rocksndiamonds-3.0.8
[rocksndiamonds.git] / src / game.c
index e38715806ecbef9c6ff0d5ff7efbc689e41d6af2..05e65026508d942835b1e28bd9c464b7fa2d2e8c 100644 (file)
 #define DF_DIG                 1
 #define DF_SNAP                        2
 
-/* for MoveFigure() */
+/* for MovePlayer() */
 #define MF_NO_ACTION           0
 #define MF_MOVING              1
 #define MF_ACTION              2
 
-/* for ScrollFigure() */
+/* for ScrollPlayer() */
 #define SCROLL_INIT            0
 #define SCROLL_GO_ON           1
 
@@ -98,6 +98,8 @@
                                 RND(element_info[e].push_delay_random))
 #define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                 RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                   (element_info[e].move_delay_random))
 
 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition)            \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
                                        Feld[x][y] == EL_EXIT_OPEN ||   \
                                        Feld[x][y] == EL_ACID))
 
+#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y)                              \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
 #define MOLE_CAN_ENTER_FIELD(x, y, condition)                          \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
 
 
 /* forward declaration for internal use */
 
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
@@ -169,17 +180,20 @@ static void KillHeroUnlessProtected(int, int);
 static void TestIfPlayerTouchesCustomElement(int, int);
 static void TestIfElementTouchesCustomElement(int, int);
 
+static void ChangeElement(int, int, int);
 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
 static boolean CheckTriggeredElementChange(int, int, int, int);
 static boolean CheckElementSideChange(int, int, int, int, int, int);
 static boolean CheckElementChange(int, int, int, int);
 
-static void PlaySoundLevel(int, int, int);
-static void PlaySoundLevelNearest(int, int, int);
-static void PlaySoundLevelAction(int, int, int);
-static void PlaySoundLevelElementAction(int, int, int, int);
-static void PlaySoundLevelActionIfLoop(int, int, int);
-static void StopSoundLevelActionIfLoop(int, int, int);
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
@@ -251,6 +265,22 @@ static struct ChangingElementInfo change_delay_list[] =
     NULL,
     NULL
   },
+  {
+    EL_SP_EXIT_OPENING,
+    EL_SP_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_CLOSING,
+    EL_SP_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
   {
     EL_SWITCHGATE_OPENING,
     EL_SWITCHGATE_OPEN,
@@ -655,7 +685,7 @@ static void InitField(int x, int y, boolean init_game)
 
     case EL_PIG:
     case EL_DRAGON:
-      MovDir[x][y] = 1 << RND(4);
+      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
       break;
 
 #if 0
@@ -730,8 +760,8 @@ void DrawGameDoorValues()
 {
   int i, j;
 
-  for (i=0; i<MAX_PLAYERS; i++)
-    for (j=0; j<4; j++)
+  for (i = 0; i < MAX_PLAYERS; i++)
+    for (j = 0; j < 4; j++)
       if (stored_player[i].key[j])
        DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
                           el2edimg(EL_KEY_1 + j));
@@ -778,17 +808,23 @@ static void InitGameEngine()
 
   /* dynamically adjust player properties according to game engine version */
   game.initial_move_delay =
-    (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+    (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
      INITIAL_MOVE_DELAY_OFF);
 
   /* dynamically adjust player properties according to level information */
   game.initial_move_delay_value =
     (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
 
+  /* ---------- initialize player's initial push delay --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_push_delay_value =
+    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
   /* ---------- initialize changing elements ------------------------------- */
 
   /* initialize changing elements information */
-  for (i=0; i < MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
     struct ElementInfo *ei = &element_info[i];
 
@@ -804,7 +840,7 @@ static void InitGameEngine()
     }
 
     ei->change_events = CE_BITMASK_DEFAULT;
-    for (j=0; j < NUM_CHANGE_EVENTS; j++)
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
     {
       ei->event_page_nr[j] = 0;
       ei->event_page[j] = &ei->change_page[0];
@@ -812,7 +848,7 @@ static void InitGameEngine()
   }
 
   /* add changing elements from pre-defined list */
-  for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
+  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
   {
     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
     struct ElementInfo *ei = &element_info[ch_delay->element];
@@ -829,16 +865,16 @@ static void InitGameEngine()
 
 #if 1
   /* add change events from custom element configuration */
-  for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+  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++)
+    for (j = 0; j < ei->num_change_pages; j++)
     {
       if (!ei->change_page[j].can_change)
        continue;
 
-      for (k=0; k < NUM_CHANGE_EVENTS; k++)
+      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
       {
        /* only add event page for the first page found with this event */
        if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
@@ -855,7 +891,7 @@ static void InitGameEngine()
 #else
 
   /* add change events from custom element configuration */
-  for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
 
@@ -868,18 +904,18 @@ static void InitGameEngine()
   /* ---------- initialize trigger events ---------------------------------- */
 
   /* initialize trigger events information */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     trigger_events[i] = EP_BITMASK_DEFAULT;
 
 #if 1
   /* add trigger events from element change event properties */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
     struct ElementInfo *ei = &element_info[i];
 
-    for (j=0; j < ei->num_change_pages; j++)
+    for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page->can_change)
+      if (!ei->change_page[j].can_change)
        continue;
 
       if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
@@ -892,7 +928,7 @@ static void InitGameEngine()
   }
 #else
   /* add trigger events from element change event properties */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
       trigger_events[element_info[i].change->trigger_element] |=
        element_info[i].change->events;
@@ -901,17 +937,17 @@ static void InitGameEngine()
   /* ---------- initialize push delay -------------------------------------- */
 
   /* initialize push delay values to default */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
     if (!IS_CUSTOM_ELEMENT(i))
     {
-      element_info[i].push_delay_fixed = 2;
-      element_info[i].push_delay_random = 8;
+      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
+      element_info[i].push_delay_random = game.default_push_delay_random;
     }
   }
 
   /* set push delay value for certain elements from pre-defined list */
-  for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
   {
     int e = push_delay_list[i].element;
 
@@ -922,12 +958,12 @@ static void InitGameEngine()
   /* ---------- initialize move stepsize ----------------------------------- */
 
   /* initialize move stepsize values to default */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     if (!IS_CUSTOM_ELEMENT(i))
       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
 
   /* set move stepsize value for certain elements from pre-defined list */
-  for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
   {
     int e = move_stepsize_list[i].element;
 
@@ -937,12 +973,12 @@ static void InitGameEngine()
   /* ---------- initialize gem count --------------------------------------- */
 
   /* initialize gem count values for each element */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     if (!IS_CUSTOM_ELEMENT(i))
       element_info[i].collect_count = 0;
 
   /* add gem count values for all elements from pre-defined list */
-  for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
+  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
     element_info[collect_count_list[i].element].collect_count =
       collect_count_list[i].count;
 }
@@ -961,7 +997,7 @@ 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, x, y;
+  int i, j, k, x, y;
 
   InitGameEngine();
 
@@ -978,7 +1014,7 @@ void InitGame()
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
@@ -998,7 +1034,7 @@ void InitGame()
     player->lights_still_needed = 0;
     player->friends_still_needed = 0;
 
-    for (j=0; j<4; j++)
+    for (j = 0; j < 4; j++)
       player->key[j] = FALSE;
 
     player->dynabomb_count = 0;
@@ -1008,8 +1044,6 @@ void InitGame()
 
     player->MovDir = MV_NO_MOVING;
     player->MovPos = 0;
-    player->Pushing = FALSE;
-    player->Switching = FALSE;
     player->GfxPos = 0;
     player->GfxDir = MV_NO_MOVING;
     player->GfxAction = ACTION_DEFAULT;
@@ -1017,16 +1051,70 @@ void InitGame()
     player->StepFrame = 0;
 
     player->use_murphy_graphic = FALSE;
-    player->use_disk_red_graphic = FALSE;
 
     player->actual_frame_counter = 0;
 
+    player->step_counter = 0;
+
     player->last_move_dir = MV_NO_MOVING;
 
-    player->is_moving = FALSE;
     player->is_waiting = FALSE;
+    player->is_moving = FALSE;
     player->is_digging = FALSE;
+    player->is_snapping = FALSE;
     player->is_collecting = FALSE;
+    player->is_pushing = FALSE;
+    player->is_switching = FALSE;
+
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->action_waiting = ACTION_DEFAULT;
+    player->last_action_waiting = ACTION_DEFAULT;
+    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;
+    }
+
+    player->switch_x = -1;
+    player->switch_y = -1;
 
     player->show_envelope = 0;
 
@@ -1034,9 +1122,7 @@ void InitGame()
     player->move_delay_value = game.initial_move_delay_value;
 
     player->push_delay = 0;
-    player->push_delay_value = 5;
-
-    player->snapped = FALSE;
+    player->push_delay_value = game.initial_push_delay_value;
 
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
@@ -1083,27 +1169,32 @@ void InitGame()
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
   game.balloon_dir = MV_NO_MOVING;
+  game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
-  for (i=0; i<4; i++)
+  game.envelope_active = FALSE;
+
+  for (i = 0; i < 4; i++)
   {
     game.belt_dir[i] = MV_NO_MOVING;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
   }
 
-  for (i=0; i<MAX_NUM_AMOEBA; i++)
+  for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x=0; x<lev_fieldx; x++)
+  for (x = 0; x < lev_fieldx; x++)
   {
-    for (y=0; y<lev_fieldy; y++)
+    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;
-      JustStopped[x][y] = 0;
+      WasJustMoving[x][y] = 0;
+      WasJustFalling[x][y] = 0;
       Stop[x][y] = FALSE;
       Pushed[x][y] = FALSE;
 
@@ -1113,16 +1204,20 @@ void InitGame()
       ExplodePhase[x][y] = 0;
       ExplodeField[x][y] = EX_NO_EXPLOSION;
 
+      RunnerVisit[x][y] = 0;
+      PlayerVisit[x][y] = 0;
+
       GfxFrame[x][y] = 0;
-      GfxAction[x][y] = ACTION_DEFAULT;
       GfxRandom[x][y] = INIT_GFX_RANDOM();
       GfxElement[x][y] = EL_UNDEFINED;
+      GfxAction[x][y] = ACTION_DEFAULT;
+      GfxDir[x][y] = MV_NO_MOVING;
     }
   }
 
-  for(y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for(x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
        emulate_bd = FALSE;
@@ -1142,18 +1237,18 @@ void InitGame()
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
   /* correct non-moving belts to start moving left */
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
   /* check if any connected player was not found in playfield */
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     if (player->connected && !player->present)
     {
-      for (j=0; j<MAX_PLAYERS; j++)
+      for (j = 0; j < MAX_PLAYERS; j++)
       {
        struct PlayerInfo *some_player = &stored_player[j];
        int jx = some_player->jx, jy = some_player->jy;
@@ -1179,7 +1274,7 @@ void InitGame()
   {
     /* when playing a tape, eliminate all players who do not participate */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active && !tape.player_participates[i])
       {
@@ -1196,11 +1291,11 @@ void InitGame()
   {
     /* when in single player mode, eliminate all but the first active player */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active)
       {
-       for (j=i+1; j<MAX_PLAYERS; j++)
+       for (j = i + 1; j < MAX_PLAYERS; j++)
        {
          if (stored_player[j].active)
          {
@@ -1219,14 +1314,14 @@ void InitGame()
   /* when recording the game, store which players take part in the game */
   if (tape.recording)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       if (stored_player[i].active)
        tape.player_participates[i] = TRUE;
   }
 
   if (options.debug)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
@@ -1269,7 +1364,7 @@ void InitGame()
     int found_rating = 0;
     int found_element = EL_UNDEFINED;
 
-    for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
       int content;
@@ -1281,7 +1376,7 @@ void InitGame()
 
       if (CAN_CHANGE(element))
       {
-       for (i=0; i < element_info[element].num_change_pages; i++)
+       for (i = 0; i < element_info[element].num_change_pages; i++)
        {
          content = element_info[element].change_page[i].target_element;
          is_player = ELEM_IS_PLAYER(content);
@@ -1297,7 +1392,7 @@ void InitGame()
        }
       }
 
-      for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
       {
        content = element_info[element].content[xx][yy];
        is_player = ELEM_IS_PLAYER(content);
@@ -1314,7 +1409,7 @@ void InitGame()
        if (!CAN_CHANGE(element))
          continue;
 
-       for (i=0; i < element_info[element].num_change_pages; i++)
+       for (i = 0; i < element_info[element].num_change_pages; i++)
        {
          content = element_info[element].change_page[i].content[xx][yy];
          is_player = ELEM_IS_PLAYER(content);
@@ -1412,17 +1507,22 @@ void InitGame()
   OpenDoor(DOOR_OPEN_ALL);
 
   PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+
   if (setup.sound_music)
-    PlayMusic(level_nr);
+    PlayLevelMusic();
 
   KeyboardAutoRepeatOffUnlessAutoplay();
 
   if (options.debug)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
       printf("Player %d %sactive.\n",
             i + 1, (stored_player[i].active ? "" : "not "));
   }
+
+#if 0
+  printf("::: starting game [%d]\n", FrameCounter);
+#endif
 }
 
 void InitMovDir(int x, int y)
@@ -1518,7 +1618,7 @@ void InitMovDir(int x, int y)
        else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
                 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-         for (i=0; i<4; i++)
+         for (i = 0; i < 4; i++)
          {
            int x1 = x + xy[i][0];
            int y1 = y + xy[i][1];
@@ -1545,7 +1645,7 @@ void InitMovDir(int x, int y)
            element != EL_BD_FIREFLY)
          break;
 
-       for (i=0; i<4; i++)
+       for (i = 0; i < 4; i++)
        {
          int x1 = x + xy[i][0];
          int y1 = y + xy[i][1];
@@ -1568,6 +1668,8 @@ void InitMovDir(int x, int y)
       }
       break;
   }
+
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitAmoebaNr(int x, int y)
@@ -1577,7 +1679,7 @@ void InitAmoebaNr(int x, int y)
 
   if (group_nr == 0)
   {
-    for (i=1; i<MAX_NUM_AMOEBA; i++)
+    for (i = 1; i < MAX_NUM_AMOEBA; i++)
     {
       if (AmoebaCnt[i] == 0)
       {
@@ -1666,11 +1768,15 @@ void GameWon()
   }
 
   /* close exit door after last player */
-  if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
+  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
   {
-    Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
+    int element = Feld[ExitX][ExitY];
+
+    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+                         EL_SP_EXIT_CLOSING);
 
-    PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
+    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
   }
 
   /* Hero disappears */
@@ -1734,7 +1840,7 @@ int NewHiScore()
       local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
     return -1;
 
-  for (k=0; k<MAX_SCORE_ENTRIES; k++) 
+  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
   {
     if (local_player->score > highscore[k].Score)
     {
@@ -1745,14 +1851,14 @@ int NewHiScore()
        int m = MAX_SCORE_ENTRIES - 1;
 
 #ifdef ONE_PER_NAME
-       for (l=k; l<MAX_SCORE_ENTRIES; l++)
+       for (l = k; l < MAX_SCORE_ENTRIES; l++)
          if (!strcmp(setup.player_name, highscore[l].Name))
            m = l;
        if (m == k)     /* player's new highscore overwrites his old one */
          goto put_into_list;
 #endif
 
-       for (l=m; l>k; l--)
+       for (l = m; l > k; l--)
        {
          strcpy(highscore[l].Name, highscore[l - 1].Name);
          highscore[l].Score = highscore[l - 1].Score;
@@ -1808,6 +1914,7 @@ static void ResetGfxAnimation(int x, int y)
 {
   GfxFrame[x][y] = 0;
   GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitMovingField(int x, int y, int direction)
@@ -1818,10 +1925,11 @@ void InitMovingField(int x, int y, int direction)
   int newx = x + dx;
   int newy = y + dy;
 
-  if (!JustStopped[x][y] || direction != MovDir[x][y])
+  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
     ResetGfxAnimation(x, y);
 
   MovDir[newx][newy] = MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
 
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
@@ -1832,8 +1940,9 @@ void InitMovingField(int x, int y, int direction)
     GfxAction[x][y] = ACTION_MOVING;
 
   GfxFrame[newx][newy] = GfxFrame[x][y];
-  GfxAction[newx][newy] = GfxAction[x][y];
   GfxRandom[newx][newy] = GfxRandom[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];
+  GfxDir[newx][newy] = GfxDir[x][y];
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1912,10 +2021,12 @@ static void RemoveField(int x, int y)
 
   AmoebaNr[x][y] = 0;
   ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
   Pushed[x][y] = FALSE;
 
   GfxElement[x][y] = EL_UNDEFINED;
   GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NO_MOVING;
 }
 
 void RemoveMovingField(int x, int y)
@@ -2002,14 +2113,14 @@ void CheckDynamite(int x, int y)
     if (MovDelay[x][y] != 0)
     {
       DrawDynamite(x, y);
-      PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
       return;
     }
   }
 
 #if 1
-  StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 #else
   if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
       Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
@@ -2025,21 +2136,32 @@ void RelocatePlayer(int x, int y, int element)
 {
   struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
 
+#if 1
+  RemoveField(x, y);           /* temporarily remove newly placed player */
+  DrawLevelField(x, y);
+#endif
+
   if (player->present)
   {
     while (player->MovPos)
     {
-      ScrollFigure(player, SCROLL_GO_ON);
+      ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
       FrameCounter++;
-      DrawAllPlayers();
+
+      DrawPlayer(player);
+
       BackToFront();
+      Delay(GAME_FRAME_DELAY);
     }
 
-    RemoveField(player->jx, player->jy);
-    DrawLevelField(player->jx, player->jy);
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
   }
 
+  Feld[x][y] = element;
   InitPlayerField(x, y, element, TRUE);
 
   if (player == local_player)
@@ -2071,7 +2193,7 @@ void RelocatePlayer(int x, int y, int element)
       ScrollLevel(dx, dy);
       DrawAllPlayers();
 
-      /* scroll in to steps of half tile size to make things smoother */
+      /* scroll in two steps of half tile size to make things smoother */
       BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
       FlushDisplay();
       Delay(GAME_FRAME_DELAY);
@@ -2105,13 +2227,13 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 0
     /* --- This is only really needed (and now handled) in "Impact()". --- */
     /* do not explode moving elements that left the explode field in time */
-    if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
        center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
       return;
 #endif
 
     if (mode == EX_NORMAL || mode == EX_CENTER)
-      PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
 
     /* remove things displayed in background while burning dynamite */
     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
@@ -2125,7 +2247,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-    for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
+    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
     {
       int xx = x - ex + 1;
       int yy = y - ey + 1;
@@ -2160,7 +2282,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
 #else
       if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0) ||
+          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
            (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
          element == EL_FLAMES)
        continue;
@@ -2282,6 +2404,7 @@ void Explode(int ex, int ey, int phase, int mode)
       RemoveField(x, y);
 #else
       MovDir[x][y] = MovPos[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y];
       AmoebaNr[x][y] = 0;
 #endif
 #endif
@@ -2369,7 +2492,11 @@ void Explode(int ex, int ey, int phase, int mode)
       element = Feld[x][y] = Back[x][y];
     Back[x][y] = 0;
 
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxDir[x][y] = MV_NO_MOVING;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+
     InitField(x, y, FALSE);
     if (CAN_MOVE(element))
       InitMovDir(x, y);
@@ -2377,7 +2504,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
     TestIfElementTouchesCustomElement(x, y);
 
-    if (CAN_BE_CRUMBLED(element))
+    if (GFX_CRUMBLED(element))
       DrawLevelFieldCrumbledSandNeighbours(x, y);
 
     if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
@@ -2440,9 +2567,9 @@ void DynaExplode(int ex, int ey)
 
   Explode(ex, ey, EX_PHASE_START, EX_CENTER);
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
-    for (j=1; j<=dynabomb_size; j++)
+    for (j = 1; j <= dynabomb_size; j++)
     {
       int x = ex + j * xy[i % 4][0];
       int y = ey + j * xy[i % 4][1];
@@ -2477,7 +2604,11 @@ void Bang(int x, int y)
   int element = Feld[x][y];
 #endif
 
+#if 1
+  if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
+#else
   if (IS_PLAYER(x, y))
+#endif
   {
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
@@ -2487,12 +2618,12 @@ void Bang(int x, int y)
 
 #if 0
 #if 1
-  PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
 #else
   if (game.emulation == EMU_SUPAPLEX)
-    PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
   else
-    PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
 #endif
 #endif
 
@@ -2550,7 +2681,7 @@ void SplashAcid(int x, int y)
   if (element != EL_ACID_SPLASH_LEFT &&
       element != EL_ACID_SPLASH_RIGHT)
   {
-    PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+    PlayLevelSound(x, y, SND_ACID_SPLASHING);
 
     if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
        (!IN_LEV_FIELD(x-1, y-1) ||
@@ -2584,11 +2715,11 @@ static void InitBeltMovement()
   int x, y, i, j;
 
   /* set frame order for belt animation graphic according to belt direction */
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int belt_nr = i;
 
-    for (j=0; j<3; j++)
+    for (j = 0; j < 3; j++)
     {
       int element = belt_base_active_element[belt_nr] + j;
       int graphic = el2img(element);
@@ -2600,13 +2731,13 @@ static void InitBeltMovement()
     }
   }
 
-  for(y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for(x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
-      for (i=0; i<4; i++)
+      for (i = 0; i < 4; i++)
       {
        if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
        {
@@ -2672,7 +2803,7 @@ static void ToggleBeltSwitch(int x, int y)
     belt_dir_nr = 1;
 
   /* set frame order for belt animation graphic according to belt direction */
-  for (i=0; i<3; i++)
+  for (i = 0; i < 3; i++)
   {
     int element = belt_base_active_element[belt_nr] + i;
     int graphic = el2img(element);
@@ -2683,9 +2814,9 @@ static void ToggleBeltSwitch(int x, int y)
       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
   }
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2733,9 +2864,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
 
   game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2750,9 +2881,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
 #if 1
-       PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
 #else
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
 #endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
@@ -2760,9 +2891,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
 #if 1
-       PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
 #else
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
 #endif
       }
     }
@@ -2789,9 +2920,9 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
@@ -2846,9 +2977,9 @@ static void ActivateTimegateSwitch(int x, int y)
 
   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2856,7 +2987,7 @@ static void ActivateTimegateSwitch(int x, int y)
          element == EL_TIMEGATE_CLOSING)
       {
        Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
       }
 
       /*
@@ -2914,7 +3045,7 @@ void Impact(int x, int y)
                                         MovPos[x][y + 1] <= TILEY / 2));
 
     /* do not smash moving elements that left the smashed field in time */
-    if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
        ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
       object_hit = FALSE;
 
@@ -2946,12 +3077,12 @@ void Impact(int x, int y)
   else if (impact && element == EL_PEARL)
   {
     Feld[x][y] = EL_PEARL_BREAKING;
-    PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
     return;
   }
   else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
   {
-    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 
     return;
   }
@@ -2984,15 +3115,15 @@ 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++)
+      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;
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
 
-      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
@@ -3056,20 +3187,20 @@ void Impact(int x, int y)
        else if (smashed == EL_NUT)
        {
          Feld[x][y + 1] = EL_NUT_BREAKING;
-         PlaySoundLevel(x, y, SND_NUT_BREAKING);
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
          RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
        {
          Feld[x][y + 1] = EL_PEARL_BREAKING;
-         PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
          return;
        }
        else if (smashed == EL_DIAMOND)
        {
          Feld[x][y + 1] = EL_DIAMOND_BREAKING;
-         PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
          return;
        }
        else if (IS_BELT_SWITCH(smashed))
@@ -3089,6 +3220,11 @@ void Impact(int x, int y)
        else
        {
          CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+
+         CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+                                         CE_OTHER_IS_SWITCHING);
+         CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+                                CE_SWITCHED, -1);
        }
       }
       else
@@ -3104,19 +3240,19 @@ void Impact(int x, int y)
        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
   {
     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
+      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
 
     return;
   }
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
@@ -3148,6 +3284,8 @@ void TurnRound(int x, int y)
   };
 
   int element = Feld[x][y];
+  int move_pattern = element_info[element].move_pattern;
+
   int old_move_dir = MovDir[x][y];
   int left_dir  = turn[old_move_dir].left;
   int right_dir = turn[old_move_dir].right;
@@ -3315,6 +3453,11 @@ void TurnRound(int x, int y)
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
     if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
@@ -3329,8 +3472,25 @@ void TurnRound(int x, int y)
     xx = x + move_xy[MovDir[x][y]].x;
     yy = y + move_xy[MovDir[x][y]].y;
 
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+            xx, yy, Feld[xx][yy],
+            FrameCounter);
+#endif
+
+#if 1
+    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
+#else
     if (!IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
     MovDelay[x][y] = 0;
   }
@@ -3390,7 +3550,7 @@ void TurnRound(int x, int y)
     {
       int i;
 
-      for (i=0; i<MAX_PLAYERS; i++)
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
        struct PlayerInfo *player = &stored_player[i];
        int jx = player->jx, jy = player->jy;
@@ -3424,7 +3584,7 @@ void TurnRound(int x, int y)
        { 0, +1 }
       };
 
-      for (i=0; i<4; i++)
+      for (i = 0; i < 4; i++)
       {
        int ex = x + xy[i % 4][0];
        int ey = y + xy[i % 4][1];
@@ -3520,16 +3680,16 @@ void TurnRound(int x, int y)
       }
     }
   }
-  else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
-          element_info[element].move_pattern == MV_TURNING_LEFT ||
-          element_info[element].move_pattern == MV_TURNING_RIGHT)
+  else if (move_pattern == MV_ALL_DIRECTIONS ||
+          move_pattern == MV_TURNING_LEFT ||
+          move_pattern == MV_TURNING_RIGHT)
   {
     boolean can_turn_left  = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
     boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
 
-    if (element_info[element].move_pattern == MV_TURNING_LEFT)
+    if (move_pattern == MV_TURNING_LEFT)
       MovDir[x][y] = left_dir;
-    else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
+    else if (move_pattern == MV_TURNING_RIGHT)
       MovDir[x][y] = right_dir;
     else if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -3542,24 +3702,24 @@ void TurnRound(int x, int y)
 
     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (element_info[element].move_pattern == MV_HORIZONTAL ||
-          element_info[element].move_pattern == MV_VERTICAL)
+  else if (move_pattern == MV_HORIZONTAL ||
+          move_pattern == MV_VERTICAL)
   {
-    if (element_info[element].move_pattern & old_move_dir)
+    if (move_pattern & old_move_dir)
       MovDir[x][y] = back_dir;
-    else if (element_info[element].move_pattern == MV_HORIZONTAL)
+    else if (move_pattern == MV_HORIZONTAL)
       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-    else if (element_info[element].move_pattern == MV_VERTICAL)
+    else if (move_pattern == MV_VERTICAL)
       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
 
     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+  else if (move_pattern & MV_ANY_DIRECTION)
   {
-    MovDir[x][y] = element_info[element].move_pattern;
+    MovDir[x][y] = move_pattern;
     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+  else if (move_pattern == MV_ALONG_LEFT_SIDE)
   {
     if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
       MovDir[x][y] = left_dir;
@@ -3569,7 +3729,7 @@ void TurnRound(int x, int y)
     if (MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
   {
     if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
       MovDir[x][y] = right_dir;
@@ -3579,13 +3739,12 @@ void TurnRound(int x, int y)
     if (MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
-          element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+  else if (move_pattern == MV_TOWARDS_PLAYER ||
+          move_pattern == MV_AWAY_FROM_PLAYER)
   {
     int attr_x = -1, attr_y = -1;
     int newx, newy;
-    boolean move_away =
-      (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
 
     if (AllPlayersGone)
     {
@@ -3596,7 +3755,7 @@ void TurnRound(int x, int y)
     {
       int i;
 
-      for (i=0; i<MAX_PLAYERS; i++)
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
        struct PlayerInfo *player = &stored_player[i];
        int jx = player->jx, jy = player->jy;
@@ -3647,17 +3806,121 @@ void TurnRound(int x, int y)
       MovDir[x][y] = old_move_dir;
     }
   }
+  else if (move_pattern == MV_WHEN_PUSHED)
+  {
+    if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+      MovDir[x][y] = MV_NO_MOVING;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE ||
+          element == EL_MAZE_RUNNER)
+  {
+    static int test_xy[7][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 },
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+    };
+    static int test_dir[7] =
+    {
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+      MV_DOWN,
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+    };
+    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+    int move_preference = -1000000;    /* start with very low preference */
+    int new_move_dir = MV_NO_MOVING;
+    int start_test = RND(4);
+    int i;
+
+    for (i = 0; i < 4; i++)
+    {
+      int move_dir = test_dir[start_test + i];
+      int move_dir_preference;
+
+      xx = x + test_xy[start_test + i][0];
+      yy = y + test_xy[start_test + i][1];
+
+      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+      {
+       new_move_dir = move_dir;
+
+       break;
+      }
+
+      if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy))
+       continue;
+
+      move_dir_preference = -1 * RunnerVisit[xx][yy];
+      if (hunter_mode && PlayerVisit[xx][yy] > 0)
+       move_dir_preference = PlayerVisit[xx][yy];
+
+      if (move_dir_preference > move_preference)
+      {
+       /* prefer field that has not been visited for the longest time */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
+      {
+       /* prefer last direction when all directions are preferred equally */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+    }
+
+    MovDir[x][y] = new_move_dir;
+    if (old_move_dir != new_move_dir)
+      MovDelay[x][y] = 9;
+  }
+}
+
+static void TurnRound(int x, int y)
+{
+  int direction = MovDir[x][y];
+
+#if 0
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
+  TurnRoundExt(x, y);
+
+#if 1
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
+  if (direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
+#if 1
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_WAITING;
+#endif
 }
 
 static boolean JustBeingPushed(int x, int y)
 {
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
-    if (player->active && player->Pushing && player->MovPos)
+    if (player->active && player->is_pushing && player->MovPos)
     {
       int next_jx = player->jx + (player->jx - player->last_jx);
       int next_jy = player->jy + (player->jy - player->last_jy);
@@ -3672,16 +3935,21 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
   if (Stop[x][y])
     return;
 
+#if 1
+  if (MovDelay[x][y] == 0)
+    GfxAction[x][y] = ACTION_DEFAULT;
+#else
   /* !!! this should be handled more generic (not only for mole) !!! */
   if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
     GfxAction[x][y] = ACTION_DEFAULT;
+#endif
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
@@ -3700,9 +3968,9 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_ROCK;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
 #else
-       PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
 #endif
       }
       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
@@ -3722,9 +3990,9 @@ void StartMoving(int x, int y)
        Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_FILLING);
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
 #else
-       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
 #endif
       }
     }
@@ -3737,9 +4005,9 @@ void StartMoving(int x, int y)
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
 #if 1
-      PlaySoundLevelAction(x, y, ACTION_FILLING);
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
 #else
-      PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
 #endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
@@ -3828,35 +4096,37 @@ void StartMoving(int x, int y)
 #endif
     }
 #if 1
-
-#if 0
-    else if (CAN_SMASH(element) &&
-            (Feld[x][y + 1] == EL_BLOCKED ||
-             IS_PLAYER(x, y + 1)) &&
-            JustStopped[x][y] && !Pushed[x][y + 1])
+    else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
+             CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+             (Feld[x][y + 1] == EL_BLOCKED)) ||
+            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+             CAN_SMASH(element) && WasJustFalling[x][y] &&
+             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
 
 #else
 #if 1
-    else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+    else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
             CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            JustStopped[x][y] && !Pushed[x][y + 1])
+            WasJustMoving[x][y] && !Pushed[x][y + 1])
 #else
     else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            JustStopped[x][y])
+            WasJustMoving[x][y])
 #endif
 #endif
 
     {
-      /* calling "Impact()" here is not only completely unneccessary
-        (because it already gets called from "ContinueMoving()" in
-        all relevant situations), but also completely bullshit, because
-        "JustStopped" also indicates a finished *horizontal* movement;
-        we must keep this trash for backwards compatibility with older
-        tapes */
+      /* this is needed for a special case not covered by calling "Impact()"
+        from "ContinueMoving()": if an element moves to a tile directly below
+        another element which was just falling on that tile (which was empty
+        in the previous frame), the falling element above would just stop
+        instead of smashing the element below (in previous version, the above
+        element was just checked for "moving" instead of "falling", resulting
+        in incorrect smashes caused by horizontal movement of the above
+        element; also, the case of the player being the element to smash was
+        simply not covered here... :-/ ) */
 
       Impact(x, y);
     }
-#endif
     else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
     {
       if (MovDir[x][y] == MV_NO_MOVING)
@@ -3867,7 +4137,7 @@ void StartMoving(int x, int y)
     }
     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
-      if (JustStopped[x][y])   /* prevent animation from being restarted */
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
        MovDir[x][y] = MV_DOWN;
 
       InitMovingField(x, y, MV_DOWN);
@@ -3886,13 +4156,13 @@ void StartMoving(int x, int y)
     else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
 #else
     else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
-            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB)
 #endif
 #else
     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
              (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
 #endif
     {
@@ -3954,13 +4224,19 @@ void StartMoving(int x, int y)
   /* not "else if" because of elements that can fall and move (EL_SPRING) */
   if (CAN_MOVE(element) && !started_moving)
   {
+    int move_pattern = element_info[element].move_pattern;
     int newx, newy;
 
+#if 1
+    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+      return;
+#else
     if ((element == EL_SATELLITE ||
         element == EL_BALLOON ||
         element == EL_SPRING)
        && JustBeingPushed(x, y))
       return;
+#endif
 
 #if 0
 #if 0
@@ -3976,6 +4252,11 @@ void StartMoving(int x, int y)
 #endif
 #endif
 
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
     if (!MovDelay[x][y])       /* start new movement phase */
     {
       /* all objects that can change their move direction after each step
@@ -3984,12 +4265,17 @@ void StartMoving(int x, int y)
       if (element != EL_YAMYAM &&
          element != EL_DARK_YAMYAM &&
          element != EL_PACMAN &&
-         !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
-         element_info[element].move_pattern != MV_TURNING_LEFT &&
-         element_info[element].move_pattern != MV_TURNING_RIGHT)
+         !(move_pattern & MV_ANY_DIRECTION) &&
+         move_pattern != MV_TURNING_LEFT &&
+         move_pattern != MV_TURNING_RIGHT)
       {
        TurnRound(x, y);
 
+#if 0
+       if (FrameCounter < 1 && x == 0 && y == 29)
+         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
        if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
@@ -4018,7 +4304,13 @@ void StartMoving(int x, int y)
        /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
        ResetGfxAnimation(x, y);
 #endif
+
+#if 0
+       if (GfxAction[x][y] != ACTION_WAITING)
+         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
        GfxAction[x][y] = ACTION_WAITING;
+#endif
       }
 
       if (element == EL_ROBOT ||
@@ -4033,7 +4325,7 @@ void StartMoving(int x, int y)
 #else
        DrawLevelElementAnimationIfNeeded(x, y, element);
 #endif
-       PlaySoundLevelAction(x, y, ACTION_WAITING);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
        DrawLevelElementAnimationIfNeeded(x, y, element);
@@ -4047,12 +4339,27 @@ void StartMoving(int x, int y)
                       dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
                       dir == MV_UP     ? IMG_FLAMES_1_UP :
                       dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
-       int frame = getGraphicAnimationFrame(graphic, -1);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+       GfxAction[x][y] = ACTION_ATTACKING;
+
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
 
-       for (i=1; i<=3; i++)
+       for (i = 1; i <= 3; i++)
        {
-         int xx = x + i*dx, yy = y + i*dy;
-         int sx = SCREENX(xx), sy = SCREENY(yy);
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
          int flame_graphic = graphic + (i - 1);
 
          if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
@@ -4069,7 +4376,10 @@ void StartMoving(int x, int y)
 
            Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
+           {
+             DrawLevelFieldCrumbledSand(xx, yy);
              DrawGraphic(sx, sy, flame_graphic, frame);
+           }
          }
          else
          {
@@ -4082,15 +4392,17 @@ void StartMoving(int x, int y)
 
       if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       PlaySoundLevelAction(x, y, ACTION_WAITING);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
 
        return;
       }
 
+#if 0
       /* special case of "moving" animation of waiting elements (FIX THIS !!!);
         for all other elements GfxAction will be set by InitMovingField() */
       if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
        GfxAction[x][y] = ACTION_MOVING;
+#endif
     }
 
     /* now make next step */
@@ -4130,7 +4442,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
+       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
          DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
@@ -4146,7 +4458,7 @@ void StartMoving(int x, int y)
        if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
        else
-         MovDir[x][y] = MV_NO_MOVING;
+         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -4171,16 +4483,45 @@ void StartMoving(int x, int y)
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_DIGGING);
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
+      }
+      else if (!IS_FREE(newx, newy))
+      {
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+       return;
+      }
+    }
+    else if ((move_pattern & MV_MAZE_RUNNER_STYLE ||
+             element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy))
+    {
+      if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
+      {
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         DrawLevelField(newx, newy);
+       }
+
+       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
       }
       else if (!IS_FREE(newx, newy))
       {
+#if 0
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+#endif
        return;
       }
+
+      RunnerVisit[x][y] = FrameCounter;
+      PlayerVisit[x][y] /= 8;          /* expire player visit path */
     }
     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
@@ -4190,14 +4531,15 @@ void StartMoving(int x, int y)
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+
        return;
       }
       else
       {
        boolean wanna_flame = !RND(10);
        int dx = newx - x, dy = newy - y;
-       int newx1 = newx+1*dx, newy1 = newy+1*dy;
-       int newx2 = newx+2*dx, newy2 = newy+2*dy;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
        int element1 = (IN_LEV_FIELD(newx1, newy1) ?
                        MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
@@ -4209,19 +4551,26 @@ void StartMoving(int x, int y)
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
+#if 1
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
+#endif
+
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
          else
            DrawLevelField(x, y);
 
-         PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
+
          Feld[newx][newy] = EL_FLAMES;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
            Feld[newx1][newy1] = EL_FLAMES;
          if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
            Feld[newx2][newy2] = EL_FLAMES;
+
          return;
        }
       }
@@ -4237,7 +4586,7 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
     }
     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
             IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
@@ -4258,7 +4607,7 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -4274,7 +4623,7 @@ void StartMoving(int x, int y)
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
 
        ResetGfxAnimation(x, y);
        GfxAction[x][y] = ACTION_DIGGING;
@@ -4287,7 +4636,7 @@ void StartMoving(int x, int y)
       {
        Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
@@ -4326,7 +4675,7 @@ void StartMoving(int x, int y)
        TestIfBadThingTouchesHero(x, y);
 
 #if 0
-      PlaySoundLevelAction(x, y, ACTION_WAITING);
+      PlayLevelSoundAction(x, y, ACTION_WAITING);
 #endif
 
       return;
@@ -4334,7 +4683,7 @@ void StartMoving(int x, int y)
 
     InitMovingField(x, y, MovDir[x][y]);
 
-    PlaySoundLevelAction(x, y, ACTION_MOVING);
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -4356,156 +4705,254 @@ void ContinueMoving(int x, int y)
   if (pushed)          /* special case: moving object pushed by player */
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
 
-  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
+  if (ABS(MovPos[x][y]) < TILEX)
   {
-    Feld[x][y] = EL_EMPTY;
-    Feld[newx][newy] = element;
-    MovPos[x][y] = 0;  /* force "not moving" for "crumbled sand" */
+    DrawLevelField(x, y);
 
-    if (element == EL_MOLE)
-    {
-      Feld[x][y] = EL_SAND;
+    return;    /* element is still moving */
+  }
 
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-    }
-    else if (element == EL_QUICKSAND_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_QUICKSAND_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_MAGIC_WALL_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_MAGIC_WALL_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_BD_MAGIC_WALL_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_BD_MAGIC_WALL_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_AMOEBA_DROPPING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_SOKOBAN_OBJECT)
-    {
-      if (Back[x][y])
-       Feld[x][y] = Back[x][y];
+  /* element reached destination field */
 
-      if (Back[newx][newy])
-       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-      Back[x][y] = Back[newx][newy] = 0;
-    }
-    else if (Store[x][y] == EL_ACID)
-    {
-      element = Feld[newx][newy] = EL_ACID;
-    }
+  if (element == EL_MOLE)
+  {
+    Feld[x][y] = EL_SAND;
+
+    DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+  else if (element == EL_QUICKSAND_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_AMOEBA_DROPPING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_SOKOBAN_OBJECT)
+  {
+    if (Back[x][y])
+      Feld[x][y] = Back[x][y];
+
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+
+    Back[x][y] = Back[newx][newy] = 0;
+  }
+  else if (Store[x][y] == EL_ACID)
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
 
-    Store[x][y] = 0;
-    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    MovDelay[newx][newy] = 0;
+  Store[x][y] = 0;
+  MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+  MovDelay[newx][newy] = 0;
 
-    /* copy element change control values to new field */
-    ChangeDelay[newx][newy] = ChangeDelay[x][y];
-    Changed[newx][newy] = Changed[x][y];
-    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  /* copy element change control values to new field */
+  ChangeDelay[newx][newy] = ChangeDelay[x][y];
+  ChangePage[newx][newy] = ChangePage[x][y];
+  Changed[newx][newy] = Changed[x][y];
+  ChangeEvent[newx][newy] = ChangeEvent[x][y];
 
-    ChangeDelay[x][y] = 0;
-    Changed[x][y] = CE_BITMASK_DEFAULT;
-    ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Changed[x][y] = CE_BITMASK_DEFAULT;
+  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
-    /* copy animation control values to new field */
-    GfxFrame[newx][newy]  = GfxFrame[x][y];
-    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
+  /* copy animation control values to new field */
+  GfxFrame[newx][newy]  = GfxFrame[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
+  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
+  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
 
-    Pushed[x][y] = Pushed[newx][newy] = FALSE;
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
-    ResetGfxAnimation(x, y);   /* reset animation values for old field */
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
 
 #if 0
-    /* 2.1.1 (does not work correctly for spring) */
-    if (!CAN_MOVE(element))
-      MovDir[newx][newy] = 0;
+  /* 2.1.1 (does not work correctly for spring) */
+  if (!CAN_MOVE(element))
+    MovDir[newx][newy] = 0;
 #else
 
 #if 0
-    /* (does not work for falling objects that slide horizontally) */
-    if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-      MovDir[newx][newy] = 0;
+  /* (does not work for falling objects that slide horizontally) */
+  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+    MovDir[newx][newy] = 0;
 #else
-    /*
-    if (!CAN_MOVE(element) ||
-       (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-      MovDir[newx][newy] = 0;
-    */
+  /*
+  if (!CAN_MOVE(element) ||
+      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+    MovDir[newx][newy] = 0;
+  */
+
+  if (!CAN_MOVE(element) ||
+      (CAN_FALL(element) && direction == MV_DOWN))
+    GfxDir[x][y] = MovDir[newx][newy] = 0;
 
-    if (!CAN_MOVE(element) ||
-       (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
-      MovDir[newx][newy] = 0;
 #endif
 #endif
 
-    DrawLevelField(x, y);
-    DrawLevelField(newx, newy);
+  DrawLevelField(x, y);
+  DrawLevelField(newx, newy);
 
-    Stop[newx][newy] = TRUE;   /* ignore this element until the next frame */
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
 
-    if (!pushed)       /* special case: moving object pushed by player */
-      JustStopped[newx][newy] = 3;
+  /* prevent pushed element from moving on in pushed direction */
+  if (pushed && CAN_MOVE(element) &&
+      element_info[element].move_pattern & MV_ANY_DIRECTION &&
+      !(element_info[element].move_pattern & direction))
+    TurnRound(newx, newy);
 
-    if (DONT_TOUCH(element))   /* object may be nasty to player or others */
-    {
-      TestIfBadThingTouchesHero(newx, newy);
-      TestIfBadThingTouchesFriend(newx, newy);
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
-    }
-    else if (element == EL_PENGUIN)
-      TestIfFriendTouchesBadThing(newx, newy);
+  if (!pushed) /* special case: moving object pushed by player */
+  {
+    WasJustMoving[newx][newy] = 3;
+
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = 3;
+  }
+
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  {
+    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
 
-    if (CAN_FALL(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
-      Impact(x, newy);
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
 
-    if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-      CheckElementChange(newx, newy, element, CE_COLLISION);
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+    Impact(x, newy);
 
 #if 1
-    TestIfElementTouchesCustomElement(x, y);           /* for empty space */
+  TestIfElementTouchesCustomElement(x, y);             /* for empty space */
 #endif
 
-    TestIfPlayerTouchesCustomElement(newx, newy);
-    TestIfElementTouchesCustomElement(newx, newy);
-  }
-  else                         /* still moving on */
+#if 0
+  if (ChangePage[newx][newy] != -1)                    /* delayed change */
+    ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
   {
-    DrawLevelField(x, y);
+    /* !!! fix side (direction) orientation here and elsewhere !!! */
+    CheckElementSideChange(newx, newy, Feld[newx][newy],
+                          direction, CE_COLLISION_ACTIVE, -1);
+
+#if 0
+    if (IN_LEV_FIELD(nextx, nexty))
+    {
+      static int opposite_directions[] =
+      {
+       MV_RIGHT,
+       MV_LEFT,
+       MV_DOWN,
+       MV_UP
+      };
+      int move_dir_bit = MV_DIR_BIT(direction);
+      int opposite_direction = opposite_directions[move_dir_bit];
+      int hitting_side = direction;
+      int touched_side = opposite_direction;
+      int hitting_element = Feld[newx][newy];
+      int touched_element = MovingOrBlocked2Element(nextx, nexty);
+      boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+                           MovDir[nextx][nexty] != direction ||
+                           ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+      if (object_hit)
+      {
+       int i;
+
+       CheckElementSideChange(nextx, nexty, Feld[nextx][nexty],
+                              opposite_direction, CE_COLLISION_PASSIVE, -1);
+
+       if (IS_CUSTOM_ELEMENT(hitting_element) &&
+           HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE))
+       {
+         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[hitting_element].change_page[i];
+
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) &&
+               change->sides & touched_side &&
+               change->trigger_element == touched_element)
+           {
+             CheckElementSideChange(newx, newy, hitting_element,
+                                    CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i);
+             break;
+           }
+         }
+       }
+
+       if (IS_CUSTOM_ELEMENT(touched_element) &&
+           HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE))
+       {
+         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[touched_element].change_page[i];
+
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) &&
+               change->sides & hitting_side &&
+               change->trigger_element == hitting_element)
+           {
+             CheckElementSideChange(nextx, nexty, touched_element,
+                                    CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i);
+             break;
+           }
+         }
+       }
+      }
+    }
+#endif
   }
+
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -4521,7 +4968,7 @@ int AmoebeNachbarNr(int ax, int ay)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int x = ax + xy[i][0];
     int y = ay + xy[i][1];
@@ -4551,7 +4998,7 @@ void AmoebenVereinigen(int ax, int ay)
   if (new_group_nr == 0)
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     x = ax + xy[i][0];
     y = ay + xy[i][1];
@@ -4574,9 +5021,9 @@ 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++)
+      for (yy = 0; yy < lev_fieldy; yy++)
       {
-       for (xx=0; xx<lev_fieldx; xx++)
+       for (xx = 0; xx < lev_fieldx; xx++)
        {
          if (AmoebaNr[xx][yy] == old_group_nr)
            AmoebaNr[xx][yy] = new_group_nr;
@@ -4603,9 +5050,9 @@ void AmoebeUmwandeln(int ax, int ay)
     }
 #endif
 
-    for (y=0; y<lev_fieldy; y++)
+    for (y = 0; y < lev_fieldy; y++)
     {
-      for (x=0; x<lev_fieldx; x++)
+      for (x = 0; x < lev_fieldx; x++)
       {
        if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
        {
@@ -4614,7 +5061,7 @@ void AmoebeUmwandeln(int ax, int ay)
        }
       }
     }
-    PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
                            SND_AMOEBA_TURNING_TO_GEM :
                            SND_AMOEBA_TURNING_TO_ROCK));
     Bang(ax, ay);
@@ -4629,7 +5076,7 @@ void AmoebeUmwandeln(int ax, int ay)
       { 0, +1 }
     };
 
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
     {
       x = ax + xy[i][0];
       y = ay + xy[i][1];
@@ -4639,7 +5086,7 @@ void AmoebeUmwandeln(int ax, int ay)
 
       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
       {
-       PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
                              SND_AMOEBA_TURNING_TO_GEM :
                              SND_AMOEBA_TURNING_TO_ROCK));
        Bang(x, y);
@@ -4663,9 +5110,9 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 #endif
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (AmoebaNr[x][y] == group_nr &&
          (Feld[x][y] == EL_AMOEBA_DEAD ||
@@ -4682,7 +5129,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 
   if (done)
-    PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
                            SND_BD_AMOEBA_TURNING_TO_ROCK :
                            SND_BD_AMOEBA_TURNING_TO_GEM));
 }
@@ -4699,12 +5146,12 @@ void AmoebeWaechst(int x, int y)
     if (DelayReached(&sound_delay, sound_delay_value))
     {
 #if 1
-      PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
 #else
       if (Store[x][y] == EL_BD_AMOEBA)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
 #endif
       sound_delay_value = 30;
     }
@@ -4825,7 +5272,7 @@ void AmoebeAbleger(int ax, int ay)
     int start = RND(4);
     boolean waiting_for_player = FALSE;
 
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
     {
       int j = (start + i) % 4;
       int x = ax + xy[j][0];
@@ -4904,9 +5351,9 @@ void AmoebeAbleger(int ax, int ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
 #if 1
-    PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
 #else
-    PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
 #endif
   }
   else
@@ -4946,7 +5393,7 @@ void Life(int ax, int ay)
       return;
   }
 
-  for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
   {
     int xx = ax+x1, yy = ay+y1;
     int nachbarn = 0;
@@ -4954,7 +5401,7 @@ void Life(int ax, int ay)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
     {
       int x = xx+x2, y = yy+y2;
 
@@ -4995,7 +5442,7 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
                   SND_GAME_OF_LIFE_GROWING);
 }
 
@@ -5006,7 +5453,7 @@ static void InitRobotWheel(int x, int y)
 
 static void RunRobotWheel(int x, int y)
 {
-  PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
 }
 
 static void StopRobotWheel(int x, int y)
@@ -5022,7 +5469,7 @@ static void InitTimegateWheel(int x, int y)
 
 static void RunTimegateWheel(int x, int y)
 {
-  PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
 }
 
 void CheckExit(int x, int y)
@@ -5045,7 +5492,7 @@ void CheckExit(int x, int y)
 
   Feld[x][y] = EL_EXIT_OPENING;
 
-  PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
 void CheckExitSP(int x, int y)
@@ -5061,18 +5508,21 @@ void CheckExitSP(int x, int y)
     return;
   }
 
-  Feld[x][y] = EL_SP_EXIT_OPEN;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_SP_EXIT_OPENING;
 
-  PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
 static void CloseAllOpenTimegates()
 {
   int x, y;
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
@@ -5080,9 +5530,9 @@ static void CloseAllOpenTimegates()
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_CLOSING);
+       PlayLevelSoundAction(x, y, ACTION_CLOSING);
 #else
-       PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+       PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
 #endif
       }
     }
@@ -5144,7 +5594,7 @@ void MauerWaechst(int x, int y)
 
     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
@@ -5175,7 +5625,7 @@ void MauerWaechst(int x, int y)
 
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      MovDir[x][y] = MV_NO_MOVING;
+      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
       DrawLevelField(x, y);
     }
   }
@@ -5220,7 +5670,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay-1] = element;
-      MovDir[ax][ay-1] = MV_UP;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
                    IMG_EXPANDABLE_WALL_GROWING_UP, 0);
@@ -5230,7 +5680,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay+1] = element;
-      MovDir[ax][ay+1] = MV_DOWN;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
                    IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
@@ -5246,7 +5696,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax-1][ay] = element;
-      MovDir[ax-1][ay] = MV_LEFT;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
                    IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
@@ -5257,7 +5707,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax+1][ay] = element;
-      MovDir[ax+1][ay] = MV_RIGHT;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
                    IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
@@ -5286,9 +5736,9 @@ void MauerAbleger(int ax, int ay)
 
   if (new_wall)
 #if 1
-    PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 #else
-    PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
 #endif
 }
 
@@ -5304,9 +5754,9 @@ void CheckForDragon(int x, int y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
-    for (j=0; j<4; j++)
+    for (j = 0; j < 4; j++)
     {
       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
 
@@ -5323,9 +5773,9 @@ void CheckForDragon(int x, int y)
 
   if (!dragon_found)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
     {
-      for (j=0; j<3; j++)
+      for (j = 0; j < 3; j++)
       {
        int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
   
@@ -5366,13 +5816,13 @@ static void WarnBuggyBase(int x, int y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int xx = x + xy[i][0], yy = y + xy[i][1];
 
     if (IS_PLAYER(xx, yy))
     {
-      PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
       break;
     }
@@ -5386,7 +5836,7 @@ static void InitTrap(int x, int y)
 
 static void ActivateTrap(int x, int y)
 {
-  PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
 }
 
 static void ChangeActiveTrap(int x, int y)
@@ -5423,7 +5873,7 @@ static void ChangeElementNowExt(int x, int y, int target_element)
 
   DrawLevelField(x, y);
 
-  if (CAN_BE_CRUMBLED(Feld[x][y]))
+  if (GFX_CRUMBLED(Feld[x][y]))
     DrawLevelFieldCrumbledSandNeighbours(x, y);
 
   TestIfBadThingTouchesHero(x, y);
@@ -5468,7 +5918,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     boolean can_change[3][3];
     int xx, yy;
 
-    for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
       boolean half_destructible;
       int ex = x + xx - 1;
@@ -5519,7 +5969,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
          RND(100) < change->random)
        return FALSE;
 
-      for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
       {
        int ex = x + xx - 1;
        int ey = y + yy - 1;
@@ -5530,6 +5980,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
          if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
            RemoveMovingField(ex, ey);
 
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
          ChangeElementNowExt(ex, ey, change->content[xx][yy]);
 
          something_has_changed = TRUE;
@@ -5541,14 +5993,14 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
       }
 
       if (something_has_changed)
-       PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
     }
   }
   else
   {
     ChangeElementNowExt(x, y, change->target_element);
 
-    PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
   }
 
   return TRUE;
@@ -5557,7 +6009,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 static void ChangeElement(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
-  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
 
 #if 0
 #ifdef DEBUG
@@ -5588,7 +6041,7 @@ static void ChangeElement(int x, int y, int page)
 
   if (ChangeDelay[x][y] != 0)          /* continue element change */
   {
-    int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
     if (IS_ANIMATED(graphic))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
@@ -5598,9 +6051,16 @@ static void ChangeElement(int x, int y, int page)
   }
   else                                 /* finish element change */
   {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
+    }
+
     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 */
 
       return;
     }
@@ -5623,24 +6083,33 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly,
   if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
     return FALSE;
 
-  for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
 
     boolean change_element = FALSE;
-    int page;
+    int page = 0;
 
-    if (!CAN_CHANGE(element) ||
-       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
       continue;
 
-    for (j=0; j < element_info[element].num_change_pages; j++)
+    for (j = 0; j < element_info[element].num_change_pages; j++)
     {
       struct ElementChangeInfo *change = &element_info[element].change_page[j];
 
-      if (change->sides & trigger_side &&
+      if (change->can_change &&
+#if 1
+         change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
+         change->sides & trigger_side &&
          change->trigger_element == trigger_element)
       {
+#if 0
+       if (!(change->events & CH_EVENT_BIT(trigger_event)))
+         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
        change_element = TRUE;
        page = j;
 
@@ -5651,7 +6120,7 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly,
     if (!change_element)
       continue;
 
-    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
 #if 0
       if (x == lx && y == ly)  /* do not change trigger element itself */
@@ -5707,6 +6176,264 @@ static boolean CheckElementChange(int x, int y, int element, int trigger_event)
   return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
 }
 
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int element = player->element_nr;
+  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);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[element].sound[last_action]);
+
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+  }
+}
+
+static void PlayAllPlayersSound()
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
+
+  player->last_action_waiting = player->action_waiting;
+
+  if (is_waiting)
+  {
+    if (!last_waiting)         /* not waiting -> waiting */
+    {
+      player->is_waiting = TRUE;
+
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       SimpleRND(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       SimpleRND(game.player_sleeping_delay_random);
+
+      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+    }
+
+    if (game.player_sleeping_delay_fixed +
+       game.player_sleeping_delay_random > 0 &&
+       player->anim_delay_counter == 0 &&
+       player->post_delay_counter == 0 &&
+       FrameCounter >= player->frame_counter_sleeping)
+      player->is_sleeping = TRUE;
+    else if (game.player_boring_delay_fixed +
+            game.player_boring_delay_random > 0 &&
+            FrameCounter >= player->frame_counter_bored)
+      player->is_bored = TRUE;
+
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
+
+    if (player->is_sleeping)
+    {
+      if (player->num_special_action_sleeping > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int last_special_action = player->special_action_sleeping;
+         int num_special_action = player->num_special_action_sleeping;
+         int special_action =
+           (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+            last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+            last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+            last_special_action + 1 : ACTION_SLEEPING);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_sleeping = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_sleeping;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+    else if (player->is_bored)
+    {
+      if (player->num_special_action_bored > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_bored = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_bored;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+  }
+  else if (last_waiting)       /* waiting -> not waiting */
+  {
+    player->is_waiting = FALSE;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->action_waiting = ACTION_DEFAULT;
+
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
+
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
+  static byte stored_player_action[MAX_PLAYERS];
+  static int num_stored_actions = 0;
+#endif
+  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+  int left     = player_action & JOY_LEFT;
+  int right    = player_action & JOY_RIGHT;
+  int up       = player_action & JOY_UP;
+  int down     = player_action & JOY_DOWN;
+  int button1  = player_action & JOY_BUTTON_1;
+  int button2  = player_action & JOY_BUTTON_2;
+  int dx       = (left ? -1    : right ? 1     : 0);
+  int dy       = (up   ? -1    : down  ? 1     : 0);
+
+#if 0
+  stored_player_action[player->index_nr] = 0;
+  num_stored_actions++;
+#endif
+
+#if 0
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+  if (!player->active || tape.pausing)
+    return 0;
+
+  if (player_action)
+  {
+#if 0
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+    if (button1)
+      snapped = SnapField(player, dx, dy);
+    else
+    {
+      if (button2)
+       dropped = DropElement(player);
+
+      moved = MovePlayer(player, dx, dy);
+    }
+
+    if (tape.single_step && tape.recording && !tape.pausing)
+    {
+      if (button1 || (dropped && !moved))
+      {
+       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+       SnapField(player, 0, 0);                /* stop snapping */
+      }
+    }
+
+    SetPlayerWaiting(player, FALSE);
+
+#if 1
+    return player_action;
+#else
+    stored_player_action[player->index_nr] = player_action;
+#endif
+  }
+  else
+  {
+#if 0
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+    /* no actions for this player (no input at player's configured device) */
+
+    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovement(player);
+
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
+
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+
+    return 0;
+  }
+
+#if 0
+  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
+  }
+#endif
+}
+
+#else
+
 static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
   static byte stored_player_action[MAX_PLAYERS];
@@ -5724,11 +6451,15 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   stored_player_action[player->index_nr] = 0;
   num_stored_actions++;
 
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
   if (!player->active || tape.pausing)
     return;
 
   if (player_action)
   {
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -5736,7 +6467,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
       if (button2)
        dropped = DropElement(player);
 
-      moved = MoveFigure(player, dx, dy);
+      moved = MovePlayer(player, dx, dy);
     }
 
     if (tape.single_step && tape.recording && !tape.pausing)
@@ -5752,6 +6483,8 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   }
   else
   {
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
     /* no actions for this player (no input at player's configured device) */
 
     DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
@@ -5767,10 +6500,13 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
 
   if (tape.recording && num_stored_actions >= MAX_PLAYERS)
   {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
     TapeRecordAction(stored_player_action);
     num_stored_actions = 0;
   }
 }
+#endif
 
 void GameActions()
 {
@@ -5780,6 +6516,9 @@ void GameActions()
   int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
+#if 1
+  byte tape_action[MAX_PLAYERS];
+#endif
 
   if (game_status != GAME_MODE_PLAYING)
     return;
@@ -5824,9 +6563,13 @@ void GameActions()
   if (tape.pausing)
     return;
 
+#if 0
+  printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     summarized_player_action |= stored_player[i].action;
 
@@ -5842,7 +6585,7 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
 
@@ -5852,10 +6595,19 @@ void GameActions()
     if (recorded_player_action)
       actual_player_action = recorded_player_action[i];
 
-    PlayerActions(&stored_player[i], actual_player_action);
-    ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+    tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+    if (tape.recording && tape_action[i] && !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+
+    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
+#if 1
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
   network_player_action_received = FALSE;
 
   ScrollScreen(NULL, SCROLL_GO_ON);
@@ -5864,20 +6616,20 @@ void GameActions()
   FrameCounter++;
   TimeFrames++;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
     stored_player[i].Frame++;
 #endif
 
 #if 1
-  if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+  if (game.engine_version < VERSION_IDENT(2,2,0,7))
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
       int x = player->jx;
       int y = player->jy;
 
-      if (player->active && player->Pushing && player->is_moving &&
+      if (player->active && player->is_pushing && player->is_moving &&
          IS_MOVING(x, y))
       {
        ContinueMoving(x, y);
@@ -5892,14 +6644,26 @@ void GameActions()
   }
 #endif
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
     Changed[x][y] = CE_BITMASK_DEFAULT;
     ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
+#if DEBUG
+    if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+    {
+      printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+      printf("GameActions(): This should never happen!\n");
+
+      ChangePage[x][y] = -1;
+    }
+#endif
+
     Stop[x][y] = FALSE;
-    if (JustStopped[x][y] > 0)
-      JustStopped[x][y]--;
+    if (WasJustMoving[x][y] > 0)
+      WasJustMoving[x][y]--;
+    if (WasJustFalling[x][y] > 0)
+      WasJustFalling[x][y]--;
 
     GfxFrame[x][y]++;
 
@@ -5930,11 +6694,11 @@ void GameActions()
 #endif
   }
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
     element = Feld[x][y];
 #if 1
-    graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 #else
     graphic = el2img(element);
 #endif
@@ -5958,7 +6722,7 @@ void GameActions()
     SetRandomAnimationValue(x, y);
 
 #if 1
-    PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
 #endif
 
     if (IS_INACTIVE(element))
@@ -5971,11 +6735,22 @@ void GameActions()
 
 #if 1
     /* this may take place after moving, so 'element' may have changed */
+#if 0
     if (IS_CHANGING(x, y))
+#else
+    if (IS_CHANGING(x, y) &&
+       (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
     {
+#if 0
+      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
+                   element_info[element].event_page_nr[CE_DELAY]);
+#else
       ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+#endif
+
       element = Feld[x][y];
-      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
 #endif
 
@@ -5984,7 +6759,7 @@ void GameActions()
       StartMoving(x, y);
 
 #if 1
-      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 #if 0
       if (element == EL_MOLE)
        printf("::: %d, %d, %d [%d]\n",
@@ -6004,6 +6779,11 @@ void GameActions()
       {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+       if (element == EL_BUG)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
 #if 0
        if (element == EL_MOLE)
          printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
@@ -6072,7 +6852,7 @@ void GameActions()
 #endif
 
     if (IS_BELT_ACTIVE(element))
-      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+      PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
     if (game.magic_wall_active)
     {
@@ -6138,7 +6918,7 @@ void GameActions()
   {
     game.explosions_delayed = FALSE;
 
-    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
       element = Feld[x][y];
 
@@ -6162,9 +6942,9 @@ void GameActions()
       if (element == EL_BD_MAGIC_WALL_FULL ||
          element == EL_BD_MAGIC_WALL_ACTIVE ||
          element == EL_BD_MAGIC_WALL_EMPTYING)
-       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -6172,7 +6952,7 @@ void GameActions()
       game.magic_wall_time_left--;
       if (!game.magic_wall_time_left)
       {
-       for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+       for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
        {
          element = Feld[x][y];
 
@@ -6211,25 +6991,25 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     if (SHIELD_ON(player))
     {
       if (player->shield_deadly_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
       else if (player->shield_normal_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
     }
   }
 
-  if (TimeFrames >= (1000 / GameFrameDelay))
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
     TimeFrames = 0;
     TimePlayed++;
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
@@ -6255,7 +7035,7 @@ void GameActions()
       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
 
       if (!TimeLeft && setup.time_limit)
-       for (i=0; i<MAX_PLAYERS; i++)
+       for (i = 0; i < MAX_PLAYERS; i++)
          KillHero(&stored_player[i]);
     }
     else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
@@ -6263,6 +7043,7 @@ void GameActions()
   }
 
   DrawAllPlayers();
+  PlayAllPlayersSound();
 
   if (options.debug)                   /* calculate frames per second */
   {
@@ -6298,7 +7079,7 @@ void GameActions()
   FrameCounter++;
   TimeFrames++;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int move_frames =
       MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
@@ -6325,7 +7106,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
   int min_x = x, min_y = y, max_x = x, max_y = y;
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
@@ -6345,7 +7126,7 @@ static boolean AllPlayersInVisibleScreen()
 {
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
@@ -6375,14 +7156,14 @@ void ScrollLevel(int dx, int dy)
   if (dx)
   {
     x = (dx == 1 ? BX1 : BX2);
-    for (y=BY1; y <= BY2; y++)
+    for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
 
   if (dy)
   {
     y = (dy == 1 ? BY1 : BY2);
-    for (x=BX1; x <= BX2; x++)
+    for (x = BX1; x <= BX2; x++)
       DrawScreenField(x, y);
   }
 
@@ -6391,7 +7172,7 @@ void ScrollLevel(int dx, int dy)
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
-  if (level.gravity && !player->programmed_action)
+  if (game.gravity && !player->programmed_action)
   {
     int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
     int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
@@ -6419,15 +7200,16 @@ static void CheckGravityMovement(struct PlayerInfo *player)
 }
 
 /*
-  MoveFigureOneStep()
+  MovePlayerOneStep()
   -----------------------------------------------------------------------------
   dx, dy:              direction (non-diagonal) to try to move the player to
   real_dx, real_dy:    direction as read from input device (can be diagonal)
 */
 
-boolean MoveFigureOneStep(struct PlayerInfo *player,
+boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
+#if 0
   static int change_sides[4][2] =
   {
     /* enter side        leave side */
@@ -6442,6 +7224,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
   int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+#endif
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
   int element;
@@ -6502,9 +7285,13 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   player->MovPos =
     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
 
-  ScrollFigure(player, SCROLL_INIT);
+  player->step_counter++;
 
-#if 1
+  PlayerVisit[jx][jy] = FrameCounter;
+
+  ScrollPlayer(player, SCROLL_INIT);
+
+#if 0
   if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
   {
     CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
@@ -6525,7 +7312,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   return MF_MOVING;
 }
 
-boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int old_jx = jx, old_jy = jy;
@@ -6564,7 +7351,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
     while (player->MovPos)
     {
-      ScrollFigure(player, SCROLL_GO_ON);
+      ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
       FrameCounter++;
       DrawAllPlayers();
@@ -6576,13 +7363,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
   if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
   {
-    if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
-      moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
+    if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+      moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
   }
   else
   {
-    if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
-      moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
+    if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+      moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
   }
 
   jx = player->jx;
@@ -6661,7 +7448,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 #if 1
   InitPlayerGfxAnimation(player, ACTION_DEFAULT);
 #else
-  if (!(moved & MF_MOVING) && !player->Pushing)
+  if (!(moved & MF_MOVING) && !player->is_pushing)
     player->Frame = 0;
 #endif
 #endif
@@ -6680,21 +7467,66 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
 #if 1
-    player->snapped = FALSE;
+    player->is_snapping = FALSE;
 #endif
-  }
-  else
-  {
-    CheckGravityMovement(player);
 
-    /*
-    player->last_move_dir = MV_NO_MOVING;
-    */
+#if 1
+    player->is_switching = FALSE;
+#endif
+
+
+#if 1
+    {
+      static int change_sides[4][2] =
+      {
+       /* enter side           leave side */
+       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
+       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
+       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
+       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
+      };
+      int move_direction = player->MovDir;
+      int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+
+#if 1
+      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+      {
+       CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+                                       leave_side, CE_OTHER_GETS_LEFT);
+       CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+                              leave_side, CE_LEFT_BY_PLAYER, -1);
+      }
+
+      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+      {
+       CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
+                                       enter_side, CE_OTHER_GETS_ENTERED);
+       CheckElementSideChange(jx, jy, Feld[jx][jy],
+                              enter_side, CE_ENTERED_BY_PLAYER, -1);
+      }
+#endif
+
+    }
+#endif
+
+
+  }
+  else
+  {
+    CheckGravityMovement(player);
+
+    /*
+    player->last_move_dir = MV_NO_MOVING;
+    */
     player->is_moving = FALSE;
   }
 
-  TestIfHeroTouchesBadThing(jx, jy);
-  TestIfPlayerTouchesCustomElement(jx, jy);
+  if (game.engine_version < VERSION_IDENT(3,0,7,0))
+  {
+    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesCustomElement(jx, jy);
+  }
 
   if (!player->active)
     RemoveHero(player);
@@ -6702,7 +7534,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
   return moved;
 }
 
-void ScrollFigure(struct PlayerInfo *player, int mode)
+void ScrollPlayer(struct PlayerInfo *player, int mode)
 {
   int jx = player->jx, jy = player->jy;
   int last_jx = player->last_jx, last_jy = player->last_jy;
@@ -6756,16 +7588,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     player->last_jy = jy;
 
     if (Feld[jx][jy] == EL_EXIT_OPEN ||
-       Feld[jx][jy] == EL_SP_EXIT_OPEN)
+       Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
       DrawPlayer(player);      /* needed here only to cleanup last field */
       RemoveHero(player);
 
       if (local_player->friends_still_needed == 0 ||
-         Feld[jx][jy] == EL_SP_EXIT_OPEN)
+         IS_SP_ELEMENT(Feld[jx][jy]))
        player->LevelSolved = player->GameOver = TRUE;
     }
 
+    if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+    {
+      TestIfHeroTouchesBadThing(jx, jy);
+      TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+      TestIfElementTouchesCustomElement(jx, jy);       /* for empty space */
+#endif
+
+      if (!player->active)
+       RemoveHero(player);
+    }
+
     if (tape.single_step && tape.recording && !tape.pausing &&
        !player->programmed_action)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
@@ -6802,9 +7647,6 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
 
 void TestIfPlayerTouchesCustomElement(int x, int y)
 {
-#if 0
-  static boolean check_changing = FALSE;
-#endif
   static int xy[4][2] =
   {
     { 0, -1 },
@@ -6812,47 +7654,73 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     { +1, 0 },
     { 0, +1 }
   };
+  static int change_sides[4][2] =
+  {
+    /* center side       border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
+  };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
+  int center_element = Feld[x][y];     /* should always be non-moving! */
   int i;
 
-#if 0
-  if (check_changing)  /* prevent this function from running into a loop */
-    return;
-
-  check_changing = TRUE;
-#endif
-
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int xx = x + xy[i][0];
     int yy = y + xy[i][1];
+    int center_side = change_sides[i][0];
+    int border_side = change_sides[i][1];
+    int border_element;
 
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
     if (IS_PLAYER(x, y))
     {
-      CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
-      CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
+      if (game.engine_version < VERSION_IDENT(3,0,7,0))
+       border_element = Feld[xx][yy];          /* may be moving! */
+      else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+       border_element = Feld[xx][yy];
+      else if (MovDir[xx][yy] & touch_dir[i])  /* elements are touching */
+       border_element = MovingOrBlocked2Element(xx, yy);
+      else
+       continue;               /* center and border element do not touch */
+
+      CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
+                                     CE_OTHER_GETS_TOUCHED);
+      CheckElementSideChange(xx, yy, border_element, border_side,
+                            CE_TOUCHED_BY_PLAYER, -1);
     }
     else if (IS_PLAYER(xx, yy))
     {
-      CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
-      CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
+      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+      {
+       struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+       if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+         continue;             /* center and border element do not touch */
+      }
+
+      CheckTriggeredElementSideChange(x, y, center_element, center_side,
+                                     CE_OTHER_GETS_TOUCHED);
+      CheckElementSideChange(x, y, center_element, center_side,
+                            CE_TOUCHED_BY_PLAYER, -1);
 
       break;
     }
   }
-
-#if 0
-  check_changing = FALSE;
-#endif
 }
 
 void TestIfElementTouchesCustomElement(int x, int y)
 {
-#if 0
-  static boolean check_changing = FALSE;
-#endif
   static int xy[4][2] =
   {
     { 0, -1 },
@@ -6862,25 +7730,25 @@ void TestIfElementTouchesCustomElement(int x, int y)
   };
   static int change_sides[4][2] =
   {
-    /* center side       border side */
+    /* center side     border side */
     { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
     { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
     { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
     { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
   boolean change_center_element = FALSE;
   int center_element_change_page = 0;
-  int center_element = Feld[x][y];
+  int center_element = Feld[x][y];     /* should always be non-moving! */
   int i, j;
 
-#if 0
-  if (check_changing)  /* prevent this function from running into a loop */
-    return;
-
-  check_changing = TRUE;
-#endif
-
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int xx = x + xy[i][0];
     int yy = y + xy[i][1];
@@ -6891,19 +7759,27 @@ void TestIfElementTouchesCustomElement(int x, int y)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    border_element = Feld[xx][yy];
+    if (game.engine_version < VERSION_IDENT(3,0,7,0))
+      border_element = Feld[xx][yy];   /* may be moving! */
+    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+      border_element = Feld[xx][yy];
+    else if (MovDir[xx][yy] & touch_dir[i])    /* elements are touching */
+      border_element = MovingOrBlocked2Element(xx, yy);
+    else
+      continue;                        /* center and border element do not touch */
 
     /* check for change of center element (but change it only once) */
     if (IS_CUSTOM_ELEMENT(center_element) &&
        HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
        !change_center_element)
     {
-      for (j=0; j < element_info[center_element].num_change_pages; j++)
+      for (j = 0; j < element_info[center_element].num_change_pages; j++)
       {
        struct ElementChangeInfo *change =
          &element_info[center_element].change_page[j];
 
-       if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
            change->sides & border_side &&
            change->trigger_element == border_element)
        {
@@ -6919,12 +7795,13 @@ void TestIfElementTouchesCustomElement(int x, int y)
     if (IS_CUSTOM_ELEMENT(border_element) &&
        HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
     {
-      for (j=0; j < element_info[border_element].num_change_pages; j++)
+      for (j = 0; j < element_info[border_element].num_change_pages; j++)
       {
        struct ElementChangeInfo *change =
          &element_info[border_element].change_page[j];
 
-       if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
            change->sides & center_side &&
            change->trigger_element == center_element)
        {
@@ -6939,10 +7816,6 @@ void TestIfElementTouchesCustomElement(int x, int y)
   if (change_center_element)
     CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
                           CE_OTHER_IS_TOUCHING, center_element_change_page);
-
-#if 0
-  check_changing = FALSE;
-#endif
 }
 
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
@@ -6963,7 +7836,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     MV_DOWN
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -7020,6 +7893,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     { +1, 0 },
     { 0, +1 }
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
   static int test_dir[4] =
   {
     MV_UP,
@@ -7031,7 +7911,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   if (bad_element == EL_EXPLOSION)     /* skip just exploding bad things */
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -7059,6 +7939,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        if (bad_element == EL_ROBOT && player->is_moving)
          continue;     /* robot does not kill player if he is moving */
 
+       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+       {
+         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+           continue;           /* center and border element do not touch */
+       }
+
        kill_x = test_x;
        kill_y = test_y;
        break;
@@ -7078,24 +7964,6 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-#if 0
-      int dir = player->MovDir;
-      int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-      int newy = player->jy + (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       printf("-> %d\n", player->MovDir);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       ;
-#endif
-
       if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
       else if (!PLAYER_PROTECTED(kill_x, kill_y))
@@ -7147,7 +8015,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int x, y, element;
 
@@ -7202,11 +8070,11 @@ void BuryHero(struct PlayerInfo *player)
     return;
 
 #if 1
-  PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
 #else
-  PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
 #endif
-  PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+  PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
   RemoveHero(player);
@@ -7223,7 +8091,7 @@ void RemoveHero(struct PlayerInfo *player)
   if (!ExplodeField[jx][jy])
     StorePlayer[jx][jy] = 0;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
     if (stored_player[i].active)
       found = TRUE;
 
@@ -7274,17 +8142,14 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player,
 int DigField(struct PlayerInfo *player,
             int x, int y, int real_dx, int real_dy, int mode)
 {
-#if 0
-  static int change_sides[4][2] =
+  static int change_sides[4] =
   {
-    /* enter side        leave side */
-    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* moving left  */
-    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* moving right */
-    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     },      /* moving up    */
-    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  }       /* moving down  */
+    CH_SIDE_RIGHT,     /* moving left  */
+    CH_SIDE_LEFT,      /* moving right */
+    CH_SIDE_BOTTOM,    /* moving up    */
+    CH_SIDE_TOP,       /* moving down  */
   };
-#endif
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
   int jx = player->jx, jy = player->jy;
   int dx = x - jx, dy = y - jy;
   int nextx = x + dx, nexty = y + dy;
@@ -7292,10 +8157,7 @@ int DigField(struct PlayerInfo *player,
                        dx == +1 ? MV_RIGHT :
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
-#if 0
-  int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
-  int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
-#endif
+  int dig_side = change_sides[MV_DIR_BIT(move_direction)];
   int element;
 
   if (player->MovPos == 0)
@@ -7305,11 +8167,11 @@ int DigField(struct PlayerInfo *player,
   }
 
   if (player->MovPos == 0)     /* last pushing move finished */
-    player->Pushing = FALSE;
+    player->is_pushing = FALSE;
 
   if (mode == DF_NO_PUSH)      /* player just stopped pushing */
   {
-    player->Switching = FALSE;
+    player->is_switching = FALSE;
     player->push_delay = 0;
 
     return MF_NO_ACTION;
@@ -7322,7 +8184,7 @@ int DigField(struct PlayerInfo *player,
   if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
 #else
   if (IS_TUBE(Feld[jx][jy]) ||
-      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
 #endif
   {
     int i = 0;
@@ -7357,111 +8219,11 @@ int DigField(struct PlayerInfo *player,
   element = Feld[x][y];
 
   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0))
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
   switch (element)
   {
-    case EL_ROBOT_WHEEL:
-      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-      ZX = x;
-      ZY = y;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
-      return MF_ACTION;
-      break;
-
-    case EL_SP_TERMINAL:
-      {
-       int xx, yy;
-
-       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-
-       for (yy=0; yy<lev_fieldy; yy++)
-       {
-         for (xx=0; xx<lev_fieldx; xx++)
-         {
-           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
-             Bang(xx, yy);
-           else if (Feld[xx][yy] == EL_SP_TERMINAL)
-             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
-         }
-       }
-
-       return MF_ACTION;
-      }
-      break;
-
-    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleBeltSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_SWITCHGATE_SWITCH_UP:
-    case EL_SWITCHGATE_SWITCH_DOWN:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_LIGHT_SWITCH:
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleLightSwitch(x, y);
-       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
-                      SND_LIGHT_SWITCH_ACTIVATING :
-                      SND_LIGHT_SWITCH_DEACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_TIMEGATE_SWITCH:
-      ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
-
-    case EL_BALLOON_SWITCH_LEFT:
-    case EL_BALLOON_SWITCH_RIGHT:
-    case EL_BALLOON_SWITCH_UP:
-    case EL_BALLOON_SWITCH_DOWN:
-    case 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);
-      PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
-
     case EL_SP_PORT_LEFT:
     case EL_SP_PORT_RIGHT:
     case EL_SP_PORT_UP:
@@ -7501,13 +8263,13 @@ int DigField(struct PlayerInfo *player,
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
-       level.gravity = !level.gravity;
+       game.gravity = !game.gravity;
 
       /* automatically move to the next field with double speed */
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
+      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
 
     case EL_TUBE_ANY:
@@ -7549,27 +8311,10 @@ int DigField(struct PlayerInfo *player,
        if (!(tube_enter_directions[i][1] & move_direction))
          return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-       PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
+       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
       }
       break;
 
-    case EL_LAMP:
-      Feld[x][y] = EL_LAMP_ACTIVE;
-      local_player->lights_still_needed--;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
-      return MF_ACTION;
-      break;
-
-    case EL_TIME_ORB_FULL:
-      Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
-      DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-      return MF_ACTION;
-      break;
-
     default:
 
       if (IS_WALKABLE(element))
@@ -7586,7 +8331,9 @@ int DigField(struct PlayerInfo *player,
          if (!player->key[element - EL_GATE_1_GRAY])
            return MF_NO_ACTION;
        }
-       else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+       else if (element == EL_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPENING)
        {
          sound_action = ACTION_PASSING;        /* player is passing exit */
        }
@@ -7597,9 +8344,9 @@ int DigField(struct PlayerInfo *player,
 
        /* play sound from background or player, whatever is available */
        if (element_info[element].sound[sound_action] != SND_UNDEFINED)
-         PlaySoundLevelElementAction(x, y, element, sound_action);
+         PlayLevelSoundElementAction(x, y, element, sound_action);
        else
-         PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
+         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
 
        break;
       }
@@ -7608,6 +8355,11 @@ int DigField(struct PlayerInfo *player,
        if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
          return MF_NO_ACTION;
 
+#if 1
+       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
+         return MF_NO_ACTION;
+#endif
+
        if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
        {
          if (!player->key[element - EL_EM_GATE_1])
@@ -7623,7 +8375,7 @@ int DigField(struct PlayerInfo *player,
        player->programmed_action = move_direction;
        DOUBLE_PLAYER_SPEED(player);
 
-       PlaySoundLevelAction(x, y, ACTION_PASSING);
+       PlayLevelSoundAction(x, y, ACTION_PASSING);
 
        break;
       }
@@ -7637,16 +8389,19 @@ int DigField(struct PlayerInfo *player,
          GfxElement[x][y] = GFX_ELEMENT(element);
 #else
          GfxElement[x][y] =
-           (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
 #endif
          player->is_digging = TRUE;
        }
 
-       PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
        CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
 
-       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
        break;
       }
@@ -7678,8 +8433,6 @@ int DigField(struct PlayerInfo *player,
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
-         player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
-
          DrawText(DX_DYNAMITE, DY_DYNAMITE,
                   int2str(local_player->inventory_size, 3), FONT_TEXT_2);
        }
@@ -7720,7 +8473,7 @@ int DigField(struct PlayerInfo *player,
        {
          int i;
 
-         for (i=0; i < element_info[element].collect_count; i++)
+         for (i = 0; i < element_info[element].collect_count; i++)
            if (player->inventory_size < MAX_INVENTORY_SIZE)
              player->inventory_element[player->inventory_size++] = element;
 
@@ -7739,11 +8492,14 @@ int DigField(struct PlayerInfo *player,
        }
 
        RaiseScoreElement(element);
-       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
        CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
 
-       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
        break;
       }
@@ -7759,14 +8515,62 @@ int DigField(struct PlayerInfo *player,
            !(element == EL_SPRING && use_spring_bug))
          return MF_NO_ACTION;
 
+#if 1
+       if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+           ((move_direction & MV_VERTICAL &&
+             ((element_info[element].move_pattern & MV_LEFT &&
+               IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+              (element_info[element].move_pattern & MV_RIGHT &&
+               IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+            (move_direction & MV_HORIZONTAL &&
+             ((element_info[element].move_pattern & MV_UP &&
+               IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+              (element_info[element].move_pattern & MV_DOWN &&
+               IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+         return MF_NO_ACTION;
+#endif
+
+#if 1
+       /* do not push elements already moving away faster than player */
+       if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+           ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+         return MF_NO_ACTION;
+#else
        if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
          return MF_NO_ACTION;
+#endif
 
-       if (!player->Pushing &&
-           game.engine_version >= RELEASE_IDENT(2,2,0,7))
+#if 1
+       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       {
+         if (player->push_delay_value == -1)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+       else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+       {
+         if (!player->is_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+
+       /*
+       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+            !player_is_pushing))
          player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       */
+#else
+       if (!player->is_pushing &&
+           game.engine_version >= VERSION_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+       printf("::: push delay: %ld [%d, %d] [%d]\n",
+              player->push_delay_value, FrameCounter, game.engine_version,
+              player->is_pushing);
+#endif
 
-       player->Pushing = TRUE;
+       player->is_pushing = TRUE;
 
        if (!(IN_LEV_FIELD(nextx, nexty) &&
              (IS_FREE(nextx, nexty) ||
@@ -7783,7 +8587,17 @@ int DigField(struct PlayerInfo *player,
        if (!FrameReached(&player->push_delay, player->push_delay_value) &&
            !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
            element != EL_SPRING && element != EL_BALLOON)
+       {
+         /* make sure that there is no move delay before next try to push */
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
          return MF_NO_ACTION;
+       }
+
+#if 0
+       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
 
        if (IS_SB_ELEMENT(element))
        {
@@ -7802,23 +8616,23 @@ int DigField(struct PlayerInfo *player,
          Feld[x][y] = EL_SOKOBAN_OBJECT;
 
          if (Back[x][y] == Back[nextx][nexty])
-           PlaySoundLevelAction(x, y, ACTION_PUSHING);
+           PlayLevelSoundAction(x, y, ACTION_PUSHING);
          else if (Back[x][y] != 0)
-           PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+           PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
                                        ACTION_EMPTYING);
          else
-           PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+           PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
                                        ACTION_FILLING);
 
          if (local_player->sokobanfields_still_needed == 0 &&
              game.emulation == EMU_SOKOBAN)
          {
            player->LevelSolved = player->GameOver = TRUE;
-           PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
+           PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
          }
        }
        else
-         PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+         PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
        InitMovingField(x, y, move_direction);
        GfxAction[x][y] = ACTION_PUSHING;
@@ -7831,18 +8645,127 @@ int DigField(struct PlayerInfo *player,
        Pushed[x][y] = TRUE;
        Pushed[nextx][nexty] = TRUE;
 
-       if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+       if (game.engine_version < VERSION_IDENT(2,2,0,7))
          player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       else
+         player->push_delay_value = -1;        /* get new value later */
 
-       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
-       CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
+       CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                       CE_OTHER_GETS_PUSHED);
+       CheckElementSideChange(x, y, element, dig_side,
+                              CE_PUSHED_BY_PLAYER, -1);
 
        break;
       }
+      else if (IS_SWITCHABLE(element))
+      {
+       if (PLAYER_SWITCHING(player, x, y))
+         return MF_ACTION;
+
+       player->is_switching = TRUE;
+       player->switch_x = x;
+       player->switch_y = y;
+
+       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+
+       if (element == EL_ROBOT_WHEEL)
+       {
+         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+         ZX = x;
+         ZY = y;
+
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_SP_TERMINAL)
+       {
+         int xx, yy;
+
+         for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+         {
+           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+             Bang(xx, yy);
+           else if (Feld[xx][yy] == EL_SP_TERMINAL)
+             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+         }
+       }
+       else if (IS_BELT_SWITCH(element))
+       {
+         ToggleBeltSwitch(x, y);
+       }
+       else if (element == EL_SWITCHGATE_SWITCH_UP ||
+                element == EL_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y);
+       }
+       else if (element == EL_LIGHT_SWITCH ||
+                element == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y);
+
+#if 0
+         PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
+                        SND_LIGHT_SWITCH_ACTIVATING :
+                        SND_LIGHT_SWITCH_DEACTIVATING);
+#endif
+       }
+       else if (element == EL_TIMEGATE_SWITCH)
+       {
+         ActivateTimegateSwitch(x, y);
+       }
+       else if (element == EL_BALLOON_SWITCH_LEFT ||
+                element == EL_BALLOON_SWITCH_RIGHT ||
+                element == EL_BALLOON_SWITCH_UP ||
+                element == EL_BALLOON_SWITCH_DOWN ||
+                element == EL_BALLOON_SWITCH_ANY)
+       {
+         if (element == EL_BALLOON_SWITCH_ANY)
+           game.balloon_dir = move_direction;
+         else
+           game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
+                               element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                               element == EL_BALLOON_SWITCH_UP    ? MV_UP :
+                               element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
+                               MV_NO_MOVING);
+       }
+       else if (element == EL_LAMP)
+       {
+         Feld[x][y] = EL_LAMP_ACTIVE;
+         local_player->lights_still_needed--;
+
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_TIME_ORB_FULL)
+       {
+         Feld[x][y] = EL_TIME_ORB_EMPTY;
+         TimeLeft += 10;
+         DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+         DrawLevelField(x, y);
+
+#if 0
+         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+       }
+
+       return MF_ACTION;
+      }
       else
       {
-       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
-       CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+       if (!PLAYER_SWITCHING(player, x, y))
+       {
+         player->is_switching = TRUE;
+         player->switch_x = x;
+         player->switch_y = y;
+
+         CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                         CE_OTHER_IS_SWITCHING);
+         CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+       }
+
+       CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                       CE_OTHER_GETS_PRESSED);
+       CheckElementSideChange(x, y, element, dig_side,
+                              CE_PRESSED_BY_PLAYER, -1);
       }
 
       return MF_NO_ACTION;
@@ -7853,24 +8776,6 @@ int DigField(struct PlayerInfo *player,
   if (Feld[x][y] != element)           /* really digged/collected something */
     player->is_collecting = !player->is_digging;
 
-#if 0
-  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
-  {
-    CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
-                                   CE_OTHER_GETS_LEFT);
-    CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
-                          CE_LEFT_BY_PLAYER, -1);
-  }
-
-  if (IS_CUSTOM_ELEMENT(Feld[x][y]))
-  {
-    CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
-                                   CE_OTHER_GETS_ENTERED);
-    CheckElementSideChange(x, y, Feld[x][y], enter_side,
-                          CE_ENTERED_BY_PLAYER, -1);
-  }
-#endif
-
   return MF_MOVING;
 }
 
@@ -7883,7 +8788,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
 
   if (!player->active || !IN_LEV_FIELD(x, y))
@@ -7895,50 +8800,37 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   if (!dx && !dy)
   {
     if (player->MovPos == 0)
-      player->Pushing = FALSE;
+      player->is_pushing = FALSE;
 
-    player->snapped = FALSE;
+    player->is_snapping = FALSE;
 
     if (player->MovPos == 0)
     {
+      player->is_moving = FALSE;
       player->is_digging = FALSE;
       player->is_collecting = FALSE;
-#if 1
-      player->is_moving = FALSE;
-#endif
     }
 
-#if 0
-    printf("::: trying to snap...\n");
-#endif
-
     return FALSE;
   }
 
-  if (player->snapped)
+  if (player->is_snapping)
     return FALSE;
 
   player->MovDir = snap_direction;
 
-#if 1
+  player->is_moving = FALSE;
   player->is_digging = FALSE;
   player->is_collecting = FALSE;
-#if 1
-  player->is_moving = FALSE;
-#endif
-#endif
 
   if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
-  player->snapped = TRUE;
-#if 1
+  player->is_snapping = TRUE;
+
+  player->is_moving = FALSE;
   player->is_digging = FALSE;
   player->is_collecting = FALSE;
-#if 1
-  player->is_moving = FALSE;
-#endif
-#endif
 
   DrawLevelField(x, y);
   BackToFront();
@@ -7982,14 +8874,9 @@ boolean DropElement(struct PlayerInfo *player)
   {
     int new_element = player->inventory_element[--player->inventory_size];
 
-#if 1
     Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
                    new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
                    new_element);
-#else
-    Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
-                   EL_DYNAMITE_ACTIVE);
-#endif
 
     DrawText(DX_DYNAMITE, DY_DYNAMITE,
             int2str(local_player->inventory_size, 3), FONT_TEXT_2);
@@ -7997,7 +8884,7 @@ boolean DropElement(struct PlayerInfo *player)
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
 
     CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
     CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
@@ -8014,7 +8901,7 @@ boolean DropElement(struct PlayerInfo *player)
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
   }
 
   return TRUE;
@@ -8027,21 +8914,18 @@ boolean DropElement(struct PlayerInfo *player)
 static int *loop_sound_frame = NULL;
 static int *loop_sound_volume = NULL;
 
-void InitPlaySoundLevel()
+void InitPlayLevelSound()
 {
   int num_sounds = getSoundListSize();
 
-  if (loop_sound_frame != NULL)
-    free(loop_sound_frame);
-
-  if (loop_sound_volume != NULL)
-    free(loop_sound_volume);
+  checked_free(loop_sound_frame);
+  checked_free(loop_sound_volume);
 
-  loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
 }
 
-static void PlaySoundLevel(int x, int y, int nr)
+static void PlayLevelSound(int x, int y, int nr)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
@@ -8086,42 +8970,59 @@ static void PlaySoundLevel(int x, int y, int nr)
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-static void PlaySoundLevelNearest(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
 {
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+  PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
                 x > LEVELX(BX2) ? LEVELX(BX2) : x,
                 y < LEVELY(BY1) ? LEVELY(BY1) :
                 y > LEVELY(BY2) ? LEVELY(BY2) : y,
                 sound_action);
 }
 
-static void PlaySoundLevelAction(int x, int y, int action)
+static void PlayLevelSoundAction(int x, int y, int action)
 {
-  PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
 }
 
-static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 {
   int sound_effect = element_info[element].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
-    PlaySoundLevel(x, y, sound_effect);
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+                                             int action)
+{
+  int sound_effect = element_info[element].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
 }
 
-static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
   int sound_effect = element_info[Feld[x][y]].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlaySoundLevel(x, y, sound_effect);
+    PlayLevelSound(x, y, sound_effect);
 }
 
-static void StopSoundLevelActionIfLoop(int x, int y, int action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
 {
   int sound_effect = element_info[Feld[x][y]].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+    StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+  if (levelset.music[level_nr] != MUS_UNDEFINED)
+    PlayMusic(levelset.music[level_nr]);       /* from config file */
+  else
+    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
 }
 
 void RaiseScore(int value)
@@ -8285,7 +9186,7 @@ void CreateGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
     Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
@@ -8351,7 +9252,7 @@ void FreeGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     FreeGadget(game_gadget[i]);
 }
 
@@ -8359,7 +9260,7 @@ static void MapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     MapGadget(game_gadget[i]);
 }
 
@@ -8367,7 +9268,7 @@ void UnmapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     UnmapGadget(game_gadget[i]);
 }
 
@@ -8424,7 +9325,8 @@ static void HandleGameButtons(struct GadgetInfo *gi)
        setup.sound = setup.sound_music = TRUE;
 
        SetAudioMode(setup.sound);
-       PlayMusic(level_nr);
+
+       PlayLevelMusic();
       }
       break;