME_CONTROL_KEY_1 + i] = 1;
 
-    return;
-  }
+    game_control_value[GAME_CONTROL_INVENTORY] +=
+      stored_player[player_nr].inventory_size;
 
-  if (recursion_depth == 0)                    /* initialization */
-  {
-    group = element_info[group_element].group;
-    group_nr = group_element - EL_GROUP_START;
+    if (stored_player[player_nr].num_white_keys > 0)
+      game_control_value[GAME_CONTROL_KEY_WHITE] = 1;
 
-    group->num_elements_resolved = 0;
-    group->choice_pos = 0;
+    game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] +=
+      stored_player[player_nr].num_white_keys;
   }
 
-  for (i = 0; i < actual_group->num_elements; i++)
-  {
-    int element = actual_group->element[i];
+  game_control_value[GAME_CONTROL_SCORE] = (local_player->LevelSolved ?
+                                           local_player->score_final :
+                                           local_player->score);
 
-    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
-      break;
+  game_control_value[GAME_CONTROL_TIME] = (level.time == 0 ?
+                                          TimePlayed :
+                                          TimeLeft);
 
-    if (IS_GROUP_ELEMENT(element))
-      resolve_group_element(element, recursion_depth + 1);
-    else
-    {
-      group->element_resolved[group->num_elements_resolved++] = element;
-      element_info[element].in_group[group_nr] = TRUE;
-    }
-  }
+  game_control_value[GAME_CONTROL_TIME_HH] = TapeTime / 3600;
+  game_control_value[GAME_CONTROL_TIME_MM] = (TapeTime / 60) % 60;
+  game_control_value[GAME_CONTROL_TIME_SS] = TapeTime % 60;
 
-#if 0
-  if (recursion_depth == 0 && group_element <= EL_GROUP_4)
+  for (i = 0; i < 8; i++)
+    game_control_value[GAME_CONTROL_DROP_NEXT_1 + i] = EL_UNDEFINED;
+
+  game_control_value[GAME_CONTROL_SHIELD_NORMAL] =
+    (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+     EL_EMPTY);
+  game_control_value[GAME_CONTROL_SHIELD_NORMAL_TIME] =
+    local_player->shield_normal_time_left;
+  game_control_value[GAME_CONTROL_SHIELD_DEADLY] =
+    (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+     EL_EMPTY);
+  game_control_value[GAME_CONTROL_SHIELD_DEADLY_TIME] =
+    local_player->shield_deadly_time_left;
+
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    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);
+    game_control_value[GAME_CONTROL_EXIT]          = EL_EXIT_CLOSED;
+    game_control_value[GAME_CONTROL_EM_EXIT]       = EL_EM_EXIT_CLOSED;
+    game_control_value[GAME_CONTROL_SP_EXIT]       = EL_SP_EXIT_CLOSED;
+    game_control_value[GAME_CONTROL_STEEL_EXIT]    = EL_STEEL_EXIT_CLOSED;
+    game_control_value[GAME_CONTROL_EM_STEEL_EXIT] = EL_EM_STEEL_EXIT_CLOSED;
+  }
+  else
+  {
+    game_control_value[GAME_CONTROL_EXIT]          = EL_EXIT_OPEN;
+    game_control_value[GAME_CONTROL_EM_EXIT]       = EL_EM_EXIT_OPEN;
+    game_control_value[GAME_CONTROL_SP_EXIT]       = EL_SP_EXIT_OPEN;
+    game_control_value[GAME_CONTROL_STEEL_EXIT]    = EL_STEEL_EXIT_OPEN;
+    game_control_value[GAME_CONTROL_EM_STEEL_EXIT] = EL_EM_STEEL_EXIT_OPEN;
   }
-#endif
-}
 
+  game_control_value[GAME_CONTROL_EMC_MAGIC_BALL] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_EMC_MAGIC_BALL_SWITCH] = EL_UNDEFINED;
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+  game_control_value[GAME_CONTROL_LIGHT_SWITCH] =
+    (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+  game_control_value[GAME_CONTROL_LIGHT_SWITCH_TIME] = game.light_time_left;
 
-static void InitGameEngine()
-{
-  int i, j, k;
+  game_control_value[GAME_CONTROL_TIMEGATE_SWITCH] =
+    (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+  game_control_value[GAME_CONTROL_TIMEGATE_SWITCH_TIME] =
+    game.timegate_time_left;
 
-  /* set game engine from tape file when re-playing, else from level file */
-  game.engine_version = (tape.playing ? tape.engine_version :
-                        level.game_version);
+  game_control_value[GAME_CONTROL_SWITCHGATE_SWITCH] = EL_UNDEFINED;
 
-  /* dynamically adjust element properties according to game engine version */
-  InitElementPropertiesEngine(game.engine_version);
+  game_control_value[GAME_CONTROL_EMC_LENSES] =
+    (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+  game_control_value[GAME_CONTROL_EMC_LENSES_TIME] = game.lenses_time_left;
 
-#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
+  game_control_value[GAME_CONTROL_EMC_MAGNIFIER] =
+    (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+  game_control_value[GAME_CONTROL_EMC_MAGNIFIER_TIME] = game.magnify_time_left;
 
-  /* ---------- recursively resolve group elements ------------------------- */
+  game_control_value[GAME_CONTROL_BALLOON_SWITCH] =
+    (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);
 
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
-      element_info[i].in_group[j] = FALSE;
+  game_control_value[GAME_CONTROL_DYNABOMB_NUMBER] =
+    local_player->dynabomb_count;
+  game_control_value[GAME_CONTROL_DYNABOMB_SIZE] =
+    local_player->dynabomb_size;
+  game_control_value[GAME_CONTROL_DYNABOMB_POWER] =
+    (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
 
-  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
-    resolve_group_element(EL_GROUP_START + i, 0);
+  game_control_value[GAME_CONTROL_PENGUINS] =
+    local_player->friends_still_needed;
 
-  /* ---------- initialize player's initial move delay --------------------- */
+  game_control_value[GAME_CONTROL_SOKOBAN_OBJECTS] =
+    local_player->sokobanfields_still_needed;
+  game_control_value[GAME_CONTROL_SOKOBAN_FIELDS] =
+    local_player->sokobanfields_still_needed;
 
-  /* 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);
+  game_control_value[GAME_CONTROL_ROBOT_WHEEL] = EL_UNDEFINED;
 
-  /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_1] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_1_SWITCH] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_2] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_2_SWITCH] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_3] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_3_SWITCH] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_4] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_CONVEYOR_BELT_4_SWITCH] = EL_UNDEFINED;
 
-  /* ---------- initialize player's initial push delay --------------------- */
+  game_control_value[GAME_CONTROL_MAGIC_WALL] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_MAGIC_WALL_TIME] =
+    game.magic_wall_time_left;
+  game_control_value[GAME_CONTROL_BD_MAGIC_WALL] = EL_UNDEFINED;
+  game_control_value[GAME_CONTROL_DC_MAGIC_WALL] = EL_UNDEFINED;
 
-  /* 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);
+  game_control_value[GAME_CONTROL_PLAYER_NAME] = 0;
+  game_control_value[GAME_CONTROL_LEVEL_NAME] = 0;
+  game_control_value[GAME_CONTROL_LEVEL_AUTHOR] = 0;
+}
 
-  /* ---------- initialize changing elements ------------------------------- */
+void DisplayGameControlValues()
+{
+  int i;
 
-  /* initialize changing elements information */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  for (i = 0; game_controls[i].nr != -1; i++)
   {
-    struct ElementInfo *ei = &element_info[i];
+    int nr = game_controls[i].nr;
+    int type = game_controls[i].type;
+    struct TextPosInfo *pos = game_controls[i].pos;
+    int value = game_control_value[nr];
+    int last_value = last_game_control_value[nr];
+    int chars = pos->chars;
+    int font = pos->font;
 
-    /* this pointer might have been changed in the level editor */
-    ei->change = &ei->change_page[0];
+    if (value == last_value)
+      continue;
 
-    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;
-    }
+    last_game_control_value[nr] = value;
 
-    ei->change_events = CE_BITMASK_DEFAULT;
-    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+#if 0
+    printf("::: value %d changed from %d to %d\n", nr, last_value, value);
+#endif
+
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+
+    if (type == TYPE_INTEGER)
     {
-      ei->event_page_nr[j] = 0;
-      ei->event_page[j] = &ei->change_page[0];
-    }
-  }
+      if (nr == GAME_CONTROL_LEVEL_NUMBER || nr == GAME_CONTROL_TIME)
+      {
+       boolean use_dynamic_chars = (pos->chars == -1 ? TRUE : FALSE);
 
-  /* 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];
+       if (use_dynamic_chars)          /* use dynamic number of chars */
+       {
+         int value_change = (nr == GAME_CONTROL_LEVEL_NUMBER ? 100 : 1000);
+         int chars1 = (nr == GAME_CONTROL_LEVEL_NUMBER ? 2 : 3);
+         int chars2 = chars1 + 1;
+         int font1 = pos->font;
+         int font2 = pos->font_alt;
 
-    ei->change->target_element       = ch_delay->target_element;
-    ei->change->delay_fixed          = ch_delay->change_delay;
+         chars = (value < value_change ? chars1 : chars2);
+         font  = (value < value_change ? font1  : font2);
 
-    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;
+         /* clear background if value just changed its size (dynamic chars) */
+         if ((last_value < value_change) != (value < value_change))
+         {
+           int width1 = chars1 * getFontWidth(font1);
+           int width2 = chars2 * getFontWidth(font2);
+           int max_width = MAX(width1, width2);
+           int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
 
-    ei->change_events |= CH_EVENT_BIT(CE_DELAY);
-  }
+           pos->width = max_width;
 
-#if 1
-  /* add change events from custom element configuration */
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
-  {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+           ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                                      max_width, max_height);
+         }
+       }
 
-    for (j = 0; j < ei->num_change_pages; j++)
+       pos->width = chars * getFontWidth(font);
+      }
+
+      DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font);
+    }
+    else if (type == TYPE_ELEMENT)
     {
-      if (!ei->change_page[j].can_change)
-       continue;
+      if (nr >= GAME_CONTROL_KEY_1 && nr <= GAME_CONTROL_KEY_8)
+      {
+       int key_nr = nr - GAME_CONTROL_KEY_1;
+       int src_x = DOOR_GFX_PAGEX5 + 18 + (key_nr % STD_NUM_KEYS) * MINI_TILEX;
+       int src_y = DOOR_GFX_PAGEY1 + 123;
+       int dst_x = PANEL_XPOS(pos);
+       int dst_y = PANEL_YPOS(pos);
+       int 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) + key_nr;
+       int graphic = el2edimg(element);
 
-      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+       if (value)
+         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);
+      }
+      else if (value != EL_UNDEFINED)
       {
-       /* 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];
-       }
+       int graphic = el2edimg(value);
+       int dst_x = PANEL_XPOS(pos);
+       int dst_y = PANEL_YPOS(pos);
+
+       DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
+      }
+    }
+    else if (type == TYPE_STRING)
+    {
+      char *s = (nr == GAME_CONTROL_PLAYER_NAME  ? setup.player_name :
+                nr == GAME_CONTROL_LEVEL_NAME   ? level.name :
+                nr == GAME_CONTROL_LEVEL_AUTHOR ? level.author : NULL);
+
+      if (s != NULL)
+      {
+       char *s_cut = getStringCopyN(s, pos->chars);
+
+       DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), s_cut, pos->font);
+
+       free(s_cut);
       }
     }
+
+    redraw_mask |= REDRAW_DOOR_1;
   }
+}
 
+void DrawGameValue_Emeralds(int value)
+{
+  struct TextPosInfo *pos = &game.panel.gems;
+#if 1
+  int font_nr = pos->font;
 #else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->chars;
 
-  /* add change events from custom element configuration */
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
-  {
-    int element = EL_CUSTOM_START + i;
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-    /* only add custom elements that change after fixed/random frame delay */
-    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
-      element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
-  }
+  if (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;
+#if 1
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
 #endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->chars;
 
-  /* ---------- initialize trigger events ---------------------------------- */
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-  /* initialize trigger events information */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    trigger_events[i] = EP_BITMASK_DEFAULT;
+  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;
 #if 1
-  /* add trigger events from element change event properties */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    struct ElementInfo *ei = &element_info[i];
+  int font_nr = pos->font;
+#else
+  int font_nr = FONT_TEXT_2;
+#endif
+  int font_width = getFontWidth(font_nr);
+  int chars = pos->chars;
 
-    for (j = 0; j < ei->num_change_pages; j++)
-    {
-      if (!ei->change_page[j].can_change)
-       continue;
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-      if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
-      {
-       int trigger_element = ei->change_page[j].trigger_element;
+  if (PANEL_DEACTIVATED(pos))
+    return;
 
-       if (IS_GROUP_ELEMENT(trigger_element))
-       {
-         struct ElementGroupInfo *group = element_info[trigger_element].group;
+  pos->width = chars * font_width;
 
-         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;
-      }
-    }
-  }
+  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->chars;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
 #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;
+  int font1_nr = FONT_TEXT_2;
+  int font2_nr = FONT_TEXT_1;
 #endif
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
 
-  /* ---------- initialize push delay -------------------------------------- */
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-  /* initialize push delay values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  if (use_dynamic_chars)               /* use dynamic number of chars */
   {
-    if (!IS_CUSTOM_ELEMENT(i))
-    {
-      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
-      element_info[i].push_delay_random = game.default_push_delay_random;
-    }
+    chars   = (value < 1000 ? chars1   : chars2);
+    font_nr = (value < 1000 ? font1_nr : font2_nr);
   }
 
-  /* set push delay value for certain elements from pre-defined list */
-  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  /* clear background if value just changed its size (dynamic chars only) */
+  if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
   {
-    int e = push_delay_list[i].element;
+    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));
 
-    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;
-  }
+    pos->width = max_width;
 
-  /* 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_SP_ELEMENT(i))
-      {
-       element_info[i].push_delay_fixed  = 6;
-       element_info[i].push_delay_random = 0;
-      }
-    }
+    ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                              max_width, max_height);
   }
 
-  /* ---------- initialize move stepsize ----------------------------------- */
+  pos->width = chars * getFontWidth(font_nr);
 
-  /* 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;
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 
-  /* 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;
+  last_value = value;
+}
 
-    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
-  }
+void DrawGameValue_Level(int value)
+{
+  struct TextPosInfo *pos = &game.panel.level_number;
+  int chars1 = 2;
+  int chars2 = 3;
+  int chars = pos->chars;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
+  int font1_nr = FONT_TEXT_2;
+  int font2_nr = FONT_TEXT_1;
+#endif
+  int font_nr = font1_nr;
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
 
-  /* ---------- initialize move dig/leave ---------------------------------- */
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  if (PANEL_DEACTIVATED(pos))
+    return;
+
+  if (use_dynamic_chars)               /* use dynamic number of chars */
   {
-    element_info[i].can_leave_element = FALSE;
-    element_info[i].can_leave_element_last = FALSE;
+    chars   = (level_nr < 100 ? chars1   : chars2);
+    font_nr = (level_nr < 100 ? font1_nr : font2_nr);
   }
 
-  /* ---------- initialize gem count --------------------------------------- */
-
-  /* initialize gem count values for each element */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].collect_count = 0;
-
-  /* add gem count values for all elements from pre-defined list */
-  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
-    element_info[collect_count_list[i].element].collect_count =
-      collect_count_list[i].count;
-
-  /* ---------- initialize access direction -------------------------------- */
-
-  /* initialize access direction values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+  pos->width = chars * getFontWidth(font_nr);
 
-  /* 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;
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 }
 
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+#if 0
+  struct TextPosInfo *pos = &game.panel.keys;
+#endif
+#if 0
+  int base_key_graphic = EL_KEY_1;
+#endif
+  int i;
 
-/*
-  =============================================================================
-  InitGame()
-  -----------------------------------------------------------------------------
-  initialize and start new game
-  =============================================================================
-*/
+#if 1
+  return;      /* !!! USE NEW STUFF !!! */
+#endif
 
-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 0
+  if (PANEL_DEACTIVATED(pos))
+    return;
+#endif
 
-  InitGameEngine();
+#if 0
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    base_key_graphic = EL_EM_KEY_1;
+#endif
 
 #if 0
-#if DEBUG
-#if USE_NEW_AMOEBA_CODE
-  printf("Using new amoeba code.\n");
+  pos->width = 4 * MINI_TILEX;
+#endif
+
+#if 1
+  for (i = 0; i < MAX_NUM_KEYS; i++)
 #else
-  printf("Using old amoeba code.\n");
+  /* currently only 4 of 8 possible keys are displayed */
+  for (i = 0; i < STD_NUM_KEYS; i++)
 #endif
+  {
+#if 1
+    struct TextPosInfo *pos = &game.panel.key[i];
 #endif
+    int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
+    int src_y = DOOR_GFX_PAGEY1 + 123;
+#if 1
+    int dst_x = PANEL_XPOS(pos);
+    int dst_y = PANEL_YPOS(pos);
+#else
+    int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
+    int dst_y = PANEL_YPOS(pos);
 #endif
 
-  /* don't play tapes over network */
-  network_playing = (options.network && !tape.playing);
+#if 1
+    int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
+                  level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
+                  EL_KEY_1) + i;
+    int graphic = el2edimg(element);
+#endif
 
-  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->action = 0;
-    player->effective_action = 0;
-    player->programmed_action = 0;
-
-    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;
-
-    for (j = 0; j < MAX_KEYS; j++)
-      player->key[j] = FALSE;
-
-    player->dynabomb_count = 0;
-    player->dynabomb_size = 1;
-    player->dynabombs_left = 0;
-    player->dynabomb_xl = FALSE;
-
-    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 1
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+#endif
 
-    player->use_murphy_graphic = FALSE;
+#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 */
 
-    player->block_last_field = FALSE;
+    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+              MINI_TILEX, MINI_TILEY, dst_x, dst_y);
 
-    player->actual_frame_counter = 0;
+    if (key[i])
+    {
+#if 0
+      int graphic = el2edimg(base_key_graphic + i);
+#endif
+      Bitmap *src_bitmap;
+      int src_x, src_y;
 
-    player->step_counter = 0;
+      getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
 
-    player->last_move_dir = MV_NO_MOVING;
+      SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                   dst_x - src_x, dst_y - src_y);
+      BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
+                      dst_x, dst_y);
+    }
+#else
+#if 1
+    if (key[i])
+      DrawMiniGraphicExt(drawto, 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);
+#else
+    if (key[i])
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#endif
+#endif
+  }
+}
 
-    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;
+#else
 
-    player->is_bored = FALSE;
-    player->is_sleeping = FALSE;
+void DrawGameValue_Emeralds(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
 
-    player->frame_counter_bored = -1;
-    player->frame_counter_sleeping = -1;
+  if (PANEL_DEACTIVATED(game.panel.gems))
+    return;
 
-    player->anim_delay_counter = 0;
-    player->post_delay_counter = 0;
+  DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
+}
 
-    player->action_waiting = ACTION_DEFAULT;
-    player->last_action_waiting = ACTION_DEFAULT;
-    player->special_action_bored = ACTION_DEFAULT;
-    player->special_action_sleeping = ACTION_DEFAULT;
+void DrawGameValue_Dynamite(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
 
-    player->num_special_action_bored = 0;
-    player->num_special_action_sleeping = 0;
+  if (PANEL_DEACTIVATED(game.panel.inventory))
+    return;
 
-    /* determine number of special actions for bored and sleeping animation */
-    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
-    {
-      boolean found = FALSE;
+  DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
+}
 
-      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;
+void DrawGameValue_Score(int value)
+{
+  int font_nr = FONT_TEXT_2;
+  int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
 
-      if (found)
-       player->num_special_action_bored++;
-      else
-       break;
-    }
-    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
-    {
-      boolean found = FALSE;
+  if (PANEL_DEACTIVATED(game.panel.score))
+    return;
 
-      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;
+  DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
+}
 
-      if (found)
-       player->num_special_action_sleeping++;
-      else
-       break;
-    }
+void DrawGameValue_Time(int value)
+{
+  int font1_nr = FONT_TEXT_2;
+#if 1
+  int font2_nr = FONT_TEXT_1;
+#else
+  int font2_nr = FONT_LEVEL_NUMBER;
+#endif
+  int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
+  int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
 
-    player->switch_x = -1;
-    player->switch_y = -1;
+  if (PANEL_DEACTIVATED(game.panel.time))
+    return;
 
-    player->show_envelope = 0;
+  /* clear background if value just changed its size */
+  if (value == 999 || value == 1000)
+    ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
 
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+  if (value < 1000)
+    DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
+  else
+    DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
+}
 
-    player->move_delay_reset_counter = 0;
+void DrawGameValue_Level(int value)
+{
+  int font1_nr = FONT_TEXT_2;
+#if 1
+  int font2_nr = FONT_TEXT_1;
+#else
+  int font2_nr = FONT_LEVEL_NUMBER;
+#endif
 
-    player->push_delay = 0;
-    player->push_delay_value = game.initial_push_delay_value;
+  if (PANEL_DEACTIVATED(game.panel.level))
+    return;
 
-    player->drop_delay = 0;
+  if (level_nr < 100)
+    DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
+  else
+    DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
+}
 
-    player->last_jx = player->last_jy = 0;
-    player->jx = player->jy = 0;
+void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+  int base_key_graphic = EL_KEY_1;
+  int i;
 
-    player->shield_normal_time_left = 0;
-    player->shield_deadly_time_left = 0;
+  if (PANEL_DEACTIVATED(game.panel.keys))
+    return;
 
-    player->inventory_infinite_element = EL_UNDEFINED;
-    player->inventory_size = 0;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    base_key_graphic = EL_EM_KEY_1;
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
+  /* currently only 4 of 8 possible keys are displayed */
+  for (i = 0; i < STD_NUM_KEYS; i++)
+  {
+    int x = XX_KEYS + i * MINI_TILEX;
+    int y = YY_KEYS;
 
-    player->LevelSolved = FALSE;
-    player->GameOver = FALSE;
+    if (key[i])
+      DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+                DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
   }
+}
 
-  network_player_action_received = FALSE;
-
-#if defined(PLATFORM_UNIX)
-  /* initial null action */
-  if (network_playing)
-    SendToServer_MovePlayer(MV_NO_MOVING);
 #endif
 
-  ZX = ZY = -1;
+void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
+                      int key_bits)
+{
+  int key[MAX_NUM_KEYS];
+  int i;
 
-  FrameCounter = 0;
-  TimeFrames = 0;
-  TimePlayed = 0;
-  TimeLeft = level.time;
-  TapeTime = 0;
+  /* prevent EM engine from updating time/score values parallel to GameWon() */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+      local_player->LevelSolved)
+    return;
 
-  ScreenMovDir = MV_NO_MOVING;
-  ScreenMovPos = 0;
-  ScreenGfxPos = 0;
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    key[i] = key_bits & (1 << i);
 
-  ScrollStepSize = 0;  /* will be correctly initialized by ScrollScreen() */
+  DrawGameValue_Level(level_nr);
 
-  AllPlayersGone = FALSE;
+  DrawGameValue_Emeralds(emeralds);
+  DrawGameValue_Dynamite(dynamite);
+  DrawGameValue_Score(score);
+  DrawGameValue_Time(time);
 
-  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;
+  DrawGameValue_Keys(key);
+}
 
-  game.envelope_active = FALSE;
+void DrawGameDoorValues()
+{
+  UpdateGameControlValues();
+  DisplayGameControlValues();
+}
 
-  for (i = 0; i < NUM_BELTS; i++)
+void DrawGameDoorValues_OLD()
+{
+  int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
+  int dynamite_value = 0;
+  int score_value = (local_player->LevelSolved ? local_player->score_final :
+                    local_player->score);
+  int gems_value = local_player->gems_still_needed;
+  int key_bits = 0;
+  int i, j;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    game.belt_dir[i] = MV_NO_MOVING;
-    game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
-  }
+    DrawGameDoorValues_EM();
 
-  for (i = 0; i < MAX_NUM_AMOEBA; i++)
-    AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+    return;
+  }
 
-  for (x = 0; x < lev_fieldx; x++)
+  if (game.centered_player_nr == -1)
   {
-    for (y = 0; y < lev_fieldy; y++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      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;
-
-      Changed[x][y] = CE_BITMASK_DEFAULT;
-      ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
-
-      ExplodePhase[x][y] = 0;
-      ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      for (j = 0; j < MAX_NUM_KEYS; j++)
+       if (stored_player[i].key[j])
+         key_bits |= (1 << j);
 
-      RunnerVisit[x][y] = 0;
-      PlayerVisit[x][y] = 0;
-
-      GfxFrame[x][y] = 0;
-      GfxRandom[x][y] = INIT_GFX_RANDOM();
-      GfxElement[x][y] = EL_UNDEFINED;
-      GfxAction[x][y] = ACTION_DEFAULT;
-      GfxDir[x][y] = MV_NO_MOVING;
+      dynamite_value += stored_player[i].inventory_size;
     }
   }
-
-  for (y = 0; y < lev_fieldy; y++)
+  else
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
-       emulate_bd = FALSE;
-      if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
-       emulate_sb = FALSE;
-      if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
-       emulate_sp = FALSE;
+    int player_nr = game.centered_player_nr;
 
-      InitField(x, y, TRUE);
-    }
+    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;
   }
 
-  InitBeltMovement();
+  DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
+                   key_bits);
+}
 
-  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++)
-  {
-    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;
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
 
-      element_info[i].explosion_delay = last_phase;
-      element_info[i].ignition_delay = half_phase;
+static void InitGameEngine()
+{
+  int i, j, k, l, x, y;
 
-      if (i == EL_BLACK_ORB)
-       element_info[i].ignition_delay = 1;
-    }
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
 
-    if (element_info[i].explosion_delay < 2)   /* !!! check again !!! */
-      element_info[i].explosion_delay = 2;
+  /* ---------------------------------------------------------------------- */
+  /* set flags for bugs and changes according to active game engine version */
+  /* ---------------------------------------------------------------------- */
 
-    if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
-      element_info[i].ignition_delay = 1;
-  }
+  /*
+    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.
+  */
 
-  /* 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 */
+  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)));
 
-  /* check if any connected player was not found in playfield */
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+  /*
+    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 !!!)
+  */
 
-    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;
+  game.use_block_last_field_bug =
+    (game.engine_version < VERSION_IDENT(3,1,1,0));
 
-       /* assign first free player found that is present in the playfield */
-       if (some_player->present && !some_player->connected)
-       {
-         player->present = TRUE;
-         player->active = TRUE;
+  /*
+    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.
+  */
 
-         some_player->present = FALSE;
-         some_player->active = FALSE;
+#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
-         player->element_nr = some_player->element_nr;
+  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
 
-         StorePlayer[jx][jy] = player->element_nr;
-         player->jx = player->last_jx = jx;
-         player->jy = player->last_jy = jy;
-
-         break;
-       }
-      }
-    }
-  }
+  /* ---------- initialize player's initial move delay --------------------- */
 
-  if (tape.playing)
-  {
-    /* when playing a tape, eliminate all players which do not participate */
+  /* 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]);
 
-    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;
+  /* 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);
 
-       player->active = FALSE;
-       StorePlayer[jx][jy] = 0;
-       Feld[jx][jy] = EL_EMPTY;
-      }
-    }
-  }
-  else if (!options.network && !setup.team_mode)       /* && !tape.playing */
+  /* ---------- 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++)
   {
-    /* when in single player mode, eliminate all but the first active player */
+    struct ElementInfo *ei = &element_info[i];
 
-    for (i = 0; i < MAX_PLAYERS; i++)
+    /* this pointer might have been changed in the level editor */
+    ei->change = &ei->change_page[0];
+
+    if (!IS_CUSTOM_ELEMENT(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;
+      ei->change->target_element = EL_EMPTY_SPACE;
+      ei->change->delay_fixed = 0;
+      ei->change->delay_random = 0;
+      ei->change->delay_frames = 1;
+    }
 
-           player->active = FALSE;
-           player->present = FALSE;
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+    {
+      ei->has_change_event[j] = FALSE;
 
-           StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_EMPTY;
-         }
-       }
-      }
+      ei->event_page_nr[j] = 0;
+      ei->event_page[j] = &ei->change_page[0];
     }
   }
 
-  /* when recording the game, store which players take part in the game */
-  if (tape.recording)
+  /* add changing elements from pre-defined list */
+  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      if (stored_player[i].active)
-       tape.player_participates[i] = TRUE;
+    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);
   }
 
-  if (options.debug)
+  /* ---------- initialize internal run-time variables ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + 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);
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].can_change_or_has_action =
+       (ei->change_page[j].can_change |
+        ei->change_page[j].has_action);
     }
   }
 
-  if (BorderElement == EL_EMPTY)
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    SBX_Left = 0;
-    SBX_Right = lev_fieldx - SCR_FIELDX;
-    SBY_Upper = 0;
-    SBY_Lower = lev_fieldy - SCR_FIELDY;
+    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];
+       }
+      }
+    }
   }
-  else
+
+  /* ---------- initialize run-time trigger player and element ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    SBX_Left = -1;
-    SBX_Right = lev_fieldx - SCR_FIELDX + 1;
-    SBY_Upper = -1;
-    SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].actual_trigger_element = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+      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;
+    }
   }
 
-  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
-    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+  /* ---------- initialize trigger events ---------------------------------- */
 
-  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
-    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+  /* 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;
 
-  /* 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)
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    int start_x = 0, start_y = 0;
-    int found_rating = 0;
-    int found_element = EL_UNDEFINED;
+    struct ElementInfo *ei = &element_info[i];
 
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    for (j = 0; j < ei->num_change_pages; j++)
     {
-      int element = Feld[x][y];
-      int content;
-      int xx, yy;
-      boolean is_player;
-
-      if (!IS_CUSTOM_ELEMENT(element))
+      if (!ei->change_page[j].can_change_or_has_action)
        continue;
 
-      if (CAN_CHANGE(element))
+      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
       {
-       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);
+       int trigger_element = ei->change_page[j].trigger_element;
 
-         if (is_player && (found_rating < 3 || element < found_element))
+       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+       {
+         if (ei->change_page[j].has_event[k])
          {
-           start_x = x;
-           start_y = y;
+           if (IS_GROUP_ELEMENT(trigger_element))
+           {
+             struct ElementGroupInfo *group =
+               element_info[trigger_element].group;
 
-           found_rating = 3;
-           found_element = element;
+             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;
          }
        }
       }
+    }
+  }
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
-      {
-       content = element_info[element].content[xx][yy];
-       is_player = ELEM_IS_PLAYER(content);
-
-       if (is_player && (found_rating < 2 || element < found_element))
-       {
-         start_x = x + xx - 1;
-         start_y = y + yy - 1;
+  /* ---------- initialize push delay -------------------------------------- */
 
-         found_rating = 2;
-         found_element = element;
-       }
+  /* 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;
+      }
+    }
+  }
 
-       if (!CAN_CHANGE(element))
-         continue;
+  /* 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;
 
-       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);
+    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;
+  }
 
-         if (is_player && (found_rating < 1 || element < found_element))
-         {
-           start_x = x + xx - 1;
-           start_y = y + yy - 1;
+  /* 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);
 
-           found_rating = 1;
-           found_element = element;
-         }
-       }
+       element_info[i].push_delay_fixed  = delay;
+       element_info[i].push_delay_random = 0;
       }
     }
+  }
 
-    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
-               start_x > SBX_Right + MIDPOSX ? SBX_Right :
-               start_x - MIDPOSX);
+  /* ---------- initialize move stepsize ----------------------------------- */
 
-    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
-               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
-               start_y - MIDPOSY);
-  }
-  else
+  /* 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++)
   {
-#if 1
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_player->jx - MIDPOSX);
+    int e = move_stepsize_list[i].element;
 
-    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
+    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
 
-  CloseDoor(DOOR_CLOSE_1);
+  /* ---------- initialize collect score ----------------------------------- */
 
-  DrawLevel();
-  DrawAllPlayers();
+  /* 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;
 
-  /* after drawing the level, correct some elements */
-  if (game.timegate_time_left == 0)
-    CloseAllOpenTimegates();
+  /* ---------- initialize collect count ----------------------------------- */
 
-  if (setup.soft_scrolling)
-    BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+  /* 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;
 
-  redraw_mask |= REDRAW_FROM_BACKBUFFER;
-  FadeToFront();
+  /* 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;
 
-  /* 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);
+  /* ---------- initialize access direction -------------------------------- */
 
-  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);
+  /* 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;
 
-  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+  /* 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;
 
-  if (setup.sound_music)
-    PlayLevelMusic();
+  /* ---------- initialize explosion content ------------------------------- */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (IS_CUSTOM_ELEMENT(i))
+      continue;
 
-  KeyboardAutoRepeatOffUnlessAutoplay();
+    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) */
 
-  if (options.debug)
-  {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      printf("Player %d %sactive.\n",
-            i + 1, (stored_player[i].active ? "" : "not "));
+      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);
+    }
   }
 
-#if 0
-  printf("::: starting game [%d]\n", FrameCounter);
-#endif
+  /* ---------- initialize recursion detection ------------------------------ */
+  recursion_loop_depth = 0;
+  recursion_loop_detected = FALSE;
+  recursion_loop_element = EL_UNDEFINED;
 }
 
-void InitMovDir(int x, int y)
+int get_num_special_action(int element, int action_first, int action_last)
 {
-  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 }
-  };
+  int num_special_action = 0;
+  int i, j;
 
-  switch(element)
+  for (i = action_first; i <= action_last; i++)
   {
-    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;
+    boolean found = FALSE;
 
-    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;
+    for (j = 0; j < NUM_DIRECTIONS; j++)
+      if (el_act_dir2img(element, i, j) !=
+         el_act_dir2img(element, ACTION_DEFAULT, j))
+       found = TRUE;
 
-    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];
+    if (found)
+      num_special_action++;
+    else
       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;
+  return num_special_action;
+}
 
-    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_SP_SNIKSNAK:
-      MovDir[x][y] = MV_UP;
-      break;
+/*
+  =============================================================================
+  InitGame()
+  -----------------------------------------------------------------------------
+  initialize and start new game
+  =============================================================================
+*/
 
-    case EL_SP_ELECTRON:
-      MovDir[x][y] = MV_LEFT;
-      break;
+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 */
+#if 0
+  boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+  int i, j, 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;
+  game_status = GAME_MODE_PLAYING;
 
-    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;
+  InitGameEngine();
+  InitGameControlValues();
 
-       if (move_direction_initial == MV_START_PREVIOUS)
-       {
-         if (MovDir[x][y] != MV_NO_MOVING)
-           return;
+  /* don't play tapes over network */
+  network_playing = (options.network && !tape.playing);
 
-         move_direction_initial = MV_START_AUTOMATIC;
-       }
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
 
-       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];
+    player->index_nr = i;
+    player->index_bit = (1 << i);
+    player->element_nr = EL_PLAYER_1 + i;
 
-           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];
+    player->present = FALSE;
+    player->active = FALSE;
+    player->killed = FALSE;
 
-             break;
-           }
-         }
-       }                
-      }
-      else
-      {
-       MovDir[x][y] = 1 << RND(4);
+    player->action = 0;
+    player->effective_action = 0;
+    player->programmed_action = 0;
 
-       if (element != EL_BUG &&
-           element != EL_SPACESHIP &&
-           element != EL_BD_BUTTERFLY &&
-           element != EL_BD_FIREFLY)
-         break;
+    player->score = 0;
+    player->score_final = 0;
 
-       for (i = 0; i < NUM_DIRECTIONS; i++)
-       {
-         int x1 = x + xy[i][0];
-         int y1 = y + xy[i][1];
+    player->gems_still_needed = level.gems_needed;
+    player->sokobanfields_still_needed = 0;
+    player->lights_still_needed = 0;
+    player->friends_still_needed = 0;
 
-         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;
-  }
+    for (j = 0; j < MAX_NUM_KEYS; j++)
+      player->key[j] = FALSE;
 
-  GfxDir[x][y] = MovDir[x][y];
-}
+    player->num_white_keys = 0;
 
-void InitAmoebaNr(int x, int y)
-{
-  int i;
-  int group_nr = AmoebeNachbarNr(x, y);
+    player->dynabomb_count = 0;
+    player->dynabomb_size = 1;
+    player->dynabombs_left = 0;
+    player->dynabomb_xl = FALSE;
 
-  if (group_nr == 0)
-  {
-    for (i = 1; i < MAX_NUM_AMOEBA; i++)
-    {
-      if (AmoebaCnt[i] == 0)
-      {
-       group_nr = i;
-       break;
-      }
-    }
-  }
+    player->MovDir = MV_NONE;
+    player->MovPos = 0;
+    player->GfxPos = 0;
+    player->GfxDir = MV_NONE;
+    player->GfxAction = ACTION_DEFAULT;
+    player->Frame = 0;
+    player->StepFrame = 0;
 
-  AmoebaNr[x][y] = group_nr;
-  AmoebaCnt[group_nr]++;
-  AmoebaCnt2[group_nr]++;
-}
+    player->use_murphy = FALSE;
+    player->artwork_element =
+      (level.use_artwork_element[i] ? level.artwork_element[i] :
+       player->element_nr);
 
-void GameWon()
-{
-  int hi_pos;
-  boolean raise_level = FALSE;
+    player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
+    player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
 
-  if (local_player->MovPos)
-    return;
+    player->gravity = level.initial_player_gravity[i];
 
-#if 1
-  if (tape.auto_play)          /* tape might already be stopped here */
-    tape.auto_play_level_solved = TRUE;
-#else
-  if (tape.playing && tape.auto_play)
-    tape.auto_play_level_solved = TRUE;
-#endif
+    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
 
-  local_player->LevelSolved = FALSE;
+    player->actual_frame_counter = 0;
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+    player->step_counter = 0;
 
-  if (TimeLeft)
-  {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    player->last_move_dir = MV_NONE;
 
-    while (TimeLeft > 0)
-    {
-      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--;
+    player->is_active = FALSE;
 
-      DrawGameValue_Time(TimeLeft);
+    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;
 
-      BackToFront();
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
 
-      if (!tape.playing)
-       Delay(10);
-    }
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-  }
-  else if (level.time == 0)            /* level without time limit */
-  {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
-
-    while (TimePlayed < 999)
-    {
-      if (!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++;
-
-      DrawGameValue_Time(TimePlayed);
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-      BackToFront();
+    player->dir_waiting = MV_NONE;
+    player->action_waiting = ACTION_DEFAULT;
+    player->last_action_waiting = ACTION_DEFAULT;
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
 
-      if (!tape.playing)
-       Delay(10);
-    }
+    player->switch_x = -1;
+    player->switch_y = -1;
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-  }
+    player->drop_x = -1;
+    player->drop_y = -1;
 
-  /* 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];
+    player->show_envelope = 0;
 
-    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
-                         EL_SP_EXIT_CLOSING);
+    SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
 
-    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
-  }
+    player->push_delay       = -1;     /* initialized when pushing starts */
+    player->push_delay_value = game.initial_push_delay_value;
 
-  /* Hero disappears */
-  DrawLevelField(ExitX, ExitY);
-  BackToFront();
+    player->drop_delay = 0;
+    player->drop_pressed_delay = 0;
 
-  if (tape.playing)
-    return;
+    player->last_jx = -1;
+    player->last_jy = -1;
+    player->jx = -1;
+    player->jy = -1;
 
-  CloseDoor(DOOR_CLOSE_1);
+    player->shield_normal_time_left = 0;
+    player->shield_deadly_time_left = 0;
 
-  if (tape.recording)
-  {
-    TapeStop();
-    SaveTape(tape.level_nr);           /* Ask to save tape */
-  }
+    player->inventory_infinite_element = EL_UNDEFINED;
+    player->inventory_size = 0;
 
-  if (level_nr == leveldir_current->handicap_level)
-  {
-    leveldir_current->handicap_level++;
-    SaveLevelSetup_SeriesInfo();
-  }
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
 
-  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 */
+    player->LevelSolved = FALSE;
+    player->GameOver = FALSE;
 
-  if ((hi_pos = NewHiScore()) >= 0) 
-  {
-    game_status = GAME_MODE_SCORES;
-    DrawHallOfFame(hi_pos);
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
-  }
-  else
-  {
-    game_status = GAME_MODE_MAIN;
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
-    DrawMainMenu();
+    player->LevelSolved_GameWon = FALSE;
+    player->LevelSolved_GameEnd = FALSE;
+    player->LevelSolved_PanelOff = FALSE;
+    player->LevelSolved_SaveTape = FALSE;
+    player->LevelSolved_SaveScore = FALSE;
   }
 
-  BackToFront();
-}
+  network_player_action_received = FALSE;
 
-int NewHiScore()
-{
-  int k, l;
-  int position = -1;
+#if defined(NETWORK_AVALIABLE)
+  /* initial null action */
+  if (network_playing)
+    SendToServer_MovePlayer(MV_NONE);
+#endif
 
-  LoadScore(level_nr);
+  ZX = ZY = -1;
+  ExitX = ExitY = -1;
 
-  if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
-      local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
-    return -1;
+  FrameCounter = 0;
+  TimeFrames = 0;
+  TimePlayed = 0;
+  TimeLeft = level.time;
+  TapeTime = 0;
 
-  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
-  {
-    if (local_player->score > highscore[k].Score)
-    {
-      /* player has made it to the hall of fame */
+  ScreenMovDir = MV_NONE;
+  ScreenMovPos = 0;
+  ScreenGfxPos = 0;
 
-      if (k < MAX_SCORE_ENTRIES - 1)
-      {
-       int m = MAX_SCORE_ENTRIES - 1;
+  ScrollStepSize = 0;  /* will be correctly initialized by ScrollScreen() */
 
-#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
+  AllPlayersGone = FALSE;
 
-       for (l = m; l > k; l--)
-       {
-         strcpy(highscore[l].Name, highscore[l - 1].Name);
-         highscore[l].Score = highscore[l - 1].Score;
-       }
-      }
+  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.wind_direction = level.wind_direction_initial;
 
-#ifdef ONE_PER_NAME
-      put_into_list:
+#if !USE_PLAYER_GRAVITY
+  game.gravity = FALSE;
+  game.explosions_delayed = TRUE;
 #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
+  game.lenses_time_left = 0;
+  game.magnify_time_left = 0;
 
-  }
+  game.ball_state = level.ball_state_initial;
+  game.ball_content_nr = 0;
 
-  if (position >= 0) 
-    SaveScore(level_nr);
+  game.envelope_active = FALSE;
 
-  return position;
-}
+  /* 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;
 
-void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
-{
-  if (player->GfxAction != action || player->GfxDir != dir)
+  if (network_playing && tape.recording)
   {
-#if 0
-    printf("Player frame reset! (%d => %d, %d => %d)\n",
-          player->GfxAction, action, player->GfxDir, dir);
-#endif
-
-    player->GfxAction = action;
-    player->GfxDir = dir;
-    player->Frame = 0;
-    player->StepFrame = 0;
+    /* store client dependent player focus when recording network games */
+    tape.centered_player_nr_next = game.centered_player_nr_next;
+    tape.set_centered_player = TRUE;
   }
-}
-
-static void ResetRandomAnimationValue(int x, int y)
-{
-  GfxRandom[x][y] = INIT_GFX_RANDOM();
-}
-
-static void ResetGfxAnimation(int x, int y)
-{
-  GfxFrame[x][y] = 0;
-  GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MovDir[x][y];
-}
-
-void InitMovingField(int x, int y, int direction)
-{
-  int element = Feld[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int newx = x + dx;
-  int newy = y + dy;
-
-  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
-    ResetGfxAnimation(x, y);
 
-  MovDir[newx][newy] = MovDir[x][y] = direction;
-  GfxDir[x][y] = direction;
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    game.belt_dir[i] = MV_NONE;
+    game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
+  }
 
-  if (Feld[newx][newy] == EL_EMPTY)
-    Feld[newx][newy] = EL_BLOCKED;
+  for (i = 0; i < MAX_NUM_AMOEBA; i++)
+    AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  if (direction == MV_DOWN && CAN_FALL(element))
-    GfxAction[x][y] = ACTION_FALLING;
-  else
-    GfxAction[x][y] = ACTION_MOVING;
+  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;
 
-  GfxFrame[newx][newy] = GfxFrame[x][y];
-  GfxRandom[newx][newy] = GfxRandom[x][y];
-  GfxAction[newx][newy] = GfxAction[x][y];
-  GfxDir[newx][newy] = GfxDir[x][y];
-}
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-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);
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-  *goes_to_x = newx;
-  *goes_to_y = newy;
-}
+    RunnerVisit[x][y] = 0;
+    PlayerVisit[x][y] = 0;
 
-void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
-{
-  int oldx = x, oldy = y;
-  int direction = MovDir[x][y];
+    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;
+  }
 
-  if (direction == MV_LEFT)
-    oldx++;
-  else if (direction == MV_RIGHT)
-    oldx--;
-  else if (direction == MV_UP)
-    oldy++;
-  else if (direction == MV_DOWN)
-    oldy--;
+  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;
 
-  *comes_from_x = oldx;
-  *comes_from_y = oldy;
-}
+    InitField(x, y, TRUE);
+  }
 
-int MovingOrBlocked2Element(int x, int y)
-{
-  int element = Feld[x][y];
+  InitBeltMovement();
 
-  if (element == EL_BLOCKED)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    int oldx, oldy;
+    struct PlayerInfo *player = &stored_player[i];
 
-    Blocked2Moving(x, y, &oldx, &oldy);
-    return Feld[oldx][oldy];
+    /* 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);
   }
-  else
-    return element;
-}
 
-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];
+  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+                   emulate_sb ? EMU_SOKOBAN :
+                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
-  if (IS_MOVING(x, y))
+#if USE_NEW_ALL_SLIPPERY
+  /* initialize type of slippery elements */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    if (element == EL_BLOCKED)
+    if (!IS_CUSTOM_ELEMENT(i))
     {
-      int oldx, oldy;
+      /* default: elements slip down either to the left or right randomly */
+      element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
 
-      Blocked2Moving(x, y, &oldx, &oldy);
-      return Feld[oldx][oldy];
+      /* 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;
     }
-    else
-      return EL_BLOCKED;
   }
-  else
-    return element;
-}
+#endif
 
-static void RemoveField(int x, int y)
-{
-  Feld[x][y] = EL_EMPTY;
+  /* 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;
 
-  MovPos[x][y] = 0;
-  MovDir[x][y] = 0;
-  MovDelay[x][y] = 0;
+      element_info[i].explosion_delay = last_phase - 1;
+      element_info[i].ignition_delay = half_phase;
 
-  AmoebaNr[x][y] = 0;
-  ChangeDelay[x][y] = 0;
-  ChangePage[x][y] = -1;
-  Pushed[x][y] = FALSE;
-
-  GfxElement[x][y] = EL_UNDEFINED;
-  GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MV_NO_MOVING;
-}
-
-void RemoveMovingField(int x, int y)
-{
-  int oldx = x, oldy = y, newx = x, newy = y;
-  int element = Feld[x][y];
-  int next_element = EL_UNDEFINED;
-
-  if (element != EL_BLOCKED && !IS_MOVING(x, y))
-    return;
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 1;
+    }
 
-  if (IS_MOVING(x, y))
-  {
-    Moving2Blocked(x, y, &newx, &newy);
 #if 0
-    if (Feld[newx][newy] != EL_BLOCKED)
-      return;
-#else
-    if (Feld[newx][newy] != EL_BLOCKED)
-    {
-      /* element is moving, but target field is not free (blocked), but
-        already occupied by something different (example: acid pool);
-        in this case, only remove the moving field, but not the target */
-
-      RemoveField(oldx, oldy);
-
-      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
-
-      DrawLevelField(oldx, oldy);
+    if (element_info[i].explosion_delay < 1)   /* !!! check again !!! */
+      element_info[i].explosion_delay = 1;
 
-      return;
-    }
+    if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
+      element_info[i].ignition_delay = 1;
 #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]);
 
-  RemoveField(oldx, oldy);
-  RemoveField(newx, newy);
-
-  Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+  /* 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 (next_element != EL_UNDEFINED)
-    Feld[oldx][oldy] = next_element;
+  /* check if any connected player was not found in playfield */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
 
-  DrawLevelField(oldx, oldy);
-  DrawLevelField(newx, newy);
-}
+    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;
 
-void DrawDynamite(int x, int y)
-{
-  int sx = SCREENX(x), sy = SCREENY(y);
-  int graphic = el2img(Feld[x][y]);
-  int frame;
+       /* assign first free player found that is present in the playfield */
+       if (some_player->present && !some_player->connected)
+       {
+         player->present = TRUE;
+         player->active = TRUE;
 
-  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
-    return;
+         some_player->present = FALSE;
+         some_player->active = FALSE;
 
-  if (IS_WALKABLE_INSIDE(Back[x][y]))
-    return;
+         player->artwork_element = some_player->artwork_element;
 
-  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);
+         player->block_last_field       = some_player->block_last_field;
+         player->block_delay_adjustment = some_player->block_delay_adjustment;
 
-  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+         StorePlayer[jx][jy] = player->element_nr;
+         player->jx = player->last_jx = jx;
+         player->jy = player->last_jy = jy;
 
-#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
-}
+         break;
+       }
+      }
+    }
+  }
 
-void CheckDynamite(int x, int y)
-{
-  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
+  if (tape.playing)
   {
-    MovDelay[x][y]--;
+    /* when playing a tape, eliminate all players who do not participate */
 
-    if (MovDelay[x][y] != 0)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      DrawDynamite(x, y);
-      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+      if (stored_player[i].active && !tape.player_participates[i])
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-      return;
+       player->active = FALSE;
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
+      }
     }
   }
+  else if (!options.network && !setup.team_mode)       /* && !tape.playing */
+  {
+    /* when in single player mode, eliminate all but the first active player */
 
-#if 1
-  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-#else
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
-      Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
-    StopSound(SND_DYNAMITE_ACTIVE);
-  else
-    StopSound(SND_DYNABOMB_ACTIVE);
-#endif
-
-  Bang(x, y);
-}
+    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;
 
-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
+           player->active = FALSE;
+           player->present = FALSE;
 
-  if (player->GameOver)                /* do not reanimate dead player */
-    return;
+           StorePlayer[jx][jy] = 0;
+           Feld[jx][jy] = EL_EMPTY;
+         }
+       }
+      }
+    }
+  }
 
-#if 1
-  RemoveField(x, y);           /* temporarily remove newly placed player */
-  DrawLevelField(x, y);
-#endif
+  /* when recording the game, store which players take part in the game */
+  if (tape.recording)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].active)
+       tape.player_participates[i] = TRUE;
+  }
 
-  if (player->present)
+  if (options.debug)
   {
-    while (player->MovPos)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      ScrollPlayer(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
-      FrameCounter++;
-
-      DrawPlayer(player);
+      struct PlayerInfo *player = &stored_player[i];
 
-      BackToFront();
-      Delay(wait_delay_value);
+      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);
     }
+  }
 
-    DrawPlayer(player);                /* needed here only to cleanup last field */
-    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
-
-    player->is_moving = FALSE;
+  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 1
-  old_jx = player->jx;
-  old_jy = player->jy;
-#endif
+  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
+    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
 
-  Feld[x][y] = element;
-  InitPlayerField(x, y, element, TRUE);
+  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
+    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
 
-#if 0
-  if (player == local_player)
+  /* 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)
   {
-#if 1
+    int start_x = 0, start_y = 0;
+    int found_rating = 0;
+    int found_element = EL_UNDEFINED;
+    int player_nr = local_player->index_nr;
 
-    scroll_x += (local_player->jx - old_jx);
-    scroll_y += (local_player->jy - old_jy);
+    SCAN_PLAYFIELD(x, y)
+    {
+      int element = Feld[x][y];
+      int content;
+      int xx, yy;
+      boolean is_player;
 
-    /* don't scroll over playfield boundaries */
-    if (scroll_x < SBX_Left || scroll_x > SBX_Right)
-      scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+      if (level.use_start_element[player_nr] &&
+         level.start_element[player_nr] == element &&
+         found_rating < 4)
+      {
+       start_x = x;
+       start_y = y;
 
-    /* don't scroll over playfield boundaries */
-    if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
-      scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+       found_rating = 4;
+       found_element = element;
+      }
 
-#else
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_player->jx - MIDPOSX);
+      if (!IS_CUSTOM_ELEMENT(element))
+       continue;
 
-    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-               local_player->jy - MIDPOSY);
-#endif
+      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);
 
-    RedrawPlayfield(TRUE, 0,0,0,0);
-#if 0
-    DrawAllPlayers();
-    BackToFront();
-#endif
-  }
-
-#else
-
-  if (player == local_player)
-  {
-    int scroll_xx = -999, scroll_yy = -999;
+         if (is_player && (found_rating < 3 || element < found_element))
+         {
+           start_x = x;
+           start_y = y;
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
-    {
-      int dx = 0, dy = 0;
-      int fx = FX, fy = FY;
+           found_rating = 3;
+           found_element = element;
+         }
+       }
+      }
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
+      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);
 
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
+       if (is_player && (found_rating < 2 || element < found_element))
+       {
+         start_x = x + xx - 1;
+         start_y = y + yy - 1;
 
-      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
-      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+         found_rating = 2;
+         found_element = element;
+       }
 
-      scroll_x -= dx;
-      scroll_y -= dy;
+       if (!CAN_CHANGE(element))
+         continue;
 
-      fx += dx * TILEX / 2;
-      fy += dy * TILEY / 2;
+       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];
 
-      ScrollLevel(dx, dy);
-      DrawAllPlayers();
+         is_player = ELEM_IS_PLAYER(content);
 
-      /* scroll in two steps of half tile size to make things smoother */
-      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
-      FlushDisplay();
-      Delay(wait_delay_value);
+         if (is_player && (found_rating < 1 || element < found_element))
+         {
+           start_x = x + xx - 1;
+           start_y = y + yy - 1;
 
-      /* scroll second step to align at full tile size */
-      BackToFront();
-      Delay(wait_delay_value);
+           found_rating = 1;
+           found_element = element;
+         }
+       }
+      }
     }
-  }
-#endif
-}
-
-void Explode(int ex, int ey, int phase, int mode)
-{
-  int x, y;
-#if 0
-  int num_phase = 9;
-#endif
 
-  /* !!! eliminate this variable !!! */
-  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-
-#if 1
-  int last_phase;
-#else
-  int last_phase = num_phase * delay;
-  int half_phase = (num_phase / 2) * delay;
-  int first_phase_after_start = EX_PHASE_START + 1;
-#endif
-  int border_element;
+    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
+               start_x > SBX_Right + MIDPOSX ? SBX_Right :
+               start_x - MIDPOSX);
 
-  if (game.explosions_delayed)
-  {
-    ExplodeField[ex][ey] = mode;
-    return;
+    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+               start_y - MIDPOSY);
   }
-
-  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
+  else
   {
-    int center_element = Feld[ex][ey];
-
-#if 0
-    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
-#endif
-
-#if 0
-    /* --- This is only really needed (and now handled) in "Impact()". --- */
-    /* do not explode moving elements that left the explode field in time */
-    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-       center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
-      return;
-#endif
+    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+               local_player->jx - MIDPOSX);
 
-    if (mode == EX_NORMAL || mode == EX_CENTER)
-      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+               local_player->jy - MIDPOSY);
+  }
 
-    /* remove things displayed in background while burning dynamite */
-    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
-      Back[ex][ey] = 0;
+  StopAnimation();
 
-    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 (!game.restart_level)
+    CloseDoor(DOOR_CLOSE_1);
 
 #if 1
-    last_phase = element_info[center_element].explosion_delay;
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetStartItem();
+#else
+  if (level_editor_test_game)
+    fading = fading_none;
+  else
+    fading = menu.destination;
 #endif
 
-    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
-    {
-      int xx = x - ex + 1;
-      int yy = y - ey + 1;
-      int element;
-
 #if 1
-      if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
-       continue;
+  FadeOut(REDRAW_FIELD);
 #else
-      if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
-          (x != ex || y != ey)))
-       continue;
+  if (do_fading)
+    FadeOut(REDRAW_FIELD);
 #endif
 
-      element = Feld[x][y];
+  /* !!! FIX THIS (START) !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    InitGameEngine_EM();
 
-      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
-      {
-       element = MovingOrBlocked2Element(x, y);
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
+    BlitScreenToBitmap_EM(backbuffer);
+  }
+  else
+  {
+    DrawLevel();
+    DrawAllPlayers();
 
-       if (!IS_EXPLOSION_PROOF(element))
-         RemoveMovingField(x, y);
-      }
+    /* after drawing the level, correct some elements */
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
 
-#if 1
+    /* blit playfield from scroll buffer to normal back buffer for fading in */
+    if (setup.soft_scrolling)
+      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
-#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
+    redraw_mask |= REDRAW_FROM_BACKBUFFER;
+  }
+  /* !!! FIX THIS (END) !!! */
 
+#if 1
+  FadeIn(REDRAW_FIELD);
 #else
-      if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
-           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
-         element == EL_FLAMES)
-       continue;
-#endif
-
-      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
-      {
-       if (IS_ACTIVE_BOMB(element))
-       {
-         /* re-activate things under the bomb like gate or penguin */
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
-         Store[x][y] = 0;
-       }
-
-       continue;
-      }
+  if (do_fading)
+    FadeIn(REDRAW_FIELD);
 
-      /* 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;
+  BackToFront();
 #endif
 
-      /* ignite explodable elements reached by other explosion */
-      if (element == EL_EXPLOSION)
-       element = Store2[x][y];
+  if (!game.restart_level)
+  {
+    /* copy default game door content to main double buffer */
+    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+              DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
+  }
 
-#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]]--;
-      }
+  SetPanelBackground();
+  SetDrawBackgroundMask(REDRAW_DOOR_1);
 
-      RemoveField(x, y);
-#endif
+  DrawGameDoorValues();
 
-      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
-      {
-       switch(StorePlayer[ex][ey])
-       {
-         case EL_PLAYER_2:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
-           break;
-         case EL_PLAYER_3:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
-           break;
-         case EL_PLAYER_4:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
-           break;
-         case EL_PLAYER_1:
-         default:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
-           break;
-       }
+  if (!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();
 
-       if (game.emulation == EMU_SUPAPLEX)
-         Store[x][y] = EL_EMPTY;
-      }
-      else if (center_element == EL_MOLE)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (center_element == EL_PENGUIN)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (center_element == EL_BUG)
-       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
-      else if (center_element == EL_BD_BUTTERFLY)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (center_element == EL_SP_ELECTRON)
-       Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_AMOEBA_TO_DIAMOND)
-       Store[x][y] = level.amoeba_content;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yamyam_content[game.yamyam_content_nr][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;
+    /* 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);
 
-      if (x != ex || y != ey ||
-         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
-       Store2[x][y] = element;
+    OpenDoor(DOOR_OPEN_ALL);
 
-#if 0
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
-      {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
-      }
+    PlaySound(SND_GAME_STARTING);
 
-#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
+    if (setup.sound_music)
+      PlayLevelMusic();
 
-      Feld[x][y] = EL_EXPLOSION;
-#if 1
-      GfxElement[x][y] = center_element;
-#else
-      GfxElement[x][y] = EL_UNDEFINED;
-#endif
+    KeyboardAutoRepeatOffUnlessAutoplay();
 
-      ExplodePhase[x][y] = 1;
-#if 1
-      ExplodeDelay[x][y] = last_phase;
-#endif
-      Stop[x][y] = TRUE;
+    if (options.debug)
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       printf("Player %d %sactive.\n",
+              i + 1, (stored_player[i].active ? "" : "not "));
     }
-
-    if (center_element == EL_YAMYAM)
-      game.yamyam_content_nr =
-       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
-
-    return;
   }
 
-  if (Stop[ex][ey])
-    return;
-
-  x = ex;
-  y = ey;
-
 #if 1
-  last_phase = ExplodeDelay[x][y];
+  UnmapAllGadgets();
+
+  MapGameButtons();
+  MapTapeButtons();
 #endif
 
-  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+  game.restart_level = FALSE;
+}
 
-#ifdef DEBUG
+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 */
 
-  /* activate this even in non-DEBUG version until cause for crash in
-     getGraphicAnimationFrame() (see below) is found and eliminated */
-#endif
-#if 1
+  /* 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);
+}
+
+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.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 = (level.time == 0 ? 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 (level.time == 0 && 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
+      game_control_value[GAME_CONTROL_TIME] = time;
+      game_control_value[GAME_CONTROL_SCORE] = 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
+    game_control_value[GAME_CONTROL_TIME] = time;
+    game_control_value[GAME_CONTROL_SCORE] = 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
+
+  }
+
+  if (position >= 0) 
+    SaveScore(level_nr);
+
+  return position;
+}
+
+inline static int getElementMoveStepsizeExt(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 horiz_move = (dx != 0);
+  int sign = (horiz_move ? dx : dy);
+  int step = sign * element_info[element].move_stepsize;
+
+  /* special values for move stepsize for spring and things on conveyor belt */
+  if (horiz_move)
+  {
+    if (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;
+  }
+
+  return step;
+}
+
+inline static int getElementMoveStepsize(int x, int y)
+{
+  return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
+
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+  if (player->GfxAction != action || player->GfxDir != dir)
+  {
+#if 0
+    printf("Player frame reset! (%d => %d, %d => %d)\n",
+          player->GfxAction, action, player->GfxDir, dir);
+#endif
+
+    player->GfxAction = action;
+    player->GfxDir = dir;
+    player->Frame = 0;
+    player->StepFrame = 0;
+  }
+}
+
+#if USE_GFX_RESET_GFX_ANIMATION
+static void ResetGfxFrame(int x, int y, boolean redraw)
+{
+  int element = Feld[x][y];
+  int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+  int last_gfx_frame = GfxFrame[x][y];
+
+  if (graphic_info[graphic].anim_global_sync)
+    GfxFrame[x][y] = FrameCounter;
+  else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+    GfxFrame[x][y] = CustomValue[x][y];
+  else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+    GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
+
+  if (redraw && GfxFrame[x][y] != last_gfx_frame)
+    DrawLevelGraphicAnimation(x, y, graphic);
+}
+#endif
+
+static void ResetGfxAnimation(int x, int y)
+{
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
+  GfxFrame[x][y] = 0;
+
+#if USE_GFX_RESET_GFX_ANIMATION
+  ResetGfxFrame(x, y, FALSE);
+#endif
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+void InitMovingField(int x, int y, int direction)
+{
+  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
+
+  /* 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
+
+  MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
+
+#if USE_GFX_RESET_ONLY_WHEN_MOVING
+  GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+                    direction == MV_DOWN && CAN_FALL(element) ?
+                    ACTION_FALLING : ACTION_MOVING);
+#else
+  GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+                    ACTION_FALLING : ACTION_MOVING);
+#endif
+
+  /* this is needed for CEs with property "can move" / "not moving" */
+
+  if (is_moving_after)
+  {
+    if (Feld[newx][newy] == EL_EMPTY)
+      Feld[newx][newy] = EL_BLOCKED;
+
+    MovDir[newx][newy] = MovDir[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+
+    GfxFrame[newx][newy] = GfxFrame[x][y];
+    GfxRandom[newx][newy] = GfxRandom[x][y];
+    GfxAction[newx][newy] = GfxAction[x][y];
+    GfxDir[newx][newy] = GfxDir[x][y];
+  }
+}
+
+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);
+
+  *goes_to_x = newx;
+  *goes_to_y = newy;
+}
+
+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 (direction == MV_LEFT)
+    oldx++;
+  else if (direction == MV_RIGHT)
+    oldx--;
+  else if (direction == MV_UP)
+    oldy++;
+  else if (direction == MV_DOWN)
+    oldy--;
+
+  *comes_from_x = oldx;
+  *comes_from_y = oldy;
+}
+
+int MovingOrBlocked2Element(int x, int y)
+{
+  int element = Feld[x][y];
+
+  if (element == EL_BLOCKED)
+  {
+    int oldx, oldy;
+
+    Blocked2Moving(x, y, &oldx, &oldy);
+    return Feld[oldx][oldy];
+  }
+  else
+    return element;
+}
+
+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 (IS_MOVING(x, y))
+  {
+    if (element == EL_BLOCKED)
+    {
+      int oldx, oldy;
+
+      Blocked2Moving(x, y, &oldx, &oldy);
+      return Feld[oldx][oldy];
+    }
+    else
+      return EL_BLOCKED;
+  }
+  else
+    return element;
+}
+
+static void RemoveField(int x, int y)
+{
+  Feld[x][y] = EL_EMPTY;
+
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
+
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[x][y] = 0;
+#endif
+
+  AmoebaNr[x][y] = 0;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Pushed[x][y] = FALSE;
+
+#if 0
+  ExplodeField[x][y] = EX_TYPE_NONE;
+#endif
+
+  GfxElement[x][y] = EL_UNDEFINED;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NONE;
+}
+
+void RemoveMovingField(int x, int y)
+{
+  int oldx = x, oldy = y, newx = x, newy = y;
+  int element = Feld[x][y];
+  int next_element = EL_UNDEFINED;
+
+  if (element != EL_BLOCKED && !IS_MOVING(x, y))
+    return;
+
+  if (IS_MOVING(x, y))
+  {
+    Moving2Blocked(x, y, &newx, &newy);
+
+    if (Feld[newx][newy] != EL_BLOCKED)
+    {
+      /* element is moving, but target field is not free (blocked), but
+        already occupied by something different (example: acid pool);
+        in this case, only remove the moving field, but not the target */
+
+      RemoveField(oldx, oldy);
+
+      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+      DrawLevelField(oldx, oldy);
+
+      return;
+    }
+  }
+  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_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]);
+
+  RemoveField(oldx, oldy);
+  RemoveField(newx, newy);
+
+  Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+  if (next_element != EL_UNDEFINED)
+    Feld[oldx][oldy] = next_element;
+
+  DrawLevelField(oldx, oldy);
+  DrawLevelField(newx, newy);
+}
+
+void DrawDynamite(int x, int y)
+{
+  int sx = SCREENX(x), sy = SCREENY(y);
+  int graphic = el2img(Feld[x][y]);
+  int frame;
+
+  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+    return;
+
+  if (IS_WALKABLE_INSIDE(Back[x][y]))
+    return;
+
+  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);
+
+  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+  if (Back[x][y] || Store[x][y])
+    DrawGraphicThruMask(sx, sy, graphic, frame);
+  else
+    DrawGraphic(sx, sy, graphic, frame);
+}
+
+void CheckDynamite(int x, int y)
+{
+  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
+  {
+    MovDelay[x][y]--;
+
+    if (MovDelay[x][y] != 0)
+    {
+      DrawDynamite(x, y);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+
+      return;
+    }
+  }
+
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+
+  Bang(x, y);
+}
+
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+  boolean num_checked_players = 0;
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].active)
+    {
+      int sx = stored_player[i].jx;
+      int sy = stored_player[i].jy;
+
+      if (num_checked_players == 0)
+      {
+       *sx1 = *sx2 = sx;
+       *sy1 = *sy2 = sy;
+      }
+      else
+      {
+       *sx1 = MIN(*sx1, sx);
+       *sy1 = MIN(*sy1, sy);
+       *sx2 = MAX(*sx2, sx);
+       *sy2 = MAX(*sy2, sy);
+      }
+
+      num_checked_players++;
+    }
+  }
+}
+
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  return (sx2 - sx1 < SCR_FIELDX &&
+         sy2 - sy1 < SCR_FIELDY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  *sx = (sx1 + sx2) / 2;
+  *sy = (sy1 + sy2) / 2;
+}
+
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+                       boolean center_screen, boolean quick_relocation)
+{
+  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);
+
+  if (quick_relocation)
+  {
+    int offset = (setup.scroll_delay ? 3 : 0);
+
+    if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
+    {
+      if (!level.shifted_relocation || center_screen)
+      {
+       /* quick relocation (without scrolling), with centering of screen */
+
+       scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   x > SBX_Right + MIDPOSX ? SBX_Right :
+                   x - MIDPOSX);
+
+       scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   y - MIDPOSY);
+      }
+      else
+      {
+       /* quick relocation (without scrolling), but do not center screen */
+
+       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
+                              old_x - MIDPOSX);
+
+       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                              old_y - MIDPOSY);
+
+       int offset_x = x + (scroll_x - center_scroll_x);
+       int offset_y = y + (scroll_y - center_scroll_y);
+
+       scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                   offset_x - MIDPOSX);
+
+       scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                   offset_y - MIDPOSY);
+      }
+    }
+    else
+    {
+      /* quick relocation (without scrolling), inside visible screen area */
+
+      if ((move_dir == MV_LEFT  && scroll_x > x - MIDPOSX + offset) ||
+         (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
+       scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
+
+      if ((move_dir == MV_UP   && scroll_y > y - MIDPOSY + offset) ||
+         (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
+       scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+    }
+
+    RedrawPlayfield(TRUE, 0,0,0,0);
+  }
+  else
+  {
+#if 1
+    int scroll_xx, scroll_yy;
+
+    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);
+
+      scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  y - MIDPOSY);
+    }
+    else
+    {
+      /* 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);
+
+      int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                            old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                            old_y - MIDPOSY);
+
+      int offset_x = x + (scroll_x - center_scroll_x);
+      int offset_y = y + (scroll_y - center_scroll_y);
+
+      scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
+                  offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+                  offset_x - MIDPOSX);
+
+      scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  offset_y - MIDPOSY);
+    }
+
+#else
+
+    /* visible relocation (with scrolling), with centering of screen */
+
+    int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                    x > SBX_Right + MIDPOSX ? SBX_Right :
+                    x - MIDPOSX);
+
+    int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                    y - MIDPOSY);
+#endif
+
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
+    while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+
+      scroll_x -= dx;
+      scroll_y -= dy;
+
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
+
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
+
+      /* scroll in two steps of half tile size to make things smoother */
+      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+      FlushDisplay();
+      Delay(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+
+    DrawAllPlayers();
+    BackToFront();
+    Delay(wait_delay_value);
+  }
+}
+
+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;
+
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
+
+  if (!player_relocated)       /* no need to relocate the player */
+    return;
+
+  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
+  {
+    RemoveField(jx, jy);       /* temporarily remove newly placed player */
+    DrawLevelField(jx, jy);
+  }
+
+  if (player->present)
+  {
+    while (player->MovPos)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
+
+      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;
+  }
+
+  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);
+
+  Feld[jx][jy] = el_player;
+  InitPlayerField(jx, jy, el_player, TRUE);
+
+  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  {
+    Feld[jx][jy] = element;
+    InitField(jx, jy, FALSE);
+  }
+
+  /* only visually relocate centered player */
+  DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+                    FALSE, level.instant_relocation);
+
+  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);
+}
+
+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 (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
+  {
+    int center_element = Feld[ex][ey];
+    int artwork_element, explosion_element;    /* set these values later */
+
+#if 0
+    /* --- This is only really needed (and now handled) in "Impact()". --- */
+    /* do not explode moving elements that left the explode field in time */
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+       center_element == EL_EMPTY &&
+       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
+      return;
+#endif
+
+#if 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
+
+    /* 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))
+    {
+      /* put moving element to center field (and let it explode there) */
+      center_element = MovingOrBlocked2Element(ex, ey);
+      RemoveMovingField(ex, ey);
+      Feld[ex][ey] = center_element;
+    }
+
+    /* now "center_element" is finally determined -- set related values now */
+    artwork_element = center_element;          /* for custom player artwork */
+    explosion_element = center_element;                /* for custom player artwork */
+
+    if (IS_PLAYER(ex, ey))
+    {
+      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+
+      artwork_element = stored_player[player_nr].artwork_element;
+
+      if (level.use_explosion_element[player_nr])
+      {
+       explosion_element = level.explosion_element[player_nr];
+       artwork_element = explosion_element;
+      }
+    }
+
+#if 1
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
+
+    last_phase = element_info[explosion_element].explosion_delay + 1;
+
+    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+    {
+      int xx = x - ex + 1;
+      int yy = y - ey + 1;
+      int element;
+
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
+       continue;
+
+      element = Feld[x][y];
+
+      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      {
+       element = MovingOrBlocked2Element(x, y);
+
+       if (!IS_EXPLOSION_PROOF(element))
+         RemoveMovingField(x, y);
+      }
+
+      /* 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;
+
+      /* 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;
+       }
+
+       continue;
+      }
+
+      /* 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;
+
+      /* 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]]--;
+      }
+
+      RemoveField(x, y);
+
+      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+      {
+       int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+
+       Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+
+       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
+      else if (!CAN_EXPLODE(element))
+       Store[x][y] = element_info[element].content.e[1][1];
+#endif
+      else
+       Store[x][y] = EL_EMPTY;
+
+      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+         center_element == EL_AMOEBA_TO_DIAMOND)
+       Store2[x][y] = element;
+
+      Feld[x][y] = EL_EXPLOSION;
+      GfxElement[x][y] = artwork_element;
+
+      ExplodePhase[x][y] = 1;
+      ExplodeDelay[x][y] = last_phase;
+
+      Stop[x][y] = TRUE;
+    }
+
+    if (center_element == EL_YAMYAM)
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+
+    return;
+  }
+
+  if (Stop[ex][ey])
+    return;
+
+  x = ex;
+  y = ey;
+
+  if (phase == 1)
+    GfxFrame[x][y] = 0;                /* restart explosion animation */
+
+  last_phase = ExplodeDelay[x][y];
+
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+#ifdef DEBUG
+
+  /* activate this even in non-DEBUG version until cause for crash in
+     getGraphicAnimationFrame() (see below) is found and eliminated */
+
+#endif
+#if 1
+
+#if 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");
+
+    GfxElement[x][y] = EL_EMPTY;
+  }
+#endif
+
+#endif
+
+  border_element = Store2[x][y];
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+    border_element = StorePlayer[x][y];
+
+  if (phase == element_info[border_element].ignition_delay ||
+      phase == last_phase)
+  {
+    boolean border_explosion = FALSE;
+
+    if (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;
+    }
+
+    /* 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;
+  }
+
+  if (phase == last_phase)
+  {
+    int element;
+
+    element = Feld[x][y] = Store[x][y];
+    Store[x][y] = Store2[x][y] = 0;
+    GfxElement[x][y] = EL_UNDEFINED;
+
+    /* player can escape from explosions and might therefore be still alive */
+    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+       element <= EL_PLAYER_IS_EXPLODING_4)
+    {
+      int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+      int explosion_element = EL_PLAYER_1 + player_nr;
+      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
+
+      if (level.use_explosion_element[player_nr])
+       explosion_element = level.explosion_element[player_nr];
+
+      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+                   element_info[explosion_element].content.e[xx][yy]);
+    }
+
+    /* restore probably existing indestructible background element */
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
+
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxDir[x][y] = MV_NONE;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[x][y] = 0;
+#endif
+
+    InitField_WithBug2(x, y, FALSE);
+
+    DrawLevelField(x, y);
+
+    TestIfElementTouchesCustomElement(x, y);
+
+    if (GFX_CRUMBLED(element))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+      StorePlayer[x][y] = 0;
+
+    if (ELEM_IS_PLAYER(element))
+      RelocatePlayer(x, y, element);
+  }
+  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]);
+
+    if (phase == delay)
+      DrawLevelFieldCrumbledSand(x, y);
+
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+    {
+      DrawLevelElement(x, y, Back[x][y]);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+    }
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
+    }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+  }
+}
 
-  if (GfxElement[x][y] == EL_UNDEFINED)
+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] =
   {
-    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");
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-    GfxElement[x][y] = EL_EMPTY;
+  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++;
   }
-#endif
-
-#if 1
 
-  border_element = Store2[x][y];
-  if (IS_PLAYER(x, y))
-    border_element = StorePlayer[x][y];
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
 
-  if (phase == element_info[border_element].ignition_delay ||
-      phase == last_phase)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    boolean border_explosion = FALSE;
-
-#if 1
-    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
-#else
-    if (IS_PLAYER(x, y))
-#endif
+    for (j = 1; j <= dynabomb_size; j++)
     {
-      KillHeroUnlessExplosionProtected(x, y);
-      border_explosion = TRUE;
+      int x = ex + j * xy[i][0];
+      int y = ey + j * xy[i][1];
+      int element;
 
-#if 0
-      if (phase == last_phase)
-       printf("::: IS_PLAYER\n");
-#endif
+      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+       break;
+
+      element = Feld[x][y];
+
+      /* do not restart explosions of fields with active bombs */
+      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+       continue;
+
+      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
+
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !IS_DIGGABLE(element) && !dynabomb_xl)
+       break;
     }
-    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+  }
+}
+
+void Bang(int x, int y)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  int explosion_type = EX_TYPE_NORMAL;
+
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+  {
+    struct PlayerInfo *player = PLAYERINFO(x, y);
+
+    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
+                           player->element_nr);
+
+    if (level.use_explosion_element[player->index_nr])
     {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
-      border_explosion = TRUE;
+      int explosion_element = level.explosion_element[player->index_nr];
 
-#if 0
-      if (phase == last_phase)
-       printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
-#endif
+      if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+       explosion_type = EX_TYPE_CROSS;
+      else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+       explosion_type = EX_TYPE_CENTER;
     }
-    else if (border_element == EL_AMOEBA_TO_DIAMOND)
-    {
-      AmoebeUmwandeln(x, y);
-      Store2[x][y] = 0;
-      border_explosion = TRUE;
+  }
+
+  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);
+      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:
+      explosion_type = EX_TYPE_DYNA;
+      break;
 
+    case EL_DC_LANDMINE:
 #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);
+    case EL_EM_EXIT_OPEN:
+    case EL_EM_STEEL_EXIT_OPEN:
 #endif
-    }
+      explosion_type = EX_TYPE_CENTER;
+      break;
 
-#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
+    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;
+
+    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;
   }
 
-#else
+  if (explosion_type == EX_TYPE_DYNA)
+    DynaExplode(x, y);
+  else
+    Explode(x, y, EX_PHASE_START, explosion_type);
+
+  CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
+}
+
+void SplashAcid(int x, int y)
+{
+  if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+      (!IN_LEV_FIELD(x - 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+
+  if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+      (!IN_LEV_FIELD(x + 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+    Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
+
+  PlayLevelSound(x, y, SND_ACID_SPLASHING);
+}
+
+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 (phase == first_phase_after_start)
+  int x, y, i, j;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELTS; i++)
   {
-    int element = Store2[x][y];
+    int belt_nr = i;
 
-    if (element == EL_BLACK_ORB)
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
+      int element = belt_base_active_element[belt_nr] + j;
+      int graphic = el2img(element);
+
+      if (game.belt_dir[i] == MV_LEFT)
+       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      else
+       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
     }
   }
-  else if (phase == half_phase)
+
+  SCAN_PLAYFIELD(x, y)
   {
-    int element = Store2[x][y];
+    int element = Feld[x][y];
 
-    if (IS_PLAYER(x, y))
-      KillHeroUnlessExplosionProtected(x, y);
-    else if (CAN_EXPLODE_BY_EXPLOSION(element))
+    for (i = 0; i < NUM_BELTS; i++)
     {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
+      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
+      {
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+       int belt_nr = i;
+
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+       }
+      }
     }
-    else if (element == EL_AMOEBA_TO_DIAMOND)
-      AmoebeUmwandeln(x, y);
   }
-#endif
+}
 
-  if (phase == last_phase)
+static void ToggleBeltSwitch(int x, int y)
+{
+  static int belt_base_element[4] =
   {
-    int element;
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
+  };
+  static int belt_move_dir[4] =
+  {
+    MV_LEFT,
+    MV_NONE,
+    MV_RIGHT,
+    MV_NONE,
+  };
+
+  int element = Feld[x][y];
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
+  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+  int belt_dir = belt_move_dir[belt_dir_nr];
+  int xx, yy, i;
+
+  if (!IS_BELT_SWITCH(element))
+    return;
+
+  game.belt_dir_nr[belt_nr] = belt_dir_nr;
+  game.belt_dir[belt_nr] = belt_dir;
+
+  if (belt_dir_nr == 3)
+    belt_dir_nr = 1;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELT_PARTS; i++)
+  {
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic = el2img(element);
+
+    if (belt_dir == MV_LEFT)
+      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    else
+      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+  }
 
-#if 0
-    printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
-#endif
+  SCAN_PLAYFIELD(xx, yy)
+  {
+    int element = Feld[xx][yy];
 
-    element = Feld[x][y] = Store[x][y];
-    Store[x][y] = Store2[x][y] = 0;
-    GfxElement[x][y] = EL_UNDEFINED;
+    if (IS_BELT_SWITCH(element))
+    {
+      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
 
-    /* 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);
+      if (e_belt_nr == belt_nr)
+      {
+       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+       DrawLevelField(xx, yy);
+      }
+    }
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-    /* 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;
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
-    GfxDir[x][y] = MV_NO_MOVING;
-    ChangeDelay[x][y] = 0;
-    ChangePage[x][y] = -1;
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
+      }
+    }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-#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);
-#else
-    if (CAN_MOVE(element))
-      InitMovDir(x, y);
-#endif
-#endif
-#endif
-    DrawLevelField(x, y);
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
-    TestIfElementTouchesCustomElement(x, y);
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
+      }
+    }
+  }
+}
 
-    if (GFX_CRUMBLED(element))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+  int xx, yy;
 
-    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
-      StorePlayer[x][y] = 0;
+  game.switchgate_pos = !game.switchgate_pos;
 
-    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
+  SCAN_PLAYFIELD(xx, yy)
   {
-#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);
+    int element = Feld[xx][yy];
 
-#if 0
-    printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
-          element_info[GfxElement[x][y]].token_name,
-          graphic);
+#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;
+      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;
+      DrawLevelField(xx, yy);
+    }
+#else
+    if (element == EL_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+      DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+      DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+      DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+      DrawLevelField(xx, yy);
+    }
 #endif
-
-    if (phase == delay)
-      DrawLevelFieldCrumbledSand(x, y);
-
-    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+    else if (element == EL_SWITCHGATE_OPEN ||
+            element == EL_SWITCHGATE_OPENING)
     {
-      DrawLevelElement(x, y, Back[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+
+      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
     }
-    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    else if (element == EL_SWITCHGATE_CLOSED ||
+            element == EL_SWITCHGATE_CLOSING)
     {
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-      DrawLevelElementThruMask(x, y, Back[x][y]);
+      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+
+      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
     }
-    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
 
-void DynaExplode(int ex, int ey)
+static int getInvisibleActiveFromInvisibleElement(int element)
 {
-  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 }
-  };
+  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);
+}
 
-  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++;
-  }
+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);
+}
 
-  Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+  int x, y;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
+  SCAN_PLAYFIELD(x, y)
   {
-    for (j = 1; j <= dynabomb_size; j++)
-    {
-      int x = ex + j * xy[i][0];
-      int y = ey + j * xy[i][1];
-      int element;
+    int element = Feld[x][y];
 
-      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
-       break;
+    if (element == EL_LIGHT_SWITCH &&
+       game.light_time_left > 0)
+    {
+      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_LIGHT_SWITCH;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER &&
+            game.light_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      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);
 
-      element = Feld[x][y];
+      DrawLevelField(x, y);
 
-      /* do not restart explosions of fields with active bombs */
-      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
-       continue;
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.light_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-      Explode(x, y, EX_PHASE_START, EX_BORDER);
+      DrawLevelField(x, y);
 
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (element != EL_EMPTY &&
-         element != EL_SAND &&
-         element != EL_EXPLOSION &&
-         !dynabomb_xl)
-       break;
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
     }
   }
 }
 
-void Bang(int x, int y)
+static void RedrawAllInvisibleElementsForLenses()
 {
-#if 1
-  int element = MovingOrBlocked2Element(x, y);
-#else
-  int element = Feld[x][y];
-#endif
+  int x, y;
 
-#if 1
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
-#else
-  if (IS_PLAYER(x, y))
-#endif
+  SCAN_PLAYFIELD(x, y)
   {
-    struct PlayerInfo *player = PLAYERINFO(x, y);
+    int element = Feld[x][y];
 
-    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
-                           player->element_nr);
-  }
+    if (element == EL_EMC_DRIPPER &&
+       game.lenses_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.lenses_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      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);
 
-#if 0
-#if 1
-  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
-#else
-  if (game.emulation == EMU_SUPAPLEX)
-    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
-  else
-    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
-#endif
+      DrawLevelField(x, y);
 
-#if 0
-  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_EMPTY;
-#endif
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-  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;
+      DrawLevelField(x, y);
+
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
   }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-  CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
+    if (element == EL_EMC_FAKE_GRASS &&
+       game.magnify_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS;
+      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 :
+                   element);
+      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 :
+                   element);
+      DrawLevelField(x, y);
+    }
+  }
 }
 
-void SplashAcid(int x, int y)
+static void ToggleLightSwitch(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;
+  int element = Feld[x][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_RIGHT;
+  game.light_time_left =
+    (element == EL_LIGHT_SWITCH ?
+     level.time_light * FRAMES_PER_SECOND : 0);
 
-  PlayLevelSound(x, y, SND_ACID_SPLASHING);
-#else
-  /* input: position of element entering acid (obsolete) */
+  RedrawAllLightSwitchesAndInvisibleElements();
+}
 
-  int element = Feld[x][y];
+static void ActivateTimegateSwitch(int x, int y)
+{
+  int xx, yy;
 
-  if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
-    return;
+  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  if (element != EL_ACID_SPLASH_LEFT &&
-      element != EL_ACID_SPLASH_RIGHT)
+  SCAN_PLAYFIELD(xx, yy)
   {
-    PlayLevelSound(x, y, SND_ACID_SPLASHING);
+    int element = Feld[xx][yy];
+
+    if (element == EL_TIMEGATE_CLOSED ||
+       element == EL_TIMEGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_OPENING;
+      PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
+    }
 
-    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;
+    /*
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+      DrawLevelField(xx, yy);
+    }
+    */
 
-    if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
-       (!IN_LEV_FIELD(x + 1, y - 1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
-      Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
   }
+
+#if 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
 }
 
-static void InitBeltMovement()
+void Impact(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] =
+  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 */
   {
-    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 (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+      return;
 
-  int x, y, i, j;
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < NUM_BELTS; i++)
-  {
-    int belt_nr = i;
+    /* 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;
 
-    for (j = 0; j < NUM_BELT_PARTS; j++)
+#if USE_QUICKSAND_IMPACT_BUGFIX
+    if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
     {
-      int element = belt_base_active_element[belt_nr] + j;
-      int graphic = el2img(element);
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      DrawLevelField(x, y + 2);
 
-      if (game.belt_dir[i] == MV_LEFT)
-       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-      else
-       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+      object_hit = TRUE;
     }
-  }
 
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
+    if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
     {
-      int element = Feld[x][y];
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      DrawLevelField(x, y + 2);
 
-      for (i = 0; i < NUM_BELTS; i++)
-      {
-       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+      object_hit = TRUE;
+    }
+#endif
 
-         if (e_belt_nr == belt_nr)
-         {
-           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+    if (object_hit)
+      smashed = MovingOrBlocked2Element(x, y + 1);
 
-           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-         }
-       }
-      }
-    }
+    impact = (last_line || object_hit);
   }
-}
 
-static void ToggleBeltSwitch(int x, int y)
-{
-  static int belt_base_element[4] =
+  if (!last_line && smashed == EL_ACID)        /* element falls into acid */
   {
-    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] =
+    SplashAcid(x, y + 1);
+    return;
+  }
+
+  /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
+  /* only reset graphic animation if graphic really changes after impact */
+  if (impact &&
+      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
   {
-    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] =
+    ResetGfxAnimation(x, y);
+    DrawLevelField(x, y);
+  }
+
+  if (impact && CAN_EXPLODE_IMPACT(element))
   {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
-  static int belt_move_dir[4] =
+    Bang(x, y);
+    return;
+  }
+  else if (impact && element == EL_PEARL &&
+          smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
   {
-    MV_LEFT,
-    MV_NO_MOVING,
-    MV_RIGHT,
-    MV_NO_MOVING,
-  };
-
-  int element = Feld[x][y];
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
-  int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy, i;
+    ResetGfxAnimation(x, y);
 
-  if (!IS_BELT_SWITCH(element))
+    Feld[x][y] = EL_PEARL_BREAKING;
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
     return;
+  }
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
+  {
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 
-  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;
+    return;
+  }
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < NUM_BELT_PARTS; i++)
+  if (impact && element == EL_AMOEBA_DROP)
   {
-    int element = belt_base_active_element[belt_nr] + i;
-    int graphic = el2img(element);
-
-    if (belt_dir == MV_LEFT)
-      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillPlayerUnlessEnemyProtected(x, y + 1);
+    else if (object_hit && smashed == EL_PENGUIN)
+      Bang(x, y + 1);
     else
-      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    {
+      Feld[x][y] = EL_AMOEBA_GROWING;
+      Store[x][y] = EL_AMOEBA_WET;
+
+      ResetRandomAnimationValue(x, y);
+    }
+    return;
   }
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+  if (object_hit)              /* check which object was hit */
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
+    if ((CAN_PASS_MAGIC_WALL(element) && 
+        (smashed == EL_MAGIC_WALL ||
+         smashed == EL_BD_MAGIC_WALL)) ||
+       (CAN_PASS_DC_MAGIC_WALL(element) &&
+        smashed == EL_DC_MAGIC_WALL))
     {
-      int element = Feld[xx][yy];
+      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 (IS_BELT_SWITCH(element))
+      /* activate magic wall / mill */
+      SCAN_PLAYFIELD(xx, yy)
       {
-       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+       if (Feld[xx][yy] == smashed)
+         Feld[xx][yy] = activated_magic_wall;
+      }
 
-       if (e_belt_nr == belt_nr)
+      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+      game.magic_wall_active = TRUE;
+
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
+                           SND_MAGIC_WALL_ACTIVATING :
+                           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)
+       {
+         Bang(x, y + 1);
+         return;
+       }
+       else if (smashed == EL_NUT)
+       {
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
+         RaiseScoreElement(EL_NUT);
+         return;
+       }
+       else if (smashed == EL_PEARL)
+       {
+         ResetGfxAnimation(x, y);
+
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
+         return;
+       }
+       else if (smashed == EL_DIAMOND)
+       {
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
+         return;
+       }
+       else if (IS_BELT_SWITCH(smashed))
+       {
+         ToggleBeltSwitch(x, y + 1);
+       }
+       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+                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)
        {
-         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
+         ToggleLightSwitch(x, y + 1);
        }
-      }
-      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
-
-       if (e_belt_nr == belt_nr)
+       else
        {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+#if 0
+         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
 
-         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
+         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 if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
+      else
       {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
-
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
-
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
       }
     }
   }
-}
-
-static void ToggleSwitchgateSwitch(int x, int y)
-{
-  int xx, yy;
-
-  game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+  /* 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))
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    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);
 
-      if (element == EL_SWITCHGATE_SWITCH_UP ||
-         element == EL_SWITCHGATE_SWITCH_DOWN)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
-      }
-      else if (element == EL_SWITCHGATE_OPEN ||
-              element == EL_SWITCHGATE_OPENING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
-       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-#else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
-      }
-      else if (element == EL_SWITCHGATE_CLOSED ||
-              element == EL_SWITCHGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
-       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-#else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
-      }
-    }
+    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);
+  /* play sound of object that hits the ground */
+  if (last_line || object_hit)
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
-static int getInvisibleFromInvisibleActiveElement(int element)
+inline static void TurnRoundExt(int x, int y)
 {
-  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
-         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
-         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
-         element);
-}
+  static 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    }
+  };
 
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
-  int x, y;
+  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].dx,     left_dy  = move_xy[left_dir].dy;
+  int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
+  int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
+  int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
+
+  int left_x  = x + left_dx,  left_y  = y + left_dy;
+  int right_x = x + right_dx, right_y = y + right_dy;
+  int move_x  = x + move_dx,  move_y  = y + move_dy;
+
+  int xx, yy;
 
-  for (y = 0; y < lev_fieldy; y++)
+  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-      if (element == EL_LIGHT_SWITCH &&
-         game.light_time_left > 0)
-      {
-       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_LIGHT_SWITCH_ACTIVE &&
-              game.light_time_left == 0)
-      {
-       Feld[x][y] = EL_LIGHT_SWITCH;
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_INVISIBLE_STEELWALL ||
-              element == EL_INVISIBLE_WALL ||
-              element == EL_INVISIBLE_SAND)
-      {
-       if (game.light_time_left > 0)
-         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+    if (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;
 
-       DrawLevelField(x, y);
-      }
-      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
-              element == EL_INVISIBLE_WALL_ACTIVE ||
-              element == EL_INVISIBLE_SAND_ACTIVE)
-      {
-       if (game.light_time_left == 0)
-         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+    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);
 
-       DrawLevelField(x, y);
-      }
-    }
+    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
+
+    if (element == EL_SPACESHIP        && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
+      MovDelay[x][y] = 1;
   }
-}
+  else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-static void ToggleLightSwitch(int x, int y)
-{
-  int element = Feld[x][y];
+    if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+      MovDir[x][y] = right_dir;
 
-  game.light_time_left =
-    (element == EL_LIGHT_SWITCH ?
-     level.time_light * FRAMES_PER_SECOND : 0);
+    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);
 
-  RedrawAllLightSwitchesAndInvisibleElements();
-}
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-static void ActivateTimegateSwitch(int x, int y)
-{
-  int xx, yy;
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_DARK_YAMYAM)
+  {
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        right_x, right_y);
 
-  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+    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 (yy = 0; yy < lev_fieldy; yy++)
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_PACMAN)
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
 
-      if (element == EL_TIMEGATE_CLOSED ||
-         element == EL_TIMEGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
-      }
+    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;
 
-      /*
-      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-       DrawLevelField(xx, yy);
-      }
-      */
+    MovDelay[x][y] = 6 + RND(40);
+  }
+  else if (element == EL_PIG)
+  {
+    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
+    boolean should_turn_left, should_turn_right, should_move_on;
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
+
+    should_turn_left = (can_turn_left &&
+                       (!can_move_on ||
+                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+                                                  y + back_dy + left_dy)));
+    should_turn_right = (can_turn_right &&
+                        (!can_move_on ||
+                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+                                                   y + back_dy + right_dy)));
+    should_move_on = (can_move_on &&
+                     (!can_turn_left ||
+                      !can_turn_right ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+                                                y + move_dy + left_dy) ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+                                                y + move_dy + right_dy)));
 
+    if (should_turn_left || should_turn_right || should_move_on)
+    {
+      if (should_turn_left && should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
+                       rnd < 2 * rnd_value / 3 ? right_dir :
+                       old_move_dir);
+      else if (should_turn_left && should_turn_right)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+      else if (should_turn_left && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
+      else if (should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
+      else if (should_turn_left)
+       MovDir[x][y] = left_dir;
+      else if (should_turn_right)
+       MovDir[x][y] = right_dir;
+      else if (should_move_on)
+       MovDir[x][y] = old_move_dir;
     }
-  }
+    else if (can_move_on && rnd > rnd_value / 8)
+      MovDir[x][y] = old_move_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value/8)
+      MovDir[x][y] = right_dir;
+    else
+      MovDir[x][y] = back_dir;
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
-}
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
-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 (!IN_LEV_FIELD(xx, yy) ||
+        (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
+      MovDir[x][y] = old_move_dir;
 
-  /* 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
+    MovDelay[x][y] = 0;
   }
-
-  return step;
-}
-
-void Impact(int x, int y)
-{
-  boolean lastline = (y == lev_fieldy-1);
-  boolean object_hit = FALSE;
-  boolean impact = (lastline || object_hit);
-  int element = Feld[x][y];
-  int smashed = EL_UNDEFINED;
-
-  if (!lastline)       /* check if element below was hit */
+  else if (element == EL_DRAGON)
   {
-    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
-      return;
-
-    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
-                                        MovDir[x][y + 1] != MV_DOWN ||
-                                        MovPos[x][y + 1] <= TILEY / 2));
+    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
 
-#if 0
-    object_hit = !IS_FREE(x, y + 1);
-#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;
 
-    /* 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;
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
-    if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y + 1);
+    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
 
-    impact = (lastline || object_hit);
+    MovDelay[x][y] = 0;
   }
-
-  if (!lastline && smashed == EL_ACID) /* element falls into acid */
+  else if (element == EL_MOLE)
   {
-    SplashAcid(x, y + 1);
-    return;
-  }
+    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])));
 
-  /* 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);
-  }
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
 
-  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;
+      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 (impact && CheckElementChange(x, y, element, CE_IMPACT))
+  else if (element == EL_BALLOON)
   {
-    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-
-    return;
+    MovDir[x][y] = game.wind_direction;
+    MovDelay[x][y] = 0;
   }
-
-  if (impact && element == EL_AMOEBA_DROP)
+  else if (element == EL_SPRING)
   {
-    if (object_hit && IS_PLAYER(x, y + 1))
-      KillHeroUnlessEnemyProtected(x, y + 1);
-    else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y + 1);
-    else
+#if USE_NEW_SPRING_BUMPER
+    if (MovDir[x][y] & MV_HORIZONTAL)
     {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+      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);
+       DrawLevelField(move_x, move_y);
 
-      ResetRandomAnimationValue(x, y);
+       MovDir[x][y] = back_dir;
+      }
+      else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+              SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+       MovDir[x][y] = MV_NONE;
     }
-    return;
-  }
+#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 (object_hit)              /* check which object was hit */
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_ROBOT ||
+          element == EL_SATELLITE ||
+          element == EL_PENGUIN ||
+          element == EL_EMC_ANDROID)
   {
-    if (CAN_PASS_MAGIC_WALL(element) && 
-       (smashed == EL_MAGIC_WALL ||
-        smashed == EL_BD_MAGIC_WALL))
+    int attr_x = -1, attr_y = -1;
+
+    if (AllPlayersGone)
     {
-      int xx, yy;
-      int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
-        EL_BD_MAGIC_WALL_ACTIVE);
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
 
-      /* 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;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
-      game.magic_wall_active = TRUE;
+       if (!player->active)
+         continue;
 
-      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
-                           SND_MAGIC_WALL_ACTIVATING :
-                           SND_BD_MAGIC_WALL_ACTIVATING));
+       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 (IS_PLAYER(x, y + 1))
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
+       (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+        game.engine_version < VERSION_IDENT(3,1,0,0)))
     {
-      if (CAN_SMASH_PLAYER(element))
-      {
-       KillHeroUnlessEnemyProtected(x, y + 1);
-       return;
-      }
+      attr_x = ZX;
+      attr_y = ZY;
     }
-    else if (smashed == EL_PENGUIN)
+
+    if (element == EL_PENGUIN)
     {
-      if (CAN_SMASH_PLAYER(element))
+      int i;
+      static int xy[4][2] =
       {
-       Bang(x, y + 1);
-       return;
-      }
-    }
-    else if (element == EL_BD_DIAMOND)
-    {
-      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+       { 0, -1 },
+       { -1, 0 },
+       { +1, 0 },
+       { 0, +1 }
+      };
+
+      for (i = 0; i < NUM_DIRECTIONS; i++)
       {
-       Bang(x, y + 1);
-       return;
+       int ex = x + xy[i][0];
+       int ey = y + xy[i][1];
+
+       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;
+       }
       }
     }
-    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))
+
+    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);
+
+    if (element == EL_ROBOT)
     {
-      Bang(x, y + 1);
-      return;
+      int newx, newy;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+       MovDelay[x][y] = 8 + 8 * !RND(3);
+      else
+       MovDelay[x][y] = 16;
     }
-#if 0
-    else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+    else if (element == EL_PENGUIN)
     {
-      Bang(x, y + 1);
-      return;
+      int newx, newy;
+
+      MovDelay[x][y] = 1;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
+
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+         return;
+
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+         return;
+
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
     }
-#endif
-    else if (CAN_SMASH_EVERYTHING(element))
+    else if (element == EL_SATELLITE)
     {
-      if (IS_CLASSIC_ENEMY(smashed) ||
-         CAN_EXPLODE_SMASHED(smashed))
+      int newx, newy;
+
+      MovDelay[x][y] = 1;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
       {
-       Bang(x, y + 1);
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
+
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
+
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
+
+       MovDir[x][y] = old_move_dir;
        return;
       }
-      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+    }
+    else if (element == EL_EMC_ANDROID)
+    {
+      static int check_pos[16] =
+      {
+       -1,             /*  0 => (invalid)          */
+       7,              /*  1 => MV_LEFT            */
+       3,              /*  2 => MV_RIGHT           */
+       -1,             /*  3 => (invalid)          */
+       1,              /*  4 =>            MV_UP   */
+       0,              /*  5 => MV_LEFT  | MV_UP   */
+       2,              /*  6 => MV_RIGHT | MV_UP   */
+       -1,             /*  7 => (invalid)          */
+       5,              /*  8 =>            MV_DOWN */
+       6,              /*  9 => MV_LEFT  | MV_DOWN */
+       4,              /* 10 => MV_RIGHT | MV_DOWN */
+       -1,             /* 11 => (invalid)          */
+       -1,             /* 12 => (invalid)          */
+       -1,             /* 13 => (invalid)          */
+       -1,             /* 14 => (invalid)          */
+       -1,             /* 15 => (invalid)          */
+      };
+      static struct
+      {
+       int dx, dy;
+       int dir;
+      } check_xy[8] =
+      {
+        { -1, -1,      MV_LEFT  | MV_UP   },
+               {  0, -1,                  MV_UP   },
+       { +1, -1,       MV_RIGHT | MV_UP   },
+       { +1,  0,       MV_RIGHT           },
+       { +1, +1,       MV_RIGHT | MV_DOWN },
+       {  0, +1,                  MV_DOWN },
+       { -1, +1,       MV_LEFT  | MV_DOWN },
+       { -1,  0,       MV_LEFT            },
+      };
+      int start_pos, check_order;
+      boolean can_clone = FALSE;
+      int i;
+
+      /* check if there is any free field around current position */
+      for (i = 0; i < 8; i++)
       {
-       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)
+       int newx = x + check_xy[i].dx;
+       int newy = y + check_xy[i].dy;
+
+       if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
        {
-         ToggleSwitchgateSwitch(x, y + 1);
+         can_clone = TRUE;
+
+         break;
        }
-       else if (smashed == EL_LIGHT_SWITCH ||
-                smashed == EL_LIGHT_SWITCH_ACTIVE)
+      }
+
+      if (can_clone)           /* randomly find an element to clone */
+      {
+       can_clone = FALSE;
+
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
+
+       for (i = 0; i < 8; i++)
        {
-         ToggleLightSwitch(x, y + 1);
+         int pos_raw = start_pos + i * check_order;
+         int pos = (pos_raw + 8) % 8;
+         int newx = x + check_xy[pos].dx;
+         int newy = y + check_xy[pos].dy;
+
+         if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+         {
+           element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+           element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
+
+           Store[x][y] = Feld[newx][newy];
+
+           can_clone = TRUE;
+
+           break;
+         }
        }
-       else
+      }
+
+      if (can_clone)           /* randomly find a direction to move */
+      {
+       can_clone = FALSE;
+
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
+
+       for (i = 0; i < 8; i++)
        {
-#if 0
-         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
+         int pos_raw = start_pos + i * check_order;
+         int pos = (pos_raw + 8) % 8;
+         int newx = x + check_xy[pos].dx;
+         int newy = y + check_xy[pos].dy;
+         int new_move_dir = check_xy[pos].dir;
+
+         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+         {
+           MovDir[x][y] = new_move_dir;
+           MovDelay[x][y] = level.android_clone_time * 8 + 1;
 
-         CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+           can_clone = TRUE;
 
-         CheckTriggeredElementChangeSide(x, y + 1, smashed,
-                                         CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
-         CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP);
+           break;
+         }
        }
       }
-      else
+
+      if (can_clone)           /* cloning and moving successful */
+       return;
+
+      /* cannot clone -- try to move towards player */
+
+      start_pos = check_pos[MovDir[x][y] & 0x0f];
+      check_order = (RND(2) ? -1 : +1);
+
+      for (i = 0; i < 3; i++)
       {
-       CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+       /* first check start_pos, then previous/next or (next/previous) pos */
+       int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+       int pos = (pos_raw + 8) % 8;
+       int newx = x + check_xy[pos].dx;
+       int newy = y + check_xy[pos].dy;
+       int new_move_dir = check_xy[pos].dir;
+
+       if (IS_PLAYER(newx, newy))
+         break;
+
+       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+       {
+         MovDir[x][y] = new_move_dir;
+         MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+         break;
+       }
       }
     }
   }
-
-  /* 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))
+  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)
   {
-    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);
+    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);
 
-    return;
-  }
+    if (element_info[element].move_stepsize == 0)      /* "not moving" */
+      return;
 
-  /* play sound of object that hits the ground */
-  if (lastline || object_hit)
-    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
-}
+    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;
 
-inline static void TurnRoundExt(int x, int y)
-{
-  static struct
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_HORIZONTAL ||
+          move_pattern == MV_VERTICAL)
   {
-    int x, y;
-  } move_xy[] =
+    if (move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern & MV_ANY_DIRECTION)
   {
-    {  0,  0 },
-    { -1,  0 },
-    { +1,  0 },
-    {  0,  0 },
-    {  0, -1 },
-    {  0,  0 }, { 0, 0 }, { 0, 0 },
-    {  0, +1 }
-  };
-  static struct
+    MovDir[x][y] = move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern & MV_WIND_DIRECTION)
   {
-    int left, right, back;
-  } turn[] =
+    MovDir[x][y] = game.wind_direction;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_LEFT_SIDE)
   {
-    { 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    }
-  };
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
+  {
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_TOWARDS_PLAYER ||
+          move_pattern == MV_AWAY_FROM_PLAYER)
+  {
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_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);
 
-  int element = Feld[x][y];
-  int move_pattern = element_info[element].move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
 
-  int old_move_dir = MovDir[x][y];
-  int left_dir  = turn[old_move_dir].left;
-  int right_dir = turn[old_move_dir].right;
-  int back_dir  = turn[old_move_dir].back;
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    {
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
 
-  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
-  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
-  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
-  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
+      if (element_info[element].move_stepsize == 0)    /* "not moving" */
+      {
+       first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+       MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
 
-  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;
+       return;
+      }
 
-  int xx, yy;
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
 
-  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
-  {
-    TestIfBadThingTouchesOtherBadThing(x, y);
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
 
-    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;
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &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;
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
   }
-#if 0
-  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-          element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  else if (move_pattern == MV_WHEN_PUSHED ||
+          move_pattern == MV_WHEN_DROPPED)
   {
-    TestIfBadThingTouchesOtherBadThing(x, y);
-
-    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = right_dir;
+    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NONE;
 
-    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;
+    MovDelay[x][y] = 0;
   }
-#else
-  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
   {
-    TestIfBadThingTouchesOtherBadThing(x, y);
+    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;
 
-    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;
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      int move_dir = test_dir[start_test + i];
+      int move_dir_preference;
 
-    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);
+      xx = x + test_xy[start_test + i][0];
+      yy = y + test_xy[start_test + i][1];
 
-    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;
+      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+      {
+       new_move_dir = move_dir;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-  }
-#endif
-  else if (element == EL_YAMYAM)
-  {
-    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+       break;
+      }
 
-    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 (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+       continue;
 
-    MovDelay[x][y] = 16 + 16 * RND(3);
-  }
-  else if (element == EL_DARK_YAMYAM)
-  {
-    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);
+      move_dir_preference = -1 * RunnerVisit[xx][yy];
+      if (hunter_mode && PlayerVisit[xx][yy] > 0)
+       move_dir_preference = PlayerVisit[xx][yy];
 
-    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 (move_dir_preference > move_preference)
+      {
+       /* prefer field that has not been visited for the longest time */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
+      {
+       /* prefer last direction when all directions are preferred equally */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+    }
 
-    MovDelay[x][y] = 16 + 16 * RND(3);
+    MovDir[x][y] = new_move_dir;
+    if (old_move_dir != new_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (element == EL_PACMAN)
-  {
-    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;
+static void TurnRound(int x, int y)
+{
+  int direction = MovDir[x][y];
 
-    MovDelay[x][y] = 6 + RND(40);
-  }
-  else if (element == EL_PIG)
-  {
-    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);
+  TurnRoundExt(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)));
+  GfxDir[x][y] = MovDir[x][y];
 
-    if (should_turn_left || should_turn_right || should_move_on)
+  if (direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
+
+  ResetGfxFrame(x, y, FALSE);
+}
+
+static boolean JustBeingPushed(int x, int y)
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (player->active && player->is_pushing && player->MovPos)
     {
-      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;
+      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;
     }
-    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;
+  }
+
+  return FALSE;
+}
+
+void StartMoving(int x, int y)
+{
+  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
+  int element = Feld[x][y];
 
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+  if (Stop[x][y])
+    return;
 
-    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
-      MovDir[x][y] = old_move_dir;
+  if (MovDelay[x][y] == 0)
+    GfxAction[x][y] = ACTION_DEFAULT;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_DRAGON)
+  if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
-    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);
+    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 (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+    if (element == EL_QUICKSAND_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_QUICKSAND_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
+#else
+       Store[x][y] = EL_ROCK;
 #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;
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY + 1;
 
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
-            xx, yy, Feld[xx][yy],
-            FrameCounter);
-#endif
+       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
-    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
-      MovDir[x][y] = old_move_dir;
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+    }
+    else if (element == EL_QUICKSAND_FAST_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
 #else
-    if (!IS_FREE(xx, yy))
-      MovDir[x][y] = old_move_dir;
+       Store[x][y] = EL_ROCK;
 #endif
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY + 1;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_MOLE)
-  {
-    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])));
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-      boolean can_turn_right =
-       (MOLE_CAN_ENTER_FIELD(right_x, right_y,
-                             IS_AMOEBOID(Feld[right_x][right_y])));
+       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 (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;
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
     }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-  }
-  else if (element == EL_BALLOON)
-  {
-    MovDir[x][y] = game.balloon_dir;
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_SPRING)
-  {
-#if 0
-    if (MovDir[x][y] & MV_HORIZONTAL &&
-       !SPRING_CAN_ENTER_FIELD(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
+      Feld[x][y] = EL_QUICKSAND_FILLING;
+      Store[x][y] = element;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_ROBOT ||
-          element == EL_SATELLITE ||
-          element == EL_PENGUIN)
-  {
-    int attr_x = -1, attr_y = -1;
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+    }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-    if (AllPlayersGone)
+      Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+      Store[x][y] = element;
+
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+    }
+    else if (element == EL_MAGIC_WALL_FULL)
     {
-      attr_x = ExitX;
-      attr_y = ExitY;
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY/4 + 1;
+
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
+       Store[x][y] = 0;
+      }
     }
-    else
+    else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      int i;
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-      for (i = 0; i < MAX_PLAYERS; i++)
+       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)
       {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY/4 + 1;
 
-       if (!player->active)
-         continue;
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-       if (attr_x == -1 ||
-           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       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;
+
+       Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED_DC(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY/4 + 1;
+
+       if (MovDelay[x][y])
        {
-         attr_x = jx;
-         attr_y = jy;
+         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)))
 
-    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
     {
-      attr_x = ZX;
-      attr_y = ZY;
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      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);
 
-    if (element == EL_PENGUIN)
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
+      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
+            (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))) ||
+
+            (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)))
     {
-      int i;
-      static int xy[4][2] =
-      {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
+      /* 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... :-/ ) */
 
-      for (i = 0; i < NUM_DIRECTIONS; i++)
-      {
-       int ex = x + xy[i][0];
-       int ey = y + xy[i][1];
+      CheckCollision[x][y] = 0;
+      CheckImpact[x][y] = 0;
 
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
-       {
-         attr_x = ex;
-         attr_y = ey;
-         break;
-       }
+      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;
       }
     }
-
-    MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x < x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
-
-    if (element == EL_ROBOT)
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
-      int newx, newy;
-
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
 
-      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
-       MovDelay[x][y] = 8 + 8 * !RND(3);
-      else
-       MovDelay[x][y] = 16;
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
     }
-    else if (element == EL_PENGUIN)
+    else if (element == EL_AMOEBA_DROP)
     {
-      int newx, newy;
+      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;
 
-      MovDelay[x][y] = 1;
+#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;
 
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = FALSE;
+      }
+#else
+      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
       {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
+       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;
 
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = (can_fall_left && can_fall_right);
+      }
+#endif
 
-       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
-         return;
+#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
 
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+#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));
 
-       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
-         return;
+       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));
 
-       MovDir[x][y] = old_move_dir;
-       return;
+       can_fall_both = FALSE;
+      }
+#endif
+
+      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;
       }
     }
-    else       /* (element == EL_SATELLITE) */
+#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 newx, newy;
-
-      MovDelay[x][y] = 1;
+      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
+      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
+      int belt_dir = game.belt_dir[belt_nr];
 
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      if ((belt_dir == MV_LEFT  && left_is_free) ||
+         (belt_dir == MV_RIGHT && right_is_free))
       {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
-
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
-
-       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
-         return;
+       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
 
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+       InitMovingField(x, y, belt_dir);
+       started_moving = TRUE;
 
-       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
-         return;
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][y] = TRUE;
 
-       MovDir[x][y] = old_move_dir;
-       return;
+       GfxAction[x][y] = ACTION_DEFAULT;
+      }
+      else
+      {
+       MovDir[x][y] = 0;       /* if element was moving, stop it */
       }
     }
   }
-  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)
+
+  /* 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
   {
-    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);
+    int move_pattern = element_info[element].move_pattern;
+    int newx, newy;
 
-    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 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
 
-    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);
+    Moving2Blocked(x, y, &newx, &newy);
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern & MV_ANY_DIRECTION)
-  {
-    MovDir[x][y] = move_pattern;
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_ALONG_LEFT_SIDE)
-  {
-    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = right_dir;
+    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+      return;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
-  {
-    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
-      MovDir[x][y] = right_dir;
-    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = left_dir;
+    if (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;
 
-    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);
+      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
 
-    if (AllPlayersGone)
+      if (Feld[x][y] != element)       /* element has changed */
+       return;
+    }
+
+    if (!MovDelay[x][y])       /* start new movement phase */
     {
-      attr_x = ExitX;
-      attr_y = ExitY;
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+
+      if (element != EL_YAMYAM &&
+         element != EL_DARK_YAMYAM &&
+         element != EL_PACMAN &&
+         !(move_pattern & MV_ANY_DIRECTION) &&
+         move_pattern != MV_TURNING_LEFT &&
+         move_pattern != MV_TURNING_RIGHT &&
+         move_pattern != MV_TURNING_LEFT_RIGHT &&
+         move_pattern != MV_TURNING_RIGHT_LEFT &&
+         move_pattern != MV_TURNING_RANDOM)
+      {
+       TurnRound(x, y);
+
+       if (MovDelay[x][y] && (element == EL_BUG ||
+                              element == EL_SPACESHIP ||
+                              element == EL_SP_SNIKSNAK ||
+                              element == EL_SP_ELECTRON ||
+                              element == EL_MOLE))
+         DrawLevelField(x, y);
+      }
     }
-    else
+
+    if (MovDelay[x][y])                /* wait some time before next movement */
     {
-      int i;
+      MovDelay[x][y]--;
 
-      for (i = 0; i < MAX_PLAYERS; i++)
+      if (element == EL_ROBOT ||
+         element == EL_YAMYAM ||
+         element == EL_DARK_YAMYAM)
       {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
+      }
+      else if (element == EL_SP_ELECTRON)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+      else if (element == EL_DRAGON)
+      {
+       int i;
+       int dir = MovDir[x][y];
+       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-       if (!player->active)
-         continue;
+       GfxAction[x][y] = ACTION_ATTACKING;
 
-       if (attr_x == -1 ||
-           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+
+       for (i = 1; i <= 3; i++)
        {
-         attr_x = jx;
-         attr_y = jy;
-       }
-      }
-    }
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
 
-    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 (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+           break;
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+         if (MovDelay[x][y])
+         {
+           int flamed = MovingOrBlocked2Element(xx, yy);
 
-    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-    {
-      boolean first_horiz = RND(2);
-      int new_move_dir = MovDir[x][y];
+           /* !!! */
+#if 0
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+             RemoveMovingField(xx, yy);
+           else
+             RemoveField(xx, yy);
+#else
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else
+             RemoveMovingField(xx, yy);
+#endif
 
-      MovDir[x][y] =
-       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+           ChangeDelay[xx][yy] = 0;
 
-      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
-       return;
+           Feld[xx][yy] = EL_FLAMES;
 
-      MovDir[x][y] =
-       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+           if (IN_SCR_FIELD(sx, sy))
+           {
+             DrawLevelFieldCrumbledSand(xx, yy);
+             DrawGraphic(sx, sy, flame_graphic, frame);
+           }
+         }
+         else
+         {
+           if (Feld[xx][yy] == EL_FLAMES)
+             Feld[xx][yy] = EL_EMPTY;
+           DrawLevelField(xx, yy);
+         }
+       }
+      }
+
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
 
-      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
        return;
+      }
+    }
 
-      MovDir[x][y] = old_move_dir;
+    /* now make next step */
+
+    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
+
+    if (DONT_COLLIDE_WITH(element) &&
+       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+       !PLAYER_ENEMY_PROTECTED(newx, newy))
+    {
+      TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
+
+      return;
     }
-  }
-  else if (move_pattern == MV_WHEN_PUSHED ||
-          move_pattern == MV_WHEN_DROPPED)
-  {
-    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = MV_NO_MOVING;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
-  {
-    static int test_xy[7][2] =
+    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)))
     {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 },
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-    };
-    static int test_dir[7] =
+      SplashAcid(newx, newy);
+      Store[x][y] = EL_ACID;
+    }
+    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
     {
-      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;
+      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);
+       DrawLevelField(x, y);
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
-    {
-      int move_dir = test_dir[start_test + i];
-      int move_dir_preference;
+       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
+       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
-      xx = x + test_xy[start_test + i][0];
-      yy = y + test_xy[start_test + i][1];
+       local_player->friends_still_needed--;
+       if (!local_player->friends_still_needed &&
+           !local_player->GameOver && AllPlayersGone)
+         PlayerWins(local_player);
 
-      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
-         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+       return;
+      }
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
-       new_move_dir = move_dir;
-
-       break;
+       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+         DrawLevelField(newx, newy);
+       else
+         GfxDir[x][y] = MovDir[x][y] = MV_NONE;
       }
+      else if (!IS_FREE(newx, newy))
+      {
+       GfxAction[x][y] = ACTION_WAITING;
 
-      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
-       continue;
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
 
-      move_dir_preference = -1 * RunnerVisit[xx][yy];
-      if (hunter_mode && PlayerVisit[xx][yy] > 0)
-       move_dir_preference = PlayerVisit[xx][yy];
+       return;
+      }
+    }
+    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+    {
+      if (IS_FOOD_PIG(Feld[newx][newy]))
+      {
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         DrawLevelField(newx, newy);
+       }
 
-      if (move_dir_preference > move_preference)
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
+      }
+      else if (!IS_FREE(newx, newy))
       {
-       /* prefer field that has not been visited for the longest time */
-       move_preference = move_dir_preference;
-       new_move_dir = move_dir;
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         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;
+
+       /* 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;
+
+           break;
+         }
+       }
+
+       /* 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;
       }
-      else if (move_dir_preference == move_preference &&
-              move_dir == old_move_dir)
+
+      if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
       {
-       /* prefer last direction when all directions are preferred equally */
-       move_preference = move_dir_preference;
-       new_move_dir = move_dir;
-      }
-    }
+       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;
 
-    MovDir[x][y] = new_move_dir;
-    if (old_move_dir != new_move_dir)
-      MovDelay[x][y] = 9;
-  }
-}
+         /* android is moving diagonally */
 
-static void TurnRound(int x, int y)
-{
-  int direction = MovDir[x][y];
+         CreateField(x, y, EL_DIAGONAL_SHRINKING);
 
-#if 0
-  GfxDir[x][y] = MovDir[x][y];
-#endif
+         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;
 
-  TurnRoundExt(x, y);
+         graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+                                  GfxDir[x][y]);
 
-#if 1
-  GfxDir[x][y] = MovDir[x][y];
-#endif
+         DrawLevelGraphicAnimation(x, y, graphic);
+         PlayLevelSoundAction(x, y, ACTION_SHRINKING);
 
-  if (direction != MovDir[x][y])
-    GfxFrame[x][y] = 0;
+         if (Feld[newx][newy] == EL_ACID)
+         {
+           SplashAcid(newx, newy);
 
-#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
-}
+           return;
+         }
 
-static boolean JustBeingPushed(int x, int y)
-{
-  int i;
+         CreateField(newx, newy, EL_DIAGONAL_GROWING);
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+         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;
 
-    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);
+         graphic = el_act_dir2img(GfxElement[newx][newy],
+                                  GfxAction[newx][newy], GfxDir[newx][newy]);
 
-      if (x == next_jx && y == next_jy)
-       return TRUE;
-    }
-  }
+         DrawLevelGraphicAnimation(newx, newy, graphic);
+         PlayLevelSoundAction(newx, newy, ACTION_GROWING);
 
-  return FALSE;
-}
+         return;
+       }
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         DrawLevelField(newx, newy);
 
-void StartMoving(int x, int y)
-{
+         PlayLevelSoundAction(x, y, ACTION_DIGGING);
+       }
+      }
+      else if (!IS_FREE(newx, newy))
+      {
 #if 0
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
-  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
-  int element = Feld[x][y];
-
-  if (Stop[x][y])
-    return;
-
-#if 1
-  if (MovDelay[x][y] == 0)
-    GfxAction[x][y] = ACTION_DEFAULT;
-#else
-  /* !!! this should be handled more generic (not only for mole) !!! */
-  if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
-    GfxAction[x][y] = ACTION_DEFAULT;
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
 #endif
 
-  if (CAN_FALL(element) && y < lev_fieldy - 1)
-  {
-    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
-       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
-      if (JustBeingPushed(x, y))
        return;
-
-    if (element == EL_QUICKSAND_FULL)
+      }
+    }
+    else if (IS_CUSTOM_ELEMENT(element) &&
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
     {
-      if (IS_FREE(x, y + 1))
-      {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+      int new_element = Feld[newx][newy];
 
-       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 (!IS_FREE(newx, newy))
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY + 1;
+       int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
+                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
+                     ACTION_BREAKING);
 
-       if (MovDelay[x][y])
+       /* no element can dig solid indestructible elements */
+       if (IS_INDESTRUCTIBLE(new_element) &&
+           !IS_DIGGABLE(new_element) &&
+           !IS_COLLECTIBLE(new_element))
+         return;
+
+       if (AmoebaNr[newx][newy] &&
+           (new_element == EL_AMOEBA_FULL ||
+            new_element == EL_BD_AMOEBA ||
+            new_element == EL_AMOEBA_GROWING))
        {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+         AmoebaCnt2[AmoebaNr[newx][newy]]--;
        }
 
-       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
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         RemoveField(newx, newy);
+         DrawLevelField(newx, newy);
+       }
+
+       /* if digged element was about to explode, prevent the explosion */
+       ExplodeField[newx][newy] = EX_TYPE_NONE;
+
+       PlayLevelSoundAction(x, y, action);
       }
-    }
-    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
-    {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
 
-      Feld[x][y] = EL_QUICKSAND_FILLING;
-      Store[x][y] = element;
+      Store[newx][newy] = EL_EMPTY;
 #if 1
-      PlayLevelSoundAction(x, y, ACTION_FILLING);
+      /* 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
-      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
-    }
-    else if (element == EL_MAGIC_WALL_FULL)
-    {
-      if (IS_FREE(x, y + 1))
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+       int move_leave_element = element_info[element].move_leave_element;
 
-       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED(Store[x][y]);
+       /* this makes it possible to leave the removed element again */
+       Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
+                            new_element : move_leave_element);
       }
-      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
-      {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
-
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+#endif
 
-       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
-       Store[x][y] = 0;
+      if (move_pattern & MV_MAZE_RUNNER_STYLE)
+      {
+       RunnerVisit[x][y] = FrameCounter;
+       PlayerVisit[x][y] /= 8;         /* expire player visit path */
       }
     }
-    else if (element == EL_BD_MAGIC_WALL_FULL)
+    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
-      if (IS_FREE(x, y + 1))
+      if (!IS_FREE(newx, newy))
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
 
-       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
+       return;
       }
-      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      else
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
+       boolean wanna_flame = !RND(10);
+       int dx = newx - x, dy = newy - y;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
+       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
+                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
+       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-       if (MovDelay[x][y])
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
+           element1 != EL_DRAGON && element2 != EL_DRAGON &&
+           element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
 
-       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;
+         if (IS_PLAYER(x, y))
+           DrawPlayerField(x, y);
+         else
+           DrawLevelField(x, y);
 
-      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);
+         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+         MovDelay[x][y] = 50;
 
-      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))))
-
-#else
-#if 1
-    else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
-            CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            WasJustMoving[x][y] && !Pushed[x][y + 1])
-#else
-    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            WasJustMoving[x][y])
+         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
-
-    {
-      /* 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... :-/ ) */
-
+           Feld[newx1][newy1] = EL_FLAMES;
+         }
+         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+         {
 #if 0
-      WasJustMoving[x][y] = 0;
-      WasJustFalling[x][y] = 0;
+           RemoveField(newx2, newy2);
 #endif
+           Feld[newx2][newy2] = EL_FLAMES;
+         }
 
-      Impact(x, y);
+         return;
+       }
+      }
     }
-    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
+    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            Feld[newx][newy] == EL_DIAMOND)
     {
-      if (MovDir[x][y] == MV_NO_MOVING)
+      if (IS_MOVING(newx, newy))
+       RemoveMovingField(newx, newy);
+      else
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
       }
-    }
-    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
-    {
-      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
-       MovDir[x][y] = MV_DOWN;
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
-    }
-    else if (element == EL_AMOEBA_DROP)
-    {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
     }
-    /* 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
+    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
     {
-      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]))
+      if (AmoebaNr[newx][newy])
       {
-       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
-
-       if (slippery_type == SLIPPERY_ONLY_LEFT)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
-         can_fall_left = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
-         can_fall_left = FALSE;
-
-       can_fall_any  = (can_fall_left || can_fall_right);
-       can_fall_both = (can_fall_left && can_fall_right);
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
-      if (can_fall_any)
+#if 0
+      /* !!! test !!! */
+      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
       {
-       if (can_fall_both &&
-           (game.emulation != EMU_BOULDERDASH &&
-            element != EL_BD_ROCK && element != EL_BD_DIAMOND))
-         can_fall_left = !(can_fall_right = RND(2));
-
-       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
-       started_moving = TRUE;
+       RemoveMovingField(newx, newy);
       }
-    }
-#if 0
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
 #else
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+      if (IS_MOVING(newx, newy))
+      {
+       RemoveMovingField(newx, newy);
+      }
 #endif
+      else
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
+      }
+
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
+    }
+    else if ((element == EL_PACMAN || element == EL_MOLE)
+            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
     {
-      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 (AmoebaNr[newx][newy])
+      {
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+      }
 
-      if ((belt_dir == MV_LEFT  && left_is_free) ||
-         (belt_dir == MV_RIGHT && right_is_free))
+      if (element == EL_MOLE)
       {
-#if 1
-       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
-#endif
+       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
 
-       InitMovingField(x, y, belt_dir);
-       started_moving = TRUE;
+       ResetGfxAnimation(x, y);
+       GfxAction[x][y] = ACTION_DIGGING;
+       DrawLevelField(x, y);
 
-#if 1
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][y] = TRUE;
-#endif
+       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
 
-       GfxAction[x][y] = ACTION_DEFAULT;
+       return;                         /* wait for shrinking amoeba */
       }
-      else
+      else     /* element == EL_PACMAN */
       {
-       MovDir[x][y] = 0;       /* if element was moving, stop it */
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
       }
     }
-  }
-
-  /* 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;
-
-    Moving2Blocked(x, y, &newx, &newy);
-
-#if 1
-    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
-      return;
-#else
-    if ((element == EL_SATELLITE ||
-        element == EL_BALLOON ||
-        element == EL_SPRING)
-       && JustBeingPushed(x, y))
+    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;
-#endif
-
-#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)))
+    }
+    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(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
-
-#if 1
-      WasJustMoving[x][y] = 0;
-#endif
+      /* object was running against a wall */
 
-      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+      TurnRound(x, y);
 
 #if 0
-      if (Feld[x][y] != element)       /* element has changed */
+      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
+      if (move_pattern & MV_ANY_DIRECTION &&
+         move_pattern == MovDir[x][y])
       {
-       element = Feld[x][y];
-       move_pattern = element_info[element].move_pattern;
+       int blocking_element =
+         (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
 
-       if (!CAN_MOVE(element))
-         return;
+       CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
+                                MovDir[x][y]);
+
+       element = Feld[x][y];   /* element might have changed */
       }
-#else
-      if (Feld[x][y] != element)       /* element has changed */
-       return;
-#endif
-    }
 #endif
 
-#if 0
-#if 0
-    if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
-      Feld[x][y + 1] = EL_EMPTY;       /* was set to EL_BLOCKED above */
-#else
-    if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
-    {
-      Moving2Blocked(x, y, &newx, &newy);
-      if (Feld[newx][newy] == EL_BLOCKED)
-       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
-    }
-#endif
-#endif
+      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
+       DrawLevelElementAnimation(x, y, element);
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
+      if (DONT_TOUCH(element))
+       TestIfBadThingTouchesPlayer(x, y);
 
-    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 */
+      return;
+    }
 
-      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);
+    InitMovingField(x, y, MovDir[x][y]);
 
-#if 0
-       if (FrameCounter < 1 && x == 0 && y == 29)
-         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
-#endif
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
+  }
 
-       if (MovDelay[x][y] && (element == EL_BUG ||
-                              element == EL_SPACESHIP ||
-                              element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON ||
-                              element == EL_MOLE))
-         DrawLevelField(x, y);
-      }
-    }
+  if (MovDir[x][y])
+    ContinueMoving(x, y);
+}
 
-    if (MovDelay[x][y])                /* wait some time before next movement */
-    {
-      MovDelay[x][y]--;
+void ContinueMoving(int x, int y)
+{
+  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;
+  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);
+
+  MovPos[x][y] += getElementMoveStepsize(x, y);
 
-#if 0
-      if (element == EL_YAMYAM)
-      {
-       printf("::: %d\n",
-              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
-       DrawLevelElementAnimation(x, y, element);
-      }
-#endif
+  if (pushed_by_player)        /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
+  if (ABS(MovPos[x][y]) < TILEX)
+  {
 #if 0
-       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
-       ResetGfxAnimation(x, y);
+    int ee = Feld[x][y];
+    int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
+
+    printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
+          x, y, ABS(MovPos[x][y]),
+          ee, gg, ff,
+          GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
 #endif
 
-#if 0
-       if (GfxAction[x][y] != ACTION_WAITING)
-         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+    DrawLevelField(x, y);
 
-       GfxAction[x][y] = ACTION_WAITING;
-#endif
-      }
+    return;    /* element is still moving */
+  }
 
-      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]);
+  /* element reached destination field */
 
-#if 0
-       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
-#endif
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-       GfxAction[x][y] = ACTION_ATTACKING;
+  if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+  else if (element == EL_MOLE)
+  {
+    Feld[x][y] = EL_SAND;
 
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+    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_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];
 
-       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+#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_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];
 
-       for (i = 1; i <= 3; i++)
-       {
-         int xx = x + i * dx;
-         int yy = y + i * dy;
-         int sx = SCREENX(xx);
-         int sy = SCREENY(yy);
-         int flame_graphic = graphic + (i - 1);
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
+  }
+  else if (element == EL_DC_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
 
-         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
-           break;
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
+  }
+  else if (element == EL_AMOEBA_DROPPING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_SOKOBAN_OBJECT)
+  {
+    if (Back[x][y])
+      Feld[x][y] = Back[x][y];
 
-         if (MovDelay[x][y])
-         {
-           int flamed = MovingOrBlocked2Element(xx, yy);
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
 
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
-             Bang(xx, yy);
-           else
-             RemoveMovingField(xx, yy);
+    Back[x][y] = Back[newx][newy] = 0;
+  }
 
-           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);
-         }
-       }
-      }
+  Store[x][y] = EL_EMPTY;
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
-       PlayLevelSoundAction(x, y, ACTION_WAITING);
+  MovDelay[newx][newy] = 0;
 
-       return;
-      }
+  if (CAN_CHANGE_OR_HAS_ACTION(element))
+  {
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    ChangePage[newx][newy]  = ChangePage[x][y];
+    ChangeCount[newx][newy] = ChangeCount[x][y];
+    ChangeEvent[newx][newy] = ChangeEvent[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;
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[newx][newy] = CustomValue[x][y];
 #endif
-    }
 
-    /* now make next step */
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  ChangeCount[x][y] = 0;
+  ChangeEvent[x][y] = -1;
 
-    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[x][y] = 0;
+#endif
 
-    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]);
+  /* 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 */
 
-      return;
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+  /* some elements can leave other elements behind after moving */
+#if 1
+  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
-      /* player killed by element which is deadly when colliding with */
-      MovDir[x][y] = 0;
-      KillHero(PLAYERINFO(newx, newy));
-      return;
+  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 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
+    /* 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
-
-    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)
+    /* this makes it possible to leave the removed element again */
+    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+      move_leave_element = stored;
 #endif
-    {
-      SplashAcid(newx, newy);
-      Store[x][y] = EL_ACID;
-    }
-    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
-    {
-      if (Feld[newx][newy] == EL_EXIT_OPEN)
-      {
-#if 1
-       RemoveField(x, y);
-       DrawLevelField(x, y);
 #else
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
+    /* 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
 
-       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
-       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+    Feld[x][y] = move_leave_element;
 
-       local_player->friends_still_needed--;
-       if (!local_player->friends_still_needed &&
-           !local_player->GameOver && AllPlayersGone)
-         local_player->LevelSolved = local_player->GameOver = TRUE;
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = direction;
 
-       return;
-      }
-      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
-      {
-       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
-         DrawLevelField(newx, newy);
-       else
-         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
-      }
-      else if (!IS_FREE(newx, newy))
-      {
-       GfxAction[x][y] = ACTION_WAITING;
+    InitField(x, y, FALSE);
 
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+    if (ELEM_IS_PLAYER(move_leave_element))
+      RelocatePlayer(x, y, move_leave_element);
+  }
+
+  /* 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;
+
+  DrawLevelField(x, y);
+  DrawLevelField(newx, newy);
 
-       return;
-      }
-    }
-    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
-    {
-      if (IS_FOOD_PIG(Feld[newx][newy]))
-      {
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
-       {
-         Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
-       }
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
 
-       PlayLevelSound(x, y, SND_PIG_DIGGING);
-      }
-      else if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+  /* 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);
 
-       return;
-      }
-    }
+  /* 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 1
+  if (!pushed_by_player)
+  {
+    int nextx = newx + dx, nexty = newy + dy;
+    boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
 
-    /*
-    else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
-    */
+    WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
 
-    else if (IS_CUSTOM_ELEMENT(element) &&
-            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
 
-#if 0
- &&
-            !IS_FREE(newx, newy)
+    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
+  }
 
-)
-    {
-      int new_element = Feld[newx][newy];
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  {
+    TestIfBadThingTouchesPlayer(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
 
-#if 0
-      printf("::: '%s' digs '%s' [%d]\n",
-            element_info[element].token_name,
-            element_info[Feld[newx][newy]].token_name,
-            StorePlayer[newx][newy]);
-#endif
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
 
-      if (!IS_FREE(newx, newy))
-      {
-       int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
-                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
-                     ACTION_BREAKING);
+  /* 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);
 
-       /* no element can dig solid indestructible elements */
-       if (IS_INDESTRUCTIBLE(new_element) &&
-           !IS_DIGGABLE(new_element) &&
-           !IS_COLLECTIBLE(new_element))
-         return;
+  if (pushed_by_player && !game.use_change_when_pushing_bug)
+  {
+    int push_side = MV_DIR_OPPOSITE(direction);
+    struct PlayerInfo *player = PLAYERINFO(x, y);
 
-       if (AmoebaNr[newx][newy] &&
-           (new_element == EL_AMOEBA_FULL ||
-            new_element == EL_BD_AMOEBA ||
-            new_element == EL_AMOEBA_GROWING))
-       {
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-         AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       }
+    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+                              player->index_bit, push_side);
+    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+                                       player->index_bit, push_side);
+  }
 
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
-       {
-         RemoveField(newx, newy);
-         DrawLevelField(newx, newy);
-       }
+  if (element == EL_EMC_ANDROID && pushed_by_player)   /* make another move */
+    MovDelay[newx][newy] = 1;
 
-       PlayLevelSoundAction(x, y, action);
-      }
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
 
-      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
-       element_info[element].can_leave_element = TRUE;
+  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
 
-      if (move_pattern & MV_MAZE_RUNNER_STYLE)
+#if 0
+  if (ChangePage[newx][newy] != -1)            /* delayed change */
+  {
+    int page = ChangePage[newx][newy];
+    struct ElementChangeInfo *change = &ei->change_page[page];
+
+    ChangePage[newx][newy] = -1;
+
+    if (change->can_change)
+    {
+      if (ChangeElement(newx, newy, element, page))
       {
-       RunnerVisit[x][y] = FrameCounter;
-       PlayerVisit[x][y] /= 8;         /* expire player visit path */
+        if (change->post_change_function)
+          change->post_change_function(newx, newy);
       }
     }
 
+    if (change->has_action)
+      ExecuteCustomElementAction(newx, newy, element, page);
+  }
 #endif
 
-    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
-    {
-      if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+  TestIfElementHitsCustomElement(newx, newy, direction);
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 
-       return;
-      }
-      else
-      {
-       boolean wanna_flame = !RND(10);
-       int dx = newx - x, dy = newy - y;
-       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
-       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
-       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
-                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
-       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
-                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+  if (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 ((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
+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 (IS_PLAYER(x, y))
-           DrawPlayerField(x, y);
-         else
-           DrawLevelField(x, y);
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int x = ax + xy[i][0];
+    int y = ay + xy[i][1];
 
-         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+    if (!IN_LEV_FIELD(x, y))
+      continue;
 
-         MovDelay[x][y] = 50;
+    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+      group_nr = AmoebaNr[x][y];
+  }
 
-         Feld[newx][newy] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
-           Feld[newx1][newy1] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
-           Feld[newx2][newy2] = EL_FLAMES;
+  return group_nr;
+}
 
-         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 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 }
+  };
 
-      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
-    }
-    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
-    {
-      if (AmoebaNr[newx][newy])
-      {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-      }
+  if (new_group_nr == 0)
+    return;
 
-#if 0
-      /* !!! test !!! */
-      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
-#else
-      if (IS_MOVING(newx, newy))
-#endif
-      {
-       RemoveMovingField(newx, newy);
-      }
-      else
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-      }
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    x = ax + xy[i][0];
+    y = ay + xy[i][1];
 
-      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
-    }
-    else if ((element == EL_PACMAN || element == EL_MOLE)
-            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
-    {
-      if (AmoebaNr[newx][newy])
-      {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-      }
+    if (!IN_LEV_FIELD(x, y))
+      continue;
 
-      if (element == EL_MOLE)
-      {
-       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+    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];
 
-       ResetGfxAnimation(x, y);
-       GfxAction[x][y] = ACTION_DIGGING;
-       DrawLevelField(x, y);
+      if (old_group_nr == 0)
+       return;
 
-       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+      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;
 
-       return;                         /* wait for shrinking amoeba */
-      }
-      else     /* element == EL_PACMAN */
+      SCAN_PLAYFIELD(xx, yy)
       {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
+       if (AmoebaNr[xx][yy] == old_group_nr)
+         AmoebaNr[xx][yy] = new_group_nr;
       }
     }
-    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
-            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
-             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+  }
+}
+
+void AmoebeUmwandeln(int ax, int ay)
+{
+  int i, x, y;
+
+  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+  {
+    int group_nr = AmoebaNr[ax][ay];
+
+#ifdef DEBUG
+    if (group_nr == 0)
     {
-      /* wait for shrinking amoeba to completely disappear */
+      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+      printf("AmoebeUmwandeln(): This should never happen!\n");
       return;
     }
-    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
-    {
-      /* object was running against a wall */
-
-      TurnRound(x, y);
-
-#if 1
-      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
-       DrawLevelElementAnimation(x, y, element);
-#else
-      if (element == EL_BUG ||
-         element == EL_SPACESHIP ||
-         element == EL_SP_SNIKSNAK)
-       DrawLevelField(x, y);
-      else if (element == EL_MOLE)
-       DrawLevelField(x, y);
-      else if (element == EL_BD_BUTTERFLY ||
-              element == EL_BD_FIREFLY)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_SATELLITE)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
 #endif
 
-      if (DONT_TOUCH(element))
-       TestIfBadThingTouchesHero(x, y);
+    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;
+      }
+    }
 
-#if 0
-      PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
+    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 }
+    };
 
-      return;
-    }
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      x = ax + xy[i][0];
+      y = ay + xy[i][1];
 
-    InitMovingField(x, y, MovDir[x][y]);
+      if (!IN_LEV_FIELD(x, y))
+       continue;
 
-    PlayLevelSoundAction(x, y, ACTION_MOVING);
+      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);
+      }
+    }
   }
-
-  if (MovDir[x][y])
-    ContinueMoving(x, y);
 }
 
-void ContinueMoving(int x, int y)
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
 {
-  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);
+  int x, y;
+  int group_nr = AmoebaNr[ax][ay];
+  boolean done = FALSE;
 
-#if 0
-  if (pushed_by_player && IS_PLAYER(x, y))
+#ifdef DEBUG
+  if (group_nr == 0)
   {
-    /* special case: moving object pushed by player */
-    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+    printf("AmoebeUmwandelnBD(): This should never happen!\n");
+    return;
   }
-#else
-  if (pushed_by_player)        /* special case: moving object pushed by player */
-    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
 #endif
 
-  if (ABS(MovPos[x][y]) < TILEX)
+  SCAN_PLAYFIELD(x, y)
   {
-    DrawLevelField(x, y);
-
-    return;    /* element is still moving */
+    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;
+    }
   }
 
-  /* element reached destination field */
+  if (done)
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+                           SND_BD_AMOEBA_TURNING_TO_ROCK :
+                           SND_BD_AMOEBA_TURNING_TO_GEM));
+}
 
-  Feld[x][y] = EL_EMPTY;
-  Feld[newx][newy] = element;
-  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
+void AmoebeWaechst(int x, int y)
+{
+  static unsigned long sound_delay = 0;
+  static unsigned long sound_delay_value = 0;
 
-  if (element == EL_MOLE)
+  if (!MovDelay[x][y])         /* start new growing cycle */
   {
-    Feld[x][y] = EL_SAND;
+    MovDelay[x][y] = 7;
 
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
-  else if (element == EL_QUICKSAND_FILLING)
-  {
-    element = Feld[newx][newy] = get_next_element(element);
-    Store[newx][newy] = Store[x][y];
+    if (DelayReached(&sound_delay, sound_delay_value))
+    {
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+      sound_delay_value = 30;
+    }
   }
-  else if (element == EL_QUICKSAND_EMPTYING)
+
+  if (MovDelay[x][y])          /* wait some time before growing bigger */
   {
-    Feld[x][y] = get_next_element(element);
-    element = Feld[newx][newy] = Store[x][y];
+    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]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+    }
+
+    if (!MovDelay[x][y])
+    {
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      DrawLevelField(x, y);
+    }
   }
-  else if (element == EL_MAGIC_WALL_FILLING)
+}
+
+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 */
   {
-    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];
+    MovDelay[x][y] = 7;
+
+    if (DelayReached(&sound_delay, sound_delay_value))
+      sound_delay_value = 30;
   }
-  else if (element == EL_MAGIC_WALL_EMPTYING)
+
+  if (MovDelay[x][y])          /* wait some time before shrinking */
   {
-    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];
+    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]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+    }
+
+    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;
+    }
   }
-  else if (element == EL_BD_MAGIC_WALL_FILLING)
+}
+
+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] =
   {
-    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)
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
   {
-    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];
+    Feld[ax][ay] = EL_AMOEBA_DEAD;
+    DrawLevelField(ax, ay);
+    return;
   }
-  else if (element == EL_AMOEBA_DROPPING)
+
+  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));
+
+  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
   {
-    Feld[x][y] = get_next_element(element);
-    element = Feld[newx][newy] = Store[x][y];
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
-  else if (element == EL_SOKOBAN_OBJECT)
+
+  if (can_drop)                        /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
   {
-    if (Back[x][y])
-      Feld[x][y] = Back[x][y];
+    int start = RND(4);
+    int x = ax + xy[start][0];
+    int y = ay + xy[start][1];
 
-    if (Back[newx][newy])
-      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+    if (!IN_LEV_FIELD(x, y))
+      return;
 
-    Back[x][y] = Back[newx][newy] = 0;
+    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 (Store[x][y] == EL_ACID)
+  else                         /* normal or "filled" (BD style) amoeba */
   {
-    element = Feld[newx][newy] = EL_ACID;
-  }
+    int start = RND(4);
+    boolean waiting_for_player = FALSE;
 
-  Store[x][y] = 0;
-  MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-  MovDelay[newx][newy] = 0;
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      int j = (start + i) % 4;
+      int x = ax + xy[j][0];
+      int y = ay + xy[j][1];
 
-  /* 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];
+      if (!IN_LEV_FIELD(x, y))
+       continue;
 
-  ChangeDelay[x][y] = 0;
-  ChangePage[x][y] = -1;
-  Changed[x][y] = CE_BITMASK_DEFAULT;
-  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+      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;
+       break;
+      }
+      else if (IS_PLAYER(x, y))
+       waiting_for_player = TRUE;
+    }
 
-  /* 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 */
+    if (newax == ax && neway == ay)            /* amoeba cannot grow */
+    {
+      if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+      {
+       Feld[ax][ay] = EL_AMOEBA_DEAD;
+       DrawLevelField(ax, ay);
+       AmoebaCnt[AmoebaNr[ax][ay]]--;
 
-  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+       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 */
 
-  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+      int new_group_nr = AmoebaNr[ax][ay];
 
-#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))
+#ifdef DEBUG
+  if (new_group_nr == 0)
   {
-    Feld[x][y] = ei->move_leave_element;
-    InitField(x, y, FALSE);
-
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+    printf("AmoebeAbleger(): This should never happen!\n");
+    return;
   }
-
-  ei->can_leave_element_last = ei->can_leave_element;
-  ei->can_leave_element = FALSE;
 #endif
 
-#if 0
-  /* 2.1.1 (does not work correctly for spring) */
-  if (!CAN_MOVE(element))
-    MovDir[newx][newy] = 0;
-#else
+      AmoebaNr[newax][neway] = new_group_nr;
+      AmoebaCnt[new_group_nr]++;
+      AmoebaCnt2[new_group_nr]++;
 
-#if 0
-  /* (does not work for falling objects that slide horizontally) */
-  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-    MovDir[newx][newy] = 0;
-#else
-  /*
-  if (!CAN_MOVE(element) ||
-      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-    MovDir[newx][newy] = 0;
-  */
+      /* if amoeba touches other amoeba(s) after growing, unify them */
+      AmoebenVereinigen(newax, neway);
 
-  if (!CAN_MOVE(element) ||
-      (CAN_FALL(element) && direction == MV_DOWN))
-    GfxDir[x][y] = MovDir[newx][newy] = 0;
+      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
+      {
+       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+       return;
+      }
+    }
+  }
 
-#endif
-#endif
+  if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
+      (neway == lev_fieldy - 1 && newax != ax))
+  {
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
+    Store[newax][neway] = element;
+  }
+  else if (neway == ay || element == EL_EMC_DRIPPER)
+  {
+    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
 
-  DrawLevelField(x, y);
-  DrawLevelField(newx, newy);
+    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;
+  }
 
-  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+  DrawLevelField(newax, neway);
+}
 
-  /* 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);
+void Life(int ax, int ay)
+{
+  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 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
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-  if (!pushed_by_player)
-  {
-    WasJustMoving[newx][newy] = 3;
+  if (Stop[ax][ay])
+    return;
 
-    if (CAN_FALL(element) && direction == MV_DOWN)
-      WasJustFalling[newx][newy] = 3;
+  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
+    MovDelay[ax][ay] = life_time;
+
+  if (MovDelay[ax][ay])                /* wait some time before next cycle */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
 
-  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
   {
-    TestIfBadThingTouchesHero(newx, newy);
-    TestIfBadThingTouchesFriend(newx, newy);
+    int xx = ax+x1, yy = ay+y1;
+    int nachbarn = 0;
 
-    if (!IS_CUSTOM_ELEMENT(element))
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
-  }
-  else if (element == EL_PENGUIN)
-    TestIfFriendTouchesBadThing(newx, newy);
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
 
-  if (CAN_FALL(element) && direction == MV_DOWN &&
-      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
-    Impact(x, newy);
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+    {
+      int x = xx+x2, y = yy+y2;
 
-#if 1
-  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
-#endif
+      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+       continue;
 
-#if 0
-  if (ChangePage[newx][newy] != -1)                    /* delayed change */
-    ChangeElement(newx, newy, ChangePage[newx][newy]);
-#endif
+      if (((Feld[x][y] == element ||
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
+          !Stop[x][y]) ||
+         (IS_FREE(x, y) && Stop[x][y]))
+       nachbarn++;
+    }
 
-#if 1
+    if (xx == ax && yy == ay)          /* field in the middle */
+    {
+      if (nachbarn < life_parameter[0] ||
+         nachbarn > life_parameter[1])
+      {
+       Feld[xx][yy] = EL_EMPTY;
+       if (!Stop[xx][yy])
+         DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
+      }
+    }
+    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+    {                                  /* free border field */
+      if (nachbarn >= life_parameter[2] &&
+         nachbarn <= life_parameter[3])
+      {
+       Feld[xx][yy] = element;
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+       if (!Stop[xx][yy])
+         DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
+      }
+    }
+  }
 
-  TestIfElementHitsCustomElement(newx, newy, direction);
+  if (changed)
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
+}
 
-#else
+static void InitRobotWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
 
-  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-  {
-    int hitting_element = Feld[newx][newy];
+static void RunRobotWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
 
-    /* !!! fix side (direction) orientation here and elsewhere !!! */
-    CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
-                          direction);
+static void StopRobotWheel(int x, int y)
+{
+  if (ZX == x && ZY == y)
+    ZX = ZY = -1;
+}
 
-#if 0
-    if (IN_LEV_FIELD(nextx, nexty))
-    {
-      int opposite_direction = MV_DIR_OPPOSITE(direction);
-      int hitting_side = direction;
-      int touched_side = opposite_direction;
-      int touched_element = MovingOrBlocked2Element(nextx, nexty);
-      boolean object_hit = (!IS_MOVING(nextx, nexty) ||
-                           MovDir[nextx][nexty] != direction ||
-                           ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+static void InitTimegateWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+}
 
-      if (object_hit)
-      {
-       int i;
+static void RunTimegateWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
 
-       CheckElementChangeSide(nextx, nexty, touched_element,
-                              CE_HIT_BY_SOMETHING, opposite_direction);
+static void InitMagicBallDelay(int x, int y)
+{
+#if 1
+  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+#else
+  ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
+#endif
+}
+
+static void ActivateMagicBall(int bx, int by)
+{
+  int x, y;
 
-       if (IS_CUSTOM_ELEMENT(hitting_element) &&
-           HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
-       {
-         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
-         {
-           struct ElementChangeInfo *change =
-             &element_info[hitting_element].change_page[i];
+  if (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;
 
-           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;
-           }
-         }
-       }
+    x = bx - 1 + xx;
+    y = by - 1 + yy;
 
-       if (IS_CUSTOM_ELEMENT(touched_element) &&
-           HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
-       {
-         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
-         {
-           struct ElementChangeInfo *change =
-             &element_info[touched_element].change_page[i];
+    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+  }
+  else
+  {
+    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+    {
+      int xx = x - bx + 1;
+      int yy = y - by + 1;
 
-           if (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;
-           }
-         }
-       }
-      }
+      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
     }
-#endif
   }
-#endif
 
-  TestIfPlayerTouchesCustomElement(newx, newy);
-  TestIfElementTouchesCustomElement(newx, newy);
+  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
 }
 
-int AmoebeNachbarNr(int ax, int ay)
+void CheckExit(int x, int y)
 {
-  int i;
-  int element = Feld[ax][ay];
-  int group_nr = 0;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
-
-  for (i = 0; i < NUM_DIRECTIONS; i++)
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    int x = ax + xy[i][0];
-    int y = ay + xy[i][1];
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
-      group_nr = AmoebaNr[x][y];
+    return;
   }
 
-  return group_nr;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
-void AmoebenVereinigen(int ax, int ay)
+void CheckExitEM(int x, int y)
 {
-  int i, x, y, xx, yy;
-  int new_group_nr = AmoebaNr[ax][ay];
-  static int xy[4][2] =
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-  if (new_group_nr == 0)
     return;
+  }
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    x = ax + xy[i][0];
-    y = ay + xy[i][1];
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+  Feld[x][y] = EL_EM_EXIT_OPENING;
 
-    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];
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
 
-      if (old_group_nr == 0)
-       return;
+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);
 
-      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;
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      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;
-       }
-      }
-    }
+    return;
   }
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
 }
 
-void AmoebeUmwandeln(int ax, int ay)
+void CheckExitSteelEM(int x, int y)
 {
-  int i, x, y;
-
-  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    int group_nr = AmoebaNr[ax][ay];
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-#ifdef DEBUG
-    if (group_nr == 0)
-    {
-      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
-      printf("AmoebeUmwandeln(): This should never happen!\n");
-      return;
-    }
-#endif
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    for (y = 0; y < lev_fieldy; y++)
-    {
-      for (x = 0; x < lev_fieldx; x++)
-      {
-       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
-       {
-         AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
-       }
-      }
-    }
-    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
-                           SND_AMOEBA_TURNING_TO_GEM :
-                           SND_AMOEBA_TURNING_TO_ROCK));
-    Bang(ax, ay);
+    return;
   }
-  else
-  {
-    static int xy[4][2] =
-    {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 }
-    };
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
-    {
-      x = ax + xy[i][0];
-      y = ay + xy[i][1];
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-      if (!IN_LEV_FIELD(x, y))
-       continue;
+  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
 
-      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);
-      }
-    }
-  }
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
 }
 
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+void CheckExitSP(int x, int y)
 {
-  int x, y;
-  int group_nr = AmoebaNr[ax][ay];
-  boolean done = FALSE;
-
-#ifdef DEBUG
-  if (group_nr == 0)
+  if (local_player->gems_still_needed > 0)
   {
-    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
-    printf("AmoebeUmwandelnBD(): This should never happen!\n");
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
     return;
   }
-#endif
 
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBA_DEAD ||
-          Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_GROWING))
-      {
-       AmoebaNr[x][y] = 0;
-       Feld[x][y] = new_element;
-       InitField(x, y, FALSE);
-       DrawLevelField(x, y);
-       done = TRUE;
-      }
-    }
-  }
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-  if (done)
-    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
-                           SND_BD_AMOEBA_TURNING_TO_ROCK :
-                           SND_BD_AMOEBA_TURNING_TO_GEM));
+  Feld[x][y] = EL_SP_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
-void AmoebeWaechst(int x, int y)
+static void CloseAllOpenTimegates()
 {
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+  int x, y;
 
-  if (!MovDelay[x][y])         /* start new growing cycle */
+  SCAN_PLAYFIELD(x, y)
   {
-    MovDelay[x][y] = 7;
+    int element = Feld[x][y];
 
-    if (DelayReached(&sound_delay, sound_delay_value))
+    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
     {
-#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;
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
+
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
     }
   }
+}
 
-  if (MovDelay[x][y])          /* wait some time before growing bigger */
+void DrawTwinkleOnField(int x, int y)
+{
+  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+    return;
+
+  if (Feld[x][y] == EL_BD_DIAMOND)
+    return;
+
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !GetSimpleRandom(500);
+
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+
+    if (setup.direct_draw && MovDelay[x][y])
+      SetDrawtoField(DRAW_BUFFERED);
+
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
+
+    if (MovDelay[x][y] != 0)
     {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
-                                          6 - MovDelay[x][y]);
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
+
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+
+      if (setup.direct_draw)
+      {
+       int dest_x, dest_y;
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
-    }
+       dest_x = FX + SCREENX(x) * TILEX;
+       dest_y = FY + SCREENY(y) * TILEY;
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      DrawLevelField(x, y);
+       BlitBitmap(drawto_field, window,
+                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+       SetDrawtoField(DRAW_DIRECT);
+      }
     }
   }
 }
 
-void AmoebaDisappearing(int x, int y)
+void MauerWaechst(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;
+  int delay = 6;
 
-    if (DelayReached(&sound_delay, sound_delay_value))
-      sound_delay_value = 30;
-  }
+  if (!MovDelay[x][y])         /* next animation frame */
+    MovDelay[x][y] = 3 * delay;
 
-  if (MovDelay[x][y])          /* wait some time before shrinking */
+  if (MovDelay[x][y])          /* wait some time before next frame */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
-                                          6 - MovDelay[x][y]);
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
     }
 
     if (!MovDelay[x][y])
     {
-      Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
+      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 (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+         DrawLevelField(x, y + 1);
+      }
 
-      /* don't let mole enter this field in this cycle;
-        (give priority to objects falling to this field from above) */
-      Stop[x][y] = TRUE;
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+      DrawLevelField(x, y);
     }
   }
 }
 
-void AmoebeAbleger(int ax, int ay)
+void MauerAbleger(int ax, int ay)
 {
-  int i;
   int element = Feld[ax][ay];
   int graphic = el2img(element);
-  int newax = ax, neway = ay;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
-
-  if (!level.amoeba_speed)
-  {
-    Feld[ax][ay] = EL_AMOEBA_DEAD;
-    DrawLevelField(ax, ay);
-    return;
-  }
+  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 making new amoeba field */
-    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
 
-  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
   {
     MovDelay[ax][ay]--;
     if (MovDelay[ax][ay])
       return;
   }
 
-  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
-  {
-    int start = RND(4);
-    int x = ax + xy[start][0];
-    int y = ay + xy[start][1];
-
-    if (!IN_LEV_FIELD(x, y))
-      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;
 
-    /* !!! 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)
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
+  {
+    if (oben_frei)
     {
-      newax = x;
-      neway = y;
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    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 (newax == ax && neway == ay)
-      return;
   }
-  else                         /* normal or "filled" (BD style) amoeba */
-  {
-    int start = RND(4);
-    boolean waiting_for_player = FALSE;
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL ||
+      element == EL_BD_EXPANDABLE_WALL)
+  {
+    if (links_frei)
     {
-      int j = (start + i) % 4;
-      int x = ax + xy[j][0];
-      int y = ay + xy[j][1];
-
-      if (!IN_LEV_FIELD(x, y))
-       continue;
-
-      /* !!! 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;
+      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 (newax == ax && neway == ay)            /* amoeba cannot grow */
+    if (rechts_frei)
     {
-      if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
-      {
-       Feld[ax][ay] = EL_AMOEBA_DEAD;
-       DrawLevelField(ax, ay);
-       AmoebaCnt[AmoebaNr[ax][ay]]--;
-
-       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;
+      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;
     }
-    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
-    {
-      /* amoeba gets larger by growing in some direction */
-
-      int new_group_nr = AmoebaNr[ax][ay];
-
-#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
-
-      AmoebaNr[newax][neway] = new_group_nr;
-      AmoebaCnt[new_group_nr]++;
-      AmoebaCnt2[new_group_nr]++;
 
-      /* if amoeba touches other amoeba(s) after growing, unify them */
-      AmoebenVereinigen(newax, neway);
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+    DrawLevelField(ax, ay);
 
-      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
-      {
-       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
-       return;
-      }
-    }
-  }
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
 
-  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
-      (neway == lev_fieldy - 1 && newax != ax))
-  {
-    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
-    Store[newax][neway] = element;
-  }
-  else if (neway == ay)
-  {
-    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-#if 1
-    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-#else
-    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
-#endif
-  }
-  else
-  {
-    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DROPPING;
-    Store[ax][ay] = EL_AMOEBA_DROP;
-    ContinueMoving(ax, ay);
-    return;
-  }
+  if (((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;
 
-  DrawLevelField(newax, neway);
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
-void Life(int ax, int ay)
+void MauerAblegerStahl(int ax, int ay)
 {
-  int x1, y1, x2, y2;
-  static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
-  int life_time = 40;
   int element = Feld[ax][ay];
   int graphic = el2img(element);
-  boolean changed = FALSE;
+  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 (Stop[ax][ay])
-    return;
-
-  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
-    MovDelay[ax][ay] = life_time;
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
 
-  if (MovDelay[ax][ay])                /* wait some time before next cycle */
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
   {
     MovDelay[ax][ay]--;
     if (MovDelay[ax][ay])
       return;
   }
 
-  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
+
+  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
   {
-    int xx = ax+x1, yy = ay+y1;
-    int nachbarn = 0;
+    if (oben_frei)
+    {
+      Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
+  }
 
-    if (!IN_LEV_FIELD(xx, yy))
-      continue;
+  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;
+    }
 
-    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+    if (rechts_frei)
     {
-      int x = xx+x2, y = yy+y2;
+      Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
+    }
+  }
 
-      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
-       continue;
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
 
-      if (((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 (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+    Feld[ax][ay] = EL_WALL;
 
-    if (xx == ax && yy == ay)          /* field in the middle */
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
+
+void CheckForDragon(int x, int y)
+{
+  int i, j;
+  boolean dragon_found = FALSE;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    for (j = 0; j < 4; j++)
     {
-      if (nachbarn < life[0] || nachbarn > life[1])
+      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_DRAGON))
       {
-       Feld[xx][yy] = EL_EMPTY;
-       if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
+       if (Feld[xx][yy] == EL_DRAGON)
+         dragon_found = TRUE;
       }
+      else
+       break;
     }
-    /* !!! 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 (!dragon_found)
+  {
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      for (j = 0; j < 3; j++)
       {
-       Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
-       if (!Stop[xx][yy])
+       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);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
+       }
+       else
+         break;
       }
     }
   }
+}
 
-  if (changed)
-    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
-                  SND_GAME_OF_LIFE_GROWING);
+static void InitBuggyBase(int x, int y)
+{
+  int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
+
+  ChangeDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
 }
 
-static void InitRobotWheel(int x, int y)
+static void WarnBuggyBase(int x, int y)
 {
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  int i;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+
+    if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
+    {
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+
+      break;
+    }
+  }
 }
 
-static void RunRobotWheel(int x, int y)
+static void InitTrap(int x, int y)
 {
-  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
 }
 
-static void StopRobotWheel(int x, int y)
+static void ActivateTrap(int x, int y)
 {
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
 }
 
-static void InitTimegateWheel(int x, int y)
+static void ChangeActiveTrap(int x, int y)
 {
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  int graphic = IMG_TRAP_ACTIVE;
+
+  /* if new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    DrawLevelFieldCrumbledSand(x, y);
 }
 
-static void RunTimegateWheel(int x, int y)
+static int getSpecialActionElement(int element, int number, int base_element)
 {
-  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+  return (element != EL_EMPTY ? element :
+         number != -1 ? base_element + number - 1 :
+         EL_EMPTY);
 }
 
-void CheckExit(int x, int y)
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+                                  int value_min, int value_max)
 {
-  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);
+  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);
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+  return (value_new < value_min ? value_min :
+         value_new > value_max ? value_max :
+         value_new);
+}
 
-    return;
-  }
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
+{
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  int target_element = change->target_element;
+  int action_type = change->action_type;
+  int action_mode = change->action_mode;
+  int action_arg = change->action_arg;
+  int i;
 
-  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+  if (!change->has_action)
     return;
 
-  Feld[x][y] = EL_EXIT_OPENING;
+  /* ---------- determine action paramater values -------------------------- */
+
+  int level_time_value =
+    (level.time > 0 ? TimeLeft :
+     TimePlayed);
+
+  int action_arg_element =
+    (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
+     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
+     EL_EMPTY);
+
+  int action_arg_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_CS_TARGET ? GET_CE_SCORE(target_element) :
+     action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+     action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+     -1);
+
+  int action_arg_number_old =
+    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+     action_type == CA_SET_CE_SCORE ? ei->collect_score :
+     0);
+
+  int action_arg_number_new =
+    getModifiedActionNumber(action_arg_number_old,
+                           action_mode, action_arg_number,
+                           action_arg_number_min, action_arg_number_max);
+
+  int trigger_player_bits =
+    (change->actual_trigger_player >= EL_PLAYER_1 &&
+     change->actual_trigger_player <= EL_PLAYER_4 ?
+     (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
+     PLAYER_BITS_ANY);
+
+  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 :
+     PLAYER_BITS_ANY);
+
+  /* ---------- execute action  -------------------------------------------- */
+
+  switch (action_type)
+  {
+    case CA_NO_ACTION:
+    {
+      return;
+    }
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
-}
+    /* ---------- level actions  ------------------------------------------- */
 
-void CheckExitSP(int x, int y)
-{
-  if (local_player->gems_still_needed > 0)
-  {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+    case CA_RESTART_LEVEL:
+    {
+      game.restart_level = TRUE;
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      break;
+    }
 
-    return;
-  }
+    case CA_SHOW_ENVELOPE:
+    {
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
 
-  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
-    return;
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
-  Feld[x][y] = EL_SP_EXIT_OPENING;
+      break;
+    }
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
-}
+    case CA_SET_LEVEL_TIME:
+    {
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
+
+#if 1
+       game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
+#endif
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
 
-static void CloseAllOpenTimegates()
-{
-  int x, y;
+      break;
+    }
 
-  for (y = 0; y < lev_fieldy; y++)
-  {
-    for (x = 0; x < lev_fieldx; x++)
+    case CA_SET_LEVEL_SCORE:
     {
-      int element = Feld[x][y];
+      local_player->score = action_arg_number_new;
 
-      if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
-      {
-       Feld[x][y] = EL_TIMEGATE_CLOSING;
 #if 1
-       PlayLevelSoundAction(x, y, ACTION_CLOSING);
+      game_control_value[GAME_CONTROL_SCORE] = local_player->score;
+
+      DisplayGameControlValues();
 #else
-       PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
+      DrawGameValue_Score(local_player->score);
 #endif
-      }
-    }
-  }
-}
 
-void EdelsteinFunkeln(int x, int y)
-{
-  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
-    return;
+      break;
+    }
 
-  if (Feld[x][y] == EL_BD_DIAMOND)
-    return;
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
 
-  if (MovDelay[x][y] == 0)     /* next animation frame */
-    MovDelay[x][y] = 11 * !SimpleRND(500);
+#if 1
+      game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
 
-  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
+      DisplayGameControlValues();
+#else
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
+#endif
 
-    if (setup.direct_draw && MovDelay[x][y])
-      SetDrawtoField(DRAW_BUFFERED);
+      break;
+    }
 
-    DrawLevelElementAnimation(x, y, Feld[x][y]);
+#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 (MovDelay[x][y] != 0)
+    case CA_SET_LEVEL_WIND:
     {
-      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
-                                          10 - MovDelay[x][y]);
+      game.wind_direction = action_arg_direction;
 
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+      break;
+    }
 
-      if (setup.direct_draw)
-      {
-       int dest_x, dest_y;
+    /* ---------- player actions  ------------------------------------------ */
 
-       dest_x = FX + SCREENX(x) * TILEX;
-       dest_y = FY + SCREENY(y) * TILEY;
+    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;
 
-       BlitBitmap(drawto_field, window,
-                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-       SetDrawtoField(DRAW_DIRECT);
-      }
+      break;
     }
-  }
-}
-
-void MauerWaechst(int x, int y)
-{
-  int delay = 6;
 
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3 * delay;
+    case CA_EXIT_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         PlayerWins(&stored_player[i]);
 
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
+      break;
+    }
 
-    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    case CA_KILL_PLAYER:
     {
-      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
-      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      break;
     }
 
-    if (!MovDelay[x][y])
+    case CA_SET_PLAYER_KEYS:
     {
-      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
+      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_KEY_1);
+
+      if (IS_KEY(element))
       {
-       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
-         DrawLevelField(x, y + 1);
+       for (i = 0; i < MAX_PLAYERS; i++)
+       {
+         if (trigger_player_bits & (1 << i))
+         {
+           stored_player[i].key[KEY_NR(element)] = key_state;
+
+           DrawGameDoorValues();
+         }
+       }
       }
 
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
-      DrawLevelField(x, y);
+      break;
     }
-  }
-}
-
-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);
+    case CA_SET_PLAYER_SPEED:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int move_stepsize = TILEX / stored_player[i].move_delay_value;
 
-  if (!MovDelay[ax][ay])       /* start building new wall */
-    MovDelay[ax][ay] = 6;
+         if (action_arg == CA_ARG_SPEED_FASTER &&
+             stored_player[i].cannot_move)
+         {
+           action_arg_number = STEPSIZE_VERY_SLOW;
+         }
+         else if (action_arg == CA_ARG_SPEED_SLOWER ||
+                  action_arg == CA_ARG_SPEED_FASTER)
+         {
+           action_arg_number = 2;
+           action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+                          CA_MODE_MULTIPLY);
+         }
+         else if (action_arg == CA_ARG_NUMBER_RESET)
+         {
+           action_arg_number = level.initial_player_stepsize[i];
+         }
 
-  if (MovDelay[ax][ay])                /* wait some time before building new wall */
-  {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
-  }
+         move_stepsize =
+           getModifiedActionNumber(move_stepsize,
+                                   action_mode,
+                                   action_arg_number,
+                                   action_arg_number_min,
+                                   action_arg_number_max);
 
-  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;
+         SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+       }
+      }
 
-  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;
+      break;
     }
-  }
 
-  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-      element == EL_EXPANDABLE_WALL_ANY ||
-      element == EL_EXPANDABLE_WALL)
-  {
-    if (links_frei)
+    case CA_SET_PLAYER_SHIELD:
     {
-      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;
+      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 (rechts_frei)
+#if USE_PLAYER_GRAVITY
+    case CA_SET_PLAYER_GRAVITY:
     {
-      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;
-    }
-  }
+      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);
+       }
+      }
 
-  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
+      break;
+    }
+#endif
 
-  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;
+    case CA_SET_PLAYER_ARTWORK:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int artwork_element = action_arg_element;
 
-  if (((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 (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element =
+             (level.use_artwork_element[i] ? level.artwork_element[i] :
+              stored_player[i].element_nr);
 
-  if (new_wall)
-#if 1
-    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
-    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#if USE_GFX_RESET_PLAYER_ARTWORK
+         if (stored_player[i].artwork_element != artwork_element)
+           stored_player[i].Frame = 0;
 #endif
-}
-
-void CheckForDragon(int x, int y)
-{
-  int i, j;
-  boolean dragon_found = FALSE;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    for (j = 0; j < 4; j++)
-    {
-      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+         stored_player[i].artwork_element = artwork_element;
 
-      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;
+         SetPlayerWaiting(&stored_player[i], FALSE);
+
+         /* set number of special actions for bored and sleeping animation */
+         stored_player[i].num_special_action_bored =
+           get_num_special_action(artwork_element,
+                                  ACTION_BORING_1, ACTION_BORING_LAST);
+         stored_player[i].num_special_action_sleeping =
+           get_num_special_action(artwork_element,
+                                  ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+       }
       }
-      else
-       break;
+
+      break;
     }
-  }
 
-  if (!dragon_found)
-  {
-    for (i = 0; i < NUM_DIRECTIONS; i++)
+    /* ---------- CE actions  ---------------------------------------------- */
+
+    case CA_SET_CE_VALUE:
     {
-      for (j = 0; j < 3; j++)
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_value = CustomValue[x][y];
+
+      CustomValue[x][y] = action_arg_number_new;
+
+      if (CustomValue[x][y] != last_ce_value)
       {
-       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;
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
+
+       if (CustomValue[x][y] == 0)
+       {
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+       }
       }
+#endif
+
+      break;
     }
-  }
-}
 
-static void InitBuggyBase(int x, int y)
-{
-  int element = Feld[x][y];
-  int activating_delay = FRAMES_PER_SECOND / 4;
+    case CA_SET_CE_SCORE:
+    {
+#if USE_NEW_CUSTOM_VALUE
+      int last_ce_score = ei->collect_score;
 
-  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);
-}
+      ei->collect_score = action_arg_number_new;
 
-static void WarnBuggyBase(int x, int y)
-{
-  int i;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+      if (ei->collect_score != last_ce_score)
+      {
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    int xx = x + xy[i][0], yy = y + xy[i][1];
+       if (ei->collect_score == 0)
+       {
+         int xx, yy;
 
-    if (IS_PLAYER(xx, yy))
-    {
-      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+         /*
+           This is a very special case that seems to be a mixture between
+           CheckElementChange() and CheckTriggeredElementChange(): while
+           the first one only affects single elements that are triggered
+           directly, the second one affects multiple elements in the playfield
+           that are triggered indirectly by another element. This is a third
+           case: Changing the CE score always affects multiple identical CEs,
+           so every affected CE must be checked, not only the single CE for
+           which the CE score was changed in the first place (as every instance
+           of that CE shares the same CE score, and therefore also can change)!
+         */
+         SCAN_PLAYFIELD(xx, yy)
+         {
+           if (Feld[xx][yy] == element)
+             CheckElementChange(xx, yy, element, EL_UNDEFINED,
+                                CE_SCORE_GETS_ZERO);
+         }
+       }
+      }
+#endif
 
       break;
     }
-  }
-}
 
-static void InitTrap(int x, int y)
-{
-  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-}
+    /* ---------- engine actions  ------------------------------------------ */
 
-static void ActivateTrap(int x, int y)
-{
-  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
-}
+    case CA_SET_ENGINE_SCAN_MODE:
+    {
+      InitPlayfieldScanMode(action_arg);
 
-static void ChangeActiveTrap(int x, int y)
-{
-  int graphic = IMG_TRAP_ACTIVE;
+      break;
+    }
 
-  /* if new animation frame was drawn, correct crumbled sand border */
-  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    DrawLevelFieldCrumbledSand(x, y);
+    default:
+      break;
+  }
 }
 
-static void ChangeElementNowExt(int x, int y, int target_element)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
+  int old_element = Feld[x][y];
+  int new_element = GetElementFromGroupElement(element);
   int previous_move_direction = MovDir[x][y];
+#if USE_NEW_CUSTOM_VALUE
+  int last_ce_value = CustomValue[x][y];
+#endif
+  boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
+  boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+  boolean add_player_onto_element = (new_element_is_player &&
+#if USE_CODE_THAT_BREAKS_SNAKE_BITE
+                                    /* this breaks SnakeBite when a snake is
+                                       halfway through a door that closes */
+                                    /* NOW FIXED AT LEVEL INIT IN files.c */
+                                    new_element != EL_SOKOBAN_FIELD_PLAYER &&
+#endif
+                                    IS_WALKABLE(old_element));
 
-  /* check if element under player changes from accessible to unaccessible
+#if 0
+  /* check if element under the player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
-      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
   {
     Bang(x, y);
+
     return;
   }
+#endif
 
-  RemoveField(x, y);
-  Feld[x][y] = target_element;
+  if (!add_player_onto_element)
+  {
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(x, y);
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+    Feld[x][y] = new_element;
 
-  ResetGfxAnimation(x, y);
-  ResetRandomAnimationValue(x, y);
+#if !USE_GFX_RESET_GFX_ANIMATION
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+#endif
+
+    if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
+
+#if USE_NEW_CUSTOM_VALUE
+    if (element_info[new_element].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
+#endif
+
+    InitField_WithBug1(x, y, FALSE);
+
+    new_element = Feld[x][y];  /* element may have changed */
+
+#if USE_GFX_RESET_GFX_ANIMATION
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+#endif
+
+    DrawLevelField(x, y);
 
-  if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-    MovDir[x][y] = previous_move_direction;
+    if (GFX_CRUMBLED(new_element))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
 
 #if 1
-  InitField_WithBug1(x, y, FALSE);
+  /* 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
-  InitField(x, y, FALSE);
-  if (CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+  {
+    Bang(x, y);
+
+    return;
+  }
+#endif
 #endif
 
-  DrawLevelField(x, y);
+  /* "ChangeCount" not set yet to allow "entered by player" change one time */
+  if (new_element_is_player)
+    RelocatePlayer(x, y, new_element);
 
-  if (GFX_CRUMBLED(Feld[x][y]))
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
 
-  TestIfBadThingTouchesHero(x, y);
+  TestIfBadThingTouchesPlayer(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
+}
 
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+static void CreateField(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, FALSE);
 }
 
-static boolean ChangeElementNow(int x, int y, int element, int page)
+static void CreateElementFromChange(int x, int y, int element)
 {
-  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  element = GET_VALID_RUNTIME_ELEMENT(element);
 
-  /* 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 USE_STOP_CHANGED_ELEMENTS
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  {
+    int old_element = Feld[x][y];
 
-  /* do not change already changed elements with same change event */
-#if 0
-  if (Changed[x][y] & ChangeEvent[x][y])
-    return FALSE;
-#else
-  if (Changed[x][y])
-    return FALSE;
+    /* prevent changed element from moving in same engine frame
+       unless both old and new element can either fall or move */
+    if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+       (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+      Stop[x][y] = TRUE;
+  }
 #endif
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+  CreateFieldExt(x, y, element, TRUE);
+}
+
+static boolean ChangeElement(int x, int y, int element, int page)
+{
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  int ce_value = CustomValue[x][y];
+  int ce_score = ei->collect_score;
+  int target_element;
+  int old_element = Feld[x][y];
+
+  /* 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_PLAYER_1;
+    change->actual_trigger_side = CH_SIDE_NONE;
+    change->actual_trigger_ce_value = 0;
+    change->actual_trigger_ce_score = 0;
+  }
+
+  /* do not change elements more than a specified maximum number of changes */
+  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+    return FALSE;
 
-  CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
+  ChangeCount[x][y]++;         /* count number of changes in the same frame */
 
   if (change->explode)
   {
@@ -6777,123 +9855,276 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     return TRUE;
   }
 
-  if (change->use_content)
+  if (change->use_target_content)
   {
-    boolean complete_change = TRUE;
-    boolean can_change[3][3];
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
     int xx, yy;
 
     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      boolean half_destructible;
+      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;
 
-      can_change[xx][yy] = TRUE;
+      can_replace[xx][yy] = TRUE;
 
       if (ex == x && ey == y)  /* do not check changing element itself */
        continue;
 
-      if (change->content[xx][yy] == EL_EMPTY_SPACE)
+      if (content_element == EL_EMPTY_SPACE)
       {
-       can_change[xx][yy] = FALSE;     /* do not change empty borders */
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
 
        continue;
       }
 
       if (!IN_LEV_FIELD(ex, ey))
       {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
 
        continue;
       }
 
       e = Feld[ex][ey];
 
-      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-       e = MovingOrBlocked2Element(ex, ey);
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
+
+      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;
+    }
+
+    if (!change->only_if_complete || complete_replace)
+    {
+      boolean something_has_changed = FALSE;
+
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
+       return FALSE;
+
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+      {
+       int ex = x + xx - 1;
+       int ey = y + yy - 1;
+       int content_element;
+
+       if (can_replace[xx][yy] && (!change->use_random_replace ||
+                                   RND(100) < change->random_percentage))
+       {
+         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+           RemoveMovingField(ex, ey);
+
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
+         content_element = change->target_content.e[xx][yy];
+         target_element = GET_TARGET_ELEMENT(element, content_element, change,
+                                             ce_value, ce_score);
+
+         CreateElementFromChange(ex, ey, target_element);
+
+         something_has_changed = TRUE;
+
+         /* for symmetry reasons, freeze newly created border elements */
+         if (ex != x || ey != y)
+           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
+       }
+      }
+
+      if (something_has_changed)
+      {
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+      }
+    }
+  }
+  else
+  {
+    target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+                                       ce_value, ce_score);
+
+    if (element == EL_DIAGONAL_GROWING ||
+       element == EL_DIAGONAL_SHRINKING)
+    {
+      target_element = Store[x][y];
+
+      Store[x][y] = EL_EMPTY;
+    }
+
+    CreateElementFromChange(x, y, target_element);
+
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+  }
+
+  /* this uses direct change before indirect change */
+  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+
+  return TRUE;
+}
+
+#if USE_NEW_DELAYED_ACTION
+
+static void HandleElementChange(int x, int y, int page)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+
+#ifdef DEBUG
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+  {
+    printf("\n\n");
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("HandleElementChange(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE_OR_HAS_ACTION(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
+#endif
+
+    return;
+  }
+
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+  {
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+
+    if (change->can_change)
+    {
+#if 1
+      /* !!! not clear why graphic animation should be reset at all here !!! */
+      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+#if USE_GFX_RESET_WHEN_NOT_MOVING
+      /* when a custom element is about to change (for example by change delay),
+        do not reset graphic animation when the custom element is moving */
+      if (!IS_MOVING(x, y))
+#endif
+      {
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
+      }
+#endif
+
+      if (change->pre_change_function)
+       change->pre_change_function(x, y);
+    }
+  }
+
+  ChangeDelay[x][y]--;
+
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    if (change->can_change)
+    {
+      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+      if (change->change_function)
+       change->change_function(x, y);
+    }
+  }
+  else                                 /* finish element change */
+  {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
 
-      if ((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;
-      }
+      change = &ei->change_page[page];
     }
 
-    if (!change->only_complete || complete_change)
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
     {
-      boolean something_has_changed = FALSE;
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
-      if (change->only_complete && change->use_random_change &&
-         RND(100) < change->random)
-       return FALSE;
+      return;
+    }
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+    if (change->can_change)
+    {
+      if (ChangeElement(x, y, element, page))
       {
-       int ex = x + xx - 1;
-       int ey = y + yy - 1;
-
-       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);
-
-         ChangeEvent[ex][ey] = ChangeEvent[x][y];
-
-         ChangeElementNowExt(ex, ey, change->content[xx][yy]);
-
-         something_has_changed = TRUE;
-
-         /* for symmetry reasons, freeze newly created border elements */
-         if (ex != x || ey != y)
-           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
-       }
+       if (change->post_change_function)
+         change->post_change_function(x, y);
       }
-
-      if (something_has_changed)
-       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
     }
-  }
-  else
-  {
-    ChangeElementNowExt(x, y, change->target_element);
 
-    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    if (change->has_action)
+      ExecuteCustomElementAction(x, y, element, page);
   }
-
-  return TRUE;
 }
 
-static void ChangeElement(int x, int y, int page)
+#else
+
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
   struct ElementChangeInfo *change = &ei->change_page[page];
 
-#if 0
 #ifdef DEBUG
-  if (!CAN_CHANGE(element))
+  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
     printf("\n\n");
-    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
           x, y, element, element_info[element].token_name);
-    printf("ChangeElement(): This should never happen!\n");
+    printf("HandleElementChange(): This should never happen!\n");
     printf("\n\n");
   }
 #endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
 #endif
 
+    return;
+  }
+
   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;
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -6920,13 +10151,11 @@ static void ChangeElement(int x, int y, int page)
     {
       page = ChangePage[x][y];
       ChangePage[x][y] = -1;
+
+      change = &ei->change_page[page];
     }
 
-#if 0
-    if (IS_MOVING(x, y) && !change->explode)
-#else
     if (IS_MOVING(x, y))               /* never change a running system ;-) */
-#endif
     {
       ChangeDelay[x][y] = 1;           /* try change after next move step */
       ChangePage[x][y] = page;         /* remember page to use for change */
@@ -6934,7 +10163,7 @@ static void ChangeElement(int x, int y, int page)
       return;
     }
 
-    if (ChangeElementNow(x, y, element, page))
+    if (ChangeElement(x, y, element, page))
     {
       if (change->post_change_function)
        change->post_change_function(x, y);
@@ -6942,82 +10171,115 @@ static void ChangeElement(int x, int y, int page)
   }
 }
 
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+#endif
+
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
                                              int trigger_element,
                                              int trigger_event,
                                              int trigger_player,
                                              int trigger_side,
                                              int trigger_page)
 {
-  int i, j, x, y;
+  boolean change_done_any = FALSE;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+  int i;
 
-  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+  if (!(trigger_events[trigger_element][trigger_event]))
     return FALSE;
 
+#if 0
+  printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+        trigger_event, recursion_loop_depth, recursion_loop_detected,
+        recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
+
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
+    boolean change_done = FALSE;
+    int p;
 
-    boolean change_element = FALSE;
-    int page = 0;
-
-    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
       continue;
 
-    for (j = 0; j < element_info[element].num_change_pages; j++)
+    for (p = 0; p < element_info[element].num_change_pages; p++)
     {
-      struct ElementChangeInfo *change = &element_info[element].change_page[j];
+      struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-      if (change->can_change &&
-         change->events & CH_EVENT_BIT(trigger_event) &&
+      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 & (1 << trigger_page) &&
+         change->trigger_page & trigger_page_bits &&
          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
-#if 0
-       if (!(change->events & CH_EVENT_BIT(trigger_event)))
-         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
-                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
-#endif
-
-       change_element = TRUE;
-       page = j;
-
-       break;
-      }
-    }
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+       change->actual_trigger_side = trigger_side;
+       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-    if (!change_element)
-      continue;
+       if ((change->can_change && !change_done) || change->has_action)
+       {
+         int x, y;
 
-    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;
+         SCAN_PLAYFIELD(x, y)
+         {
+           if (Feld[x][y] == element)
+           {
+             if (change->can_change && !change_done)
+             {
+               ChangeDelay[x][y] = 1;
+               ChangeEvent[x][y] = trigger_event;
+
+               HandleElementChange(x, y, p);
+             }
+#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 (Feld[x][y] == element)
-      {
-       ChangeDelay[x][y] = 1;
-       ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
-       ChangeElement(x, y, page);
+         if (change->can_change)
+         {
+           change_done = TRUE;
+           change_done_any = TRUE;
+         }
+       }
       }
     }
   }
 
-  return TRUE;
+  RECURSION_LOOP_DETECTION_END();
+
+  return change_done_any;
 }
 
 static boolean CheckElementChangeExt(int x, int y,
                                     int element,
+                                    int trigger_element,
                                     int trigger_event,
                                     int trigger_player,
-                                    int trigger_side,
-                                    int trigger_page)
+                                    int trigger_side)
 {
-  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+  boolean change_done = FALSE;
+  int p;
+
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
     return FALSE;
 
   if (Feld[x][y] == EL_BLOCKED)
@@ -7026,71 +10288,134 @@ static boolean CheckElementChangeExt(int x, int y,
     element = Feld[x][y];
   }
 
-#if 1
-  if (trigger_page < 0)
+#if 0
+  /* check if element has already changed */
+  if (Feld[x][y] != element)
+    return FALSE;
+#else
+  /* check if element has already changed or is about to change after moving */
+  if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+       Feld[x][y] != element) ||
+
+      (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+       (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+       ChangePage[x][y] != -1)))
+    return FALSE;
+#endif
+
+#if 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);
+
+  for (p = 0; p < element_info[element].num_change_pages; p++)
   {
-    boolean change_element = FALSE;
-    int i;
+    struct ElementChangeInfo *change = &element_info[element].change_page[p];
+
+    /* 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
 
-    for (i = 0; i < element_info[element].num_change_pages; i++)
+    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)))
     {
-      struct ElementChangeInfo *change = &element_info[element].change_page[i];
+      change->actual_trigger_element = trigger_element;
+      change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+      change->actual_trigger_side = trigger_side;
+      change->actual_trigger_ce_value = CustomValue[x][y];
+      change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-      if (change->can_change &&
-         change->events & CH_EVENT_BIT(trigger_event) &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player)
+      /* special case: trigger element not at (x,y) position for some events */
+      if (check_trigger_element)
       {
-       change_element = TRUE;
-       trigger_page = i;
-
-       break;
-      }
-    }
+       static struct
+       {
+         int dx, dy;
+       } move_xy[] =
+         {
+           {  0,  0 },
+           { -1,  0 },
+           { +1,  0 },
+           {  0,  0 },
+           {  0, -1 },
+           {  0,  0 }, { 0, 0 }, { 0, 0 },
+           {  0, +1 }
+         };
 
-    if (!change_element)
-      return FALSE;
-  }
+       int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+       int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
 
-#else
+       change->actual_trigger_ce_value = CustomValue[xx][yy];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+      }
 
-  /* !!! this check misses pages with same event, but different side !!! */
+      if (change->can_change && !change_done)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = trigger_event;
 
-  if (trigger_page < 0)
-    trigger_page = element_info[element].event_page_nr[trigger_event];
+       HandleElementChange(x, y, p);
 
-  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
-    return FALSE;
+       change_done = TRUE;
+      }
+#if USE_NEW_DELAYED_ACTION
+      else if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
+#else
+      if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
 #endif
+    }
+  }
 
-  ChangeDelay[x][y] = 1;
-  ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
-  ChangeElement(x, y, trigger_page);
+  RECURSION_LOOP_DETECTION_END();
 
-  return TRUE;
+  return change_done;
 }
 
 static void PlayPlayerSound(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
-  int element = player->element_nr;
+  int sound_element = player->artwork_element;
   int last_action = player->last_action_waiting;
   int action = player->action_waiting;
 
   if (player->is_waiting)
   {
     if (action != last_action)
-      PlayLevelSoundElementAction(jx, jy, element, action);
+      PlayLevelSoundElementAction(jx, jy, sound_element, action);
     else
-      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
   }
   else
   {
     if (action != last_action)
-      StopSound(element_info[element].sound[last_action]);
+      StopSound(element_info[sound_element].sound[last_action]);
 
     if (last_action == ACTION_SLEEPING)
-      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
   }
 }
 
@@ -7108,6 +10433,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   boolean last_waiting = player->is_waiting;
   int move_dir = player->MovDir;
 
+  player->dir_waiting = move_dir;
   player->last_action_waiting = player->action_waiting;
 
   if (is_waiting)
@@ -7119,13 +10445,13 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
       player->frame_counter_bored =
        FrameCounter +
        game.player_boring_delay_fixed +
-       SimpleRND(game.player_boring_delay_random);
+       GetSimpleRandom(game.player_boring_delay_random);
       player->frame_counter_sleeping =
        FrameCounter +
        game.player_sleeping_delay_fixed +
-       SimpleRND(game.player_sleeping_delay_random);
+       GetSimpleRandom(game.player_sleeping_delay_random);
 
-      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
     }
 
     if (game.player_sleeping_delay_fixed +
@@ -7143,6 +10469,24 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
                              player->is_bored ? ACTION_BORING :
                              ACTION_WAITING);
 
+    if (player->is_sleeping && player->use_murphy)
+    {
+      /* special case for sleeping Murphy when leaning against non-free tile */
+
+      if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+         (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+          !IS_MOVING(player->jx - 1, player->jy)))
+       move_dir = MV_LEFT;
+      else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+              (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+               !IS_MOVING(player->jx + 1, player->jy)))
+       move_dir = MV_RIGHT;
+      else
+       player->is_sleeping = FALSE;
+
+      player->dir_waiting = move_dir;
+    }
+
     if (player->is_sleeping)
     {
       if (player->num_special_action_sleeping > 0)
@@ -7157,14 +10501,14 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
             last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
             last_special_action + 1 : ACTION_SLEEPING);
          int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
          player->post_delay_counter =
            graphic_info[special_graphic].post_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].post_delay_random);
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
          player->special_action_sleeping = special_action;
        }
@@ -7187,16 +10531,16 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
        if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
        {
          int special_action =
-           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+           ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
          int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
          player->post_delay_counter =
            graphic_info[special_graphic].post_delay_fixed +
-           SimpleRND(graphic_info[special_graphic].post_delay_random);
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
          player->special_action_bored = special_action;
        }
@@ -7225,6 +10569,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
+    player->dir_waiting = player->MovDir;
     player->action_waiting = ACTION_DEFAULT;
 
     player->special_action_bored = ACTION_DEFAULT;
@@ -7232,13 +10577,8 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   }
 }
 
-#if 1
 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 {
-#if 0
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-#endif
   boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
@@ -7246,37 +10586,14 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
   int down     = player_action & JOY_DOWN;
   int button1  = player_action & JOY_BUTTON_1;
   int button2  = player_action & JOY_BUTTON_2;
-  int dx       = (left ? -1    : right ? 1     : 0);
-  int dy       = (up   ? -1    : down  ? 1     : 0);
-
-#if 0
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
-#endif
-
-#if 0
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
-#endif
+  int dx       = (left ? -1 : right ? 1 : 0);
+  int dy       = (up   ? -1 : down  ? 1 : 0);
 
   if (!player->active || tape.pausing)
     return 0;
 
-#if 0
-  printf("::: [%d %d %d %d] [%d %d]\n",
-        left, right, up, down, button1, button2);
-#endif
-
   if (player_action)
   {
-#if 0
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
-#endif
-
-#if 0
-    /* !!! TEST !!! */
-    if (player->MovPos == 0)
-      CheckGravityMovement(player);
-#endif
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -7298,189 +10615,301 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     SetPlayerWaiting(player, FALSE);
 
-#if 1
     return player_action;
+  }
+  else
+  {
+    /* no actions for this player (no input at player's configured device) */
+
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
+
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
+
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
+
+    return 0;
+  }
+}
+
+static void CheckLevelTime()
+{
+  int i;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
+
+      AllPlayersGone = TRUE;
+
+      level.native_em_level->lev->home = -1;
+    }
+
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+
+  if (TimeFrames >= FRAMES_PER_SECOND)
+  {
+    TimeFrames = 0;
+    TapeTime++;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
+
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
+      }
+    }
+
+    if (!local_player->LevelSolved && !level.use_step_counter)
+    {
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+#if 1
+       game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
+#endif
+
+       if (!TimeLeft && setup.time_limit)
+       {
+         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+           level.native_em_level->lev->killed_out_of_time = TRUE;
+         else
+           for (i = 0; i < MAX_PLAYERS; i++)
+             KillPlayer(&stored_player[i]);
+       }
+      }
+#if 1
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_control_value[GAME_CONTROL_TIME] = TimePlayed;
+
+       DisplayGameControlValues();
+      }
 #else
-    stored_player_action[player->index_nr] = player_action;
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
 #endif
+
+      level.native_em_level->lev->time =
+       (level.time == 0 ? TimePlayed : TimeLeft);
+    }
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
-  else
+
+  DrawGameDoorValues();
+}
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+  int i;
+
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
+
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-#if 0
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+    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;
+
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
+
+#if USE_NEW_PLAYER_ANIM
+    if (move_frames == 0)      /* less than one move per game frame */
+    {
+      int stepsize = TILEX / move_delay_value;
+      int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+      int count = (stored_player[i].is_moving ?
+                  ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
+
+      if (count % delay == 0)
+       move_frames = 1;
+    }
 #endif
 
-    /* no actions for this player (no input at player's configured device) */
+    stored_player[i].Frame += move_frames;
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
 
-    if (player->MovPos == 0)
-      SetPlayerWaiting(player, TRUE);
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
+    /* due to bugs in previous versions, counter must count up, not down */
+    if (stored_player[i].push_delay != -1)
+      stored_player[i].push_delay++;
 
-    player->is_dropping = FALSE;
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
 
-    return 0;
+    if (stored_player[i].is_dropping_pressed)
+      stored_player[i].drop_pressed_delay++;
   }
+}
 
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+void StartGameActions(boolean init_network_game, boolean record_tape,
+                     long random_seed)
+{
+  unsigned long new_random_seed = InitRND(random_seed);
+
+  if (record_tape)
+    TapeStartRecording(new_random_seed);
+
+#if defined(NETWORK_AVALIABLE)
+  if (init_network_game)
   {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+    SendToServer_StartPlaying();
 
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
+    return;
   }
 #endif
-}
 
-#else
+  InitGame();
+}
 
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+void GameActions()
 {
-  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);
+  static unsigned long game_frame_delay = 0;
+  unsigned long game_frame_delay_value;
+  byte *recorded_player_action;
+  byte summarized_player_action = 0;
+  byte tape_action[MAX_PLAYERS];
+  int i;
 
-  stored_player_action[player->index_nr] = 0;
-  num_stored_actions++;
+  /* 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 ?");
 
-  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+    Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+         EL_NAME(recursion_loop_element));
 
-  if (!player->active || tape.pausing)
-    return;
+    RequestQuitGameExt(FALSE, level_editor_test_game, message);
 
-  if (player_action)
-  {
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+    recursion_loop_detected = FALSE;   /* if game should be continued */
 
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
-    {
-      if (button2)
-       dropped = DropElement(player);
+    free(message);
 
-      moved = MovePlayer(player, dx, dy);
-    }
+    return;
+  }
 
-    if (tape.single_step && tape.recording && !tape.pausing)
-    {
-      if (button1 || (dropped && !moved))
-      {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
-      }
-    }
+  if (game.restart_level)
+    StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
 
-    stored_player_action[player->index_nr] = player_action;
-  }
-  else
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
-
-    /* no actions for this player (no input at player's configured device) */
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+      AllPlayersGone = TRUE;
 
-    if (player->MovPos == 0)
-      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+      level.native_em_level->lev->home = -1;
+    }
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
   }
 
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-  }
-}
-#endif
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+    GameWon();
 
-void GameActions()
-{
-  static unsigned long action_delay = 0;
-  unsigned long action_delay_value;
-  int magic_wall_x = 0, magic_wall_y = 0;
-  int i, x, y, element, graphic;
-  byte *recorded_player_action;
-  byte summarized_player_action = 0;
-#if 1
-  byte tape_action[MAX_PLAYERS];
-#endif
+  if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+    TapeStop();
 
-  if (game_status != GAME_MODE_PLAYING)
+  if (game_status != GAME_MODE_PLAYING)                /* status might have changed */
     return;
 
-  action_delay_value =
+  game_frame_delay_value =
     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-  if (tape.playing && tape.index_search && !tape.pausing)
-    action_delay_value = 0;
+  if (tape.playing && tape.warp_forward && !tape.pausing)
+    game_frame_delay_value = 0;
 
   /* ---------- main game synchronization point ---------- */
 
-  WaitUntilDelayReached(&action_delay, action_delay_value);
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
   if (network_playing && !network_player_action_received)
   {
-    /*
-#ifdef DEBUG
-    printf("DEBUG: try to get network player actions in time\n");
-#endif
-    */
+    /* try to get network player actions in time */
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
 #endif
 
+    /* game was quit by network peer */
     if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
-    {
-      /*
-#ifdef DEBUG
-      printf("DEBUG: failed to get network player actions in time\n");
-#endif
-      */
-      return;
-    }
+      return;          /* failed to get network player actions in time */
+
+    /* do not yet reset "network_player_action_received" (for tape.pausing) */
   }
 
   if (tape.pausing)
     return;
 
-#if 0
-  printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
+  /* at this point we know that we really continue executing the game */
+
+  network_player_action_received = FALSE;
 
+  /* when playing tape, read previously recorded player input from tape data */
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
 #if 1
-  if (recorded_player_action != NULL)
-    for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].action = recorded_player_action[i];
+  /* TapePlayAction() may return NULL when toggling to "pause before death" */
+  if (tape.pausing)
+    return;
 #endif
 
+  if (tape.set_centered_player)
+  {
+    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;
@@ -7489,7 +10918,7 @@ void GameActions()
       stored_player[i].effective_action = stored_player[i].action;
   }
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
   if (network_playing)
     SendToServer_MovePlayer(summarized_player_action);
 #endif
@@ -7497,20 +10926,116 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-#if 1
+  if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action =
+       (i == game.centered_player_nr ? summarized_player_action : 0);
+  }
+
+  if (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;
 
+    /* (this can only happen in the R'n'D game engine) */
     if (tape.recording && tape_action[i] && !tape.player_participates[i])
       tape.player_participates[i] = TRUE;    /* player just appeared from CE */
   }
 
-  /* only save actions from input devices, but not programmed actions */
+  /* only record actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    GameActions_EM_Main();
+  }
+  else
+  {
+    GameActions_RND();
+  }
+}
+
+void GameActions_EM_Main()
+{
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
+
+  GameActions_EM(effective_action, warp_mode);
+
+  CheckLevelTime();
+
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+}
+
+void GameActions_RND()
+{
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
+
+  InitPlayfieldScanModeVars();
+
+#if USE_ONE_MORE_CHANGE_PER_FRAME
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  {
+    SCAN_PLAYFIELD(x, y)
+    {
+      ChangeCount[x][y] = 0;
+      ChangeEvent[x][y] = -1;
+    }
+  }
 #endif
 
+  if (game.set_centered_player)
+  {
+    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
+
+    /* switching to "all players" only possible if all players fit to screen */
+    if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
+
+    /* do not switch focus to non-existing (or non-active) player */
+    if (game.centered_player_nr_next >= 0 &&
+       !stored_player[game.centered_player_nr_next].active)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
+  }
+
+  if (game.set_centered_player &&
+      ScreenMovPos == 0)       /* screen currently aligned at tile position */
+  {
+    int sx, sy;
+
+    if (game.centered_player_nr_next == -1)
+    {
+      setScreenCenteredToAllPlayers(&sx, &sy);
+    }
+    else
+    {
+      sx = stored_player[game.centered_player_nr_next].jx;
+      sy = stored_player[game.centered_player_nr_next].jy;
+    }
+
+    game.centered_player_nr = game.centered_player_nr_next;
+    game.set_centered_player = FALSE;
+
+    DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+    DrawGameDoorValues();
+  }
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
@@ -7520,74 +11045,24 @@ 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 +11070,7 @@ 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 +11078,50 @@ 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);
+       DrawLevelField(x, y);
+
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+      }
+    }
+#endif
 
 #if DEBUG
     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
@@ -7649,18 +11138,20 @@ 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);
     }
-#endif
 
 #if DEBUG
     if (IS_BLOCKED(x, y))
@@ -7677,28 +11168,71 @@ 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
 
-  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);
+    SetRandomAnimationValue(x, y);
 #endif
 
-#if 0
-    if (element == -1)
-    {
-      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+#if 1
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+  }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
 
-      element = graphic = 0;
-    }
+#if 0
+  debug_print_timestamp(0, "- time for TEST loop:     -->");
 #endif
 
-    if (graphic_info[graphic].anim_global_sync)
-      GfxFrame[x][y] = FrameCounter;
+  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))
@@ -7706,9 +11240,7 @@ void GameActions()
 
     SetRandomAnimationValue(x, y);
 
-#if 1
     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
 
     if (IS_INACTIVE(element))
     {
@@ -7718,70 +11250,184 @@ void GameActions()
       continue;
     }
 
-#if 1
     /* this may take place after moving, so 'element' may have changed */
-#if 0
-    if (IS_CHANGING(x, y))
-#else
     if (IS_CHANGING(x, y) &&
        (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
-#endif
     {
-#if 0
-      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
-                   element_info[element].event_page_nr[CE_DELAY]);
+      int page = element_info[element].event_page_nr[CE_DELAY];
+
+#if 1
+      HandleElementChange(x, y, page);
 #else
-      ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+      if (CAN_CHANGE(element))
+       HandleElementChange(x, y, page);
+
+      if (HAS_ACTION(element))
+       ExecuteCustomElementAction(x, y, element, page);
 #endif
 
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
-#endif
+
+#if 0  // ---------------------------------------------------------------------
 
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
-#if 1
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-#if 0
-      if (element == EL_MOLE)
-       printf("::: %d, %d, %d [%d]\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
-              GfxAction[x][y]);
-#endif
-#if 0
-      if (element == EL_YAMYAM)
-       printf("::: %d, %d, %d\n",
-              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
-#endif
-#endif
 
       if (IS_ANIMATED(graphic) &&
          !IS_MOVING(x, y) &&
          !Stop[x][y])
-      {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 0
-       if (element == EL_BUG)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
-#endif
+      if (IS_GEM(element) || element == EL_SP_INFOTRON)
+       DrawTwinkleOnField(x, y);
+    }
+    else if (IS_MOVING(x, y))
+      ContinueMoving(x, y);
+    else
+    {
+      switch (element)
+      {
+        case EL_ACID:
+        case EL_EXIT_OPEN:
+        case EL_EM_EXIT_OPEN:
+        case EL_SP_EXIT_OPEN:
+        case EL_STEEL_EXIT_OPEN:
+        case EL_EM_STEEL_EXIT_OPEN:
+        case EL_SP_TERMINAL:
+        case EL_SP_TERMINAL_ACTIVE:
+        case EL_EXTRA_TIME:
+        case EL_SHIELD_NORMAL:
+        case EL_SHIELD_DEADLY:
+         if (IS_ANIMATED(graphic))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
 
-#if 0
-       if (element == EL_MOLE)
-         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+        case EL_DYNAMITE_ACTIVE:
+        case EL_EM_DYNAMITE_ACTIVE:
+        case EL_DYNABOMB_PLAYER_1_ACTIVE:
+        case EL_DYNABOMB_PLAYER_2_ACTIVE:
+        case EL_DYNABOMB_PLAYER_3_ACTIVE:
+        case EL_DYNABOMB_PLAYER_4_ACTIVE:
+        case EL_SP_DISK_RED_ACTIVE:
+         CheckDynamite(x, y);
+         break;
+
+        case EL_AMOEBA_GROWING:
+         AmoebeWaechst(x, y);
+         break;
+
+        case EL_AMOEBA_SHRINKING:
+         AmoebaDisappearing(x, y);
+         break;
+
+#if !USE_NEW_AMOEBA_CODE
+        case EL_AMOEBA_WET:
+        case EL_AMOEBA_DRY:
+        case EL_AMOEBA_FULL:
+        case EL_BD_AMOEBA:
+        case EL_EMC_DRIPPER:
+         AmoebeAbleger(x, y);
+         break;
 #endif
+
+        case EL_GAME_OF_LIFE:
+        case EL_BIOMAZE:
+         Life(x, y);
+         break;
+
+        case EL_EXIT_CLOSED:
+         CheckExit(x, y);
+         break;
+
+        case EL_EM_EXIT_CLOSED:
+         CheckExitEM(x, y);
+         break;
+
+        case EL_STEEL_EXIT_CLOSED:
+         CheckExitSteel(x, y);
+         break;
+
+        case EL_EM_STEEL_EXIT_CLOSED:
+         CheckExitSteelEM(x, y);
+         break;
+
+        case EL_SP_EXIT_CLOSED:
+         CheckExitSP(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL_GROWING:
+        case EL_EXPANDABLE_STEELWALL_GROWING:
+         MauerWaechst(x, y);
+         break;
+
+        case EL_EXPANDABLE_WALL:
+        case EL_EXPANDABLE_WALL_HORIZONTAL:
+        case EL_EXPANDABLE_WALL_VERTICAL:
+        case EL_EXPANDABLE_WALL_ANY:
+        case EL_BD_EXPANDABLE_WALL:
+         MauerAbleger(x, y);
+         break;
+
+        case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+        case EL_EXPANDABLE_STEELWALL_VERTICAL:
+        case EL_EXPANDABLE_STEELWALL_ANY:
+         MauerAblegerStahl(x, y);
+         break;
+
+        case EL_FLAMES:
+         CheckForDragon(x, y);
+         break;
+
+        case EL_EXPLOSION:
+         break;
+
+        case EL_ELEMENT_SNAPPING:
+        case EL_DIAGONAL_SHRINKING:
+        case EL_DIAGONAL_GROWING:
+       {
+         graphic =
+           el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
+       }
+
+        default:
+         if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+           DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         break;
       }
+    }
+
+#else  // ---------------------------------------------------------------------
+
+    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+    {
+      StartMoving(x, y);
+
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
-       EdelsteinFunkeln(x, y);
+       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 +11439,6 @@ 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 +11453,43 @@ 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 +11504,10 @@ 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 +11516,27 @@ void GameActions()
     }
   }
 
+#if 0
+  debug_print_timestamp(0, "- time for MAIN loop:     -->");
+#endif
+
 #if USE_NEW_AMOEBA_CODE
   /* new experimental amoeba growth stuff */
-#if 1
   if (!(FrameCounter % 8))
-#endif
   {
     static unsigned long random = 1684108901;
 
     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
-#if 0
-      x = (random >> 10) % lev_fieldx;
-      y = (random >> 20) % lev_fieldy;
-#else
       x = RND(lev_fieldx);
       y = RND(lev_fieldy);
-#endif
       element = Feld[x][y];
 
-      /* !!! 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 +11558,16 @@ 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 +11583,10 @@ 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);
     }
@@ -7938,7 +11596,7 @@ void GameActions()
       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];
 
@@ -7954,6 +11612,12 @@ void GameActions()
            Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
            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;
+           DrawLevelField(x, y);
+         }
        }
 
        game.magic_wall_active = FALSE;
@@ -7977,6 +11641,22 @@ 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];
@@ -7990,48 +11670,7 @@ void GameActions()
     }
   }
 
-  if (TimeFrames >= FRAMES_PER_SECOND)
-  {
-    TimeFrames = 0;
-    TapeTime++;
-
-    if (!level.use_step_counter)
-    {
-      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);
-
-       DrawGameValue_Time(TimeLeft);
-
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillHero(&stored_player[i]);
-      }
-      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
-       DrawGameValue_Time(TimePlayed);
-    }
-
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
-  }
+  CheckLevelTime();
 
   DrawAllPlayers();
   PlayAllPlayersSound();
@@ -8055,44 +11694,23 @@ 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 +11754,85 @@ static boolean AllPlayersInVisibleScreen()
 
 void ScrollLevel(int dx, int dy)
 {
+#if 1
+  static Bitmap *bitmap_db_field2 = NULL;
   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
   int x, y;
+#else
+  int i, 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 1
+  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 1
+  /* !!! 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
+
+  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
 
   BlitBitmap(drawto_field, drawto_field,
             FX + TILEX * (dx == -1) - softscroll_offset,
             FY + TILEY * (dy == -1) - softscroll_offset,
-            SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
-            SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+            SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
             FX + TILEX * (dx == 1) - softscroll_offset,
             FY + TILEY * (dy == 1) - softscroll_offset);
+#endif
+#endif
 
-  if (dx)
+  if (dx != 0)
   {
     x = (dx == 1 ? BX1 : BX2);
     for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
 
-  if (dy)
+  if (dy != 0)
   {
     y = (dy == 1 ? BY1 : BY2);
     for (x = BX1; x <= BX2; x++)
@@ -8164,109 +11842,81 @@ 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 +11941,51 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
-#if 0
-  static int trigger_sides[4][2] =
-  {
-    /* enter side        leave side */
-    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* moving left  */
-    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* moving right */
-    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     },      /* moving up    */
-    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  }       /* moving down  */
-  };
-  int move_direction = (dx == -1 ? MV_LEFT :
-                       dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
-  int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-  int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
+#if !USE_FIXED_DONT_RUN_INTO
   int element;
+#endif
   int can_move;
+  boolean player_can_move = !player->cannot_move;
 
   if (!player->active || (!dx && !dy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
   player->MovDir = (dx < 0 ? MV_LEFT :
                    dx > 0 ? MV_RIGHT :
                    dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+                   dy > 0 ? MV_DOWN :  MV_NONE);
 
   if (!IN_LEV_FIELD(new_jx, new_jy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
-  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
-    return MF_NO_ACTION;
+  if (!player_can_move)
+  {
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+      player->is_snapping = FALSE;
+      player->is_pushing = FALSE;
+    }
+  }
 
-#if 0
-  element = MovingOrBlocked2Element(new_jx, new_jy);
+#if 1
+  if (!options.network && game.centered_player_nr == -1 &&
+      !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
 #else
-  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
 #endif
 
-  if (DONT_RUN_INTO(element))
+#if !USE_FIXED_DONT_RUN_INTO
+  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
+
+  /* (moved to DigField()) */
+  if (player_can_move && DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
@@ -8341,21 +11994,22 @@ 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 +12018,37 @@ 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 +12065,14 @@ 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;
@@ -8462,7 +12096,9 @@ 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 +12106,8 @@ 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)))
@@ -8481,11 +12119,28 @@ 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);
@@ -8502,7 +12157,7 @@ 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 +12169,13 @@ 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 +12187,7 @@ 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 +12195,22 @@ 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);
@@ -8553,18 +12218,9 @@ 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);
@@ -8575,75 +12231,43 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
-#if 1
     player->is_snapping = FALSE;
-#endif
-
-#if 1
     player->is_switching = FALSE;
-#endif
-
     player->is_dropping = FALSE;
+    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 +12278,81 @@ 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 +12366,106 @@ 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 ||
+       Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
       DrawPlayer(player);      /* needed here only to cleanup last field */
-      RemoveHero(player);
+      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
 
+      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_control_value[GAME_CONTROL_TIME] = TimeLeft;
 
+       DisplayGameControlValues();
+#else
        DrawGameValue_Time(TimeLeft);
+#endif
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
-           KillHero(&stored_player[i]);
+           KillPlayer(&stored_player[i]);
+      }
+#if 1
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_control_value[GAME_CONTROL_TIME] = TimePlayed;
+
+       DisplayGameControlValues();
       }
+#else
       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
+#endif
     }
 
     if (tape.single_step && tape.recording && !tape.pausing &&
@@ -8848,17 +12492,96 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
   else if (!FrameReached(&screen_frame_counter, 1))
     return;
 
-  if (ScreenMovPos)
-  {
-    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
-    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
-    redraw_mask |= REDRAW_FIELD;
+  if (ScreenMovPos)
+  {
+    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+    redraw_mask |= REDRAW_FIELD;
+  }
+  else
+    ScreenMovDir = MV_NONE;
+}
+
+void TestIfPlayerTouchesCustomElement(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
+  };
+  int center_element = Feld[x][y];     /* should always be non-moving! */
+  int i;
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int center_side = trigger_sides[i][0];
+    int border_side = trigger_sides[i][1];
+    int border_element;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    if (IS_PLAYER(x, y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(x, y);
+
+      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 */
+
+      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, border_side);
+      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                         CE_PLAYER_TOUCHES_X,
+                                         player->index_bit, border_side);
+    }
+    else if (IS_PLAYER(xx, yy))
+    {
+      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 */
+      }
+
+      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, center_side);
+      CheckTriggeredElementChangeByPlayer(x, y, center_element,
+                                         CE_PLAYER_TOUCHES_X,
+                                         player->index_bit, center_side);
+      break;
+    }
   }
-  else
-    ScreenMovDir = MV_NO_MOVING;
 }
 
-void TestIfPlayerTouchesCustomElement(int x, int y)
+#if USE_ELEMENT_TOUCHING_BUGFIX
+
+void TestIfElementTouchesCustomElement(int x, int y)
 {
   static int xy[4][2] =
   {
@@ -8869,7 +12592,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
   };
   static int trigger_sides[4][2] =
   {
-    /* center side       border side */
+    /* 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  */
@@ -8882,61 +12605,68 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     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 center_side = trigger_sides[i][0];
-    int border_side = trigger_sides[i][1];
     int border_element;
 
+    border_element_old[i] = -1;
+
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    if (IS_PLAYER(x, y))
-    {
-      struct PlayerInfo *player = PLAYERINFO(x, y);
+    if (game.engine_version < VERSION_IDENT(3,0,7,0))
+      border_element = Feld[xx][yy];   /* may be moving! */
+    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+      border_element = Feld[xx][yy];
+    else if (MovDir[xx][yy] & touch_dir[i])    /* elements are touching */
+      border_element = MovingOrBlocked2Element(xx, yy);
+    else
+      continue;                        /* center and border element do not touch */
 
-      if (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;
+  }
 
-      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);
-    }
-    else if (IS_PLAYER(xx, yy))
-    {
-      struct PlayerInfo *player = PLAYERINFO(xx, yy);
+  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 (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 (border_element == -1)
+      continue;
+
+    /* check for change of border element */
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
+  }
 
-      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);
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int border_side = trigger_sides[i][1];
+    int border_element = border_element_old[i];
 
-      break;
-    }
+    if (border_element == -1)
+      continue;
+
+    /* 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);
   }
 }
 
-void TestIfElementTouchesCustomElement(int x, int y)
+#else
+
+void TestIfElementTouchesCustomElement_OLD(int x, int y)
 {
   static int xy[4][2] =
   {
@@ -8961,9 +12691,8 @@ 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 +12715,60 @@ 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;
-
-      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];
-
-         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(x, y, hitting_element, touched_element,
+                              CE_HITTING_X, touched_side);
 
-      if (IS_CUSTOM_ELEMENT(touched_element) &&
-         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
-      {
-       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
-       {
-         struct ElementChangeInfo *change =
-           &element_info[touched_element].change_page[i];
+      CheckElementChangeBySide(hitx, hity, touched_element,
+                              hitting_element, CE_HIT_BY_X, hitting_side);
 
-         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;
-         }
-       }
-      }
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_SOMETHING, opposite_direction);
     }
   }
+
+  /* "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 +12778,7 @@ 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 +12795,20 @@ 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 +12821,14 @@ 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 +12837,8 @@ 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 +12860,14 @@ 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 +12877,8 @@ 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 +12889,11 @@ 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);
@@ -9350,7 +12939,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
       continue;
 
     test_move_dir =
-      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
 
     test_element = Feld[test_x][test_y];
 
@@ -9393,44 +12982,45 @@ 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))
-       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 +13057,30 @@ 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;
 
+  /* 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;
 
@@ -9482,40 +13089,36 @@ void KillHero(struct PlayerInfo *player)
   player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
-  BuryHero(player);
+  BuryPlayer(player);
 }
 
-static void KillHeroUnlessEnemyProtected(int x, int y)
+static void KillPlayerUnlessEnemyProtected(int x, int y)
 {
   if (!PLAYER_ENEMY_PROTECTED(x, y))
-    KillHero(PLAYERINFO(x, y));
+    KillPlayer(PLAYERINFO(x, y));
 }
 
-static void KillHeroUnlessExplosionProtected(int x, int y)
+static void KillPlayerUnlessExplosionProtected(int x, int y)
 {
   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
-    KillHero(PLAYERINFO(x, y));
+    KillPlayer(PLAYERINFO(x, y));
 }
 
-void BuryHero(struct PlayerInfo *player)
+void BuryPlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
 
   if (!player->active)
     return;
 
-#if 1
-  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
-#else
-  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
-#endif
+  PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
   PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
-  RemoveHero(player);
+  RemovePlayer(player);
 }
 
-void RemoveHero(struct PlayerInfo *player)
+void RemovePlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
   int i, found = FALSE;
@@ -9526,6 +13129,9 @@ void RemoveHero(struct PlayerInfo *player)
   if (!ExplodeField[jx][jy])
     StorePlayer[jx][jy] = 0;
 
+  if (player->is_moving)
+    DrawLevelField(player->last_jx, player->last_jy);
+
   for (i = 0; i < MAX_PLAYERS; i++)
     if (stored_player[i].active)
       found = TRUE;
@@ -9537,6 +13143,27 @@ 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()
@@ -9578,721 +13205,757 @@ 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 (mode == DF_NO_PUSH)      /* player just stopped pushing */
+  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+    return MP_NO_ACTION;       /* field has no opening in this direction */
+
+#if 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]))
+  collect_count = element_info[element].collect_count_initial;
+
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MP_NO_ACTION;
+
+  if (game.engine_version < VERSION_IDENT(2,2,0,0))
+    player_can_move = player_can_move_or_snap;
+
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
+  {
+    CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                       player->index_bit, dig_side);
+
+    if (element == EL_DC_LANDMINE)
+      Bang(x, y);
+
+    if (Feld[x][y] != element)         /* field changed by snapping */
+      return MP_ACTION;
+
+    return MP_NO_ACTION;
+  }
+
+#if 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 (IS_TUBE(Feld[jx][jy]) ||
-      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
-#endif
-  {
-    int i = 0;
-    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
-    int tube_leave_directions[][2] =
-    {
-      { EL_TUBE_ANY,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
-      { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL_RIGHT,                          MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL_UP,         MV_LEFT | MV_RIGHT | MV_UP           },
-      { EL_TUBE_HORIZONTAL_DOWN,       MV_LEFT | MV_RIGHT |         MV_DOWN },
-      { EL_TUBE_LEFT_UP,               MV_LEFT |            MV_UP           },
-      { EL_TUBE_LEFT_DOWN,             MV_LEFT |                    MV_DOWN },
-      { EL_TUBE_RIGHT_UP,                        MV_RIGHT | MV_UP           },
-      { EL_TUBE_RIGHT_DOWN,                      MV_RIGHT |         MV_DOWN },
-      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
-    };
+  if (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 (player_can_move &&
+      IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
+  {
+    int sound_element = SND_ELEMENT(element);
+    int sound_action = ACTION_WALKING;
 
-    while (tube_leave_directions[i][0] != tube_element)
+    if (IS_RND_GATE(element))
     {
-      i++;
-      if (tube_leave_directions[i][0] == -1)   /* should not happen */
-       break;
+      if (!player->key[RND_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_RND_GATE_GRAY(element))
+    {
+      if (!player->key[RND_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_RND_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (element == EL_EXIT_OPEN ||
+            element == EL_EM_EXIT_OPEN ||
+            element == EL_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_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 (!(tube_leave_directions[i][1] & move_direction))
-      return MF_NO_ACTION;     /* tube has no opening in this direction */
+    /* 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 */
 
-#else
-
-  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
-    old_element = Back[jx][jy];
-
-#endif
-
-  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];
-
-  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);
-#endif
-
-#if 0
-      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+       game.gravity = !game.gravity;
 #endif
-
-      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
-      break;
-
-#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 (!(tube_enter_directions[i][1] & move_direction))
-         return MF_NO_ACTION;  /* tube has no opening in this direction */
-
-       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
-      }
-      break;
+      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
+    }
 
-    default:
-
-      if (IS_WALKABLE(element))
-      {
-       int sound_action = ACTION_WALKING;
-
-       if (!(element_info[element].access_direction & opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-
-       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 */
-       }
+    /* automatically move to the next field with double speed */
+    player->programmed_action = move_direction;
 
-       /* 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);
+    if (player->move_delay_reset_counter == 0)
+    {
+      player->move_delay_reset_counter = 2;    /* two double speed steps */
 
-       break;
-      }
-      else if (IS_PASSABLE(element))
-      {
-       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-         return MF_NO_ACTION;
+      DOUBLE_PLAYER_SPEED(player);
+    }
 
-       if (IS_CUSTOM_ELEMENT(element) &&
-           !(element_info[element].access_direction & opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
+    PlayLevelSoundAction(x, y, ACTION_PASSING);
+  }
+  else if (player_can_move_or_snap && IS_DIGGABLE(element))
+  {
+    RemoveField(x, y);
 
-#if 1
-       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
-         return MF_NO_ACTION;
-#endif
+    if (mode != DF_SNAP)
+    {
+      GfxElement[x][y] = GFX_ELEMENT(element);
+      player->is_digging = TRUE;
+    }
 
-       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;
-       }
+    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
-       /* 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 */
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                       player->index_bit, dig_side);
 
-         DOUBLE_PLAYER_SPEED(player);
-       }
+    if (mode == DF_SNAP)
+    {
+#if USE_NEW_SNAP_DELAY
+      if (level.block_snap_field)
+       setFieldForSnapping(x, y, element, move_direction);
+      else
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
 #else
-       player->move_delay_reset_counter = 2;
-
-       DOUBLE_PLAYER_SPEED(player);
+      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
 #endif
 
-       PlayLevelSoundAction(x, y, ACTION_PASSING);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                         player->index_bit, dig_side);
+    }
+  }
+  else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
+  {
+    RemoveField(x, y);
 
-       break;
-      }
-      else if (IS_DIGGABLE(element))
-      {
-       RemoveField(x, y);
+    if (is_player && mode != DF_SNAP)
+    {
+      GfxElement[x][y] = element;
+      player->is_collecting = TRUE;
+    }
+
+    if (element == EL_SPEED_PILL)
+    {
+      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+    }
+    else if (element == EL_EXTRA_TIME && level.time > 0)
+    {
+      TimeLeft += level.extra_time;
 
-       if (mode != DF_SNAP)
-       {
 #if 1
-         GfxElement[x][y] = GFX_ELEMENT(element);
+      game_control_value[GAME_CONTROL_TIME] = TimeLeft;
+
+      DisplayGameControlValues();
 #else
-         GfxElement[x][y] =
-           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+      DrawGameValue_Time(TimeLeft);
 #endif
-         player->is_digging = TRUE;
-       }
+    }
+    else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+    {
+      player->shield_normal_time_left += level.shield_normal_time;
+      if (element == EL_SHIELD_DEADLY)
+       player->shield_deadly_time_left += level.shield_deadly_time;
+    }
+    else if (element == EL_DYNAMITE ||
+            element == EL_EM_DYNAMITE ||
+            element == EL_SP_DISK_RED)
+    {
+      if (player->inventory_size < MAX_INVENTORY_SIZE)
+       player->inventory_element[player->inventory_size++] = element;
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+    {
+      player->dynabomb_count++;
+      player->dynabombs_left++;
+    }
+    else if (element == EL_DYNABOMB_INCREASE_SIZE)
+    {
+      player->dynabomb_size++;
+    }
+    else if (element == EL_DYNABOMB_INCREASE_POWER)
+    {
+      player->dynabomb_xl = TRUE;
+    }
+    else if (IS_KEY(element))
+    {
+      player->key[KEY_NR(element)] = TRUE;
 
-       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
-                                         player->index_bit, CH_SIDE_ANY);
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DC_KEY_WHITE)
+    {
+      player->num_white_keys++;
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+      /* display white keys? */
+      /* DrawGameDoorValues(); */
+    }
+    else if (IS_ENVELOPE(element))
+    {
+      player->show_envelope = element;
+    }
+    else if (element == EL_EMC_LENSES)
+    {
+      game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
 
-       break;
-      }
-      else if (IS_COLLECTIBLE(element))
-      {
-       RemoveField(x, y);
+      RedrawAllInvisibleElementsForLenses();
+    }
+    else if (element == EL_EMC_MAGNIFIER)
+    {
+      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
 
-       if (mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_collecting = TRUE;
-       }
+      RedrawAllInvisibleElementsForMagnifier();
+    }
+    else if (IS_DROPPABLE(element) ||
+            IS_THROWABLE(element))     /* can be collected and dropped */
+    {
+      int i;
 
-       if (element == EL_SPEED_PILL)
-         player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-       else if (element == EL_EXTRA_TIME && level.time > 0)
-       {
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
-       }
-       else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
-       {
-         player->shield_normal_time_left += 10;
-         if (element == EL_SHIELD_DEADLY)
-           player->shield_deadly_time_left += 10;
-       }
-       else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
-       {
+      if (collect_count == 0)
+       player->inventory_infinite_element = element;
+      else
+       for (i = 0; i < collect_count; i++)
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
-         DrawGameValue_Dynamite(local_player->inventory_size);
-       }
-       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
-       {
-         player->dynabomb_count++;
-         player->dynabombs_left++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_SIZE)
-       {
-         player->dynabomb_size++;
-       }
-       else if (element == EL_DYNABOMB_INCREASE_POWER)
-       {
-         player->dynabomb_xl = TRUE;
-       }
-       else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
-                (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
-       {
-         int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
-                       element - EL_KEY_1 : element - EL_EM_KEY_1);
-
-         player->key[key_nr] = TRUE;
-
-         DrawGameValue_Keys(player);
+      DrawGameDoorValues();
+    }
+    else if (collect_count > 0)
+    {
+      local_player->gems_still_needed -= collect_count;
+      if (local_player->gems_still_needed < 0)
+       local_player->gems_still_needed = 0;
 
-         redraw_mask |= REDRAW_DOOR_1;
-       }
-       else if (IS_ENVELOPE(element))
-       {
 #if 1
-         player->show_envelope = element;
+      game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
 #else
-         ShowEnvelope(element - EL_ENVELOPE_1);
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
 #endif
-       }
-       else if (IS_DROPPABLE(element)) /* can be collected and dropped */
-       {
-         int i;
+    }
 
-         if (element_info[element].collect_count == 0)
-           player->inventory_infinite_element = element;
-         else
-           for (i = 0; i < element_info[element].collect_count; i++)
-             if (player->inventory_size < MAX_INVENTORY_SIZE)
-               player->inventory_element[player->inventory_size++] = element;
+    RaiseScoreElement(element);
+    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-         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_player)
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
+                                         player->index_bit, dig_side);
 
-         DrawGameValue_Emeralds(local_player->gems_still_needed);
-       }
+    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
+
+      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;
 
-       RaiseScoreElement(element);
-       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+    if (CAN_FALL(element) && dy)
+      return MP_NO_ACTION;
 
-       CheckTriggeredElementChangePlayer(x, y, element,
-                                         CE_OTHER_GETS_COLLECTED,
-                                         player->index_bit, CH_SIDE_ANY);
+    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 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+    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;
 
-       break;
-      }
-      else if (IS_PUSHABLE(element))
-      {
-       if (mode == DF_SNAP && element != EL_BD_ROCK)
-         return MF_NO_ACTION;
+    /* do not push elements already moving away faster than player */
+    if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+       ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+      return MP_NO_ACTION;
+
+    if (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 (CAN_FALL(element) && dy)
-         return MF_NO_ACTION;
+    player->is_pushing = TRUE;
+    player->is_active = TRUE;
 
-       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 (!(IN_LEV_FIELD(nextx, nexty) &&
+         (IS_FREE(nextx, nexty) ||
+          (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+           IS_SB_ELEMENT(element)))))
+      return MP_NO_ACTION;
 
-#if 1
-       if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
-           ((move_direction & MV_VERTICAL &&
-             ((element_info[element].move_pattern & MV_LEFT &&
-               IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
-              (element_info[element].move_pattern & MV_RIGHT &&
-               IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
-            (move_direction & MV_HORIZONTAL &&
-             ((element_info[element].move_pattern & MV_UP &&
-               IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
-              (element_info[element].move_pattern & MV_DOWN &&
-               IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
-         return MF_NO_ACTION;
-#endif
+    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+      return MP_NO_ACTION;
 
-#if 1
-       /* do not push elements already moving away faster than player */
-       if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
-           ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
-         return MF_NO_ACTION;
-#else
-       if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
-         return MF_NO_ACTION;
-#endif
+    if (player->push_delay == -1)      /* new pushing; restart delay */
+      player->push_delay = 0;
 
-#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);
-       }
+    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;
 
-       /*
-       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_NO_ACTION;
+    }
 
-#if 0
-       printf("::: push delay: %ld [%d, %d] [%d]\n",
-              player->push_delay_value, FrameCounter, game.engine_version,
-              player->is_pushing);
-#endif
+    if (IS_SB_ELEMENT(element))
+    {
+      if (element == EL_SOKOBAN_FIELD_FULL)
+      {
+       Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed++;
+      }
 
-       player->is_pushing = TRUE;
+      if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+      {
+       Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+       local_player->sokobanfields_still_needed--;
+      }
 
-       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;
+      Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+      if (Back[x][y] == Back[nextx][nexty])
+       PlayLevelSoundAction(x, y, ACTION_PUSHING);
+      else if (Back[x][y] != 0)
+       PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+                                   ACTION_EMPTYING);
+      else
+       PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+                                   ACTION_FILLING);
 
-       if (player->push_delay == 0)    /* new pushing; restart delay */
-         player->push_delay = FrameCounter;
+      if (local_player->sokobanfields_still_needed == 0 &&
+         game.emulation == EMU_SOKOBAN)
+      {
+       PlayerWins(player);
 
-       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;
+       PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+      }
+    }
+    else
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-         return MF_NO_ACTION;
-       }
+    InitMovingField(x, y, move_direction);
+    GfxAction[x][y] = ACTION_PUSHING;
 
-#if 0
-       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+    if (mode == DF_SNAP)
+      ContinueMoving(x, y);
+    else
+      MovPos[x][y] = (dx != 0 ? dx : dy);
 
-       if (IS_SB_ELEMENT(element))
-       {
-         if (element == EL_SOKOBAN_FIELD_FULL)
-         {
-           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed++;
-         }
+    Pushed[x][y] = TRUE;
+    Pushed[nextx][nexty] = TRUE;
 
-         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
-         {
-           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed--;
-         }
+    if (game.engine_version < VERSION_IDENT(2,2,0,7))
+      player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    else
+      player->push_delay_value = -1;   /* get new value later */
 
-         Feld[x][y] = EL_SOKOBAN_OBJECT;
+    /* 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 (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);
+      return MP_ACTION;
+    }
 
-         if (local_player->sokobanfields_still_needed == 0 &&
-             game.emulation == EMU_SOKOBAN)
-         {
-           player->LevelSolved = player->GameOver = TRUE;
-           PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
-         }
-       }
-       else
-         PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+    player->is_switching = TRUE;
+    player->switch_x = x;
+    player->switch_y = y;
 
-       InitMovingField(x, y, move_direction);
-       GfxAction[x][y] = ACTION_PUSHING;
+    PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-       if (mode == DF_SNAP)
-         ContinueMoving(x, y);
-       else
-         MovPos[x][y] = (dx != 0 ? dx : dy);
+    if (element == EL_ROBOT_WHEEL)
+    {
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+      ZX = x;
+      ZY = y;
 
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][nexty] = TRUE;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_SP_TERMINAL)
+    {
+      int xx, yy;
 
-       if (game.engine_version < VERSION_IDENT(2,2,0,7))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       else
-         player->push_delay_value = -1;        /* get new value later */
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+         Bang(xx, yy);
+       else if (Feld[xx][yy] == EL_SP_TERMINAL)
+         Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+      }
+    }
+    else if (IS_BELT_SWITCH(element))
+    {
+      ToggleBeltSwitch(x, y);
+    }
+    else if (element == EL_SWITCHGATE_SWITCH_UP ||
+            element == EL_SWITCHGATE_SWITCH_DOWN ||
+            element == EL_DC_SWITCHGATE_SWITCH_UP ||
+            element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      ToggleSwitchgateSwitch(x, y);
+    }
+    else if (element == EL_LIGHT_SWITCH ||
+            element == EL_LIGHT_SWITCH_ACTIVE)
+    {
+      ToggleLightSwitch(x, y);
+    }
+    else if (element == EL_TIMEGATE_SWITCH ||
+            element == EL_DC_TIMEGATE_SWITCH)
+    {
+      ActivateTimegateSwitch(x, y);
+    }
+    else if (element == EL_BALLOON_SWITCH_LEFT  ||
+            element == EL_BALLOON_SWITCH_RIGHT ||
+            element == EL_BALLOON_SWITCH_UP    ||
+            element == EL_BALLOON_SWITCH_DOWN  ||
+            element == EL_BALLOON_SWITCH_NONE  ||
+            element == EL_BALLOON_SWITCH_ANY)
+    {
+      game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
+                            element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                            element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
+                            element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
+                            element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
+                            move_direction);
+    }
+    else if (element == EL_LAMP)
+    {
+      Feld[x][y] = EL_LAMP_ACTIVE;
+      local_player->lights_still_needed--;
 
-       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
-                                         player->index_bit, dig_side);
-       CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                player->index_bit, dig_side);
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_TIME_ORB_FULL)
+    {
+      Feld[x][y] = EL_TIME_ORB_EMPTY;
 
-       break;
-      }
-      else if (IS_SWITCHABLE(element))
+      if (level.time > 0 || level.use_time_orb_bug)
       {
-       if (PLAYER_SWITCHING(player, x, y))
-         return MF_ACTION;
+       TimeLeft += level.time_orb_time;
 
-       player->is_switching = TRUE;
-       player->switch_x = x;
-       player->switch_y = y;
+#if 1
+       game_control_value[GAME_CONTROL_TIME] = TimeLeft;
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+       DisplayGameControlValues();
+#else
+       DrawGameValue_Time(TimeLeft);
+#endif
+      }
 
-       if (element == EL_ROBOT_WHEEL)
-       {
-         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-         ZX = x;
-         ZY = y;
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
+            element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+    {
+      int xx, yy;
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_SP_TERMINAL)
-       {
-         int xx, yy;
+      game.ball_state = !game.ball_state;
 
-         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);
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       int e = Feld[xx][yy];
 
-#if 0
-         PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
-                        SND_LIGHT_SWITCH_ACTIVATING :
-                        SND_LIGHT_SWITCH_DEACTIVATING);
-#endif
-       }
-       else if (element == EL_TIMEGATE_SWITCH)
+       if (game.ball_state)
        {
-         ActivateTimegateSwitch(x, y);
+         if (e == EL_EMC_MAGIC_BALL)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
        }
-       else if (element == EL_BALLOON_SWITCH_LEFT ||
-                element == EL_BALLOON_SWITCH_RIGHT ||
-                element == EL_BALLOON_SWITCH_UP ||
-                element == EL_BALLOON_SWITCH_DOWN ||
-                element == EL_BALLOON_SWITCH_ANY)
+       else
        {
-         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);
+         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);
        }
-       else if (element == EL_LAMP)
-       {
-         Feld[x][y] = EL_LAMP_ACTIVE;
-         local_player->lights_still_needed--;
+      }
+    }
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_TIME_ORB_FULL)
-       {
-         Feld[x][y] = EL_TIME_ORB_EMPTY;
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
+                                       player->index_bit, dig_side);
 
-         DrawLevelField(x, y);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                       player->index_bit, dig_side);
 
-#if 0
-         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
-       }
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
 
-       return MF_ACTION;
-      }
-      else
-      {
-       if (!PLAYER_SWITCHING(player, x, y))
-       {
-         player->is_switching = TRUE;
-         player->switch_x = x;
-         player->switch_y = y;
-
-         CheckTriggeredElementChangePlayer(x, y, element,
-                                           CE_OTHER_IS_SWITCHING,
-                                           player->index_bit, dig_side);
-         CheckElementChangePlayer(x, y, element, CE_SWITCHED,
-                                  player->index_bit, dig_side);
-       }
+    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_PRESSED,
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
                                          player->index_bit, dig_side);
-       CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+
+      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);
+    }
 
-      return MF_NO_ACTION;
+    CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
+
+    return MP_NO_ACTION;
   }
 
-  player->push_delay = 0;
+  player->push_delay = -1;
 
-  if (Feld[x][y] != element)           /* really digged/collected something */
-    player->is_collecting = !player->is_digging;
+  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;
+    }
+  }
 
-  return MF_MOVING;
+  return MP_MOVING;
 }
 
 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)
-    return FALSE;
-#else
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
+  if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
-#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -10317,14 +13980,18 @@ 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 +13999,90 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   }
 
   player->is_dropping = FALSE;
+  player->is_dropping_pressed = FALSE;
+  player->drop_pressed_delay = 0;
 
-  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
     return FALSE;
 
   player->is_snapping = TRUE;
+  player->is_active = TRUE;
 
-#if 1
   if (player->MovPos == 0)
-#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
     player->is_collecting = FALSE;
   }
 
+  if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
+    DrawLevelField(player->last_jx, player->last_jy);
+
   DrawLevelField(x, y);
-  BackToFront();
 
   return TRUE;
 }
 
 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;
+  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);
+
+  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 +14091,83 @@ 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;
+    int move_direction, nextx, nexty;
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
-      MovDir[jx][jy] = player->MovDir;
+      MovDir[dropx][dropy] = drop_direction;
 
-    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;
+    move_direction = MovDir[dropx][dropy];
+    nextx = dropx + GET_DX_FROM_DIR(move_direction);
+    nexty = dropy + GET_DY_FROM_DIR(move_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);
-#endif
-    }
-    else
-    {
-      Changed[jx][jy] = 0;             /* allow another change */
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
-#if 1
-      TestIfElementHitsCustomElement(jx, jy, direction);
+#if USE_FIX_IMPACT_COLLISION
+    /* do not cause impact style collision by dropping elements that can fall */
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
 #else
-      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;
 }
@@ -10601,57 +14249,248 @@ static void PlayLevelSoundAction(int x, int y, int action)
   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
 }
 
-static void PlayLevelSoundElementAction(int x, int y, int element, int action)
-{
-  int sound_effect = element_info[element].sound[action];
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+
+  if (sound_effect != SND_UNDEFINED)
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+                                             int action)
+{
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundActionIfLoop(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))
+    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)
-    PlayLevelSound(x, y, sound_effect);
+    default:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+      break;
+  }
 }
 
-static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
-                                             int action)
+#if 0
+void ChangeTime(int value)
 {
-  int sound_effect = element_info[element].sound[action];
+  int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlayLevelSound(x, y, sound_effect);
-}
+  *time += value;
 
-static void PlayLevelSoundActionIfLoop(int x, int y, int action)
-{
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  /* EMC game engine uses value from time counter of RND game engine */
+  level.native_em_level->lev->time = *time;
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlayLevelSound(x, y, sound_effect);
+  DrawGameValue_Time(*time);
 }
 
-static void StopLevelSoundActionIfLoop(int x, int y, int action)
+void RaiseScore(int value)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  /* EMC game engine and RND game engine have separate score counters */
+  int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+               &level.native_em_level->lev->score : &local_player->score);
 
-  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    StopSound(sound_effect);
-}
+  *score += value;
 
-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 */
+  DrawGameValue_Score(*score);
 }
+#endif
 
 void RaiseScore(int value)
 {
   local_player->score += value;
 
+#if 1
+  game_control_value[GAME_CONTROL_SCORE] = 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 +14533,7 @@ 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 +14545,21 @@ 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:
@@ -10719,46 +14568,379 @@ void RaiseScoreElement(int element)
   }
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 {
-  if (AllPlayersGone ||
-      !ask_if_really_quit ||
-      level_editor_test_game ||
-      Request("Do you really want to quit the game ?",
-             REQ_ASK | REQ_STAY_CLOSED))
+  if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
   {
-#if defined(PLATFORM_UNIX)
+#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(long seed)
+{
+  game.num_random_calls = 0;
+
+#if 0
+  unsigned int rnd_seed = InitEngineRandom(seed);
+
+  printf("::: START RND: %d\n", rnd_seed);
+
+  return rnd_seed;
+#else
+
+  return InitEngineRandom(seed);
+
+#endif
+
+}
+
+unsigned int RND(int max)
+{
+  if (max > 0)
+  {
+    game.num_random_calls++;
+
+    return GetEngineRandom(max);
+  }
+
+  return 0;
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* game engine snapshot handling functions                                   */
+/* ------------------------------------------------------------------------- */
+
+#define ARGS_ADDRESS_AND_SIZEOF(x)             (&(x)), (sizeof(x))
+
+struct EngineSnapshotInfo
+{
+  /* runtime values for custom element collect score */
+  int collect_score[NUM_CUSTOM_ELEMENTS];
+
+  /* runtime values for group element choice position */
+  int choice_pos[NUM_GROUP_ELEMENTS];
+
+  /* runtime values for belt position animations */
+  int belt_graphic[4 * NUM_BELT_PARTS];
+  int belt_anim_mode[4 * NUM_BELT_PARTS];
+};
+
+struct EngineSnapshotNodeInfo
+{
+  void *buffer_orig;
+  void *buffer_copy;
+  int size;
+};
+
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static ListNode *engine_snapshot_list = NULL;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
+
+void FreeEngineSnapshot()
+{
+  while (engine_snapshot_list != NULL)
+    deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
+                      checked_free);
+
+  setString(&snapshot_level_identifier, NULL);
+  snapshot_level_nr = -1;
+}
+
+static void SaveEngineSnapshotValues_RND()
+{
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  int i, j;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+  {
+    int element = EL_GROUP_START + i;
+
+    engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
+  }
+
+  for (i = 0; i < 4; i++)
+  {
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
-      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 * 4 + j] = graphic;
+      engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
     }
-#endif
+  }
+}
 
-    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+static void LoadEngineSnapshotValues_RND()
+{
+  unsigned long 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 * 4 + j];
+      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
+
+      graphic_info[graphic].anim_mode = anim_mode;
     }
+  }
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+  {
+    InitRND(tape.random_seed);
+    for (i = 0; i < num_random_calls; i++)
+      RND(1);
+  }
+
+  if (game.num_random_calls != num_random_calls)
+  {
+    Error(ERR_INFO, "number of random calls out of sync");
+    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
+    Error(ERR_EXIT, "this should not happen -- please debug");
+  }
+}
+
+static void SaveEngineSnapshotBuffer(void *buffer, int size)
+{
+  struct EngineSnapshotNodeInfo *bi =
+    checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
+
+  bi->buffer_orig = buffer;
+  bi->buffer_copy = checked_malloc(size);
+  bi->size = size;
+
+  memcpy(bi->buffer_copy, buffer, size);
+
+  addNodeToList(&engine_snapshot_list, NULL, bi);
+}
+
+void SaveEngineSnapshot()
+{
+  FreeEngineSnapshot();                /* free previous snapshot, if needed */
+
+  if (level_editor_test_game)  /* do not save snapshots from editor */
+    return;
+
+  /* copy some special values to a structure better suited for the snapshot */
+
+  SaveEngineSnapshotValues_RND();
+  SaveEngineSnapshotValues_EM();
+
+  /* save values stored in special snapshot structure */
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+
+  /* save further RND engine values */
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
+
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
+
+  /* save level identification information */
+
+  setString(&snapshot_level_identifier, leveldir_current->identifier);
+  snapshot_level_nr = level_nr;
+
+#if 0
+  ListNode *node = engine_snapshot_list;
+  int num_bytes = 0;
+
+  while (node != NULL)
+  {
+    num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
+
+    node = node->next;
+  }
+
+  printf("::: size of engine snapshot: %d bytes\n", num_bytes);
 #endif
+}
+
+static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
+{
+  memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
+}
+
+void LoadEngineSnapshot()
+{
+  ListNode *node = engine_snapshot_list;
 
+  if (engine_snapshot_list == NULL)
+    return;
+
+  while (node != NULL)
+  {
+    LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
+
+    node = node->next;
   }
+
+  /* restore special values from snapshot structure */
+
+  LoadEngineSnapshotValues_RND();
+  LoadEngineSnapshotValues_EM();
+}
+
+boolean CheckEngineSnapshot()
+{
+  return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+         snapshot_level_nr == level_nr);
 }
 
 
@@ -10781,11 +14963,50 @@ void RequestQuitGame(boolean ask_if_really_quit)
 
 static struct
 {
-  int x, y;
+  int *x, *y;
+  int gd_x, gd_y;
   int gadget_id;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
+#if 1
+  {
+    &game.button.stop.x,       &game.button.stop.y,
+    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_STOP,
+    "stop game"
+  },
+  {
+    &game.button.pause.x,      &game.button.pause.y,
+    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PAUSE,
+    "pause game"
+  },
+  {
+    &game.button.play.x,       &game.button.play.y,
+    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PLAY,
+    "play game"
+  },
+  {
+    &game.button.sound_music.x,        &game.button.sound_music.y,
+    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_MUSIC,
+    "background music on/off"
+  },
+  {
+    &game.button.sound_loops.x,        &game.button.sound_loops.y,
+    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_LOOPS,
+    "sound loops on/off"
+  },
+  {
+    &game.button.sound_simple.x,&game.button.sound_simple.y,
+    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_SIMPLE,
+    "normal sounds on/off"
+  }
+#else
   {
     GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
     GAME_CTRL_ID_STOP,
@@ -10816,6 +15037,7 @@ static struct
     SOUND_CTRL_ID_SIMPLE,
     "normal sounds on/off"
   }
+#endif
 };
 
 void CreateGameButtons()
@@ -10829,12 +15051,15 @@ void CreateGameButtons()
     int button_type;
     boolean checked;
     unsigned long event_mask;
+    int x, y;
     int gd_xoffset, gd_yoffset;
     int gd_x1, gd_x2, gd_y1, gd_y2;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
+    x = DX + *gamebutton_info[i].x;
+    y = DY + *gamebutton_info[i].y;
+    gd_xoffset = gamebutton_info[i].gd_x;
+    gd_yoffset = gamebutton_info[i].gd_y;
     gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
     gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
 
@@ -10862,8 +15087,13 @@ void CreateGameButtons()
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
+#if 1
+                     GDI_X, x,
+                     GDI_Y, y,
+#else
                      GDI_X, DX + gd_xoffset,
                      GDI_Y, DY + gd_yoffset,
+#endif
                      GDI_WIDTH, GAME_BUTTON_XSIZE,
                      GDI_HEIGHT, GAME_BUTTON_YSIZE,
                      GDI_TYPE, button_type,
@@ -10918,13 +15148,16 @@ static void HandleGameButtons(struct GadgetInfo *gi)
   switch (id)
   {
     case GAME_CTRL_ID_STOP:
-      RequestQuitGame(TRUE);
+      if (tape.playing)
+       TapeStop();
+      else
+       RequestQuitGame(TRUE);
       break;
 
     case GAME_CTRL_ID_PAUSE:
       if (options.network)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
@@ -10938,14 +15171,14 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PLAY:
       if (tape.pausing)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else
 #endif
        {
          tape.pausing = FALSE;
-         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
        }
       }
       break;