rnd-20040322-B-src
[rocksndiamonds.git] / src / game.c
index 55658d8028daa1452f936a5e4398fe2d89a9db76..6fc7f7bdc7dbd196ecfd616c94935a282f716466 100644 (file)
 #define DF_DIG                 1
 #define DF_SNAP                        2
 
-/* for MoveFigure() */
+/* for MovePlayer() */
 #define MF_NO_ACTION           0
 #define MF_MOVING              1
 #define MF_ACTION              2
 
-/* for ScrollFigure() */
+/* for ScrollPlayer() */
 #define SCROLL_INIT            0
 #define SCROLL_GO_ON           1
 
 /* for Explode() */
 #define EX_PHASE_START         0
-#define EX_NO_EXPLOSION                0
-#define EX_NORMAL              1
-#define EX_CENTER              2
-#define EX_BORDER              3
+#define EX_TYPE_NONE           0
+#define EX_TYPE_NORMAL         (1 << 0)
+#define EX_TYPE_CENTER         (1 << 1)
+#define EX_TYPE_BORDER         (1 << 2)
+#define EX_TYPE_CROSS          (1 << 3)
+#define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
 /* special positions in the game control window (relative to control window) */
 #define XX_LEVEL               37
@@ -59,7 +61,8 @@
 #define YY_KEYS                        123
 #define XX_SCORE               15
 #define YY_SCORE               159
-#define XX_TIME                        29
+#define XX_TIME1               29
+#define XX_TIME2               30
 #define YY_TIME                        194
 
 /* special positions in the game control window (relative to main window) */
@@ -73,7 +76,8 @@
 #define DY_KEYS                        (DY + YY_KEYS)
 #define DX_SCORE               (DX + XX_SCORE)
 #define DY_SCORE               (DY + YY_SCORE)
-#define DX_TIME                        (DX + XX_TIME)
+#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 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        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_TARGET_ELEMENT(e, ch)                                      \
+       ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
+        (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
+
+#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))))
+
+#if 0
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition)            \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition) ||                  \
+                                       (DONT_COLLIDE_WITH(e) &&        \
+                                        IS_PLAYER(x, y) &&             \
+                                        !PLAYER_ENEMY_PROTECTED(x, y))))
+#endif
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
+
+#if 1
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+#else
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
+#endif
+
+#if 0
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#endif
+
+#define ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#if 1
+
+#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)
+
+#else
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       IS_FOOD_PENGUIN(Feld[x][y]) ||  \
+                                       Feld[x][y] == EL_EXIT_OPEN))
+
+#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID)))
+
+#define MOLE_CAN_ENTER_FIELD(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 SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID)))
+
+#endif
+
+#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)
+#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))
+
+#if 0
+#define CE_ENTER_FIELD_COND(e, x, y)                                   \
+               (!IS_PLAYER(x, y) &&                                    \
+                (Feld[x][y] == EL_ACID ||                              \
+                 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
+#else
+#define CE_ENTER_FIELD_COND(e, x, y)                                   \
+               (!IS_PLAYER(x, y) &&                                    \
+                IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
+#endif
+
+#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))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 
 /* forward declaration for internal use */
 
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
+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 KillHeroUnlessProtected(int, int);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
+static void KillHeroUnlessEnemyProtected(int, int);
+static void KillHeroUnlessExplosionProtected(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 PlaySoundLevel(int, int, int);
-static void PlaySoundLevelNearest(int, int, int);
-static void PlaySoundLevelAction(int, int, int);
-static void PlaySoundLevelElementAction(int, int, int, int);
-static void PlaySoundLevelActionIfLoop(int, int, int);
-static void StopSoundLevelActionIfLoop(int, int, int);
+static void ChangeElement(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 CheckTriggeredElementChangePlayer(x, y, e, ev, p, s)           \
+       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeSide(x, y, e, ev, s)                        \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangePage(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, int);
+#define CheckElementChange(x, y, e, te, ev)                            \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
+#define CheckElementChangePlayer(x, y, e, ev, p, s)                    \
+       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
+#define CheckElementChangeSide(x, y, e, te, ev, s)                     \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
+#define CheckElementChangePage(x, y, e, te, ev, p)                     \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+
+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 *);
@@ -144,59 +360,274 @@ static void RunTimegateWheel(int x, int y);
 
 struct ChangingElementInfo
 {
-  int base_element;
-  int next_element;
+  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 changing_element_list[] =
+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_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_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_SWITCHGATE_OPENING,     EL_SWITCHGATE_OPEN,     29, NULL, NULL, NULL },
-  { EL_SWITCHGATE_CLOSING,     EL_SWITCHGATE_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_TIMEGATE_OPENING,       EL_TIMEGATE_OPEN,       29, NULL, NULL, NULL },
-  { EL_TIMEGATE_CLOSING,       EL_TIMEGATE_CLOSED,     29, NULL, NULL, NULL },
+  {
+    EL_UNDEFINED,
+    EL_UNDEFINED,
+    -1,
+    NULL,
+    NULL,
+    NULL
+  }
+};
 
-  { EL_ACID_SPLASH_LEFT,       EL_EMPTY,                8, NULL, NULL, NULL },
-  { EL_ACID_SPLASH_RIGHT,      EL_EMPTY,                8, 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_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_SOKOBAN_OBJECT,         2, 0 },
+  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
+  { EL_SATELLITE,              2, 0 },
+  { EL_SP_DISK_YELLOW,         2, 0 },
 
-  { EL_TRAP,                   EL_TRAP_ACTIVE,          0,
-    InitTrap, NULL, ActivateTrap },
-  { EL_TRAP_ACTIVE,            EL_TRAP,                31,
-    NULL, ChangeActiveTrap, NULL },
+  { EL_UNDEFINED,              0, 0 },
+};
 
-  { EL_ROBOT_WHEEL_ACTIVE,     EL_ROBOT_WHEEL,          0,
-    InitRobotWheel, RunRobotWheel, StopRobotWheel },
+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 },
+};
 
-  { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH,      0,
-    InitTimegateWheel, RunTimegateWheel, NULL },
+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 },
+};
 
-  { EL_UNDEFINED,              EL_UNDEFINED,           -1, NULL        }
+struct
+{
+  int element;
+  int direction;
+}
+tube_access[] =
+{
+  { 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_UNDEFINED,              0                                    }
 };
 
-static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+static unsigned long trigger_events[MAX_NUM_ELEMENTS];
 
-#define IS_AUTO_CHANGING(e)  (changing_element[e].base_element != EL_UNDEFINED)
+#define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
+                                CH_EVENT_BIT(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])
 
 
 void GetPlayerConfig()
 {
   if (!audio.sound_available)
-    setup.sound = FALSE;
+    setup.sound_simple = FALSE;
 
   if (!audio.loops_available)
     setup.sound_loops = FALSE;
@@ -207,7 +638,7 @@ void GetPlayerConfig()
   if (!video.fullscreen_available)
     setup.fullscreen = FALSE;
 
-  setup.sound_simple = setup.sound;
+  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
 
   SetAudioMode(setup.sound);
   InitJoysticks();
@@ -264,60 +695,87 @@ static int getBeltDirFromBeltSwitchElement(int element)
   return belt_move_dir[belt_dir_nr];
 }
 
-static void InitField(int x, int y, boolean init_game)
+static void InitPlayerField(int x, int y, int element, boolean init_game)
 {
-  switch (Feld[x][y])
+  if (element == EL_SP_MURPHY)
   {
-    case EL_SP_MURPHY:
-      if (init_game)
+    if (init_game)
+    {
+      if (stored_player[0].present)
       {
-       if (stored_player[0].present)
-       {
-         Feld[x][y] = EL_SP_MURPHY_CLONE;
-         break;
-       }
-       else
-       {
-         stored_player[0].use_murphy_graphic = TRUE;
-       }
+       Feld[x][y] = EL_SP_MURPHY_CLONE;
 
-       Feld[x][y] = EL_PLAYER_1;
+       return;
       }
-      /* no break! */
-    case EL_PLAYER_1:
-    case EL_PLAYER_2:
-    case EL_PLAYER_3:
-    case EL_PLAYER_4:
-      if (init_game)
+      else
       {
-       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
-       int jx = player->jx, jy = player->jy;
+       stored_player[0].use_murphy_graphic = TRUE;
+      }
 
-       player->present = TRUE;
+      Feld[x][y] = EL_PLAYER_1;
+    }
+  }
 
-       if (!options.network || player->connected)
-       {
-         player->active = TRUE;
+  if (init_game)
+  {
+    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+    int jx = player->jx, jy = player->jy;
 
-         /* remove potentially duplicate players */
-         if (StorePlayer[jx][jy] == Feld[x][y])
-           StorePlayer[jx][jy] = 0;
+    player->present = TRUE;
 
-         StorePlayer[x][y] = Feld[x][y];
+    player->block_last_field = (element == EL_SP_MURPHY ?
+                               level.sp_block_last_field :
+                               level.block_last_field);
 
-         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");
-         }
-       }
+    if (!options.network || player->connected)
+    {
+      player->active = TRUE;
 
-       Feld[x][y] = EL_EMPTY;
-       player->jx = player->last_jx = x;
-       player->jy = player->last_jy = y;
+      /* remove potentially duplicate players */
+      if (StorePlayer[jx][jy] == Feld[x][y])
+       StorePlayer[jx][jy] = 0;
+
+      StorePlayer[x][y] = Feld[x][y];
+
+      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");
       }
+    }
+
+    Feld[x][y] = EL_EMPTY;
+    player->jx = player->last_jx = x;
+    player->jy = player->last_jy = y;
+  }
+}
+
+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:
@@ -385,6 +843,11 @@ static void InitField(int x, int y, boolean init_game)
       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;
 
@@ -392,23 +855,22 @@ static void InitField(int x, int y, boolean init_game)
       local_player->lights_still_needed++;
       break;
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      local_player->sokobanfields_still_needed++;
-      break;
-
     case EL_PENGUIN:
       local_player->friends_still_needed++;
       break;
 
     case EL_PIG:
     case EL_DRAGON:
-      MovDir[x][y] = 1 << RND(4);
+      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
       break;
 
+#if 0
     case EL_SP_EMPTY:
       Feld[x][y] = EL_EMPTY;
       break;
+#endif
 
+#if 0
     case EL_EM_KEY_1_FILE:
       Feld[x][y] = EL_EM_KEY_1;
       break;
@@ -421,6 +883,7 @@ static void InitField(int x, int y, boolean init_game)
     case EL_EM_KEY_4_FILE:
       Feld[x][y] = EL_EM_KEY_4;
       break;
+#endif
 
     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
@@ -463,120 +926,467 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     default:
+      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+       InitMovDir(x, y);
+      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 (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++;
+
+       Feld[x][y] = group->element_resolved[element_pos];
+
+       InitField(x, y, init_game);
+      }
       break;
   }
 }
 
-void DrawGameDoorValues()
+static inline void InitField_WithBug1(int x, int y, boolean init_game)
 {
-  int i, j;
+  InitField(x, y, init_game);
 
-  for (i=0; i<MAX_PLAYERS; i++)
-    for (j=0; j<4; j++)
-      if (stored_player[i].key[j])
-       DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
-                          el2edimg(EL_KEY_1 + j));
+  /* 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);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+  int old_element = Feld[x][y];
+
+  InitField(x, y, init_game);
 
-  DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
-  DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->dynamite, 3), FONT_TEXT_2);
-  DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FONT_TEXT_2);
-  DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FONT_TEXT_2);
+  /* 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)
+
+ */
 }
 
+inline void DrawGameValue_Emeralds(int value)
+{
+  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+}
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+inline void DrawGameValue_Dynamite(int value)
+{
+  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+}
 
-static void InitGameEngine()
+inline void DrawGameValue_Keys(struct PlayerInfo *player)
 {
   int 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);
+  for (i = 0; i < MAX_KEYS; i++)
+    if (player->key[i])
+      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
+                        el2edimg(EL_KEY_1 + i));
+}
 
-  /* dynamically adjust element properties according to game engine version */
-  InitElementPropertiesEngine(game.engine_version);
+inline void DrawGameValue_Score(int value)
+{
+  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+}
 
-#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
+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);
+}
 
-  /* dynamically adjust player properties according to game engine version */
-  game.initial_move_delay =
-    (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
-     INITIAL_MOVE_DELAY_OFF);
+inline void DrawGameValue_Level(int value)
+{
+  if (level_nr < 100)
+    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
+  else
+  {
+    /* misuse area for displaying emeralds to draw bigger level number */
+    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
+               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
 
-  /* dynamically adjust player properties according to level information */
-  game.initial_move_delay_value =
-    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+    /* 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);
 
-#if 0
-  /* dynamically adjust element properties according to game engine version */
+    /* restore the area for displaying emeralds */
+    DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+    /* yes, this is all really ugly :-) */
+  }
+}
+
+void DrawGameDoorValues()
+{
+  int i;
+
+  DrawGameValue_Level(level_nr);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    DrawGameValue_Keys(&stored_player[i]);
+
+  DrawGameValue_Emeralds(local_player->gems_still_needed);
+  DrawGameValue_Dynamite(local_player->inventory_size);
+  DrawGameValue_Score(local_player->score);
+  DrawGameValue_Time(TimeLeft);
+}
+
+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;
+
+  if (recursion_depth > NUM_GROUP_ELEMENTS)    /* recursion too deep */
   {
-    static int ep_em_slippery_wall[] =
-    {
-      EL_STEELWALL,
-      EL_WALL,
-      EL_EXPANDABLE_WALL,
-      EL_EXPANDABLE_WALL_HORIZONTAL,
-      EL_EXPANDABLE_WALL_VERTICAL,
-      EL_EXPANDABLE_WALL_ANY
-    };
-    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+    Error(ERR_WARN, "recursion too deep when resolving group element %d",
+         group_element - EL_GROUP_START + 1);
 
-    /* special EM style gems behaviour */
-    for (i=0; i<ep_em_slippery_wall_num; i++)
-      SET_PROPERTY(ep_em_slippery_wall[i], EP_EM_SLIPPERY_WALL,
-                  level.em_slippery_gems);
+    /* replace element which caused too deep recursion by question mark */
+    group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
 
-    /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */
-    SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL,
-                (level.em_slippery_gems &&
-                 game.engine_version > VERSION_IDENT(2,0,1)));
+    return;
   }
-#endif
 
-  /* initialize changing elements information */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  if (recursion_depth == 0)                    /* initialization */
   {
-    changing_element[i].base_element = EL_UNDEFINED;
-    changing_element[i].next_element = EL_UNDEFINED;
-    changing_element[i].change_delay = -1;
-    changing_element[i].pre_change_function = NULL;
-    changing_element[i].change_function = NULL;
-    changing_element[i].post_change_function = NULL;
+    group = element_info[group_element].group;
+    group_nr = group_element - EL_GROUP_START;
+
+    group->num_elements_resolved = 0;
+    group->choice_pos = 0;
   }
 
-  i = 0;
-  while (changing_element_list[i].base_element != EL_UNDEFINED)
+  for (i = 0; i < actual_group->num_elements; i++)
   {
-    struct ChangingElementInfo *ce = &changing_element_list[i];
-    int element = ce->base_element;
+    int element = actual_group->element[i];
 
-    changing_element[element].base_element         = ce->base_element;
-    changing_element[element].next_element         = ce->next_element;
-    changing_element[element].change_delay         = ce->change_delay;
-    changing_element[element].pre_change_function  = ce->pre_change_function;
-    changing_element[element].change_function      = ce->change_function;
-    changing_element[element].post_change_function = ce->post_change_function;
+    if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
+      break;
 
-    i++;
+    if (IS_GROUP_ELEMENT(element))
+      resolve_group_element(element, recursion_depth + 1);
+    else
+    {
+      group->element_resolved[group->num_elements_resolved++] = element;
+      element_info[element].in_group[group_nr] = TRUE;
+    }
   }
-}
+
+#if 0
+  if (recursion_depth == 0 && group_element <= EL_GROUP_4)
+  {
+    printf("::: group %d: %d resolved elements\n",
+          group_element - EL_GROUP_START, group->num_elements_resolved);
+    for (i = 0; i < group->num_elements_resolved; i++)
+      printf("::: - %d ['%s']\n", group->element_resolved[i],
+            element_info[group->element_resolved[i]].token_name);
+  }
+#endif
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i, j, k;
+
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+  /* 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
+
+  /* ---------- recursively resolve group elements ------------------------- */
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
+      element_info[i].in_group[j] = FALSE;
+
+  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+    resolve_group_element(EL_GROUP_START + i, 0);
+
+  /* ---------- initialize player's initial move delay --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_move_delay =
+    (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
+     INITIAL_MOVE_DELAY_OFF);
+
+  /* dynamically adjust player properties according to level information */
+  game.initial_move_delay_value =
+    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+  /* ---------- initialize player's initial push delay --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_push_delay_value =
+    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
+  /* ---------- initialize changing elements ------------------------------- */
+
+  /* initialize changing elements information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    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;
+    }
+
+    ei->change_events = CE_BITMASK_DEFAULT;
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
+    {
+      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_events |= CH_EVENT_BIT(CE_DELAY);
+
+#if 1
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+#endif
+  }
+
+#if 1
+  /* 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)
+       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].events & CH_EVENT_BIT(k) &&
+           !(ei->change_events & CH_EVENT_BIT(k)))
+       {
+         ei->change_events |= CH_EVENT_BIT(k);
+         ei->event_page_nr[k] = j;
+         ei->event_page[k] = &ei->change_page[j];
+       }
+      }
+    }
+  }
+
+#else
+
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    /* only add custom elements that change after fixed/random frame delay */
+    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+      element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
+  }
+#endif
+
+  /* ---------- 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_PLAYER_1;
+    }
+  }
+
+  /* ---------- initialize trigger events ---------------------------------- */
+
+  /* initialize trigger events information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    trigger_events[i] = EP_BITMASK_DEFAULT;
+
+#if 1
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change)
+       continue;
+
+      if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+      {
+       int trigger_element = ei->change_page[j].trigger_element;
+
+       if (IS_GROUP_ELEMENT(trigger_element))
+       {
+         struct ElementGroupInfo *group = element_info[trigger_element].group;
+
+         for (k = 0; k < group->num_elements_resolved; k++)
+           trigger_events[group->element_resolved[k]]
+             |= ei->change_page[j].events;
+       }
+       else
+         trigger_events[trigger_element] |= ei->change_page[j].events;
+      }
+    }
+  }
+#else
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
+      trigger_events[element_info[i].change->trigger_element] |=
+       element_info[i].change->events;
+#endif
+
+  /* ---------- initialize push delay -------------------------------------- */
+
+  /* initialize push delay values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    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;
+    }
+  }
+
+  /* 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;
+  }
+
+  /* set push delay value for Supaplex elements for newer engine versions */
+  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+  {
+    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    {
+      if (IS_SP_ELEMENT(i))
+      {
+       element_info[i].push_delay_fixed  = 6;  /* just enough to escape ... */
+       element_info[i].push_delay_random = 0;  /* ... from falling zonk     */
+      }
+    }
+  }
+
+  /* ---------- initialize move stepsize ----------------------------------- */
+
+  /* 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;
+
+  /* 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;
+
+    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
+  }
+
+#if 0
+  /* ---------- initialize move dig/leave ---------------------------------- */
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    element_info[i].can_leave_element = FALSE;
+    element_info[i].can_leave_element_last = FALSE;
+  }
+#endif
+
+  /* ---------- initialize gem count --------------------------------------- */
+
+  /* initialize gem count values for each element */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_count = 0;
+
+  /* add gem count values for all elements from pre-defined list */
+  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
+    element_info[collect_count_list[i].element].collect_count =
+      collect_count_list[i].count;
+
+  /* ---------- initialize access direction -------------------------------- */
+
+  /* initialize access direction values to default */
+  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; tube_access[i].element != EL_UNDEFINED; i++)
+    element_info[tube_access[i].element].access_direction =
+      tube_access[i].direction;
+}
 
 
 /*
@@ -592,7 +1402,7 @@ void InitGame()
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
-  int i, j, x, y;
+  int i, j, k, x, y;
 
   InitGameEngine();
 
@@ -609,11 +1419,12 @@ void InitGame()
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
+    player->index_bit = (1 << i);
     player->element_nr = EL_PLAYER_1 + i;
 
     player->present = FALSE;
@@ -629,10 +1440,9 @@ void InitGame()
     player->lights_still_needed = 0;
     player->friends_still_needed = 0;
 
-    for (j=0; j<4; j++)
+    for (j = 0; j < MAX_KEYS; j++)
       player->key[j] = FALSE;
 
-    player->dynamite = 0;
     player->dynabomb_count = 0;
     player->dynabomb_size = 1;
     player->dynabombs_left = 0;
@@ -640,8 +1450,6 @@ void InitGame()
 
     player->MovDir = MV_NO_MOVING;
     player->MovPos = 0;
-    player->Pushing = FALSE;
-    player->Switching = FALSE;
     player->GfxPos = 0;
     player->GfxDir = MV_NO_MOVING;
     player->GfxAction = ACTION_DEFAULT;
@@ -649,25 +1457,86 @@ void InitGame()
     player->StepFrame = 0;
 
     player->use_murphy_graphic = FALSE;
-    player->use_disk_red_graphic = FALSE;
+
+    player->block_last_field = FALSE;
+    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
 
     player->actual_frame_counter = 0;
 
+    player->step_counter = 0;
+
     player->last_move_dir = MV_NO_MOVING;
-    player->is_moving = FALSE;
 
-    player->is_moving = FALSE;
     player->is_waiting = FALSE;
+    player->is_moving = FALSE;
     player->is_digging = FALSE;
+    player->is_snapping = FALSE;
     player->is_collecting = FALSE;
+    player->is_pushing = FALSE;
+    player->is_switching = FALSE;
+    player->is_dropping = FALSE;
+
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->action_waiting = ACTION_DEFAULT;
+    player->last_action_waiting = ACTION_DEFAULT;
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+
+    player->num_special_action_bored = 0;
+    player->num_special_action_sleeping = 0;
+
+    /* determine number of special actions for bored and sleeping animation */
+    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
+    {
+      boolean found = FALSE;
+
+      for (k = 0; k < NUM_DIRECTIONS; k++)
+       if (el_act_dir2img(player->element_nr, j, k) !=
+           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+         found = TRUE;
+
+      if (found)
+       player->num_special_action_bored++;
+      else
+       break;
+    }
+    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
+    {
+      boolean found = FALSE;
+
+      for (k = 0; k < NUM_DIRECTIONS; k++)
+       if (el_act_dir2img(player->element_nr, j, k) !=
+           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+         found = TRUE;
+
+      if (found)
+       player->num_special_action_sleeping++;
+      else
+       break;
+    }
+
+    player->switch_x = -1;
+    player->switch_y = -1;
+
+    player->show_envelope = 0;
 
     player->move_delay       = game.initial_move_delay;
     player->move_delay_value = game.initial_move_delay_value;
 
+    player->move_delay_reset_counter = 0;
+
     player->push_delay = 0;
-    player->push_delay_value = 5;
+    player->push_delay_value = game.initial_push_delay_value;
 
-    player->snapped = FALSE;
+    player->drop_delay = 0;
 
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
@@ -675,7 +1544,10 @@ void InitGame()
     player->shield_normal_time_left = 0;
     player->shield_deadly_time_left = 0;
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    player->inventory_infinite_element = EL_UNDEFINED;
+    player->inventory_size = 0;
+
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
     player->LevelSolved = FALSE;
@@ -696,6 +1568,7 @@ void InitGame()
   TimeFrames = 0;
   TimePlayed = 0;
   TimeLeft = level.time;
+  TapeTime = 0;
 
   ScreenMovDir = MV_NO_MOVING;
   ScreenMovPos = 0;
@@ -705,47 +1578,63 @@ void InitGame()
 
   AllPlayersGone = FALSE;
 
-  game.yam_content_nr = 0;
+  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.balloon_dir = MV_NO_MOVING;
+  game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
-  for (i=0; i<4; i++)
+  game.envelope_active = FALSE;
+
+  for (i = 0; i < NUM_BELTS; i++)
   {
     game.belt_dir[i] = MV_NO_MOVING;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
   }
 
-  for (i=0; i<MAX_NUM_AMOEBA; i++)
+  for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x=0; x<lev_fieldx; x++)
+  for (x = 0; x < lev_fieldx; x++)
   {
-    for (y=0; y<lev_fieldy; y++)
+    for (y = 0; y < lev_fieldy; y++)
     {
-      Feld[x][y] = Ur[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;
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      JustStopped[x][y] = 0;
+      WasJustMoving[x][y] = 0;
+      WasJustFalling[x][y] = 0;
       Stop[x][y] = FALSE;
+      Pushed[x][y] = FALSE;
+
+      Changed[x][y] = CE_BITMASK_DEFAULT;
+      ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
       ExplodePhase[x][y] = 0;
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeDelay[x][y] = 0;
+      ExplodeField[x][y] = EX_TYPE_NONE;
+
+      RunnerVisit[x][y] = 0;
+      PlayerVisit[x][y] = 0;
 
       GfxFrame[x][y] = 0;
-      GfxAction[x][y] = ACTION_DEFAULT;
       GfxRandom[x][y] = INIT_GFX_RANDOM();
       GfxElement[x][y] = EL_UNDEFINED;
+      GfxAction[x][y] = ACTION_DEFAULT;
+      GfxDir[x][y] = MV_NO_MOVING;
     }
   }
 
-  for(y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for(x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
        emulate_bd = FALSE;
@@ -764,19 +1653,52 @@ void InitGame()
                    emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
+  /* initialize explosion and ignition delay */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    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 0
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 0;
+#else
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 1;
+#endif
+    }
+
+#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
+  }
+
   /* correct non-moving belts to start moving left */
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_BELTS; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
   /* check if any connected player was not found in playfield */
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     if (player->connected && !player->present)
     {
-      for (j=0; j<MAX_PLAYERS; j++)
+      for (j = 0; j < MAX_PLAYERS; j++)
       {
        struct PlayerInfo *some_player = &stored_player[j];
        int jx = some_player->jx, jy = some_player->jy;
@@ -786,7 +1708,13 @@ void InitGame()
        {
          player->present = TRUE;
          player->active = TRUE;
+
          some_player->present = FALSE;
+         some_player->active = FALSE;
+
+#if 0
+         player->element_nr = some_player->element_nr;
+#endif
 
          StorePlayer[jx][jy] = player->element_nr;
          player->jx = player->last_jx = jx;
@@ -800,9 +1728,9 @@ void InitGame()
 
   if (tape.playing)
   {
-    /* when playing a tape, eliminate all players who do not participate */
+    /* when playing a tape, eliminate all players which do not participate */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active && !tape.player_participates[i])
       {
@@ -819,11 +1747,11 @@ void InitGame()
   {
     /* when in single player mode, eliminate all but the first active player */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active)
       {
-       for (j=i+1; j<MAX_PLAYERS; j++)
+       for (j = i + 1; j < MAX_PLAYERS; j++)
        {
          if (stored_player[j].active)
          {
@@ -831,6 +1759,8 @@ void InitGame()
            int jx = player->jx, jy = player->jy;
 
            player->active = FALSE;
+           player->present = FALSE;
+
            StorePlayer[jx][jy] = 0;
            Feld[jx][jy] = EL_EMPTY;
          }
@@ -842,14 +1772,14 @@ void InitGame()
   /* when recording the game, store which players take part in the game */
   if (tape.recording)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       if (stored_player[i].active)
        tape.player_participates[i] = TRUE;
   }
 
   if (options.debug)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
@@ -884,16 +1814,107 @@ void InitGame()
   if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
 
-  scroll_x = SBX_Left;
-  scroll_y = SBY_Upper;
-  if (local_player->jx >= SBX_Left + MIDPOSX)
-    scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
-               local_player->jx - MIDPOSX :
-               SBX_Right);
-  if (local_player->jy >= SBY_Upper + MIDPOSY)
-    scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
-               local_player->jy - MIDPOSY :
-               SBY_Lower);
+  /* 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)
+  {
+    int start_x = 0, start_y = 0;
+    int found_rating = 0;
+    int found_element = EL_UNDEFINED;
+
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+      int content;
+      int xx, yy;
+      boolean is_player;
+
+      if (!IS_CUSTOM_ELEMENT(element))
+       continue;
+
+      if (CAN_CHANGE(element))
+      {
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         content = element_info[element].change_page[i].target_element;
+         is_player = ELEM_IS_PLAYER(content);
+
+         if (is_player && (found_rating < 3 || element < found_element))
+         {
+           start_x = x;
+           start_y = y;
+
+           found_rating = 3;
+           found_element = element;
+         }
+       }
+      }
+
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      {
+       content = element_info[element].content[xx][yy];
+       is_player = ELEM_IS_PLAYER(content);
+
+       if (is_player && (found_rating < 2 || element < found_element))
+       {
+         start_x = x + xx - 1;
+         start_y = y + yy - 1;
+
+         found_rating = 2;
+         found_element = element;
+       }
+
+       if (!CAN_CHANGE(element))
+         continue;
+
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         content= element_info[element].change_page[i].target_content[xx][yy];
+         is_player = ELEM_IS_PLAYER(content);
+
+         if (is_player && (found_rating < 1 || element < found_element))
+         {
+           start_x = x + xx - 1;
+           start_y = y + yy - 1;
+
+           found_rating = 1;
+           found_element = element;
+         }
+       }
+      }
+    }
+
+    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
+               start_x > SBX_Right + MIDPOSX ? SBX_Right :
+               start_x - MIDPOSX);
+
+    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+               start_y - MIDPOSY);
+  }
+  else
+  {
+#if 1
+    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+               local_player->jx - MIDPOSX);
+
+    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+               local_player->jy - MIDPOSY);
+#else
+    scroll_x = SBX_Left;
+    scroll_y = SBY_Upper;
+    if (local_player->jx >= SBX_Left + MIDPOSX)
+      scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+                 local_player->jx - MIDPOSX :
+                 SBX_Right);
+    if (local_player->jy >= SBY_Upper + MIDPOSY)
+      scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+                 local_player->jy - MIDPOSY :
+                 SBY_Lower);
+#endif
+  }
 
   CloseDoor(DOOR_CLOSE_1);
 
@@ -914,19 +1935,6 @@ void InitGame()
   BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
-  if (level_nr < 100)
-    DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
-  else
-  {
-    DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
-    BlitBitmap(drawto, drawto,
-              DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
-              getFontWidth(FONT_LEVEL_NUMBER) * 3,
-              getFontHeight(FONT_LEVEL_NUMBER) - 1,
-              DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
-  }
-
   DrawGameDoorValues();
 
   UnmapGameButtons();
@@ -944,17 +1952,22 @@ void InitGame()
   OpenDoor(DOOR_OPEN_ALL);
 
   PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+
   if (setup.sound_music)
-    PlayMusic(level_nr);
+    PlayLevelMusic();
 
   KeyboardAutoRepeatOffUnlessAutoplay();
 
   if (options.debug)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       printf("Player %d %sactive.\n",
             i + 1, (stored_player[i].active ? "" : "not "));
   }
+
+#if 0
+  printf("::: starting game [%d]\n", FrameCounter);
+#endif
 }
 
 void InitMovDir(int x, int y)
@@ -1033,35 +2046,97 @@ void InitMovDir(int x, int y)
       break;
 
     default:
-      MovDir[x][y] = 1 << RND(4);
-      if (element != EL_BUG &&
-         element != EL_SPACESHIP &&
-         element != EL_BD_BUTTERFLY &&
-         element != EL_BD_FIREFLY)
-       break;
-
-      for (i=0; i<4; i++)
+      if (IS_CUSTOM_ELEMENT(element))
       {
-       int x1 = x + xy[i][0];
-       int y1 = y + xy[i][1];
+       struct ElementInfo *ei = &element_info[element];
+       int move_direction_initial = ei->move_direction_initial;
+       int move_pattern = ei->move_pattern;
+
+       if (move_direction_initial == MV_START_PREVIOUS)
+       {
+         if (MovDir[x][y] != MV_NO_MOVING)
+           return;
 
-       if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+         move_direction_initial = MV_START_AUTOMATIC;
+       }
+
+       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)
        {
-         if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+         for (i = 0; i < NUM_DIRECTIONS; i++)
          {
-           MovDir[x][y] = direction[0][i];
-           break;
+           int x1 = x + xy[i][0];
+           int y1 = y + xy[i][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];
+
+             break;
+           }
+
+#if 1
+           if (MovDir[x][y] == MV_NO_MOVING)   /* no start direction found */
+             MovDir[x][y] = 1 << RND(4);       /* => use random direction */
+#endif
          }
-         else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-                  element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+       }                
+      }
+      else
+      {
+       MovDir[x][y] = 1 << RND(4);
+
+       if (element != EL_BUG &&
+           element != EL_SPACESHIP &&
+           element != EL_BD_BUTTERFLY &&
+           element != EL_BD_FIREFLY)
+         break;
+
+       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))
          {
-           MovDir[x][y] = direction[1][i];
-           break;
+           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;
   }
+
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitAmoebaNr(int x, int y)
@@ -1071,7 +2146,7 @@ void InitAmoebaNr(int x, int y)
 
   if (group_nr == 0)
   {
-    for (i=1; i<MAX_NUM_AMOEBA; i++)
+    for (i = 1; i < MAX_NUM_AMOEBA; i++)
     {
       if (AmoebaCnt[i] == 0)
       {
@@ -1094,8 +2169,13 @@ void GameWon()
   if (local_player->MovPos)
     return;
 
+#if 1
+  if (tape.auto_play)          /* tape might already be stopped here */
+    tape.auto_play_level_solved = TRUE;
+#else
   if (tape.playing && tape.auto_play)
     tape.auto_play_level_solved = TRUE;
+#endif
 
   local_player->LevelSolved = FALSE;
 
@@ -1117,7 +2197,9 @@ void GameWon()
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+      DrawGameValue_Time(TimeLeft);
+
       BackToFront();
 
       if (!tape.playing)
@@ -1143,7 +2225,9 @@ void GameWon()
        TimePlayed += 10;
       else
        TimePlayed++;
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+      DrawGameValue_Time(TimePlayed);
+
       BackToFront();
 
       if (!tape.playing)
@@ -1154,6 +2238,18 @@ void GameWon()
       StopSound(SND_GAME_LEVELTIME_BONUS);
   }
 
+  /* close exit door after last player */
+  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
+  {
+    int element = Feld[ExitX][ExitY];
+
+    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+                         EL_SP_EXIT_CLOSING);
+
+    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+  }
+
   /* Hero disappears */
   DrawLevelField(ExitX, ExitY);
   BackToFront();
@@ -1215,7 +2311,7 @@ int NewHiScore()
       local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
     return -1;
 
-  for (k=0; k<MAX_SCORE_ENTRIES; k++) 
+  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
   {
     if (local_player->score > highscore[k].Score)
     {
@@ -1226,14 +2322,14 @@ int NewHiScore()
        int m = MAX_SCORE_ENTRIES - 1;
 
 #ifdef ONE_PER_NAME
-       for (l=k; l<MAX_SCORE_ENTRIES; l++)
+       for (l = k; l < MAX_SCORE_ENTRIES; l++)
          if (!strcmp(setup.player_name, highscore[l].Name))
            m = l;
        if (m == k)     /* player's new highscore overwrites his old one */
          goto put_into_list;
 #endif
 
-       for (l=m; l>k; l--)
+       for (l = m; l > k; l--)
        {
          strcpy(highscore[l].Name, highscore[l - 1].Name);
          highscore[l].Score = highscore[l - 1].Score;
@@ -1289,18 +2385,22 @@ static void ResetGfxAnimation(int x, int y)
 {
   GfxFrame[x][y] = 0;
   GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitMovingField(int x, int y, int direction)
 {
   int element = Feld[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);
+  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 (!JustStopped[x][y] || direction != MovDir[x][y])
+  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
     ResetGfxAnimation(x, y);
 
   MovDir[newx][newy] = MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
 
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
@@ -1311,8 +2411,9 @@ void InitMovingField(int x, int y, int direction)
     GfxAction[x][y] = ACTION_MOVING;
 
   GfxFrame[newx][newy] = GfxFrame[x][y];
-  GfxAction[newx][newy] = GfxAction[x][y];
   GfxRandom[newx][newy] = GfxRandom[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];
+  GfxDir[newx][newy] = GfxDir[x][y];
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1384,47 +2485,74 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 static void RemoveField(int x, int y)
 {
   Feld[x][y] = EL_EMPTY;
-  GfxElement[x][y] = EL_UNDEFINED;
+
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+
+  AmoebaNr[x][y] = 0;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Pushed[x][y] = FALSE;
+
+  GfxElement[x][y] = EL_UNDEFINED;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NO_MOVING;
 }
 
 void RemoveMovingField(int x, int y)
 {
   int oldx = x, oldy = y, newx = x, newy = y;
+  int element = Feld[x][y];
+  int next_element = EL_UNDEFINED;
 
-  if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+  if (element != EL_BLOCKED && !IS_MOVING(x, y))
     return;
 
   if (IS_MOVING(x, y))
   {
     Moving2Blocked(x, y, &newx, &newy);
+#if 0
+    if (Feld[newx][newy] != EL_BLOCKED)
+      return;
+#else
     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 */
+
+      RemoveField(oldx, oldy);
+
+      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+      DrawLevelField(oldx, oldy);
+
       return;
+    }
+#endif
   }
-  else if (Feld[x][y] == EL_BLOCKED)
+  else if (element == EL_BLOCKED)
   {
     Blocked2Moving(x, y, &oldx, &oldy);
     if (!IS_MOVING(oldx, oldy))
       return;
   }
 
-  if (Feld[x][y] == EL_BLOCKED &&
+  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))
-    Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
-  else
-    Feld[oldx][oldy] = EL_EMPTY;
+    next_element = get_next_element(Feld[oldx][oldy]);
+
+  RemoveField(oldx, oldy);
+  RemoveField(newx, newy);
 
   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-  Feld[newx][newy] = EL_EMPTY;
-  MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
-  MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
-  GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
+  if (next_element != EL_UNDEFINED)
+    Feld[oldx][oldy] = next_element;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1473,14 +2601,14 @@ void CheckDynamite(int x, int y)
     if (MovDelay[x][y] != 0)
     {
       DrawDynamite(x, y);
-      PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
       return;
     }
   }
 
 #if 1
-  StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 #else
   if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
       Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
@@ -1492,14 +2620,224 @@ void CheckDynamite(int x, int y)
   Bang(x, y);
 }
 
+void RelocatePlayer(int x, int y, int element_raw)
+{
+  int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
+  struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+  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, old_jy;
+
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
+
+  RemoveField(x, y);           /* temporarily remove newly placed player */
+  DrawLevelField(x, y);
+
+  if (player->present)
+  {
+    while (player->MovPos)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
+      FrameCounter++;
+
+      DrawPlayer(player);
+
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
+  }
+
+  old_jx = player->jx;
+  old_jy = player->jy;
+
+  Feld[x][y] = element;
+  InitPlayerField(x, y, element, TRUE);
+
+  if (player != local_player)  /* do not visually relocate other players */
+    return;
+
+  if (level.instant_relocation)
+  {
+#if 1
+    int offset = (setup.scroll_delay ? 3 : 0);
+    int jx = local_player->jx;
+    int jy = local_player->jy;
+
+    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);
+
+      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                 local_player->jy - MIDPOSY);
+    }
+    else
+    {
+      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);
+
+      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);
+
+      /* 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);
+
+      /* 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);
+    }
+#else
+    scroll_x += (local_player->jx - old_jx);
+    scroll_y += (local_player->jy - old_jy);
+
+    /* 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);
+
+    /* 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);
+#endif
+
+    RedrawPlayfield(TRUE, 0,0,0,0);
+  }
+  else
+  {
+#if 1
+#if 0
+    int offset = (setup.scroll_delay ? 3 : 0);
+    int jx = local_player->jx;
+    int jy = local_player->jy;
+#endif
+    int scroll_xx = -999, scroll_yy = -999;
+
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                  local_player->jx - MIDPOSX);
+
+      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  local_player->jy - MIDPOSY);
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
+
+      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);
+      FlushDisplay();
+      Delay(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+#else
+    int scroll_xx = -999, scroll_yy = -999;
+
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                  local_player->jx - MIDPOSX);
+
+      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  local_player->jy - MIDPOSY);
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
+
+      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);
+      FlushDisplay();
+      Delay(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+#endif
+  }
+}
+
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
+#if 0
   int num_phase = 9;
+#endif
+
+  /* !!! eliminate this variable !!! */
   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+#if 1
+  int last_phase;
+#else
   int last_phase = num_phase * delay;
   int half_phase = (num_phase / 2) * delay;
   int first_phase_after_start = EX_PHASE_START + 1;
+#endif
+  int border_element;
 
   if (game.explosions_delayed)
   {
@@ -1511,8 +2849,24 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int center_element = Feld[ex][ey];
 
+#if 0
+    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
+#endif
+
+#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
+
+    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
+      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+
     /* remove things displayed in background while burning dynamite */
-    if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
       Back[ex][ey] = 0;
 
     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
@@ -1523,29 +2877,69 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-    for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+#if 1
+
+#if 1
+    last_phase = element_info[center_element].explosion_delay + 1;
+#else
+    last_phase = element_info[center_element].explosion_delay;
+#endif
+
+#if 0
+    printf("::: %d -> %d\n", center_element, last_phase);
+#endif
+#endif
+
+    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 1
+#if 1
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
+       continue;
+#else
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
+       continue;
+#endif
+#else
       if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+         ((mode != EX_TYPE_NORMAL ||
+           center_element == EL_AMOEBA_TO_DIAMOND) &&
           (x != ex || y != ey)))
        continue;
+#endif
 
       element = Feld[x][y];
 
       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       {
        element = MovingOrBlocked2Element(x, y);
-       RemoveMovingField(x, y);
+
+       if (!IS_EXPLOSION_PROOF(element))
+         RemoveMovingField(x, y);
       }
 
 #if 1
+
+#if 0
       if (IS_EXPLOSION_PROOF(element))
        continue;
+#else
+      /* indestructible elements can only explode in center (but not flames) */
+      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+         element == EL_FLAMES)
+       continue;
+#endif
+
 #else
       if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0) ||
+          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
            (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
          element == EL_FLAMES)
        continue;
@@ -1564,34 +2958,57 @@ void Explode(int ex, int ey, int phase, int mode)
       }
 
       /* save walkable background elements while explosion on same tile */
+#if 0
       if (IS_INDESTRUCTIBLE(element))
        Back[x][y] = element;
+#else
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+#endif
 
       /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
-      if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+#if 1
+      if (AmoebaNr[x][y] &&
+         (element == EL_AMOEBA_FULL ||
+          element == EL_BD_AMOEBA ||
+          element == EL_AMOEBA_GROWING))
+      {
+       AmoebaCnt[AmoebaNr[x][y]]--;
+       AmoebaCnt2[AmoebaNr[x][y]]--;
+      }
+
+      RemoveField(x, y);
+#endif
+
+      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
       {
        switch(StorePlayer[ex][ey])
        {
          case EL_PLAYER_2:
-           Store[x][y] = EL_EMERALD_RED;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
            break;
          case EL_PLAYER_3:
-           Store[x][y] = EL_EMERALD;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
            break;
          case EL_PLAYER_4:
-           Store[x][y] = EL_EMERALD_PURPLE;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
            break;
          case EL_PLAYER_1:
          default:
-           Store[x][y] = EL_EMERALD_YELLOW;
+           Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
            break;
        }
 
+#if 1
+       if (PLAYERINFO(ex, ey)->use_murphy_graphic)
+         Store[x][y] = EL_EMPTY;
+#else
        if (game.emulation == EMU_SUPAPLEX)
          Store[x][y] = EL_EMPTY;
+#endif
       }
       else if (center_element == EL_MOLE)
        Store[x][y] = EL_EMERALD_RED;
@@ -1603,10 +3020,13 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_BD_DIAMOND;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
       else if (center_element == EL_AMOEBA_TO_DIAMOND)
        Store[x][y] = level.amoeba_content;
+      else if (center_element == EL_YAMYAM)
+       Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+      else if (IS_CUSTOM_ELEMENT(center_element) &&
+              element_info[center_element].content[xx][yy] != EL_EMPTY)
+       Store[x][y] = element_info[center_element].content[xx][yy];
       else if (element == EL_WALL_EMERALD)
        Store[x][y] = EL_EMERALD;
       else if (element == EL_WALL_DIAMOND)
@@ -1623,13 +3043,16 @@ void Explode(int ex, int ey, int phase, int mode)
        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[1][1];
       else
        Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
-         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
        Store2[x][y] = element;
 
+#if 0
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
@@ -1639,16 +3062,41 @@ void Explode(int ex, int ey, int phase, int mode)
        AmoebaCnt2[AmoebaNr[x][y]]--;
       }
 
-      Feld[x][y] = EL_EXPLOSION;
-      GfxElement[x][y] = EL_UNDEFINED;
+#if 1
+      RemoveField(x, y);
+#else
       MovDir[x][y] = MovPos[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y];
       AmoebaNr[x][y] = 0;
+#endif
+#endif
+
+      Feld[x][y] = EL_EXPLOSION;
+#if 1
+      GfxElement[x][y] = center_element;
+#else
+      GfxElement[x][y] = EL_UNDEFINED;
+#endif
+
       ExplodePhase[x][y] = 1;
+#if 1
+      ExplodeDelay[x][y] = last_phase;
+#endif
+
+#if 0
+#if 1
+      GfxFrame[x][y] = 0;      /* animation does not start until next frame */
+#else
+      GfxFrame[x][y] = -1;     /* animation does not start until next frame */
+#endif
+#endif
+
       Stop[x][y] = TRUE;
     }
 
     if (center_element == EL_YAMYAM)
-      game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
     return;
   }
@@ -1659,15 +3107,113 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+#if 1
+  if (phase == 1)
+    GfxFrame[x][y] = 0;                /* restart explosion animation */
+#endif
 
-  if (phase == first_phase_after_start)
-  {
-    int element = Store2[x][y];
+#if 0
+  printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
 
-    if (element == EL_BLACK_ORB)
-    {
-      Feld[x][y] = Store2[x][y];
+#if 1
+  last_phase = ExplodeDelay[x][y];
+#endif
+
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+#ifdef DEBUG
+
+  /* activate this even in non-DEBUG version until cause for crash in
+     getGraphicAnimationFrame() (see below) is found and eliminated */
+#endif
+#if 1
+
+  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");
+
+    GfxElement[x][y] = EL_EMPTY;
+  }
+#endif
+
+#if 1
+
+  border_element = Store2[x][y];
+  if (IS_PLAYER(x, y))
+    border_element = StorePlayer[x][y];
+
+#if 0
+  printf("::: phase == %d\n", phase);
+#endif
+
+  if (phase == element_info[border_element].ignition_delay ||
+      phase == last_phase)
+  {
+    boolean border_explosion = FALSE;
+
+#if 1
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#else
+    if (IS_PLAYER(x, y))
+#endif
+    {
+      KillHeroUnlessExplosionProtected(x, y);
+      border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: IS_PLAYER\n");
+#endif
+    }
+    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
+    {
+      Feld[x][y] = Store2[x][y];
+      Store2[x][y] = 0;
+      Bang(x, y);
+      border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
+#endif
+    }
+    else if (border_element == EL_AMOEBA_TO_DIAMOND)
+    {
+      AmoebeUmwandeln(x, y);
+      Store2[x][y] = 0;
+      border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
+              element_info[border_element].explosion_delay,
+              element_info[border_element].ignition_delay,
+              phase);
+#endif
+    }
+
+#if 1
+    /* 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;
+#endif
+  }
+
+#else
+
+  if (phase == first_phase_after_start)
+  {
+    int element = Store2[x][y];
+
+    if (element == EL_BLACK_ORB)
+    {
+      Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
       Bang(x, y);
     }
@@ -1677,8 +3223,8 @@ void Explode(int ex, int ey, int phase, int mode)
     int element = Store2[x][y];
 
     if (IS_PLAYER(x, y))
-      KillHeroUnlessProtected(x, y);
-    else if (IS_CAN_EXPLODE(element))
+      KillHeroUnlessExplosionProtected(x, y);
+    else if (CAN_EXPLODE_BY_EXPLOSION(element))
     {
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
@@ -1687,39 +3233,112 @@ void Explode(int ex, int ey, int phase, int mode)
     else if (element == EL_AMOEBA_TO_DIAMOND)
       AmoebeUmwandeln(x, y);
   }
+#endif
 
   if (phase == last_phase)
   {
     int element;
 
+#if 0
+  printf("::: done: phase == %d\n", phase);
+#endif
+
+#if 0
+    printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
+#endif
+
     element = Feld[x][y] = Store[x][y];
     Store[x][y] = Store2[x][y] = 0;
-
+    GfxElement[x][y] = EL_UNDEFINED;
+
+    /* player can escape from explosions and might therefore be still alive */
+    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
+       element <= EL_PLAYER_IS_EXPLODING_4)
+      Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
+                   EL_EMPTY :
+                   element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
+                   element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
+                   element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
+                   EL_EMERALD_PURPLE);
+
+    /* 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_NO_MOVING;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+
+#if 1
+    InitField_WithBug2(x, y, FALSE);
+#else
     InitField(x, y, FALSE);
+#if 1
+    /* !!! not needed !!! */
+#if 1
+    if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+       CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
+      InitMovDir(x, y);
+#else
     if (CAN_MOVE(element))
       InitMovDir(x, y);
+#endif
+#endif
+#endif
     DrawLevelField(x, y);
 
-    if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+    TestIfElementTouchesCustomElement(x, y);
+
+    if (GFX_CRUMBLED(element))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
       StorePlayer[x][y] = 0;
+
+    if (ELEM_IS_PLAYER(element))
+      RelocatePlayer(x, y, element);
   }
+#if 1
+  else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#else
   else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#endif
   {
+#if 1
+    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
     int stored = Store[x][y];
     int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
                   stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
                   IMG_SP_EXPLOSION);
+#endif
+#if 1
+    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+#else
     int frame = getGraphicAnimationFrame(graphic, phase - delay);
+#endif
+
+#if 0
+  printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
+
+#if 0
+    printf("::: %d / %d [%d - %d]\n",
+          GfxFrame[x][y], phase - delay, phase, delay);
+#endif
+
+#if 0
+    printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
+          element_info[GfxElement[x][y]].token_name,
+          graphic);
+#endif
 
     if (phase == delay)
       DrawLevelFieldCrumbledSand(x, y);
 
-    if (IS_WALKABLE_OVER(Back[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);
@@ -1737,6 +3356,7 @@ void Explode(int ex, int ey, int phase, int mode)
 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;
@@ -1748,22 +3368,22 @@ void DynaExplode(int ex, int ey)
     { 0, +1 }
   };
 
-  if (IS_ACTIVE_BOMB(Feld[ex][ey]))
+  if (IS_ACTIVE_BOMB(dynabomb_element))
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
+    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
     dynabomb_size = player->dynabomb_size;
     dynabomb_xl = player->dynabomb_xl;
     player->dynabombs_left++;
   }
 
-  Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    for (j=1; j<=dynabomb_size; j++)
+    for (j = 1; j <= dynabomb_size; j++)
     {
-      int x = ex + j * xy[i % 4][0];
-      int y = ey + j * xy[i % 4][1];
+      int x = ex + j * xy[i][0];
+      int y = ey + j * xy[i][1];
       int element;
 
       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
@@ -1775,8 +3395,9 @@ void DynaExplode(int ex, int ey)
       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
        continue;
 
-      Explode(x, y, EX_PHASE_START, EX_BORDER);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (element != EL_EMPTY &&
          element != EL_SAND &&
          element != EL_EXPLOSION &&
@@ -1788,12 +3409,34 @@ void DynaExplode(int ex, int ey)
 
 void Bang(int x, int y)
 {
+#if 1
+  int element = MovingOrBlocked2Element(x, y);
+#else
   int element = Feld[x][y];
+#endif
 
+#if 1
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
+  if (IS_PLAYER(x, y))
+#endif
+  {
+    struct PlayerInfo *player = PLAYERINFO(x, y);
+
+    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+                           player->element_nr);
+  }
+
+#if 0
+#if 1
+  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
+#else
   if (game.emulation == EMU_SUPAPLEX)
-    PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
   else
-    PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
 
 #if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
@@ -1812,7 +3455,7 @@ void Bang(int x, int y)
     case EL_PACMAN:
     case EL_MOLE:
       RaiseScoreElement(element);
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
     case EL_DYNABOMB_PLAYER_1_ACTIVE:
     case EL_DYNABOMB_PLAYER_2_ACTIVE:
@@ -1826,36 +3469,69 @@ void Bang(int x, int y)
     case EL_PENGUIN:
     case EL_LAMP:
     case EL_LAMP_ACTIVE:
+#if 1
+    case EL_AMOEBA_TO_DIAMOND:
+#endif
       if (IS_PLAYER(x, y))
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       else
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       break;
     default:
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
+      if (CAN_EXPLODE_CROSS(element))
+#if 1
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+#else
+       DynaExplode(x, y);
+#endif
+      else if (CAN_EXPLODE_1X1(element))
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
+      else
+       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
   }
+
+  CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
 }
 
 void SplashAcid(int x, int y)
 {
+#if 1
+  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 (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;
+
+  PlayLevelSound(x, y, SND_ACID_SPLASHING);
+#else
+  /* input: position of element entering acid (obsolete) */
+
   int element = Feld[x][y];
 
+  if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
+    return;
+
   if (element != EL_ACID_SPLASH_LEFT &&
       element != EL_ACID_SPLASH_RIGHT)
   {
-    PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+    PlayLevelSound(x, y, SND_ACID_SPLASHING);
 
-    if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
-       (!IN_LEV_FIELD(x-1, y-1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
-      Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
+    if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
+       (!IN_LEV_FIELD(x - 1, y - 1) ||
+        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
+      Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
 
-    if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
-       (!IN_LEV_FIELD(x+1, y-1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
-      Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
+    if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
+       (!IN_LEV_FIELD(x + 1, y - 1) ||
+        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
+      Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
   }
+#endif
 }
 
 static void InitBeltMovement()
@@ -1878,11 +3554,11 @@ static void InitBeltMovement()
   int x, y, i, j;
 
   /* set frame order for belt animation graphic according to belt direction */
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_BELTS; i++)
   {
     int belt_nr = i;
 
-    for (j=0; j<3; j++)
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
       int element = belt_base_active_element[belt_nr] + j;
       int graphic = el2img(element);
@@ -1894,13 +3570,13 @@ static void InitBeltMovement()
     }
   }
 
-  for(y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for(x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
-      for (i=0; i<4; i++)
+      for (i = 0; i < NUM_BELTS; i++)
       {
        if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
        {
@@ -1966,7 +3642,7 @@ static void ToggleBeltSwitch(int x, int y)
     belt_dir_nr = 1;
 
   /* set frame order for belt animation graphic according to belt direction */
-  for (i=0; i<3; i++)
+  for (i = 0; i < NUM_BELT_PARTS; i++)
   {
     int element = belt_base_active_element[belt_nr] + i;
     int graphic = el2img(element);
@@ -1977,9 +3653,9 @@ static void ToggleBeltSwitch(int x, int y)
       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
   }
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2027,9 +3703,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
 
   game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2044,9 +3720,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
 #if 1
-       PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
 #else
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
 #endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
@@ -2054,9 +3730,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
 #if 1
-       PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
 #else
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
 #endif
       }
     }
@@ -2067,23 +3743,25 @@ static int getInvisibleActiveFromInvisibleElement(int element)
 {
   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
          element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
-         EL_INVISIBLE_SAND_ACTIVE);
+         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
+         element);
 }
 
 static int getInvisibleFromInvisibleActiveElement(int element)
 {
   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
          element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
-         EL_INVISIBLE_SAND);
+         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
+         element);
 }
 
 static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
@@ -2138,9 +3816,9 @@ static void ActivateTimegateSwitch(int x, int y)
 
   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2148,7 +3826,7 @@ static void ActivateTimegateSwitch(int x, int y)
          element == EL_TIMEGATE_CLOSING)
       {
        Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
       }
 
       /*
@@ -2165,58 +3843,107 @@ static void ActivateTimegateSwitch(int x, int y)
   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
 }
 
+inline static int getElementMoveStepsize(int x, int y)
+{
+  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;
+
+  /* special values for move stepsize for spring and things on conveyor belt */
+  if (horiz_move)
+  {
+#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
+  }
+
+  return step;
+}
+
 void Impact(int x, int y)
 {
   boolean lastline = (y == lev_fieldy-1);
   boolean object_hit = FALSE;
+  boolean impact = (lastline || object_hit);
   int element = Feld[x][y];
-  int smashed = 0;
+  int smashed = EL_STEELWALL;
 
   if (!lastline)       /* check if element below was hit */
   {
-    if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
       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));
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
+
+#if 0
+    object_hit = !IS_FREE(x, y + 1);
+#endif
+
+    /* 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 (object_hit)
-      smashed = MovingOrBlocked2Element(x, y+1);
+      smashed = MovingOrBlocked2Element(x, y + 1);
+
+    impact = (lastline || object_hit);
   }
 
   if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
-    SplashAcid(x, y);
+    SplashAcid(x, y + 1);
     return;
   }
 
-  if (lastline || object_hit)
+  /* 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);
     DrawLevelField(x, y);
   }
 
-  if ((element == EL_BOMB ||
-       element == EL_SP_DISK_ORANGE ||
-       element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))                /* element is bomb */
+  if (impact && CAN_EXPLODE_IMPACT(element))
   {
     Bang(x, y);
     return;
   }
-  else if (element == EL_PEARL)
+  else if (impact && element == EL_PEARL)
   {
     Feld[x][y] = EL_PEARL_BREAKING;
-    PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
+    return;
+  }
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
+  {
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+
     return;
   }
 
-  if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+  if (impact && element == EL_AMOEBA_DROP)
   {
-    if (object_hit && IS_PLAYER(x, y+1))
-      KillHeroUnlessProtected(x, y+1);
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillHeroUnlessEnemyProtected(x, y + 1);
     else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y+1);
+      Bang(x, y + 1);
     else
     {
       Feld[x][y] = EL_AMOEBA_GROWING;
@@ -2227,7 +3954,7 @@ void Impact(int x, int y)
     return;
   }
 
-  if (!lastline && object_hit)         /* check which object was hit */
+  if (object_hit)              /* check which object was hit */
   {
     if (CAN_PASS_MAGIC_WALL(element) && 
        (smashed == EL_MAGIC_WALL ||
@@ -2239,63 +3966,70 @@ void Impact(int x, int y)
         EL_BD_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
-      for (yy=0; yy<lev_fieldy; yy++)
-       for (xx=0; xx<lev_fieldx; xx++)
+      for (yy = 0; yy < lev_fieldy; yy++)
+       for (xx = 0; xx < lev_fieldx; xx++)
          if (Feld[xx][yy] == smashed)
            Feld[xx][yy] = activated_magic_wall;
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
 
-      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
 
     if (IS_PLAYER(x, y + 1))
     {
-      KillHeroUnlessProtected(x, y+1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       KillHeroUnlessEnemyProtected(x, y + 1);
+       return;
+      }
     }
     else if (smashed == EL_PENGUIN)
     {
-      Bang(x, y + 1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
     }
     else if (element == EL_BD_DIAMOND)
     {
-      if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      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))
+    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 (element == EL_ROCK ||
-            element == EL_SP_ZONK ||
-            element == EL_BD_ROCK)
+#if 0
+    else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+    {
+      Bang(x, y + 1);
+      return;
+    }
+#endif
+    else if (CAN_SMASH_EVERYTHING(element))
     {
-      if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMB ||
-         smashed == EL_SP_DISK_ORANGE ||
-         smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE ||
-         smashed == EL_PIG ||
-         smashed == EL_DRAGON ||
-         smashed == EL_MOLE)
+      if (IS_CLASSIC_ENEMY(smashed) ||
+         CAN_EXPLODE_SMASHED(smashed))
       {
        Bang(x, y + 1);
        return;
       }
-      else if (!IS_MOVING(x, y + 1))
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
       {
        if (smashed == EL_LAMP ||
            smashed == EL_LAMP_ACTIVE)
@@ -2305,89 +4039,110 @@ void Impact(int x, int y)
        }
        else if (smashed == EL_NUT)
        {
-         Feld[x][y+1] = EL_NUT_BREAKING;
-         PlaySoundLevel(x, y, SND_NUT_BREAKING);
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
          RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
        {
-         Feld[x][y+1] = EL_PEARL_BREAKING;
-         PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
          return;
        }
        else if (smashed == EL_DIAMOND)
        {
-         Feld[x][y+1] = EL_EMPTY;
-         PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
          return;
        }
        else if (IS_BELT_SWITCH(smashed))
        {
-         ToggleBeltSwitch(x, y+1);
+         ToggleBeltSwitch(x, y + 1);
        }
        else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
                 smashed == EL_SWITCHGATE_SWITCH_DOWN)
        {
-         ToggleSwitchgateSwitch(x, y+1);
+         ToggleSwitchgateSwitch(x, y + 1);
        }
        else if (smashed == EL_LIGHT_SWITCH ||
                 smashed == EL_LIGHT_SWITCH_ACTIVE)
        {
-         ToggleLightSwitch(x, y+1);
+         ToggleLightSwitch(x, y + 1);
+       }
+       else
+       {
+#if 0
+         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
+
+         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+
+         CheckTriggeredElementChangeSide(x, y + 1, smashed,
+                                         CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
+         CheckElementChangeSide(x, y + 1, smashed, element,
+                                CE_SWITCHED, CH_SIDE_TOP);
        }
       }
+      else
+      {
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
+      }
     }
   }
 
   /* play sound of magic wall / mill */
   if (!lastline &&
-      (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+      (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)
-      PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
-    else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
+    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);
 
     return;
   }
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
     int x, y;
   } move_xy[] =
   {
-    { 0, 0 },
-    {-1, 0 },
-    {+1, 0 },
-    { 0, 0 },
-    { 0, -1 },
-    { 0, 0 }, { 0, 0 }, { 0, 0 },
-    { 0, +1 }
+    {  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 },
+    { 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 }
+    { 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    }
   };
 
   int element = Feld[x][y];
+  int move_pattern = element_info[element].move_pattern;
+
   int old_move_dir = MovDir[x][y];
   int left_dir  = turn[old_move_dir].left;
   int right_dir = turn[old_move_dir].right;
@@ -2402,15 +4157,15 @@ void TurnRound(int x, int y)
   int right_x = x + right_dx, right_y = y + right_dy;
   int move_x  = x + move_dx,  move_y  = y + move_dy;
 
+  int xx, yy;
+
   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       IS_FREE(right_x, right_y))
+    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
       MovDir[x][y] = right_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
+    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)
@@ -2418,37 +4173,57 @@ void TurnRound(int x, int y)
     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
+#if 0
   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
           element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       IS_FREE(left_x, left_y))
+    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
       MovDir[x][y] = left_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
       MovDir[x][y] = right_dir;
 
     if ((element == EL_SPACESHIP ||
-        element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+        element == EL_SP_SNIKSNAK ||
+        element == EL_SP_ELECTRON)
        && 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_YAMYAM)
+#else
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    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;
+
+    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)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    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(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        Feld[left_x][left_y] == EL_DIAMOND))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        Feld[right_x][right_y] == EL_DIAMOND))
-      can_turn_right = TRUE;
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+#endif
+  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);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2459,20 +4234,14 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 16+16*RND(3);
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
   else if (element == EL_DARK_YAMYAM)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    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);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2483,20 +4252,12 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 16+16*RND(3);
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
   else if (element == EL_PACMAN)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_AMOEBOID(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_AMOEBOID(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    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);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2507,56 +4268,45 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 6+RND(40);
+    MovDelay[x][y] = 6 + RND(40);
   }
   else if (element == EL_PIG)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-    boolean should_turn_left = FALSE, should_turn_right = FALSE;
-    boolean should_move_on = FALSE;
+    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);
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
-      can_move_on = TRUE;
-
-    if (can_turn_left &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
-         !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
-      should_turn_left = TRUE;
-    if (can_turn_right &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
-         !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
-      should_turn_right = TRUE;
-    if (can_move_on &&
-       (!can_turn_left || !can_turn_right ||
-        (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
-         !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
-        (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
-         !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
-      should_move_on = TRUE;
+    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 (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 :
+       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);
+       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);
+       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);
+       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)
@@ -2564,69 +4314,89 @@ void TurnRound(int x, int y)
       else if (should_move_on)
        MovDir[x][y] = old_move_dir;
     }
-    else if (can_move_on && rnd > rnd_value/8)
+    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] = (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_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
-       !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+    xx = x + move_xy[MovDir[x][y]].x;
+    yy = y + move_xy[MovDir[x][y]].y;
+
+    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
       MovDir[x][y] = old_move_dir;
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_DRAGON)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+    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);
 
-    if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
-      can_move_on = TRUE;
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
-    if (can_move_on && rnd > rnd_value/8)
+    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] = (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)
+    else if (can_turn_right && rnd > rnd_value / 8)
       MovDir[x][y] = right_dir;
     else
       MovDir[x][y] = back_dir;
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+    xx = x + move_xy[MovDir[x][y]].x;
+    yy = y + move_xy[MovDir[x][y]].y;
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+            xx, yy, Feld[xx][yy],
+            FrameCounter);
+#endif
+
+#if 1
+    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
+#else
+    if (!IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_MOLE)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
-        Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
-      can_move_on = TRUE;
-
+    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)
     {
-      if (IN_LEV_FIELD(left_x, left_y) &&
-         (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
-       can_turn_left = TRUE;
-      if (IN_LEV_FIELD(right_x, right_y) &&
-         (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
-       can_turn_right = TRUE;
+      boolean can_turn_left =
+       (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
+                             IS_AMOEBOID(Feld[left_x][left_y])));
+
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
 
       if (can_turn_left && can_turn_right)
        MovDir[x][y] = (RND(2) ? left_dir : right_dir);
@@ -2646,10 +4416,16 @@ void TurnRound(int x, int y)
   }
   else if (element == EL_SPRING)
   {
-    if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
-       (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
-        (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
+#if 0
+    if (MovDir[x][y] & MV_HORIZONTAL &&
+       !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NO_MOVING;
+#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_NO_MOVING;
+#endif
 
     MovDelay[x][y] = 0;
   }
@@ -2668,7 +4444,7 @@ void TurnRound(int x, int y)
     {
       int i;
 
-      for (i=0; i<MAX_PLAYERS; i++)
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
        struct PlayerInfo *player = &stored_player[i];
        int jx = player->jx, jy = player->jy;
@@ -2676,7 +4452,8 @@ void TurnRound(int x, int y)
        if (!player->active)
          continue;
 
-       if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
        {
          attr_x = jx;
          attr_y = jy;
@@ -2701,10 +4478,10 @@ void TurnRound(int x, int y)
        { 0, +1 }
       };
 
-      for (i=0; i<4; i++)
+      for (i = 0; i < NUM_DIRECTIONS; i++)
       {
-       int ex = x + xy[i%4][0];
-       int ey = y + xy[i%4][1];
+       int ex = x + xy[i][0];
+       int ey = y + xy[i][1];
 
        if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
@@ -2716,82 +4493,344 @@ void TurnRound(int x, int y)
     }
 
     MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x<x)
+    if (attr_x < x)
       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x>x)
+    else if (attr_x > x)
       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y<y)
+    if (attr_y < y)
       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y>y)
+    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_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
-       MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+      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);
+       MovDelay[x][y] = 8 + 8 * !RND(3);
       else
        MovDelay[x][y] = 16;
     }
-    else
+    else if (element == EL_PENGUIN)
     {
       int newx, newy;
 
       MovDelay[x][y] = 1;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
       {
        boolean first_horiz = RND(2);
        int new_move_dir = MovDir[x][y];
 
        MovDir[x][y] =
-         new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_FOOD_PENGUIN(Feld[newx][newy])))))
+       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
          return;
 
        MovDir[x][y] =
-         new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_FOOD_PENGUIN(Feld[newx][newy])))))
+       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
        return;
       }
     }
-  }
-}
+    else       /* (element == EL_SATELLITE) */
+    {
+      int newx, newy;
 
-static boolean JustBeingPushed(int x, int y)
-{
-  int i;
+      MovDelay[x][y] = 1;
 
-  for (i=0; i<MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
 
-    if (player->active && player->Pushing && player->MovPos)
-    {
-      int next_jx = player->jx + (player->jx - player->last_jx);
-      int next_jy = player->jy + (player->jy - player->last_jy);
+       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;
+      }
+    }
+  }
+  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 (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;
+
+    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);
+
+    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_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 (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 (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 (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       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;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_NO_MOVING;
+    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)
+    {
+      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 (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);
+
+      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
+  }
+  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_NO_MOVING;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
+  {
+    static int test_xy[7][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 },
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+    };
+    static int test_dir[7] =
+    {
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+      MV_DOWN,
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+    };
+    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+    int move_preference = -1000000;    /* start with very low preference */
+    int new_move_dir = MV_NO_MOVING;
+    int start_test = RND(4);
+    int i;
+
+    for (i = 0; i < 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))
+      {
+       new_move_dir = move_dir;
+
+       break;
+      }
+
+      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 (move_dir_preference > move_preference)
+      {
+       /* prefer field that has not been visited for the longest time */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
+      {
+       /* prefer last direction when all directions are preferred equally */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+    }
+
+    MovDir[x][y] = new_move_dir;
+    if (old_move_dir != new_move_dir)
+      MovDelay[x][y] = 9;
+  }
+}
+
+static void TurnRound(int x, int y)
+{
+  int direction = MovDir[x][y];
+
+#if 0
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
+  TurnRoundExt(x, y);
+
+#if 1
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
+  if (direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
+#if 1
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_WAITING;
+#endif
+}
+
+static boolean JustBeingPushed(int x, int y)
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    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 (x == next_jx && y == next_jy)
        return TRUE;
@@ -2803,24 +4842,34 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+#if 0
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+#endif
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
   if (Stop[x][y])
     return;
 
-  GfxAction[x][y] = ACTION_DEFAULT;
+#if 1
+  if (MovDelay[x][y] == 0)
+    GfxAction[x][y] = ACTION_DEFAULT;
+#else
+  /* !!! this should be handled more generic (not only for mole) !!! */
+  if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+    GfxAction[x][y] = ACTION_DEFAULT;
+#endif
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
-    if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
+    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
       if (JustBeingPushed(x, y))
        return;
 
     if (element == EL_QUICKSAND_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -2828,12 +4877,12 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_ROCK;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
 #else
-       PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
 #endif
       }
-      else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY + 1;
@@ -2846,18 +4895,18 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y+1] = EL_QUICKSAND_FULL;
-       Store[x][y+1] = Store[x][y];
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_FILLING);
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
 #else
-       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
 #endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
@@ -2865,14 +4914,14 @@ void StartMoving(int x, int y)
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
 #if 1
-      PlaySoundLevelAction(x, y, ACTION_FILLING);
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
 #else
-      PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
 #endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -2880,7 +4929,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2893,14 +4942,14 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y+1] = EL_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED(Store[x][y]);
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
        Store[x][y] = 0;
       }
     }
     else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -2908,7 +4957,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED2(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2921,30 +4970,30 @@ void StartMoving(int x, int y)
        }
 
        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]);
+       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))
+            (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] =
-       (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
 #if 0
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
 #else
-    else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
+    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
 #endif
     {
-      SplashAcid(x, y);
+      SplashAcid(x, y + 1);
 
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
@@ -2952,15 +5001,47 @@ void StartMoving(int x, int y)
       Store[x][y] = EL_ACID;
 #if 0
       /* !!! TEST !!! better use "_FALLING" etc. !!! */
-      GfxAction[x][y+1] = ACTION_ACTIVE;
+      GfxAction[x][y + 1] = ACTION_ACTIVE;
 #endif
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
-            JustStopped[x][y])
+#if 1
+    else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
+             CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+             (Feld[x][y + 1] == EL_BLOCKED)) ||
+            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+             CAN_SMASH(element) && WasJustFalling[x][y] &&
+             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
+
+#else
+#if 1
+    else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
+            CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+            WasJustMoving[x][y] && !Pushed[x][y + 1])
+#else
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+            WasJustMoving[x][y])
+#endif
+#endif
+
     {
+      /* 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 0
+      WasJustMoving[x][y] = 0;
+      WasJustFalling[x][y] = 0;
+#endif
+
       Impact(x, y);
     }
-    else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
     {
       if (MovDir[x][y] == MV_NO_MOVING)
       {
@@ -2968,9 +5049,9 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
       }
     }
-    else if (IS_FREE(x, y+1))
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
-      if (JustStopped[x][y])   /* prevent animation from being restarted */
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
        MovDir[x][y] = MV_DOWN;
 
       InitMovingField(x, y, MV_DOWN);
@@ -2981,68 +5062,151 @@ void StartMoving(int x, int y)
       Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
     }
-    /* Store[x][y+1] must be zero, because:
-       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+    /* Store[x][y + 1] must be zero, because:
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
     */
 #if 0
 #if OLD_GAME_BEHAVIOUR
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
 #else
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB)
 #endif
 #else
-    else if ((IS_SLIPPERY(Feld[x][y+1]) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    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)
 #endif
     {
-      boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
-      boolean 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_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);
+
+      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+      {
+       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+       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;
+
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = (can_fall_left && can_fall_right);
+      }
 
-      if (left || right)
+      if (can_fall_any)
       {
-       if (left && right &&
+       if (can_fall_both &&
            (game.emulation != EMU_BOULDERDASH &&
             element != EL_BD_ROCK && element != EL_BD_DIAMOND))
-         left = !(right = RND(2));
+         can_fall_left = !(can_fall_right = RND(2));
 
-       InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
        started_moving = TRUE;
       }
     }
-    else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+#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]);
+      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 ((belt_dir == MV_LEFT  && left_is_free) ||
          (belt_dir == MV_RIGHT && right_is_free))
       {
+#if 1
+       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+#endif
+
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
+#if 1
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][y] = TRUE;
+#endif
+
        GfxAction[x][y] = ACTION_DEFAULT;
       }
+      else
+      {
+       MovDir[x][y] = 0;       /* if element was moving, stop it */
+      }
     }
   }
 
-  /* not "else if" because of EL_SPRING */
+  /* not "else if" because of elements that can fall and move (EL_SPRING) */
   if (CAN_MOVE(element) && !started_moving)
   {
+    int move_pattern = element_info[element].move_pattern;
     int newx, newy;
 
+    Moving2Blocked(x, y, &newx, &newy);
+
+#if 1
+    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+      return;
+#else
     if ((element == EL_SATELLITE ||
         element == EL_BALLOON ||
         element == EL_SPRING)
        && JustBeingPushed(x, y))
       return;
+#endif
+
+#if 1
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+       WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
+       (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
+    {
+#if 0
+      printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
+            element, element_info[element].token_name,
+            WasJustMoving[x][y],
+            HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
+            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
+            HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
+            HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
+#endif
+
+#if 1
+      WasJustMoving[x][y] = 0;
+#endif
+
+      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
+
+#if 0
+      if (Feld[x][y] != element)       /* element has changed */
+      {
+       element = Feld[x][y];
+       move_pattern = element_info[element].move_pattern;
+
+       if (!CAN_MOVE(element))
+         return;
+      }
+#else
+      if (Feld[x][y] != element)       /* element has changed */
+       return;
+#endif
+    }
+#endif
 
 #if 0
 #if 0
@@ -3058,6 +5222,11 @@ void StartMoving(int x, int y)
 #endif
 #endif
 
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
+
     if (!MovDelay[x][y])       /* start new movement phase */
     {
       /* all objects that can change their move direction after each step
@@ -3065,10 +5234,21 @@ void StartMoving(int x, int y)
 
       if (element != EL_YAMYAM &&
          element != EL_DARK_YAMYAM &&
-         element != EL_PACMAN)
+         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 0
+       if (FrameCounter < 1 && x == 0 && y == 29)
+         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
        if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
@@ -3082,12 +5262,43 @@ void StartMoving(int x, int y)
     {
       MovDelay[x][y]--;
 
+#if 0
+      if (element == EL_YAMYAM)
+      {
+       printf("::: %d\n",
+              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+       DrawLevelElementAnimation(x, y, element);
+      }
+#endif
+
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+#if 0
+       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+       ResetGfxAnimation(x, y);
+#endif
+
+#if 0
+       if (GfxAction[x][y] != ACTION_WAITING)
+         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
+
+       GfxAction[x][y] = ACTION_WAITING;
+#endif
+      }
+
       if (element == EL_ROBOT ||
+#if 0
+         element == EL_PACMAN ||
+#endif
          element == EL_YAMYAM ||
          element == EL_DARK_YAMYAM)
       {
+#if 0
+       DrawLevelElementAnimation(x, y, element);
+#else
        DrawLevelElementAnimationIfNeeded(x, y, element);
-       PlaySoundLevelAction(x, y, ACTION_WAITING);
+#endif
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
        DrawLevelElementAnimationIfNeeded(x, y, element);
@@ -3101,12 +5312,27 @@ void StartMoving(int x, int y)
                       dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
                       dir == MV_UP     ? IMG_FLAMES_1_UP :
                       dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
-       int frame = getGraphicAnimationFrame(graphic, -1);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+       GfxAction[x][y] = ACTION_ATTACKING;
+
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
 
-       for (i=1; i<=3; i++)
+       for (i = 1; i <= 3; i++)
        {
-         int xx = x + i*dx, yy = y + i*dy;
-         int sx = SCREENX(xx), sy = SCREENY(yy);
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
          int flame_graphic = graphic + (i - 1);
 
          if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
@@ -3116,14 +5342,36 @@ void StartMoving(int x, int y)
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
-           if (IS_ENEMY(flamed) || IS_CAN_EXPLODE(flamed))
+           /* !!! */
+#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
 
-           Feld[xx][yy] = EL_FLAMES;
-           if (IN_SCR_FIELD(sx, sy))
+#if 0
+           if (ChangeDelay[xx][yy])
+             printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
+                                       Feld[xx][yy] == EL_BLOCKED));
+#endif
+
+#if 1
+           ChangeDelay[xx][yy] = 0;
+#endif
+           Feld[xx][yy] = EL_FLAMES;
+           if (IN_SCR_FIELD(sx, sy))
+           {
+             DrawLevelFieldCrumbledSand(xx, yy);
              DrawGraphic(sx, sy, flame_graphic, frame);
+           }
          }
          else
          {
@@ -3136,47 +5384,76 @@ void StartMoving(int x, int y)
 
       if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       PlaySoundLevelAction(x, y, ACTION_WAITING);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
 
        return;
       }
+
+#if 0
+      /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+        for all other elements GfxAction will be set by InitMovingField() */
+      if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+       GfxAction[x][y] = ACTION_MOVING;
+#endif
     }
 
     /* now make next step */
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-    if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
-       !PLAYER_PROTECTED(newx, newy))
+    if (DONT_COLLIDE_WITH(element) &&
+       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
+       !PLAYER_ENEMY_PROTECTED(newx, newy))
     {
-
 #if 1
       TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
+
       return;
 #else
-      /* enemy got the player */
+      /* player killed by element which is deadly when colliding with */
       MovDir[x][y] = 0;
       KillHero(PLAYERINFO(newx, newy));
       return;
 #endif
 
     }
-    else if ((element == EL_PENGUIN || element == EL_ROBOT ||
-             element == EL_SATELLITE || element == EL_BALLOON) &&
+#if 1
+#if 1
+    else if (CAN_MOVE_INTO_ACID(element) &&
+            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+            (MovDir[x][y] == MV_DOWN ||
+             game.engine_version >= VERSION_IDENT(3,1,0,0)))
+#else
+    else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
+            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
+#endif
+#else
+
+    else if ((element == EL_PENGUIN ||
+             element == EL_ROBOT ||
+             element == EL_SATELLITE ||
+             element == EL_BALLOON ||
+             IS_CUSTOM_ELEMENT(element)) &&
             IN_LEV_FIELD(newx, newy) &&
             MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+#endif
     {
-      SplashAcid(x, y);
+      SplashAcid(newx, newy);
       Store[x][y] = EL_ACID;
     }
     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
     {
       if (Feld[newx][newy] == EL_EXIT_OPEN)
       {
+#if 1
+       RemoveField(x, y);
+       DrawLevelField(x, y);
+#else
        Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
+#endif
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
+       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
          DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
@@ -3189,17 +5466,20 @@ void StartMoving(int x, int y)
       }
       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
-       if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
        else
-         MovDir[x][y] = MV_NO_MOVING;
+         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
       }
       else if (!IS_FREE(newx, newy))
       {
+       GfxAction[x][y] = ACTION_WAITING;
+
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+
        return;
       }
     }
@@ -3215,7 +5495,7 @@ void StartMoving(int x, int y)
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_DIGGING);
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -3223,9 +5503,93 @@ void StartMoving(int x, int y)
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+
        return;
       }
     }
+
+#if 1
+
+    /*
+    else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
+    */
+
+    else if (IS_CUSTOM_ELEMENT(element) &&
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
+
+#if 0
+ &&
+            !IS_FREE(newx, newy)
+#endif
+
+)
+    {
+      int new_element = Feld[newx][newy];
+
+#if 0
+      printf("::: '%s' digs '%s' [%d]\n",
+            element_info[element].token_name,
+            element_info[Feld[newx][newy]].token_name,
+            StorePlayer[newx][newy]);
+#endif
+
+      if (!IS_FREE(newx, newy))
+      {
+       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]]--;
+       }
+
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         RemoveField(newx, newy);
+         DrawLevelField(newx, newy);
+       }
+
+       PlayLevelSoundAction(x, y, action);
+      }
+
+#if 1
+#if 1
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = element_info[element].move_leave_element;
+#else
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
+         element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
+       Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+#else
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       element_info[element].can_leave_element = TRUE;
+#endif
+
+      if (move_pattern & MV_MAZE_RUNNER_STYLE)
+      {
+       RunnerVisit[x][y] = FrameCounter;
+       PlayerVisit[x][y] /= 8;         /* expire player visit path */
+      }
+    }
+
+#endif
+
     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
       if (!IS_FREE(newx, newy))
@@ -3234,36 +5598,60 @@ void StartMoving(int x, int y)
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+
        return;
       }
       else
       {
        boolean wanna_flame = !RND(10);
        int dx = newx - x, dy = newy - y;
-       int newx1 = newx+1*dx, newy1 = newy+1*dy;
-       int newx2 = newx+2*dx, newy2 = newy+2*dy;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
        int element1 = (IN_LEV_FIELD(newx1, newy1) ?
                        MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
                        MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-       if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
+#if 1
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
+#endif
+
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
          else
            DrawLevelField(x, y);
 
-         PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
+
+         /* !!! */
+#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;
+         }
+
          return;
        }
       }
@@ -3279,7 +5667,7 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
     }
     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
             IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
@@ -3292,15 +5680,22 @@ void StartMoving(int x, int y)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
+#if 0
+      /* !!! test !!! */
+      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+#else
       if (IS_MOVING(newx, newy))
+#endif
+      {
        RemoveMovingField(newx, newy);
+      }
       else
       {
        Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -3316,15 +5711,21 @@ void StartMoving(int x, int y)
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlaySoundLevel(x, y, SND_MOLE_DIGGING);
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+
+       ResetGfxAnimation(x, y);
+       GfxAction[x][y] = ACTION_DIGGING;
+       DrawLevelField(x, y);
+
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+
        return;                         /* wait for shrinking amoeba */
       }
       else     /* element == EL_PACMAN */
       {
        Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
@@ -3340,30 +5741,38 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
-      if (element == EL_BUG || element == EL_SPACESHIP ||
+#if 1
+      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
+       DrawLevelElementAnimation(x, y, element);
+#else
+      if (element == EL_BUG ||
+         element == EL_SPACESHIP ||
          element == EL_SP_SNIKSNAK)
        DrawLevelField(x, y);
-      else if (element == EL_BUG || element == EL_SPACESHIP ||
-              element == EL_SP_SNIKSNAK || element == EL_MOLE)
+      else if (element == EL_MOLE)
        DrawLevelField(x, y);
-      else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+      else if (element == EL_BD_BUTTERFLY ||
+              element == EL_BD_FIREFLY)
        DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SATELLITE)
        DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SP_ELECTRON)
        DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
-      PlaySoundLevelAction(x, y, ACTION_WAITING);
+#if 0
+      PlayLevelSoundAction(x, y, ACTION_WAITING);
+#endif
 
       return;
     }
 
     InitMovingField(x, y, MovDir[x][y]);
 
-    PlaySoundLevelAction(x, y, ACTION_MOVING);
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3373,165 +5782,325 @@ void StartMoving(int x, int 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 horiz_move = (dx != 0);
   int newx = x + dx, newy = y + dy;
-  int step = (horiz_move ? dx : dy) * TILEX / 8;
-
-  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
-    step /= 2;
-  else if (element == EL_QUICKSAND_FILLING ||
-          element == EL_QUICKSAND_EMPTYING)
-    step /= 4;
-  else if (element == EL_MAGIC_WALL_FILLING ||
-          element == EL_BD_MAGIC_WALL_FILLING ||
-          element == EL_MAGIC_WALL_EMPTYING ||
-          element == EL_BD_MAGIC_WALL_EMPTYING)
-    step /= 2;
-  else if (CAN_FALL(element) && horiz_move &&
-          y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
-    step /= 2;
-  else if (element == EL_SPRING && horiz_move)
-    step *= 2;
+#if 0
+  int nextx = newx + dx, nexty = newy + dy;
+#endif
+#if 1
+  boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
+  boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+#else
+  boolean pushed_by_player = Pushed[x][y];
+#endif
 
-#if OLD_GAME_BEHAVIOUR
-  else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
-    step*=2;
+  MovPos[x][y] += getElementMoveStepsize(x, y);
+
+#if 0
+  if (pushed_by_player && IS_PLAYER(x, y))
+  {
+    /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+  }
+#else
+  if (pushed_by_player)        /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
 #endif
 
-  MovPos[x][y] += step;
+  if (ABS(MovPos[x][y]) < TILEX)
+  {
+    DrawLevelField(x, y);
+
+    return;    /* element is still moving */
+  }
+
+  /* element reached destination field */
 
-  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
+
+  if (element == EL_MOLE)
   {
-    Feld[x][y] = EL_EMPTY;
-    Feld[newx][newy] = element;
+    Feld[x][y] = EL_SAND;
 
-    if (element == EL_MOLE)
-    {
-      int i;
-      static int xy[4][2] =
-      {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
+    DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+  else if (element == EL_QUICKSAND_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_AMOEBA_DROPPING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_SOKOBAN_OBJECT)
+  {
+    if (Back[x][y])
+      Feld[x][y] = Back[x][y];
 
-      Feld[x][y] = EL_SAND;
-      DrawLevelField(x, y);
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
 
-      for(i=0; i<4; i++)
-      {
-       int xx, yy;
+    Back[x][y] = Back[newx][newy] = 0;
+  }
+  else if (Store[x][y] == EL_ACID)
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+#if 1
+  else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+          ei->move_leave_element != EL_EMPTY &&
+          (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+           Store[x][y] != EL_EMPTY))
+  {
+    /* some elements can leave other elements behind after moving */
 
-       xx = x + xy[i][0];
-       yy = y + xy[i][1];
+    Feld[x][y] = ei->move_leave_element;
+    InitField(x, y, FALSE);
 
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
-         DrawLevelField(xx, yy);       /* for "crumbled sand" */
-      }
-    }
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+#endif
 
-    if (element == EL_QUICKSAND_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_QUICKSAND_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_MAGIC_WALL_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_MAGIC_WALL_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_BD_MAGIC_WALL_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_BD_MAGIC_WALL_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_AMOEBA_DROPPING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (Store[x][y] == EL_ACID)
-    {
-      element = Feld[newx][newy] = EL_ACID;
-    }
+  Store[x][y] = EL_EMPTY;
+  MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+  MovDelay[newx][newy] = 0;
 
-    Store[x][y] = 0;
-    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    MovDelay[newx][newy] = 0;
+  if (CAN_CHANGE(element))
+  {
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    ChangePage[newx][newy]  = ChangePage[x][y];
+    Changed[newx][newy]     = Changed[x][y];
+    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  }
 
-    /* copy animation control values to new field */
-    GfxFrame[newx][newy]  = GfxFrame[x][y];
-    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Changed[x][y] = CE_BITMASK_DEFAULT;
+  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
-    ResetGfxAnimation(x, y);   /* reset animation values for old field */
+  /* copy animation control values to new field */
+  GfxFrame[newx][newy]  = GfxFrame[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
+  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
+  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
+
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+
+#if 0
+  /* some elements can leave other elements behind after moving */
+  if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+      ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+       ei->can_leave_element_last))
+  {
+    Feld[x][y] = ei->move_leave_element;
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+
+  ei->can_leave_element_last = ei->can_leave_element;
+  ei->can_leave_element = FALSE;
+#endif
 
-#if 1
 #if 0
-    if (!CAN_MOVE(element))
-      MovDir[newx][newy] = 0;
+  /* 2.1.1 (does not work correctly for spring) */
+  if (!CAN_MOVE(element))
+    MovDir[newx][newy] = 0;
 #else
-    /*
-    if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-      MovDir[newx][newy] = 0;
-    */
 
-    if (!CAN_MOVE(element) ||
-       (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-      MovDir[newx][newy] = 0;
+#if 0
+  /* (does not work for falling objects that slide horizontally) */
+  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+    MovDir[newx][newy] = 0;
+#else
+  /*
+  if (!CAN_MOVE(element) ||
+      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+    MovDir[newx][newy] = 0;
+  */
+
+  if (!CAN_MOVE(element) ||
+      (CAN_FALL(element) && direction == MV_DOWN))
+    GfxDir[x][y] = MovDir[newx][newy] = 0;
+
 #endif
 #endif
 
-    DrawLevelField(x, y);
-    DrawLevelField(newx, newy);
+  DrawLevelField(x, y);
+  DrawLevelField(newx, newy);
 
-    Stop[newx][newy] = TRUE;
-    JustStopped[newx][newy] = 3;
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
 
-    if (DONT_TOUCH(element))   /* object may be nasty to player or others */
-    {
-      TestIfBadThingTouchesHero(newx, newy);
-      TestIfBadThingTouchesFriend(newx, newy);
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
-    }
-    else if (element == EL_PENGUIN)
-      TestIfFriendTouchesBadThing(newx, newy);
+  /* 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 1
+  /* 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;
+#endif
+
+  if (!pushed_by_player)
+  {
+    WasJustMoving[newx][newy] = 3;
 
-    if (CAN_SMASH(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
-      Impact(x, newy);
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = 3;
   }
-  else                         /* still moving on */
+
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
   {
-    DrawLevelField(x, y);
+    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
+
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
+
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+    Impact(x, newy);
+
+#if 1
+  TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
+#endif
+
+#if 0
+  if (ChangePage[newx][newy] != -1)                    /* delayed change */
+    ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+#if 1
+
+  TestIfElementHitsCustomElement(newx, newy, direction);
+
+#else
+
+  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+  {
+    int hitting_element = Feld[newx][newy];
+
+    /* !!! fix side (direction) orientation here and elsewhere !!! */
+    CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
+                          direction);
+
+#if 0
+    if (IN_LEV_FIELD(nextx, nexty))
+    {
+      int opposite_direction = MV_DIR_OPPOSITE(direction);
+      int hitting_side = direction;
+      int touched_side = opposite_direction;
+      int touched_element = MovingOrBlocked2Element(nextx, nexty);
+      boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+                           MovDir[nextx][nexty] != direction ||
+                           ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+      if (object_hit)
+      {
+       int i;
+
+       CheckElementChangeSide(nextx, nexty, touched_element,
+                              CE_HIT_BY_SOMETHING, opposite_direction);
+
+       if (IS_CUSTOM_ELEMENT(hitting_element) &&
+           HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+       {
+         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[hitting_element].change_page[i];
+
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
+               change->trigger_side & touched_side &&
+               change->trigger_element == touched_element)
+           {
+             CheckElementChangePage(newx, newy, hitting_element,
+                                    touched_element, CE_OTHER_IS_HITTING, i);
+             break;
+           }
+         }
+       }
+
+       if (IS_CUSTOM_ELEMENT(touched_element) &&
+           HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+       {
+         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[touched_element].change_page[i];
+
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
+               change->trigger_side & hitting_side &&
+               change->trigger_element == hitting_element)
+           {
+             CheckElementChangePage(nextx, nexty, touched_element,
+                                    hitting_element, CE_OTHER_GETS_HIT, i);
+             break;
+           }
+         }
+       }
+      }
+    }
+#endif
   }
+#endif
+
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -3547,7 +6116,7 @@ int AmoebeNachbarNr(int ax, int ay)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int x = ax + xy[i][0];
     int y = ay + xy[i][1];
@@ -3577,7 +6146,7 @@ void AmoebenVereinigen(int ax, int ay)
   if (new_group_nr == 0)
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     x = ax + xy[i][0];
     y = ay + xy[i][1];
@@ -3600,9 +6169,9 @@ void AmoebenVereinigen(int ax, int ay)
       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
       AmoebaCnt2[old_group_nr] = 0;
 
-      for (yy=0; yy<lev_fieldy; yy++)
+      for (yy = 0; yy < lev_fieldy; yy++)
       {
-       for (xx=0; xx<lev_fieldx; xx++)
+       for (xx = 0; xx < lev_fieldx; xx++)
        {
          if (AmoebaNr[xx][yy] == old_group_nr)
            AmoebaNr[xx][yy] = new_group_nr;
@@ -3629,9 +6198,9 @@ void AmoebeUmwandeln(int ax, int ay)
     }
 #endif
 
-    for (y=0; y<lev_fieldy; y++)
+    for (y = 0; y < lev_fieldy; y++)
     {
-      for (x=0; x<lev_fieldx; x++)
+      for (x = 0; x < lev_fieldx; x++)
       {
        if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
        {
@@ -3640,7 +6209,7 @@ void AmoebeUmwandeln(int ax, int ay)
        }
       }
     }
-    PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
                            SND_AMOEBA_TURNING_TO_GEM :
                            SND_AMOEBA_TURNING_TO_ROCK));
     Bang(ax, ay);
@@ -3655,7 +6224,7 @@ void AmoebeUmwandeln(int ax, int ay)
       { 0, +1 }
     };
 
-    for (i=0; i<4; i++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
       x = ax + xy[i][0];
       y = ay + xy[i][1];
@@ -3665,7 +6234,7 @@ void AmoebeUmwandeln(int ax, int ay)
 
       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
       {
-       PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
                              SND_AMOEBA_TURNING_TO_GEM :
                              SND_AMOEBA_TURNING_TO_ROCK));
        Bang(x, y);
@@ -3689,9 +6258,9 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 #endif
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (AmoebaNr[x][y] == group_nr &&
          (Feld[x][y] == EL_AMOEBA_DEAD ||
@@ -3708,7 +6277,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 
   if (done)
-    PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
                            SND_BD_AMOEBA_TURNING_TO_ROCK :
                            SND_BD_AMOEBA_TURNING_TO_GEM));
 }
@@ -3725,12 +6294,12 @@ void AmoebeWaechst(int x, int y)
     if (DelayReached(&sound_delay, sound_delay_value))
     {
 #if 1
-      PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
 #else
       if (Store[x][y] == EL_BD_AMOEBA)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
 #endif
       sound_delay_value = 30;
     }
@@ -3835,6 +6404,7 @@ void AmoebeAbleger(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       return;
 
+    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
     if (IS_FREE(x, y) ||
        Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
     {
@@ -3850,7 +6420,7 @@ void AmoebeAbleger(int ax, int ay)
     int start = RND(4);
     boolean waiting_for_player = FALSE;
 
-    for (i=0; i<4; i++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
       int j = (start + i) % 4;
       int x = ax + xy[j][0];
@@ -3859,6 +6429,7 @@ void AmoebeAbleger(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (IS_FREE(x, y) ||
          Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
       {
@@ -3928,9 +6499,9 @@ void AmoebeAbleger(int ax, int ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
 #if 1
-    PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
 #else
-    PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
 #endif
   }
   else
@@ -3970,7 +6541,7 @@ void Life(int ax, int ay)
       return;
   }
 
-  for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
   {
     int xx = ax+x1, yy = ay+y1;
     int nachbarn = 0;
@@ -3978,7 +6549,7 @@ void Life(int ax, int ay)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
     {
       int x = xx+x2, y = yy+y2;
 
@@ -4003,6 +6574,7 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
+    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
     else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
     {                                  /* free border field */
       if (nachbarn >= life[2] && nachbarn <= life[3])
@@ -4018,18 +6590,18 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
                   SND_GAME_OF_LIFE_GROWING);
 }
 
 static void InitRobotWheel(int x, int y)
 {
-  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
 static void RunRobotWheel(int x, int y)
 {
-  PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
 }
 
 static void StopRobotWheel(int x, int y)
@@ -4040,12 +6612,12 @@ static void StopRobotWheel(int x, int y)
 
 static void InitTimegateWheel(int x, int y)
 {
-  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
 static void RunTimegateWheel(int x, int y)
 {
-  PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
 }
 
 void CheckExit(int x, int y)
@@ -4063,9 +6635,12 @@ void CheckExit(int x, int y)
     return;
   }
 
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
   Feld[x][y] = EL_EXIT_OPENING;
 
-  PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
 void CheckExitSP(int x, int y)
@@ -4081,18 +6656,21 @@ void CheckExitSP(int x, int y)
     return;
   }
 
-  Feld[x][y] = EL_SP_EXIT_OPEN;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_SP_EXIT_OPENING;
 
-  PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
 static void CloseAllOpenTimegates()
 {
   int x, y;
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
@@ -4100,9 +6678,9 @@ static void CloseAllOpenTimegates()
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
 #if 1
-       PlaySoundLevelAction(x, y, ACTION_CLOSING);
+       PlayLevelSoundAction(x, y, ACTION_CLOSING);
 #else
-       PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+       PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
 #endif
       }
     }
@@ -4164,7 +6742,7 @@ void MauerWaechst(int x, int y)
 
     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
@@ -4195,7 +6773,7 @@ void MauerWaechst(int x, int y)
 
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      MovDir[x][y] = MV_NO_MOVING;
+      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
       DrawLevelField(x, y);
     }
   }
@@ -4240,7 +6818,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay-1] = element;
-      MovDir[ax][ay-1] = MV_UP;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
                    IMG_EXPANDABLE_WALL_GROWING_UP, 0);
@@ -4250,7 +6828,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay+1] = element;
-      MovDir[ax][ay+1] = MV_DOWN;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
                    IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
@@ -4266,7 +6844,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax-1][ay] = element;
-      MovDir[ax-1][ay] = MV_LEFT;
+      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
                    IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
@@ -4277,7 +6855,7 @@ void MauerAbleger(int ax, int ay)
     {
       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax+1][ay] = element;
-      MovDir[ax+1][ay] = MV_RIGHT;
+      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
                    IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
@@ -4306,9 +6884,9 @@ void MauerAbleger(int ax, int ay)
 
   if (new_wall)
 #if 1
-    PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 #else
-    PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
 #endif
 }
 
@@ -4324,11 +6902,11 @@ void CheckForDragon(int x, int y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    for (j=0; j<4; j++)
+    for (j = 0; j < 4; j++)
     {
-      int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+      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_DRAGON))
@@ -4343,11 +6921,11 @@ void CheckForDragon(int x, int y)
 
   if (!dragon_found)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
-      for (j=0; j<3; j++)
+      for (j = 0; j < 3; j++)
       {
-       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
   
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
        {
@@ -4366,7 +6944,7 @@ static void InitBuggyBase(int x, int y)
   int element = Feld[x][y];
   int activating_delay = FRAMES_PER_SECOND / 4;
 
-  MovDelay[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 ?
@@ -4386,13 +6964,13 @@ static void WarnBuggyBase(int x, int y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int xx = x + xy[i][0], yy = y + xy[i][1];
 
     if (IS_PLAYER(xx, yy))
     {
-      PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
       break;
     }
@@ -4401,12 +6979,12 @@ static void WarnBuggyBase(int x, int y)
 
 static void InitTrap(int x, int y)
 {
-  MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
 }
 
 static void ActivateTrap(int x, int y)
 {
-  PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
 }
 
 static void ChangeActiveTrap(int x, int y)
@@ -4418,50 +6996,621 @@ static void ChangeActiveTrap(int x, int y)
     DrawLevelFieldCrumbledSand(x, y);
 }
 
-static void ChangeElement(int x, int y)
+static void ChangeElementNowExt(int x, int y, int target_element)
 {
-  int element = Feld[x][y];
+  int previous_move_direction = MovDir[x][y];
 
-  if (MovDelay[x][y] == 0)             /* initialize element change */
+  /* 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))
   {
-    MovDelay[x][y] = changing_element[element].change_delay + 1;
-
+    Bang(x, y);
+    return;
+  }
+
+  RemoveField(x, y);
+  Feld[x][y] = target_element;
+
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+
+  ResetGfxAnimation(x, y);
+  ResetRandomAnimationValue(x, y);
+
+  if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+    MovDir[x][y] = previous_move_direction;
+
+#if 1
+  InitField_WithBug1(x, y, FALSE);
+#else
+  InitField(x, y, FALSE);
+  if (CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+#endif
+
+  DrawLevelField(x, y);
+
+  if (GFX_CRUMBLED(Feld[x][y]))
+    DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+
+  if (ELEM_IS_PLAYER(target_element))
+    RelocatePlayer(x, y, target_element);
+}
+
+static boolean ChangeElementNow(int x, int y, int element, int page)
+{
+  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  int target_element;
+
+  /* always use default change event to prevent running into a loop */
+  if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
+    ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+
+  if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
+  {
+    /* reset actual trigger element and player */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_PLAYER_1;
+  }
+
+  /* do not change already changed elements with same change event */
+#if 0
+  if (Changed[x][y] & ChangeEvent[x][y])
+    return FALSE;
+#else
+  if (Changed[x][y])
+    return FALSE;
+#endif
+
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+
+  CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
+
+  if (change->explode)
+  {
+    Bang(x, y);
+
+    return TRUE;
+  }
+
+  if (change->use_target_content)
+  {
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
+    int xx, yy;
+
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+    {
+      boolean is_empty;
+      boolean is_diggable;
+      boolean is_destructible;
+      int ex = x + xx - 1;
+      int ey = y + yy - 1;
+      int content_element = change->target_content[xx][yy];
+      int e;
+
+      can_replace[xx][yy] = TRUE;
+
+      if (ex == x && ey == y)  /* do not check changing element itself */
+       continue;
+
+      if (content_element == EL_EMPTY_SPACE)
+      {
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
+
+       continue;
+      }
+
+      if (!IN_LEV_FIELD(ex, ey))
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+
+       continue;
+      }
+
+      e = Feld[ex][ey];
+
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
+
+#if 1
+      is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
+                                     IS_WALKABLE(content_element)));
+      is_diggable = (is_empty || IS_DIGGABLE(e));
+      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+
+      can_replace[xx][yy] =
+       ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
+        (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
+        (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
+
+      if (!can_replace[xx][yy])
+       complete_replace = FALSE;
+#else
+      empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
+                                              IS_WALKABLE(content_element)));
+#if 1
+      half_destructible = (empty_for_element || IS_DIGGABLE(e));
+#else
+      half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+#endif
+
+      if ((change->replace_when <= CP_WHEN_EMPTY  && !empty_for_element) ||
+         (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
+         (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+      }
+#endif
+    }
+
+    if (!change->only_if_complete || complete_replace)
+    {
+      boolean something_has_changed = FALSE;
+
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
+       return 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;
+
+       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);
+
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
+         content_element = change->target_content[xx][yy];
+         target_element = GET_TARGET_ELEMENT(content_element, change);
+
+         ChangeElementNowExt(ex, ey, target_element);
+
+         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 */
+       }
+      }
+
+      if (something_has_changed)
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+    }
+  }
+  else
+  {
+    target_element = GET_TARGET_ELEMENT(change->target_element, change);
+
+    ChangeElementNowExt(x, y, target_element);
+
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+  }
+
+  return TRUE;
+}
+
+static void ChangeElement(int x, int y, int page)
+{
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
+
+#ifdef DEBUG
+  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
+  {
+    printf("\n\n");
+    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("ChangeElement(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
+#endif
+
+    return;
+  }
+
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+  {
+    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
+                        RND(change->delay_random * change->delay_frames)) + 1;
+
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
 
-    if (changing_element[element].pre_change_function)
-      changing_element[element].pre_change_function(x, y);
+    if (change->pre_change_function)
+      change->pre_change_function(x, y);
   }
 
-  MovDelay[x][y]--;
+  ChangeDelay[x][y]--;
 
-  if (MovDelay[x][y] != 0)             /* continue element change */
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
   {
-    if (IS_ANIMATED(el2img(element)))
-      DrawLevelElementAnimationIfNeeded(x, y, element);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-    if (changing_element[element].change_function)
-      changing_element[element].change_function(x, y);
+    if (change->change_function)
+      change->change_function(x, y);
   }
   else                                 /* finish element change */
   {
-    Feld[x][y] = changing_element[element].next_element;
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+      change = &ei->change_page[page];
+    }
 
-    DrawLevelField(x, y);
+#if 0
+    if (IS_MOVING(x, y) && !change->explode)
+#else
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+#endif
+    {
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
+
+      return;
+    }
 
-    if (changing_element[element].post_change_function)
-      changing_element[element].post_change_function(x, y);
+    if (ChangeElementNow(x, y, element, page))
+    {
+      if (change->post_change_function)
+       change->post_change_function(x, y);
+    }
   }
 }
 
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+                                             int trigger_element,
+                                             int trigger_event,
+                                             int trigger_player,
+                                             int trigger_side,
+                                             int trigger_page)
+{
+  int i, j, x, y;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+
+  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+    return FALSE;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+
+    boolean change_element = FALSE;
+    int page = 0;
+
+    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+      continue;
+
+    for (j = 0; j < element_info[element].num_change_pages; j++)
+    {
+      struct ElementChangeInfo *change = &element_info[element].change_page[j];
+
+      if (change->can_change &&
+         change->events & CH_EVENT_BIT(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 0
+       if (!(change->events & CH_EVENT_BIT(trigger_event)))
+         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
+       change_element = TRUE;
+       page = j;
+
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
+       break;
+      }
+    }
+
+    if (!change_element)
+      continue;
+
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    {
+#if 0
+      if (x == lx && y == ly)  /* do not change trigger element itself */
+       continue;
+#endif
+
+      if (Feld[x][y] == element)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+       ChangeElement(x, y, page);
+      }
+    }
+  }
+
+  return TRUE;
+}
+
+static boolean CheckElementChangeExt(int x, int y,
+                                    int element,
+                                    int trigger_element,
+                                    int trigger_event,
+                                    int trigger_player,
+                                    int trigger_side,
+                                    int trigger_page)
+{
+  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    return FALSE;
+
+  if (Feld[x][y] == EL_BLOCKED)
+  {
+    Blocked2Moving(x, y, &x, &y);
+    element = Feld[x][y];
+  }
+
+#if 1
+  if (Feld[x][y] != element)   /* check if element has already changed */
+  {
+#if 0
+    printf("::: %d ('%s') != %d ('%s') [%d]\n",
+          Feld[x][y], element_info[Feld[x][y]].token_name,
+          element, element_info[element].token_name,
+          trigger_event);
+#endif
+
+    return FALSE;
+  }
+#endif
+
+#if 1
+  if (trigger_page < 0)
+  {
+    boolean change_element = FALSE;
+    int i;
+
+    for (i = 0; i < element_info[element].num_change_pages; i++)
+    {
+      struct ElementChangeInfo *change = &element_info[element].change_page[i];
+
+      if (change->can_change &&
+         change->events & CH_EVENT_BIT(trigger_event) &&
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player)
+      {
+       change_element = TRUE;
+       trigger_page = i;
+
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
+       break;
+      }
+    }
+
+    if (!change_element)
+      return FALSE;
+  }
+  else
+  {
+    struct ElementInfo *ei = &element_info[element];
+    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+
+    change->actual_trigger_element = trigger_element;
+    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
+  }
+
+#else
+
+  /* !!! this check misses pages with same event, but different side !!! */
+
+  if (trigger_page < 0)
+    trigger_page = element_info[element].event_page_nr[trigger_event];
+
+  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
+    return FALSE;
+#endif
+
+  ChangeDelay[x][y] = 1;
+  ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+  ChangeElement(x, y, trigger_page);
+
+  return TRUE;
+}
+
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int element = player->element_nr;
+  int last_action = player->last_action_waiting;
+  int action = player->action_waiting;
+
+  if (player->is_waiting)
+  {
+    if (action != last_action)
+      PlayLevelSoundElementAction(jx, jy, element, action);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[element].sound[last_action]);
+
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
+  }
+}
+
+static void PlayAllPlayersSound()
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
 {
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
+
+  player->last_action_waiting = player->action_waiting;
+
+  if (is_waiting)
+  {
+    if (!last_waiting)         /* not waiting -> waiting */
+    {
+      player->is_waiting = TRUE;
+
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       SimpleRND(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       SimpleRND(game.player_sleeping_delay_random);
+
+      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+    }
+
+    if (game.player_sleeping_delay_fixed +
+       game.player_sleeping_delay_random > 0 &&
+       player->anim_delay_counter == 0 &&
+       player->post_delay_counter == 0 &&
+       FrameCounter >= player->frame_counter_sleeping)
+      player->is_sleeping = TRUE;
+    else if (game.player_boring_delay_fixed +
+            game.player_boring_delay_random > 0 &&
+            FrameCounter >= player->frame_counter_bored)
+      player->is_bored = TRUE;
+
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
+
+    if (player->is_sleeping)
+    {
+      if (player->num_special_action_sleeping > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int last_special_action = player->special_action_sleeping;
+         int num_special_action = player->num_special_action_sleeping;
+         int special_action =
+           (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+            last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+            last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+            last_special_action + 1 : ACTION_SLEEPING);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_sleeping = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_sleeping;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+    else if (player->is_bored)
+    {
+      if (player->num_special_action_bored > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_bored = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_bored;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+  }
+  else if (last_waiting)       /* waiting -> not waiting */
+  {
+    player->is_waiting = FALSE;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->action_waiting = ACTION_DEFAULT;
+
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
+
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
   static byte stored_player_action[MAX_PLAYERS];
   static int num_stored_actions = 0;
-  boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+#endif
+  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
   int up       = player_action & JOY_UP;
@@ -4471,61 +7620,170 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   int dx       = (left ? -1    : right ? 1     : 0);
   int dy       = (up   ? -1    : down  ? 1     : 0);
 
+#if 0
   stored_player_action[player->index_nr] = 0;
   num_stored_actions++;
+#endif
+
+#if 0
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
 
   if (!player->active || tape.pausing)
-    return;
+    return 0;
+
+#if 0
+  printf("::: [%d %d %d %d] [%d %d]\n",
+        left, right, up, down, button1, button2);
+#endif
 
   if (player_action)
   {
+#if 0
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+#endif
+
+#if 0
+    /* !!! TEST !!! */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+#endif
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
     {
       if (button2)
-       bombed = PlaceBomb(player);
-      moved = MoveFigure(player, dx, dy);
+       dropped = DropElement(player);
+
+      moved = MovePlayer(player, dx, dy);
     }
 
     if (tape.single_step && tape.recording && !tape.pausing)
     {
-      if (button1 || (bombed && !moved))
+      if (button1 || (dropped && !moved))
       {
        TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
        SnapField(player, 0, 0);                /* stop snapping */
       }
     }
 
+    SetPlayerWaiting(player, FALSE);
+
+#if 1
+    return player_action;
+#else
     stored_player_action[player->index_nr] = player_action;
+#endif
   }
   else
   {
+#if 0
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
     /* no actions for this player (no input at player's configured device) */
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
-    CheckGravityMovement(player);
+    CheckGravityMovementWhenNotMoving(player);
 
     if (player->MovPos == 0)
-    {
+      SetPlayerWaiting(player, TRUE);
+
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+
+    player->is_dropping = FALSE;
+
+    return 0;
+  }
+
 #if 0
-      printf("Trying... Player frame reset\n");
+  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
+  }
 #endif
+}
 
-      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+#else
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+  static byte stored_player_action[MAX_PLAYERS];
+  static int num_stored_actions = 0;
+  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);
+
+  stored_player_action[player->index_nr] = 0;
+  num_stored_actions++;
+
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
+  if (!player->active || tape.pausing)
+    return;
+
+  if (player_action)
+  {
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+
+    if (button1)
+      snapped = SnapField(player, dx, dy);
+    else
+    {
+      if (button2)
+       dropped = DropElement(player);
+
+      moved = MovePlayer(player, dx, dy);
     }
 
+    if (tape.single_step && tape.recording && !tape.pausing)
+    {
+      if (button1 || (dropped && !moved))
+      {
+       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+       SnapField(player, 0, 0);                /* stop snapping */
+      }
+    }
+
+    stored_player_action[player->index_nr] = player_action;
+  }
+  else
+  {
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
+    /* no actions for this player (no input at player's configured device) */
+
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovementWhenNotMoving(player);
+
+    if (player->MovPos == 0)
+      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
     if (player->MovPos == 0)   /* needed for tape.playing */
       player->is_moving = FALSE;
   }
 
   if (tape.recording && num_stored_actions >= MAX_PLAYERS)
   {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
     TapeRecordAction(stored_player_action);
     num_stored_actions = 0;
   }
 }
+#endif
 
 void GameActions()
 {
@@ -4535,6 +7793,9 @@ void GameActions()
   int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
+#if 1
+  byte tape_action[MAX_PLAYERS];
+#endif
 
   if (game_status != GAME_MODE_PLAYING)
     return;
@@ -4542,7 +7803,7 @@ void GameActions()
   action_delay_value =
     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-  if (tape.playing && tape.index_search && !tape.pausing)
+  if (tape.playing && tape.warp_forward && !tape.pausing)
     action_delay_value = 0;
 
   /* ---------- main game synchronization point ---------- */
@@ -4579,9 +7840,28 @@ void GameActions()
   if (tape.pausing)
     return;
 
+#if 0
+  printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+#if 1
+  if (recorded_player_action == NULL && tape.pausing)
+    return;
+#endif
+
+#if 0
+  printf("::: %d\n", stored_player[0].action);
+#endif
+
+#if 0
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].action = recorded_player_action[i];
+#endif
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     summarized_player_action |= stored_player[i].action;
 
@@ -4597,20 +7877,95 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+#if 1
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = recorded_player_action[i];
+#endif
+
+#if 1
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    tape_action[i] = stored_player[i].effective_action;
+
+    if (tape.recording && tape_action[i] && !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+  }
+
+  /* only save actions from input devices, but not programmed actions */
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
 
+#if 1
+    /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
+       - rnd_equinox_tetrachloride 048
+       - rnd_equinox_tetrachloride_ii 096
+       - rnd_emanuel_schmieg 002
+       - doctor_sloan_ww 001, 020
+    */
+    if (stored_player[i].MovPos == 0)
+      CheckGravityMovement(&stored_player[i]);
+#endif
+
+#if 1
+    /* overwrite programmed action with tape action */
     if (stored_player[i].programmed_action)
       actual_player_action = stored_player[i].programmed_action;
+#endif
+
+#if 0
+    if (stored_player[i].programmed_action)
+      printf("::: %d\n", stored_player[i].programmed_action);
+#endif
 
     if (recorded_player_action)
+    {
+#if 0
+      if (stored_player[i].programmed_action &&
+         stored_player[i].programmed_action != recorded_player_action[i])
+       printf("::: %d: %d <-> %d\n", i,
+              stored_player[i].programmed_action, recorded_player_action[i]);
+#endif
+
+#if 0
       actual_player_action = recorded_player_action[i];
+#endif
+    }
+
+#if 0
+    /* overwrite tape action with programmed action */
+    if (stored_player[i].programmed_action)
+      actual_player_action = stored_player[i].programmed_action;
+#endif
+
+#if 0
+    if (i == 0)
+      printf("::: action: %d: %x [%d]\n",
+            stored_player[i].MovPos, actual_player_action, FrameCounter);
+#endif
 
+#if 1
     PlayerActions(&stored_player[i], actual_player_action);
-    ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+#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);
   }
 
+#if 0
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
   network_player_action_received = FALSE;
 
   ScrollScreen(NULL, SCROLL_GO_ON);
@@ -4619,18 +7974,86 @@ void GameActions()
   FrameCounter++;
   TimeFrames++;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
     stored_player[i].Frame++;
 #endif
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+#if 1
+  /* for downwards compatibility, the following code emulates a fixed bug that
+     occured when pushing elements (causing elements that just made their last
+     pushing step to already (if possible) make their first falling step in the
+     same game frame, which is bad); this code is also needed to use the famous
+     "spring push bug" which is used in older levels and might be wanted to be
+     used also in newer levels, but in this case the buggy pushing code is only
+     affecting the "spring" element and no other elements */
+
+#if 1
+  if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
+#else
+  if (game.engine_version < VERSION_IDENT(2,2,0,7))
+#endif
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+      int x = player->jx;
+      int y = player->jy;
+
+#if 1
+      if (player->active && player->is_pushing && player->is_moving &&
+         IS_MOVING(x, y) &&
+         (game.engine_version < VERSION_IDENT(2,2,0,7) ||
+          Feld[x][y] == EL_SPRING))
+#else
+      if (player->active && player->is_pushing && player->is_moving &&
+         IS_MOVING(x, y))
+#endif
+      {
+       ContinueMoving(x, y);
+
+       /* continue moving after pushing (this is actually a bug) */
+       if (!IS_MOVING(x, y))
+       {
+         Stop[x][y] = FALSE;
+       }
+      }
+    }
+  }
+#endif
+
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
+    Changed[x][y] = CE_BITMASK_DEFAULT;
+    ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+#if DEBUG
+    if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+    {
+      printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+      printf("GameActions(): This should never happen!\n");
+
+      ChangePage[x][y] = -1;
+    }
+#endif
+
     Stop[x][y] = FALSE;
-    if (JustStopped[x][y] > 0)
-      JustStopped[x][y]--;
+    if (WasJustMoving[x][y] > 0)
+      WasJustMoving[x][y]--;
+    if (WasJustFalling[x][y] > 0)
+      WasJustFalling[x][y]--;
 
     GfxFrame[x][y]++;
 
+#if 1
+    /* reset finished pushing action (not done in ContinueMoving() to allow
+       continous pushing animation for elements with zero push delay) */
+    if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+    {
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
+#endif
+
 #if DEBUG
     if (IS_BLOCKED(x, y))
     {
@@ -4648,10 +8071,23 @@ void GameActions()
 #endif
   }
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
     element = Feld[x][y];
+#if 1
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#else
     graphic = el2img(element);
+#endif
+
+#if 0
+    if (element == -1)
+    {
+      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+      element = graphic = 0;
+    }
+#endif
 
     if (graphic_info[graphic].anim_global_sync)
       GfxFrame[x][y] = FrameCounter;
@@ -4663,7 +8099,7 @@ void GameActions()
     SetRandomAnimationValue(x, y);
 
 #if 1
-    PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
 #endif
 
     if (IS_INACTIVE(element))
@@ -4674,15 +8110,64 @@ void GameActions()
       continue;
     }
 
+#if 1
+    /* this may take place after moving, so 'element' may have changed */
+#if 0
+    if (IS_CHANGING(x, y))
+#else
+    if (IS_CHANGING(x, y) &&
+       (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
+    {
+#if 0
+      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
+                   element_info[element].event_page_nr[CE_DELAY]);
+#else
+      ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+#endif
+
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    }
+#endif
+
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
+#if 1
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#if 0
+      if (element == EL_MOLE)
+       printf("::: %d, %d, %d [%d]\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+              GfxAction[x][y]);
+#endif
+#if 0
+      if (element == EL_YAMYAM)
+       printf("::: %d, %d, %d\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#endif
+
       if (IS_ANIMATED(graphic) &&
          !IS_MOVING(x, y) &&
          !Stop[x][y])
+      {
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+       if (element == EL_BUG)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
+#if 0
+       if (element == EL_MOLE)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+      }
+
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        EdelsteinFunkeln(x, y);
     }
@@ -4702,7 +8187,7 @@ void GameActions()
       CheckDynamite(x, y);
 #if 0
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 #endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
@@ -4729,15 +8214,23 @@ void GameActions()
       MauerAbleger(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
+#if 0
     else if (IS_AUTO_CHANGING(element))
       ChangeElement(x, y);
+#endif
     else if (element == EL_EXPLOSION)
       ;        /* drawing of correct explosion animation is handled separately */
-    else if (IS_ANIMATED(graphic))
+    else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+#if 0
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(Feld[x][y]))
+      ChangeElement(x, y);
+#endif
+
     if (IS_BELT_ACTIVE(element))
-      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+      PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
     if (game.magic_wall_active)
     {
@@ -4777,6 +8270,7 @@ void GameActions()
 #endif
       element = Feld[x][y];
 
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
           element == EL_SAND ||
@@ -4802,16 +8296,16 @@ void GameActions()
   {
     game.explosions_delayed = FALSE;
 
-    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
       element = Feld[x][y];
 
       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_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeField[x][y] = EX_TYPE_NONE;
     }
 
     game.explosions_delayed = TRUE;
@@ -4826,9 +8320,9 @@ void GameActions()
       if (element == EL_BD_MAGIC_WALL_FULL ||
          element == EL_BD_MAGIC_WALL_ACTIVE ||
          element == EL_BD_MAGIC_WALL_EMPTYING)
-       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -4836,7 +8330,7 @@ void GameActions()
       game.magic_wall_time_left--;
       if (!game.magic_wall_time_left)
       {
-       for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+       for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
        {
          element = Feld[x][y];
 
@@ -4875,58 +8369,64 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     if (SHIELD_ON(player))
     {
       if (player->shield_deadly_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
       else if (player->shield_normal_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
     }
   }
 
-  if (TimeFrames >= (1000 / GameFrameDelay))
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
     TimeFrames = 0;
-    TimePlayed++;
+    TapeTime++;
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    if (!level.use_step_counter)
     {
-      struct PlayerInfo *player = &stored_player[i];
+      TimePlayed++;
 
-      if (SHIELD_ON(player))
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
-       player->shield_normal_time_left--;
+       struct PlayerInfo *player = &stored_player[i];
 
-       if (player->shield_deadly_time_left > 0)
-         player->shield_deadly_time_left--;
-      }
-    }
+       if (SHIELD_ON(player))
+       {
+         player->shield_normal_time_left--;
 
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
+         if (player->shield_deadly_time_left > 0)
+           player->shield_deadly_time_left--;
+       }
+      }
 
-    if (TimeLeft > 0)
-    {
-      TimeLeft--;
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
 
-      if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
 
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+       DrawGameValue_Time(TimeLeft);
 
-      if (!TimeLeft && setup.time_limit)
-       for (i=0; i<MAX_PLAYERS; i++)
-         KillHero(&stored_player[i]);
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillHero(&stored_player[i]);
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
     }
-    else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
 
   DrawAllPlayers();
+  PlayAllPlayersSound();
 
   if (options.debug)                   /* calculate frames per second */
   {
@@ -4962,7 +8462,7 @@ void GameActions()
   FrameCounter++;
   TimeFrames++;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int move_frames =
       MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
@@ -4971,6 +8471,18 @@ void GameActions()
 
     if (stored_player[i].MovPos != 0)
       stored_player[i].StepFrame += move_frames;
+
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
+  }
+#endif
+
+#if 1
+  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+  {
+    ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+
+    local_player->show_envelope = 0;
   }
 #endif
 }
@@ -4980,7 +8492,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
   int min_x = x, min_y = y, max_x = x, max_y = y;
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
@@ -5000,7 +8512,7 @@ static boolean AllPlayersInVisibleScreen()
 {
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
@@ -5020,70 +8532,186 @@ void ScrollLevel(int dx, int dy)
   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 * (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);
 
   if (dx)
   {
     x = (dx == 1 ? BX1 : BX2);
-    for (y=BY1; y<=BY2; y++)
+    for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
 
   if (dy)
   {
     y = (dy == 1 ? BY1 : BY2);
-    for (x=BX1; x<=BX2; x++)
+    for (x = BX1; x <= BX2; x++)
       DrawScreenField(x, y);
   }
 
   redraw_mask |= REDRAW_FIELD;
 }
 
+static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
+{
+  int nextx = x + dx, nexty = y + dy;
+  int element = Feld[x][y];
+
+  if ((dx == -1 &&
+       element != EL_SP_PORT_LEFT &&
+       element != EL_SP_GRAVITY_PORT_LEFT &&
+       element != EL_SP_PORT_HORIZONTAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dx == +1 &&
+       element != EL_SP_PORT_RIGHT &&
+       element != EL_SP_GRAVITY_PORT_RIGHT &&
+       element != EL_SP_PORT_HORIZONTAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dy == -1 &&
+       element != EL_SP_PORT_UP &&
+       element != EL_SP_GRAVITY_PORT_UP &&
+       element != EL_SP_PORT_VERTICAL &&
+       element != EL_SP_PORT_ANY) ||
+      (dy == +1 &&
+       element != EL_SP_PORT_DOWN &&
+       element != EL_SP_GRAVITY_PORT_DOWN &&
+       element != EL_SP_PORT_VERTICAL &&
+       element != EL_SP_PORT_ANY) ||
+      !IN_LEV_FIELD(nextx, nexty) ||
+      !IS_FREE(nextx, nexty))
+    return FALSE;
+
+  return TRUE;
+}
+
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
-  if (level.gravity && !player->programmed_action)
+  if (game.gravity && !player->programmed_action)
   {
-    int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
-    int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
+#if 1
+    int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->effective_action & MV_VERTICAL;
+#else
+    int move_dir_horizontal = player->action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->action & MV_VERTICAL;
+#endif
     int move_dir =
-      (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
+      (player->last_move_dir & MV_HORIZONTAL ?
        (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
        (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
     int jx = player->jx, jy = player->jy;
     int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
     int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
     int new_jx = jx + dx, new_jy = jy + dy;
-    boolean field_under_player_is_free =
-      (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+#if 1
+    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
+    boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
+#if 1
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1) ||
+       (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
+#else
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1)));
+#endif
     boolean player_is_moving_to_valid_field =
-      (IN_LEV_FIELD(new_jx, new_jy) &&
+      (
+#if 1
+       !player_is_snapping &&
+#endif
+       IN_LEV_FIELD(new_jx, new_jy) &&
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       Feld[new_jx][new_jy] == EL_SAND));
+       Feld[new_jx][new_jy] == EL_SAND ||
+       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+        canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
+    /* !!! extend EL_SAND to anything diggable !!! */
+
+    boolean player_is_standing_on_valid_field =
+      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+       (IS_WALKABLE(Feld[jx][jy]) &&
+       !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+
+#if 0
+    printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
+          player_can_fall_down,
+          player_is_standing_on_valid_field,
+          player_is_moving_to_valid_field,
+          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
+          player->effective_action,
+          player->can_fall_into_acid);
+#endif
+
+    if (player_can_fall_down &&
+       !player_is_standing_on_valid_field &&
+       !player_is_moving_to_valid_field)
+    {
+#if 0
+      printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
+            jx, jy, FrameCounter);
+#endif
+
+      player->programmed_action = MV_DOWN;
+    }
+  }
+}
+
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+#if 1
+  return CheckGravityMovement(player);
+#endif
+
+  if (game.gravity && !player->programmed_action)
+  {
+    int jx = player->jx, jy = player->jy;
+    boolean field_under_player_is_free =
+      (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+    boolean player_is_standing_on_valid_field =
+      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+       (IS_WALKABLE(Feld[jx][jy]) &&
+       !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
 
-    if (field_under_player_is_free &&
-       !player_is_moving_to_valid_field &&
-       !IS_WALKABLE_INSIDE(Feld[jx][jy]))
+    if (field_under_player_is_free && !player_is_standing_on_valid_field)
       player->programmed_action = MV_DOWN;
   }
 }
 
 /*
-  MoveFigureOneStep()
+  MovePlayerOneStep()
   -----------------------------------------------------------------------------
   dx, dy:              direction (non-diagonal) to try to move the player to
   real_dx, real_dy:    direction as read from input device (can be diagonal)
 */
 
-boolean MoveFigureOneStep(struct PlayerInfo *player,
+boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
+#if 0
+  static int trigger_sides[4][2] =
+  {
+    /* enter side        leave side */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* moving left  */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* moving right */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     },      /* moving up    */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  }       /* moving down  */
+  };
+  int move_direction = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       dy == -1 ? MV_UP :
+                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+  int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+  int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
   int jx = player->jx, jy = player->jy;
-  int new_jx = jx+dx, new_jy = jy+dy;
+  int new_jx = jx + dx, new_jy = jy + dy;
   int element;
   int can_move;
 
@@ -5107,11 +8735,11 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
 #endif
 
-  if (DONT_GO_TO(element))
+  if (DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
-      SplashAcid(jx, jy);
+      SplashAcid(new_jx, new_jy);
       Feld[jx][jy] = EL_PLAYER_1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
@@ -5124,42 +8752,97 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
     return MF_MOVING;
   }
 
-  can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
+  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
   if (can_move != MF_MOVING)
     return can_move;
 
+  /* check if DigField() has caused relocation of the player */
+  if (player->jx != jx || player->jy != jy)
+    return MF_NO_ACTION;
+
   StorePlayer[jx][jy] = 0;
   player->last_jx = jx;
   player->last_jy = jy;
-  jx = player->jx = new_jx;
-  jy = player->jy = new_jy;
-  StorePlayer[jx][jy] = player->element_nr;
+  player->jx = new_jx;
+  player->jy = new_jy;
+  StorePlayer[new_jx][new_jy] = player->element_nr;
 
   player->MovPos =
     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
 
-  ScrollFigure(player, SCROLL_INIT);
+  player->step_counter++;
+
+#if 0
+  player->drop_delay = 0;
+#endif
+
+  PlayerVisit[jx][jy] = FrameCounter;
+
+  ScrollPlayer(player, SCROLL_INIT);
+
+#if 0
+  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+  {
+    CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
+                                   leave_side);
+    CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
+  }
+
+  if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
+  {
+    CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
+                                   CE_OTHER_GETS_ENTERED, enter_side);
+    CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
+                          CE_ENTERED_BY_PLAYER, enter_side);
+  }
+#endif
 
   return MF_MOVING;
 }
 
-boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int old_jx = jx, old_jy = jy;
   int moved = MF_NO_ACTION;
 
+#if 1
+  if (!player->active)
+    return FALSE;
+
+  if (!dx && !dy)
+  {
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+      player->is_snapping = FALSE;
+      player->is_pushing = FALSE;
+    }
+
+    return FALSE;
+  }
+#else
   if (!player->active || (!dx && !dy))
     return FALSE;
+#endif
 
 #if 0
   if (!FrameReached(&player->move_delay, player->move_delay_value) &&
       !tape.playing)
     return FALSE;
 #else
+
+#if 1
+  if (!FrameReached(&player->move_delay, player->move_delay_value))
+    return FALSE;
+#else
   if (!FrameReached(&player->move_delay, player->move_delay_value) &&
       !(tape.playing && tape.file_version < FILE_VERSION_2_0))
     return FALSE;
+#endif
+
 #endif
 
   /* remove the last programmed player action */
@@ -5182,7 +8865,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
     while (player->MovPos)
     {
-      ScrollFigure(player, SCROLL_GO_ON);
+      ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
       FrameCounter++;
       DrawAllPlayers();
@@ -5192,15 +8875,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     player->move_delay_value = original_move_delay_value;
   }
 
-  if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
+  if (player->last_move_dir & MV_HORIZONTAL)
   {
-    if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
-      moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
+    if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+      moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
   }
   else
   {
-    if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
-      moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
+    if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+      moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
   }
 
   jx = player->jx;
@@ -5224,7 +8907,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     {
       if (jx != old_jx)                /* player has moved horizontally */
       {
-       if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+       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);
 
@@ -5236,13 +8919,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
        scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+       if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
            (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
          scroll_x = old_scroll_x;
       }
       else                     /* player has moved vertically */
       {
-       if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+       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);
 
@@ -5254,7 +8937,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
        scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
            (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
          scroll_y = old_scroll_y;
       }
@@ -5279,7 +8962,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 #if 1
   InitPlayerGfxAnimation(player, ACTION_DEFAULT);
 #else
-  if (!(moved & MF_MOVING) && !player->Pushing)
+  if (!(moved & MF_MOVING) && !player->is_pushing)
     player->Frame = 0;
 #endif
 #endif
@@ -5297,10 +8980,59 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
+#if 1
+    player->is_snapping = FALSE;
+#endif
+
+#if 1
+    player->is_switching = FALSE;
+#endif
+
+    player->is_dropping = FALSE;
+
+
+#if 0
+    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+    {
+      static int trigger_sides[4][2] =
+      {
+       /* enter side           leave side */
+       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
+       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
+       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
+       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
+      };
+      int move_direction = player->MovDir;
+      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+
+#if 1
+      CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+                                       CE_OTHER_GETS_LEFT,
+                                       player->index_bit, leave_side);
+
+      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+       CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+                                CE_LEFT_BY_PLAYER,
+                                player->index_bit, leave_side);
+
+      CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+                                       CE_OTHER_GETS_ENTERED,
+                                       player->index_bit, enter_side);
+
+      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+       CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
+                                player->index_bit, enter_side);
+#endif
+
+    }
+#endif
+
+
   }
   else
   {
-    CheckGravityMovement(player);
+    CheckGravityMovementWhenNotMoving(player);
 
     /*
     player->last_move_dir = MV_NO_MOVING;
@@ -5308,7 +9040,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     player->is_moving = FALSE;
   }
 
-  TestIfHeroTouchesBadThing(jx, jy);
+  if (game.engine_version < VERSION_IDENT(3,0,7,0))
+  {
+    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesCustomElement(jx, jy);
+  }
 
   if (!player->active)
     RemoveHero(player);
@@ -5316,7 +9052,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
   return moved;
 }
 
-void ScrollFigure(struct PlayerInfo *player, int mode)
+void ScrollPlayer(struct PlayerInfo *player, int mode)
 {
   int jx = player->jx, jy = player->jy;
   int last_jx = player->last_jx, last_jy = player->last_jy;
@@ -5333,7 +9069,10 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
 
+#if 0
     DrawPlayer(player);
+#endif
+
     return;
   }
   else if (!FrameReached(&player->actual_frame_counter, 1))
@@ -5342,17 +9081,35 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
-  if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+  if (!player->block_last_field &&
+      Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
     Feld[last_jx][last_jy] = EL_EMPTY;
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
     CheckGravityMovement(player);
 
-  DrawPlayer(player);
+#if 0
+  DrawPlayer(player);  /* needed here only to cleanup last field */
+#endif
 
-  if (player->MovPos == 0)
+  if (player->MovPos == 0)     /* player reached destination field */
   {
+#if 1
+    if (player->move_delay_reset_counter > 0)
+    {
+      player->move_delay_reset_counter--;
+
+      if (player->move_delay_reset_counter == 0)
+      {
+       /* continue with normal speed after quickly moving through gate */
+       HALVE_PLAYER_SPEED(player);
+
+       /* be able to make the next move without delay */
+       player->move_delay = 0;
+      }
+    }
+#else
     if (IS_PASSABLE(Feld[last_jx][last_jy]))
     {
       /* continue with normal speed after quickly moving through gate */
@@ -5361,20 +9118,115 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
       /* be able to make the next move without delay */
       player->move_delay = 0;
     }
+#endif
+
+    if (player->block_last_field &&
+       Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+      Feld[last_jx][last_jy] = EL_EMPTY;
 
     player->last_jx = jx;
     player->last_jy = jy;
 
     if (Feld[jx][jy] == EL_EXIT_OPEN ||
-       Feld[jx][jy] == EL_SP_EXIT_OPEN)
+       Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
+      DrawPlayer(player);      /* needed here only to cleanup last field */
       RemoveHero(player);
 
       if (local_player->friends_still_needed == 0 ||
-         Feld[jx][jy] == EL_SP_EXIT_OPEN)
+         IS_SP_ELEMENT(Feld[jx][jy]))
        player->LevelSolved = player->GameOver = TRUE;
     }
 
+#if 1
+    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
+    /* this breaks one level: "machine", level 000 */
+    {
+      static int trigger_sides[4][2] =
+      {
+       /* enter side           leave side */
+       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
+       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
+       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
+       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
+      };
+      int move_direction = player->MovDir;
+      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+      int old_jx = last_jx;
+      int old_jy = last_jy;
+
+#if 1
+      CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+                                       CE_OTHER_GETS_LEFT,
+                                       player->index_bit, leave_side);
+
+      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+       CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
+                                CE_LEFT_BY_PLAYER,
+                                player->index_bit, leave_side);
+
+      CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
+                                       CE_OTHER_GETS_ENTERED,
+                                       player->index_bit, enter_side);
+
+      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+       CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
+                                player->index_bit, enter_side);
+#endif
+
+    }
+#endif
+
+    if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+    {
+      TestIfHeroTouchesBadThing(jx, jy);
+      TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+      TestIfElementTouchesCustomElement(jx, jy);       /* for empty space */
+#endif
+
+      if (!player->active)
+       RemoveHero(player);
+    }
+
+    if (level.use_step_counter)
+    {
+      int i;
+
+      TimePlayed++;
+
+      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 (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillHero(&stored_player[i]);
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
+    }
+
     if (tape.single_step && tape.recording && !tape.pausing &&
        !player->programmed_action)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
@@ -5405,9 +9257,422 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
     redraw_mask |= REDRAW_FIELD;
   }
-  else
-    ScreenMovDir = MV_NO_MOVING;
+  else
+    ScreenMovDir = MV_NO_MOVING;
+}
+
+void TestIfPlayerTouchesCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    /* center side       border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
+  };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
+  int center_element = Feld[x][y];     /* should always be non-moving! */
+  int i;
+
+  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;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    if (IS_PLAYER(x, y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(x, y);
+
+      if (game.engine_version < VERSION_IDENT(3,0,7,0))
+       border_element = Feld[xx][yy];          /* may be moving! */
+      else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+       border_element = Feld[xx][yy];
+      else if (MovDir[xx][yy] & touch_dir[i])  /* elements are touching */
+       border_element = MovingOrBlocked2Element(xx, yy);
+      else
+       continue;               /* center and border element do not touch */
+
+      CheckTriggeredElementChangePlayer(xx, yy, border_element,
+                                       CE_OTHER_GETS_TOUCHED,
+                                       player->index_bit, border_side);
+      CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                              player->index_bit, border_side);
+    }
+    else if (IS_PLAYER(xx, yy))
+    {
+      struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+      {
+       if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+         continue;             /* center and border element do not touch */
+      }
+
+      CheckTriggeredElementChangePlayer(x, y, center_element,
+                                       CE_OTHER_GETS_TOUCHED,
+                                       player->index_bit, center_side);
+      CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                              player->index_bit, center_side);
+
+      break;
+    }
+  }
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    /* center side     border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
+  };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
+  boolean change_center_element = FALSE;
+  int center_element_change_page = 0;
+  int center_element = Feld[x][y];     /* should always be non-moving! */
+  int border_trigger_element;
+  int i, j;
+
+  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;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    if (game.engine_version < VERSION_IDENT(3,0,7,0))
+      border_element = Feld[xx][yy];   /* may be moving! */
+    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+      border_element = Feld[xx][yy];
+    else if (MovDir[xx][yy] & touch_dir[i])    /* elements are touching */
+      border_element = MovingOrBlocked2Element(xx, yy);
+    else
+      continue;                        /* center and border element do not touch */
+
+    /* check for change of center element (but change it only once) */
+    if (IS_CUSTOM_ELEMENT(center_element) &&
+       HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+       !change_center_element)
+    {
+      for (j = 0; j < element_info[center_element].num_change_pages; j++)
+      {
+       struct ElementChangeInfo *change =
+         &element_info[center_element].change_page[j];
+
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+           change->trigger_side & border_side &&
+#if 1
+           IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
+#else
+           change->trigger_element == border_element
+#endif
+           )
+       {
+         change_center_element = TRUE;
+         center_element_change_page = j;
+         border_trigger_element = border_element;
+
+         break;
+       }
+      }
+    }
+
+    /* check for change of border element */
+    if (IS_CUSTOM_ELEMENT(border_element) &&
+       HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+    {
+      for (j = 0; j < element_info[border_element].num_change_pages; j++)
+      {
+       struct ElementChangeInfo *change =
+         &element_info[border_element].change_page[j];
+
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+           change->trigger_side & center_side &&
+#if 1
+           IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
+#else
+           change->trigger_element == center_element
+#endif
+           )
+       {
+#if 0
+         printf("::: border_element %d, %d\n", x, y);
+#endif
+
+         CheckElementChangePage(xx, yy, border_element, center_element,
+                                CE_OTHER_IS_TOUCHING, j);
+         break;
+       }
+      }
+    }
+  }
+
+  if (change_center_element)
+  {
+#if 0
+    printf("::: center_element %d, %d\n", x, y);
+#endif
+
+    CheckElementChangePage(x, y, center_element, border_trigger_element,
+                          CE_OTHER_IS_TOUCHING, center_element_change_page);
+  }
+}
+
+void TestIfElementHitsCustomElement(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);
+
+  CheckElementChangeSide(x, y, hitting_element, touched_element,
+                        CE_HITTING_SOMETHING, 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;
+
+      CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
+                            CE_HIT_BY_SOMETHING, opposite_direction);
+
+      if (IS_CUSTOM_ELEMENT(hitting_element) &&
+         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
+      {
+       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[hitting_element].change_page[i];
+
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
+             change->trigger_side & touched_side &&
+         
+#if 1
+             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+             change->trigger_element == touched_element
+#endif
+             )
+         {
+           CheckElementChangePage(x, y, hitting_element, touched_element,
+                                  CE_OTHER_IS_HITTING, i);
+           break;
+         }
+       }
+      }
+
+      if (IS_CUSTOM_ELEMENT(touched_element) &&
+         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
+      {
+       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[touched_element].change_page[i];
+
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
+             change->trigger_side & hitting_side &&
+#if 1
+             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+             change->trigger_element == hitting_element
+#endif
+             )
+         {
+           CheckElementChangePage(hitx, hity, touched_element,
+                                  hitting_element, CE_OTHER_GETS_HIT, i);
+           break;
+         }
+       }
+      }
+    }
+  }
+}
+
+#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);
+
+  CheckElementChangeSide(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;
+
+      CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
+                            CE_SMASHED_BY_SOMETHING, opposite_direction);
+
+      if (IS_CUSTOM_ELEMENT(hitting_element) &&
+         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
+      {
+       for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[hitting_element].change_page[i];
+
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
+             change->trigger_side & touched_side &&
+         
+#if 1
+             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+             change->trigger_element == touched_element
+#endif
+             )
+         {
+           CheckElementChangePage(x, y, hitting_element, touched_element,
+                                  CE_OTHER_IS_SMASHING, i);
+           break;
+         }
+       }
+      }
+
+      if (IS_CUSTOM_ELEMENT(touched_element) &&
+         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+      {
+       for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+       {
+         struct ElementChangeInfo *change =
+           &element_info[touched_element].change_page[i];
+
+         if (change->can_change &&
+             change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
+             change->trigger_side & hitting_side &&
+#if 1
+             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+             change->trigger_element == hitting_element
+#endif
+             )
+         {
+           CheckElementChangePage(hitx, hity, touched_element,
+                                  hitting_element, CE_OTHER_GETS_SMASHED, i);
+           break;
+         }
+       }
+      }
+    }
+  }
 }
+#endif
 
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 {
@@ -5427,7 +9692,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     MV_DOWN
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -5445,11 +9710,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
 #endif
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
     {
       kill_x = test_x;
       kill_y = test_y;
@@ -5465,7 +9730,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 
       if (player->shield_deadly_time_left > 0)
        Bang(kill_x, kill_y);
-      else if (!PLAYER_PROTECTED(good_x, good_y))
+      else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
        KillHero(player);
     }
     else
@@ -5484,6 +9749,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     { +1, 0 },
     { 0, +1 }
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
   static int test_dir[4] =
   {
     MV_UP,
@@ -5495,7 +9767,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   if (bad_element == EL_EXPLOSION)     /* skip just exploding bad things */
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -5509,11 +9781,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_element = Feld[test_x][test_y];
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(bad_element) &&  bad_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
     {
       /* good thing is player or penguin that does not move away */
       if (IS_PLAYER(test_x, test_y))
@@ -5523,6 +9795,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        if (bad_element == EL_ROBOT && player->is_moving)
          continue;     /* robot does not kill player if he is moving */
 
+       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+       {
+         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+           continue;           /* center and border element do not touch */
+       }
+
        kill_x = test_x;
        kill_y = test_y;
        break;
@@ -5542,27 +9820,9 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-#if 0
-      int dir = player->MovDir;
-      int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-      int newy = player->jy + (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       printf("-> %d\n", player->MovDir);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       ;
-#endif
-
       if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
-      else if (!PLAYER_PROTECTED(kill_x, kill_y))
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
        KillHero(player);
     }
     else
@@ -5611,7 +9871,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int x, y, element;
 
@@ -5652,9 +9912,15 @@ void KillHero(struct PlayerInfo *player)
   BuryHero(player);
 }
 
-static void KillHeroUnlessProtected(int x, int y)
+static void KillHeroUnlessEnemyProtected(int x, int y)
+{
+  if (!PLAYER_ENEMY_PROTECTED(x, y))
+    KillHero(PLAYERINFO(x, y));
+}
+
+static void KillHeroUnlessExplosionProtected(int x, int y)
 {
-  if (!PLAYER_PROTECTED(x, y))
+  if (!PLAYER_EXPLOSION_PROTECTED(x, y))
     KillHero(PLAYERINFO(x, y));
 }
 
@@ -5665,8 +9931,12 @@ void BuryHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
-  PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+#if 1
+  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
+  PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
   RemoveHero(player);
@@ -5683,7 +9953,7 @@ void RemoveHero(struct PlayerInfo *player)
   if (!ExplodeField[jx][jy])
     StorePlayer[jx][jy] = 0;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
     if (stored_player[i].active)
       found = TRUE;
 
@@ -5695,10 +9965,12 @@ void RemoveHero(struct PlayerInfo *player)
 }
 
 /*
+  =============================================================================
   checkDiagonalPushing()
   -----------------------------------------------------------------------------
   check if diagonal input device direction results in pushing of object
   (by checking if the alternative direction is walkable, diggable, ...)
+  =============================================================================
 */
 
 static boolean checkDiagonalPushing(struct PlayerInfo *player,
@@ -5721,475 +9993,117 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player,
 }
 
 /*
+  =============================================================================
   DigField()
   -----------------------------------------------------------------------------
   x, y:                        field next to player (non-diagonal) to try to dig to
   real_dx, real_dy:    direction as read from input device (can be diagonal)
+  =============================================================================
 */
 
 int DigField(struct PlayerInfo *player,
-            int x, int y, int real_dx, int real_dy, int mode)
+            int oldx, int oldy, int x, int y,
+            int real_dx, int real_dy, int mode)
 {
-  int jx = player->jx, jy = player->jy;
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_RIGHT,     /* moving left  */
+    CH_SIDE_LEFT,      /* moving right */
+    CH_SIDE_BOTTOM,    /* moving up    */
+    CH_SIDE_TOP,       /* moving down  */
+  };
+#if 0
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+#endif
+  int jx = oldx, jy = oldy;
   int dx = x - jx, dy = y - jy;
+  int nextx = x + dx, nexty = y + dy;
   int move_direction = (dx == -1 ? MV_LEFT :
                        dx == +1 ? MV_RIGHT :
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
+  int opposite_direction = MV_DIR_OPPOSITE(move_direction);
+  int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
+  int old_element = Feld[jx][jy];
   int element;
 
-  if (player->MovPos == 0)
-  {
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
-  }
-
-  if (player->MovPos == 0)
-    player->Pushing = FALSE;
-
-  if (mode == DF_NO_PUSH)
-  {
-    player->Switching = FALSE;
-    player->push_delay = 0;
-
-    return MF_NO_ACTION;
-  }
-
-  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
-    return MF_NO_ACTION;
-
-#if 0
-  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
-#else
-  if (IS_TUBE(Feld[jx][jy]) ||
-      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
-#endif
-  {
-    int i = 0;
-    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
-    int tube_leave_directions[][2] =
-    {
-      { 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 },
-      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
-    };
-
-    while (tube_leave_directions[i][0] != tube_element)
-    {
-      i++;
-      if (tube_leave_directions[i][0] == -1)   /* should not happen */
-       break;
-    }
-
-    if (!(tube_leave_directions[i][1] & move_direction))
-      return MF_NO_ACTION;     /* tube has no opening in this direction */
-  }
-
-  element = Feld[x][y];
-
-#if 1
-  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0))
-    return MF_NO_ACTION;
-#endif
-
-  switch (element)
-  {
-    case EL_EMPTY:
-    case EL_SAND:
-    case EL_INVISIBLE_SAND:
-    case EL_INVISIBLE_SAND_ACTIVE:
-    case EL_TRAP:
-    case EL_SP_BASE:
-    case EL_SP_BUGGY_BASE:
-    case EL_SP_BUGGY_BASE_ACTIVATING:
-      RemoveField(x, y);
-#if 1
-      if (mode != DF_SNAP && element != EL_EMPTY)
-      {
-       GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
-       player->is_digging = TRUE;
-      }
-#endif
-      PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
-      break;
-
-    case EL_EMERALD:
-    case EL_BD_DIAMOND:
-    case EL_EMERALD_YELLOW:
-    case EL_EMERALD_RED:
-    case EL_EMERALD_PURPLE:
-    case EL_DIAMOND:
-    case EL_SP_INFOTRON:
-    case EL_PEARL:
-    case EL_CRYSTAL:
-      RemoveField(x, y);
-#if 1
-      if (mode != DF_SNAP)
-      {
-       GfxElement[x][y] = element;
-       player->is_collecting = TRUE;
-      }
-#endif
-      local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
-                                         element == EL_PEARL ? 5 :
-                                         element == EL_CRYSTAL ? 8 : 1);
-      if (local_player->gems_still_needed < 0)
-       local_player->gems_still_needed = 0;
-      RaiseScoreElement(element);
-      DrawText(DX_EMERALDS, DY_EMERALDS,
-              int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-      break;
-
-    case EL_SPEED_PILL:
-      RemoveField(x, y);
-      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-      PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
-      break;
-
-    case EL_ENVELOPE:
-      Feld[x][y] = EL_EMPTY;
-      PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
-      break;
-
-    case EL_EXTRA_TIME:
-      RemoveField(x, y);
-      if (level.time > 0)
-      {
-       TimeLeft += 10;
-       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
-      }
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
-      break;
-
-    case EL_SHIELD_NORMAL:
-      RemoveField(x, y);
-      player->shield_normal_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
-      break;
-
-    case EL_SHIELD_DEADLY:
-      RemoveField(x, y);
-      player->shield_normal_time_left += 10;
-      player->shield_deadly_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
-      break;
-
-    case EL_DYNAMITE:
-    case EL_SP_DISK_RED:
-      RemoveField(x, y);
-      player->dynamite++;
-      player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
-      RaiseScoreElement(EL_DYNAMITE);
-      DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-              FONT_TEXT_2);
-      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
-      break;
-
-    case EL_DYNABOMB_INCREASE_NUMBER:
-      RemoveField(x, y);
-      player->dynabomb_count++;
-      player->dynabombs_left++;
-      RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
-      break;
-
-    case EL_DYNABOMB_INCREASE_SIZE:
-      RemoveField(x, y);
-      player->dynabomb_size++;
-      RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
-      break;
-
-    case EL_DYNABOMB_INCREASE_POWER:
-      RemoveField(x, y);
-      player->dynabomb_xl = TRUE;
-      RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
-      break;
-
-    case EL_KEY_1:
-    case EL_KEY_2:
-    case EL_KEY_3:
-    case EL_KEY_4:
-    {
-      int key_nr = element - EL_KEY_1;
-      int graphic = el2edimg(element);
-
-      RemoveField(x, y);
-      player->key[key_nr] = TRUE;
-      RaiseScoreElement(element);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
-      break;
-    }
-
-    case EL_EM_KEY_1:
-    case EL_EM_KEY_2:
-    case EL_EM_KEY_3:
-    case EL_EM_KEY_4:
-    {
-      int key_nr = element - EL_EM_KEY_1;
-      int graphic = el2edimg(EL_KEY_1 + key_nr);
-
-      RemoveField(x, y);
-      player->key[key_nr] = TRUE;
-      RaiseScoreElement(element);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        graphic);
-      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
-      break;
-    }
-
-    case EL_ROBOT_WHEEL:
-      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-      ZX = x;
-      ZY = y;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
-      return MF_ACTION;
-      break;
-
-    case EL_SP_TERMINAL:
-      {
-       int xx, yy;
-
-       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-
-       for (yy=0; yy<lev_fieldy; yy++)
-       {
-         for (xx=0; xx<lev_fieldx; xx++)
-         {
-           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
-             Bang(xx, yy);
-           else if (Feld[xx][yy] == EL_SP_TERMINAL)
-             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
-         }
-       }
-
-       return MF_ACTION;
-      }
-      break;
-
-    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleBeltSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_SWITCHGATE_SWITCH_UP:
-    case EL_SWITCHGATE_SWITCH_DOWN:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_LIGHT_SWITCH:
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleLightSwitch(x, y);
-       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
-                      SND_LIGHT_SWITCH_ACTIVATING :
-                      SND_LIGHT_SWITCH_DEACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_TIMEGATE_SWITCH:
-      ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
-
-    case EL_BALLOON_SWITCH_LEFT:
-    case EL_BALLOON_SWITCH_RIGHT:
-    case EL_BALLOON_SWITCH_UP:
-    case EL_BALLOON_SWITCH_DOWN:
-    case EL_BALLOON_SWITCH_ANY:
-      if (element == EL_BALLOON_SWITCH_ANY)
-       game.balloon_dir = move_direction;
-      else
-       game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
-                           element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
-                           element == EL_BALLOON_SWITCH_UP    ? MV_UP :
-                           element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
-                           MV_NO_MOVING);
-      PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
-
-      /* the following elements cannot be pushed by "snapping" */
-    case EL_ROCK:
-    case EL_BOMB:
-    case EL_DX_SUPABOMB:
-    case EL_NUT:
-    case EL_TIME_ORB_EMPTY:
-    case EL_SP_ZONK:
-    case EL_SP_DISK_ORANGE:
-    case EL_SPRING:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
-
-      /* no "break" -- fall through to next case */
-
-      /* the following elements can be pushed by "snapping" */
-    case EL_BD_ROCK:
-      if (dy)
-       return MF_NO_ACTION;
-
-      player->Pushing = TRUE;
-
-#if 0
-      if (element == EL_ROCK)
-       printf("::: wanna push [%d] [%d]\n",
-              FrameCounter, player->push_delay_value);
-#endif
-
-      if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
-       return MF_NO_ACTION;
-
-      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-       return MF_NO_ACTION;
-
-      if (player->push_delay == 0)
-       player->push_delay = FrameCounter;
-#if 0
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing &&
-         element != EL_SPRING)
-       return MF_NO_ACTION;
-#else
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-         element != EL_SPRING)
-       return MF_NO_ACTION;
-#endif
-
-      if (mode == DF_SNAP)
-      {
-       InitMovingField(x, y, move_direction);
-       ContinueMoving(x, y);
-      }
-      else
-      {
-       RemoveField(x, y);
-       Feld[x + dx][y + dy] = element;
-      }
-
-      if (element == EL_SPRING)
-      {
-       Feld[x + dx][y + dy] = EL_SPRING;
-       MovDir[x + dx][y + dy] = move_direction;
-      }
-
-      player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
+  if (player->MovPos == 0)
+  {
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
 
-      DrawLevelField(x + dx, y + dy);
-      PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-      break;
+  if (player->MovPos == 0)     /* last pushing move finished */
+    player->is_pushing = FALSE;
 
-    case EL_GATE_1:
-    case EL_GATE_2:
-    case EL_GATE_3:
-    case EL_GATE_4:
-      if (!player->key[element - EL_GATE_1])
-       return MF_NO_ACTION;
-      break;
+  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
+  {
+    player->is_switching = FALSE;
+    player->push_delay = 0;
 
-    case EL_GATE_1_GRAY:
-    case EL_GATE_2_GRAY:
-    case EL_GATE_3_GRAY:
-    case EL_GATE_4_GRAY:
-      if (!player->key[element - EL_GATE_1_GRAY])
-       return MF_NO_ACTION;
-      break;
+    return MF_NO_ACTION;
+  }
 
-    case EL_EM_GATE_1:
-    case EL_EM_GATE_2:
-    case EL_EM_GATE_3:
-    case EL_EM_GATE_4:
-      if (!player->key[element - EL_EM_GATE_1])
-       return MF_NO_ACTION;
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+    return MF_NO_ACTION;
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+#if 0
 
-      PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
-      break;
+#if 0
+  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+  if (IS_TUBE(Feld[jx][jy]) ||
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
+#endif
+  {
+    int i = 0;
+    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
+    int tube_leave_directions[][2] =
+    {
+      { 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 },
+      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+    };
 
-    case EL_EM_GATE_1_GRAY:
-    case EL_EM_GATE_2_GRAY:
-    case EL_EM_GATE_3_GRAY:
-    case EL_EM_GATE_4_GRAY:
-      if (!player->key[element - EL_EM_GATE_1_GRAY])
-       return MF_NO_ACTION;
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+    while (tube_leave_directions[i][0] != tube_element)
+    {
+      i++;
+      if (tube_leave_directions[i][0] == -1)   /* should not happen */
+       break;
+    }
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+    if (!(tube_leave_directions[i][1] & move_direction))
+      return MF_NO_ACTION;     /* tube has no opening in this direction */
+  }
 
-#if 1
-      PlaySoundLevelAction(x, y, ACTION_PASSING);
 #else
-      PlaySoundLevel(x, y, SND_GATE_PASSING);
+
+  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+    old_element = Back[jx][jy];
+
 #endif
-      break;
 
-    case EL_SWITCHGATE_OPEN:
-    case EL_TIMEGATE_OPEN:
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+  if (IS_WALKABLE(old_element) &&
+      !(element_info[old_element].access_direction & move_direction))
+    return MF_NO_ACTION;       /* field has no opening in this direction */
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+  element = Feld[x][y];
 
-      PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
-      break;
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
+    return MF_NO_ACTION;
 
+  switch (element)
+  {
     case EL_SP_PORT_LEFT:
     case EL_SP_PORT_RIGHT:
     case EL_SP_PORT_UP:
@@ -6201,6 +10115,10 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_GRAVITY_PORT_RIGHT:
     case EL_SP_GRAVITY_PORT_UP:
     case EL_SP_GRAVITY_PORT_DOWN:
+#if 1
+      if (!canEnterSupaplexPort(x, y, dx, dy))
+       return MF_NO_ACTION;
+#else
       if ((dx == -1 &&
           element != EL_SP_PORT_LEFT &&
           element != EL_SP_GRAVITY_PORT_LEFT &&
@@ -6221,17 +10139,40 @@ int DigField(struct PlayerInfo *player,
           element != EL_SP_GRAVITY_PORT_DOWN &&
           element != EL_SP_PORT_VERTICAL &&
           element != EL_SP_PORT_ANY) ||
-         !IN_LEV_FIELD(x + dx, y + dy) ||
-         !IS_FREE(x + dx, y + dy))
+         !IN_LEV_FIELD(nextx, nexty) ||
+         !IS_FREE(nextx, nexty))
        return MF_NO_ACTION;
+#endif
+
+      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;
 
       /* automatically move to the next field with double speed */
       player->programmed_action = move_direction;
+#if 1
+      if (player->move_delay_reset_counter == 0)
+      {
+       player->move_delay_reset_counter = 2;   /* two double speed steps */
+
+       DOUBLE_PLAYER_SPEED(player);
+      }
+#else
+      player->move_delay_reset_counter = 2;
+
       DOUBLE_PLAYER_SPEED(player);
+#endif
+
+#if 0
+      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+#endif
 
-      PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
+      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
 
+#if 0
     case EL_TUBE_ANY:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
@@ -6271,217 +10212,485 @@ int DigField(struct PlayerInfo *player,
        if (!(tube_enter_directions[i][1] & move_direction))
          return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-       PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
+       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
       }
       break;
+#endif
 
-    case EL_EXIT_CLOSED:
-    case EL_SP_EXIT_CLOSED:
-    case EL_EXIT_OPENING:
-      return MF_NO_ACTION;
-      break;
+    default:
 
-    case EL_EXIT_OPEN:
-    case EL_SP_EXIT_OPEN:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
+      if (IS_WALKABLE(element))
+      {
+       int sound_action = ACTION_WALKING;
 
-      if (element == EL_EXIT_OPEN)
-       PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
-      else
-       PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
+       if (!(element_info[element].access_direction & opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
 
-      break;
+       if (element >= EL_GATE_1 && element <= EL_GATE_4)
+       {
+         if (!player->key[element - EL_GATE_1])
+           return MF_NO_ACTION;
+       }
+       else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+       {
+         if (!player->key[element - EL_GATE_1_GRAY])
+           return MF_NO_ACTION;
+       }
+       else if (element == EL_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPENING)
+       {
+         sound_action = ACTION_PASSING;        /* player is passing exit */
+       }
+       else if (element == EL_EMPTY)
+       {
+         sound_action = ACTION_MOVING;         /* nothing to walk on */
+       }
 
-    case EL_LAMP:
-      Feld[x][y] = EL_LAMP_ACTIVE;
-      local_player->lights_still_needed--;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
-      return MF_ACTION;
-      break;
+       /* play sound from background or player, whatever is available */
+       if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+         PlayLevelSoundElementAction(x, y, element, sound_action);
+       else
+         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
 
-    case EL_TIME_ORB_FULL:
-      Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
-      DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-      return MF_ACTION;
-      break;
+       break;
+      }
+      else if (IS_PASSABLE(element))
+      {
+       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+         return MF_NO_ACTION;
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      break;
+       if (IS_CUSTOM_ELEMENT(element) &&
+           !(element_info[element].access_direction & opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
 
-    case EL_SOKOBAN_OBJECT:
-    case EL_SOKOBAN_FIELD_FULL:
-    case EL_SATELLITE:
-    case EL_SP_DISK_YELLOW:
-    case EL_BALLOON:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
+#if 1
+       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
+         return MF_NO_ACTION;
+#endif
 
-      player->Pushing = TRUE;
+       if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+       {
+         if (!player->key[element - EL_EM_GATE_1])
+           return MF_NO_ACTION;
+       }
+       else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+       {
+         if (!player->key[element - EL_EM_GATE_1_GRAY])
+           return MF_NO_ACTION;
+       }
 
-      if (!IN_LEV_FIELD(x+dx, y+dy)
-         || (!IS_FREE(x+dx, y+dy)
-             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
-                 || !IS_SB_ELEMENT(element))))
-       return MF_NO_ACTION;
+       /* automatically move to the next field with double speed */
+       player->programmed_action = move_direction;
+#if 1
+       if (player->move_delay_reset_counter == 0)
+       {
+         player->move_delay_reset_counter = 2; /* two double speed steps */
 
-      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-       return MF_NO_ACTION;
+         DOUBLE_PLAYER_SPEED(player);
+       }
+#else
+       player->move_delay_reset_counter = 2;
 
-      if (player->push_delay == 0)
-       player->push_delay = FrameCounter;
-#if 0
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing && element != EL_BALLOON)
-       return MF_NO_ACTION;
+       DOUBLE_PLAYER_SPEED(player);
+#endif
+
+       PlayLevelSoundAction(x, y, ACTION_PASSING);
+
+       break;
+      }
+      else if (IS_DIGGABLE(element))
+      {
+       RemoveField(x, y);
+
+       if (mode != DF_SNAP)
+       {
+#if 1
+         GfxElement[x][y] = GFX_ELEMENT(element);
 #else
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-         element != EL_BALLOON)
-       return MF_NO_ACTION;
+         GfxElement[x][y] =
+           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
+         player->is_digging = TRUE;
+       }
+
+       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+
+       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
+                                         player->index_bit, dig_side);
+
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
 #endif
 
-      if (IS_SB_ELEMENT(element))
+       break;
+      }
+      else if (IS_COLLECTIBLE(element))
       {
-       if (element == EL_SOKOBAN_FIELD_FULL)
+       RemoveField(x, y);
+
+       if (mode != DF_SNAP)
+       {
+         GfxElement[x][y] = element;
+         player->is_collecting = TRUE;
+       }
+
+       if (element == EL_SPEED_PILL)
+         player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+       else if (element == EL_EXTRA_TIME && level.time > 0)
        {
-         Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-         local_player->sokobanfields_still_needed++;
+         TimeLeft += 10;
+         DrawGameValue_Time(TimeLeft);
        }
-       else
-         RemoveField(x, y);
+       else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+       {
+         player->shield_normal_time_left += 10;
+         if (element == EL_SHIELD_DEADLY)
+           player->shield_deadly_time_left += 10;
+       }
+       else if (element == EL_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);
+       }
+       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+       {
+         player->dynabomb_count++;
+         player->dynabombs_left++;
+       }
+       else if (element == EL_DYNABOMB_INCREASE_SIZE)
+       {
+         player->dynabomb_size++;
+       }
+       else if (element == EL_DYNABOMB_INCREASE_POWER)
+       {
+         player->dynabomb_xl = TRUE;
+       }
+       else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+                (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+       {
+         int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+                       element - EL_KEY_1 : element - EL_EM_KEY_1);
 
-       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
+         player->key[key_nr] = TRUE;
+
+         DrawGameValue_Keys(player);
+
+         redraw_mask |= REDRAW_DOOR_1;
+       }
+       else if (IS_ENVELOPE(element))
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
-         local_player->sokobanfields_still_needed--;
-         if (element == EL_SOKOBAN_OBJECT)
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
+         player->show_envelope = element;
 #else
-           PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
+         ShowEnvelope(element - EL_ENVELOPE_1);
 #endif
+       }
+       else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+       {
+         int i;
+
+         if (element_info[element].collect_count == 0)
+           player->inventory_infinite_element = element;
          else
-#if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
-#else
-           PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
-#endif
+           for (i = 0; i < element_info[element].collect_count; i++)
+             if (player->inventory_size < MAX_INVENTORY_SIZE)
+               player->inventory_element[player->inventory_size++] = element;
+
+         DrawGameValue_Dynamite(local_player->inventory_size);
        }
-       else
+       else if (element_info[element].collect_count > 0)
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
-         if (element == EL_SOKOBAN_FIELD_FULL)
+         local_player->gems_still_needed -=
+           element_info[element].collect_count;
+         if (local_player->gems_still_needed < 0)
+           local_player->gems_still_needed = 0;
+
+         DrawGameValue_Emeralds(local_player->gems_still_needed);
+       }
+
+       RaiseScoreElement(element);
+       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+
+       CheckTriggeredElementChangePlayer(x, y, element,
+                                         CE_OTHER_GETS_COLLECTED,
+                                         player->index_bit, dig_side);
+
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
+
+       break;
+      }
+      else if (IS_PUSHABLE(element))
+      {
+       if (mode == DF_SNAP && element != EL_BD_ROCK)
+         return MF_NO_ACTION;
+
+       if (CAN_FALL(element) && dy)
+         return MF_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;
+
+#if 1
+       if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+           ((move_direction & MV_VERTICAL &&
+             ((element_info[element].move_pattern & MV_LEFT &&
+               IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+              (element_info[element].move_pattern & MV_RIGHT &&
+               IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+            (move_direction & MV_HORIZONTAL &&
+             ((element_info[element].move_pattern & MV_UP &&
+               IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+              (element_info[element].move_pattern & MV_DOWN &&
+               IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+         return MF_NO_ACTION;
+#endif
+
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
+       /* do not push elements already moving away faster than player */
+       if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
+           ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
+         return MF_NO_ACTION;
 #else
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
+       if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+         return MF_NO_ACTION;
 #endif
-         else
+
 #if 1
-           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       {
+         if (player->push_delay_value == -1)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+       else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+       {
+         if (!player->is_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+
+       /*
+       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+            !player_is_pushing))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       */
 #else
-           PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+       if (!player->is_pushing &&
+           game.engine_version >= VERSION_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+       printf("::: push delay: %ld [%d, %d] [%d]\n",
+              player->push_delay_value, FrameCounter, game.engine_version,
+              player->is_pushing);
 #endif
+
+       player->is_pushing = TRUE;
+
+       if (!(IN_LEV_FIELD(nextx, nexty) &&
+             (IS_FREE(nextx, nexty) ||
+              (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+               IS_SB_ELEMENT(element)))))
+         return MF_NO_ACTION;
+
+       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+         return MF_NO_ACTION;
+
+       if (player->push_delay == 0)    /* new pushing; restart delay */
+         player->push_delay = FrameCounter;
+
+       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
+       {
+         /* make sure that there is no move delay before next try to push */
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
+         return MF_NO_ACTION;
        }
-      }
-      else
-      {
-       RemoveField(x, y);
-       Feld[x+dx][y+dy] = element;
-       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
-      }
 
-      player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
+#if 0
+       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
+
+       if (IS_SB_ELEMENT(element))
+       {
+         if (element == EL_SOKOBAN_FIELD_FULL)
+         {
+           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed++;
+         }
+
+         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+         {
+           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed--;
+         }
+
+         Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-      DrawLevelField(x, y);
-      DrawLevelField(x + dx, y + dy);
+         if (Back[x][y] == Back[nextx][nexty])
+           PlayLevelSoundAction(x, y, ACTION_PUSHING);
+         else if (Back[x][y] != 0)
+           PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+                                       ACTION_EMPTYING);
+         else
+           PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+                                       ACTION_FILLING);
 
-      if (IS_SB_ELEMENT(element) &&
-         local_player->sokobanfields_still_needed == 0 &&
-         game.emulation == EMU_SOKOBAN)
-      {
-       player->LevelSolved = player->GameOver = TRUE;
-       PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
-      }
+         if (local_player->sokobanfields_still_needed == 0 &&
+             game.emulation == EMU_SOKOBAN)
+         {
+           player->LevelSolved = player->GameOver = TRUE;
+           PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+         }
+       }
+       else
+         PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-      break;
+       InitMovingField(x, y, move_direction);
+       GfxAction[x][y] = ACTION_PUSHING;
 
-    case EL_PENGUIN:
-    case EL_PIG:
-    case EL_DRAGON:
-      break;
+       if (mode == DF_SNAP)
+         ContinueMoving(x, y);
+       else
+         MovPos[x][y] = (dx != 0 ? dx : dy);
 
-    default:
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][nexty] = TRUE;
 
-      if (IS_WALKABLE(element))
-      {
-       break;
-      }
-      else if (IS_DIGGABLE(element))
-      {
-       RemoveField(x, y);
-#if 1
-       if (mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_digging = TRUE;
-       }
-#endif
-       PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+       if (game.engine_version < VERSION_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       else
+         player->push_delay_value = -1;        /* get new value later */
 
-       break;
-      }
-      else if (IS_COLLECTIBLE(element))
-      {
-       RemoveField(x, y);
-#if 1
-       if (mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_collecting = TRUE;
-       }
-#endif
-       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
+                                         player->index_bit, dig_side);
+       CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                player->index_bit, dig_side);
 
        break;
       }
-      else if (IS_PUSHABLE(element))
+      else if (IS_SWITCHABLE(element))
       {
-       if (mode == DF_SNAP)
-         return MF_NO_ACTION;
+       if (PLAYER_SWITCHING(player, x, y))
+         return MF_ACTION;
 
-       if (CAN_FALL(element) && dy)
-         return MF_NO_ACTION;
+       player->is_switching = TRUE;
+       player->switch_x = x;
+       player->switch_y = y;
 
-       player->Pushing = TRUE;
+       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
 
-       if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
-         return MF_NO_ACTION;
+       if (element == EL_ROBOT_WHEEL)
+       {
+         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+         ZX = x;
+         ZY = y;
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_SP_TERMINAL)
+       {
+         int xx, yy;
 
-       if (player->push_delay == 0)
-         player->push_delay = FrameCounter;
+         for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+         {
+           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+             Bang(xx, yy);
+           else if (Feld[xx][yy] == EL_SP_TERMINAL)
+             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+         }
+       }
+       else if (IS_BELT_SWITCH(element))
+       {
+         ToggleBeltSwitch(x, y);
+       }
+       else if (element == EL_SWITCHGATE_SWITCH_UP ||
+                element == EL_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y);
+       }
+       else if (element == EL_LIGHT_SWITCH ||
+                element == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y);
 
-       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-           !(tape.playing && tape.file_version < FILE_VERSION_2_0))
-         return MF_NO_ACTION;
+#if 0
+         PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
+                        SND_LIGHT_SWITCH_ACTIVATING :
+                        SND_LIGHT_SWITCH_DEACTIVATING);
+#endif
+       }
+       else if (element == EL_TIMEGATE_SWITCH)
+       {
+         ActivateTimegateSwitch(x, y);
+       }
+       else if (element == EL_BALLOON_SWITCH_LEFT ||
+                element == EL_BALLOON_SWITCH_RIGHT ||
+                element == EL_BALLOON_SWITCH_UP ||
+                element == EL_BALLOON_SWITCH_DOWN ||
+                element == EL_BALLOON_SWITCH_ANY)
+       {
+         if (element == EL_BALLOON_SWITCH_ANY)
+           game.balloon_dir = move_direction;
+         else
+           game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
+                               element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                               element == EL_BALLOON_SWITCH_UP    ? MV_UP :
+                               element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
+                               MV_NO_MOVING);
+       }
+       else if (element == EL_LAMP)
+       {
+         Feld[x][y] = EL_LAMP_ACTIVE;
+         local_player->lights_still_needed--;
 
-       RemoveField(x, y);
-       Feld[x + dx][y + dy] = element;
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_TIME_ORB_FULL)
+       {
+         Feld[x][y] = EL_TIME_ORB_EMPTY;
+         TimeLeft += 10;
+         DrawGameValue_Time(TimeLeft);
 
-       player->push_delay_value = 2 + RND(8);
+         DrawLevelField(x, y);
 
-       DrawLevelField(x + dx, y + dy);
-       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+#if 0
+         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+       }
 
-       break;
+       return MF_ACTION;
+      }
+      else
+      {
+       if (!PLAYER_SWITCHING(player, x, y))
+       {
+         player->is_switching = TRUE;
+         player->switch_x = x;
+         player->switch_y = y;
+
+         CheckTriggeredElementChangePlayer(x, y, element,
+                                           CE_OTHER_IS_SWITCHING,
+                                           player->index_bit, dig_side);
+         CheckElementChangePlayer(x, y, element, CE_SWITCHED,
+                                  player->index_bit, dig_side);
+       }
+
+       CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
+                                         player->index_bit, dig_side);
+       CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                                player->index_bit, dig_side);
       }
 
       return MF_NO_ACTION;
@@ -6499,9 +10708,18 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
+  int snap_direction = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       dy == -1 ? MV_UP :
+                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+#if 0
+  if (player->MovPos)
+    return FALSE;
+#else
+  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
+#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -6512,12 +10730,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   if (!dx && !dy)
   {
     if (player->MovPos == 0)
-      player->Pushing = FALSE;
+      player->is_pushing = FALSE;
 
-    player->snapped = FALSE;
+    player->is_snapping = FALSE;
 
     if (player->MovPos == 0)
     {
+      player->is_moving = FALSE;
       player->is_digging = FALSE;
       player->is_collecting = FALSE;
     }
@@ -6525,20 +10744,35 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
   }
 
-  if (player->snapped)
+  if (player->is_snapping)
     return FALSE;
 
-  player->MovDir = (dx < 0 ? MV_LEFT :
-                   dx > 0 ? MV_RIGHT :
-                   dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+  player->MovDir = snap_direction;
+
+#if 1
+  if (player->MovPos == 0)
+#endif
+  {
+    player->is_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
 
-  if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+  player->is_dropping = FALSE;
+
+  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
-  player->snapped = TRUE;
-  player->is_digging = FALSE;
-  player->is_collecting = FALSE;
+  player->is_snapping = TRUE;
+
+#if 1
+  if (player->MovPos == 0)
+#endif
+  {
+    player->is_moving = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
 
   DrawLevelField(x, y);
   BackToFront();
@@ -6546,73 +10780,192 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   return TRUE;
 }
 
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
 {
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_LEFT,      /* dropping left  */
+    CH_SIDE_RIGHT,     /* dropping right */
+    CH_SIDE_TOP,       /* dropping up    */
+    CH_SIDE_BOTTOM,    /* dropping down  */
+  };
   int jx = player->jx, jy = player->jy;
-  int element;
-
-  if (!player->active || player->MovPos)
+  int drop_direction = player->MovDir;
+  int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
+  int old_element = Feld[jx][jy];
+  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 new_element = drop_element;      /* default: element does not change */
+
+  /* check if player is active, not moving and ready to drop */
+  if (!player->active || player->MovPos || player->drop_delay > 0)
     return FALSE;
 
-  element = Feld[jx][jy];
-
-  if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
-      IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+  /* check if player has anything that can be dropped */
+#if 1
+  if (new_element == EL_UNDEFINED)
     return FALSE;
-
-#if 0
-  if (element != EL_EMPTY)
+#else
+  if (player->inventory_size == 0 &&
+      player->inventory_infinite_element == EL_UNDEFINED &&
+      player->dynabombs_left == 0)
     return FALSE;
 #endif
 
-  if (element != EL_EMPTY)
-  {
-#if 0
-    Store[jx][jy] = element;
+  /* check if anything can be dropped at the current position */
+  if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
+    return FALSE;
+
+  /* collected custom elements can only be dropped on empty fields */
+#if 1
+  if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
+    return FALSE;
 #else
-    Back[jx][jy] = element;
+  if (player->inventory_size > 0 &&
+      IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+      && old_element != EL_EMPTY)
+    return FALSE;
 #endif
-  }
 
-  MovDelay[jx][jy] = 96;
+  if (old_element != EL_EMPTY)
+    Back[jx][jy] = old_element;                /* store old element on this field */
 
   ResetGfxAnimation(jx, jy);
   ResetRandomAnimationValue(jx, jy);
 
-  if (player->dynamite)
+  if (player->inventory_size > 0 ||
+      player->inventory_infinite_element != EL_UNDEFINED)
   {
-    Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
-                   EL_DYNAMITE_ACTIVE);
-    player->dynamite--;
+    if (player->inventory_size > 0)
+    {
+      player->inventory_size--;
+
+#if 0
+      new_element = player->inventory_element[player->inventory_size];
+#endif
+
+      DrawGameValue_Dynamite(local_player->inventory_size);
+
+      if (new_element == EL_DYNAMITE)
+       new_element = EL_DYNAMITE_ACTIVE;
+      else if (new_element == EL_SP_DISK_RED)
+       new_element = EL_SP_DISK_RED_ACTIVE;
+    }
+
+    Feld[jx][jy] = new_element;
 
-    DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-            FONT_TEXT_2);
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-    {
-#if 1
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
-#else
-      if (game.emulation == EMU_SUPAPLEX)
-       DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
-      else
-       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
+
+    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+
+#if 1
+    /* needed if previous element just changed to "empty" in the last frame */
+    Changed[jx][jy] = 0;               /* allow another change */
 #endif
-    }
 
-    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+    CheckTriggeredElementChangePlayer(jx, jy, new_element,
+                                     CE_OTHER_GETS_DROPPED,
+                                     player->index_bit, drop_side);
+    CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
+                            player->index_bit, drop_side);
+
+    TestIfElementTouchesCustomElement(jx, jy);
   }
-  else
+  else         /* player is dropping a dyna bomb */
   {
-    Feld[jx][jy] =
-      EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
     player->dynabombs_left--;
 
+#if 0
+    new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
+#endif
+
+    Feld[jx][jy] = new_element;
+
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+  }
+
+
+
+#if 1
+
+  if (Feld[jx][jy] == new_element)     /* uninitialized unless CE change */
+  {
+#if 1
+    InitField_WithBug1(jx, jy, FALSE);
+#else
+    InitField(jx, jy, FALSE);
+    if (CAN_MOVE(Feld[jx][jy]))
+      InitMovDir(jx, jy);
+#endif
+  }
+
+  new_element = Feld[jx][jy];          /* element might have changed */
+
+  if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
+      element_info[new_element].move_pattern == MV_WHEN_DROPPED)
+  {
+#if 0
+    int move_stepsize = element_info[new_element].move_stepsize;
+#endif
+    int direction, dx, dy, nextx, nexty;
+
+    if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
+      MovDir[jx][jy] = player->MovDir;
+
+    direction = MovDir[jx][jy];
+    dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+    dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+    nextx = jx + dx;
+    nexty = jy + dy;
+
+    if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
+    {
+#if 0
+      WasJustMoving[jx][jy] = 3;
+#else
+      InitMovingField(jx, jy, direction);
+      ContinueMoving(jx, jy);
+#endif
+    }
+    else
+    {
+      Changed[jx][jy] = 0;             /* allow another change */
+
+#if 1
+      TestIfElementHitsCustomElement(jx, jy, direction);
+#else
+      CheckElementChangeSide(jx, jy, new_element, touched_element,
+                            CE_HITTING_SOMETHING, direction);
+#endif
+    }
+
+#if 0
+    player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
   }
 
+#if 0
+  player->drop_delay = 8 + 8 + 8;
+#endif
+
+#if 1
+  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+#endif
+
+#endif
+
+  player->is_dropping = TRUE;
+
+
   return TRUE;
 }
 
@@ -6623,21 +10976,18 @@ boolean PlaceBomb(struct PlayerInfo *player)
 static int *loop_sound_frame = NULL;
 static int *loop_sound_volume = NULL;
 
-void InitPlaySoundLevel()
+void InitPlayLevelSound()
 {
   int num_sounds = getSoundListSize();
 
-  if (loop_sound_frame != NULL)
-    free(loop_sound_frame);
+  checked_free(loop_sound_frame);
+  checked_free(loop_sound_volume);
 
-  if (loop_sound_volume != NULL)
-    free(loop_sound_volume);
-
-  loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
 }
 
-static void PlaySoundLevel(int x, int y, int nr)
+static void PlayLevelSound(int x, int y, int nr)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
@@ -6682,48 +11032,66 @@ static void PlaySoundLevel(int x, int y, int nr)
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-static void PlaySoundLevelNearest(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
 {
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+  PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
                 x > LEVELX(BX2) ? LEVELX(BX2) : x,
                 y < LEVELY(BY1) ? LEVELY(BY1) :
                 y > LEVELY(BY2) ? LEVELY(BY2) : y,
                 sound_action);
 }
 
-static void PlaySoundLevelAction(int x, int y, int action)
+static void PlayLevelSoundAction(int x, int y, int action)
 {
-  PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
 }
 
-static void PlaySoundLevelElementAction(int x, int y, int element, int action)
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 {
   int sound_effect = element_info[element].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
-    PlaySoundLevel(x, y, sound_effect);
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+                                             int action)
+{
+  int sound_effect = element_info[element].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
 }
 
-static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
   int sound_effect = element_info[Feld[x][y]].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    PlaySoundLevel(x, y, sound_effect);
+    PlayLevelSound(x, y, sound_effect);
 }
 
-static void StopSoundLevelActionIfLoop(int x, int y, int action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
 {
   int sound_effect = element_info[Feld[x][y]].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
-    StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+    StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+  if (levelset.music[level_nr] != MUS_UNDEFINED)
+    PlayMusic(levelset.music[level_nr]);       /* from config file */
+  else
+    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
 }
 
 void RaiseScore(int value)
 {
   local_player->score += value;
-  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
+
+  DrawGameValue_Score(local_player->score);
 }
 
 void RaiseScoreElement(int element)
@@ -6735,17 +11103,26 @@ void RaiseScoreElement(int element)
     case EL_EMERALD_YELLOW:
     case EL_EMERALD_RED:
     case EL_EMERALD_PURPLE:
+    case EL_SP_INFOTRON:
       RaiseScore(level.score[SC_EMERALD]);
       break;
     case EL_DIAMOND:
       RaiseScore(level.score[SC_DIAMOND]);
       break;
+    case EL_CRYSTAL:
+      RaiseScore(level.score[SC_CRYSTAL]);
+      break;
+    case EL_PEARL:
+      RaiseScore(level.score[SC_PEARL]);
+      break;
     case EL_BUG:
     case EL_BD_BUTTERFLY:
+    case EL_SP_ELECTRON:
       RaiseScore(level.score[SC_BUG]);
       break;
     case EL_SPACESHIP:
     case EL_BD_FIREFLY:
+    case EL_SP_SNIKSNAK:
       RaiseScore(level.score[SC_SPACESHIP]);
       break;
     case EL_YAMYAM:
@@ -6762,8 +11139,19 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
+    case EL_SP_DISK_RED:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
       RaiseScore(level.score[SC_DYNAMITE]);
       break;
+    case EL_SHIELD_NORMAL:
+    case EL_SHIELD_DEADLY:
+      RaiseScore(level.score[SC_SHIELD]);
+      break;
+    case EL_EXTRA_TIME:
+      RaiseScore(level.score[SC_TIME_BONUS]);
+      break;
     case EL_KEY_1:
     case EL_KEY_2:
     case EL_KEY_3:
@@ -6771,6 +11159,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
+      RaiseScore(element_info[element].collect_score);
       break;
   }
 }
@@ -6795,7 +11184,19 @@ void RequestQuitGame(boolean ask_if_really_quit)
   }
   else
   {
+
+#if 1
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOff(TRUE);
+#endif
+
     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+#if 1
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOn();
+#endif
+
   }
 }
 
@@ -6860,7 +11261,7 @@ void CreateGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
     Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
@@ -6926,7 +11327,7 @@ void FreeGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     FreeGadget(game_gadget[i]);
 }
 
@@ -6934,7 +11335,7 @@ static void MapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     MapGadget(game_gadget[i]);
 }
 
@@ -6942,7 +11343,7 @@ void UnmapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     UnmapGadget(game_gadget[i]);
 }
 
@@ -6997,7 +11398,10 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.music_available)
       { 
        setup.sound = setup.sound_music = TRUE;
-       PlayMusic(level_nr);
+
+       SetAudioMode(setup.sound);
+
+       PlayLevelMusic();
       }
       break;
 
@@ -7005,14 +11409,20 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       if (setup.sound_loops)
        setup.sound_loops = FALSE;
       else if (audio.loops_available)
+      {
        setup.sound = setup.sound_loops = TRUE;
+       SetAudioMode(setup.sound);
+      }
       break;
 
     case SOUND_CTRL_ID_SIMPLE:
       if (setup.sound_simple)
        setup.sound_simple = FALSE;
       else if (audio.sound_available)
+      {
        setup.sound = setup.sound_simple = TRUE;
+       SetAudioMode(setup.sound);
+      }
       break;
 
     default: