fixed fading complete screen if playfield viewport has changed
[rocksndiamonds.git] / src / game.c
index 7a703322b77b376eb001e07d797a6ca3d662b16c..1de51be5b909b1e0cc2b0f735fa0e7f989fc7771 100644 (file)
@@ -1,15 +1,13 @@
-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
-*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment                      *
-*               Holger Schemel                             *
-*               Detmolder Strasse 189                      *
-*               33604 Bielefeld                            *
-*               Germany                                    *
-*               e-mail: info@artsoft.org                   *
-*----------------------------------------------------------*
-* game.c                                                   *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+//                         Holger Schemel
+//                 info@artsoft.org
+//                 http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.c
+// ============================================================================
 
 #include "libgame/libgame.h"
 
 #include "init.h"
 #include "tools.h"
 #include "screens.h"
+#include "events.h"
 #include "files.h"
 #include "tape.h"
 #include "network.h"
+#include "anim.h"
+
+
+/* DEBUG SETTINGS */
+#define DEBUG_INIT_PLAYER      1
+#define DEBUG_PLAYER_ACTIONS   0
 
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
 /* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF                  (                         1)
-
-#define USE_NEW_SP_SLIPPERY            (USE_NEW_STUFF          * 1)
-#define USE_NEW_CUSTOM_VALUE           (USE_NEW_STUFF          * 1)
-#define USE_NEW_PLAYER_ANIM            (USE_NEW_STUFF          * 1)
-#define USE_NEW_ALL_SLIPPERY           (USE_NEW_STUFF          * 1)
-#define USE_NEW_PLAYER_SPEED           (USE_NEW_STUFF          * 1)
-#define USE_NEW_DELAYED_ACTION         (USE_NEW_STUFF          * 1)
-#define USE_NEW_SNAP_DELAY             (USE_NEW_STUFF          * 1)
-#define USE_ONLY_ONE_CHANGE_PER_FRAME  (USE_NEW_STUFF          * 1)
-#define USE_ONE_MORE_CHANGE_PER_FRAME  (USE_NEW_STUFF          * 1)
-#define USE_FIXED_DONT_RUN_INTO                (USE_NEW_STUFF          * 1)
-#define USE_NEW_SPRING_BUMPER          (USE_NEW_STUFF          * 1)
-#define USE_STOP_CHANGED_ELEMENTS      (USE_NEW_STUFF          * 1)
-
-#define USE_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
+#define USE_QUICKSAND_BD_ROCK_BUGFIX   0
+#define USE_QUICKSAND_IMPACT_BUGFIX    0
+#define USE_DELAYED_GFX_REDRAW         0
+#define USE_NEW_PLAYER_ASSIGNMENTS     1
+
+#if USE_DELAYED_GFX_REDRAW
+#define TEST_DrawLevelField(x, y)                              \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
+#define TEST_DrawTwinkleOnField(x, y)                          \
+       GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
+#else
+#define TEST_DrawLevelField(x, y)                              \
+            DrawLevelField(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
+            DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+            DrawLevelFieldCrumbledNeighbours(x, y)
+#define TEST_DrawTwinkleOnField(x, y)                          \
+            DrawTwinkleOnField(x, y)
+#endif
+
 
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define EX_TYPE_DYNA           (1 << 4)
 #define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
-/* special positions in the game control window (relative to control window) */
-#define XX_LEVEL               37
-#define YY_LEVEL               20
-#define XX_EMERALDS            29
-#define YY_EMERALDS            54
-#define XX_DYNAMITE            29
-#define YY_DYNAMITE            89
-#define XX_KEYS                        18
-#define YY_KEYS                        123
-#define XX_SCORE               15
-#define YY_SCORE               159
-#define XX_TIME1               29
-#define XX_TIME2               30
-#define YY_TIME                        194
-
-/* special positions in the game control window (relative to main window) */
-#define DX_LEVEL               (DX + XX_LEVEL)
-#define DY_LEVEL               (DY + YY_LEVEL)
-#define DX_EMERALDS            (DX + XX_EMERALDS)
-#define DY_EMERALDS            (DY + YY_EMERALDS)
-#define DX_DYNAMITE            (DX + XX_DYNAMITE)
-#define DY_DYNAMITE            (DY + YY_DYNAMITE)
-#define DX_KEYS                        (DX + XX_KEYS)
-#define DY_KEYS                        (DY + YY_KEYS)
-#define DX_SCORE               (DX + XX_SCORE)
-#define DY_SCORE               (DY + YY_SCORE)
-#define DX_TIME1               (DX + XX_TIME1)
-#define DX_TIME2               (DX + XX_TIME2)
-#define DY_TIME                        (DY + YY_TIME)
-
-/* values for initial player move delay (initial delay counter value) */
-#define INITIAL_MOVE_DELAY_OFF -1
-#define INITIAL_MOVE_DELAY_ON  0
-
-/* values for player movement speed (which is in fact a delay value) */
-#define MOVE_DELAY_MIN_SPEED   32
-#define MOVE_DELAY_NORMAL_SPEED        8
-#define MOVE_DELAY_HIGH_SPEED  4
-#define MOVE_DELAY_MAX_SPEED   1
-
-#if 0
-#define DOUBLE_MOVE_DELAY(x)   (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x)    (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
-#else
-#define DOUBLE_MOVE_DELAY(x)   (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
-#define HALVE_MOVE_DELAY(x)    (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
-#endif
-#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
-#define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
-
-/* values for other actions */
-#define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
-#define MOVE_STEPSIZE_MIN      (1)
-#define MOVE_STEPSIZE_MAX      (TILEX)
-
-#define GET_DX_FROM_DIR(d)     ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
-#define GET_DY_FROM_DIR(d)     ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
-
-#define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
-
-#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
-                                RND(element_info[e].push_delay_random))
-#define GET_NEW_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
-                                RND(element_info[e].drop_delay_random))
-#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
-                                RND(element_info[e].move_delay_random))
-#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
-                                   (element_info[e].move_delay_random))
-#define GET_NEW_CUSTOM_VALUE(e)        (   (element_info[e].ce_value_fixed_initial) +\
-                                RND(element_info[e].ce_value_random_initial))
-#define GET_CHANGE_DELAY(c)    (   ((c)->delay_fixed  * (c)->delay_frames) + \
-                                RND((c)->delay_random * (c)->delay_frames))
-#define GET_CE_DELAY_VALUE(c)  (   ((c)->delay_fixed) + \
-                                RND((c)->delay_random))
-
-#define GET_TARGET_ELEMENT(e, ch)                                      \
-       ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
-        (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
-
-#define CAN_GROW_INTO(e)                                               \
-       ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (condition)))
-
-#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)             \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       (condition) ||                  \
-                                       (CAN_MOVE_INTO_ACID(e) &&       \
-                                        Feld[x][y] == EL_ACID) ||      \
-                                       (DONT_COLLIDE_WITH(e) &&        \
-                                        IS_PLAYER(x, y) &&             \
-                                        !PLAYER_ENEMY_PROTECTED(x, y))))
-
-#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
-
-#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
-
-#define ANDROID_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
-
-#define ANDROID_CAN_CLONE_FIELD(x, y)                                  \
-       (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
-                               CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
-
-#define ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
-
-#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
-
-#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
-
-#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
-
-#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
-                                                IS_FOOD_PENGUIN(Feld[x][y])))
-#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
-
-#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
-       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
-
-#define SPRING_CAN_BUMP_FROM_FIELD(x, y)                               \
-       (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
-                               Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
-
-#if 0
-#define GROUP_NR(e)            ((e) - EL_GROUP_START)
-#define IS_IN_GROUP(e, nr)     (element_info[e].in_group[nr] == TRUE)
-#define IS_IN_GROUP_EL(e, ge)  (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
-
-#define IS_EQUAL_OR_IN_GROUP(e, ge)                                    \
-       (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
-#endif
-
-#define MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
-
-#define CE_ENTER_FIELD_COND(e, x, y)                                   \
-               (!IS_PLAYER(x, y) &&                                    \
-                IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
-
-#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
-       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
-
-#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
-#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
-
-#define ACCESS_FROM(e, d)              (element_info[e].access_direction &(d))
-#define IS_WALKABLE_FROM(e, d)         (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
-#define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
-#define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
-
-/* game button identifiers */
-#define GAME_CTRL_ID_STOP              0
-#define GAME_CTRL_ID_PAUSE             1
-#define GAME_CTRL_ID_PLAY              2
-#define SOUND_CTRL_ID_MUSIC            3
-#define SOUND_CTRL_ID_LOOPS            4
-#define SOUND_CTRL_ID_SIMPLE           5
-
-#define NUM_GAME_BUTTONS               6
-
-
-/* forward declaration for internal use */
-
-static void CreateField(int, int, int);
-
-static void SetPlayerWaiting(struct PlayerInfo *, boolean);
-static void AdvanceFrameAndPlayerCounters(int);
-
-static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
-static boolean MovePlayer(struct PlayerInfo *, int, int);
-static void ScrollPlayer(struct PlayerInfo *, int);
-static void ScrollScreen(struct PlayerInfo *, int);
-
-int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
-
-static void InitBeltMovement(void);
-static void CloseAllOpenTimegates(void);
-static void CheckGravityMovement(struct PlayerInfo *);
-static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
-static void KillPlayerUnlessEnemyProtected(int, int);
-static void KillPlayerUnlessExplosionProtected(int, int);
-
-static void TestIfPlayerTouchesCustomElement(int, int);
-static void TestIfElementTouchesCustomElement(int, int);
-static void TestIfElementHitsCustomElement(int, int, int);
-#if 0
-static void TestIfElementSmashesCustomElement(int, int, int);
-#endif
-
-static void HandleElementChange(int, int, int);
-
-static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
-#define CheckTriggeredElementChange(x, y, e, ev)                       \
-       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
-#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
-       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
-#define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
-       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
-#define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
-       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
-
-static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
-#define CheckElementChange(x, y, e, te, ev)                            \
-       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
-#define CheckElementChangeByPlayer(x, y, e, ev, p, s)                  \
-       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
-#define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
-       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
-
-static void PlayLevelSound(int, int, int);
-static void PlayLevelSoundNearest(int, int, int);
-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 *);
-
-static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-
-
-/* ------------------------------------------------------------------------- */
-/* definition of elements that automatically change to other elements after  */
-/* a specified time, eventually calling a function when changing             */
-/* ------------------------------------------------------------------------- */
-
-/* forward declaration for changer functions */
-static void InitBuggyBase(int, int);
-static void WarnBuggyBase(int, int);
-
-static void InitTrap(int, int);
-static void ActivateTrap(int, int);
-static void ChangeActiveTrap(int, int);
+#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
+#define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
+
+/* game panel display and control definitions */
+#define GAME_PANEL_LEVEL_NUMBER                        0
+#define GAME_PANEL_GEMS                                1
+#define GAME_PANEL_INVENTORY_COUNT             2
+#define GAME_PANEL_INVENTORY_FIRST_1           3
+#define GAME_PANEL_INVENTORY_FIRST_2           4
+#define GAME_PANEL_INVENTORY_FIRST_3           5
+#define GAME_PANEL_INVENTORY_FIRST_4           6
+#define GAME_PANEL_INVENTORY_FIRST_5           7
+#define GAME_PANEL_INVENTORY_FIRST_6           8
+#define GAME_PANEL_INVENTORY_FIRST_7           9
+#define GAME_PANEL_INVENTORY_FIRST_8           10
+#define GAME_PANEL_INVENTORY_LAST_1            11
+#define GAME_PANEL_INVENTORY_LAST_2            12
+#define GAME_PANEL_INVENTORY_LAST_3            13
+#define GAME_PANEL_INVENTORY_LAST_4            14
+#define GAME_PANEL_INVENTORY_LAST_5            15
+#define GAME_PANEL_INVENTORY_LAST_6            16
+#define GAME_PANEL_INVENTORY_LAST_7            17
+#define GAME_PANEL_INVENTORY_LAST_8            18
+#define GAME_PANEL_KEY_1                       19
+#define GAME_PANEL_KEY_2                       20
+#define GAME_PANEL_KEY_3                       21
+#define GAME_PANEL_KEY_4                       22
+#define GAME_PANEL_KEY_5                       23
+#define GAME_PANEL_KEY_6                       24
+#define GAME_PANEL_KEY_7                       25
+#define GAME_PANEL_KEY_8                       26
+#define GAME_PANEL_KEY_WHITE                   27
+#define GAME_PANEL_KEY_WHITE_COUNT             28
+#define GAME_PANEL_SCORE                       29
+#define GAME_PANEL_HIGHSCORE                   30
+#define GAME_PANEL_TIME                                31
+#define GAME_PANEL_TIME_HH                     32
+#define GAME_PANEL_TIME_MM                     33
+#define GAME_PANEL_TIME_SS                     34
+#define GAME_PANEL_TIME_ANIM                   35
+#define GAME_PANEL_HEALTH                      36
+#define GAME_PANEL_HEALTH_ANIM                 37
+#define GAME_PANEL_FRAME                       38
+#define GAME_PANEL_SHIELD_NORMAL               39
+#define GAME_PANEL_SHIELD_NORMAL_TIME          40
+#define GAME_PANEL_SHIELD_DEADLY               41
+#define GAME_PANEL_SHIELD_DEADLY_TIME          42
+#define GAME_PANEL_EXIT                                43
+#define GAME_PANEL_EMC_MAGIC_BALL              44
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       45
+#define GAME_PANEL_LIGHT_SWITCH                        46
+#define GAME_PANEL_LIGHT_SWITCH_TIME           47
+#define GAME_PANEL_TIMEGATE_SWITCH             48
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                49
+#define GAME_PANEL_SWITCHGATE_SWITCH           50
+#define GAME_PANEL_EMC_LENSES                  51
+#define GAME_PANEL_EMC_LENSES_TIME             52
+#define GAME_PANEL_EMC_MAGNIFIER               53
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          54
+#define GAME_PANEL_BALLOON_SWITCH              55
+#define GAME_PANEL_DYNABOMB_NUMBER             56
+#define GAME_PANEL_DYNABOMB_SIZE               57
+#define GAME_PANEL_DYNABOMB_POWER              58
+#define GAME_PANEL_PENGUINS                    59
+#define GAME_PANEL_SOKOBAN_OBJECTS             60
+#define GAME_PANEL_SOKOBAN_FIELDS              61
+#define GAME_PANEL_ROBOT_WHEEL                 62
+#define GAME_PANEL_CONVEYOR_BELT_1             63
+#define GAME_PANEL_CONVEYOR_BELT_2             64
+#define GAME_PANEL_CONVEYOR_BELT_3             65
+#define GAME_PANEL_CONVEYOR_BELT_4             66
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      67
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      68
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      69
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      70
+#define GAME_PANEL_MAGIC_WALL                  71
+#define GAME_PANEL_MAGIC_WALL_TIME             72
+#define GAME_PANEL_GRAVITY_STATE               73
+#define GAME_PANEL_GRAPHIC_1                   74
+#define GAME_PANEL_GRAPHIC_2                   75
+#define GAME_PANEL_GRAPHIC_3                   76
+#define GAME_PANEL_GRAPHIC_4                   77
+#define GAME_PANEL_GRAPHIC_5                   78
+#define GAME_PANEL_GRAPHIC_6                   79
+#define GAME_PANEL_GRAPHIC_7                   80
+#define GAME_PANEL_GRAPHIC_8                   81
+#define GAME_PANEL_ELEMENT_1                   82
+#define GAME_PANEL_ELEMENT_2                   83
+#define GAME_PANEL_ELEMENT_3                   84
+#define GAME_PANEL_ELEMENT_4                   85
+#define GAME_PANEL_ELEMENT_5                   86
+#define GAME_PANEL_ELEMENT_6                   87
+#define GAME_PANEL_ELEMENT_7                   88
+#define GAME_PANEL_ELEMENT_8                   89
+#define GAME_PANEL_ELEMENT_COUNT_1             90
+#define GAME_PANEL_ELEMENT_COUNT_2             91
+#define GAME_PANEL_ELEMENT_COUNT_3             92
+#define GAME_PANEL_ELEMENT_COUNT_4             93
+#define GAME_PANEL_ELEMENT_COUNT_5             94
+#define GAME_PANEL_ELEMENT_COUNT_6             95
+#define GAME_PANEL_ELEMENT_COUNT_7             96
+#define GAME_PANEL_ELEMENT_COUNT_8             97
+#define GAME_PANEL_CE_SCORE_1                  98
+#define GAME_PANEL_CE_SCORE_2                  99
+#define GAME_PANEL_CE_SCORE_3                  100
+#define GAME_PANEL_CE_SCORE_4                  101
+#define GAME_PANEL_CE_SCORE_5                  102
+#define GAME_PANEL_CE_SCORE_6                  103
+#define GAME_PANEL_CE_SCORE_7                  104
+#define GAME_PANEL_CE_SCORE_8                  105
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          109
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          110
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          111
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          112
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          113
+#define GAME_PANEL_PLAYER_NAME                 114
+#define GAME_PANEL_LEVEL_NAME                  115
+#define GAME_PANEL_LEVEL_AUTHOR                        116
+
+#define NUM_GAME_PANEL_CONTROLS                        117
+
+struct GamePanelOrderInfo
+{
+  int nr;
+  int sort_priority;
+};
 
-static void InitRobotWheel(int, int);
-static void RunRobotWheel(int, int);
-static void StopRobotWheel(int, int);
+static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
 
-static void InitTimegateWheel(int, int);
-static void RunTimegateWheel(int, int);
+struct GamePanelControlInfo
+{
+  int nr;
 
-static void InitMagicBallDelay(int, int);
-static void ActivateMagicBall(int, int);
+  struct TextPosInfo *pos;
+  int type;
 
-static void InitDiagonalMovingElement(int, int);
+  int graphic, graphic_active;
 
-struct ChangingElementInfo
-{
-  int element;
-  int target_element;
-  int change_delay;
-  void (*pre_change_function)(int x, int y);
-  void (*change_function)(int x, int y);
-  void (*post_change_function)(int x, int y);
+  int value, last_value;
+  int frame, last_frame;
+  int gfx_frame;
+  int gfx_random;
 };
 
-static struct ChangingElementInfo change_delay_list[] =
+static struct GamePanelControlInfo game_panel_controls[] =
 {
   {
-    EL_NUT_BREAKING,
-    EL_EMERALD,
-    6,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_LEVEL_NUMBER,
+    &game.panel.level_number,
+    TYPE_INTEGER,
   },
   {
-    EL_PEARL_BREAKING,
-    EL_EMPTY,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_GEMS,
+    &game.panel.gems,
+    TYPE_INTEGER,
   },
   {
-    EL_EXIT_OPENING,
-    EL_EXIT_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_COUNT,
+    &game.panel.inventory_count,
+    TYPE_INTEGER,
   },
   {
-    EL_EXIT_CLOSING,
-    EL_EXIT_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_1,
+    &game.panel.inventory_first[0],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_EXIT_OPENING,
-    EL_SP_EXIT_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_2,
+    &game.panel.inventory_first[1],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_EXIT_CLOSING,
-    EL_SP_EXIT_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_3,
+    &game.panel.inventory_first[2],
+    TYPE_ELEMENT,
   },
   {
-    EL_SWITCHGATE_OPENING,
-    EL_SWITCHGATE_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_4,
+    &game.panel.inventory_first[3],
+    TYPE_ELEMENT,
   },
   {
-    EL_SWITCHGATE_CLOSING,
-    EL_SWITCHGATE_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_5,
+    &game.panel.inventory_first[4],
+    TYPE_ELEMENT,
   },
   {
-    EL_TIMEGATE_OPENING,
-    EL_TIMEGATE_OPEN,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_6,
+    &game.panel.inventory_first[5],
+    TYPE_ELEMENT,
   },
   {
-    EL_TIMEGATE_CLOSING,
-    EL_TIMEGATE_CLOSED,
-    29,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_7,
+    &game.panel.inventory_first[6],
+    TYPE_ELEMENT,
   },
-
   {
-    EL_ACID_SPLASH_LEFT,
-    EL_EMPTY,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_FIRST_8,
+    &game.panel.inventory_first[7],
+    TYPE_ELEMENT,
   },
   {
-    EL_ACID_SPLASH_RIGHT,
-    EL_EMPTY,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_1,
+    &game.panel.inventory_last[0],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_BUGGY_BASE,
-    EL_SP_BUGGY_BASE_ACTIVATING,
-    0,
-    InitBuggyBase,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_2,
+    &game.panel.inventory_last[1],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_BUGGY_BASE_ACTIVATING,
-    EL_SP_BUGGY_BASE_ACTIVE,
-    0,
-    InitBuggyBase,
-    NULL,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_3,
+    &game.panel.inventory_last[2],
+    TYPE_ELEMENT,
   },
   {
-    EL_SP_BUGGY_BASE_ACTIVE,
-    EL_SP_BUGGY_BASE,
-    0,
-    InitBuggyBase,
-    WarnBuggyBase,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_4,
+    &game.panel.inventory_last[3],
+    TYPE_ELEMENT,
   },
   {
-    EL_TRAP,
-    EL_TRAP_ACTIVE,
-    0,
-    InitTrap,
-    NULL,
-    ActivateTrap
+    GAME_PANEL_INVENTORY_LAST_5,
+    &game.panel.inventory_last[4],
+    TYPE_ELEMENT,
   },
   {
-    EL_TRAP_ACTIVE,
-    EL_TRAP,
-    31,
-    NULL,
-    ChangeActiveTrap,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_6,
+    &game.panel.inventory_last[5],
+    TYPE_ELEMENT,
   },
   {
-    EL_ROBOT_WHEEL_ACTIVE,
-    EL_ROBOT_WHEEL,
-    0,
-    InitRobotWheel,
-    RunRobotWheel,
-    StopRobotWheel
+    GAME_PANEL_INVENTORY_LAST_7,
+    &game.panel.inventory_last[6],
+    TYPE_ELEMENT,
   },
   {
-    EL_TIMEGATE_SWITCH_ACTIVE,
-    EL_TIMEGATE_SWITCH,
-    0,
-    InitTimegateWheel,
-    RunTimegateWheel,
-    NULL
+    GAME_PANEL_INVENTORY_LAST_8,
+    &game.panel.inventory_last[7],
+    TYPE_ELEMENT,
   },
   {
-    EL_EMC_MAGIC_BALL_ACTIVE,
-    EL_EMC_MAGIC_BALL_ACTIVE,
-    0,
-    InitMagicBallDelay,
-    NULL,
-    ActivateMagicBall
+    GAME_PANEL_KEY_1,
+    &game.panel.key[0],
+    TYPE_ELEMENT,
   },
   {
-    EL_EMC_SPRING_BUMPER_ACTIVE,
-    EL_EMC_SPRING_BUMPER,
-    8,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_KEY_2,
+    &game.panel.key[1],
+    TYPE_ELEMENT,
   },
   {
-    EL_DIAGONAL_SHRINKING,
-    EL_UNDEFINED,
-    0,
-    NULL,
-    NULL,
-    NULL
+    GAME_PANEL_KEY_3,
+    &game.panel.key[2],
+    TYPE_ELEMENT,
   },
   {
-    EL_DIAGONAL_GROWING,
-    EL_UNDEFINED,
-    0,
-    NULL,
-    NULL,
-    InitDiagonalMovingElement
+    GAME_PANEL_KEY_4,
+    &game.panel.key[3],
+    TYPE_ELEMENT,
   },
-
   {
-    EL_UNDEFINED,
-    EL_UNDEFINED,
-    -1,
-    NULL,
-    NULL,
-    NULL
-  }
-};
-
-struct
-{
-  int element;
-  int push_delay_fixed, push_delay_random;
-}
-push_delay_list[] =
-{
-  { EL_SPRING,                 0, 0 },
-  { EL_BALLOON,                        0, 0 },
-
-  { EL_SOKOBAN_OBJECT,         2, 0 },
-  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
-  { EL_SATELLITE,              2, 0 },
-  { EL_SP_DISK_YELLOW,         2, 0 },
-
-  { EL_UNDEFINED,              0, 0 },
-};
-
-struct
-{
-  int element;
-  int move_stepsize;
-}
-move_stepsize_list[] =
-{
-  { EL_AMOEBA_DROP,            2 },
-  { EL_AMOEBA_DROPPING,                2 },
-  { EL_QUICKSAND_FILLING,      1 },
-  { EL_QUICKSAND_EMPTYING,     1 },
-  { EL_MAGIC_WALL_FILLING,     2 },
-  { EL_BD_MAGIC_WALL_FILLING,  2 },
-  { EL_MAGIC_WALL_EMPTYING,    2 },
-  { EL_BD_MAGIC_WALL_EMPTYING, 2 },
-
-  { EL_UNDEFINED,              0 },
-};
-
-struct
-{
-  int element;
-  int count;
-}
-collect_count_list[] =
-{
-  { EL_EMERALD,                        1 },
-  { EL_BD_DIAMOND,             1 },
-  { EL_EMERALD_YELLOW,         1 },
-  { EL_EMERALD_RED,            1 },
-  { EL_EMERALD_PURPLE,         1 },
-  { EL_DIAMOND,                        3 },
-  { EL_SP_INFOTRON,            1 },
-  { EL_PEARL,                  5 },
-  { EL_CRYSTAL,                        8 },
-
-  { EL_UNDEFINED,              0 },
-};
-
-struct
-{
-  int element;
-  int direction;
-}
-access_direction_list[] =
-{
-  { EL_TUBE_ANY,                       MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-  { EL_TUBE_VERTICAL,                                       MV_UP | MV_DOWN },
-  { EL_TUBE_HORIZONTAL,                        MV_LEFT | MV_RIGHT                   },
-  { EL_TUBE_VERTICAL_LEFT,             MV_LEFT |            MV_UP | MV_DOWN },
-  { EL_TUBE_VERTICAL_RIGHT,                      MV_RIGHT | MV_UP | MV_DOWN },
-  { EL_TUBE_HORIZONTAL_UP,             MV_LEFT | MV_RIGHT | MV_UP           },
-  { EL_TUBE_HORIZONTAL_DOWN,           MV_LEFT | MV_RIGHT |         MV_DOWN },
-  { EL_TUBE_LEFT_UP,                   MV_LEFT |            MV_UP           },
-  { EL_TUBE_LEFT_DOWN,                 MV_LEFT |                    MV_DOWN },
-  { EL_TUBE_RIGHT_UP,                            MV_RIGHT | MV_UP           },
-  { EL_TUBE_RIGHT_DOWN,                                  MV_RIGHT |         MV_DOWN },
-
-  { EL_SP_PORT_LEFT,                             MV_RIGHT                   },
-  { EL_SP_PORT_RIGHT,                  MV_LEFT                              },
-  { EL_SP_PORT_UP,                                                  MV_DOWN },
-  { EL_SP_PORT_DOWN,                                        MV_UP           },
-  { EL_SP_PORT_HORIZONTAL,             MV_LEFT | MV_RIGHT                   },
-  { EL_SP_PORT_VERTICAL,                                    MV_UP | MV_DOWN },
-  { EL_SP_PORT_ANY,                    MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-  { EL_SP_GRAVITY_PORT_LEFT,                     MV_RIGHT                   },
-  { EL_SP_GRAVITY_PORT_RIGHT,          MV_LEFT                              },
-  { EL_SP_GRAVITY_PORT_UP,                                          MV_DOWN },
-  { EL_SP_GRAVITY_PORT_DOWN,                                MV_UP           },
-  { EL_SP_GRAVITY_ON_PORT_LEFT,                          MV_RIGHT                   },
-  { EL_SP_GRAVITY_ON_PORT_RIGHT,       MV_LEFT                              },
-  { EL_SP_GRAVITY_ON_PORT_UP,                                       MV_DOWN },
-  { EL_SP_GRAVITY_ON_PORT_DOWN,                                     MV_UP           },
-  { EL_SP_GRAVITY_OFF_PORT_LEFT,                 MV_RIGHT                   },
-  { EL_SP_GRAVITY_OFF_PORT_RIGHT,      MV_LEFT                              },
-  { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
-  { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
-
-  { EL_UNDEFINED,                      MV_NONE                              }
-};
+    GAME_PANEL_KEY_5,
+    &game.panel.key[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_6,
+    &game.panel.key[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_7,
+    &game.panel.key[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_8,
+    &game.panel.key[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HIGHSCORE,
+    &game.panel.highscore,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIME_ANIM,
+    &game.panel.time_anim,
+    TYPE_GRAPHIC,
 
-static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
+    IMG_GFX_GAME_PANEL_TIME_ANIM,
+    IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
+  },
+  {
+    GAME_PANEL_HEALTH,
+    &game.panel.health,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HEALTH_ANIM,
+    &game.panel.health_anim,
+    TYPE_GRAPHIC,
 
-#define IS_AUTO_CHANGING(e)    (element_info[e].has_change_event[CE_DELAY])
+    IMG_GFX_GAME_PANEL_HEALTH_ANIM,
+    IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
+  },
+  {
+    GAME_PANEL_FRAME,
+    &game.panel.frame,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EXIT,
+    &game.panel.exit,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+    &game.panel.emc_magic_ball_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_switch[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_switch[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_switch[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_switch[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_GRAVITY_STATE,
+    &game.panel.gravity_state,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_GRAPHIC_1,
+    &game.panel.graphic[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_2,
+    &game.panel.graphic[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_3,
+    &game.panel.graphic[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_4,
+    &game.panel.graphic[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_5,
+    &game.panel.graphic[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_6,
+    &game.panel.graphic[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_7,
+    &game.panel.graphic[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_GRAPHIC_8,
+    &game.panel.graphic[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_1,
+    &game.panel.element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_2,
+    &game.panel.element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_3,
+    &game.panel.element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_4,
+    &game.panel.element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_5,
+    &game.panel.element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_6,
+    &game.panel.element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_7,
+    &game.panel.element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_8,
+    &game.panel.element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_1,
+    &game.panel.element_count[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_2,
+    &game.panel.element_count[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_3,
+    &game.panel.element_count[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_4,
+    &game.panel.element_count[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_5,
+    &game.panel.element_count[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_6,
+    &game.panel.element_count[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_7,
+    &game.panel.element_count[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_ELEMENT_COUNT_8,
+    &game.panel.element_count[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1,
+    &game.panel.ce_score[0],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2,
+    &game.panel.ce_score[1],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3,
+    &game.panel.ce_score[2],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4,
+    &game.panel.ce_score[3],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5,
+    &game.panel.ce_score[4],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6,
+    &game.panel.ce_score[5],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7,
+    &game.panel.ce_score[6],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8,
+    &game.panel.ce_score[7],
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_CE_SCORE_1_ELEMENT,
+    &game.panel.ce_score_element[0],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_2_ELEMENT,
+    &game.panel.ce_score_element[1],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_3_ELEMENT,
+    &game.panel.ce_score_element[2],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_4_ELEMENT,
+    &game.panel.ce_score_element[3],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_5_ELEMENT,
+    &game.panel.ce_score_element[4],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_6_ELEMENT,
+    &game.panel.ce_score_element[5],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_7_ELEMENT,
+    &game.panel.ce_score_element[6],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_CE_SCORE_8_ELEMENT,
+    &game.panel.ce_score_element[7],
+    TYPE_ELEMENT,
+  },
+  {
+    GAME_PANEL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_STRING,
+  },
+  {
+    GAME_PANEL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_STRING,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+  }
+};
+
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING     3
+#define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION  2
+#define CHECK_DELAY_IMPACT     CHECK_DELAY_COLLISION
+
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON  0
+
+/* values for player movement speed (which is in fact a delay value) */
+#define MOVE_DELAY_MIN_SPEED   32
+#define MOVE_DELAY_NORMAL_SPEED        8
+#define MOVE_DELAY_HIGH_SPEED  4
+#define MOVE_DELAY_MAX_SPEED   1
+
+#define DOUBLE_MOVE_DELAY(x)   (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x)    (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+
+/* values for scroll positions */
+#define SCROLL_POSITION_X(x)   ((x) < SBX_Left  + MIDPOSX ? SBX_Left : \
+                                (x) > SBX_Right + MIDPOSX ? SBX_Right :\
+                                (x) - MIDPOSX)
+#define SCROLL_POSITION_Y(y)   ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
+                                (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
+                                (y) - MIDPOSY)
+
+/* values for other actions */
+#define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define MOVE_STEPSIZE_MIN      (1)
+#define MOVE_STEPSIZE_MAX      (TILEX)
+
+#define GET_DX_FROM_DIR(d)     ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d)     ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
+
+#define        INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
+
+#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
+                                RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
+                                RND(element_info[e].drop_delay_random))
+#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                   (element_info[e].move_delay_random))
+#define GET_NEW_CE_VALUE(e)    (   (element_info[e].ce_value_fixed_initial) +\
+                                RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e)                (   (element_info[e].collect_score))
+#define GET_CHANGE_DELAY(c)    (   ((c)->delay_fixed  * (c)->delay_frames) + \
+                                RND((c)->delay_random * (c)->delay_frames))
+#define GET_CE_DELAY_VALUE(c)  (   ((c)->delay_fixed) + \
+                                RND((c)->delay_random))
+
+
+#define GET_VALID_RUNTIME_ELEMENT(e)                                   \
+        ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
+
+#define RESOLVED_REFERENCE_ELEMENT(be, e)                              \
+       ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
+        (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
+        (be) + (e) - EL_SELF)
+
+#define GET_PLAYER_FROM_BITS(p)                                                \
+       (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
+#define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                          \
+       ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
+        (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
+        (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
+        (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
+        (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
+        (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
+        (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
+        RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
+        (e))
+
+#define CAN_GROW_INTO(e)                                               \
+       ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition) ||                  \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (DONT_COLLIDE_WITH(e) &&        \
+                                        IS_PLAYER(x, y) &&             \
+                                        !PLAYER_ENEMY_PROTECTED(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
+
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+
+#define ANDROID_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y)                                  \
+       (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
+                               CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
+
+#define ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
+                                                Feld[x][y] == EL_EM_EXIT_OPEN || \
+                                                Feld[x][y] == EL_STEEL_EXIT_OPEN || \
+                                                Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
+                                                IS_FOOD_PENGUIN(Feld[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define SPRING_CAN_BUMP_FROM_FIELD(x, y)                               \
+       (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
+                               Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
+
+#define MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
+
+#define CE_ENTER_FIELD_COND(e, x, y)                                   \
+               (!IS_PLAYER(x, y) &&                                    \
+                IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
+
+#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
+#define ACCESS_FROM(e, d)              (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d)         (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
+#define MM_HEALTH(x)           (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
+
+/* game button identifiers */
+#define GAME_CTRL_ID_STOP              0
+#define GAME_CTRL_ID_PAUSE             1
+#define GAME_CTRL_ID_PLAY              2
+#define GAME_CTRL_ID_UNDO              3
+#define GAME_CTRL_ID_REDO              4
+#define GAME_CTRL_ID_SAVE              5
+#define GAME_CTRL_ID_PAUSE2            6
+#define GAME_CTRL_ID_LOAD              7
+#define GAME_CTRL_ID_PANEL_STOP                8
+#define GAME_CTRL_ID_PANEL_PAUSE       9
+#define GAME_CTRL_ID_PANEL_PLAY                10
+#define SOUND_CTRL_ID_MUSIC            11
+#define SOUND_CTRL_ID_LOOPS            12
+#define SOUND_CTRL_ID_SIMPLE           13
+#define SOUND_CTRL_ID_PANEL_MUSIC      14
+#define SOUND_CTRL_ID_PANEL_LOOPS      15
+#define SOUND_CTRL_ID_PANEL_SIMPLE     16
+
+#define NUM_GAME_BUTTONS               17
+
+
+/* forward declaration for internal use */
+
+static void CreateField(int, int, int);
+
+static void ResetGfxAnimation(int, int);
+
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
+static void AdvanceFrameAndPlayerCounters(int);
+
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
+
+static void InitBeltMovement(void);
+static void CloseAllOpenTimegates(void);
+static void CheckGravityMovement(struct PlayerInfo *);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
+
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+static void TestIfElementHitsCustomElement(int, int, int);
+
+static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, int, int, int);
+
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+#define CheckTriggeredElementChange(x, y, e, ev)                       \
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
+       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev)                            \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
+#define CheckElementChangeByPlayer(x, y, e, ev, p, s)                  \
+       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
+#define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+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 FadeLevelSoundsAndMusic();
+
+static void HandleGameButtons(struct GadgetInfo *);
+
+int AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(void);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+
+/* for detection of endless loops, caused by custom element programming */
+/* (using maximal playfield width x 10 is just a rough approximation) */
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH     (MAX_PLAYFIELD_WIDTH * 10)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc)                          \
+{                                                                      \
+  if (recursion_loop_detected)                                         \
+    return (rc);                                                       \
+                                                                       \
+  if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)       \
+  {                                                                    \
+    recursion_loop_detected = TRUE;                                    \
+    recursion_loop_element = (e);                                      \
+  }                                                                    \
+                                                                       \
+  recursion_loop_depth++;                                              \
+}
+
+#define RECURSION_LOOP_DETECTION_END()                                 \
+{                                                                      \
+  recursion_loop_depth--;                                              \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
+static int map_player_action[MAX_PLAYERS];
+
+
+/* ------------------------------------------------------------------------- */
+/* definition of elements that automatically change to other elements after  */
+/* a specified time, eventually calling a function when changing             */
+/* ------------------------------------------------------------------------- */
+
+/* forward declaration for changer functions */
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
+
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
+
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
+
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
+
+struct ChangingElementInfo
+{
+  int element;
+  int target_element;
+  int change_delay;
+  void (*pre_change_function)(int x, int y);
+  void (*change_function)(int x, int y);
+  void (*post_change_function)(int x, int y);
+};
+
+static struct ChangingElementInfo change_delay_list[] =
+{
+  {
+    EL_NUT_BREAKING,
+    EL_EMERALD,
+    6,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_PEARL_BREAKING,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_OPENING,
+    EL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_CLOSING,
+    EL_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_STEEL_EXIT_OPENING,
+    EL_STEEL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_STEEL_EXIT_CLOSING,
+    EL_STEEL_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_EXIT_OPENING,
+    EL_EM_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_EXIT_CLOSING,
+    EL_EMPTY,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_OPENING,
+    EL_EM_STEEL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EM_STEEL_EXIT_CLOSING,
+    EL_STEELWALL,
+    29,
+    NULL,
+    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,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_CLOSING,
+    EL_SWITCHGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_OPENING,
+    EL_TIMEGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_CLOSING,
+    EL_TIMEGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+
+  {
+    EL_ACID_SPLASH_LEFT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_ACID_SPLASH_RIGHT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE,
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    EL_SP_BUGGY_BASE_ACTIVE,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVE,
+    EL_SP_BUGGY_BASE,
+    0,
+    InitBuggyBase,
+    WarnBuggyBase,
+    NULL
+  },
+  {
+    EL_TRAP,
+    EL_TRAP_ACTIVE,
+    0,
+    InitTrap,
+    NULL,
+    ActivateTrap
+  },
+  {
+    EL_TRAP_ACTIVE,
+    EL_TRAP,
+    31,
+    NULL,
+    ChangeActiveTrap,
+    NULL
+  },
+  {
+    EL_ROBOT_WHEEL_ACTIVE,
+    EL_ROBOT_WHEEL,
+    0,
+    InitRobotWheel,
+    RunRobotWheel,
+    StopRobotWheel
+  },
+  {
+    EL_TIMEGATE_SWITCH_ACTIVE,
+    EL_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
+  {
+    EL_DC_TIMEGATE_SWITCH_ACTIVE,
+    EL_DC_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
+  {
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    EL_EMC_MAGIC_BALL_ACTIVE,
+    0,
+    InitMagicBallDelay,
+    NULL,
+    ActivateMagicBall
+  },
+  {
+    EL_EMC_SPRING_BUMPER_ACTIVE,
+    EL_EMC_SPRING_BUMPER,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_SHRINKING,
+    EL_UNDEFINED,
+    0,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_GROWING,
+    EL_UNDEFINED,
+    0,
+    NULL,
+    NULL,
+    NULL,
+  },
+
+  {
+    EL_UNDEFINED,
+    EL_UNDEFINED,
+    -1,
+    NULL,
+    NULL,
+    NULL
+  }
+};
+
+struct
+{
+  int element;
+  int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+  { EL_SPRING,                 0, 0 },
+  { EL_BALLOON,                        0, 0 },
+
+  { EL_SOKOBAN_OBJECT,         2, 0 },
+  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
+  { EL_SATELLITE,              2, 0 },
+  { EL_SP_DISK_YELLOW,         2, 0 },
+
+  { EL_UNDEFINED,              0, 0 },
+};
+
+struct
+{
+  int element;
+  int move_stepsize;
+}
+move_stepsize_list[] =
+{
+  { EL_AMOEBA_DROP,            2 },
+  { EL_AMOEBA_DROPPING,                2 },
+  { EL_QUICKSAND_FILLING,      1 },
+  { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_QUICKSAND_FAST_FILLING, 2 },
+  { EL_QUICKSAND_FAST_EMPTYING,        2 },
+  { EL_MAGIC_WALL_FILLING,     2 },
+  { EL_MAGIC_WALL_EMPTYING,    2 },
+  { EL_BD_MAGIC_WALL_FILLING,  2 },
+  { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+  { EL_DC_MAGIC_WALL_FILLING,  2 },
+  { EL_DC_MAGIC_WALL_EMPTYING, 2 },
+
+  { EL_UNDEFINED,              0 },
+};
+
+struct
+{
+  int element;
+  int count;
+}
+collect_count_list[] =
+{
+  { EL_EMERALD,                        1 },
+  { EL_BD_DIAMOND,             1 },
+  { EL_EMERALD_YELLOW,         1 },
+  { EL_EMERALD_RED,            1 },
+  { EL_EMERALD_PURPLE,         1 },
+  { EL_DIAMOND,                        3 },
+  { EL_SP_INFOTRON,            1 },
+  { EL_PEARL,                  5 },
+  { EL_CRYSTAL,                        8 },
+
+  { EL_UNDEFINED,              0 },
+};
+
+struct
+{
+  int element;
+  int direction;
+}
+access_direction_list[] =
+{
+  { EL_TUBE_ANY,                       MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_TUBE_VERTICAL,                                       MV_UP | MV_DOWN },
+  { EL_TUBE_HORIZONTAL,                        MV_LEFT | MV_RIGHT                   },
+  { EL_TUBE_VERTICAL_LEFT,             MV_LEFT |            MV_UP | MV_DOWN },
+  { EL_TUBE_VERTICAL_RIGHT,                      MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_TUBE_HORIZONTAL_UP,             MV_LEFT | MV_RIGHT | MV_UP           },
+  { EL_TUBE_HORIZONTAL_DOWN,           MV_LEFT | MV_RIGHT |         MV_DOWN },
+  { EL_TUBE_LEFT_UP,                   MV_LEFT |            MV_UP           },
+  { EL_TUBE_LEFT_DOWN,                 MV_LEFT |                    MV_DOWN },
+  { EL_TUBE_RIGHT_UP,                            MV_RIGHT | MV_UP           },
+  { EL_TUBE_RIGHT_DOWN,                                  MV_RIGHT |         MV_DOWN },
+
+  { EL_SP_PORT_LEFT,                             MV_RIGHT                   },
+  { EL_SP_PORT_RIGHT,                  MV_LEFT                              },
+  { EL_SP_PORT_UP,                                                  MV_DOWN },
+  { EL_SP_PORT_DOWN,                                        MV_UP           },
+  { EL_SP_PORT_HORIZONTAL,             MV_LEFT | MV_RIGHT                   },
+  { EL_SP_PORT_VERTICAL,                                    MV_UP | MV_DOWN },
+  { EL_SP_PORT_ANY,                    MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_SP_GRAVITY_PORT_LEFT,                     MV_RIGHT                   },
+  { EL_SP_GRAVITY_PORT_RIGHT,          MV_LEFT                              },
+  { EL_SP_GRAVITY_PORT_UP,                                          MV_DOWN },
+  { EL_SP_GRAVITY_PORT_DOWN,                                MV_UP           },
+  { EL_SP_GRAVITY_ON_PORT_LEFT,                          MV_RIGHT                   },
+  { EL_SP_GRAVITY_ON_PORT_RIGHT,       MV_LEFT                              },
+  { EL_SP_GRAVITY_ON_PORT_UP,                                       MV_DOWN },
+  { EL_SP_GRAVITY_ON_PORT_DOWN,                                     MV_UP           },
+  { EL_SP_GRAVITY_OFF_PORT_LEFT,                 MV_RIGHT                   },
+  { EL_SP_GRAVITY_OFF_PORT_RIGHT,      MV_LEFT                              },
+  { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
+  { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
+
+  { EL_UNDEFINED,                      MV_NONE                              }
+};
+
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
+
+#define IS_AUTO_CHANGING(e)    (element_info[e].has_change_event[CE_DELAY])
 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
 #define IS_CHANGING(x, y)      (IS_AUTO_CHANGING(Feld[x][y]) || \
                                 IS_JUST_CHANGING(x, y))
 
-#define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
+#define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
+
+/* static variables for playfield scan mode (scanning forward or backward) */
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y)   for ((y) = playfield_scan_start_y;      \
+                                    (y) >= 0 && (y) <= lev_fieldy - 1; \
+                                    (y) += playfield_scan_delta_y)     \
+                               for ((x) = playfield_scan_start_x;      \
+                                    (x) >= 0 && (x) <= lev_fieldx - 1; \
+                                    (x) += playfield_scan_delta_x)
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite()
+{
+  int i;
+
+  for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+    if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+      local_player->inventory_element[local_player->inventory_size++] =
+       EL_DYNAMITE;
+}
+#endif
+
+static void InitPlayfieldScanModeVars()
+{
+  if (game.use_reverse_scan_direction)
+  {
+    playfield_scan_start_x = lev_fieldx - 1;
+    playfield_scan_start_y = lev_fieldy - 1;
+
+    playfield_scan_delta_x = -1;
+    playfield_scan_delta_y = -1;
+  }
+  else
+  {
+    playfield_scan_start_x = 0;
+    playfield_scan_start_y = 0;
+
+    playfield_scan_delta_x = 1;
+    playfield_scan_delta_y = 1;
+  }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+  game.use_reverse_scan_direction =
+    (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+  InitPlayfieldScanModeVars();
+}
+
+static int get_move_delay_from_stepsize(int move_stepsize)
+{
+  move_stepsize =
+    MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+
+  /* make sure that stepsize value is always a power of 2 */
+  move_stepsize = (1 << log_2(move_stepsize));
+
+  return TILEX / move_stepsize;
+}
+
+static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
+                              boolean init_game)
+{
+  int player_nr = player->index_nr;
+  int move_delay = get_move_delay_from_stepsize(move_stepsize);
+  boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+
+  /* do no immediately change move delay -- the player might just be moving */
+  player->move_delay_value_next = move_delay;
+
+  /* information if player can move must be set separately */
+  player->cannot_move = cannot_move;
+
+  if (init_game)
+  {
+    player->move_delay       = game.initial_move_delay[player_nr];
+    player->move_delay_value = game.initial_move_delay_value[player_nr];
+
+    player->move_delay_value_next = -1;
+
+    player->move_delay_reset_counter = 0;
+  }
+}
+
+void GetPlayerConfig()
+{
+  GameFrameDelay = setup.game_frame_delay;
+
+  if (!audio.sound_available)
+    setup.sound_simple = FALSE;
+
+  if (!audio.loops_available)
+    setup.sound_loops = FALSE;
+
+  if (!audio.music_available)
+    setup.sound_music = FALSE;
+
+  if (!video.fullscreen_available)
+    setup.fullscreen = FALSE;
+
+  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+
+  SetAudioMode(setup.sound);
+}
+
+int GetElementFromGroupElement(int element)
+{
+  if (IS_GROUP_ELEMENT(element))
+  {
+    struct ElementGroupInfo *group = element_info[element].group;
+    int last_anim_random_frame = gfx.anim_random_frame;
+    int element_pos;
+
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+    element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+                                   group->choice_mode, 0,
+                                   group->choice_pos);
+
+    if (group->choice_mode == ANIM_RANDOM)
+      gfx.anim_random_frame = last_anim_random_frame;
+
+    group->choice_pos++;
+
+    element = group->element_resolved[element_pos];
+  }
+
+  return element;
+}
+
+static void InitPlayerField(int x, int y, int element, boolean init_game)
+{
+  if (element == EL_SP_MURPHY)
+  {
+    if (init_game)
+    {
+      if (stored_player[0].present)
+      {
+       Feld[x][y] = EL_SP_MURPHY_CLONE;
+
+       return;
+      }
+      else
+      {
+       stored_player[0].initial_element = element;
+       stored_player[0].use_murphy = TRUE;
+
+       if (!level.use_artwork_element[0])
+         stored_player[0].artwork_element = EL_SP_MURPHY;
+      }
+
+      Feld[x][y] = EL_PLAYER_1;
+    }
+  }
+
+  if (init_game)
+  {
+    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+    int jx = player->jx, jy = player->jy;
+
+    player->present = TRUE;
+
+    player->block_last_field = (element == EL_SP_MURPHY ?
+                               level.sp_block_last_field :
+                               level.block_last_field);
+
+    /* ---------- initialize player's last field block delay --------------- */
+
+    /* always start with reliable default value (no adjustment needed) */
+    player->block_delay_adjustment = 0;
+
+    /* special case 1: in Supaplex, Murphy blocks last field one more frame */
+    if (player->block_last_field && element == EL_SP_MURPHY)
+      player->block_delay_adjustment = 1;
+
+    /* special case 2: in game engines before 3.1.1, blocking was different */
+    if (game.use_block_last_field_bug)
+      player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+
+    if (!options.network || player->connected)
+    {
+      player->active = TRUE;
+
+      /* remove potentially duplicate players */
+      if (StorePlayer[jx][jy] == Feld[x][y])
+       StorePlayer[jx][jy] = 0;
+
+      StorePlayer[x][y] = Feld[x][y];
+
+#if DEBUG_INIT_PLAYER
+      if (options.debug)
+      {
+       printf("- player element %d activated", player->element_nr);
+       printf(" (local player is %d and currently %s)\n",
+              local_player->element_nr,
+              local_player->active ? "active" : "not active");
+      }
+    }
+#endif
+
+    Feld[x][y] = EL_EMPTY;
+
+    player->jx = player->last_jx = x;
+    player->jy = player->last_jy = y;
+  }
+
+  if (!init_game)
+  {
+    int player_nr = GET_PLAYER_NR(element);
+    struct PlayerInfo *player = &stored_player[player_nr];
+
+    if (player->active && player->killed)
+      player->reanimated = TRUE; /* if player was just killed, reanimate him */
+  }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+  int element = Feld[x][y];
+
+  switch (element)
+  {
+    case EL_SP_MURPHY:
+    case EL_PLAYER_1:
+    case EL_PLAYER_2:
+    case EL_PLAYER_3:
+    case EL_PLAYER_4:
+      InitPlayerField(x, y, element, init_game);
+      break;
+
+    case EL_SOKOBAN_FIELD_PLAYER:
+      element = Feld[x][y] = EL_PLAYER_1;
+      InitField(x, y, init_game);
+
+      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+      InitField(x, y, init_game);
+      break;
+
+    case EL_SOKOBAN_FIELD_EMPTY:
+      local_player->sokobanfields_still_needed++;
+      break;
+
+    case EL_STONEBLOCK:
+      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
+       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
+      else if (x > 0 && Feld[x-1][y] == EL_ACID)
+       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID)
+       Feld[x][y] = EL_ACID_POOL_BOTTOM;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
+      break;
+
+    case EL_BUG:
+    case EL_BUG_RIGHT:
+    case EL_BUG_UP:
+    case EL_BUG_LEFT:
+    case EL_BUG_DOWN:
+    case EL_SPACESHIP:
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+    case EL_BD_FIREFLY:
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+    case EL_PACMAN_RIGHT:
+    case EL_PACMAN_UP:
+    case EL_PACMAN_LEFT:
+    case EL_PACMAN_DOWN:
+    case EL_YAMYAM:
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
+    case EL_DARK_YAMYAM:
+    case EL_ROBOT:
+    case EL_PACMAN:
+    case EL_SP_SNIKSNAK:
+    case EL_SP_ELECTRON:
+    case EL_MOLE:
+    case EL_MOLE_LEFT:
+    case EL_MOLE_RIGHT:
+    case EL_MOLE_UP:
+    case EL_MOLE_DOWN:
+      InitMovDir(x, y);
+      break;
+
+    case EL_AMOEBA_FULL:
+    case EL_BD_AMOEBA:
+      InitAmoebaNr(x, y);
+      break;
+
+    case EL_AMOEBA_DROP:
+      if (y == lev_fieldy - 1)
+      {
+       Feld[x][y] = EL_AMOEBA_GROWING;
+       Store[x][y] = EL_AMOEBA_WET;
+      }
+      break;
+
+    case EL_DYNAMITE_ACTIVE:
+    case EL_SP_DISK_RED_ACTIVE:
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+      MovDelay[x][y] = 96;
+      break;
+
+    case EL_EM_DYNAMITE_ACTIVE:
+      MovDelay[x][y] = 32;
+      break;
+
+    case EL_LAMP:
+      local_player->lights_still_needed++;
+      break;
+
+    case EL_PENGUIN:
+      local_player->friends_still_needed++;
+      break;
+
+    case EL_PIG:
+    case EL_DRAGON:
+      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
+      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 (init_game)
+      {
+       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
+
+       if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
+       {
+         game.belt_dir[belt_nr] = belt_dir;
+         game.belt_dir_nr[belt_nr] = belt_dir_nr;
+       }
+       else    /* more than one switch -- set it like the first switch */
+       {
+         Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+       }
+      }
+      break;
+
+    case EL_LIGHT_SWITCH_ACTIVE:
+      if (init_game)
+       game.light_time_left = level.time_light * FRAMES_PER_SECOND;
+      break;
+
+    case EL_INVISIBLE_STEELWALL:
+    case EL_INVISIBLE_WALL:
+    case EL_INVISIBLE_SAND:
+      if (game.light_time_left > 0 ||
+         game.lenses_time_left > 0)
+        Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+      break;
+
+    case EL_EMC_MAGIC_BALL:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+      break;
+
+    case EL_EMC_MAGIC_BALL_SWITCH:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+      break;
+
+    case EL_TRIGGER_PLAYER:
+    case EL_TRIGGER_ELEMENT:
+    case EL_TRIGGER_CE_VALUE:
+    case EL_TRIGGER_CE_SCORE:
+    case EL_SELF:
+    case EL_ANY_ELEMENT:
+    case EL_CURRENT_CE_VALUE:
+    case EL_CURRENT_CE_SCORE:
+    case EL_PREV_CE_1:
+    case EL_PREV_CE_2:
+    case EL_PREV_CE_3:
+    case EL_PREV_CE_4:
+    case EL_PREV_CE_5:
+    case EL_PREV_CE_6:
+    case EL_PREV_CE_7:
+    case EL_PREV_CE_8:
+    case EL_NEXT_CE_1:
+    case EL_NEXT_CE_2:
+    case EL_NEXT_CE_3:
+    case EL_NEXT_CE_4:
+    case EL_NEXT_CE_5:
+    case EL_NEXT_CE_6:
+    case EL_NEXT_CE_7:
+    case EL_NEXT_CE_8:
+      /* reference elements should not be used on the playfield */
+      Feld[x][y] = EL_EMPTY;
+      break;
+
+    default:
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       if (CAN_MOVE(element))
+         InitMovDir(x, y);
+
+       if (!element_info[element].use_last_ce_value || init_game)
+         CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
+      }
+      else if (IS_GROUP_ELEMENT(element))
+      {
+       Feld[x][y] = GetElementFromGroupElement(element);
+
+       InitField(x, y, init_game);
+      }
+
+      break;
+  }
+
+  if (!init_game)
+    CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
+}
+
+inline static void InitField_WithBug1(int x, int y, boolean init_game)
+{
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+}
+
+inline static void InitField_WithBug2(int x, int y, boolean init_game)
+{
+  int old_element = Feld[x][y];
+
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(old_element) &&
+      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+    InitMovDir(x, y);
+
+  /* this case is in fact a combination of not less than three bugs:
+     first, it calls InitMovDir() for elements that can move, although this is
+     already done by InitField(); then, it checks the element that was at this
+     field _before_ the call to InitField() (which can change it); lastly, it
+     was not called for "mole with direction" elements, which were treated as
+     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+  */
+}
+
+static int get_key_element_from_nr(int key_nr)
+{
+  int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+                         level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                         EL_EM_KEY_1 : EL_KEY_1);
+
+  return key_base_element + key_nr;
+}
+
+static int get_next_dropped_element(struct PlayerInfo *player)
+{
+  return (player->inventory_size > 0 ?
+         player->inventory_element[player->inventory_size - 1] :
+         player->inventory_infinite_element != EL_UNDEFINED ?
+         player->inventory_infinite_element :
+         player->dynabombs_left > 0 ?
+         EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+         EL_UNDEFINED);
+}
+
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
+{
+  /* pos >= 0: get element from bottom of the stack;
+     pos <  0: get element from top of the stack */
+
+  if (pos < 0)
+  {
+    int min_inventory_size = -pos;
+    int inventory_pos = player->inventory_size - min_inventory_size;
+    int min_dynabombs_left = min_inventory_size - player->inventory_size;
+
+    return (player->inventory_size >= min_inventory_size ?
+           player->inventory_element[inventory_pos] :
+           player->inventory_infinite_element != EL_UNDEFINED ?
+           player->inventory_infinite_element :
+           player->dynabombs_left >= min_dynabombs_left ?
+           EL_DYNABOMB_PLAYER_1 + player->index_nr :
+           EL_UNDEFINED);
+  }
+  else
+  {
+    int min_dynabombs_left = pos + 1;
+    int min_inventory_size = pos + 1 - player->dynabombs_left;
+    int inventory_pos = pos - player->dynabombs_left;
+
+    return (player->inventory_infinite_element != EL_UNDEFINED ?
+           player->inventory_infinite_element :
+           player->dynabombs_left >= min_dynabombs_left ?
+           EL_DYNABOMB_PLAYER_1 + player->index_nr :
+           player->inventory_size >= min_inventory_size ?
+           player->inventory_element[inventory_pos] :
+           EL_UNDEFINED);
+  }
+}
+
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+  const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+  const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+  int compare_result;
+
+  if (gpo1->sort_priority != gpo2->sort_priority)
+    compare_result = gpo1->sort_priority - gpo2->sort_priority;
+  else
+    compare_result = gpo1->nr - gpo2->nr;
+
+  return compare_result;
+}
+
+int getPlayerInventorySize(int player_nr)
+{
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    return level.native_em_level->ply[player_nr]->dynamite;
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    return level.native_sp_level->game_sp->red_disk_count;
+  else
+    return stored_player[player_nr].inventory_size;
+}
+
+void InitGameControlValues()
+{
+  int i;
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+    struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+    struct TextPosInfo *pos = gpc->pos;
+    int nr = gpc->nr;
+    int type = gpc->type;
+
+    if (nr != i)
+    {
+      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
+      Error(ERR_EXIT, "this should not happen -- please debug");
+    }
+
+    /* force update of game controls after initialization */
+    gpc->value = gpc->last_value = -1;
+    gpc->frame = gpc->last_frame = -1;
+    gpc->gfx_frame = -1;
+
+    /* determine panel value width for later calculation of alignment */
+    if (type == TYPE_INTEGER || type == TYPE_STRING)
+    {
+      pos->width = pos->size * getFontWidth(pos->font);
+      pos->height = getFontHeight(pos->font);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      pos->width = pos->size;
+      pos->height = pos->size;
+    }
+
+    /* fill structure for game panel draw order */
+    gpo->nr = gpc->nr;
+    gpo->sort_priority = pos->sort_priority;
+  }
+
+  /* sort game panel controls according to sort_priority and control number */
+  qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+       sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
+}
+
+void UpdatePlayfieldElementCount()
+{
+  boolean use_element_count = FALSE;
+  int i, j, x, y;
+
+  /* first check if it is needed at all to calculate playfield element count */
+  for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+    if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+      use_element_count = TRUE;
+
+  if (!use_element_count)
+    return;
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    element_info[i].element_count = 0;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    element_info[Feld[x][y]].element_count++;
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+      if (IS_IN_GROUP(j, i))
+       element_info[EL_GROUP_START + i].element_count +=
+         element_info[j].element_count;
+}
+
+void UpdateGameControlValues()
+{
+  int i, k;
+  int time = (local_player->LevelSolved ?
+             local_player->LevelSolved_CountingTime :
+             level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->time :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->time_played :
+             level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+             game_mm.energy_left :
+             game.no_time_limit ? TimePlayed : TimeLeft);
+  int score = (local_player->LevelSolved ?
+              local_player->LevelSolved_CountingScore :
+              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+              level.native_em_level->lev->score :
+              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+              level.native_sp_level->game_sp->score :
+              level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+              game_mm.score :
+              local_player->score);
+  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+             level.native_em_level->lev->required :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->infotrons_still_needed :
+             level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+             game_mm.kettles_still_needed :
+             local_player->gems_still_needed);
+  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                    level.native_em_level->lev->required > 0 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+                    level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                    game_mm.kettles_still_needed > 0 ||
+                    game_mm.lights_still_needed > 0 :
+                    local_player->gems_still_needed > 0 ||
+                    local_player->sokobanfields_still_needed > 0 ||
+                    local_player->lights_still_needed > 0);
+  int health = (local_player->LevelSolved ?
+               local_player->LevelSolved_CountingHealth :
+               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+               MM_HEALTH(game_mm.laser_overload_value) :
+               local_player->health);
+
+  UpdatePlayfieldElementCount();
+
+  /* update game panel control values */
+
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+  game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+  game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
+
+  if (game.centered_player_nr == -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      /* only one player in Supaplex game engine */
+      if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+       break;
+
+      for (k = 0; k < MAX_NUM_KEYS; k++)
+      {
+       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+       {
+         if (level.native_em_level->ply[i]->keys & (1 << k))
+           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+             get_key_element_from_nr(k);
+       }
+       else if (stored_player[i].key[k])
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
+
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       getPlayerInventorySize(i);
+
+      if (stored_player[i].num_white_keys > 0)
+       game_panel_controls[GAME_PANEL_KEY_WHITE].value =
+         EL_DC_KEY_WHITE;
+
+      game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+       stored_player[i].num_white_keys;
+    }
+  }
+  else
+  {
+    int player_nr = game.centered_player_nr;
+
+    for (k = 0; k < MAX_NUM_KEYS; k++)
+    {
+      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+      {
+       if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+           get_key_element_from_nr(k);
+      }
+      else if (stored_player[player_nr].key[k])
+       game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+         get_key_element_from_nr(k);
+    }
+
+    game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+      getPlayerInventorySize(player_nr);
+
+    if (stored_player[player_nr].num_white_keys > 0)
+      game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
+
+    game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
+      stored_player[player_nr].num_white_keys;
+  }
+
+  for (i = 0; i < NUM_PANEL_INVENTORY; i++)
+  {
+    game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
+      get_inventory_element_from_pos(local_player, i);
+    game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
+      get_inventory_element_from_pos(local_player, -i - 1);
+  }
+
+  game_panel_controls[GAME_PANEL_SCORE].value = score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
+
+  game_panel_controls[GAME_PANEL_TIME].value = time;
+
+  game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
+  game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
+  game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+
+  if (game.no_time_limit)
+    game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
+  else
+    game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
+
+  game_panel_controls[GAME_PANEL_HEALTH].value = health;
+  game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
+
+  game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
+    (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
+    local_player->shield_normal_time_left;
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
+    (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
+     EL_EMPTY);
+  game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
+    local_player->shield_deadly_time_left;
+
+  game_panel_controls[GAME_PANEL_EXIT].value =
+    (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
+
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
+    (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+     EL_EMC_MAGIC_BALL_SWITCH);
+
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
+    (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
+  game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
+    game.light_time_left;
+
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
+    (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
+  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
+    game.timegate_time_left;
+
+  game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
+    EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+
+  game_panel_controls[GAME_PANEL_EMC_LENSES].value =
+    (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
+    game.lenses_time_left;
+
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
+    (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
+  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
+    game.magnify_time_left;
+
+  game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
+    (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
+     game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
+     game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
+     game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
+     EL_BALLOON_SWITCH_NONE);
+
+  game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
+    local_player->dynabomb_count;
+  game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
+    local_player->dynabomb_size;
+  game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
+    (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
+
+  game_panel_controls[GAME_PANEL_PENGUINS].value =
+    local_player->friends_still_needed;
+
+  game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
+    local_player->sokobanfields_still_needed;
+  game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
+    local_player->sokobanfields_still_needed;
+
+  game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
+    (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
+
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
+      (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
+       EL_CONVEYOR_BELT_1_MIDDLE) + i;
+    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
+      getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
+  }
+
+  game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
+    (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
+  game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
+    game.magic_wall_time_left;
+
+  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
+    local_player->gravity;
+
+  for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
+    game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
+      (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
+       game.panel.element[i].id : EL_UNDEFINED);
+
+  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
+    game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
+      (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
+       element_info[game.panel.element_count[i].id].element_count : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
+       element_info[game.panel.ce_score[i].id].collect_score : 0);
+
+  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
+    game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
+      (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
+       element_info[game.panel.ce_score_element[i].id].collect_score :
+       EL_UNDEFINED);
+
+  game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
+  game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
+
+  /* update game panel control frames */
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (gpc->type == TYPE_ELEMENT)
+    {
+      if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
+      {
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int element = gpc->value;
+       int graphic = el2panelimg(element);
+
+       if (gpc->value != gpc->last_value)
+       {
+         gpc->gfx_frame = 0;
+         gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+       else
+       {
+         gpc->gfx_frame++;
+
+         if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+             IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+           gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = gpc->gfx_random;
+
+       if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+         gpc->gfx_frame = element_info[element].collect_score;
+
+       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+                                             gpc->gfx_frame);
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+      }
+    }
+    else if (gpc->type == TYPE_GRAPHIC)
+    {
+      if (gpc->graphic != IMG_UNDEFINED)
+      {
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int graphic = gpc->graphic;
+
+       if (gpc->value != gpc->last_value)
+       {
+         gpc->gfx_frame = 0;
+         gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+       else
+       {
+         gpc->gfx_frame++;
+
+         if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+             IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+           gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = gpc->gfx_random;
+
+       gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+      }
+    }
+  }
+}
+
+void DisplayGameControlValues()
+{
+  boolean redraw_panel = FALSE;
+  int i;
+
+  for (i = 0; game_panel_controls[i].nr != -1; i++)
+  {
+    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+
+    if (PANEL_DEACTIVATED(gpc->pos))
+      continue;
+
+    if (gpc->value == gpc->last_value &&
+       gpc->frame == gpc->last_frame)
+      continue;
+
+    redraw_panel = TRUE;
+  }
+
+  if (!redraw_panel)
+    return;
+
+  /* copy default game door content to main double buffer */
+
+  /* !!! CHECK AGAIN !!! */
+  SetPanelBackground();
+  // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+  DrawBackground(DX, DY, DXSIZE, DYSIZE);
+
+  /* redraw game control buttons */
+  RedrawGameButtons();
+
+  SetGameStatus(GAME_MODE_PSEUDO_PANEL);
+
+  for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
+  {
+    int nr = game_panel_order[i].nr;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+    struct TextPosInfo *pos = gpc->pos;
+    int type = gpc->type;
+    int value = gpc->value;
+    int frame = gpc->frame;
+    int size = pos->size;
+    int font = pos->font;
+    boolean draw_masked = pos->draw_masked;
+    int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
+
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+
+    gpc->last_value = value;
+    gpc->last_frame = frame;
+
+    if (type == TYPE_INTEGER)
+    {
+      if (nr == GAME_PANEL_LEVEL_NUMBER ||
+         nr == GAME_PANEL_TIME)
+      {
+       boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
+
+       if (use_dynamic_size)           /* use dynamic number of digits */
+       {
+         int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
+         int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
+         int size2 = size1 + 1;
+         int font1 = pos->font;
+         int font2 = pos->font_alt;
+
+         size = (value < value_change ? size1 : size2);
+         font = (value < value_change ? font1 : font2);
+       }
+      }
+
+      /* correct text size if "digits" is zero or less */
+      if (size <= 0)
+       size = strlen(int2str(value, size));
+
+      /* dynamically correct text alignment */
+      pos->width = size * getFontWidth(font);
+
+      DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                 int2str(value, size), font, mask_mode);
+    }
+    else if (type == TYPE_ELEMENT)
+    {
+      int element, graphic;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
+
+      if (value != EL_UNDEFINED && value != EL_EMPTY)
+      {
+       element = value;
+       graphic = el2panelimg(value);
+
+       // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
+
+       if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
+         size = TILESIZE;
+
+       getSizedGraphicSource(graphic, frame, size, &src_bitmap,
+                             &src_x, &src_y);
+
+       width  = graphic_info[graphic].width  * size / TILESIZE;
+       height = graphic_info[graphic].height * size / TILESIZE;
+
+       if (draw_masked)
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       else
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+      }
+    }
+    else if (type == TYPE_GRAPHIC)
+    {
+      int graphic        = gpc->graphic;
+      int graphic_active = gpc->graphic_active;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
+      boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+                     level.game_engine_type != GAME_ENGINE_TYPE_MM);
+
+      if (graphic != IMG_UNDEFINED && !skip)
+      {
+       if (pos->style == STYLE_REVERSE)
+         value = 100 - value;
+
+       getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
+
+       if (pos->direction & MV_HORIZONTAL)
+       {
+         width  = graphic_info[graphic_active].width * value / 100;
+         height = graphic_info[graphic_active].height;
+
+         if (pos->direction == MV_LEFT)
+         {
+           src_x += graphic_info[graphic_active].width - width;
+           dst_x += graphic_info[graphic_active].width - width;
+         }
+       }
+       else
+       {
+         width  = graphic_info[graphic_active].width;
+         height = graphic_info[graphic_active].height * value / 100;
+
+         if (pos->direction == MV_UP)
+         {
+           src_y += graphic_info[graphic_active].height - height;
+           dst_y += graphic_info[graphic_active].height - height;
+         }
+       }
+
+       if (draw_masked)
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       else
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+
+       getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
+
+       if (pos->direction & MV_HORIZONTAL)
+       {
+         if (pos->direction == MV_RIGHT)
+         {
+           src_x += width;
+           dst_x += width;
+         }
+         else
+         {
+           dst_x = PANEL_XPOS(pos);
+         }
+
+         width = graphic_info[graphic].width - width;
+       }
+       else
+       {
+         if (pos->direction == MV_DOWN)
+         {
+           src_y += height;
+           dst_y += height;
+         }
+         else
+         {
+           dst_y = PANEL_YPOS(pos);
+         }
+
+         height = graphic_info[graphic].height - height;
+       }
+
+       if (draw_masked)
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       else
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+      }
+    }
+    else if (type == TYPE_STRING)
+    {
+      boolean active = (value != 0);
+      char *state_normal = "off";
+      char *state_active = "on";
+      char *state = (active ? state_active : state_normal);
+      char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
+                nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
+                nr == GAME_PANEL_LEVEL_NAME    ? level.name :
+                nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
+
+      if (nr == GAME_PANEL_GRAVITY_STATE)
+      {
+       int font1 = pos->font;          /* (used for normal state) */
+       int font2 = pos->font_alt;      /* (used for active state) */
+
+       font = (active ? font2 : font1);
+      }
+
+      if (s != NULL)
+      {
+       char *s_cut;
+
+       if (size <= 0)
+       {
+         /* don't truncate output if "chars" is zero or less */
+         size = strlen(s);
+
+         /* dynamically correct text alignment */
+         pos->width = size * getFontWidth(font);
+       }
+
+       s_cut = getStringCopyN(s, size);
+
+       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
+                   s_cut, font, mask_mode);
+
+       free(s_cut);
+      }
+    }
+
+    redraw_mask |= REDRAW_DOOR_1;
+  }
+
+  SetGameStatus(GAME_MODE_PLAYING);
+}
+
+void UpdateAndDisplayGameControlValues()
+{
+  if (tape.deactivate_display)
+    return;
+
+  UpdateGameControlValues();
+  DisplayGameControlValues();
+}
+
+void UpdateGameDoorValues()
+{
+  UpdateGameControlValues();
+}
+
+void DrawGameDoorValues()
+{
+  DisplayGameControlValues();
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i, j, k, l, x, y;
+
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+  /* set single or multi-player game mode (needed for re-playing tapes) */
+  game.team_mode = setup.team_mode;
+
+  if (tape.playing)
+  {
+    int num_players = 0;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (tape.player_participates[i])
+       num_players++;
+
+    /* multi-player tapes contain input data for more than one player */
+    game.team_mode = (num_players > 1);
+  }
+
+  /* ---------------------------------------------------------------------- */
+  /* set flags for bugs and changes according to active game engine version */
+  /* ---------------------------------------------------------------------- */
+
+  /*
+    Summary of bugfix/change:
+    Fixed handling for custom elements that change when pushed by the player.
+
+    Fixed/changed in version:
+    3.1.0
+
+    Description:
+    Before 3.1.0, custom elements that "change when pushing" changed directly
+    after the player started pushing them (until then handled in "DigField()").
+    Since 3.1.0, these custom elements are not changed until the "pushing"
+    move of the element is finished (now handled in "ContinueMoving()").
+
+    Affected levels/tapes:
+    The first condition is generally needed for all levels/tapes before version
+    3.1.0, which might use the old behaviour before it was changed; known tapes
+    that are affected are some tapes from the level set "Walpurgis Gardens" by
+    Jamie Cullen.
+    The second condition is an exception from the above case and is needed for
+    the special case of tapes recorded with game (not engine!) version 3.1.0 or
+    above (including some development versions of 3.1.0), but before it was
+    known that this change would break tapes like the above and was fixed in
+    3.1.1, so that the changed behaviour was active although the engine version
+    while recording maybe was before 3.1.0. There is at least one tape that is
+    affected by this exception, which is the tape for the one-level set "Bug
+    Machine" by Juergen Bonhagen.
+  */
+
+  game.use_change_when_pushing_bug =
+    (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+     !(tape.playing &&
+       tape.game_version >= VERSION_IDENT(3,1,0,0) &&
+       tape.game_version <  VERSION_IDENT(3,1,1,0)));
+
+  /*
+    Summary of bugfix/change:
+    Fixed handling for blocking the field the player leaves when moving.
+
+    Fixed/changed in version:
+    3.1.1
+
+    Description:
+    Before 3.1.1, when "block last field when moving" was enabled, the field
+    the player is leaving when moving was blocked for the time of the move,
+    and was directly unblocked afterwards. This resulted in the last field
+    being blocked for exactly one less than the number of frames of one player
+    move. Additionally, even when blocking was disabled, the last field was
+    blocked for exactly one frame.
+    Since 3.1.1, due to changes in player movement handling, the last field
+    is not blocked at all when blocking is disabled. When blocking is enabled,
+    the last field is blocked for exactly the number of frames of one player
+    move. Additionally, if the player is Murphy, the hero of Supaplex, the
+    last field is blocked for exactly one more than the number of frames of
+    one player move.
+
+    Affected levels/tapes:
+    (!!! yet to be determined -- probably many !!!)
+  */
+
+  game.use_block_last_field_bug =
+    (game.engine_version < VERSION_IDENT(3,1,1,0));
+
+  game_em.use_single_button =
+    (game.engine_version > VERSION_IDENT(4,0,0,2));
+
+  game_em.use_snap_key_bug =
+    (game.engine_version < VERSION_IDENT(4,0,1,0));
+
+  /* ---------------------------------------------------------------------- */
+
+  /* set maximal allowed number of custom element changes per game frame */
+  game.max_num_changes_per_frame = 1;
+
+  /* default scan direction: scan playfield from top/left to bottom/right */
+  InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+
+  /* dynamically adjust element properties according to game engine version */
+  InitElementPropertiesEngine(game.engine_version);
+
+#if 0
+  printf("level %d: level version == %06d\n", level_nr, level.game_version);
+  printf("          tape version == %06d [%s] [file: %06d]\n",
+        tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+        tape.file_version);
+  printf("       => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+  /* ---------- initialize player's initial move delay --------------------- */
+
+  /* dynamically adjust player properties according to level information */
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.initial_move_delay_value[i] =
+      get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
+
+  /* dynamically adjust player properties according to game engine version */
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.initial_move_delay[i] =
+      (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+       game.initial_move_delay_value[i] : 0);
+
+  /* ---------- 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++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    /* this pointer might have been changed in the level editor */
+    ei->change = &ei->change_page[0];
+
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      ei->change->target_element = EL_EMPTY_SPACE;
+      ei->change->delay_fixed = 0;
+      ei->change->delay_random = 0;
+      ei->change->delay_frames = 1;
+    }
+
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+    {
+      ei->has_change_event[j] = FALSE;
+
+      ei->event_page_nr[j] = 0;
+      ei->event_page[j] = &ei->change_page[0];
+    }
+  }
+
+  /* add changing elements from pre-defined list */
+  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+    struct ElementInfo *ei = &element_info[ch_delay->element];
+
+    ei->change->target_element       = ch_delay->target_element;
+    ei->change->delay_fixed          = ch_delay->change_delay;
+
+    ei->change->pre_change_function  = ch_delay->pre_change_function;
+    ei->change->change_function      = ch_delay->change_function;
+    ei->change->post_change_function = ch_delay->post_change_function;
+
+    ei->change->can_change = TRUE;
+    ei->change->can_change_or_has_action = TRUE;
+
+    ei->has_change_event[CE_DELAY] = TRUE;
+
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+  }
+
+  /* ---------- initialize internal run-time variables --------------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].can_change_or_has_action =
+       (ei->change_page[j].can_change |
+        ei->change_page[j].has_action);
+    }
+  }
+
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change_or_has_action)
+       continue;
+
+      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+      {
+       /* only add event page for the first page found with this event */
+       if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
+       {
+         ei->has_change_event[k] = TRUE;
+
+         ei->event_page_nr[k] = j;
+         ei->event_page[k] = &ei->change_page[j];
+       }
+      }
+    }
+  }
+
+  /* ---------- initialize reference elements in change conditions --------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+    struct ElementInfo *ei = &element_info[element];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      int trigger_element = ei->change_page[j].initial_trigger_element;
+
+      if (trigger_element >= EL_PREV_CE_8 &&
+         trigger_element <= EL_NEXT_CE_8)
+       trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
+
+      ei->change_page[j].trigger_element = trigger_element;
+    }
+  }
+
+  /* ---------- initialize run-time trigger player and element ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].actual_trigger_element = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
+      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
+      ei->change_page[j].actual_trigger_ce_value = 0;
+      ei->change_page[j].actual_trigger_ce_score = 0;
+    }
+  }
+
+  /* ---------- initialize trigger events ---------------------------------- */
+
+  /* initialize trigger events information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+      trigger_events[i][j] = FALSE;
+
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change_or_has_action)
+       continue;
+
+      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
+      {
+       int trigger_element = ei->change_page[j].trigger_element;
 
-/* static variables for playfield scan mode (scanning forward or backward) */
-static int playfield_scan_start_x = 0;
-static int playfield_scan_start_y = 0;
-static int playfield_scan_delta_x = 1;
-static int playfield_scan_delta_y = 1;
+       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+       {
+         if (ei->change_page[j].has_event[k])
+         {
+           if (IS_GROUP_ELEMENT(trigger_element))
+           {
+             struct ElementGroupInfo *group =
+               element_info[trigger_element].group;
 
-#define SCAN_PLAYFIELD(x, y)   for ((y) = playfield_scan_start_y;      \
-                                    (y) >= 0 && (y) <= lev_fieldy - 1; \
-                                    (y) += playfield_scan_delta_y)     \
-                               for ((x) = playfield_scan_start_x;      \
-                                    (x) >= 0 && (x) <= lev_fieldx - 1; \
-                                    (x) += playfield_scan_delta_x)     \
+             for (l = 0; l < group->num_elements_resolved; l++)
+               trigger_events[group->element_resolved[l]][k] = TRUE;
+           }
+           else if (trigger_element == EL_ANY_ELEMENT)
+             for (l = 0; l < MAX_NUM_ELEMENTS; l++)
+               trigger_events[l][k] = TRUE;
+           else
+             trigger_events[trigger_element][k] = TRUE;
+         }
+       }
+      }
+    }
+  }
 
-static void InitPlayfieldScanModeVars()
-{
-  if (game.use_reverse_scan_direction)
+  /* ---------- initialize push delay -------------------------------------- */
+
+  /* initialize push delay values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    playfield_scan_start_x = lev_fieldx - 1;
-    playfield_scan_start_y = lev_fieldy - 1;
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      /* set default push delay values (corrected since version 3.0.7-1) */
+      if (game.engine_version < VERSION_IDENT(3,0,7,1))
+      {
+       element_info[i].push_delay_fixed = 2;
+       element_info[i].push_delay_random = 8;
+      }
+      else
+      {
+       element_info[i].push_delay_fixed = 8;
+       element_info[i].push_delay_random = 8;
+      }
+    }
+  }
 
-    playfield_scan_delta_x = -1;
-    playfield_scan_delta_y = -1;
+  /* set push delay value for certain elements from pre-defined list */
+  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = push_delay_list[i].element;
+
+    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
+    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
   }
-  else
+
+  /* set push delay value for Supaplex elements for newer engine versions */
+  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
   {
-    playfield_scan_start_x = 0;
-    playfield_scan_start_y = 0;
+    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    {
+      if (IS_SP_ELEMENT(i))
+      {
+       /* set SP push delay to just enough to push under a falling zonk */
+       int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
 
-    playfield_scan_delta_x = 1;
-    playfield_scan_delta_y = 1;
+       element_info[i].push_delay_fixed  = delay;
+       element_info[i].push_delay_random = 0;
+      }
+    }
   }
-}
 
-static void InitPlayfieldScanMode(int mode)
-{
-  game.use_reverse_scan_direction =
-    (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+  /* ---------- initialize move stepsize ----------------------------------- */
 
-  InitPlayfieldScanModeVars();
-}
+  /* initialize move stepsize values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
 
-static int get_move_delay_from_stepsize(int move_stepsize)
-{
-  move_stepsize =
-    MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+  /* set move stepsize value for certain elements from pre-defined list */
+  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = move_stepsize_list[i].element;
 
-  /* make sure that stepsize value is always a power of 2 */
-  move_stepsize = (1 << log_2(move_stepsize));
+    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+  }
 
-  return TILEX / move_stepsize;
-}
+  /* ---------- initialize collect score ----------------------------------- */
 
-static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
-                              boolean init_game)
-{
-  int move_delay = get_move_delay_from_stepsize(move_stepsize);
-  boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+  /* initialize collect score values for custom elements from initial value */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_score = element_info[i].collect_score_initial;
 
-  /* do no immediately change move delay -- the player might just be moving */
-  player->move_delay_value_next = move_delay;
+  /* ---------- initialize collect count ----------------------------------- */
 
-  /* information if player can move must be set separately */
-  player->cannot_move = cannot_move;
+  /* initialize collect count values for non-custom elements */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_count_initial = 0;
 
-  if (init_game)
+  /* add collect count values for all elements from pre-defined list */
+  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
+    element_info[collect_count_list[i].element].collect_count_initial =
+      collect_count_list[i].count;
+
+  /* ---------- initialize access direction -------------------------------- */
+
+  /* initialize access direction values to default (access from every side) */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+  /* set access direction value for certain elements from pre-defined list */
+  for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+    element_info[access_direction_list[i].element].access_direction =
+      access_direction_list[i].direction;
+
+  /* ---------- initialize explosion content ------------------------------- */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+    if (IS_CUSTOM_ELEMENT(i))
+      continue;
 
-    player->move_delay_value_next = -1;
+    for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
+    {
+      /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
 
-    player->move_delay_reset_counter = 0;
+      element_info[i].content.e[x][y] =
+       (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
+        i == EL_PLAYER_2 ? EL_EMERALD_RED :
+        i == EL_PLAYER_3 ? EL_EMERALD :
+        i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
+        i == EL_MOLE ? EL_EMERALD_RED :
+        i == EL_PENGUIN ? EL_EMERALD_PURPLE :
+        i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
+        i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
+        i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
+        i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
+        i == EL_WALL_EMERALD ? EL_EMERALD :
+        i == EL_WALL_DIAMOND ? EL_DIAMOND :
+        i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
+        i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
+        i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
+        i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
+        i == EL_WALL_PEARL ? EL_PEARL :
+        i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
+        EL_EMPTY);
+    }
   }
+
+  /* ---------- initialize recursion detection ------------------------------ */
+  recursion_loop_depth = 0;
+  recursion_loop_detected = FALSE;
+  recursion_loop_element = EL_UNDEFINED;
+
+  /* ---------- initialize graphics engine ---------------------------------- */
+  game.scroll_delay_value =
+    (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+     setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
+  game.scroll_delay_value =
+    MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+
+  /* ---------- initialize game engine snapshots ---------------------------- */
+  for (i = 0; i < MAX_PLAYERS; i++)
+    game.snapshot.last_action[i] = 0;
+  game.snapshot.changed_action = FALSE;
+  game.snapshot.collected_item = FALSE;
+  game.snapshot.mode =
+    (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
+     SNAPSHOT_MODE_EVERY_STEP :
+     strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
+     SNAPSHOT_MODE_EVERY_MOVE :
+     strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
+     SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
+  game.snapshot.save_snapshot = FALSE;
+
+  /* ---------- initialize level time for Supaplex engine ------------------- */
+  /* Supaplex levels with time limit currently unsupported -- should be added */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    level.time = 0;
 }
 
-void GetPlayerConfig()
+int get_num_special_action(int element, int action_first, int action_last)
 {
-  if (!audio.sound_available)
-    setup.sound_simple = FALSE;
-
-  if (!audio.loops_available)
-    setup.sound_loops = FALSE;
+  int num_special_action = 0;
+  int i, j;
 
-  if (!audio.music_available)
-    setup.sound_music = FALSE;
+  for (i = action_first; i <= action_last; i++)
+  {
+    boolean found = FALSE;
 
-  if (!video.fullscreen_available)
-    setup.fullscreen = FALSE;
+    for (j = 0; j < NUM_DIRECTIONS; j++)
+      if (el_act_dir2img(element, i, j) !=
+         el_act_dir2img(element, ACTION_DEFAULT, j))
+       found = TRUE;
 
-  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+    if (found)
+      num_special_action++;
+    else
+      break;
+  }
 
-  SetAudioMode(setup.sound);
-  InitJoysticks();
+  return num_special_action;
 }
 
-static int getBeltNrFromBeltElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
-}
 
-static int getBeltNrFromBeltActiveElement(int element)
-{
-  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
-}
+/*
+  =============================================================================
+  InitGame()
+  -----------------------------------------------------------------------------
+  initialize and start new game
+  =============================================================================
+*/
 
-static int getBeltNrFromBeltSwitchElement(int element)
+void InitGame()
 {
-  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
-}
+  int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+  int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
+  int fade_mask = REDRAW_FIELD;
 
-static int getBeltDirNrFromBeltSwitchElement(int element)
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
+  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 initial_move_dir = MV_DOWN;
+  int i, j, x, y;
 
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = element - belt_base_element[belt_nr];
+  // required here to update video display before fading (FIX THIS)
+  DrawMaskedBorder(REDRAW_DOOR_2);
 
-  return (belt_dir_nr % 3);
-}
+  if (!game.restart_level)
+    CloseDoor(DOOR_CLOSE_1);
 
-static int getBeltDirFromBeltSwitchElement(int element)
-{
-  static int belt_move_dir[3] =
+  SetGameStatus(GAME_MODE_PLAYING);
+
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
+  else
+    FadeSetEnterScreen();
+
+  if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
+    fade_mask = REDRAW_ALL;
+
+  FadeLevelSoundsAndMusic();
+
+  ExpireSoundLoops(TRUE);
+
+  FadeOut(fade_mask);
+
+  /* needed if different viewport properties defined for playing */
+  ChangeViewportPropertiesIfNeeded();
+
+  ClearField();
+
+  OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
+  DrawCompleteVideoDisplay();
+
+  InitGameEngine();
+  InitGameControlValues();
+
+  /* don't play tapes over network */
+  network_playing = (options.network && !tape.playing);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    MV_LEFT,
-    MV_NONE,
-    MV_RIGHT
-  };
+    struct PlayerInfo *player = &stored_player[i];
 
-  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
+    player->index_nr = i;
+    player->index_bit = (1 << i);
+    player->element_nr = EL_PLAYER_1 + i;
 
-  return belt_move_dir[belt_dir_nr];
-}
+    player->present = FALSE;
+    player->active = FALSE;
+    player->mapped = FALSE;
 
-static void InitPlayerField(int x, int y, int element, boolean init_game)
-{
-  if (element == EL_SP_MURPHY)
-  {
-    if (init_game)
-    {
-      if (stored_player[0].present)
-      {
-       Feld[x][y] = EL_SP_MURPHY_CLONE;
+    player->killed = FALSE;
+    player->reanimated = FALSE;
 
-       return;
-      }
-      else
-      {
-       stored_player[0].use_murphy = TRUE;
-      }
+    player->action = 0;
+    player->effective_action = 0;
+    player->programmed_action = 0;
 
-      Feld[x][y] = EL_PLAYER_1;
-    }
-  }
+    player->mouse_action.lx = 0;
+    player->mouse_action.ly = 0;
+    player->mouse_action.button = 0;
 
-  if (init_game)
-  {
-    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
-    int jx = player->jx, jy = player->jy;
+    player->effective_mouse_action.lx = 0;
+    player->effective_mouse_action.ly = 0;
+    player->effective_mouse_action.button = 0;
 
-    player->present = TRUE;
+    player->score = 0;
+    player->score_final = 0;
 
-    player->block_last_field = (element == EL_SP_MURPHY ?
-                               level.sp_block_last_field :
-                               level.block_last_field);
+    player->health = MAX_HEALTH;
+    player->health_final = MAX_HEALTH;
 
-    /* ---------- initialize player's last field block delay --------------- */
+    player->gems_still_needed = level.gems_needed;
+    player->sokobanfields_still_needed = 0;
+    player->lights_still_needed = 0;
+    player->friends_still_needed = 0;
 
-    /* always start with reliable default value (no adjustment needed) */
-    player->block_delay_adjustment = 0;
+    for (j = 0; j < MAX_NUM_KEYS; j++)
+      player->key[j] = FALSE;
 
-    /* special case 1: in Supaplex, Murphy blocks last field one more frame */
-    if (player->block_last_field && element == EL_SP_MURPHY)
-      player->block_delay_adjustment = 1;
+    player->num_white_keys = 0;
 
-    /* special case 2: in game engines before 3.1.1, blocking was different */
-    if (game.use_block_last_field_bug)
-      player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+    player->dynabomb_count = 0;
+    player->dynabomb_size = 1;
+    player->dynabombs_left = 0;
+    player->dynabomb_xl = FALSE;
 
-    if (!options.network || player->connected)
-    {
-      player->active = TRUE;
+    player->MovDir = initial_move_dir;
+    player->MovPos = 0;
+    player->GfxPos = 0;
+    player->GfxDir = initial_move_dir;
+    player->GfxAction = ACTION_DEFAULT;
+    player->Frame = 0;
+    player->StepFrame = 0;
 
-      /* remove potentially duplicate players */
-      if (StorePlayer[jx][jy] == Feld[x][y])
-       StorePlayer[jx][jy] = 0;
+    player->initial_element = player->element_nr;
+    player->artwork_element =
+      (level.use_artwork_element[i] ? level.artwork_element[i] :
+       player->element_nr);
+    player->use_murphy = FALSE;
 
-      StorePlayer[x][y] = Feld[x][y];
+    player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
+    player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
 
-      if (options.debug)
-      {
-       printf("Player %d activated.\n", player->element_nr);
-       printf("[Local player is %d and currently %s.]\n",
-              local_player->element_nr,
-              local_player->active ? "active" : "not active");
-      }
-    }
+    player->gravity = level.initial_player_gravity[i];
 
-    Feld[x][y] = EL_EMPTY;
+    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
 
-    player->jx = player->last_jx = x;
-    player->jy = player->last_jy = y;
-  }
-}
+    player->actual_frame_counter = 0;
 
-static void InitField(int x, int y, boolean init_game)
-{
-  int element = Feld[x][y];
+    player->step_counter = 0;
 
-  switch (element)
-  {
-    case EL_SP_MURPHY:
-    case EL_PLAYER_1:
-    case EL_PLAYER_2:
-    case EL_PLAYER_3:
-    case EL_PLAYER_4:
-      InitPlayerField(x, y, element, init_game);
-      break;
+    player->last_move_dir = initial_move_dir;
 
-    case EL_SOKOBAN_FIELD_PLAYER:
-      element = Feld[x][y] = EL_PLAYER_1;
-      InitField(x, y, init_game);
+    player->is_active = FALSE;
 
-      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-      InitField(x, y, init_game);
-      break;
+    player->is_waiting = FALSE;
+    player->is_moving = FALSE;
+    player->is_auto_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_snapping = FALSE;
+    player->is_collecting = FALSE;
+    player->is_pushing = FALSE;
+    player->is_switching = FALSE;
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      local_player->sokobanfields_still_needed++;
-      break;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
 
-    case EL_STONEBLOCK:
-      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
-       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
-      else if (x > 0 && Feld[x-1][y] == EL_ACID)
-       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
-       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACID)
-       Feld[x][y] = EL_ACID_POOL_BOTTOM;
-      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
-       Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
-      break;
+    player->was_waiting = TRUE;
+    player->was_moving = FALSE;
+    player->was_snapping = FALSE;
+    player->was_dropping = FALSE;
 
-    case EL_BUG_RIGHT:
-    case EL_BUG_UP:
-    case EL_BUG_LEFT:
-    case EL_BUG_DOWN:
-    case EL_BUG:
-    case EL_SPACESHIP_RIGHT:
-    case EL_SPACESHIP_UP:
-    case EL_SPACESHIP_LEFT:
-    case EL_SPACESHIP_DOWN:
-    case EL_SPACESHIP:
-    case EL_BD_BUTTERFLY_RIGHT:
-    case EL_BD_BUTTERFLY_UP:
-    case EL_BD_BUTTERFLY_LEFT:
-    case EL_BD_BUTTERFLY_DOWN:
-    case EL_BD_BUTTERFLY:
-    case EL_BD_FIREFLY_RIGHT:
-    case EL_BD_FIREFLY_UP:
-    case EL_BD_FIREFLY_LEFT:
-    case EL_BD_FIREFLY_DOWN:
-    case EL_BD_FIREFLY:
-    case EL_PACMAN_RIGHT:
-    case EL_PACMAN_UP:
-    case EL_PACMAN_LEFT:
-    case EL_PACMAN_DOWN:
-    case EL_YAMYAM:
-    case EL_DARK_YAMYAM:
-    case EL_ROBOT:
-    case EL_PACMAN:
-    case EL_SP_SNIKSNAK:
-    case EL_SP_ELECTRON:
-    case EL_MOLE_LEFT:
-    case EL_MOLE_RIGHT:
-    case EL_MOLE_UP:
-    case EL_MOLE_DOWN:
-    case EL_MOLE:
-      InitMovDir(x, y);
-      break;
+    player->force_dropping = FALSE;
 
-    case EL_AMOEBA_FULL:
-    case EL_BD_AMOEBA:
-      InitAmoebaNr(x, y);
-      break;
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-    case EL_AMOEBA_DROP:
-      if (y == lev_fieldy - 1)
-      {
-       Feld[x][y] = EL_AMOEBA_GROWING;
-       Store[x][y] = EL_AMOEBA_WET;
-      }
-      break;
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-    case EL_DYNAMITE_ACTIVE:
-    case EL_SP_DISK_RED_ACTIVE:
-    case EL_DYNABOMB_PLAYER_1_ACTIVE:
-    case EL_DYNABOMB_PLAYER_2_ACTIVE:
-    case EL_DYNABOMB_PLAYER_3_ACTIVE:
-    case EL_DYNABOMB_PLAYER_4_ACTIVE:
-      MovDelay[x][y] = 96;
-      break;
+    player->dir_waiting = initial_move_dir;
+    player->action_waiting = ACTION_DEFAULT;
+    player->last_action_waiting = ACTION_DEFAULT;
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
 
-    case EL_LAMP:
-      local_player->lights_still_needed++;
-      break;
+    player->switch_x = -1;
+    player->switch_y = -1;
 
-    case EL_PENGUIN:
-      local_player->friends_still_needed++;
-      break;
+    player->drop_x = -1;
+    player->drop_y = -1;
 
-    case EL_PIG:
-    case EL_DRAGON:
-      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
-      break;
+    player->show_envelope = 0;
 
-    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 (init_game)
-      {
-       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
-       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
-       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
+    SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
 
-       if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
-       {
-         game.belt_dir[belt_nr] = belt_dir;
-         game.belt_dir_nr[belt_nr] = belt_dir_nr;
-       }
-       else    /* more than one switch -- set it like the first switch */
-       {
-         Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
-       }
-      }
-      break;
+    player->push_delay       = -1;     /* initialized when pushing starts */
+    player->push_delay_value = game.initial_push_delay_value;
 
-    case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
-      if (init_game)
-       Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
-      break;
+    player->drop_delay = 0;
+    player->drop_pressed_delay = 0;
 
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (init_game)
-       game.light_time_left = level.time_light * FRAMES_PER_SECOND;
-      break;
+    player->last_jx = -1;
+    player->last_jy = -1;
+    player->jx = -1;
+    player->jy = -1;
 
-    case EL_EMC_MAGIC_BALL:
-      if (game.ball_state)
-       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
-      break;
+    player->shield_normal_time_left = 0;
+    player->shield_deadly_time_left = 0;
 
-    case EL_EMC_MAGIC_BALL_SWITCH:
-      if (game.ball_state)
-       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
-      break;
+    player->inventory_infinite_element = EL_UNDEFINED;
+    player->inventory_size = 0;
 
-    default:
-#if 1
-      if (IS_CUSTOM_ELEMENT(element))
+    if (level.use_initial_inventory[i])
+    {
+      for (j = 0; j < level.initial_inventory_size[i]; j++)
       {
-       if (CAN_MOVE(element))
-         InitMovDir(x, y);
+       int element = level.initial_inventory_content[i][j];
+       int collect_count = element_info[element].collect_count_initial;
+       int k;
 
-#if USE_NEW_CUSTOM_VALUE
-       if (!element_info[element].use_last_ce_value || init_game)
-         CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
-#endif
-      }
-#else
-      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
-       InitMovDir(x, y);
-#endif
-      else if (IS_GROUP_ELEMENT(element))
-      {
-       struct ElementGroupInfo *group = element_info[element].group;
-       int last_anim_random_frame = gfx.anim_random_frame;
-       int element_pos;
+       if (!IS_CUSTOM_ELEMENT(element))
+         collect_count = 1;
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = RND(group->num_elements_resolved);
+       if (collect_count == 0)
+         player->inventory_infinite_element = element;
+       else
+         for (k = 0; k < collect_count; k++)
+           if (player->inventory_size < MAX_INVENTORY_SIZE)
+             player->inventory_element[player->inventory_size++] = element;
+      }
+    }
 
-       element_pos = getAnimationFrame(group->num_elements_resolved, 1,
-                                       group->choice_mode, 0,
-                                       group->choice_pos);
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
 
-       if (group->choice_mode == ANIM_RANDOM)
-         gfx.anim_random_frame = last_anim_random_frame;
+    player->LevelSolved = FALSE;
+    player->GameOver = FALSE;
 
-       group->choice_pos++;
+    player->LevelSolved_GameWon = FALSE;
+    player->LevelSolved_GameEnd = FALSE;
+    player->LevelSolved_PanelOff = FALSE;
+    player->LevelSolved_SaveTape = FALSE;
+    player->LevelSolved_SaveScore = FALSE;
 
-       Feld[x][y] = group->element_resolved[element_pos];
+    player->LevelSolved_CountingTime = 0;
+    player->LevelSolved_CountingScore = 0;
+    player->LevelSolved_CountingHealth = 0;
 
-       InitField(x, y, init_game);
-      }
-      break;
+    map_player_action[i] = i;
   }
 
-#if 1
-  if (!init_game)
-    CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
-#endif
-
-#if 0
-
-#if USE_NEW_CUSTOM_VALUE
+  network_player_action_received = FALSE;
 
-#if 1
-  CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
-#else
-  CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
+#if defined(NETWORK_AVALIABLE)
+  /* initial null action */
+  if (network_playing)
+    SendToServer_MovePlayer(MV_NONE);
 #endif
 
-#endif
+  ZX = ZY = -1;
+  ExitX = ExitY = -1;
 
-#endif
-}
+  FrameCounter = 0;
+  TimeFrames = 0;
+  TimePlayed = 0;
+  TimeLeft = level.time;
+  TapeTime = 0;
 
-static inline void InitField_WithBug1(int x, int y, boolean init_game)
-{
-  InitField(x, y, init_game);
+  ScreenMovDir = MV_NONE;
+  ScreenMovPos = 0;
+  ScreenGfxPos = 0;
 
-  /* not needed to call InitMovDir() -- already done by InitField()! */
-  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
-      CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
-}
+  ScrollStepSize = 0;  /* will be correctly initialized by ScrollScreen() */
 
-static inline void InitField_WithBug2(int x, int y, boolean init_game)
-{
-  int old_element = Feld[x][y];
+  AllPlayersGone = FALSE;
 
-  InitField(x, y, init_game);
+  game.no_time_limit = (level.time == 0);
 
-  /* not needed to call InitMovDir() -- already done by InitField()! */
-  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
-      CAN_MOVE(old_element) &&
-      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
-    InitMovDir(x, y);
+  game.yamyam_content_nr = 0;
+  game.robot_wheel_active = FALSE;
+  game.magic_wall_active = FALSE;
+  game.magic_wall_time_left = 0;
+  game.light_time_left = 0;
+  game.timegate_time_left = 0;
+  game.switchgate_pos = 0;
+  game.wind_direction = level.wind_direction_initial;
 
-  /* this case is in fact a combination of not less than three bugs:
-     first, it calls InitMovDir() for elements that can move, although this is
-     already done by InitField(); then, it checks the element that was at this
-     field _before_ the call to InitField() (which can change it); lastly, it
-     was not called for "mole with direction" elements, which were treated as
-     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
-  */
-}
+  game.lenses_time_left = 0;
+  game.magnify_time_left = 0;
 
-inline void DrawGameValue_Emeralds(int value)
-{
-  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
-}
+  game.ball_state = level.ball_state_initial;
+  game.ball_content_nr = 0;
 
-inline void DrawGameValue_Dynamite(int value)
-{
-  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
-}
+  game.envelope_active = FALSE;
 
-inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
-{
-  int i;
+  /* set focus to local player for network games, else to all players */
+  game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+  game.centered_player_nr_next = game.centered_player_nr;
+  game.set_centered_player = FALSE;
 
-  /* currently only 4 of 8 possible keys are displayed */
-  for (i = 0; i < STD_NUM_KEYS; i++)
+  if (network_playing && tape.recording)
   {
-    if (key[i])
-      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
-                        el2edimg(EL_KEY_1 + i));
-    else
-      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
-                DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
-                MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
+    /* store client dependent player focus when recording network games */
+    tape.centered_player_nr_next = game.centered_player_nr_next;
+    tape.set_centered_player = TRUE;
   }
-}
 
-inline void DrawGameValue_Score(int value)
-{
-  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
-}
+  for (i = 0; i < NUM_BELTS; i++)
+  {
+    game.belt_dir[i] = MV_NONE;
+    game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
+  }
 
-inline void DrawGameValue_Time(int value)
-{
-  if (value < 1000)
-    DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
-  else
-    DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
-}
+  for (i = 0; i < MAX_NUM_AMOEBA; i++)
+    AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-inline void DrawGameValue_Level(int value)
-{
-  if (level_nr < 100)
-    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
-  else
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
   {
-    /* misuse area for displaying emeralds to draw bigger level number */
-    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
-               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+    printf("Player status at level initialization:\n");
+  }
+#endif
 
-    /* now copy it to the area for displaying level number */
-    BlitBitmap(drawto, drawto,
-              DX_EMERALDS, DY_EMERALDS + 1,
-              getFontWidth(FONT_LEVEL_NUMBER) * 3,
-              getFontHeight(FONT_LEVEL_NUMBER) - 1,
-              DX_LEVEL - 1, DY_LEVEL + 1);
+  SCAN_PLAYFIELD(x, y)
+  {
+    Feld[x][y] = level.field[x][y];
+    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+    CustomValue[x][y] = 0;             /* initialized in InitField() */
+    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+    AmoebaNr[x][y] = 0;
+    WasJustMoving[x][y] = 0;
+    WasJustFalling[x][y] = 0;
+    CheckCollision[x][y] = 0;
+    CheckImpact[x][y] = 0;
+    Stop[x][y] = FALSE;
+    Pushed[x][y] = FALSE;
 
-    /* restore the area for displaying emeralds */
-    DrawGameValue_Emeralds(local_player->gems_still_needed);
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-    /* yes, this is all really ugly :-) */
-  }
-}
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
-                      int key_bits)
-{
-  int key[MAX_NUM_KEYS];
-  int i;
+    RunnerVisit[x][y] = 0;
+    PlayerVisit[x][y] = 0;
 
-  for (i = 0; i < MAX_NUM_KEYS; i++)
-    key[i] = key_bits & (1 << i);
+    GfxFrame[x][y] = 0;
+    GfxRandom[x][y] = INIT_GFX_RANDOM();
+    GfxElement[x][y] = EL_UNDEFINED;
+    GfxAction[x][y] = ACTION_DEFAULT;
+    GfxDir[x][y] = MV_NONE;
+    GfxRedraw[x][y] = GFX_REDRAW_NONE;
+  }
 
-  DrawGameValue_Level(level_nr);
+  SCAN_PLAYFIELD(x, y)
+  {
+    if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+      emulate_bd = FALSE;
+    if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+      emulate_sb = FALSE;
+    if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+      emulate_sp = FALSE;
 
-  DrawGameValue_Emeralds(emeralds);
-  DrawGameValue_Dynamite(dynamite);
-  DrawGameValue_Score(score);
-  DrawGameValue_Time(time);
+    InitField(x, y, TRUE);
 
-  DrawGameValue_Keys(key);
-}
+    ResetGfxAnimation(x, y);
+  }
 
-void DrawGameDoorValues()
-{
-  int i;
+  InitBeltMovement();
 
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    DrawGameDoorValues_EM();
+    struct PlayerInfo *player = &stored_player[i];
 
-    return;
+    /* set number of special actions for bored and sleeping animation */
+    player->num_special_action_bored =
+      get_num_special_action(player->artwork_element,
+                            ACTION_BORING_1, ACTION_BORING_LAST);
+    player->num_special_action_sleeping =
+      get_num_special_action(player->artwork_element,
+                            ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
   }
 
-  DrawGameValue_Level(level_nr);
+  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+                   emulate_sb ? EMU_SOKOBAN :
+                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
-  DrawGameValue_Emeralds(local_player->gems_still_needed);
-  DrawGameValue_Dynamite(local_player->inventory_size);
-  DrawGameValue_Score(local_player->score);
-  DrawGameValue_Time(TimeLeft);
+  /* initialize type of slippery elements */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      /* default: elements slip down either to the left or right randomly */
+      element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-    DrawGameValue_Keys(stored_player[i].key);
-}
+      /* SP style elements prefer to slip down on the left side */
+      if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
+       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
 
-#if 0
-static void resolve_group_element(int group_element, int recursion_depth)
-{
-  static int group_nr;
-  static struct ElementGroupInfo *group;
-  struct ElementGroupInfo *actual_group = element_info[group_element].group;
-  int i;
+      /* BD style elements prefer to slip down on the left side */
+      if (game.emulation == EMU_BOULDERDASH)
+       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+    }
+  }
 
-  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
+  /* initialize explosion and ignition delay */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    Error(ERR_WARN, "recursion too deep when resolving group element %d",
-         group_element - EL_GROUP_START + 1);
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      int num_phase = 8;
+      int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+                   game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+                  game.emulation == EMU_SUPAPLEX ? 3 : 2);
+      int last_phase = (num_phase + 1) * delay;
+      int half_phase = (num_phase / 2) * delay;
 
-    /* replace element which caused too deep recursion by question mark */
-    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
+      element_info[i].explosion_delay = last_phase - 1;
+      element_info[i].ignition_delay = half_phase;
 
-    return;
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 1;
+    }
   }
 
-  if (recursion_depth == 0)                    /* initialization */
+  /* correct non-moving belts to start moving left */
+  for (i = 0; i < NUM_BELTS; i++)
+    if (game.belt_dir[i] == MV_NONE)
+      game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
+
+#if USE_NEW_PLAYER_ASSIGNMENTS
+  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+  /* choose default local player */
+  local_player = &stored_player[0];
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].connected = FALSE;
+
+  local_player->connected = TRUE;
+  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+
+  if (tape.playing)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].connected = tape.player_participates[i];
+  }
+  else if (game.team_mode && !options.network)
   {
-    group = element_info[group_element].group;
-    group_nr = group_element - EL_GROUP_START;
+    /* try to guess locally connected team mode players (needed for correct
+       assignment of player figures from level to locally playing players) */
 
-    group->num_elements_resolved = 0;
-    group->choice_pos = 0;
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (setup.input[i].use_joystick ||
+         setup.input[i].key.left != KSYM_UNDEFINED)
+       stored_player[i].connected = TRUE;
   }
 
-  for (i = 0; i < actual_group->num_elements; i++)
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
   {
-    int element = actual_group->element[i];
+    printf("Player status after level initialization:\n");
 
-    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
-      break;
-
-    if (IS_GROUP_ELEMENT(element))
-      resolve_group_element(element, recursion_depth + 1);
-    else
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      group->element_resolved[group->num_elements_resolved++] = element;
-      element_info[element].in_group[group_nr] = TRUE;
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
     }
   }
-}
 #endif
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+    printf("Reassigning players ...\n");
+#endif
 
-static void InitGameEngine()
-{
-  int i, j, k, l, x, y;
+  /* check if any connected player was not found in playfield */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
 
-  /* set game engine from tape file when re-playing, else from level file */
-  game.engine_version = (tape.playing ? tape.engine_version :
-                        level.game_version);
+    if (player->connected && !player->present)
+    {
+      struct PlayerInfo *field_player = NULL;
 
-  /* ---------------------------------------------------------------------- */
-  /* set flags for bugs and changes according to active game engine version */
-  /* ---------------------------------------------------------------------- */
+#if DEBUG_INIT_PLAYER
+      if (options.debug)
+       printf("- looking for field player for player %d ...\n", i + 1);
+#endif
 
-  /*
-    Summary of bugfix/change:
-    Fixed handling for custom elements that change when pushed by the player.
+      /* assign first free player found that is present in the playfield */
 
-    Fixed/changed in version:
-    3.1.0
+      /* first try: look for unmapped playfield player that is not connected */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           stored_player[j].present &&
+           !stored_player[j].mapped &&
+           !stored_player[j].connected)
+         field_player = &stored_player[j];
 
-    Description:
-    Before 3.1.0, custom elements that "change when pushing" changed directly
-    after the player started pushing them (until then handled in "DigField()").
-    Since 3.1.0, these custom elements are not changed until the "pushing"
-    move of the element is finished (now handled in "ContinueMoving()").
+      /* second try: look for *any* unmapped playfield player */
+      for (j = 0; j < MAX_PLAYERS; j++)
+       if (field_player == NULL &&
+           stored_player[j].present &&
+           !stored_player[j].mapped)
+         field_player = &stored_player[j];
 
-    Affected levels/tapes:
-    The first condition is generally needed for all levels/tapes before version
-    3.1.0, which might use the old behaviour before it was changed; known tapes
-    that are affected are some tapes from the level set "Walpurgis Gardens" by
-    Jamie Cullen.
-    The second condition is an exception from the above case and is needed for
-    the special case of tapes recorded with game (not engine!) version 3.1.0 or
-    above (including some development versions of 3.1.0), but before it was
-    known that this change would break tapes like the above and was fixed in
-    3.1.1, so that the changed behaviour was active although the engine version
-    while recording maybe was before 3.1.0. There is at least one tape that is
-    affected by this exception, which is the tape for the one-level set "Bug
-    Machine" by Juergen Bonhagen.
-  */
+      if (field_player != NULL)
+      {
+       int jx = field_player->jx, jy = field_player->jy;
 
-  game.use_change_when_pushing_bug =
-    (game.engine_version < VERSION_IDENT(3,1,0,0) &&
-     !(tape.playing &&
-       tape.game_version >= VERSION_IDENT(3,1,0,0) &&
-       tape.game_version <  VERSION_IDENT(3,1,1,0)));
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- found player %d\n", field_player->index_nr + 1);
+#endif
 
-  /*
-    Summary of bugfix/change:
-    Fixed handling for blocking the field the player leaves when moving.
+       player->present = FALSE;
+       player->active = FALSE;
 
-    Fixed/changed in version:
-    3.1.1
+       field_player->present = TRUE;
+       field_player->active = TRUE;
 
-    Description:
-    Before 3.1.1, when "block last field when moving" was enabled, the field
-    the player is leaving when moving was blocked for the time of the move,
-    and was directly unblocked afterwards. This resulted in the last field
-    being blocked for exactly one less than the number of frames of one player
-    move. Additionally, even when blocking was disabled, the last field was
-    blocked for exactly one frame.
-    Since 3.1.1, due to changes in player movement handling, the last field
-    is not blocked at all when blocking is disabled. When blocking is enabled,
-    the last field is blocked for exactly the number of frames of one player
-    move. Additionally, if the player is Murphy, the hero of Supaplex, the
-    last field is blocked for exactly one more than the number of frames of
-    one player move.
+       /*
+       player->initial_element = field_player->initial_element;
+       player->artwork_element = field_player->artwork_element;
 
-    Affected levels/tapes:
-    (!!! yet to be determined -- probably many !!!)
-  */
+       player->block_last_field       = field_player->block_last_field;
+       player->block_delay_adjustment = field_player->block_delay_adjustment;
+       */
 
-  game.use_block_last_field_bug =
-    (game.engine_version < VERSION_IDENT(3,1,1,0));
+       StorePlayer[jx][jy] = field_player->element_nr;
 
-  /*
-    Summary of bugfix/change:
-    Changed behaviour of CE changes with multiple changes per single frame.
+       field_player->jx = field_player->last_jx = jx;
+       field_player->jy = field_player->last_jy = jy;
 
-    Fixed/changed in version:
-    3.2.0-6
+       if (local_player == player)
+         local_player = field_player;
 
-    Description:
-    Before 3.2.0-6, only one single CE change was allowed in each engine frame.
-    This resulted in race conditions where CEs seem to behave strange in some
-    situations (where triggered CE changes were just skipped because there was
-    already a CE change on that tile in the playfield in that engine frame).
-    Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
-    (The number of changes per frame must be limited in any case, because else
-    it is easily possible to define CE changes that would result in an infinite
-    loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
-    should be set large enough so that it would only be reached in cases where
-    the corresponding CE change conditions run into a loop. Therefore, it seems
-    to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
-    maximal number of change pages for custom elements.)
+       map_player_action[field_player->index_nr] = i;
 
-    Affected levels/tapes:
-    Probably many.
-  */
+       field_player->mapped = TRUE;
 
-#if USE_ONLY_ONE_CHANGE_PER_FRAME
-  game.max_num_changes_per_frame = 1;
-#else
-  game.max_num_changes_per_frame =
-    (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
+#if DEBUG_INIT_PLAYER
+       if (options.debug)
+         printf("- map_player_action[%d] == %d\n",
+                field_player->index_nr + 1, i + 1);
 #endif
+      }
+    }
 
-  /* ---------------------------------------------------------------------- */
+    if (player->connected && player->present)
+      player->mapped = TRUE;
+  }
 
-  /* default scan direction: scan playfield from top/left to bottom/right */
-  InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
+  {
+    printf("Player status after player assignment (first stage):\n");
 
-  /* dynamically adjust element properties according to game engine version */
-  InitElementPropertiesEngine(game.engine_version);
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
 
-#if 0
-  printf("level %d: level version == %06d\n", level_nr, level.game_version);
-  printf("          tape version == %06d [%s] [file: %06d]\n",
-        tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
-        tape.file_version);
-  printf("       => game.engine_version == %06d\n", game.engine_version);
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
+    }
+  }
 #endif
 
-#if 0
-  /* ---------- recursively resolve group elements ------------------------- */
+#else
 
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
-      element_info[i].in_group[j] = FALSE;
+  /* check if any connected player was not found in playfield */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
 
-  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
-    resolve_group_element(EL_GROUP_START + i, 0);
-#endif
+    if (player->connected && !player->present)
+    {
+      for (j = 0; j < MAX_PLAYERS; j++)
+      {
+       struct PlayerInfo *field_player = &stored_player[j];
+       int jx = field_player->jx, jy = field_player->jy;
 
-  /* ---------- initialize player's initial move delay --------------------- */
+       /* assign first free player found that is present in the playfield */
+       if (field_player->present && !field_player->connected)
+       {
+         player->present = TRUE;
+         player->active = TRUE;
 
-#if 1
-  /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    get_move_delay_from_stepsize(level.initial_player_stepsize);
-#else
-  /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
-#endif
+         field_player->present = FALSE;
+         field_player->active = FALSE;
 
-  /* dynamically adjust player properties according to game engine version */
-  game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
-                            game.initial_move_delay_value : 0);
+         player->initial_element = field_player->initial_element;
+         player->artwork_element = field_player->artwork_element;
 
-  /* ---------- initialize player's initial push delay --------------------- */
+         player->block_last_field       = field_player->block_last_field;
+         player->block_delay_adjustment = field_player->block_delay_adjustment;
 
-  /* 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);
+         StorePlayer[jx][jy] = player->element_nr;
 
-  /* ---------- initialize changing elements ------------------------------- */
+         player->jx = player->last_jx = jx;
+         player->jy = player->last_jy = jy;
 
-  /* initialize changing elements information */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+         break;
+       }
+      }
+    }
+  }
+#endif
+
+#if 0
+  printf("::: local_player->present == %d\n", local_player->present);
+#endif
+
+  if (tape.playing)
   {
-    struct ElementInfo *ei = &element_info[i];
+    /* when playing a tape, eliminate all players who do not participate */
 
-    /* this pointer might have been changed in the level editor */
-    ei->change = &ei->change_page[0];
+#if USE_NEW_PLAYER_ASSIGNMENTS
 
-    if (!IS_CUSTOM_ELEMENT(i))
+    if (!game.team_mode)
     {
-      ei->change->target_element = EL_EMPTY_SPACE;
-      ei->change->delay_fixed = 0;
-      ei->change->delay_random = 0;
-      ei->change->delay_frames = 1;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (stored_player[i].active &&
+           !tape.player_participates[map_player_action[i]])
+       {
+         struct PlayerInfo *player = &stored_player[i];
+         int jx = player->jx, jy = player->jy;
+
+#if DEBUG_INIT_PLAYER
+         if (options.debug)
+           printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
+#endif
+
+         player->active = FALSE;
+         StorePlayer[jx][jy] = 0;
+         Feld[jx][jy] = EL_EMPTY;
+       }
+      }
     }
 
-    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+#else
+
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      ei->has_change_event[j] = FALSE;
+      if (stored_player[i].active &&
+         !tape.player_participates[i])
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-      ei->event_page_nr[j] = 0;
-      ei->event_page[j] = &ei->change_page[0];
+       player->active = FALSE;
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
+      }
     }
+#endif
   }
-
-  /* add changing elements from pre-defined list */
-  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+  else if (!options.network && !game.team_mode)                /* && !tape.playing */
   {
-    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
-    struct ElementInfo *ei = &element_info[ch_delay->element];
-
-    ei->change->target_element       = ch_delay->target_element;
-    ei->change->delay_fixed          = ch_delay->change_delay;
-
-    ei->change->pre_change_function  = ch_delay->pre_change_function;
-    ei->change->change_function      = ch_delay->change_function;
-    ei->change->post_change_function = ch_delay->post_change_function;
+    /* when in single player mode, eliminate all but the first active player */
 
-    ei->change->can_change = TRUE;
-    ei->change->can_change_or_has_action = TRUE;
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      if (stored_player[i].active)
+      {
+       for (j = i + 1; j < MAX_PLAYERS; j++)
+       {
+         if (stored_player[j].active)
+         {
+           struct PlayerInfo *player = &stored_player[j];
+           int jx = player->jx, jy = player->jy;
 
-    ei->has_change_event[CE_DELAY] = TRUE;
+           player->active = FALSE;
+           player->present = FALSE;
 
-    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
+           StorePlayer[jx][jy] = 0;
+           Feld[jx][jy] = EL_EMPTY;
+         }
+       }
+      }
+    }
   }
 
-  /* ---------- initialize internal run-time variables ------------- */
+  /* when recording the game, store which players take part in the game */
+  if (tape.recording)
+  {
+#if USE_NEW_PLAYER_ASSIGNMENTS
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].connected)
+       tape.player_participates[i] = TRUE;
+#else
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].active)
+       tape.player_participates[i] = TRUE;
+#endif
+  }
 
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+#if DEBUG_INIT_PLAYER
+  if (options.debug)
   {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+    printf("Player status after player assignment (final stage):\n");
 
-    for (j = 0; j < ei->num_change_pages; j++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      ei->change_page[j].can_change_or_has_action =
-       (ei->change_page[j].can_change |
-        ei->change_page[j].has_action);
+      struct PlayerInfo *player = &stored_player[i];
+
+      printf("- player %d: present == %d, connected == %d, active == %d",
+            i + 1,
+            player->present,
+            player->connected,
+            player->active);
+
+      if (local_player == player)
+       printf(" (local player)");
+
+      printf("\n");
     }
   }
+#endif
+
+  if (BorderElement == EL_EMPTY)
+  {
+    SBX_Left = 0;
+    SBX_Right = lev_fieldx - SCR_FIELDX;
+    SBY_Upper = 0;
+    SBY_Lower = lev_fieldy - SCR_FIELDY;
+  }
+  else
+  {
+    SBX_Left = -1;
+    SBX_Right = lev_fieldx - SCR_FIELDX + 1;
+    SBY_Upper = -1;
+    SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
+  }
 
-  /* add change events from custom element configuration */
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  if (full_lev_fieldx <= SCR_FIELDX)
+    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+  if (full_lev_fieldy <= SCR_FIELDY)
+    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+
+  if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
+    SBX_Left--;
+  if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
+    SBY_Upper--;
+
+  /* if local player not found, look for custom element that might create
+     the player (make some assumptions about the right custom element) */
+  if (!local_player->present)
   {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+    int start_x = 0, start_y = 0;
+    int found_rating = 0;
+    int found_element = EL_UNDEFINED;
+    int player_nr = local_player->index_nr;
 
-    for (j = 0; j < ei->num_change_pages; j++)
+    SCAN_PLAYFIELD(x, y)
     {
-      if (!ei->change_page[j].can_change_or_has_action)
-       continue;
+      int element = Feld[x][y];
+      int content;
+      int xx, yy;
+      boolean is_player;
 
-      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+      if (level.use_start_element[player_nr] &&
+         level.start_element[player_nr] == element &&
+         found_rating < 4)
       {
-       /* only add event page for the first page found with this event */
-       if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
-       {
-         ei->has_change_event[k] = TRUE;
+       start_x = x;
+       start_y = y;
 
-         ei->event_page_nr[k] = j;
-         ei->event_page[k] = &ei->change_page[j];
-       }
+       found_rating = 4;
+       found_element = element;
       }
-    }
-  }
 
-  /* ---------- initialize run-time trigger player and element ------------- */
+      if (!IS_CUSTOM_ELEMENT(element))
+       continue;
 
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
-  {
-    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+      if (CAN_CHANGE(element))
+      {
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         /* check for player created from custom element as single target */
+         content = element_info[element].change_page[i].target_element;
+         is_player = ELEM_IS_PLAYER(content);
 
-    for (j = 0; j < ei->num_change_pages; j++)
-    {
-      ei->change_page[j].actual_trigger_element = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
-      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
-      ei->change_page[j].actual_trigger_ce_value = 0;
-    }
-  }
+         if (is_player && (found_rating < 3 ||
+                           (found_rating == 3 && element < found_element)))
+         {
+           start_x = x;
+           start_y = y;
 
-  /* ---------- initialize trigger events ---------------------------------- */
+           found_rating = 3;
+           found_element = element;
+         }
+       }
+      }
 
-  /* initialize trigger events information */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
-      trigger_events[i][j] = FALSE;
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      {
+       /* check for player created from custom element as explosion content */
+       content = element_info[element].content.e[xx][yy];
+       is_player = ELEM_IS_PLAYER(content);
 
-  /* add trigger events from element change event properties */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    struct ElementInfo *ei = &element_info[i];
+       if (is_player && (found_rating < 2 ||
+                         (found_rating == 2 && element < found_element)))
+       {
+         start_x = x + xx - 1;
+         start_y = y + yy - 1;
 
-    for (j = 0; j < ei->num_change_pages; j++)
-    {
-      if (!ei->change_page[j].can_change_or_has_action)
-       continue;
+         found_rating = 2;
+         found_element = element;
+       }
 
-      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
-      {
-       int trigger_element = ei->change_page[j].trigger_element;
+       if (!CAN_CHANGE(element))
+         continue;
 
-       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+       for (i = 0; i < element_info[element].num_change_pages; i++)
        {
-         if (ei->change_page[j].has_event[k])
+         /* check for player created from custom element as extended target */
+         content =
+           element_info[element].change_page[i].target_content.e[xx][yy];
+
+         is_player = ELEM_IS_PLAYER(content);
+
+         if (is_player && (found_rating < 1 ||
+                           (found_rating == 1 && element < found_element)))
          {
-           if (IS_GROUP_ELEMENT(trigger_element))
-           {
-             struct ElementGroupInfo *group =
-               element_info[trigger_element].group;
+           start_x = x + xx - 1;
+           start_y = y + yy - 1;
 
-             for (l = 0; l < group->num_elements_resolved; l++)
-               trigger_events[group->element_resolved[l]][k] = TRUE;
-           }
-           else
-             trigger_events[trigger_element][k] = TRUE;
+           found_rating = 1;
+           found_element = element;
          }
        }
       }
     }
-  }
-
-  /* ---------- initialize push delay -------------------------------------- */
 
-  /* initialize push delay values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    scroll_x = SCROLL_POSITION_X(start_x);
+    scroll_y = SCROLL_POSITION_Y(start_y);
+  }
+  else
   {
-    if (!IS_CUSTOM_ELEMENT(i))
-    {
-      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
-      element_info[i].push_delay_random = game.default_push_delay_random;
-    }
+    scroll_x = SCROLL_POSITION_X(local_player->jx);
+    scroll_y = SCROLL_POSITION_Y(local_player->jy);
   }
 
-  /* set push delay value for certain elements from pre-defined list */
-  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  /* !!! FIX THIS (START) !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    int e = push_delay_list[i].element;
-
-    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
-    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+    InitGameEngine_EM();
   }
-
-  /* set push delay value for Supaplex elements for newer engine versions */
-  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
-    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    {
-      if (IS_SP_ELEMENT(i))
-      {
-       /* set SP push delay to just enough to push under a falling zonk */
-       int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
+    InitGameEngine_SP();
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    InitGameEngine_MM();
+  }
+  else
+  {
+    DrawLevel(REDRAW_FIELD);
+    DrawAllPlayers();
 
-       element_info[i].push_delay_fixed  = delay;
-       element_info[i].push_delay_random = 0;
-      }
-    }
+    /* after drawing the level, correct some elements */
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
   }
 
-  /* ---------- initialize move stepsize ----------------------------------- */
+  /* blit playfield from scroll buffer to normal back buffer for fading in */
+  BlitScreenToBitmap(backbuffer);
+  /* !!! FIX THIS (END) !!! */
 
-  /* initialize move stepsize values to default */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+  DrawMaskedBorder(fade_mask);
 
-  /* set move stepsize value for certain elements from pre-defined list */
-  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+  FadeIn(fade_mask);
+
+#if 1
+  // full screen redraw is required at this point in the following cases:
+  // - special editor door undrawn when game was started from level editor
+  // - drawing area (playfield) was changed and has to be removed completely
+  redraw_mask = REDRAW_ALL;
+  BackToFront();
+#endif
+
+  if (!game.restart_level)
   {
-    int e = move_stepsize_list[i].element;
+    /* copy default game door content to main double buffer */
 
-    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+    /* !!! CHECK AGAIN !!! */
+    SetPanelBackground();
+    // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
+    DrawBackground(DX, DY, DXSIZE, DYSIZE);
   }
 
-  /* ---------- initialize collect score ----------------------------------- */
-
-  /* initialize collect score values for custom elements from initial value */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (IS_CUSTOM_ELEMENT(i))
-      element_info[i].collect_score = element_info[i].collect_score_initial;
+  SetPanelBackground();
+  SetDrawBackgroundMask(REDRAW_DOOR_1);
 
-  /* ---------- initialize collect count ----------------------------------- */
+  UpdateAndDisplayGameControlValues();
 
-  /* initialize collect count values for non-custom elements */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].collect_count_initial = 0;
+  if (!game.restart_level)
+  {
+    UnmapGameButtons();
+    UnmapTapeButtons();
 
-  /* add collect count values for all elements from pre-defined list */
-  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
-    element_info[collect_count_list[i].element].collect_count_initial =
-      collect_count_list[i].count;
+    FreeGameButtons();
+    CreateGameButtons();
 
-  /* ---------- initialize access direction -------------------------------- */
+    MapGameButtons();
+    MapTapeButtons();
 
-  /* initialize access direction values to default (access from every side) */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-    if (!IS_CUSTOM_ELEMENT(i))
-      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+    /* copy actual game door content to door double buffer for OpenDoor() */
+    BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
 
-  /* set access direction value for certain elements from pre-defined list */
-  for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
-    element_info[access_direction_list[i].element].access_direction =
-      access_direction_list[i].direction;
+    OpenDoor(DOOR_OPEN_ALL);
 
-  /* ---------- initialize explosion content ------------------------------- */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    if (IS_CUSTOM_ELEMENT(i))
-      continue;
+    PlaySound(SND_GAME_STARTING);
 
-    for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
-    {
-      /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
+    if (setup.sound_music)
+      PlayLevelMusic();
 
-      element_info[i].content.e[x][y] =
-       (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
-        i == EL_PLAYER_2 ? EL_EMERALD_RED :
-        i == EL_PLAYER_3 ? EL_EMERALD :
-        i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
-        i == EL_MOLE ? EL_EMERALD_RED :
-        i == EL_PENGUIN ? EL_EMERALD_PURPLE :
-        i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
-        i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
-        i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
-        i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
-        i == EL_WALL_EMERALD ? EL_EMERALD :
-        i == EL_WALL_DIAMOND ? EL_DIAMOND :
-        i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
-        i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
-        i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
-        i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
-        i == EL_WALL_PEARL ? EL_PEARL :
-        i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
-        EL_EMPTY);
-    }
-  }
-}
+    KeyboardAutoRepeatOffUnlessAutoplay();
 
-int get_num_special_action(int element, int action_first, int action_last)
-{
-  int num_special_action = 0;
-  int i, j;
+#if DEBUG_INIT_PLAYER
+    if (options.debug)
+    {
+      printf("Player status (final):\n");
 
-  for (i = action_first; i <= action_last; i++)
-  {
-    boolean found = FALSE;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
 
-    for (j = 0; j < NUM_DIRECTIONS; j++)
-      if (el_act_dir2img(element, i, j) !=
-         el_act_dir2img(element, ACTION_DEFAULT, j))
-       found = TRUE;
+       printf("- player %d: present == %d, connected == %d, active == %d",
+              i + 1,
+              player->present,
+              player->connected,
+              player->active);
 
-    if (found)
-      num_special_action++;
-    else
-      break;
+       if (local_player == player)
+         printf(" (local player)");
+
+       printf("\n");
+      }
+    }
+#endif
   }
 
-  return num_special_action;
-}
+  UnmapAllGadgets();
 
-/*
-  =============================================================================
-  InitGame()
-  -----------------------------------------------------------------------------
-  initialize and start new game
-  =============================================================================
-*/
+  MapGameButtons();
+  MapTapeButtons();
 
-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;
+  if (!game.restart_level && !tape.playing)
+  {
+    LevelStats_incPlayed(level_nr);
 
-  InitGameEngine();
+    SaveLevelSetup_SeriesInfo();
+  }
 
-  /* don't play tapes over network */
-  network_playing = (options.network && !tape.playing);
+  game.restart_level = FALSE;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    InitGameActions_MM();
 
-    player->index_nr = i;
-    player->index_bit = (1 << i);
-    player->element_nr = EL_PLAYER_1 + i;
+  SaveEngineSnapshotToListInitial();
+}
 
-    player->present = FALSE;
-    player->active = FALSE;
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
+                       int actual_player_x, int actual_player_y)
+{
+  /* this is used for non-R'n'D game engines to update certain engine values */
 
-    player->action = 0;
-    player->effective_action = 0;
-    player->programmed_action = 0;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    actual_player_x = correctLevelPosX_EM(actual_player_x);
+    actual_player_y = correctLevelPosY_EM(actual_player_y);
+  }
 
-    player->score = 0;
-    player->gems_still_needed = level.gems_needed;
-    player->sokobanfields_still_needed = 0;
-    player->lights_still_needed = 0;
-    player->friends_still_needed = 0;
+  /* needed to determine if sounds are played within the visible screen area */
+  scroll_x = actual_scroll_x;
+  scroll_y = actual_scroll_y;
 
-    for (j = 0; j < MAX_NUM_KEYS; j++)
-      player->key[j] = FALSE;
+  /* needed to get player position for "follow finger" playing input method */
+  local_player->jx = actual_player_x;
+  local_player->jy = actual_player_y;
+}
 
-    player->dynabomb_count = 0;
-    player->dynabomb_size = 1;
-    player->dynabombs_left = 0;
-    player->dynabomb_xl = FALSE;
+void InitMovDir(int x, int y)
+{
+  int i, element = Feld[x][y];
+  static int xy[4][2] =
+  {
+    {  0, +1 },
+    { +1,  0 },
+    {  0, -1 },
+    { -1,  0 }
+  };
+  static int direction[3][4] =
+  {
+    { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
+    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
+    { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
+  };
 
-    player->MovDir = MV_NONE;
-    player->MovPos = 0;
-    player->GfxPos = 0;
-    player->GfxDir = MV_NONE;
-    player->GfxAction = ACTION_DEFAULT;
-    player->Frame = 0;
-    player->StepFrame = 0;
+  switch (element)
+  {
+    case EL_BUG_RIGHT:
+    case EL_BUG_UP:
+    case EL_BUG_LEFT:
+    case EL_BUG_DOWN:
+      Feld[x][y] = EL_BUG;
+      MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
+      break;
 
-    player->use_murphy = FALSE;
-    player->artwork_element =
-      (level.use_artwork_element[i] ? level.artwork_element[i] :
-       player->element_nr);
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+      Feld[x][y] = EL_SPACESHIP;
+      MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
+      break;
 
-    player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
-    player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+      Feld[x][y] = EL_BD_BUTTERFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
+      break;
 
-    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+      Feld[x][y] = EL_BD_FIREFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
+      break;
 
-    player->actual_frame_counter = 0;
+    case EL_PACMAN_RIGHT:
+    case EL_PACMAN_UP:
+    case EL_PACMAN_LEFT:
+    case EL_PACMAN_DOWN:
+      Feld[x][y] = EL_PACMAN;
+      MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
+      break;
 
-    player->step_counter = 0;
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
+      Feld[x][y] = EL_YAMYAM;
+      MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
+      break;
 
-    player->last_move_dir = MV_NONE;
+    case EL_SP_SNIKSNAK:
+      MovDir[x][y] = MV_UP;
+      break;
 
-    player->is_waiting = FALSE;
-    player->is_moving = FALSE;
-    player->is_auto_moving = FALSE;
-    player->is_digging = FALSE;
-    player->is_snapping = FALSE;
-    player->is_collecting = FALSE;
-    player->is_pushing = FALSE;
-    player->is_switching = FALSE;
-    player->is_dropping = FALSE;
+    case EL_SP_ELECTRON:
+      MovDir[x][y] = MV_LEFT;
+      break;
 
-    player->is_bored = FALSE;
-    player->is_sleeping = FALSE;
+    case EL_MOLE_LEFT:
+    case EL_MOLE_RIGHT:
+    case EL_MOLE_UP:
+    case EL_MOLE_DOWN:
+      Feld[x][y] = EL_MOLE;
+      MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
+      break;
 
-    player->frame_counter_bored = -1;
-    player->frame_counter_sleeping = -1;
+    default:
+      if (IS_CUSTOM_ELEMENT(element))
+      {
+       struct ElementInfo *ei = &element_info[element];
+       int move_direction_initial = ei->move_direction_initial;
+       int move_pattern = ei->move_pattern;
 
-    player->anim_delay_counter = 0;
-    player->post_delay_counter = 0;
+       if (move_direction_initial == MV_START_PREVIOUS)
+       {
+         if (MovDir[x][y] != MV_NONE)
+           return;
 
-    player->action_waiting = ACTION_DEFAULT;
-    player->last_action_waiting = ACTION_DEFAULT;
-    player->special_action_bored = ACTION_DEFAULT;
-    player->special_action_sleeping = ACTION_DEFAULT;
+         move_direction_initial = MV_START_AUTOMATIC;
+       }
 
-    /* set number of special actions for bored and sleeping animation */
-    player->num_special_action_bored =
-      get_num_special_action(player->artwork_element,
-                            ACTION_BORING_1, ACTION_BORING_LAST);
-    player->num_special_action_sleeping =
-      get_num_special_action(player->artwork_element,
-                            ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+       if (move_direction_initial == MV_START_RANDOM)
+         MovDir[x][y] = 1 << RND(4);
+       else if (move_direction_initial & MV_ANY_DIRECTION)
+         MovDir[x][y] = move_direction_initial;
+       else if (move_pattern == MV_ALL_DIRECTIONS ||
+                move_pattern == MV_TURNING_LEFT ||
+                move_pattern == MV_TURNING_RIGHT ||
+                move_pattern == MV_TURNING_LEFT_RIGHT ||
+                move_pattern == MV_TURNING_RIGHT_LEFT ||
+                move_pattern == MV_TURNING_RANDOM)
+         MovDir[x][y] = 1 << RND(4);
+       else if (move_pattern == MV_HORIZONTAL)
+         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+       else if (move_pattern == MV_VERTICAL)
+         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+       else if (move_pattern & MV_ANY_DIRECTION)
+         MovDir[x][y] = element_info[element].move_pattern;
+       else if (move_pattern == MV_ALONG_LEFT_SIDE ||
+                move_pattern == MV_ALONG_RIGHT_SIDE)
+       {
+         /* use random direction as default start direction */
+         if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+           MovDir[x][y] = 1 << RND(4);
 
-    player->switch_x = -1;
-    player->switch_y = -1;
+         for (i = 0; i < NUM_DIRECTIONS; i++)
+         {
+           int x1 = x + xy[i][0];
+           int y1 = y + xy[i][1];
 
-    player->drop_x = -1;
-    player->drop_y = -1;
+           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+           {
+             if (move_pattern == MV_ALONG_RIGHT_SIDE)
+               MovDir[x][y] = direction[0][i];
+             else
+               MovDir[x][y] = direction[1][i];
 
-    player->show_envelope = 0;
+             break;
+           }
+         }
+       }                
+      }
+      else
+      {
+       MovDir[x][y] = 1 << RND(4);
 
-#if 1
-    SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
-#else
-    player->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+       if (element != EL_BUG &&
+           element != EL_SPACESHIP &&
+           element != EL_BD_BUTTERFLY &&
+           element != EL_BD_FIREFLY)
+         break;
 
-    player->move_delay_value_next = -1;
+       for (i = 0; i < NUM_DIRECTIONS; i++)
+       {
+         int x1 = x + xy[i][0];
+         int y1 = y + xy[i][1];
+
+         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+         {
+           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+           {
+             MovDir[x][y] = direction[0][i];
+             break;
+           }
+           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+           {
+             MovDir[x][y] = direction[1][i];
+             break;
+           }
+         }
+       }
+      }
+      break;
+  }
 
-    player->move_delay_reset_counter = 0;
+  GfxDir[x][y] = MovDir[x][y];
+}
 
-    player->cannot_move = FALSE;
-#endif
+void InitAmoebaNr(int x, int y)
+{
+  int i;
+  int group_nr = AmoebeNachbarNr(x, y);
 
-    player->push_delay       = -1;     /* initialized when pushing starts */
-    player->push_delay_value = game.initial_push_delay_value;
+  if (group_nr == 0)
+  {
+    for (i = 1; i < MAX_NUM_AMOEBA; i++)
+    {
+      if (AmoebaCnt[i] == 0)
+      {
+       group_nr = i;
+       break;
+      }
+    }
+  }
 
-    player->drop_delay = 0;
+  AmoebaNr[x][y] = group_nr;
+  AmoebaCnt[group_nr]++;
+  AmoebaCnt2[group_nr]++;
+}
 
-    player->last_jx = player->last_jy = 0;
-    player->jx = player->jy = 0;
+static void PlayerWins(struct PlayerInfo *player)
+{
+  player->LevelSolved = TRUE;
+  player->GameOver = TRUE;
 
-    player->shield_normal_time_left = 0;
-    player->shield_deadly_time_left = 0;
+  player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                        level.native_em_level->lev->score :
+                        level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                        game_mm.score :
+                        player->score);
+  player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                         MM_HEALTH(game_mm.laser_overload_value) :
+                         player->health);
 
-    player->inventory_infinite_element = EL_UNDEFINED;
-    player->inventory_size = 0;
+  player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
+                                     TimeLeft);
+  player->LevelSolved_CountingScore = player->score_final;
+  player->LevelSolved_CountingHealth = player->health_final;
+}
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
+void GameWon()
+{
+  static int time_count_steps;
+  static int time, time_final;
+  static int score, score_final;
+  static int health, health_final;
+  static int game_over_delay_1 = 0;
+  static int game_over_delay_2 = 0;
+  static int game_over_delay_3 = 0;
+  int game_over_delay_value_1 = 50;
+  int game_over_delay_value_2 = 25;
+  int game_over_delay_value_3 = 50;
 
-    player->LevelSolved = FALSE;
-    player->GameOver = FALSE;
-  }
+  if (!local_player->LevelSolved_GameWon)
+  {
+    int i;
 
-  network_player_action_received = FALSE;
+    /* do not start end game actions before the player stops moving (to exit) */
+    if (local_player->MovPos)
+      return;
 
-#if defined(NETWORK_AVALIABLE)
-  /* initial null action */
-  if (network_playing)
-    SendToServer_MovePlayer(MV_NONE);
-#endif
+    local_player->LevelSolved_GameWon = TRUE;
+    local_player->LevelSolved_SaveTape = tape.recording;
+    local_player->LevelSolved_SaveScore = !tape.playing;
 
-  ZX = ZY = -1;
-  ExitX = ExitY = -1;
+    if (!tape.playing)
+    {
+      LevelStats_incSolved(level_nr);
 
-  FrameCounter = 0;
-  TimeFrames = 0;
-  TimePlayed = 0;
-  TimeLeft = level.time;
-  TapeTime = 0;
+      SaveLevelSetup_SeriesInfo();
+    }
 
-  ScreenMovDir = MV_NONE;
-  ScreenMovPos = 0;
-  ScreenGfxPos = 0;
+    if (tape.auto_play)                /* tape might already be stopped here */
+      tape.auto_play_level_solved = TRUE;
 
-  ScrollStepSize = 0;  /* will be correctly initialized by ScrollScreen() */
+    TapeStop();
 
-  AllPlayersGone = FALSE;
+    game_over_delay_1 = 0;
+    game_over_delay_2 = 0;
+    game_over_delay_3 = game_over_delay_value_3;
 
-  game.yamyam_content_nr = 0;
-  game.magic_wall_active = FALSE;
-  game.magic_wall_time_left = 0;
-  game.light_time_left = 0;
-  game.timegate_time_left = 0;
-  game.switchgate_pos = 0;
-  game.wind_direction = level.wind_direction_initial;
-  game.gravity = level.initial_gravity;
-  game.explosions_delayed = TRUE;
+    time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+    score = score_final = local_player->score_final;
+    health = health_final = local_player->health_final;
 
-  game.lenses_time_left = 0;
-  game.magnify_time_left = 0;
+    if (level.score[SC_TIME_BONUS] > 0)
+    {
+      if (TimeLeft > 0)
+      {
+       time_final = 0;
+       score_final += TimeLeft * level.score[SC_TIME_BONUS];
+      }
+      else if (game.no_time_limit && TimePlayed < 999)
+      {
+       time_final = 999;
+       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+      }
 
-  game.ball_state = level.ball_state_initial;
-  game.ball_content_nr = 0;
+      time_count_steps = MAX(1, ABS(time_final - time) / 100);
 
-  game.envelope_active = FALSE;
+      game_over_delay_1 = game_over_delay_value_1;
 
-  for (i = 0; i < NUM_BELTS; i++)
-  {
-    game.belt_dir[i] = MV_NONE;
-    game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
-  }
+      if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+      {
+       health_final = 0;
+       score_final += health * level.score[SC_TIME_BONUS];
 
-  for (i = 0; i < MAX_NUM_AMOEBA; i++)
-    AmoebaCnt[i] = AmoebaCnt2[i] = 0;
+       game_over_delay_2 = game_over_delay_value_2;
+      }
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++)
-#endif
-  {
-    Feld[x][y] = level.field[x][y];
-    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    ChangeDelay[x][y] = 0;
-    ChangePage[x][y] = -1;
-#if USE_NEW_CUSTOM_VALUE
-    CustomValue[x][y] = 0;             /* initialized in InitField() */
-#endif
-    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
-    AmoebaNr[x][y] = 0;
-    WasJustMoving[x][y] = 0;
-    WasJustFalling[x][y] = 0;
-    CheckCollision[x][y] = 0;
-    Stop[x][y] = FALSE;
-    Pushed[x][y] = FALSE;
+      local_player->score_final = score_final;
+      local_player->health_final = health_final;
+    }
 
-    ChangeCount[x][y] = 0;
-    ChangeEvent[x][y] = -1;
+    if (level_editor_test_game)
+    {
+      time = time_final;
+      score = score_final;
 
-    ExplodePhase[x][y] = 0;
-    ExplodeDelay[x][y] = 0;
-    ExplodeField[x][y] = EX_TYPE_NONE;
+      local_player->LevelSolved_CountingTime = time;
+      local_player->LevelSolved_CountingScore = score;
 
-    RunnerVisit[x][y] = 0;
-    PlayerVisit[x][y] = 0;
+      game_panel_controls[GAME_PANEL_TIME].value = time;
+      game_panel_controls[GAME_PANEL_SCORE].value = score;
 
-    GfxFrame[x][y] = 0;
-    GfxRandom[x][y] = INIT_GFX_RANDOM();
-    GfxElement[x][y] = EL_UNDEFINED;
-    GfxAction[x][y] = ACTION_DEFAULT;
-    GfxDir[x][y] = MV_NONE;
-  }
+      DisplayGameControlValues();
+    }
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-  {
-    if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
-      emulate_bd = FALSE;
-    if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
-      emulate_sb = FALSE;
-    if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
-      emulate_sp = FALSE;
+    if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    {
+      if (ExitX >= 0 && ExitY >= 0)    /* local player has left the level */
+      {
+       /* close exit door after last player */
+       if ((AllPlayersGone &&
+            (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+             Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
+             Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
+           Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
+           Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
+       {
+         int element = Feld[ExitX][ExitY];
 
-    InitField(x, y, TRUE);
-  }
+         Feld[ExitX][ExitY] =
+           (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
+            element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
+            element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+            element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
+            EL_EM_STEEL_EXIT_CLOSING);
 
-  InitBeltMovement();
+         PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+       }
 
-  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
-                   emulate_sb ? EMU_SOKOBAN :
-                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+       /* player disappears */
+       DrawLevelField(ExitX, ExitY);
+      }
 
-#if USE_NEW_ALL_SLIPPERY
-  /* initialize type of slippery elements */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
-  {
-    if (!IS_CUSTOM_ELEMENT(i))
-    {
-      /* default: elements slip down either to the left or right randomly */
-      element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
 
-      /* SP style elements prefer to slip down on the left side */
-      if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
-       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+       if (player->present)
+       {
+         RemovePlayer(player);
 
-      /* BD style elements prefer to slip down on the left side */
-      if (game.emulation == EMU_BOULDERDASH)
-       element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
+         /* player disappears */
+         DrawLevelField(player->jx, player->jy);
+       }
+      }
     }
+
+    PlaySound(SND_GAME_WINNING);
   }
-#endif
 
-  /* initialize explosion and ignition delay */
-  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  if (game_over_delay_1 > 0)
   {
-    if (!IS_CUSTOM_ELEMENT(i))
-    {
-      int num_phase = 8;
-      int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
-                   game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
-                  game.emulation == EMU_SUPAPLEX ? 3 : 2);
-      int last_phase = (num_phase + 1) * delay;
-      int half_phase = (num_phase / 2) * delay;
-
-      element_info[i].explosion_delay = last_phase - 1;
-      element_info[i].ignition_delay = half_phase;
-
-      if (i == EL_BLACK_ORB)
-       element_info[i].ignition_delay = 1;
-    }
+    game_over_delay_1--;
 
-#if 0
-    if (element_info[i].explosion_delay < 1)   /* !!! check again !!! */
-      element_info[i].explosion_delay = 1;
-
-    if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
-      element_info[i].ignition_delay = 1;
-#endif
+    return;
   }
 
-  /* correct non-moving belts to start moving left */
-  for (i = 0; i < NUM_BELTS; i++)
-    if (game.belt_dir[i] == MV_NONE)
-      game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
-
-  /* check if any connected player was not found in playfield */
-  for (i = 0; i < MAX_PLAYERS; i++)
+  if (time != time_final)
   {
-    struct PlayerInfo *player = &stored_player[i];
-
-    if (player->connected && !player->present)
-    {
-      for (j = 0; j < MAX_PLAYERS; j++)
-      {
-       struct PlayerInfo *some_player = &stored_player[j];
-       int jx = some_player->jx, jy = some_player->jy;
+    int time_to_go = ABS(time_final - time);
+    int time_count_dir = (time < time_final ? +1 : -1);
 
-       /* assign first free player found that is present in the playfield */
-       if (some_player->present && !some_player->connected)
-       {
-         player->present = TRUE;
-         player->active = TRUE;
+    if (time_to_go < time_count_steps)
+      time_count_steps = 1;
 
-         some_player->present = FALSE;
-         some_player->active = FALSE;
+    time  += time_count_steps * time_count_dir;
+    score += time_count_steps * level.score[SC_TIME_BONUS];
 
-#if 0
-         player->element_nr = some_player->element_nr;
-#endif
+    local_player->LevelSolved_CountingTime = time;
+    local_player->LevelSolved_CountingScore = score;
 
-         player->artwork_element = some_player->artwork_element;
+    game_panel_controls[GAME_PANEL_TIME].value = time;
+    game_panel_controls[GAME_PANEL_SCORE].value = score;
 
-         player->block_last_field       = some_player->block_last_field;
-         player->block_delay_adjustment = some_player->block_delay_adjustment;
+    DisplayGameControlValues();
 
-         StorePlayer[jx][jy] = player->element_nr;
-         player->jx = player->last_jx = jx;
-         player->jy = player->last_jy = jy;
+    if (time == time_final)
+      StopSound(SND_GAME_LEVELTIME_BONUS);
+    else if (setup.sound_loops)
+      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+    else
+      PlaySound(SND_GAME_LEVELTIME_BONUS);
 
-         break;
-       }
-      }
-    }
+    return;
   }
 
-  if (tape.playing)
+  if (game_over_delay_2 > 0)
   {
-    /* when playing a tape, eliminate all players which do not participate */
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      if (stored_player[i].active && !tape.player_participates[i])
-      {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+    game_over_delay_2--;
 
-       player->active = FALSE;
-       StorePlayer[jx][jy] = 0;
-       Feld[jx][jy] = EL_EMPTY;
-      }
-    }
+    return;
   }
-  else if (!options.network && !setup.team_mode)       /* && !tape.playing */
+
+  if (health != health_final)
   {
-    /* when in single player mode, eliminate all but the first active player */
+    int health_count_dir = (health < health_final ? +1 : -1);
 
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      if (stored_player[i].active)
-      {
-       for (j = i + 1; j < MAX_PLAYERS; j++)
-       {
-         if (stored_player[j].active)
-         {
-           struct PlayerInfo *player = &stored_player[j];
-           int jx = player->jx, jy = player->jy;
+    health += health_count_dir;
+    score  += level.score[SC_TIME_BONUS];
+
+    local_player->LevelSolved_CountingHealth = health;
+    local_player->LevelSolved_CountingScore = score;
+
+    game_panel_controls[GAME_PANEL_HEALTH].value = health;
+    game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+    DisplayGameControlValues();
+
+    if (health == health_final)
+      StopSound(SND_GAME_LEVELTIME_BONUS);
+    else if (setup.sound_loops)
+      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+    else
+      PlaySound(SND_GAME_LEVELTIME_BONUS);
 
-           player->active = FALSE;
-           player->present = FALSE;
+    return;
+  }
 
-           StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_EMPTY;
-         }
-       }
-      }
-    }
+  local_player->LevelSolved_PanelOff = TRUE;
+
+  if (game_over_delay_3 > 0)
+  {
+    game_over_delay_3--;
+
+    return;
   }
 
-  /* when recording the game, store which players take part in the game */
-  if (tape.recording)
+  GameEnd();
+}
+
+void GameEnd()
+{
+  int hi_pos;
+  boolean raise_level = FALSE;
+
+  local_player->LevelSolved_GameEnd = TRUE;
+
+  if (!global.use_envelope_request)
+    CloseDoor(DOOR_CLOSE_1);
+
+  if (local_player->LevelSolved_SaveTape)
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-      if (stored_player[i].active)
-       tape.player_participates[i] = TRUE;
+    SaveTapeChecked(tape.level_nr);    /* ask to save tape */
   }
 
-  if (options.debug)
+  CloseDoor(DOOR_CLOSE_ALL);
+
+  if (level_editor_test_game)
   {
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
+    SetGameStatus(GAME_MODE_MAIN);
 
-      printf("Player %d: present == %d, connected == %d, active == %d.\n",
-            i+1,
-            player->present,
-            player->connected,
-            player->active);
-      if (local_player == player)
-       printf("Player  %d is local player.\n", i+1);
-    }
+    DrawMainMenu();
+
+    return;
   }
 
-  if (BorderElement == EL_EMPTY)
+  if (!local_player->LevelSolved_SaveScore)
   {
-    SBX_Left = 0;
-    SBX_Right = lev_fieldx - SCR_FIELDX;
-    SBY_Upper = 0;
-    SBY_Lower = lev_fieldy - SCR_FIELDY;
+    SetGameStatus(GAME_MODE_MAIN);
+
+    DrawMainMenu();
+
+    return;
   }
-  else
+
+  if (level_nr == leveldir_current->handicap_level)
   {
-    SBX_Left = -1;
-    SBX_Right = lev_fieldx - SCR_FIELDX + 1;
-    SBY_Upper = -1;
-    SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
-  }
+    leveldir_current->handicap_level++;
 
-  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
-    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+    SaveLevelSetup_SeriesInfo();
+  }
 
-  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
-    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+  if (setup.increment_levels &&
+      level_nr < leveldir_current->last_level)
+    raise_level = TRUE;                        /* advance to next level */
 
-  /* if local player not found, look for custom element that might create
-     the player (make some assumptions about the right custom element) */
-  if (!local_player->present)
+  if ((hi_pos = NewHiScore()) >= 0) 
   {
-    int start_x = 0, start_y = 0;
-    int found_rating = 0;
-    int found_element = EL_UNDEFINED;
-    int player_nr = local_player->index_nr;
+    SetGameStatus(GAME_MODE_SCORES);
 
-#if 1
-    SCAN_PLAYFIELD(x, y)
-#else
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
+    DrawHallOfFame(hi_pos);
+
+    if (raise_level)
     {
-      int element = Feld[x][y];
-      int content;
-      int xx, yy;
-      boolean is_player;
+      level_nr++;
+      TapeErase();
+    }
+  }
+  else
+  {
+    SetGameStatus(GAME_MODE_MAIN);
 
-      if (level.use_start_element[player_nr] &&
-         level.start_element[player_nr] == element &&
-         found_rating < 4)
-      {
-       start_x = x;
-       start_y = y;
+    if (raise_level)
+    {
+      level_nr++;
+      TapeErase();
+    }
 
-       found_rating = 4;
-       found_element = element;
-      }
+    DrawMainMenu();
+  }
+}
 
-      if (!IS_CUSTOM_ELEMENT(element))
-       continue;
+int NewHiScore()
+{
+  int k, l;
+  int position = -1;
+  boolean one_score_entry_per_name = !program.many_scores_per_name;
 
-      if (CAN_CHANGE(element))
-      {
-       for (i = 0; i < element_info[element].num_change_pages; i++)
-       {
-         /* check for player created from custom element as single target */
-         content = element_info[element].change_page[i].target_element;
-         is_player = ELEM_IS_PLAYER(content);
+  LoadScore(level_nr);
 
-         if (is_player && (found_rating < 3 || element < found_element))
-         {
-           start_x = x;
-           start_y = y;
+  if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
+      local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
+    return -1;
 
-           found_rating = 3;
-           found_element = element;
-         }
-       }
-      }
+  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
+  {
+    if (local_player->score_final > highscore[k].Score)
+    {
+      /* player has made it to the hall of fame */
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      if (k < MAX_SCORE_ENTRIES - 1)
       {
-       /* check for player created from custom element as explosion content */
-       content = element_info[element].content.e[xx][yy];
-       is_player = ELEM_IS_PLAYER(content);
+       int m = MAX_SCORE_ENTRIES - 1;
 
-       if (is_player && (found_rating < 2 || element < found_element))
+       if (one_score_entry_per_name)
        {
-         start_x = x + xx - 1;
-         start_y = y + yy - 1;
+         for (l = k; l < MAX_SCORE_ENTRIES; l++)
+           if (strEqual(setup.player_name, highscore[l].Name))
+             m = l;
 
-         found_rating = 2;
-         found_element = element;
+         if (m == k)   /* player's new highscore overwrites his old one */
+           goto put_into_list;
        }
 
-       if (!CAN_CHANGE(element))
-         continue;
-
-       for (i = 0; i < element_info[element].num_change_pages; i++)
+       for (l = m; l > k; l--)
        {
-         /* check for player created from custom element as extended target */
-         content =
-           element_info[element].change_page[i].target_content.e[xx][yy];
+         strcpy(highscore[l].Name, highscore[l - 1].Name);
+         highscore[l].Score = highscore[l - 1].Score;
+       }
+      }
 
-         is_player = ELEM_IS_PLAYER(content);
+      put_into_list:
 
-         if (is_player && (found_rating < 1 || element < found_element))
-         {
-           start_x = x + xx - 1;
-           start_y = y + yy - 1;
+      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
+      highscore[k].Score = local_player->score_final; 
+      position = k;
 
-           found_rating = 1;
-           found_element = element;
-         }
-       }
-      }
+      break;
     }
+    else if (one_score_entry_per_name &&
+            !strncmp(setup.player_name, highscore[k].Name,
+                     MAX_PLAYER_NAME_LEN))
+      break;   /* player already there with a higher score */
+  }
 
-    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
-               start_x > SBX_Right + MIDPOSX ? SBX_Right :
-               start_x - MIDPOSX);
+  if (position >= 0) 
+    SaveScore(level_nr);
 
-    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
-               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
-               start_y - MIDPOSY);
-  }
-  else
-  {
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_player->jx - MIDPOSX);
+  return position;
+}
+
+inline static int getElementMoveStepsizeExt(int x, int y, int direction)
+{
+  int element = Feld[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int horiz_move = (dx != 0);
+  int sign = (horiz_move ? dx : dy);
+  int step = sign * element_info[element].move_stepsize;
 
-    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-               local_player->jy - MIDPOSY);
+  /* special values for move stepsize for spring and things on conveyor belt */
+  if (horiz_move)
+  {
+    if (CAN_FALL(element) &&
+       y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+      step = sign * MOVE_STEPSIZE_NORMAL / 2;
+    else if (element == EL_SPRING)
+      step = sign * MOVE_STEPSIZE_NORMAL * 2;
   }
 
-  if (!game.restart_level)
-    CloseDoor(DOOR_CLOSE_1);
+  return step;
+}
 
-  /* !!! FIX THIS (START) !!! */
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+inline static int getElementMoveStepsize(int x, int y)
+{
+  return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
+}
+
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+  if (player->GfxAction != action || player->GfxDir != dir)
   {
-    InitGameEngine_EM();
+    player->GfxAction = action;
+    player->GfxDir = dir;
+    player->Frame = 0;
+    player->StepFrame = 0;
   }
-  else
-  {
-    DrawLevel();
-    DrawAllPlayers();
+}
 
-    /* after drawing the level, correct some elements */
-    if (game.timegate_time_left == 0)
-      CloseAllOpenTimegates();
+static void ResetGfxFrame(int x, int y)
+{
+  // profiling showed that "autotest" spends 10~20% of its time in this function
+  if (DrawingDeactivatedField())
+    return;
 
-    if (setup.soft_scrolling)
-      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+  int element = Feld[x][y];
+  int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-    redraw_mask |= REDRAW_FROM_BACKBUFFER;
-    FadeToFront();
-  }
-  /* !!! FIX THIS (END) !!! */
+  if (graphic_info[graphic].anim_global_sync)
+    GfxFrame[x][y] = FrameCounter;
+  else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
+    GfxFrame[x][y] = CustomValue[x][y];
+  else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+    GfxFrame[x][y] = element_info[element].collect_score;
+  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
+    GfxFrame[x][y] = ChangeDelay[x][y];
+}
 
-  if (!game.restart_level)
-  {
-    /* copy default game door content to main double buffer */
-    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
-              DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
-  }
+static void ResetGfxAnimation(int x, int y)
+{
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
+  GfxFrame[x][y] = 0;
 
-  DrawGameDoorValues();
+  ResetGfxFrame(x, y);
+}
 
-  if (!game.restart_level)
-  {
-    UnmapGameButtons();
-    UnmapTapeButtons();
-    game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
-    game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
-    game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
-    MapGameButtons();
-    MapTapeButtons();
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+void InitMovingField(int x, int y, int direction)
+{
+  int element = Feld[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int newx = x + dx;
+  int newy = y + dy;
+  boolean is_moving_before, is_moving_after;
+
+  /* check if element was/is moving or being moved before/after mode change */
+  is_moving_before = (WasJustMoving[x][y] != 0);
+  is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
+
+  /* reset animation only for moving elements which change direction of moving
+     or which just started or stopped moving
+     (else CEs with property "can move" / "not moving" are reset each frame) */
+  if (is_moving_before != is_moving_after ||
+      direction != MovDir[x][y])
+    ResetGfxAnimation(x, y);
 
-    /* copy actual game door content to door double buffer for OpenDoor() */
-    BlitBitmap(drawto, bitmap_db_door,
-              DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
+  MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
 
-    OpenDoor(DOOR_OPEN_ALL);
+  GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
+                    direction == MV_DOWN && CAN_FALL(element) ?
+                    ACTION_FALLING : ACTION_MOVING);
 
-    PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+  /* this is needed for CEs with property "can move" / "not moving" */
 
-    if (setup.sound_music)
-      PlayLevelMusic();
+  if (is_moving_after)
+  {
+    if (Feld[newx][newy] == EL_EMPTY)
+      Feld[newx][newy] = EL_BLOCKED;
 
-    KeyboardAutoRepeatOffUnlessAutoplay();
+    MovDir[newx][newy] = MovDir[x][y];
 
-    if (options.debug)
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       printf("Player %d %sactive.\n",
-              i + 1, (stored_player[i].active ? "" : "not "));
-    }
-  }
+    CustomValue[newx][newy] = CustomValue[x][y];
 
-  game.restart_level = FALSE;
+    GfxFrame[newx][newy] = GfxFrame[x][y];
+    GfxRandom[newx][newy] = GfxRandom[x][y];
+    GfxAction[newx][newy] = GfxAction[x][y];
+    GfxDir[newx][newy] = GfxDir[x][y];
+  }
 }
 
-void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
 {
-  /* this is used for non-R'n'D game engines to update certain engine values */
+  int direction = MovDir[x][y];
+  int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
+  int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
 
-  /* needed to determine if sounds are played within the visible screen area */
-  scroll_x = actual_scroll_x;
-  scroll_y = actual_scroll_y;
+  *goes_to_x = newx;
+  *goes_to_y = newy;
 }
 
-void InitMovDir(int x, int y)
+void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
 {
-  int i, element = Feld[x][y];
-  static int xy[4][2] =
-  {
-    {  0, +1 },
-    { +1,  0 },
-    {  0, -1 },
-    { -1,  0 }
-  };
-  static int direction[3][4] =
-  {
-    { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
-    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
-    { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
-  };
+  int oldx = x, oldy = y;
+  int direction = MovDir[x][y];
 
-  switch(element)
-  {
-    case EL_BUG_RIGHT:
-    case EL_BUG_UP:
-    case EL_BUG_LEFT:
-    case EL_BUG_DOWN:
-      Feld[x][y] = EL_BUG;
-      MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
-      break;
+  if (direction == MV_LEFT)
+    oldx++;
+  else if (direction == MV_RIGHT)
+    oldx--;
+  else if (direction == MV_UP)
+    oldy++;
+  else if (direction == MV_DOWN)
+    oldy--;
 
-    case EL_SPACESHIP_RIGHT:
-    case EL_SPACESHIP_UP:
-    case EL_SPACESHIP_LEFT:
-    case EL_SPACESHIP_DOWN:
-      Feld[x][y] = EL_SPACESHIP;
-      MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
-      break;
+  *comes_from_x = oldx;
+  *comes_from_y = oldy;
+}
 
-    case EL_BD_BUTTERFLY_RIGHT:
-    case EL_BD_BUTTERFLY_UP:
-    case EL_BD_BUTTERFLY_LEFT:
-    case EL_BD_BUTTERFLY_DOWN:
-      Feld[x][y] = EL_BD_BUTTERFLY;
-      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
-      break;
+int MovingOrBlocked2Element(int x, int y)
+{
+  int element = Feld[x][y];
 
-    case EL_BD_FIREFLY_RIGHT:
-    case EL_BD_FIREFLY_UP:
-    case EL_BD_FIREFLY_LEFT:
-    case EL_BD_FIREFLY_DOWN:
-      Feld[x][y] = EL_BD_FIREFLY;
-      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
-      break;
+  if (element == EL_BLOCKED)
+  {
+    int oldx, oldy;
 
-    case EL_PACMAN_RIGHT:
-    case EL_PACMAN_UP:
-    case EL_PACMAN_LEFT:
-    case EL_PACMAN_DOWN:
-      Feld[x][y] = EL_PACMAN;
-      MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
-      break;
+    Blocked2Moving(x, y, &oldx, &oldy);
+    return Feld[oldx][oldy];
+  }
+  else
+    return element;
+}
 
-    case EL_SP_SNIKSNAK:
-      MovDir[x][y] = MV_UP;
-      break;
+static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
+{
+  /* like MovingOrBlocked2Element(), but if element is moving
+     and (x,y) is the field the moving element is just leaving,
+     return EL_BLOCKED instead of the element value */
+  int element = Feld[x][y];
 
-    case EL_SP_ELECTRON:
-      MovDir[x][y] = MV_LEFT;
-      break;
+  if (IS_MOVING(x, y))
+  {
+    if (element == EL_BLOCKED)
+    {
+      int oldx, oldy;
 
-    case EL_MOLE_LEFT:
-    case EL_MOLE_RIGHT:
-    case EL_MOLE_UP:
-    case EL_MOLE_DOWN:
-      Feld[x][y] = EL_MOLE;
-      MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
-      break;
+      Blocked2Moving(x, y, &oldx, &oldy);
+      return Feld[oldx][oldy];
+    }
+    else
+      return EL_BLOCKED;
+  }
+  else
+    return element;
+}
 
-    default:
-      if (IS_CUSTOM_ELEMENT(element))
-      {
-       struct ElementInfo *ei = &element_info[element];
-       int move_direction_initial = ei->move_direction_initial;
-       int move_pattern = ei->move_pattern;
+static void RemoveField(int x, int y)
+{
+  Feld[x][y] = EL_EMPTY;
 
-       if (move_direction_initial == MV_START_PREVIOUS)
-       {
-         if (MovDir[x][y] != MV_NONE)
-           return;
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
 
-         move_direction_initial = MV_START_AUTOMATIC;
-       }
+  CustomValue[x][y] = 0;
 
-       if (move_direction_initial == MV_START_RANDOM)
-         MovDir[x][y] = 1 << RND(4);
-       else if (move_direction_initial & MV_ANY_DIRECTION)
-         MovDir[x][y] = move_direction_initial;
-       else if (move_pattern == MV_ALL_DIRECTIONS ||
-                move_pattern == MV_TURNING_LEFT ||
-                move_pattern == MV_TURNING_RIGHT ||
-                move_pattern == MV_TURNING_LEFT_RIGHT ||
-                move_pattern == MV_TURNING_RIGHT_LEFT ||
-                move_pattern == MV_TURNING_RANDOM)
-         MovDir[x][y] = 1 << RND(4);
-       else if (move_pattern == MV_HORIZONTAL)
-         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-       else if (move_pattern == MV_VERTICAL)
-         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
-       else if (move_pattern & MV_ANY_DIRECTION)
-         MovDir[x][y] = element_info[element].move_pattern;
-       else if (move_pattern == MV_ALONG_LEFT_SIDE ||
-                move_pattern == MV_ALONG_RIGHT_SIDE)
-       {
-         /* use random direction as default start direction */
-         if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-           MovDir[x][y] = 1 << RND(4);
+  AmoebaNr[x][y] = 0;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Pushed[x][y] = FALSE;
 
-         for (i = 0; i < NUM_DIRECTIONS; i++)
-         {
-           int x1 = x + xy[i][0];
-           int y1 = y + xy[i][1];
+  GfxElement[x][y] = EL_UNDEFINED;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NONE;
+}
 
-           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
-           {
-             if (move_pattern == MV_ALONG_RIGHT_SIDE)
-               MovDir[x][y] = direction[0][i];
-             else
-               MovDir[x][y] = direction[1][i];
+void RemoveMovingField(int x, int y)
+{
+  int oldx = x, oldy = y, newx = x, newy = y;
+  int element = Feld[x][y];
+  int next_element = EL_UNDEFINED;
 
-             break;
-           }
-         }
-       }                
-      }
-      else
-      {
-       MovDir[x][y] = 1 << RND(4);
+  if (element != EL_BLOCKED && !IS_MOVING(x, y))
+    return;
 
-       if (element != EL_BUG &&
-           element != EL_SPACESHIP &&
-           element != EL_BD_BUTTERFLY &&
-           element != EL_BD_FIREFLY)
-         break;
+  if (IS_MOVING(x, y))
+  {
+    Moving2Blocked(x, y, &newx, &newy);
 
-       for (i = 0; i < NUM_DIRECTIONS; i++)
-       {
-         int x1 = x + xy[i][0];
-         int y1 = y + xy[i][1];
+    if (Feld[newx][newy] != EL_BLOCKED)
+    {
+      /* element is moving, but target field is not free (blocked), but
+        already occupied by something different (example: acid pool);
+        in this case, only remove the moving field, but not the target */
 
-         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
-         {
-           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
-           {
-             MovDir[x][y] = direction[0][i];
-             break;
-           }
-           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
-           {
-             MovDir[x][y] = direction[1][i];
-             break;
-           }
-         }
-       }
-      }
-      break;
-  }
+      RemoveField(oldx, oldy);
 
-  GfxDir[x][y] = MovDir[x][y];
-}
+      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-void InitAmoebaNr(int x, int y)
-{
-  int i;
-  int group_nr = AmoebeNachbarNr(x, y);
+      TEST_DrawLevelField(oldx, oldy);
 
-  if (group_nr == 0)
-  {
-    for (i = 1; i < MAX_NUM_AMOEBA; i++)
-    {
-      if (AmoebaCnt[i] == 0)
-      {
-       group_nr = i;
-       break;
-      }
+      return;
     }
   }
+  else if (element == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &oldx, &oldy);
+    if (!IS_MOVING(oldx, oldy))
+      return;
+  }
 
-  AmoebaNr[x][y] = group_nr;
-  AmoebaCnt[group_nr]++;
-  AmoebaCnt2[group_nr]++;
+  if (element == EL_BLOCKED &&
+      (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
+       Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
+       Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
+       Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
+       Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
+       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
+    next_element = get_next_element(Feld[oldx][oldy]);
+
+  RemoveField(oldx, oldy);
+  RemoveField(newx, newy);
+
+  Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+  if (next_element != EL_UNDEFINED)
+    Feld[oldx][oldy] = next_element;
+
+  TEST_DrawLevelField(oldx, oldy);
+  TEST_DrawLevelField(newx, newy);
 }
 
-void GameWon()
+void DrawDynamite(int x, int y)
 {
-  int hi_pos;
-  boolean raise_level = FALSE;
+  int sx = SCREENX(x), sy = SCREENY(y);
+  int graphic = el2img(Feld[x][y]);
+  int frame;
+
+  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
+    return;
 
-  if (local_player->MovPos)
+  if (IS_WALKABLE_INSIDE(Back[x][y]))
     return;
 
-  if (tape.auto_play)          /* tape might already be stopped here */
-    tape.auto_play_level_solved = TRUE;
+  if (Back[x][y])
+    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+  else if (Store[x][y])
+    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
 
-  local_player->LevelSolved = FALSE;
+  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
+  if (Back[x][y] || Store[x][y])
+    DrawGraphicThruMask(sx, sy, graphic, frame);
+  else
+    DrawGraphic(sx, sy, graphic, frame);
+}
 
-  if (TimeLeft)
+void CheckDynamite(int x, int y)
+{
+  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
   {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
+    MovDelay[x][y]--;
 
-    while (TimeLeft > 0)
+    if (MovDelay[x][y] != 0)
     {
-      if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
+      DrawDynamite(x, y);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
-      if (TimeLeft > 100 && TimeLeft % 10 == 0)
-      {
-       TimeLeft -= 10;
-       RaiseScore(level.score[SC_TIME_BONUS] * 10);
-      }
-      else
-      {
-       TimeLeft--;
-       RaiseScore(level.score[SC_TIME_BONUS]);
-      }
+      return;
+    }
+  }
 
-      DrawGameValue_Time(TimeLeft);
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
-      BackToFront();
+  Bang(x, y);
+}
 
-      if (!tape.playing)
-       Delay(10);
-    }
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+  boolean num_checked_players = 0;
+  int i;
 
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-  }
-  else if (level.time == 0)            /* level without time limit */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
-                  SND_CTRL_PLAY_LOOP);
-
-    while (TimePlayed < 999)
+    if (stored_player[i].active)
     {
-      if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
+      int sx = stored_player[i].jx;
+      int sy = stored_player[i].jy;
 
-      if (TimePlayed < 900 && TimePlayed % 10 == 0)
+      if (num_checked_players == 0)
       {
-       TimePlayed += 10;
-       RaiseScore(level.score[SC_TIME_BONUS] * 10);
+       *sx1 = *sx2 = sx;
+       *sy1 = *sy2 = sy;
       }
       else
       {
-       TimePlayed++;
-       RaiseScore(level.score[SC_TIME_BONUS]);
+       *sx1 = MIN(*sx1, sx);
+       *sy1 = MIN(*sy1, sy);
+       *sx2 = MAX(*sx2, sx);
+       *sy2 = MAX(*sy2, sy);
       }
 
-      DrawGameValue_Time(TimePlayed);
-
-      BackToFront();
-
-      if (!tape.playing)
-       Delay(10);
+      num_checked_players++;
     }
-
-    if (!tape.playing && setup.sound_loops)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
   }
+}
 
-  /* close exit door after last player */
-  if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
-      (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
-       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
-  {
-    int element = Feld[ExitX][ExitY];
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
 
-    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
-                         EL_SP_EXIT_CLOSING);
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
-    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
-  }
+  return (sx2 - sx1 < SCR_FIELDX &&
+         sy2 - sy1 < SCR_FIELDY);
+}
 
-  /* player disappears */
-  if (ExitX >= 0 && ExitY >= 0)
-    DrawLevelField(ExitX, ExitY);
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
 
-  BackToFront();
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
 
-  if (tape.playing)
-    return;
+  *sx = (sx1 + sx2) / 2;
+  *sy = (sy1 + sy2) / 2;
+}
 
-  CloseDoor(DOOR_CLOSE_1);
+void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+                       boolean center_screen, boolean quick_relocation)
+{
+  unsigned int frame_delay_value_old = GetVideoFrameDelay();
+  boolean ffwd_delay = (tape.playing && tape.fast_forward);
+  boolean no_delay = (tape.warp_forward);
+  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int new_scroll_x, new_scroll_y;
 
-  if (tape.recording)
+  if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
   {
-    TapeStop();
-    SaveTape(tape.level_nr);           /* Ask to save tape */
+    /* case 1: quick relocation inside visible screen (without scrolling) */
+
+    RedrawPlayfield();
+
+    return;
   }
 
-  if (level_nr == leveldir_current->handicap_level)
+  if (!level.shifted_relocation || center_screen)
   {
-    leveldir_current->handicap_level++;
-    SaveLevelSetup_SeriesInfo();
+    /* relocation _with_ centering of screen */
+
+    new_scroll_x = SCROLL_POSITION_X(x);
+    new_scroll_y = SCROLL_POSITION_Y(y);
   }
+  else
+  {
+    /* relocation _without_ centering of screen */
 
-  if (level_editor_test_game)
-    local_player->score = -1;  /* no highscore when playing from editor */
-  else if (level_nr < leveldir_current->last_level)
-    raise_level = TRUE;                /* advance to next level */
+    int center_scroll_x = SCROLL_POSITION_X(old_x);
+    int center_scroll_y = SCROLL_POSITION_Y(old_y);
+    int offset_x = x + (scroll_x - center_scroll_x);
+    int offset_y = y + (scroll_y - center_scroll_y);
 
-  if ((hi_pos = NewHiScore()) >= 0) 
+    /* for new screen position, apply previous offset to center position */
+    new_scroll_x = SCROLL_POSITION_X(offset_x);
+    new_scroll_y = SCROLL_POSITION_Y(offset_y);
+  }
+
+  if (quick_relocation)
   {
-    game_status = GAME_MODE_SCORES;
-    DrawHallOfFame(hi_pos);
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
+    /* case 2: quick relocation (redraw without visible scrolling) */
+
+    scroll_x = new_scroll_x;
+    scroll_y = new_scroll_y;
+
+    RedrawPlayfield();
+
+    return;
   }
-  else
+
+  /* case 3: visible relocation (with scrolling to new position) */
+
+  ScrollScreen(NULL, SCROLL_GO_ON);    /* scroll last frame to full tile */
+
+  SetVideoFrameDelay(wait_delay_value);
+
+  while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
   {
-    game_status = GAME_MODE_MAIN;
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
-    DrawMainMenu();
+    int dx = 0, dy = 0;
+    int fx = FX, fy = FY;
+
+    dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
+    dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
+
+    if (dx == 0 && dy == 0)            /* no scrolling needed at all */
+      break;
+
+    scroll_x -= dx;
+    scroll_y -= dy;
+
+    fx += dx * TILEX / 2;
+    fy += dy * TILEY / 2;
+
+    ScrollLevel(dx, dy);
+    DrawAllPlayers();
+
+    /* scroll in two steps of half tile size to make things smoother */
+    BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+
+    /* scroll second step to align at full tile size */
+    BlitScreenToBitmap(window);
   }
 
+  DrawAllPlayers();
   BackToFront();
+
+  SetVideoFrameDelay(frame_delay_value_old);
 }
 
-int NewHiScore()
+void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-  int k, l;
-  int position = -1;
+  int el_player = GET_PLAYER_ELEMENT(el_player_raw);
+  int player_nr = GET_PLAYER_NR(el_player);
+  struct PlayerInfo *player = &stored_player[player_nr];
+  boolean ffwd_delay = (tape.playing && tape.fast_forward);
+  boolean no_delay = (tape.warp_forward);
+  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int old_jx = player->jx;
+  int old_jy = player->jy;
+  int old_element = Feld[old_jx][old_jy];
+  int element = Feld[jx][jy];
+  boolean player_relocated = (old_jx != jx || old_jy != jy);
 
-  LoadScore(level_nr);
+  int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+  int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
+  int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+  int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
+  int leave_side_horiz = move_dir_horiz;
+  int leave_side_vert  = move_dir_vert;
+  int enter_side = enter_side_horiz | enter_side_vert;
+  int leave_side = leave_side_horiz | leave_side_vert;
 
-  if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
-      local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
-    return -1;
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
 
-  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
+  if (!player_relocated)       /* no need to relocate the player */
+    return;
+
+  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
   {
-    if (local_player->score > highscore[k].Score)
-    {
-      /* player has made it to the hall of fame */
+    RemoveField(jx, jy);       /* temporarily remove newly placed player */
+    DrawLevelField(jx, jy);
+  }
 
-      if (k < MAX_SCORE_ENTRIES - 1)
-      {
-       int m = MAX_SCORE_ENTRIES - 1;
+  if (player->present)
+  {
+    while (player->MovPos)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
 
-#ifdef ONE_PER_NAME
-       for (l = k; l < MAX_SCORE_ENTRIES; l++)
-         if (!strcmp(setup.player_name, highscore[l].Name))
-           m = l;
-       if (m == k)     /* player's new highscore overwrites his old one */
-         goto put_into_list;
-#endif
+      AdvanceFrameAndPlayerCounters(player->index_nr);
 
-       for (l = m; l > k; l--)
-       {
-         strcpy(highscore[l].Name, highscore[l - 1].Name);
-         highscore[l].Score = highscore[l - 1].Score;
-       }
-      }
+      DrawPlayer(player);
 
-#ifdef ONE_PER_NAME
-      put_into_list:
-#endif
-      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
-      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
-      highscore[k].Score = local_player->score; 
-      position = k;
-      break;
+      BackToFront_WithFrameDelay(wait_delay_value);
     }
 
-#ifdef ONE_PER_NAME
-    else if (!strncmp(setup.player_name, highscore[k].Name,
-                     MAX_PLAYER_NAME_LEN))
-      break;   /* player already there with a higher score */
-#endif
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
+  }
+
+  if (IS_CUSTOM_ELEMENT(old_element))
+    CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                              CE_LEFT_BY_PLAYER,
+                              player->index_bit, leave_side);
+
+  CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                     CE_PLAYER_LEAVES_X,
+                                     player->index_bit, leave_side);
+
+  Feld[jx][jy] = el_player;
+  InitPlayerField(jx, jy, el_player, TRUE);
 
+  /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+     possible that the relocation target field did not contain a player element,
+     but a walkable element, to which the new player was relocated -- in this
+     case, restore that (already initialized!) element on the player field */
+  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  {
+    Feld[jx][jy] = element;    /* restore previously existing element */
   }
 
-  if (position >= 0) 
-    SaveScore(level_nr);
+  /* only visually relocate centered player */
+  DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
+                    FALSE, level.instant_relocation);
 
-  return position;
+  TestIfPlayerTouchesBadThing(jx, jy);
+  TestIfPlayerTouchesCustomElement(jx, jy);
+
+  if (IS_CUSTOM_ELEMENT(element))
+    CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+                              player->index_bit, enter_side);
+
+  CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
+                                     player->index_bit, enter_side);
+
+  if (player->is_switching)
+  {
+    /* ensure that relocation while still switching an element does not cause
+       a new element to be treated as also switched directly after relocation
+       (this is important for teleporter switches that teleport the player to
+       a place where another teleporter switch is in the same direction, which
+       would then incorrectly be treated as immediately switched before the
+       direction key that caused the switch was released) */
+
+    player->switch_x += jx - old_jx;
+    player->switch_y += jy - old_jy;
+  }
 }
 
-inline static int getElementMoveStepsize(int x, int y)
+void Explode(int ex, int ey, int phase, int mode)
 {
-  int element = Feld[x][y];
-  int direction = MovDir[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int horiz_move = (dx != 0);
-  int sign = (horiz_move ? dx : dy);
-  int step = sign * element_info[element].move_stepsize;
+  int x, y;
+  int last_phase;
+  int border_element;
 
-  /* special values for move stepsize for spring and things on conveyor belt */
-  if (horiz_move)
+  /* !!! eliminate this variable !!! */
+  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+  if (game.explosions_delayed)
   {
-#if 0
-    if (element == EL_SPRING)
-      step = sign * MOVE_STEPSIZE_NORMAL * 2;
-    else if (CAN_FALL(element) && !CAN_MOVE(element) &&
-            y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
-      step = sign * MOVE_STEPSIZE_NORMAL / 2;
-#else
-    if (CAN_FALL(element) &&
-       y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
-      step = sign * MOVE_STEPSIZE_NORMAL / 2;
-    else if (element == EL_SPRING)
-      step = sign * MOVE_STEPSIZE_NORMAL * 2;
-#endif
+    ExplodeField[ex][ey] = mode;
+    return;
   }
 
-  return step;
-}
-
-void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
-{
-  if (player->GfxAction != action || player->GfxDir != dir)
+  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
   {
-#if 0
-    printf("Player frame reset! (%d => %d, %d => %d)\n",
-          player->GfxAction, action, player->GfxDir, dir);
-#endif
+    int center_element = Feld[ex][ey];
+    int artwork_element, explosion_element;    /* set these values later */
 
-    player->GfxAction = action;
-    player->GfxDir = dir;
-    player->Frame = 0;
-    player->StepFrame = 0;
-  }
-}
+    /* remove things displayed in background while burning dynamite */
+    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+      Back[ex][ey] = 0;
 
-static void ResetRandomAnimationValue(int x, int y)
-{
-  GfxRandom[x][y] = INIT_GFX_RANDOM();
-}
+    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+    {
+      /* put moving element to center field (and let it explode there) */
+      center_element = MovingOrBlocked2Element(ex, ey);
+      RemoveMovingField(ex, ey);
+      Feld[ex][ey] = center_element;
+    }
 
-static void ResetGfxAnimation(int x, int y)
-{
-  GfxFrame[x][y] = 0;
-  GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MovDir[x][y];
-}
+    /* now "center_element" is finally determined -- set related values now */
+    artwork_element = center_element;          /* for custom player artwork */
+    explosion_element = center_element;                /* for custom player artwork */
 
-void InitMovingField(int x, int y, int direction)
-{
-  int element = Feld[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int newx = x + dx;
-  int newy = y + dy;
+    if (IS_PLAYER(ex, ey))
+    {
+      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
 
-  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
-    ResetGfxAnimation(x, y);
+      artwork_element = stored_player[player_nr].artwork_element;
 
-  MovDir[x][y] = direction;
-  GfxDir[x][y] = direction;
-  GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
-                    ACTION_FALLING : ACTION_MOVING);
+      if (level.use_explosion_element[player_nr])
+      {
+       explosion_element = level.explosion_element[player_nr];
+       artwork_element = explosion_element;
+      }
+    }
 
-  /* this is needed for CEs with property "can move" / "not moving" */
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
 
-  if (getElementMoveStepsize(x, y) != 0)       /* moving or being moved */
-  {
-    if (Feld[newx][newy] == EL_EMPTY)
-      Feld[newx][newy] = EL_BLOCKED;
+    last_phase = element_info[explosion_element].explosion_delay + 1;
 
-    MovDir[newx][newy] = MovDir[x][y];
+    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+    {
+      int xx = x - ex + 1;
+      int yy = y - ey + 1;
+      int element;
 
-#if USE_NEW_CUSTOM_VALUE
-    CustomValue[newx][newy] = CustomValue[x][y];
-#endif
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
+       continue;
 
-    GfxFrame[newx][newy] = GfxFrame[x][y];
-    GfxRandom[newx][newy] = GfxRandom[x][y];
-    GfxAction[newx][newy] = GfxAction[x][y];
-    GfxDir[newx][newy] = GfxDir[x][y];
-  }
-}
+      element = Feld[x][y];
 
-void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
-{
-  int direction = MovDir[x][y];
-#if 1
-  int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
-  int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
+      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      {
+       element = MovingOrBlocked2Element(x, y);
+
+       if (!IS_EXPLOSION_PROOF(element))
+         RemoveMovingField(x, y);
+      }
+
+      /* indestructible elements can only explode in center (but not flames) */
+      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+                                          mode == EX_TYPE_BORDER)) ||
+         element == EL_FLAMES)
+       continue;
+
+      /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
+        behaviour, for example when touching a yamyam that explodes to rocks
+        with active deadly shield, a rock is created under the player !!! */
+      /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
+#if 0
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+         (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+          (x == ex && y == ey && mode != EX_TYPE_BORDER)))
 #else
-  int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
 #endif
+      {
+       if (IS_ACTIVE_BOMB(element))
+       {
+         /* re-activate things under the bomb like gate or penguin */
+         Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+         Back[x][y] = 0;
+       }
 
-  *goes_to_x = newx;
-  *goes_to_y = newy;
-}
+       continue;
+      }
 
-void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
-{
-  int oldx = x, oldy = y;
-  int direction = MovDir[x][y];
+      /* save walkable background elements while explosion on same tile */
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+         (x != ex || y != ey || mode == EX_TYPE_BORDER))
+       Back[x][y] = element;
 
-  if (direction == MV_LEFT)
-    oldx++;
-  else if (direction == MV_RIGHT)
-    oldx--;
-  else if (direction == MV_UP)
-    oldy++;
-  else if (direction == MV_DOWN)
-    oldy--;
+      /* ignite explodable elements reached by other explosion */
+      if (element == EL_EXPLOSION)
+       element = Store2[x][y];
 
-  *comes_from_x = oldx;
-  *comes_from_y = oldy;
-}
+      if (AmoebaNr[x][y] &&
+         (element == EL_AMOEBA_FULL ||
+          element == EL_BD_AMOEBA ||
+          element == EL_AMOEBA_GROWING))
+      {
+       AmoebaCnt[AmoebaNr[x][y]]--;
+       AmoebaCnt2[AmoebaNr[x][y]]--;
+      }
 
-int MovingOrBlocked2Element(int x, int y)
-{
-  int element = Feld[x][y];
+      RemoveField(x, y);
 
-  if (element == EL_BLOCKED)
-  {
-    int oldx, oldy;
+      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
+      {
+       int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
 
-    Blocked2Moving(x, y, &oldx, &oldy);
-    return Feld[oldx][oldy];
-  }
-  else
-    return element;
-}
+       Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
 
-static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
-{
-  /* like MovingOrBlocked2Element(), but if element is moving
-     and (x,y) is the field the moving element is just leaving,
-     return EL_BLOCKED instead of the element value */
-  int element = Feld[x][y];
+       if (PLAYERINFO(ex, ey)->use_murphy)
+         Store[x][y] = EL_EMPTY;
+      }
 
-  if (IS_MOVING(x, y))
-  {
-    if (element == EL_BLOCKED)
-    {
-      int oldx, oldy;
+      /* !!! check this case -- currently needed for rnd_rado_negundo_v,
+        !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
+      else if (ELEM_IS_PLAYER(center_element))
+       Store[x][y] = EL_EMPTY;
+      else if (center_element == EL_YAMYAM)
+       Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
+      else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
+       Store[x][y] = element_info[center_element].content.e[xx][yy];
+#if 1
+      /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
+        (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
+        otherwise) -- FIX THIS !!! */
+      else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
+       Store[x][y] = element_info[element].content.e[1][1];
+#else
+      else if (!CAN_EXPLODE(element))
+       Store[x][y] = element_info[element].content.e[1][1];
+#endif
+      else
+       Store[x][y] = EL_EMPTY;
 
-      Blocked2Moving(x, y, &oldx, &oldy);
-      return Feld[oldx][oldy];
-    }
-    else
-      return EL_BLOCKED;
-  }
-  else
-    return element;
-}
+      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+         center_element == EL_AMOEBA_TO_DIAMOND)
+       Store2[x][y] = element;
+
+      Feld[x][y] = EL_EXPLOSION;
+      GfxElement[x][y] = artwork_element;
 
-static void RemoveField(int x, int y)
-{
-  Feld[x][y] = EL_EMPTY;
+      ExplodePhase[x][y] = 1;
+      ExplodeDelay[x][y] = last_phase;
 
-  MovPos[x][y] = 0;
-  MovDir[x][y] = 0;
-  MovDelay[x][y] = 0;
+      Stop[x][y] = TRUE;
+    }
 
-#if USE_NEW_CUSTOM_VALUE
-  CustomValue[x][y] = 0;
-#endif
+    if (center_element == EL_YAMYAM)
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
-  AmoebaNr[x][y] = 0;
-  ChangeDelay[x][y] = 0;
-  ChangePage[x][y] = -1;
-  Pushed[x][y] = FALSE;
+    return;
+  }
 
-#if 0
-  ExplodeField[x][y] = EX_TYPE_NONE;
-#endif
+  if (Stop[ex][ey])
+    return;
 
-  GfxElement[x][y] = EL_UNDEFINED;
-  GfxAction[x][y] = ACTION_DEFAULT;
-  GfxDir[x][y] = MV_NONE;
-}
+  x = ex;
+  y = ey;
 
-void RemoveMovingField(int x, int y)
-{
-  int oldx = x, oldy = y, newx = x, newy = y;
-  int element = Feld[x][y];
-  int next_element = EL_UNDEFINED;
+  if (phase == 1)
+    GfxFrame[x][y] = 0;                /* restart explosion animation */
 
-  if (element != EL_BLOCKED && !IS_MOVING(x, y))
-    return;
+  last_phase = ExplodeDelay[x][y];
 
-  if (IS_MOVING(x, y))
-  {
-    Moving2Blocked(x, y, &newx, &newy);
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
-    if (Feld[newx][newy] != EL_BLOCKED)
-    {
-      /* element is moving, but target field is not free (blocked), but
-        already occupied by something different (example: acid pool);
-        in this case, only remove the moving field, but not the target */
+  /* this can happen if the player leaves an explosion just in time */
+  if (GfxElement[x][y] == EL_UNDEFINED)
+    GfxElement[x][y] = EL_EMPTY;
 
-      RemoveField(oldx, oldy);
+  border_element = Store2[x][y];
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+    border_element = StorePlayer[x][y];
 
-      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+  if (phase == element_info[border_element].ignition_delay ||
+      phase == last_phase)
+  {
+    boolean border_explosion = FALSE;
 
-      DrawLevelField(oldx, oldy);
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+       !PLAYER_EXPLOSION_PROTECTED(x, y))
+    {
+      KillPlayerUnlessExplosionProtected(x, y);
+      border_explosion = TRUE;
+    }
+    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+    {
+      Feld[x][y] = Store2[x][y];
+      Store2[x][y] = 0;
+      Bang(x, y);
+      border_explosion = TRUE;
+    }
+    else if (border_element == EL_AMOEBA_TO_DIAMOND)
+    {
+      AmoebeUmwandeln(x, y);
+      Store2[x][y] = 0;
+      border_explosion = TRUE;
+    }
 
+    /* if an element just explodes due to another explosion (chain-reaction),
+       do not immediately end the new explosion when it was the last frame of
+       the explosion (as it would be done in the following "if"-statement!) */
+    if (border_explosion && phase == last_phase)
       return;
-    }
   }
-  else if (element == EL_BLOCKED)
+
+  if (phase == last_phase)
   {
-    Blocked2Moving(x, y, &oldx, &oldy);
-    if (!IS_MOVING(oldx, oldy))
-      return;
-  }
+    int element;
 
-  if (element == EL_BLOCKED &&
-      (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
-       Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
-    next_element = get_next_element(Feld[oldx][oldy]);
+    element = Feld[x][y] = Store[x][y];
+    Store[x][y] = Store2[x][y] = 0;
+    GfxElement[x][y] = EL_UNDEFINED;
 
-  RemoveField(oldx, oldy);
-  RemoveField(newx, newy);
+    /* player can escape from explosions and might therefore be still alive */
+    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+       element <= EL_PLAYER_IS_EXPLODING_4)
+    {
+      int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
+      int explosion_element = EL_PLAYER_1 + player_nr;
+      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
 
-  Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+      if (level.use_explosion_element[player_nr])
+       explosion_element = level.explosion_element[player_nr];
 
-  if (next_element != EL_UNDEFINED)
-    Feld[oldx][oldy] = next_element;
+      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
+                   element_info[explosion_element].content.e[xx][yy]);
+    }
 
-  DrawLevelField(oldx, oldy);
-  DrawLevelField(newx, newy);
-}
+    /* restore probably existing indestructible background element */
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
 
-void DrawDynamite(int x, int y)
-{
-  int sx = SCREENX(x), sy = SCREENY(y);
-  int graphic = el2img(Feld[x][y]);
-  int frame;
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxDir[x][y] = MV_NONE;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
 
-  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
-    return;
+    CustomValue[x][y] = 0;
 
-  if (IS_WALKABLE_INSIDE(Back[x][y]))
-    return;
+    InitField_WithBug2(x, y, FALSE);
 
-  if (Back[x][y])
-    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
-  else if (Store[x][y])
-    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+    TEST_DrawLevelField(x, y);
 
-  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+    TestIfElementTouchesCustomElement(x, y);
 
-  if (Back[x][y] || Store[x][y])
-    DrawGraphicThruMask(sx, sy, graphic, frame);
-  else
-    DrawGraphic(sx, sy, graphic, frame);
-}
+    if (GFX_CRUMBLED(element))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
-void CheckDynamite(int x, int y)
-{
-  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
+    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+      StorePlayer[x][y] = 0;
+
+    if (ELEM_IS_PLAYER(element))
+      RelocatePlayer(x, y, element);
+  }
+  else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
-    MovDelay[x][y]--;
+    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-    if (MovDelay[x][y] != 0)
-    {
-      DrawDynamite(x, y);
-      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+    if (phase == delay)
+      TEST_DrawLevelFieldCrumbled(x, y);
 
-      return;
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+    {
+      DrawLevelElement(x, y, Back[x][y]);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+    }
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
     }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
-
-  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-
-  Bang(x, y);
 }
 
-void DrawRelocatePlayer(struct PlayerInfo *player)
+void DynaExplode(int ex, int ey)
 {
-  boolean ffwd_delay = (tape.playing && tape.fast_forward);
-  boolean no_delay = (tape.warp_forward);
-  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
-  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
-  int jx = player->jx;
-  int jy = player->jy;
+  int i, j;
+  int dynabomb_element = Feld[ex][ey];
+  int dynabomb_size = 1;
+  boolean dynabomb_xl = FALSE;
+  struct PlayerInfo *player;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-  if (level.instant_relocation)
+  if (IS_ACTIVE_BOMB(dynabomb_element))
   {
-    int offset = (setup.scroll_delay ? 3 : 0);
+    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
+    dynabomb_size = player->dynabomb_size;
+    dynabomb_xl = player->dynabomb_xl;
+    player->dynabombs_left++;
+  }
 
-    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
-    {
-      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                 local_player->jx - MIDPOSX);
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
 
-      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                 local_player->jy - MIDPOSY);
-    }
-    else
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    for (j = 1; j <= dynabomb_size; j++)
     {
-      if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
-         (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
-       scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+      int x = ex + j * xy[i][0];
+      int y = ey + j * xy[i][1];
+      int element;
 
-      if ((player->MovDir == MV_UP  && scroll_y > jy - MIDPOSY + offset) ||
-         (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
-       scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
+       break;
 
-      /* don't scroll over playfield boundaries */
-      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
-       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+      element = Feld[x][y];
 
-      /* don't scroll over playfield boundaries */
-      if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
-       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
-    }
+      /* do not restart explosions of fields with active bombs */
+      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
+       continue;
+
+      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
-    RedrawPlayfield(TRUE, 0,0,0,0);
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !IS_DIGGABLE(element) && !dynabomb_xl)
+       break;
+    }
   }
-  else
+}
+
+void Bang(int x, int y)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  int explosion_type = EX_TYPE_NORMAL;
+
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
   {
-    int scroll_xx = -999, scroll_yy = -999;
+    struct PlayerInfo *player = PLAYERINFO(x, y);
 
-    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+    element = Feld[x][y] = player->initial_element;
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    if (level.use_explosion_element[player->index_nr])
     {
-      int dx = 0, dy = 0;
-      int fx = FX, fy = FY;
+      int explosion_element = level.explosion_element[player->index_nr];
+
+      if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
+       explosion_type = EX_TYPE_CROSS;
+      else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
+       explosion_type = EX_TYPE_CENTER;
+    }
+  }
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
+  switch (element)
+  {
+    case EL_BUG:
+    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
+    case EL_ROBOT:
+    case EL_PACMAN:
+    case EL_MOLE:
+      RaiseScoreElement(element);
+      break;
 
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      explosion_type = EX_TYPE_DYNA;
+      break;
 
-      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
-      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+    case EL_DC_LANDMINE:
+      explosion_type = EX_TYPE_CENTER;
+      break;
 
-      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
-       break;
+    case EL_PENGUIN:
+    case EL_LAMP:
+    case EL_LAMP_ACTIVE:
+    case EL_AMOEBA_TO_DIAMOND:
+      if (!IS_PLAYER(x, y))    /* penguin and player may be at same field */
+       explosion_type = EX_TYPE_CENTER;
+      break;
 
-      scroll_x -= dx;
-      scroll_y -= dy;
+    default:
+      if (element_info[element].explosion_type == EXPLODES_CROSS)
+       explosion_type = EX_TYPE_CROSS;
+      else if (element_info[element].explosion_type == EXPLODES_1X1)
+       explosion_type = EX_TYPE_CENTER;
+      break;
+  }
 
-      fx += dx * TILEX / 2;
-      fy += dy * TILEY / 2;
+  if (explosion_type == EX_TYPE_DYNA)
+    DynaExplode(x, y);
+  else
+    Explode(x, y, EX_PHASE_START, explosion_type);
 
-      ScrollLevel(dx, dy);
-      DrawAllPlayers();
+  CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
+}
 
-      /* scroll in two steps of half tile size to make things smoother */
-      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
-      FlushDisplay();
-      Delay(wait_delay_value);
+void SplashAcid(int x, int y)
+{
+  if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+      (!IN_LEV_FIELD(x - 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
 
-      /* scroll second step to align at full tile size */
-      BackToFront();
-      Delay(wait_delay_value);
-    }
+  if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+      (!IN_LEV_FIELD(x + 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+    Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
 
-    DrawPlayer(player);
-    BackToFront();
-    Delay(wait_delay_value);
-  }
+  PlayLevelSound(x, y, SND_ACID_SPLASHING);
 }
 
-void RelocatePlayer(int jx, int jy, int el_player_raw)
+static void InitBeltMovement()
 {
-  int el_player = GET_PLAYER_ELEMENT(el_player_raw);
-  int player_nr = GET_PLAYER_NR(el_player);
-  struct PlayerInfo *player = &stored_player[player_nr];
-  boolean ffwd_delay = (tape.playing && tape.fast_forward);
-  boolean no_delay = (tape.warp_forward);
-  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
-  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
-  int old_jx = player->jx;
-  int old_jy = player->jy;
-  int old_element = Feld[old_jx][old_jy];
-  int element = Feld[jx][jy];
-  boolean player_relocated = (old_jx != jx || old_jy != jy);
-
-  int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
-  int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
-  int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
-  int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
-  int leave_side_horiz = move_dir_horiz;
-  int leave_side_vert  = move_dir_vert;
-  int enter_side = enter_side_horiz | enter_side_vert;
-  int leave_side = leave_side_horiz | leave_side_vert;
-
-  if (player->GameOver)                /* do not reanimate dead player */
-    return;
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
 
-  if (!player_relocated)       /* no need to relocate the player */
-    return;
+  int x, y, i, j;
 
-  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELTS; i++)
   {
-    RemoveField(jx, jy);       /* temporarily remove newly placed player */
-    DrawLevelField(jx, jy);
-  }
+    int belt_nr = i;
 
-  if (player->present)
-  {
-    while (player->MovPos)
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
-      ScrollPlayer(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
-
-      AdvanceFrameAndPlayerCounters(player->index_nr);
-
-      DrawPlayer(player);
+      int element = belt_base_active_element[belt_nr] + j;
+      int graphic_1 = el2img(element);
+      int graphic_2 = el2panelimg(element);
 
-      BackToFront();
-      Delay(wait_delay_value);
+      if (game.belt_dir[i] == MV_LEFT)
+      {
+       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
+      }
+      else
+      {
+       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+      }
     }
-
-    DrawPlayer(player);                /* needed here only to cleanup last field */
-    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
-
-    player->is_moving = FALSE;
   }
 
-  if (IS_CUSTOM_ELEMENT(old_element))
-    CheckElementChangeByPlayer(old_jx, old_jy, old_element,
-                              CE_LEFT_BY_PLAYER,
-                              player->index_bit, leave_side);
-
-  CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
-                                     CE_PLAYER_LEAVES_X,
-                                     player->index_bit, leave_side);
-
-  Feld[jx][jy] = el_player;
-  InitPlayerField(jx, jy, el_player, TRUE);
-
-  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  SCAN_PLAYFIELD(x, y)
   {
-    Feld[jx][jy] = element;
-    InitField(jx, jy, FALSE);
-  }
-
-  if (player == local_player)  /* only visually relocate local player */
-    DrawRelocatePlayer(player);
+    int element = Feld[x][y];
 
-  TestIfPlayerTouchesBadThing(jx, jy);
-  TestIfPlayerTouchesCustomElement(jx, jy);
+    for (i = 0; i < NUM_BELTS; i++)
+    {
+      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
+      {
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+       int belt_nr = i;
 
-  if (IS_CUSTOM_ELEMENT(element))
-    CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
-                              player->index_bit, enter_side);
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
 
-  CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
-                                     player->index_bit, enter_side);
+         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+       }
+      }
+    }
+  }
 }
 
-void Explode(int ex, int ey, int phase, int mode)
+static void ToggleBeltSwitch(int x, int y)
 {
-  int x, y;
-  int last_phase;
-  int border_element;
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
+  };
+  static int belt_move_dir[4] =
+  {
+    MV_LEFT,
+    MV_NONE,
+    MV_RIGHT,
+    MV_NONE,
+  };
 
-  /* !!! eliminate this variable !!! */
-  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+  int element = Feld[x][y];
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
+  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+  int belt_dir = belt_move_dir[belt_dir_nr];
+  int xx, yy, i;
 
-  if (game.explosions_delayed)
-  {
-    ExplodeField[ex][ey] = mode;
+  if (!IS_BELT_SWITCH(element))
     return;
-  }
-
-  if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
-  {
-    int center_element = Feld[ex][ey];
-    int artwork_element, explosion_element;    /* set these values later */
 
-#if 0
-    /* --- This is only really needed (and now handled) in "Impact()". --- */
-    /* do not explode moving elements that left the explode field in time */
-    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-       center_element == EL_EMPTY &&
-       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
-      return;
-#endif
+  game.belt_dir_nr[belt_nr] = belt_dir_nr;
+  game.belt_dir[belt_nr] = belt_dir;
 
-#if 0
-    /* !!! at this place, the center element may be EL_BLOCKED !!! */
-    if (mode == EX_TYPE_NORMAL ||
-       mode == EX_TYPE_CENTER ||
-       mode == EX_TYPE_CROSS)
-      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
+  if (belt_dir_nr == 3)
+    belt_dir_nr = 1;
 
-    /* remove things displayed in background while burning dynamite */
-    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
-      Back[ex][ey] = 0;
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < NUM_BELT_PARTS; i++)
+  {
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic_1 = el2img(element);
+    int graphic_2 = el2panelimg(element);
 
-    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+    if (belt_dir == MV_LEFT)
     {
-      /* put moving element to center field (and let it explode there) */
-      center_element = MovingOrBlocked2Element(ex, ey);
-      RemoveMovingField(ex, ey);
-      Feld[ex][ey] = center_element;
+      graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
     }
+    else
+    {
+      graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
+      graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
+    }
+  }
 
-    /* now "center_element" is finally determined -- set related values now */
-    artwork_element = center_element;          /* for custom player artwork */
-    explosion_element = center_element;                /* for custom player artwork */
+  SCAN_PLAYFIELD(xx, yy)
+  {
+    int element = Feld[xx][yy];
 
-    if (IS_PLAYER(ex, ey))
+    if (IS_BELT_SWITCH(element))
     {
-      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
-
-      artwork_element = stored_player[player_nr].artwork_element;
+      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
 
-      if (level.use_explosion_element[player_nr])
+      if (e_belt_nr == belt_nr)
       {
-       explosion_element = level.explosion_element[player_nr];
-       artwork_element = explosion_element;
+       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+       TEST_DrawLevelField(xx, yy);
       }
     }
-
-#if 1
-    if (mode == EX_TYPE_NORMAL ||
-       mode == EX_TYPE_CENTER ||
-       mode == EX_TYPE_CROSS)
-      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
-#endif
-
-#if 1
-    last_phase = element_info[explosion_element].explosion_delay + 1;
-#else
-    last_phase = element_info[center_element].explosion_delay + 1;
-#endif
-
-    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
     {
-      int xx = x - ex + 1;
-      int yy = y - ey + 1;
-      int element;
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-      if (!IN_LEV_FIELD(x, y) ||
-         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
-         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
-       continue;
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
-      element = Feld[x][y];
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       TEST_DrawLevelField(xx, yy);
+      }
+    }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      if (e_belt_nr == belt_nr)
       {
-       element = MovingOrBlocked2Element(x, y);
+       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
-       if (!IS_EXPLOSION_PROOF(element))
-         RemoveMovingField(x, y);
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       TEST_DrawLevelField(xx, yy);
       }
+    }
+  }
+}
 
-      /* indestructible elements can only explode in center (but not flames) */
-      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
-                                          mode == EX_TYPE_BORDER)) ||
-         element == EL_FLAMES)
-       continue;
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+  int xx, yy;
 
-      /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
-        behaviour, for example when touching a yamyam that explodes to rocks
-        with active deadly shield, a rock is created under the player !!! */
-      /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
-#if 0
-      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
-         (game.engine_version < VERSION_IDENT(3,1,0,0) ||
-          (x == ex && y == ey && mode != EX_TYPE_BORDER)))
-#else
-      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
-#endif
-      {
-       if (IS_ACTIVE_BOMB(element))
-       {
-         /* re-activate things under the bomb like gate or penguin */
-         Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
-         Back[x][y] = 0;
-       }
+  game.switchgate_pos = !game.switchgate_pos;
 
-       continue;
-      }
+  SCAN_PLAYFIELD(xx, yy)
+  {
+    int element = Feld[xx][yy];
 
-      /* save walkable background elements while explosion on same tile */
-      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
-         (x != ex || y != ey || mode == EX_TYPE_BORDER))
-       Back[x][y] = element;
+    if (element == EL_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
+      TEST_DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_OPEN ||
+            element == EL_SWITCHGATE_OPENING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
 
-      /* ignite explodable elements reached by other explosion */
-      if (element == EL_EXPLOSION)
-       element = Store2[x][y];
+      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+    }
+    else if (element == EL_SWITCHGATE_CLOSED ||
+            element == EL_SWITCHGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
 
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
-      {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
-      }
+      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+    }
+  }
+}
 
-      RemoveField(x, y);
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
+         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
+         element);
+}
 
-      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
-      {
-#if 1
-       int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
+         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
+         element);
+}
 
-       Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
-#else
-       switch(StorePlayer[ex][ey])
-       {
-         case EL_PLAYER_2:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
-           break;
-         case EL_PLAYER_3:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
-           break;
-         case EL_PLAYER_4:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
-           break;
-         case EL_PLAYER_1:
-         default:
-           Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
-           break;
-       }
-#endif
+static void RedrawAllLightSwitchesAndInvisibleElements()
+{
+  int x, y;
 
-       if (PLAYERINFO(ex, ey)->use_murphy)
-         Store[x][y] = EL_EMPTY;
-      }
-#if 1
-      /* !!! check this case -- currently needed for rnd_rado_negundo_v,
-        !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
-      else if (ELEM_IS_PLAYER(center_element))
-       Store[x][y] = EL_EMPTY;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
-      else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
-       Store[x][y] = element_info[center_element].content.e[xx][yy];
-#if 1
-      /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
-        (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
-        otherwise) -- FIX THIS !!! */
-      else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
-       Store[x][y] = element_info[element].content.e[1][1];
-#else
-      else if (!CAN_EXPLODE(element))
-       Store[x][y] = element_info[element].content.e[1][1];
-#endif
-      else
-       Store[x][y] = EL_EMPTY;
-#else
-      else if (center_element == EL_MOLE)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (center_element == EL_PENGUIN)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (center_element == EL_BUG)
-       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
-      else if (center_element == EL_BD_BUTTERFLY)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (center_element == EL_SP_ELECTRON)
-       Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_AMOEBA_TO_DIAMOND)
-       Store[x][y] = level.amoeba_content;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
-      else if (IS_CUSTOM_ELEMENT(center_element) &&
-              element_info[center_element].content.e[xx][yy] != EL_EMPTY)
-       Store[x][y] = element_info[center_element].content.e[xx][yy];
-      else if (element == EL_WALL_EMERALD)
-       Store[x][y] = EL_EMERALD;
-      else if (element == EL_WALL_DIAMOND)
-       Store[x][y] = EL_DIAMOND;
-      else if (element == EL_WALL_BD_DIAMOND)
-       Store[x][y] = EL_BD_DIAMOND;
-      else if (element == EL_WALL_EMERALD_YELLOW)
-       Store[x][y] = EL_EMERALD_YELLOW;
-      else if (element == EL_WALL_EMERALD_RED)
-       Store[x][y] = EL_EMERALD_RED;
-      else if (element == EL_WALL_EMERALD_PURPLE)
-       Store[x][y] = EL_EMERALD_PURPLE;
-      else if (element == EL_WALL_PEARL)
-       Store[x][y] = EL_PEARL;
-      else if (element == EL_WALL_CRYSTAL)
-       Store[x][y] = EL_CRYSTAL;
-      else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
-       Store[x][y] = element_info[element].content.e[1][1];
-      else
-       Store[x][y] = EL_EMPTY;
-#endif
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
-         center_element == EL_AMOEBA_TO_DIAMOND)
-       Store2[x][y] = element;
+    if (element == EL_LIGHT_SWITCH &&
+       game.light_time_left > 0)
+    {
+      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_LIGHT_SWITCH_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_LIGHT_SWITCH;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER &&
+            game.light_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.light_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL ||
+            element == EL_INVISIBLE_WALL ||
+            element == EL_INVISIBLE_SAND)
+    {
+      if (game.light_time_left > 0)
+       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
 
-      Feld[x][y] = EL_EXPLOSION;
-      GfxElement[x][y] = artwork_element;
+      TEST_DrawLevelField(x, y);
 
-      ExplodePhase[x][y] = 1;
-      ExplodeDelay[x][y] = last_phase;
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.light_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-      Stop[x][y] = TRUE;
+      TEST_DrawLevelField(x, y);
+
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
     }
+  }
+}
 
-    if (center_element == EL_YAMYAM)
-      game.yamyam_content_nr =
-       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+static void RedrawAllInvisibleElementsForLenses()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
+
+    if (element == EL_EMC_DRIPPER &&
+       game.lenses_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_DRIPPER_ACTIVE &&
+            game.lenses_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_DRIPPER;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL ||
+            element == EL_INVISIBLE_WALL ||
+            element == EL_INVISIBLE_SAND)
+    {
+      if (game.lenses_time_left > 0)
+       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
 
-    return;
-  }
+      TEST_DrawLevelField(x, y);
 
-  if (Stop[ex][ey])
-    return;
+      /* uncrumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+            element == EL_INVISIBLE_WALL_ACTIVE ||
+            element == EL_INVISIBLE_SAND_ACTIVE)
+    {
+      if (game.lenses_time_left == 0)
+       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-  x = ex;
-  y = ey;
+      TEST_DrawLevelField(x, y);
 
-  if (phase == 1)
-    GfxFrame[x][y] = 0;                /* restart explosion animation */
+      /* re-crumble neighbour fields, if needed */
+      if (element == EL_INVISIBLE_SAND)
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+    }
+  }
+}
 
-  last_phase = ExplodeDelay[x][y];
+static void RedrawAllInvisibleElementsForMagnifier()
+{
+  int x, y;
 
-  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+  SCAN_PLAYFIELD(x, y)
+  {
+    int element = Feld[x][y];
 
-#ifdef DEBUG
+    if (element == EL_EMC_FAKE_GRASS &&
+       game.magnify_time_left > 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = EL_EMC_FAKE_GRASS;
+      TEST_DrawLevelField(x, y);
+    }
+    else if (IS_GATE_GRAY(element) &&
+            game.magnify_time_left > 0)
+    {
+      Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
+                   element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
+                   IS_EM_GATE_GRAY(element) ?
+                   element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
+                   IS_EMC_GATE_GRAY(element) ?
+                   element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+                   IS_DC_GATE_GRAY(element) ?
+                   EL_DC_GATE_WHITE_GRAY_ACTIVE :
+                   element);
+      TEST_DrawLevelField(x, y);
+    }
+    else if (IS_GATE_GRAY_ACTIVE(element) &&
+            game.magnify_time_left == 0)
+    {
+      Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
+                   IS_EM_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
+                   IS_EMC_GATE_GRAY_ACTIVE(element) ?
+                   element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+                   IS_DC_GATE_GRAY_ACTIVE(element) ?
+                   EL_DC_GATE_WHITE_GRAY :
+                   element);
+      TEST_DrawLevelField(x, y);
+    }
+  }
+}
 
-  /* activate this even in non-DEBUG version until cause for crash in
-     getGraphicAnimationFrame() (see below) is found and eliminated */
+static void ToggleLightSwitch(int x, int y)
+{
+  int element = Feld[x][y];
 
-#endif
-#if 1
+  game.light_time_left =
+    (element == EL_LIGHT_SWITCH ?
+     level.time_light * FRAMES_PER_SECOND : 0);
 
-  if (GfxElement[x][y] == EL_UNDEFINED)
-  {
-    printf("\n\n");
-    printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
-    printf("Explode(): This should never happen!\n");
-    printf("\n\n");
+  RedrawAllLightSwitchesAndInvisibleElements();
+}
 
-    GfxElement[x][y] = EL_EMPTY;
-  }
-#endif
+static void ActivateTimegateSwitch(int x, int y)
+{
+  int xx, yy;
 
-  border_element = Store2[x][y];
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
-    border_element = StorePlayer[x][y];
+  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  if (phase == element_info[border_element].ignition_delay ||
-      phase == last_phase)
+  SCAN_PLAYFIELD(xx, yy)
   {
-    boolean border_explosion = FALSE;
+    int element = Feld[xx][yy];
 
-    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
-       !PLAYER_EXPLOSION_PROTECTED(x, y))
-    {
-      KillPlayerUnlessExplosionProtected(x, y);
-      border_explosion = TRUE;
-    }
-    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+    if (element == EL_TIMEGATE_CLOSED ||
+       element == EL_TIMEGATE_CLOSING)
     {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
-      border_explosion = TRUE;
+      Feld[xx][yy] = EL_TIMEGATE_OPENING;
+      PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
     }
-    else if (border_element == EL_AMOEBA_TO_DIAMOND)
+
+    /*
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
     {
-      AmoebeUmwandeln(x, y);
-      Store2[x][y] = 0;
-      border_explosion = TRUE;
+      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+      TEST_DrawLevelField(xx, yy);
     }
+    */
 
-    /* if an element just explodes due to another explosion (chain-reaction),
-       do not immediately end the new explosion when it was the last frame of
-       the explosion (as it would be done in the following "if"-statement!) */
-    if (border_explosion && phase == last_phase)
-      return;
   }
 
-  if (phase == last_phase)
+  Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
+               EL_DC_TIMEGATE_SWITCH_ACTIVE);
+}
+
+void Impact(int x, int y)
+{
+  boolean last_line = (y == lev_fieldy - 1);
+  boolean object_hit = FALSE;
+  boolean impact = (last_line || object_hit);
+  int element = Feld[x][y];
+  int smashed = EL_STEELWALL;
+
+  if (!last_line)      /* check if element below was hit */
   {
-    int element;
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
+      return;
 
-    element = Feld[x][y] = Store[x][y];
-    Store[x][y] = Store2[x][y] = 0;
-    GfxElement[x][y] = EL_UNDEFINED;
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
 
-    /* player can escape from explosions and might therefore be still alive */
-    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
-       element <= EL_PLAYER_IS_EXPLODING_4)
-    {
-      int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
-      int explosion_element = EL_PLAYER_1 + player_nr;
-      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
-      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
+    /* do not smash moving elements that left the smashed field in time */
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+       ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
+      object_hit = FALSE;
 
-      if (level.use_explosion_element[player_nr])
-       explosion_element = level.explosion_element[player_nr];
+#if USE_QUICKSAND_IMPACT_BUGFIX
+    if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
+    {
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      TEST_DrawLevelField(x, y + 2);
 
-      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
-                   element_info[explosion_element].content.e[xx][yy]);
+      object_hit = TRUE;
     }
 
-    /* restore probably existing indestructible background element */
-    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
-      element = Feld[x][y] = Back[x][y];
-    Back[x][y] = 0;
-
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
-    GfxDir[x][y] = MV_NONE;
-    ChangeDelay[x][y] = 0;
-    ChangePage[x][y] = -1;
+    if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
+    {
+      RemoveMovingField(x, y + 1);
+      Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
+      Feld[x][y + 2] = EL_ROCK;
+      TEST_DrawLevelField(x, y + 2);
 
-#if USE_NEW_CUSTOM_VALUE
-    CustomValue[x][y] = 0;
+      object_hit = TRUE;
+    }
 #endif
 
-    InitField_WithBug2(x, y, FALSE);
-
-    DrawLevelField(x, y);
+    if (object_hit)
+      smashed = MovingOrBlocked2Element(x, y + 1);
 
-    TestIfElementTouchesCustomElement(x, y);
+    impact = (last_line || object_hit);
+  }
 
-    if (GFX_CRUMBLED(element))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  if (!last_line && smashed == EL_ACID)        /* element falls into acid */
+  {
+    SplashAcid(x, y + 1);
+    return;
+  }
 
-    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
-      StorePlayer[x][y] = 0;
+  /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
+  /* only reset graphic animation if graphic really changes after impact */
+  if (impact &&
+      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
+  {
+    ResetGfxAnimation(x, y);
+    TEST_DrawLevelField(x, y);
+  }
 
-    if (ELEM_IS_PLAYER(element))
-      RelocatePlayer(x, y, element);
+  if (impact && CAN_EXPLODE_IMPACT(element))
+  {
+    Bang(x, y);
+    return;
   }
-  else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+  else if (impact && element == EL_PEARL &&
+          smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
   {
-    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
-
-    if (phase == delay)
-      DrawLevelFieldCrumbledSand(x, y);
+    ResetGfxAnimation(x, y);
 
-    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
-    {
-      DrawLevelElement(x, y, Back[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
-    }
-    else if (IS_WALKABLE_UNDER(Back[x][y]))
-    {
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-      DrawLevelElementThruMask(x, y, Back[x][y]);
-    }
-    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+    Feld[x][y] = EL_PEARL_BREAKING;
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
+    return;
   }
-}
-
-void DynaExplode(int ex, int ey)
-{
-  int i, j;
-  int dynabomb_element = Feld[ex][ey];
-  int dynabomb_size = 1;
-  boolean dynabomb_xl = FALSE;
-  struct PlayerInfo *player;
-  static int xy[4][2] =
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 
-  if (IS_ACTIVE_BOMB(dynabomb_element))
-  {
-    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
-    dynabomb_size = player->dynabomb_size;
-    dynabomb_xl = player->dynabomb_xl;
-    player->dynabombs_left++;
+    return;
   }
 
-  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
+  if (impact && element == EL_AMOEBA_DROP)
+  {
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillPlayerUnlessEnemyProtected(x, y + 1);
+    else if (object_hit && smashed == EL_PENGUIN)
+      Bang(x, y + 1);
+    else
+    {
+      Feld[x][y] = EL_AMOEBA_GROWING;
+      Store[x][y] = EL_AMOEBA_WET;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
+      ResetRandomAnimationValue(x, y);
+    }
+    return;
+  }
+
+  if (object_hit)              /* check which object was hit */
   {
-    for (j = 1; j <= dynabomb_size; j++)
+    if ((CAN_PASS_MAGIC_WALL(element) && 
+        (smashed == EL_MAGIC_WALL ||
+         smashed == EL_BD_MAGIC_WALL)) ||
+       (CAN_PASS_DC_MAGIC_WALL(element) &&
+        smashed == EL_DC_MAGIC_WALL))
     {
-      int x = ex + j * xy[i][0];
-      int y = ey + j * xy[i][1];
-      int element;
+      int xx, yy;
+      int activated_magic_wall =
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+        smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
+        EL_DC_MAGIC_WALL_ACTIVE);
 
-      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
-       break;
+      /* activate magic wall / mill */
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == smashed)
+         Feld[xx][yy] = activated_magic_wall;
+      }
 
-      element = Feld[x][y];
+      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
+      game.magic_wall_active = TRUE;
 
-      /* do not restart explosions of fields with active bombs */
-      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
-       continue;
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
+                           SND_MAGIC_WALL_ACTIVATING :
+                           smashed == EL_BD_MAGIC_WALL ?
+                           SND_BD_MAGIC_WALL_ACTIVATING :
+                           SND_DC_MAGIC_WALL_ACTIVATING));
+    }
 
-      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
+    if (IS_PLAYER(x, y + 1))
+    {
+      if (CAN_SMASH_PLAYER(element))
+      {
+       KillPlayerUnlessEnemyProtected(x, y + 1);
+       return;
+      }
+    }
+    else if (smashed == EL_PENGUIN)
+    {
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+    }
+    else if (element == EL_BD_DIAMOND)
+    {
+      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+    }
+    else if (((element == EL_SP_INFOTRON ||
+              element == EL_SP_ZONK) &&
+             (smashed == EL_SP_SNIKSNAK ||
+              smashed == EL_SP_ELECTRON ||
+              smashed == EL_SP_DISK_ORANGE)) ||
+            (element == EL_SP_INFOTRON &&
+             smashed == EL_SP_DISK_YELLOW))
+    {
+      Bang(x, y + 1);
+      return;
+    }
+    else if (CAN_SMASH_EVERYTHING(element))
+    {
+      if (IS_CLASSIC_ENEMY(smashed) ||
+         CAN_EXPLODE_SMASHED(smashed))
+      {
+       Bang(x, y + 1);
+       return;
+      }
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+      {
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
+       {
+         Bang(x, y + 1);
+         return;
+       }
+       else if (smashed == EL_NUT)
+       {
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
+         RaiseScoreElement(EL_NUT);
+         return;
+       }
+       else if (smashed == EL_PEARL)
+       {
+         ResetGfxAnimation(x, y);
 
-      if (element != EL_EMPTY && element != EL_EXPLOSION &&
-         !IS_DIGGABLE(element) && !dynabomb_xl)
-       break;
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
+         return;
+       }
+       else if (smashed == EL_DIAMOND)
+       {
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
+         return;
+       }
+       else if (IS_BELT_SWITCH(smashed))
+       {
+         ToggleBeltSwitch(x, y + 1);
+       }
+       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_SWITCHGATE_SWITCH_DOWN ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y + 1);
+       }
+       else if (smashed == EL_LIGHT_SWITCH ||
+                smashed == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y + 1);
+       }
+       else
+       {
+         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+
+         CheckElementChangeBySide(x, y + 1, smashed, element,
+                                  CE_SWITCHED, CH_SIDE_TOP);
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
+                                           CH_SIDE_TOP);
+       }
+      }
+      else
+      {
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+      }
     }
   }
+
+  /* play sound of magic wall / mill */
+  if (!last_line &&
+      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
+  {
+    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
+
+    return;
+  }
+
+  /* play sound of object that hits the ground */
+  if (last_line || object_hit)
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
-void Bang(int x, int y)
+inline static void TurnRoundExt(int x, int y)
 {
-  int element = MovingOrBlocked2Element(x, y);
-  int explosion_type = EX_TYPE_NORMAL;
-
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+  static struct
   {
-    struct PlayerInfo *player = PLAYERINFO(x, y);
+    int dx, dy;
+  } move_xy[] =
+  {
+    {  0,  0 },
+    { -1,  0 },
+    { +1,  0 },
+    {  0,  0 },
+    {  0, -1 },
+    {  0,  0 }, { 0, 0 }, { 0, 0 },
+    {  0, +1 }
+  };
+  static struct
+  {
+    int left, right, back;
+  } turn[] =
+  {
+    { 0,       0,              0        },
+    { MV_DOWN, MV_UP,          MV_RIGHT },
+    { MV_UP,   MV_DOWN,        MV_LEFT  },
+    { 0,       0,              0        },
+    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { MV_RIGHT,        MV_LEFT,        MV_UP    }
+  };
 
-    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
-                           player->element_nr);
+  int element = Feld[x][y];
+  int move_pattern = element_info[element].move_pattern;
 
-    if (level.use_explosion_element[player->index_nr])
-    {
-      int explosion_element = level.explosion_element[player->index_nr];
+  int old_move_dir = MovDir[x][y];
+  int left_dir  = turn[old_move_dir].left;
+  int right_dir = turn[old_move_dir].right;
+  int back_dir  = turn[old_move_dir].back;
 
-      if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
-       explosion_type = EX_TYPE_CROSS;
-      else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
-       explosion_type = EX_TYPE_CENTER;
-    }
-  }
+  int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
+  int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
+  int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
+  int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
 
-  switch(element)
-  {
-    case EL_BUG:
-    case EL_SPACESHIP:
-    case EL_BD_BUTTERFLY:
-    case EL_BD_FIREFLY:
-    case EL_YAMYAM:
-    case EL_DARK_YAMYAM:
-    case EL_ROBOT:
-    case EL_PACMAN:
-    case EL_MOLE:
-      RaiseScoreElement(element);
-      break;
+  int left_x  = x + left_dx,  left_y  = y + left_dy;
+  int right_x = x + right_dx, right_y = y + right_dy;
+  int move_x  = x + move_dx,  move_y  = y + move_dy;
 
-    case EL_DYNABOMB_PLAYER_1_ACTIVE:
-    case EL_DYNABOMB_PLAYER_2_ACTIVE:
-    case EL_DYNABOMB_PLAYER_3_ACTIVE:
-    case EL_DYNABOMB_PLAYER_4_ACTIVE:
-    case EL_DYNABOMB_INCREASE_NUMBER:
-    case EL_DYNABOMB_INCREASE_SIZE:
-    case EL_DYNABOMB_INCREASE_POWER:
-      explosion_type = EX_TYPE_DYNA;
-      break;
+  int xx, yy;
 
-    case EL_PENGUIN:
-    case EL_LAMP:
-    case EL_LAMP_ACTIVE:
-    case EL_AMOEBA_TO_DIAMOND:
-      if (!IS_PLAYER(x, y))    /* penguin and player may be at same field */
-       explosion_type = EX_TYPE_CENTER;
-      break;
+  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-    default:
-      if (element_info[element].explosion_type == EXPLODES_CROSS)
-       explosion_type = EX_TYPE_CROSS;
-      else if (element_info[element].explosion_type == EXPLODES_1X1)
-       explosion_type = EX_TYPE_CENTER;
-      break;
+    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
+
+    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
+      MovDelay[x][y] = 1;
   }
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-  if (explosion_type == EX_TYPE_DYNA)
-    DynaExplode(x, y);
-  else
-    Explode(x, y, EX_PHASE_START, explosion_type);
+    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
 
-  CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
-}
+    if (element == EL_SPACESHIP        && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
+      MovDelay[x][y] = 1;
+  }
+  else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
 
-void SplashAcid(int x, int y)
-{
-  if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
-      (!IN_LEV_FIELD(x - 1, y - 2) ||
-       !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
-    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+    if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+      MovDir[x][y] = right_dir;
 
-  if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
-      (!IN_LEV_FIELD(x + 1, y - 2) ||
-       !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
-    Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+  else if (element == EL_YAMYAM)
+  {
+    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
 
-  PlayLevelSound(x, y, SND_ACID_SPLASHING);
-}
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-static void InitBeltMovement()
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT,
-    EL_CONVEYOR_BELT_2_LEFT,
-    EL_CONVEYOR_BELT_3_LEFT,
-    EL_CONVEYOR_BELT_4_LEFT
-  };
-  static int belt_base_active_element[4] =
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_DARK_YAMYAM)
   {
-    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
-  };
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        right_x, right_y);
 
-  int x, y, i, j;
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < NUM_BELTS; i++)
+    MovDelay[x][y] = 16 + 16 * RND(3);
+  }
+  else if (element == EL_PACMAN)
   {
-    int belt_nr = i;
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
 
-    for (j = 0; j < NUM_BELT_PARTS; j++)
-    {
-      int element = belt_base_active_element[belt_nr] + j;
-      int graphic = el2img(element);
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-      if (game.belt_dir[i] == MV_LEFT)
-       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-      else
-       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
-    }
+    MovDelay[x][y] = 6 + RND(40);
   }
-
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
+  else if (element == EL_PIG)
   {
-    int element = Feld[x][y];
+    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
+    boolean should_turn_left, should_turn_right, should_move_on;
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
 
-    for (i = 0; i < NUM_BELTS; i++)
+    should_turn_left = (can_turn_left &&
+                       (!can_move_on ||
+                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+                                                  y + back_dy + left_dy)));
+    should_turn_right = (can_turn_right &&
+                        (!can_move_on ||
+                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+                                                   y + back_dy + right_dy)));
+    should_move_on = (can_move_on &&
+                     (!can_turn_left ||
+                      !can_turn_right ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+                                                y + move_dy + left_dy) ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+                                                y + move_dy + right_dy)));
+
+    if (should_turn_left || should_turn_right || should_move_on)
     {
-      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
-       int belt_nr = i;
+      if (should_turn_left && should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
+                       rnd < 2 * rnd_value / 3 ? right_dir :
+                       old_move_dir);
+      else if (should_turn_left && should_turn_right)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+      else if (should_turn_left && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
+      else if (should_turn_right && should_move_on)
+       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
+      else if (should_turn_left)
+       MovDir[x][y] = left_dir;
+      else if (should_turn_right)
+       MovDir[x][y] = right_dir;
+      else if (should_move_on)
+       MovDir[x][y] = old_move_dir;
+    }
+    else if (can_move_on && rnd > rnd_value / 8)
+      MovDir[x][y] = old_move_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value/8)
+      MovDir[x][y] = right_dir;
+    else
+      MovDir[x][y] = back_dir;
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
 
-         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-       }
-      }
-    }
-  }
-}
+    if (!IN_LEV_FIELD(xx, yy) ||
+        (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
+      MovDir[x][y] = old_move_dir;
 
-static void ToggleBeltSwitch(int x, int y)
-{
-  static int belt_base_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT,
-    EL_CONVEYOR_BELT_2_LEFT,
-    EL_CONVEYOR_BELT_3_LEFT,
-    EL_CONVEYOR_BELT_4_LEFT
-  };
-  static int belt_base_active_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
-  };
-  static int belt_base_switch_element[4] =
-  {
-    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT_4_SWITCH_LEFT
-  };
-  static int belt_move_dir[4] =
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_DRAGON)
   {
-    MV_LEFT,
-    MV_NONE,
-    MV_RIGHT,
-    MV_NONE,
-  };
+    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
+    int rnd_value = 24;
+    int rnd = RND(rnd_value);
 
-  int element = Feld[x][y];
-  int belt_nr = getBeltNrFromBeltSwitchElement(element);
-  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
-  int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy, i;
+    if (can_move_on && rnd > rnd_value / 8)
+      MovDir[x][y] = old_move_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
+      MovDir[x][y] = left_dir;
+    else if (can_turn_right && rnd > rnd_value / 8)
+      MovDir[x][y] = right_dir;
+    else
+      MovDir[x][y] = back_dir;
 
-  if (!IS_BELT_SWITCH(element))
-    return;
+    xx = x + move_xy[MovDir[x][y]].dx;
+    yy = y + move_xy[MovDir[x][y]].dy;
+
+    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_MOLE)
+  {
+    boolean can_move_on =
+      (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
+                           IS_AMOEBOID(Feld[move_x][move_y]) ||
+                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
+    if (!can_move_on)
+    {
+      boolean can_turn_left =
+       (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
+                             IS_AMOEBOID(Feld[left_x][left_y])));
 
-  game.belt_dir_nr[belt_nr] = belt_dir_nr;
-  game.belt_dir[belt_nr] = belt_dir;
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
 
-  if (belt_dir_nr == 3)
-    belt_dir_nr = 1;
+      if (can_turn_left && can_turn_right)
+       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+      else if (can_turn_left)
+       MovDir[x][y] = left_dir;
+      else
+       MovDir[x][y] = right_dir;
+    }
 
-  /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < NUM_BELT_PARTS; i++)
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+  else if (element == EL_BALLOON)
   {
-    int element = belt_base_active_element[belt_nr] + i;
-    int graphic = el2img(element);
-
-    if (belt_dir == MV_LEFT)
-      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
-    else
-      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    MovDir[x][y] = game.wind_direction;
+    MovDelay[x][y] = 0;
   }
-
-#if 1
-  SCAN_PLAYFIELD(xx, yy)
-#else
-  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
+  else if (element == EL_SPRING)
   {
-    int element = Feld[xx][yy];
-
-    if (IS_BELT_SWITCH(element))
+    if (MovDir[x][y] & MV_HORIZONTAL)
     {
-      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
-
-      if (e_belt_nr == belt_nr)
+      if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+         !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
       {
-       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-       DrawLevelField(xx, yy);
+       Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+       ResetGfxAnimation(move_x, move_y);
+       TEST_DrawLevelField(move_x, move_y);
+
+       MovDir[x][y] = back_dir;
       }
+      else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+              SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+       MovDir[x][y] = MV_NONE;
     }
-    else if (IS_BELT(element) && belt_dir != MV_NONE)
-    {
-      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-      if (e_belt_nr == belt_nr)
-      {
-       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+    MovDelay[x][y] = 0;
+  }
+  else if (element == EL_ROBOT ||
+          element == EL_SATELLITE ||
+          element == EL_PENGUIN ||
+          element == EL_EMC_ANDROID)
+  {
+    int attr_x = -1, attr_y = -1;
 
-       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-       DrawLevelField(xx, yy);
-      }
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
     }
-    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    else
     {
-      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+      int i;
 
-      if (e_belt_nr == belt_nr)
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
-       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-       DrawLevelField(xx, yy);
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
       }
     }
-  }
-}
-
-static void ToggleSwitchgateSwitch(int x, int y)
-{
-  int xx, yy;
-
-  game.switchgate_pos = !game.switchgate_pos;
 
-#if 1
-  SCAN_PLAYFIELD(xx, yy)
-#else
-  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
-  {
-    int element = Feld[xx][yy];
-
-    if (element == EL_SWITCHGATE_SWITCH_UP ||
-       element == EL_SWITCHGATE_SWITCH_DOWN)
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
+       (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+        game.engine_version < VERSION_IDENT(3,1,0,0)))
     {
-      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-      DrawLevelField(xx, yy);
+      attr_x = ZX;
+      attr_y = ZY;
     }
-    else if (element == EL_SWITCHGATE_OPEN ||
-            element == EL_SWITCHGATE_OPENING)
+
+    if (element == EL_PENGUIN)
     {
-      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+      int i;
+      static int xy[4][2] =
+      {
+       { 0, -1 },
+       { -1, 0 },
+       { +1, 0 },
+       { 0, +1 }
+      };
 
-      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+      for (i = 0; i < NUM_DIRECTIONS; i++)
+      {
+       int ex = x + xy[i][0];
+       int ey = y + xy[i][1];
+
+       if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_EM_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
+                                    Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
+       {
+         attr_x = ex;
+         attr_y = ey;
+         break;
+       }
+      }
     }
-    else if (element == EL_SWITCHGATE_CLOSED ||
-            element == EL_SWITCHGATE_CLOSING)
+
+    MovDir[x][y] = MV_NONE;
+    if (attr_x < x)
+      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
+
+    if (element == EL_ROBOT)
     {
-      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+      int newx, newy;
 
-      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
+       MovDelay[x][y] = 8 + 8 * !RND(3);
+      else
+       MovDelay[x][y] = 16;
     }
-  }
-}
+    else if (element == EL_PENGUIN)
+    {
+      int newx, newy;
 
-static int getInvisibleActiveFromInvisibleElement(int element)
-{
-  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
-         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
-         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
-         element);
-}
+      MovDelay[x][y] = 1;
 
-static int getInvisibleFromInvisibleActiveElement(int element)
-{
-  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
-         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
-         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
-         element);
-}
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
 
-static void RedrawAllLightSwitchesAndInvisibleElements()
-{
-  int x, y;
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-  {
-    int element = Feld[x][y];
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+         return;
 
-    if (element == EL_LIGHT_SWITCH &&
-       game.light_time_left > 0)
-    {
-      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_LIGHT_SWITCH_ACTIVE &&
-            game.light_time_left == 0)
-    {
-      Feld[x][y] = EL_LIGHT_SWITCH;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_EMC_DRIPPER &&
-            game.light_time_left > 0)
-    {
-      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_EMC_DRIPPER_ACTIVE &&
-            game.light_time_left == 0)
-    {
-      Feld[x][y] = EL_EMC_DRIPPER;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_INVISIBLE_STEELWALL ||
-            element == EL_INVISIBLE_WALL ||
-            element == EL_INVISIBLE_SAND)
-    {
-      if (game.light_time_left > 0)
-       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-      DrawLevelField(x, y);
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
+         return;
 
-      /* uncrumble neighbour fields, if needed */
-      if (element == EL_INVISIBLE_SAND)
-       DrawLevelFieldCrumbledSandNeighbours(x, y);
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
     }
-    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
-            element == EL_INVISIBLE_WALL_ACTIVE ||
-            element == EL_INVISIBLE_SAND_ACTIVE)
+    else if (element == EL_SATELLITE)
     {
-      if (game.light_time_left == 0)
-       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+      int newx, newy;
 
-      DrawLevelField(x, y);
+      MovDelay[x][y] = 1;
 
-      /* re-crumble neighbour fields, if needed */
-      if (element == EL_INVISIBLE_SAND)
-       DrawLevelFieldCrumbledSandNeighbours(x, y);
-    }
-  }
-}
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
 
-static void RedrawAllInvisibleElementsForLenses()
-{
-  int x, y;
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-  {
-    int element = Feld[x][y];
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
 
-    if (element == EL_EMC_DRIPPER &&
-       game.lenses_time_left > 0)
-    {
-      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_EMC_DRIPPER_ACTIVE &&
-            game.lenses_time_left == 0)
-    {
-      Feld[x][y] = EL_EMC_DRIPPER;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_INVISIBLE_STEELWALL ||
-            element == EL_INVISIBLE_WALL ||
-            element == EL_INVISIBLE_SAND)
-    {
-      if (game.lenses_time_left > 0)
-       Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-      DrawLevelField(x, y);
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
+         return;
 
-      /* uncrumble neighbour fields, if needed */
-      if (element == EL_INVISIBLE_SAND)
-       DrawLevelFieldCrumbledSandNeighbours(x, y);
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
     }
-    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
-            element == EL_INVISIBLE_WALL_ACTIVE ||
-            element == EL_INVISIBLE_SAND_ACTIVE)
+    else if (element == EL_EMC_ANDROID)
     {
-      if (game.lenses_time_left == 0)
-       Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+      static int check_pos[16] =
+      {
+       -1,             /*  0 => (invalid)          */
+       7,              /*  1 => MV_LEFT            */
+       3,              /*  2 => MV_RIGHT           */
+       -1,             /*  3 => (invalid)          */
+       1,              /*  4 =>            MV_UP   */
+       0,              /*  5 => MV_LEFT  | MV_UP   */
+       2,              /*  6 => MV_RIGHT | MV_UP   */
+       -1,             /*  7 => (invalid)          */
+       5,              /*  8 =>            MV_DOWN */
+       6,              /*  9 => MV_LEFT  | MV_DOWN */
+       4,              /* 10 => MV_RIGHT | MV_DOWN */
+       -1,             /* 11 => (invalid)          */
+       -1,             /* 12 => (invalid)          */
+       -1,             /* 13 => (invalid)          */
+       -1,             /* 14 => (invalid)          */
+       -1,             /* 15 => (invalid)          */
+      };
+      static struct
+      {
+       int dx, dy;
+       int dir;
+      } check_xy[8] =
+      {
+        { -1, -1,      MV_LEFT  | MV_UP   },
+               {  0, -1,                  MV_UP   },
+       { +1, -1,       MV_RIGHT | MV_UP   },
+       { +1,  0,       MV_RIGHT           },
+       { +1, +1,       MV_RIGHT | MV_DOWN },
+       {  0, +1,                  MV_DOWN },
+       { -1, +1,       MV_LEFT  | MV_DOWN },
+       { -1,  0,       MV_LEFT            },
+      };
+      int start_pos, check_order;
+      boolean can_clone = FALSE;
+      int i;
 
-      DrawLevelField(x, y);
+      /* check if there is any free field around current position */
+      for (i = 0; i < 8; i++)
+      {
+       int newx = x + check_xy[i].dx;
+       int newy = y + check_xy[i].dy;
 
-      /* re-crumble neighbour fields, if needed */
-      if (element == EL_INVISIBLE_SAND)
-       DrawLevelFieldCrumbledSandNeighbours(x, y);
-    }
-  }
-}
+       if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+       {
+         can_clone = TRUE;
 
-static void RedrawAllInvisibleElementsForMagnifier()
-{
-  int x, y;
+         break;
+       }
+      }
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-  {
-    int element = Feld[x][y];
+      if (can_clone)           /* randomly find an element to clone */
+      {
+       can_clone = FALSE;
 
-    if (element == EL_EMC_FAKE_GRASS &&
-       game.magnify_time_left > 0)
-    {
-      Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
-      DrawLevelField(x, y);
-    }
-    else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
-            game.magnify_time_left == 0)
-    {
-      Feld[x][y] = EL_EMC_FAKE_GRASS;
-      DrawLevelField(x, y);
-    }
-    else if (IS_GATE_GRAY(element) &&
-            game.magnify_time_left > 0)
-    {
-      Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
-                   element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
-                   IS_EM_GATE_GRAY(element) ?
-                   element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
-                   IS_EMC_GATE_GRAY(element) ?
-                   element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
-                   element);
-      DrawLevelField(x, y);
-    }
-    else if (IS_GATE_GRAY_ACTIVE(element) &&
-            game.magnify_time_left == 0)
-    {
-      Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
-                   element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
-                   IS_EM_GATE_GRAY_ACTIVE(element) ?
-                   element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
-                   IS_EMC_GATE_GRAY_ACTIVE(element) ?
-                   element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
-                   element);
-      DrawLevelField(x, y);
-    }
-  }
-}
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
 
-static void ToggleLightSwitch(int x, int y)
-{
-  int element = Feld[x][y];
+       for (i = 0; i < 8; i++)
+       {
+         int pos_raw = start_pos + i * check_order;
+         int pos = (pos_raw + 8) % 8;
+         int newx = x + check_xy[pos].dx;
+         int newy = y + check_xy[pos].dy;
 
-  game.light_time_left =
-    (element == EL_LIGHT_SWITCH ?
-     level.time_light * FRAMES_PER_SECOND : 0);
+         if (ANDROID_CAN_CLONE_FIELD(newx, newy))
+         {
+           element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
+           element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
 
-  RedrawAllLightSwitchesAndInvisibleElements();
-}
+           Store[x][y] = Feld[newx][newy];
 
-static void ActivateTimegateSwitch(int x, int y)
-{
-  int xx, yy;
+           can_clone = TRUE;
 
-  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+           break;
+         }
+       }
+      }
 
-#if 1
-  SCAN_PLAYFIELD(xx, yy)
-#else
-  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
-  {
-    int element = Feld[xx][yy];
+      if (can_clone)           /* randomly find a direction to move */
+      {
+       can_clone = FALSE;
 
-    if (element == EL_TIMEGATE_CLOSED ||
-       element == EL_TIMEGATE_CLOSING)
-    {
-      Feld[xx][yy] = EL_TIMEGATE_OPENING;
-      PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
-    }
+       start_pos = check_pos[RND(8)];
+       check_order = (RND(2) ? -1 : +1);
 
-    /*
-    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-    {
-      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-      DrawLevelField(xx, yy);
-    }
-    */
+       for (i = 0; i < 8; i++)
+       {
+         int pos_raw = start_pos + i * check_order;
+         int pos = (pos_raw + 8) % 8;
+         int newx = x + check_xy[pos].dx;
+         int newy = y + check_xy[pos].dy;
+         int new_move_dir = check_xy[pos].dir;
 
-  }
+         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+         {
+           MovDir[x][y] = new_move_dir;
+           MovDelay[x][y] = level.android_clone_time * 8 + 1;
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
-}
+           can_clone = TRUE;
 
-void Impact(int x, int y)
-{
-  boolean last_line = (y == lev_fieldy - 1);
-  boolean object_hit = FALSE;
-  boolean impact = (last_line || object_hit);
-  int element = Feld[x][y];
-  int smashed = EL_STEELWALL;
+           break;
+         }
+       }
+      }
 
-  if (!last_line)      /* check if element below was hit */
-  {
-    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
-      return;
+      if (can_clone)           /* cloning and moving successful */
+       return;
 
-    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
-                                        MovDir[x][y + 1] != MV_DOWN ||
-                                        MovPos[x][y + 1] <= TILEY / 2));
+      /* cannot clone -- try to move towards player */
 
-    /* do not smash moving elements that left the smashed field in time */
-    if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
-       ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
-      object_hit = FALSE;
+      start_pos = check_pos[MovDir[x][y] & 0x0f];
+      check_order = (RND(2) ? -1 : +1);
 
-#if USE_QUICKSAND_IMPACT_BUGFIX
-    if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
-    {
-      RemoveMovingField(x, y + 1);
-      Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
-      Feld[x][y + 2] = EL_ROCK;
-      DrawLevelField(x, y + 2);
+      for (i = 0; i < 3; i++)
+      {
+       /* first check start_pos, then previous/next or (next/previous) pos */
+       int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
+       int pos = (pos_raw + 8) % 8;
+       int newx = x + check_xy[pos].dx;
+       int newy = y + check_xy[pos].dy;
+       int new_move_dir = check_xy[pos].dir;
+
+       if (IS_PLAYER(newx, newy))
+         break;
 
-      object_hit = TRUE;
+       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+       {
+         MovDir[x][y] = new_move_dir;
+         MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+         break;
+       }
+      }
     }
-#endif
+  }
+  else if (move_pattern == MV_TURNING_LEFT ||
+          move_pattern == MV_TURNING_RIGHT ||
+          move_pattern == MV_TURNING_LEFT_RIGHT ||
+          move_pattern == MV_TURNING_RIGHT_LEFT ||
+          move_pattern == MV_TURNING_RANDOM ||
+          move_pattern == MV_ALL_DIRECTIONS)
+  {
+    boolean can_turn_left =
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right =
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
 
-    if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y + 1);
+    if (element_info[element].move_stepsize == 0)      /* "not moving" */
+      return;
 
-    impact = (last_line || object_hit);
-  }
+    if (move_pattern == MV_TURNING_LEFT)
+      MovDir[x][y] = left_dir;
+    else if (move_pattern == MV_TURNING_RIGHT)
+      MovDir[x][y] = right_dir;
+    else if (move_pattern == MV_TURNING_LEFT_RIGHT)
+      MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
+    else if (move_pattern == MV_TURNING_RIGHT_LEFT)
+      MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
+    else if (move_pattern == MV_TURNING_RANDOM)
+      MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
+                     can_turn_right && !can_turn_left ? right_dir :
+                     RND(2) ? left_dir : right_dir);
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-  if (!last_line && smashed == EL_ACID)        /* element falls into acid */
-  {
-    SplashAcid(x, y + 1);
-    return;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
+  else if (move_pattern == MV_HORIZONTAL ||
+          move_pattern == MV_VERTICAL)
+  {
+    if (move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
 
-  /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
-  /* only reset graphic animation if graphic really changes after impact */
-  if (impact &&
-      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern & MV_ANY_DIRECTION)
   {
-    ResetGfxAnimation(x, y);
-    DrawLevelField(x, y);
+    MovDir[x][y] = move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-
-  if (impact && CAN_EXPLODE_IMPACT(element))
+  else if (move_pattern & MV_WIND_DIRECTION)
   {
-    Bang(x, y);
-    return;
+    MovDir[x][y] = game.wind_direction;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (impact && element == EL_PEARL)
+  else if (move_pattern == MV_ALONG_LEFT_SIDE)
   {
-    ResetGfxAnimation(x, y);
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
 
-    Feld[x][y] = EL_PEARL_BREAKING;
-    PlayLevelSound(x, y, SND_PEARL_BREAKING);
-    return;
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
+  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
   {
-    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
 
-    return;
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
   }
-
-  if (impact && element == EL_AMOEBA_DROP)
+  else if (move_pattern == MV_TOWARDS_PLAYER ||
+          move_pattern == MV_AWAY_FROM_PLAYER)
   {
-    if (object_hit && IS_PLAYER(x, y + 1))
-      KillPlayerUnlessEnemyProtected(x, y + 1);
-    else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y + 1);
-    else
-    {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
 
-      ResetRandomAnimationValue(x, y);
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
     }
-    return;
-  }
-
-  if (object_hit)              /* check which object was hit */
-  {
-    if (CAN_PASS_MAGIC_WALL(element) && 
-       (smashed == EL_MAGIC_WALL ||
-        smashed == EL_BD_MAGIC_WALL))
+    else
     {
-      int xx, yy;
-      int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
-        EL_BD_MAGIC_WALL_ACTIVE);
+      int i;
 
-      /* activate magic wall / mill */
-#if 1
-      SCAN_PLAYFIELD(xx, yy)
-#else
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
-       if (Feld[xx][yy] == smashed)
-         Feld[xx][yy] = activated_magic_wall;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
 
-      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
-      game.magic_wall_active = TRUE;
+       if (!player->active)
+         continue;
 
-      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
-                           SND_MAGIC_WALL_ACTIVATING :
-                           SND_BD_MAGIC_WALL_ACTIVATING));
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
     }
 
-    if (IS_PLAYER(x, y + 1))
+    MovDir[x][y] = MV_NONE;
+    if (attr_x < x)
+      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
     {
-      if (CAN_SMASH_PLAYER(element))
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
+
+      if (element_info[element].move_stepsize == 0)    /* "not moving" */
       {
-       KillPlayerUnlessEnemyProtected(x, y + 1);
+       first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+       MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+
        return;
       }
-    }
-    else if (smashed == EL_PENGUIN)
-    {
-      if (CAN_SMASH_PLAYER(element))
-      {
-       Bang(x, y + 1);
+
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
        return;
-      }
-    }
-    else if (element == EL_BD_DIAMOND)
-    {
-      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
-      {
-       Bang(x, y + 1);
+
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
        return;
-      }
+
+      MovDir[x][y] = old_move_dir;
     }
-    else if (((element == EL_SP_INFOTRON ||
-              element == EL_SP_ZONK) &&
-             (smashed == EL_SP_SNIKSNAK ||
-              smashed == EL_SP_ELECTRON ||
-              smashed == EL_SP_DISK_ORANGE)) ||
-            (element == EL_SP_INFOTRON &&
-             smashed == EL_SP_DISK_YELLOW))
+  }
+  else if (move_pattern == MV_WHEN_PUSHED ||
+          move_pattern == MV_WHEN_DROPPED)
+  {
+    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NONE;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+  {
+    static int test_xy[7][2] =
     {
-      Bang(x, y + 1);
-      return;
-    }
-    else if (CAN_SMASH_EVERYTHING(element))
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 },
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+    };
+    static int test_dir[7] =
     {
-      if (IS_CLASSIC_ENEMY(smashed) ||
-         CAN_EXPLODE_SMASHED(smashed))
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+      MV_DOWN,
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+    };
+    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+    int move_preference = -1000000;    /* start with very low preference */
+    int new_move_dir = MV_NONE;
+    int start_test = RND(4);
+    int i;
+
+    for (i = 0; i < NUM_DIRECTIONS; 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))
       {
-       Bang(x, y + 1);
-       return;
+       new_move_dir = move_dir;
+
+       break;
       }
-      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
-      {
-       if (smashed == EL_LAMP ||
-           smashed == EL_LAMP_ACTIVE)
-       {
-         Bang(x, y + 1);
-         return;
-       }
-       else if (smashed == EL_NUT)
-       {
-         Feld[x][y + 1] = EL_NUT_BREAKING;
-         PlayLevelSound(x, y, SND_NUT_BREAKING);
-         RaiseScoreElement(EL_NUT);
-         return;
-       }
-       else if (smashed == EL_PEARL)
-       {
-         ResetGfxAnimation(x, y);
 
-         Feld[x][y + 1] = EL_PEARL_BREAKING;
-         PlayLevelSound(x, y, SND_PEARL_BREAKING);
-         return;
-       }
-       else if (smashed == EL_DIAMOND)
-       {
-         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
-         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
-         return;
-       }
-       else if (IS_BELT_SWITCH(smashed))
-       {
-         ToggleBeltSwitch(x, y + 1);
-       }
-       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
-                smashed == EL_SWITCHGATE_SWITCH_DOWN)
-       {
-         ToggleSwitchgateSwitch(x, y + 1);
-       }
-       else if (smashed == EL_LIGHT_SWITCH ||
-                smashed == EL_LIGHT_SWITCH_ACTIVE)
-       {
-         ToggleLightSwitch(x, y + 1);
-       }
-       else
-       {
-#if 0
-         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
-#endif
+      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
+       continue;
 
-         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+      move_dir_preference = -1 * RunnerVisit[xx][yy];
+      if (hunter_mode && PlayerVisit[xx][yy] > 0)
+       move_dir_preference = PlayerVisit[xx][yy];
 
-         CheckElementChangeBySide(x, y + 1, smashed, element,
-                                  CE_SWITCHED, CH_SIDE_TOP);
-         CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
-                                           CH_SIDE_TOP);
-       }
+      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
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
       {
-       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+       /* 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] = GET_NEW_MOVE_DELAY(element);
   }
+}
 
-  /* play sound of magic wall / mill */
-  if (!last_line &&
-      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
-  {
-    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
-      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
-    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
+static void TurnRound(int x, int y)
+{
+  int direction = MovDir[x][y];
 
-    return;
-  }
+  TurnRoundExt(x, y);
 
-  /* play sound of object that hits the ground */
-  if (last_line || object_hit)
-    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+  GfxDir[x][y] = MovDir[x][y];
+
+  if (direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
+
+  ResetGfxFrame(x, y);
 }
 
-inline static void TurnRoundExt(int x, int y)
+static boolean JustBeingPushed(int x, int y)
 {
-  static struct
-  {
-    int dx, dy;
-  } move_xy[] =
-  {
-    {  0,  0 },
-    { -1,  0 },
-    { +1,  0 },
-    {  0,  0 },
-    {  0, -1 },
-    {  0,  0 }, { 0, 0 }, { 0, 0 },
-    {  0, +1 }
-  };
-  static struct
-  {
-    int left, right, back;
-  } turn[] =
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    { 0,       0,              0        },
-    { MV_DOWN, MV_UP,          MV_RIGHT },
-    { MV_UP,   MV_DOWN,        MV_LEFT  },
-    { 0,       0,              0        },
-    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
-    { 0,       0,              0        },
-    { 0,       0,              0        },
-    { 0,       0,              0        },
-    { MV_RIGHT,        MV_LEFT,        MV_UP    }
-  };
+    struct PlayerInfo *player = &stored_player[i];
 
-  int element = Feld[x][y];
-  int move_pattern = element_info[element].move_pattern;
+    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);
 
-  int old_move_dir = MovDir[x][y];
-  int left_dir  = turn[old_move_dir].left;
-  int right_dir = turn[old_move_dir].right;
-  int back_dir  = turn[old_move_dir].back;
+      if (x == next_jx && y == next_jy)
+       return TRUE;
+    }
+  }
 
-  int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
-  int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
-  int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
-  int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
+  return FALSE;
+}
 
-  int left_x  = x + left_dx,  left_y  = y + left_dy;
-  int right_x = x + right_dx, right_y = y + right_dy;
-  int move_x  = x + move_dx,  move_y  = y + move_dy;
+void StartMoving(int x, int y)
+{
+  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
+  int element = Feld[x][y];
 
-  int xx, yy;
+  if (Stop[x][y])
+    return;
 
-  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+  if (MovDelay[x][y] == 0)
+    GfxAction[x][y] = ACTION_DEFAULT;
+
+  if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
-    TestIfBadThingTouchesOtherBadThing(x, y);
+    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
+      if (JustBeingPushed(x, y))
+       return;
 
-    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
-      MovDir[x][y] = right_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = left_dir;
+    if (element == EL_QUICKSAND_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
-      MovDelay[x][y] = 1;
-  }
-  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
-  {
-    TestIfBadThingTouchesOtherBadThing(x, y);
+       Feld[x][y] = EL_QUICKSAND_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
+#else
+       Store[x][y] = EL_ROCK;
+#endif
 
-    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = right_dir;
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-    if (element == EL_SPACESHIP        && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
-      MovDelay[x][y] = 1;
-  }
-  else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
-  {
-    TestIfBadThingTouchesOtherBadThing(x, y);
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-    if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
-      MovDir[x][y] = left_dir;
-    else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
-      MovDir[x][y] = right_dir;
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-  }
-  else if (element == EL_YAMYAM)
-  {
-    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
-    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
+
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
 
-    MovDelay[x][y] = 16 + 16 * RND(3);
-  }
-  else if (element == EL_DARK_YAMYAM)
-  {
-    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
-                                                        left_x, left_y);
-    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
-                                                        right_x, right_y);
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
 
-    MovDelay[x][y] = 16 + 16 * RND(3);
-  }
-  else if (element == EL_PACMAN)
-  {
-    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
-    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+    }
+    else if (element == EL_QUICKSAND_FAST_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-    if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
+#if USE_QUICKSAND_BD_ROCK_BUGFIX
+       if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
+         Store[x][y] = EL_ROCK;
+#else
+       Store[x][y] = EL_ROCK;
+#endif
 
-    MovDelay[x][y] = 6 + RND(40);
-  }
-  else if (element == EL_PIG)
-  {
-    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
-    boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
-    boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
-    boolean should_turn_left, should_turn_right, should_move_on;
-    int rnd_value = 24;
-    int rnd = RND(rnd_value);
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-    should_turn_left = (can_turn_left &&
-                       (!can_move_on ||
-                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
-                                                  y + back_dy + left_dy)));
-    should_turn_right = (can_turn_right &&
-                        (!can_move_on ||
-                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
-                                                   y + back_dy + right_dy)));
-    should_move_on = (can_move_on &&
-                     (!can_turn_left ||
-                      !can_turn_right ||
-                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
-                                                y + move_dy + left_dy) ||
-                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
-                                                y + move_dy + right_dy)));
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-    if (should_turn_left || should_turn_right || should_move_on)
-    {
-      if (should_turn_left && should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
-                       rnd < 2 * rnd_value / 3 ? right_dir :
-                       old_move_dir);
-      else if (should_turn_left && should_turn_right)
-       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
-      else if (should_turn_left && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
-      else if (should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
-      else if (should_turn_left)
-       MovDir[x][y] = left_dir;
-      else if (should_turn_right)
-       MovDir[x][y] = right_dir;
-      else if (should_move_on)
-       MovDir[x][y] = old_move_dir;
-    }
-    else if (can_move_on && rnd > rnd_value / 8)
-      MovDir[x][y] = old_move_dir;
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value / 8)
-      MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value/8)
-      MovDir[x][y] = right_dir;
-    else
-      MovDir[x][y] = back_dir;
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
 
-    xx = x + move_xy[MovDir[x][y]].dx;
-    yy = y + move_xy[MovDir[x][y]].dy;
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-    if (!IN_LEV_FIELD(xx, yy) ||
-        (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
-      MovDir[x][y] = old_move_dir;
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_DRAGON)
-  {
-    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
-    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
-    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
-    int rnd_value = 24;
-    int rnd = RND(rnd_value);
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      {
+       if (!MovDelay[x][y])
+       {
+         MovDelay[x][y] = TILEY + 1;
 
-    if (can_move_on && rnd > rnd_value / 8)
-      MovDir[x][y] = old_move_dir;
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value / 8)
-      MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value / 8)
-      MovDir[x][y] = right_dir;
-    else
-      MovDir[x][y] = back_dir;
+         ResetGfxAnimation(x, y);
+         ResetGfxAnimation(x, y + 1);
+       }
 
-    xx = x + move_xy[MovDir[x][y]].dx;
-    yy = y + move_xy[MovDir[x][y]].dy;
+       if (MovDelay[x][y])
+       {
+         DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
+         DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
 
-    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
-      MovDir[x][y] = old_move_dir;
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
 
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_MOLE)
-  {
-    boolean can_move_on =
-      (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
-                           IS_AMOEBOID(Feld[move_x][move_y]) ||
-                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
-    if (!can_move_on)
+       Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
+       Store[x][y] = 0;
+
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+      }
+    }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
     {
-      boolean can_turn_left =
-       (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
-                             IS_AMOEBOID(Feld[left_x][left_y])));
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-      boolean can_turn_right =
-       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
-                             IS_AMOEBOID(Feld[right_x][right_y])));
+      Feld[x][y] = EL_QUICKSAND_FILLING;
+      Store[x][y] = element;
 
-      if (can_turn_left && can_turn_right)
-       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
-      else if (can_turn_left)
-       MovDir[x][y] = left_dir;
-      else
-       MovDir[x][y] = right_dir;
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
     }
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
+    {
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 9;
-  }
-  else if (element == EL_BALLOON)
-  {
-    MovDir[x][y] = game.wind_direction;
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_SPRING)
-  {
-#if USE_NEW_SPRING_BUMPER
-    if (MovDir[x][y] & MV_HORIZONTAL)
+      Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
+      Store[x][y] = element;
+
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+    }
+    else if (element == EL_MAGIC_WALL_FULL)
     {
-      if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
-         !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+      if (IS_FREE(x, y + 1))
       {
-       Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
-       ResetGfxAnimation(move_x, move_y);
-       DrawLevelField(move_x, move_y);
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-       MovDir[x][y] = back_dir;
+       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED(Store[x][y]);
       }
-      else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
-              SPRING_CAN_ENTER_FIELD(element, x, y + 1))
-       MovDir[x][y] = MV_NONE;
-    }
-#else
-    if (MovDir[x][y] & MV_HORIZONTAL &&
-       (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
-        SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
-      MovDir[x][y] = MV_NONE;
-#endif
-
-    MovDelay[x][y] = 0;
-  }
-  else if (element == EL_ROBOT ||
-          element == EL_SATELLITE ||
-          element == EL_PENGUIN ||
-          element == EL_EMC_ANDROID)
-  {
-    int attr_x = -1, attr_y = -1;
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY / 4 + 1;
 
-    if (AllPlayersGone)
-    {
-      attr_x = ExitX;
-      attr_y = ExitY;
+       if (MovDelay[x][y])
+       {
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
+       }
+
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
+       Store[x][y] = 0;
+      }
     }
-    else
+    else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      int i;
-
-      for (i = 0; i < MAX_PLAYERS; i++)
+      if (IS_FREE(x, y + 1))
       {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-       if (!player->active)
-         continue;
+       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED_BD(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      {
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY / 4 + 1;
 
-       if (attr_x == -1 ||
-           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       if (MovDelay[x][y])
        {
-         attr_x = jx;
-         attr_y = jy;
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
        }
-      }
-    }
 
-    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
-       (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
-        game.engine_version < VERSION_IDENT(3,1,0,0)))
-    {
-      attr_x = ZX;
-      attr_y = ZY;
+       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
+       Store[x][y] = 0;
+      }
     }
-
-    if (element == EL_PENGUIN)
+    else if (element == EL_DC_MAGIC_WALL_FULL)
     {
-      int i;
-      static int xy[4][2] =
+      if (IS_FREE(x, y + 1))
       {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
 
-      for (i = 0; i < NUM_DIRECTIONS; i++)
+       Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
+       Store[x][y] = EL_CHANGED_DC(Store[x][y]);
+      }
+      else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
       {
-       int ex = x + xy[i][0];
-       int ey = y + xy[i][1];
+       if (!MovDelay[x][y])
+         MovDelay[x][y] = TILEY / 4 + 1;
 
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
+       if (MovDelay[x][y])
        {
-         attr_x = ex;
-         attr_y = ey;
-         break;
+         MovDelay[x][y]--;
+         if (MovDelay[x][y])
+           return;
        }
+
+       Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
+       Store[x][y] = 0;
       }
     }
+    else if ((CAN_PASS_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+              Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
+            (CAN_PASS_DC_MAGIC_WALL(element) &&
+             (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
 
-    MovDir[x][y] = MV_NONE;
-    if (attr_x < x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
-
-    if (element == EL_ROBOT)
     {
-      int newx, newy;
-
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
-       MovDelay[x][y] = 8 + 8 * !RND(3);
-      else
-       MovDelay[x][y] = 16;
+      Feld[x][y] =
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
+        EL_DC_MAGIC_WALL_FILLING);
+      Store[x][y] = element;
     }
-    else if (element == EL_PENGUIN)
+    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
     {
-      int newx, newy;
-
-      MovDelay[x][y] = 1;
-
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-      {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
+      SplashAcid(x, y + 1);
 
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
 
-       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
-         return;
+      Store[x][y] = EL_ACID;
+    }
+    else if (
+            (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+             CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
+            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+             CAN_FALL(element) && WasJustFalling[x][y] &&
+             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
 
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
+            (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+             CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+             (Feld[x][y + 1] == EL_BLOCKED)))
+    {
+      /* 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... :-/ ) */
 
-       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
-         return;
+      CheckCollision[x][y] = 0;
+      CheckImpact[x][y] = 0;
 
-       MovDir[x][y] = old_move_dir;
-       return;
-      }
+      Impact(x, y);
     }
-    else if (element == EL_SATELLITE)
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
     {
-      int newx, newy;
-
-      MovDelay[x][y] = 1;
-
-      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      if (MovDir[x][y] == MV_NONE)
       {
-       boolean first_horiz = RND(2);
-       int new_move_dir = MovDir[x][y];
-
-       MovDir[x][y] =
-         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
-
-       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
-         return;
-
-       MovDir[x][y] =
-         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-       Moving2Blocked(x, y, &newx, &newy);
-
-       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
-         return;
-
-       MovDir[x][y] = old_move_dir;
-       return;
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
       }
     }
-    else if (element == EL_EMC_ANDROID)
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
-      static int check_pos[16] =
-      {
-       -1,             /*  0 => (invalid)          */
-       7,              /*  1 => MV_LEFT            */
-       3,              /*  2 => MV_RIGHT           */
-       -1,             /*  3 => (invalid)          */
-       1,              /*  4 =>            MV_UP   */
-       0,              /*  5 => MV_LEFT  | MV_UP   */
-       2,              /*  6 => MV_RIGHT | MV_UP   */
-       -1,             /*  7 => (invalid)          */
-       5,              /*  8 =>            MV_DOWN */
-       6,              /*  9 => MV_LEFT  | MV_DOWN */
-       4,              /* 10 => MV_RIGHT | MV_DOWN */
-       -1,             /* 11 => (invalid)          */
-       -1,             /* 12 => (invalid)          */
-       -1,             /* 13 => (invalid)          */
-       -1,             /* 14 => (invalid)          */
-       -1,             /* 15 => (invalid)          */
-      };
-      static struct
-      {
-       int dx, dy;
-       int dir;
-      } check_xy[8] =
-      {
-        { -1, -1,      MV_LEFT  | MV_UP   },
-               {  0, -1,                  MV_UP   },
-       { +1, -1,       MV_RIGHT | MV_UP   },
-       { +1,  0,       MV_RIGHT           },
-       { +1, +1,       MV_RIGHT | MV_DOWN },
-       {  0, +1,                  MV_DOWN },
-       { -1, +1,       MV_LEFT  | MV_DOWN },
-       { -1,  0,       MV_LEFT            },
-      };
-      int start_pos, check_order;
-      boolean can_clone = FALSE;
-      int i;
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
 
-      /* check if there is any free field around current position */
-      for (i = 0; i < 8; i++)
-      {
-       int newx = x + check_xy[i].dx;
-       int newy = y + check_xy[i].dy;
+      InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+    }
+    else if (element == EL_AMOEBA_DROP)
+    {
+      Feld[x][y] = EL_AMOEBA_GROWING;
+      Store[x][y] = EL_AMOEBA_WET;
+    }
+    else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
+            element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
+    {
+      boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
+                               (IS_FREE(x - 1, y + 1) ||
+                                Feld[x - 1][y + 1] == EL_ACID));
+      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+                               (IS_FREE(x + 1, y + 1) ||
+                                Feld[x + 1][y + 1] == EL_ACID));
+      boolean can_fall_any  = (can_fall_left || can_fall_right);
+      boolean can_fall_both = (can_fall_left && can_fall_right);
+      int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
 
-       if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
-       {
-         can_clone = TRUE;
+      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
+      {
+       if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+         can_fall_left = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_LEFT)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+         can_fall_left = FALSE;
 
-         break;
-       }
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = FALSE;
       }
 
-      if (can_clone)           /* randomly find an element to clone */
+      if (can_fall_both)
       {
-       can_clone = FALSE;
-
-       start_pos = check_pos[RND(8)];
-       check_order = (RND(2) ? -1 : +1);
-
-       for (i = 0; i < 8; i++)
-       {
-         int pos_raw = start_pos + i * check_order;
-         int pos = (pos_raw + 8) % 8;
-         int newx = x + check_xy[pos].dx;
-         int newy = y + check_xy[pos].dy;
-
-         if (ANDROID_CAN_CLONE_FIELD(newx, newy))
-         {
-           element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
-           element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
-
-           Store[x][y] = Feld[newx][newy];
-
-           can_clone = TRUE;
+       if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+         can_fall_right = FALSE;       /* slip down on left side */
+       else
+         can_fall_left = !(can_fall_right = RND(2));
 
-           break;
-         }
-       }
+       can_fall_both = FALSE;
       }
 
-      if (can_clone)           /* randomly find a direction to move */
+      if (can_fall_any)
       {
-       can_clone = FALSE;
-
-       start_pos = check_pos[RND(8)];
-       check_order = (RND(2) ? -1 : +1);
-
-       for (i = 0; i < 8; i++)
-       {
-         int pos_raw = start_pos + i * check_order;
-         int pos = (pos_raw + 8) % 8;
-         int newx = x + check_xy[pos].dx;
-         int newy = y + check_xy[pos].dy;
-         int new_move_dir = check_xy[pos].dir;
-
-         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
-         {
-           MovDir[x][y] = new_move_dir;
-           MovDelay[x][y] = level.android_clone_time * 8 + 1;
-
-           can_clone = TRUE;
-
-           break;
-         }
-       }
+       /* if not determined otherwise, prefer left side for slipping down */
+       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+       started_moving = TRUE;
       }
+    }
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+    {
+      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
+      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
+      int belt_dir = game.belt_dir[belt_nr];
 
-      if (can_clone)           /* cloning and moving successful */
-       return;
-
-      /* cannot clone -- try to move towards player */
-
-      start_pos = check_pos[MovDir[x][y] & 0x0f];
-      check_order = (RND(2) ? -1 : +1);
-
-      for (i = 0; i < 3; i++)
+      if ((belt_dir == MV_LEFT  && left_is_free) ||
+         (belt_dir == MV_RIGHT && right_is_free))
       {
-       /* first check start_pos, then previous/next or (next/previous) pos */
-       int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
-       int pos = (pos_raw + 8) % 8;
-       int newx = x + check_xy[pos].dx;
-       int newy = y + check_xy[pos].dy;
-       int new_move_dir = check_xy[pos].dir;
+       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
 
-       if (IS_PLAYER(newx, newy))
-         break;
+       InitMovingField(x, y, belt_dir);
+       started_moving = TRUE;
 
-       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
-       {
-         MovDir[x][y] = new_move_dir;
-         MovDelay[x][y] = level.android_move_time * 8 + 1;
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][y] = TRUE;
 
-         break;
-       }
+       GfxAction[x][y] = ACTION_DEFAULT;
+      }
+      else
+      {
+       MovDir[x][y] = 0;       /* if element was moving, stop it */
       }
     }
   }
-  else if (move_pattern == MV_TURNING_LEFT ||
-          move_pattern == MV_TURNING_RIGHT ||
-          move_pattern == MV_TURNING_LEFT_RIGHT ||
-          move_pattern == MV_TURNING_RIGHT_LEFT ||
-          move_pattern == MV_TURNING_RANDOM ||
-          move_pattern == MV_ALL_DIRECTIONS)
+
+  /* not "else if" because of elements that can fall and move (EL_SPRING) */
+  if (CAN_MOVE(element) && !started_moving)
   {
-    boolean can_turn_left =
-      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
-    boolean can_turn_right =
-      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+    int move_pattern = element_info[element].move_pattern;
+    int newx, newy;
 
-    if (element_info[element].move_stepsize == 0)      /* "not moving" */
+    Moving2Blocked(x, y, &newx, &newy);
+
+    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
       return;
 
-    if (move_pattern == MV_TURNING_LEFT)
-      MovDir[x][y] = left_dir;
-    else if (move_pattern == MV_TURNING_RIGHT)
-      MovDir[x][y] = right_dir;
-    else if (move_pattern == MV_TURNING_LEFT_RIGHT)
-      MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
-    else if (move_pattern == MV_TURNING_RIGHT_LEFT)
-      MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
-    else if (move_pattern == MV_TURNING_RANDOM)
-      MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
-                     can_turn_right && !can_turn_left ? right_dir :
-                     RND(2) ? left_dir : right_dir);
-    else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
-    else if (can_turn_left)
-      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
-    else if (can_turn_right)
-      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
-    else
-      MovDir[x][y] = back_dir;
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+       CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+    {
+      WasJustMoving[x][y] = 0;
+      CheckCollision[x][y] = 0;
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_HORIZONTAL ||
-          move_pattern == MV_VERTICAL)
-  {
-    if (move_pattern & old_move_dir)
-      MovDir[x][y] = back_dir;
-    else if (move_pattern == MV_HORIZONTAL)
-      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
-    else if (move_pattern == MV_VERTICAL)
-      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern & MV_ANY_DIRECTION)
-  {
-    MovDir[x][y] = move_pattern;
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern & MV_WIND_DIRECTION)
-  {
-    MovDir[x][y] = game.wind_direction;
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_ALONG_LEFT_SIDE)
-  {
-    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
-      MovDir[x][y] = left_dir;
-    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = right_dir;
+      if (Feld[x][y] != element)       /* element has changed */
+       return;
+    }
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
-  {
-    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
-      MovDir[x][y] = right_dir;
-    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = left_dir;
+    if (!MovDelay[x][y])       /* start new movement phase */
+    {
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
 
-    if (MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-  else if (move_pattern == MV_TOWARDS_PLAYER ||
-          move_pattern == MV_AWAY_FROM_PLAYER)
-  {
-    int attr_x = -1, attr_y = -1;
-    int newx, newy;
-    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+      if (element != EL_YAMYAM &&
+         element != EL_DARK_YAMYAM &&
+         element != EL_PACMAN &&
+         !(move_pattern & MV_ANY_DIRECTION) &&
+         move_pattern != MV_TURNING_LEFT &&
+         move_pattern != MV_TURNING_RIGHT &&
+         move_pattern != MV_TURNING_LEFT_RIGHT &&
+         move_pattern != MV_TURNING_RIGHT_LEFT &&
+         move_pattern != MV_TURNING_RANDOM)
+      {
+       TurnRound(x, y);
 
-    if (AllPlayersGone)
-    {
-      attr_x = ExitX;
-      attr_y = ExitY;
+       if (MovDelay[x][y] && (element == EL_BUG ||
+                              element == EL_SPACESHIP ||
+                              element == EL_SP_SNIKSNAK ||
+                              element == EL_SP_ELECTRON ||
+                              element == EL_MOLE))
+         TEST_DrawLevelField(x, y);
+      }
     }
-    else
+
+    if (MovDelay[x][y])                /* wait some time before next movement */
     {
-      int i;
+      MovDelay[x][y]--;
 
-      for (i = 0; i < MAX_PLAYERS; i++)
+      if (element == EL_ROBOT ||
+         element == EL_YAMYAM ||
+         element == EL_DARK_YAMYAM)
       {
-       struct PlayerInfo *player = &stored_player[i];
-       int jx = player->jx, jy = player->jy;
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
+      }
+      else if (element == EL_SP_ELECTRON)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+      else if (element == EL_DRAGON)
+      {
+       int i;
+       int dir = MovDir[x][y];
+       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
+       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-       if (!player->active)
-         continue;
+       GfxAction[x][y] = ACTION_ATTACKING;
 
-       if (attr_x == -1 ||
-           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
+
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+
+       for (i = 1; i <= 3; i++)
        {
-         attr_x = jx;
-         attr_y = jy;
-       }
-      }
-    }
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
 
-    MovDir[x][y] = MV_NONE;
-    if (attr_x < x)
-      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
-    else if (attr_x > x)
-      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
-    if (attr_y < y)
-      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
-    else if (attr_y > y)
-      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
+           break;
 
-    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+         if (MovDelay[x][y])
+         {
+           int flamed = MovingOrBlocked2Element(xx, yy);
 
-    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
-    {
-      boolean first_horiz = RND(2);
-      int new_move_dir = MovDir[x][y];
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else
+             RemoveMovingField(xx, yy);
 
-      if (element_info[element].move_stepsize == 0)    /* "not moving" */
-      {
-       first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
-       MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+           ChangeDelay[xx][yy] = 0;
 
-       return;
+           Feld[xx][yy] = EL_FLAMES;
+
+           if (IN_SCR_FIELD(sx, sy))
+           {
+             TEST_DrawLevelFieldCrumbled(xx, yy);
+             DrawGraphic(sx, sy, flame_graphic, frame);
+           }
+         }
+         else
+         {
+           if (Feld[xx][yy] == EL_FLAMES)
+             Feld[xx][yy] = EL_EMPTY;
+           TEST_DrawLevelField(xx, yy);
+         }
+       }
       }
 
-      MovDir[x][y] =
-       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
 
-      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
        return;
+      }
+    }
 
-      MovDir[x][y] =
-       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
-      Moving2Blocked(x, y, &newx, &newy);
+    /* now make next step */
 
-      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
-       return;
+    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-      MovDir[x][y] = old_move_dir;
+    if (DONT_COLLIDE_WITH(element) &&
+       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+       !PLAYER_ENEMY_PROTECTED(newx, newy))
+    {
+      TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
+
+      return;
     }
-  }
-  else if (move_pattern == MV_WHEN_PUSHED ||
-          move_pattern == MV_WHEN_DROPPED)
-  {
-    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
-      MovDir[x][y] = MV_NONE;
 
-    MovDelay[x][y] = 0;
-  }
-  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
-  {
-    static int test_xy[7][2] =
+    else if (CAN_MOVE_INTO_ACID(element) &&
+            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+            !IS_MV_DIAGONAL(MovDir[x][y]) &&
+            (MovDir[x][y] == MV_DOWN ||
+             game.engine_version >= VERSION_IDENT(3,1,0,0)))
     {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 },
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-    };
-    static int test_dir[7] =
+      SplashAcid(newx, newy);
+      Store[x][y] = EL_ACID;
+    }
+    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
     {
-      MV_UP,
-      MV_LEFT,
-      MV_RIGHT,
-      MV_DOWN,
-      MV_UP,
-      MV_LEFT,
-      MV_RIGHT,
-    };
-    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
-    int move_preference = -1000000;    /* start with very low preference */
-    int new_move_dir = MV_NONE;
-    int start_test = RND(4);
-    int i;
+      if (Feld[newx][newy] == EL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_EXIT_OPEN ||
+         Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
+         Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
+      {
+       RemoveField(x, y);
+       TEST_DrawLevelField(x, y);
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
-    {
-      int move_dir = test_dir[start_test + i];
-      int move_dir_preference;
+       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
+       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
-      xx = x + test_xy[start_test + i][0];
-      yy = y + test_xy[start_test + i][1];
+       local_player->friends_still_needed--;
+       if (!local_player->friends_still_needed &&
+           !local_player->GameOver && AllPlayersGone)
+         PlayerWins(local_player);
 
-      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
-         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+       return;
+      }
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
-       new_move_dir = move_dir;
-
-       break;
+       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+         TEST_DrawLevelField(newx, newy);
+       else
+         GfxDir[x][y] = MovDir[x][y] = MV_NONE;
       }
+      else if (!IS_FREE(newx, newy))
+      {
+       GfxAction[x][y] = ACTION_WAITING;
 
-      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
-       continue;
-
-      move_dir_preference = -1 * RunnerVisit[xx][yy];
-      if (hunter_mode && PlayerVisit[xx][yy] > 0)
-       move_dir_preference = PlayerVisit[xx][yy];
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
 
-      if (move_dir_preference > move_preference)
+       return;
+      }
+    }
+    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+    {
+      if (IS_FOOD_PIG(Feld[newx][newy]))
       {
-       /* prefer field that has not been visited for the longest time */
-       move_preference = move_dir_preference;
-       new_move_dir = move_dir;
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         TEST_DrawLevelField(newx, newy);
+       }
+
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
       }
-      else if (move_dir_preference == move_preference &&
-              move_dir == old_move_dir)
+      else if (!IS_FREE(newx, newy))
       {
-       /* prefer last direction when all directions are preferred equally */
-       move_preference = move_dir_preference;
-       new_move_dir = move_dir;
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
+
+       return;
       }
     }
+    else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+    {
+      if (Store[x][y] != EL_EMPTY)
+      {
+       boolean can_clone = FALSE;
+       int xx, yy;
 
-    MovDir[x][y] = new_move_dir;
-    if (old_move_dir != new_move_dir)
-      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-  }
-}
+       /* check if element to clone is still there */
+       for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
+       {
+         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
+         {
+           can_clone = TRUE;
 
-static void TurnRound(int x, int y)
-{
-  int direction = MovDir[x][y];
+           break;
+         }
+       }
 
-  TurnRoundExt(x, y);
+       /* cannot clone or target field not free anymore -- do not clone */
+       if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+         Store[x][y] = EL_EMPTY;
+      }
 
-  GfxDir[x][y] = MovDir[x][y];
+      if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+      {
+       if (IS_MV_DIAGONAL(MovDir[x][y]))
+       {
+         int diagonal_move_dir = MovDir[x][y];
+         int stored = Store[x][y];
+         int change_delay = 8;
+         int graphic;
 
-  if (direction != MovDir[x][y])
-    GfxFrame[x][y] = 0;
+         /* android is moving diagonally */
 
-  if (MovDelay[x][y])
-    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
-}
+         CreateField(x, y, EL_DIAGONAL_SHRINKING);
 
-static boolean JustBeingPushed(int x, int y)
-{
-  int i;
+         Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
+         GfxElement[x][y] = EL_EMC_ANDROID;
+         GfxAction[x][y] = ACTION_SHRINKING;
+         GfxDir[x][y] = diagonal_move_dir;
+         ChangeDelay[x][y] = change_delay;
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+         graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+                                  GfxDir[x][y]);
+
+         DrawLevelGraphicAnimation(x, y, graphic);
+         PlayLevelSoundAction(x, y, ACTION_SHRINKING);
 
-    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);
+         if (Feld[newx][newy] == EL_ACID)
+         {
+           SplashAcid(newx, newy);
 
-      if (x == next_jx && y == next_jy)
-       return TRUE;
-    }
-  }
+           return;
+         }
 
-  return FALSE;
-}
+         CreateField(newx, newy, EL_DIAGONAL_GROWING);
 
-void StartMoving(int x, int y)
-{
-  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
-  int element = Feld[x][y];
+         Store[newx][newy] = EL_EMC_ANDROID;
+         GfxElement[newx][newy] = EL_EMC_ANDROID;
+         GfxAction[newx][newy] = ACTION_GROWING;
+         GfxDir[newx][newy] = diagonal_move_dir;
+         ChangeDelay[newx][newy] = change_delay;
 
-  if (Stop[x][y])
-    return;
+         graphic = el_act_dir2img(GfxElement[newx][newy],
+                                  GfxAction[newx][newy], GfxDir[newx][newy]);
 
-  if (MovDelay[x][y] == 0)
-    GfxAction[x][y] = ACTION_DEFAULT;
+         DrawLevelGraphicAnimation(newx, newy, graphic);
+         PlayLevelSoundAction(newx, newy, ACTION_GROWING);
 
-  if (CAN_FALL(element) && y < lev_fieldy - 1)
-  {
-    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
-       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
-      if (JustBeingPushed(x, y))
+         return;
+       }
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         TEST_DrawLevelField(newx, newy);
+
+         PlayLevelSoundAction(x, y, ACTION_DIGGING);
+       }
+      }
+      else if (!IS_FREE(newx, newy))
+      {
+       return;
+      }
+    }
+    else if (IS_CUSTOM_ELEMENT(element) &&
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+    {
+      if (!DigFieldByCE(newx, newy, element))
        return;
 
-    if (element == EL_QUICKSAND_FULL)
+      if (move_pattern & MV_MAZE_RUNNER_STYLE)
+      {
+       RunnerVisit[x][y] = FrameCounter;
+       PlayerVisit[x][y] /= 8;         /* expire player visit path */
+      }
+    }
+    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
-      if (IS_FREE(x, y + 1))
+      if (!IS_FREE(newx, newy))
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-
-       Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_ROCK;
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         TEST_DrawLevelField(x, y);
 
-       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+       return;
       }
-      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+      else
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY + 1;
+       boolean wanna_flame = !RND(10);
+       int dx = newx - x, dy = newy - y;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
+       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
+                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
+       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
+                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-       if (MovDelay[x][y])
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
+           element1 != EL_DRAGON && element2 != EL_DRAGON &&
+           element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
 
-       Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y + 1] = EL_QUICKSAND_FULL;
-       Store[x][y + 1] = Store[x][y];
-       Store[x][y] = 0;
+         if (IS_PLAYER(x, y))
+           DrawPlayerField(x, y);
+         else
+           TEST_DrawLevelField(x, y);
 
-       PlayLevelSoundAction(x, y, ACTION_FILLING);
+         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;
+       }
       }
     }
-    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
+    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            Feld[newx][newy] == EL_DIAMOND)
     {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
-
-      Feld[x][y] = EL_QUICKSAND_FILLING;
-      Store[x][y] = element;
+      if (IS_MOVING(newx, newy))
+       RemoveMovingField(newx, newy);
+      else
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       TEST_DrawLevelField(newx, newy);
+      }
 
-      PlayLevelSoundAction(x, y, ACTION_FILLING);
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
     }
-    else if (element == EL_MAGIC_WALL_FULL)
+    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
     {
-      if (IS_FREE(x, y + 1))
+      if (AmoebaNr[newx][newy])
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+      }
 
-       Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED(Store[x][y]);
+      if (IS_MOVING(newx, newy))
+      {
+       RemoveMovingField(newx, newy);
       }
-      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      else
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
-
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
-
-       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
-       Store[x][y] = 0;
+       Feld[newx][newy] = EL_EMPTY;
+       TEST_DrawLevelField(newx, newy);
       }
+
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
     }
-    else if (element == EL_BD_MAGIC_WALL_FULL)
+    else if ((element == EL_PACMAN || element == EL_MOLE)
+            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
     {
-      if (IS_FREE(x, y + 1))
+      if (AmoebaNr[newx][newy])
       {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
+       AmoebaCnt2[AmoebaNr[newx][newy]]--;
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
+         AmoebaCnt[AmoebaNr[newx][newy]]--;
+      }
 
-       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
-       Store[x][y] = EL_CHANGED2(Store[x][y]);
+      if (element == EL_MOLE)
+      {
+       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+
+       ResetGfxAnimation(x, y);
+       GfxAction[x][y] = ACTION_DIGGING;
+       TEST_DrawLevelField(x, y);
+
+       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+
+       return;                         /* wait for shrinking amoeba */
       }
-      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      else     /* element == EL_PACMAN */
       {
-       if (!MovDelay[x][y])
-         MovDelay[x][y] = TILEY/4 + 1;
+       Feld[newx][newy] = EL_EMPTY;
+       TEST_DrawLevelField(newx, newy);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
+      }
+    }
+    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
+    {
+      /* wait for shrinking amoeba to completely disappear */
+      return;
+    }
+    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
+    {
+      /* object was running against a wall */
+
+      TurnRound(x, y);
+
+      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
+       DrawLevelElementAnimation(x, y, element);
+
+      if (DONT_TOUCH(element))
+       TestIfBadThingTouchesPlayer(x, y);
+
+      return;
+    }
+
+    InitMovingField(x, y, MovDir[x][y]);
+
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
+  }
+
+  if (MovDir[x][y])
+    ContinueMoving(x, y);
+}
+
+void ContinueMoving(int x, int y)
+{
+  int element = Feld[x][y];
+  struct ElementInfo *ei = &element_info[element];
+  int direction = MovDir[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int newx = x + dx, newy = y + dy;
+  int stored = Store[x][y];
+  int stored_new = Store[newx][newy];
+  boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
+  boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+  boolean last_line = (newy == lev_fieldy - 1);
+
+  MovPos[x][y] += getElementMoveStepsize(x, y);
+
+  if (pushed_by_player)        /* 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)
+  {
+    TEST_DrawLevelField(x, y);
+
+    return;    /* element is still moving */
+  }
 
-       if (MovDelay[x][y])
-       {
-         MovDelay[x][y]--;
-         if (MovDelay[x][y])
-           return;
-       }
+  /* element reached destination field */
 
-       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
-       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
-       Store[x][y] = 0;
-      }
-    }
-    else if (CAN_PASS_MAGIC_WALL(element) &&
-            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
-    {
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-      Feld[x][y] =
-       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
-        EL_BD_MAGIC_WALL_FILLING);
-      Store[x][y] = element;
-    }
-    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-    {
-      SplashAcid(x, y + 1);
+  if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+  else if (element == EL_MOLE)
+  {
+    Feld[x][y] = EL_SAND;
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
+    TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+  }
+  else if (element == EL_QUICKSAND_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_FAST_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_FAST_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
 
-      Store[x][y] = EL_ACID;
-    }
-    else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
-             CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
+    InitField(newx, newy, FALSE);
+  }
+  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];
 
-            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
-             CAN_FALL(element) && WasJustFalling[x][y] &&
-             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+    InitField(newx, newy, FALSE);
+  }
+  else if (element == EL_DC_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
 
-            (game.engine_version < VERSION_IDENT(2,2,0,7) &&
-             CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
-             (Feld[x][y + 1] == EL_BLOCKED)))
-    {
-      /* 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... :-/ ) */
+    InitField(newx, newy, FALSE);
+  }
+  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];
 
-      CheckCollision[x][y] = 0;
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
 
-      Impact(x, y);
-    }
-    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
-    {
-      if (MovDir[x][y] == MV_NONE)
-      {
-       InitMovingField(x, y, MV_DOWN);
-       started_moving = TRUE;
-      }
-    }
-    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
-    {
-      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
-       MovDir[x][y] = MV_DOWN;
+    Back[x][y] = Back[newx][newy] = 0;
+  }
 
-      InitMovingField(x, y, MV_DOWN);
-      started_moving = TRUE;
-    }
-    else if (element == EL_AMOEBA_DROP)
-    {
-      Feld[x][y] = EL_AMOEBA_GROWING;
-      Store[x][y] = EL_AMOEBA_WET;
-    }
-    else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
-            element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-    {
-      boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
-                               (IS_FREE(x - 1, y + 1) ||
-                                Feld[x - 1][y + 1] == EL_ACID));
-      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
-                               (IS_FREE(x + 1, y + 1) ||
-                                Feld[x + 1][y + 1] == EL_ACID));
-      boolean can_fall_any  = (can_fall_left || can_fall_right);
-      boolean can_fall_both = (can_fall_left && can_fall_right);
-      int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+  Store[x][y] = EL_EMPTY;
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
 
-#if USE_NEW_ALL_SLIPPERY
-      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
-      {
-       if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
-         can_fall_left = FALSE;
-       else if (slippery_type == SLIPPERY_ONLY_LEFT)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
-         can_fall_left = FALSE;
+  MovDelay[newx][newy] = 0;
 
-       can_fall_any  = (can_fall_left || can_fall_right);
-       can_fall_both = FALSE;
-      }
-#else
-      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
-      {
-       if (slippery_type == SLIPPERY_ONLY_LEFT)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
-         can_fall_left = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
-         can_fall_right = FALSE;
-       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
-         can_fall_left = FALSE;
+  if (CAN_CHANGE_OR_HAS_ACTION(element))
+  {
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    ChangePage[newx][newy]  = ChangePage[x][y];
+    ChangeCount[newx][newy] = ChangeCount[x][y];
+    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  }
 
-       can_fall_any  = (can_fall_left || can_fall_right);
-       can_fall_both = (can_fall_left && can_fall_right);
-      }
-#endif
+  CustomValue[newx][newy] = CustomValue[x][y];
 
-#if USE_NEW_ALL_SLIPPERY
-#else
-#if USE_NEW_SP_SLIPPERY
-      /* !!! better use the same properties as for custom elements here !!! */
-      else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
-              can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
-      {
-       can_fall_right = FALSE;         /* slip down on left side */
-       can_fall_both = FALSE;
-      }
-#endif
-#endif
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  ChangeCount[x][y] = 0;
+  ChangeEvent[x][y] = -1;
 
-#if USE_NEW_ALL_SLIPPERY
-      if (can_fall_both)
-      {
-       if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
-         can_fall_right = FALSE;       /* slip down on left side */
-       else
-         can_fall_left = !(can_fall_right = RND(2));
+  CustomValue[x][y] = 0;
 
-       can_fall_both = FALSE;
-      }
-#else
-      if (can_fall_both)
-      {
-       if (game.emulation == EMU_BOULDERDASH ||
-           element == EL_BD_ROCK || element == EL_BD_DIAMOND)
-         can_fall_right = FALSE;       /* slip down on left side */
-       else
-         can_fall_left = !(can_fall_right = RND(2));
+  /* 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 */
 
-       can_fall_both = FALSE;
-      }
-#endif
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
-      if (can_fall_any)
-      {
-       /* if not determined otherwise, prefer left side for slipping down */
-       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
-       started_moving = TRUE;
-      }
-    }
-#if 0
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
-#else
-    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
-#endif
-    {
-      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
-      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
-      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
-      int belt_dir = game.belt_dir[belt_nr];
+  /* some elements can leave other elements behind after moving */
+  if (ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+  {
+    int move_leave_element = ei->move_leave_element;
 
-      if ((belt_dir == MV_LEFT  && left_is_free) ||
-         (belt_dir == MV_RIGHT && right_is_free))
-      {
-       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+    /* this makes it possible to leave the removed element again */
+    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+      move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
 
-       InitMovingField(x, y, belt_dir);
-       started_moving = TRUE;
+    Feld[x][y] = move_leave_element;
 
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][y] = TRUE;
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = direction;
 
-       GfxAction[x][y] = ACTION_DEFAULT;
-      }
-      else
-      {
-       MovDir[x][y] = 0;       /* if element was moving, stop it */
-      }
-    }
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
+
+    if (ELEM_IS_PLAYER(move_leave_element))
+      RelocatePlayer(x, y, move_leave_element);
   }
 
-  /* not "else if" because of elements that can fall and move (EL_SPRING) */
-#if 0
-  if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
-#else
-  if (CAN_MOVE(element) && !started_moving)
-#endif
+  /* do this after checking for left-behind element */
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+
+  if (!CAN_MOVE(element) ||
+      (CAN_FALL(element) && direction == MV_DOWN &&
+       (element == EL_SPRING ||
+       element_info[element].move_pattern == MV_WHEN_PUSHED ||
+       element_info[element].move_pattern == MV_WHEN_DROPPED)))
+    GfxDir[x][y] = MovDir[newx][newy] = 0;
+
+  TEST_DrawLevelField(x, y);
+  TEST_DrawLevelField(newx, newy);
+
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+
+  /* prevent pushed element from moving on in pushed direction */
+  if (pushed_by_player && CAN_MOVE(element) &&
+      element_info[element].move_pattern & MV_ANY_DIRECTION &&
+      !(element_info[element].move_pattern & direction))
+    TurnRound(newx, newy);
+
+  /* prevent elements on conveyor belt from moving on in last direction */
+  if (pushed_by_conveyor && CAN_FALL(element) &&
+      direction & MV_HORIZONTAL)
+    MovDir[newx][newy] = 0;
+
+  if (!pushed_by_player)
   {
-    int move_pattern = element_info[element].move_pattern;
-    int newx, newy;
+    int nextx = newx + dx, nexty = newy + dy;
+    boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
 
-#if 0
-#if DEBUG
-    if (MovDir[x][y] == MV_NONE)
-    {
-      printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
-            x, y, element, element_info[element].token_name);
-      printf("StartMoving(): This should never happen!\n");
-    }
-#endif
-#endif
+    WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
 
-    Moving2Blocked(x, y, &newx, &newy);
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
 
-    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
-      return;
+    if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+      CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
 
-    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
-       CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
-    {
-      WasJustMoving[x][y] = 0;
-      CheckCollision[x][y] = 0;
+    if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
+      CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
+  }
 
-      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  {
+    TestIfBadThingTouchesPlayer(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
 
-      if (Feld[x][y] != element)       /* element has changed */
-       return;
-    }
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
 
-    if (!MovDelay[x][y])       /* start new movement phase */
-    {
-      /* all objects that can change their move direction after each step
-        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
+  if (DONT_GET_HIT_BY(element))
+  {
+    TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+  }
 
-      if (element != EL_YAMYAM &&
-         element != EL_DARK_YAMYAM &&
-         element != EL_PACMAN &&
-         !(move_pattern & MV_ANY_DIRECTION) &&
-         move_pattern != MV_TURNING_LEFT &&
-         move_pattern != MV_TURNING_RIGHT &&
-         move_pattern != MV_TURNING_LEFT_RIGHT &&
-         move_pattern != MV_TURNING_RIGHT_LEFT &&
-         move_pattern != MV_TURNING_RANDOM)
-      {
-       TurnRound(x, y);
+  /* give the player one last chance (one more frame) to move away */
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (last_line || (!IS_FREE(x, newy + 1) &&
+                    (!IS_PLAYER(x, newy + 1) ||
+                     game.engine_version < VERSION_IDENT(3,1,1,0)))))
+    Impact(x, newy);
 
-       if (MovDelay[x][y] && (element == EL_BUG ||
-                              element == EL_SPACESHIP ||
-                              element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON ||
-                              element == EL_MOLE))
-         DrawLevelField(x, y);
-      }
-    }
+  if (pushed_by_player && !game.use_change_when_pushing_bug)
+  {
+    int push_side = MV_DIR_OPPOSITE(direction);
+    struct PlayerInfo *player = PLAYERINFO(x, y);
 
-    if (MovDelay[x][y])                /* wait some time before next movement */
-    {
-      MovDelay[x][y]--;
+    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+                              player->index_bit, push_side);
+    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+                                       player->index_bit, push_side);
+  }
 
-      if (element == EL_ROBOT ||
-         element == EL_YAMYAM ||
-         element == EL_DARK_YAMYAM)
-      {
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-       PlayLevelSoundAction(x, y, ACTION_WAITING);
-      }
-      else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimationIfNeeded(x, y, element);
-      else if (element == EL_DRAGON)
-      {
-       int i;
-       int dir = MovDir[x][y];
-       int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-       int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
-                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
-                      dir == MV_UP     ? IMG_FLAMES_1_UP :
-                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
-       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+  if (element == EL_EMC_ANDROID && pushed_by_player)   /* make another move */
+    MovDelay[newx][newy] = 1;
 
-       GfxAction[x][y] = ACTION_ATTACKING;
+  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
 
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
+  TestIfElementHitsCustomElement(newx, newy, direction);
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 
-       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
+      IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
+    CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
+                            MV_DIR_OPPOSITE(direction));
+}
 
-       for (i = 1; i <= 3; i++)
-       {
-         int xx = x + i * dx;
-         int yy = y + i * dy;
-         int sx = SCREENX(xx);
-         int sy = SCREENY(yy);
-         int flame_graphic = graphic + (i - 1);
+int AmoebeNachbarNr(int ax, int ay)
+{
+  int i;
+  int element = Feld[ax][ay];
+  int group_nr = 0;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
-           break;
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int x = ax + xy[i][0];
+    int y = ay + xy[i][1];
 
-         if (MovDelay[x][y])
-         {
-           int flamed = MovingOrBlocked2Element(xx, yy);
+    if (!IN_LEV_FIELD(x, y))
+      continue;
 
-           /* !!! */
-#if 0
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
-             Bang(xx, yy);
-           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
-             RemoveMovingField(xx, yy);
-           else
-             RemoveField(xx, yy);
-#else
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
-             Bang(xx, yy);
-           else
-             RemoveMovingField(xx, yy);
-#endif
+    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
+      group_nr = AmoebaNr[x][y];
+  }
 
-           ChangeDelay[xx][yy] = 0;
+  return group_nr;
+}
 
-           Feld[xx][yy] = EL_FLAMES;
+void AmoebenVereinigen(int ax, int ay)
+{
+  int i, x, y, xx, yy;
+  int new_group_nr = AmoebaNr[ax][ay];
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-           if (IN_SCR_FIELD(sx, sy))
-           {
-             DrawLevelFieldCrumbledSand(xx, yy);
-             DrawGraphic(sx, sy, flame_graphic, frame);
-           }
-         }
-         else
-         {
-           if (Feld[xx][yy] == EL_FLAMES)
-             Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
-         }
-       }
-      }
+  if (new_group_nr == 0)
+    return;
 
-      if (MovDelay[x][y])      /* element still has to wait some time */
-      {
-       PlayLevelSoundAction(x, y, ACTION_WAITING);
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    x = ax + xy[i][0];
+    y = ay + xy[i][1];
+
+    if (!IN_LEV_FIELD(x, y))
+      continue;
+
+    if ((Feld[x][y] == EL_AMOEBA_FULL ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_DEAD) &&
+       AmoebaNr[x][y] != new_group_nr)
+    {
+      int old_group_nr = AmoebaNr[x][y];
 
+      if (old_group_nr == 0)
        return;
+
+      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
+      AmoebaCnt[old_group_nr] = 0;
+      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
+      AmoebaCnt2[old_group_nr] = 0;
+
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (AmoebaNr[xx][yy] == old_group_nr)
+         AmoebaNr[xx][yy] = new_group_nr;
       }
     }
+  }
+}
 
-    /* now make next step */
+void AmoebeUmwandeln(int ax, int ay)
+{
+  int i, x, y;
 
-    Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
+  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
+  {
+    int group_nr = AmoebaNr[ax][ay];
 
-    if (DONT_COLLIDE_WITH(element) &&
-       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
-       !PLAYER_ENEMY_PROTECTED(newx, newy))
+#ifdef DEBUG
+    if (group_nr == 0)
     {
-      TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
-
+      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
+      printf("AmoebeUmwandeln(): This should never happen!\n");
       return;
     }
+#endif
 
-    else if (CAN_MOVE_INTO_ACID(element) &&
-            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
-            !IS_MV_DIAGONAL(MovDir[x][y]) &&
-            (MovDir[x][y] == MV_DOWN ||
-             game.engine_version >= VERSION_IDENT(3,1,0,0)))
+    SCAN_PLAYFIELD(x, y)
     {
-      SplashAcid(newx, newy);
-      Store[x][y] = EL_ACID;
+      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+      {
+       AmoebaNr[x][y] = 0;
+       Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+      }
     }
-    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
+
+    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
+                           SND_AMOEBA_TURNING_TO_GEM :
+                           SND_AMOEBA_TURNING_TO_ROCK));
+    Bang(ax, ay);
+  }
+  else
+  {
+    static int xy[4][2] =
     {
-      if (Feld[newx][newy] == EL_EXIT_OPEN)
-      {
-       RemoveField(x, y);
-       DrawLevelField(x, y);
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 }
+    };
 
-       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
-       if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      x = ax + xy[i][0];
+      y = ay + xy[i][1];
 
-       local_player->friends_still_needed--;
-       if (!local_player->friends_still_needed &&
-           !local_player->GameOver && AllPlayersGone)
-         local_player->LevelSolved = local_player->GameOver = TRUE;
+      if (!IN_LEV_FIELD(x, y))
+       continue;
 
-       return;
-      }
-      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
+      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
       {
-       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
-         DrawLevelField(newx, newy);
-       else
-         GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
+                             SND_AMOEBA_TURNING_TO_GEM :
+                             SND_AMOEBA_TURNING_TO_ROCK));
+       Bang(x, y);
       }
-      else if (!IS_FREE(newx, newy))
-      {
-       GfxAction[x][y] = ACTION_WAITING;
+    }
+  }
+}
 
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+{
+  int x, y;
+  int group_nr = AmoebaNr[ax][ay];
+  boolean done = FALSE;
 
-       return;
-      }
+#ifdef DEBUG
+  if (group_nr == 0)
+  {
+    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
+    printf("AmoebeUmwandelnBD(): This should never happen!\n");
+    return;
+  }
+#endif
+
+  SCAN_PLAYFIELD(x, y)
+  {
+    if (AmoebaNr[x][y] == group_nr &&
+       (Feld[x][y] == EL_AMOEBA_DEAD ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_GROWING))
+    {
+      AmoebaNr[x][y] = 0;
+      Feld[x][y] = new_element;
+      InitField(x, y, FALSE);
+      TEST_DrawLevelField(x, y);
+      done = TRUE;
     }
-    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
+  }
+
+  if (done)
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
+                           SND_BD_AMOEBA_TURNING_TO_ROCK :
+                           SND_BD_AMOEBA_TURNING_TO_GEM));
+}
+
+void AmoebeWaechst(int x, int y)
+{
+  static unsigned int sound_delay = 0;
+  static unsigned int sound_delay_value = 0;
+
+  if (!MovDelay[x][y])         /* start new growing cycle */
+  {
+    MovDelay[x][y] = 7;
+
+    if (DelayReached(&sound_delay, sound_delay_value))
     {
-      if (IS_FOOD_PIG(Feld[newx][newy]))
-      {
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
-       {
-         Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
-       }
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+      sound_delay_value = 30;
+    }
+  }
 
-       PlayLevelSound(x, y, SND_PIG_DIGGING);
-      }
-      else if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+  if (MovDelay[x][y])          /* wait some time before growing bigger */
+  {
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+                                          6 - MovDelay[x][y]);
 
-       return;
-      }
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
     }
-    else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+
+    if (!MovDelay[x][y])
     {
-      if (Store[x][y] != EL_EMPTY)
-      {
-       boolean can_clone = FALSE;
-       int xx, yy;
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      TEST_DrawLevelField(x, y);
+    }
+  }
+}
 
-       /* check if element to clone is still there */
-       for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
-       {
-         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
-         {
-           can_clone = TRUE;
+void AmoebaDisappearing(int x, int y)
+{
+  static unsigned int sound_delay = 0;
+  static unsigned int sound_delay_value = 0;
 
-           break;
-         }
-       }
+  if (!MovDelay[x][y])         /* start new shrinking cycle */
+  {
+    MovDelay[x][y] = 7;
 
-       /* cannot clone or target field not free anymore -- do not clone */
-       if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
-         Store[x][y] = EL_EMPTY;
-      }
+    if (DelayReached(&sound_delay, sound_delay_value))
+      sound_delay_value = 30;
+  }
 
-      if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
-      {
-       if (IS_MV_DIAGONAL(MovDir[x][y]))
-       {
-         int diagonal_move_dir = MovDir[x][y];
-         int stored = Store[x][y];
-         int change_delay = 8;
-         int graphic;
+  if (MovDelay[x][y])          /* wait some time before shrinking */
+  {
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+                                          6 - MovDelay[x][y]);
 
-         /* android is moving diagonally */
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+    }
 
-         CreateField(x, y, EL_DIAGONAL_SHRINKING);
+    if (!MovDelay[x][y])
+    {
+      Feld[x][y] = EL_EMPTY;
+      TEST_DrawLevelField(x, y);
 
-         Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
-         GfxElement[x][y] = EL_EMC_ANDROID;
-         GfxAction[x][y] = ACTION_SHRINKING;
-         GfxDir[x][y] = diagonal_move_dir;
-         ChangeDelay[x][y] = change_delay;
+      /* don't let mole enter this field in this cycle;
+        (give priority to objects falling to this field from above) */
+      Stop[x][y] = TRUE;
+    }
+  }
+}
+
+void AmoebeAbleger(int ax, int ay)
+{
+  int i;
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  int newax = ax, neway = ay;
+  boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
+  {
+    Feld[ax][ay] = EL_AMOEBA_DEAD;
+    TEST_DrawLevelField(ax, ay);
+    return;
+  }
 
-         graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
-                                  GfxDir[x][y]);
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-         DrawLevelGraphicAnimation(x, y, graphic);
-         PlayLevelSoundAction(x, y, ACTION_SHRINKING);
+  if (!MovDelay[ax][ay])       /* start making new amoeba field */
+    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
 
-         if (Feld[newx][newy] == EL_ACID)
-         {
-           SplashAcid(newx, newy);
+  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
 
-           return;
-         }
+  if (can_drop)                        /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
+  {
+    int start = RND(4);
+    int x = ax + xy[start][0];
+    int y = ay + xy[start][1];
 
-         CreateField(newx, newy, EL_DIAGONAL_GROWING);
+    if (!IN_LEV_FIELD(x, y))
+      return;
 
-         Store[newx][newy] = EL_EMC_ANDROID;
-         GfxElement[newx][newy] = EL_EMC_ANDROID;
-         GfxAction[newx][newy] = ACTION_GROWING;
-         GfxDir[newx][newy] = diagonal_move_dir;
-         ChangeDelay[newx][newy] = change_delay;
+    if (IS_FREE(x, y) ||
+       CAN_GROW_INTO(Feld[x][y]) ||
+       Feld[x][y] == EL_QUICKSAND_EMPTY ||
+       Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
+    {
+      newax = x;
+      neway = y;
+    }
 
-         graphic = el_act_dir2img(GfxElement[newx][newy],
-                                  GfxAction[newx][newy], GfxDir[newx][newy]);
+    if (newax == ax && neway == ay)
+      return;
+  }
+  else                         /* normal or "filled" (BD style) amoeba */
+  {
+    int start = RND(4);
+    boolean waiting_for_player = FALSE;
 
-         DrawLevelGraphicAnimation(newx, newy, graphic);
-         PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+    for (i = 0; i < NUM_DIRECTIONS; i++)
+    {
+      int j = (start + i) % 4;
+      int x = ax + xy[j][0];
+      int y = ay + xy[j][1];
 
-         return;
-       }
-       else
-       {
-         Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
+      if (!IN_LEV_FIELD(x, y))
+       continue;
 
-         PlayLevelSoundAction(x, y, ACTION_DIGGING);
-       }
-      }
-      else if (!IS_FREE(newx, newy))
+      if (IS_FREE(x, y) ||
+         CAN_GROW_INTO(Feld[x][y]) ||
+         Feld[x][y] == EL_QUICKSAND_EMPTY ||
+         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
       {
-#if 0
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
-#endif
-
-       return;
+       newax = x;
+       neway = y;
+       break;
       }
+      else if (IS_PLAYER(x, y))
+       waiting_for_player = TRUE;
     }
-    else if (IS_CUSTOM_ELEMENT(element) &&
-            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
-    {
-      int new_element = Feld[newx][newy];
 
-      if (!IS_FREE(newx, newy))
+    if (newax == ax && neway == ay)            /* amoeba cannot grow */
+    {
+      if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
       {
-       int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
-                     IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
-                     ACTION_BREAKING);
-
-       /* no element can dig solid indestructible elements */
-       if (IS_INDESTRUCTIBLE(new_element) &&
-           !IS_DIGGABLE(new_element) &&
-           !IS_COLLECTIBLE(new_element))
-         return;
-
-       if (AmoebaNr[newx][newy] &&
-           (new_element == EL_AMOEBA_FULL ||
-            new_element == EL_BD_AMOEBA ||
-            new_element == EL_AMOEBA_GROWING))
-       {
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-         AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       }
+       Feld[ax][ay] = EL_AMOEBA_DEAD;
+       TEST_DrawLevelField(ax, ay);
+       AmoebaCnt[AmoebaNr[ax][ay]]--;
 
-       if (IS_MOVING(newx, newy))
-         RemoveMovingField(newx, newy);
-       else
+       if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
        {
-         RemoveField(newx, newy);
-         DrawLevelField(newx, newy);
+         if (element == EL_AMOEBA_FULL)
+           AmoebeUmwandeln(ax, ay);
+         else if (element == EL_BD_AMOEBA)
+           AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
        }
-
-       /* if digged element was about to explode, prevent the explosion */
-       ExplodeField[newx][newy] = EX_TYPE_NONE;
-
-       PlayLevelSoundAction(x, y, action);
       }
+      return;
+    }
+    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
+    {
+      /* amoeba gets larger by growing in some direction */
 
-      Store[newx][newy] = EL_EMPTY;
-#if 1
-      /* this makes it possible to leave the removed element again */
-      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
-       Store[newx][newy] = new_element;
-#else
-      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
-      {
-       int move_leave_element = element_info[element].move_leave_element;
+      int new_group_nr = AmoebaNr[ax][ay];
 
-       /* this makes it possible to leave the removed element again */
-       Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
-                            new_element : move_leave_element);
-      }
+#ifdef DEBUG
+  if (new_group_nr == 0)
+  {
+    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
+    printf("AmoebeAbleger(): This should never happen!\n");
+    return;
+  }
 #endif
 
-      if (move_pattern & MV_MAZE_RUNNER_STYLE)
+      AmoebaNr[newax][neway] = new_group_nr;
+      AmoebaCnt[new_group_nr]++;
+      AmoebaCnt2[new_group_nr]++;
+
+      /* if amoeba touches other amoeba(s) after growing, unify them */
+      AmoebenVereinigen(newax, neway);
+
+      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
       {
-       RunnerVisit[x][y] = FrameCounter;
-       PlayerVisit[x][y] /= 8;         /* expire player visit path */
+       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
+       return;
       }
     }
-    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
-    {
-      if (!IS_FREE(newx, newy))
-      {
-       if (IS_PLAYER(x, y))
-         DrawPlayerField(x, y);
-       else
-         DrawLevelField(x, y);
+  }
 
-       return;
-      }
-      else
-      {
-       boolean wanna_flame = !RND(10);
-       int dx = newx - x, dy = newy - y;
-       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
-       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
-       int element1 = (IN_LEV_FIELD(newx1, newy1) ?
-                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
-       int element2 = (IN_LEV_FIELD(newx2, newy2) ?
-                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
+  if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
+      (neway == lev_fieldy - 1 && newax != ax))
+  {
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
+    Store[newax][neway] = element;
+  }
+  else if (neway == ay || element == EL_EMC_DRIPPER)
+  {
+    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
 
-       if ((wanna_flame ||
-            IS_CLASSIC_ENEMY(element1) ||
-            IS_CLASSIC_ENEMY(element2)) &&
-           element1 != EL_DRAGON && element2 != EL_DRAGON &&
-           element1 != EL_FLAMES && element2 != EL_FLAMES)
-       {
-         ResetGfxAnimation(x, y);
-         GfxAction[x][y] = ACTION_ATTACKING;
+    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+  }
+  else
+  {
+    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
+    Feld[ax][ay] = EL_AMOEBA_DROPPING;
+    Store[ax][ay] = EL_AMOEBA_DROP;
+    ContinueMoving(ax, ay);
+    return;
+  }
 
-         if (IS_PLAYER(x, y))
-           DrawPlayerField(x, y);
-         else
-           DrawLevelField(x, y);
+  TEST_DrawLevelField(newax, neway);
+}
 
-         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
+void Life(int ax, int ay)
+{
+  int x1, y1, x2, y2;
+  int life_time = 40;
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
+                        level.biomaze);
+  boolean changed = FALSE;
 
-         MovDelay[x][y] = 50;
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-         /* !!! */
-#if 0
-         RemoveField(newx, newy);
-#endif
-         Feld[newx][newy] = EL_FLAMES;
-         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
-         {
-#if 0
-           RemoveField(newx1, newy1);
-#endif
-           Feld[newx1][newy1] = EL_FLAMES;
-         }
-         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
-         {
-#if 0
-           RemoveField(newx2, newy2);
-#endif
-           Feld[newx2][newy2] = EL_FLAMES;
-         }
+  if (Stop[ax][ay])
+    return;
 
-         return;
-       }
-      }
-    }
-    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            Feld[newx][newy] == EL_DIAMOND)
+  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
+    MovDelay[ax][ay] = life_time;
+
+  if (MovDelay[ax][ay])                /* wait some time before next cycle */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
+  }
+
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
+  {
+    int xx = ax+x1, yy = ay+y1;
+    int nachbarn = 0;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
     {
-      if (IS_MOVING(newx, newy))
-       RemoveMovingField(newx, newy);
-      else
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-      }
+      int x = xx+x2, y = yy+y2;
 
-      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
+      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
+       continue;
+
+      if (((Feld[x][y] == element ||
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
+          !Stop[x][y]) ||
+         (IS_FREE(x, y) && Stop[x][y]))
+       nachbarn++;
     }
-    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
-    {
-      if (AmoebaNr[newx][newy])
-      {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
-      }
 
-#if 0
-      /* !!! test !!! */
-      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
-      {
-       RemoveMovingField(newx, newy);
-      }
-#else
-      if (IS_MOVING(newx, newy))
-      {
-       RemoveMovingField(newx, newy);
-      }
-#endif
-      else
+    if (xx == ax && yy == ay)          /* field in the middle */
+    {
+      if (nachbarn < life_parameter[0] ||
+         nachbarn > life_parameter[1])
       {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
+       Feld[xx][yy] = EL_EMPTY;
+       if (!Stop[xx][yy])
+         TEST_DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
-
-      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
     }
-    else if ((element == EL_PACMAN || element == EL_MOLE)
-            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
-    {
-      if (AmoebaNr[newx][newy])
+    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+    {                                  /* free border field */
+      if (nachbarn >= life_parameter[2] &&
+         nachbarn <= life_parameter[3])
       {
-       AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
-           Feld[newx][newy] == EL_BD_AMOEBA)
-         AmoebaCnt[AmoebaNr[newx][newy]]--;
+       Feld[xx][yy] = element;
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+       if (!Stop[xx][yy])
+         TEST_DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
+    }
+  }
 
-      if (element == EL_MOLE)
-      {
-       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+  if (changed)
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
+}
 
-       ResetGfxAnimation(x, y);
-       GfxAction[x][y] = ACTION_DIGGING;
-       DrawLevelField(x, y);
+static void InitRobotWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
 
-       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+static void RunRobotWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
 
-       return;                         /* wait for shrinking amoeba */
-      }
-      else     /* element == EL_PACMAN */
-      {
-       Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
-       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
-      }
-    }
-    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
-            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
-             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
-    {
-      /* wait for shrinking amoeba to completely disappear */
-      return;
-    }
-    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
-    {
-      /* object was running against a wall */
+static void StopRobotWheel(int x, int y)
+{
+  if (ZX == x && ZY == y)
+  {
+    ZX = ZY = -1;
 
-      TurnRound(x, y);
+    game.robot_wheel_active = FALSE;
+  }
+}
 
-#if 0
-      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
-      if (move_pattern & MV_ANY_DIRECTION &&
-         move_pattern == MovDir[x][y])
-      {
-       int blocking_element =
-         (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
+static void InitTimegateWheel(int x, int y)
+{
+  ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+}
 
-       CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
-                                MovDir[x][y]);
+static void RunTimegateWheel(int x, int y)
+{
+  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
+}
 
-       element = Feld[x][y];   /* element might have changed */
-      }
-#endif
+static void InitMagicBallDelay(int x, int y)
+{
+  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+}
 
-      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
-       DrawLevelElementAnimation(x, y, element);
+static void ActivateMagicBall(int bx, int by)
+{
+  int x, y;
 
-      if (DONT_TOUCH(element))
-       TestIfBadThingTouchesPlayer(x, y);
+  if (level.ball_random)
+  {
+    int pos_border = RND(8);   /* select one of the eight border elements */
+    int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+    int xx = pos_content % 3;
+    int yy = pos_content / 3;
 
-      return;
-    }
+    x = bx - 1 + xx;
+    y = by - 1 + yy;
 
-    InitMovingField(x, y, MovDir[x][y]);
+    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+  }
+  else
+  {
+    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+    {
+      int xx = x - bx + 1;
+      int yy = y - by + 1;
 
-    PlayLevelSoundAction(x, y, ACTION_MOVING);
+      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+    }
   }
 
-  if (MovDir[x][y])
-    ContinueMoving(x, y);
+  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
 }
 
-void ContinueMoving(int x, int y)
+void CheckExit(int x, int y)
 {
-  int element = Feld[x][y];
-  struct ElementInfo *ei = &element_info[element];
-  int direction = MovDir[x][y];
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int newx = x + dx, newy = y + dy;
-  int stored = Store[x][y];
-  int stored_new = Store[newx][newy];
-  boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
-  boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
-  boolean last_line = (newy == lev_fieldy - 1);
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-  MovPos[x][y] += getElementMoveStepsize(x, y);
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-  if (pushed_by_player)        /* special case: moving object pushed by player */
-    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+    return;
+  }
 
-  if (ABS(MovPos[x][y]) < TILEX)
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
+}
+
+void CheckExitEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    DrawLevelField(x, y);
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-    return;    /* element is still moving */
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
   }
 
-  /* element reached destination field */
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-  Feld[x][y] = EL_EMPTY;
-  Feld[newx][newy] = element;
-  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
+  Feld[x][y] = EL_EM_EXIT_OPENING;
 
-  if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
-  {
-    element = Feld[newx][newy] = EL_ACID;
-  }
-  else if (element == EL_MOLE)
-  {
-    Feld[x][y] = EL_SAND;
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
+}
 
-    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)
+void CheckExitSteel(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    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];
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-#if USE_NEW_CUSTOM_VALUE
-    InitField(newx, newy, FALSE);
-#endif
-  }
-  else if (element == EL_BD_MAGIC_WALL_FILLING)
-  {
-    element = Feld[newx][newy] = get_next_element(element);
-    if (!game.magic_wall_active)
-      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
-    Store[newx][newy] = Store[x][y];
-  }
-  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
-  {
-    Feld[x][y] = get_next_element(element);
-    if (!game.magic_wall_active)
-      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-    element = Feld[newx][newy] = Store[x][y];
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if USE_NEW_CUSTOM_VALUE
-    InitField(newx, newy, FALSE);
-#endif
+    return;
   }
-  else if (element == EL_AMOEBA_DROPPING)
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSteelEM(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    Feld[x][y] = get_next_element(element);
-    element = Feld[newx][newy] = Store[x][y];
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    return;
   }
-  else if (element == EL_SOKOBAN_OBJECT)
+
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
+}
+
+void CheckExitSP(int x, int y)
+{
+  if (local_player->gems_still_needed > 0)
   {
-    if (Back[x][y])
-      Feld[x][y] = Back[x][y];
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-    if (Back[newx][newy])
-      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    Back[x][y] = Back[newx][newy] = 0;
+    return;
   }
 
-  Store[x][y] = EL_EMPTY;
-  MovPos[x][y] = 0;
-  MovDir[x][y] = 0;
-  MovDelay[x][y] = 0;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-  MovDelay[newx][newy] = 0;
+  Feld[x][y] = EL_SP_EXIT_OPENING;
 
-#if 1
-  if (CAN_CHANGE_OR_HAS_ACTION(element))
-#else
-  if (CAN_CHANGE(element))
-#endif
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+}
+
+static void CloseAllOpenTimegates()
+{
+  int x, y;
+
+  SCAN_PLAYFIELD(x, y)
   {
-    /* copy element change control values to new field */
-    ChangeDelay[newx][newy] = ChangeDelay[x][y];
-    ChangePage[newx][newy]  = ChangePage[x][y];
-    ChangeCount[newx][newy] = ChangeCount[x][y];
-    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+    int element = Feld[x][y];
 
-#if 0
-#if USE_NEW_CUSTOM_VALUE
-    CustomValue[newx][newy] = CustomValue[x][y];
-#endif
-#endif
+    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+    {
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
+
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
+    }
   }
+}
 
-#if 1
-#if USE_NEW_CUSTOM_VALUE
-    CustomValue[newx][newy] = CustomValue[x][y];
-#endif
-#endif
+void DrawTwinkleOnField(int x, int y)
+{
+  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
+    return;
 
-  ChangeDelay[x][y] = 0;
-  ChangePage[x][y] = -1;
-  ChangeCount[x][y] = 0;
-  ChangeEvent[x][y] = -1;
+  if (Feld[x][y] == EL_BD_DIAMOND)
+    return;
 
-#if USE_NEW_CUSTOM_VALUE
-  CustomValue[x][y] = 0;
-#endif
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !GetSimpleRandom(500);
 
-  /* copy animation control values to new field */
-  GfxFrame[newx][newy]  = GfxFrame[x][y];
-  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
-  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
-  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
 
-  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
 
-  /* some elements can leave other elements behind after moving */
-#if 1
-  if (ei->move_leave_element != EL_EMPTY &&
-      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
-      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#else
-  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
-      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
-      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#endif
+    if (MovDelay[x][y] != 0)
+    {
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
+
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+    }
+  }
+}
+
+void MauerWaechst(int x, int y)
+{
+  int delay = 6;
+
+  if (!MovDelay[x][y])         /* next animation frame */
+    MovDelay[x][y] = 3 * delay;
+
+  if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int move_leave_element = ei->move_leave_element;
+    MovDelay[x][y]--;
 
-#if 1
-#if 1
-    /* this makes it possible to leave the removed element again */
-    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
-      move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
-#else
-    /* this makes it possible to leave the removed element again */
-    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
-      move_leave_element = stored;
-#endif
-#else
-    /* this makes it possible to leave the removed element again */
-    if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
-        ei->move_leave_element == EL_TRIGGER_ELEMENT)
-      move_leave_element = stored;
-#endif
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
-    Feld[x][y] = move_leave_element;
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+    }
 
-    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-      MovDir[x][y] = direction;
+    if (!MovDelay[x][y])
+    {
+      if (MovDir[x][y] == MV_LEFT)
+      {
+       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+         TEST_DrawLevelField(x - 1, y);
+      }
+      else if (MovDir[x][y] == MV_RIGHT)
+      {
+       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+         TEST_DrawLevelField(x + 1, y);
+      }
+      else if (MovDir[x][y] == MV_UP)
+      {
+       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+         TEST_DrawLevelField(x, y - 1);
+      }
+      else
+      {
+       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+         TEST_DrawLevelField(x, y + 1);
+      }
 
-    InitField(x, y, FALSE);
+      Feld[x][y] = Store[x][y];
+      Store[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
+      TEST_DrawLevelField(x, y);
+    }
+  }
+}
 
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
+void MauerAbleger(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
 
-    if (ELEM_IS_PLAYER(move_leave_element))
-      RelocatePlayer(x, y, move_leave_element);
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
+
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
+  {
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
 
-  /* do this after checking for left-behind element */
-  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
 
-  if (!CAN_MOVE(element) ||
-      (CAN_FALL(element) && direction == MV_DOWN &&
-       (element == EL_SPRING ||
-       element_info[element].move_pattern == MV_WHEN_PUSHED ||
-       element_info[element].move_pattern == MV_WHEN_DROPPED)))
-    GfxDir[x][y] = MovDir[newx][newy] = 0;
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
+  {
+    if (oben_frei)
+    {
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
+  }
+
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL ||
+      element == EL_BD_EXPANDABLE_WALL)
+  {
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
+    }
 
-  DrawLevelField(x, y);
-  DrawLevelField(newx, newy);
+    if (rechts_frei)
+    {
+      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
+    }
+  }
 
-  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
+    TEST_DrawLevelField(ax, ay);
 
-  /* prevent pushed element from moving on in pushed direction */
-  if (pushed_by_player && CAN_MOVE(element) &&
-      element_info[element].move_pattern & MV_ANY_DIRECTION &&
-      !(element_info[element].move_pattern & direction))
-    TurnRound(newx, newy);
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
 
-  /* prevent elements on conveyor belt from moving on in last direction */
-  if (pushed_by_conveyor && CAN_FALL(element) &&
-      direction & MV_HORIZONTAL)
-    MovDir[newx][newy] = 0;
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+       element == EL_EXPANDABLE_WALL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_WALL_VERTICAL))
+    Feld[ax][ay] = EL_WALL;
 
-  if (!pushed_by_player)
-  {
-    int nextx = newx + dx, nexty = newy + dy;
-    boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+}
 
-    WasJustMoving[newx][newy] = 3;
+void MauerAblegerStahl(int ax, int ay)
+{
+  int element = Feld[ax][ay];
+  int graphic = el2img(element);
+  boolean oben_frei = FALSE, unten_frei = FALSE;
+  boolean links_frei = FALSE, rechts_frei = FALSE;
+  boolean oben_massiv = FALSE, unten_massiv = FALSE;
+  boolean links_massiv = FALSE, rechts_massiv = FALSE;
+  boolean new_wall = FALSE;
 
-    if (CAN_FALL(element) && direction == MV_DOWN)
-      WasJustFalling[newx][newy] = 3;
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
 
-    if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
-      CheckCollision[newx][newy] = 2;
-  }
+  if (!MovDelay[ax][ay])       /* start building new wall */
+    MovDelay[ax][ay] = 6;
 
-  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  if (MovDelay[ax][ay])                /* wait some time before building new wall */
   {
-    TestIfBadThingTouchesPlayer(newx, newy);
-    TestIfBadThingTouchesFriend(newx, newy);
-
-    if (!IS_CUSTOM_ELEMENT(element))
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
+    MovDelay[ax][ay]--;
+    if (MovDelay[ax][ay])
+      return;
   }
-  else if (element == EL_PENGUIN)
-    TestIfFriendTouchesBadThing(newx, newy);
 
-  /* give the player one last chance (one more frame) to move away */
-  if (CAN_FALL(element) && direction == MV_DOWN &&
-      (last_line || (!IS_FREE(x, newy + 1) &&
-                    (!IS_PLAYER(x, newy + 1) ||
-                     game.engine_version < VERSION_IDENT(3,1,1,0)))))
-    Impact(x, newy);
+  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+    oben_frei = TRUE;
+  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+    unten_frei = TRUE;
+  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+    links_frei = TRUE;
+  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+    rechts_frei = TRUE;
 
-  if (pushed_by_player && !game.use_change_when_pushing_bug)
+  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
   {
-    int push_side = MV_DIR_OPPOSITE(direction);
-    struct PlayerInfo *player = PLAYERINFO(x, y);
-
-    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
-                              player->index_bit, push_side);
-    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
-                                       player->index_bit, push_side);
+    if (oben_frei)
+    {
+      Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay-1] = element;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+      new_wall = TRUE;
+    }
+    if (unten_frei)
+    {
+      Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay+1] = element;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+      new_wall = TRUE;
+    }
   }
 
-  if (element == EL_EMC_ANDROID && pushed_by_player)   /* make another move */
-    MovDelay[newx][newy] = 1;
-
-  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
-
-  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
-
-  TestIfElementHitsCustomElement(newx, newy, direction);
-  TestIfPlayerTouchesCustomElement(newx, newy);
-  TestIfElementTouchesCustomElement(newx, newy);
-
-#if 1
-  if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
-      IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
-    CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
-                                     MV_DIR_OPPOSITE(direction));
-#endif
-}
-
-int AmoebeNachbarNr(int ax, int ay)
-{
-  int i;
-  int element = Feld[ax][ay];
-  int group_nr = 0;
-  static int xy[4][2] =
+  if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_STEELWALL_ANY)
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    if (links_frei)
+    {
+      Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax-1][ay] = element;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+      new_wall = TRUE;
+    }
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    int x = ax + xy[i][0];
-    int y = ay + xy[i][1];
+    if (rechts_frei)
+    {
+      Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax+1][ay] = element;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+      new_wall = TRUE;
+    }
+  }
 
-    if (!IN_LEV_FIELD(x, y))
-      continue;
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
+    oben_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
+    unten_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
+    links_massiv = TRUE;
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
+    rechts_massiv = TRUE;
 
-    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
-      group_nr = AmoebaNr[x][y];
-  }
+  if (((oben_massiv && unten_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
+      ((links_massiv && rechts_massiv) ||
+       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
+    Feld[ax][ay] = EL_STEELWALL;
 
-  return group_nr;
+  if (new_wall)
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
-void AmoebenVereinigen(int ax, int ay)
+void CheckForDragon(int x, int y)
 {
-  int i, x, y, xx, yy;
-  int new_group_nr = AmoebaNr[ax][ay];
+  int i, j;
+  boolean dragon_found = FALSE;
   static int xy[4][2] =
   {
     { 0, -1 },
@@ -6492,2211 +9475,2168 @@ void AmoebenVereinigen(int ax, int ay)
     { 0, +1 }
   };
 
-  if (new_group_nr == 0)
-    return;
-
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    x = ax + xy[i][0];
-    y = ay + xy[i][1];
-
-    if (!IN_LEV_FIELD(x, y))
-      continue;
-
-    if ((Feld[x][y] == EL_AMOEBA_FULL ||
-        Feld[x][y] == EL_BD_AMOEBA ||
-        Feld[x][y] == EL_AMOEBA_DEAD) &&
-       AmoebaNr[x][y] != new_group_nr)
-    {
-      int old_group_nr = AmoebaNr[x][y];
-
-      if (old_group_nr == 0)
-       return;
-
-      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
-      AmoebaCnt[old_group_nr] = 0;
-      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
-      AmoebaCnt2[old_group_nr] = 0;
-
-#if 1
-      SCAN_PLAYFIELD(xx, yy)
-#else
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
-      {
-       if (AmoebaNr[xx][yy] == old_group_nr)
-         AmoebaNr[xx][yy] = new_group_nr;
-      }
-    }
-  }
-}
-
-void AmoebeUmwandeln(int ax, int ay)
-{
-  int i, x, y;
-
-  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
-  {
-    int group_nr = AmoebaNr[ax][ay];
-
-#ifdef DEBUG
-    if (group_nr == 0)
+    for (j = 0; j < 4; j++)
     {
-      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
-      printf("AmoebeUmwandeln(): This should never happen!\n");
-      return;
-    }
-#endif
+      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
 
-#if 1
-    SCAN_PLAYFIELD(x, y)
-#else
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-    {
-      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
+      if (IN_LEV_FIELD(xx, yy) &&
+         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
       {
-       AmoebaNr[x][y] = 0;
-       Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
+       if (Feld[xx][yy] == EL_DRAGON)
+         dragon_found = TRUE;
       }
-    }
-
-    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
-                           SND_AMOEBA_TURNING_TO_GEM :
-                           SND_AMOEBA_TURNING_TO_ROCK));
-    Bang(ax, ay);
+      else
+       break;
+    }
   }
-  else
-  {
-    static int xy[4][2] =
-    {
-      { 0, -1 },
-      { -1, 0 },
-      { +1, 0 },
-      { 0, +1 }
-    };
 
+  if (!dragon_found)
+  {
     for (i = 0; i < NUM_DIRECTIONS; i++)
     {
-      x = ax + xy[i][0];
-      y = ay + xy[i][1];
-
-      if (!IN_LEV_FIELD(x, y))
-       continue;
-
-      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
+      for (j = 0; j < 3; j++)
       {
-       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
-                             SND_AMOEBA_TURNING_TO_GEM :
-                             SND_AMOEBA_TURNING_TO_ROCK));
-       Bang(x, y);
+       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+  
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
+       {
+         Feld[xx][yy] = EL_EMPTY;
+         TEST_DrawLevelField(xx, yy);
+       }
+       else
+         break;
       }
     }
   }
 }
 
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+static void InitBuggyBase(int x, int y)
 {
-  int x, y;
-  int group_nr = AmoebaNr[ax][ay];
-  boolean done = FALSE;
+  int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
 
-#ifdef DEBUG
-  if (group_nr == 0)
+  ChangeDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
+
+static void WarnBuggyBase(int x, int y)
+{
+  int i;
+  static int xy[4][2] =
   {
-    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
-    printf("AmoebeUmwandelnBD(): This should never happen!\n");
-    return;
-  }
-#endif
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    if (AmoebaNr[x][y] == group_nr &&
-       (Feld[x][y] == EL_AMOEBA_DEAD ||
-        Feld[x][y] == EL_BD_AMOEBA ||
-        Feld[x][y] == EL_AMOEBA_GROWING))
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+
+    if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
     {
-      AmoebaNr[x][y] = 0;
-      Feld[x][y] = new_element;
-      InitField(x, y, FALSE);
-      DrawLevelField(x, y);
-      done = TRUE;
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+
+      break;
     }
   }
+}
 
-  if (done)
-    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
-                           SND_BD_AMOEBA_TURNING_TO_ROCK :
-                           SND_BD_AMOEBA_TURNING_TO_GEM));
+static void InitTrap(int x, int y)
+{
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
 }
 
-void AmoebeWaechst(int x, int y)
+static void ActivateTrap(int x, int y)
 {
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
 
-  if (!MovDelay[x][y])         /* start new growing cycle */
-  {
-    MovDelay[x][y] = 7;
+static void ChangeActiveTrap(int x, int y)
+{
+  int graphic = IMG_TRAP_ACTIVE;
 
-    if (DelayReached(&sound_delay, sound_delay_value))
-    {
-      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
-      sound_delay_value = 30;
-    }
-  }
+  /* if new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    TEST_DrawLevelFieldCrumbled(x, y);
+}
 
-  if (MovDelay[x][y])          /* wait some time before growing bigger */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-    {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
-                                          6 - MovDelay[x][y]);
+static int getSpecialActionElement(int element, int number, int base_element)
+{
+  return (element != EL_EMPTY ? element :
+         number != -1 ? base_element + number - 1 :
+         EL_EMPTY);
+}
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
-    }
+static int getModifiedActionNumber(int value_old, int operator, int operand,
+                                  int value_min, int value_max)
+{
+  int value_new = (operator == CA_MODE_SET      ? operand :
+                  operator == CA_MODE_ADD      ? value_old + operand :
+                  operator == CA_MODE_SUBTRACT ? value_old - operand :
+                  operator == CA_MODE_MULTIPLY ? value_old * operand :
+                  operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
+                  operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
+                  value_old);
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      DrawLevelField(x, y);
-    }
-  }
+  return (value_new < value_min ? value_min :
+         value_new > value_max ? value_max :
+         value_new);
 }
 
-void AmoebaDisappearing(int x, int y)
+static void ExecuteCustomElementAction(int x, int y, int element, int page)
 {
-  static unsigned long sound_delay = 0;
-  static unsigned long sound_delay_value = 0;
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  int target_element = change->target_element;
+  int action_type = change->action_type;
+  int action_mode = change->action_mode;
+  int action_arg = change->action_arg;
+  int action_element = change->action_element;
+  int i;
 
-  if (!MovDelay[x][y])         /* start new shrinking cycle */
-  {
-    MovDelay[x][y] = 7;
+  if (!change->has_action)
+    return;
 
-    if (DelayReached(&sound_delay, sound_delay_value))
-      sound_delay_value = 30;
-  }
+  /* ---------- determine action paramater values -------------------------- */
 
-  if (MovDelay[x][y])          /* wait some time before shrinking */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-    {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
-                                          6 - MovDelay[x][y]);
+  int level_time_value =
+    (level.time > 0 ? TimeLeft :
+     TimePlayed);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
-    }
+  int action_arg_element_raw =
+    (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
+     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
+     action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+     action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
+     action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
+     EL_EMPTY);
+  int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
+  int action_arg_direction =
+    (action_arg >= CA_ARG_DIRECTION_LEFT &&
+     action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
+     action_arg == CA_ARG_DIRECTION_TRIGGER ?
+     change->actual_trigger_side :
+     action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
+     MV_DIR_OPPOSITE(change->actual_trigger_side) :
+     MV_NONE);
 
-      /* don't let mole enter this field in this cycle;
-        (give priority to objects falling to this field from above) */
-      Stop[x][y] = TRUE;
-    }
-  }
-}
+  int action_arg_number_min =
+    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
+     CA_ARG_MIN);
 
-void AmoebeAbleger(int ax, int ay)
-{
-  int i;
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  int newax = ax, neway = ay;
-  boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+  int action_arg_number_max =
+    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
+     action_type == CA_SET_LEVEL_GEMS ? 999 :
+     action_type == CA_SET_LEVEL_TIME ? 9999 :
+     action_type == CA_SET_LEVEL_SCORE ? 99999 :
+     action_type == CA_SET_CE_VALUE ? 9999 :
+     action_type == CA_SET_CE_SCORE ? 9999 :
+     CA_ARG_MAX);
+
+  int action_arg_number_reset =
+    (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
+     action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
+     action_type == CA_SET_LEVEL_TIME ? level.time :
+     action_type == CA_SET_LEVEL_SCORE ? 0 :
+     action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
+     action_type == CA_SET_CE_SCORE ? 0 :
+     0);
+
+  int action_arg_number =
+    (action_arg <= CA_ARG_MAX ? action_arg :
+     action_arg >= CA_ARG_SPEED_NOT_MOVING &&
+     action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
+     action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
+     action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
+     action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
+     action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
+     action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
+     action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
+     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
+     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
+     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
+     action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
+     action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+     action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
+     action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
+     action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+     action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
+     action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
+     -1);
+
+  int action_arg_number_old =
+    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
+     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
+     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
+     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
+     action_type == CA_SET_CE_SCORE ? ei->collect_score :
+     0);
+
+  int action_arg_number_new =
+    getModifiedActionNumber(action_arg_number_old,
+                           action_mode, action_arg_number,
+                           action_arg_number_min, action_arg_number_max);
 
-  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
-  {
-    Feld[ax][ay] = EL_AMOEBA_DEAD;
-    DrawLevelField(ax, ay);
-    return;
-  }
+  int trigger_player_bits =
+    (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+     change->actual_trigger_player_bits : change->trigger_player);
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+  int action_arg_player_bits =
+    (action_arg >= CA_ARG_PLAYER_1 &&
+     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
+     action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+     action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
+     PLAYER_BITS_ANY);
 
-  if (!MovDelay[ax][ay])       /* start making new amoeba field */
-    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
+  /* ---------- execute action  -------------------------------------------- */
 
-  if (MovDelay[ax][ay])                /* wait some time before making new amoeba */
+  switch (action_type)
   {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
+    case CA_NO_ACTION:
+    {
       return;
-  }
-
-  if (can_drop)                        /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
-  {
-    int start = RND(4);
-    int x = ax + xy[start][0];
-    int y = ay + xy[start][1];
+    }
 
-    if (!IN_LEV_FIELD(x, y))
-      return;
+    /* ---------- level actions  ------------------------------------------- */
 
-    if (IS_FREE(x, y) ||
-       CAN_GROW_INTO(Feld[x][y]) ||
-       Feld[x][y] == EL_QUICKSAND_EMPTY)
+    case CA_RESTART_LEVEL:
     {
-      newax = x;
-      neway = y;
-    }
+      game.restart_level = TRUE;
 
-    if (newax == ax && neway == ay)
-      return;
-  }
-  else                         /* normal or "filled" (BD style) amoeba */
-  {
-    int start = RND(4);
-    boolean waiting_for_player = FALSE;
+      break;
+    }
 
-    for (i = 0; i < NUM_DIRECTIONS; i++)
+    case CA_SHOW_ENVELOPE:
     {
-      int j = (start + i) % 4;
-      int x = ax + xy[j][0];
-      int y = ay + xy[j][1];
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_ENVELOPE_1);
 
-      if (!IN_LEV_FIELD(x, y))
-       continue;
+      if (IS_ENVELOPE(element))
+       local_player->show_envelope = element;
 
-      if (IS_FREE(x, y) ||
-         CAN_GROW_INTO(Feld[x][y]) ||
-         Feld[x][y] == EL_QUICKSAND_EMPTY)
-      {
-       newax = x;
-       neway = y;
-       break;
-      }
-      else if (IS_PLAYER(x, y))
-       waiting_for_player = TRUE;
+      break;
     }
 
-    if (newax == ax && neway == ay)            /* amoeba cannot grow */
+    case CA_SET_LEVEL_TIME:
     {
-      if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+      if (level.time > 0)      /* only modify limited time value */
       {
-       Feld[ax][ay] = EL_AMOEBA_DEAD;
-       DrawLevelField(ax, ay);
-       AmoebaCnt[AmoebaNr[ax][ay]]--;
+       TimeLeft = action_arg_number_new;
 
-       if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
-       {
-         if (element == EL_AMOEBA_FULL)
-           AmoebeUmwandeln(ax, ay);
-         else if (element == EL_BD_AMOEBA)
-           AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
-       }
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillPlayer(&stored_player[i]);
       }
-      return;
-    }
-    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
-    {
-      /* amoeba gets larger by growing in some direction */
 
-      int new_group_nr = AmoebaNr[ax][ay];
+      break;
+    }
 
-#ifdef DEBUG
-  if (new_group_nr == 0)
-  {
-    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
-    printf("AmoebeAbleger(): This should never happen!\n");
-    return;
-  }
-#endif
+    case CA_SET_LEVEL_SCORE:
+    {
+      local_player->score = action_arg_number_new;
 
-      AmoebaNr[newax][neway] = new_group_nr;
-      AmoebaCnt[new_group_nr]++;
-      AmoebaCnt2[new_group_nr]++;
+      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
 
-      /* if amoeba touches other amoeba(s) after growing, unify them */
-      AmoebenVereinigen(newax, neway);
+      DisplayGameControlValues();
 
-      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
-      {
-       AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
-       return;
-      }
+      break;
     }
-  }
 
-  if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
-      (neway == lev_fieldy - 1 && newax != ax))
-  {
-    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
-    Store[newax][neway] = element;
-  }
-  else if (neway == ay || element == EL_EMC_DRIPPER)
-  {
-    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
+    case CA_SET_LEVEL_GEMS:
+    {
+      local_player->gems_still_needed = action_arg_number_new;
 
-    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-  }
-  else
-  {
-    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DROPPING;
-    Store[ax][ay] = EL_AMOEBA_DROP;
-    ContinueMoving(ax, ay);
-    return;
-  }
+      game.snapshot.collected_item = TRUE;
 
-  DrawLevelField(newax, neway);
-}
+      game_panel_controls[GAME_PANEL_GEMS].value =
+       local_player->gems_still_needed;
 
-void Life(int ax, int ay)
-{
-  int x1, y1, x2, y2;
-#if 0
-  static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
-#endif
-  int life_time = 40;
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
-                        level.biomaze);
-  boolean changed = FALSE;
+      DisplayGameControlValues();
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+      break;
+    }
 
-  if (Stop[ax][ay])
-    return;
+    case CA_SET_LEVEL_WIND:
+    {
+      game.wind_direction = action_arg_direction;
 
-  if (!MovDelay[ax][ay])       /* start new "game of life" cycle */
-    MovDelay[ax][ay] = life_time;
+      break;
+    }
 
-  if (MovDelay[ax][ay])                /* wait some time before next cycle */
-  {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
-  }
+    case CA_SET_LEVEL_RANDOM_SEED:
+    {
+      /* ensure that setting a new random seed while playing is predictable */
+      InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
 
-  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
-  {
-    int xx = ax+x1, yy = ay+y1;
-    int nachbarn = 0;
+      break;
+    }
 
-    if (!IN_LEV_FIELD(xx, yy))
-      continue;
+    /* ---------- player actions  ------------------------------------------ */
 
-    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
+    case CA_MOVE_PLAYER:
     {
-      int x = xx+x2, y = yy+y2;
-
-      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
-       continue;
+      /* automatically move to the next field in specified direction */
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (trigger_player_bits & (1 << i))
+         stored_player[i].programmed_action = action_arg_direction;
 
-      if (((Feld[x][y] == element ||
-           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
-          !Stop[x][y]) ||
-         (IS_FREE(x, y) && Stop[x][y]))
-       nachbarn++;
+      break;
     }
 
-    if (xx == ax && yy == ay)          /* field in the middle */
+    case CA_EXIT_PLAYER:
     {
-      if (nachbarn < life_parameter[0] ||
-         nachbarn > life_parameter[1])
-      {
-       Feld[xx][yy] = EL_EMPTY;
-       if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
-      }
-    }
-    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
-    {                                  /* free border field */
-      if (nachbarn >= life_parameter[2] &&
-         nachbarn <= life_parameter[3])
-      {
-       Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
-       if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
-      }
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         PlayerWins(&stored_player[i]);
+
+      break;
     }
-  }
 
-  if (changed)
-    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
-                  SND_GAME_OF_LIFE_GROWING);
-}
+    case CA_KILL_PLAYER:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (action_arg_player_bits & (1 << i))
+         KillPlayer(&stored_player[i]);
 
-static void InitRobotWheel(int x, int y)
-{
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-}
+      break;
+    }
 
-static void RunRobotWheel(int x, int y)
-{
-  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
-}
+    case CA_SET_PLAYER_KEYS:
+    {
+      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
+      int element = getSpecialActionElement(action_arg_element,
+                                           action_arg_number, EL_KEY_1);
+
+      if (IS_KEY(element))
+      {
+       for (i = 0; i < MAX_PLAYERS; i++)
+       {
+         if (trigger_player_bits & (1 << i))
+         {
+           stored_player[i].key[KEY_NR(element)] = key_state;
 
-static void StopRobotWheel(int x, int y)
-{
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
-}
+           DrawGameDoorValues();
+         }
+       }
+      }
 
-static void InitTimegateWheel(int x, int y)
-{
-  ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
-}
+      break;
+    }
 
-static void RunTimegateWheel(int x, int y)
-{
-  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-}
+    case CA_SET_PLAYER_SPEED:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int move_stepsize = TILEX / stored_player[i].move_delay_value;
 
-static void InitMagicBallDelay(int x, int y)
-{
-#if 1
-  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
-#else
-  ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
-#endif
-}
+         if (action_arg == CA_ARG_SPEED_FASTER &&
+             stored_player[i].cannot_move)
+         {
+           action_arg_number = STEPSIZE_VERY_SLOW;
+         }
+         else if (action_arg == CA_ARG_SPEED_SLOWER ||
+                  action_arg == CA_ARG_SPEED_FASTER)
+         {
+           action_arg_number = 2;
+           action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
+                          CA_MODE_MULTIPLY);
+         }
+         else if (action_arg == CA_ARG_NUMBER_RESET)
+         {
+           action_arg_number = level.initial_player_stepsize[i];
+         }
 
-static void ActivateMagicBall(int bx, int by)
-{
-  int x, y;
+         move_stepsize =
+           getModifiedActionNumber(move_stepsize,
+                                   action_mode,
+                                   action_arg_number,
+                                   action_arg_number_min,
+                                   action_arg_number_max);
 
-  if (level.ball_random)
-  {
-    int pos_border = RND(8);   /* select one of the eight border elements */
-    int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
-    int xx = pos_content % 3;
-    int yy = pos_content / 3;
+         SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
+       }
+      }
 
-    x = bx - 1 + xx;
-    y = by - 1 + yy;
+      break;
+    }
 
-    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
-      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
-  }
-  else
-  {
-    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+    case CA_SET_PLAYER_SHIELD:
     {
-      int xx = x - bx + 1;
-      int yy = y - by + 1;
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         if (action_arg == CA_ARG_SHIELD_OFF)
+         {
+           stored_player[i].shield_normal_time_left = 0;
+           stored_player[i].shield_deadly_time_left = 0;
+         }
+         else if (action_arg == CA_ARG_SHIELD_NORMAL)
+         {
+           stored_player[i].shield_normal_time_left = 999999;
+         }
+         else if (action_arg == CA_ARG_SHIELD_DEADLY)
+         {
+           stored_player[i].shield_normal_time_left = 999999;
+           stored_player[i].shield_deadly_time_left = 999999;
+         }
+       }
+      }
 
-      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
-       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+      break;
     }
-  }
 
-  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
-}
+    case CA_SET_PLAYER_GRAVITY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         stored_player[i].gravity =
+           (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
+            action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
+            action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
+            stored_player[i].gravity);
+       }
+      }
 
-static void InitDiagonalMovingElement(int x, int y)
-{
-#if 0
-  MovDelay[x][y] = level.android_move_time;
-#endif
-}
+      break;
+    }
 
-void CheckExit(int x, int y)
-{
-  if (local_player->gems_still_needed > 0 ||
-      local_player->sokobanfields_still_needed > 0 ||
-      local_player->lights_still_needed > 0)
-  {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+    case CA_SET_PLAYER_ARTWORK:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       if (trigger_player_bits & (1 << i))
+       {
+         int artwork_element = action_arg_element;
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+         if (action_arg == CA_ARG_ELEMENT_RESET)
+           artwork_element =
+             (level.use_artwork_element[i] ? level.artwork_element[i] :
+              stored_player[i].element_nr);
 
-    return;
-  }
+         if (stored_player[i].artwork_element != artwork_element)
+           stored_player[i].Frame = 0;
 
-  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
-    return;
+         stored_player[i].artwork_element = artwork_element;
 
-  Feld[x][y] = EL_EXIT_OPENING;
+         SetPlayerWaiting(&stored_player[i], FALSE);
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
-}
+         /* set number of special actions for bored and sleeping animation */
+         stored_player[i].num_special_action_bored =
+           get_num_special_action(artwork_element,
+                                  ACTION_BORING_1, ACTION_BORING_LAST);
+         stored_player[i].num_special_action_sleeping =
+           get_num_special_action(artwork_element,
+                                  ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+       }
+      }
 
-void CheckExitSP(int x, int y)
-{
-  if (local_player->gems_still_needed > 0)
-  {
-    int element = Feld[x][y];
-    int graphic = el2img(element);
+      break;
+    }
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    case CA_SET_PLAYER_INVENTORY:
+    {
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int j, k;
 
-    return;
-  }
+       if (trigger_player_bits & (1 << i))
+       {
+         int inventory_element = action_arg_element;
 
-  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
-    return;
+         if (action_arg == CA_ARG_ELEMENT_TARGET ||
+             action_arg == CA_ARG_ELEMENT_TRIGGER ||
+             action_arg == CA_ARG_ELEMENT_ACTION)
+         {
+           int element = inventory_element;
+           int collect_count = element_info[element].collect_count_initial;
 
-  Feld[x][y] = EL_SP_EXIT_OPENING;
+           if (!IS_CUSTOM_ELEMENT(element))
+             collect_count = 1;
 
-  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
-}
+           if (collect_count == 0)
+             player->inventory_infinite_element = element;
+           else
+             for (k = 0; k < collect_count; k++)
+               if (player->inventory_size < MAX_INVENTORY_SIZE)
+                 player->inventory_element[player->inventory_size++] =
+                   element;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+                  action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+                  action_arg == CA_ARG_INVENTORY_RM_ACTION)
+         {
+           if (player->inventory_infinite_element != EL_UNDEFINED &&
+               IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+                                    action_arg_element_raw))
+             player->inventory_infinite_element = EL_UNDEFINED;
 
-static void CloseAllOpenTimegates()
-{
-  int x, y;
+           for (k = 0, j = 0; j < player->inventory_size; j++)
+           {
+             if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+                                       action_arg_element_raw))
+               player->inventory_element[k++] = player->inventory_element[j];
+           }
 
-#if 1
-  SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-  {
-    int element = Feld[x][y];
+           player->inventory_size = k;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+         {
+           if (player->inventory_size > 0)
+           {
+             for (j = 0; j < player->inventory_size - 1; j++)
+               player->inventory_element[j] = player->inventory_element[j + 1];
 
-    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
-    {
-      Feld[x][y] = EL_TIMEGATE_CLOSING;
+             player->inventory_size--;
+           }
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+         {
+           if (player->inventory_size > 0)
+             player->inventory_size--;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+         {
+           player->inventory_infinite_element = EL_UNDEFINED;
+           player->inventory_size = 0;
+         }
+         else if (action_arg == CA_ARG_INVENTORY_RESET)
+         {
+           player->inventory_infinite_element = EL_UNDEFINED;
+           player->inventory_size = 0;
 
-      PlayLevelSoundAction(x, y, ACTION_CLOSING);
+           if (level.use_initial_inventory[i])
+           {
+             for (j = 0; j < level.initial_inventory_size[i]; j++)
+             {
+               int element = level.initial_inventory_content[i][j];
+               int collect_count = element_info[element].collect_count_initial;
+
+               if (!IS_CUSTOM_ELEMENT(element))
+                 collect_count = 1;
+
+               if (collect_count == 0)
+                 player->inventory_infinite_element = element;
+               else
+                 for (k = 0; k < collect_count; k++)
+                   if (player->inventory_size < MAX_INVENTORY_SIZE)
+                     player->inventory_element[player->inventory_size++] =
+                       element;
+             }
+           }
+         }
+       }
+      }
+
+      break;
     }
-  }
-}
 
-void EdelsteinFunkeln(int x, int y)
-{
-  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
-    return;
+    /* ---------- CE actions  ---------------------------------------------- */
 
-  if (Feld[x][y] == EL_BD_DIAMOND)
-    return;
+    case CA_SET_CE_VALUE:
+    {
+      int last_ce_value = CustomValue[x][y];
 
-  if (MovDelay[x][y] == 0)     /* next animation frame */
-    MovDelay[x][y] = 11 * !SimpleRND(500);
+      CustomValue[x][y] = action_arg_number_new;
 
-  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
+      if (CustomValue[x][y] != last_ce_value)
+      {
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
 
-    if (setup.direct_draw && MovDelay[x][y])
-      SetDrawtoField(DRAW_BUFFERED);
+       if (CustomValue[x][y] == 0)
+       {
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+       }
+      }
 
-    DrawLevelElementAnimation(x, y, Feld[x][y]);
+      break;
+    }
 
-    if (MovDelay[x][y] != 0)
+    case CA_SET_CE_SCORE:
     {
-      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
-                                          10 - MovDelay[x][y]);
+      int last_ce_score = ei->collect_score;
 
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+      ei->collect_score = action_arg_number_new;
 
-      if (setup.direct_draw)
+      if (ei->collect_score != last_ce_score)
       {
-       int dest_x, dest_y;
+       CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
+       CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
 
-       dest_x = FX + SCREENX(x) * TILEX;
-       dest_y = FY + SCREENY(y) * TILEY;
-
-       BlitBitmap(drawto_field, window,
-                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-       SetDrawtoField(DRAW_DIRECT);
+       if (ei->collect_score == 0)
+       {
+         int xx, yy;
+
+         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
+         CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
+
+         /*
+           This is a very special case that seems to be a mixture between
+           CheckElementChange() and CheckTriggeredElementChange(): while
+           the first one only affects single elements that are triggered
+           directly, the second one affects multiple elements in the playfield
+           that are triggered indirectly by another element. This is a third
+           case: Changing the CE score always affects multiple identical CEs,
+           so every affected CE must be checked, not only the single CE for
+           which the CE score was changed in the first place (as every instance
+           of that CE shares the same CE score, and therefore also can change)!
+         */
+         SCAN_PLAYFIELD(xx, yy)
+         {
+           if (Feld[xx][yy] == element)
+             CheckElementChange(xx, yy, element, EL_UNDEFINED,
+                                CE_SCORE_GETS_ZERO);
+         }
+       }
       }
+
+      break;
     }
-  }
-}
 
-void MauerWaechst(int x, int y)
-{
-  int delay = 6;
+    case CA_SET_CE_ARTWORK:
+    {
+      int artwork_element = action_arg_element;
+      boolean reset_frame = FALSE;
+      int xx, yy;
+
+      if (action_arg == CA_ARG_ELEMENT_RESET)
+       artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+                          element);
 
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3 * delay;
+      if (ei->gfx_element != artwork_element)
+       reset_frame = TRUE;
 
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
+      ei->gfx_element = artwork_element;
 
-    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-    {
-      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
-      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == element)
+       {
+         if (reset_frame)
+         {
+           ResetGfxAnimation(xx, yy);
+           ResetRandomAnimationValue(xx, yy);
+         }
 
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+         TEST_DrawLevelField(xx, yy);
+       }
+      }
+
+      break;
     }
 
-    if (!MovDelay[x][y])
+    /* ---------- engine actions  ------------------------------------------ */
+
+    case CA_SET_ENGINE_SCAN_MODE:
     {
-      if (MovDir[x][y] == MV_LEFT)
-      {
-       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
-         DrawLevelField(x - 1, y);
-      }
-      else if (MovDir[x][y] == MV_RIGHT)
-      {
-       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
-         DrawLevelField(x + 1, y);
-      }
-      else if (MovDir[x][y] == MV_UP)
-      {
-       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
-         DrawLevelField(x, y - 1);
-      }
-      else
-      {
-       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
-         DrawLevelField(x, y + 1);
-      }
+      InitPlayfieldScanMode(action_arg);
 
-      Feld[x][y] = Store[x][y];
-      Store[x][y] = 0;
-      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
-      DrawLevelField(x, y);
+      break;
     }
+
+    default:
+      break;
   }
 }
 
-void MauerAbleger(int ax, int ay)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
-  int element = Feld[ax][ay];
-  int graphic = el2img(element);
-  boolean oben_frei = FALSE, unten_frei = FALSE;
-  boolean links_frei = FALSE, rechts_frei = FALSE;
-  boolean oben_massiv = FALSE, unten_massiv = FALSE;
-  boolean links_massiv = FALSE, rechts_massiv = FALSE;
-  boolean new_wall = FALSE;
+  int old_element = Feld[x][y];
+  int new_element = GetElementFromGroupElement(element);
+  int previous_move_direction = MovDir[x][y];
+  int last_ce_value = CustomValue[x][y];
+  boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
+  boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+  boolean add_player_onto_element = (new_element_is_player &&
+                                    new_element != EL_SOKOBAN_FIELD_PLAYER &&
+                                    IS_WALKABLE(old_element));
 
-  if (IS_ANIMATED(graphic))
-    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+  if (!add_player_onto_element)
+  {
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(x, y);
 
-  if (!MovDelay[ax][ay])       /* start building new wall */
-    MovDelay[ax][ay] = 6;
+    Feld[x][y] = new_element;
 
-  if (MovDelay[ax][ay])                /* wait some time before building new wall */
-  {
-    MovDelay[ax][ay]--;
-    if (MovDelay[ax][ay])
-      return;
-  }
+    if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
 
-  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
-    oben_frei = TRUE;
-  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
-    unten_frei = TRUE;
-  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
-    links_frei = TRUE;
-  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
-    rechts_frei = TRUE;
+    if (element_info[new_element].use_last_ce_value)
+      CustomValue[x][y] = last_ce_value;
 
-  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
-      element == EL_EXPANDABLE_WALL_ANY)
-  {
-    if (oben_frei)
-    {
-      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax][ay-1] = element;
-      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
-                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
-      new_wall = TRUE;
-    }
-    if (unten_frei)
-    {
-      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax][ay+1] = element;
-      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
-                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
-      new_wall = TRUE;
-    }
+    InitField_WithBug1(x, y, FALSE);
+
+    new_element = Feld[x][y];  /* element may have changed */
+
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+
+    TEST_DrawLevelField(x, y);
+
+    if (GFX_CRUMBLED(new_element))
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
   }
 
-  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-      element == EL_EXPANDABLE_WALL_ANY ||
-      element == EL_EXPANDABLE_WALL)
+  /* check if element under the player changes from accessible to unaccessible
+     (needed for special case of dropping element which then changes) */
+  /* (must be checked after creating new element for walkable group elements) */
+  if (IS_PLAYER(x, y) && !player_explosion_protected &&
+      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
   {
-    if (links_frei)
-    {
-      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax-1][ay] = element;
-      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
-      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
-                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
-      new_wall = TRUE;
-    }
+    Bang(x, y);
 
-    if (rechts_frei)
-    {
-      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax+1][ay] = element;
-      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
-      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
-                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
-      new_wall = TRUE;
-    }
+    return;
   }
 
-  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
+  /* "ChangeCount" not set yet to allow "entered by player" change one time */
+  if (new_element_is_player)
+    RelocatePlayer(x, y, new_element);
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
-    oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
-    unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
-    links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
-    rechts_massiv = TRUE;
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
 
-  if (((oben_massiv && unten_massiv) ||
-       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
-       element == EL_EXPANDABLE_WALL) &&
-      ((links_massiv && rechts_massiv) ||
-       element == EL_EXPANDABLE_WALL_VERTICAL))
-    Feld[ax][ay] = EL_WALL;
+  TestIfBadThingTouchesPlayer(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+}
 
-  if (new_wall)
-    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+static void CreateField(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, FALSE);
 }
 
-void CheckForDragon(int x, int y)
+static void CreateElementFromChange(int x, int y, int element)
 {
-  int i, j;
-  boolean dragon_found = FALSE;
-  static int xy[4][2] =
-  {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+  element = GET_VALID_RUNTIME_ELEMENT(element);
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
   {
-    for (j = 0; j < 4; j++)
-    {
-      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
+    int old_element = Feld[x][y];
 
-      if (IN_LEV_FIELD(xx, yy) &&
-         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
-      {
-       if (Feld[xx][yy] == EL_DRAGON)
-         dragon_found = TRUE;
-      }
-      else
-       break;
-    }
+    /* prevent changed element from moving in same engine frame
+       unless both old and new element can either fall or move */
+    if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
+       (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
+      Stop[x][y] = TRUE;
   }
 
-  if (!dragon_found)
-  {
-    for (i = 0; i < NUM_DIRECTIONS; i++)
-    {
-      for (j = 0; j < 3; j++)
-      {
-       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
-  
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
-       {
-         Feld[xx][yy] = EL_EMPTY;
-         DrawLevelField(xx, yy);
-       }
-       else
-         break;
-      }
-    }
-  }
+  CreateFieldExt(x, y, element, TRUE);
 }
 
-static void InitBuggyBase(int x, int y)
+static boolean ChangeElement(int x, int y, int element, int page)
 {
-  int element = Feld[x][y];
-  int activating_delay = FRAMES_PER_SECOND / 4;
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  int ce_value = CustomValue[x][y];
+  int ce_score = ei->collect_score;
+  int target_element;
+  int old_element = Feld[x][y];
 
-  ChangeDelay[x][y] =
-    (element == EL_SP_BUGGY_BASE ?
-     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
-     element == EL_SP_BUGGY_BASE_ACTIVATING ?
-     activating_delay :
-     element == EL_SP_BUGGY_BASE_ACTIVE ?
-     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
-}
+  /* always use default change event to prevent running into a loop */
+  if (ChangeEvent[x][y] == -1)
+    ChangeEvent[x][y] = CE_DELAY;
 
-static void WarnBuggyBase(int x, int y)
-{
-  int i;
-  static int xy[4][2] =
+  if (ChangeEvent[x][y] == CE_DELAY)
   {
-    { 0, -1 },
-    { -1, 0 },
-    { +1, 0 },
-    { 0, +1 }
-  };
+    /* reset actual trigger element, trigger player and action element */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_EMPTY;
+    change->actual_trigger_player_bits = CH_PLAYER_NONE;
+    change->actual_trigger_side = CH_SIDE_NONE;
+    change->actual_trigger_ce_value = 0;
+    change->actual_trigger_ce_score = 0;
+  }
+
+  /* do not change elements more than a specified maximum number of changes */
+  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
+    return FALSE;
 
-  for (i = 0; i < NUM_DIRECTIONS; i++)
-  {
-    int xx = x + xy[i][0], yy = y + xy[i][1];
+  ChangeCount[x][y]++;         /* count number of changes in the same frame */
 
-    if (IS_PLAYER(xx, yy))
-    {
-      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+  if (change->explode)
+  {
+    Bang(x, y);
 
-      break;
-    }
+    return TRUE;
   }
-}
 
-static void InitTrap(int x, int y)
-{
-  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
-}
+  if (change->use_target_content)
+  {
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
+    int xx, yy;
 
-static void ActivateTrap(int x, int y)
-{
-  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
-}
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+    {
+      boolean is_empty;
+      boolean is_walkable;
+      boolean is_diggable;
+      boolean is_collectible;
+      boolean is_removable;
+      boolean is_destructible;
+      int ex = x + xx - 1;
+      int ey = y + yy - 1;
+      int content_element = change->target_content.e[xx][yy];
+      int e;
 
-static void ChangeActiveTrap(int x, int y)
-{
-  int graphic = IMG_TRAP_ACTIVE;
+      can_replace[xx][yy] = TRUE;
 
-  /* if new animation frame was drawn, correct crumbled sand border */
-  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    DrawLevelFieldCrumbledSand(x, y);
-}
+      if (ex == x && ey == y)  /* do not check changing element itself */
+       continue;
 
-static int getSpecialActionElement(int element, int number, int base_element)
-{
-  return (element != EL_EMPTY ? element :
-         number != -1 ? base_element + number - 1 :
-         EL_EMPTY);
-}
+      if (content_element == EL_EMPTY_SPACE)
+      {
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
 
-static int getModifiedActionNumber(int value_old, int operator, int operand,
-                                  int value_min, int value_max)
-{
-  int value_new = (operator == CA_MODE_SET      ? operand :
-                  operator == CA_MODE_ADD      ? value_old + operand :
-                  operator == CA_MODE_SUBTRACT ? value_old - operand :
-                  operator == CA_MODE_MULTIPLY ? value_old * operand :
-                  operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
-                  operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
-                  value_old);
+       continue;
+      }
 
-  return (value_new < value_min ? value_min :
-         value_new > value_max ? value_max :
-         value_new);
-}
+      if (!IN_LEV_FIELD(ex, ey))
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
 
-static void ExecuteCustomElementAction(int x, int y, int element, int page)
-{
-  struct ElementInfo *ei = &element_info[element];
-  struct ElementChangeInfo *change = &ei->change_page[page];
-  int action_type = change->action_type;
-  int action_mode = change->action_mode;
-  int action_arg = change->action_arg;
-  int i;
+       continue;
+      }
 
-  if (!change->has_action)
-    return;
+      e = Feld[ex][ey];
 
-  /* ---------- determine action paramater values -------------------------- */
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
 
-  int level_time_value =
-    (level.time > 0 ? TimeLeft :
-     TimePlayed);
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
 
-  int action_arg_element =
-    (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
-     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
-     action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
-     EL_EMPTY);
+      is_walkable     = (is_empty || IS_WALKABLE(e));
+      is_diggable     = (is_empty || IS_DIGGABLE(e));
+      is_collectible  = (is_empty || IS_COLLECTIBLE(e));
+      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+      is_removable    = (is_diggable || is_collectible);
 
-  int action_arg_direction =
-    (action_arg >= CA_ARG_DIRECTION_LEFT &&
-     action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
-     action_arg == CA_ARG_DIRECTION_TRIGGER ?
-     change->actual_trigger_side :
-     action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
-     MV_DIR_OPPOSITE(change->actual_trigger_side) :
-     MV_NONE);
+      can_replace[xx][yy] =
+       (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
+         (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
+         (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
+         (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
+         (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
+         (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+        !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
 
-  int action_arg_number_min =
-    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
-     CA_ARG_MIN);
+      if (!can_replace[xx][yy])
+       complete_replace = FALSE;
+    }
 
-  int action_arg_number_max =
-    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
-     action_type == CA_SET_LEVEL_GEMS ? 999 :
-     action_type == CA_SET_LEVEL_TIME ? 9999 :
-     action_type == CA_SET_LEVEL_SCORE ? 99999 :
-     action_type == CA_SET_CE_SCORE ? 9999 :
-     action_type == CA_SET_CE_VALUE ? 9999 :
-     CA_ARG_MAX);
+    if (!change->only_if_complete || complete_replace)
+    {
+      boolean something_has_changed = FALSE;
 
-  int action_arg_number_reset =
-    (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
-     action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
-     action_type == CA_SET_LEVEL_TIME ? level.time :
-     action_type == CA_SET_LEVEL_SCORE ? 0 :
-     action_type == CA_SET_CE_SCORE ? 0 :
-#if 1
-     action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
-#else
-     action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
-#endif
-     0);
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
+       return FALSE;
 
-  int action_arg_number =
-    (action_arg <= CA_ARG_MAX ? action_arg :
-     action_arg >= CA_ARG_SPEED_NOT_MOVING &&
-     action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
-     action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
-     action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
-     action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
-     action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
-     action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
-#if USE_NEW_CUSTOM_VALUE
-     action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
-#else
-     action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
-#endif
-     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
-     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
-     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
-     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
-     action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
-     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
-     -1);
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+      {
+       int ex = x + xx - 1;
+       int ey = y + yy - 1;
+       int content_element;
 
-  int action_arg_number_old =
-    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
-     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
-     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
-     action_type == CA_SET_CE_SCORE ? ei->collect_score :
-     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
-     0);
+       if (can_replace[xx][yy] && (!change->use_random_replace ||
+                                   RND(100) < change->random_percentage))
+       {
+         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+           RemoveMovingField(ex, ey);
 
-  int action_arg_number_new =
-    getModifiedActionNumber(action_arg_number_old,
-                           action_mode, action_arg_number,
-                           action_arg_number_min, action_arg_number_max);
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-  int trigger_player_bits =
-    (change->actual_trigger_player >= EL_PLAYER_1 &&
-     change->actual_trigger_player <= EL_PLAYER_4 ?
-     (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
-     PLAYER_BITS_ANY);
+         content_element = change->target_content.e[xx][yy];
+         target_element = GET_TARGET_ELEMENT(element, content_element, change,
+                                             ce_value, ce_score);
 
-  int action_arg_player_bits =
-    (action_arg >= CA_ARG_PLAYER_1 &&
-     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
-     action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
-     PLAYER_BITS_ANY);
+         CreateElementFromChange(ex, ey, target_element);
 
-  /* ---------- execute action  -------------------------------------------- */
+         something_has_changed = TRUE;
+
+         /* for symmetry reasons, freeze newly created border elements */
+         if (ex != x || ey != y)
+           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
+       }
+      }
 
-  switch(action_type)
+      if (something_has_changed)
+      {
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+      }
+    }
+  }
+  else
   {
-    case CA_NO_ACTION:
+    target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
+                                       ce_value, ce_score);
+
+    if (element == EL_DIAGONAL_GROWING ||
+       element == EL_DIAGONAL_SHRINKING)
     {
-      return;
+      target_element = Store[x][y];
+
+      Store[x][y] = EL_EMPTY;
     }
 
-    /* ---------- level actions  ------------------------------------------- */
+    CreateElementFromChange(x, y, target_element);
 
-    case CA_RESTART_LEVEL:
-    {
-      game.restart_level = TRUE;
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+  }
 
-      break;
-    }
+  /* this uses direct change before indirect change */
+  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
 
-    case CA_SHOW_ENVELOPE:
-    {
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_ENVELOPE_1);
+  return TRUE;
+}
+
+static void HandleElementChange(int x, int y, int page)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+  boolean handle_action_before_change = FALSE;
+
+#ifdef DEBUG
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+  {
+    printf("\n\n");
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("HandleElementChange(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
 
-      if (IS_ENVELOPE(element))
-       local_player->show_envelope = element;
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE_OR_HAS_ACTION(element))
+  {
+    return;
+  }
 
-      break;
-    }
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+  {
+    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
 
-    case CA_SET_LEVEL_TIME:
+    if (change->can_change)
     {
-      if (level.time > 0)      /* only modify limited time value */
+      /* !!! not clear why graphic animation should be reset at all here !!! */
+      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
+      /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
+
+      /*
+       GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
+
+       When using an animation frame delay of 1 (this only happens with
+       "sp_zonk.moving.left/right" in the classic graphics), the default
+       (non-moving) animation shows wrong animation frames (while the
+       moving animation, like "sp_zonk.moving.left/right", is correct,
+       so this graphical bug never shows up with the classic graphics).
+       For an animation with 4 frames, this causes wrong frames 0,0,1,2
+       be drawn instead of the correct frames 0,1,2,3. This is caused by
+       "GfxFrame[][]" being reset *twice* (in two successive frames) after
+       an element change: First when the change delay ("ChangeDelay[][]")
+       counter has reached zero after decrementing, then a second time in
+       the next frame (after "GfxFrame[][]" was already incremented) when
+       "ChangeDelay[][]" is reset to the initial delay value again.
+
+       This causes frame 0 to be drawn twice, while the last frame won't
+       be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
+
+       As some animations may already be cleverly designed around this bug
+       (at least the "Snake Bite" snake tail animation does this), it cannot
+       simply be fixed here without breaking such existing animations.
+       Unfortunately, it cannot easily be detected if a graphics set was
+       designed "before" or "after" the bug was fixed. As a workaround,
+       a new graphics set option "game.graphics_engine_version" was added
+       to be able to specify the game's major release version for which the
+       graphics set was designed, which can then be used to decide if the
+       bugfix should be used (version 4 and above) or not (version 3 or
+       below, or if no version was specified at all, as with old sets).
+
+       (The wrong/fixed animation frames can be tested with the test level set
+       "test_gfxframe" and level "000", which contains a specially prepared
+       custom element at level position (x/y) == (11/9) which uses the zonk
+       animation mentioned above. Using "game.graphics_engine_version: 4"
+       fixes the wrong animation frames, showing the correct frames 0,1,2,3.
+       This can also be seen from the debug output for this test element.)
+      */
+
+      /* when a custom element is about to change (for example by change delay),
+        do not reset graphic animation when the custom element is moving */
+      if (game.graphics_engine_version < 4 &&
+         !IS_MOVING(x, y))
       {
-       TimeLeft = action_arg_number_new;
-
-       DrawGameValue_Time(TimeLeft);
-
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillPlayer(&stored_player[i]);
+       ResetGfxAnimation(x, y);
+       ResetRandomAnimationValue(x, y);
       }
 
-      break;
-    }
-
-    case CA_SET_LEVEL_SCORE:
-    {
-      local_player->score = action_arg_number_new;
-
-      DrawGameValue_Score(local_player->score);
-
-      break;
+      if (change->pre_change_function)
+       change->pre_change_function(x, y);
     }
+  }
 
-    case CA_SET_LEVEL_GEMS:
-    {
-      local_player->gems_still_needed = action_arg_number_new;
-
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
-
-      break;
-    }
+  ChangeDelay[x][y]--;
 
-    case CA_SET_LEVEL_GRAVITY:
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    if (change->can_change)
     {
-      game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
-                     action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
-                     action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
-                     game.gravity);
-      break;
-    }
+      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-    case CA_SET_LEVEL_WIND:
-    {
-      game.wind_direction = action_arg_direction;
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-      break;
+      if (change->change_function)
+       change->change_function(x, y);
     }
-
-    /* ---------- player actions  ------------------------------------------ */
-
-    case CA_MOVE_PLAYER:
+  }
+  else                                 /* finish element change */
+  {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
     {
-      /* automatically move to the next field in specified direction */
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (trigger_player_bits & (1 << i))
-         stored_player[i].programmed_action = action_arg_direction;
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
 
-      break;
+      change = &ei->change_page[page];
     }
 
-    case CA_EXIT_PLAYER:
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
-      break;
+      return;
     }
 
-    case CA_KILL_PLAYER:
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-       if (action_arg_player_bits & (1 << i))
-         KillPlayer(&stored_player[i]);
+    /* special case: set new level random seed before changing element */
+    if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+      handle_action_before_change = TRUE;
 
-      break;
-    }
+    if (change->has_action && handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
 
-    case CA_SET_PLAYER_KEYS:
+    if (change->can_change)
     {
-      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
-      int element = getSpecialActionElement(action_arg_element,
-                                           action_arg_number, EL_KEY_1);
-
-      if (IS_KEY(element))
+      if (ChangeElement(x, y, element, page))
       {
-       for (i = 0; i < MAX_PLAYERS; i++)
-       {
-         if (trigger_player_bits & (1 << i))
-         {
-           stored_player[i].key[KEY_NR(element)] = key_state;
-
-           DrawGameValue_Keys(stored_player[i].key);
-
-           redraw_mask |= REDRAW_DOOR_1;
-         }
-       }
+       if (change->post_change_function)
+         change->post_change_function(x, y);
       }
-
-      break;
     }
 
-    case CA_SET_PLAYER_SPEED:
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       if (trigger_player_bits & (1 << i))
-       {
-         int move_stepsize = TILEX / stored_player[i].move_delay_value;
-
-         if (action_arg == CA_ARG_SPEED_FASTER &&
-             stored_player[i].cannot_move)
-         {
-           action_arg_number = STEPSIZE_VERY_SLOW;
-         }
-         else if (action_arg == CA_ARG_SPEED_SLOWER ||
-                  action_arg == CA_ARG_SPEED_FASTER)
-         {
-           action_arg_number = 2;
-           action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
-                          CA_MODE_MULTIPLY);
-         }
+    if (change->has_action && !handle_action_before_change)
+      ExecuteCustomElementAction(x, y, element, page);
+  }
+}
 
-         move_stepsize =
-           getModifiedActionNumber(move_stepsize,
-                                   action_mode,
-                                   action_arg_number,
-                                   action_arg_number_min,
-                                   action_arg_number_max);
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
+                                             int trigger_element,
+                                             int trigger_event,
+                                             int trigger_player,
+                                             int trigger_side,
+                                             int trigger_page)
+{
+  boolean change_done_any = FALSE;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+  int i;
 
-#if 1
-         SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
-#else
-         /* make sure that value is power of 2 */
-         move_stepsize = (1 << log_2(move_stepsize));
+  if (!(trigger_events[trigger_element][trigger_event]))
+    return FALSE;
 
-         /* do no immediately change -- the player might just be moving */
-         stored_player[i].move_delay_value_next = TILEX / move_stepsize;
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
 
-         stored_player[i].cannot_move =
-           (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
-#endif
-       }
-      }
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+    boolean change_done = FALSE;
+    int p;
 
-      break;
-    }
+    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+      continue;
 
-    case CA_SET_PLAYER_SHIELD:
+    for (p = 0; p < element_info[element].num_change_pages; p++)
     {
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       if (trigger_player_bits & (1 << i))
-       {
-         if (action_arg == CA_ARG_SHIELD_OFF)
-         {
-           stored_player[i].shield_normal_time_left = 0;
-           stored_player[i].shield_deadly_time_left = 0;
-         }
-         else if (action_arg == CA_ARG_SHIELD_NORMAL)
-         {
-           stored_player[i].shield_normal_time_left = 999999;
-         }
-         else if (action_arg == CA_ARG_SHIELD_DEADLY)
-         {
-           stored_player[i].shield_normal_time_left = 999999;
-           stored_player[i].shield_deadly_time_left = 999999;
-         }
-       }
-      }
-
-      break;
-    }
+      struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-    case CA_SET_PLAYER_ARTWORK:
-    {
-      for (i = 0; i < MAX_PLAYERS; i++)
+      if (change->can_change_or_has_action &&
+         change->has_event[trigger_event] &&
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player &&
+         change->trigger_page & trigger_page_bits &&
+         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
-       if (trigger_player_bits & (1 << i))
-       {
-         int artwork_element = action_arg_element;
-
-         if (action_arg == CA_ARG_ELEMENT_RESET)
-           artwork_element =
-             (level.use_artwork_element[i] ? level.artwork_element[i] :
-              stored_player[i].element_nr);
-
-         stored_player[i].artwork_element = artwork_element;
-
-         SetPlayerWaiting(&stored_player[i], FALSE);
-
-         /* set number of special actions for bored and sleeping animation */
-         stored_player[i].num_special_action_bored =
-           get_num_special_action(artwork_element,
-                                  ACTION_BORING_1, ACTION_BORING_LAST);
-         stored_player[i].num_special_action_sleeping =
-           get_num_special_action(artwork_element,
-                                  ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
-       }
-      }
-
-      break;
-    }
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+       change->actual_trigger_player_bits = trigger_player;
+       change->actual_trigger_side = trigger_side;
+       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-    /* ---------- CE actions  ---------------------------------------------- */
+       if ((change->can_change && !change_done) || change->has_action)
+       {
+         int x, y;
 
-    case CA_SET_CE_SCORE:
-    {
-      ei->collect_score = action_arg_number_new;
+         SCAN_PLAYFIELD(x, y)
+         {
+           if (Feld[x][y] == element)
+           {
+             if (change->can_change && !change_done)
+             {
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
 
-      break;
-    }
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
 
-    case CA_SET_CE_VALUE:
-    {
-#if USE_NEW_CUSTOM_VALUE
-      int last_custom_value = CustomValue[x][y];
+               ChangeDelay[x][y] = 1;
+               ChangeEvent[x][y] = trigger_event;
 
-      CustomValue[x][y] = action_arg_number_new;
+               HandleElementChange(x, y, p);
+             }
+             else if (change->has_action)
+             {
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
 
-#if 0
-      printf("::: Count == %d\n", CustomValue[x][y]);
-#endif
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
 
-      if (CustomValue[x][y] == 0 && last_custom_value > 0)
-      {
-#if 0
-       printf("::: CE_VALUE_GETS_ZERO\n");
-#endif
+               ExecuteCustomElementAction(x, y, element, p);
+               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+             }
+           }
+         }
 
-       CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
-       CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
+         if (change->can_change)
+         {
+           change_done = TRUE;
+           change_done_any = TRUE;
+         }
+       }
       }
-#endif
-
-      break;
     }
+  }
 
-    /* ---------- engine actions  ------------------------------------------ */
-
-    case CA_SET_ENGINE_SCAN_MODE:
-    {
-      InitPlayfieldScanMode(action_arg);
-
-      break;
-    }
+  RECURSION_LOOP_DETECTION_END();
 
-    default:
-      break;
-  }
+  return change_done_any;
 }
 
-static void CreateFieldExt(int x, int y, int element, boolean is_change)
+static boolean CheckElementChangeExt(int x, int y,
+                                    int element,
+                                    int trigger_element,
+                                    int trigger_event,
+                                    int trigger_player,
+                                    int trigger_side)
 {
-  int previous_move_direction = MovDir[x][y];
-#if USE_NEW_CUSTOM_VALUE
-  int last_ce_value = CustomValue[x][y];
-#endif
-  boolean add_player = (ELEM_IS_PLAYER(element) &&
-                       IS_WALKABLE(Feld[x][y]));
+  boolean change_done = FALSE;
+  int p;
 
-  /* check if element under player changes from accessible to unaccessible
-     (needed for special case of dropping element which then changes) */
-  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
-      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
-  {
-    Bang(x, y);
+  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    return FALSE;
 
-    return;
+  if (Feld[x][y] == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &x, &y);
+    element = Feld[x][y];
   }
 
-  if (!add_player)
+  /* check if element has already changed or is about to change after moving */
+  if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+       Feld[x][y] != element) ||
+
+      (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+       (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+       ChangePage[x][y] != -1)))
+    return FALSE;
+
+  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
+  for (p = 0; p < element_info[element].num_change_pages; p++)
   {
-    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
-      RemoveMovingField(x, y);
-    else
-      RemoveField(x, y);
+    struct ElementChangeInfo *change = &element_info[element].change_page[p];
 
-    Feld[x][y] = element;
+    /* check trigger element for all events where the element that is checked
+       for changing interacts with a directly adjacent element -- this is
+       different to element changes that affect other elements to change on the
+       whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
+    boolean check_trigger_element =
+      (trigger_event == CE_TOUCHING_X ||
+       trigger_event == CE_HITTING_X ||
+       trigger_event == CE_HIT_BY_X ||
+       trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+    if (change->can_change_or_has_action &&
+       change->has_event[trigger_event] &&
+       change->trigger_side & trigger_side &&
+       change->trigger_player & trigger_player &&
+       (!check_trigger_element ||
+        IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
+    {
+      change->actual_trigger_element = trigger_element;
+      change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
+      change->actual_trigger_player_bits = trigger_player;
+      change->actual_trigger_side = trigger_side;
+      change->actual_trigger_ce_value = CustomValue[x][y];
+      change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
-    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-      MovDir[x][y] = previous_move_direction;
+      /* special case: trigger element not at (x,y) position for some events */
+      if (check_trigger_element)
+      {
+       static struct
+       {
+         int dx, dy;
+       } move_xy[] =
+         {
+           {  0,  0 },
+           { -1,  0 },
+           { +1,  0 },
+           {  0,  0 },
+           {  0, -1 },
+           {  0,  0 }, { 0, 0 }, { 0, 0 },
+           {  0, +1 }
+         };
 
-#if USE_NEW_CUSTOM_VALUE
-    if (element_info[Feld[x][y]].use_last_ce_value)
-      CustomValue[x][y] = last_ce_value;
-#endif
+       int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+       int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
 
-    InitField_WithBug1(x, y, FALSE);
+       change->actual_trigger_ce_value = CustomValue[xx][yy];
+       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+      }
 
-    DrawLevelField(x, y);
+      if (change->can_change && !change_done)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = trigger_event;
 
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
+       HandleElementChange(x, y, p);
 
-  /* "ChangeCount" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(element))
-    RelocatePlayer(x, y, element);
+       change_done = TRUE;
+      }
+      else if (change->has_action)
+      {
+       ExecuteCustomElementAction(x, y, element, p);
+       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+      }
+    }
+  }
 
-  if (is_change)
-    ChangeCount[x][y]++;       /* count number of changes in the same frame */
+  RECURSION_LOOP_DETECTION_END();
 
-  TestIfBadThingTouchesPlayer(x, y);
-  TestIfPlayerTouchesCustomElement(x, y);
-  TestIfElementTouchesCustomElement(x, y);
+  return change_done;
 }
 
-static void CreateField(int x, int y, int element)
+static void PlayPlayerSound(struct PlayerInfo *player)
 {
-  CreateFieldExt(x, y, element, FALSE);
-}
+  int jx = player->jx, jy = player->jy;
+  int sound_element = player->artwork_element;
+  int last_action = player->last_action_waiting;
+  int action = player->action_waiting;
 
-static void CreateElementFromChange(int x, int y, int element)
-{
-#if USE_STOP_CHANGED_ELEMENTS
-  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  if (player->is_waiting)
   {
-    int old_element = Feld[x][y];
+    if (action != last_action)
+      PlayLevelSoundElementAction(jx, jy, sound_element, action);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[sound_element].sound[last_action]);
 
-    /* prevent changed element from moving in same engine frame
-       unless both old and new element can either fall or move */
-    if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
-       (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
-      Stop[x][y] = TRUE;
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
   }
-#endif
+}
 
-  CreateFieldExt(x, y, element, TRUE);
+static void PlayAllPlayersSound()
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
 }
 
-static boolean ChangeElement(int x, int y, int element, int page)
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
 {
-  struct ElementChangeInfo *change = &element_info[element].change_page[page];
-  int target_element;
-  int old_element = Feld[x][y];
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
 
-  /* always use default change event to prevent running into a loop */
-  if (ChangeEvent[x][y] == -1)
-    ChangeEvent[x][y] = CE_DELAY;
+  player->dir_waiting = move_dir;
+  player->last_action_waiting = player->action_waiting;
 
-  if (ChangeEvent[x][y] == CE_DELAY)
+  if (is_waiting)
   {
-    /* reset actual trigger element, trigger player and action element */
-    change->actual_trigger_element = EL_EMPTY;
-    change->actual_trigger_player = EL_PLAYER_1;
-    change->actual_trigger_side = CH_SIDE_NONE;
-    change->actual_trigger_ce_value = 0;
-  }
+    if (!last_waiting)         /* not waiting -> waiting */
+    {
+      player->is_waiting = TRUE;
 
-  /* do not change elements more than a specified maximum number of changes */
-  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
-    return FALSE;
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       GetSimpleRandom(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       GetSimpleRandom(game.player_sleeping_delay_random);
 
-  ChangeCount[x][y]++;         /* count number of changes in the same frame */
+      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
+    }
 
-  if (change->explode)
-  {
-    Bang(x, y);
+    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;
 
-    return TRUE;
-  }
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
 
-  if (change->use_target_content)
-  {
-    boolean complete_replace = TRUE;
-    boolean can_replace[3][3];
-    int xx, yy;
+    if (player->is_sleeping && player->use_murphy)
+    {
+      /* special case for sleeping Murphy when leaning against non-free tile */
 
-    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+      if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+         (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+          !IS_MOVING(player->jx - 1, player->jy)))
+       move_dir = MV_LEFT;
+      else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+              (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+               !IS_MOVING(player->jx + 1, player->jy)))
+       move_dir = MV_RIGHT;
+      else
+       player->is_sleeping = FALSE;
+
+      player->dir_waiting = move_dir;
+    }
+
+    if (player->is_sleeping)
     {
-      boolean is_empty;
-      boolean is_walkable;
-      boolean is_diggable;
-      boolean is_collectible;
-      boolean is_removable;
-      boolean is_destructible;
-      int ex = x + xx - 1;
-      int ey = y + yy - 1;
-      int content_element = change->target_content.e[xx][yy];
-      int e;
+      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->artwork_element, special_action, move_dir);
 
-      can_replace[xx][yy] = TRUE;
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
-      if (ex == x && ey == y)  /* do not check changing element itself */
-       continue;
+         player->special_action_sleeping = special_action;
+       }
 
-      if (content_element == EL_EMPTY_SPACE)
+       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)
       {
-       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->artwork_element, special_action, move_dir);
 
-       continue;
-      }
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
 
-      if (!IN_LEV_FIELD(ex, ey))
-      {
-       can_replace[xx][yy] = FALSE;
-       complete_replace = FALSE;
+         player->special_action_bored = special_action;
+       }
 
-       continue;
+       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;
 
-      e = Feld[ex][ey];
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-       e = MovingOrBlocked2Element(ex, ey);
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-      is_empty = (IS_FREE(ex, ey) ||
-                 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+    player->dir_waiting = player->MovDir;
+    player->action_waiting = ACTION_DEFAULT;
 
-      is_walkable     = (is_empty || IS_WALKABLE(e));
-      is_diggable     = (is_empty || IS_DIGGABLE(e));
-      is_collectible  = (is_empty || IS_COLLECTIBLE(e));
-      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
-      is_removable    = (is_diggable || is_collectible);
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
 
-      can_replace[xx][yy] =
-       (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
-         (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
-         (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
-         (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
-         (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
-         (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
-        !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
+{
+  if ((!player->is_moving  && player->was_moving) ||
+      (player->MovPos == 0 && player->was_moving) ||
+      (player->is_snapping && !player->was_snapping) ||
+      (player->is_dropping && !player->was_dropping))
+  {
+    if (!CheckSaveEngineSnapshotToList())
+      return;
 
-      if (!can_replace[xx][yy])
-       complete_replace = FALSE;
-    }
+    player->was_moving = FALSE;
+    player->was_snapping = TRUE;
+    player->was_dropping = TRUE;
+  }
+  else
+  {
+    if (player->is_moving)
+      player->was_moving = TRUE;
 
-    if (!change->only_if_complete || complete_replace)
-    {
-      boolean something_has_changed = FALSE;
+    if (!player->is_snapping)
+      player->was_snapping = FALSE;
 
-      if (change->only_if_complete && change->use_random_replace &&
-         RND(100) < change->random_percentage)
-       return FALSE;
+    if (!player->is_dropping)
+      player->was_dropping = FALSE;
+  }
+}
 
-      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
-      {
-       int ex = x + xx - 1;
-       int ey = y + yy - 1;
-       int content_element;
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+  if (tape.single_step && tape.recording && !tape.pausing)
+  {
+    /* as it is called "single step mode", just return to pause mode when the
+       player stopped moving after one tile (or never starts moving at all) */
+    if (!player->is_moving &&
+       !player->is_pushing &&
+       !player->is_dropping_pressed)
+    {
+      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+      SnapField(player, 0, 0);                 /* stop snapping */
+    }
+  }
 
-       if (can_replace[xx][yy] && (!change->use_random_replace ||
-                                   RND(100) < change->random_percentage))
-       {
-         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
-           RemoveMovingField(ex, ey);
+  CheckSaveEngineSnapshot(player);
+}
 
-         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+  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);
 
-         content_element = change->target_content.e[xx][yy];
-         target_element = GET_TARGET_ELEMENT(content_element, change);
+  if (!player->active || tape.pausing)
+    return 0;
 
-         CreateElementFromChange(ex, ey, target_element);
+  if (player_action)
+  {
+    if (button1)
+      SnapField(player, dx, dy);
+    else
+    {
+      if (button2)
+       DropElement(player);
 
-         something_has_changed = TRUE;
+      MovePlayer(player, dx, dy);
+    }
 
-         /* for symmetry reasons, freeze newly created border elements */
-         if (ex != x || ey != y)
-           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
-       }
-      }
+    CheckSingleStepMode(player);
 
-      if (something_has_changed)
-      {
-       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
-       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
-      }
-    }
+    SetPlayerWaiting(player, FALSE);
+
+    return player_action;
   }
   else
   {
-    target_element = GET_TARGET_ELEMENT(change->target_element, change);
+    /* no actions for this player (no input at player's configured device) */
 
-    if (element == EL_DIAGONAL_GROWING ||
-       element == EL_DIAGONAL_SHRINKING)
-    {
-      target_element = Store[x][y];
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
 
-      Store[x][y] = EL_EMPTY;
-    }
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
 
-    CreateElementFromChange(x, y, target_element);
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
 
-    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
-    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+    player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
+
+    CheckSingleStepMode(player);
+
+    return 0;
   }
+}
 
-  /* this uses direct change before indirect change */
-  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+                                        byte *tape_action)
+{
+  if (!tape.use_mouse)
+    return;
 
-  return TRUE;
+  mouse_action->lx     = tape_action[TAPE_ACTION_LX];
+  mouse_action->ly     = tape_action[TAPE_ACTION_LY];
+  mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
 }
 
-#if USE_NEW_DELAYED_ACTION
+static void SetTapeActionFromMouseAction(byte *tape_action,
+                                        struct MouseActionInfo *mouse_action)
+{
+  if (!tape.use_mouse)
+    return;
 
-static void HandleElementChange(int x, int y, int page)
+  tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
+  tape_action[TAPE_ACTION_LY]     = mouse_action->ly;
+  tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
+}
+
+static void CheckLevelTime()
 {
-  int element = MovingOrBlocked2Element(x, y);
-  struct ElementInfo *ei = &element_info[element];
-  struct ElementChangeInfo *change = &ei->change_page[page];
+  int i;
 
-#ifdef DEBUG
-  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
-      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+  /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
-    printf("\n\n");
-    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
-          x, y, element, element_info[element].token_name);
-    printf("HandleElementChange(): This should never happen!\n");
-    printf("\n\n");
-  }
-#endif
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
 
-  /* this can happen with classic bombs on walkable, changing elements */
-  if (!CAN_CHANGE_OR_HAS_ACTION(element))
-  {
-#if 0
-    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
-      ChangeDelay[x][y] = 0;
-#endif
+      AllPlayersGone = TRUE;
 
-    return;
-  }
+      level.native_em_level->lev->home = -1;
+    }
 
-  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
-    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
-
-    if (change->can_change)
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
-      ResetGfxAnimation(x, y);
-      ResetRandomAnimationValue(x, y);
+      PlayerWins(local_player);
 
-      if (change->pre_change_function)
-       change->pre_change_function(x, y);
-    }
-  }
+      game_sp.GameOver = TRUE;
 
-  ChangeDelay[x][y]--;
+      AllPlayersGone = TRUE;
+    }
 
-  if (ChangeDelay[x][y] != 0)          /* continue element change */
+    if (game_sp.GameOver)                              /* game lost */
+      AllPlayersGone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
   {
-    if (change->can_change)
+    if (game_mm.level_solved &&
+       !game_mm.game_over)                             /* game won */
     {
-      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+      PlayerWins(local_player);
 
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+      game_mm.game_over = TRUE;
 
-      if (change->change_function)
-       change->change_function(x, y);
+      AllPlayersGone = TRUE;
     }
+
+    if (game_mm.game_over)                             /* game lost */
+      AllPlayersGone = TRUE;
   }
-  else                                 /* finish element change */
+
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
-    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    TimeFrames = 0;
+    TapeTime++;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
-      page = ChangePage[x][y];
-      ChangePage[x][y] = -1;
+      struct PlayerInfo *player = &stored_player[i];
 
-      change = &ei->change_page[page];
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
+
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
+      }
     }
 
-    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+    if (!local_player->LevelSolved && !level.use_step_counter)
     {
-      ChangeDelay[x][y] = 1;           /* try change after next move step */
-      ChangePage[x][y] = page;         /* remember page to use for change */
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
-      return;
-    }
+       /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
+          is reset from other values in UpdateGameDoorValues() -- FIX THIS */
 
-    if (change->can_change)
-    {
-      if (ChangeElement(x, y, element, page))
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       if (!TimeLeft && setup.time_limit)
+       {
+         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+           level.native_em_level->lev->killed_out_of_time = TRUE;
+         else
+           for (i = 0; i < MAX_PLAYERS; i++)
+             KillPlayer(&stored_player[i]);
+       }
+      }
+      else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
       {
-       if (change->post_change_function)
-         change->post_change_function(x, y);
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
       }
+
+      level.native_em_level->lev->time =
+       (game.no_time_limit ? TimePlayed : TimeLeft);
     }
 
-    if (change->has_action)
-      ExecuteCustomElementAction(x, y, element, page);
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
-}
 
-#else
+  if (tape.recording || tape.playing)
+    DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
 
-static void HandleElementChange(int x, int y, int page)
+  UpdateAndDisplayGameControlValues();
+}
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
 {
-  int element = MovingOrBlocked2Element(x, y);
-  struct ElementInfo *ei = &element_info[element];
-  struct ElementChangeInfo *change = &ei->change_page[page];
+  int i;
 
-#ifdef DEBUG
-  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
-  {
-    printf("\n\n");
-    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
-          x, y, element, element_info[element].token_name);
-    printf("HandleElementChange(): This should never happen!\n");
-    printf("\n\n");
-  }
-#endif
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
 
-  /* this can happen with classic bombs on walkable, changing elements */
-  if (!CAN_CHANGE(element))
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-#if 0
-    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
-      ChangeDelay[x][y] = 0;
-#endif
+    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+    int move_delay_value = stored_player[i].move_delay_value;
+    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
 
-    return;
-  }
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
 
-  if (ChangeDelay[x][y] == 0)          /* initialize element change */
-  {
-    ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+    if (move_frames == 0)      /* less than one move per game frame */
+    {
+      int stepsize = TILEX / move_delay_value;
+      int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+      int count = (stored_player[i].is_moving ?
+                  ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+      if (count % delay == 0)
+       move_frames = 1;
+    }
 
-    if (change->pre_change_function)
-      change->pre_change_function(x, y);
-  }
+    stored_player[i].Frame += move_frames;
 
-  ChangeDelay[x][y]--;
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
 
-  if (ChangeDelay[x][y] != 0)          /* continue element change */
-  {
-    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
 
-    if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    /* due to bugs in previous versions, counter must count up, not down */
+    if (stored_player[i].push_delay != -1)
+      stored_player[i].push_delay++;
 
-    if (change->change_function)
-      change->change_function(x, y);
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
+
+    if (stored_player[i].is_dropping_pressed)
+      stored_player[i].drop_pressed_delay++;
   }
-  else                                 /* finish element change */
-  {
-    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
-    {
-      page = ChangePage[x][y];
-      ChangePage[x][y] = -1;
+}
 
-      change = &ei->change_page[page];
-    }
+void StartGameActions(boolean init_network_game, boolean record_tape,
+                     int random_seed)
+{
+  unsigned int new_random_seed = InitRND(random_seed);
 
-    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 */
+  if (record_tape)
+    TapeStartRecording(new_random_seed);
 
-      return;
-    }
+#if defined(NETWORK_AVALIABLE)
+  if (init_network_game)
+  {
+    SendToServer_StartPlaying();
 
-    if (ChangeElement(x, y, element, page))
-    {
-      if (change->post_change_function)
-       change->post_change_function(x, y);
-    }
+    return;
   }
-}
-
 #endif
 
-static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
-                                             int trigger_element,
-                                             int trigger_event,
-                                             int trigger_player,
-                                             int trigger_side,
-                                             int trigger_page)
+  InitGame();
+}
+
+void GameActionsExt()
 {
-  boolean change_done_any = FALSE;
-  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+#if 0
+  static unsigned int game_frame_delay = 0;
+#endif
+  unsigned int game_frame_delay_value;
+  byte *recorded_player_action;
+  byte summarized_player_action = 0;
+  byte tape_action[MAX_PLAYERS];
   int i;
 
-  if (!(trigger_events[trigger_element][trigger_event]))
-    return FALSE;
-
-  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  /* detect endless loops, caused by custom element programming */
+  if (recursion_loop_detected && recursion_loop_depth == 0)
   {
-    int element = EL_CUSTOM_START + i;
-    boolean change_done = FALSE;
-    int p;
+    char *message = getStringCat3("Internal Error! Element ",
+                                 EL_NAME(recursion_loop_element),
+                                 " caused endless loop! Quit the game?");
 
-    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
-       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-      continue;
+    Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+         EL_NAME(recursion_loop_element));
 
-    for (p = 0; p < element_info[element].num_change_pages; p++)
-    {
-      struct ElementChangeInfo *change = &element_info[element].change_page[p];
+    RequestQuitGameExt(FALSE, level_editor_test_game, message);
 
-      if (change->can_change_or_has_action &&
-         change->has_event[trigger_event] &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player &&
-         change->trigger_page & trigger_page_bits &&
-         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
-      {
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-       change->actual_trigger_side = trigger_side;
-       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+    recursion_loop_detected = FALSE;   /* if game should be continued */
 
-       if ((change->can_change && !change_done) || change->has_action)
-       {
-         int x, y;
+    free(message);
 
-#if 1
-         SCAN_PLAYFIELD(x, y)
-#else
-         for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-         {
-           if (Feld[x][y] == element)
-           {
-             if (change->can_change && !change_done)
-             {
-               ChangeDelay[x][y] = 1;
-               ChangeEvent[x][y] = trigger_event;
+    return;
+  }
 
-               HandleElementChange(x, y, p);
-             }
-#if USE_NEW_DELAYED_ACTION
-             else if (change->has_action)
-             {
-               ExecuteCustomElementAction(x, y, element, p);
-               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
-             }
-#else
-             if (change->has_action)
-             {
-               ExecuteCustomElementAction(x, y, element, p);
-               PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
-             }
-#endif
-           }
-         }
+  if (game.restart_level)
+    StartGameActions(options.network, setup.autorecord, level.random_seed);
 
-         if (change->can_change)
-         {
-           change_done = TRUE;
-           change_done_any = TRUE;
-         }
-       }
-      }
+  /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      PlayerWins(local_player);
+
+      AllPlayersGone = TRUE;
+
+      level.native_em_level->lev->home = -1;
     }
-  }
 
-  return change_done_any;
-}
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
+    {
+      PlayerWins(local_player);
 
-static boolean CheckElementChangeExt(int x, int y,
-                                    int element,
-                                    int trigger_element,
-                                    int trigger_event,
-                                    int trigger_player,
-                                    int trigger_side)
-{
-  boolean change_done = FALSE;
-  int p;
+      game_sp.GameOver = TRUE;
 
-  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
-      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
-    return FALSE;
+      AllPlayersGone = TRUE;
+    }
 
-  if (Feld[x][y] == EL_BLOCKED)
+    if (game_sp.GameOver)                              /* game lost */
+      AllPlayersGone = TRUE;
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
   {
-    Blocked2Moving(x, y, &x, &y);
-    element = Feld[x][y];
+    if (game_mm.level_solved &&
+       !game_mm.game_over)                             /* game won */
+    {
+      PlayerWins(local_player);
+
+      game_mm.game_over = TRUE;
+
+      AllPlayersGone = TRUE;
+    }
+
+    if (game_mm.game_over)                             /* game lost */
+      AllPlayersGone = TRUE;
   }
 
-  if (Feld[x][y] != element)   /* check if element has already changed */
-    return FALSE;
+  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+    GameWon();
 
-  for (p = 0; p < element_info[element].num_change_pages; p++)
-  {
-    struct ElementChangeInfo *change = &element_info[element].change_page[p];
+  if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+    TapeStop();
 
-    boolean check_trigger_element =
-      (trigger_event == CE_TOUCHING_X ||
-       trigger_event == CE_HITTING_X ||
-       trigger_event == CE_HIT_BY_X);
+  if (game_status != GAME_MODE_PLAYING)                /* status might have changed */
+    return;
 
-    if (change->can_change_or_has_action &&
-       change->has_event[trigger_event] &&
-       change->trigger_side & trigger_side &&
-       change->trigger_player & trigger_player &&
-       (!check_trigger_element ||
-        IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
-    {
-      change->actual_trigger_element = trigger_element;
-      change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-      change->actual_trigger_side = trigger_side;
-      change->actual_trigger_ce_value = CustomValue[x][y];
+  game_frame_delay_value =
+    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-      /* special case: trigger element not at (x,y) position for some events */
-      if (check_trigger_element)
-      {
-       static struct
-       {
-         int dx, dy;
-       } move_xy[] =
-         {
-           {  0,  0 },
-           { -1,  0 },
-           { +1,  0 },
-           {  0,  0 },
-           {  0, -1 },
-           {  0,  0 }, { 0, 0 }, { 0, 0 },
-           {  0, +1 }
-         };
+  if (tape.playing && tape.warp_forward && !tape.pausing)
+    game_frame_delay_value = 0;
 
-       int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
-       int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
+  SetVideoFrameDelay(game_frame_delay_value);
 
-       change->actual_trigger_ce_value = CustomValue[xx][yy];
-      }
+#if 0
+#if 0
+  /* ---------- main game synchronization point ---------- */
 
-      if (change->can_change && !change_done)
-      {
-       ChangeDelay[x][y] = 1;
-       ChangeEvent[x][y] = trigger_event;
+  int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
-       HandleElementChange(x, y, p);
+  printf("::: skip == %d\n", skip);
 
-       change_done = TRUE;
-      }
-#if USE_NEW_DELAYED_ACTION
-      else if (change->has_action)
-      {
-       ExecuteCustomElementAction(x, y, element, p);
-       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
-      }
 #else
-      if (change->has_action)
-      {
-       ExecuteCustomElementAction(x, y, element, p);
-       PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
-      }
+  /* ---------- main game synchronization point ---------- */
+
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 #endif
-    }
+#endif
+
+  if (network_playing && !network_player_action_received)
+  {
+    /* try to get network player actions in time */
+
+#if defined(NETWORK_AVALIABLE)
+    /* last chance to get network player actions without main loop delay */
+    HandleNetworking();
+#endif
+
+    /* game was quit by network peer */
+    if (game_status != GAME_MODE_PLAYING)
+      return;
+
+    if (!network_player_action_received)
+      return;          /* failed to get network player actions in time */
+
+    /* do not yet reset "network_player_action_received" (for tape.pausing) */
   }
 
-  return change_done;
-}
+  if (tape.pausing)
+    return;
 
-static void PlayPlayerSound(struct PlayerInfo *player)
-{
-  int jx = player->jx, jy = player->jy;
-  int sound_element = player->artwork_element;
-  int last_action = player->last_action_waiting;
-  int action = player->action_waiting;
+  /* at this point we know that we really continue executing the game */
 
-  if (player->is_waiting)
+  network_player_action_received = FALSE;
+
+  /* when playing tape, read previously recorded player input from tape data */
+  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
+  local_player->effective_mouse_action = local_player->mouse_action;
+
+  if (recorded_player_action != NULL)
+    SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
+                                recorded_player_action);
+
+  /* TapePlayAction() may return NULL when toggling to "pause before death" */
+  if (tape.pausing)
+    return;
+
+  if (tape.set_centered_player)
   {
-    if (action != last_action)
-      PlayLevelSoundElementAction(jx, jy, sound_element, action);
-    else
-      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+    game.centered_player_nr_next = tape.centered_player_nr_next;
+    game.set_centered_player = TRUE;
   }
-  else
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    if (action != last_action)
-      StopSound(element_info[sound_element].sound[last_action]);
+    summarized_player_action |= stored_player[i].action;
 
-    if (last_action == ACTION_SLEEPING)
-      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
+    if (!network_playing && (game.team_mode || tape.playing))
+      stored_player[i].effective_action = stored_player[i].action;
   }
-}
-
-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;
+#if defined(NETWORK_AVALIABLE)
+  if (network_playing)
+    SendToServer_MovePlayer(summarized_player_action);
+#endif
 
-  player->last_action_waiting = player->action_waiting;
+  // summarize all actions at local players mapped input device position
+  // (this allows using different input devices in single player mode)
+  if (!options.network && !game.team_mode)
+    stored_player[map_player_action[local_player->index_nr]].effective_action =
+      summarized_player_action;
 
-  if (is_waiting)
+  if (tape.recording &&
+      setup.team_mode &&
+      setup.input_on_focus &&
+      game.centered_player_nr != -1)
   {
-    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);
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action =
+       (i == game.centered_player_nr ? summarized_player_action : 0);
+  }
 
-      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
-    }
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = recorded_player_action[i];
 
-    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;
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    tape_action[i] = stored_player[i].effective_action;
 
-    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
-                             player->is_bored ? ACTION_BORING :
-                             ACTION_WAITING);
+    /* (this may happen in the RND game engine if a player was not present on
+       the playfield on level start, but appeared later from a custom element */
+    if (setup.team_mode &&
+       tape.recording &&
+       tape_action[i] &&
+       !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;
+  }
 
-    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->artwork_element, special_action, move_dir);
+  SetTapeActionFromMouseAction(tape_action,
+                              &local_player->effective_mouse_action);
 
-         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);
+  /* only record actions from input devices, but not programmed actions */
+  if (tape.recording)
+    TapeRecordAction(tape_action);
 
-         player->special_action_sleeping = special_action;
-       }
+#if USE_NEW_PLAYER_ASSIGNMENTS
+  // !!! also map player actions in single player mode !!!
+  // if (game.team_mode)
+  if (1)
+  {
+    byte mapped_action[MAX_PLAYERS];
 
-       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->artwork_element, special_action, move_dir);
+#if DEBUG_PLAYER_ACTIONS
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+#endif
 
-         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);
+    for (i = 0; i < MAX_PLAYERS; i++)
+      mapped_action[i] = stored_player[map_player_action[i]].effective_action;
 
-         player->special_action_bored = special_action;
-       }
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = mapped_action[i];
 
-       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--;
-       }
-      }
-    }
+#if DEBUG_PLAYER_ACTIONS
+    printf(" =>");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
+#endif
   }
-  else if (last_waiting)       /* waiting -> not waiting */
+#if DEBUG_PLAYER_ACTIONS
+  else
   {
-    player->is_waiting = FALSE;
-    player->is_bored = FALSE;
-    player->is_sleeping = FALSE;
+    printf(":::");
+    for (i = 0; i < MAX_PLAYERS; i++)
+      printf(" %d, ", stored_player[i].effective_action);
+    printf("\n");
+  }
+#endif
+#endif
 
-    player->frame_counter_bored = -1;
-    player->frame_counter_sleeping = -1;
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    // allow engine snapshot in case of changed movement attempt
+    if ((game.snapshot.last_action[i] & KEY_MOTION) !=
+       (stored_player[i].effective_action & KEY_MOTION))
+      game.snapshot.changed_action = TRUE;
 
-    player->anim_delay_counter = 0;
-    player->post_delay_counter = 0;
+    // allow engine snapshot in case of snapping/dropping attempt
+    if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+       (stored_player[i].effective_action & KEY_BUTTON) != 0)
+      game.snapshot.changed_action = TRUE;
 
-    player->action_waiting = ACTION_DEFAULT;
+    game.snapshot.last_action[i] = stored_player[i].effective_action;
+  }
 
-    player->special_action_bored = ACTION_DEFAULT;
-    player->special_action_sleeping = ACTION_DEFAULT;
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    GameActions_EM_Main();
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+  {
+    GameActions_SP_Main();
+  }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    GameActions_MM_Main();
+  }
+  else
+  {
+    GameActions_RND_Main();
   }
-}
 
-static byte PlayerActions(struct PlayerInfo *player, byte player_action)
-{
-  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);
+  BlitScreenToBitmap(backbuffer);
 
-  if (!player->active || tape.pausing)
-    return 0;
+  CheckLevelTime();
 
-  if (player_action)
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+
+  if (global.show_frames_per_second)
   {
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
-    {
-      if (button2)
-       dropped = DropElement(player);
+    static unsigned int fps_counter = 0;
+    static int fps_frames = 0;
+    unsigned int fps_delay_ms = Counter() - fps_counter;
 
-      moved = MovePlayer(player, dx, dy);
-    }
+    fps_frames++;
 
-    if (tape.single_step && tape.recording && !tape.pausing)
+    if (fps_delay_ms >= 500)   /* calculate FPS every 0.5 seconds */
     {
-      if (button1 || (dropped && !moved))
-      {
-       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
-       SnapField(player, 0, 0);                /* stop snapping */
-      }
-    }
+      global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
 
-    SetPlayerWaiting(player, FALSE);
+      fps_frames = 0;
+      fps_counter = Counter();
 
-    return player_action;
+      /* always draw FPS to screen after FPS value was updated */
+      redraw_mask |= REDRAW_FPS;
+    }
+
+    /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
+    if (GetDrawDeactivationMask() == REDRAW_NONE)
+      redraw_mask |= REDRAW_FPS;
   }
-  else
-  {
-    /* no actions for this player (no input at player's configured device) */
+}
 
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-    CheckGravityMovementWhenNotMoving(player);
+static void GameActions_CheckSaveEngineSnapshot()
+{
+  if (!game.snapshot.save_snapshot)
+    return;
 
-    if (player->MovPos == 0)
-      SetPlayerWaiting(player, TRUE);
+  // clear flag for saving snapshot _before_ saving snapshot
+  game.snapshot.save_snapshot = FALSE;
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
+  SaveEngineSnapshotToList();
+}
 
-    player->is_dropping = FALSE;
+void GameActions()
+{
+  GameActionsExt();
 
-    return 0;
-  }
+  GameActions_CheckSaveEngineSnapshot();
 }
 
-void AdvanceFrameAndPlayerCounters(int player_nr)
+void GameActions_EM_Main()
 {
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
   int i;
 
-  /* advance frame counters (global frame counter and time frame counter) */
-  FrameCounter++;
-  TimeFrames++;
-
-  /* advance player counters (counters for move delay, move animation etc.) */
   for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
-    int move_delay_value = stored_player[i].move_delay_value;
-    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
-
-    if (!advance_player_counters)      /* not all players may be affected */
-      continue;
+    effective_action[i] = stored_player[i].effective_action;
 
-#if USE_NEW_PLAYER_ANIM
-    if (move_frames == 0)      /* less than one move per game frame */
-    {
-      int stepsize = TILEX / move_delay_value;
-      int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
-      int count = (stored_player[i].is_moving ?
-                  ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
-
-      if (count % delay == 0)
-       move_frames = 1;
-    }
-#endif
+  GameActions_EM(effective_action, warp_mode);
+}
 
-    stored_player[i].Frame += move_frames;
+void GameActions_SP_Main()
+{
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
 
-    if (stored_player[i].MovPos != 0)
-      stored_player[i].StepFrame += move_frames;
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
 
-    if (stored_player[i].move_delay > 0)
-      stored_player[i].move_delay--;
+  GameActions_SP(effective_action, warp_mode);
 
-    /* due to bugs in previous versions, counter must count up, not down */
-    if (stored_player[i].push_delay != -1)
-      stored_player[i].push_delay++;
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].force_dropping)
+      stored_player[i].action |= KEY_BUTTON_DROP;
 
-    if (stored_player[i].drop_delay > 0)
-      stored_player[i].drop_delay--;
+    stored_player[i].force_dropping = FALSE;
   }
 }
 
-void GameActions()
+void GameActions_MM_Main()
 {
-  static unsigned long game_frame_delay = 0;
-  unsigned long game_frame_delay_value;
-  int magic_wall_x = 0, magic_wall_y = 0;
-  int i, x, y, element, graphic;
-  byte *recorded_player_action;
-  byte summarized_player_action = 0;
-  byte tape_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
 
-  if (game_status != GAME_MODE_PLAYING)
-    return;
-
-  game_frame_delay_value =
-    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
-
-  if (tape.playing && tape.warp_forward && !tape.pausing)
-    game_frame_delay_value = 0;
+  GameActions_MM(local_player->effective_mouse_action, warp_mode);
+}
 
-  /* ---------- main game synchronization point ---------- */
+void GameActions_RND_Main()
+{
+  GameActions_RND();
+}
 
-  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+void GameActions_RND()
+{
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic, last_gfx_frame;
 
   InitPlayfieldScanModeVars();
 
-#if USE_ONE_MORE_CHANGE_PER_FRAME
   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
   {
     SCAN_PLAYFIELD(x, y)
@@ -8705,68 +11645,49 @@ void GameActions()
       ChangeEvent[x][y] = -1;
     }
   }
-#endif
 
-  if (network_playing && !network_player_action_received)
+  if (game.set_centered_player)
   {
-    /* try to get network player actions in time */
-
-#if defined(NETWORK_AVALIABLE)
-    /* last chance to get network player actions without main loop delay */
-    HandleNetworking();
-#endif
+    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
 
-    /* game was quit by network peer */
-    if (game_status != GAME_MODE_PLAYING)
-      return;
+    /* switching to "all players" only possible if all players fit to screen */
+    if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
 
-    if (!network_player_action_received)
-      return;          /* failed to get network player actions in time */
+    /* do not switch focus to non-existing (or non-active) player */
+    if (game.centered_player_nr_next >= 0 &&
+       !stored_player[game.centered_player_nr_next].active)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
   }
 
-  if (tape.pausing)
-    return;
-
-  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
-
-#if 1
-  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
-  if (recorded_player_action == NULL && tape.pausing)
-    return;
-#endif
-
-  for (i = 0; i < MAX_PLAYERS; i++)
+  if (game.set_centered_player &&
+      ScreenMovPos == 0)       /* screen currently aligned at tile position */
   {
-    summarized_player_action |= stored_player[i].action;
-
-    if (!network_playing)
-      stored_player[i].effective_action = stored_player[i].action;
-  }
-
-#if defined(NETWORK_AVALIABLE)
-  if (network_playing)
-    SendToServer_MovePlayer(summarized_player_action);
-#endif
+    int sx, sy;
 
-  if (!options.network && !setup.team_mode)
-    local_player->effective_action = summarized_player_action;
-
-  if (recorded_player_action != NULL)
-    for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].effective_action = recorded_player_action[i];
+    if (game.centered_player_nr_next == -1)
+    {
+      setScreenCenteredToAllPlayers(&sx, &sy);
+    }
+    else
+    {
+      sx = stored_player[game.centered_player_nr_next].jx;
+      sy = stored_player[game.centered_player_nr_next].jy;
+    }
 
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    tape_action[i] = stored_player[i].effective_action;
+    game.centered_player_nr = game.centered_player_nr_next;
+    game.set_centered_player = FALSE;
 
-    if (tape.recording && tape_action[i] && !tape.player_participates[i])
-      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+    DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
+    DrawGameDoorValues();
   }
 
-  /* only save actions from input devices, but not programmed actions */
-  if (tape.recording)
-    TapeRecordAction(tape_action);
-
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
@@ -8786,20 +11707,11 @@ void GameActions()
     if (stored_player[i].programmed_action)
       actual_player_action = stored_player[i].programmed_action;
 
-#if 1
     PlayerActions(&stored_player[i], actual_player_action);
-#else
-    tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
-
-    if (tape.recording && tape_action[i] && !tape.player_participates[i])
-      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
-#endif
 
     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
-  network_player_action_received = FALSE;
-
   ScrollScreen(NULL, SCROLL_GO_ON);
 
   /* for backwards compatibility, the following code emulates a fixed bug that
@@ -8827,18 +11739,12 @@ void GameActions()
 
        /* continue moving after pushing (this is actually a bug) */
        if (!IS_MOVING(x, y))
-       {
          Stop[x][y] = FALSE;
-       }
       }
     }
   }
 
-#if 1
   SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
   {
     ChangeCount[x][y] = 0;
     ChangeEvent[x][y] = -1;
@@ -8851,19 +11757,17 @@ void GameActions()
        RemoveField(x, y);
     }
 
-#if USE_NEW_SNAP_DELAY
     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
     {
       MovDelay[x][y]--;
       if (MovDelay[x][y] <= 0)
       {
        RemoveField(x, y);
-       DrawLevelField(x, y);
+       TEST_DrawLevelField(x, y);
 
        TestIfElementTouchesCustomElement(x, y);        /* for empty space */
       }
     }
-#endif
 
 #if DEBUG
     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
@@ -8882,6 +11786,8 @@ void GameActions()
       WasJustFalling[x][y]--;
     if (CheckCollision[x][y] > 0)
       CheckCollision[x][y]--;
+    if (CheckImpact[x][y] > 0)
+      CheckImpact[x][y]--;
 
     GfxFrame[x][y]++;
 
@@ -8890,7 +11796,7 @@ void GameActions()
     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
     {
       ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
     }
 
 #if DEBUG
@@ -8910,46 +11816,16 @@ void GameActions()
 #endif
   }
 
-#if 1
   SCAN_PLAYFIELD(x, y)
-#else
-  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
   {
     element = Feld[x][y];
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    last_gfx_frame = GfxFrame[x][y];
 
-#if 0
-    printf("::: %d,%d\n", x, y);
-
-    if (element == EL_ROCK)
-      printf("::: Yo man! Rocks can fall!\n");
-#endif
-
-    if (graphic_info[graphic].anim_global_sync)
-      GfxFrame[x][y] = FrameCounter;
-    else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
-    {
-      int old_gfx_frame = GfxFrame[x][y];
-
-      GfxFrame[x][y] = CustomValue[x][y];
-
-#if 1
-      if (GfxFrame[x][y] != old_gfx_frame)
-#endif
-       DrawLevelGraphicAnimation(x, y, graphic);
-    }
-    else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
-    {
-      int old_gfx_frame = GfxFrame[x][y];
+    ResetGfxFrame(x, y);
 
-      GfxFrame[x][y] = element_info[element].collect_score;
-
-#if 1
-      if (GfxFrame[x][y] != old_gfx_frame)
-#endif
-       DrawLevelGraphicAnimation(x, y, graphic);
-    }
+    if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
+      DrawLevelGraphicAnimation(x, y, graphic);
 
     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
        IS_NEXT_FRAME(GfxFrame[x][y], graphic))
@@ -8972,30 +11848,8 @@ void GameActions()
        (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
     {
       int page = element_info[element].event_page_nr[CE_DELAY];
-#if 0
-      HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
-#else
-
-#if 0
-      printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
-#endif
-
-#if 0
-      if (element == EL_CUSTOM_255)
-       printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
-#endif
 
-#if 1
       HandleElementChange(x, y, page);
-#else
-      if (CAN_CHANGE(element))
-       HandleElementChange(x, y, page);
-
-      if (HAS_ACTION(element))
-       ExecuteCustomElementAction(x, y, element, page);
-#endif
-
-#endif
 
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
@@ -9014,11 +11868,18 @@ void GameActions()
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
-       EdelsteinFunkeln(x, y);
+       TEST_DrawTwinkleOnField(x, y);
     }
-    else if ((element == EL_ACID ||
-             element == EL_EXIT_OPEN ||
+    else if (element == EL_ACID)
+    {
+      if (!Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    }
+    else if ((element == EL_EXIT_OPEN ||
+             element == EL_EM_EXIT_OPEN ||
              element == EL_SP_EXIT_OPEN ||
+             element == EL_STEEL_EXIT_OPEN ||
+             element == EL_EM_STEEL_EXIT_OPEN ||
              element == EL_SP_TERMINAL ||
              element == EL_SP_TERMINAL_ACTIVE ||
              element == EL_EXTRA_TIME ||
@@ -9044,15 +11905,27 @@ void GameActions()
       Life(x, y);
     else if (element == EL_EXIT_CLOSED)
       CheckExit(x, y);
+    else if (element == EL_EM_EXIT_CLOSED)
+      CheckExitEM(x, y);
+    else if (element == EL_STEEL_EXIT_CLOSED)
+      CheckExitSteel(x, y);
+    else if (element == EL_EM_STEEL_EXIT_CLOSED)
+      CheckExitSteelEM(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
       CheckExitSP(x, y);
-    else if (element == EL_EXPANDABLE_WALL_GROWING)
+    else if (element == EL_EXPANDABLE_WALL_GROWING ||
+            element == EL_EXPANDABLE_STEELWALL_GROWING)
       MauerWaechst(x, y);
     else if (element == EL_EXPANDABLE_WALL ||
             element == EL_EXPANDABLE_WALL_HORIZONTAL ||
             element == EL_EXPANDABLE_WALL_VERTICAL ||
-            element == EL_EXPANDABLE_WALL_ANY)
+            element == EL_EXPANDABLE_WALL_ANY ||
+            element == EL_BD_EXPANDABLE_WALL)
       MauerAbleger(x, y);
+    else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
+            element == EL_EXPANDABLE_STEELWALL_ANY)
+      MauerAblegerStahl(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
     else if (element == EL_EXPLOSION)
@@ -9061,21 +11934,13 @@ void GameActions()
             element == EL_DIAGONAL_SHRINKING ||
             element == EL_DIAGONAL_GROWING)
     {
-#if 1
       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
 
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#endif
     }
     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 0
-    if (element == EL_CUSTOM_255 ||
-       element == EL_CUSTOM_256)
-      DrawLevelGraphicAnimation(x, y, graphic);
-#endif
-
     if (IS_BELT_ACTIVE(element))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
@@ -9089,7 +11954,10 @@ void GameActions()
           element == EL_MAGIC_WALL_EMPTYING ||
           element == EL_BD_MAGIC_WALL_FULL ||
           element == EL_BD_MAGIC_WALL_ACTIVE ||
-          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+          element == EL_BD_MAGIC_WALL_EMPTYING ||
+          element == EL_DC_MAGIC_WALL_FULL ||
+          element == EL_DC_MAGIC_WALL_ACTIVE ||
+          element == EL_DC_MAGIC_WALL_EMPTYING) &&
          ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
        magic_wall_x = x;
@@ -9102,7 +11970,7 @@ void GameActions()
   /* new experimental amoeba growth stuff */
   if (!(FrameCounter % 8))
   {
-    static unsigned long random = 1684108901;
+    static unsigned int random = 1684108901;
 
     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
@@ -9114,6 +11982,7 @@ void GameActions()
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
           element == EL_QUICKSAND_EMPTY ||
+          element == EL_QUICKSAND_FAST_EMPTY ||
           element == EL_ACID_SPLASH_LEFT ||
           element == EL_ACID_SPLASH_RIGHT))
       {
@@ -9129,31 +11998,22 @@ void GameActions()
   }
 #endif
 
-#if 0
-  if (game.explosions_delayed)
-#endif
-  {
-    game.explosions_delayed = FALSE;
-
-#if 1
-    SCAN_PLAYFIELD(x, y)
-#else
-    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
-    {
-      element = Feld[x][y];
+  game.explosions_delayed = FALSE;
 
-      if (ExplodeField[x][y])
-       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
-      else if (element == EL_EXPLOSION)
-       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
+  SCAN_PLAYFIELD(x, y)
+  {
+    element = Feld[x][y];
 
-      ExplodeField[x][y] = EX_TYPE_NONE;
-    }
+    if (ExplodeField[x][y])
+      Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+    else if (element == EL_EXPLOSION)
+      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 
-    game.explosions_delayed = TRUE;
+    ExplodeField[x][y] = EX_TYPE_NONE;
   }
 
+  game.explosions_delayed = TRUE;
+
   if (game.magic_wall_active)
   {
     if (!(game.magic_wall_time_left % 4))
@@ -9164,6 +12024,10 @@ void GameActions()
          element == EL_BD_MAGIC_WALL_ACTIVE ||
          element == EL_BD_MAGIC_WALL_EMPTYING)
        PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+      else if (element == EL_DC_MAGIC_WALL_FULL ||
+              element == EL_DC_MAGIC_WALL_ACTIVE ||
+              element == EL_DC_MAGIC_WALL_EMPTYING)
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
       else
        PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
@@ -9171,13 +12035,10 @@ void GameActions()
     if (game.magic_wall_time_left > 0)
     {
       game.magic_wall_time_left--;
+
       if (!game.magic_wall_time_left)
       {
-#if 1
        SCAN_PLAYFIELD(x, y)
-#else
-       for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
-#endif
        {
          element = Feld[x][y];
 
@@ -9185,13 +12046,19 @@ void GameActions()
              element == EL_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_MAGIC_WALL_DEAD;
-           DrawLevelField(x, y);
+           TEST_DrawLevelField(x, y);
          }
          else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
                   element == EL_BD_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-           DrawLevelField(x, y);
+           TEST_DrawLevelField(x, y);
+         }
+         else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
+                  element == EL_DC_MAGIC_WALL_FULL)
+         {
+           Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
+           TEST_DrawLevelField(x, y);
          }
        }
 
@@ -9224,93 +12091,54 @@ void GameActions()
       RedrawAllInvisibleElementsForLenses();
   }
 
-  if (game.magnify_time_left > 0)
-  {
-    game.magnify_time_left--;
-
-    if (game.magnify_time_left == 0)
-      RedrawAllInvisibleElementsForMagnifier();
-  }
-
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
-
-    if (SHIELD_ON(player))
-    {
-      if (player->shield_deadly_time_left)
-       PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
-      else if (player->shield_normal_time_left)
-       PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
-    }
-  }
-
-  if (TimeFrames >= FRAMES_PER_SECOND)
-  {
-    TimeFrames = 0;
-    TapeTime++;
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      if (SHIELD_ON(player))
-      {
-       player->shield_normal_time_left--;
-
-       if (player->shield_deadly_time_left > 0)
-         player->shield_deadly_time_left--;
-      }
-    }
-
-    if (!level.use_step_counter)
-    {
-      TimePlayed++;
-
-      if (TimeLeft > 0)
-      {
-       TimeLeft--;
-
-       if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+  if (game.magnify_time_left > 0)
+  {
+    game.magnify_time_left--;
 
-       DrawGameValue_Time(TimeLeft);
+    if (game.magnify_time_left == 0)
+      RedrawAllInvisibleElementsForMagnifier();
+  }
 
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillPlayer(&stored_player[i]);
-      }
-      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
-       DrawGameValue_Time(TimePlayed);
-    }
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
 
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+    if (SHIELD_ON(player))
+    {
+      if (player->shield_deadly_time_left)
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+      else if (player->shield_normal_time_left)
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+    }
   }
 
-  DrawAllPlayers();
-  PlayAllPlayersSound();
-
-  if (options.debug)                   /* calculate frames per second */
+#if USE_DELAYED_GFX_REDRAW
+  SCAN_PLAYFIELD(x, y)
   {
-    static unsigned long fps_counter = 0;
-    static int fps_frames = 0;
-    unsigned long fps_delay_ms = Counter() - fps_counter;
+    if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
+    {
+      /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+        !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
 
-    fps_frames++;
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
+       DrawLevelField(x, y);
 
-    if (fps_delay_ms >= 500)   /* calculate fps every 0.5 seconds */
-    {
-      global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
+       DrawLevelFieldCrumbled(x, y);
 
-      fps_frames = 0;
-      fps_counter = Counter();
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
+       DrawLevelFieldCrumbledNeighbours(x, y);
+
+      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
+       DrawTwinkleOnField(x, y);
     }
 
-    redraw_mask |= REDRAW_FPS;
+    GfxRedraw[x][y] = GFX_REDRAW_NONE;
   }
+#endif
 
-  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+  DrawAllPlayers();
+  PlayAllPlayersSound();
 
   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
   {
@@ -9365,25 +12193,25 @@ static boolean AllPlayersInVisibleScreen()
 
 void ScrollLevel(int dx, int dy)
 {
-  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
+  int scroll_offset = 2 * TILEX_VAR;
   int x, y;
 
   BlitBitmap(drawto_field, drawto_field,
-            FX + TILEX * (dx == -1) - softscroll_offset,
-            FY + TILEY * (dy == -1) - softscroll_offset,
-            SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
-            SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
-            FX + TILEX * (dx == 1) - softscroll_offset,
-            FY + TILEY * (dy == 1) - softscroll_offset);
+            FX + TILEX_VAR * (dx == -1) - scroll_offset,
+            FY + TILEY_VAR * (dy == -1) - scroll_offset,
+            SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
+            SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
+            FX + TILEX_VAR * (dx == 1) - scroll_offset,
+            FY + TILEY_VAR * (dy == 1) - scroll_offset);
 
-  if (dx)
+  if (dx != 0)
   {
     x = (dx == 1 ? BX1 : BX2);
     for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
 
-  if (dy)
+  if (dy != 0)
   {
     y = (dy == 1 ? BY1 : BY2);
     for (x = BX1; x <= BX2; x++)
@@ -9437,11 +12265,11 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
-  if (game.gravity && !player->programmed_action)
+  if (player->gravity && !player->programmed_action)
   {
     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
-    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+    boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
     int jx = player->jx, jy = player->jy;
     boolean player_is_moving_to_valid_field =
       (!player_is_snapping &&
@@ -9459,7 +12287,7 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
 {
   return CheckGravityMovement(player);
 
-  if (game.gravity && !player->programmed_action)
+  if (player->gravity && !player->programmed_action)
   {
     int jx = player->jx, jy = player->jy;
     boolean field_under_player_is_free =
@@ -9486,9 +12314,6 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 {
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
-#if !USE_FIXED_DONT_RUN_INTO
-  int element;
-#endif
   int can_move;
   boolean player_can_move = !player->cannot_move;
 
@@ -9505,7 +12330,6 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   if (!player_can_move)
   {
-#if 1
     if (player->MovPos == 0)
     {
       player->is_moving = FALSE;
@@ -9514,54 +12338,16 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
       player->is_snapping = FALSE;
       player->is_pushing = FALSE;
     }
-#else
-    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
-#endif
-
-#if 0
-    return MP_NO_ACTION;
-#endif
   }
 
-  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
+  if (!options.network && game.centered_player_nr == -1 &&
+      !AllPlayersInSight(player, new_jx, new_jy))
     return MP_NO_ACTION;
 
-#if !USE_FIXED_DONT_RUN_INTO
-  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-
-  /* (moved to DigField()) */
-  if (player_can_move && DONT_RUN_INTO(element))
-  {
-    if (element == EL_ACID && dx == 0 && dy == 1)
-    {
-      SplashAcid(new_jx, new_jy);
-      Feld[jx][jy] = EL_PLAYER_1;
-      InitMovingField(jx, jy, MV_DOWN);
-      Store[jx][jy] = EL_ACID;
-      ContinueMoving(jx, jy);
-      BuryPlayer(player);
-    }
-    else
-      TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
-    return MP_MOVING;
-  }
-#endif
-
   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
-  if (can_move == MP_DONT_RUN_INTO)
-    return MP_MOVING;
-#endif
-#endif
   if (can_move != MP_MOVING)
     return can_move;
 
-#if USE_FIXED_DONT_RUN_INTO
-#endif
-
   /* check if DigField() has caused relocation of the player */
   if (player->jx != jx || player->jy != jy)
     return MP_NO_ACTION;       /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
@@ -9586,7 +12372,12 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   PlayerVisit[jx][jy] = FrameCounter;
 
+  player->is_moving = TRUE;
+
+#if 1
+  /* should better be called in MovePlayer(), but this breaks some tapes */
   ScrollPlayer(player, SCROLL_INIT);
+#endif
 
   return MP_MOVING;
 }
@@ -9633,7 +12424,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     int original_move_delay_value = player->move_delay_value;
 
 #if DEBUG
-    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
           tape.counter);
 #endif
 
@@ -9648,12 +12439,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       AdvanceFrameAndPlayerCounters(player->index_nr);
 
       DrawAllPlayers();
-      BackToFront();
+      BackToFront_WithFrameDelay(0);
     }
 
     player->move_delay_value = original_move_delay_value;
   }
 
+  player->is_active = FALSE;
+
   if (player->last_move_dir & MV_HORIZONTAL)
   {
     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
@@ -9665,14 +12458,24 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
   }
 
+  if (!moved && !player->is_active)
+  {
+    player->is_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+    player->is_snapping = FALSE;
+    player->is_pushing = FALSE;
+  }
+
   jx = player->jx;
   jy = player->jy;
 
   if (moved & MP_MOVING && !ScreenMovPos &&
-      (player == local_player || !options.network))
+      (player->index_nr == game.centered_player_nr ||
+       game.centered_player_nr == -1))
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
-    int offset = (setup.scroll_delay ? 3 : 0);
+    int offset = game.scroll_delay_value;
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
     {
@@ -9724,7 +12527,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
     {
-      if (!options.network && !AllPlayersInVisibleScreen())
+      if (!options.network && game.centered_player_nr == -1 &&
+         !AllPlayersInVisibleScreen())
       {
        scroll_x = old_scroll_x;
        scroll_y = old_scroll_y;
@@ -9746,13 +12550,20 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     else if (old_jx == jx && old_jy != jy)
       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    DrawLevelField(jx, jy);    /* for "crumbled sand" */
+    TEST_DrawLevelField(jx, jy);       /* for "crumbled sand" */
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
     player->is_snapping = FALSE;
     player->is_switching = FALSE;
     player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
+
+#if 0
+    /* should better be called here than above, but this breaks some tapes */
+    ScrollPlayer(player, SCROLL_INIT);
+#endif
   }
   else
   {
@@ -9790,16 +12601,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
   int last_jx = player->last_jx, last_jy = player->last_jy;
   int move_stepsize = TILEX / player->move_delay_value;
 
-#if USE_NEW_PLAYER_SPEED
   if (!player->active)
     return;
 
   if (player->MovPos == 0 && mode == SCROLL_GO_ON)     /* player not moving */
     return;
-#else
-  if (!player->active || player->MovPos == 0)
-    return;
-#endif
 
   if (mode == SCROLL_INIT)
   {
@@ -9818,7 +12624,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        last_field_block_delay += player->move_delay_value;
 
        /* when blocking enabled, prevent moving up despite gravity */
-       if (game.gravity && player->MovDir == MV_UP)
+       if (player->gravity && player->MovDir == MV_UP)
          block_delay_adjustment = -1;
       }
 
@@ -9829,23 +12635,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
     }
 
-#if USE_NEW_PLAYER_SPEED
     if (player->MovPos != 0)   /* player has not yet reached destination */
       return;
-#else
-    return;
-#endif
   }
   else if (!FrameReached(&player->actual_frame_counter, 1))
     return;
 
-#if 0
-  printf("::: player->MovPos: %d -> %d\n",
-        player->MovPos,
-        player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
-#endif
-
-#if USE_NEW_PLAYER_SPEED
   if (player->MovPos != 0)
   {
     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
@@ -9855,21 +12650,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     if (player->MovPos == 0)
       CheckGravityMovement(player);
   }
-#else
-  player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
-  player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-
-  /* before DrawPlayer() to draw correct player graphic for this case */
-  if (player->MovPos == 0)
-    CheckGravityMovement(player);
-#endif
 
   if (player->MovPos == 0)     /* player reached destination field */
   {
-#if 0
-    printf("::: player reached destination field\n");
-#endif
-
     if (player->move_delay_reset_counter > 0)
     {
       player->move_delay_reset_counter--;
@@ -9888,6 +12671,11 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     player->last_jy = jy;
 
     if (Feld[jx][jy] == EL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+       Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
        Feld[jx][jy] == EL_SP_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
@@ -9896,7 +12684,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 
       if (local_player->friends_still_needed == 0 ||
          IS_SP_ELEMENT(Feld[jx][jy]))
-       player->LevelSolved = player->GameOver = TRUE;
+       PlayerWins(player);
     }
 
     /* this breaks one level: "machine", level 000 */
@@ -9926,7 +12714,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
                                          CE_PLAYER_ENTERS_X,
                                          player->index_bit, enter_side);
 
-      CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
+      CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
                                        CE_MOVE_OF_X, move_direction);
     }
 
@@ -9944,7 +12732,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        RemovePlayer(player);
     }
 
-    if (level.use_step_counter)
+    if (!local_player->LevelSolved && level.use_step_counter)
     {
       int i;
 
@@ -9955,27 +12743,36 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        TimeLeft--;
 
        if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
-       DrawGameValue_Time(TimeLeft);
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
 
        if (!TimeLeft && setup.time_limit)
          for (i = 0; i < MAX_PLAYERS; i++)
            KillPlayer(&stored_player[i]);
       }
-      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
-       DrawGameValue_Time(TimePlayed);
+      else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
+      {
+       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+       DisplayGameControlValues();
+      }
     }
 
     if (tape.single_step && tape.recording && !tape.pausing &&
        !player->programmed_action)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+    if (!player->programmed_action)
+      CheckSaveEngineSnapshot(player);
   }
 }
 
 void ScrollScreen(struct PlayerInfo *player, int mode)
 {
-  static unsigned long screen_frame_counter = 0;
+  static unsigned int screen_frame_counter = 0;
 
   if (mode == SCROLL_INIT)
   {
@@ -10039,7 +12836,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    if (IS_PLAYER(x, y))
+    if (IS_PLAYER(x, y))               /* player found at center element */
     {
       struct PlayerInfo *player = PLAYERINFO(x, y);
 
@@ -10057,8 +12854,19 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, border_side);
+
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(x, y)->initial_element;
+
+       CheckElementChangeBySide(xx, yy, border_element, player_element,
+                                CE_TOUCHING_X, border_side);
+      }
     }
-    else if (IS_PLAYER(xx, yy))
+    else if (IS_PLAYER(xx, yy))                /* player found at border element */
     {
       struct PlayerInfo *player = PLAYERINFO(xx, yy);
 
@@ -10073,6 +12881,18 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       CheckTriggeredElementChangeByPlayer(x, y, center_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, center_side);
+
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+       CheckElementChangeBySide(x, y, center_element, player_element,
+                                CE_TOUCHING_X, center_side);
+      }
+
       break;
     }
   }
@@ -10104,16 +12924,17 @@ void TestIfElementTouchesCustomElement(int x, int y)
   };
   boolean change_center_element = FALSE;
   int center_element = Feld[x][y];     /* should always be non-moving! */
+  int border_element_old[NUM_DIRECTIONS];
   int i;
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int xx = x + xy[i][0];
     int yy = y + xy[i][1];
-    int center_side = trigger_sides[i][0];
-    int border_side = trigger_sides[i][1];
     int border_element;
 
+    border_element_old[i] = -1;
+
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
@@ -10126,15 +12947,53 @@ void TestIfElementTouchesCustomElement(int x, int y)
     else
       continue;                        /* center and border element do not touch */
 
+    border_element_old[i] = border_element;
+  }
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int center_side = trigger_sides[i][0];
+    int border_element = border_element_old[i];
+
+    if (border_element == -1)
+      continue;
+
+    /* check for change of border element */
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
+
+    /* (center element cannot be player, so we dont have to check this here) */
+  }
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int border_side = trigger_sides[i][1];
+    int border_element = border_element_old[i];
+
+    if (border_element == -1)
+      continue;
+
     /* check for change of center element (but change it only once) */
     if (!change_center_element)
       change_center_element =
        CheckElementChangeBySide(x, y, center_element, border_element,
                                 CE_TOUCHING_X, border_side);
 
-    /* check for change of border element */
-    CheckElementChangeBySide(xx, yy, border_element, center_element,
-                            CE_TOUCHING_X, center_side);
+    if (IS_PLAYER(xx, yy))
+    {
+      /* use player element that is initially defined in the level playfield,
+        not the player element that corresponds to the runtime player number
+        (example: a level that contains EL_PLAYER_3 as the only player would
+        incorrectly give EL_PLAYER_1 for "player->element_nr") */
+      int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+      CheckElementChangeBySide(x, y, center_element, player_element,
+                              CE_TOUCHING_X, border_side);
+    }
   }
 }
 
@@ -10168,11 +13027,23 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
       CheckElementChangeBySide(x, y, hitting_element, touched_element,
                               CE_HITTING_X, touched_side);
 
-      CheckElementChangeBySide(hitx, hity, touched_element,
-                              hitting_element, CE_HIT_BY_X, hitting_side);
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_X, hitting_side);
 
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_HIT_BY_SOMETHING, opposite_direction);
+
+      if (IS_PLAYER(hitx, hity))
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+       CheckElementChangeBySide(x, y, hitting_element, player_element,
+                                CE_HITTING_X, touched_side);
+      }
     }
   }
 
@@ -10181,69 +13052,6 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
                           CE_HITTING_SOMETHING, direction);
 }
 
-#if 0
-void TestIfElementSmashesCustomElement(int x, int y, int direction)
-{
-  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int hitx = x + dx, hity = y + dy;
-  int hitting_element = Feld[x][y];
-  int touched_element;
-#if 0
-  boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
-                       !IS_FREE(hitx, hity) &&
-                       (!IS_MOVING(hitx, hity) ||
-                        MovDir[hitx][hity] != direction ||
-                        ABS(MovPos[hitx][hity]) <= TILEY / 2));
-#endif
-
-  if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
-    return;
-
-#if 0
-  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
-    return;
-#endif
-
-  touched_element = (IN_LEV_FIELD(hitx, hity) ?
-                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
-
-  CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                          EP_CAN_SMASH_EVERYTHING, direction);
-
-  if (IN_LEV_FIELD(hitx, hity))
-  {
-    int opposite_direction = MV_DIR_OPPOSITE(direction);
-    int hitting_side = direction;
-    int touched_side = opposite_direction;
-#if 0
-    int touched_element = MovingOrBlocked2Element(hitx, hity);
-#endif
-#if 1
-    boolean object_hit = (!IS_MOVING(hitx, hity) ||
-                         MovDir[hitx][hity] != direction ||
-                         ABS(MovPos[hitx][hity]) <= TILEY / 2);
-
-    object_hit = TRUE;
-#endif
-
-    if (object_hit)
-    {
-      int i;
-
-      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
-                              CE_SMASHED_BY_SOMETHING, opposite_direction);
-
-      CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                              CE_OTHER_IS_SMASHING, touched_side);
-
-      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
-                              CE_OTHER_GETS_SMASHED, hitting_side);
-    }
-  }
-}
-#endif
-
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 {
   int i, kill_x = -1, kill_y = -1;
@@ -10345,6 +13153,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_x = bad_x + test_xy[i][0];
     test_y = bad_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
@@ -10375,12 +13184,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
       else if (test_element == EL_PENGUIN)
       {
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
     }
@@ -10403,6 +13214,63 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   }
 }
 
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+  int bad_element = Feld[bad_x][bad_y];
+  int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+  int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
+  int test_x = bad_x + dx, test_y = bad_y + dy;
+  int test_move_dir, test_element;
+  int kill_x = -1, kill_y = -1;
+
+  if (!IN_LEV_FIELD(test_x, test_y))
+    return;
+
+  test_move_dir =
+    (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+  test_element = Feld[test_x][test_y];
+
+  if (test_move_dir != bad_move_dir)
+  {
+    /* good thing can be player or penguin that does not move away */
+    if (IS_PLAYER(test_x, test_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+      /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+        player as being hit when he is moving towards the bad thing, because
+        the "get hit by" condition would be lost after the player stops) */
+      if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+       return;         /* player moves away from bad thing */
+
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+    else if (test_element == EL_PENGUIN)
+    {
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+  }
+
+  if (kill_x != -1 || kill_y != -1)
+  {
+    if (IS_PLAYER(kill_x, kill_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+      if (player->shield_deadly_time_left > 0 &&
+         !IS_INDESTRUCTIBLE(bad_element))
+       Bang(bad_x, bad_y);
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+       KillPlayer(player);
+    }
+    else
+      Bang(kill_x, kill_y);
+  }
+}
+
 void TestIfPlayerTouchesBadThing(int x, int y)
 {
   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
@@ -10474,6 +13342,28 @@ void KillPlayer(struct PlayerInfo *player)
   if (!player->active)
     return;
 
+#if 0
+  printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+        player->killed, player->active, player->reanimated);
+#endif
+
+  /* the following code was introduced to prevent an infinite loop when calling
+     -> Bang()
+     -> CheckTriggeredElementChangeExt()
+     -> ExecuteCustomElementAction()
+     -> KillPlayer()
+     -> (infinitely repeating the above sequence of function calls)
+     which occurs when killing the player while having a CE with the setting
+     "kill player X when explosion of <player X>"; the solution using a new
+     field "player->killed" was chosen for backwards compatibility, although
+     clever use of the fields "player->active" etc. would probably also work */
+#if 1
+  if (player->killed)
+    return;
+#endif
+
+  player->killed = TRUE;
+
   /* remove accessible field at the player's position */
   Feld[jx][jy] = EL_EMPTY;
 
@@ -10481,8 +13371,22 @@ void KillPlayer(struct PlayerInfo *player)
   player->shield_normal_time_left = 0;
   player->shield_deadly_time_left = 0;
 
-  Bang(jx, jy);
-  BuryPlayer(player);
+#if 0
+  printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+        player->killed, player->active, player->reanimated);
+#endif
+
+  Bang(jx, jy);
+
+#if 0
+  printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+        player->killed, player->active, player->reanimated);
+#endif
+
+  if (player->reanimated)      /* killed player may have been reanimated */
+    player->killed = player->reanimated = FALSE;
+  else
+    BuryPlayer(player);
 }
 
 static void KillPlayerUnlessEnemyProtected(int x, int y)
@@ -10523,7 +13427,7 @@ void RemovePlayer(struct PlayerInfo *player)
     StorePlayer[jx][jy] = 0;
 
   if (player->is_moving)
-    DrawLevelField(player->last_jx, player->last_jy);
+    TEST_DrawLevelField(player->last_jx, player->last_jy);
 
   for (i = 0; i < MAX_PLAYERS; i++)
     if (stored_player[i].active)
@@ -10536,7 +13440,6 @@ void RemovePlayer(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
-#if USE_NEW_SNAP_DELAY
 static void setFieldForSnapping(int x, int y, int element, int direction)
 {
   struct ElementInfo *ei = &element_info[element];
@@ -10555,7 +13458,6 @@ static void setFieldForSnapping(int x, int y, int element, int direction)
   GfxDir[x][y] = direction;
   GfxFrame[x][y] = -1;
 }
-#endif
 
 /*
   =============================================================================
@@ -10594,9 +13496,9 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player,
   =============================================================================
 */
 
-int DigField(struct PlayerInfo *player,
-            int oldx, int oldy, int x, int y,
-            int real_dx, int real_dy, int mode)
+static int DigField(struct PlayerInfo *player,
+                   int oldx, int oldy, int x, int y,
+                   int real_dx, int real_dy, int mode)
 {
   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
   boolean player_was_pushing = player->is_pushing;
@@ -10612,11 +13514,7 @@ int DigField(struct PlayerInfo *player,
   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
   int dig_side = MV_DIR_OPPOSITE(move_direction);
   int old_element = Feld[jx][jy];
-#if USE_FIXED_DONT_RUN_INTO
   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
-#else
-  int element;
-#endif
   int collect_count;
 
   if (is_player)               /* function can also be called by EL_PENGUIN */
@@ -10639,11 +13537,6 @@ int DigField(struct PlayerInfo *player,
     }
   }
 
-#if !USE_FIXED_DONT_RUN_INTO
-  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MP_NO_ACTION;
-#endif
-
   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
 
@@ -10652,50 +13545,17 @@ int DigField(struct PlayerInfo *player,
           game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
 
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
-  if (player_can_move && DONT_RUN_INTO(element))
-  {
-    if (element == EL_ACID && dx == 0 && dy == 1)
-    {
-      SplashAcid(x, y);
-      Feld[jx][jy] = EL_PLAYER_1;
-      InitMovingField(jx, jy, MV_DOWN);
-      Store[jx][jy] = EL_ACID;
-      ContinueMoving(jx, jy);
-      BuryPlayer(player);
-    }
-    else
-      TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
-    return MP_DONT_RUN_INTO;
-  }
-#endif
-#endif
-
-#if 1
-#if USE_FIXED_DONT_RUN_INTO
-  if (player_can_move && DONT_RUN_INTO(element))
-  {
-    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
-
-    return MP_DONT_RUN_INTO;
-  }
-#endif
-#endif
-
   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
     return MP_NO_ACTION;       /* field has no opening in this direction */
 
   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
     return MP_NO_ACTION;       /* field has no opening in this direction */
 
-#if 1
-#if USE_FIXED_DONT_RUN_INTO
   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
   {
     SplashAcid(x, y);
-    Feld[jx][jy] = EL_PLAYER_1;
+
+    Feld[jx][jy] = player->artwork_element;
     InitMovingField(jx, jy, MV_DOWN);
     Store[jx][jy] = EL_ACID;
     ContinueMoving(jx, jy);
@@ -10703,38 +13563,16 @@ int DigField(struct PlayerInfo *player,
 
     return MP_DONT_RUN_INTO;
   }
-#endif
-#endif
 
-#if 0
-#if USE_FIXED_DONT_RUN_INTO
   if (player_can_move && DONT_RUN_INTO(element))
   {
-    if (element == EL_ACID && dx == 0 && dy == 1)
-    {
-      SplashAcid(x, y);
-      Feld[jx][jy] = EL_PLAYER_1;
-      InitMovingField(jx, jy, MV_DOWN);
-      Store[jx][jy] = EL_ACID;
-      ContinueMoving(jx, jy);
-      BuryPlayer(player);
-    }
-    else
-      TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
+    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
 
     return MP_DONT_RUN_INTO;
   }
-#endif
-#endif
 
-#if USE_FIXED_DONT_RUN_INTO
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
     return MP_NO_ACTION;
-#endif
-
-#if !USE_FIXED_DONT_RUN_INTO
-  element = Feld[x][y];
-#endif
 
   collect_count = element_info[element].collect_count_initial;
 
@@ -10752,13 +13590,16 @@ int DigField(struct PlayerInfo *player,
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
                                        player->index_bit, dig_side);
 
+    if (element == EL_DC_LANDMINE)
+      Bang(x, y);
+
     if (Feld[x][y] != element)         /* field changed by snapping */
       return MP_ACTION;
 
     return MP_NO_ACTION;
   }
 
-  if (game.gravity && is_player && !player->is_auto_moving &&
+  if (player->gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
     return MP_NO_ACTION;       /* player cannot walk here due to gravity */
@@ -10785,6 +13626,11 @@ int DigField(struct PlayerInfo *player,
        return MP_NO_ACTION;
     }
     else if (element == EL_EXIT_OPEN ||
+            element == EL_EM_EXIT_OPEN ||
+            element == EL_EM_EXIT_OPENING ||
+            element == EL_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_EXIT_OPEN ||
+            element == EL_EM_STEEL_EXIT_OPENING ||
             element == EL_SP_EXIT_OPEN ||
             element == EL_SP_EXIT_OPENING)
     {
@@ -10825,23 +13671,47 @@ int DigField(struct PlayerInfo *player,
       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
        return MP_NO_ACTION;
     }
+    else if (IS_EMC_GATE(element))
+    {
+      if (!player->key[EMC_GATE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (IS_EMC_GATE_GRAY_ACTIVE(element))
+    {
+      if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
+       return MP_NO_ACTION;
+    }
+    else if (element == EL_DC_GATE_WHITE ||
+            element == EL_DC_GATE_WHITE_GRAY ||
+            element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+    {
+      if (player->num_white_keys == 0)
+       return MP_NO_ACTION;
+
+      player->num_white_keys--;
+    }
     else if (IS_SP_PORT(element))
     {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
-       game.gravity = !game.gravity;
+       player->gravity = !player->gravity;
       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
               element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
               element == EL_SP_GRAVITY_ON_PORT_UP ||
               element == EL_SP_GRAVITY_ON_PORT_DOWN)
-       game.gravity = TRUE;
+       player->gravity = TRUE;
       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
               element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
               element == EL_SP_GRAVITY_OFF_PORT_UP ||
               element == EL_SP_GRAVITY_OFF_PORT_DOWN)
-       game.gravity = FALSE;
+       player->gravity = FALSE;
     }
 
     /* automatically move to the next field with double speed */
@@ -10873,14 +13743,10 @@ int DigField(struct PlayerInfo *player,
 
     if (mode == DF_SNAP)
     {
-#if USE_NEW_SNAP_DELAY
       if (level.block_snap_field)
        setFieldForSnapping(x, y, element, move_direction);
       else
        TestIfElementTouchesCustomElement(x, y);        /* for empty space */
-#else
-      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
-#endif
 
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
                                          player->index_bit, dig_side);
@@ -10903,7 +13769,10 @@ int DigField(struct PlayerInfo *player,
     else if (element == EL_EXTRA_TIME && level.time > 0)
     {
       TimeLeft += level.extra_time;
-      DrawGameValue_Time(TimeLeft);
+
+      game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+      DisplayGameControlValues();
     }
     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
     {
@@ -10911,12 +13780,14 @@ int DigField(struct PlayerInfo *player,
       if (element == EL_SHIELD_DEADLY)
        player->shield_deadly_time_left += level.shield_deadly_time;
     }
-    else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+    else if (element == EL_DYNAMITE ||
+            element == EL_EM_DYNAMITE ||
+            element == EL_SP_DISK_RED)
     {
       if (player->inventory_size < MAX_INVENTORY_SIZE)
        player->inventory_element[player->inventory_size++] = element;
 
-      DrawGameValue_Dynamite(local_player->inventory_size);
+      DrawGameDoorValues();
     }
     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
     {
@@ -10935,9 +13806,14 @@ int DigField(struct PlayerInfo *player,
     {
       player->key[KEY_NR(element)] = TRUE;
 
-      DrawGameValue_Keys(player->key);
+      DrawGameDoorValues();
+    }
+    else if (element == EL_DC_KEY_WHITE)
+    {
+      player->num_white_keys++;
 
-      redraw_mask |= REDRAW_DOOR_1;
+      /* display white keys? */
+      /* DrawGameDoorValues(); */
     }
     else if (IS_ENVELOPE(element))
     {
@@ -10967,7 +13843,7 @@ int DigField(struct PlayerInfo *player,
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
-      DrawGameValue_Dynamite(local_player->inventory_size);
+      DrawGameDoorValues();
     }
     else if (collect_count > 0)
     {
@@ -10975,7 +13851,11 @@ int DigField(struct PlayerInfo *player,
       if (local_player->gems_still_needed < 0)
        local_player->gems_still_needed = 0;
 
-      DrawGameValue_Emeralds(local_player->gems_still_needed);
+      game.snapshot.collected_item = TRUE;
+
+      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
+
+      DisplayGameControlValues();
     }
 
     RaiseScoreElement(element);
@@ -10987,14 +13867,10 @@ int DigField(struct PlayerInfo *player,
 
     if (mode == DF_SNAP)
     {
-#if USE_NEW_SNAP_DELAY
       if (level.block_snap_field)
        setFieldForSnapping(x, y, element, move_direction);
       else
        TestIfElementTouchesCustomElement(x, y);        /* for empty space */
-#else
-      TestIfElementTouchesCustomElement(x, y);         /* for empty space */
-#endif
 
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
                                          player->index_bit, dig_side);
@@ -11047,11 +13923,14 @@ int DigField(struct PlayerInfo *player,
     }
 
     player->is_pushing = TRUE;
+    player->is_active = TRUE;
 
     if (!(IN_LEV_FIELD(nextx, nexty) &&
          (IS_FREE(nextx, nexty) ||
-          (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
-           IS_SB_ELEMENT(element)))))
+          (IS_SB_ELEMENT(element) &&
+           Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
+          (IS_CUSTOM_ELEMENT(element) &&
+           CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
       return MP_NO_ACTION;
 
     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
@@ -11071,6 +13950,13 @@ int DigField(struct PlayerInfo *player,
       return MP_NO_ACTION;
     }
 
+    if (IS_CUSTOM_ELEMENT(element) &&
+       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
+    {
+      if (!DigFieldByCE(nextx, nexty, element))
+       return MP_NO_ACTION;
+    }
+
     if (IS_SB_ELEMENT(element))
     {
       if (element == EL_SOKOBAN_FIELD_FULL)
@@ -11097,9 +13983,10 @@ int DigField(struct PlayerInfo *player,
                                    ACTION_FILLING);
 
       if (local_player->sokobanfields_still_needed == 0 &&
-         game.emulation == EMU_SOKOBAN)
+         (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
       {
-       player->LevelSolved = player->GameOver = TRUE;
+       PlayerWins(player);
+
        PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
       }
     }
@@ -11153,22 +14040,27 @@ int DigField(struct PlayerInfo *player,
       ZX = x;
       ZY = y;
 
-      DrawLevelField(x, y);
+      game.robot_wheel_active = TRUE;
+
+      TEST_DrawLevelField(x, y);
     }
     else if (element == EL_SP_TERMINAL)
     {
       int xx, yy;
 
-#if 1
       SCAN_PLAYFIELD(xx, yy)
-#else
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
       {
        if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+       {
          Bang(xx, yy);
+       }
        else if (Feld[xx][yy] == EL_SP_TERMINAL)
+       {
          Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+
+         ResetGfxAnimation(xx, yy);
+         TEST_DrawLevelField(xx, yy);
+       }
       }
     }
     else if (IS_BELT_SWITCH(element))
@@ -11176,7 +14068,9 @@ int DigField(struct PlayerInfo *player,
       ToggleBeltSwitch(x, y);
     }
     else if (element == EL_SWITCHGATE_SWITCH_UP ||
-            element == EL_SWITCHGATE_SWITCH_DOWN)
+            element == EL_SWITCHGATE_SWITCH_DOWN ||
+            element == EL_DC_SWITCHGATE_SWITCH_UP ||
+            element == EL_DC_SWITCHGATE_SWITCH_DOWN)
     {
       ToggleSwitchgateSwitch(x, y);
     }
@@ -11185,7 +14079,8 @@ int DigField(struct PlayerInfo *player,
     {
       ToggleLightSwitch(x, y);
     }
-    else if (element == EL_TIMEGATE_SWITCH)
+    else if (element == EL_TIMEGATE_SWITCH ||
+            element == EL_DC_TIMEGATE_SWITCH)
     {
       ActivateTimegateSwitch(x, y);
     }
@@ -11209,7 +14104,7 @@ int DigField(struct PlayerInfo *player,
       local_player->lights_still_needed--;
 
       ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
     }
     else if (element == EL_TIME_ORB_FULL)
     {
@@ -11218,11 +14113,15 @@ int DigField(struct PlayerInfo *player,
       if (level.time > 0 || level.use_time_orb_bug)
       {
        TimeLeft += level.time_orb_time;
-       DrawGameValue_Time(TimeLeft);
+       game.no_time_limit = FALSE;
+
+       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+
+       DisplayGameControlValues();
       }
 
       ResetGfxAnimation(x, y);
-      DrawLevelField(x, y);
+      TEST_DrawLevelField(x, y);
     }
     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
             element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
@@ -11231,11 +14130,7 @@ int DigField(struct PlayerInfo *player,
 
       game.ball_state = !game.ball_state;
 
-#if 1
       SCAN_PLAYFIELD(xx, yy)
-#else
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
-#endif
       {
        int e = Feld[xx][yy];
 
@@ -11299,13 +14194,64 @@ int DigField(struct PlayerInfo *player,
   if (is_player)               /* function can also be called by EL_PENGUIN */
   {
     if (Feld[x][y] != element)         /* really digged/collected something */
+    {
       player->is_collecting = !player->is_digging;
+      player->is_active = TRUE;
+    }
   }
 
   return MP_MOVING;
 }
 
-boolean SnapField(struct PlayerInfo *player, int dx, int dy)
+static boolean DigFieldByCE(int x, int y, int digging_element)
+{
+  int element = Feld[x][y];
+
+  if (!IS_FREE(x, y))
+  {
+    int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
+                 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
+                 ACTION_BREAKING);
+
+    /* no element can dig solid indestructible elements */
+    if (IS_INDESTRUCTIBLE(element) &&
+       !IS_DIGGABLE(element) &&
+       !IS_COLLECTIBLE(element))
+      return FALSE;
+
+    if (AmoebaNr[x][y] &&
+       (element == EL_AMOEBA_FULL ||
+        element == EL_BD_AMOEBA ||
+        element == EL_AMOEBA_GROWING))
+    {
+      AmoebaCnt[AmoebaNr[x][y]]--;
+      AmoebaCnt2[AmoebaNr[x][y]]--;
+    }
+
+    if (IS_MOVING(x, y))
+      RemoveMovingField(x, y);
+    else
+    {
+      RemoveField(x, y);
+      TEST_DrawLevelField(x, y);
+    }
+
+    /* if digged element was about to explode, prevent the explosion */
+    ExplodeField[x][y] = EX_TYPE_NONE;
+
+    PlayLevelSoundAction(x, y, action);
+  }
+
+  Store[x][y] = EL_EMPTY;
+
+  /* this makes it possible to leave the removed element again */
+  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
+    Store[x][y] = element;
+
+  return TRUE;
+}
+
+static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
@@ -11313,6 +14259,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dx == +1 ? MV_RIGHT :
                        dy == -1 ? MV_UP    :
                        dy == +1 ? MV_DOWN  : MV_NONE);
+  boolean can_continue_snapping = (level.continuous_snapping &&
+                                  WasJustFalling[x][y] < CHECK_DELAY_FALLING);
 
   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
@@ -11340,7 +14288,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
   }
 
-  if (player->is_snapping)
+  /* prevent snapping with already pressed snap key when not allowed */
+  if (player->is_snapping && !can_continue_snapping)
     return FALSE;
 
   player->MovDir = snap_direction;
@@ -11353,11 +14302,14 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   }
 
   player->is_dropping = FALSE;
+  player->is_dropping_pressed = FALSE;
+  player->drop_pressed_delay = 0;
 
   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
     return FALSE;
 
   player->is_snapping = TRUE;
+  player->is_active = TRUE;
 
   if (player->MovPos == 0)
   {
@@ -11367,26 +14319,20 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   }
 
   if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
-    DrawLevelField(player->last_jx, player->last_jy);
+    TEST_DrawLevelField(player->last_jx, player->last_jy);
 
-  DrawLevelField(x, y);
+  TEST_DrawLevelField(x, y);
 
   return TRUE;
 }
 
-boolean DropElement(struct PlayerInfo *player)
+static boolean DropElement(struct PlayerInfo *player)
 {
   int old_element, new_element;
   int dropx = player->jx, dropy = player->jy;
   int drop_direction = player->MovDir;
   int drop_side = drop_direction;
-  int drop_element = (player->inventory_size > 0 ?
-                     player->inventory_element[player->inventory_size - 1] :
-                     player->inventory_infinite_element != EL_UNDEFINED ?
-                     player->inventory_infinite_element :
-                     player->dynabombs_left > 0 ?
-                     EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
-                     EL_UNDEFINED);
+  int drop_element = get_next_dropped_element(player);
 
   /* do not drop an element on top of another element; when holding drop key
      pressed without moving, dropped element must move away before the next
@@ -11415,6 +14361,13 @@ boolean DropElement(struct PlayerInfo *player)
   if (new_element == EL_UNDEFINED)
     return FALSE;
 
+  /* only set if player has anything that can be dropped */
+  player->is_dropping_pressed = TRUE;
+
+  /* check if drop key was pressed long enough for EM style dynamite */
+  if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
+    return FALSE;
+
   /* check if anything can be dropped at the current position */
   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
     return FALSE;
@@ -11436,10 +14389,12 @@ boolean DropElement(struct PlayerInfo *player)
     {
       player->inventory_size--;
 
-      DrawGameValue_Dynamite(local_player->inventory_size);
+      DrawGameDoorValues();
 
       if (new_element == EL_DYNAMITE)
        new_element = EL_DYNAMITE_ACTIVE;
+      else if (new_element == EL_EM_DYNAMITE)
+       new_element = EL_EM_DYNAMITE_ACTIVE;
       else if (new_element == EL_SP_DISK_RED)
        new_element = EL_SP_DISK_RED_ACTIVE;
     }
@@ -11484,22 +14439,21 @@ boolean DropElement(struct PlayerInfo *player)
   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
   {
-    int move_direction, nextx, nexty;
-
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
       MovDir[dropx][dropy] = drop_direction;
 
-    move_direction = MovDir[dropx][dropy];
-    nextx = dropx + GET_DX_FROM_DIR(move_direction);
-    nexty = dropy + GET_DY_FROM_DIR(move_direction);
-
     ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
-    CheckCollision[dropx][dropy] = 2;
+
+    /* do not cause impact style collision by dropping elements that can fall */
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
   }
 
   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
   player->is_dropping = TRUE;
 
+  player->drop_pressed_delay = 0;
+  player->is_dropping_pressed = FALSE;
+
   player->drop_x = dropx;
   player->drop_y = dropy;
 
@@ -11616,17 +14570,51 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action)
     StopSound(sound_effect);
 }
 
-static void PlayLevelMusic()
+static int getLevelMusicNr()
 {
   if (levelset.music[level_nr] != MUS_UNDEFINED)
-    PlayMusic(levelset.music[level_nr]);       /* from config file */
+    return levelset.music[level_nr];           /* from config file */
   else
-    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
+    return MAP_NOCONF_MUSIC(level_nr);         /* from music dir */
 }
 
-void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+static void FadeLevelSounds()
+{
+  FadeSounds();
+}
+
+static void FadeLevelMusic()
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicInfoEntryFilename(music_nr);
+
+  if (!strEqual(curr_music, next_music))
+    FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic()
+{
+  FadeLevelSounds();
+  FadeLevelMusic();
+}
+
+static void PlayLevelMusic()
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicInfoEntryFilename(music_nr);
+
+  if (!strEqual(curr_music, next_music))
+    PlayMusic(music_nr);
+}
+
+void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
 {
   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+  int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+  int x = xx - 1 - offset;
+  int y = yy - 1 - offset;
 
   switch (sample)
   {
@@ -11671,7 +14659,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
       break;
 
     case SAMPLE_slurp:
-      PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
+      PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
       break;
 
     case SAMPLE_eater:
@@ -11772,7 +14760,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
       break;
 
     case SAMPLE_time:
-      PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+      PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
       break;
 
     default:
@@ -11781,16 +14769,73 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
   }
 }
 
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+  int element = map_element_SP_to_RND(element_sp);
+  int action = map_action_SP_to_RND(action_sp);
+  int offset = (setup.sp_show_border_elements ? 0 : 1);
+  int x = xx - offset;
+  int y = yy - offset;
+
+  PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
+{
+  int element = map_element_MM_to_RND(element_mm);
+  int action = map_action_MM_to_RND(action_mm);
+  int offset = 0;
+  int x = xx - offset;
+  int y = yy - offset;
+
+  if (!IS_MM_ELEMENT(element))
+    element = EL_MM_DEFAULT;
+
+  PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlaySound_MM(int sound_mm)
+{
+  int sound = map_sound_MM_to_RND(sound_mm);
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  PlaySound(sound);
+}
+
+void PlaySoundLoop_MM(int sound_mm)
+{
+  int sound = map_sound_MM_to_RND(sound_mm);
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  PlaySoundLoop(sound);
+}
+
+void StopSound_MM(int sound_mm)
+{
+  int sound = map_sound_MM_to_RND(sound_mm);
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  StopSound(sound);
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;
 
-  DrawGameValue_Score(local_player->score);
+  game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
+
+  DisplayGameControlValues();
 }
 
 void RaiseScoreElement(int element)
 {
-  switch(element)
+  switch (element)
   {
     case EL_EMERALD:
     case EL_BD_DIAMOND:
@@ -11833,6 +14878,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
+    case EL_EM_DYNAMITE:
     case EL_SP_DISK_RED:
     case EL_DYNABOMB_INCREASE_NUMBER:
     case EL_DYNABOMB_INCREASE_SIZE:
@@ -11858,6 +14904,7 @@ void RaiseScoreElement(int element)
     case EL_EMC_KEY_6:
     case EL_EMC_KEY_7:
     case EL_EMC_KEY_8:
+    case EL_DC_KEY_WHITE:
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
@@ -11866,90 +14913,492 @@ void RaiseScoreElement(int element)
   }
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
+{
+  if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
+  {
+    /* closing door required in case of envelope style request dialogs */
+    if (!skip_request)
+      CloseDoor(DOOR_CLOSE_1);
+
+#if defined(NETWORK_AVALIABLE)
+    if (options.network)
+      SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
+    else
+#endif
+    {
+      if (quick_quit)
+       FadeSkipNextFadeIn();
+
+      SetGameStatus(GAME_MODE_MAIN);
+
+      DrawMainMenu();
+    }
+  }
+  else         /* continue playing the game */
+  {
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOff(TRUE);
+
+    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOn();
+  }
+}
+
+void RequestQuitGame(boolean ask_if_really_quit)
+{
+  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
+  boolean skip_request = AllPlayersGone || quick_quit;
+
+  RequestQuitGameExt(skip_request, quick_quit,
+                    "Do you really want to quit the game?");
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* random generator functions                                                */
+/* ------------------------------------------------------------------------- */
+
+unsigned int InitEngineRandom_RND(int seed)
+{
+  game.num_random_calls = 0;
+
+  return InitEngineRandom(seed);
+}
+
+unsigned int RND(int max)
+{
+  if (max > 0)
+  {
+    game.num_random_calls++;
+
+    return GetEngineRandom(max);
+  }
+
+  return 0;
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* game engine snapshot handling functions                                   */
+/* ------------------------------------------------------------------------- */
+
+struct EngineSnapshotInfo
+{
+  /* runtime values for custom element collect score */
+  int collect_score[NUM_CUSTOM_ELEMENTS];
+
+  /* runtime values for group element choice position */
+  int choice_pos[NUM_GROUP_ELEMENTS];
+
+  /* runtime values for belt position animations */
+  int belt_graphic[4][NUM_BELT_PARTS];
+  int belt_anim_mode[4][NUM_BELT_PARTS];
+};
+
+static struct EngineSnapshotInfo engine_snapshot_rnd;
+static char *snapshot_level_identifier = NULL;
+static int snapshot_level_nr = -1;
+
+static void SaveEngineSnapshotValues_RND()
+{
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  int i, j;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+  {
+    int element = EL_GROUP_START + i;
+
+    engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
+  }
+
+  for (i = 0; i < 4; i++)
+  {
+    for (j = 0; j < NUM_BELT_PARTS; j++)
+    {
+      int element = belt_base_active_element[i] + j;
+      int graphic = el2img(element);
+      int anim_mode = graphic_info[graphic].anim_mode;
+
+      engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+      engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
+    }
+  }
+}
+
+static void LoadEngineSnapshotValues_RND()
 {
-  if (AllPlayersGone ||
-      !ask_if_really_quit ||
-      level_editor_test_game ||
-      Request("Do you really want to quit the game ?",
-             REQ_ASK | REQ_STAY_CLOSED))
+  unsigned int num_random_calls = game.num_random_calls;
+  int i, j;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-#if defined(NETWORK_AVALIABLE)
-    if (options.network)
-      SendToServer_StopPlaying();
-    else
-#endif
+    int element = EL_CUSTOM_START + i;
+
+    element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
+  }
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+  {
+    int element = EL_GROUP_START + i;
+
+    element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
+  }
+
+  for (i = 0; i < 4; i++)
+  {
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
-      game_status = GAME_MODE_MAIN;
-      DrawMainMenu();
+      int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
+
+      graphic_info[graphic].anim_mode = anim_mode;
     }
   }
-  else
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
   {
-    if (tape.playing && tape.deactivate_display)
-      TapeDeactivateDisplayOff(TRUE);
+    InitRND(tape.random_seed);
+    for (i = 0; i < num_random_calls; i++)
+      RND(1);
+  }
 
-    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+  if (game.num_random_calls != num_random_calls)
+  {
+    Error(ERR_INFO, "number of random calls out of sync");
+    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
+    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
+    Error(ERR_EXIT, "this should not happen -- please debug");
+  }
+}
 
-    if (tape.playing && tape.deactivate_display)
-      TapeDeactivateDisplayOn();
+void FreeEngineSnapshotSingle()
+{
+  FreeSnapshotSingle();
+
+  setString(&snapshot_level_identifier, NULL);
+  snapshot_level_nr = -1;
+}
+
+void FreeEngineSnapshotList()
+{
+  FreeSnapshotList();
+}
+
+ListNode *SaveEngineSnapshotBuffers()
+{
+  ListNode *buffers = NULL;
+
+  /* copy some special values to a structure better suited for the snapshot */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveEngineSnapshotValues_SP(&buffers);
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    SaveEngineSnapshotValues_MM(&buffers);
+
+  /* save values stored in special snapshot structure */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
+
+  /* save further RND engine values */
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
+
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
+
+#if 0
+  ListNode *node = engine_snapshot_list_rnd;
+  int num_bytes = 0;
+
+  while (node != NULL)
+  {
+    num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
+
+    node = node->next;
   }
+
+  printf("::: size of engine snapshot: %d bytes\n", num_bytes);
+#endif
+
+  return buffers;
 }
 
+void SaveEngineSnapshotSingle()
+{
+  ListNode *buffers = SaveEngineSnapshotBuffers();
 
-/* ---------- new game button stuff ---------------------------------------- */
+  /* finally save all snapshot buffers to single snapshot */
+  SaveSnapshotSingle(buffers);
+
+  /* save level identification information */
+  setString(&snapshot_level_identifier, leveldir_current->identifier);
+  snapshot_level_nr = level_nr;
+}
+
+boolean CheckSaveEngineSnapshotToList()
+{
+  boolean save_snapshot =
+    ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
+      game.snapshot.changed_action) ||
+     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+      game.snapshot.collected_item));
+
+  game.snapshot.changed_action = FALSE;
+  game.snapshot.collected_item = FALSE;
+  game.snapshot.save_snapshot = save_snapshot;
+
+  return save_snapshot;
+}
+
+void SaveEngineSnapshotToList()
+{
+  if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
+      tape.quick_resume)
+    return;
+
+  ListNode *buffers = SaveEngineSnapshotBuffers();
+
+  /* finally save all snapshot buffers to snapshot list */
+  SaveSnapshotToList(buffers);
+}
+
+void SaveEngineSnapshotToListInitial()
+{
+  FreeEngineSnapshotList();
+
+  SaveEngineSnapshotToList();
+}
+
+void LoadEngineSnapshotValues()
+{
+  /* restore special values from snapshot structure */
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+    LoadEngineSnapshotValues_RND();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    LoadEngineSnapshotValues_EM();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    LoadEngineSnapshotValues_SP();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    LoadEngineSnapshotValues_MM();
+}
+
+void LoadEngineSnapshotSingle()
+{
+  LoadSnapshotSingle();
+
+  LoadEngineSnapshotValues();
+}
+
+void LoadEngineSnapshot_Undo(int steps)
+{
+  LoadSnapshotFromList_Older(steps);
+
+  LoadEngineSnapshotValues();
+}
+
+void LoadEngineSnapshot_Redo(int steps)
+{
+  LoadSnapshotFromList_Newer(steps);
+
+  LoadEngineSnapshotValues();
+}
+
+boolean CheckEngineSnapshotSingle()
+{
+  return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
+         snapshot_level_nr == level_nr);
+}
+
+boolean CheckEngineSnapshotList()
+{
+  return CheckSnapshotList();
+}
 
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE      30
-#define GAME_BUTTON_YSIZE      30
-#define GAME_BUTTON_XPOS       5
-#define GAME_BUTTON_YPOS       215
-#define SOUND_BUTTON_XPOS      5
-#define SOUND_BUTTON_YPOS      (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS  (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS  (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS        (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS        (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+
+/* ---------- new game button stuff ---------------------------------------- */
 
 static struct
 {
-  int x, y;
+  int graphic;
+  struct XY *pos;
   int gadget_id;
+  boolean *setup_value;
+  boolean allowed_on_tape;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
   {
-    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_STOP,
-    "stop game"
+    IMG_GFX_GAME_BUTTON_STOP,                  &game.button.stop,
+    GAME_CTRL_ID_STOP,                         NULL,
+    TRUE,                                      "stop game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PAUSE,                 &game.button.pause,
+    GAME_CTRL_ID_PAUSE,                                NULL,
+    TRUE,                                      "pause game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PLAY,                  &game.button.play,
+    GAME_CTRL_ID_PLAY,                         NULL,
+    TRUE,                                      "play game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_UNDO,                  &game.button.undo,
+    GAME_CTRL_ID_UNDO,                         NULL,
+    TRUE,                                      "undo step"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_REDO,                  &game.button.redo,
+    GAME_CTRL_ID_REDO,                         NULL,
+    TRUE,                                      "redo step"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_SAVE,                  &game.button.save,
+    GAME_CTRL_ID_SAVE,                         NULL,
+    TRUE,                                      "save game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PAUSE2,                        &game.button.pause2,
+    GAME_CTRL_ID_PAUSE2,                       NULL,
+    TRUE,                                      "pause game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_LOAD,                  &game.button.load,
+    GAME_CTRL_ID_LOAD,                         NULL,
+    TRUE,                                      "load game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_STOP,            &game.button.panel_stop,
+    GAME_CTRL_ID_PANEL_STOP,                   NULL,
+    FALSE,                                     "stop game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_PAUSE,           &game.button.panel_pause,
+    GAME_CTRL_ID_PANEL_PAUSE,                  NULL,
+    FALSE,                                     "pause game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_PLAY,            &game.button.panel_play,
+    GAME_CTRL_ID_PANEL_PLAY,                   NULL,
+    FALSE,                                     "play game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_SOUND_MUSIC,           &game.button.sound_music,
+    SOUND_CTRL_ID_MUSIC,                       &setup.sound_music,
+    TRUE,                                      "background music on/off"
   },
   {
-    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_PAUSE,
-    "pause game"
+    IMG_GFX_GAME_BUTTON_SOUND_LOOPS,           &game.button.sound_loops,
+    SOUND_CTRL_ID_LOOPS,                       &setup.sound_loops,
+    TRUE,                                      "sound loops on/off"
   },
   {
-    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
-    GAME_CTRL_ID_PLAY,
-    "play game"
+    IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,          &game.button.sound_simple,
+    SOUND_CTRL_ID_SIMPLE,                      &setup.sound_simple,
+    TRUE,                                      "normal sounds on/off"
   },
   {
-    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_MUSIC,
-    "background music on/off"
+    IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,     &game.button.panel_sound_music,
+    SOUND_CTRL_ID_PANEL_MUSIC,                 &setup.sound_music,
+    FALSE,                                     "background music on/off"
   },
   {
-    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_LOOPS,
-    "sound loops on/off"
+    IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,     &game.button.panel_sound_loops,
+    SOUND_CTRL_ID_PANEL_LOOPS,                 &setup.sound_loops,
+    FALSE,                                     "sound loops on/off"
   },
   {
-    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
-    SOUND_CTRL_ID_SIMPLE,
-    "normal sounds on/off"
+    IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,    &game.button.panel_sound_simple,
+    SOUND_CTRL_ID_PANEL_SIMPLE,                        &setup.sound_simple,
+    FALSE,                                     "normal sounds on/off"
   }
 };
 
@@ -11959,55 +15408,73 @@ void CreateGameButtons()
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+    struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+    struct XY *pos = gamebutton_info[i].pos;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
-    unsigned long event_mask;
-    int gd_xoffset, gd_yoffset;
-    int gd_x1, gd_x2, gd_y1, gd_y2;
+    unsigned int event_mask;
+    boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
+    boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
+    int base_x = (on_tape ? VX : DX);
+    int base_y = (on_tape ? VY : DY);
+    int gd_x   = gfx->src_x;
+    int gd_y   = gfx->src_y;
+    int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
+    int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
+    int gd_xa  = gfx->src_x + gfx->active_xoffset;
+    int gd_ya  = gfx->src_y + gfx->active_yoffset;
+    int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+    int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
-    gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
-    gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+    if (gfx->bitmap == NULL)
+    {
+      game_gadget[id] = NULL;
+
+      continue;
+    }
 
     if (id == GAME_CTRL_ID_STOP ||
-       id == GAME_CTRL_ID_PAUSE ||
-       id == GAME_CTRL_ID_PLAY)
+       id == GAME_CTRL_ID_PANEL_STOP ||
+       id == GAME_CTRL_ID_PLAY ||
+       id == GAME_CTRL_ID_PANEL_PLAY ||
+       id == GAME_CTRL_ID_SAVE ||
+       id == GAME_CTRL_ID_LOAD)
     {
       button_type = GD_TYPE_NORMAL_BUTTON;
       checked = FALSE;
       event_mask = GD_EVENT_RELEASED;
-      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
-      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+    }
+    else if (id == GAME_CTRL_ID_UNDO ||
+            id == GAME_CTRL_ID_REDO)
+    {
+      button_type = GD_TYPE_NORMAL_BUTTON;
+      checked = FALSE;
+      event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
     }
     else
     {
       button_type = GD_TYPE_CHECK_BUTTON;
-      checked =
-       ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
-        (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
-        (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+      checked = (gamebutton_info[i].setup_value != NULL ?
+                *gamebutton_info[i].setup_value : FALSE);
       event_mask = GD_EVENT_PRESSED;
-      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset;
-      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
     }
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
-                     GDI_X, DX + gd_xoffset,
-                     GDI_Y, DY + gd_yoffset,
-                     GDI_WIDTH, GAME_BUTTON_XSIZE,
-                     GDI_HEIGHT, GAME_BUTTON_YSIZE,
+                     GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
+                     GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+                     GDI_WIDTH, gfx->width,
+                     GDI_HEIGHT, gfx->height,
                      GDI_TYPE, button_type,
                      GDI_STATE, GD_BUTTON_UNPRESSED,
                      GDI_CHECKED, checked,
-                     GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
-                     GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
-                     GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
-                     GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+                     GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+                     GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+                     GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+                     GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
+                     GDI_DIRECT_DRAW, FALSE,
                      GDI_EVENT_MASK, event_mask,
                      GDI_CALLBACK_ACTION, HandleGameButtons,
                      GDI_END);
@@ -12027,37 +15494,226 @@ void FreeGameButtons()
     FreeGadget(game_gadget[i]);
 }
 
-static void MapGameButtons()
+static void UnmapGameButtonsAtSamePosition(int id)
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    MapGadget(game_gadget[i]);
+    if (i != id &&
+       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+      UnmapGadget(game_gadget[i]);
 }
 
-void UnmapGameButtons()
+static void UnmapGameButtonsAtSamePosition_All()
+{
+  if (setup.show_snapshot_buttons)
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+  }
+  else
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
+  }
+}
+
+static void MapGameButtonsAtSamePosition(int id)
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    UnmapGadget(game_gadget[i]);
+    if (i != id &&
+       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
+       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
+      MapGadget(game_gadget[i]);
+
+  UnmapGameButtonsAtSamePosition_All();
 }
 
-static void HandleGameButtons(struct GadgetInfo *gi)
+void MapUndoRedoButtons()
+{
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+  MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+  MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
+}
+
+void UnmapUndoRedoButtons()
+{
+  UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
+  UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+  MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+  MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
+}
+
+void MapGameButtonsExt(boolean on_tape)
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
+       i != GAME_CTRL_ID_UNDO &&
+       i != GAME_CTRL_ID_REDO)
+      MapGadget(game_gadget[i]);
+
+  UnmapGameButtonsAtSamePosition_All();
+
+  RedrawGameButtons();
+}
+
+void UnmapGameButtonsExt(boolean on_tape)
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if (!on_tape || gamebutton_info[i].allowed_on_tape)
+      UnmapGadget(game_gadget[i]);
+}
+
+void RedrawGameButtonsExt(boolean on_tape)
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    if (!on_tape || gamebutton_info[i].allowed_on_tape)
+      RedrawGadget(game_gadget[i]);
+
+  // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+  redraw_mask &= ~REDRAW_ALL;
+}
+
+void SetGadgetState(struct GadgetInfo *gi, boolean state)
+{
+  if (gi == NULL)
+    return;
+
+  gi->checked = state;
+}
+
+void RedrawSoundButtonGadget(int id)
+{
+  int id2 = (id == SOUND_CTRL_ID_MUSIC        ? SOUND_CTRL_ID_PANEL_MUSIC :
+            id == SOUND_CTRL_ID_LOOPS        ? SOUND_CTRL_ID_PANEL_LOOPS :
+            id == SOUND_CTRL_ID_SIMPLE       ? SOUND_CTRL_ID_PANEL_SIMPLE :
+            id == SOUND_CTRL_ID_PANEL_MUSIC  ? SOUND_CTRL_ID_MUSIC :
+            id == SOUND_CTRL_ID_PANEL_LOOPS  ? SOUND_CTRL_ID_LOOPS :
+            id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
+            id);
+
+  SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
+  RedrawGadget(game_gadget[id2]);
+}
+
+void MapGameButtons()
+{
+  MapGameButtonsExt(FALSE);
+}
+
+void UnmapGameButtons()
+{
+  UnmapGameButtonsExt(FALSE);
+}
+
+void RedrawGameButtons()
+{
+  RedrawGameButtonsExt(FALSE);
+}
+
+void MapGameButtonsOnTape()
+{
+  MapGameButtonsExt(TRUE);
+}
+
+void UnmapGameButtonsOnTape()
+{
+  UnmapGameButtonsExt(TRUE);
+}
+
+void RedrawGameButtonsOnTape()
+{
+  RedrawGameButtonsExt(TRUE);
+}
+
+void GameUndoRedoExt()
+{
+  ClearPlayerAction();
+
+  tape.pausing = TRUE;
+
+  RedrawPlayfield();
+  UpdateAndDisplayGameControlValues();
+
+  DrawCompleteVideoDisplay();
+  DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+  DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
+  DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
+
+  BackToFront();
+}
+
+void GameUndo(int steps)
 {
-  int id = gi->custom_id;
+  if (!CheckEngineSnapshotList())
+    return;
+
+  LoadEngineSnapshot_Undo(steps);
+
+  GameUndoRedoExt();
+}
+
+void GameRedo(int steps)
+{
+  if (!CheckEngineSnapshotList())
+    return;
+
+  LoadEngineSnapshot_Redo(steps);
 
-  if (game_status != GAME_MODE_PLAYING)
+  GameUndoRedoExt();
+}
+
+static void HandleGameButtonsExt(int id, int button)
+{
+  static boolean game_undo_executed = FALSE;
+  int steps = BUTTON_STEPSIZE(button);
+  boolean handle_game_buttons =
+    (game_status == GAME_MODE_PLAYING ||
+     (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
+
+  if (!handle_game_buttons)
     return;
 
   switch (id)
   {
     case GAME_CTRL_ID_STOP:
-      RequestQuitGame(TRUE);
+    case GAME_CTRL_ID_PANEL_STOP:
+      if (game_status == GAME_MODE_MAIN)
+       break;
+
+      if (tape.playing)
+       TapeStop();
+      else
+       RequestQuitGame(TRUE);
+
       break;
 
     case GAME_CTRL_ID_PAUSE:
-      if (options.network)
+    case GAME_CTRL_ID_PAUSE2:
+    case GAME_CTRL_ID_PANEL_PAUSE:
+      if (options.network && game_status == GAME_MODE_PLAYING)
       {
 #if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
@@ -12068,27 +15724,61 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       }
       else
        TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
+      game_undo_executed = FALSE;
+
       break;
 
     case GAME_CTRL_ID_PLAY:
-      if (tape.pausing)
+    case GAME_CTRL_ID_PANEL_PLAY:
+      if (game_status == GAME_MODE_MAIN)
+      {
+        StartGameActions(options.network, setup.autorecord, level.random_seed);
+      }
+      else if (tape.pausing)
       {
 #if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else
 #endif
-       {
-         tape.pausing = FALSE;
-         DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
-       }
+         TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
       }
       break;
 
+    case GAME_CTRL_ID_UNDO:
+      // Important: When using "save snapshot when collecting an item" mode,
+      // load last (current) snapshot for first "undo" after pressing "pause"
+      // (else the last-but-one snapshot would be loaded, because the snapshot
+      // pointer already points to the last snapshot when pressing "pause",
+      // which is fine for "every step/move" mode, but not for "every collect")
+      if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
+         !game_undo_executed)
+       steps--;
+
+      game_undo_executed = TRUE;
+
+      GameUndo(steps);
+      break;
+
+    case GAME_CTRL_ID_REDO:
+      GameRedo(steps);
+      break;
+
+    case GAME_CTRL_ID_SAVE:
+      TapeQuickSave();
+      break;
+
+    case GAME_CTRL_ID_LOAD:
+      TapeQuickLoad();
+      break;
+
     case SOUND_CTRL_ID_MUSIC:
+    case SOUND_CTRL_ID_PANEL_MUSIC:
       if (setup.sound_music)
       { 
        setup.sound_music = FALSE;
+
        FadeMusic();
       }
       else if (audio.music_available)
@@ -12097,31 +15787,60 @@ static void HandleGameButtons(struct GadgetInfo *gi)
 
        SetAudioMode(setup.sound);
 
-       PlayLevelMusic();
+       if (game_status == GAME_MODE_PLAYING)
+         PlayLevelMusic();
       }
+
+      RedrawSoundButtonGadget(id);
+
       break;
 
     case SOUND_CTRL_ID_LOOPS:
+    case SOUND_CTRL_ID_PANEL_LOOPS:
       if (setup.sound_loops)
        setup.sound_loops = FALSE;
       else if (audio.loops_available)
       {
        setup.sound = setup.sound_loops = TRUE;
+
        SetAudioMode(setup.sound);
       }
+
+      RedrawSoundButtonGadget(id);
+
       break;
 
     case SOUND_CTRL_ID_SIMPLE:
+    case SOUND_CTRL_ID_PANEL_SIMPLE:
       if (setup.sound_simple)
        setup.sound_simple = FALSE;
       else if (audio.sound_available)
       {
        setup.sound = setup.sound_simple = TRUE;
+
        SetAudioMode(setup.sound);
       }
+
+      RedrawSoundButtonGadget(id);
+
       break;
 
     default:
       break;
   }
 }
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+  HandleGameButtonsExt(gi->custom_id, gi->event.button);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+  if (key == setup.shortcut.sound_simple)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_loops)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_music)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+}