rnd-20060128-1-src
[rocksndiamonds.git] / src / game.c
index c7b5d242fb06e19efa0b304093dad93284efa03b..2ac9f0d03941d55f96b0091efe3c70dfe8aea41e 100644 (file)
 #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          * 0)
+#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_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
 
 /* for DigField() */
 #define DF_SNAP                        2
 
 /* for MovePlayer() */
-#define MF_NO_ACTION           0
-#define MF_MOVING              1
-#define MF_ACTION              2
+#define MP_NO_ACTION           0
+#define MP_MOVING              1
+#define MP_ACTION              2
+#define MP_DONT_RUN_INTO       (MP_MOVING | MP_ACTION)
 
 /* for ScrollPlayer() */
 #define SCROLL_INIT            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 ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
        ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
 
 #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 GROUP_NR(e)            ((e) - EL_GROUP_START)
 #define MOVE_ENTER_EL(e)       (element_info[e].move_enter_element)
 #define IS_IN_GROUP(e, nr)     (element_info[e].in_group[nr] == TRUE)
 
 /* forward declaration for internal use */
 
+static void CreateField(int, int, int);
+
 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
 static void AdvanceFrameAndPlayerCounters(int);
 
@@ -261,7 +275,7 @@ static void TestIfElementHitsCustomElement(int, int, int);
 static void TestIfElementSmashesCustomElement(int, int, int);
 #endif
 
-static void ChangeElement(int, int, int);
+static void HandleElementChange(int, int, int);
 
 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
 #define CheckTriggeredElementChange(x, y, e, ev)                       \
@@ -302,19 +316,24 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 /* ------------------------------------------------------------------------- */
 
 /* forward declaration for changer functions */
-static void InitBuggyBase(int x, int y);
-static void WarnBuggyBase(int x, int y);
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
 
-static void InitTrap(int x, int y);
-static void ActivateTrap(int x, int y);
-static void ChangeActiveTrap(int x, int y);
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
 
-static void InitRobotWheel(int x, int y);
-static void RunRobotWheel(int x, int y);
-static void StopRobotWheel(int x, int y);
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
 
-static void InitTimegateWheel(int x, int y);
-static void RunTimegateWheel(int x, int y);
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
+
+static void InitDiagonalMovingElement(int, int);
 
 struct ChangingElementInfo
 {
@@ -481,6 +500,38 @@ static struct ChangingElementInfo change_delay_list[] =
     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_EMPTY,
+    0,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_DIAGONAL_GROWING,
+    EL_EMPTY,
+    0,
+    NULL,
+    NULL,
+    InitDiagonalMovingElement
+  },
 
   {
     EL_UNDEFINED,
@@ -600,6 +651,80 @@ static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
 
 #define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
 
+/* static variables for playfield scan mode (scanning forward or backward) */
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y)   for ((y) = playfield_scan_start_y;      \
+                                    (y) >= 0 && (y) <= lev_fieldy - 1; \
+                                    (y) += playfield_scan_delta_y)     \
+                               for ((x) = playfield_scan_start_x;      \
+                                    (x) >= 0 && (x) <= lev_fieldx - 1; \
+                                    (x) += playfield_scan_delta_x)     \
+
+static void InitPlayfieldScanModeVars()
+{
+  if (game.use_reverse_scan_direction)
+  {
+    playfield_scan_start_x = lev_fieldx - 1;
+    playfield_scan_start_y = lev_fieldy - 1;
+
+    playfield_scan_delta_x = -1;
+    playfield_scan_delta_y = -1;
+  }
+  else
+  {
+    playfield_scan_start_x = 0;
+    playfield_scan_start_y = 0;
+
+    playfield_scan_delta_x = 1;
+    playfield_scan_delta_y = 1;
+  }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+  game.use_reverse_scan_direction =
+    (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+  InitPlayfieldScanModeVars();
+}
+
+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 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->move_delay_value = game.initial_move_delay_value;
+
+    player->move_delay_value_next = -1;
+
+    player->move_delay_reset_counter = 0;
+  }
+}
 
 void GetPlayerConfig()
 {
@@ -895,6 +1020,16 @@ static void InitField(int x, int y, boolean init_game)
        game.light_time_left = level.time_light * FRAMES_PER_SECOND;
       break;
 
+    case EL_EMC_MAGIC_BALL:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+      break;
+
+    case EL_EMC_MAGIC_BALL_SWITCH:
+      if (game.ball_state)
+       Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+      break;
+
     default:
 #if 1
       if (IS_CUSTOM_ELEMENT(element))
@@ -936,6 +1071,11 @@ static void InitField(int x, int y, boolean init_game)
       break;
   }
 
+#if 1
+  if (!init_game)
+    CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
+#endif
+
 #if 0
 
 #if USE_NEW_CUSTOM_VALUE
@@ -1248,6 +1388,9 @@ static void InitGameEngine()
 
   /* ---------------------------------------------------------------------- */
 
+  /* 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);
 
@@ -1270,9 +1413,15 @@ static void InitGameEngine()
 
   /* ---------- initialize player's initial move delay --------------------- */
 
+#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
 
   /* dynamically adjust player properties according to game engine version */
   game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
@@ -1653,8 +1802,6 @@ void InitGame()
     player->is_bored = FALSE;
     player->is_sleeping = FALSE;
 
-    player->cannot_move = FALSE;
-
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
@@ -1682,6 +1829,9 @@ void InitGame()
 
     player->show_envelope = 0;
 
+#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;
 
@@ -1689,6 +1839,9 @@ void InitGame()
 
     player->move_delay_reset_counter = 0;
 
+    player->cannot_move = FALSE;
+#endif
+
     player->push_delay       = -1;     /* initialized when pushing starts */
     player->push_delay_value = game.initial_push_delay_value;
 
@@ -1748,6 +1901,9 @@ void InitGame()
   game.lenses_time_left = 0;
   game.magnify_time_left = 0;
 
