rnd-20060111-1-src
[rocksndiamonds.git] / src / game.c
index 092e5cd2e26134caa205c71428480a2c574b84db..052239346ffc65f545296b98070c120881393cf3 100644 (file)
@@ -34,6 +34,8 @@
 #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_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
 
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define SCROLL_INIT            0
 #define SCROLL_GO_ON           1
 
-/* for Explode() */
+/* for Bang()/Explode() */
 #define EX_PHASE_START         0
 #define EX_TYPE_NONE           0
 #define EX_TYPE_NORMAL         (1 << 0)
 #define EX_TYPE_CENTER         (1 << 1)
 #define EX_TYPE_BORDER         (1 << 2)
 #define EX_TYPE_CROSS          (1 << 3)
+#define EX_TYPE_DYNA           (1 << 4)
 #define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
 /* special positions in the game control window (relative to control window) */
                                 RND(element_info[e].ce_value_random_initial))
 #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_TARGET_ELEMENT(e, ch)                                      \
        ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
         (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
 
-#define GET_VALID_PLAYER_ELEMENT(e)                                    \
-       ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
-
 #define CAN_GROW_INTO(e)                                               \
        ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
 
 
 /* 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);
@@ -258,7 +263,7 @@ 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 boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
 #define CheckTriggeredElementChange(x, y, e, ev)                       \
@@ -299,19 +304,22 @@ 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 x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(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 InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
+
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
 
 struct ChangingElementInfo
 {
@@ -478,6 +486,14 @@ static struct ChangingElementInfo change_delay_list[] =
     RunTimegateWheel,
     NULL
   },
+  {
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    0,
+    InitMagicBallDelay,
+    NULL,
+    ActivateMagicBall
+  },
 
   {
     EL_UNDEFINED,
@@ -597,6 +613,46 @@ static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
 
 #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)     \
+
+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();
+}
 
 void GetPlayerConfig()
 {
@@ -683,7 +739,7 @@ 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;
       }
 
       Feld[x][y] = EL_PLAYER_1;
@@ -892,6 +948,16 @@ static void InitField(int x, int y, boolean init_game)
        game.light_time_left = level.time_light * FRAMES_PER_SECOND;
       break;
 
+    case EL_EMC_MAGIC_BALL:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+      break;
+
+    case EL_EMC_MAGIC_BALL_SWITCH:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+      break;
+
     default:
 #if 1
       if (IS_CUSTOM_ELEMENT(element))
@@ -900,7 +966,7 @@ static void InitField(int x, int y, boolean init_game)
          InitMovDir(x, y);
 
 #if USE_NEW_CUSTOM_VALUE
-       if (!element_info[element].use_last_ce_value)
+       if (!element_info[element].use_last_ce_value || init_game)
          CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
 #endif
       }
@@ -933,6 +999,11 @@ static void InitField(int x, int y, boolean init_game)
       break;
   }
 
+#if 1
+  if (!init_game)
+    CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
+#endif
+
 #if 0
 
 #if USE_NEW_CUSTOM_VALUE
@@ -1139,7 +1210,7 @@ static void resolve_group_element(int group_element, int recursion_depth)
 
 static void InitGameEngine()
 {
-  int i, j, k, l;
+  int i, j, k, l, x, y;
 
   /* set game engine from tape file when re-playing, else from level file */
   game.engine_version = (tape.playing ? tape.engine_version :
@@ -1211,8 +1282,43 @@ static void InitGameEngine()
   game.use_block_last_field_bug =
     (game.engine_version < VERSION_IDENT(3,1,1,0));
 
+  /*
+    Summary of bugfix/change:
+    Changed behaviour of CE changes with multiple changes per single frame.
+
+    Fixed/changed in version:
+    3.2.0-6
+
+    Description:
+    Before 3.2.0-6, only one single CE change was allowed in each engine frame.
+    This resulted in race conditions where CEs seem to behave strange in some
+    situations (where triggered CE changes were just skipped because there was
+    already a CE change on that tile in the playfield in that engine frame).
+    Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
+    (The number of changes per frame must be limited in any case, because else
+    it is easily possible to define CE changes that would result in an infinite
+    loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
+    should be set large enough so that it would only be reached in cases where
+    the corresponding CE change conditions run into a loop. Therefore, it seems
+    to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
+    maximal number of change pages for custom elements.)
+
+    Affected levels/tapes:
+    Probably many.
+  */
+
+#if USE_ONLY_ONE_CHANGE_PER_FRAME
+  game.max_num_changes_per_frame = 1;
+#else
+  game.max_num_changes_per_frame =
+    (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
+#endif
+
   /* ---------------------------------------------------------------------- */
 
+  /* default scan direction: scan playfield from top/left to bottom/right */
+  InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+
   /* dynamically adjust element properties according to game engine version */
   InitElementPropertiesEngine(game.engine_version);
 
@@ -1474,8 +1580,63 @@ static void InitGameEngine()
   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
     element_info[access_direction_list[i].element].access_direction =
       access_direction_list[i].direction;
+
+  /* ---------- initialize explosion content ------------------------------- */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (IS_CUSTOM_ELEMENT(i))
+      continue;
+
+    for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+    {
+      /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+
+      element_info[i].content.e[x][y] =
+       (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
+        i == EL_PLAYER_2 ? EL_EMERALD_RED :
+        i == EL_PLAYER_3 ? EL_EMERALD :
+        i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
+        i == EL_MOLE ? EL_EMERALD_RED :
+        i == EL_PENGUIN ? EL_EMERALD_PURPLE :
+        i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
+        i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
+        i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
+        i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
+        i == EL_WALL_EMERALD ? EL_EMERALD :
+        i == EL_WALL_DIAMOND ? EL_DIAMOND :
+        i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
+        i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
+        i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
+        i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
+        i == EL_WALL_PEARL ? EL_PEARL :
+        i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
+        EL_EMPTY);
+    }
+  }
 }
 
+int get_num_special_action(int element, int action_first, int action_last)
+{
+  int num_special_action = 0;
+  int i, j;
+
+  for (i = action_first; i <= action_last; i++)
+  {
+    boolean found = FALSE;
+
+    for (j = 0; j < NUM_DIRECTIONS; j++)
+      if (el_act_dir2img(element, i, j) !=
+         el_act_dir2img(element, ACTION_DEFAULT, j))
+       found = TRUE;
+
+    if (found)
+      num_special_action++;
+    else
+      break;
+  }
+
+  return num_special_action;
+}
 
 /*
   =============================================================================
@@ -1490,7 +1651,7 @@ 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;
+  int i, j, x, y;
 
   InitGameEngine();
 
@@ -1534,7 +1695,10 @@ void InitGame()
     player->Frame = 0;
     player->StepFrame = 0;
 
-    player->use_murphy_graphic = FALSE;
+    player->use_murphy = FALSE;
+    player->artwork_element =
+      (level.use_artwork_element[i] ? level.artwork_element[i] :
+       player->element_nr);
 
     player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
     player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
@@ -1573,38 +1737,13 @@ void InitGame()
     player->special_action_bored = ACTION_DEFAULT;
     player->special_action_sleeping = ACTION_DEFAULT;
 
-    player->num_special_action_bored = 0;
-    player->num_special_action_sleeping = 0;
-
-    /* determine number of special actions for bored and sleeping animation */
-    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
-    {
-      boolean found = FALSE;
-
-      for (k = 0; k < NUM_DIRECTIONS; k++)
-       if (el_act_dir2img(player->element_nr, j, k) !=
-           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
-         found = TRUE;
-
-      if (found)
-       player->num_special_action_bored++;
-      else
-       break;
-    }
-    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
-    {
-      boolean found = FALSE;
-
-      for (k = 0; k < NUM_DIRECTIONS; k++)
-       if (el_act_dir2img(player->element_nr, j, k) !=
-           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
-         found = TRUE;
-
-      if (found)
-       player->num_special_action_sleeping++;
-      else
-       break;
-    }
+    /* 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);
 
     player->switch_x = -1;
     player->switch_y = -1;
@@ -1677,6 +1816,12 @@ void InitGame()
   game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
+  game.lenses_time_left = 0;
+  game.magnify_time_left = 0;
+
+  game.ball_state = level.ball_state_initial;
+  game.ball_content_nr = 0;
+
   game.envelope_active = FALSE;
 
   for (i = 0; i < NUM_BELTS; i++)
@@ -1688,56 +1833,58 @@ void InitGame()
   for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x = 0; x < lev_fieldx; x++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++)
+#endif
   {
-    for (y = 0; y < lev_fieldy; y++)
-    {
-      Feld[x][y] = level.field[x][y];
-      MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-      ChangeDelay[x][y] = 0;
-      ChangePage[x][y] = -1;
+    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() */
+    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;
-      Stop[x][y] = FALSE;
-      Pushed[x][y] = FALSE;
+    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+    AmoebaNr[x][y] = 0;
+    WasJustMoving[x][y] = 0;
+    WasJustFalling[x][y] = 0;
+    CheckCollision[x][y] = 0;
+    Stop[x][y] = FALSE;
+    Pushed[x][y] = FALSE;
 
-      Changed[x][y] = FALSE;
-      ChangeEvent[x][y] = -1;
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-      ExplodePhase[x][y] = 0;
-      ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_TYPE_NONE;
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-      RunnerVisit[x][y] = 0;
-      PlayerVisit[x][y] = 0;
+    RunnerVisit[x][y] = 0;
+    PlayerVisit[x][y] = 0;
 
-      GfxFrame[x][y] = 0;
-      GfxRandom[x][y] = INIT_GFX_RANDOM();
-      GfxElement[x][y] = EL_UNDEFINED;
-      GfxAction[x][y] = ACTION_DEFAULT;
-      GfxDir[x][y] = MV_NONE;
-    }
+    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;
   }
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
-       emulate_bd = FALSE;
-      if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
-       emulate_sb = FALSE;
-      if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
-       emulate_sp = FALSE;
+    if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+      emulate_bd = FALSE;
+    if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+      emulate_sb = FALSE;
+    if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+      emulate_sp = FALSE;
 
-      InitField(x, y, TRUE);
-    }
+    InitField(x, y, TRUE);
   }
 
   InitBeltMovement();
@@ -1824,6 +1971,8 @@ void InitGame()
          player->element_nr = some_player->element_nr;
 #endif
 
+         player->artwork_element = some_player->artwork_element;
+
          player->block_last_field       = some_player->block_last_field;
          player->block_delay_adjustment = some_player->block_delay_adjustment;
 
@@ -1932,14 +2081,30 @@ void InitGame()
     int start_x = 0, start_y = 0;
     int found_rating = 0;
     int found_element = EL_UNDEFINED;
+    int player_nr = local_player->index_nr;
 
+#if 1
+    SCAN_PLAYFIELD(x, y)
+#else
     for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
     {
       int element = Feld[x][y];
       int content;
       int xx, yy;
       boolean is_player;
 
+      if (level.use_start_element[player_nr] &&
+         level.start_element[player_nr] == element &&
+         found_rating < 4)
+      {
+       start_x = x;
+       start_y = y;
+
+       found_rating = 4;
+       found_element = element;
+      }
+
       if (!IS_CUSTOM_ELEMENT(element))
        continue;
 
@@ -1947,6 +2112,7 @@ void InitGame()
       {
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
+         /* check for player created from custom element as single target */
          content = element_info[element].change_page[i].target_element;
          is_player = ELEM_IS_PLAYER(content);
 
@@ -1963,6 +2129,7 @@ void InitGame()
 
       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);
 
@@ -1980,6 +2147,7 @@ void InitGame()
 
        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];
 
@@ -2308,12 +2476,17 @@ void GameWon()
     {
       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))
+
+      if (TimeLeft > 100 && TimeLeft % 10 == 0)
+      {
        TimeLeft -= 10;
+       RaiseScore(level.score[SC_TIME_BONUS] * 10);
+      }
       else
+      {
        TimeLeft--;
+       RaiseScore(level.score[SC_TIME_BONUS]);
+      }
 
       DrawGameValue_Time(TimeLeft);
 
@@ -2336,12 +2509,17 @@ void GameWon()
     {
       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))
+
+      if (TimePlayed < 900 && TimePlayed % 10 == 0)
+      {
        TimePlayed += 10;
+       RaiseScore(level.score[SC_TIME_BONUS] * 10);
+      }
       else
+      {
        TimePlayed++;
+       RaiseScore(level.score[SC_TIME_BONUS]);
+      }
 
       DrawGameValue_Time(TimePlayed);
 
@@ -2862,8 +3040,9 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-  int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
-  struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+  int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+  int player_nr = GET_PLAYER_NR(el_player);
+  struct PlayerInfo *player = &stored_player[player_nr];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
@@ -2966,6 +3145,7 @@ void Explode(int ex, int ey, int phase, int mode)
   if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
   {
     int center_element = Feld[ex][ey];
+    int artwork_element, explosion_element;    /* set these values later */
 
 #if 0
     /* --- This is only really needed (and now handled) in "Impact()". --- */
@@ -2976,10 +3156,13 @@ void Explode(int ex, int ey, int phase, int mode)
       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)
-      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+      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]))
@@ -2993,7 +3176,35 @@ void Explode(int ex, int ey, int phase, int mode)
       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
+
+#if 1
+    last_phase = element_info[explosion_element].explosion_delay + 1;
+#else
     last_phase = element_info[center_element].explosion_delay + 1;
+#endif
 
     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
     {
@@ -3066,6 +3277,11 @@ void Explode(int ex, int ey, int phase, int mode)
 
       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
       {
+#if 1
+       int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+
+       Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
+#else
        switch(StorePlayer[ex][ey])
        {
          case EL_PLAYER_2:
@@ -3082,10 +3298,33 @@ void Explode(int ex, int ey, int phase, int mode)
            Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
            break;
        }
+#endif
 
-       if (PLAYERINFO(ex, ey)->use_murphy_graphic)
+       if (PLAYERINFO(ex, ey)->use_murphy)
          Store[x][y] = EL_EMPTY;
       }
+#if 1
+      /* !!! 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;
+#else
       else if (center_element == EL_MOLE)
        Store[x][y] = EL_EMERALD_RED;
       else if (center_element == EL_PENGUIN)
@@ -3123,13 +3362,14 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = element_info[element].content.e[1][1];
       else
        Store[x][y] = EL_EMPTY;
+#endif
 
       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] = center_element;
+      GfxElement[x][y] = artwork_element;
 
       ExplodePhase[x][y] = 1;
       ExplodeDelay[x][y] = last_phase;
@@ -3223,12 +3463,18 @@ void Explode(int ex, int ey, int phase, int mode)
     /* player can escape from explosions and might therefore be still alive */
     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
        element <= EL_PLAYER_IS_EXPLODING_4)
-      Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
-                   EL_EMPTY :
-                   element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
-                   element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
-                   element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
-                   EL_EMERALD_PURPLE);
+    {
+      int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+      int explosion_element = EL_PLAYER_1 + player_nr;
+      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
+
+      if (level.use_explosion_element[player_nr])
+       explosion_element = level.explosion_element[player_nr];
+
+      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+                   element_info[explosion_element].content.e[xx][yy]);
+    }
 
     /* restore probably existing indestructible background element */
     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
@@ -3336,13 +3582,24 @@ void DynaExplode(int ex, int ey)
 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_graphic ? EL_SP_MURPHY :
+    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
                            player->element_nr);
+
+    if (level.use_explosion_element[player->index_nr])
+    {
+      int explosion_element = level.explosion_element[player->index_nr];
+
+      if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+       explosion_type = EX_TYPE_CROSS;
+      else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+       explosion_type = EX_TYPE_CENTER;
+    }
   }
 
   switch(element)
@@ -3357,8 +3614,8 @@ void Bang(int x, int y)
     case EL_PACMAN:
     case EL_MOLE:
       RaiseScoreElement(element);
-      Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
+
     case EL_DYNABOMB_PLAYER_1_ACTIVE:
     case EL_DYNABOMB_PLAYER_2_ACTIVE:
     case EL_DYNABOMB_PLAYER_3_ACTIVE:
@@ -3366,27 +3623,30 @@ void Bang(int x, int y)
     case EL_DYNABOMB_INCREASE_NUMBER:
     case EL_DYNABOMB_INCREASE_SIZE:
     case EL_DYNABOMB_INCREASE_POWER:
-      DynaExplode(x, y);
+      explosion_type = EX_TYPE_DYNA;
       break;
+
     case EL_PENGUIN:
     case EL_LAMP:
     case EL_LAMP_ACTIVE:
     case EL_AMOEBA_TO_DIAMOND:
-      if (IS_PLAYER(x, y))
-       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
-      else
-       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
+      if (!IS_PLAYER(x, y))    /* penguin and player may be at same field */
+       explosion_type = EX_TYPE_CENTER;
       break;
+
     default:
       if (element_info[element].explosion_type == EXPLODES_CROSS)
-       Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+       explosion_type = EX_TYPE_CROSS;
       else if (element_info[element].explosion_type == EXPLODES_1X1)
-       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
-      else
-       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
+       explosion_type = EX_TYPE_CENTER;
       break;
   }
 
+  if (explosion_type == EX_TYPE_DYNA)
+    DynaExplode(x, y);
+  else
+    Explode(x, y, EX_PHASE_START, explosion_type);
+
   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
 }
 
@@ -3441,25 +3701,26 @@ static void InitBeltMovement()
     }
   }
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    int element = Feld[x][y];
 
-      for (i = 0; i < NUM_BELTS; i++)
+    for (i = 0; i < NUM_BELTS; i++)
+    {
+      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
       {
-       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+       int belt_nr = i;
 
-         if (e_belt_nr == belt_nr)
-         {
-           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
 
-           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-         }
+         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
        }
       }
     }
@@ -3524,45 +3785,46 @@ static void ToggleBeltSwitch(int x, int y)
       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
   }
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+  SCAN_PLAYFIELD(xx, yy)
+#else
+  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
+    int element = Feld[xx][yy];
+
+    if (IS_BELT_SWITCH(element))
     {
-      int element = Feld[xx][yy];
+      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
 
-      if (IS_BELT_SWITCH(element))
+      if (e_belt_nr == belt_nr)
       {
-       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
-
-       if (e_belt_nr == belt_nr)
-       {
-         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+       DrawLevelField(xx, yy);
       }
-      else if (IS_BELT(element) && belt_dir != MV_NONE)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
+    }
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
-         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
       }
-      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
-      {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+    }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
       }
     }
   }
@@ -3574,32 +3836,33 @@ static void ToggleSwitchgateSwitch(int x, int y)
 
   game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+  SCAN_PLAYFIELD(xx, yy)
+#else
+  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    int element = Feld[xx][yy];
 
-      if (element == EL_SWITCHGATE_SWITCH_UP ||
-         element == EL_SWITCHGATE_SWITCH_DOWN)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
-      }
-      else if (element == EL_SWITCHGATE_OPEN ||
-              element == EL_SWITCHGATE_OPENING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+    if (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;
 
-       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-      }
-      else if (element == EL_SWITCHGATE_CLOSED ||
-              element == EL_SWITCHGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+    }
+    else if (element == EL_SWITCHGATE_CLOSED ||
+            element == EL_SWITCHGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
 
-       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-      }
+      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
     }
   }
 }
@@ -3624,50 +3887,167 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
+    int element = Feld[x][y];
+
+    if (element == EL_LIGHT_SWITCH &&
+       game.light_time_left > 0)
     {
-      int element = Feld[x][y];
+      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+      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);
 
-      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);
+      DrawLevelField(x, y);
 
-       DrawLevelField(x, y);
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.light_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-       /* 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);
+      DrawLevelField(x, y);
 
-       DrawLevelField(x, y);
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+  }
+}
 
-       /* re-crumble neighbour fields, if needed */
-       if (element == EL_INVISIBLE_SAND)
-         DrawLevelFieldCrumbledSandNeighbours(x, y);
-      }
+static void RedrawAllInvisibleElementsForLenses()
+{
+  int x, y;
+
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+  {
+    int element = Feld[x][y];
+
+    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);
+
+      DrawLevelField(x, y);
+
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+      DrawLevelField(x, y);
+
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       DrawLevelFieldCrumbledSandNeighbours(x, y);
+    }
+  }
+}
+
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+  int x, y;
+
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
+  {
+    int element = Feld[x][y];
+
+    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);
     }
   }
 }
@@ -3689,28 +4069,29 @@ static void ActivateTimegateSwitch(int x, int y)
 
   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+  SCAN_PLAYFIELD(xx, yy)
+#else
+  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    int element = Feld[xx][yy];
 
-      if (element == EL_TIMEGATE_CLOSED ||
-         element == EL_TIMEGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
-      }
-
-      /*
-      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-       DrawLevelField(xx, yy);
-      }
-      */
+    if (element == EL_TIMEGATE_CLOSED ||
+       element == EL_TIMEGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_OPENING;
+      PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+    }
 
+    /*
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+      DrawLevelField(xx, yy);
     }
+    */
+
   }
 
   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
@@ -3738,6 +4119,18 @@ void Impact(int x, int y)
        ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
       object_hit = FALSE;
 
+#if USE_QUICKSAND_IMPACT_BUGFIX
+    if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+    {
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      DrawLevelField(x, y + 2);
+
+      object_hit = TRUE;
+    }
+#endif
+
     if (object_hit)
       smashed = MovingOrBlocked2Element(x, y + 1);
 
@@ -3807,10 +4200,13 @@ void Impact(int x, int y)
         EL_BD_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
-      for (yy = 0; yy < lev_fieldy; yy++)
-       for (xx = 0; xx < lev_fieldx; xx++)
-         if (Feld[xx][yy] == smashed)
-           Feld[xx][yy] = activated_magic_wall;
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+       if (Feld[xx][yy] == smashed)
+         Feld[xx][yy] = activated_magic_wall;
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
@@ -3949,7 +4345,7 @@ inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
-    int x, y;
+    int dx, dy;
   } move_xy[] =
   {
     {  0,  0 },
@@ -3984,10 +4380,10 @@ inline static void TurnRoundExt(int x, int y)
   int right_dir = turn[old_move_dir].right;
   int back_dir  = turn[old_move_dir].back;
 
-  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
-  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
-  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
-  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
+  int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
+  int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
+  int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
+  int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
 
   int left_x  = x + left_dx,  left_y  = y + left_dy;
   int right_x = x + right_dx, right_y = y + right_dy;
@@ -4140,8 +4536,8 @@ inline static void TurnRoundExt(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
     if (!IN_LEV_FIELD(xx, yy) ||
         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
@@ -4168,8 +4564,8 @@ inline static void TurnRoundExt(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    xx = x + move_xy[MovDir[x][y]].x;
-    yy = y + move_xy[MovDir[x][y]].y;
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
@@ -5218,6 +5614,11 @@ void StartMoving(int x, int y)
       }
 
       Store[newx][newy] = EL_EMPTY;
+#if 1
+      /* this makes it possible to leave the removed element again */
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = new_element;
+#else
       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
       {
        int move_leave_element = element_info[element].move_leave_element;
@@ -5226,6 +5627,7 @@ void StartMoving(int x, int y)
        Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
                             new_element : move_leave_element);
       }
+#endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
       {
@@ -5421,12 +5823,13 @@ void StartMoving(int x, int y)
 void ContinueMoving(int x, int y)
 {
   int element = Feld[x][y];
-  int stored = Store[x][y];
   struct ElementInfo *ei = &element_info[element];
   int direction = MovDir[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int newx = x + dx, newy = y + dy;
+  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);
@@ -5528,22 +5931,34 @@ void ContinueMoving(int x, int y)
 
   MovDelay[newx][newy] = 0;
 
+#if 1
+  if (CAN_CHANGE_OR_HAS_ACTION(element))
+#else
   if (CAN_CHANGE(element))
+#endif
   {
     /* copy element change control values to new field */
     ChangeDelay[newx][newy] = ChangeDelay[x][y];
     ChangePage[newx][newy]  = ChangePage[x][y];
-    Changed[newx][newy]     = Changed[x][y];
+    ChangeCount[newx][newy] = ChangeCount[x][y];
     ChangeEvent[newx][newy] = ChangeEvent[x][y];
 
+#if 0
 #if USE_NEW_CUSTOM_VALUE
     CustomValue[newx][newy] = CustomValue[x][y];
+#endif
 #endif
   }
 
+#if 1
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+#endif
+
   ChangeDelay[x][y] = 0;
   ChangePage[x][y] = -1;
-  Changed[x][y] = FALSE;
+  ChangeCount[x][y] = 0;
   ChangeEvent[x][y] = -1;
 
 #if USE_NEW_CUSTOM_VALUE
@@ -5565,10 +5980,16 @@ void ContinueMoving(int x, int y)
   {
     int move_leave_element = ei->move_leave_element;
 
+#if 1
+    /* this makes it possible to leave the removed element again */
+    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+      move_leave_element = stored;
+#else
     /* this makes it possible to leave the removed element again */
     if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
         ei->move_leave_element == EL_TRIGGER_ELEMENT)
       move_leave_element = stored;
+#endif
 
     Feld[x][y] = move_leave_element;
 
@@ -5644,20 +6065,29 @@ void ContinueMoving(int x, int y)
 
   if (pushed_by_player && !game.use_change_when_pushing_bug)
   {
-    int dig_side = MV_DIR_OPPOSITE(direction);
+    int push_side = MV_DIR_OPPOSITE(direction);
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
-                              player->index_bit, dig_side);
+                              player->index_bit, push_side);
     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
-                                       player->index_bit, dig_side);
+                                       player->index_bit, push_side);
   }
 
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
+
   TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
 
   TestIfElementHitsCustomElement(newx, newy, direction);
   TestIfPlayerTouchesCustomElement(newx, newy);
   TestIfElementTouchesCustomElement(newx, newy);
+
+#if 1
+  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));
+#endif
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -5726,13 +6156,14 @@ void AmoebenVereinigen(int ax, int ay)
       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
       AmoebaCnt2[old_group_nr] = 0;
 
-      for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
       {
-       for (xx = 0; xx < lev_fieldx; xx++)
-       {
-         if (AmoebaNr[xx][yy] == old_group_nr)
-           AmoebaNr[xx][yy] = new_group_nr;
-       }
+       if (AmoebaNr[xx][yy] == old_group_nr)
+         AmoebaNr[xx][yy] = new_group_nr;
       }
     }
   }
@@ -5755,17 +6186,19 @@ void AmoebeUmwandeln(int ax, int ay)
     }
 #endif
 
-    for (y = 0; y < lev_fieldy; y++)
+#if 1
+    SCAN_PLAYFIELD(x, y)
+#else
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
     {
-      for (x = 0; x < lev_fieldx; x++)
+      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
       {
-       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
-       {
-         AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
-       }
+       AmoebaNr[x][y] = 0;
+       Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
       }
     }
+
     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
                            SND_AMOEBA_TURNING_TO_GEM :
                            SND_AMOEBA_TURNING_TO_ROCK));
@@ -5815,21 +6248,22 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 #endif
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
+    if (AmoebaNr[x][y] == group_nr &&
+       (Feld[x][y] == EL_AMOEBA_DEAD ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_GROWING))
     {
-      if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBA_DEAD ||
-          Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_GROWING))
-      {
-       AmoebaNr[x][y] = 0;
-       Feld[x][y] = new_element;
-       InitField(x, y, FALSE);
-       DrawLevelField(x, y);
-       done = TRUE;
-      }
+      AmoebaNr[x][y] = 0;
+      Feld[x][y] = new_element;
+      InitField(x, y, FALSE);
+      DrawLevelField(x, y);
+      done = TRUE;
     }
   }
 
@@ -6172,6 +6606,47 @@ static void RunTimegateWheel(int x, int y)
   PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
 }
 
+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 (level.ball_random)
+  {
+    int pos_border = RND(8);   /* select one of the eight border elements */
+    int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+    int xx = pos_content % 3;
+    int yy = pos_content / 3;
+
+    x = bx - 1 + xx;
+    y = by - 1 + yy;
+
+    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+  }
+  else
+  {
+    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+    {
+      int xx = x - bx + 1;
+      int yy = y - by + 1;
+
+      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+    }
+  }
+
+  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+}
+
 void CheckExit(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
@@ -6220,18 +6695,19 @@ static void CloseAllOpenTimegates()
 {
   int x, y;
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    int element = Feld[x][y];
 
-      if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
-      {
-       Feld[x][y] = EL_TIMEGATE_CLOSING;
+    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+    {
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
 
-       PlayLevelSoundAction(x, y, ACTION_CLOSING);
-      }
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
     }
   }
 }
@@ -6576,7 +7052,11 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
   if (!change->has_action)
     return;
 
-  /* ---------- determine action paramater values ---------- */
+  /* ---------- 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 :
@@ -6594,23 +7074,23 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      MV_NONE);
 
   int action_arg_number_min =
-    (action_type == CA_SET_SPEED ? MOVE_STEPSIZE_MIN :
+    (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
      CA_ARG_MIN);
 
   int action_arg_number_max =
-    (action_type == CA_SET_SPEED ? MOVE_STEPSIZE_MAX :
-     action_type == CA_SET_GEMS ? 999 :
-     action_type == CA_SET_TIME ? 9999 :
-     action_type == CA_SET_SCORE ? 99999 :
+    (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
+     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_SCORE ? 9999 :
      action_type == CA_SET_CE_VALUE ? 9999 :
      CA_ARG_MAX);
 
   int action_arg_number_reset =
-    (action_type == CA_SET_SPEED ? TILEX / game.initial_move_delay_value :
-     action_type == CA_SET_GEMS ? level.gems_needed :
-     action_type == CA_SET_TIME ? level.time :
-     action_type == CA_SET_SCORE ? 0 :
+    (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
+     action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
+     action_type == CA_SET_LEVEL_TIME ? level.time :
+     action_type == CA_SET_LEVEL_SCORE ? 0 :
      action_type == CA_SET_CE_SCORE ? 0 :
 #if 1
      action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
@@ -6633,15 +7113,18 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 #else
      action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
 #endif
-     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
+     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
+     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
      action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
      -1);
 
   int action_arg_number_old =
-    (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
-     action_type == CA_SET_TIME ? TimeLeft :
-     action_type == CA_SET_SCORE ? local_player->score :
+    (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_SCORE ? ei->collect_score :
      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
      0);
@@ -6663,7 +7146,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
      PLAYER_BITS_ANY);
 
-  /* ---------- execute action  ---------- */
+  /* ---------- execute action  -------------------------------------------- */
 
   switch(action_type)
   {
@@ -6672,24 +7155,78 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       return;
     }
 
-    case CA_EXIT_PLAYER:
+    /* ---------- level actions  ------------------------------------------- */
+
+    case CA_RESTART_LEVEL:
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+      game.restart_level = TRUE;
 
       break;
     }
 
-    case CA_KILL_PLAYER:
+    case CA_SHOW_ENVELOPE:
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         KillPlayer(&stored_player[i]);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
+
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
+
+      break;
+    }
+
+    case CA_SET_LEVEL_TIME:
+    {
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
+
+      break;
+    }
+
+    case CA_SET_LEVEL_SCORE:
+    {
+      local_player->score = action_arg_number_new;
+
+      DrawGameValue_Score(local_player->score);
+
+      break;
+    }
+
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
+
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
 
       break;
     }
 
+    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;
+    }
+
+    case CA_SET_LEVEL_WIND:
+    {
+      game.wind_direction = action_arg_direction;
+
+      break;
+    }
+
+    /* ---------- player actions  ------------------------------------------ */
+
     case CA_MOVE_PLAYER:
     {
       /* automatically move to the next field in specified direction */
@@ -6700,25 +7237,25 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_RESTART_LEVEL:
+    case CA_EXIT_PLAYER:
     {
-      game.restart_level = TRUE;
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
 
       break;
     }
 
-    case CA_SHOW_ENVELOPE:
+    case CA_KILL_PLAYER:
     {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_ENVELOPE_1);
-
-      if (IS_ENVELOPE(element))
-       local_player->show_envelope = element;
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
 
       break;
     }
 
-    case CA_SET_KEYS:
+    case CA_SET_PLAYER_KEYS:
     {
       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
       int element = getSpecialActionElement(action_arg_element,
@@ -6742,7 +7279,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_SET_SPEED:
+    case CA_SET_PLAYER_SPEED:
     {
       for (i = 0; i < MAX_PLAYERS; i++)
       {
@@ -6779,55 +7316,63 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-    case CA_SET_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;
-    }
-
-    case CA_SET_WIND:
+    case CA_SET_PLAYER_SHIELD:
     {
-      game.wind_direction = action_arg_direction;
+      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;
     }
 
-    case CA_SET_GEMS:
+    case CA_SET_PLAYER_ARTWORK:
     {
-      local_player->gems_still_needed = action_arg_number_new;
-
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int artwork_element = action_arg_element;
 
-      break;
-    }
+         if (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element =
+             (level.use_artwork_element[i] ? level.artwork_element[i] :
+              stored_player[i].element_nr);
 
-    case CA_SET_TIME:
-    {
-      if (level.time > 0)      /* only modify limited time value */
-      {
-       TimeLeft = action_arg_number_new;
+         stored_player[i].artwork_element = artwork_element;
 
-       DrawGameValue_Time(TimeLeft);
+         SetPlayerWaiting(&stored_player[i], FALSE);
 
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillPlayer(&stored_player[i]);
+         /* set number of special actions for bored and sleeping animation */
+         stored_player[i].num_special_action_bored =
+           get_num_special_action(artwork_element,
+                                  ACTION_BORING_1, ACTION_BORING_LAST);
+         stored_player[i].num_special_action_sleeping =
+           get_num_special_action(artwork_element,
+                                  ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+       }
       }
 
       break;
     }
 
-    case CA_SET_SCORE:
-    {
-      local_player->score = action_arg_number_new;
-
-      DrawGameValue_Score(local_player->score);
-
-      break;
-    }
+    /* ---------- CE actions  ---------------------------------------------- */
 
     case CA_SET_CE_SCORE:
     {
@@ -6861,50 +7406,36 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
-#if 0
-    case CA_SET_DYNABOMB_NUMBER:
-    {
-      printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
-
-      break;
-    }
-
-    case CA_SET_DYNABOMB_SIZE:
-    {
-      printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
-
-      break;
-    }
+    /* ---------- engine actions  ------------------------------------------ */
 
-    case CA_SET_DYNABOMB_POWER:
+    case CA_SET_ENGINE_SCAN_MODE:
     {
-      printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
+      InitPlayfieldScanMode(action_arg);
 
       break;
     }
-#endif
 
     default:
       break;
   }
 }
 
-static void ChangeElementNowExt(struct ElementChangeInfo *change,
-                               int x, int y, int target_element)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
   int previous_move_direction = MovDir[x][y];
 #if USE_NEW_CUSTOM_VALUE
   int last_ce_value = CustomValue[x][y];
 #endif
-  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+  boolean add_player = (ELEM_IS_PLAYER(element) &&
                        IS_WALKABLE(Feld[x][y]));
 
   /* check if element under player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
-      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
   {
     Bang(x, y);
+
     return;
   }
 
@@ -6915,7 +7446,7 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
     else
       RemoveField(x, y);
 
-    Feld[x][y] = target_element;
+    Feld[x][y] = element;
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -6936,22 +7467,29 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
       DrawLevelFieldCrumbledSandNeighbours(x, y);
   }
 
-  /* "Changed[][]" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+  /* "ChangeCount" not set yet to allow "entered by player" change one time */
+  if (ELEM_IS_PLAYER(element))
+    RelocatePlayer(x, y, element);
 
-#if 1
-  Changed[x][y] = TRUE;                /* ignore all further changes in this frame */
-#else
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
-#endif
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
 
   TestIfBadThingTouchesPlayer(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
 }
 
-static boolean ChangeElementNow(int x, int y, int element, int page)
+static void CreateField(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, FALSE);
+}
+
+static void CreateElementFromChange(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, TRUE);
+}
+
+static boolean ChangeElement(int x, int y, int element, int page)
 {
   struct ElementChangeInfo *change = &element_info[element].change_page[page];
   int target_element;
@@ -6970,21 +7508,11 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     change->actual_trigger_ce_value = 0;
   }
 
-#if 1
-  /* do not change any elements that have already changed in this frame */
-  if (Changed[x][y])
-    return FALSE;
-#else
-  /* do not change already changed elements with same change event */
-  if (Changed[x][y] & ChangeEvent[x][y])
+  /* do not change elements more than a specified maximum number of changes */
+  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
     return FALSE;
-#endif
 
-#if 1
-  Changed[x][y] = TRUE;                /* ignore all further changes in this frame */
-#else
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
-#endif
+  ChangeCount[x][y]++;         /* count number of changes in the same frame */
 
   if (change->explode)
   {
@@ -7084,7 +7612,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
          content_element = change->target_content.e[xx][yy];
          target_element = GET_TARGET_ELEMENT(content_element, change);
 
-         ChangeElementNowExt(change, ex, ey, target_element);
+         CreateElementFromChange(ex, ey, target_element);
 
          something_has_changed = TRUE;
 
@@ -7105,7 +7633,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   {
     target_element = GET_TARGET_ELEMENT(change->target_element, change);
 
-    ChangeElementNowExt(change, x, y, target_element);
+    CreateElementFromChange(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
@@ -7119,7 +7647,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
 #if USE_NEW_DELAYED_ACTION
 
-static void ChangeElement(int x, int y, int page)
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
@@ -7130,9 +7658,9 @@ static void ChangeElement(int x, int y, int page)
       !CAN_CHANGE_OR_HAS_ACTION(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
@@ -7197,7 +7725,7 @@ static void ChangeElement(int x, int y, int page)
 
     if (change->can_change)
     {
-      if (ChangeElementNow(x, y, element, page))
+      if (ChangeElement(x, y, element, page))
       {
        if (change->post_change_function)
          change->post_change_function(x, y);
@@ -7211,7 +7739,7 @@ static void ChangeElement(int x, int y, int page)
 
 #else
 
-static void ChangeElement(int x, int y, int page)
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
@@ -7221,9 +7749,9 @@ static void ChangeElement(int x, int y, int page)
   if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
     printf("\n\n");
-    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
           x, y, element, element_info[element].token_name);
-    printf("ChangeElement(): This should never happen!\n");
+    printf("HandleElementChange(): This should never happen!\n");
     printf("\n\n");
   }
 #endif
@@ -7280,7 +7808,7 @@ 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);
@@ -7290,7 +7818,7 @@ static void ChangeElement(int x, int y, int page)
 
 #endif
 
-static boolean CheckTriggeredElementChangeExt(int x, int y,
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
                                              int trigger_element,
                                              int trigger_event,
                                              int trigger_player,
@@ -7328,13 +7856,17 @@ static boolean CheckTriggeredElementChangeExt(int x, int y,
        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_value = CustomValue[trigger_x][trigger_y];
 
        if ((change->can_change && !change_done) || change->has_action)
        {
          int x, y;
 
+#if 1
+         SCAN_PLAYFIELD(x, y)
+#else
          for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
          {
            if (Feld[x][y] == element)
            {
@@ -7342,7 +7874,8 @@ static boolean CheckTriggeredElementChangeExt(int x, int y,
              {
                ChangeDelay[x][y] = 1;
                ChangeEvent[x][y] = trigger_event;
-               ChangeElement(x, y, p);
+
+               HandleElementChange(x, y, p);
              }
 #if USE_NEW_DELAYED_ACTION
              else if (change->has_action)
@@ -7417,11 +7950,35 @@ static boolean CheckElementChangeExt(int x, int y,
       change->actual_trigger_side = trigger_side;
       change->actual_trigger_ce_value = CustomValue[x][y];
 
+      /* special case: trigger element not at (x,y) position for some events */
+      if (check_trigger_element)
+      {
+       static struct
+       {
+         int dx, dy;
+       } move_xy[] =
+         {
+           {  0,  0 },
+           { -1,  0 },
+           { +1,  0 },
+           {  0,  0 },
+           {  0, -1 },
+           {  0,  0 }, { 0, 0 }, { 0, 0 },
+           {  0, +1 }
+         };
+
+       int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+       int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
+
+       change->actual_trigger_ce_value = CustomValue[xx][yy];
+      }
+
       if (change->can_change && !change_done)
       {
        ChangeDelay[x][y] = 1;
        ChangeEvent[x][y] = trigger_event;
-       ChangeElement(x, y, p);
+
+       HandleElementChange(x, y, p);
 
        change_done = TRUE;
       }
@@ -7447,24 +8004,24 @@ static boolean CheckElementChangeExt(int x, int y,
 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);
   }
 }
 
@@ -7531,7 +8088,7 @@ 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 +
@@ -7563,7 +8120,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
          int special_action =
            ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
          int special_graphic =
-           el_act_dir2img(player->element_nr, special_action, move_dir);
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
          player->anim_delay_counter =
            graphic_info[special_graphic].anim_delay_fixed +
@@ -7735,6 +8292,8 @@ void GameActions()
 
   /* ---------- main game synchronization point ---------- */
 
+  InitPlayfieldScanModeVars();
+
   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
   if (network_playing && !network_player_action_received)
@@ -7864,9 +8423,13 @@ void GameActions()
     }
   }
 
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    Changed[x][y] = FALSE;
+    ChangeCount[x][y] = 0;
     ChangeEvent[x][y] = -1;
 
     /* this must be handled before main playfield loop */
@@ -7885,6 +8448,8 @@ void GameActions()
       {
        RemoveField(x, y);
        DrawLevelField(x, y);
+
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
       }
     }
 #endif
@@ -7934,13 +8499,46 @@ void GameActions()
 #endif
   }
 
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
     element = Feld[x][y];
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
+#if 0
+    printf("::: %d,%d\n", x, y);
+
+    if (element == EL_ROCK)
+      printf("::: Yo man! Rocks can fall!\n");
+#endif
+
     if (graphic_info[graphic].anim_global_sync)
       GfxFrame[x][y] = FrameCounter;
+    else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+    {
+      int old_gfx_frame = GfxFrame[x][y];
+
+      GfxFrame[x][y] = CustomValue[x][y];
+
+#if 1
+      if (GfxFrame[x][y] != old_gfx_frame)
+#endif
+       DrawLevelGraphicAnimation(x, y, graphic);
+    }
+    else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+    {
+      int old_gfx_frame = GfxFrame[x][y];
+
+      GfxFrame[x][y] = element_info[element].collect_score;
+
+#if 1
+      if (GfxFrame[x][y] != old_gfx_frame)
+#endif
+       DrawLevelGraphicAnimation(x, y, graphic);
+    }
 
     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
        IS_NEXT_FRAME(GfxFrame[x][y], graphic))
@@ -7964,18 +8562,23 @@ void GameActions()
     {
       int page = element_info[element].event_page_nr[CE_DELAY];
 #if 0
-      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
+      HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
 #else
 
 #if 0
       printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
 #endif
 
+#if 0
+      if (element == EL_CUSTOM_255)
+       printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
+#endif
+
 #if 1
-      ChangeElement(x, y, page);
+      HandleElementChange(x, y, page);
 #else
       if (CAN_CHANGE(element))
-       ChangeElement(x, y, page);
+       HandleElementChange(x, y, page);
 
       if (HAS_ACTION(element))
        ExecuteCustomElementAction(x, y, element, page);
@@ -8054,6 +8657,12 @@ void GameActions()
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+    if (element == EL_CUSTOM_255 ||
+       element == EL_CUSTOM_256)
+      DrawLevelGraphicAnimation(x, y, graphic);
+#endif
+
     if (IS_BELT_ACTIVE(element))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
@@ -8113,7 +8722,11 @@ void GameActions()
   {
     game.explosions_delayed = FALSE;
 
+#if 1
+    SCAN_PLAYFIELD(x, y)
+#else
     for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
     {
       element = Feld[x][y];
 
@@ -8147,7 +8760,11 @@ void GameActions()
       game.magic_wall_time_left--;
       if (!game.magic_wall_time_left)
       {
+#if 1
+       SCAN_PLAYFIELD(x, y)
+#else
        for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
        {
          element = Feld[x][y];
 
@@ -8186,6 +8803,22 @@ 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];
@@ -8456,8 +9089,19 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   if (player->cannot_move)
   {
+#if 1
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+      player->is_snapping = FALSE;
+      player->is_pushing = FALSE;
+    }
+#else
     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
+#endif
 
     return MF_NO_ACTION;
   }
@@ -8851,6 +9495,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_PLAYER_ENTERS_X,
                                          player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+                                       CE_MOVE_OF_X, move_direction);
     }
 
     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
@@ -9426,7 +10073,7 @@ void BuryPlayer(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+  PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
   PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
@@ -9599,7 +10246,17 @@ int DigField(struct PlayerInfo *player,
 
   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 (Feld[x][y] != element)         /* field changed by snapping */
+      return MF_ACTION;
+
     return MF_NO_ACTION;
+  }
 
   if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
@@ -9621,6 +10278,11 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[RND_GATE_GRAY_NR(element)])
        return MF_NO_ACTION;
     }
+    else if (IS_RND_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
+       return MF_NO_ACTION;
+    }
     else if (element == EL_EXIT_OPEN ||
             element == EL_SP_EXIT_OPEN ||
             element == EL_SP_EXIT_OPENING)
@@ -9636,7 +10298,7 @@ int DigField(struct PlayerInfo *player,
     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
     else
-      PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+      PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
   }
   else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
   {
@@ -9656,6 +10318,11 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[EM_GATE_GRAY_NR(element)])
        return MF_NO_ACTION;
     }
+    else if (IS_EM_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
+       return MF_NO_ACTION;
+    }
     else if (IS_SP_PORT(element))
     {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
@@ -9704,12 +10371,17 @@ int DigField(struct PlayerInfo *player,
 
     if (mode == DF_SNAP)
     {
-      TestIfElementTouchesCustomElement(x, y); /* for empty space */
-
 #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 (IS_COLLECTIBLE(element))
@@ -9769,6 +10441,18 @@ int DigField(struct PlayerInfo *player,
     {
       player->show_envelope = element;
     }
+    else if (element == EL_EMC_LENSES)
+    {
+      game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
+
+      RedrawAllInvisibleElementsForLenses();
+    }
+    else if (element == EL_EMC_MAGNIFIER)
+    {
+      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
+
+      RedrawAllInvisibleElementsForMagnifier();
+    }
     else if (IS_DROPPABLE(element) ||
             IS_THROWABLE(element))     /* can be collected and dropped */
     {
@@ -9801,12 +10485,17 @@ int DigField(struct PlayerInfo *player,
 
     if (mode == DF_SNAP)
     {
-      TestIfElementTouchesCustomElement(x, y); /* for empty space */
-
 #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 (IS_PUSHABLE(element))
@@ -9968,7 +10657,11 @@ int DigField(struct PlayerInfo *player,
     {
       int xx, yy;
 
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
       {
        if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
          Bang(xx, yy);
@@ -10029,10 +10722,44 @@ int DigField(struct PlayerInfo *player,
       ResetGfxAnimation(x, y);
       DrawLevelField(x, y);
     }
+    else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
+            element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+    {
+      int xx, yy;
+
+      game.ball_state = !game.ball_state;
+
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+      {
+       int e = Feld[xx][yy];
+
+       if (game.ball_state)
+       {
+         if (e == EL_EMC_MAGIC_BALL)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
+       }
+       else
+       {
+         if (e == EL_EMC_MAGIC_BALL_ACTIVE)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
+       }
+      }
+    }
 
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
                                        player->index_bit, dig_side);
 
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                       player->index_bit, dig_side);
+
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
                                        player->index_bit, dig_side);
 
@@ -10050,6 +10777,11 @@ int DigField(struct PlayerInfo *player,
                                 player->index_bit, dig_side);
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
                                          player->index_bit, dig_side);
+
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
+                                         player->index_bit, dig_side);
     }
 
     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
@@ -10219,7 +10951,7 @@ boolean DropElement(struct PlayerInfo *player)
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
     /* needed if previous element just changed to "empty" in the last frame */
-    Changed[dropx][dropy] = FALSE;             /* allow another change */
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
 
     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
                               player->index_bit, drop_side);
@@ -10259,7 +10991,7 @@ boolean DropElement(struct PlayerInfo *player)
     nextx = dropx + GET_DX_FROM_DIR(move_direction);
     nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
-    Changed[dropx][dropy] = FALSE;             /* allow another change */
+    ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
     CheckCollision[dropx][dropy] = 2;
   }
 
@@ -10610,7 +11342,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_SHIELD]);
       break;
     case EL_EXTRA_TIME:
-      RaiseScore(level.score[SC_TIME_BONUS]);
+      RaiseScore(level.extra_time_score);
       break;
     case EL_KEY_1:
     case EL_KEY_2: