rnd-20051126-1-src
[rocksndiamonds.git] / src / game.c
index 23667a16aec7298aaabe1f4c5748af5b3152daa1..7949da60c770145cb4d447fd1329c6b36e6a98b9 100644 (file)
@@ -21,9 +21,6 @@
 #include "tape.h"
 #include "network.h"
 
-/* this switch controls how rocks move horizontally */
-#define OLD_GAME_BEHAVIOUR     FALSE
-
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
@@ -41,9 +38,6 @@
 #define USE_PREVIOUS_MOVE_DIR          (TRUE   * USE_NEW_STUFF         * 1)
 
 #define USE_PUSH_BUGFIX                        (TRUE   * USE_NEW_STUFF         * 1)
-#if 0
-#define USE_BLOCK_DELAY_BUGFIX         (TRUE   * USE_NEW_STUFF         * 1)
-#endif
 #define USE_GRAVITY_BUGFIX_NEW         (TRUE   * USE_NEW_STUFF         * 1)
 #define USE_GRAVITY_BUGFIX_OLD         (TRUE   * USE_NEW_STUFF         * 0)
 
@@ -60,8 +54,6 @@
 
 #define USE_BACK_WALKABLE_BUGFIX       (TRUE   * USE_NEW_STUFF         * 1)
 
-#define TEST_NEW_STUFF                 (TRUE)
-
 
 /* for DigField() */
 #define DF_NO_PUSH             0
                                         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 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_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))
@@ -801,8 +715,6 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
                                level.block_last_field);
 
 #if USE_NEW_BLOCK_STYLE
-#if 1
-
     /* ---------- initialize player's last field block delay --------------- */
 
     /* always start with reliable default value (no adjustment needed) */
@@ -815,48 +727,6 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     /* special case 2: in game engines before 3.1.1, blocking was different */
     if (game.use_block_last_field_bug)
       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
-
-#if 0
-    /* blocking the last field when moving was corrected in version 3.1.1 */
-    if (game.use_block_last_field_bug)
-    {
-      /* even "not blocking" was blocking the last field for one frame */
-      level.block_delay    = (level.block_last_field    ? 7 : 1);
-      level.sp_block_delay = (level.sp_block_last_field ? 7 : 1);
-
-      level.block_last_field = TRUE;
-      level.sp_block_last_field = TRUE;
-    }
-#endif
-
-#if 0  /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */
-    level.block_delay = 8;             /* when blocking, block 8 frames */
-    level.sp_block_delay = 9;          /* SP indeed blocks 9 frames, not 8 */
-#endif
-
-#if 0
-    printf("::: %d, %d\n", level.block_delay, level.sp_block_delay);
-#endif
-
-#else
-
-#if 1
-    player->block_delay = (player->block_last_field ?
-                          (element == EL_SP_MURPHY ?
-                           level.sp_block_delay :
-                           level.block_delay) : 0);
-#else
-    player->block_delay = (element == EL_SP_MURPHY ?
-                          (player->block_last_field ? 7 : 1) :
-                          (player->block_last_field ? 7 : 1));
-#endif
-
-#endif
-
-#if 0
-    printf("::: block_last_field == %d, block_delay = %d\n",
-          player->block_last_field, player->block_delay);
-#endif
 #endif
 
     if (!options.network || player->connected)
@@ -997,27 +867,6 @@ static void InitField(int x, int y, boolean init_game)
       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;
-    case EL_EM_KEY_2_FILE:
-      Feld[x][y] = EL_EM_KEY_2;
-      break;
-    case EL_EM_KEY_3_FILE:
-      Feld[x][y] = EL_EM_KEY_3;
-      break;
-    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:
     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
@@ -1265,17 +1114,6 @@ static void resolve_group_element(int group_element, int recursion_depth)
       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
 }
 
 
@@ -1452,12 +1290,10 @@ static void InitGameEngine()
 
     ei->has_change_event[CE_DELAY] = TRUE;
 
-#if 1
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
-#endif
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
   }
 
-#if 1
   /* add change events from custom element configuration */
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
@@ -1482,19 +1318,6 @@ static void InitGameEngine()
     }
   }
 
-#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].has_change_event[CE_DELAY] = TRUE;
-  }
-#endif
-
   /* ---------- initialize internal run-time variables ------------- */
 
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
@@ -1529,7 +1352,6 @@ static void InitGameEngine()
     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
       trigger_events[i][j] = FALSE;
 
-#if 1
   /* add trigger events from element change event properties */
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
@@ -1563,14 +1385,6 @@ static void InitGameEngine()
       }
     }
   }
-#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))
-      for (j = 0; j < NUM_CHANGE_EVENTS; j++)
-       if (element_info[i].change->has_event[j])
-         trigger_events[element_info[i].change->trigger_element][j] = TRUE;
-#endif
 
   /* ---------- initialize push delay -------------------------------------- */
 
@@ -1629,16 +1443,6 @@ static void InitGameEngine()
     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 */
@@ -1682,16 +1486,6 @@ 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 */
   network_playing = (options.network && !tape.playing);
 
@@ -1959,13 +1753,8 @@ void InitGame()
       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
@@ -2190,7 +1979,6 @@ void InitGame()
   }
   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);
@@ -2198,18 +1986,6 @@ void InitGame()
     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
   }
 
   if (!game.restart_level)
@@ -2278,10 +2054,6 @@ void InitGame()
   }
 
   game.restart_level = FALSE;
-
-#if 0
-  printf("::: starting game [%d]\n", FrameCounter);
-#endif
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
@@ -2403,11 +2175,9 @@ void InitMovDir(int x, int y)
        else if (move_pattern == MV_ALONG_LEFT_SIDE ||
                 move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-#if 1
          /* use random direction as default start direction */
          if (game.engine_version >= VERSION_IDENT(3,1,0,0))
            MovDir[x][y] = 1 << RND(4);
-#endif
 
          for (i = 0; i < NUM_DIRECTIONS; i++)
          {
@@ -2493,13 +2263,8 @@ 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;
 
@@ -2896,10 +2661,7 @@ void RemoveMovingField(int x, int y)
   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
@@ -2914,7 +2676,6 @@ void RemoveMovingField(int x, int y)
 
       return;
     }
-#endif
   }
   else if (element == EL_BLOCKED)
   {
@@ -2961,19 +2722,10 @@ void DrawDynamite(int x, int y)
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-#if 1
   if (Back[x][y] || Store[x][y])
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
-#else
-  if (game.emulation == EMU_SUPAPLEX)
-    DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
-  else if (Store[x][y])
-    DrawGraphicThruMask(sx, sy, graphic, frame);
-  else
-    DrawGraphic(sx, sy, graphic, frame);
-#endif
 }
 
 void CheckDynamite(int x, int y)
@@ -2991,15 +2743,7 @@ void CheckDynamite(int x, int y)
     }
   }
 
-#if 1
   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
-#else
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
-      Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
-    StopSound(SND_DYNAMITE_ACTIVE);
-  else
-    StopSound(SND_DYNABOMB_ACTIVE);
-#endif
 
   Bang(x, y);
 }
@@ -3015,7 +2759,6 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
   if (level.instant_relocation)
   {
-#if 1
     int offset = (setup.scroll_delay ? 3 : 0);
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
@@ -3046,74 +2789,11 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       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);
-#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 */
@@ -3134,13 +2814,8 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       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;
@@ -3160,7 +2835,6 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
       BackToFront();
       Delay(wait_delay_value);
     }
-#endif
 
     DrawPlayer(player);
     BackToFront();
@@ -3170,11 +2844,7 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
 
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
-#if 1
   int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
-#else
-  int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
-#endif
   struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
@@ -3188,25 +2858,10 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
 
   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
-#if 1
   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
   int leave_side_horiz = move_dir_horiz;
   int leave_side_vert  = move_dir_vert;
-#else
-  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 enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
-  int enter_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
-  int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
-  int leave_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
-#endif
   int enter_side = enter_side_horiz | enter_side_vert;
   int leave_side = leave_side_horiz | leave_side_vert;
 
@@ -3247,7 +2902,6 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     player->is_moving = FALSE;
   }
 
-#if 1
   if (IS_CUSTOM_ELEMENT(old_element))
     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                               CE_LEFT_BY_PLAYER,
@@ -3256,7 +2910,6 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
                                      CE_PLAYER_LEAVES_X,
                                      player->index_bit, leave_side);
-#endif
 
   Feld[jx][jy] = el_player;
   InitPlayerField(jx, jy, el_player, TRUE);
@@ -3267,40 +2920,12 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     InitField(jx, jy, FALSE);
   }
 
-#if 1
   if (player == local_player)  /* only visually relocate local player */
     DrawRelocatePlayer(player);
-#endif
 
-#if 1
   TestIfHeroTouchesBadThing(jx, jy);
   TestIfPlayerTouchesCustomElement(jx, jy);
-#endif
 
-#if 0
-  printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
-#endif
-
-#if 0
-#if 0
-  /* needed to allow change of walkable custom element by entering player */
-  if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
-    Changed[jx][jy] = 0;       /* allow another change (but prevent loop) */
-#else
-  /* needed to allow change of walkable custom element by entering player */
-  Changed[jx][jy] = 0;         /* allow another change */
-#endif
-#endif
-
-#if 0
-  printf("::: player entering %d, %d from %s ...\n", jx, jy,
-        enter_side == MV_LEFT  ? "left" :
-        enter_side == MV_RIGHT ? "right" :
-        enter_side == MV_UP    ? "top" :
-        enter_side == MV_DOWN  ? "bottom" : "oops! no idea!");
-#endif
-
-#if 1
   if (IS_CUSTOM_ELEMENT(element))
     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
                               player->index_bit, enter_side);
@@ -3308,28 +2933,17 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   CheckTriggeredElementChangeByPlayer(jx, jy, element,
                                      CE_PLAYER_ENTERS_X,
                                      player->index_bit, enter_side);
-#endif
 }
 
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
-#if 0
-  int num_phase = 9;
-#endif
+  int last_phase;
+  int border_element;
 
   /* !!! 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)
   {
     ExplodeField[ex][ey] = mode;
@@ -3340,10 +2954,6 @@ 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 */
@@ -3353,15 +2963,10 @@ void Explode(int ex, int ey, int phase, int mode)
       return;
 #endif
 
-#if 1
     if (mode == EX_TYPE_NORMAL ||
        mode == EX_TYPE_CENTER ||
        mode == EX_TYPE_CROSS)
       PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
-#else
-    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
-      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
-#endif
 
     /* remove things displayed in background while burning dynamite */
     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
@@ -3375,18 +2980,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-#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++)
     {
@@ -3394,24 +2988,10 @@ void Explode(int ex, int ey, int phase, int mode)
       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_TYPE_NORMAL ||
-           center_element == EL_AMOEBA_TO_DIAMOND) &&
-          (x != ex || y != ey)))
-       continue;
-#endif
 
       element = Feld[x][y];
 
@@ -3423,32 +3003,11 @@ void Explode(int ex, int ey, int phase, int mode)
          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 1
       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
                                           mode == EX_TYPE_BORDER)) ||
          element == EL_FLAMES)
        continue;
-#else
-      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
-         element == EL_FLAMES)
-       continue;
-#endif
-#endif
-
-#else
-      if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
-           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
-         element == EL_FLAMES)
-       continue;
-#endif
 
       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
         behaviour, for example when touching a yamyam that explodes to rocks
@@ -3465,50 +3024,22 @@ void Explode(int ex, int ey, int phase, int mode)
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
-#if 1
          Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
          Back[x][y] = 0;
-#else
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
-         Store[x][y] = 0;
-#endif
-
-#if 0
-       printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
-              element_info[Feld[x][y]].token_name,
-              Store[x][y], Store2[x][y]);
-#endif
        }
 
        continue;
       }
 
       /* save walkable background elements while explosion on same tile */
-#if 0
-      if (IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
-#else
-#if 1
-#if 1
       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
          (x != ex || y != ey || mode == EX_TYPE_BORDER))
        Back[x][y] = element;
-#else
-      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
-         (x != ex || y != ey))
-       Back[x][y] = element;
-#endif
-#else
-      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
-       Back[x][y] = element;
-#endif
-#endif
 
       /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
-#if 1
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
@@ -3519,7 +3050,6 @@ void Explode(int ex, int ey, int phase, int mode)
       }
 
       RemoveField(x, y);
-#endif
 
       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
       {
@@ -3540,13 +3070,8 @@ void Explode(int ex, int ey, int phase, int mode)
            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;
@@ -3590,49 +3115,11 @@ void Explode(int ex, int ey, int phase, int mode)
          center_element == EL_AMOEBA_TO_DIAMOND)
        Store2[x][y] = element;
 
-#if 0
-      printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
-            element_info[Store2[x][y]].token_name);
-#endif
-
-#if 0
-      if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBA_FULL ||
-          element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_GROWING))
-      {
-       AmoebaCnt[AmoebaNr[x][y]]--;
-       AmoebaCnt2[AmoebaNr[x][y]]--;
-      }
-
-#if 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;
     }
@@ -3641,11 +3128,6 @@ void Explode(int ex, int ey, int phase, int mode)
       game.yamyam_content_nr =
        (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
-#if 0
-  printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
-        element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
-#endif
-
     return;
   }
 
@@ -3655,18 +3137,10 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-#if 1
   if (phase == 1)
     GfxFrame[x][y] = 0;                /* restart explosion animation */
-#endif
 
-#if 0
-  printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
-#endif
-
-#if 1
   last_phase = ExplodeDelay[x][y];
-#endif
 
   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
@@ -3674,6 +3148,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
   /* activate this even in non-DEBUG version until cause for crash in
      getGraphicAnimationFrame() (see below) is found and eliminated */
+
 #endif
 #if 1
 
@@ -3688,133 +3163,46 @@ void Explode(int ex, int ey, int phase, int mode)
   }
 #endif
 
-#if 1
-
   border_element = Store2[x][y];
-#if 1
   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
     border_element = StorePlayer[x][y];
-#else
-  if (IS_PLAYER(x, y))
-    border_element = StorePlayer[x][y];
-#endif
-
-#if 0
-  printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
-        element_info[border_element].token_name, Store2[x][y]);
-#endif
-
-#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 1
     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
        !PLAYER_EXPLOSION_PROTECTED(x, y))
-#else
-    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
-#endif
-#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))
     {
-#if 0
-      printf("::: %d,%d: %d %s\n", x, y, border_element,
-            element_info[border_element].token_name);
-#endif
-
       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);
-    }
-  }
-  else if (phase == half_phase)
-  {
-    int element = Store2[x][y];
-
-    if (IS_PLAYER(x, y))
-      KillHeroUnlessExplosionProtected(x, y);
-    else if (CAN_EXPLODE_BY_EXPLOSION(element))
-    {
-      Feld[x][y] = Store2[x][y];
-      Store2[x][y] = 0;
-      Bang(x, y);
-    }
-    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;
@@ -3839,22 +3227,8 @@ void Explode(int ex, int ey, int phase, int mode)
     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);
 
     TestIfElementTouchesCustomElement(x, y);
@@ -3868,40 +3242,10 @@ void Explode(int ex, int ey, int phase, int mode)
     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);
@@ -3965,39 +3309,18 @@ void DynaExplode(int ex, int ey)
 
       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
-#if 1
-#if 1
       if (element != EL_EMPTY && element != EL_EXPLOSION &&
          !IS_DIGGABLE(element) && !dynabomb_xl)
        break;
-#else
-      if (element != EL_EMPTY && element != EL_EXPLOSION &&
-         !CAN_GROW_INTO(element) && !dynabomb_xl)
-       break;
-#endif
-#else
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (element != EL_EMPTY && element != EL_EXPLOSION &&
-         element != EL_SAND && !dynabomb_xl)
-       break;
-#endif
     }
   }
 }
 
 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);
 
@@ -4005,22 +3328,6 @@ void Bang(int x, int y)
                            player->element_nr);
   }
 
-#if 0
-#if 1
-  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
-#else
-  if (game.emulation == EMU_SUPAPLEX)
-    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
-  else
-    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
-#endif
-#endif
-
-#if 0
-  if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_EMPTY;
-#endif
-
   switch(element)
   {
     case EL_BUG:
@@ -4047,30 +3354,16 @@ 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_TYPE_NORMAL);
       else
        Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       break;
     default:
-#if 1
       if (element_info[element].explosion_type == EXPLODES_CROSS)
-#else
-      if (CAN_EXPLODE_CROSS(element))
-#endif
-#if 1
        Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
-#else
-       DynaExplode(x, y);
-#endif
-#if 1
       else if (element_info[element].explosion_type == EXPLODES_1X1)
-#else
-      else if (CAN_EXPLODE_1X1(element))
-#endif
        Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       else
        Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
@@ -4082,7 +3375,6 @@ void Bang(int x, int y)
 
 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))))
@@ -4094,30 +3386,6 @@ void SplashAcid(int x, int y)
     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)
-  {
-    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_RIGHT;
-  }
-#endif
 }
 
 static void InitBeltMovement()
@@ -4305,21 +3573,15 @@ static void ToggleSwitchgateSwitch(int x, int y)
               element == EL_SWITCHGATE_OPENING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-#if 1
+
        PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
-#else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
-#endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
               element == EL_SWITCHGATE_CLOSING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-#if 1
+
        PlayLevelSoundAction(xx, yy, ACTION_OPENING);
-#else
-       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
-#endif
       }
     }
   }
@@ -4445,10 +3707,6 @@ void Impact(int x, int y)
   int element = Feld[x][y];
   int smashed = EL_STEELWALL;
 
-#if 0
-  printf("IMPACT!\n");
-#endif
-
   if (!last_line)      /* check if element below was hit */
   {
     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
@@ -4458,10 +3716,6 @@ void Impact(int x, int y)
                                         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)
@@ -4584,13 +3838,6 @@ void Impact(int x, int y)
       Bang(x, y + 1);
       return;
     }
-#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_CLASSIC_ENEMY(smashed) ||
@@ -4650,18 +3897,10 @@ void Impact(int x, int y)
 
          CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
 
-#if 1
-         /* !!! TEST ONLY !!! */
          CheckElementChangeBySide(x, y + 1, smashed, element,
                                   CE_SWITCHED, CH_SIDE_TOP);
          CheckTriggeredElementChangeBySide(x, y + 1, smashed,
                                            CE_SWITCH_OF_X, CH_SIDE_TOP);
-#else
-         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
-                                           CE_SWITCH_OF_X, CH_SIDE_TOP);
-         CheckElementChangeBySide(x, y + 1, smashed, element,
-                                  CE_SWITCHED, CH_SIDE_TOP);
-#endif
        }
       }
       else
@@ -4753,26 +3992,6 @@ inline static void TurnRoundExt(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 (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 ||
-        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
   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
@@ -4799,7 +4018,6 @@ inline static void TurnRoundExt(int x, int y)
     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);
@@ -4908,15 +4126,9 @@ inline static void TurnRoundExt(int x, int y)
     xx = x + move_xy[MovDir[x][y]].x;
     yy = y + move_xy[MovDir[x][y]].y;
 
-#if 1
-    /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */
     if (!IN_LEV_FIELD(xx, yy) ||
         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
       MovDir[x][y] = old_move_dir;
-#else
-    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
-      MovDir[x][y] = old_move_dir;
-#endif
 
     MovDelay[x][y] = 0;
   }
@@ -4928,11 +4140,6 @@ inline static void TurnRoundExt(int x, int y)
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
-
     if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
@@ -4947,25 +4154,8 @@ inline static void TurnRoundExt(int x, int y)
     xx = x + move_xy[MovDir[x][y]].x;
     yy = y + move_xy[MovDir[x][y]].y;
 
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
-            xx, yy, Feld[xx][yy],
-            FrameCounter);
-#endif
-
-#if 1
     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
-#else
-    if (!IS_FREE(xx, yy))
-      MovDir[x][y] = old_move_dir;
-#endif
-
-#if 0
-    if (FrameCounter < 1 && x == 0 && y == 29)
-      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
-#endif
 
     MovDelay[x][y] = 0;
   }
@@ -5003,16 +4193,10 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_SPRING)
   {
-#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;
   }
@@ -5048,13 +4232,9 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
-#if 1
     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
        (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
         game.engine_version < VERSION_IDENT(3,1,0,0)))
-#else
-    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
-#endif
     {
       attr_x = ZX;
       attr_y = ZY;
@@ -5397,13 +4577,7 @@ inline static void TurnRoundExt(int x, int y)
 
     MovDir[x][y] = new_move_dir;
     if (old_move_dir != new_move_dir)
-    {
-#if 1
       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
-#else
-      MovDelay[x][y] = 9;
-#endif
-    }
   }
 }
 
@@ -5411,26 +4585,15 @@ 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)
@@ -5456,23 +4619,14 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-#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;
 
-#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)
   {
@@ -5490,11 +4644,8 @@ void StartMoving(int x, int y)
 
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_ROCK;
-#if 1
+
        PlayLevelSoundAction(x, y, ACTION_EMPTYING);
-#else
-       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
-#endif
       }
       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
@@ -5512,11 +4663,8 @@ void StartMoving(int x, int y)
        Feld[x][y + 1] = EL_QUICKSAND_FULL;
        Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
-#if 1
+
        PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
-       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
@@ -5527,11 +4675,8 @@ void StartMoving(int x, int y)
 
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
-#if 1
+
       PlayLevelSoundAction(x, y, ACTION_FILLING);
-#else
-      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
-#endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
@@ -5601,11 +4746,7 @@ void StartMoving(int x, int y)
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
-#if 0
-    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
-#else
     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
-#endif
     {
       SplashAcid(x, y + 1);
 
@@ -5613,12 +4754,7 @@ void StartMoving(int x, int y)
       started_moving = TRUE;
 
       Store[x][y] = EL_ACID;
-#if 0
-      /* !!! TEST !!! better use "_FALLING" etc. !!! */
-      GfxAction[x][y + 1] = ACTION_ACTIVE;
-#endif
     }
-#if 1
     else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
              CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
 
@@ -5639,18 +4775,6 @@ void StartMoving(int x, int y)
              CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
              (Feld[x][y + 1] == EL_BLOCKED)))
 #endif
-
-#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
@@ -5662,18 +4786,8 @@ void StartMoving(int x, int y)
         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
-
       CheckCollision[x][y] = 0;
 
-#if 0
-      if (IS_PLAYER(x, y + 1))
-       printf("::: we ARE now killing the player [%d]\n", FrameCounter);
-#endif
-
       Impact(x, y);
     }
     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
@@ -5697,23 +4811,10 @@ 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
-    */
-#if 0
-#if OLD_GAME_BEHAVIOUR
-    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) && !WasJustMoving[x][y + 1] &&
-            element != EL_DX_SUPABOMB)
-#endif
-#else
     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
              (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
             !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
-#endif
     {
       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
                                (IS_FREE(x - 1, y + 1) ||
@@ -5751,7 +4852,6 @@ void StartMoving(int x, int y)
       }
 #endif
 
-#if 1
       if (can_fall_both)
       {
        if (game.emulation == EMU_BOULDERDASH ||
@@ -5762,17 +4862,9 @@ void StartMoving(int x, int y)
 
        can_fall_both = FALSE;
       }
-#endif
 
       if (can_fall_any)
       {
-#if 0
-       if (can_fall_both &&
-           (game.emulation != EMU_BOULDERDASH &&
-            element != EL_BD_ROCK && element != EL_BD_DIAMOND))
-         can_fall_left = !(can_fall_right = RND(2));
-#endif
-
        /* if not determined otherwise, prefer left side for slipping down */
        InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
        started_moving = TRUE;
@@ -5792,17 +4884,13 @@ void StartMoving(int x, int y)
       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;
       }
@@ -5836,80 +4924,20 @@ void StartMoving(int x, int y)
 
     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 1
     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
        CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
-#else
-    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)))
-#endif
     {
-#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_HITTING_X),
-            HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X));
-#endif
-
-#if 1
       WasJustMoving[x][y] = 0;
-#endif
-
       CheckCollision[x][y] = 0;
 
       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
-    if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
-      Feld[x][y + 1] = EL_EMPTY;       /* was set to EL_BLOCKED above */
-#else
-    if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
-    {
-      Moving2Blocked(x, y, &newx, &newy);
-      if (Feld[newx][newy] == EL_BLOCKED)
-       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
     }
-#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 */
     {
@@ -5928,11 +4956,6 @@ void StartMoving(int x, int y)
       {
        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 ||
@@ -5946,42 +4969,11 @@ 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);
-#endif
        PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
@@ -5998,10 +4990,6 @@ void StartMoving(int x, int y)
                       dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
        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))
@@ -6041,16 +5029,10 @@ void StartMoving(int x, int y)
              RemoveMovingField(xx, yy);
 #endif
 
-#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);
@@ -6072,13 +5054,6 @@ void StartMoving(int x, int y)
 
        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 */
@@ -6089,38 +5064,15 @@ void StartMoving(int x, int y)
        IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
        !PLAYER_ENEMY_PROTECTED(newx, newy))
     {
-#if 1
       TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
 
       return;
-#else
-      /* player killed by element which is deadly when colliding with */
-      MovDir[x][y] = 0;
-      KillHero(PLAYERINFO(newx, newy));
-      return;
-#endif
-
     }
-#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(newx, newy);
       Store[x][y] = EL_ACID;
@@ -6129,13 +5081,8 @@ void StartMoving(int x, int y)
     {
       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
 
        PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
@@ -6191,32 +5138,11 @@ void StartMoving(int x, int 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
-
-)
+            CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
     {
       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 :
@@ -6252,8 +5178,6 @@ void StartMoving(int x, int y)
        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)))
       {
@@ -6266,16 +5190,6 @@ void StartMoving(int x, int y)
        Store[newx][newy] = element_info[element].move_leave_element;
 #endif
       }
-#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)
       {
@@ -6283,9 +5197,6 @@ void StartMoving(int x, int y)
        PlayerVisit[x][y] /= 8;         /* expire player visit path */
       }
     }
-
-#endif
-
     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
       if (!IS_FREE(newx, newy))
@@ -6314,10 +5225,8 @@ void StartMoving(int x, int y)
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
-#if 1
          ResetGfxAnimation(x, y);
          GfxAction[x][y] = ACTION_ATTACKING;
-#endif
 
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
@@ -6379,12 +5288,15 @@ void StartMoving(int x, int y)
 #if 0
       /* !!! test !!! */
       if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+      {
+       RemoveMovingField(newx, newy);
+      }
 #else
       if (IS_MOVING(newx, newy))
-#endif
       {
        RemoveMovingField(newx, newy);
       }
+#endif
       else
       {
        Feld[newx][newy] = EL_EMPTY;
@@ -6438,19 +5350,13 @@ void StartMoving(int x, int y)
       TurnRound(x, y);
 
 #if 0
+      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
       if (move_pattern & MV_ANY_DIRECTION &&
          move_pattern == MovDir[x][y])
       {
        int blocking_element =
          (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
 
-#if 0
-       printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
-              element_info[element].token_name,
-              element_info[blocking_element].token_name,
-              x, y, newx, newy);
-#endif
-
        CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
                                 MovDir[x][y]);
 
@@ -6458,32 +5364,12 @@ void StartMoving(int x, int y)
       }
 #endif
 
-#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_MOLE)
-       DrawLevelField(x, y);
-      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);
 
-#if 0
-      PlayLevelSoundAction(x, y, ACTION_WAITING);
-#endif
-
       return;
     }
 
@@ -6496,6 +5382,7 @@ void StartMoving(int x, int y)
     ContinueMoving(x, y);
 }
 
+/* (emacs is confused here for some reason; this makes it happy again ;-) ) */
 void dummy()
 {
 }
@@ -6509,29 +5396,14 @@ void ContinueMoving(int x, int y)
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int newx = x + dx, newy = y + dy;
-#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
   boolean last_line = (newy == lev_fieldy - 1);
 
   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
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
@@ -6546,12 +5418,10 @@ void ContinueMoving(int x, int y)
   Feld[newx][newy] = element;
   MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-#if 1
   if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
   {
     element = Feld[newx][newy] = EL_ACID;
   }
-#endif
   else if (element == EL_MOLE)
   {
     Feld[x][y] = EL_SAND;
@@ -6611,27 +5481,6 @@ void ContinueMoving(int x, int y)
 
     Back[x][y] = Back[newx][newy] = 0;
   }
-#if 0
-  else if (Store[x][y] == EL_ACID)
-  {
-    element = Feld[newx][newy] = EL_ACID;
-  }
-#endif
-#if 0
-  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 */
-
-    Feld[x][y] = ei->move_leave_element;
-    InitField(x, y, FALSE);
-
-    if (GFX_CRUMBLED(Feld[x][y]))
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-  }
-#endif
 
   Store[x][y] = EL_EMPTY;
   MovPos[x][y] = 0;
@@ -6661,22 +5510,10 @@ void ContinueMoving(int x, int y)
 
   Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
-#if 0
-  /* do this after checking for left-behind element */
-  ResetGfxAnimation(x, y);     /* reset animation values for old field */
-#endif
-
-#if 1
   /* some elements can leave other elements behind after moving */
-#if 1
   if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
-#else
-  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
-      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
-      !IS_PLAYER(x, y))
-#endif
   {
     int move_leave_element = ei->move_leave_element;
 
@@ -6701,63 +5538,16 @@ void ContinueMoving(int x, int y)
     if (ELEM_IS_PLAYER(move_leave_element))
       RelocatePlayer(x, y, move_leave_element);
   }
-#endif
-
-#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
   /* do this after checking for left-behind element */
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
-#endif
-
-#if 0
-  /* 2.1.1 (does not work correctly for spring) */
-  if (!CAN_MOVE(element))
-    MovDir[newx][newy] = 0;
-#else
 
-#if 0
-  /* (does not work for falling objects that slide horizontally) */
-  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-    MovDir[newx][newy] = 0;
-#else
-  /*
-  if (!CAN_MOVE(element) ||
-      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-    MovDir[newx][newy] = 0;
-  */
-
-#if 0
-  if (!CAN_MOVE(element) ||
-      (CAN_FALL(element) && direction == MV_DOWN))
-    GfxDir[x][y] = MovDir[newx][newy] = 0;
-#else
   if (!CAN_MOVE(element) ||
       (CAN_FALL(element) && direction == MV_DOWN &&
        (element == EL_SPRING ||
        element_info[element].move_pattern == MV_WHEN_PUSHED ||
        element_info[element].move_pattern == MV_WHEN_DROPPED)))
     GfxDir[x][y] = MovDir[newx][newy] = 0;
-#endif
-
-#endif
-#endif
 
   DrawLevelField(x, y);
   DrawLevelField(newx, newy);
@@ -6770,21 +5560,10 @@ void ContinueMoving(int x, int y)
       !(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)
-  {
-#if 0
-    if (CAN_MOVE(element))
-      InitMovDir(newx, newy);
-    else
-      MovDir[newx][newy] = 0;
-#else
     MovDir[newx][newy] = 0;
-#endif
-  }
-#endif
 
   if (!pushed_by_player)
   {
@@ -6812,12 +5591,6 @@ void ContinueMoving(int x, int y)
     TestIfFriendTouchesBadThing(newx, newy);
 
 #if USE_NEW_MOVE_STYLE
-#if 0
-  if (CAN_FALL(element) && direction == MV_DOWN &&
-      !last_line && IS_PLAYER(x, newy + 1))
-    printf("::: we would now kill the player [%d]\n", FrameCounter);
-#endif
-
   /* give the player one last chance (one more frame) to move away */
   if (CAN_FALL(element) && direction == MV_DOWN &&
       (last_line || (!IS_FREE(x, newy + 1) &&
@@ -6830,31 +5603,14 @@ void ContinueMoving(int x, int y)
     Impact(x, newy);
 #endif
 
-#if 1
-
 #if USE_PUSH_BUGFIX
-#if 1
   if (pushed_by_player && !game.use_change_when_pushing_bug)
-#else
-  if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
 #else
   if (pushed_by_player)
 #endif
 
   {
-#if 1
     int dig_side = MV_DIR_OPPOSITE(direction);
-#else
-    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  */
-    };
-    int dig_side = trigger_sides[MV_DIR_BIT(direction)];
-#endif
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
@@ -6862,94 +5618,10 @@ void ContinueMoving(int x, int y)
     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
                                        player->index_bit, dig_side);
   }
-#endif
 
-#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 !!! */
-    CheckElementChangeBySide(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;
-
-       CheckElementChangeBySide(nextx, nexty, touched_element,
-                                CE_HIT_BY_SOMETHING, opposite_direction);
-
-       if (IS_CUSTOM_ELEMENT(hitting_element) &&
-           HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
-       {
-         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->has_event[CE_HITTING_X] &&
-               change->trigger_side & touched_side &&
-               change->trigger_element == touched_element)
-           {
-             CheckElementChangeByPage(newx, newy, hitting_element,
-                                      touched_element, CE_HITTING_X, i);
-             break;
-           }
-         }
-       }
-
-       if (IS_CUSTOM_ELEMENT(touched_element) &&
-           HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
-       {
-         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->has_event[CE_HIT_BY_X] &&
-               change->trigger_side & hitting_side &&
-               change->trigger_element == hitting_element)
-           {
-             CheckElementChangeByPage(nextx, nexty, touched_element,
-                                      hitting_element, CE_HIT_BY_X,i);
-             break;
-           }
-         }
-       }
-      }
-    }
-#endif
-  }
-#endif
-
   TestIfPlayerTouchesCustomElement(newx, newy);
   TestIfElementTouchesCustomElement(newx, newy);
 }
@@ -7144,14 +5816,7 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
-#if 1
       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
-#else
-      if (Store[x][y] == EL_BD_AMOEBA)
-       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
-      else
-       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
-#endif
       sound_delay_value = 30;
     }
   }
@@ -7255,7 +5920,6 @@ void AmoebeAbleger(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       return;
 
-#if 1
     if (IS_FREE(x, y) ||
        CAN_GROW_INTO(Feld[x][y]) ||
        Feld[x][y] == EL_QUICKSAND_EMPTY)
@@ -7263,15 +5927,6 @@ void AmoebeAbleger(int ax, int ay)
       newax = x;
       neway = y;
     }
-#else
-    /* !!! 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)
-    {
-      newax = x;
-      neway = y;
-    }
-#endif
 
     if (newax == ax && neway == ay)
       return;
@@ -7290,7 +5945,6 @@ void AmoebeAbleger(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
-#if 1
       if (IS_FREE(x, y) ||
          CAN_GROW_INTO(Feld[x][y]) ||
          Feld[x][y] == EL_QUICKSAND_EMPTY)
@@ -7299,27 +5953,13 @@ void AmoebeAbleger(int ax, int ay)
        neway = y;
        break;
       }
-#else
-      /* !!! 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)
-      {
-       newax = x;
-       neway = y;
-       break;
-      }
-#endif
       else if (IS_PLAYER(x, y))
        waiting_for_player = TRUE;
     }
 
     if (newax == ax && neway == ay)            /* amoeba cannot grow */
     {
-#if 1
       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
-#else
-      if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
-#endif
       {
        Feld[ax][ay] = EL_AMOEBA_DEAD;
        DrawLevelField(ax, ay);
@@ -7374,11 +6014,8 @@ void AmoebeAbleger(int ax, int ay)
   else if (neway == ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-#if 1
+
     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
-#else
-    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
-#endif
   }
   else
   {
@@ -7450,7 +6087,6 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
-#if 1
     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
     {                                  /* free border field */
       if (nachbarn >= life[2] && nachbarn <= life[3])
@@ -7463,21 +6099,6 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
-#else
-    /* !!! 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])
-      {
-       Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
-       if (!Stop[xx][yy])
-         DrawLevelField(xx, yy);
-       Stop[xx][yy] = TRUE;
-       changed = TRUE;
-      }
-    }
-#endif
   }
 
   if (changed)
@@ -7503,12 +6124,7 @@ static void StopRobotWheel(int x, int y)
 
 static void InitTimegateWheel(int x, int y)
 {
-#if 1
   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
-#else
-  /* another brainless, "type style" bug ... :-( */
-  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-#endif
 }
 
 static void RunTimegateWheel(int x, int y)
@@ -7573,11 +6189,8 @@ static void CloseAllOpenTimegates()
       if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
-#if 1
+
        PlayLevelSoundAction(x, y, ACTION_CLOSING);
-#else
-       PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
-#endif
       }
     }
   }
@@ -7779,11 +6392,7 @@ void MauerAbleger(int ax, int ay)
     Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
-#if 1
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
-#else
-    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
-#endif
 }
 
 void CheckForDragon(int x, int y)
@@ -8197,44 +6806,26 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
                                int x, int y, int target_element)
 {
   int previous_move_direction = MovDir[x][y];
-#if 1
   boolean add_player = (ELEM_IS_PLAYER(target_element) &&
                        IS_WALKABLE(Feld[x][y]));
-#else
-  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
-                       IS_WALKABLE(Feld[x][y]) &&
-                       !IS_MOVING(x, y));
-#endif
 
   /* 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))
   {
-#if 0
-    printf("::: BOOOM! [%d, '%s']\n", target_element,
-          element_info[target_element].token_name);
-#endif
-
     Bang(x, y);
     return;
   }
 
-#if 1
   if (!add_player)
-#endif
   {
-#if 1
     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       RemoveMovingField(x, y);
     else
       RemoveField(x, y);
 
     Feld[x][y] = target_element;
-#else
-    RemoveField(x, y);
-    Feld[x][y] = target_element;
-#endif
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -8242,13 +6833,7 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
     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);
 
@@ -8256,19 +6841,9 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
       DrawLevelFieldCrumbledSandNeighbours(x, y);
   }
 
-#if 0
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
-#endif
-
-#if 0
-  TestIfBadThingTouchesHero(x, y);
-  TestIfPlayerTouchesCustomElement(x, y);
-  TestIfElementTouchesCustomElement(x, y);
-#endif
-
-  /* "Changed[][]" not set yet to allow "entered by player" change one time */
-  if (ELEM_IS_PLAYER(target_element))
-    RelocatePlayer(x, y, target_element);
+  /* "Changed[][]" not set yet to allow "entered by player" change one time */
+  if (ELEM_IS_PLAYER(target_element))
+    RelocatePlayer(x, y, target_element);
 
 #if 1
   Changed[x][y] = TRUE;                /* ignore all further changes in this frame */
@@ -8276,16 +6851,9 @@ static void ChangeElementNowExt(struct ElementChangeInfo *change,
   Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 #endif
 
-#if 1
   TestIfBadThingTouchesHero(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
-#endif
-
-#if 0
-  if (change->has_action)
-    ExecuteCustomElementAction(...);
-#endif
 }
 
 static boolean ChangeElementNow(int x, int y, int element, int page)
@@ -8321,11 +6889,6 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 #endif
 
-#if 0
-  /* !!! indirect change before direct change !!! */
-  CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page);
-#endif
-
   if (change->explode)
   {
     Bang(x, y);
@@ -8372,39 +6935,13 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
        continue;
       }
 
-#if 0
-      if (Changed[ex][ey])     /* do not change already changed elements */
-      {
-       can_replace[xx][yy] = FALSE;
-       complete_replace = FALSE;
-
-       continue;
-      }
-#endif
-
       e = Feld[ex][ey];
 
       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
        e = MovingOrBlocked2Element(ex, ey);
 
-#if 1
-
-#if 0
-      is_empty = (IS_FREE(ex, ey) ||
-                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
-                 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
-                  !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
-#else
-
-#if 0
-      is_empty = (IS_FREE(ex, ey) ||
-                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
-#else
       is_empty = (IS_FREE(ex, ey) ||
                  (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
-#endif
-
-#endif
 
       is_walkable     = (is_empty || IS_WALKABLE(e));
       is_diggable     = (is_empty || IS_DIGGABLE(e));
@@ -8423,23 +6960,6 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
       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)
@@ -8490,10 +7010,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
   }
 
-#if 1
   /* this uses direct change before indirect change */
   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
-#endif
 
   return TRUE;
 }
@@ -8528,12 +7046,7 @@ static void ChangeElement(int x, int y, int page)
 
   if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-#if 1
     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
-#else
-    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
-                        RND(change->delay_random * change->delay_frames)) + 1;
-#endif
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -8564,11 +7077,7 @@ static void ChangeElement(int x, int y, int page)
       change = &ei->change_page[page];
     }
 
-#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 */
@@ -8576,11 +7085,6 @@ static void ChangeElement(int x, int y, int page)
       return;
     }
 
-#if 0
-    if (change->has_action)
-      ExecuteCustomElementAction(element, page);
-#endif
-
     if (ChangeElementNow(x, y, element, page))
     {
       if (change->post_change_function)
@@ -8605,10 +7109,7 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
     int element = EL_CUSTOM_START + i;
-
     boolean change_found = FALSE;
-    boolean change_element = FALSE;
-    int page = 0;
 
     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
        !HAS_ANY_CHANGE_EVENT(element, trigger_event))
@@ -8625,13 +7126,6 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
          change->trigger_page & trigger_page_bits &&
          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
-#if 0
-       if (!(change->has_event[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
-
-#if 1
        change->actual_trigger_element = trigger_element;
        change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
 
@@ -8652,37 +7146,8 @@ static boolean CheckTriggeredElementChangeExt(int lx, int ly,
 
        if (change->has_action)
          ExecuteCustomElementAction(element, j);
-#else
-       change_element = TRUE;
-       page = j;
-
-       change->actual_trigger_element = trigger_element;
-       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
-
-       break;
-#endif
-      }
-    }
-
-#if 0
-    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] = trigger_event;
-       ChangeElement(x, y, page);
       }
     }
-#endif
   }
 
   return TRUE;
@@ -8705,21 +7170,9 @@ static boolean CheckElementChangeExt(int x, int 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;
@@ -8734,103 +7187,12 @@ static boolean CheckElementChangeExt(int x, int y,
         trigger_event == CE_HITTING_X ||
         trigger_event == CE_HIT_BY_X);
 
-      if (change->can_change &&
-         change->has_event[trigger_event] &&
-         change->trigger_side & trigger_side &&
-         change->trigger_player & trigger_player
-#if 1
-         &&
-         (!check_trigger_element ||
-          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
-#endif
-         )
-      {
-       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] = trigger_event;
-  ChangeElement(x, y, trigger_page);
-
-  return TRUE;
-}
-
-static boolean CheckElementChangeExtTEST(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->has_event[trigger_event] &&
          change->trigger_side & trigger_side &&
          change->trigger_player & trigger_player &&
-         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+         (!check_trigger_element ||
+          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
       {
        change_element = TRUE;
        trigger_page = i;
@@ -8854,17 +7216,6 @@ static boolean CheckElementChangeExtTEST(int x, int y,
     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] = trigger_event;
   ChangeElement(x, y, trigger_page);
@@ -9034,13 +7385,8 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   }
 }
 
-#if 1
 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 {
-#if 0
-  static byte stored_player_action[MAX_PLAYERS];
-  static int num_stored_actions = 0;
-#endif
   boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
@@ -9051,34 +7397,11 @@ static byte 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 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
@@ -9100,18 +7423,10 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     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, 0, 0, DF_NO_PUSH);
@@ -9128,113 +7443,27 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     return 0;
   }
-
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
-
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-  }
-#endif
 }
 
-#else
-
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+void AdvanceFrameAndPlayerCounters(int player_nr)
 {
-  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);
+  int i;
 
-  if (!player->active || tape.pausing)
-    return;
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
 
-  if (player_action)
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
+    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
 
-    if (button1)
-      snapped = SnapField(player, dx, dy);
-    else
-    {
-      if (button2)
-       dropped = DropElement(player);
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
 
-      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 AdvanceFrameAndPlayerCounters(int player_nr)
-{
-  int i;
-
-  /* advance frame counters (global frame counter and time frame counter) */
-  FrameCounter++;
-  TimeFrames++;
-
-  /* advance player counters (counters for move delay, move animation etc.) */
-  for (i = 0; i < MAX_PLAYERS; i++)
-  {
-    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
-    int move_frames =
-      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
-
-    if (!advance_player_counters)      /* not all players may be affected */
-      continue;
-
-    stored_player[i].Frame += move_frames;
+    stored_player[i].Frame += move_frames;
 
     if (stored_player[i].MovPos != 0)
       stored_player[i].StepFrame += move_frames;
@@ -9263,9 +7492,7 @@ 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;
@@ -9282,38 +7509,24 @@ void GameActions()
 
   if (network_playing && !network_player_action_received)
   {
-    /*
-#ifdef DEBUG
-    printf("DEBUG: try to get network player actions in time\n");
-#endif
-    */
+    /* try to get network player actions in time */
 
 #if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
 #endif
 
+    /* game was quit by network peer */
     if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
-    {
-      /*
-#ifdef DEBUG
-      printf("DEBUG: failed to get network player actions in time\n");
-#endif
-      */
-      return;
-    }
+      return;          /* failed to get network player actions in time */
   }
 
   if (tape.pausing)
     return;
 
-#if 0
-  printf("::: getting new tape action [%d]\n", FrameCounter);
-#endif
-
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
 #if 1
@@ -9322,16 +7535,6 @@ void GameActions()
     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;
@@ -9348,13 +7551,10 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-#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;
@@ -9366,7 +7566,6 @@ void GameActions()
   /* only save actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
-#endif
 
   for (i = 0; i < MAX_PLAYERS; i++)
   {
@@ -9383,42 +7582,9 @@ void GameActions()
       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);
@@ -9432,24 +7598,10 @@ void GameActions()
     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);
 
-#if 0
-  FrameCounter++;
-  TimeFrames++;
-
-  for (i = 0; i < MAX_PLAYERS; i++)
-    stored_player[i].Frame++;
-#endif
-
-#if 1
   /* for backwards 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
@@ -9458,11 +7610,7 @@ void GameActions()
      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++)
     {
@@ -9470,15 +7618,10 @@ void GameActions()
       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);
 
@@ -9490,7 +7633,6 @@ void GameActions()
       }
     }
   }
-#endif
 
   for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
@@ -9527,7 +7669,6 @@ void GameActions()
 
     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))
@@ -9535,7 +7676,6 @@ void GameActions()
       ResetGfxAnimation(x, y);
       DrawLevelField(x, y);
     }
-#endif
 
 #if DEBUG
     if (IS_BLOCKED(x, y))
@@ -9557,20 +7697,7 @@ void GameActions()
   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;
@@ -9581,9 +7708,7 @@ void GameActions()
 
     SetRandomAnimationValue(x, y);
 
-#if 1
     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
-#endif
 
     if (IS_INACTIVE(element))
     {
@@ -9593,14 +7718,9 @@ 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] :
@@ -9612,45 +7732,19 @@ void GameActions()
       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);
     }
@@ -9668,10 +7762,6 @@ void GameActions()
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
       CheckDynamite(x, y);
-#if 0
-    else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
-#endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
@@ -9697,21 +7787,11 @@ 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) && !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))
       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
@@ -9736,24 +7816,16 @@ void GameActions()
 
 #if USE_NEW_AMOEBA_CODE
   /* new experimental amoeba growth stuff */
-#if 1
   if (!(FrameCounter % 8))
-#endif
   {
     static unsigned long random = 1684108901;
 
     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
     {
-#if 0
-      x = (random >> 10) % lev_fieldx;
-      y = (random >> 20) % lev_fieldy;
-#else
       x = RND(lev_fieldx);
       y = RND(lev_fieldy);
-#endif
       element = Feld[x][y];
 
-#if 1
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
@@ -9767,22 +7839,6 @@ void GameActions()
            (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
          Feld[x][y] = EL_AMOEBA_DROP;
       }
-#else
-      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (!IS_PLAYER(x,y) &&
-         (element == EL_EMPTY ||
-          element == EL_SAND ||
-          element == EL_QUICKSAND_EMPTY ||
-          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) ||
-           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
-         Feld[x][y] = EL_AMOEBA_DROP;
-      }
-#endif
 
       random = random * 129 + 1;
     }
@@ -9946,17 +8002,6 @@ void GameActions()
     redraw_mask |= REDRAW_FPS;
   }
 
-#if 0
-  if (stored_player[0].jx != stored_player[0].last_jx ||
-      stored_player[0].jy != stored_player[0].last_jy)
-    printf("::: %d, %d, %d, %d, %d\n",
-          stored_player[0].MovDir,
-          stored_player[0].MovPos,
-          stored_player[0].GfxPos,
-          stored_player[0].Frame,
-          stored_player[0].StepFrame);
-#endif
-
 #if USE_NEW_MOVE_DELAY
   AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
 #else
@@ -9983,14 +8028,12 @@ void GameActions()
   }
 #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
 
 #if USE_NEW_RANDOMIZE
   /* use random number generator in every frame to make it less predictable */
@@ -10068,40 +8111,6 @@ void ScrollLevel(int dx, int dy)
   redraw_mask |= REDRAW_FIELD;
 }
 
-#if 0
-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;
-}
-#endif
-
 static boolean canFallDown(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
@@ -10141,166 +8150,37 @@ static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
   int newx = x + dx;
   int newy = y + dy;
-#if 0
-  int nextx = newx + dx;
-  int nexty = newy + dy;
-#endif
 
-#if 1
-  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
-         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
-#if 0
-         (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
-#endif
-         (IS_DIGGABLE(Feld[newx][newy]) ||
-          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
-          canPassField(newx, newy, move_dir)));
-#else
-#if 1
   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
          IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
          (IS_DIGGABLE(Feld[newx][newy]) ||
           IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
           canPassField(newx, newy, move_dir)));
-#else
-#if 1
-  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
-         (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
-          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
-          canPassField(newx, newy, move_dir)));
-#else
-  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
-         (IS_DIGGABLE(Feld[newx][newy]) ||
-          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
-          (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
-           !CAN_MOVE(Feld[newx][newy]) &&
-           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
-           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
-           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
-#endif
-#endif
-#endif
 }
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
   if (game.gravity && !player->programmed_action)
   {
-#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
-
-#if 1
     boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
-#else
-    boolean player_is_snapping = player->action & JOY_BUTTON_1;
-#endif
-
     int jx = player->jx, jy = player->jy;
-
     boolean player_is_moving_to_valid_field =
       (!player_is_snapping &&
        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
        canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
-
-#if 0
-    int move_dir =
-      (player->last_move_dir & MV_HORIZONTAL ?
-       (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
-       (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-#endif
-
-#if 0
-    int opposite_dir = MV_DIR_OPPOSITE(move_dir);
-    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;
-    int nextx = new_jx + dx, nexty = new_jy + dy;
-#endif
-
-#if 1
-
-#if 1
     boolean player_can_fall_down = canFallDown(player);
-#else
-    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)));
-#endif
 
-#else
-    boolean player_can_fall_down =
-      (IN_LEV_FIELD(jx, jy + 1) &&
-       (IS_FREE(jx, jy + 1)));
-#endif
+    if (player_can_fall_down &&
+       !player_is_moving_to_valid_field)
+      player->programmed_action = MV_DOWN;
+  }
+}
 
-#if 0
-    boolean player_is_moving_to_valid_field =
-      (
-#if 1
-       !player_is_snapping &&
-#endif
-
-#if 1
-       IN_LEV_FIELD(new_jx, new_jy) &&
-       (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
-       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
-        element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
-        IN_LEV_FIELD(nextx, nexty) &&
-        element_info[Feld[nextx][nexty]].access_direction & move_dir))
-#else
-       IN_LEV_FIELD(new_jx, new_jy) &&
-       (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       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 !!! */
-#endif
-       );
-#endif
-
-#if 0
-    boolean player_is_standing_on_valid_field =
-      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
-       (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
-#endif
-
-#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 &&
-#if 0
-       !player_is_standing_on_valid_field &&
-#endif
-       !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
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+  return CheckGravityMovement(player);
 
   if (game.gravity && !player->programmed_action)
   {
@@ -10327,22 +8207,6 @@ static void CheckGravityMovementWhenNotMoving(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 element;
@@ -10362,11 +8226,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
     return MF_NO_ACTION;
 
-#if 0
-  element = MovingOrBlocked2Element(new_jx, new_jy);
-#else
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
-#endif
 
   if (DONT_RUN_INTO(element))
   {
@@ -10405,31 +8265,10 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   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]))
-  {
-    CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X,
-                                     leave_side);
-    CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
-  }
-
-  if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
-  {
-    CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
-                                     CE_PLAYER_ENTERS_X, enter_side);
-    CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
-                            CE_ENTERED_BY_PLAYER, enter_side);
-  }
-#endif
-
   return MF_MOVING;
 }
 
@@ -10439,7 +8278,6 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   int old_jx = jx, old_jy = jy;
   int moved = MF_NO_ACTION;
 
-#if 1
   if (!player->active)
     return FALSE;
 
@@ -10456,23 +8294,6 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     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 0
-  printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
-        player->move_delay + player->move_delay_value);
-#endif
 
 #if USE_NEW_MOVE_DELAY
   if (player->move_delay > 0)
@@ -10480,23 +8301,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   if (!FrameReached(&player->move_delay, player->move_delay_value))
 #endif
   {
-#if 0
-    printf("::: can NOT move\n");
-#endif
-
     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
-
-#if 0
-  printf("::: COULD move now\n");
-#endif
 
 #if USE_NEW_MOVE_DELAY
   player->move_delay = -1;             /* set to "uninitialized" value */
@@ -10624,23 +8430,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     }
   }
 
-#if 0
-#if 1
-  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
-#else
-  if (!(moved & MF_MOVING) && !player->is_pushing)
-    player->Frame = 0;
-#endif
-#endif
-
   player->StepFrame = 0;
 
   if (moved & MF_MOVING)
   {
-#if 0
-    printf("::: REALLY moves now\n");
-#endif
-
     if (old_jx != jx && old_jy == jy)
       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
     else if (old_jx == jx && old_jy != jy)
@@ -10650,67 +8443,9 @@ boolean MovePlayer(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 !!! */
-
-#if 1
-    if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
-    {
-      int move_direction = player->MovDir;
-#if 1
-      int enter_side = MV_DIR_OPPOSITE(move_direction);
-      int leave_side = move_direction;
-#else
-      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 enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
-      int old_element = Feld[old_jx][old_jy];
-      int new_element = Feld[jx][jy];
-
-#if 1
-      /* !!! TEST ONLY !!! */
-      if (IS_CUSTOM_ELEMENT(old_element))
-       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
-                                  CE_LEFT_BY_PLAYER,
-                                  player->index_bit, leave_side);
-
-      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
-                                         CE_PLAYER_LEAVES_X,
-                                         player->index_bit, leave_side);
-
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
-
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_PLAYER_ENTERS_X,
-                                         player->index_bit, enter_side);
-#endif
-
-    }
-#endif
-
-
   }
   else
   {
@@ -10763,20 +8498,8 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
-#if 0
-    printf("::: %06d: %d,%d: %d (%d) [%d]\n",
-          FrameCounter,
-          last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
-          player->block_delay);
-#endif
-
 #if USE_NEW_BLOCK_STYLE
 
-#if 0
-    if (player->block_delay <= 0)
-      printf("::: ALERT! block_delay == %d\n", player->block_delay);
-#endif
-
     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
        Feld[last_jx][last_jy] == EL_EMPTY)
     {
@@ -10798,25 +8521,6 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       /* add block delay adjustment (also possible when not blocking) */
       last_field_block_delay += block_delay_adjustment;
 
-#if 0
-#if USE_BLOCK_DELAY_BUGFIX
-      /* when blocking enabled, correct block delay for fast movement */
-      if (player->block_last_field &&
-         player->move_delay_value < MOVE_DELAY_NORMAL_SPEED)
-       last_field_block_delay =
-         player->move_delay_value + player->block_delay_adjustment;
-#endif
-#endif
-
-#if 0
-#if USE_GRAVITY_BUGFIX_NEW
-      /* when blocking enabled, correct block delay for gravity movement */
-      if (player->block_last_field &&
-         game.gravity && player->MovDir == MV_UP)
-       last_field_block_delay = player->move_delay_value - 1;
-#endif
-#endif
-
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
     }
@@ -10832,10 +8536,6 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 #endif
 #endif
 
-#if 0
-    DrawPlayer(player);
-#endif
-
     return;
   }
   else if (!FrameReached(&player->actual_frame_counter, 1))
@@ -10848,24 +8548,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
 #else
   if (!player->block_last_field &&
       Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-#if 1
+
     RemoveField(last_jx, last_jy);
-#else
-    Feld[last_jx][last_jy] = EL_EMPTY;
-#endif
 #endif
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
     CheckGravityMovement(player);
 
-#if 0
-  DrawPlayer(player);  /* needed here only to cleanup last field */
-#endif
-
   if (player->MovPos == 0)     /* player reached destination field */
   {
-#if 1
     if (player->move_delay_reset_counter > 0)
     {
       player->move_delay_reset_counter--;
@@ -10879,26 +8571,13 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->move_delay = 0;
       }
     }
-#else
-    if (IS_PASSABLE(Feld[last_jx][last_jy]))
-    {
-      /* 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;
-    }
-#endif
 
 #if USE_NEW_BLOCK_STYLE
 #else
     if (player->block_last_field &&
        Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
-#if 1
+
       RemoveField(last_jx, last_jy);
-#else
-      Feld[last_jx][last_jy] = EL_EMPTY;
-#endif
 #endif
 
     player->last_jx = jx;
@@ -10916,36 +8595,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->LevelSolved = player->GameOver = TRUE;
     }
 
-#if 1
-    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
     /* this breaks one level: "machine", level 000 */
-#if 0
-    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-#endif
     {
       int move_direction = player->MovDir;
-#if 1
       int enter_side = MV_DIR_OPPOSITE(move_direction);
       int leave_side = move_direction;
-#else
-      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 enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
-      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
-#endif
       int old_jx = last_jx;
       int old_jy = last_jy;
       int old_element = Feld[old_jx][old_jy];
       int new_element = Feld[jx][jy];
 
-#if 1
-      /* !!! TEST ONLY !!! */
       if (IS_CUSTOM_ELEMENT(old_element))
        CheckElementChangeByPlayer(old_jx, old_jy, old_element,
                                   CE_LEFT_BY_PLAYER,
@@ -10962,23 +8621,17 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
                                          CE_PLAYER_ENTERS_X,
                                          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
-#if 1
+
       /* needed because pushed element has not yet reached its destination,
         so it would trigger a change event at its previous field location */
       if (!player->is_pushing)
-#endif
        TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
-#endif
 
       if (!player->active)
        RemoveHero(player);
@@ -11092,20 +8745,11 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       else
        continue;               /* center and border element do not touch */
 
-#if 1
-      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, border_side);
       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, border_side);
-#else
-      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
-                                         CE_PLAYER_TOUCHES_X,
-                                         player->index_bit, border_side);
-      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
-                                player->index_bit, border_side);
-#endif
     }
     else if (IS_PLAYER(xx, yy))
     {
@@ -11117,21 +8761,11 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
          continue;             /* center and border element do not touch */
       }
 
-#if 1
-      /* !!! TEST ONLY !!! */
       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
                                 player->index_bit, center_side);
       CheckTriggeredElementChangeByPlayer(x, y, center_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, center_side);
-#else
-      CheckTriggeredElementChangeByPlayer(x, y, center_element,
-                                         CE_PLAYER_TOUCHES_X,
-                                         player->index_bit, center_side);
-      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
-                                player->index_bit, center_side);
-#endif
-
       break;
     }
   }
@@ -11162,10 +8796,8 @@ void TestIfElementTouchesCustomElement(int x, int y)
     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 = EL_UNDEFINED;
-  int i, j;
+  int i;
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
@@ -11187,231 +8819,61 @@ void TestIfElementTouchesCustomElement(int x, int y)
     else
       continue;                        /* center and border element do not touch */
 
-#if TEST_NEW_STUFF
-
     /* check for change of center element (but change it only once) */
     if (!change_center_element)
       change_center_element =
        CheckElementChangeBySide(x, y, center_element, border_element,
                                 CE_TOUCHING_X, border_side);
 
-    /* -> CheckElementChangeExtTEST */
-
-#else
+    /* check for change of border element */
+    CheckElementChangeBySide(xx, yy, border_element, center_element,
+                            CE_TOUCHING_X, center_side);
+  }
+}
 
-    /* check for change of center element (but change it only once) */
-    if (IS_CUSTOM_ELEMENT(center_element) &&
-       HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
-       !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];
+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 (change->can_change &&
-           change->has_event[CE_TOUCHING_X] &&
-           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;
+  if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+    return;
 
-         break;
-       }
-      }
-    }
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
 
+#if !USE_HITTING_SOMETHING_BUGFIX
+  /* "hitting something" is also true when hitting the playfield border */
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          CE_HITTING_SOMETHING, direction);
 #endif
 
-#if TEST_NEW_STUFF
+  if (IN_LEV_FIELD(hitx, hity))
+  {
+    int opposite_direction = MV_DIR_OPPOSITE(direction);
+    int hitting_side = direction;
+    int touched_side = opposite_direction;
+    boolean object_hit = (!IS_MOVING(hitx, hity) ||
+                         MovDir[hitx][hity] != direction ||
+                         ABS(MovPos[hitx][hity]) <= TILEY / 2);
 
-    /* check for change of border element */
-    CheckElementChangeBySide(xx, yy, border_element, center_element,
-                            CE_TOUCHING_X, center_side);
-
-#else
-
-    /* check for change of border element */
-    if (IS_CUSTOM_ELEMENT(border_element) &&
-       HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
-    {
-      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->has_event[CE_TOUCHING_X] &&
-           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
-
-         CheckElementChangeByPage(xx, yy, border_element, center_element,
-                                  CE_TOUCHING_X, j);
-         break;
-       }
-      }
-    }
-
-#endif
-
-  }
-
-#if !TEST_NEW_STUFF
-
-  if (change_center_element)
-  {
-#if 0
-    printf("::: center_element %d, %d\n", x, y);
-#endif
-
-    CheckElementChangeByPage(x, y, center_element, border_trigger_element,
-                            CE_TOUCHING_X, center_element_change_page);
-  }
-
-#endif
-
-}
-
-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);
-
-#if !USE_HITTING_SOMETHING_BUGFIX
-  /* "hitting something" is also true when hitting the playfield border */
-  CheckElementChangeBySide(x, y, hitting_element, touched_element,
-                          CE_HITTING_SOMETHING, direction);
-#endif
-
-  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
+    object_hit = TRUE;
 
     if (object_hit)
     {
-      int i;
-
 #if !USE_HIT_BY_SOMETHING_BUGFIX
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_HIT_BY_SOMETHING, opposite_direction);
 #endif
 
-#if TEST_NEW_STUFF
-
       CheckElementChangeBySide(x, y, hitting_element, touched_element,
                               CE_HITTING_X, touched_side);
 
-#else
-
-      if (IS_CUSTOM_ELEMENT(hitting_element) &&
-         HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
-      {
-       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->has_event[CE_HITTING_X] &&
-             change->trigger_side & touched_side &&
-         
-#if 1
-             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
-#else
-             change->trigger_element == touched_element
-#endif
-             )
-         {
-           CheckElementChangeByPage(x, y, hitting_element, touched_element,
-                                    CE_HITTING_X, i);
-           break;
-         }
-       }
-      }
-
-#endif
-
-#if TEST_NEW_STUFF
-
       CheckElementChangeBySide(hitx, hity, touched_element,
                               hitting_element, CE_HIT_BY_X, hitting_side);
-#else
-
-      if (IS_CUSTOM_ELEMENT(touched_element) &&
-         HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
-      {
-       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->has_event[CE_HIT_BY_X] &&
-             change->trigger_side & hitting_side &&
-#if 1
-             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
-#else
-             change->trigger_element == hitting_element
-#endif
-             )
-         {
-           CheckElementChangeByPage(hitx, hity, touched_element,
-                                    hitting_element, CE_HIT_BY_X, i);
-           break;
-         }
-       }
-      }
-
-#endif
 
 #if USE_HIT_BY_SOMETHING_BUGFIX
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
@@ -11480,73 +8942,11 @@ void TestIfElementSmashesCustomElement(int x, int y, int direction)
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_SMASHED_BY_SOMETHING, opposite_direction);
 
-#if TEST_NEW_STUFF
-
       CheckElementChangeBySide(x, y, hitting_element, touched_element,
                               CE_OTHER_IS_SMASHING, touched_side);
-#else
-
-      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->has_event[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
-             )
-         {
-           CheckElementChangeByPage(x, y, hitting_element, touched_element,
-                                    CE_OTHER_IS_SMASHING, i);
-           break;
-         }
-       }
-      }
-
-#endif
-
-#if TEST_NEW_STUFF
 
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_OTHER_GETS_SMASHED, hitting_side);
-#else
-
-      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->has_event[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
-             )
-         {
-           CheckElementChangeByPage(hitx, hity, touched_element,
-                                    hitting_element, CE_OTHER_GETS_SMASHED,i);
-           break;
-         }
-       }
-      }
-
-#endif
-
     }
   }
 }
@@ -11584,11 +8984,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     test_move_dir =
       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
 
-#if 0
-    test_element = Feld[test_x][test_y];
-#else
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
-#endif
 
     /* 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
@@ -11610,18 +9006,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
-#if 1
       if (player->shield_deadly_time_left > 0 &&
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(kill_x, kill_y);
       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
        KillHero(player);
-#else
-      if (player->shield_deadly_time_left > 0)
-       Bang(kill_x, kill_y);
-      else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
-       KillHero(player);
-#endif
     }
     else
       Bang(good_x, good_y);
@@ -11710,18 +9099,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-#if 1
       if (player->shield_deadly_time_left > 0 &&
          !IS_INDESTRUCTIBLE(bad_element))
        Bang(bad_x, bad_y);
       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
        KillHero(player);
-#else
-      if (player->shield_deadly_time_left > 0)
-       Bang(bad_x, bad_y);
-      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
-       KillHero(player);
-#endif
     }
     else
       Bang(kill_x, kill_y);
@@ -11829,11 +9211,7 @@ void BuryHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-#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;
@@ -11903,9 +9281,6 @@ int DigField(struct PlayerInfo *player,
             int oldx, int oldy, int x, int y,
             int real_dx, int real_dy, int mode)
 {
-#if 0
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-#endif
   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
   boolean player_was_pushing = player->is_pushing;
   int jx = oldx, jy = oldy;
@@ -11916,18 +9291,7 @@ int DigField(struct PlayerInfo *player,
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
-#if 1
   int dig_side = MV_DIR_OPPOSITE(move_direction);
-#else
-  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  */
-  };
-  int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
-#endif
   int old_element = Feld[jx][jy];
   int element;
 
@@ -11958,56 +9322,14 @@ int DigField(struct PlayerInfo *player,
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
     return MF_NO_ACTION;
 
-#if 0
-
-#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 }
-    };
-
-    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 */
-  }
-
-#else
-
   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
-#if USE_BACK_WALKABLE_BUGFIX
 
+#if USE_BACK_WALKABLE_BUGFIX
   /* in case of element dropped at player position, check background */
   else if (Back[jx][jy] != EL_EMPTY &&
           game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
-#endif
-
 #endif
 
   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
@@ -12025,791 +9347,472 @@ int DigField(struct PlayerInfo *player,
       game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
-#if 1
   if (game.gravity && is_player && !player->is_auto_moving &&
       canFallDown(player) && move_direction != MV_DOWN &&
       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
     return MF_NO_ACTION;       /* player cannot walk here due to gravity */
-#endif
-
-#if 0
-  if (element == EL_EMPTY_SPACE &&
-      game.gravity && !player->is_auto_moving &&
-      canFallDown(player) && move_direction != MV_DOWN)
-    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
-#endif
 
-  switch (element)
+  if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
   {
-#if 0
-    case EL_SP_PORT_LEFT:
-    case EL_SP_PORT_RIGHT:
-    case EL_SP_PORT_UP:
-    case EL_SP_PORT_DOWN:
-    case EL_SP_PORT_HORIZONTAL:
-    case EL_SP_PORT_VERTICAL:
-    case EL_SP_PORT_ANY:
-    case EL_SP_GRAVITY_PORT_LEFT:
-    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))
+    int sound_element = SND_ELEMENT(element);
+    int sound_action = ACTION_WALKING;
+
+    if (IS_RND_GATE(element))
+    {
+      if (!player->key[RND_GATE_NR(element)])
        return MF_NO_ACTION;
-#else
-      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))
+    }
+    else if (IS_RND_GATE_GRAY(element))
+    {
+      if (!player->key[RND_GATE_GRAY_NR(element)])
        return MF_NO_ACTION;
-#endif
+    }
+    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 */
+    }
+
+    /* play sound from background or player, whatever is available */
+    if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+      PlayLevelSoundElementAction(x, y, sound_element, sound_action);
+    else
+      PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
+  }
+  else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+  {
+    if (!ACCESS_FROM(element, opposite_direction))
+      return MF_NO_ACTION;     /* field not accessible from this direction */
+
+    if (CAN_MOVE(element))     /* only fixed elements can be passed! */
+      return MF_NO_ACTION;
 
+    if (IS_EM_GATE(element))
+    {
+      if (!player->key[EM_GATE_NR(element)])
+       return MF_NO_ACTION;
+    }
+    else if (IS_EM_GATE_GRAY(element))
+    {
+      if (!player->key[EM_GATE_GRAY_NR(element)])
+       return MF_NO_ACTION;
+    }
+    else if (IS_SP_PORT(element))
+    {
       if (element == EL_SP_GRAVITY_PORT_LEFT ||
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
        game.gravity = !game.gravity;
+      else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
+              element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
+              element == EL_SP_GRAVITY_ON_PORT_UP ||
+              element == EL_SP_GRAVITY_ON_PORT_DOWN)
+       game.gravity = TRUE;
+      else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
+              element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
+              element == EL_SP_GRAVITY_OFF_PORT_UP ||
+              element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+       game.gravity = FALSE;
+    }
 
-      /* 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 */
+    /* automatically move to the next field with double speed */
+    player->programmed_action = move_direction;
 
-       DOUBLE_PLAYER_SPEED(player);
-      }
-#else
-      player->move_delay_reset_counter = 2;
+    if (player->move_delay_reset_counter == 0)
+    {
+      player->move_delay_reset_counter = 2;    /* two double speed steps */
 
       DOUBLE_PLAYER_SPEED(player);
-#endif
-
-#if 0
-      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
-#endif
-
-      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
-      break;
-#endif
-
-#if 0
-    case EL_TUBE_ANY:
-    case EL_TUBE_VERTICAL:
-    case EL_TUBE_HORIZONTAL:
-    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:
-    case EL_TUBE_RIGHT_DOWN:
-      {
-       int i = 0;
-       int tube_enter_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_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)
-       {
-         i++;
-         if (tube_enter_directions[i][0] == -1)        /* should not happen */
-           break;
-       }
-
-       if (!(tube_enter_directions[i][1] & move_direction))
-         return MF_NO_ACTION;  /* tube has no opening in this direction */
-
-       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
-      }
-      break;
-#endif
-
-    default:
-
-#if 1
-      if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
-#else
-      if (IS_WALKABLE(element))
-#endif
-      {
-       int sound_element = SND_ELEMENT(element);
-       int sound_action = ACTION_WALKING;
-
-#if 0
-       if (!ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#endif
-
-#if 0
-       if (element == EL_EMPTY_SPACE &&
-           game.gravity && !player->is_auto_moving &&
-           canFallDown(player) && move_direction != MV_DOWN)
-         return MF_NO_ACTION;  /* player cannot walk here due to gravity */
-#endif
-
-       if (IS_RND_GATE(element))
-       {
-         if (!player->key[RND_GATE_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_RND_GATE_GRAY(element))
-       {
-         if (!player->key[RND_GATE_GRAY_NR(element)])
-           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 */
-       }
-
-       /* play sound from background or player, whatever is available */
-       if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
-         PlayLevelSoundElementAction(x, y, sound_element, sound_action);
-       else
-         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
-
-       break;
-      }
-#if 1
-      else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
-#else
-      else if (IS_PASSABLE(element))
-#endif
-      {
-#if 0
-       if (!canPassField(x, y, move_direction))
-         return MF_NO_ACTION;
-#else
-
-#if 0
-#if 1
-       if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
-           !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
-           (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
-         return MF_NO_ACTION;
-#else
-       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-         return MF_NO_ACTION;
-#endif
-#endif
-
-#if 1
-       if (!ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#else
-       if (IS_CUSTOM_ELEMENT(element) &&
-           !ACCESS_FROM(element, opposite_direction))
-         return MF_NO_ACTION;  /* field not accessible from this direction */
-#endif
-
-#if 1
-       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
-         return MF_NO_ACTION;
-#endif
-
-#endif
-
-       if (IS_EM_GATE(element))
-       {
-         if (!player->key[EM_GATE_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_EM_GATE_GRAY(element))
-       {
-         if (!player->key[EM_GATE_GRAY_NR(element)])
-           return MF_NO_ACTION;
-       }
-       else if (IS_SP_PORT(element))
-       {
-         if (element == EL_SP_GRAVITY_PORT_LEFT ||
-             element == EL_SP_GRAVITY_PORT_RIGHT ||
-             element == EL_SP_GRAVITY_PORT_UP ||
-             element == EL_SP_GRAVITY_PORT_DOWN)
-           game.gravity = !game.gravity;
-         else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
-                  element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
-                  element == EL_SP_GRAVITY_ON_PORT_UP ||
-                  element == EL_SP_GRAVITY_ON_PORT_DOWN)
-           game.gravity = TRUE;
-         else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
-                  element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
-                  element == EL_SP_GRAVITY_OFF_PORT_UP ||
-                  element == EL_SP_GRAVITY_OFF_PORT_DOWN)
-           game.gravity = FALSE;
-       }
-
-       /* 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;
+    PlayLevelSoundAction(x, y, ACTION_PASSING);
+  }
+  else if (IS_DIGGABLE(element))
+  {
+    RemoveField(x, y);
 
-       DOUBLE_PLAYER_SPEED(player);
-#endif
+    if (mode != DF_SNAP)
+    {
+      GfxElement[x][y] = GFX_ELEMENT(element);
+      player->is_digging = TRUE;
+    }
 
-       PlayLevelSoundAction(x, y, ACTION_PASSING);
+    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
-       break;
-      }
-      else if (IS_DIGGABLE(element))
-      {
-       RemoveField(x, y);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                       player->index_bit, dig_side);
 
-       if (mode != DF_SNAP)
-       {
-#if 1
-         GfxElement[x][y] = GFX_ELEMENT(element);
-#else
-         GfxElement[x][y] =
-           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
-#endif
-         player->is_digging = TRUE;
-       }
+    if (mode == DF_SNAP)
+      TestIfElementTouchesCustomElement(x, y); /* for empty space */
+  }
+  else if (IS_COLLECTIBLE(element))
+  {
+    RemoveField(x, y);
 
-       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+    if (is_player && mode != DF_SNAP)
+    {
+      GfxElement[x][y] = element;
+      player->is_collecting = TRUE;
+    }
 
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
-                                           player->index_bit, dig_side);
+    if (element == EL_SPEED_PILL)
+    {
+      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+    }
+    else if (element == EL_EXTRA_TIME && level.time > 0)
+    {
+      TimeLeft += 10;
+      DrawGameValue_Time(TimeLeft);
+    }
+    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;
 
-#if 1
-       if (mode == DF_SNAP)
-         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
-#endif
+      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 (IS_KEY(element))
+    {
+      player->key[KEY_NR(element)] = TRUE;
 
-       break;
-      }
-      else if (IS_COLLECTIBLE(element))
-      {
-       RemoveField(x, y);
+      DrawGameValue_Keys(player->key);
 
-       if (is_player && mode != DF_SNAP)
-       {
-         GfxElement[x][y] = element;
-         player->is_collecting = TRUE;
-       }
+      redraw_mask |= REDRAW_DOOR_1;
+    }
+    else if (IS_ENVELOPE(element))
+    {
+      player->show_envelope = element;
+    }
+    else if (IS_DROPPABLE(element) ||
+            IS_THROWABLE(element))     /* can be collected and dropped */
+    {
+      int i;
 
-       if (element == EL_SPEED_PILL)
-       {
-         player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-       }
-       else if (element == EL_EXTRA_TIME && level.time > 0)
-       {
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
-       }
-       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 (element_info[element].collect_count == 0)
+       player->inventory_infinite_element = element;
+      else
+       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 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 (IS_KEY(element))
-       {
-         player->key[KEY_NR(element)] = TRUE;
-
-         DrawGameValue_Keys(player->key);
-
-         redraw_mask |= REDRAW_DOOR_1;
-       }
-       else if (IS_ENVELOPE(element))
-       {
-#if 1
-         player->show_envelope = element;
-#else
-         ShowEnvelope(element - EL_ENVELOPE_1);
-#endif
-       }
-       else if (IS_DROPPABLE(element) ||
-                IS_THROWABLE(element)) /* can be collected and dropped */
-       {
-         int i;
-
-         if (element_info[element].collect_count == 0)
-           player->inventory_infinite_element = element;
-         else
-           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 if (element_info[element].collect_count > 0)
-       {
-         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);
-
-       if (is_player)
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_PLAYER_COLLECTS_X,
-                                             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;
+      DrawGameValue_Dynamite(local_player->inventory_size);
+    }
+    else if (element_info[element].collect_count > 0)
+    {
+      local_player->gems_still_needed -=
+       element_info[element].collect_count;
+      if (local_player->gems_still_needed < 0)
+       local_player->gems_still_needed = 0;
 
-#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
+      DrawGameValue_Emeralds(local_player->gems_still_needed);
+    }
 
-#if 1
-       /* do not push elements already moving away faster than player */
-       if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
-           ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
-         return MF_NO_ACTION;
-#else
-       if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
-         return MF_NO_ACTION;
-#endif
+    RaiseScoreElement(element);
+    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-#if 1
+    if (is_player)
+      CheckTriggeredElementChangeByPlayer(x, y, element,
+                                         CE_PLAYER_COLLECTS_X,
+                                         player->index_bit, dig_side);
 
-#if 1
-       if (game.engine_version >= VERSION_IDENT(3,1,0,0))
-       {
-         if (player->push_delay_value == -1 || !player_was_pushing)
-           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       }
-       else 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(3,0,7,1))
-       {
-         if (player->push_delay_value == -1 || !player_was_pushing)
-           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       }
-#endif
-       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 (mode == DF_SNAP)
+      TestIfElementTouchesCustomElement(x, y); /* for empty space */
+  }
+  else if (IS_PUSHABLE(element))
+  {
+    if (mode == DF_SNAP && element != EL_BD_ROCK)
+      return MF_NO_ACTION;
 
-       /*
-       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
-           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
-            !player_is_pushing))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-       */
-#else
-       if (!player->is_pushing &&
-           game.engine_version >= VERSION_IDENT(2,2,0,7))
-         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
-#endif
+    if (CAN_FALL(element) && dy)
+      return MF_NO_ACTION;
 
-#if 0
-       printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
-              player->push_delay, player->push_delay_value,
-              FrameCounter, game.engine_version,
-              player_was_pushing, player->is_pushing,
-              element, element_info[element].token_name,
-              GET_NEW_PUSH_DELAY(element));
-#endif
+    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;
 
-       player->is_pushing = TRUE;
+    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;
 
-       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;
+    /* 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;
 
-       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
-         return MF_NO_ACTION;
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+    {
+      if (player->push_delay_value == -1 || !player_was_pushing)
+       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+    }
+    else 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 USE_NEW_PUSH_DELAY
+    player->is_pushing = TRUE;
 
-#if 0
-       if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
-         printf("::: ALERT: %d, %d [%d / %d]\n",
-                player->push_delay, player->push_delay2,
-                FrameCounter, FrameCounter / 50);
-#endif
+    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 (player->push_delay == -1)   /* new pushing; restart delay */
-         player->push_delay = 0;
-#else
-       if (player->push_delay == 0)    /* new pushing; restart delay */
-         player->push_delay = FrameCounter;
-#endif
+    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+      return MF_NO_ACTION;
 
 #if USE_NEW_PUSH_DELAY
-#if 0
-       if ( (player->push_delay > 0) != (!xxx_fr) )
-         printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
-                player->push_delay,
-                xxx_pdv2, player->push_delay2, player->push_delay_value,
-                FrameCounter, FrameCounter / 50);
-#endif
-
-#if 0
-       if (player->push_delay > 0 &&
-           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-           element != EL_SPRING && element != EL_BALLOON)
+    if (player->push_delay == -1)      /* new pushing; restart delay */
+      player->push_delay = 0;
 #else
-       /* !!! */
-       if (player->push_delay < player->push_delay_value &&
-           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-           element != EL_SPRING && element != EL_BALLOON)
+    if (player->push_delay == 0)       /* new pushing; restart delay */
+      player->push_delay = FrameCounter;
 #endif
 
+#if USE_NEW_PUSH_DELAY
+    if (player->push_delay < player->push_delay_value &&
+       !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+       element != EL_SPRING && element != EL_BALLOON)
 #else
-       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-           element != EL_SPRING && element != EL_BALLOON)
+    if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+       !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+       element != EL_SPRING && element != EL_BALLOON)
 #endif
-       {
-         /* make sure that there is no move delay before next try to push */
+    {
+      /* make sure that there is no move delay before next try to push */
 #if USE_NEW_MOVE_DELAY
-         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-           player->move_delay = 0;
+      if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       player->move_delay = 0;
 #else
-         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
-           player->move_delay = INITIAL_MOVE_DELAY_OFF;
+      if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       player->move_delay = INITIAL_MOVE_DELAY_OFF;
 #endif
 
-         return MF_NO_ACTION;
-       }
-
-#if 0
-       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
-#endif
+      return MF_NO_ACTION;
+    }
 
-       if (IS_SB_ELEMENT(element))
-       {
-         if (element == EL_SOKOBAN_FIELD_FULL)
-         {
-           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-           local_player->sokobanfields_still_needed++;
-         }
+    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--;
-         }
+      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;
+      Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-         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 (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 (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);
+      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);
 
-       InitMovingField(x, y, move_direction);
-       GfxAction[x][y] = ACTION_PUSHING;
+    InitMovingField(x, y, move_direction);
+    GfxAction[x][y] = ACTION_PUSHING;
 
-       if (mode == DF_SNAP)
-         ContinueMoving(x, y);
-       else
-         MovPos[x][y] = (dx != 0 ? dx : dy);
+    if (mode == DF_SNAP)
+      ContinueMoving(x, y);
+    else
+      MovPos[x][y] = (dx != 0 ? dx : dy);
 
-       Pushed[x][y] = TRUE;
-       Pushed[nextx][nexty] = TRUE;
+    Pushed[x][y] = TRUE;
+    Pushed[nextx][nexty] = TRUE;
 
-       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 */
+    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 */
 
 #if USE_PUSH_BUGFIX
-       /* now: check for element change _after_ element has been pushed! */
-#if 1
-       if (game.use_change_when_pushing_bug)
-#else
-       if (game.engine_version < VERSION_IDENT(3,1,0,0))
-#endif
-       {
-         CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                    player->index_bit, dig_side);
-         CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
-                                             player->index_bit, dig_side);
-       }
-
-#else
-
-#if 1
-       /* check for element change _after_ element has been pushed! */
-#else
+    /* now: check for element change _after_ element has been pushed! */
+    if (game.use_change_when_pushing_bug)
+    {
+      CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
+                                         player->index_bit, dig_side);
+    }
 
-#if 1
-       /* !!! TEST ONLY !!! */
-       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
-                                           player->index_bit, dig_side);
 #else
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
-                                           player->index_bit, dig_side);
-       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-#endif
+    /* check for element change _after_ element has been pushed! */
 #endif
+  }
+  else if (IS_SWITCHABLE(element))
+  {
+    if (PLAYER_SWITCHING(player, x, y))
+    {
+      CheckTriggeredElementChangeByPlayer(x,y, element,
+                                         CE_PLAYER_PRESSES_X,
+                                         player->index_bit, dig_side);
 
-#endif
-
-       break;
-      }
-      else if (IS_SWITCHABLE(element))
-      {
-       if (PLAYER_SWITCHING(player, x, y))
-       {
-         CheckTriggeredElementChangeByPlayer(x,y, element,
-                                             CE_PLAYER_PRESSES_X,
-                                             player->index_bit, dig_side);
-
-         return MF_ACTION;
-       }
-
-       player->is_switching = TRUE;
-       player->switch_x = x;
-       player->switch_y = y;
-
-       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+      return MF_ACTION;
+    }
 
-       if (element == EL_ROBOT_WHEEL)
-       {
-         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-         ZX = x;
-         ZY = y;
+    player->is_switching = TRUE;
+    player->switch_x = x;
+    player->switch_y = y;
 
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_SP_TERMINAL)
-       {
-         int xx, yy;
+    PlayLevelSoundElementAction(x, y, element, ACTION_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;
-         }
-       }
-       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 (element == EL_ROBOT_WHEEL)
+    {
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+      ZX = x;
+      ZY = y;
 
-#if 0
-         PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
-                        SND_LIGHT_SWITCH_ACTIVATING :
-                        SND_LIGHT_SWITCH_DEACTIVATING);
-#endif
-       }
-       else if (element == EL_TIMEGATE_SWITCH)
-       {
-         ActivateTimegateSwitch(x, y);
-       }
-       else if (element == EL_BALLOON_SWITCH_LEFT ||
-                element == EL_BALLOON_SWITCH_RIGHT ||
-                element == EL_BALLOON_SWITCH_UP ||
-                element == EL_BALLOON_SWITCH_DOWN ||
-                element == EL_BALLOON_SWITCH_ANY)
-       {
-         if (element == EL_BALLOON_SWITCH_ANY)
-           game.balloon_dir = move_direction;
-         else
-           game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
-                               element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
-                               element == EL_BALLOON_SWITCH_UP    ? MV_UP :
-                               element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
-                               MV_NO_MOVING);
-       }
-       else if (element == EL_LAMP)
-       {
-         Feld[x][y] = EL_LAMP_ACTIVE;
-         local_player->lights_still_needed--;
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_SP_TERMINAL)
+    {
+      int xx, yy;
 
-         ResetGfxAnimation(x, y);
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_TIME_ORB_FULL)
-       {
-         Feld[x][y] = EL_TIME_ORB_EMPTY;
-         TimeLeft += 10;
-         DrawGameValue_Time(TimeLeft);
+      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);
+    }
+    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--;
 
-         ResetGfxAnimation(x, y);
-         DrawLevelField(x, y);
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
+    else if (element == EL_TIME_ORB_FULL)
+    {
+      Feld[x][y] = EL_TIME_ORB_EMPTY;
+      TimeLeft += 10;
+      DrawGameValue_Time(TimeLeft);
 
-#if 0
-         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-#endif
-       }
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
 
-       CheckTriggeredElementChangeByPlayer(x, y, element,
-                                           CE_SWITCH_OF_X,
-                                           player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element,
+                                       CE_SWITCH_OF_X,
+                                       player->index_bit, dig_side);
 
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                           player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
 
-       return MF_ACTION;
-      }
-      else
-      {
-       if (!PLAYER_SWITCHING(player, x, y))
-       {
-         player->is_switching = TRUE;
-         player->switch_x = x;
-         player->switch_y = y;
+    return MF_ACTION;
+  }
+  else
+  {
+    if (!PLAYER_SWITCHING(player, x, y))
+    {
+      player->is_switching = TRUE;
+      player->switch_x = x;
+      player->switch_y = y;
 
-#if 1
-         /* !!! TEST ONLY !!! */
-         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
-                                    player->index_bit, dig_side);
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_SWITCH_OF_X,
-                                             player->index_bit, dig_side);
-#else
-         CheckTriggeredElementChangeByPlayer(x, y, element,
-                                             CE_SWITCH_OF_X,
-                                             player->index_bit, dig_side);
-         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
-                                    player->index_bit, dig_side);
-#endif
-       }
+      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                player->index_bit, dig_side);
+      CheckTriggeredElementChangeByPlayer(x, y, element,
+                                         CE_SWITCH_OF_X,
+                                         player->index_bit, dig_side);
+    }
 
-#if 1
-       /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
-       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                           player->index_bit, dig_side);
-#else
-       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
-                                           player->index_bit, dig_side);
-       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
-                                  player->index_bit, dig_side);
-#endif
-      }
+    CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
+                                       player->index_bit, dig_side);
 
-      return MF_NO_ACTION;
+    return MF_NO_ACTION;
   }
 
 #if USE_NEW_PUSH_DELAY
@@ -12838,13 +9841,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
-#if 0
-  if (player->MovPos != 0)
-    return FALSE;
-#else
   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
-#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -12874,9 +9872,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->MovDir = snap_direction;
 
-#if 1
   if (player->MovPos == 0)
-#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
@@ -12890,26 +9886,18 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->is_snapping = TRUE;
 
-#if 1
   if (player->MovPos == 0)
-#endif
   {
     player->is_moving = FALSE;
     player->is_digging = FALSE;
     player->is_collecting = FALSE;
   }
 
-#if 1
   if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
     DrawLevelField(player->last_jx, player->last_jy);
-#endif
 
   DrawLevelField(x, y);
 
-#if 0
-  BackToFront();
-#endif
-
   return TRUE;
 }
 
@@ -12918,18 +9906,7 @@ boolean DropElement(struct PlayerInfo *player)
   int old_element, new_element;
   int dropx = player->jx, dropy = player->jy;
   int drop_direction = player->MovDir;
-#if 1
   int drop_side = drop_direction;
-#else
-  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 drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
-#endif
   int drop_element = (player->inventory_size > 0 ?
                      player->inventory_element[player->inventory_size - 1] :
                      player->inventory_infinite_element != EL_UNDEFINED ?
@@ -12964,30 +9941,16 @@ boolean DropElement(struct PlayerInfo *player)
     return FALSE;
 
   /* check if player has anything that can be dropped */
-#if 1
   if (new_element == EL_UNDEFINED)
     return FALSE;
-#else
-  if (player->inventory_size == 0 &&
-      player->inventory_infinite_element == EL_UNDEFINED &&
-      player->dynabombs_left == 0)
-    return FALSE;
-#endif
 
   /* 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
-  if (player->inventory_size > 0 &&
-      IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
-      && old_element != EL_EMPTY)
-    return FALSE;
-#endif
 
   if (old_element != EL_EMPTY)
     Back[dropx][dropy] = old_element;  /* store old element on this field */
@@ -13002,10 +9965,6 @@ boolean DropElement(struct PlayerInfo *player)
     {
       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)
@@ -13022,25 +9981,14 @@ boolean DropElement(struct PlayerInfo *player)
 
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
-#if 1
     /* needed if previous element just changed to "empty" in the last frame */
     Changed[dropx][dropy] = FALSE;             /* allow another change */
-#endif
 
-#if 1
-    /* !!! TEST ONLY !!! */
     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
                               player->index_bit, drop_side);
     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
                                        CE_PLAYER_DROPS_X,
                                        player->index_bit, drop_side);
-#else
-    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
-                                       CE_PLAYER_DROPS_X,
-                                       player->index_bit, drop_side);
-    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
-                              player->index_bit, drop_side);
-#endif
 
     TestIfElementTouchesCustomElement(dropx, dropy);
   }
@@ -13048,10 +9996,6 @@ boolean DropElement(struct PlayerInfo *player)
   {
     player->dynabombs_left--;
 
-#if 0
-    new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
-#endif
-
     Feld[dropx][dropy] = new_element;
 
     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
@@ -13061,29 +10005,14 @@ boolean DropElement(struct PlayerInfo *player)
     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
   }
 
-
-
-#if 1
-
   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
-  {
-#if 1
     InitField_WithBug1(dropx, dropy, FALSE);
-#else
-    InitField(dropx, dropy, FALSE);
-    if (CAN_MOVE(Feld[dropx][dropy]))
-      InitMovDir(dropx, dropy);
-#endif
-  }
 
   new_element = Feld[dropx][dropy];    /* 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 move_direction, nextx, nexty;
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
@@ -13093,54 +10022,11 @@ boolean DropElement(struct PlayerInfo *player)
     nextx = dropx + GET_DX_FROM_DIR(move_direction);
     nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
-#if 1
     Changed[dropx][dropy] = FALSE;             /* allow another change */
     CheckCollision[dropx][dropy] = 2;
-#else
-
-    if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
-    {
-#if 0
-      WasJustMoving[dropx][dropy] = 3;
-#else
-#if 1
-      InitMovingField(dropx, dropy, move_direction);
-      ContinueMoving(dropx, dropy);
-#endif
-#endif
-    }
-#if 0
-    /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
-    else
-    {
-      Changed[dropx][dropy] = FALSE;   /* allow another change */
-
-#if 1
-      TestIfElementHitsCustomElement(dropx, dropy, move_direction);
-#else
-      CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
-                              CE_HITTING_SOMETHING, move_direction);
-#endif
-    }
-#endif
-
-#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;
 
 #if USE_DROP_BUGFIX
@@ -13273,11 +10159,6 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
 {
   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
 
-#if 0
-  if (sample == SAMPLE_bug)
-    printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
-#endif
-
   switch (sample)
   {
     case SAMPLE_blank:
@@ -13536,19 +10417,13 @@ 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
-
   }
 }