+  game.ball_state = level.ball_state_initial;
+  game.ball_content_nr = 0;
+
   game.envelope_active = FALSE;
 
   for (i = 0; i < NUM_BELTS; i++)
@@ -1759,56 +1915,58 @@ void InitGame()
   for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x = 0; x < lev_fieldx; x++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++)
+#endif
   {
-    for (y = 0; y < lev_fieldy; y++)
-    {
-      Feld[x][y] = level.field[x][y];
-      MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-      ChangeDelay[x][y] = 0;
-      ChangePage[x][y] = -1;
+    Feld[x][y] = level.field[x][y];
+    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
 #if USE_NEW_CUSTOM_VALUE
-      CustomValue[x][y] = 0;           /* initialized in InitField() */
+    CustomValue[x][y] = 0;             /* initialized in InitField() */
 #endif
-      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
-      AmoebaNr[x][y] = 0;
-      WasJustMoving[x][y] = 0;
-      WasJustFalling[x][y] = 0;
-      CheckCollision[x][y] = 0;
-      Stop[x][y] = FALSE;
-      Pushed[x][y] = FALSE;
+    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
+    AmoebaNr[x][y] = 0;
+    WasJustMoving[x][y] = 0;
+    WasJustFalling[x][y] = 0;
+    CheckCollision[x][y] = 0;
+    Stop[x][y] = FALSE;
+    Pushed[x][y] = FALSE;
 
-      ChangeCount[x][y] = 0;
-      ChangeEvent[x][y] = -1;
+    ChangeCount[x][y] = 0;
+    ChangeEvent[x][y] = -1;
 
-      ExplodePhase[x][y] = 0;
-      ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_TYPE_NONE;
+    ExplodePhase[x][y] = 0;
+    ExplodeDelay[x][y] = 0;
+    ExplodeField[x][y] = EX_TYPE_NONE;
 
-      RunnerVisit[x][y] = 0;
-      PlayerVisit[x][y] = 0;
+    RunnerVisit[x][y] = 0;
+    PlayerVisit[x][y] = 0;
 
-      GfxFrame[x][y] = 0;
-      GfxRandom[x][y] = INIT_GFX_RANDOM();
-      GfxElement[x][y] = EL_UNDEFINED;
-      GfxAction[x][y] = ACTION_DEFAULT;
-      GfxDir[x][y] = MV_NONE;
-    }
+    GfxFrame[x][y] = 0;
+    GfxRandom[x][y] = INIT_GFX_RANDOM();
+    GfxElement[x][y] = EL_UNDEFINED;
+    GfxAction[x][y] = ACTION_DEFAULT;
+    GfxDir[x][y] = MV_NONE;
   }
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
-       emulate_bd = FALSE;
-      if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
-       emulate_sb = FALSE;
-      if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
-       emulate_sp = FALSE;
+    if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
+      emulate_bd = FALSE;
+    if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
+      emulate_sb = FALSE;
+    if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
+      emulate_sp = FALSE;
 
-      InitField(x, y, TRUE);
-    }
+    InitField(x, y, TRUE);
   }
 
   InitBeltMovement();
@@ -2007,7 +2165,11 @@ void InitGame()
     int found_element = EL_UNDEFINED;
     int player_nr = local_player->index_nr;
 
+#if 1
+    SCAN_PLAYFIELD(x, y)
+#else
     for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
     {
       int element = Feld[x][y];
       int content;
@@ -2676,8 +2838,13 @@ void InitMovingField(int x, int y, int direction)
 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);
+#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);
+#endif
 
   *goes_to_x = newx;
   *goes_to_y = newy;
@@ -3065,21 +3232,7 @@ void Explode(int ex, int ey, int phase, int mode)
   if (phase == EX_PHASE_START)         /* initialize 'Store[][]' field */
   {
     int center_element = Feld[ex][ey];
-    int artwork_element = center_element;      /* for custom player artwork */
-    int explosion_element = center_element;    /* for custom player artwork */
-
-    if (IS_PLAYER(ex, ey))
-    {
-      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
-
-      artwork_element = stored_player[player_nr].artwork_element;
-
-      if (level.use_explosion_element[player_nr])
-      {
-       explosion_element = level.explosion_element[player_nr];
-       artwork_element = explosion_element;
-      }
-    }
+    int artwork_element, explosion_element;    /* set these values later */
 
 #if 0
     /* --- This is only really needed (and now handled) in "Impact()". --- */
@@ -3090,10 +3243,13 @@ void Explode(int ex, int ey, int phase, int mode)
       return;
 #endif
 
+#if 0
+    /* !!! at this place, the center element may be EL_BLOCKED !!! */
     if (mode == EX_TYPE_NORMAL ||
        mode == EX_TYPE_CENTER ||
        mode == EX_TYPE_CROSS)
       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
 
     /* remove things displayed in background while burning dynamite */
     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
@@ -3107,7 +3263,35 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
+    /* now "center_element" is finally determined -- set related values now */
+    artwork_element = center_element;          /* for custom player artwork */
+    explosion_element = center_element;                /* for custom player artwork */
+
+    if (IS_PLAYER(ex, ey))
+    {
+      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
+
+      artwork_element = stored_player[player_nr].artwork_element;
+
+      if (level.use_explosion_element[player_nr])
+      {
+       explosion_element = level.explosion_element[player_nr];
+       artwork_element = explosion_element;
+      }
+    }
+
+#if 1
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
+      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
+#endif
+
+#if 1
     last_phase = element_info[explosion_element].explosion_delay + 1;
+#else
+    last_phase = element_info[center_element].explosion_delay + 1;
+#endif
 
     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
     {
@@ -3180,11 +3364,11 @@ void Explode(int ex, int ey, int phase, int mode)
 
       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
       {
+#if 1
        int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
 
        Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
-
-#if 0
+#else
        switch(StorePlayer[ex][ey])
        {
          case EL_PLAYER_2:
@@ -3207,6 +3391,10 @@ void Explode(int ex, int ey, int phase, int mode)
          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)
@@ -3363,28 +3551,16 @@ void Explode(int ex, int ey, int phase, int mode)
     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
        element <= EL_PLAYER_IS_EXPLODING_4)
     {
-      static int player_death_elements[] =
-      {
-       EL_EMERALD_YELLOW,
-       EL_EMERALD_RED,
-       EL_EMERALD,
-       EL_EMERALD_PURPLE
-      };
       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
-      int player_death_element = player_death_elements[player_nr];
+      int explosion_element = EL_PLAYER_1 + player_nr;
+      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
+      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
 
       if (level.use_explosion_element[player_nr])
-      {
-       int explosion_element = level.explosion_element[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);
-
-       player_death_element =
-         element_info[explosion_element].content.e[xx][yy];
-      }
+       explosion_element = level.explosion_element[player_nr];
 
       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
-                   player_death_element);
+                   element_info[explosion_element].content.e[xx][yy]);
     }
 
     /* restore probably existing indestructible background element */
@@ -3612,25 +3788,26 @@ static void InitBeltMovement()
     }
   }
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    int element = Feld[x][y];
 
-      for (i = 0; i < NUM_BELTS; i++)
+    for (i = 0; i < NUM_BELTS; i++)
+    {
+      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
       {
-       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
-       {
-         int e_belt_nr = getBeltNrFromBeltElement(element);
-         int belt_nr = i;
+       int e_belt_nr = getBeltNrFromBeltElement(element);
+       int belt_nr = i;
 
-         if (e_belt_nr == belt_nr)
-         {
-           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+       if (e_belt_nr == belt_nr)
+       {
+         int belt_part = Feld[x][y] - belt_base_element[belt_nr];
 
-           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
-         }
+         Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
        }
       }
     }
@@ -3695,45 +3872,46 @@ static void ToggleBeltSwitch(int x, int y)
       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
   }
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+  SCAN_PLAYFIELD(xx, yy)
+#else
+  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
+    int element = Feld[xx][yy];
+
+    if (IS_BELT_SWITCH(element))
     {
-      int element = Feld[xx][yy];
+      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
 
-      if (IS_BELT_SWITCH(element))
+      if (e_belt_nr == belt_nr)
       {
-       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
-
-       if (e_belt_nr == belt_nr)
-       {
-         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+       DrawLevelField(xx, yy);
       }
-      else if (IS_BELT(element) && belt_dir != MV_NONE)
-      {
-       int e_belt_nr = getBeltNrFromBeltElement(element);
+    }
+    else if (IS_BELT(element) && belt_dir != MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
 
-         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
       }
-      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
-      {
-       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
+    }
+    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
+    {
+      int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
-       if (e_belt_nr == belt_nr)
-       {
-         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+      if (e_belt_nr == belt_nr)
+      {
+       int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
 
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
-         DrawLevelField(xx, yy);
-       }
+       Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+       DrawLevelField(xx, yy);
       }
     }
   }
@@ -3745,32 +3923,33 @@ static void ToggleSwitchgateSwitch(int x, int y)
 
   game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+  SCAN_PLAYFIELD(xx, yy)
+#else
+  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    int element = Feld[xx][yy];
 
-      if (element == EL_SWITCHGATE_SWITCH_UP ||
-         element == EL_SWITCHGATE_SWITCH_DOWN)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
-      }
-      else if (element == EL_SWITCHGATE_OPEN ||
-              element == EL_SWITCHGATE_OPENING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+    if (element == EL_SWITCHGATE_SWITCH_UP ||
+       element == EL_SWITCHGATE_SWITCH_DOWN)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
+      DrawLevelField(xx, yy);
+    }
+    else if (element == EL_SWITCHGATE_OPEN ||
+            element == EL_SWITCHGATE_OPENING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
 
-       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-      }
-      else if (element == EL_SWITCHGATE_CLOSED ||
-              element == EL_SWITCHGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+    }
+    else if (element == EL_SWITCHGATE_CLOSED ||
+            element == EL_SWITCHGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_SWITCHGATE_OPENING;
 
-       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-      }
+      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
     }
   }
 }
@@ -3795,7 +3974,11 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
     int element = Feld[x][y];
 
@@ -3856,7 +4039,11 @@ static void RedrawAllInvisibleElementsForLenses()
 {
   int x, y;
 
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
     int element = Feld[x][y];
 
@@ -3905,7 +4092,11 @@ static void RedrawAllInvisibleElementsForMagnifier()
 {
   int x, y;
 
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
     int element = Feld[x][y];
 
@@ -3965,28 +4156,29 @@ static void ActivateTimegateSwitch(int x, int y)
 
   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+  SCAN_PLAYFIELD(xx, yy)
+#else
+  for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
   {
-    for (xx = 0; xx < lev_fieldx; xx++)
-    {
-      int element = Feld[xx][yy];
+    int element = Feld[xx][yy];
 
-      if (element == EL_TIMEGATE_CLOSED ||
-         element == EL_TIMEGATE_CLOSING)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
-      }
-
-      /*
-      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
-       DrawLevelField(xx, yy);
-      }
-      */
+    if (element == EL_TIMEGATE_CLOSED ||
+       element == EL_TIMEGATE_CLOSING)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_OPENING;
+      PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
+    }
 
+    /*
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
+    {
+      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
+      DrawLevelField(xx, yy);
     }
+    */
+
   }
 
   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
@@ -4095,10 +4287,13 @@ void Impact(int x, int y)
         EL_BD_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
-      for (yy = 0; yy < lev_fieldy; yy++)
-       for (xx = 0; xx < lev_fieldx; xx++)
-         if (Feld[xx][yy] == smashed)
-           Feld[xx][yy] = activated_magic_wall;
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+       if (Feld[xx][yy] == smashed)
+         Feld[xx][yy] = activated_magic_wall;
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
@@ -4498,16 +4693,35 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_SPRING)
   {
+#if USE_NEW_SPRING_BUMPER
+    if (MovDir[x][y] & MV_HORIZONTAL)
+    {
+      if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
+         !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
+      {
+       Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
+       ResetGfxAnimation(move_x, move_y);
+       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 (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_PENGUIN ||
+          element == EL_EMC_ANDROID)
   {
     int attr_x = -1, attr_y = -1;
 
@@ -4608,21 +4822,21 @@ inline static void TurnRoundExt(int x, int y)
          new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
          return;
 
        MovDir[x][y] =
          new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
+       if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
        return;
       }
     }
-    else       /* (element == EL_SATELLITE) */
+    else if (element == EL_SATELLITE)
     {
       int newx, newy;
 
@@ -4651,6 +4865,71 @@ inline static void TurnRoundExt(int x, int y)
        return;
       }
     }
+    else if (element == EL_EMC_ANDROID)
+    {
+      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 check_order = (RND(2) ? -1 : +1);
+      int start_pos = check_pos[MovDir[x][y] & 0x0f];
+      int i;
+
+      MovDelay[x][y] = level.android_move_time * 8 + 1;
+
+      if (start_pos < 0)       /* (should never happen) */
+       return;
+
+      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))
+         return;
+
+       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+       {
+         MovDir[x][y] = new_move_dir;
+
+         return;
+       }
+      }
+    }
   }
   else if (move_pattern == MV_TURNING_LEFT ||
           move_pattern == MV_TURNING_RIGHT ||
@@ -4899,7 +5178,7 @@ static void TurnRound(int x, int y)
     GfxFrame[x][y] = 0;
 
   if (MovDelay[x][y])
-    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
 }
 
 static boolean JustBeingPushed(int x, int y)
@@ -5424,7 +5703,7 @@ void StartMoving(int x, int y)
       }
       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
-       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
+       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;
@@ -5465,6 +5744,75 @@ void StartMoving(int x, int y)
        return;
       }
     }
+    else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
+    {
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL &&
+         ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+      {
+       int diagonal_move_dir = MovDir[x][y];
+       int change_delay = 8;
+       int graphic;
+
+       /* android is moving diagonally */
+
+       CreateField(x, y, EL_DIAGONAL_SHRINKING);
+
+       GfxElement[x][y] = EL_EMC_ANDROID;
+       GfxAction[x][y] = ACTION_SHRINKING;
+       GfxDir[x][y] = diagonal_move_dir;
+       ChangeDelay[x][y] = change_delay;
+
+       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
+                                GfxDir[x][y]);
+
+       DrawLevelGraphicAnimation(x, y, graphic);
+       PlayLevelSoundAction(x, y, ACTION_SHRINKING);
+
+#if 0
+       CheckTriggeredElementChangeBySide(x, y, element,
+                                         CE_MOVE_OF_X, new_move_dir);
+
+       TestIfElementTouchesCustomElement(x, y); /* empty or new element */
+
+       TestIfElementHitsCustomElement(newx, newy, new_move_dir);
+       TestIfElementTouchesCustomElement(newx, newy);
+#endif
+
+       CreateField(newx, newy, EL_DIAGONAL_GROWING);
+
+       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;
+
+       graphic = el_act_dir2img(GfxElement[newx][newy], GfxAction[newx][newy],
+                                GfxDir[newx][newy]);
+
+       DrawLevelGraphicAnimation(newx, newy, graphic);
+       PlayLevelSoundAction(newx, newy, ACTION_GROWING);
+
+       return;
+      }
+      else if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
+      {
+       Feld[newx][newy] = EL_EMPTY;
+       DrawLevelField(newx, newy);
+
+       PlayLevelSoundAction(x, y, ACTION_DIGGING);
+      }
+      else if (!IS_FREE(newx, newy))
+      {
+#if 0
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+#endif
+
+       return;
+      }
+    }
     else if (IS_CUSTOM_ELEMENT(element) &&
             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
     {
@@ -5506,6 +5854,11 @@ void StartMoving(int x, int y)
       }
 
       Store[newx][newy] = EL_EMPTY;
+#if 1
+      /* this makes it possible to leave the removed element again */
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = new_element;
+#else
       if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
       {
        int move_leave_element = element_info[element].move_leave_element;
@@ -5514,6 +5867,7 @@ void StartMoving(int x, int y)
        Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
                             new_element : move_leave_element);
       }
+#endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
       {
@@ -5709,12 +6063,13 @@ void StartMoving(int x, int y)
 void ContinueMoving(int x, int y)
 {
   int element = Feld[x][y];
-  int stored = Store[x][y];
   struct ElementInfo *ei = &element_info[element];
   int direction = MovDir[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int newx = x + dx, newy = y + dy;
+  int stored = Store[x][y];
+  int stored_new = Store[newx][newy];
   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
   boolean last_line = (newy == lev_fieldy - 1);
@@ -5865,10 +6220,16 @@ void ContinueMoving(int x, int y)
   {
     int move_leave_element = ei->move_leave_element;
 
+#if 1
+    /* this makes it possible to leave the removed element again */
+    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
+      move_leave_element = stored;
+#else
     /* this makes it possible to leave the removed element again */
     if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
         ei->move_leave_element == EL_TRIGGER_ELEMENT)
       move_leave_element = stored;
+#endif
 
     Feld[x][y] = move_leave_element;
 
@@ -5953,6 +6314,9 @@ void ContinueMoving(int x, int y)
                                        player->index_bit, push_side);
   }
 
+  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 */
@@ -5960,6 +6324,13 @@ void ContinueMoving(int x, int y)
   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)
@@ -6028,13 +6399,14 @@ void AmoebenVereinigen(int ax, int ay)
       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
       AmoebaCnt2[old_group_nr] = 0;
 
-      for (yy = 0; yy < lev_fieldy; yy++)
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
       {
-       for (xx = 0; xx < lev_fieldx; xx++)
-       {
-         if (AmoebaNr[xx][yy] == old_group_nr)
-           AmoebaNr[xx][yy] = new_group_nr;
-       }
+       if (AmoebaNr[xx][yy] == old_group_nr)
+         AmoebaNr[xx][yy] = new_group_nr;
       }
     }
   }
@@ -6057,17 +6429,19 @@ void AmoebeUmwandeln(int ax, int ay)
     }
 #endif
 
-    for (y = 0; y < lev_fieldy; y++)
+#if 1
+    SCAN_PLAYFIELD(x, y)
+#else
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
     {
-      for (x = 0; x < lev_fieldx; x++)
+      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
       {
-       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
-       {
-         AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
-       }
+       AmoebaNr[x][y] = 0;
+       Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
       }
     }
+
     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
                            SND_AMOEBA_TURNING_TO_GEM :
                            SND_AMOEBA_TURNING_TO_ROCK));
@@ -6117,21 +6491,22 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 #endif
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
+    if (AmoebaNr[x][y] == group_nr &&
+       (Feld[x][y] == EL_AMOEBA_DEAD ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_GROWING))
     {
-      if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBA_DEAD ||
-          Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_GROWING))
-      {
-       AmoebaNr[x][y] = 0;
-       Feld[x][y] = new_element;
-       InitField(x, y, FALSE);
-       DrawLevelField(x, y);
-       done = TRUE;
-      }
+      AmoebaNr[x][y] = 0;
+      Feld[x][y] = new_element;
+      InitField(x, y, FALSE);
+      DrawLevelField(x, y);
+      done = TRUE;
     }
   }
 
@@ -6219,6 +6594,7 @@ void AmoebeAbleger(int ax, int ay)
   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 },
@@ -6227,7 +6603,7 @@ void AmoebeAbleger(int ax, int ay)
     { 0, +1 }
   };
 
-  if (!level.amoeba_speed)
+  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
   {
     Feld[ax][ay] = EL_AMOEBA_DEAD;
     DrawLevelField(ax, ay);
@@ -6247,7 +6623,7 @@ void AmoebeAbleger(int ax, int ay)
       return;
   }
 
-  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
+  if (can_drop)                        /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
   {
     int start = RND(4);
     int x = ax + xy[start][0];
@@ -6341,13 +6717,13 @@ void AmoebeAbleger(int ax, int ay)
     }
   }
 
-  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
+  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)
+  else if (neway == ay || element == EL_EMC_DRIPPER)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
 
@@ -6474,6 +6850,54 @@ static void RunTimegateWheel(int x, int y)
   PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
 }
 
+static void InitMagicBallDelay(int x, int y)
+{
+#if 1
+  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
+#else
+  ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
+#endif
+}
+
+static void ActivateMagicBall(int bx, int by)
+{
+  int x, y;
+
+  if (level.ball_random)
+  {
+    int pos_border = RND(8);   /* select one of the eight border elements */
+    int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
+    int xx = pos_content % 3;
+    int yy = pos_content / 3;
+
+    x = bx - 1 + xx;
+    y = by - 1 + yy;
+
+    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+  }
+  else
+  {
+    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
+    {
+      int xx = x - bx + 1;
+      int yy = y - by + 1;
+
+      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
+       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
+    }
+  }
+
+  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
+}
+
+static void InitDiagonalMovingElement(int x, int y)
+{
+#if 0
+  MovDelay[x][y] = level.android_move_time;
+#endif
+}
+
 void CheckExit(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
@@ -6522,18 +6946,19 @@ static void CloseAllOpenTimegates()
 {
   int x, y;
 
-  for (y = 0; y < lev_fieldy; y++)
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
-    for (x = 0; x < lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+    int element = Feld[x][y];
 
-      if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
-      {
-       Feld[x][y] = EL_TIMEGATE_CLOSING;
+    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+    {
+      Feld[x][y] = EL_TIMEGATE_CLOSING;
 
-       PlayLevelSoundAction(x, y, ACTION_CLOSING);
-      }
+      PlayLevelSoundAction(x, y, ACTION_CLOSING);
     }
   }
 }
@@ -6900,11 +7325,11 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      MV_NONE);
 
   int action_arg_number_min =
-    (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
+    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
      CA_ARG_MIN);
 
   int action_arg_number_max =
-    (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_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 :
@@ -6913,7 +7338,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      CA_ARG_MAX);
 
   int action_arg_number_reset =
-    (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
+    (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 :
@@ -7113,8 +7538,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
        {
          int move_stepsize = TILEX / stored_player[i].move_delay_value;
 
-         if (action_arg == CA_ARG_SPEED_SLOWER ||
-             action_arg == CA_ARG_SPEED_FASTER)
+         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 :
@@ -7128,6 +7558,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
                                    action_arg_number_min,
                                    action_arg_number_max);
 
+#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));
 
@@ -7136,6 +7569,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 
          stored_player[i].cannot_move =
            (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
+#endif
        }
       }
 
@@ -7232,27 +7666,36 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
+    /* ---------- engine actions  ------------------------------------------ */
+
+    case CA_SET_ENGINE_SCAN_MODE:
+    {
+      InitPlayfieldScanMode(action_arg);
+
+      break;
+    }
+
     default:
       break;
   }
 }
 
-static void ChangeElementNowExt(struct ElementChangeInfo *change,
-                               int x, int y, int target_element)
+static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
   int previous_move_direction = MovDir[x][y];
 #if USE_NEW_CUSTOM_VALUE
   int last_ce_value = CustomValue[x][y];
 #endif
-  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+  boolean add_player = (ELEM_IS_PLAYER(element) &&
                        IS_WALKABLE(Feld[x][y]));
 
   /* check if element under player changes from accessible to unaccessible
      (needed for special case of dropping element which then changes) */
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
-      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
   {
     Bang(x, y);
+
     return;
   }
 
@@ -7263,7 +7706,7 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
     else
       RemoveField(x, y);
 
-    Feld[x][y] = target_element;
+    Feld[x][y] = element;
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -7285,17 +7728,28 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
   }
 
   /* "ChangeCount" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+  if (ELEM_IS_PLAYER(element))
+    RelocatePlayer(x, y, element);
 
-  ChangeCount[x][y]++;         /* count number of changes in the same frame */
+  if (is_change)
+    ChangeCount[x][y]++;       /* count number of changes in the same frame */
 
   TestIfBadThingTouchesPlayer(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
 }
 
-static boolean ChangeElementNow(int x, int y, int element, int page)
+static void CreateField(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, FALSE);
+}
+
+static void CreateElementFromChange(int x, int y, int element)
+{
+  CreateFieldExt(x, y, element, TRUE);
+}
+
+static boolean ChangeElement(int x, int y, int element, int page)
 {
   struct ElementChangeInfo *change = &element_info[element].change_page[page];
   int target_element;
@@ -7418,7 +7872,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
          content_element = change->target_content.e[xx][yy];
          target_element = GET_TARGET_ELEMENT(content_element, change);
 
-         ChangeElementNowExt(change, ex, ey, target_element);
+         CreateElementFromChange(ex, ey, target_element);
 
          something_has_changed = TRUE;
 
@@ -7439,7 +7893,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   {
     target_element = GET_TARGET_ELEMENT(change->target_element, change);
 
-    ChangeElementNowExt(change, x, y, target_element);
+    if (element == EL_DIAGONAL_GROWING)
+      target_element = Store[x][y];
+
+    CreateElementFromChange(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
@@ -7453,7 +7910,7 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
 #if USE_NEW_DELAYED_ACTION
 
-static void ChangeElement(int x, int y, int page)
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
@@ -7464,9 +7921,9 @@ static void ChangeElement(int x, int y, int page)
       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
   {
     printf("\n\n");
-    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
           x, y, element, element_info[element].token_name);
-    printf("ChangeElement(): This should never happen!\n");
+    printf("HandleElementChange(): This should never happen!\n");
     printf("\n\n");
   }
 #endif
@@ -7531,7 +7988,7 @@ static void ChangeElement(int x, int y, int page)
 
     if (change->can_change)
     {
-      if (ChangeElementNow(x, y, element, page))
+      if (ChangeElement(x, y, element, page))
       {
        if (change->post_change_function)
          change->post_change_function(x, y);
@@ -7545,7 +8002,7 @@ static void ChangeElement(int x, int y, int page)
 
 #else
 
-static void ChangeElement(int x, int y, int page)
+static void HandleElementChange(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
   struct ElementInfo *ei = &element_info[element];
@@ -7555,9 +8012,9 @@ static void ChangeElement(int x, int y, int page)
   if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
     printf("\n\n");
-    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
           x, y, element, element_info[element].token_name);
-    printf("ChangeElement(): This should never happen!\n");
+    printf("HandleElementChange(): This should never happen!\n");
     printf("\n\n");
   }
 #endif
@@ -7614,7 +8071,7 @@ static void ChangeElement(int x, int y, int page)
       return;
     }
 
-    if (ChangeElementNow(x, y, element, page))
+    if (ChangeElement(x, y, element, page))
     {
       if (change->post_change_function)
        change->post_change_function(x, y);
@@ -7624,7 +8081,7 @@ static void ChangeElement(int x, int y, int page)
 
 #endif
 
-static boolean CheckTriggeredElementChangeExt(int x, int y,
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
                                              int trigger_element,
                                              int trigger_event,
                                              int trigger_player,
@@ -7662,13 +8119,17 @@ static boolean CheckTriggeredElementChangeExt(int x, int y,
        change->actual_trigger_element = trigger_element;
        change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
        change->actual_trigger_side = trigger_side;
-       change->actual_trigger_ce_value = CustomValue[x][y];
+       change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
 
        if ((change->can_change && !change_done) || change->has_action)
        {
          int x, y;
 
+#if 1
+         SCAN_PLAYFIELD(x, y)
+#else
          for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
          {
            if (Feld[x][y] == element)
            {
@@ -7676,7 +8137,8 @@ static boolean CheckTriggeredElementChangeExt(int x, int y,
              {
                ChangeDelay[x][y] = 1;
                ChangeEvent[x][y] = trigger_event;
-               ChangeElement(x, y, p);
+
+               HandleElementChange(x, y, p);
              }
 #if USE_NEW_DELAYED_ACTION
              else if (change->has_action)
@@ -7778,7 +8240,8 @@ static boolean CheckElementChangeExt(int x, int y,
       {
        ChangeDelay[x][y] = 1;
        ChangeEvent[x][y] = trigger_event;
-       ChangeElement(x, y, p);
+
+       HandleElementChange(x, y, p);
 
        change_done = TRUE;
       }
@@ -8094,6 +8557,19 @@ void GameActions()
 
   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
+  InitPlayfieldScanModeVars();
+
+#if USE_ONE_MORE_CHANGE_PER_FRAME
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  {
+    SCAN_PLAYFIELD(x, y)
+    {
+      ChangeCount[x][y] = 0;
+      ChangeEvent[x][y] = -1;
+    }
+  }
+#endif
+
   if (network_playing && !network_player_action_received)
   {
     /* try to get network player actions in time */
@@ -8221,7 +8697,11 @@ void GameActions()
     }
   }
 
+#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;
@@ -8269,7 +8749,7 @@ void GameActions()
     GfxFrame[x][y]++;
 
     /* reset finished pushing action (not done in ContinueMoving() to allow
-       continous pushing animation for elements with zero push delay) */
+       continuous pushing animation for elements with zero push delay) */
     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
     {
       ResetGfxAnimation(x, y);
@@ -8293,11 +8773,22 @@ void GameActions()
 #endif
   }
 
+#if 1
+  SCAN_PLAYFIELD(x, y)
+#else
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
   {
     element = Feld[x][y];
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
+#if 0
+    printf("::: %d,%d\n", x, y);
+
+    if (element == EL_ROCK)
+      printf("::: Yo man! Rocks can fall!\n");
+#endif
+
     if (graphic_info[graphic].anim_global_sync)
       GfxFrame[x][y] = FrameCounter;
     else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
@@ -8345,7 +8836,7 @@ void GameActions()
     {
       int page = element_info[element].event_page_nr[CE_DELAY];
 #if 0
-      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
+      HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
 #else
 
 #if 0
@@ -8358,10 +8849,10 @@ void GameActions()
 #endif
 
 #if 1
-      ChangeElement(x, y, page);
+      HandleElementChange(x, y, page);
 #else
       if (CAN_CHANGE(element))
-       ChangeElement(x, y, page);
+       HandleElementChange(x, y, page);
 
       if (HAS_ACTION(element))
        ExecuteCustomElementAction(x, y, element, page);
@@ -8429,7 +8920,9 @@ void GameActions()
       CheckForDragon(x, y);
     else if (element == EL_EXPLOSION)
       ;        /* drawing of correct explosion animation is handled separately */
-    else if (element == EL_ELEMENT_SNAPPING)
+    else if (element == EL_ELEMENT_SNAPPING ||
+            element == EL_DIAGONAL_SHRINKING ||
+            element == EL_DIAGONAL_GROWING)
     {
 #if 1
       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
@@ -8505,7 +8998,11 @@ void GameActions()
   {
     game.explosions_delayed = FALSE;
 
+#if 1
+    SCAN_PLAYFIELD(x, y)
+#else
     for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
     {
       element = Feld[x][y];
 
@@ -8539,7 +9036,11 @@ void GameActions()
       game.magic_wall_time_left--;
       if (!game.magic_wall_time_left)
       {
+#if 1
+       SCAN_PLAYFIELD(x, y)
+#else
        for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+#endif
        {
          element = Feld[x][y];
 
@@ -8848,11 +9349,14 @@ 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;
 
   if (!player->active || (!dx && !dy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
   player->MovDir = (dx < 0 ? MV_LEFT :
                    dx > 0 ? MV_RIGHT :
@@ -8860,9 +9364,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
                    dy > 0 ? MV_DOWN :  MV_NONE);
 
   if (!IN_LEV_FIELD(new_jx, new_jy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
-  if (player->cannot_move)
+  if (!player_can_move)
   {
 #if 1
     if (player->MovPos == 0)
@@ -8878,15 +9382,19 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
     SnapField(player, 0, 0);
 #endif
 
-    return MF_NO_ACTION;
+#if 0
+    return MP_NO_ACTION;
+#endif
   }
 
   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
 
+#if !USE_FIXED_DONT_RUN_INTO
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
 
-  if (DONT_RUN_INTO(element))
+  /* (moved to DigField()) */
+  if (player_can_move && DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
@@ -8900,16 +9408,26 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
     else
       TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
 
-    return MF_MOVING;
+    return MP_MOVING;
   }
+#endif
 
   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
-  if (can_move != MF_MOVING)
+#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 MF_NO_ACTION;       /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
+    return MP_NO_ACTION;       /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
 
   StorePlayer[jx][jy] = 0;
   player->last_jx = jx;
@@ -8933,14 +9451,14 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   ScrollPlayer(player, SCROLL_INIT);
 
-  return MF_MOVING;
+  return MP_MOVING;
 }
 
 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int old_jx = jx, old_jy = jy;
-  int moved = MF_NO_ACTION;
+  int moved = MP_NO_ACTION;
 
   if (!player->active)
     return FALSE;
@@ -9013,7 +9531,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   jx = player->jx;
   jy = player->jy;
 
-  if (moved & MF_MOVING && !ScreenMovPos &&
+  if (moved & MP_MOVING && !ScreenMovPos &&
       (player == local_player || !options.network))
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
@@ -9084,7 +9602,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
   player->StepFrame = 0;
 
-  if (moved & MF_MOVING)
+  if (moved & MP_MOVING)
   {
     if (old_jx != jx && old_jy == jy)
       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
@@ -9592,6 +10110,7 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 {
   int i, kill_x = -1, kill_y = -1;
+
   int bad_element = -1;
   static int test_xy[4][2] =
   {
@@ -9884,7 +10403,7 @@ void RemovePlayer(struct PlayerInfo *player)
 static void setFieldForSnapping(int x, int y, int element, int direction)
 {
   struct ElementInfo *ei = &element_info[element];
-  int direction_bit = MV_DIR_BIT(direction);
+  int direction_bit = MV_DIR_TO_BIT(direction);
   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
                IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
@@ -9944,6 +10463,8 @@ int DigField(struct PlayerInfo *player,
 {
   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
   boolean player_was_pushing = player->is_pushing;
+  boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
+  boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
   int jx = oldx, jy = oldy;
   int dx = x - jx, dy = y - jy;
   int nextx = x + dx, nexty = y + dy;
@@ -9954,7 +10475,11 @@ 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 */
@@ -9973,12 +10498,14 @@ int DigField(struct PlayerInfo *player,
       player->is_switching = FALSE;
       player->push_delay = -1;
 
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
     }
   }
 
+#if !USE_FIXED_DONT_RUN_INTO
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MF_NO_ACTION;
+    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];
@@ -9988,36 +10515,97 @@ 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 MF_NO_ACTION;       /* field has no opening in this direction */
+    return MP_NO_ACTION;       /* field has no opening in this direction */
 
   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
-    return MF_NO_ACTION;       /* field has no opening in this direction */
-
-  element = Feld[x][y];
-#if USE_NEW_CUSTOM_VALUE
+    return MP_NO_ACTION;       /* field has no opening in this direction */
 
 #if 1
-  collect_count = element_info[element].collect_count_initial;
-#else
-  collect_count = CustomValue[x][y];
-#endif
+#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;
+    InitMovingField(jx, jy, MV_DOWN);
+    Store[jx][jy] = EL_ACID;
+    ContinueMoving(jx, jy);
+    BuryPlayer(player);
 
-#else
-  collect_count = element_info[element].collect_count_initial;
+    return MP_DONT_RUN_INTO;
+  }
+#endif
 #endif
 
 #if 0
-  if (element != EL_BLOCKED &&
-      CustomValue[x][y] != element_info[element].collect_count_initial)
-    printf("::: %d: %d != %d\n",
-          element,
-          CustomValue[x][y],
-          element_info[element].collect_count_initial);
+#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 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;
+
   if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
+
+  if (game.engine_version < VERSION_IDENT(2,2,0,0))
+    player_can_move = player_can_move_or_snap;
 
   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
       game.engine_version >= VERSION_IDENT(2,2,0,0))
@@ -10028,17 +10616,18 @@ int DigField(struct PlayerInfo *player,
                                        player->index_bit, dig_side);
 
     if (Feld[x][y] != element)         /* field changed by snapping */
-      return MF_ACTION;
+      return MP_ACTION;
 
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
   }
 
   if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
-    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
+    return MP_NO_ACTION;       /* player cannot walk here due to gravity */
 
-  if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
+  if (player_can_move &&
+      IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
   {
     int sound_element = SND_ELEMENT(element);
     int sound_action = ACTION_WALKING;
@@ -10046,17 +10635,17 @@ int DigField(struct PlayerInfo *player,
     if (IS_RND_GATE(element))
     {
       if (!player->key[RND_GATE_NR(element)])
-       return MF_NO_ACTION;
+       return MP_NO_ACTION;
     }
     else if (IS_RND_GATE_GRAY(element))
     {
       if (!player->key[RND_GATE_GRAY_NR(element)])
-       return MF_NO_ACTION;
+       return MP_NO_ACTION;
     }
     else if (IS_RND_GATE_GRAY_ACTIVE(element))
     {
       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
-       return MF_NO_ACTION;
+       return MP_NO_ACTION;
     }
     else if (element == EL_EXIT_OPEN ||
             element == EL_SP_EXIT_OPEN ||
@@ -10075,28 +10664,29 @@ int DigField(struct PlayerInfo *player,
     else
       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
   }
-  else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+  else if (player_can_move &&
+          IS_PASSABLE(element) && canPassField(x, y, move_direction))
   {
     if (!ACCESS_FROM(element, opposite_direction))
-      return MF_NO_ACTION;     /* field not accessible from this direction */
+      return MP_NO_ACTION;     /* field not accessible from this direction */
 
     if (CAN_MOVE(element))     /* only fixed elements can be passed! */
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (IS_EM_GATE(element))
     {
       if (!player->key[EM_GATE_NR(element)])
-       return MF_NO_ACTION;
+       return MP_NO_ACTION;
     }
     else if (IS_EM_GATE_GRAY(element))
     {
       if (!player->key[EM_GATE_GRAY_NR(element)])
-       return MF_NO_ACTION;
+       return MP_NO_ACTION;
     }
     else if (IS_EM_GATE_GRAY_ACTIVE(element))
     {
       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
-       return MF_NO_ACTION;
+       return MP_NO_ACTION;
     }
     else if (IS_SP_PORT(element))
     {
@@ -10129,7 +10719,7 @@ int DigField(struct PlayerInfo *player,
 
     PlayLevelSoundAction(x, y, ACTION_PASSING);
   }
-  else if (IS_DIGGABLE(element))
+  else if (player_can_move_or_snap && IS_DIGGABLE(element))
   {
     RemoveField(x, y);
 
@@ -10159,7 +10749,7 @@ int DigField(struct PlayerInfo *player,
                                          player->index_bit, dig_side);
     }
   }
-  else if (IS_COLLECTIBLE(element))
+  else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
   {
     RemoveField(x, y);
 
@@ -10273,17 +10863,17 @@ int DigField(struct PlayerInfo *player,
                                          player->index_bit, dig_side);
     }
   }
-  else if (IS_PUSHABLE(element))
+  else if (player_can_move_or_snap && IS_PUSHABLE(element))
   {
     if (mode == DF_SNAP && element != EL_BD_ROCK)
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (CAN_FALL(element) && dy)
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
        !(element == EL_SPRING && level.use_spring_bug))
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
        ((move_direction & MV_VERTICAL &&
@@ -10296,12 +10886,12 @@ int DigField(struct PlayerInfo *player,
            IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
           (element_info[element].move_pattern & MV_DOWN &&
            IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     /* do not push elements already moving away faster than player */
     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
        ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
     {
@@ -10325,10 +10915,10 @@ int DigField(struct PlayerInfo *player,
          (IS_FREE(nextx, nexty) ||
           (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
            IS_SB_ELEMENT(element)))))
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
 
     if (player->push_delay == -1)      /* new pushing; restart delay */
       player->push_delay = 0;
@@ -10341,7 +10931,7 @@ int DigField(struct PlayerInfo *player,
       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
        player->move_delay = 0;
 
-      return MF_NO_ACTION;
+      return MP_NO_ACTION;
     }
 
     if (IS_SB_ELEMENT(element))
@@ -10411,7 +11001,7 @@ int DigField(struct PlayerInfo *player,
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
                                          player->index_bit, dig_side);
 
-      return MF_ACTION;
+      return MP_ACTION;
     }
 
     player->is_switching = TRUE;
@@ -10432,7 +11022,11 @@ int DigField(struct PlayerInfo *player,
     {
       int xx, yy;
 
-      for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
       {
        if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
          Bang(xx, yy);
@@ -10493,6 +11087,37 @@ int DigField(struct PlayerInfo *player,
       ResetGfxAnimation(x, y);
       DrawLevelField(x, y);
     }
+    else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
+            element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+    {
+      int xx, yy;
+
+      game.ball_state = !game.ball_state;
+
+#if 1
+      SCAN_PLAYFIELD(xx, yy)
+#else
+      for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
+#endif
+      {
+       int e = Feld[xx][yy];
+
+       if (game.ball_state)
+       {
+         if (e == EL_EMC_MAGIC_BALL)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
+       }
+       else
+       {
+         if (e == EL_EMC_MAGIC_BALL_ACTIVE)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL);
+         else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
+           CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
+       }
+      }
+    }
 
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
                                        player->index_bit, dig_side);
@@ -10503,7 +11128,7 @@ int DigField(struct PlayerInfo *player,
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
                                        player->index_bit, dig_side);
 
-    return MF_ACTION;
+    return MP_ACTION;
   }
   else
   {
@@ -10529,7 +11154,7 @@ int DigField(struct PlayerInfo *player,
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
                                        player->index_bit, dig_side);
 
-    return MF_NO_ACTION;
+    return MP_NO_ACTION;
   }
 
   player->push_delay = -1;
@@ -10540,7 +11165,7 @@ int DigField(struct PlayerInfo *player,
       player->is_collecting = !player->is_digging;
   }
 
-  return MF_MOVING;
+  return MP_MOVING;
 }
 
 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
@@ -10592,7 +11217,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->is_dropping = FALSE;
 
-  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
     return FALSE;
 
   player->is_snapping = TRUE;
@@ -10631,7 +11256,7 @@ boolean DropElement(struct PlayerInfo *player)
      element can be dropped (this is especially important if the next element
      is dynamite, which can be placed on background for historical reasons) */
   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
-    return MF_ACTION;
+    return MP_ACTION;
 
   if (IS_THROWABLE(drop_element))
   {