rnd-20020920-2-src
[rocksndiamonds.git] / src / game.c
index 417d00f9b34caaf1b84c9a94bdd7b30194061441..e3b13f74cd8fc4113f565a013897eb8a54d0dc8b 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment                      *
+* (c) 1995-2002 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
 #define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
-#define IS_LOOP_SOUND(s)       ((s) == SND_BD_MAGIC_WALL_RUNNING ||    \
-                                (s) == SND_BD_BUTTERFLY_MOVING ||      \
-                                (s) == SND_BD_FIREFLY_MOVING ||        \
-                                (s) == SND_SP_SNIKSNAK_MOVING ||       \
-                                (s) == SND_SP_ELECTRON_MOVING ||       \
-                                (s) == SND_DYNAMITE_BURNING || \
-                                (s) == SND_BUG_MOVING ||       \
-                                (s) == SND_SPACESHIP_MOVING || \
-                                (s) == SND_YAMYAM_MOVING ||    \
-                                (s) == SND_YAMYAM_WAITING ||   \
-                                (s) == SND_ROBOT_WHEEL_RUNNING ||      \
-                                (s) == SND_MAGIC_WALL_RUNNING ||       \
-                                (s) == SND_BALLOON_MOVING ||   \
-                                (s) == SND_MOLE_MOVING ||      \
-                                (s) == SND_TIMEGATE_WHEEL_RUNNING ||   \
-                                (s) == SND_CONVEYOR_BELT_RUNNING ||    \
-                                (s) == SND_DYNABOMB_BURNING || \
-                                (s) == SND_PACMAN_MOVING ||    \
-                                (s) == SND_PENGUIN_MOVING ||   \
-                                (s) == SND_PIG_MOVING ||       \
-                                (s) == SND_DRAGON_MOVING ||    \
-                                (s) == SND_DRAGON_BREATHING_FIRE)
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON  0
 
 /* values for player movement speed (which is in fact a delay value) */
 #define MOVE_DELAY_NORMAL_SPEED        8
@@ -123,11 +104,56 @@ static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void KillHeroUnlessProtected(int, int);
 
+void PlaySoundLevel(int, int, int);
+void PlaySoundLevelAction(int, int, int);
+void PlaySoundLevelElementAction(int, int, int, int);
+
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
+#define SND_ACTION_UNKNOWN             0
+#define SND_ACTION_WAITING             1
+#define SND_ACTION_MOVING              2
+#define SND_ACTION_DIGGING             3
+#define SND_ACTION_COLLECTING          4
+#define SND_ACTION_PASSING             5
+#define SND_ACTION_IMPACT              6
+#define SND_ACTION_PUSHING             7
+#define SND_ACTION_ACTIVATING          8
+#define SND_ACTION_ACTIVE              9
+
+#define NUM_SND_ACTIONS                        10
+
+static struct
+{
+  char *text;
+  int value;
+  boolean is_loop;
+} sound_action_properties[] =
+{
+  /* insert _all_ loop sound actions here */
+  { ".waiting",                SND_ACTION_WAITING,     TRUE },
+  { ".moving",         SND_ACTION_MOVING,      TRUE }, /* continuos moving */
+  { ".active",         SND_ACTION_ACTIVE,      TRUE },
+  { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
+  { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
+
+  /* other (non-loop) sound actions are optional */
+  { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
+  { ".digging",                SND_ACTION_DIGGING,     FALSE },
+  { ".collecting",     SND_ACTION_COLLECTING,  FALSE },
+  { ".passing",                SND_ACTION_PASSING,     FALSE },
+  { ".impact",         SND_ACTION_IMPACT,      FALSE },
+  { ".pushing",                SND_ACTION_PUSHING,     FALSE },
+  { ".activating",     SND_ACTION_ACTIVATING,  FALSE },
+  { NULL,              0,                      0 },
+};
+static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
+static boolean is_loop_sound[NUM_SOUND_FILES];
+
+#define IS_LOOP_SOUND(x)       (is_loop_sound[x])
 
 
 #ifdef DEBUG
@@ -261,7 +287,7 @@ static void InitField(int x, int y, boolean init_game)
        }
       }
       /* no break! */
-    case EL_SPIELFIGUR:
+    case EL_PLAYER:
       if (init_game)
        Feld[x][y] = EL_SPIELER1;
       /* no break! */
@@ -295,35 +321,35 @@ static void InitField(int x, int y, boolean init_game)
          }
        }
 
-       Feld[x][y] = EL_LEERRAUM;
+       Feld[x][y] = EL_EMPTY;
        player->jx = player->last_jx = x;
        player->jy = player->last_jy = y;
       }
       break;
 
-    case EL_BADEWANNE:
-      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
-       Feld[x][y] = EL_BADEWANNE1;
-      else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
-       Feld[x][y] = EL_BADEWANNE2;
-      else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
-       Feld[x][y] = EL_BADEWANNE3;
-      else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
-       Feld[x][y] = EL_BADEWANNE4;
-      else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
-       Feld[x][y] = EL_BADEWANNE5;
+    case EL_STONEBLOCK:
+      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
+       Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
+      else if (x > 0 && Feld[x-1][y] == EL_ACID)
+       Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
+       Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID)
+       Feld[x][y] = EL_ACIDPOOL_BOTTOM;
+      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
+       Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
       break;
 
-    case EL_KAEFER_RIGHT:
-    case EL_KAEFER_UP:
-    case EL_KAEFER_LEFT:
-    case EL_KAEFER_DOWN:
-    case EL_KAEFER:
-    case EL_FLIEGER_RIGHT:
-    case EL_FLIEGER_UP:
-    case EL_FLIEGER_LEFT:
-    case EL_FLIEGER_DOWN:
-    case EL_FLIEGER:
+    case EL_BUG_RIGHT:
+    case EL_BUG_UP:
+    case EL_BUG_LEFT:
+    case EL_BUG_DOWN:
+    case EL_BUG:
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+    case EL_SPACESHIP:
     case EL_BUTTERFLY_RIGHT:
     case EL_BUTTERFLY_UP:
     case EL_BUTTERFLY_LEFT:
@@ -338,8 +364,8 @@ static void InitField(int x, int y, boolean init_game)
     case EL_PACMAN_UP:
     case EL_PACMAN_LEFT:
     case EL_PACMAN_DOWN:
-    case EL_MAMPFER:
-    case EL_MAMPFER2:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_SP_SNIKSNAK:
@@ -352,16 +378,16 @@ static void InitField(int x, int y, boolean init_game)
       InitMovDir(x, y);
       break;
 
-    case EL_AMOEBE_VOLL:
-    case EL_AMOEBE_BD:
+    case EL_AMOEBA_FULL:
+    case EL_BD_AMOEBA:
       InitAmoebaNr(x, y);
       break;
 
-    case EL_TROPFEN:
+    case EL_AMOEBA_DROP:
       if (y == lev_fieldy - 1)
       {
        Feld[x][y] = EL_AMOEBING;
-       Store[x][y] = EL_AMOEBE_NASS;
+       Store[x][y] = EL_AMOEBA_WET;
       }
       break;
 
@@ -369,7 +395,7 @@ static void InitField(int x, int y, boolean init_game)
       MovDelay[x][y] = 96;
       break;
 
-    case EL_BIRNE_AUS:
+    case EL_LAMP:
       local_player->lights_still_needed++;
       break;
 
@@ -387,7 +413,7 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     case EL_SP_EMPTY:
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       break;
 
     case EL_EM_KEY_1_FILE:
@@ -468,12 +494,177 @@ void DrawGameDoorValues()
           int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
 }
 
+
+/*
+  =============================================================================
+  InitGameSound()
+  -----------------------------------------------------------------------------
+  initialize sound effect lookup table for element actions
+  =============================================================================
+*/
+
+void InitGameSound()
+{
+  int sound_effect_properties[NUM_SOUND_FILES];
+  int i, j;
+
+#if 0
+  debug_print_timestamp(0, NULL);
+#endif
+
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+    for (j=0; j<NUM_SND_ACTIONS; j++)
+      element_action_sound[i][j] = -1;
+
+  for (i=0; i<NUM_SOUND_FILES; i++)
+  {
+    int len_effect_text = strlen(sound_files[i].token);
+
+    sound_effect_properties[i] = SND_ACTION_UNKNOWN;
+    is_loop_sound[i] = FALSE;
+
+    /* determine all loop sounds and identify certain sound classes */
+
+    for (j=0; sound_action_properties[j].text; j++)
+    {
+      int len_action_text = strlen(sound_action_properties[j].text);
+
+      if (len_action_text < len_effect_text &&
+         strcmp(&sound_files[i].token[len_effect_text - len_action_text],
+                sound_action_properties[j].text) == 0)
+      {
+       sound_effect_properties[i] = sound_action_properties[j].value;
+
+       if (sound_action_properties[j].is_loop)
+         is_loop_sound[i] = TRUE;
+      }
+    }
+
+    /* associate elements and some selected sound actions */
+
+    for (j=0; j<MAX_NUM_ELEMENTS; j++)
+    {
+      if (element_info[j].sound_class_name)
+      {
+       int len_class_text = strlen(element_info[j].sound_class_name);
+
+       if (len_class_text + 1 < len_effect_text &&
+           strncmp(sound_files[i].token,
+                   element_info[j].sound_class_name, len_class_text) == 0 &&
+           sound_files[i].token[len_class_text] == '.')
+       {
+         int sound_action_value = sound_effect_properties[i];
+
+         element_action_sound[j][sound_action_value] = i;
+       }
+      }
+    }
+  }
+
+#if 0
+  debug_print_timestamp(0, "InitGameEngine");
+#endif
+
+#if 0
+  /* TEST ONLY */
+  {
+    int element = EL_SAND;
+    int sound_action = SND_ACTION_DIGGING;
+    int j = 0;
+
+    while (sound_action_properties[j].text)
+    {
+      if (sound_action_properties[j].value == sound_action)
+       printf("element %d, sound action '%s'  == %d\n",
+              element, sound_action_properties[j].text,
+              element_action_sound[element][sound_action]);
+      j++;
+    }
+  }
+#endif
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i;
+
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+#if 0
+    printf("level %d: level version == %06d\n", level_nr, level.game_version);
+    printf("          tape version == %06d [%s] [file: %06d]\n",
+          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+          tape.file_version);
+    printf("       => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_move_delay =
+    (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+     INITIAL_MOVE_DELAY_OFF);
+
+  /* dynamically adjust player properties according to level information */
+  game.initial_move_delay_value =
+    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+  /* dynamically adjust element properties according to game engine version */
+  {
+    static int ep_em_slippery_wall[] =
+    {
+      EL_STEELWALL,
+      EL_WALL,
+      EL_MAUER_LEBT,
+      EL_MAUER_X,
+      EL_MAUER_Y,
+      EL_MAUER_XY
+    };
+    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+
+    for (i=0; i<ep_em_slippery_wall_num; i++)
+    {
+      if (level.em_slippery_gems)      /* special EM style gems behaviour */
+       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+         EP_BIT_EM_SLIPPERY_WALL;
+      else
+       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+         ~EP_BIT_EM_SLIPPERY_WALL;
+    }
+
+    /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+    if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
+      Elementeigenschaften2[EL_MAUERND] |=  EP_BIT_EM_SLIPPERY_WALL;
+    else
+      Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+  }
+}
+
+
+/*
+  =============================================================================
+  InitGame()
+  -----------------------------------------------------------------------------
+  initialize and start new game
+  =============================================================================
+*/
+
 void InitGame()
 {
-  int i, j, x, y;
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
+  int i, j, x, y;
+
+  InitGameEngine();
 
 #if DEBUG
 #if USE_NEW_AMOEBA_CODE
@@ -529,9 +720,8 @@ void InitGame()
     player->last_move_dir = MV_NO_MOVING;
     player->is_moving = FALSE;
 
-    player->move_delay = -1;   /* no initial move delay */
-    player->move_delay_value =
-      (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+    player->move_delay       = game.initial_move_delay;
+    player->move_delay_value = game.initial_move_delay_value;
 
     player->push_delay = 0;
     player->push_delay_value = 5;
@@ -622,6 +812,10 @@ void InitGame()
     }
   }
 
+  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+                   emulate_sb ? EMU_SOKOBAN :
+                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
   /* correct non-moving belts to start moving left */
   for (i=0; i<4; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
@@ -669,7 +863,7 @@ void InitGame()
 
        player->active = FALSE;
        StorePlayer[jx][jy] = 0;
-       Feld[jx][jy] = EL_LEERRAUM;
+       Feld[jx][jy] = EL_EMPTY;
       }
     }
   }
@@ -690,7 +884,7 @@ void InitGame()
 
            player->active = FALSE;
            StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_LEERRAUM;
+           Feld[jx][jy] = EL_EMPTY;
          }
        }
       }
@@ -721,50 +915,7 @@ void InitGame()
     }
   }
 
-  game.version = (tape.playing ? tape.game_version : level.game_version);
-  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
-                   emulate_sb ? EMU_SOKOBAN :
-                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-
-  /* dynamically adjust element properties according to game engine version */
-  {
-    static int ep_em_slippery_wall[] =
-    {
-      EL_BETON,
-      EL_MAUERWERK,
-      EL_MAUER_LEBT,
-      EL_MAUER_X,
-      EL_MAUER_Y,
-      EL_MAUER_XY
-    };
-#if 1
-    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
-#else
-    static int ep_em_slippery_wall_num =
-      sizeof(ep_em_slippery_wall) / sizeof(int);
-#endif
-
-    /*
-    printf("level %d: game.version == %06d\n", level_nr, level.game_version);
-    printf("         file_version == %06d\n", level.file_version);
-    */
-
-    for (i=0; i<ep_em_slippery_wall_num; i++)
-    {
-#if 1
-      if (level.em_slippery_gems)      /* special EM style gems behaviour */
-#else
-      if (game.version >= GAME_VERSION_2_0)
-#endif
-       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
-         EP_BIT_EM_SLIPPERY_WALL;
-      else
-       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
-         ~EP_BIT_EM_SLIPPERY_WALL;
-    }
-  }
-
-  if (BorderElement == EL_LEERRAUM)
+  if (BorderElement == EL_EMPTY)
   {
     SBX_Left = 0;
     SBX_Right = lev_fieldx - SCR_FIELDX;
@@ -844,7 +995,7 @@ void InitGame()
 
   OpenDoor(DOOR_OPEN_ALL);
 
-  PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
   if (setup.sound_music)
     PlayMusic(level_nr);
 
@@ -877,20 +1028,20 @@ void InitMovDir(int x, int y)
 
   switch(element)
   {
-    case EL_KAEFER_RIGHT:
-    case EL_KAEFER_UP:
-    case EL_KAEFER_LEFT:
-    case EL_KAEFER_DOWN:
-      Feld[x][y] = EL_KAEFER;
-      MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
+    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_FLIEGER_RIGHT:
-    case EL_FLIEGER_UP:
-    case EL_FLIEGER_LEFT:
-    case EL_FLIEGER_DOWN:
-      Feld[x][y] = EL_FLIEGER;
-      MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
+    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_BUTTERFLY_RIGHT:
@@ -935,8 +1086,8 @@ void InitMovDir(int x, int y)
 
     default:
       MovDir[x][y] = 1 << RND(4);
-      if (element != EL_KAEFER &&
-         element != EL_FLIEGER &&
+      if (element != EL_BUG &&
+         element != EL_SPACESHIP &&
          element != EL_BUTTERFLY &&
          element != EL_FIREFLY)
        break;
@@ -948,12 +1099,12 @@ void InitMovDir(int x, int y)
 
        if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
        {
-         if (element == EL_KAEFER || element == EL_BUTTERFLY)
+         if (element == EL_BUG || element == EL_BUTTERFLY)
          {
            MovDir[x][y] = direction[0][i];
            break;
          }
-         else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+         else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
                   element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
          {
            MovDir[x][y] = direction[1][i];
@@ -997,18 +1148,18 @@ void GameWon()
 
   local_player->LevelSolved = FALSE;
 
-  PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
 
   if (TimeLeft)
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimeLeft > 0)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
       if (TimeLeft > 0 && !(TimeLeft % 10))
        RaiseScore(level.score[SC_ZEITBONUS]);
       if (TimeLeft > 100 && !(TimeLeft % 10))
@@ -1028,13 +1179,13 @@ void GameWon()
   else if (level.time == 0)            /* level without time limit */
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimePlayed < 999)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
       if (TimePlayed < 999 && !(TimePlayed % 10))
        RaiseScore(level.score[SC_ZEITBONUS]);
       if (TimePlayed < 900 && !(TimePlayed % 10))
@@ -1173,7 +1324,7 @@ void InitMovingField(int x, int y, int direction)
 
   MovDir[x][y] = direction;
   MovDir[newx][newy] = direction;
-  if (Feld[newx][newy] == EL_LEERRAUM)
+  if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
 }
 
@@ -1245,7 +1396,7 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 
 static void RemoveField(int x, int y)
 {
-  Feld[x][y] = EL_LEERRAUM;
+  Feld[x][y] = EL_EMPTY;
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
@@ -1278,11 +1429,11 @@ void RemoveMovingField(int x, int y)
        Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
     Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
   else
-    Feld[oldx][oldy] = EL_LEERRAUM;
+    Feld[oldx][oldy] = EL_EMPTY;
 
   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-  Feld[newx][newy] = EL_LEERRAUM;
+  Feld[newx][newy] = EL_EMPTY;
   MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
   MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
 
@@ -1328,13 +1479,8 @@ void CheckDynamite(int x, int y)
     MovDelay[x][y]--;
     if (MovDelay[x][y])
     {
-      if (!(MovDelay[x][y] % 12))
-      {
-       if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
-         PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
-       else
-         PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
-      }
+      if (!(MovDelay[x][y] % 6))
+       PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
 
       if (IS_ACTIVE_BOMB(Feld[x][y]))
       {
@@ -1407,7 +1553,7 @@ void Explode(int ex, int ey, int phase, int mode)
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
+         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
          Store[x][y] = 0;
        }
 
@@ -1422,63 +1568,63 @@ void Explode(int ex, int ey, int phase, int mode)
        switch(StorePlayer[ex][ey])
        {
          case EL_SPIELER2:
-           Store[x][y] = EL_EDELSTEIN_ROT;
+           Store[x][y] = EL_EDELSTEIN_RED;
            break;
          case EL_SPIELER3:
-           Store[x][y] = EL_EDELSTEIN;
+           Store[x][y] = EL_EMERALD;
            break;
          case EL_SPIELER4:
-           Store[x][y] = EL_EDELSTEIN_LILA;
+           Store[x][y] = EL_EDELSTEIN_PURPLE;
            break;
          case EL_SPIELER1:
          default:
-           Store[x][y] = EL_EDELSTEIN_GELB;
+           Store[x][y] = EL_EDELSTEIN_YELLOW;
            break;
        }
 
        if (game.emulation == EMU_SUPAPLEX)
-         Store[x][y] = EL_LEERRAUM;
+         Store[x][y] = EL_EMPTY;
       }
       else if (center_element == EL_MOLE)
-       Store[x][y] = EL_EDELSTEIN_ROT;
+       Store[x][y] = EL_EDELSTEIN_RED;
       else if (center_element == EL_PINGUIN)
-       Store[x][y] = EL_EDELSTEIN_LILA;
-      else if (center_element == EL_KAEFER)
-       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
+       Store[x][y] = EL_EDELSTEIN_PURPLE;
+      else if (center_element == EL_BUG)
+       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
       else if (center_element == EL_BUTTERFLY)
        Store[x][y] = EL_EDELSTEIN_BD;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_MAMPFER)
+      else if (center_element == EL_YAMYAM)
        Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
       else if (center_element == EL_AMOEBA2DIAM)
        Store[x][y] = level.amoeba_content;
-      else if (element == EL_ERZ_EDEL)
-       Store[x][y] = EL_EDELSTEIN;
-      else if (element == EL_ERZ_DIAM)
-       Store[x][y] = EL_DIAMANT;
-      else if (element == EL_ERZ_EDEL_BD)
+      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_EDELSTEIN_BD;
-      else if (element == EL_ERZ_EDEL_GELB)
-       Store[x][y] = EL_EDELSTEIN_GELB;
-      else if (element == EL_ERZ_EDEL_ROT)
-       Store[x][y] = EL_EDELSTEIN_ROT;
-      else if (element == EL_ERZ_EDEL_LILA)
-       Store[x][y] = EL_EDELSTEIN_LILA;
+      else if (element == EL_WALL_EMERALD_YELLOW)
+       Store[x][y] = EL_EDELSTEIN_YELLOW;
+      else if (element == EL_WALL_EMERALD_RED)
+       Store[x][y] = EL_EDELSTEIN_RED;
+      else if (element == EL_WALL_EMERALD_PURPLE)
+       Store[x][y] = EL_EDELSTEIN_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_PFORTE(Store[x][y]))
-       Store[x][y] = EL_LEERRAUM;
+       Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
          center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
        Store2[x][y] = element;
 
       if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBE_VOLL ||
-          element == EL_AMOEBE_BD ||
+         (element == EL_AMOEBA_FULL ||
+          element == EL_BD_AMOEBA ||
           element == EL_AMOEBING))
       {
        AmoebaCnt[AmoebaNr[x][y]]--;
@@ -1492,7 +1638,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Stop[x][y] = TRUE;
     }
 
-    if (center_element == EL_MAMPFER)
+    if (center_element == EL_YAMYAM)
       game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
 
     return;
@@ -1615,8 +1761,8 @@ void DynaExplode(int ex, int ey)
 
       Explode(x, y, EX_PHASE_START, EX_BORDER);
 
-      if (element != EL_LEERRAUM &&
-         element != EL_ERDREICH &&
+      if (element != EL_EMPTY &&
+         element != EL_SAND &&
          element != EL_EXPLODING &&
          !dynabomb_xl)
        break;
@@ -1635,17 +1781,17 @@ void Bang(int x, int y)
 
 #if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_LEERRAUM;
+    element = EL_EMPTY;
 #endif
 
   switch(element)
   {
-    case EL_KAEFER:
-    case EL_FLIEGER:
+    case EL_BUG:
+    case EL_SPACESHIP:
     case EL_BUTTERFLY:
     case EL_FIREFLY:
-    case EL_MAMPFER:
-    case EL_MAMPFER2:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_MOLE:
@@ -1662,8 +1808,8 @@ void Bang(int x, int y)
       DynaExplode(x, y);
       break;
     case EL_PINGUIN:
-    case EL_BIRNE_AUS:
-    case EL_BIRNE_EIN:
+    case EL_LAMP:
+    case EL_LAMP_ACTIVE:
       if (IS_PLAYER(x, y))
        Explode(x, y, EX_PHASE_START, EX_NORMAL);
       else
@@ -1710,7 +1856,7 @@ void Blurb(int x, int y)
 
       if (!MovDelay[x][y])
       {
-       Feld[x][y] = EL_LEERRAUM;
+       Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
       }
     }
@@ -1834,7 +1980,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
       }
 
       if (element == EL_INVISIBLE_STEEL ||
-         element == EL_UNSICHTBAR ||
+         element == EL_INVISIBLE_WALL ||
          element == EL_SAND_INVISIBLE)
        DrawLevelField(x, y);
     }
@@ -1904,13 +2050,13 @@ void Impact(int x, int y)
       smashed = MovingOrBlocked2Element(x, y+1);
   }
 
-  if (!lastline && smashed == EL_SALZSAEURE)   /* element falls into acid */
+  if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
     Blurb(x, y);
     return;
   }
 
-  if ((element == EL_BOMBE ||
+  if ((element == EL_BOMB ||
        element == EL_SP_DISK_ORANGE ||
        element == EL_DX_SUPABOMB) &&
       (lastline || object_hit))        /* element is bomb */
@@ -1925,7 +2071,7 @@ void Impact(int x, int y)
     return;
   }
 
-  if (element == EL_TROPFEN && (lastline || object_hit))       /* acid drop */
+  if (element == EL_AMOEBA_DROP && (lastline || object_hit))
   {
     if (object_hit && IS_PLAYER(x, y+1))
       KillHeroUnlessProtected(x, y+1);
@@ -1934,7 +2080,7 @@ void Impact(int x, int y)
     else
     {
       Feld[x][y] = EL_AMOEBING;
-      Store[x][y] = EL_AMOEBE_NASS;
+      Store[x][y] = EL_AMOEBA_WET;
     }
     return;
   }
@@ -1942,11 +2088,11 @@ void Impact(int x, int y)
   if (!lastline && object_hit)         /* check which object was hit */
   {
     if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
+       (smashed == EL_MAGIC_WALL || smashed == EL_MAGIC_WALL_BD_OFF))
     {
       int xx, yy;
       int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY :
         EL_MAGIC_WALL_BD_EMPTY);
 
       /* activate magic wall / mill */
@@ -1958,7 +2104,7 @@ void Impact(int x, int y)
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
 
-      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
+      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
@@ -1988,12 +2134,12 @@ void Impact(int x, int y)
       Bang(x, y+1);
       return;
     }
-    else if (element == EL_FELSBROCKEN ||
+    else if (element == EL_ROCK ||
             element == EL_SP_ZONK ||
             element == EL_BD_ROCK)
     {
       if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
+         smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
          smashed == EL_DX_SUPABOMB ||
          smashed == EL_SONDE || smashed == EL_SCHWEIN ||
          smashed == EL_DRACHE || smashed == EL_MOLE)
@@ -2003,16 +2149,16 @@ void Impact(int x, int y)
       }
       else if (!IS_MOVING(x, y+1))
       {
-       if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
+       if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
        {
          Bang(x, y+1);
          return;
        }
-       else if (smashed == EL_KOKOSNUSS)
+       else if (smashed == EL_NUT)
        {
          Feld[x][y+1] = EL_CRACKINGNUT;
          PlaySoundLevel(x, y, SND_NUT_CRACKING);
-         RaiseScoreElement(EL_KOKOSNUSS);
+         RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
@@ -2021,9 +2167,9 @@ void Impact(int x, int y)
          PlaySoundLevel(x, y, SND_PEARL_BREAKING);
          return;
        }
-       else if (smashed == EL_DIAMANT)
+       else if (smashed == EL_DIAMOND)
        {
-         Feld[x][y+1] = EL_LEERRAUM;
+         Feld[x][y+1] = EL_EMPTY;
          PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
          return;
        }
@@ -2060,61 +2206,7 @@ void Impact(int x, int y)
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-  {
-    int sound;
-
-    switch (element)
-    {
-      case EL_EDELSTEIN_BD:
-        sound = SND_BD_DIAMOND_IMPACT;
-       break;
-      case EL_EDELSTEIN:
-      case EL_EDELSTEIN_GELB:
-      case EL_EDELSTEIN_ROT:
-      case EL_EDELSTEIN_LILA:
-        sound = SND_EMERALD_IMPACT;
-       break;
-      case EL_DIAMANT:
-        sound = SND_DIAMOND_IMPACT;
-       break;
-      case EL_PEARL:
-        sound = SND_PEARL_IMPACT;
-       break;
-      case EL_CRYSTAL:
-        sound = SND_CRYSTAL_IMPACT;
-       break;
-      case EL_SP_INFOTRON:
-        sound = SND_SP_INFOTRON_IMPACT;
-       break;
-      case EL_KOKOSNUSS:
-       sound = SND_NUT_IMPACT;
-       break;
-      case EL_BD_ROCK:
-       sound = SND_BD_ROCK_IMPACT;
-       break;
-      case EL_FELSBROCKEN:
-       sound = SND_ROCK_IMPACT;
-       break;
-      case EL_SP_ZONK:
-       sound = SND_SP_ZONK_IMPACT;
-       break;
-      case EL_ZEIT_VOLL:
-       sound = SND_TIME_ORB_FULL_IMPACT;
-       break;
-      case EL_ZEIT_LEER:
-       sound = SND_TIME_ORB_EMPTY_IMPACT;
-       break;
-      case EL_SPRING:
-       sound = SND_SPRING_IMPACT;
-       break;
-      default:
-       sound = -1;
-        break;
-    }
-
-    if (sound >= 0)
-      PlaySoundLevel(x, y, sound);
-  }
+    PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
 }
 
 void TurnRound(int x, int y)
@@ -2161,7 +2253,7 @@ void TurnRound(int x, int y)
   int right_x = x+right_dx, right_y = y+right_dy;
   int move_x = x+move_dx, move_y = y+move_dy;
 
-  if (element == EL_KAEFER || element == EL_BUTTERFLY)
+  if (element == EL_BUG || element == EL_BUTTERFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
@@ -2172,12 +2264,12 @@ void TurnRound(int x, int y)
             !IS_FREE(move_x, move_y))
       MovDir[x][y] = left_dir;
 
-    if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
+    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
     else if (element == EL_BUTTERFLY)  /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
-  else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+  else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
           element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
@@ -2189,24 +2281,24 @@ void TurnRound(int x, int y)
             !IS_FREE(move_x, move_y))
       MovDir[x][y] = right_dir;
 
-    if ((element == EL_FLIEGER ||
+    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_FIREFLY)    /* && MovDir[x][y] == right_dir) */
       MovDelay[x][y] = 1;
   }
-  else if (element == EL_MAMPFER)
+  else if (element == EL_YAMYAM)
   {
     boolean can_turn_left = FALSE, can_turn_right = FALSE;
 
     if (IN_LEV_FIELD(left_x, left_y) &&
        (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        Feld[left_x][left_y] == EL_DIAMANT))
+        Feld[left_x][left_y] == EL_DIAMOND))
       can_turn_left = TRUE;
     if (IN_LEV_FIELD(right_x, right_y) &&
        (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        Feld[right_x][right_y] == EL_DIAMANT))
+        Feld[right_x][right_y] == EL_DIAMOND))
       can_turn_right = TRUE;
 
     if (can_turn_left && can_turn_right)
@@ -2220,7 +2312,7 @@ void TurnRound(int x, int y)
 
     MovDelay[x][y] = 16+16*RND(3);
   }
-  else if (element == EL_MAMPFER2)
+  else if (element == EL_DARK_YAMYAM)
   {
     boolean can_turn_left = FALSE, can_turn_right = FALSE;
 
@@ -2464,7 +2556,7 @@ void TurnRound(int x, int y)
        int ex = x + xy[i%4][0];
        int ey = y + xy[i%4][1];
 
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
+       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
          attr_x = ex;
          attr_y = ey;
@@ -2513,9 +2605,9 @@ void TurnRound(int x, int y)
 
        if (IN_LEV_FIELD(newx, newy) &&
            (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_SALZSAEURE ||
+            Feld[newx][newy] == EL_ACID ||
             (element == EL_PINGUIN &&
-             (Feld[newx][newy] == EL_AUSGANG_AUF ||
+             (Feld[newx][newy] == EL_EXIT_OPEN ||
               IS_MAMPF3(Feld[newx][newy])))))
          return;
 
@@ -2525,9 +2617,9 @@ void TurnRound(int x, int y)
 
        if (IN_LEV_FIELD(newx, newy) &&
            (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_SALZSAEURE ||
+            Feld[newx][newy] == EL_ACID ||
             (element == EL_PINGUIN &&
-             (Feld[newx][newy] == EL_AUSGANG_AUF ||
+             (Feld[newx][newy] == EL_EXIT_OPEN ||
               IS_MAMPF3(Feld[newx][newy])))))
          return;
 
@@ -2572,16 +2664,16 @@ void StartMoving(int x, int y)
       if (JustBeingPushed(x, y))
        return;
 
-    if (element == EL_MORAST_VOLL)
+    if (element == EL_QUICKSAND_FULL)
     {
       if (IS_FREE(x, y+1))
       {
        InitMovingField(x, y, MV_DOWN);
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_FELSBROCKEN;
+       Store[x][y] = EL_ROCK;
        PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
       }
-      else if (Feld[x][y+1] == EL_MORAST_LEER)
+      else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY + 1;
@@ -2593,15 +2685,15 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MORAST_LEER;
-       Feld[x][y+1] = EL_MORAST_VOLL;
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y+1] = EL_QUICKSAND_FULL;
        Store[x][y+1] = Store[x][y];
        Store[x][y] = 0;
-       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
+       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
       }
     }
-    else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
-            Feld[x][y+1] == EL_MORAST_LEER)
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y+1] == EL_QUICKSAND_EMPTY)
     {
       InitMovingField(x, y, MV_DOWN);
       Feld[x][y] = EL_QUICKSAND_FILLING;
@@ -2670,11 +2762,11 @@ void StartMoving(int x, int y)
         EL_MAGIC_WALL_BD_FILLING);
       Store[x][y] = element;
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
+    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
     {
       Blurb(x, y);
       InitMovingField(x, y, MV_DOWN);
-      Store[x][y] = EL_SALZSAEURE;
+      Store[x][y] = EL_ACID;
     }
     else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
             JustStopped[x][y])
@@ -2685,13 +2777,13 @@ void StartMoving(int x, int y)
     {
       InitMovingField(x, y, MV_DOWN);
     }
-    else if (element == EL_TROPFEN)
+    else if (element == EL_AMOEBA_DROP)
     {
       Feld[x][y] = EL_AMOEBING;
-      Store[x][y] = EL_AMOEBE_NASS;
+      Store[x][y] = EL_AMOEBA_WET;
     }
     /* Store[x][y+1] must be zero, because:
-       (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
     */
 #if 0
 #if OLD_GAME_BEHAVIOUR
@@ -2709,9 +2801,9 @@ void StartMoving(int x, int y)
 #endif
     {
       boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
+                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
       boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
-                      (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
+                      (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
 
       if (left || right)
       {
@@ -2749,11 +2841,17 @@ void StartMoving(int x, int y)
       /* all objects that can change their move direction after each step */
       /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall  */
 
-      if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
+      if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
       {
        TurnRound(x, y);
-       if (MovDelay[x][y] && (element == EL_KAEFER ||
-                              element == EL_FLIEGER ||
+
+       if (MovDelay[x][y] && (element == EL_BUG ||
+                              element == EL_SPACESHIP ||
+                              element == EL_SP_SNIKSNAK ||
+                              element == EL_SP_ELECTRON))
+         DrawNewLevelField(x, y);
+       else if (MovDelay[x][y] && (element == EL_BUG ||
+                              element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
                               element == EL_SP_ELECTRON ||
                               element == EL_MOLE))
@@ -2766,7 +2864,7 @@ void StartMoving(int x, int y)
       MovDelay[x][y]--;
 
       if (element == EL_ROBOT ||
-         element == EL_MAMPFER || element == EL_MAMPFER2)
+         element == EL_YAMYAM || element == EL_DARK_YAMYAM)
       {
        int phase = MovDelay[x][y] % 8;
 
@@ -2778,9 +2876,9 @@ void StartMoving(int x, int y)
 
        if (MovDelay[x][y] % 4 == 3)
        {
-         if (element == EL_MAMPFER)
+         if (element == EL_YAMYAM)
            PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
-         else if (element == EL_MAMPFER2)
+         else if (element == EL_DARK_YAMYAM)
            PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
        }
       }
@@ -2823,49 +2921,20 @@ void StartMoving(int x, int y)
          else
          {
            if (Feld[xx][yy] == EL_BURNING)
-             Feld[xx][yy] = EL_LEERRAUM;
+             Feld[xx][yy] = EL_EMPTY;
            DrawLevelField(xx, yy);
          }
        }
       }
 
-      if (MovDelay[x][y])
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+       PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+
        return;
+      }
     }
 
-    if (element == EL_KAEFER)
-      PlaySoundLevel(x, y, SND_BUG_MOVING);
-    else if (element == EL_FLIEGER)
-      PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
-    else if (element == EL_BUTTERFLY)
-      PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
-    else if (element == EL_FIREFLY)
-      PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
-    else if (element == EL_SP_SNIKSNAK)
-      PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
-    else if (element == EL_SP_ELECTRON)
-      PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
-    else if (element == EL_MAMPFER)
-      PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
-    else if (element == EL_MAMPFER2)
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
-    else if (element == EL_BALLOON)
-      PlaySoundLevel(x, y, SND_BALLOON_MOVING);
-    else if (element == EL_SPRING_MOVING)
-      PlaySoundLevel(x, y, SND_SPRING_MOVING);
-    else if (element == EL_MOLE)
-      PlaySoundLevel(x, y, SND_MOLE_MOVING);
-    else if (element == EL_SONDE)
-      PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
-    else if (element == EL_PACMAN)
-      PlaySoundLevel(x, y, SND_PACMAN_MOVING);
-    else if (element == EL_PINGUIN)
-      PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
-    else if (element == EL_SCHWEIN)
-      PlaySoundLevel(x, y, SND_PIG_MOVING);
-    else if (element == EL_DRACHE)
-      PlaySoundLevel(x, y, SND_DRAGON_MOVING);
-
     /* now make next step */
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
@@ -2888,19 +2957,19 @@ void StartMoving(int x, int y)
     else if ((element == EL_PINGUIN || element == EL_ROBOT ||
              element == EL_SONDE || element == EL_BALLOON) &&
             IN_LEV_FIELD(newx, newy) &&
-            MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
+            MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
     {
       Blurb(x, y);
-      Store[x][y] = EL_SALZSAEURE;
+      Store[x][y] = EL_ACID;
     }
     else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
     {
-      if (Feld[newx][newy] == EL_AUSGANG_AUF)
+      if (Feld[newx][newy] == EL_EXIT_OPEN)
       {
-       Feld[x][y] = EL_LEERRAUM;
+       Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
+       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
          DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
 
@@ -2935,11 +3004,11 @@ void StartMoving(int x, int y)
          RemoveMovingField(newx, newy);
        else
        {
-         Feld[newx][newy] = EL_LEERRAUM;
+         Feld[newx][newy] = EL_EMPTY;
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
+       PlaySoundLevel(x, y, SND_PIG_EATING);
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -2967,9 +3036,9 @@ void StartMoving(int x, int 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_BETON);
+                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
-                       MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
+                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
        if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
            element1 != EL_DRACHE && element2 != EL_DRACHE &&
@@ -2980,39 +3049,39 @@ void StartMoving(int x, int y)
          else
            DrawLevelField(x, y);
 
-         PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
+         PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
          Feld[newx][newy] = EL_BURNING;
-         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
+         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
            Feld[newx1][newy1] = EL_BURNING;
-         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
+         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
            Feld[newx2][newy2] = EL_BURNING;
          return;
        }
       }
     }
-    else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
-            Feld[newx][newy] == EL_DIAMANT)
+    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_LEERRAUM;
+       Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
+      PlaySoundLevel(x, y, SND_YAMYAM_EATING);
     }
-    else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
+    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
             IS_MAMPF2(Feld[newx][newy]))
     {
       if (AmoebaNr[newx][newy])
       {
        AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
-           Feld[newx][newy] == EL_AMOEBE_BD)
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
@@ -3020,11 +3089,11 @@ void StartMoving(int x, int y)
        RemoveMovingField(newx, newy);
       else
       {
-       Feld[newx][newy] = EL_LEERRAUM;
+       Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
+      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -3032,28 +3101,28 @@ void StartMoving(int x, int y)
       if (AmoebaNr[newx][newy])
       {
        AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
-           Feld[newx][newy] == EL_AMOEBE_BD)
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_DEAMOEBING;
-       PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
+       PlaySoundLevel(x, y, SND_MOLE_EATING);
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
       }
       else     /* element == EL_PACMAN */
       {
-       Feld[newx][newy] = EL_LEERRAUM;
-       DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
+       Feld[newx][newy] = EL_EMPTY;
+       DrawNewLevelField(newx, newy);
+       PlaySoundLevel(x, y, SND_PACMAN_EATING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
             (Feld[newx][newy] == EL_DEAMOEBING ||
-             (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
+             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
     {
       /* wait for shrinking amoeba to completely disappear */
       return;
@@ -3064,26 +3133,50 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
-      if (element == EL_KAEFER || element == EL_FLIEGER ||
-         element == EL_SP_SNIKSNAK || element == EL_MOLE)
+      if (element == EL_BUG || element == EL_SPACESHIP ||
+         element == EL_SP_SNIKSNAK)
+#if 0
        DrawLevelField(x, y);
+#else
+       DrawNewLevelField(x, y);
+#endif
+      else if (element == EL_BUG || element == EL_SPACESHIP ||
+              element == EL_SP_SNIKSNAK || element == EL_MOLE)
+#if 1
+       DrawLevelField(x, y);
+#else
+       DrawNewLevelField(x, y);
+#endif
       else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
+#if 0
        DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
+#else
+       DrawNewGraphicAnimation(x, y, el2img(element));
+#endif
       else if (element == EL_SONDE)
+#if 0
        DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
+#else
+       DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
+#endif
       else if (element == EL_SP_ELECTRON)
+#if 0
        DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+#else
+       DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
+#endif
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
+      PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+
       return;
     }
 
-    if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
-      PlaySoundLevel(x, y, SND_ROBOT_MOVING);
-
     InitMovingField(x, y, MovDir[x][y]);
+
+    PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3100,7 +3193,7 @@ void ContinueMoving(int x, int y)
   int newx = x + dx, newy = y + dy;
   int step = (horiz_move ? dx : dy) * TILEX / 8;
 
-  if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
+  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
     step /= 2;
   else if (element == EL_QUICKSAND_FILLING ||
           element == EL_QUICKSAND_EMPTYING)
@@ -3123,9 +3216,9 @@ void ContinueMoving(int x, int y)
 
   MovPos[x][y] += step;
 
-  if (ABS(MovPos[x][y])>=TILEX)                /* object reached its destination */
+  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
   {
-    Feld[x][y] = EL_LEERRAUM;
+    Feld[x][y] = EL_EMPTY;
     Feld[newx][newy] = element;
 
     if (element == EL_MOLE)
@@ -3139,7 +3232,7 @@ void ContinueMoving(int x, int y)
        { 0, +1 }
       };
 
-      Feld[x][y] = EL_ERDREICH;
+      Feld[x][y] = EL_SAND;
       DrawLevelField(x, y);
 
       for(i=0; i<4; i++)
@@ -3149,7 +3242,7 @@ void ContinueMoving(int x, int y)
        xx = x + xy[i][0];
        yy = y + xy[i][1];
 
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
          DrawLevelField(xx, yy);       /* for "ErdreichAnbroeckeln()" */
       }
     }
@@ -3197,9 +3290,9 @@ void ContinueMoving(int x, int y)
       Feld[x][y] = get_next_element(element);
       element = Feld[newx][newy] = Store[x][y];
     }
-    else if (Store[x][y] == EL_SALZSAEURE)
+    else if (Store[x][y] == EL_ACID)
     {
-      element = Feld[newx][newy] = EL_SALZSAEURE;
+      element = Feld[newx][newy] = EL_ACID;
     }
 
     Store[x][y] = 0;
@@ -3209,8 +3302,18 @@ void ContinueMoving(int x, int y)
     if (!CAN_MOVE(element))
       MovDir[newx][newy] = 0;
 
-    DrawLevelField(x, y);
-    DrawLevelField(newx, newy);
+    if (element == EL_BUG || element == EL_SPACESHIP ||
+       element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
+       element == EL_SP_ELECTRON)
+    {
+      DrawNewLevelField(x, y);
+      DrawNewLevelField(newx, newy);
+    }
+    else
+    {
+      DrawLevelField(x, y);
+      DrawLevelField(newx, newy);
+    }
 
     Stop[newx][newy] = TRUE;
     JustStopped[newx][newy] = 3;
@@ -3229,7 +3332,14 @@ void ContinueMoving(int x, int y)
       Impact(x, newy);
   }
   else                         /* still moving on */
-    DrawLevelField(x, y);
+  {
+    if (element == EL_BUG || element == EL_SPACESHIP ||
+       element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
+       element == EL_SP_ELECTRON)
+      DrawNewLevelField(x, y);
+    else
+      DrawLevelField(x, y);
+  }
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -3283,9 +3393,9 @@ void AmoebenVereinigen(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       continue;
 
-    if ((Feld[x][y] == EL_AMOEBE_VOLL ||
-        Feld[x][y] == EL_AMOEBE_BD ||
-        Feld[x][y] == EL_AMOEBE_TOT) &&
+    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];
@@ -3314,7 +3424,7 @@ void AmoebeUmwandeln(int ax, int ay)
 {
   int i, x, y;
 
-  if (Feld[ax][ay] == EL_AMOEBE_TOT)
+  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
   {
     int group_nr = AmoebaNr[ax][ay];
 
@@ -3331,7 +3441,7 @@ void AmoebeUmwandeln(int ax, int ay)
     {
       for (x=0; x<lev_fieldx; x++)
       {
-       if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
+       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
        {
          AmoebaNr[x][y] = 0;
          Feld[x][y] = EL_AMOEBA2DIAM;
@@ -3392,8 +3502,8 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
     for (x=0; x<lev_fieldx; x++)
     {
       if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBE_TOT ||
-          Feld[x][y] == EL_AMOEBE_BD ||
+         (Feld[x][y] == EL_AMOEBA_DEAD ||
+          Feld[x][y] == EL_BD_AMOEBA ||
           Feld[x][y] == EL_AMOEBING))
       {
        AmoebaNr[x][y] = 0;
@@ -3422,10 +3532,10 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
-      if (Store[x][y] == EL_AMOEBE_BD)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+      if (Store[x][y] == EL_BD_AMOEBA)
+       PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+       PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
       sound_delay_value = 30;
     }
   }
@@ -3466,7 +3576,7 @@ void AmoebaDisappearing(int x, int y)
 
     if (!MovDelay[x][y])
     {
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       DrawLevelField(x, y);
 
       /* don't let mole enter this field in this cycle;
@@ -3491,7 +3601,7 @@ void AmoebeAbleger(int ax, int ay)
 
   if (!level.amoeba_speed)
   {
-    Feld[ax][ay] = EL_AMOEBE_TOT;
+    Feld[ax][ay] = EL_AMOEBA_DEAD;
     DrawLevelField(ax, ay);
     return;
   }
@@ -3506,7 +3616,7 @@ void AmoebeAbleger(int ax, int ay)
       return;
   }
 
-  if (element == EL_AMOEBE_NASS)       /* object is an acid / amoeba drop */
+  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
   {
     int start = RND(4);
     int x = ax + xy[start][0];
@@ -3516,7 +3626,7 @@ void AmoebeAbleger(int ax, int ay)
       return;
 
     if (IS_FREE(x, y) ||
-       Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
+       Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
     {
       newax = x;
       neway = y;
@@ -3540,7 +3650,7 @@ void AmoebeAbleger(int ax, int ay)
        continue;
 
       if (IS_FREE(x, y) ||
-         Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
+         Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
       {
        newax = x;
        neway = y;
@@ -3554,21 +3664,21 @@ void AmoebeAbleger(int ax, int ay)
     {
       if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
       {
-       Feld[ax][ay] = EL_AMOEBE_TOT;
+       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_AMOEBE_VOLL)
+         if (element == EL_AMOEBA_FULL)
            AmoebeUmwandeln(ax, ay);
-         else if (element == EL_AMOEBE_BD)
+         else if (element == EL_BD_AMOEBA)
            AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
        }
       }
       return;
     }
-    else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
+    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
     {
       /* amoeba gets larger by growing in some direction */
 
@@ -3590,7 +3700,7 @@ void AmoebeAbleger(int ax, int ay)
       /* if amoeba touches other amoeba(s) after growing, unify them */
       AmoebenVereinigen(newax, neway);
 
-      if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
+      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
       {
        AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
        return;
@@ -3598,7 +3708,7 @@ void AmoebeAbleger(int ax, int ay)
     }
   }
 
-  if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
+  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
       (neway == lev_fieldy - 1 && newax != ax))
   {
     Feld[newax][neway] = EL_AMOEBING;  /* simple growth of new amoeba tile */
@@ -3606,14 +3716,14 @@ void AmoebeAbleger(int ax, int ay)
   }
   else if (neway == ay)
   {
-    Feld[newax][neway] = EL_TROPFEN;   /* drop left or right from amoeba */
-    PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
+    Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left or right from amoeba */
+    PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
   }
   else
   {
     InitMovingField(ax, ay, MV_DOWN);  /* drop dripping out of amoeba */
     Feld[ax][ay] = EL_AMOEBA_DRIPPING;
-    Store[ax][ay] = EL_TROPFEN;
+    Store[ax][ay] = EL_AMOEBA_DROP;
     ContinueMoving(ax, ay);
     return;
   }
@@ -3658,7 +3768,7 @@ void Life(int ax, int ay)
        continue;
 
       if (((Feld[x][y] == element ||
-           (element == EL_LIFE && IS_PLAYER(x, y))) &&
+           (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
           !Stop[x][y]) ||
          (IS_FREE(x, y) && Stop[x][y]))
        nachbarn++;
@@ -3668,19 +3778,19 @@ void Life(int ax, int ay)
     {
       if (nachbarn < life[0] || nachbarn > life[1])
       {
-       Feld[xx][yy] = EL_LEERRAUM;
+       Feld[xx][yy] = EL_EMPTY;
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
     }
-    else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
+    else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
     {                                  /* free border field */
       if (nachbarn >= life[2] && nachbarn <= life[3])
       {
        Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
+       MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
@@ -3690,8 +3800,8 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
-                  SND_BIOMAZE_GROWING);
+    PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
+                  SND_BIOMAZE_CREATING);
 }
 
 void RobotWheel(int x, int y)
@@ -3707,12 +3817,12 @@ void RobotWheel(int x, int y)
       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
        DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
       if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
+       PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
       return;
     }
   }
 
-  Feld[x][y] = EL_ABLENK_AUS;
+  Feld[x][y] = EL_ROBOT_WHEEL;
   DrawLevelField(x, y);
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
@@ -3732,7 +3842,7 @@ void TimegateWheel(int x, int y)
        DrawGraphic(SCREENX(x), SCREENY(y),
                    GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
       if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
+       PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVE);
       return;
     }
   }
@@ -3743,35 +3853,6 @@ void TimegateWheel(int x, int y)
     ZX = ZY = -1;
 }
 
-void Birne(int x, int y)
-{
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 800;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (!(MovDelay[x][y]%5))
-      {
-       if (!(MovDelay[x][y]%10))
-         Feld[x][y]=EL_ABLENK_EIN;
-       else
-         Feld[x][y]=EL_ABLENK_AUS;
-       DrawLevelField(x, y);
-       Feld[x][y]=EL_ABLENK_EIN;
-      }
-      return;
-    }
-  }
-
-  Feld[x][y]=EL_ABLENK_AUS;
-  DrawLevelField(x, y);
-  if (ZX == x && ZY == y)
-    ZX=ZY=-1;
-}
-
 void Blubber(int x, int y)
 {
   if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
@@ -3794,7 +3875,7 @@ void NussKnacken(int x, int y)
 
     if (!MovDelay[x][y])
     {
-      Feld[x][y] = EL_EDELSTEIN;
+      Feld[x][y] = EL_EMERALD;
       DrawLevelField(x, y);
     }
   }
@@ -3814,7 +3895,7 @@ void BreakingPearl(int x, int y)
 
     if (!MovDelay[x][y])
     {
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       DrawLevelField(x, y);
     }
   }
@@ -3861,7 +3942,7 @@ void AusgangstuerOeffnen(int x, int y)
 
     if (!MovDelay[x][y])
     {
-      Feld[x][y] = EL_AUSGANG_AUF;
+      Feld[x][y] = EL_EXIT_OPEN;
       DrawLevelField(x, y);
     }
   }
@@ -3869,7 +3950,7 @@ void AusgangstuerOeffnen(int x, int y)
 
 void AusgangstuerBlinken(int x, int y)
 {
-  DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
+  DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
 }
 
 void OpenSwitchgate(int x, int y)
@@ -4146,6 +4227,7 @@ void MauerAbleger(int ax, int ay)
        DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
       new_wall = TRUE;
     }
+
     if (rechts_frei)
     {
       Feld[ax+1][ay] = EL_MAUERND;
@@ -4173,7 +4255,7 @@ void MauerAbleger(int ax, int ay)
        element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
       ((links_massiv && rechts_massiv) ||
        element == EL_MAUER_Y))
-    Feld[ax][ay] = EL_MAUERWERK;
+    Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
     PlaySoundLevel(ax, ay, SND_WALL_GROWING);
@@ -4218,7 +4300,7 @@ void CheckForDragon(int x, int y)
   
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
        {
-         Feld[xx][yy] = EL_LEERRAUM;
+         Feld[xx][yy] = EL_EMPTY;
          DrawLevelField(xx, yy);
        }
        else
@@ -4358,6 +4440,9 @@ static void DrawBeltAnimation(int x, int y, int element)
     int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
 
     DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+
+    if (!(FrameCounter % 2))
+      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
   }
 }
 
@@ -4670,13 +4755,13 @@ void GameActions()
       AmoebeAbleger(x, y);
 #endif
 
-    else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
+    else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
       Life(x, y);
-    else if (element == EL_ABLENK_EIN)
+    else if (element == EL_ROBOT_WHEEL_ACTIVE)
       RobotWheel(x, y);
     else if (element == EL_TIMEGATE_SWITCH_ON)
       TimegateWheel(x, y);
-    else if (element == EL_SALZSAEURE)
+    else if (element == EL_ACID)
       Blubber(x, y);
     else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
       Blurb(x, y);
@@ -4684,11 +4769,11 @@ void GameActions()
       NussKnacken(x, y);
     else if (element == EL_PEARL_BREAKING)
       BreakingPearl(x, y);
-    else if (element == EL_AUSGANG_ZU)
+    else if (element == EL_EXIT_CLOSED)
       AusgangstuerPruefen(x, y);
     else if (element == EL_AUSGANG_ACT)
       AusgangstuerOeffnen(x, y);
-    else if (element == EL_AUSGANG_AUF)
+    else if (element == EL_EXIT_OPEN)
       AusgangstuerBlinken(x, y);
     else if (element == EL_MAUERND)
       MauerWaechst(x, y);
@@ -4706,13 +4791,15 @@ void GameActions()
     else if (element == EL_SP_TERMINAL)
       DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
     else if (element == EL_SP_TERMINAL_ACTIVE)
+    {
       DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
+#if 0
+      if (!(FrameCounter % 4))
+       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
+#endif
+    }
     else if (IS_BELT(element))
-    {
       DrawBeltAnimation(x, y, element);
-      if (!(FrameCounter % 2))
-       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
-    }
     else if (element == EL_SWITCHGATE_OPENING)
       OpenSwitchgate(x, y);
     else if (element == EL_SWITCHGATE_CLOSING)
@@ -4726,14 +4813,18 @@ void GameActions()
     else if (element == EL_SHIELD_PASSIVE)
     {
       DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+#if 0
       if (!(FrameCounter % 4))
        PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
+#endif
     }
     else if (element == EL_SHIELD_ACTIVE)
     {
       DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+#if 0
       if (!(FrameCounter % 4))
-       PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
+       PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
+#endif
     }
 
     if (game.magic_wall_active)
@@ -4785,17 +4876,17 @@ void GameActions()
       element = Feld[x][y];
 
       if (!IS_PLAYER(x,y) &&
-         (element == EL_LEERRAUM ||
-          element == EL_ERDREICH ||
-          element == EL_MORAST_LEER ||
+         (element == EL_EMPTY ||
+          element == EL_SAND ||
+          element == EL_QUICKSAND_EMPTY ||
           element == EL_BLURB_LEFT ||
           element == EL_BLURB_RIGHT))
       {
-       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
-           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
-           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
-           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
-         Feld[x][y] = EL_TROPFEN;
+       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+         Feld[x][y] = EL_AMOEBA_DROP;
       }
 
       random = random * 129 + 1;
@@ -4833,9 +4924,9 @@ void GameActions()
       if (element == EL_MAGIC_WALL_BD_FULL ||
          element == EL_MAGIC_WALL_BD_EMPTY ||
          element == EL_MAGIC_WALL_BD_EMPTYING)
-       PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
+       PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
+       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -4882,7 +4973,7 @@ void GameActions()
          DrawLevelField(x, y);
        }
        else if (element == EL_INVISIBLE_STEEL ||
-                element == EL_UNSICHTBAR ||
+                element == EL_INVISIBLE_WALL ||
                 element == EL_SAND_INVISIBLE)
          DrawLevelField(x, y);
       }
@@ -4897,6 +4988,19 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
+  for (i=0; i<MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (SHIELD_ON(player))
+    {
+      if (player->shield_active_time_left)
+       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+      else if (player->shield_passive_time_left)
+       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+    }
+  }
+
   if (TimeFrames >= (1000 / GameFrameDelay))
   {
     TimeFrames = 0;
@@ -4904,12 +5008,14 @@ void GameActions()
 
     for (i=0; i<MAX_PLAYERS; i++)
     {
-      if (SHIELD_ON(&stored_player[i]))
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (SHIELD_ON(player))
       {
-       stored_player[i].shield_passive_time_left--;
+       player->shield_passive_time_left--;
 
-       if (stored_player[i].shield_active_time_left > 0)
-         stored_player[i].shield_active_time_left--;
+       if (player->shield_active_time_left > 0)
+         player->shield_active_time_left--;
       }
     }
 
@@ -4921,7 +5027,7 @@ void GameActions()
       TimeLeft--;
 
       if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
 
       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
 
@@ -5042,9 +5148,11 @@ static void CheckGravityMovement(struct PlayerInfo *player)
     boolean player_is_moving_to_valid_field =
       (IN_LEV_FIELD(new_jx, new_jy) &&
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       Feld[new_jx][new_jy] == EL_ERDREICH));
+       Feld[new_jx][new_jy] == EL_SAND));
 
-    if (field_under_player_is_free && !player_is_moving_to_valid_field)
+    if (field_under_player_is_free &&
+       !player_is_moving_to_valid_field &&
+       !IS_TUBE(Feld[jx][jy]))
       player->programmed_action = MV_DOWN;
   }
 }
@@ -5079,12 +5187,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
 
   if (DONT_GO_TO(element))
   {
-    if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
+    if (element == EL_ACID && dx == 0 && dy == 1)
     {
       Blurb(jx, jy);
-      Feld[jx][jy] = EL_SPIELFIGUR;
+      Feld[jx][jy] = EL_PLAYER;
       InitMovingField(jx, jy, MV_DOWN);
-      Store[jx][jy] = EL_SALZSAEURE;
+      Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
       BuryHero(player);
     }
@@ -5128,7 +5236,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
 #else
   if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !(tape.playing && tape.game_version < GAME_VERSION_2_0))
+      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
     return FALSE;
 #endif
 
@@ -5293,7 +5401,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
-    if (Feld[last_jx][last_jy] == EL_LEERRAUM)
+    if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
 
     DrawPlayer(player);
@@ -5306,7 +5414,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
   if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-    Feld[last_jx][last_jy] = EL_LEERRAUM;
+    Feld[last_jx][last_jy] = EL_EMPTY;
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
@@ -5328,7 +5436,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     player->last_jx = jx;
     player->last_jy = jy;
 
-    if (Feld[jx][jy] == EL_AUSGANG_AUF)
+    if (Feld[jx][jy] == EL_EXIT_OPEN)
     {
       RemoveHero(player);
 
@@ -5582,8 +5690,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
       continue;
 
     element = Feld[x][y];
-    if (IS_AMOEBOID(element) || element == EL_LIFE ||
-       element == EL_AMOEBING || element == EL_TROPFEN)
+    if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
+       element == EL_AMOEBING || element == EL_AMOEBA_DROP)
     {
       kill_x = x;
       kill_y = y;
@@ -5603,7 +5711,7 @@ void KillHero(struct PlayerInfo *player)
     return;
 
   if (IS_PFORTE(Feld[jx][jy]))
-    Feld[jx][jy] = EL_LEERRAUM;
+    Feld[jx][jy] = EL_EMPTY;
 
   /* deactivate shield (else Bang()/Explode() would not work right) */
   player->shield_passive_time_left = 0;
@@ -5666,7 +5774,7 @@ int DigField(struct PlayerInfo *player,
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int element;
 
-  if (!player->MovPos)
+  if (player->MovPos == 0)
     player->Pushing = FALSE;
 
   if (mode == DF_NO_PUSH)
@@ -5713,39 +5821,27 @@ int DigField(struct PlayerInfo *player,
 
   switch (element)
   {
-    case EL_LEERRAUM:
-    case EL_ERDREICH:
+    case EL_EMPTY:
+    case EL_SAND:
     case EL_SAND_INVISIBLE:
     case EL_TRAP_INACTIVE:
     case EL_SP_BASE:
     case EL_SP_BUG:
       RemoveField(x, y);
-
-      if (element == EL_LEERRAUM)
-       PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
-      else if (element == EL_ERDREICH)
-       PlaySoundLevel(x, y, SND_SAND_DIGGING);
-      else if (element == EL_SAND_INVISIBLE)
-       PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
-      else if (element == EL_TRAP_INACTIVE)
-       PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
-      else if (element == EL_SP_BASE)
-       PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
-      else if (element == EL_SP_BUG)
-       PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
       break;
 
-    case EL_EDELSTEIN:
+    case EL_EMERALD:
     case EL_EDELSTEIN_BD:
-    case EL_EDELSTEIN_GELB:
-    case EL_EDELSTEIN_ROT:
-    case EL_EDELSTEIN_LILA:
-    case EL_DIAMANT:
+    case EL_EDELSTEIN_YELLOW:
+    case EL_EDELSTEIN_RED:
+    case EL_EDELSTEIN_PURPLE:
+    case EL_DIAMOND:
     case EL_SP_INFOTRON:
     case EL_PEARL:
     case EL_CRYSTAL:
       RemoveField(x, y);
-      local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
+      local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
                                          element == EL_PEARL ? 5 :
                                          element == EL_CRYSTAL ? 8 : 1);
       if (local_player->gems_still_needed < 0)
@@ -5754,19 +5850,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_EMERALDS, DY_EMERALDS,
               int2str(local_player->gems_still_needed, 3),
               FS_SMALL, FC_YELLOW);
-
-      if (element == EL_EDELSTEIN_BD)
-       PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
-      else if (element == EL_DIAMANT)
-       PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
-      else if (element == EL_SP_INFOTRON)
-       PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
-      else if (element == EL_PEARL)
-       PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
-      else if (element == EL_CRYSTAL)
-       PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
-      else     /* EL_EDELSTEIN style element */
-       PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
       break;
 
     case EL_SPEED_PILL:
@@ -5776,7 +5860,7 @@ int DigField(struct PlayerInfo *player,
       break;
 
     case EL_ENVELOPE:
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
       break;
 
@@ -5787,68 +5871,65 @@ int DigField(struct PlayerInfo *player,
        TimeLeft += 10;
        DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
       }
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
+      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
       break;
 
     case EL_SHIELD_PASSIVE:
       RemoveField(x, y);
       player->shield_passive_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
+      PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
       break;
 
     case EL_SHIELD_ACTIVE:
       RemoveField(x, y);
       player->shield_passive_time_left += 10;
       player->shield_active_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
+      PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
       break;
 
-    case EL_DYNAMITE_INACTIVE:
+    case EL_DYNAMITE:
     case EL_SP_DISK_RED:
       RemoveField(x, y);
       player->dynamite++;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       DrawText(DX_DYNAMITE, DY_DYNAMITE,
               int2str(local_player->dynamite, 3),
               FS_SMALL, FC_YELLOW);
-      if (element == EL_SP_DISK_RED)
-       PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
-      else
-       PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
       break;
 
     case EL_DYNABOMB_NR:
       RemoveField(x, y);
       player->dynabomb_count++;
       player->dynabombs_left++;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
       break;
 
     case EL_DYNABOMB_SZ:
       RemoveField(x, y);
       player->dynabomb_size++;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
       break;
 
     case EL_DYNABOMB_XL:
       RemoveField(x, y);
       player->dynabomb_xl = TRUE;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
       break;
 
-    case EL_SCHLUESSEL1:
-    case EL_SCHLUESSEL2:
-    case EL_SCHLUESSEL3:
-    case EL_SCHLUESSEL4:
+    case EL_KEY1:
+    case EL_KEY2:
+    case EL_KEY3:
+    case EL_KEY4:
     {
-      int key_nr = element - EL_SCHLUESSEL1;
+      int key_nr = element - EL_KEY1;
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
-      RaiseScoreElement(EL_SCHLUESSEL);
+      RaiseScoreElement(EL_KEY);
       DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         GFX_SCHLUESSEL1 + key_nr);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
@@ -5866,7 +5947,7 @@ int DigField(struct PlayerInfo *player,
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
-      RaiseScoreElement(EL_SCHLUESSEL);
+      RaiseScoreElement(EL_KEY);
       DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         GFX_SCHLUESSEL1 + key_nr);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
@@ -5875,8 +5956,8 @@ int DigField(struct PlayerInfo *player,
       break;
     }
 
-    case EL_ABLENK_AUS:
-      Feld[x][y] = EL_ABLENK_EIN;
+    case EL_ROBOT_WHEEL:
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
       ZX = x;
       ZY = y;
       DrawLevelField(x, y);
@@ -5970,6 +6051,7 @@ int DigField(struct PlayerInfo *player,
                            element == EL_BALLOON_SEND_UP    ? MV_UP :
                            element == EL_BALLOON_SEND_DOWN  ? MV_DOWN :
                            MV_NO_MOVING);
+      PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -5979,19 +6061,24 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 
       player->LevelSolved = player->GameOver = TRUE;
-      PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
+      PlaySoundStereo(SND_SP_EXIT_PASSING, SOUND_MAX_RIGHT);
       break;
 
-    case EL_FELSBROCKEN:
-    case EL_BD_ROCK:
-    case EL_BOMBE:
+      /* the following elements cannot be pushed by "snapping" */
+    case EL_ROCK:
+    case EL_BOMB:
     case EL_DX_SUPABOMB:
-    case EL_KOKOSNUSS:
-    case EL_ZEIT_LEER:
+    case EL_NUT:
+    case EL_TIME_ORB_EMPTY:
     case EL_SP_ZONK:
     case EL_SP_DISK_ORANGE:
     case EL_SPRING:
-      if (dy || mode == DF_SNAP)
+      if (mode == DF_SNAP)
+       return MF_NO_ACTION;
+      /* no "break" -- fall through to next case */
+      /* the following elements can be pushed by "snapping" */
+    case EL_BD_ROCK:
+      if (dy)
        return MF_NO_ACTION;
 
       player->Pushing = TRUE;
@@ -6013,13 +6100,21 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 #else
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
          element != EL_SPRING)
        return MF_NO_ACTION;
 #endif
 
-      RemoveField(x, y);
-      Feld[x+dx][y+dy] = element;
+      if (mode == DF_SNAP)
+      {
+       InitMovingField(x, y, move_direction);
+       ContinueMoving(x, y);
+      }
+      else
+      {
+       RemoveField(x, y);
+       Feld[x+dx][y+dy] = element;
+      }
 
       if (element == EL_SPRING)
       {
@@ -6030,39 +6125,22 @@ int DigField(struct PlayerInfo *player,
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
       DrawLevelField(x+dx, y+dy);
-      if (element == EL_FELSBROCKEN)
-       PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
-      else if (element == EL_BD_ROCK)
-       PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
-      else if (element == EL_BOMBE)
-       PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
-      else if (element == EL_DX_SUPABOMB)
-       PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
-      else if (element == EL_KOKOSNUSS)
-       PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
-      else if (element == EL_ZEIT_LEER)
-       PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
-      else if (element == EL_SP_ZONK)
-       PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
-      else if (element == EL_SP_DISK_ORANGE)
-       PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
-      else if (element == EL_SPRING)
-       PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
       break;
 
-    case EL_PFORTE1:
-    case EL_PFORTE2:
-    case EL_PFORTE3:
-    case EL_PFORTE4:
-      if (!player->key[element - EL_PFORTE1])
+    case EL_GATE1:
+    case EL_GATE2:
+    case EL_GATE3:
+    case EL_GATE4:
+      if (!player->key[element - EL_GATE1])
        return MF_NO_ACTION;
       break;
 
-    case EL_PFORTE1X:
-    case EL_PFORTE2X:
-    case EL_PFORTE3X:
-    case EL_PFORTE4X:
-      if (!player->key[element - EL_PFORTE1X])
+    case EL_GATE1_GRAY:
+    case EL_GATE2_GRAY:
+    case EL_GATE3_GRAY:
+    case EL_GATE4_GRAY:
+      if (!player->key[element - EL_GATE1_GRAY])
        return MF_NO_ACTION;
       break;
 
@@ -6080,14 +6158,13 @@ int DigField(struct PlayerInfo *player,
       DOUBLE_PLAYER_SPEED(player);
 
       PlaySoundLevel(x, y, SND_GATE_PASSING);
-
       break;
 
-    case EL_EM_GATE_1X:
-    case EL_EM_GATE_2X:
-    case EL_EM_GATE_3X:
-    case EL_EM_GATE_4X:
-      if (!player->key[element - EL_EM_GATE_1X])
+    case EL_EM_GATE1_GRAY:
+    case EL_EM_GATE2_GRAY:
+    case EL_EM_GATE3_GRAY:
+    case EL_EM_GATE4_GRAY:
+      if (!player->key[element - EL_EM_GATE1_GRAY])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6097,7 +6174,6 @@ int DigField(struct PlayerInfo *player,
       DOUBLE_PLAYER_SPEED(player);
 
       PlaySoundLevel(x, y, SND_GATE_PASSING);
-
       break;
 
     case EL_SWITCHGATE_OPEN:
@@ -6109,11 +6185,7 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      if (element == EL_SWITCHGATE_OPEN)
-       PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
-      else
-       PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
-
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
       break;
 
     case EL_SP_PORT1_LEFT:
@@ -6196,37 +6268,39 @@ int DigField(struct PlayerInfo *player,
 
        if (!(tube_enter_directions[i][1] & move_direction))
          return MF_NO_ACTION;  /* tube has no opening in this direction */
+
+       PlaySoundLevel(x, y, SND_TUBE_PASSING);
       }
       break;
 
-    case EL_AUSGANG_ZU:
+    case EL_EXIT_CLOSED:
     case EL_AUSGANG_ACT:
       /* door is not (yet) open */
       return MF_NO_ACTION;
       break;
 
-    case EL_AUSGANG_AUF:
+    case EL_EXIT_OPEN:
       if (mode == DF_SNAP)
        return MF_NO_ACTION;
 
-      PlaySoundLevel(x, y, SND_EXIT_ENTERING);
+      PlaySoundLevel(x, y, SND_EXIT_PASSING);
 
       break;
 
-    case EL_BIRNE_AUS:
-      Feld[x][y] = EL_BIRNE_EIN;
+    case EL_LAMP:
+      Feld[x][y] = EL_LAMP_ACTIVE;
       local_player->lights_still_needed--;
       DrawLevelField(x, y);
       PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
       return MF_ACTION;
       break;
 
-    case EL_ZEIT_VOLL:
-      Feld[x][y] = EL_ZEIT_LEER;
+    case EL_TIME_ORB_FULL:
+      Feld[x][y] = EL_TIME_ORB_EMPTY;
       TimeLeft += 10;
       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
       DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
+      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
       return MF_ACTION;
       break;
 
@@ -6268,7 +6342,7 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 #else
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
          element != EL_BALLOON)
        return MF_NO_ACTION;
 #endif
@@ -6296,7 +6370,7 @@ int DigField(struct PlayerInfo *player,
        {
          Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
          if (element == EL_SOKOBAN_FELD_VOLL)
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
+           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
          else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
        }
@@ -6305,18 +6379,13 @@ int DigField(struct PlayerInfo *player,
       {
        RemoveField(x, y);
        Feld[x+dx][y+dy] = element;
+       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
       }
 
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
 
       DrawLevelField(x, y);
       DrawLevelField(x+dx, y+dy);
-      if (element == EL_SONDE)
-       PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
-      else if (element == EL_SP_DISK_YELLOW)
-       PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
-      else if (element == EL_BALLOON)
-       PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
 
       if (IS_SB_ELEMENT(element) &&
          local_player->sokobanfields_still_needed == 0 &&
@@ -6355,6 +6424,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   if (!dx && !dy)
   {
+    if (player->MovPos == 0)
+      player->Pushing = FALSE;
+
     player->snapped = FALSE;
     return FALSE;
   }
@@ -6391,7 +6463,7 @@ boolean PlaceBomb(struct PlayerInfo *player)
       IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
     return FALSE;
 
-  if (element != EL_LEERRAUM)
+  if (element != EL_EMPTY)
     Store[jx][jy] = element;
 
   if (player->dynamite)
@@ -6409,7 +6481,7 @@ boolean PlaceBomb(struct PlayerInfo *player)
        DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
     }
 
-    PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
+    PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
   }
   else
   {
@@ -6419,7 +6491,7 @@ boolean PlaceBomb(struct PlayerInfo *player)
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
 
-    PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
+    PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
   }
 
   return TRUE;
@@ -6427,9 +6499,11 @@ boolean PlaceBomb(struct PlayerInfo *player)
 
 void PlaySoundLevel(int x, int y, int nr)
 {
+  static int loop_sound_frame[NUM_SOUND_FILES];
+  static int loop_sound_volume[NUM_SOUND_FILES];
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
-  int silence_distance = 8;
+  int max_distance = 8;
   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
 
   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
@@ -6437,33 +6511,52 @@ void PlaySoundLevel(int x, int y, int nr)
     return;
 
   if (!IN_LEV_FIELD(x, y) ||
-      sx < -silence_distance || sx >= SCR_FIELDX + silence_distance ||
-      sy < -silence_distance || sy >= SCR_FIELDY + silence_distance)
+      sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+      sy < -max_distance || sy >= SCR_FIELDY + max_distance)
     return;
 
-  volume = PSND_MAX_VOLUME;
-
-#if !defined(PLATFORM_MSDOS)
-  stereo_position = (sx - SCR_FIELDX / 2) * 12;
-#else
-  stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
-  if (stereo_position > PSND_MAX_RIGHT)
-    stereo_position = PSND_MAX_RIGHT;
-  if (stereo_position < PSND_MAX_LEFT)
-    stereo_position = PSND_MAX_LEFT;
-#endif
+  volume = SOUND_MAX_VOLUME;
 
   if (!IN_SCR_FIELD(sx, sy))
   {
-    int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
-    int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
+    int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+    int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
 
-    volume -= volume * (dx > dy ? dx : dy) / silence_distance;
+    volume -= volume * (dx > dy ? dx : dy) / max_distance;
+  }
+
+  stereo_position = (SOUND_MAX_LEFT +
+                    (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
+                    (SCR_FIELDX + 2 * max_distance));
+
+  if (IS_LOOP_SOUND(nr))
+  {
+    /* This assures that quieter loop sounds do not overwrite louder ones,
+       while restarting sound volume comparison with each new game frame. */
+
+    if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+      return;
+
+    loop_sound_volume[nr] = volume;
+    loop_sound_frame[nr] = FrameCounter;
   }
 
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
+void PlaySoundLevelAction(int x, int y, int sound_action)
+{
+  PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+}
+
+void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+{
+  int sound_effect = element_action_sound[element][sound_action];
+
+  if (sound_effect != -1)
+    PlaySoundLevel(x, y, sound_effect);
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;
@@ -6475,26 +6568,26 @@ void RaiseScoreElement(int element)
 {
   switch(element)
   {
-    case EL_EDELSTEIN:
+    case EL_EMERALD:
     case EL_EDELSTEIN_BD:
-    case EL_EDELSTEIN_GELB:
-    case EL_EDELSTEIN_ROT:
-    case EL_EDELSTEIN_LILA:
+    case EL_EDELSTEIN_YELLOW:
+    case EL_EDELSTEIN_RED:
+    case EL_EDELSTEIN_PURPLE:
       RaiseScore(level.score[SC_EDELSTEIN]);
       break;
-    case EL_DIAMANT:
+    case EL_DIAMOND:
       RaiseScore(level.score[SC_DIAMANT]);
       break;
-    case EL_KAEFER:
+    case EL_BUG:
     case EL_BUTTERFLY:
       RaiseScore(level.score[SC_KAEFER]);
       break;
-    case EL_FLIEGER:
+    case EL_SPACESHIP:
     case EL_FIREFLY:
       RaiseScore(level.score[SC_FLIEGER]);
       break;
-    case EL_MAMPFER:
-    case EL_MAMPFER2:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
       RaiseScore(level.score[SC_MAMPFER]);
       break;
     case EL_ROBOT:
@@ -6503,13 +6596,13 @@ void RaiseScoreElement(int element)
     case EL_PACMAN:
       RaiseScore(level.score[SC_PACMAN]);
       break;
-    case EL_KOKOSNUSS:
+    case EL_NUT:
       RaiseScore(level.score[SC_KOKOSNUSS]);
       break;
-    case EL_DYNAMITE_INACTIVE:
+    case EL_DYNAMITE:
       RaiseScore(level.score[SC_DYNAMIT]);
       break;
-    case EL_SCHLUESSEL:
+    case EL_KEY:
       RaiseScore(level.score[SC_SCHLUESSEL]);
       break;
     default: