rnd-20060111-1-src
[rocksndiamonds.git] / src / game.c
index 8472c674ec32e1fba6a1e33a6d4cf8b205375759..052239346ffc65f545296b98070c120881393cf3 100644 (file)
 #define USE_NEW_AMOEBA_CODE    FALSE
 
 /* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF                  (TRUE                           * 1)
-
-#define USE_NEW_SP_SLIPPERY            (TRUE   * USE_NEW_STUFF         * 1)
-
+#define USE_NEW_STUFF                  (                         1)
+
+#define USE_NEW_SP_SLIPPERY            (USE_NEW_STUFF          * 1)
+#define USE_NEW_CUSTOM_VALUE           (USE_NEW_STUFF          * 1)
+#define USE_NEW_PLAYER_ANIM            (USE_NEW_STUFF          * 1)
+#define USE_NEW_ALL_SLIPPERY           (USE_NEW_STUFF          * 1)
+#define USE_NEW_PLAYER_SPEED           (USE_NEW_STUFF          * 1)
+#define USE_NEW_DELAYED_ACTION         (USE_NEW_STUFF          * 1)
+#define USE_NEW_SNAP_DELAY             (USE_NEW_STUFF          * 1)
+#define USE_ONLY_ONE_CHANGE_PER_FRAME  (USE_NEW_STUFF          * 1)
+#define USE_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) */
 #define INITIAL_MOVE_DELAY_ON  0
 
 /* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED   32
 #define MOVE_DELAY_NORMAL_SPEED        8
 #define MOVE_DELAY_HIGH_SPEED  4
+#define MOVE_DELAY_MAX_SPEED   1
 
+#if 0
 #define DOUBLE_MOVE_DELAY(x)   (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
 #define HALVE_MOVE_DELAY(x)    (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
+#else
+#define DOUBLE_MOVE_DELAY(x)   (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x)    (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+#endif
 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
 #define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
 
 /* values for other actions */
 #define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define MOVE_STEPSIZE_MIN      (1)
+#define MOVE_STEPSIZE_MAX      (TILEX)
 
 #define GET_DX_FROM_DIR(d)     ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
 #define GET_DY_FROM_DIR(d)     ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
                                 RND(element_info[e].move_delay_random))
 #define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                    (element_info[e].move_delay_random))
+#define GET_NEW_CUSTOM_VALUE(e)        (   (element_info[e].ce_value_fixed_initial) +\
+                                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);
@@ -232,8 +253,8 @@ static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillHeroUnlessEnemyProtected(int, int);
-static void KillHeroUnlessExplosionProtected(int, int);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
 
 static void TestIfPlayerTouchesCustomElement(int, int);
 static void TestIfElementTouchesCustomElement(int, int);
@@ -242,19 +263,17 @@ 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)                       \
-       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
-                                      CH_SIDE_ANY, -1)
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
        CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
        CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
-       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
-                                      CH_SIDE_ANY, p)
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
 
 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
 #define CheckElementChange(x, y, e, te, ev)                            \
@@ -285,19 +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, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
 
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
 
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
 
 struct ChangingElementInfo
 {
@@ -464,6 +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,
@@ -571,7 +601,7 @@ access_direction_list[] =
   { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
   { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
 
-  { EL_UNDEFINED,                      MV_NO_MOVING                         }
+  { EL_UNDEFINED,                      MV_NONE                              }
 };
 
 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
@@ -583,6 +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()
 {
@@ -646,7 +716,7 @@ static int getBeltDirFromBeltSwitchElement(int element)
   static int belt_move_dir[3] =
   {
     MV_LEFT,
-    MV_NO_MOVING,
+    MV_NONE,
     MV_RIGHT
   };
 
@@ -669,7 +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;
@@ -878,9 +948,32 @@ 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))
+      {
+       if (CAN_MOVE(element))
+         InitMovDir(x, y);
+
+#if USE_NEW_CUSTOM_VALUE
+       if (!element_info[element].use_last_ce_value || init_game)
+         CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+#endif
+      }
+#else
       if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
        InitMovDir(x, y);
+#endif
       else if (IS_GROUP_ELEMENT(element))
       {
        struct ElementGroupInfo *group = element_info[element].group;
@@ -905,6 +998,25 @@ 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
+
+#if 1
+  CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
+#else
+  CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
+#endif
+
+#endif
+
+#endif
 }
 
 static inline void InitField_WithBug1(int x, int y, boolean init_game)
@@ -1098,7 +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 :
@@ -1170,8 +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);
 
@@ -1248,12 +1395,29 @@ static void InitGameEngine()
     ei->change->change_function      = ch_delay->change_function;
     ei->change->post_change_function = ch_delay->post_change_function;
 
+    ei->change->can_change = TRUE;
+    ei->change->can_change_or_has_action = TRUE;
+
     ei->has_change_event[CE_DELAY] = TRUE;
 
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
   }
 
+  /* ---------- initialize internal run-time variables ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].can_change_or_has_action =
+       (ei->change_page[j].can_change |
+        ei->change_page[j].has_action);
+    }
+  }
+
   /* add change events from custom element configuration */
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
@@ -1261,7 +1425,7 @@ static void InitGameEngine()
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change)
+      if (!ei->change_page[j].can_change_or_has_action)
        continue;
 
       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
@@ -1278,20 +1442,6 @@ static void InitGameEngine()
     }
   }
 
-  /* ---------- initialize internal run-time variables ------------- */
-
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
-  {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
-
-    for (j = 0; j < ei->num_change_pages; j++)
-    {
-      ei->change_page[j].can_change_or_has_action =
-       (ei->change_page[j].can_change |
-        ei->change_page[j].has_action);
-    }
-  }
-
   /* ---------- initialize run-time trigger player and element ------------- */
 
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
@@ -1302,6 +1452,8 @@ static void InitGameEngine()
     {
       ei->change_page[j].actual_trigger_element = EL_EMPTY;
       ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
+      ei->change_page[j].actual_trigger_ce_value = 0;
     }
   }
 
@@ -1319,7 +1471,7 @@ static void InitGameEngine()
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change)
+      if (!ei->change_page[j].can_change_or_has_action)
        continue;
 
       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
@@ -1398,16 +1550,23 @@ static void InitGameEngine()
     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
 
-  /* ---------- initialize gem count --------------------------------------- */
+  /* ---------- initialize collect score ----------------------------------- */
 
-  /* initialize gem count values for each element */
+  /* initialize collect score values for custom elements from initial value */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_score = element_info[i].collect_score_initial;
+
+  /* ---------- initialize collect count ----------------------------------- */
+
+  /* initialize collect count values for non-custom elements */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].collect_count = 0;
+      element_info[i].collect_count_initial = 0;
 
-  /* add gem count values for all elements from pre-defined list */
+  /* add collect count values for all elements from pre-defined list */
   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
-    element_info[collect_count_list[i].element].collect_count =
+    element_info[collect_count_list[i].element].collect_count_initial =
       collect_count_list[i].count;
 
   /* ---------- initialize access direction -------------------------------- */
@@ -1421,8 +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;
+}
 
 /*
   =============================================================================
@@ -1437,7 +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();
 
@@ -1473,15 +1687,18 @@ void InitGame()
     player->dynabombs_left = 0;
     player->dynabomb_xl = FALSE;
 
-    player->MovDir = MV_NO_MOVING;
+    player->MovDir = MV_NONE;
     player->MovPos = 0;
     player->GfxPos = 0;
-    player->GfxDir = MV_NO_MOVING;
+    player->GfxDir = MV_NONE;
     player->GfxAction = ACTION_DEFAULT;
     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() */
@@ -1492,7 +1709,7 @@ void InitGame()
 
     player->step_counter = 0;
 
-    player->last_move_dir = MV_NO_MOVING;
+    player->last_move_dir = MV_NONE;
 
     player->is_waiting = FALSE;
     player->is_moving = FALSE;
@@ -1507,6 +1724,8 @@ void InitGame()
     player->is_bored = FALSE;
     player->is_sleeping = FALSE;
 
+    player->cannot_move = FALSE;
+
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
@@ -1518,38 +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;
@@ -1562,6 +1756,8 @@ void InitGame()
     player->move_delay       = game.initial_move_delay;
     player->move_delay_value = game.initial_move_delay_value;
 
+    player->move_delay_value_next = -1;
+
     player->move_delay_reset_counter = 0;
 
     player->push_delay       = -1;     /* initialized when pushing starts */
@@ -1590,7 +1786,7 @@ void InitGame()
 #if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
-    SendToServer_MovePlayer(MV_NO_MOVING);
+    SendToServer_MovePlayer(MV_NONE);
 #endif
 
   ZX = ZY = -1;
@@ -1602,7 +1798,7 @@ void InitGame()
   TimeLeft = level.time;
   TapeTime = 0;
 
-  ScreenMovDir = MV_NO_MOVING;
+  ScreenMovDir = MV_NONE;
   ScreenMovPos = 0;
   ScreenGfxPos = 0;
 
@@ -1616,68 +1812,79 @@ void InitGame()
   game.light_time_left = 0;
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
-  game.balloon_dir = MV_NO_MOVING;
+  game.wind_direction = level.wind_direction_initial;
   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++)
   {
-    game.belt_dir[i] = MV_NO_MOVING;
+    game.belt_dir[i] = MV_NONE;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
   }
 
   for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x = 0; x < lev_fieldx; x++)
+#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;
-      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
-      AmoebaNr[x][y] = 0;
-      WasJustMoving[x][y] = 0;
-      WasJustFalling[x][y] = 0;
-      CheckCollision[x][y] = 0;
-      Stop[x][y] = FALSE;
-      Pushed[x][y] = FALSE;
+    Feld[x][y] = level.field[x][y];
+    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[x][y] = 0;             /* initialized in InitField() */
+#endif
+    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+    AmoebaNr[x][y] = 0;
+    WasJustMoving[x][y] = 0;
+    WasJustFalling[x][y] = 0;
+    CheckCollision[x][y] = 0;
+    Stop[x][y] = FALSE;
+    Pushed[x][y] = FALSE;
 
-      Changed[x][y] = FALSE;
-      ChangeEvent[x][y] = -1;
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-      ExplodePhase[x][y] = 0;
-      ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_TYPE_NONE;
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-      RunnerVisit[x][y] = 0;
-      PlayerVisit[x][y] = 0;
+    RunnerVisit[x][y] = 0;
+    PlayerVisit[x][y] = 0;
 
-      GfxFrame[x][y] = 0;
-      GfxRandom[x][y] = INIT_GFX_RANDOM();
-      GfxElement[x][y] = EL_UNDEFINED;
-      GfxAction[x][y] = ACTION_DEFAULT;
-      GfxDir[x][y] = MV_NO_MOVING;
-    }
+    GfxFrame[x][y] = 0;
+    GfxRandom[x][y] = INIT_GFX_RANDOM();
+    GfxElement[x][y] = EL_UNDEFINED;
+    GfxAction[x][y] = ACTION_DEFAULT;
+    GfxDir[x][y] = MV_NONE;
   }
 
-  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();
@@ -1686,6 +1893,26 @@ void InitGame()
                    emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
+#if USE_NEW_ALL_SLIPPERY
+  /* initialize type of slippery elements */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      /* default: elements slip down either to the left or right randomly */
+      element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+
+      /* SP style elements prefer to slip down on the left side */
+      if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+
+      /* BD style elements prefer to slip down on the left side */
+      if (game.emulation == EMU_BOULDERDASH)
+       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+    }
+  }
+#endif
+
   /* initialize explosion and ignition delay */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1716,7 +1943,7 @@ void InitGame()
 
   /* correct non-moving belts to start moving left */
   for (i = 0; i < NUM_BELTS; i++)
-    if (game.belt_dir[i] == MV_NO_MOVING)
+    if (game.belt_dir[i] == MV_NONE)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
   /* check if any connected player was not found in playfield */
@@ -1744,6 +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;
 
@@ -1852,14 +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;
 
@@ -1867,6 +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);
 
@@ -1883,7 +2129,8 @@ void InitGame()
 
       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
       {
-       content = element_info[element].content[xx][yy];
+       /* check for player created from custom element as explosion content */
+       content = element_info[element].content.e[xx][yy];
        is_player = ELEM_IS_PLAYER(content);
 
        if (is_player && (found_rating < 2 || element < found_element))
@@ -1900,7 +2147,10 @@ void InitGame()
 
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
-         content= element_info[element].change_page[i].target_content[xx][yy];
+         /* check for player created from custom element as extended target */
+         content =
+           element_info[element].change_page[i].target_content.e[xx][yy];
+
          is_player = ELEM_IS_PLAYER(content);
 
          if (is_player && (found_rating < 1 || element < found_element))
@@ -2095,7 +2345,7 @@ void InitMovDir(int x, int y)
 
        if (move_direction_initial == MV_START_PREVIOUS)
        {
-         if (MovDir[x][y] != MV_NO_MOVING)
+         if (MovDir[x][y] != MV_NONE)
            return;
 
          move_direction_initial = MV_START_AUTOMATIC;
@@ -2226,12 +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);
 
@@ -2254,12 +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);
 
@@ -2286,7 +2546,7 @@ void GameWon()
     PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
   }
 
-  /* Hero disappears */
+  /* player disappears */
   if (ExitX >= 0 && ExitY >= 0)
     DrawLevelField(ExitX, ExitY);
 
@@ -2481,6 +2741,11 @@ void InitMovingField(int x, int y, int direction)
       Feld[newx][newy] = EL_BLOCKED;
 
     MovDir[newx][newy] = MovDir[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[newx][newy] = CustomValue[x][y];
+#endif
+
     GfxFrame[newx][newy] = GfxFrame[x][y];
     GfxRandom[newx][newy] = GfxRandom[x][y];
     GfxAction[newx][newy] = GfxAction[x][y];
@@ -2562,6 +2827,10 @@ static void RemoveField(int x, int y)
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
 
+#if USE_NEW_CUSTOM_VALUE
+  CustomValue[x][y] = 0;
+#endif
+
   AmoebaNr[x][y] = 0;
   ChangeDelay[x][y] = 0;
   ChangePage[x][y] = -1;
@@ -2573,7 +2842,7 @@ static void RemoveField(int x, int y)
 
   GfxElement[x][y] = EL_UNDEFINED;
   GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MV_NO_MOVING;
+  GfxDir[x][y] = MV_NONE;
 }
 
 void RemoveMovingField(int x, int y)
@@ -2771,8 +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);
@@ -2846,15 +3116,14 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   if (player == local_player)  /* only visually relocate local player */
     DrawRelocatePlayer(player);
 
-  TestIfHeroTouchesBadThing(jx, jy);
+  TestIfPlayerTouchesBadThing(jx, jy);
   TestIfPlayerTouchesCustomElement(jx, jy);
 
   if (IS_CUSTOM_ELEMENT(element))
     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
                               player->index_bit, enter_side);
 
-  CheckTriggeredElementChangeByPlayer(jx, jy, element,
-                                     CE_PLAYER_ENTERS_X,
+  CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
                                      player->index_bit, enter_side);
 }
 
@@ -2876,6 +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()". --- */
@@ -2886,10 +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]))
@@ -2903,7 +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++)
     {
@@ -2976,6 +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:
@@ -2992,10 +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)
@@ -3009,10 +3338,10 @@ void Explode(int ex, int ey, int phase, int mode)
       else if (center_element == EL_AMOEBA_TO_DIAMOND)
        Store[x][y] = level.amoeba_content;
       else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+       Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
       else if (IS_CUSTOM_ELEMENT(center_element) &&
-              element_info[center_element].content[xx][yy] != EL_EMPTY)
-       Store[x][y] = element_info[center_element].content[xx][yy];
+              element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+       Store[x][y] = element_info[center_element].content.e[xx][yy];
       else if (element == EL_WALL_EMERALD)
        Store[x][y] = EL_EMERALD;
       else if (element == EL_WALL_DIAMOND)
@@ -3030,16 +3359,17 @@ void Explode(int ex, int ey, int phase, int mode)
       else if (element == EL_WALL_CRYSTAL)
        Store[x][y] = EL_CRYSTAL;
       else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
-       Store[x][y] = element_info[element].content[1][1];
+       Store[x][y] = 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;
@@ -3098,7 +3428,7 @@ void Explode(int ex, int ey, int phase, int mode)
     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
        !PLAYER_EXPLOSION_PROTECTED(x, y))
     {
-      KillHeroUnlessExplosionProtected(x, y);
+      KillPlayerUnlessExplosionProtected(x, y);
       border_explosion = TRUE;
     }
     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
@@ -3133,12 +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]))
@@ -3146,10 +3482,14 @@ void Explode(int ex, int ey, int phase, int mode)
     Back[x][y] = 0;
 
     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
-    GfxDir[x][y] = MV_NO_MOVING;
+    GfxDir[x][y] = MV_NONE;
     ChangeDelay[x][y] = 0;
     ChangePage[x][y] = -1;
 
+#if USE_NEW_CUSTOM_VALUE
+    CustomValue[x][y] = 0;
+#endif
+
     InitField_WithBug2(x, y, FALSE);
 
     DrawLevelField(x, y);
@@ -3242,13 +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)
@@ -3263,8 +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:
@@ -3272,27 +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);
 }
 
@@ -3347,25 +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_NO_MOVING)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+       int belt_nr = i;
 
-         if (e_belt_nr == belt_nr)
-         {
-           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
 
-           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-         }
+         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
        }
       }
     }
@@ -3398,9 +3753,9 @@ static void ToggleBeltSwitch(int x, int y)
   static int belt_move_dir[4] =
   {
     MV_LEFT,
-    MV_NO_MOVING,
+    MV_NONE,
     MV_RIGHT,
-    MV_NO_MOVING,
+    MV_NONE,
   };
 
   int element = Feld[x][y];
@@ -3430,45 +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_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
+    }
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
-         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
       }
-      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
-      {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+    }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
       }
     }
   }
@@ -3480,32 +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);
     }
   }
 }
@@ -3530,50 +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);
     }
   }
 }
@@ -3595,28 +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;
@@ -3644,6 +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);
 
@@ -3688,7 +4175,7 @@ void Impact(int x, int y)
   if (impact && element == EL_AMOEBA_DROP)
   {
     if (object_hit && IS_PLAYER(x, y + 1))
-      KillHeroUnlessEnemyProtected(x, y + 1);
+      KillPlayerUnlessEnemyProtected(x, y + 1);
     else if (object_hit && smashed == EL_PENGUIN)
       Bang(x, y + 1);
     else
@@ -3713,10 +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;
@@ -3730,7 +4220,7 @@ void Impact(int x, int y)
     {
       if (CAN_SMASH_PLAYER(element))
       {
-       KillHeroUnlessEnemyProtected(x, y + 1);
+       KillPlayerUnlessEnemyProtected(x, y + 1);
        return;
       }
     }
@@ -3822,8 +4312,8 @@ void Impact(int x, int y)
 
          CheckElementChangeBySide(x, y + 1, smashed, element,
                                   CE_SWITCHED, CH_SIDE_TOP);
-         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
-                                           CE_SWITCH_OF_X, CH_SIDE_TOP);
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+                                           CH_SIDE_TOP);
        }
       }
       else
@@ -3855,7 +4345,7 @@ inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
-    int x, y;
+    int dx, dy;
   } move_xy[] =
   {
     {  0,  0 },
@@ -3890,10 +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;
@@ -4046,8 +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])))
@@ -4074,8 +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;
@@ -4111,7 +4601,7 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_BALLOON)
   {
-    MovDir[x][y] = game.balloon_dir;
+    MovDir[x][y] = game.wind_direction;
     MovDelay[x][y] = 0;
   }
   else if (element == EL_SPRING)
@@ -4119,7 +4609,7 @@ inline static void TurnRoundExt(int x, int y)
     if (MovDir[x][y] & MV_HORIZONTAL &&
        (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
         SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
-      MovDir[x][y] = MV_NO_MOVING;
+      MovDir[x][y] = MV_NONE;
 
     MovDelay[x][y] = 0;
   }
@@ -4188,7 +4678,7 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
-    MovDir[x][y] = MV_NO_MOVING;
+    MovDir[x][y] = MV_NONE;
     if (attr_x < x)
       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
     else if (attr_x > x)
@@ -4325,6 +4815,11 @@ inline static void TurnRoundExt(int x, int y)
     MovDir[x][y] = move_pattern;
     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
+  else if (move_pattern & MV_WIND_DIRECTION)
+  {
+    MovDir[x][y] = game.wind_direction;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
   else if (move_pattern == MV_ALONG_LEFT_SIDE)
   {
     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
@@ -4378,7 +4873,7 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
-    MovDir[x][y] = MV_NO_MOVING;
+    MovDir[x][y] = MV_NONE;
     if (attr_x < x)
       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
     else if (attr_x > x)
@@ -4424,7 +4919,7 @@ inline static void TurnRoundExt(int x, int y)
           move_pattern == MV_WHEN_DROPPED)
   {
     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = MV_NO_MOVING;
+      MovDir[x][y] = MV_NONE;
 
     MovDelay[x][y] = 0;
   }
@@ -4452,7 +4947,7 @@ inline static void TurnRoundExt(int x, int y)
     };
     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
     int move_preference = -1000000;    /* start with very low preference */
-    int new_move_dir = MV_NO_MOVING;
+    int new_move_dir = MV_NONE;
     int start_test = RND(4);
     int i;
 
@@ -4701,7 +5196,7 @@ void StartMoving(int x, int y)
     }
     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
     {
-      if (MovDir[x][y] == MV_NO_MOVING)
+      if (MovDir[x][y] == MV_NONE)
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -4733,11 +5228,26 @@ void StartMoving(int x, int y)
                                 Feld[x + 1][y + 1] == EL_ACID));
       boolean can_fall_any  = (can_fall_left || can_fall_right);
       boolean can_fall_both = (can_fall_left && can_fall_right);
+      int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
 
-      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+#if USE_NEW_ALL_SLIPPERY
+      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
       {
-       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+       if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+         can_fall_left = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_LEFT)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+         can_fall_left = FALSE;
 
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = FALSE;
+      }
+#else
+      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+      {
        if (slippery_type == SLIPPERY_ONLY_LEFT)
          can_fall_right = FALSE;
        else if (slippery_type == SLIPPERY_ONLY_RIGHT)
@@ -4750,7 +5260,10 @@ void StartMoving(int x, int y)
        can_fall_any  = (can_fall_left || can_fall_right);
        can_fall_both = (can_fall_left && can_fall_right);
       }
+#endif
 
+#if USE_NEW_ALL_SLIPPERY
+#else
 #if USE_NEW_SP_SLIPPERY
       /* !!! better use the same properties as for custom elements here !!! */
       else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
@@ -4760,7 +5273,19 @@ void StartMoving(int x, int y)
        can_fall_both = FALSE;
       }
 #endif
+#endif
+
+#if USE_NEW_ALL_SLIPPERY
+      if (can_fall_both)
+      {
+       if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+         can_fall_right = FALSE;       /* slip down on left side */
+       else
+         can_fall_left = !(can_fall_right = RND(2));
 
+       can_fall_both = FALSE;
+      }
+#else
       if (can_fall_both)
       {
        if (game.emulation == EMU_BOULDERDASH ||
@@ -4771,6 +5296,7 @@ void StartMoving(int x, int y)
 
        can_fall_both = FALSE;
       }
+#endif
 
       if (can_fall_any)
       {
@@ -4812,7 +5338,7 @@ void StartMoving(int x, int y)
 
   /* not "else if" because of elements that can fall and move (EL_SPRING) */
 #if 0
-  if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
+  if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
 #else
   if (CAN_MOVE(element) && !started_moving)
 #endif
@@ -4822,7 +5348,7 @@ void StartMoving(int x, int y)
 
 #if 0
 #if DEBUG
-    if (MovDir[x][y] == MV_NO_MOVING)
+    if (MovDir[x][y] == MV_NONE)
     {
       printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
             x, y, element, element_info[element].token_name);
@@ -4973,7 +5499,7 @@ void StartMoving(int x, int y)
        IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
        !PLAYER_ENEMY_PROTECTED(newx, newy))
     {
-      TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+      TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
 
       return;
     }
@@ -5009,7 +5535,7 @@ void StartMoving(int x, int y)
        if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
        else
-         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+         GfxDir[x][y] = MovDir[x][y] = MV_NONE;
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -5088,6 +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;
@@ -5096,6 +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)
       {
@@ -5274,7 +5806,7 @@ void StartMoving(int x, int y)
        DrawLevelElementAnimation(x, y, element);
 
       if (DONT_TOUCH(element))
-       TestIfBadThingTouchesHero(x, y);
+       TestIfBadThingTouchesPlayer(x, y);
 
       return;
     }
@@ -5288,20 +5820,16 @@ void StartMoving(int x, int y)
     ContinueMoving(x, y);
 }
 
-/* (emacs is confused here for some reason; this makes it happy again ;-) ) */
-void dummy()
-{
-}
-
 void ContinueMoving(int x, int y)
 {
   int element = Feld[x][y];
-  int stored = Store[x][y];
   struct ElementInfo *ei = &element_info[element];
   int direction = MovDir[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int newx = x + dx, newy = y + dy;
+  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);
@@ -5357,6 +5885,10 @@ void ContinueMoving(int x, int y)
     if (!game.magic_wall_active)
       Feld[x][y] = EL_MAGIC_WALL_DEAD;
     element = Feld[newx][newy] = Store[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
   }
   else if (element == EL_BD_MAGIC_WALL_FILLING)
   {
@@ -5371,6 +5903,10 @@ void ContinueMoving(int x, int y)
     if (!game.magic_wall_active)
       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
     element = Feld[newx][newy] = Store[x][y];
+
+#if USE_NEW_CUSTOM_VALUE
+    InitField(newx, newy, FALSE);
+#endif
   }
   else if (element == EL_AMOEBA_DROPPING)
   {
@@ -5392,22 +5928,43 @@ void ContinueMoving(int x, int y)
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+
   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
+  CustomValue[x][y] = 0;
+#endif
+
   /* copy animation control values to new field */
   GfxFrame[newx][newy]  = GfxFrame[x][y];
   GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
@@ -5423,10 +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;
 
@@ -5484,7 +6047,7 @@ void ContinueMoving(int x, int y)
 
   if (DONT_TOUCH(element))     /* object may be nasty to player or others */
   {
-    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesPlayer(newx, newy);
     TestIfBadThingTouchesFriend(newx, newy);
 
     if (!IS_CUSTOM_ELEMENT(element))
@@ -5502,20 +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)
@@ -5584,13 +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;
       }
     }
   }
@@ -5613,17 +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));
@@ -5673,21 +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;
     }
   }
 
@@ -5924,10 +6500,14 @@ void AmoebeAbleger(int ax, int ay)
 void Life(int ax, int ay)
 {
   int x1, y1, x2, y2;
+#if 0
   static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
+#endif
   int life_time = 40;
   int element = Feld[ax][ay];
   int graphic = el2img(element);
+  int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+                        level.biomaze);
   boolean changed = FALSE;
 
   if (IS_ANIMATED(graphic))
@@ -5970,7 +6550,8 @@ void Life(int ax, int ay)
 
     if (xx == ax && yy == ay)          /* field in the middle */
     {
-      if (nachbarn < life[0] || nachbarn > life[1])
+      if (nachbarn < life_parameter[0] ||
+         nachbarn > life_parameter[1])
       {
        Feld[xx][yy] = EL_EMPTY;
        if (!Stop[xx][yy])
@@ -5981,7 +6562,8 @@ void Life(int ax, int ay)
     }
     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
     {                                  /* free border field */
-      if (nachbarn >= life[2] && nachbarn <= life[3])
+      if (nachbarn >= life_parameter[2] &&
+         nachbarn <= life_parameter[3])
       {
        Feld[xx][yy] = element;
        MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
@@ -6024,6 +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 ||
@@ -6072,18 +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);
     }
   }
 }
@@ -6174,7 +6798,7 @@ void MauerWaechst(int x, int y)
 
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
+      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
       DrawLevelField(x, y);
     }
   }
@@ -6400,14 +7024,15 @@ static int getSpecialActionElement(int element, int number, int base_element)
          EL_EMPTY);
 }
 
-static int getModifiedActionNumber(int value_old, int value_min, int value_max,
-                                  int operator, int operand)
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+                                  int value_min, int value_max)
 {
-  int value_new = (operator == CA_MODE_ADD      ? value_old + operand :
+  int value_new = (operator == CA_MODE_SET      ? operand :
+                  operator == CA_MODE_ADD      ? value_old + operand :
                   operator == CA_MODE_SUBTRACT ? value_old - operand :
                   operator == CA_MODE_MULTIPLY ? value_old * operand :
                   operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
-                  operator == CA_MODE_SET      ? operand :
+                  operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
                   value_old);
 
   return (value_new < value_min ? value_min :
@@ -6415,7 +7040,7 @@ static int getModifiedActionNumber(int value_old, int value_min, int value_max,
          value_new);
 }
 
-static void ExecuteCustomElementAction(int element, int page)
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
 {
   struct ElementInfo *ei = &element_info[element];
   struct ElementChangeInfo *change = &ei->change_page[page];
@@ -6427,7 +7052,11 @@ static void ExecuteCustomElementAction(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 :
@@ -6435,35 +7064,89 @@ static void ExecuteCustomElementAction(int element, int page)
      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
      EL_EMPTY);
 
+  int action_arg_direction =
+    (action_arg >= CA_ARG_DIRECTION_LEFT &&
+     action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+     action_arg == CA_ARG_DIRECTION_TRIGGER ?
+     change->actual_trigger_side :
+     action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+     MV_DIR_OPPOSITE(change->actual_trigger_side) :
+     MV_NONE);
+
+  int action_arg_number_min =
+    (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
+     CA_ARG_MIN);
+
+  int action_arg_number_max =
+    (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_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) :
+#else
+     action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
+#endif
+     0);
+
   int action_arg_number =
     (action_arg <= CA_ARG_MAX ? action_arg :
-     action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
-     action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
+     action_arg >= CA_ARG_SPEED_NOT_MOVING &&
+     action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+     action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+     action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
+     action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
+     action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
-     action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count :
-     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
+#if USE_NEW_CUSTOM_VALUE
+     action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+#else
+     action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
+#endif
+     action_arg == CA_ARG_NUMBER_CE_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);
 
-  /* (for explicit player choice, set invalid value to "no player") */
-  int action_arg_player_bits =
-    (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_PLAYER_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
-     action_arg >= CA_ARG_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
-     action_arg_element >= EL_PLAYER_1 &&
-     action_arg_element <= EL_PLAYER_4 ?
-     (1 << (action_arg_element - EL_PLAYER_1)) :
+  int action_arg_number_old =
+    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+     action_type == CA_SET_CE_SCORE ? ei->collect_score :
+     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
      0);
 
-  /* (for implicit player choice, set invalid value to "all players") */
+  int action_arg_number_new =
+    getModifiedActionNumber(action_arg_number_old,
+                           action_mode, action_arg_number,
+                           action_arg_number_min, action_arg_number_max);
+
   int trigger_player_bits =
     (change->actual_trigger_player >= EL_PLAYER_1 &&
      change->actual_trigger_player <= EL_PLAYER_4 ?
      (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
      PLAYER_BITS_ANY);
 
-  /* ---------- execute action  ---------- */
+  int action_arg_player_bits =
+    (action_arg >= CA_ARG_PLAYER_1 &&
+     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+     action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+     PLAYER_BITS_ANY);
+
+  /* ---------- execute action  -------------------------------------------- */
 
   switch(action_type)
   {
@@ -6472,67 +7155,109 @@ static void ExecuteCustomElementAction(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))
-         KillHero(&stored_player[i]);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
+
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
       break;
     }
 
-    case CA_RESTART_LEVEL:
+    case CA_SET_LEVEL_TIME:
     {
-      game.restart_level = TRUE;
+      if (level.time > 0)      /* only modify limited time value */
+      {
+       TimeLeft = action_arg_number_new;
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
+      }
 
       break;
     }
 
-    case CA_SHOW_ENVELOPE:
+    case CA_SET_LEVEL_SCORE:
     {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_ENVELOPE_1);
+      local_player->score = action_arg_number_new;
 
-      if (IS_ENVELOPE(element))
-       local_player->show_envelope = element;
+      DrawGameValue_Score(local_player->score);
 
       break;
     }
 
-    case CA_ADD_KEY:
+    case CA_SET_LEVEL_GEMS:
     {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_KEY_1);
+      local_player->gems_still_needed = action_arg_number_new;
 
-      if (IS_KEY(element))
-      {
-       for (i = 0; i < MAX_PLAYERS; i++)
-       {
-         if (trigger_player_bits & (1 << i))
-         {
-           stored_player[i].key[KEY_NR(element)] = TRUE;
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
 
-           DrawGameValue_Keys(stored_player[i].key);
+      break;
+    }
 
-           redraw_mask |= REDRAW_DOOR_1;
-         }
-       }
-      }
+    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;
     }
 
-    case CA_DEL_KEY:
+    /* ---------- player actions  ------------------------------------------ */
+
+    case CA_MOVE_PLAYER:
     {
+      /* automatically move to the next field in specified direction */
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (trigger_player_bits & (1 << i))
+         stored_player[i].programmed_action = action_arg_direction;
+
+      break;
+    }
+
+    case CA_EXIT_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+
+      break;
+    }
+
+    case CA_KILL_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
+
+      break;
+    }
+
+    case CA_SET_PLAYER_KEYS:
+    {
+      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
       int element = getSpecialActionElement(action_arg_element,
                                            action_arg_number, EL_KEY_1);
 
@@ -6542,7 +7267,7 @@ static void ExecuteCustomElementAction(int element, int page)
        {
          if (trigger_player_bits & (1 << i))
          {
-           stored_player[i].key[KEY_NR(element)] = FALSE;
+           stored_player[i].key[KEY_NR(element)] = key_state;
 
            DrawGameValue_Keys(stored_player[i].key);
 
@@ -6560,131 +7285,132 @@ static void ExecuteCustomElementAction(int element, int page)
       {
        if (trigger_player_bits & (1 << i))
        {
-         if (action_arg == CA_ARG_NUMBER_RESET)
-           stored_player[i].move_delay_value = game.initial_move_delay_value;
-         else if (action_arg == CA_ARG_NUMBER_NORMAL)
-           stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
-         else if (action_arg == CA_ARG_NUMBER_MIN)
-           stored_player[i].move_delay_value = 16;
-         else if (action_arg == CA_ARG_NUMBER_MAX)
-           stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
-         else
-         {
-#if 0
-           if (action_mode == CA_MODE_ADD)
-           {
-             action_mode = CA_MODE_DIVIDE;
-             action_arg_number = (1 << action_arg_number);
-           }
-           else if (action_mode == CA_MODE_SUBTRACT)
-           {
-             action_mode = CA_MODE_MULTIPLY;
-             action_arg_number = (1 << action_arg_number);
-           }
+         int move_stepsize = TILEX / stored_player[i].move_delay_value;
 
-           int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
-                       action_mode == CA_MODE_DIVIDE   ? CA_MODE_MULTIPLY :
-                       action_mode);
-
-           stored_player[i].move_delay_value =
-             getModifiedActionNumber(stored_player[i].move_delay_value,
-                                     1, 16,
-                                     action_mode, action_arg_number);
-#endif
+         if (action_arg == CA_ARG_SPEED_SLOWER ||
+             action_arg == CA_ARG_SPEED_FASTER)
+         {
+           action_arg_number = 2;
+           action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+                          CA_MODE_MULTIPLY);
          }
-       }
-      }
 
-      break;
-    }
+         move_stepsize =
+           getModifiedActionNumber(move_stepsize,
+                                   action_mode,
+                                   action_arg_number,
+                                   action_arg_number_min,
+                                   action_arg_number_max);
 
-    case CA_SET_GEMS:
-    {
-      local_player->gems_still_needed =
-       getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
-                               action_mode, action_arg_number);
+         /* make sure that value is power of 2 */
+         move_stepsize = (1 << log_2(move_stepsize));
 
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
+         /* do no immediately change -- the player might just be moving */
+         stored_player[i].move_delay_value_next = TILEX / move_stepsize;
+
+         stored_player[i].cannot_move =
+           (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
+       }
+      }
 
       break;
     }
 
-    case CA_SET_TIME:
+    case CA_SET_PLAYER_SHIELD:
     {
-      if (level.time > 0)      /* only modify limited time value */
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
-       TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
-                                          action_mode, action_arg_number);
-
-       DrawGameValue_Time(TimeLeft);
+       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_SCORE:
+    case CA_SET_PLAYER_ARTWORK:
     {
-      local_player->score =
-       getModifiedActionNumber(local_player->score, 0, 99999,
-                               action_mode, action_arg_number);
-
-      DrawGameValue_Score(local_player->score);
+      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_CE_SCORE:
-    {
-      printf("::: CA_SET_CE_SCORE -- not yet implemented\n");
+         stored_player[i].artwork_element = artwork_element;
 
-      break;
-    }
+         SetPlayerWaiting(&stored_player[i], FALSE);
 
-    case CA_SET_CE_COUNT:
-    {
-      printf("::: CA_SET_CE_COUNT -- not yet implemented\n");
+         /* 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_DYNABOMB_NUMBER:
-    {
-      printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
+    /* ---------- CE actions  ---------------------------------------------- */
 
-      break;
-    }
-
-    case CA_SET_DYNABOMB_SIZE:
+    case CA_SET_CE_SCORE:
     {
-      printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
+      ei->collect_score = action_arg_number_new;
 
       break;
     }
 
-    case CA_SET_DYNABOMB_POWER:
+    case CA_SET_CE_VALUE:
     {
-      printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
+#if USE_NEW_CUSTOM_VALUE
+      int last_custom_value = CustomValue[x][y];
 
-      break;
-    }
+      CustomValue[x][y] = action_arg_number_new;
 
-    case CA_TOGGLE_PLAYER_GRAVITY:
-    {
-      game.gravity = !game.gravity;
+#if 0
+      printf("::: Count == %d\n", CustomValue[x][y]);
+#endif
 
-      break;
-    }
+      if (CustomValue[x][y] == 0 && last_custom_value > 0)
+      {
+#if 0
+       printf("::: CE_VALUE_GETS_ZERO\n");
+#endif
 
-    case CA_ENABLE_PLAYER_GRAVITY:
-    {
-      game.gravity = TRUE;
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+      }
+#endif
 
       break;
     }
 
-    case CA_DISABLE_PLAYER_GRAVITY:
+    /* ---------- engine actions  ------------------------------------------ */
+
+    case CA_SET_ENGINE_SCAN_MODE:
     {
-      game.gravity = FALSE;
+      InitPlayfieldScanMode(action_arg);
 
       break;
     }
@@ -6694,19 +7420,22 @@ static void ExecuteCustomElementAction(int element, int page)
   }
 }
 
-static void ChangeElementNowExt(struct ElementChangeInfo *change,
-                               int x, int y, int target_element)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
   int previous_move_direction = MovDir[x][y];
-  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+#if USE_NEW_CUSTOM_VALUE
+  int last_ce_value = CustomValue[x][y];
+#endif
+  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;
   }
 
@@ -6717,7 +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);
@@ -6725,6 +7454,11 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
       MovDir[x][y] = previous_move_direction;
 
+#if USE_NEW_CUSTOM_VALUE
+    if (element_info[Feld[x][y]].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
+#endif
+
     InitField_WithBug1(x, y, FALSE);
 
     DrawLevelField(x, y);
@@ -6733,22 +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 */
 
-  TestIfBadThingTouchesHero(x, y);
+  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;
@@ -6763,23 +7504,15 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     /* reset actual trigger element, trigger player and action element */
     change->actual_trigger_element = EL_EMPTY;
     change->actual_trigger_player = EL_PLAYER_1;
+    change->actual_trigger_side = CH_SIDE_NONE;
+    change->actual_trigger_ce_value = 0;
   }
 
-#if 1
-  /* do not change any elements that have already changed in this frame */
-  if (Changed[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;
-#else
-  /* do not change already changed elements with same change event */
-  if (Changed[x][y] & ChangeEvent[x][y])
-    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)
   {
@@ -6804,7 +7537,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
       boolean is_destructible;
       int ex = x + xx - 1;
       int ey = y + yy - 1;
-      int content_element = change->target_content[xx][yy];
+      int content_element = change->target_content.e[xx][yy];
       int e;
 
       can_replace[xx][yy] = TRUE;
@@ -6876,10 +7609,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
          ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-         content_element = change->target_content[xx][yy];
+         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;
 
@@ -6889,26 +7622,124 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
        }
       }
 
-      if (something_has_changed)
-       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+      if (something_has_changed)
+      {
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+      }
+    }
+  }
+  else
+  {
+    target_element = GET_TARGET_ELEMENT(change->target_element, change);
+
+    CreateElementFromChange(x, y, target_element);
+
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+  }
+
+  /* this uses direct change before indirect change */
+  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+
+  return TRUE;
+}
+
+#if USE_NEW_DELAYED_ACTION
+
+static void HandleElementChange(int x, int y, int page)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+
+#ifdef DEBUG
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+  {
+    printf("\n\n");
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("HandleElementChange(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE_OR_HAS_ACTION(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
+#endif
+
+    return;
+  }
+
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+  {
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+
+    if (change->can_change)
+    {
+      ResetGfxAnimation(x, y);
+      ResetRandomAnimationValue(x, y);
+
+      if (change->pre_change_function)
+       change->pre_change_function(x, y);
+    }
+  }
+
+  ChangeDelay[x][y]--;
+
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    if (change->can_change)
+    {
+      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+      if (change->change_function)
+       change->change_function(x, y);
+    }
+  }
+  else                                 /* finish element change */
+  {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
+
+      change = &ei->change_page[page];
     }
-  }
-  else
-  {
-    target_element = GET_TARGET_ELEMENT(change->target_element, change);
 
-    ChangeElementNowExt(change, x, y, target_element);
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+    {
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
-    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
-  }
+      return;
+    }
 
-  /* this uses direct change before indirect change */
-  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+    if (change->can_change)
+    {
+      if (ChangeElement(x, y, element, page))
+      {
+       if (change->post_change_function)
+         change->post_change_function(x, y);
+      }
+    }
 
-  return TRUE;
+    if (change->has_action)
+      ExecuteCustomElementAction(x, y, element, page);
+  }
 }
 
-static void ChangeElement(int x, int y, int page)
+#else
+
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
@@ -6918,9 +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
@@ -6977,7 +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);
@@ -6985,7 +7816,9 @@ static void ChangeElement(int x, int y, int page)
   }
 }
 
-static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+#endif
+
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
                                              int trigger_element,
                                              int trigger_event,
                                              int trigger_player,
@@ -6994,7 +7827,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
 {
   boolean change_done_any = FALSE;
   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
-  int i, p, x, y;
+  int i;
 
   if (!(trigger_events[trigger_element][trigger_event]))
     return FALSE;
@@ -7003,6 +7836,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
   {
     int element = EL_CUSTOM_START + i;
     boolean change_done = FALSE;
+    int p;
 
     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
        !HAS_ANY_CHANGE_EVENT(element, trigger_event))
@@ -7021,25 +7855,50 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
       {
        change->actual_trigger_element = trigger_element;
        change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+       change->actual_trigger_side = trigger_side;
+       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
 
-       if (change->can_change && !change_done)
+       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)
            {
-             ChangeDelay[x][y] = 1;
-             ChangeEvent[x][y] = trigger_event;
-             ChangeElement(x, y, p);
+             if (change->can_change && !change_done)
+             {
+               ChangeDelay[x][y] = 1;
+               ChangeEvent[x][y] = trigger_event;
+
+               HandleElementChange(x, y, p);
+             }
+#if USE_NEW_DELAYED_ACTION
+             else if (change->has_action)
+             {
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
+#else
+             if (change->has_action)
+             {
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
+#endif
            }
          }
 
-         change_done = TRUE;
-         change_done_any = TRUE;
+         if (change->can_change)
+         {
+           change_done = TRUE;
+           change_done_any = TRUE;
+         }
        }
-
-       if (change->has_action)
-         ExecuteCustomElementAction(element, p);
       }
     }
   }
@@ -7088,18 +7947,54 @@ static boolean CheckElementChangeExt(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];
+
+      /* 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;
       }
-
+#if USE_NEW_DELAYED_ACTION
+      else if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
+#else
       if (change->has_action)
-       ExecuteCustomElementAction(element, p);
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
+#endif
     }
   }
 
@@ -7109,24 +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);
   }
 }
 
@@ -7193,7 +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 +
@@ -7225,7 +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 +
@@ -7340,12 +8235,25 @@ void AdvanceFrameAndPlayerCounters(int player_nr)
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
-    int move_frames =
-      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+    int move_delay_value = stored_player[i].move_delay_value;
+    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
 
     if (!advance_player_counters)      /* not all players may be affected */
       continue;
 
+#if USE_NEW_PLAYER_ANIM
+    if (move_frames == 0)      /* less than one move per game frame */
+    {
+      int stepsize = TILEX / move_delay_value;
+      int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+      int count = (stored_player[i].is_moving ?
+                  ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
+
+      if (count % delay == 0)
+       move_frames = 1;
+    }
+#endif
+
     stored_player[i].Frame += move_frames;
 
     if (stored_player[i].MovPos != 0)
@@ -7384,6 +8292,8 @@ void GameActions()
 
   /* ---------- main game synchronization point ---------- */
 
+  InitPlayfieldScanModeVars();
+
   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
   if (network_playing && !network_player_action_received)
@@ -7513,9 +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 */
@@ -7526,6 +8440,20 @@ void GameActions()
        RemoveField(x, y);
     }
 
+#if USE_NEW_SNAP_DELAY
+    if (Feld[x][y] == EL_ELEMENT_SNAPPING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+      {
+       RemoveField(x, y);
+       DrawLevelField(x, y);
+
+       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+      }
+    }
+#endif
+
 #if DEBUG
     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
     {
@@ -7571,13 +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))
@@ -7599,11 +8560,30 @@ void GameActions()
     if (IS_CHANGING(x, y) &&
        (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
     {
+      int page = element_info[element].event_page_nr[CE_DELAY];
+#if 0
+      HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
+#else
+
+#if 0
+      printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
+#endif
+
 #if 0
-      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
-                   element_info[element].event_page_nr[CE_DELAY]);
+      if (element == EL_CUSTOM_255)
+       printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
+#endif
+
+#if 1
+      HandleElementChange(x, y, page);
 #else
-      ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+      if (CAN_CHANGE(element))
+       HandleElementChange(x, y, page);
+
+      if (HAS_ACTION(element))
+       ExecuteCustomElementAction(x, y, element, page);
+#endif
+
 #endif
 
       element = Feld[x][y];
@@ -7666,9 +8646,23 @@ void GameActions()
       CheckForDragon(x, y);
     else if (element == EL_EXPLOSION)
       ;        /* drawing of correct explosion animation is handled separately */
+    else if (element == EL_ELEMENT_SNAPPING)
+    {
+#if 1
+      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif
+    }
     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);
 
@@ -7728,7 +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];
 
@@ -7762,7 +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];
 
@@ -7801,6 +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];
@@ -7847,7 +8865,7 @@ void GameActions()
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
-           KillHero(&stored_player[i]);
+           KillPlayer(&stored_player[i]);
       }
       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
@@ -8064,11 +9082,30 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   player->MovDir = (dx < 0 ? MV_LEFT :
                    dx > 0 ? MV_RIGHT :
                    dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+                   dy > 0 ? MV_DOWN :  MV_NONE);
 
   if (!IN_LEV_FIELD(new_jx, new_jy))
     return MF_NO_ACTION;
 
+  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;
+  }
+
   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
     return MF_NO_ACTION;
 
@@ -8083,10 +9120,10 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
-      BuryHero(player);
+      BuryPlayer(player);
     }
     else
-      TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
+      TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
 
     return MF_MOVING;
   }
@@ -8106,6 +9143,12 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   player->jy = new_jy;
   StorePlayer[new_jx][new_jy] = player->element_nr;
 
+  if (player->move_delay_value_next != -1)
+  {
+    player->move_delay_value = player->move_delay_value_next;
+    player->move_delay_value_next = -1;
+  }
+
   player->MovPos =
     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
 
@@ -8147,7 +9190,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   player->move_delay = -1;             /* set to "uninitialized" value */
 
   /* store if player is automatically moved to next field */
-  player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+  player->is_auto_moving = (player->programmed_action != MV_NONE);
 
   /* remove the last programmed player action */
   player->programmed_action = 0;
@@ -8301,12 +9344,12 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
   if (game.engine_version < VERSION_IDENT(3,0,7,0))
   {
-    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesBadThing(jx, jy);
     TestIfPlayerTouchesCustomElement(jx, jy);
   }
 
   if (!player->active)
-    RemoveHero(player);
+    RemovePlayer(player);
 
   return moved;
 }
@@ -8317,8 +9360,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
   int last_jx = player->last_jx, last_jy = player->last_jy;
   int move_stepsize = TILEX / player->move_delay_value;
 
-  if (!player->active || !player->MovPos)
+#if USE_NEW_PLAYER_SPEED
+  if (!player->active)
+    return;
+
+  if (player->MovPos == 0 && mode == SCROLL_GO_ON)     /* player not moving */
     return;
+#else
+  if (!player->active || player->MovPos == 0)
+    return;
+#endif
 
   if (mode == SCROLL_INIT)
   {
@@ -8348,20 +9399,47 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
     }
 
+#if USE_NEW_PLAYER_SPEED
+    if (player->MovPos != 0)   /* player has not yet reached destination */
+      return;
+#else
     return;
+#endif
   }
   else if (!FrameReached(&player->actual_frame_counter, 1))
     return;
 
+#if 0
+  printf("::: player->MovPos: %d -> %d\n",
+        player->MovPos,
+        player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
+#endif
+
+#if USE_NEW_PLAYER_SPEED
+  if (player->MovPos != 0)
+  {
+    player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
+    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
+
+    /* before DrawPlayer() to draw correct player graphic for this case */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+  }
+#else
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
     CheckGravityMovement(player);
+#endif
 
   if (player->MovPos == 0)     /* player reached destination field */
   {
+#if 0
+    printf("::: player reached destination field\n");
+#endif
+
     if (player->move_delay_reset_counter > 0)
     {
       player->move_delay_reset_counter--;
@@ -8384,7 +9462,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
       DrawPlayer(player);      /* needed here only to cleanup last field */
-      RemoveHero(player);
+      RemovePlayer(player);
 
       if (local_player->friends_still_needed == 0 ||
          IS_SP_ELEMENT(Feld[jx][jy]))
@@ -8417,11 +9495,14 @@ 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))
     {
-      TestIfHeroTouchesBadThing(jx, jy);
+      TestIfPlayerTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
 
       /* needed because pushed element has not yet reached its destination,
@@ -8430,7 +9511,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
 
       if (!player->active)
-       RemoveHero(player);
+       RemovePlayer(player);
     }
 
     if (level.use_step_counter)
@@ -8450,7 +9531,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
-           KillHero(&stored_player[i]);
+           KillPlayer(&stored_player[i]);
       }
       else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
        DrawGameValue_Time(TimePlayed);
@@ -8487,7 +9568,7 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
     redraw_mask |= REDRAW_FIELD;
   }
   else
-    ScreenMovDir = MV_NO_MOVING;
+    ScreenMovDir = MV_NONE;
 }
 
 void TestIfPlayerTouchesCustomElement(int x, int y)
@@ -8763,7 +9844,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
       continue;
 
     test_move_dir =
-      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
 
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
 
@@ -8791,7 +9872,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(kill_x, kill_y);
       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
-       KillHero(player);
+       KillPlayer(player);
     }
     else
       Bang(good_x, good_y);
@@ -8837,7 +9918,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
       continue;
 
     test_move_dir =
-      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
+      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
 
     test_element = Feld[test_x][test_y];
 
@@ -8884,41 +9965,41 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(bad_x, bad_y);
       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
-       KillHero(player);
+       KillPlayer(player);
     }
     else
       Bang(kill_x, kill_y);
   }
 }
 
-void TestIfHeroTouchesBadThing(int x, int y)
+void TestIfPlayerTouchesBadThing(int x, int y)
 {
-  TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+  TestIfGoodThingHitsBadThing(x, y, MV_NONE);
 }
 
-void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
+void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
 {
   TestIfGoodThingHitsBadThing(x, y, move_dir);
 }
 
-void TestIfBadThingTouchesHero(int x, int y)
+void TestIfBadThingTouchesPlayer(int x, int y)
 {
-  TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+  TestIfBadThingHitsGoodThing(x, y, MV_NONE);
 }
 
-void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
+void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
 {
   TestIfBadThingHitsGoodThing(x, y, move_dir);
 }
 
 void TestIfFriendTouchesBadThing(int x, int y)
 {
-  TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
+  TestIfGoodThingHitsBadThing(x, y, MV_NONE);
 }
 
 void TestIfBadThingTouchesFriend(int x, int y)
 {
-  TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
+  TestIfBadThingHitsGoodThing(x, y, MV_NONE);
 }
 
 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
@@ -8955,7 +10036,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     Bang(bad_x, bad_y);
 }
 
-void KillHero(struct PlayerInfo *player)
+void KillPlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
 
@@ -8970,36 +10051,36 @@ void KillHero(struct PlayerInfo *player)
   player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
-  BuryHero(player);
+  BuryPlayer(player);
 }
 
-static void KillHeroUnlessEnemyProtected(int x, int y)
+static void KillPlayerUnlessEnemyProtected(int x, int y)
 {
   if (!PLAYER_ENEMY_PROTECTED(x, y))
-    KillHero(PLAYERINFO(x, y));
+    KillPlayer(PLAYERINFO(x, y));
 }
 
-static void KillHeroUnlessExplosionProtected(int x, int y)
+static void KillPlayerUnlessExplosionProtected(int x, int y)
 {
   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
-    KillHero(PLAYERINFO(x, y));
+    KillPlayer(PLAYERINFO(x, y));
 }
 
-void BuryHero(struct PlayerInfo *player)
+void BuryPlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
 
   if (!player->active)
     return;
 
-  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;
-  RemoveHero(player);
+  RemovePlayer(player);
 }
 
-void RemoveHero(struct PlayerInfo *player)
+void RemovePlayer(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
   int i, found = FALSE;
@@ -9010,6 +10091,9 @@ void RemoveHero(struct PlayerInfo *player)
   if (!ExplodeField[jx][jy])
     StorePlayer[jx][jy] = 0;
 
+  if (player->is_moving)
+    DrawLevelField(player->last_jx, player->last_jy);
+
   for (i = 0; i < MAX_PLAYERS; i++)
     if (stored_player[i].active)
       found = TRUE;
@@ -9021,6 +10105,27 @@ void RemoveHero(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+#if USE_NEW_SNAP_DELAY
+static void setFieldForSnapping(int x, int y, int element, int direction)
+{
+  struct ElementInfo *ei = &element_info[element];
+  int direction_bit = MV_DIR_BIT(direction);
+  int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
+  int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
+               IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
+
+  Feld[x][y] = EL_ELEMENT_SNAPPING;
+  MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+
+  ResetGfxAnimation(x, y);
+
+  GfxElement[x][y] = element;
+  GfxAction[x][y] = action;
+  GfxDir[x][y] = direction;
+  GfxFrame[x][y] = -1;
+}
+#endif
+
 /*
   =============================================================================
   checkDiagonalPushing()
@@ -9067,14 +10172,15 @@ int DigField(struct PlayerInfo *player,
   int jx = oldx, jy = oldy;
   int dx = x - jx, dy = y - jy;
   int nextx = x + dx, nexty = y + dy;
-  int move_direction = (dx == -1 ? MV_LEFT :
+  int move_direction = (dx == -1 ? MV_LEFT  :
                        dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+                       dy == -1 ? MV_UP    :
+                       dy == +1 ? MV_DOWN  : MV_NONE);
   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
   int dig_side = MV_DIR_OPPOSITE(move_direction);
   int old_element = Feld[jx][jy];
   int element;
+  int collect_count;
 
   if (is_player)               /* function can also be called by EL_PENGUIN */
   {
@@ -9114,13 +10220,43 @@ int DigField(struct PlayerInfo *player,
     return MF_NO_ACTION;       /* field has no opening in this direction */
 
   element = Feld[x][y];
+#if USE_NEW_CUSTOM_VALUE
+
+#if 1
+  collect_count = element_info[element].collect_count_initial;
+#else
+  collect_count = CustomValue[x][y];
+#endif
+
+#else
+  collect_count = element_info[element].collect_count_initial;
+#endif
+
+#if 0
+  if (element != EL_BLOCKED &&
+      CustomValue[x][y] != element_info[element].collect_count_initial)
+    printf("::: %d: %d != %d\n",
+          element,
+          CustomValue[x][y],
+          element_info[element].collect_count_initial);
+#endif
 
   if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
     return MF_NO_ACTION;
 
   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 &&
@@ -9142,6 +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)
@@ -9157,7 +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))
   {
@@ -9177,6 +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 ||
@@ -9224,7 +10370,19 @@ int DigField(struct PlayerInfo *player,
                                        player->index_bit, dig_side);
 
     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))
   {
@@ -9242,14 +10400,14 @@ int DigField(struct PlayerInfo *player,
     }
     else if (element == EL_EXTRA_TIME && level.time > 0)
     {
-      TimeLeft += 10;
+      TimeLeft += level.extra_time;
       DrawGameValue_Time(TimeLeft);
     }
     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
     {
-      player->shield_normal_time_left += 10;
+      player->shield_normal_time_left += level.shield_normal_time;
       if (element == EL_SHIELD_DEADLY)
-       player->shield_deadly_time_left += 10;
+       player->shield_deadly_time_left += level.shield_deadly_time;
     }
     else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
     {
@@ -9283,24 +10441,35 @@ 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 */
     {
       int i;
 
-      if (element_info[element].collect_count == 0)
+      if (collect_count == 0)
        player->inventory_infinite_element = element;
       else
-       for (i = 0; i < element_info[element].collect_count; i++)
+       for (i = 0; i < collect_count; i++)
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
       DrawGameValue_Dynamite(local_player->inventory_size);
     }
-    else if (element_info[element].collect_count > 0)
+    else if (collect_count > 0)
     {
-      local_player->gems_still_needed -=
-       element_info[element].collect_count;
+      local_player->gems_still_needed -= collect_count;
       if (local_player->gems_still_needed < 0)
        local_player->gems_still_needed = 0;
 
@@ -9311,12 +10480,23 @@ int DigField(struct PlayerInfo *player,
     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
     if (is_player)
-      CheckTriggeredElementChangeByPlayer(x, y, element,
-                                         CE_PLAYER_COLLECTS_X,
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
                                          player->index_bit, dig_side);
 
     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))
   {
@@ -9445,7 +10625,7 @@ int DigField(struct PlayerInfo *player,
     {
       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
                                 player->index_bit, dig_side);
-      CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
                                          player->index_bit, dig_side);
     }
   }
@@ -9453,8 +10633,7 @@ int DigField(struct PlayerInfo *player,
   {
     if (PLAYER_SWITCHING(player, x, y))
     {
-      CheckTriggeredElementChangeByPlayer(x,y, element,
-                                         CE_PLAYER_PRESSES_X,
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
                                          player->index_bit, dig_side);
 
       return MF_ACTION;
@@ -9478,7 +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);
@@ -9504,20 +10687,19 @@ int DigField(struct PlayerInfo *player,
     {
       ActivateTimegateSwitch(x, y);
     }
-    else if (element == EL_BALLOON_SWITCH_LEFT ||
+    else if (element == EL_BALLOON_SWITCH_LEFT  ||
             element == EL_BALLOON_SWITCH_RIGHT ||
-            element == EL_BALLOON_SWITCH_UP ||
-            element == EL_BALLOON_SWITCH_DOWN ||
+            element == EL_BALLOON_SWITCH_UP    ||
+            element == EL_BALLOON_SWITCH_DOWN  ||
+            element == EL_BALLOON_SWITCH_NONE  ||
             element == EL_BALLOON_SWITCH_ANY)
     {
-      if (element == EL_BALLOON_SWITCH_ANY)
-       game.balloon_dir = move_direction;
-      else
-       game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
-                           element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
-                           element == EL_BALLOON_SWITCH_UP    ? MV_UP :
-                           element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
-                           MV_NO_MOVING);
+      game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
+                            element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                            element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
+                            element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
+                            element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
+                            move_direction);
     }
     else if (element == EL_LAMP)
     {
@@ -9530,15 +10712,52 @@ int DigField(struct PlayerInfo *player,
     else if (element == EL_TIME_ORB_FULL)
     {
       Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawGameValue_Time(TimeLeft);
+
+      if (level.time > 0 || level.use_time_orb_bug)
+      {
+       TimeLeft += level.time_orb_time;
+       DrawGameValue_Time(TimeLeft);
+      }
 
       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_SWITCH_OF_X,
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
                                        player->index_bit, dig_side);
 
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
@@ -9556,8 +10775,12 @@ int DigField(struct PlayerInfo *player,
 
       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
                                 player->index_bit, dig_side);
-      CheckTriggeredElementChangeByPlayer(x, y, element,
-                                         CE_SWITCH_OF_X,
+      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);
     }
 
@@ -9584,10 +10807,10 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
-  int snap_direction = (dx == -1 ? MV_LEFT :
+  int snap_direction = (dx == -1 ? MV_LEFT  :
                        dx == +1 ? MV_RIGHT :
-                       dy == -1 ? MV_UP :
-                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+                       dy == -1 ? MV_UP    :
+                       dy == +1 ? MV_DOWN  : MV_NONE);
 
   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
@@ -9728,7 +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);
@@ -9768,7 +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;
   }
 
@@ -10119,7 +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: