rnd-20021023-1-src
[rocksndiamonds.git] / src / game.c
index b799fab19bbc4bc5ce50e67ca98a26fcac85c8a0..332da783035d540ce04ec1552087f136b78c67e3 100644 (file)
@@ -229,21 +229,28 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int getBeltNrFromElement(int element)
+static int getBeltNrFromBeltElement(int element)
 {
   return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
          element < EL_CONVEYOR_BELT3_LEFT ? 1 :
          element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
 }
 
-static int getBeltNrFromSwitchElement(int element)
+static int getBeltNrFromBeltActiveElement(int element)
+{
+  return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
+         element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
+         element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
+}
+
+static int getBeltNrFromBeltSwitchElement(int element)
 {
   return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
          element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
          element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
 }
 
-static int getBeltDirNrFromSwitchElement(int element)
+static int getBeltDirNrFromBeltSwitchElement(int element)
 {
   static int belt_base_element[4] =
   {
@@ -253,13 +260,13 @@ static int getBeltDirNrFromSwitchElement(int element)
     EL_CONVEYOR_BELT4_SWITCH_LEFT
   };
 
-  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
   int belt_dir_nr = element - belt_base_element[belt_nr];
 
   return (belt_dir_nr % 3);
 }
 
-static int getBeltDirFromSwitchElement(int element)
+static int getBeltDirFromBeltSwitchElement(int element)
 {
   static int belt_move_dir[3] =
   {
@@ -268,7 +275,7 @@ static int getBeltDirFromSwitchElement(int element)
     MV_RIGHT
   };
 
-  int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
 
   return belt_move_dir[belt_dir_nr];
 }
@@ -287,10 +294,6 @@ static void InitField(int x, int y, boolean init_game)
        }
       }
       /* no break! */
-    case EL_PLAYER:
-      if (init_game)
-       Feld[x][y] = EL_PLAYER1;
-      /* no break! */
     case EL_PLAYER1:
     case EL_PLAYER2:
     case EL_PLAYER3:
@@ -350,16 +353,16 @@ static void InitField(int x, int y, boolean init_game)
     case EL_SPACESHIP_LEFT:
     case EL_SPACESHIP_DOWN:
     case EL_SPACESHIP:
-    case EL_BUTTERFLY_RIGHT:
-    case EL_BUTTERFLY_UP:
-    case EL_BUTTERFLY_LEFT:
-    case EL_BUTTERFLY_DOWN:
-    case EL_BUTTERFLY:
-    case EL_FIREFLY_RIGHT:
-    case EL_FIREFLY_UP:
-    case EL_FIREFLY_LEFT:
-    case EL_FIREFLY_DOWN:
-    case EL_FIREFLY:
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+    case EL_BD_FIREFLY:
     case EL_PACMAN_RIGHT:
     case EL_PACMAN_UP:
     case EL_PACMAN_LEFT:
@@ -386,7 +389,7 @@ static void InitField(int x, int y, boolean init_game)
     case EL_AMOEBA_DROP:
       if (y == lev_fieldy - 1)
       {
-       Feld[x][y] = EL_AMOEBING;
+       Feld[x][y] = EL_AMOEBA_CREATING;
        Store[x][y] = EL_AMOEBA_WET;
       }
       break;
@@ -399,7 +402,7 @@ static void InitField(int x, int y, boolean init_game)
       local_player->lights_still_needed++;
       break;
 
-    case EL_SOKOBAN_FELD_LEER:
+    case EL_SOKOBAN_FIELD_EMPTY:
       local_player->sokobanfields_still_needed++;
       break;
 
@@ -443,9 +446,9 @@ static void InitField(int x, int y, boolean init_game)
     case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
       if (init_game)
       {
-       int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
-       int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
-       int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
 
        if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
        {
@@ -481,7 +484,7 @@ void DrawGameDoorValues()
   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,
+       DrawNewMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
                           GFX_SCHLUESSEL1 + j);
 
   DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
@@ -640,11 +643,11 @@ static void InitGameEngine()
          ~EP_BIT_EM_SLIPPERY_WALL;
     }
 
-    /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+    /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
     if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Elementeigenschaften2[EL_MAUERND] |=  EP_BIT_EM_SLIPPERY_WALL;
+      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
     else
-      Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
   }
 }
 
@@ -666,12 +669,14 @@ void InitGame()
 
   InitGameEngine();
 
+#if 0
 #if DEBUG
 #if USE_NEW_AMOEBA_CODE
   printf("Using new amoeba code.\n");
 #else
   printf("Using old amoeba code.\n");
 #endif
+#endif
 #endif
 
   /* don't play tapes over network */
@@ -731,8 +736,8 @@ void InitGame()
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
 
-    player->shield_passive_time_left = 0;
-    player->shield_active_time_left = 0;
+    player->shield_normal_time_left = 0;
+    player->shield_deadly_time_left = 0;
 
     DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
@@ -790,6 +795,7 @@ void InitGame()
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
       Frame[x][y] = 0;
+      GfxAction[x][y] = GFX_ACTION_DEFAULT;
       AmoebaNr[x][y] = 0;
       JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
@@ -1044,20 +1050,20 @@ void InitMovDir(int x, int y)
       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
       break;
 
-    case EL_BUTTERFLY_RIGHT:
-    case EL_BUTTERFLY_UP:
-    case EL_BUTTERFLY_LEFT:
-    case EL_BUTTERFLY_DOWN:
-      Feld[x][y] = EL_BUTTERFLY;
-      MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+      Feld[x][y] = EL_BD_BUTTERFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
       break;
 
-    case EL_FIREFLY_RIGHT:
-    case EL_FIREFLY_UP:
-    case EL_FIREFLY_LEFT:
-    case EL_FIREFLY_DOWN:
-      Feld[x][y] = EL_FIREFLY;
-      MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+      Feld[x][y] = EL_BD_FIREFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
       break;
 
     case EL_PACMAN_RIGHT:
@@ -1088,8 +1094,8 @@ void InitMovDir(int x, int y)
       MovDir[x][y] = 1 << RND(4);
       if (element != EL_BUG &&
          element != EL_SPACESHIP &&
-         element != EL_BUTTERFLY &&
-         element != EL_FIREFLY)
+         element != EL_BD_BUTTERFLY &&
+         element != EL_BD_FIREFLY)
        break;
 
       for (i=0; i<4; i++)
@@ -1099,12 +1105,12 @@ void InitMovDir(int x, int y)
 
        if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
        {
-         if (element == EL_BUG || element == EL_BUTTERFLY)
+         if (element == EL_BUG || element == EL_BD_BUTTERFLY)
          {
            MovDir[x][y] = direction[0][i];
            break;
          }
-         else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
+         else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
                   element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
          {
            MovDir[x][y] = direction[1][i];
@@ -1208,7 +1214,7 @@ void GameWon()
 #endif
 
   /* Hero disappears */
-  DrawLevelField(ExitX, ExitY);
+  DrawNewLevelField(ExitX, ExitY);
   BackToFront();
 
   if (tape.playing)
@@ -1324,8 +1330,11 @@ void InitMovingField(int x, int y, int direction)
 
   MovDir[x][y] = direction;
   MovDir[newx][newy] = direction;
+
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
+
+  GfxAction[x][y] = GFX_ACTION_MOVING;
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1425,7 +1434,7 @@ void RemoveMovingField(int x, int y)
   if (Feld[x][y] == EL_BLOCKED &&
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
+       Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
     Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
   else
@@ -1436,40 +1445,66 @@ void RemoveMovingField(int x, int y)
   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] = GFX_ACTION_DEFAULT;
 
-  DrawLevelField(oldx, oldy);
-  DrawLevelField(newx, newy);
+  DrawNewLevelField(oldx, oldy);
+  DrawNewLevelField(newx, newy);
 }
 
 void DrawDynamite(int x, int y)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
+#if 0
   int graphic = el2gfx(Feld[x][y]);
-  int phase;
+#else
+  int graphic = el2img(Feld[x][y]);
+#endif
+  int frame;
 
   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
     return;
 
   if (Store[x][y])
+#if 0
     DrawGraphic(sx, sy, el2gfx(Store[x][y]));
+#else
+    DrawNewGraphic(sx, sy, el2img(Store[x][y]), 0);
+#endif
 
+#if 0
   if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
   {
-    if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
-      phase = 6;
+    if ((frame = (96 - MovDelay[x][y]) / 12) > 6)
+      frame = 6;
   }
   else
   {
-    if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
-      phase = 7 - phase;
+    if ((frame = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
+      frame = 7 - frame;
   }
+#else
+  frame = getNewGraphicAnimationFrame(graphic, 96 - MovDelay[x][y]);
+#endif
+
+  /*
+  printf("-> %d: %d [%d]\n", graphic, frame, MovDelay[x][y]);
+  */
 
+#if 0
   if (game.emulation == EMU_SUPAPLEX)
     DrawGraphic(sx, sy, GFX_SP_DISK_RED);
   else if (Store[x][y])
-    DrawGraphicThruMask(sx, sy, graphic + phase);
+    DrawGraphicThruMask(sx, sy, graphic + frame);
+  else
+    DrawGraphic(sx, sy, graphic + frame);
+#else
+  if (game.emulation == EMU_SUPAPLEX)
+    DrawNewGraphic(sx, sy, IMG_SP_DISK_RED, 0);
+  else if (Store[x][y])
+    DrawNewGraphicThruMask(sx, sy, graphic, frame);
   else
-    DrawGraphic(sx, sy, graphic + phase);
+    DrawNewGraphic(sx, sy, graphic, frame);
+#endif
 }
 
 void CheckDynamite(int x, int y)
@@ -1505,7 +1540,8 @@ void CheckDynamite(int x, int y)
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
-  int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+  int num_phase = 9;
+  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
   int last_phase = num_phase * delay;
   int half_phase = (num_phase / 2) * delay;
   int first_phase_after_start = EX_PHASE_START + 1;
@@ -1545,7 +1581,7 @@ void Explode(int ex, int ey, int phase, int mode)
        RemoveMovingField(x, y);
       }
 
-      if (IS_MASSIVE(element) || element == EL_BURNING)
+      if (IS_MASSIVE(element) || element == EL_FLAMES)
        continue;
 
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
@@ -1560,7 +1596,7 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
       }
 
-      if (element == EL_EXPLODING)
+      if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
       if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
@@ -1591,7 +1627,7 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_EMERALD_PURPLE;
       else if (center_element == EL_BUG)
        Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
-      else if (center_element == EL_BUTTERFLY)
+      else if (center_element == EL_BD_BUTTERFLY)
        Store[x][y] = EL_BD_DIAMOND;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
@@ -1625,13 +1661,13 @@ void Explode(int ex, int ey, int phase, int mode)
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
-          element == EL_AMOEBING))
+          element == EL_AMOEBA_CREATING))
       {
        AmoebaCnt[AmoebaNr[x][y]]--;
        AmoebaCnt2[AmoebaNr[x][y]]--;
       }
 
-      Feld[x][y] = EL_EXPLODING;
+      Feld[x][y] = EL_EXPLOSION;
       MovDir[x][y] = MovPos[x][y] = 0;
       AmoebaNr[x][y] = 0;
       Frame[x][y] = 1;
@@ -1689,13 +1725,14 @@ void Explode(int ex, int ey, int phase, int mode)
     InitField(x, y, FALSE);
     if (CAN_MOVE(element) || COULD_MOVE(element))
       InitMovDir(x, y);
-    DrawLevelField(x, y);
+    DrawNewLevelField(x, y);
 
     if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
       StorePlayer[x][y] = 0;
   }
   else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
+#if 0
     int graphic = GFX_EXPLOSION;
 
     if (game.emulation == EMU_SUPAPLEX)
@@ -1703,18 +1740,35 @@ void Explode(int ex, int ey, int phase, int mode)
                 GFX_SP_EXPLODE_INFOTRON :
                 GFX_SP_EXPLODE_EMPTY);
 
-    if (phase == delay)
-      ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
-
     graphic += (phase / delay - 1);
+#else
+    int graphic = IMG_EXPLOSION;
+    int frame = (phase / delay - 1);
+
+    if (game.emulation == EMU_SUPAPLEX)
+      graphic = (Store[x][y] == EL_SP_INFOTRON ?
+                IMG_SP_EXPLOSION_INFOTRON :
+                IMG_SP_EXPLOSION);
+#endif
+
+    if (phase == delay)
+      DrawCrumbledSand(SCREENX(x), SCREENY(y));
 
     if (IS_PFORTE(Store[x][y]))
     {
-      DrawLevelElement(x, y, Store[x][y]);
+      DrawNewLevelElement(x, y, Store[x][y]);
+#if 0
       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+#else
+      DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+#endif
     }
     else
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), graphic);
+#else
+      DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+#endif
   }
 }
 
@@ -1734,7 +1788,7 @@ void DynaExplode(int ex, int ey)
 
   if (IS_ACTIVE_BOMB(Feld[ex][ey]))
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
     dynabomb_size = player->dynabomb_size;
     dynabomb_xl = player->dynabomb_xl;
     player->dynabombs_left++;
@@ -1756,14 +1810,14 @@ void DynaExplode(int ex, int ey)
       element = Feld[x][y];
 
       /* do not restart explosions of fields with active bombs */
-      if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
+      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
        continue;
 
       Explode(x, y, EX_PHASE_START, EX_BORDER);
 
       if (element != EL_EMPTY &&
          element != EL_SAND &&
-         element != EL_EXPLODING &&
+         element != EL_EXPLOSION &&
          !dynabomb_xl)
        break;
     }
@@ -1788,8 +1842,8 @@ void Bang(int x, int y)
   {
     case EL_BUG:
     case EL_SPACESHIP:
-    case EL_BUTTERFLY:
-    case EL_FIREFLY:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
     case EL_YAMYAM:
     case EL_DARK_YAMYAM:
     case EL_ROBOT:
@@ -1798,10 +1852,10 @@ void Bang(int x, int y)
       RaiseScoreElement(element);
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
-    case EL_DYNABOMB_ACTIVE_1:
-    case EL_DYNABOMB_ACTIVE_2:
-    case EL_DYNABOMB_ACTIVE_3:
-    case EL_DYNABOMB_ACTIVE_4:
+    case EL_DYNABOMB_PLAYER1_ACTIVE:
+    case EL_DYNABOMB_PLAYER2_ACTIVE:
+    case EL_DYNABOMB_PLAYER3_ACTIVE:
+    case EL_DYNABOMB_PLAYER4_ACTIVE:
     case EL_DYNABOMB_NR:
     case EL_DYNABOMB_SZ:
     case EL_DYNABOMB_XL:
@@ -1825,25 +1879,33 @@ void Blurb(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT)   /* start */
+  if (element != EL_ACID_SPLASH_LEFT &&
+      element != EL_ACID_SPLASH_RIGHT) /* start */
   {
     PlaySoundLevel(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_BLURB_LEFT;
+      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_BLURB_RIGHT;
+      Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
     }
   }
   else                                                         /* go on */
   {
-    int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+#if 0
+    int graphic =
+      (element == EL_ACID_SPLASH_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+#else
+    int graphic = (element == EL_ACID_SPLASH_LEFT ?
+                  IMG_ACID_SPLASH_LEFT :
+                  IMG_ACID_SPLASH_RIGHT);
+#endif
 
     if (!MovDelay[x][y])       /* initialize animation counter */
       MovDelay[x][y] = 9;
@@ -1852,12 +1914,20 @@ void Blurb(int x, int y)
     {
       MovDelay[x][y]--;
       if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
        DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
+#else
+      {
+       int frame = getNewGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
+
+        DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      }
+#endif
 
       if (!MovDelay[x][y])
       {
        Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
     }
   }
@@ -1866,6 +1936,20 @@ void Blurb(int x, int y)
 static void ToggleBeltSwitch(int x, int y)
 {
   static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT1_LEFT,
+    EL_CONVEYOR_BELT2_LEFT,
+    EL_CONVEYOR_BELT3_LEFT,
+    EL_CONVEYOR_BELT4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
   {
     EL_CONVEYOR_BELT1_SWITCH_LEFT,
     EL_CONVEYOR_BELT2_SWITCH_LEFT,
@@ -1881,10 +1965,10 @@ static void ToggleBeltSwitch(int x, int y)
   };
 
   int element = Feld[x][y];
-  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
   int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy;
+  int xx, yy, i;
 
   if (!IS_BELT_SWITCH(element))
     return;
@@ -1895,6 +1979,18 @@ static void ToggleBeltSwitch(int x, int y)
   if (belt_dir_nr == 3)
     belt_dir_nr = 1;
 
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i=0; i<3; i++)
+  {
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic = el2img(element);
+
+    if (belt_dir == MV_LEFT)
+      new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    else
+      new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+  }
+
   for (yy=0; yy<lev_fieldy; yy++)
   {
     for (xx=0; xx<lev_fieldx; xx++)
@@ -1903,20 +1999,37 @@ static void ToggleBeltSwitch(int x, int y)
 
       if (IS_BELT_SWITCH(element))
       {
-       int e_belt_nr = getBeltNrFromSwitchElement(element);
+       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+         DrawNewLevelField(xx, yy);
+       }
+      }
+      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+      {
+       int e_belt_nr = getBeltNrFromBeltElement(element);
 
        if (e_belt_nr == belt_nr)
        {
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
-         DrawLevelField(xx, yy);
+         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
+         DrawNewLevelField(xx, yy);
        }
       }
-      else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
       {
-       int e_belt_nr = getBeltNrFromElement(element);
+       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
        if (e_belt_nr == belt_nr)
-         DrawLevelField(xx, yy);    /* set belt to parking position */
+       {
+         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+         DrawNewLevelField(xx, yy);
+       }
       }
     }
   }
@@ -1938,7 +2051,7 @@ static void ToggleSwitchgateSwitch(int x, int y)
          element == EL_SWITCHGATE_SWITCH_DOWN)
       {
        Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
-       DrawLevelField(xx, yy);
+       DrawNewLevelField(xx, yy);
       }
       else if (element == EL_SWITCHGATE_OPEN ||
               element == EL_SWITCHGATE_OPENING)
@@ -1956,6 +2069,20 @@ static void ToggleSwitchgateSwitch(int x, int y)
   }
 }
 
+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);
+}
+
+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);
+}
+
 static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
@@ -1970,19 +2097,32 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
          game.light_time_left > 0)
       {
        Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
       else if (element == EL_LIGHT_SWITCH_ACTIVE &&
               game.light_time_left == 0)
       {
        Feld[x][y] = EL_LIGHT_SWITCH;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
       }
+      else if (element == EL_INVISIBLE_STEELWALL ||
+              element == EL_INVISIBLE_WALL ||
+              element == EL_INVISIBLE_SAND)
+      {
+       if (game.light_time_left > 0)
+         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
 
-      if (element == EL_INVISIBLE_STEELWALL ||
-         element == EL_INVISIBLE_WALL ||
-         element == EL_SAND_INVISIBLE)
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
+      }
+      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+              element == EL_INVISIBLE_WALL_ACTIVE ||
+              element == EL_INVISIBLE_SAND_ACTIVE)
+      {
+       if (game.light_time_left == 0)
+         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
+
+       DrawNewLevelField(x, y);
+      }
     }
   }
 }
@@ -2018,9 +2158,9 @@ static void ActivateTimegateSwitch(int x, int y)
       }
 
       /*
-      else if (element == EL_TIMEGATE_SWITCH_ON)
+      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
       {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
+       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
        DrawLevelField(xx, yy);
       }
       */
@@ -2028,7 +2168,7 @@ static void ActivateTimegateSwitch(int x, int y)
     }
   }
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
+  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
 }
 
 void Impact(int x, int y)
@@ -2079,7 +2219,7 @@ void Impact(int x, int y)
       Bang(x, y+1);
     else
     {
-      Feld[x][y] = EL_AMOEBING;
+      Feld[x][y] = EL_AMOEBA_CREATING;
       Store[x][y] = EL_AMOEBA_WET;
     }
     return;
@@ -2088,12 +2228,12 @@ void Impact(int x, int y)
   if (!lastline && object_hit)         /* check which object was hit */
   {
     if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL || smashed == EL_MAGIC_WALL_BD_OFF))
+       (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY :
-        EL_MAGIC_WALL_BD_EMPTY);
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+        EL_BD_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
       for (yy=0; yy<lev_fieldy; yy++)
@@ -2156,7 +2296,7 @@ void Impact(int x, int y)
        }
        else if (smashed == EL_NUT)
        {
-         Feld[x][y+1] = EL_CRACKINGNUT;
+         Feld[x][y+1] = EL_NUT_CRACKING;
          PlaySoundLevel(x, y, SND_NUT_CRACKING);
          RaiseScoreElement(EL_NUT);
          return;
@@ -2193,12 +2333,12 @@ void Impact(int x, int y)
 
   /* play sound of magic wall / mill */
   if (!lastline &&
-      (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
-       Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+      (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_EMPTY)
+    if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
       PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
-    else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+    else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
       PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
 
     return;
@@ -2253,7 +2393,7 @@ 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;
 
-  if (element == EL_BUG || element == EL_BUTTERFLY)
+  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
@@ -2266,10 +2406,10 @@ void TurnRound(int x, int y)
 
     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
-    else if (element == EL_BUTTERFLY)  /* && MovDir[x][y] == left_dir) */
+    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
-  else if (element == EL_SPACESHIP || element == EL_FIREFLY ||
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
           element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
@@ -2285,7 +2425,7 @@ void TurnRound(int x, int y)
         element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
        && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
-    else if (element == EL_FIREFLY)    /* && MovDir[x][y] == right_dir) */
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
       MovDelay[x][y] = 1;
   }
   else if (element == EL_YAMYAM)
@@ -2467,7 +2607,7 @@ void TurnRound(int x, int y)
 
     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_DEAMOEBING))
+        Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
       can_move_on = TRUE;
 
     if (!can_move_on)
@@ -2658,6 +2798,8 @@ void StartMoving(int x, int y)
   if (Stop[x][y])
     return;
 
+  GfxAction[x][y] = GFX_ACTION_DEFAULT;
+
   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)))
@@ -2708,7 +2850,7 @@ 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_EMPTY)
+      else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2720,21 +2862,21 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MAGIC_WALL_EMPTY;
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
        Feld[x][y+1] = EL_MAGIC_WALL_FULL;
        Store[x][y+1] = EL_CHANGED(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (element == EL_MAGIC_WALL_BD_FULL)
+    else if (element == EL_BD_MAGIC_WALL_FULL)
     {
       if (IS_FREE(x, y+1))
       {
        InitMovingField(x, y, MV_DOWN);
-       Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
+       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED2(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+      else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2746,20 +2888,20 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
-       Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
+       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+       Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
        Store[x][y+1] = EL_CHANGED2(Store[x][y]);
        Store[x][y] = 0;
       }
     }
     else if (CAN_CHANGE(element) &&
-            (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
-             Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+            (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+             Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
     {
       InitMovingField(x, y, MV_DOWN);
       Feld[x][y] =
-       (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
-        EL_MAGIC_WALL_BD_FILLING);
+       (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+        EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
     else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
@@ -2779,7 +2921,7 @@ void StartMoving(int x, int y)
     }
     else if (element == EL_AMOEBA_DROP)
     {
-      Feld[x][y] = EL_AMOEBING;
+      Feld[x][y] = EL_AMOEBA_CREATING;
       Store[x][y] = EL_AMOEBA_WET;
     }
     /* Store[x][y+1] must be zero, because:
@@ -2815,11 +2957,11 @@ void StartMoving(int x, int y)
        InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
       }
     }
-    else if (IS_BELT(Feld[x][y+1]))
+    else if (IS_BELT_ACTIVE(Feld[x][y+1]))
     {
       boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
       boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
-      int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
       int belt_dir = game.belt_dir[belt_nr];
 
       if ((belt_dir == MV_LEFT  && left_is_free) ||
@@ -2846,16 +2988,11 @@ void StartMoving(int x, int y)
        TurnRound(x, y);
 
        if (MovDelay[x][y] && (element == EL_BUG ||
-                              element == EL_SPACESHIP ||
-                              element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON))
-         DrawNewLevelField(x, y);
-       else if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
                               element == EL_SP_ELECTRON ||
                               element == EL_MOLE))
-         DrawLevelField(x, y);
+         DrawNewLevelField(x, y);
       }
     }
 
@@ -2872,7 +3009,16 @@ void StartMoving(int x, int y)
          phase = 7 - phase;
 
        if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
          DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
+#else
+       {
+         int graphic = el2img(element);
+         int frame = getNewGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
+
+         DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+       }
+#endif
 
        if (MovDelay[x][y] % 4 == 3)
        {
@@ -2883,26 +3029,39 @@ void StartMoving(int x, int y)
        }
       }
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+#if 0
+       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
+#else
+       DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
+#endif
       else if (element == EL_DRAGON)
       {
        int i;
        int dir = MovDir[x][y];
        int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
        int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
+#if 0
        int graphic = (dir == MV_LEFT   ? GFX_FLAMMEN_LEFT :
                       dir == MV_RIGHT  ? GFX_FLAMMEN_RIGHT :
                       dir == MV_UP     ? GFX_FLAMMEN_UP :
                       dir == MV_DOWN   ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
        int phase = FrameCounter % 2;
+#else
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_LEFT1 :
+                      dir == MV_RIGHT  ? IMG_FLAMES_RIGHT1 :
+                      dir == MV_UP     ? IMG_FLAMES_UP1 :
+                      dir == MV_DOWN   ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+       int frame = getNewGraphicAnimationFrame(graphic, -1);
+#endif
 
        for (i=1; i<=3; i++)
        {
          int xx = x + i*dx, yy = y + i*dy;
          int sx = SCREENX(xx), sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
 
          if (!IN_LEV_FIELD(xx, yy) ||
-             IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
+             IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
            break;
 
          if (MovDelay[x][y])
@@ -2914,15 +3073,19 @@ void StartMoving(int x, int y)
            else
              RemoveMovingField(xx, yy);
 
-           Feld[xx][yy] = EL_BURNING;
+           Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
+#if 0
              DrawGraphic(sx, sy, graphic + phase*3 + i-1);
+#else
+             DrawNewGraphic(sx, sy, flame_graphic, frame);
+#endif
          }
          else
          {
-           if (Feld[xx][yy] == EL_BURNING)
+           if (Feld[xx][yy] == EL_FLAMES)
              Feld[xx][yy] = EL_EMPTY;
-           DrawLevelField(xx, yy);
+           DrawNewLevelField(xx, yy);
          }
        }
       }
@@ -2967,11 +3130,16 @@ void StartMoving(int x, int y)
       if (Feld[newx][newy] == EL_EXIT_OPEN)
       {
        Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
 
        PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
+#if 0
          DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
+#else
+         DrawNewGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element),
+                                0);
+#endif
 
        local_player->friends_still_needed--;
        if (!local_player->friends_still_needed &&
@@ -2983,7 +3151,7 @@ void StartMoving(int x, int y)
       else if (IS_MAMPF3(Feld[newx][newy]))
       {
        if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
-         DrawLevelField(newx, newy);
+         DrawNewLevelField(newx, newy);
        else
          MovDir[x][y] = MV_NO_MOVING;
       }
@@ -2992,7 +3160,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         DrawNewLevelField(x, y);
        return;
       }
     }
@@ -3005,7 +3173,7 @@ void StartMoving(int x, int y)
        else
        {
          Feld[newx][newy] = EL_EMPTY;
-         DrawLevelField(newx, newy);
+         DrawNewLevelField(newx, newy);
        }
 
        PlaySoundLevel(x, y, SND_PIG_EATING);
@@ -3015,7 +3183,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         DrawNewLevelField(x, y);
        return;
       }
     }
@@ -3026,7 +3194,7 @@ void StartMoving(int x, int y)
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
-         DrawLevelField(x, y);
+         DrawNewLevelField(x, y);
        return;
       }
       else
@@ -3042,21 +3210,21 @@ void StartMoving(int x, int y)
 
        if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
-           element1 != EL_BURNING && element2 != EL_BURNING)
+           element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
          else
-           DrawLevelField(x, y);
+           DrawNewLevelField(x, y);
 
          PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
-         Feld[newx][newy] = EL_BURNING;
+         Feld[newx][newy] = EL_FLAMES;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
-           Feld[newx1][newy1] = EL_BURNING;
+           Feld[newx1][newy1] = EL_FLAMES;
          if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
-           Feld[newx2][newy2] = EL_BURNING;
+           Feld[newx2][newy2] = EL_FLAMES;
          return;
        }
       }
@@ -3069,7 +3237,7 @@ void StartMoving(int x, int y)
       else
       {
        Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
+       DrawNewLevelField(newx, newy);
       }
 
       PlaySoundLevel(x, y, SND_YAMYAM_EATING);
@@ -3090,7 +3258,7 @@ void StartMoving(int x, int y)
       else
       {
        Feld[newx][newy] = EL_EMPTY;
-       DrawLevelField(newx, newy);
+       DrawNewLevelField(newx, newy);
       }
 
       PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
@@ -3108,7 +3276,7 @@ void StartMoving(int x, int y)
 
       if (element == EL_MOLE)
       {
-       Feld[newx][newy] = EL_DEAMOEBING;
+       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
        PlaySoundLevel(x, y, SND_MOLE_EATING);
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
@@ -3121,7 +3289,7 @@ void StartMoving(int x, int y)
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
-            (Feld[newx][newy] == EL_DEAMOEBING ||
+            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
              (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
     {
       /* wait for shrinking amoeba to completely disappear */
@@ -3142,26 +3310,26 @@ void StartMoving(int x, int y)
 #endif
       else if (element == EL_BUG || element == EL_SPACESHIP ||
               element == EL_SP_SNIKSNAK || element == EL_MOLE)
-#if 1
+#if 0
        DrawLevelField(x, y);
 #else
        DrawNewLevelField(x, y);
 #endif
-      else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
+      else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
 #if 0
-       DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
+       DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_LOOP);
 #else
        DrawNewGraphicAnimation(x, y, el2img(element));
 #endif
       else if (element == EL_SATELLITE)
 #if 0
-       DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
+       DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_LOOP);
 #else
        DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
 #endif
       else if (element == EL_SP_ELECTRON)
 #if 0
-       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_LOOP);
 #else
        DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
 #endif
@@ -3199,12 +3367,12 @@ void ContinueMoving(int x, int y)
           element == EL_QUICKSAND_EMPTYING)
     step /= 4;
   else if (element == EL_MAGIC_WALL_FILLING ||
-          element == EL_MAGIC_WALL_BD_FILLING ||
+          element == EL_BD_MAGIC_WALL_FILLING ||
           element == EL_MAGIC_WALL_EMPTYING ||
-          element == EL_MAGIC_WALL_BD_EMPTYING)
+          element == EL_BD_MAGIC_WALL_EMPTYING)
     step /= 2;
   else if (CAN_FALL(element) && horiz_move &&
-          y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
+          y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
     step /= 2;
   else if (element == EL_SPRING_MOVING)
     step*=2;
@@ -3233,7 +3401,7 @@ void ContinueMoving(int x, int y)
       };
 
       Feld[x][y] = EL_SAND;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
 
       for(i=0; i<4; i++)
       {
@@ -3243,7 +3411,7 @@ void ContinueMoving(int x, int y)
        yy = y + xy[i][1];
 
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
-         DrawLevelField(xx, yy);       /* for "ErdreichAnbroeckeln()" */
+         DrawNewLevelField(xx, yy);    /* for "DrawCrumbledSand()" */
       }
     }
 
@@ -3271,18 +3439,18 @@ void ContinueMoving(int x, int y)
        Feld[x][y] = EL_MAGIC_WALL_DEAD;
       element = Feld[newx][newy] = Store[x][y];
     }
-    else if (element == EL_MAGIC_WALL_BD_FILLING)
+    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_MAGIC_WALL_BD_DEAD;
+       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
       Store[newx][newy] = Store[x][y];
     }
-    else if (element == EL_MAGIC_WALL_BD_EMPTYING)
+    else if (element == EL_BD_MAGIC_WALL_EMPTYING)
     {
       Feld[x][y] = get_next_element(element);
       if (!game.magic_wall_active)
-       Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
       element = Feld[newx][newy] = Store[x][y];
     }
     else if (element == EL_AMOEBA_DRIPPING)
@@ -3299,21 +3467,14 @@ void ContinueMoving(int x, int y)
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
     MovDelay[newx][newy] = 0;
 
+    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
+    GfxAction[x][y] = GFX_ACTION_DEFAULT;
+
     if (!CAN_MOVE(element))
       MovDir[newx][newy] = 0;
 
-    if (element == EL_BUG || element == EL_SPACESHIP ||
-       element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
-       element == EL_SP_ELECTRON)
-    {
-      DrawNewLevelField(x, y);
-      DrawNewLevelField(newx, newy);
-    }
-    else
-    {
-      DrawLevelField(x, y);
-      DrawLevelField(newx, newy);
-    }
+    DrawNewLevelField(x, y);
+    DrawNewLevelField(newx, newy);
 
     Stop[newx][newy] = TRUE;
     JustStopped[newx][newy] = 3;
@@ -3333,12 +3494,10 @@ void ContinueMoving(int x, int y)
   }
   else                         /* still moving on */
   {
-    if (element == EL_BUG || element == EL_SPACESHIP ||
-       element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
-       element == EL_SP_ELECTRON)
-      DrawNewLevelField(x, y);
-    else
-      DrawLevelField(x, y);
+    if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
+      GfxAction[x][y] = GFX_ACTION_MOVING;
+
+    DrawNewLevelField(x, y);
   }
 }
 
@@ -3504,12 +3663,12 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
       if (AmoebaNr[x][y] == group_nr &&
          (Feld[x][y] == EL_AMOEBA_DEAD ||
           Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBING))
+          Feld[x][y] == EL_AMOEBA_CREATING))
       {
        AmoebaNr[x][y] = 0;
        Feld[x][y] = new_element;
        InitField(x, y, FALSE);
-       DrawLevelField(x, y);
+       DrawNewLevelField(x, y);
        done = TRUE;
       }
     }
@@ -3544,13 +3703,22 @@ void AmoebeWaechst(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_AMOEBA_CREATING,
+                                             6 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -3572,12 +3740,21 @@ void AmoebaDisappearing(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+                                             6 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
 
       /* don't let mole enter this field in this cycle;
         (give priority to objects falling to this field from above) */
@@ -3602,7 +3779,7 @@ void AmoebeAbleger(int ax, int ay)
   if (!level.amoeba_speed)
   {
     Feld[ax][ay] = EL_AMOEBA_DEAD;
-    DrawLevelField(ax, ay);
+    DrawNewLevelField(ax, ay);
     return;
   }
 
@@ -3665,7 +3842,7 @@ void AmoebeAbleger(int ax, int ay)
       if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
       {
        Feld[ax][ay] = EL_AMOEBA_DEAD;
-       DrawLevelField(ax, ay);
+       DrawNewLevelField(ax, ay);
        AmoebaCnt[AmoebaNr[ax][ay]]--;
 
        if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
@@ -3711,24 +3888,24 @@ void AmoebeAbleger(int ax, int ay)
   if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
       (neway == lev_fieldy - 1 && newax != ax))
   {
-    Feld[newax][neway] = EL_AMOEBING;  /* simple growth of new amoeba tile */
+    Feld[newax][neway] = EL_AMOEBA_CREATING;   /* creation of new amoeba */
     Store[newax][neway] = element;
   }
   else if (neway == ay)
   {
-    Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left or right from amoeba */
+    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
     PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
   }
   else
   {
-    InitMovingField(ax, ay, MV_DOWN);  /* drop dripping out of amoeba */
+    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
     Feld[ax][ay] = EL_AMOEBA_DRIPPING;
     Store[ax][ay] = EL_AMOEBA_DROP;
     ContinueMoving(ax, ay);
     return;
   }
 
-  DrawLevelField(newax, neway);
+  DrawNewLevelField(newax, neway);
 }
 
 void Life(int ax, int ay)
@@ -3780,7 +3957,7 @@ void Life(int ax, int ay)
       {
        Feld[xx][yy] = EL_EMPTY;
        if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
+         DrawNewLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
@@ -3792,7 +3969,7 @@ void Life(int ax, int ay)
        Feld[xx][yy] = element;
        MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
+         DrawNewLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
@@ -3815,7 +3992,15 @@ void RobotWheel(int x, int y)
     if (MovDelay[x][y])
     {
       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
        DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
+    }
+#endif
       if (!(MovDelay[x][y]%4))
        PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
       return;
@@ -3823,7 +4008,7 @@ void RobotWheel(int x, int y)
   }
 
   Feld[x][y] = EL_ROBOT_WHEEL;
-  DrawLevelField(x, y);
+  DrawNewLevelField(x, y);
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
 }
@@ -3839,26 +4024,38 @@ void TimegateWheel(int x, int y)
     if (MovDelay[x][y])
     {
       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
        DrawGraphic(SCREENX(x), SCREENY(y),
                    GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
+    }
+#endif
       if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVE);
+       PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
       return;
     }
   }
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
-  DrawLevelField(x, y);
+  Feld[x][y] = EL_TIMEGATE_SWITCH;
+  DrawNewLevelField(x, y);
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
 }
 
 void Blubber(int x, int y)
 {
-  if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
-    DrawLevelField(x, y-1);
+#if 0
+  if (y > 0 && IS_MOVING(x, y - 1) && MovDir[x][y - 1] == MV_DOWN)
+    DrawNewLevelField(x, y - 1);
   else
-    DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
+    DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_LOOP);
+#else
+  DrawNewGraphicAnimation(x, y, IMG_ACID);
+#endif
 }
 
 void NussKnacken(int x, int y)
@@ -3870,13 +4067,22 @@ void NussKnacken(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y),
                  GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_NUT_CRACKING,
+                                             6 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_EMERALD;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -3890,22 +4096,37 @@ void BreakingPearl(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y),
                  GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_PEARL_BREAKING,
+                                             8 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
 
-void SiebAktivieren(int x, int y, int typ)
+void SiebAktivieren(int x, int y, int type)
 {
-  int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
+#if 0
+  int graphic = (type == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
 
   DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
+#else
+  int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
+
+  DrawNewGraphicAnimation(x, y, graphic);
+#endif
 }
 
 void AusgangstuerPruefen(int x, int y)
@@ -3915,7 +4136,7 @@ void AusgangstuerPruefen(int x, int y)
       local_player->lights_still_needed > 0)
     return;
 
-  Feld[x][y] = EL_AUSGANG_ACT;
+  Feld[x][y] = EL_EXIT_OPENING;
 
   PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
                 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
@@ -3943,7 +4164,7 @@ void AusgangstuerOeffnen(int x, int y)
   int delay = 6;
 
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5*delay;
+    MovDelay[x][y] = 5 * delay;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
@@ -3952,19 +4173,32 @@ void AusgangstuerOeffnen(int x, int y)
     MovDelay[x][y]--;
     tuer = MovDelay[x][y]/delay;
     if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_EXIT_OPENING,
+                                             29 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_EXIT_OPEN;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
 
 void AusgangstuerBlinken(int x, int y)
 {
+#if 0
   DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
+#else
+  DrawNewGraphicAnimation(x, y, IMG_EXIT_OPEN);
+#endif
 }
 
 void OpenSwitchgate(int x, int y)
@@ -3981,12 +4215,21 @@ void OpenSwitchgate(int x, int y)
     MovDelay[x][y]--;
     phase = MovDelay[x][y] / delay;
     if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
+                                             29 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_SWITCHGATE_OPEN;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -4005,12 +4248,21 @@ void CloseSwitchgate(int x, int y)
     MovDelay[x][y]--;
     phase = MovDelay[x][y] / delay;
     if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
+                                             29 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_SWITCHGATE_CLOSED;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -4029,12 +4281,21 @@ void OpenTimegate(int x, int y)
     MovDelay[x][y]--;
     phase = MovDelay[x][y] / delay;
     if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
+                                             29 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_TIMEGATE_OPEN;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -4053,12 +4314,21 @@ void CloseTimegate(int x, int y)
     MovDelay[x][y]--;
     phase = MovDelay[x][y] / delay;
     if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
+#else
+    {
+      int frame = getNewGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
+                                             29 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       Feld[x][y] = EL_TIMEGATE_CLOSED;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -4088,7 +4358,11 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_BD_DIAMOND)
+#if 0
     DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
+#else
+    DrawNewGraphicAnimation(x, y, IMG_BD_DIAMOND);
+#endif
   else
   {
     if (!MovDelay[x][y])       /* next animation frame */
@@ -4101,7 +4375,11 @@ void EdelsteinFunkeln(int x, int y)
       if (setup.direct_draw && MovDelay[x][y])
        SetDrawtoField(DRAW_BUFFERED);
 
+#if 0
       DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
+#else
+      DrawNewGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
+#endif
 
       if (MovDelay[x][y])
       {
@@ -4110,14 +4388,24 @@ void EdelsteinFunkeln(int x, int y)
        if (phase > 2)
          phase = 4-phase;
 
+#if 0
        DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
+#else
+       {
+         int frame = getNewGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                                 10 - MovDelay[x][y]);
+
+         DrawNewGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE,
+                                frame);
+       }
+#endif
 
        if (setup.direct_draw)
        {
          int dest_x, dest_y;
 
-         dest_x = FX + SCREENX(x)*TILEX;
-         dest_y = FY + SCREENY(y)*TILEY;
+         dest_x = FX + SCREENX(x) * TILEX;
+         dest_y = FY + SCREENY(y) * TILEY;
 
          BlitBitmap(drawto_field, window,
                     dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
@@ -4133,48 +4421,58 @@ void MauerWaechst(int x, int y)
   int delay = 6;
 
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3*delay;
+    MovDelay[x][y] = 3 * delay;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
     int phase;
 
     MovDelay[x][y]--;
-    phase = 2-MovDelay[x][y]/delay;
+    phase = 2 - MovDelay[x][y] / delay;
+#if 0
     if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
       DrawGraphic(SCREENX(x), SCREENY(y),
                  (MovDir[x][y] == MV_LEFT  ? GFX_MAUER_LEFT  :
                   MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
                   MovDir[x][y] == MV_UP    ? GFX_MAUER_UP    :
                                              GFX_MAUER_DOWN  ) + phase);
+#else
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+      int frame = getNewGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+      DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+    }
+#endif
 
     if (!MovDelay[x][y])
     {
       if (MovDir[x][y] == MV_LEFT)
       {
-       if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
-         DrawLevelField(x-1, y);
+       if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+         DrawNewLevelField(x - 1, y);
       }
       else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
-         DrawLevelField(x+1, y);
+       if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+         DrawNewLevelField(x + 1, y);
       }
       else if (MovDir[x][y] == MV_UP)
       {
-       if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
-         DrawLevelField(x, y-1);
+       if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+         DrawNewLevelField(x, y - 1);
       }
       else
       {
-       if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
-         DrawLevelField(x, y+1);
+       if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+         DrawNewLevelField(x, y + 1);
       }
 
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
       MovDir[x][y] = MV_NO_MOVING;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -4211,20 +4509,30 @@ void MauerAbleger(int ax, int ay)
   {
     if (oben_frei)
     {
-      Feld[ax][ay-1] = EL_MAUERND;
+      Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
       Store[ax][ay-1] = element;
       MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
+#if 0
        DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+#else
+       DrawNewGraphic(SCREENX(ax), SCREENY(ay - 1),
+                      IMG_WALL_GROWING_ACTIVE_UP, 0);
+#endif
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Feld[ax][ay+1] = EL_MAUERND;
+      Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
       Store[ax][ay+1] = element;
       MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
+#if 0
        DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+#else
+       DrawNewGraphic(SCREENX(ax), SCREENY(ay + 1),
+                      IMG_WALL_GROWING_ACTIVE_DOWN, 0);
+#endif
       new_wall = TRUE;
     }
   }
@@ -4234,27 +4542,37 @@ void MauerAbleger(int ax, int ay)
   {
     if (links_frei)
     {
-      Feld[ax-1][ay] = EL_MAUERND;
+      Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
       Store[ax-1][ay] = element;
       MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
+#if 0
        DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+#else
+       DrawNewGraphic(SCREENX(ax - 1), SCREENY(ay),
+                      IMG_WALL_GROWING_ACTIVE_LEFT, 0);
+#endif
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Feld[ax+1][ay] = EL_MAUERND;
+      Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
       Store[ax+1][ay] = element;
       MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
+#if 0
        DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+#else
+       DrawNewGraphic(SCREENX(ax + 1), SCREENY(ay),
+                      IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
+#endif
       new_wall = TRUE;
     }
   }
 
   if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
-    DrawLevelField(ax, ay);
+    DrawNewLevelField(ax, ay);
 
   if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
     oben_massiv = TRUE;
@@ -4294,7 +4612,7 @@ void CheckForDragon(int x, int y)
       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
 
       if (IN_LEV_FIELD(xx, yy) &&
-         (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRAGON))
+         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
       {
        if (Feld[xx][yy] == EL_DRAGON)
          dragon_found = TRUE;
@@ -4312,10 +4630,10 @@ void CheckForDragon(int x, int y)
       {
        int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
   
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
        {
          Feld[xx][yy] = EL_EMPTY;
-         DrawLevelField(xx, yy);
+         DrawNewLevelField(xx, yy);
        }
        else
          break;
@@ -4328,7 +4646,7 @@ static void CheckBuggyBase(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element == EL_SP_BUG)
+  if (element == EL_SP_BUGGY_BASE)
   {
     if (!MovDelay[x][y])       /* wait some time before activating base */
       MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
@@ -4337,14 +4655,18 @@ static void CheckBuggyBase(int x, int y)
     {
       MovDelay[x][y]--;
       if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
        DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
+#else
+        DrawNewGraphic(SCREENX(x), SCREENY(y), IMG_SP_BUGGY_BASE, 0);
+#endif
       if (MovDelay[x][y])
        return;
 
-      Feld[x][y] = EL_SP_BUG_ACTIVE;
+      Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
     }
   }
-  else if (element == EL_SP_BUG_ACTIVE)
+  else if (element == EL_SP_BUGGY_BASE_ACTIVE)
   {
     if (!MovDelay[x][y])       /* start activating buggy base */
       MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
@@ -4364,7 +4686,16 @@ static void CheckBuggyBase(int x, int y)
        };
 
        if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#if 0
          DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+#else
+       {
+         int graphic = IMG_SP_BUGGY_BASE_ACTIVE;
+         int frame = getNewGraphicAnimationFrame(graphic, SimpleRND(100));
+
+          DrawNewGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+       }
+#endif
 
        for (i=0; i<4; i++)
        {
@@ -4372,7 +4703,7 @@ static void CheckBuggyBase(int x, int y)
 
          if (IS_PLAYER(xx, yy))
          {
-           PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
+           PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
            break;
          }
        }
@@ -4380,8 +4711,8 @@ static void CheckBuggyBase(int x, int y)
        return;
       }
 
-      Feld[x][y] = EL_SP_BUG;
-      DrawLevelField(x, y);
+      Feld[x][y] = EL_SP_BUGGY_BASE;
+      DrawNewLevelField(x, y);
     }
   }
 }
@@ -4390,7 +4721,7 @@ static void CheckTrap(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element == EL_TRAP_INACTIVE)
+  if (element == EL_TRAP)
   {
     if (!MovDelay[x][y])       /* wait some time before activating trap */
       MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
@@ -4428,32 +4759,46 @@ static void CheckTrap(int x, int y)
 
          if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
          {
+#if 0
            DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
-           ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
+#else
+           int graphic = IMG_TRAP_ACTIVE;
+           int frame = getNewGraphicAnimationFrame(graphic,
+                                                   31 - MovDelay[x][y]);
+
+           DrawNewGraphic(SCREENX(x),SCREENY(y), graphic, frame);
+#endif
+           DrawCrumbledSand(SCREENX(x), SCREENY(y));
          }
        }
 
        return;
       }
 
-      Feld[x][y] = EL_TRAP_INACTIVE;
-      DrawLevelField(x, y);
+      Feld[x][y] = EL_TRAP;
+      DrawNewLevelField(x, y);
     }
   }
 }
 
 static void DrawBeltAnimation(int x, int y, int element)
 {
-  int belt_nr = getBeltNrFromElement(element);
+  int belt_nr = getBeltNrFromBeltActiveElement(element);
   int belt_dir = game.belt_dir[belt_nr];
 
   if (belt_dir != MV_NO_MOVING)
   {
+#if 0
     int delay = 2;
-    int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
+    int mode = ANIM_LOOP | (belt_dir == MV_LEFT ? 0 : ANIM_REVERSE);
     int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
 
     DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+#else
+    int graphic = el2img(element);
+
+    DrawNewGraphicAnimation(x, y, graphic);
+#endif
 
     if (!(FrameCounter % 2))
       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
@@ -4756,12 +5101,12 @@ void GameActions()
     else if (IS_ACTIVE_BOMB(element))
       CheckDynamite(x, y);
 #if 0
-    else if (element == EL_EXPLODING && !game.explosions_delayed)
+    else if (element == EL_EXPLOSION && !game.explosions_delayed)
       Explode(x, y, Frame[x][y], EX_NORMAL);
 #endif
-    else if (element == EL_AMOEBING)
+    else if (element == EL_AMOEBA_CREATING)
       AmoebeWaechst(x, y);
-    else if (element == EL_DEAMOEBING)
+    else if (element == EL_AMOEBA_SHRINKING)
       AmoebaDisappearing(x, y);
 
 #if !USE_NEW_AMOEBA_CODE
@@ -4773,13 +5118,14 @@ void GameActions()
       Life(x, y);
     else if (element == EL_ROBOT_WHEEL_ACTIVE)
       RobotWheel(x, y);
-    else if (element == EL_TIMEGATE_SWITCH_ON)
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
       TimegateWheel(x, y);
     else if (element == EL_ACID)
       Blubber(x, y);
-    else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
+    else if (element == EL_ACID_SPLASH_LEFT ||
+            element == EL_ACID_SPLASH_RIGHT)
       Blurb(x, y);
-    else if (element == EL_CRACKINGNUT)
+    else if (element == EL_NUT_CRACKING)
       NussKnacken(x, y);
     else if (element == EL_PEARL_BREAKING)
       BreakingPearl(x, y);
@@ -4787,36 +5133,45 @@ void GameActions()
       AusgangstuerPruefen(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
       AusgangstuerPruefen_SP(x, y);
-    else if (element == EL_AUSGANG_ACT)
+    else if (element == EL_EXIT_OPENING)
       AusgangstuerOeffnen(x, y);
     else if (element == EL_EXIT_OPEN)
       AusgangstuerBlinken(x, y);
     else if (element == EL_SP_EXIT_OPEN)
       ;                /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
-    else if (element == EL_MAUERND)
+    else if (element == EL_WALL_GROWING_ACTIVE)
       MauerWaechst(x, y);
     else if (element == EL_WALL_GROWING ||
             element == EL_WALL_GROWING_X ||
             element == EL_WALL_GROWING_Y ||
             element == EL_WALL_GROWING_XY)
       MauerAbleger(x, y);
-    else if (element == EL_BURNING)
+    else if (element == EL_FLAMES)
       CheckForDragon(x, y);
-    else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
+    else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
       CheckBuggyBase(x, y);
-    else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
+    else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
       CheckTrap(x, y);
     else if (element == EL_SP_TERMINAL)
-      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
+#if 0
+      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_LOOP);
+#else
+      DrawNewGraphicAnimation(x, y, IMG_SP_TERMINAL);
+#endif
     else if (element == EL_SP_TERMINAL_ACTIVE)
     {
-      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
+#if 0
+      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_LOOP);
+#else
+      DrawNewGraphicAnimation(x, y, IMG_SP_TERMINAL_ACTIVE);
+#endif
+
 #if 0
       if (!(FrameCounter % 4))
        PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
 #endif
     }
-    else if (IS_BELT(element))
+    else if (IS_BELT_ACTIVE(element))
       DrawBeltAnimation(x, y, element);
     else if (element == EL_SWITCHGATE_OPENING)
       OpenSwitchgate(x, y);
@@ -4827,18 +5182,32 @@ void GameActions()
     else if (element == EL_TIMEGATE_CLOSING)
       CloseTimegate(x, y);
     else if (element == EL_EXTRA_TIME)
-      DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
+#if 0
+      DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_LOOP);
+#else
+      DrawNewGraphicAnimation(x, y, IMG_EXTRA_TIME);
+#endif
     else if (element == EL_SHIELD_NORMAL)
     {
-      DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+#if 0
+      DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_LOOP);
+#else
+      DrawNewGraphicAnimation(x, y, IMG_SHIELD_NORMAL);
+#endif
+
 #if 0
       if (!(FrameCounter % 4))
        PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
 #endif
     }
-    else if (element == EL_SHIELD_ACTIVE)
+    else if (element == EL_SHIELD_DEADLY)
     {
-      DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+#if 0
+      DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_LOOP);
+#else
+      DrawNewGraphicAnimation(x, y, IMG_SHIELD_DEADLY);
+#endif
+
 #if 0
       if (!(FrameCounter % 4))
        PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
@@ -4851,15 +5220,15 @@ void GameActions()
       int jx = local_player->jx, jy = local_player->jy;
 
       if (element == EL_MAGIC_WALL_FULL ||
-         element == EL_MAGIC_WALL_EMPTY ||
+         element == EL_MAGIC_WALL_ACTIVE ||
          element == EL_MAGIC_WALL_EMPTYING)
       {
        SiebAktivieren(x, y, 1);
        sieb = TRUE;
       }
-      else if (element == EL_MAGIC_WALL_BD_FULL ||
-              element == EL_MAGIC_WALL_BD_EMPTY ||
-              element == EL_MAGIC_WALL_BD_EMPTYING)
+      else if (element == EL_BD_MAGIC_WALL_FULL ||
+              element == EL_BD_MAGIC_WALL_ACTIVE ||
+              element == EL_BD_MAGIC_WALL_EMPTYING)
       {
        SiebAktivieren(x, y, 2);
        sieb = TRUE;
@@ -4897,8 +5266,8 @@ void GameActions()
          (element == EL_EMPTY ||
           element == EL_SAND ||
           element == EL_QUICKSAND_EMPTY ||
-          element == EL_BLURB_LEFT ||
-          element == EL_BLURB_RIGHT))
+          element == EL_ACID_SPLASH_LEFT ||
+          element == EL_ACID_SPLASH_RIGHT))
       {
        if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
            (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
@@ -4924,7 +5293,7 @@ void GameActions()
 
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
-      else if (element == EL_EXPLODING)
+      else if (element == EL_EXPLOSION)
        Explode(x, y, Frame[x][y], EX_NORMAL);
 
       ExplodeField[x][y] = EX_NO_EXPLOSION;
@@ -4939,9 +5308,9 @@ void GameActions()
     {
       int element = Feld[sieb_x][sieb_y];
 
-      if (element == EL_MAGIC_WALL_BD_FULL ||
-         element == EL_MAGIC_WALL_BD_EMPTY ||
-         element == EL_MAGIC_WALL_BD_EMPTYING)
+      if (element == EL_BD_MAGIC_WALL_FULL ||
+         element == EL_BD_MAGIC_WALL_ACTIVE ||
+         element == EL_BD_MAGIC_WALL_EMPTYING)
        PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
        PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
@@ -4956,17 +5325,17 @@ void GameActions()
        {
          element = Feld[x][y];
 
-         if (element == EL_MAGIC_WALL_EMPTY ||
+         if (element == EL_MAGIC_WALL_ACTIVE ||
              element == EL_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_MAGIC_WALL_DEAD;
-           DrawLevelField(x, y);
+           DrawNewLevelField(x, y);
          }
-         else if (element == EL_MAGIC_WALL_BD_EMPTY ||
-                  element == EL_MAGIC_WALL_BD_FULL)
+         else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+                  element == EL_BD_MAGIC_WALL_FULL)
          {
-           Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
-           DrawLevelField(x, y);
+           Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+           DrawNewLevelField(x, y);
          }
        }
 
@@ -4980,22 +5349,7 @@ void GameActions()
     game.light_time_left--;
 
     if (game.light_time_left == 0)
-    {
-      for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-      {
-       element = Feld[x][y];
-
-       if (element == EL_LIGHT_SWITCH_ACTIVE)
-       {
-         Feld[x][y] = EL_LIGHT_SWITCH;
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_INVISIBLE_STEELWALL ||
-                element == EL_INVISIBLE_WALL ||
-                element == EL_SAND_INVISIBLE)
-         DrawLevelField(x, y);
-      }
-    }
+      RedrawAllLightSwitchesAndInvisibleElements();
   }
 
   if (game.timegate_time_left > 0)
@@ -5012,9 +5366,9 @@ void GameActions()
 
     if (SHIELD_ON(player))
     {
-      if (player->shield_active_time_left)
+      if (player->shield_deadly_time_left)
        PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
-      else if (player->shield_passive_time_left)
+      else if (player->shield_normal_time_left)
        PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
     }
   }
@@ -5030,10 +5384,10 @@ void GameActions()
 
       if (SHIELD_ON(player))
       {
-       player->shield_passive_time_left--;
+       player->shield_normal_time_left--;
 
-       if (player->shield_active_time_left > 0)
-         player->shield_active_time_left--;
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
       }
     }
 
@@ -5135,13 +5489,14 @@ void ScrollLevel(int dx, int dy)
   {
     x = (dx == 1 ? BX1 : BX2);
     for (y=BY1; y<=BY2; y++)
-      DrawScreenField(x, y);
+      DrawNewScreenField(x, y);
   }
+
   if (dy)
   {
     y = (dy == 1 ? BY1 : BY2);
     for (x=BX1; x<=BX2; x++)
-      DrawScreenField(x, y);
+      DrawNewScreenField(x, y);
   }
 
   redraw_mask |= REDRAW_FIELD;
@@ -5208,7 +5563,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
       Blurb(jx, jy);
-      Feld[jx][jy] = EL_PLAYER;
+      Feld[jx][jy] = EL_PLAYER1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
@@ -5382,7 +5737,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     else if (old_jx == jx && old_jy != jy)
       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    DrawLevelField(jx, jy);    /* for "ErdreichAnbroeckeln()" */
+    DrawNewLevelField(jx, jy); /* for "DrawCrumbledSand()" */
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
@@ -5552,7 +5907,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
-      if (player->shield_active_time_left > 0)
+      if (player->shield_deadly_time_left > 0)
        Bang(kill_x, kill_y);
       else if (!PLAYER_PROTECTED(good_x, good_y))
        KillHero(player);
@@ -5581,7 +5936,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     MV_DOWN
   };
 
-  if (bad_element == EL_EXPLODING)     /* skip just exploding bad things */
+  if (bad_element == EL_EXPLOSION)     /* skip just exploding bad things */
     return;
 
   for (i=0; i<4; i++)
@@ -5649,7 +6004,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        ;
 #endif
 
-      if (player->shield_active_time_left > 0)
+      if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
       else if (!PLAYER_PROTECTED(kill_x, kill_y))
        KillHero(player);
@@ -5711,7 +6066,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
 
     element = Feld[x][y];
     if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
-       element == EL_AMOEBING || element == EL_AMOEBA_DROP)
+       element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
     {
       kill_x = x;
       kill_y = y;
@@ -5734,8 +6089,8 @@ void KillHero(struct PlayerInfo *player)
     Feld[jx][jy] = EL_EMPTY;
 
   /* deactivate shield (else Bang()/Explode() would not work right) */
-  player->shield_passive_time_left = 0;
-  player->shield_active_time_left = 0;
+  player->shield_normal_time_left = 0;
+  player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
   BuryHero(player);
@@ -5812,18 +6167,18 @@ int DigField(struct PlayerInfo *player,
     int i = 0;
     int tube_leave_directions[][2] =
     {
-      { EL_TUBE_CROSS,         MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL,                           MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL,    MV_LEFT | MV_RIGHT                   },
-      { EL_TUBE_VERT_LEFT,     MV_LEFT |            MV_UP | MV_DOWN },
-      { EL_TUBE_VERT_RIGHT,              MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZ_UP,      MV_LEFT | MV_RIGHT | MV_UP           },
-      { EL_TUBE_HORIZ_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 }
+      { EL_TUBE_ALL,                   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] != Feld[jx][jy])
@@ -5843,10 +6198,11 @@ int DigField(struct PlayerInfo *player,
   {
     case EL_EMPTY:
     case EL_SAND:
-    case EL_SAND_INVISIBLE:
-    case EL_TRAP_INACTIVE:
+    case EL_INVISIBLE_SAND:
+    case EL_INVISIBLE_SAND_ACTIVE:
+    case EL_TRAP:
     case EL_SP_BASE:
-    case EL_SP_BUG:
+    case EL_SP_BUGGY_BASE:
       RemoveField(x, y);
       PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
       break;
@@ -5896,14 +6252,14 @@ int DigField(struct PlayerInfo *player,
 
     case EL_SHIELD_NORMAL:
       RemoveField(x, y);
-      player->shield_passive_time_left += 10;
+      player->shield_normal_time_left += 10;
       PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
       break;
 
-    case EL_SHIELD_ACTIVE:
+    case EL_SHIELD_DEADLY:
       RemoveField(x, y);
-      player->shield_passive_time_left += 10;
-      player->shield_active_time_left += 10;
+      player->shield_normal_time_left += 10;
+      player->shield_deadly_time_left += 10;
       PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
       break;
 
@@ -5949,10 +6305,10 @@ int DigField(struct PlayerInfo *player,
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
-      RaiseScoreElement(EL_KEY);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+      RaiseScoreElement(element);
+      DrawNewMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         GFX_SCHLUESSEL1 + key_nr);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+      DrawNewMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         GFX_SCHLUESSEL1 + key_nr);
       PlaySoundLevel(x, y, SND_KEY_COLLECTING);
       break;
@@ -5967,10 +6323,10 @@ int DigField(struct PlayerInfo *player,
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
-      RaiseScoreElement(EL_KEY);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+      RaiseScoreElement(element);
+      DrawNewMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         GFX_SCHLUESSEL1 + key_nr);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+      DrawNewMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         GFX_SCHLUESSEL1 + key_nr);
       PlaySoundLevel(x, y, SND_KEY_COLLECTING);
       break;
@@ -5980,7 +6336,7 @@ int DigField(struct PlayerInfo *player,
       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
       ZX = x;
       ZY = y;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
       PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
       return MF_ACTION;
       break;
@@ -6051,9 +6407,9 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_TIMEGATE_SWITCH_OFF:
+    case EL_TIMEGATE_SWITCH:
       ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
+      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -6062,8 +6418,8 @@ int DigField(struct PlayerInfo *player,
     case EL_BALLOON_SEND_RIGHT:
     case EL_BALLOON_SEND_UP:
     case EL_BALLOON_SEND_DOWN:
-    case EL_BALLOON_SEND_ANY:
-      if (element == EL_BALLOON_SEND_ANY)
+    case EL_BALLOON_SEND_ANY_DIRECTION:
+      if (element == EL_BALLOON_SEND_ANY_DIRECTION)
        game.balloon_dir = move_direction;
       else
        game.balloon_dir = (element == EL_BALLOON_SEND_LEFT  ? MV_LEFT :
@@ -6136,7 +6492,7 @@ int DigField(struct PlayerInfo *player,
 
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
-      DrawLevelField(x+dx, y+dy);
+      DrawNewLevelField(x + dx, y + dy);
       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
       break;
 
@@ -6242,13 +6598,13 @@ int DigField(struct PlayerInfo *player,
       PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
       break;
 
-    case EL_TUBE_CROSS:
+    case EL_TUBE_ALL:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
-    case EL_TUBE_VERT_LEFT:
-    case EL_TUBE_VERT_RIGHT:
-    case EL_TUBE_HORIZ_UP:
-    case EL_TUBE_HORIZ_DOWN:
+    case EL_TUBE_VERTICAL_LEFT:
+    case EL_TUBE_VERTICAL_RIGHT:
+    case EL_TUBE_HORIZONTAL_UP:
+    case EL_TUBE_HORIZONTAL_DOWN:
     case EL_TUBE_LEFT_UP:
     case EL_TUBE_LEFT_DOWN:
     case EL_TUBE_RIGHT_UP:
@@ -6257,18 +6613,18 @@ int DigField(struct PlayerInfo *player,
        int i = 0;
        int tube_enter_directions[][2] =
        {
-         { EL_TUBE_CROSS,      MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL,                        MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT                   },
-         { EL_TUBE_VERT_LEFT,            MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERT_RIGHT, MV_LEFT            | MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZ_UP,   MV_LEFT | MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP           },
-         { EL_TUBE_LEFT_UP,              MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_LEFT_DOWN,            MV_RIGHT | MV_UP           },
-         { EL_TUBE_RIGHT_UP,   MV_LEFT |                    MV_DOWN },
-         { EL_TUBE_RIGHT_DOWN, MV_LEFT |            MV_UP           },
-         { -1,                 MV_NO_MOVING                         }
+         { EL_TUBE_ALL,                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_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
+         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
+         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
+         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
+         { -1,                         MV_NO_MOVING                         }
        };
 
        while (tube_enter_directions[i][0] != element)
@@ -6287,7 +6643,7 @@ int DigField(struct PlayerInfo *player,
 
     case EL_EXIT_CLOSED:
     case EL_SP_EXIT_CLOSED:
-    case EL_AUSGANG_ACT:
+    case EL_EXIT_OPENING:
       return MF_NO_ACTION;
       break;
 
@@ -6306,7 +6662,7 @@ int DigField(struct PlayerInfo *player,
     case EL_LAMP:
       Feld[x][y] = EL_LAMP_ACTIVE;
       local_player->lights_still_needed--;
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
       PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
       return MF_ACTION;
       break;
@@ -6315,16 +6671,16 @@ int DigField(struct PlayerInfo *player,
       Feld[x][y] = EL_TIME_ORB_EMPTY;
       TimeLeft += 10;
       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-      DrawLevelField(x, y);
+      DrawNewLevelField(x, y);
       PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
       return MF_ACTION;
       break;
 
-    case EL_SOKOBAN_FELD_LEER:
+    case EL_SOKOBAN_FIELD_EMPTY:
       break;
 
-    case EL_SOKOBAN_OBJEKT:
-    case EL_SOKOBAN_FELD_VOLL:
+    case EL_SOKOBAN_OBJECT:
+    case EL_SOKOBAN_FIELD_FULL:
     case EL_SATELLITE:
     case EL_SP_DISK_YELLOW:
     case EL_BALLOON:
@@ -6335,7 +6691,7 @@ int DigField(struct PlayerInfo *player,
 
       if (!IN_LEV_FIELD(x+dx, y+dy)
          || (!IS_FREE(x+dx, y+dy)
-             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
+             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
                  || !IS_SB_ELEMENT(element))))
        return MF_NO_ACTION;
 
@@ -6365,27 +6721,27 @@ int DigField(struct PlayerInfo *player,
 
       if (IS_SB_ELEMENT(element))
       {
-       if (element == EL_SOKOBAN_FELD_VOLL)
+       if (element == EL_SOKOBAN_FIELD_FULL)
        {
-         Feld[x][y] = EL_SOKOBAN_FELD_LEER;
+         Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
          local_player->sokobanfields_still_needed++;
        }
        else
          RemoveField(x, y);
 
-       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
+       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
+         Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
          local_player->sokobanfields_still_needed--;
-         if (element == EL_SOKOBAN_OBJEKT)
+         if (element == EL_SOKOBAN_OBJECT)
            PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
          else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
        }
        else
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
-         if (element == EL_SOKOBAN_FELD_VOLL)
+         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
+         if (element == EL_SOKOBAN_FIELD_FULL)
            PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
          else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
@@ -6400,8 +6756,8 @@ int DigField(struct PlayerInfo *player,
 
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
 
-      DrawLevelField(x, y);
-      DrawLevelField(x+dx, y+dy);
+      DrawNewLevelField(x, y);
+      DrawNewLevelField(x + dx, y + dy);
 
       if (IS_SB_ELEMENT(element) &&
          local_player->sokobanfields_still_needed == 0 &&
@@ -6459,7 +6815,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
 
   player->snapped = TRUE;
-  DrawLevelField(x, y);
+  DrawNewLevelField(x, y);
   BackToFront();
 
   return TRUE;
@@ -6476,7 +6832,7 @@ boolean PlaceBomb(struct PlayerInfo *player)
   element = Feld[jx][jy];
 
   if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
-      IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
+      IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
     return FALSE;
 
   if (element != EL_EMPTY)
@@ -6491,21 +6847,35 @@ boolean PlaceBomb(struct PlayerInfo *player)
             FS_SMALL, FC_YELLOW);
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
     {
+#if 0
       if (game.emulation == EMU_SUPAPLEX)
        DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
       else
        DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+#else
+      if (game.emulation == EMU_SUPAPLEX)
+       DrawNewGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
+      else
+       DrawNewGraphicThruMask(SCREENX(jx), SCREENY(jy),
+                              IMG_DYNAMITE_ACTIVE, 0);
+#endif
     }
 
     PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
   }
   else
   {
-    Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
+    Feld[jx][jy] =
+      EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
     MovDelay[jx][jy] = 96;
     player->dynabombs_left--;
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
+#if 0
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+#else
+      DrawNewGraphicThruMask(SCREENX(jx), SCREENY(jy),
+                            el2img(Feld[jx][jy]), 0);
+#endif
 
     PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
   }
@@ -6595,11 +6965,11 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_DIAMANT]);
       break;
     case EL_BUG:
-    case EL_BUTTERFLY:
+    case EL_BD_BUTTERFLY:
       RaiseScore(level.score[SC_KAEFER]);
       break;
     case EL_SPACESHIP:
-    case EL_FIREFLY:
+    case EL_BD_FIREFLY:
       RaiseScore(level.score[SC_FLIEGER]);
       break;
     case EL_YAMYAM:
@@ -6618,7 +6988,10 @@ void RaiseScoreElement(int element)
     case EL_DYNAMITE:
       RaiseScore(level.score[SC_DYNAMIT]);
       break;
-    case EL_KEY:
+    case EL_KEY1:
+    case EL_KEY2:
+    case EL_KEY3:
+    case EL_KEY4:
       RaiseScore(level.score[SC_SCHLUESSEL]);
       break;
     default: