rnd-20030620-1-src
[rocksndiamonds.git] / src / game.c
index 324c8e81faf807f4eef82d9c23b6a0e259f971c1..88f2c53c32bbd122c54a991945d68e413a513040 100644 (file)
@@ -14,9 +14,9 @@
 #include "libgame/libgame.h"
 
 #include "game.h"
+#include "init.h"
 #include "tools.h"
 #include "screens.h"
-#include "init.h"
 #include "files.h"
 #include "tape.h"
 #include "network.h"
 
 #define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
 
+#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
+                                RND(element_info[e].push_delay_random))
+#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                RND(element_info[e].move_delay_random))
+
+#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_FREE_OR_PLAYER(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1)
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y)                       \
+       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y)                                \
+       ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+
+#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+
+#define YAMYAM_CAN_ENTER_FIELD(x, y)                                   \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y)                              \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(x, y)                                   \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(x, y)                                      \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(x, y)                                  \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       IS_FOOD_PENGUIN(Feld[x][y]) ||  \
+                                       Feld[x][y] == EL_EXIT_OPEN ||   \
+                                       Feld[x][y] == EL_ACID))
+
+#define MOLE_CAN_ENTER_FIELD(x, y, condition)                          \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 
 #define NUM_GAME_BUTTONS               6
 
+
 /* forward declaration for internal use */
-#if 0
-static void ResetGfxAnimation(int, int);
-#endif
 
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void KillHeroUnlessProtected(int, int);
 
+static void CheckTriggeredElementChange(int, int);
+static void CheckPlayerElementChange(int, int, int, int);
+static void ChangeElementDoIt(int, int, int);
+
 static void PlaySoundLevel(int, int, int);
 static void PlaySoundLevelNearest(int, int, int);
 static void PlaySoundLevelAction(int, int, int);
 static void PlaySoundLevelElementAction(int, int, int, int);
+static void PlaySoundLevelActionIfLoop(int, int, int);
+static void StopSoundLevelActionIfLoop(int, int, int);
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
@@ -154,43 +212,154 @@ struct ChangingElementInfo
 
 static struct ChangingElementInfo changing_element_list[] =
 {
-  { EL_NUT_CRACKING,           EL_EMERALD,              6, NULL, NULL, NULL },
-  { EL_PEARL_BREAKING,         EL_EMPTY,                8, NULL, NULL, NULL },
-  { EL_EXIT_OPENING,           EL_EXIT_OPEN,           29, NULL, NULL, NULL },
-
-  { EL_SWITCHGATE_OPENING,     EL_SWITCHGATE_OPEN,     29, NULL, NULL, NULL },
-  { EL_SWITCHGATE_CLOSING,     EL_SWITCHGATE_CLOSED,   29, NULL, NULL, NULL },
-
-  { EL_TIMEGATE_OPENING,       EL_TIMEGATE_OPEN,       29, NULL, NULL, NULL },
-  { EL_TIMEGATE_CLOSING,       EL_TIMEGATE_CLOSED,     29, NULL, NULL, NULL },
-
-  { EL_ACID_SPLASH_LEFT,       EL_EMPTY,                8, NULL, NULL, NULL },
-  { EL_ACID_SPLASH_RIGHT,      EL_EMPTY,                8, NULL, NULL, NULL },
-
-  { EL_SP_BUGGY_BASE,          EL_SP_BUGGY_BASE_ACTIVATING, 0,
-    InitBuggyBase, NULL, NULL },
-  { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
-    InitBuggyBase, NULL, NULL },
-  { EL_SP_BUGGY_BASE_ACTIVE,   EL_SP_BUGGY_BASE,        0,
-    InitBuggyBase, WarnBuggyBase, NULL },
-
-  { EL_TRAP,                   EL_TRAP_ACTIVE,          0,
-    InitTrap, NULL, ActivateTrap },
-  { EL_TRAP_ACTIVE,            EL_TRAP,                31,
-    NULL, ChangeActiveTrap, NULL },
-
-  { EL_ROBOT_WHEEL_ACTIVE,     EL_ROBOT_WHEEL,          0,
-    InitRobotWheel, RunRobotWheel, StopRobotWheel },
+  {
+    EL_NUT_BREAKING,
+    EL_EMERALD,
+    6,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_PEARL_BREAKING,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_OPENING,
+    EL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_OPENING,
+    EL_SWITCHGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_CLOSING,
+    EL_SWITCHGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_OPENING,
+    EL_TIMEGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_CLOSING,
+    EL_TIMEGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
 
-  { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH,      0,
-    InitTimegateWheel, RunTimegateWheel, NULL },
+  {
+    EL_ACID_SPLASH_LEFT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_ACID_SPLASH_RIGHT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE,
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    EL_SP_BUGGY_BASE_ACTIVE,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVE,
+    EL_SP_BUGGY_BASE,
+    0,
+    InitBuggyBase,
+    WarnBuggyBase,
+    NULL
+  },
+  {
+    EL_TRAP,
+    EL_TRAP_ACTIVE,
+    0,
+    InitTrap,
+    NULL,
+    ActivateTrap
+  },
+  {
+    EL_TRAP_ACTIVE,
+    EL_TRAP,
+    31,
+    NULL,
+    ChangeActiveTrap,
+    NULL
+  },
+  {
+    EL_ROBOT_WHEEL_ACTIVE,
+    EL_ROBOT_WHEEL,
+    0,
+    InitRobotWheel,
+    RunRobotWheel,
+    StopRobotWheel
+  },
+  {
+    EL_TIMEGATE_SWITCH_ACTIVE,
+    EL_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
 
-  { EL_UNDEFINED,              EL_UNDEFINED,           -1, NULL        }
+  {
+    EL_UNDEFINED,
+    EL_UNDEFINED,
+    -1,
+    NULL,
+    NULL,
+    NULL
+  }
 };
 
 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+static unsigned long trigger_events[MAX_NUM_ELEMENTS];
 
 #define IS_AUTO_CHANGING(e)  (changing_element[e].base_element != EL_UNDEFINED)
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y)      (IS_AUTO_CHANGING(Feld[x][y]) || \
+                                IS_JUST_CHANGING(x, y))
+#define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
 
 
 void GetPlayerConfig()
@@ -215,33 +384,33 @@ void GetPlayerConfig()
 
 static int getBeltNrFromBeltElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
 }
 
 static int getBeltNrFromBeltActiveElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
+         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
+         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
 }
 
 static int getBeltNrFromBeltSwitchElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
 }
 
 static int getBeltDirNrFromBeltSwitchElement(int element)
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
   };
 
   int belt_nr = getBeltNrFromBeltSwitchElement(element);
@@ -266,7 +435,9 @@ static int getBeltDirFromBeltSwitchElement(int element)
 
 static void InitField(int x, int y, boolean init_game)
 {
-  switch (Feld[x][y])
+  int element = Feld[x][y];
+
+  switch (element)
   {
     case EL_SP_MURPHY:
       if (init_game)
@@ -276,17 +447,21 @@ static void InitField(int x, int y, boolean init_game)
          Feld[x][y] = EL_SP_MURPHY_CLONE;
          break;
        }
+       else
+       {
+         stored_player[0].use_murphy_graphic = TRUE;
+       }
 
-       Feld[x][y] = EL_PLAYER1;
+       Feld[x][y] = EL_PLAYER_1;
       }
       /* no break! */
-    case EL_PLAYER1:
-    case EL_PLAYER2:
-    case EL_PLAYER3:
-    case EL_PLAYER4:
+    case EL_PLAYER_1:
+    case EL_PLAYER_2:
+    case EL_PLAYER_3:
+    case EL_PLAYER_4:
       if (init_game)
       {
-       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
+       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
        int jx = player->jx, jy = player->jy;
 
        player->present = TRUE;
@@ -318,15 +493,15 @@ static void InitField(int x, int y, boolean init_game)
 
     case EL_STONEBLOCK:
       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
+       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
       else if (x > 0 && Feld[x-1][y] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
+       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
       else if (y > 0 && Feld[x][y-1] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOM;
-      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
+       Feld[x][y] = EL_ACID_POOL_BOTTOM;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
     case EL_BUG_RIGHT:
@@ -375,7 +550,7 @@ static void InitField(int x, int y, boolean init_game)
     case EL_AMOEBA_DROP:
       if (y == lev_fieldy - 1)
       {
-       Feld[x][y] = EL_AMOEBA_CREATING;
+       Feld[x][y] = EL_AMOEBA_GROWING;
        Store[x][y] = EL_AMOEBA_WET;
       }
       break;
@@ -405,31 +580,31 @@ static void InitField(int x, int y, boolean init_game)
       Feld[x][y] = EL_EMPTY;
       break;
 
-    case EL_EM_KEY1_FILE:
-      Feld[x][y] = EL_EM_KEY1;
+    case EL_EM_KEY_1_FILE:
+      Feld[x][y] = EL_EM_KEY_1;
       break;
-    case EL_EM_KEY2_FILE:
-      Feld[x][y] = EL_EM_KEY2;
+    case EL_EM_KEY_2_FILE:
+      Feld[x][y] = EL_EM_KEY_2;
       break;
-    case EL_EM_KEY3_FILE:
-      Feld[x][y] = EL_EM_KEY3;
+    case EL_EM_KEY_3_FILE:
+      Feld[x][y] = EL_EM_KEY_3;
       break;
-    case EL_EM_KEY4_FILE:
-      Feld[x][y] = EL_EM_KEY4;
+    case EL_EM_KEY_4_FILE:
+      Feld[x][y] = EL_EM_KEY_4;
       break;
 
-    case EL_CONVEYOR_BELT1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
       if (init_game)
       {
        int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
@@ -459,6 +634,8 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     default:
+      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+       InitMovDir(x, y);
       break;
   }
 }
@@ -471,16 +648,16 @@ void DrawGameDoorValues()
     for (j=0; j<4; j++)
       if (stored_player[i].key[j])
        DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
-                          el2edimg(EL_KEY1 + j));
+                          el2edimg(EL_KEY_1 + j));
 
   DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+          int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
   DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+          int2str(local_player->dynamite, 3), FONT_TEXT_2);
   DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+          int2str(local_player->score, 5), FONT_TEXT_2);
   DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+          int2str(TimeLeft, 3), FONT_TEXT_2);
 }
 
 
@@ -496,9 +673,13 @@ static void InitGameEngine()
 {
   int i;
 
+  /* set game engine from tape file when re-playing, else from level file */
   game.engine_version = (tape.playing ? tape.engine_version :
                         level.game_version);
 
+  /* dynamically adjust element properties according to game engine version */
+  InitElementPropertiesEngine(game.engine_version);
+
 #if 0
     printf("level %d: level version == %06d\n", level_nr, level.game_version);
     printf("          tape version == %06d [%s] [file: %06d]\n",
@@ -516,36 +697,6 @@ static void InitGameEngine()
   game.initial_move_delay_value =
     (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
 
-  /* dynamically adjust element properties according to game engine version */
-  {
-    static int ep_em_slippery_wall[] =
-    {
-      EL_STEELWALL,
-      EL_WALL,
-      EL_WALL_GROWING,
-      EL_WALL_GROWING_X,
-      EL_WALL_GROWING_Y,
-      EL_WALL_GROWING_XY
-    };
-    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
-
-    for (i=0; i<ep_em_slippery_wall_num; i++)
-    {
-      if (level.em_slippery_gems)      /* special EM style gems behaviour */
-       Properties2[ep_em_slippery_wall[i]] |=
-         EP_BIT_EM_SLIPPERY_WALL;
-      else
-       Properties2[ep_em_slippery_wall[i]] &=
-         ~EP_BIT_EM_SLIPPERY_WALL;
-    }
-
-    /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
-    if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
-    else
-      Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
-  }
-
   /* initialize changing elements information */
   for (i=0; i<MAX_NUM_ELEMENTS; i++)
   {
@@ -557,6 +708,7 @@ static void InitGameEngine()
     changing_element[i].post_change_function = NULL;
   }
 
+  /* add changing elements from pre-defined list */
   i = 0;
   while (changing_element_list[i].base_element != EL_UNDEFINED)
   {
@@ -572,6 +724,32 @@ static void InitGameEngine()
 
     i++;
   }
+
+  /* add changing elements from custom element configuration */
+  for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+    struct ElementChangeInfo *change = &element_info[element].change;
+
+    /* only add custom elements that change after fixed/random frame delay */
+    if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
+      continue;
+
+    changing_element[element].base_element = element;
+    changing_element[element].next_element = change->successor;
+    changing_element[element].change_delay = (change->delay_fixed *
+                                             change->delay_frames);
+  }
+
+  /* initialize trigger events information */
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+    trigger_events[i] = EP_BITMASK_DEFAULT;
+
+  /* add trigger events from element change event properties */
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
+      trigger_events[element_info[i].change.trigger] |=
+       element_info[i].change.events;
 }
 
 
@@ -610,7 +788,7 @@ void InitGame()
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
-    player->element_nr = EL_PLAYER1 + i;
+    player->element_nr = EL_PLAYER_1 + i;
 
     player->present = FALSE;
     player->active = FALSE;
@@ -639,14 +817,22 @@ void InitGame()
     player->Pushing = FALSE;
     player->Switching = FALSE;
     player->GfxPos = 0;
+    player->GfxDir = MV_NO_MOVING;
+    player->GfxAction = ACTION_DEFAULT;
     player->Frame = 0;
+    player->StepFrame = 0;
 
-    player->actual_frame_counter = 0;
+    player->use_murphy_graphic = FALSE;
+    player->use_disk_red_graphic = FALSE;
 
-    player->frame_reset_delay = 0;
+    player->actual_frame_counter = 0;
 
     player->last_move_dir = MV_NO_MOVING;
+
     player->is_moving = FALSE;
+    player->is_waiting = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
 
     player->move_delay       = game.initial_move_delay;
     player->move_delay_value = game.initial_move_delay_value;
@@ -692,7 +878,7 @@ void InitGame()
 
   AllPlayersGone = FALSE;
 
-  game.yam_content_nr = 0;
+  game.yamyam_content_nr = 0;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
   game.light_time_left = 0;
@@ -716,7 +902,8 @@ void InitGame()
     {
       Feld[x][y] = Ur[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+      ChangeDelay[x][y] = 0;
+      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
       AmoebaNr[x][y] = 0;
       JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
@@ -726,6 +913,7 @@ void InitGame()
       GfxFrame[x][y] = 0;
       GfxAction[x][y] = ACTION_DEFAULT;
       GfxRandom[x][y] = INIT_GFX_RANDOM();
+      GfxElement[x][y] = EL_UNDEFINED;
     }
   }
 
@@ -901,15 +1089,15 @@ void InitGame()
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
   if (level_nr < 100)
-    DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
-            int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+    DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
   else
   {
     DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+               int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
     BlitBitmap(drawto, drawto,
               DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
-              FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+              getFontWidth(FONT_LEVEL_NUMBER) * 3,
+              getFontHeight(FONT_LEVEL_NUMBER) - 1,
               DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
   }
 
@@ -929,11 +1117,11 @@ void InitGame()
 
   OpenDoor(DOOR_OPEN_ALL);
 
-  PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
   if (setup.sound_music)
     PlayMusic(level_nr);
 
-  KeyboardAutoRepeatOff();
+  KeyboardAutoRepeatOffUnlessAutoplay();
 
   if (options.debug)
   {
@@ -1019,30 +1207,66 @@ void InitMovDir(int x, int y)
       break;
 
     default:
-      MovDir[x][y] = 1 << RND(4);
-      if (element != EL_BUG &&
-         element != EL_SPACESHIP &&
-         element != EL_BD_BUTTERFLY &&
-         element != EL_BD_FIREFLY)
-       break;
-
-      for (i=0; i<4; i++)
+      if (IS_CUSTOM_ELEMENT(element))
       {
-       int x1 = x + xy[i][0];
-       int y1 = y + xy[i][1];
-
-       if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+       if (element_info[element].move_direction_initial != MV_NO_MOVING)
+         MovDir[x][y] = element_info[element].move_direction_initial;
+       else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+         MovDir[x][y] = 1 << RND(4);
+       else if (element_info[element].move_pattern == MV_HORIZONTAL)
+         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+       else if (element_info[element].move_pattern == MV_VERTICAL)
+         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+       else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+         MovDir[x][y] = element_info[element].move_pattern;
+       else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
+                element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-         if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+         for (i=0; i<4; i++)
          {
-           MovDir[x][y] = direction[0][i];
-           break;
+           int x1 = x + xy[i][0];
+           int y1 = y + xy[i][1];
+
+           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+           {
+             if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+               MovDir[x][y] = direction[0][i];
+             else
+               MovDir[x][y] = direction[1][i];
+
+             break;
+           }
          }
-         else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-                  element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+       }                
+      }
+      else
+      {
+       MovDir[x][y] = 1 << RND(4);
+
+       if (element != EL_BUG &&
+           element != EL_SPACESHIP &&
+           element != EL_BD_BUTTERFLY &&
+           element != EL_BD_FIREFLY)
+         break;
+
+       for (i=0; i<4; i++)
+       {
+         int x1 = x + xy[i][0];
+         int y1 = y + xy[i][1];
+
+         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
          {
-           MovDir[x][y] = direction[1][i];
-           break;
+           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+           {
+             MovDir[x][y] = direction[0][i];
+             break;
+           }
+           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+           {
+             MovDir[x][y] = direction[1][i];
+             break;
+           }
          }
        }
       }
@@ -1085,25 +1309,25 @@ void GameWon()
 
   local_player->LevelSolved = FALSE;
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
 
   if (TimeLeft)
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimeLeft > 0)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
       if (TimeLeft > 0 && !(TimeLeft % 10))
-       RaiseScore(level.score[SC_ZEITBONUS]);
+       RaiseScore(level.score[SC_TIME_BONUS]);
       if (TimeLeft > 100 && !(TimeLeft % 10))
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       BackToFront();
 
       if (!tape.playing)
@@ -1116,20 +1340,20 @@ void GameWon()
   else if (level.time == 0)            /* level without time limit */
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimePlayed < 999)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
       if (TimePlayed < 999 && !(TimePlayed % 10))
-       RaiseScore(level.score[SC_ZEITBONUS]);
+       RaiseScore(level.score[SC_TIME_BONUS]);
       if (TimePlayed < 900 && !(TimePlayed % 10))
        TimePlayed += 10;
       else
        TimePlayed++;
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
       BackToFront();
 
       if (!tape.playing)
@@ -1140,10 +1364,6 @@ void GameWon()
       StopSound(SND_GAME_LEVELTIME_BONUS);
   }
 
-#if 0
-  FadeSounds();
-#endif
-
   /* Hero disappears */
   DrawLevelField(ExitX, ExitY);
   BackToFront();
@@ -1172,7 +1392,7 @@ void GameWon()
 
   if ((hi_pos = NewHiScore()) >= 0) 
   {
-    game_status = HALLOFFAME;
+    game_status = GAME_MODE_SCORES;
     DrawHallOfFame(hi_pos);
     if (raise_level)
     {
@@ -1182,7 +1402,7 @@ void GameWon()
   }
   else
   {
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     if (raise_level)
     {
       level_nr++;
@@ -1254,6 +1474,22 @@ int NewHiScore()
   return position;
 }
 
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+  if (player->GfxAction != action || player->GfxDir != dir)
+  {
+#if 0
+    printf("Player frame reset! (%d => %d, %d => %d)\n",
+          player->GfxAction, action, player->GfxDir, dir);
+#endif
+
+    player->GfxAction = action;
+    player->GfxDir = dir;
+    player->Frame = 0;
+    player->StepFrame = 0;
+  }
+}
+
 static void ResetRandomAnimationValue(int x, int y)
 {
   GfxRandom[x][y] = INIT_GFX_RANDOM();
@@ -1261,33 +1497,17 @@ static void ResetRandomAnimationValue(int x, int y)
 
 static void ResetGfxAnimation(int x, int y)
 {
-#if 0
-#if 1
-  int element = Feld[x][y];
-  int graphic = el2img(element);
-
-  /* reset random value not until one full delay cycle was reached */
-  if (ANIM_MODE(graphic) == ANIM_RANDOM &&
-      GfxFrame[x][y] > ANIM_DELAY(graphic))
-#endif
-    ResetRandomAnimationValue(x, y);
-#endif
-
   GfxFrame[x][y] = 0;
   GfxAction[x][y] = ACTION_DEFAULT;
-
-#if 0
-  if (Feld[x][y] == EL_ROCK)
-    printf("ResetGfxAnimation: EL_ROCK [%d, %d]\n",
-          JustStopped[x][y], MovDir[x][y]);
-#endif
 }
 
 void InitMovingField(int x, int y, int direction)
 {
   int element = Feld[x][y];
-  int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int newx = x + dx;
+  int newy = y + dy;
 
   if (!JustStopped[x][y] || direction != MovDir[x][y])
     ResetGfxAnimation(x, y);
@@ -1376,9 +1596,11 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 static void RemoveField(int x, int y)
 {
   Feld[x][y] = EL_EMPTY;
+  GfxElement[x][y] = EL_UNDEFINED;
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+  ChangeDelay[x][y] = 0;
 }
 
 void RemoveMovingField(int x, int y)
@@ -1405,7 +1627,7 @@ void RemoveMovingField(int x, int y)
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
+       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
     Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
   else
     Feld[oldx][oldy] = EL_EMPTY;
@@ -1415,6 +1637,7 @@ void RemoveMovingField(int x, int y)
   Feld[newx][newy] = EL_EMPTY;
   MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
   MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+  ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
   GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
 
   DrawLevelField(oldx, oldy);
@@ -1430,17 +1653,29 @@ void DrawDynamite(int x, int y)
   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
     return;
 
-  if (Store[x][y])
+  if (IS_WALKABLE_INSIDE(Back[x][y]))
+    return;
+
+  if (Back[x][y])
+    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+  else if (Store[x][y])
     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
 
   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)
@@ -1452,18 +1687,21 @@ void CheckDynamite(int x, int y)
     if (MovDelay[x][y] != 0)
     {
       DrawDynamite(x, y);
-
-      /* !!! correct: "PlaySoundLevelActionIfLoop" etc. !!! */
-      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
+      PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
 
       return;
     }
   }
 
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+#if 1
+  StopSoundLevelActionIfLoop(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);
 }
@@ -1487,6 +1725,10 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int center_element = Feld[ex][ey];
 
+    /* remove things displayed in background while burning dynamite */
+    if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+      Back[ex][ey] = 0;
+
     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
     {
       /* put moving element to center field (and let it explode there) */
@@ -1495,7 +1737,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-    for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+    for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
     {
       int element;
 
@@ -1512,8 +1754,16 @@ void Explode(int ex, int ey, int phase, int mode)
        RemoveMovingField(x, y);
       }
 
-      if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES)
+#if 1
+      if (IS_EXPLOSION_PROOF(element))
        continue;
+#else
+      if ((IS_INDESTRUCTIBLE(element) &&
+          (game.engine_version < VERSION_IDENT(2,2,0) ||
+           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+         element == EL_FLAMES)
+       continue;
+#endif
 
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
       {
@@ -1527,6 +1777,11 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
       }
 
+      /* save walkable background elements while explosion on same tile */
+      if (IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+
+      /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
@@ -1534,16 +1789,16 @@ void Explode(int ex, int ey, int phase, int mode)
       {
        switch(StorePlayer[ex][ey])
        {
-         case EL_PLAYER2:
+         case EL_PLAYER_2:
            Store[x][y] = EL_EMERALD_RED;
            break;
-         case EL_PLAYER3:
+         case EL_PLAYER_3:
            Store[x][y] = EL_EMERALD;
            break;
-         case EL_PLAYER4:
+         case EL_PLAYER_4:
            Store[x][y] = EL_EMERALD_PURPLE;
            break;
-         case EL_PLAYER1:
+         case EL_PLAYER_1:
          default:
            Store[x][y] = EL_EMERALD_YELLOW;
            break;
@@ -1562,10 +1817,14 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_BD_DIAMOND;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
       else if (center_element == EL_AMOEBA_TO_DIAMOND)
        Store[x][y] = level.amoeba_content;
+      else if (center_element == EL_YAMYAM)
+       Store[x][y] =
+         level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
+      else if (IS_CUSTOM_ELEMENT(center_element))
+       Store[x][y] =
+         element_info[center_element].content[x - ex + 1][y - ey + 1];
       else if (element == EL_WALL_EMERALD)
        Store[x][y] = EL_EMERALD;
       else if (element == EL_WALL_DIAMOND)
@@ -1582,7 +1841,7 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_PEARL;
       else if (element == EL_WALL_CRYSTAL)
        Store[x][y] = EL_CRYSTAL;
-      else if (!IS_PFORTE(Store[x][y]))
+      else
        Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
@@ -1592,13 +1851,18 @@ void Explode(int ex, int ey, int phase, int mode)
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_CREATING))
+          element == EL_AMOEBA_GROWING))
       {
        AmoebaCnt[AmoebaNr[x][y]]--;
        AmoebaCnt2[AmoebaNr[x][y]]--;
       }
 
       Feld[x][y] = EL_EXPLOSION;
+#if 1
+      GfxElement[x][y] = center_element;
+#else
+      GfxElement[x][y] = EL_UNDEFINED;
+#endif
       MovDir[x][y] = MovPos[x][y] = 0;
       AmoebaNr[x][y] = 0;
       ExplodePhase[x][y] = 1;
@@ -1606,7 +1870,8 @@ void Explode(int ex, int ey, int phase, int mode)
     }
 
     if (center_element == EL_YAMYAM)
-      game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
     return;
   }
@@ -1636,7 +1901,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
     if (IS_PLAYER(x, y))
       KillHeroUnlessProtected(x, y);
-    else if (IS_EXPLOSIVE(element))
+    else if (CAN_EXPLODE_BY_FIRE(element))
     {
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
@@ -1652,9 +1917,15 @@ void Explode(int ex, int ey, int phase, int mode)
 
     element = Feld[x][y] = Store[x][y];
     Store[x][y] = Store2[x][y] = 0;
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxElement[x][y] = EL_UNDEFINED;
+
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
+
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
     InitField(x, y, FALSE);
-    if (CAN_MOVE(element) || COULD_MOVE(element))
+    if (CAN_MOVE(element))
       InitMovDir(x, y);
     DrawLevelField(x, y);
 
@@ -1663,21 +1934,30 @@ void Explode(int ex, int ey, int phase, int mode)
   }
   else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
+#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
     int frame = getGraphicAnimationFrame(graphic, phase - delay);
 
     if (phase == delay)
-      DrawCrumbledSand(SCREENX(x), SCREENY(y));
+      DrawLevelFieldCrumbledSand(x, y);
 
-    if (IS_PFORTE(Store[x][y]))
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
     {
-      DrawLevelElement(x, y, Store[x][y]);
+      DrawLevelElement(x, y, Back[x][y]);
       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
     }
-    else
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
+    }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
@@ -1698,7 +1978,7 @@ void DynaExplode(int ex, int ey)
 
   if (IS_ACTIVE_BOMB(Feld[ex][ey]))
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
+    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
     dynabomb_size = player->dynabomb_size;
     dynabomb_xl = player->dynabomb_xl;
     player->dynabombs_left++;
@@ -1738,10 +2018,22 @@ void Bang(int x, int y)
 {
   int element = Feld[x][y];
 
+  if (IS_PLAYER(x, y))
+  {
+    struct PlayerInfo *player = PLAYERINFO(x, y);
+
+    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+                           player->element_nr);
+  }
+
+#if 1
+  PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+#else
   if (game.emulation == EMU_SUPAPLEX)
     PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
   else
     PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+#endif
 
 #if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
@@ -1762,13 +2054,13 @@ void Bang(int x, int y)
       RaiseScoreElement(element);
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
-    case EL_DYNABOMB_PLAYER1_ACTIVE:
-    case EL_DYNABOMB_PLAYER2_ACTIVE:
-    case EL_DYNABOMB_PLAYER3_ACTIVE:
-    case EL_DYNABOMB_PLAYER4_ACTIVE:
-    case EL_DYNABOMB_NR:
-    case EL_DYNABOMB_SZ:
-    case EL_DYNABOMB_XL:
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
       DynaExplode(x, y);
       break;
     case EL_PENGUIN:
@@ -1783,6 +2075,8 @@ void Bang(int x, int y)
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
   }
+
+  CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
 }
 
 void SplashAcid(int x, int y)
@@ -1804,52 +2098,23 @@ void SplashAcid(int x, int y)
         !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
       Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
   }
-
-#if 0
-  else                                                         /* go on */
-  {
-    int graphic = (element == EL_ACID_SPLASH_LEFT ?
-                  IMG_ACID_SPLASH_LEFT :
-                  IMG_ACID_SPLASH_RIGHT);
-
-    if (!MovDelay[x][y])       /* initialize animation counter */
-      MovDelay[x][y] = 9;
-
-    if (MovDelay[x][y])                /* continue animation */
-    {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
-
-        DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-      }
-
-      if (!MovDelay[x][y])
-      {
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
-      }
-    }
-  }
-#endif
 }
 
 static void InitBeltMovement()
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_LEFT,
-    EL_CONVEYOR_BELT2_LEFT,
-    EL_CONVEYOR_BELT3_LEFT,
-    EL_CONVEYOR_BELT4_LEFT
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
   };
   static int belt_base_active_element[4] =
   {
-    EL_CONVEYOR_BELT1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT4_LEFT_ACTIVE
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
   };
 
   int x, y, i, j;
@@ -1900,24 +2165,24 @@ static void ToggleBeltSwitch(int x, int y)
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_LEFT,
-    EL_CONVEYOR_BELT2_LEFT,
-    EL_CONVEYOR_BELT3_LEFT,
-    EL_CONVEYOR_BELT4_LEFT
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
   };
   static int belt_base_active_element[4] =
   {
-    EL_CONVEYOR_BELT1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT4_LEFT_ACTIVE
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
   };
   static int belt_base_switch_element[4] =
   {
-    EL_CONVEYOR_BELT1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
   };
   static int belt_move_dir[4] =
   {
@@ -2020,13 +2285,21 @@ static void ToggleSwitchgateSwitch(int x, int y)
               element == EL_SWITCHGATE_OPENING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+#if 1
+       PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+#else
        PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+#endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
               element == EL_SWITCHGATE_CLOSING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+#if 1
+       PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+#else
        PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+#endif
       }
     }
   }
@@ -2138,19 +2411,22 @@ void Impact(int x, int y)
 {
   boolean lastline = (y == lev_fieldy-1);
   boolean object_hit = FALSE;
+  boolean impact = (lastline || object_hit);
   int element = Feld[x][y];
-  int smashed = 0;
+  int smashed = EL_UNDEFINED;
 
   if (!lastline)       /* check if element below was hit */
   {
-    if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
       return;
 
-    object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
-                                     MovDir[x][y+1] != MV_DOWN ||
-                                     MovPos[x][y+1] <= TILEY / 2));
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
     if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y+1);
+      smashed = MovingOrBlocked2Element(x, y + 1);
+
+    impact = (lastline || object_hit);
   }
 
   if (!lastline && smashed == EL_ACID) /* element falls into acid */
@@ -2159,41 +2435,42 @@ void Impact(int x, int y)
     return;
   }
 
-#if 1
-  if (lastline || object_hit)
+  if (impact)
   {
-#if 0
-    MovDir[x][y] = 0;
-#endif
     ResetGfxAnimation(x, y);
     DrawLevelField(x, y);
   }
-#endif
 
-  if ((element == EL_BOMB ||
-       element == EL_SP_DISK_ORANGE ||
-       element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))                /* element is bomb */
+  if (impact && CAN_EXPLODE_IMPACT(element))
   {
     Bang(x, y);
     return;
   }
-  else if (element == EL_PEARL)
+  else if (impact && element == EL_PEARL)
   {
     Feld[x][y] = EL_PEARL_BREAKING;
     PlaySoundLevel(x, y, SND_PEARL_BREAKING);
     return;
   }
+  else if (impact && CAN_CHANGE(element) &&
+          HAS_CHANGE_EVENT(element, CE_IMPACT))
+  {
+    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+    ChangeElementDoIt(x, y, element_info[element].change.successor);
+
+    return;
+  }
 
-  if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+  if (impact && element == EL_AMOEBA_DROP)
   {
-    if (object_hit && IS_PLAYER(x, y+1))
-      KillHeroUnlessProtected(x, y+1);
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillHeroUnlessProtected(x, y + 1);
     else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y+1);
+      Bang(x, y + 1);
     else
     {
-      Feld[x][y] = EL_AMOEBA_CREATING;
+      Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
 
       ResetRandomAnimationValue(x, y);
@@ -2201,9 +2478,9 @@ void Impact(int x, int y)
     return;
   }
 
-  if (!lastline && object_hit)         /* check which object was hit */
+  if (object_hit)              /* check which object was hit */
   {
-    if (CAN_CHANGE(element) && 
+    if (CAN_PASS_MAGIC_WALL(element) && 
        (smashed == EL_MAGIC_WALL ||
         smashed == EL_BD_MAGIC_WALL))
     {
@@ -2228,17 +2505,23 @@ void Impact(int x, int y)
 
     if (IS_PLAYER(x, y + 1))
     {
-      KillHeroUnlessProtected(x, y+1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       KillHeroUnlessProtected(x, y + 1);
+       return;
+      }
     }
     else if (smashed == EL_PENGUIN)
     {
-      Bang(x, y + 1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
     }
     else if (element == EL_BD_DIAMOND)
     {
-      if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
       {
        Bang(x, y + 1);
        return;
@@ -2253,23 +2536,15 @@ void Impact(int x, int y)
       Bang(x, y + 1);
       return;
     }
-    else if (element == EL_ROCK ||
-            element == EL_SP_ZONK ||
-            element == EL_BD_ROCK)
-    {
-      if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMB ||
-         smashed == EL_SP_DISK_ORANGE ||
-         smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE ||
-         smashed == EL_PIG ||
-         smashed == EL_DRAGON ||
-         smashed == EL_MOLE)
+    else if (CAN_SMASH_EVERYTHING(element))
+    {
+      if (IS_CLASSIC_ENEMY(smashed) ||
+         CAN_EXPLODE_SMASHED(smashed))
       {
        Bang(x, y + 1);
        return;
       }
-      else if (!IS_MOVING(x, y + 1))
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
       {
        if (smashed == EL_LAMP ||
            smashed == EL_LAMP_ACTIVE)
@@ -2279,36 +2554,41 @@ void Impact(int x, int y)
        }
        else if (smashed == EL_NUT)
        {
-         Feld[x][y+1] = EL_NUT_CRACKING;
-         PlaySoundLevel(x, y, SND_NUT_CRACKING);
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlaySoundLevel(x, y, SND_NUT_BREAKING);
          RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
        {
-         Feld[x][y+1] = EL_PEARL_BREAKING;
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
          PlaySoundLevel(x, y, SND_PEARL_BREAKING);
          return;
        }
        else if (smashed == EL_DIAMOND)
        {
-         Feld[x][y+1] = EL_EMPTY;
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
          PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
          return;
        }
        else if (IS_BELT_SWITCH(smashed))
        {
-         ToggleBeltSwitch(x, y+1);
+         ToggleBeltSwitch(x, y + 1);
        }
        else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
                 smashed == EL_SWITCHGATE_SWITCH_DOWN)
        {
-         ToggleSwitchgateSwitch(x, y+1);
+         ToggleSwitchgateSwitch(x, y + 1);
        }
        else if (smashed == EL_LIGHT_SWITCH ||
                 smashed == EL_LIGHT_SWITCH_ACTIVE)
        {
-         ToggleLightSwitch(x, y+1);
+         ToggleLightSwitch(x, y + 1);
+       }
+       else if (CAN_CHANGE(smashed) &&
+                HAS_CHANGE_EVENT(smashed, CE_SMASHED))
+       {
+         ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
        }
       }
     }
@@ -2316,24 +2596,17 @@ void Impact(int x, int y)
 
   /* play sound of magic wall / mill */
   if (!lastline &&
-      (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
   {
-    if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
-    else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
 
     return;
   }
 
-#if 0
-  printf("::: -> %d,%d [%d]\n", element, ACTION_IMPACT,
-        element_info[element].sound[ACTION_IMPACT]);
-
-  PlaySound(177);
-#endif
-
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
     PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
@@ -2346,26 +2619,28 @@ void TurnRound(int x, int y)
     int x, y;
   } move_xy[] =
   {
-    { 0, 0 },
-    {-1, 0 },
-    {+1, 0 },
-    { 0, 0 },
-    { 0, -1 },
-    { 0, 0 }, { 0, 0 }, { 0, 0 },
-    { 0, +1 }
+    {  0,  0 },
+    { -1,  0 },
+    { +1,  0 },
+    {  0,  0 },
+    {  0, -1 },
+    {  0,  0 }, { 0, 0 }, { 0, 0 },
+    {  0, +1 }
   };
   static struct
   {
     int left, right, back;
   } turn[] =
   {
-    { 0,       0,              0 },
+    { 0,       0,              0        },
     { MV_DOWN, MV_UP,          MV_RIGHT },
-    { MV_UP,   MV_DOWN,        MV_LEFT },
-    { 0,       0,              0 },
-    { MV_LEFT, MV_RIGHT,       MV_DOWN },
-    { 0,0,0 }, { 0,0,0 },      { 0,0,0 },
-    { MV_RIGHT,        MV_LEFT,        MV_UP }
+    { MV_UP,   MV_DOWN,        MV_LEFT  },
+    { 0,       0,              0        },
+    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { MV_RIGHT,        MV_LEFT,        MV_UP    }
   };
 
   int element = Feld[x][y];
@@ -2383,15 +2658,15 @@ void TurnRound(int x, int y)
   int right_x = x + right_dx, right_y = y + right_dy;
   int move_x  = x + move_dx,  move_y  = y + move_dy;
 
+  int xx, yy;
+
   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       IS_FREE(right_x, right_y))
+    if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
       MovDir[x][y] = right_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
       MovDir[x][y] = left_dir;
 
     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
@@ -2404,15 +2679,14 @@ void TurnRound(int x, int y)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       IS_FREE(left_x, left_y))
+    if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
       MovDir[x][y] = left_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
       MovDir[x][y] = right_dir;
 
     if ((element == EL_SPACESHIP ||
-        element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+        element == EL_SP_SNIKSNAK ||
+        element == EL_SP_ELECTRON)
        && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
     else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
@@ -2420,16 +2694,8 @@ void TurnRound(int x, int y)
   }
   else if (element == EL_YAMYAM)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        Feld[left_x][left_y] == EL_DIAMOND))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        Feld[right_x][right_y] == EL_DIAMOND))
-      can_turn_right = TRUE;
+    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2440,20 +2706,12 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 16+16*RND(3);
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
   else if (element == EL_DARK_YAMYAM)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_MAMPF2(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_MAMPF2(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2464,20 +2722,12 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 16+16*RND(3);
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
   else if (element == EL_PACMAN)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_AMOEBOID(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_AMOEBOID(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2488,56 +2738,45 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 6+RND(40);
+    MovDelay[x][y] = 6 + RND(40);
   }
   else if (element == EL_PIG)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-    boolean should_turn_left = FALSE, should_turn_right = FALSE;
-    boolean should_move_on = FALSE;
+    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(move_x, move_y);
+    boolean should_turn_left, should_turn_right, should_move_on;
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
-      can_move_on = TRUE;
-
-    if (can_turn_left &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
-         !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
-      should_turn_left = TRUE;
-    if (can_turn_right &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
-         !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
-      should_turn_right = TRUE;
-    if (can_move_on &&
-       (!can_turn_left || !can_turn_right ||
-        (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
-         !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
-        (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
-         !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
-      should_move_on = TRUE;
+    should_turn_left = (can_turn_left &&
+                       (!can_move_on ||
+                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+                                                  y + back_dy + left_dy)));
+    should_turn_right = (can_turn_right &&
+                        (!can_move_on ||
+                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+                                                   y + back_dy + right_dy)));
+    should_move_on = (can_move_on &&
+                     (!can_turn_left ||
+                      !can_turn_right ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+                                                y + move_dy + left_dy) ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+                                                y + move_dy + right_dy)));
 
     if (should_turn_left || should_turn_right || should_move_on)
     {
       if (should_turn_left && should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
-                       rnd < 2*rnd_value/3 ? right_dir :
+       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
+                       rnd < 2 * rnd_value / 3 ? right_dir :
                        old_move_dir);
       else if (should_turn_left && should_turn_right)
-       MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
       else if (should_turn_left && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
       else if (should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
       else if (should_turn_left)
        MovDir[x][y] = left_dir;
       else if (should_turn_right)
@@ -2545,69 +2784,67 @@ void TurnRound(int x, int y)
       else if (should_move_on)
        MovDir[x][y] = old_move_dir;
     }
-    else if (can_move_on && rnd > rnd_value/8)
+    else if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value/8)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
       MovDir[x][y] = left_dir;
     else if (can_turn_right && rnd > rnd_value/8)
       MovDir[x][y] = right_dir;
     else
       MovDir[x][y] = back_dir;
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
-       !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+    xx = x + move_xy[MovDir[x][y]].x;
+    yy = y + move_xy[MovDir[x][y]].y;
+
+    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
       MovDir[x][y] = old_move_dir;
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_DRAGON)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+    boolean can_turn_left  = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
+    boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
+    boolean can_move_on    = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
-    if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
-      can_move_on = TRUE;
-
-    if (can_move_on && rnd > rnd_value/8)
+    if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value/8)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
       MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value/8)
+    else if (can_turn_right && rnd > rnd_value / 8)
       MovDir[x][y] = right_dir;
     else
       MovDir[x][y] = back_dir;
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+    xx = x + move_xy[MovDir[x][y]].x;
+    yy = y + move_xy[MovDir[x][y]].y;
+
+    if (!IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_MOLE)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
-        Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
-      can_move_on = TRUE;
-
+    boolean can_move_on =
+      (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+                           IS_AMOEBOID(Feld[move_x][move_y]) ||
+                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
     if (!can_move_on)
     {
-      if (IN_LEV_FIELD(left_x, left_y) &&
-         (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
-       can_turn_left = TRUE;
-      if (IN_LEV_FIELD(right_x, right_y) &&
-         (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
-       can_turn_right = TRUE;
+      boolean can_turn_left =
+       (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+                             IS_AMOEBOID(Feld[left_x][left_y])));
+
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
 
       if (can_turn_left && can_turn_right)
        MovDir[x][y] = (RND(2) ? left_dir : right_dir);
@@ -2627,9 +2864,9 @@ void TurnRound(int x, int y)
   }
   else if (element == EL_SPRING)
   {
-    if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) &&
-       (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
-        (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))
+    if (MovDir[x][y] & MV_HORIZONTAL &&
+       (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
+        IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
       MovDir[x][y] = MV_NO_MOVING;
 
     MovDelay[x][y] = 0;
@@ -2657,7 +2894,8 @@ void TurnRound(int x, int y)
        if (!player->active)
          continue;
 
-       if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
        {
          attr_x = jx;
          attr_y = jy;
@@ -2684,8 +2922,8 @@ void TurnRound(int x, int y)
 
       for (i=0; i<4; i++)
       {
-       int ex = x + xy[i%4][0];
-       int ey = y + xy[i%4][1];
+       int ex = x + xy[i % 4][0];
+       int ey = y + xy[i % 4][1];
 
        if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
@@ -2697,69 +2935,209 @@ void TurnRound(int x, int y)
     }
 
     MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x<x)
+    if (attr_x < x)
       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x>x)
+    else if (attr_x > x)
       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y<y)
+    if (attr_y < y)
       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y>y)
+    else if (attr_y > y)
       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
 
     if (element == EL_ROBOT)
     {
       int newx, newy;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
-       MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
       Moving2Blocked(x, y, &newx, &newy);
 
       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
-       MovDelay[x][y] = 8+8*!RND(3);
+       MovDelay[x][y] = 8 + 8 * !RND(3);
       else
        MovDelay[x][y] = 16;
     }
-    else
+    else if (element == EL_PENGUIN)
     {
       int newx, newy;
 
       MovDelay[x][y] = 1;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
       {
        boolean first_horiz = RND(2);
        int new_move_dir = MovDir[x][y];
 
        MovDir[x][y] =
-         new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_MAMPF3(Feld[newx][newy])))))
+       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
          return;
 
        MovDir[x][y] =
-         new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_MAMPF3(Feld[newx][newy])))))
+       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
        return;
       }
     }
-  }
-}
+    else       /* (element == EL_SATELLITE) */
+    {
+      int newx, newy;
+
+      MovDelay[x][y] = 1;
+
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
+
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+         return;
+
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+         return;
+
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
+    }
+  }
+  else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+  {
+    boolean can_turn_left  = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_HORIZONTAL ||
+          element_info[element].move_pattern == MV_VERTICAL)
+  {
+    if (element_info[element].move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (element_info[element].move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (element_info[element].move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+  {
+    MovDir[x][y] = element_info[element].move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+  {
+    if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+  {
+    if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
+          element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+  {
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away =
+      (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i=0; i<MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_NO_MOVING;
+    if (attr_x < x)
+      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    {
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
+
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+       return;
+
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
+  }
+}
 
 static boolean JustBeingPushed(int x, int y)
 {
@@ -2784,7 +3162,7 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-  static boolean use_spring_bug = TRUE;
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
@@ -2801,16 +3179,20 @@ void StartMoving(int x, int y)
 
     if (element == EL_QUICKSAND_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
 
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_ROCK;
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+#else
        PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+#endif
       }
-      else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY + 1;
@@ -2823,25 +3205,33 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y+1] = EL_QUICKSAND_FULL;
-       Store[x][y+1] = Store[x][y];
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
-       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_FILLING);
+#else
+       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
+#if 1
+      PlaySoundLevelAction(x, y, ACTION_FILLING);
+#else
       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -2849,7 +3239,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2862,14 +3252,14 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y+1] = EL_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED(Store[x][y]);
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
        Store[x][y] = 0;
       }
     }
     else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -2877,7 +3267,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED2(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2890,27 +3280,27 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
-       Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED2(Store[x][y]);
+       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (CAN_CHANGE(element) &&
-            (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+    else if (CAN_PASS_MAGIC_WALL(element) &&
+            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Feld[x][y] =
-       (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
 #if 0
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
 #else
-    else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID)
+    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
 #endif
     {
       SplashAcid(x, y);
@@ -2919,13 +3309,23 @@ 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
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+#if 1
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
             JustStopped[x][y])
     {
+      /*
+      printf("::: %d\n", MovDir[x][y]);
+      */
+
       Impact(x, y);
     }
-    else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+#endif
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
     {
       if (MovDir[x][y] == MV_NO_MOVING)
       {
@@ -2933,7 +3333,7 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
       }
     }
-    else if (IS_FREE(x, y+1))
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
       if (JustStopped[x][y])   /* prevent animation from being restarted */
        MovDir[x][y] = MV_DOWN;
@@ -2943,31 +3343,31 @@ void StartMoving(int x, int y)
     }
     else if (element == EL_AMOEBA_DROP)
     {
-      Feld[x][y] = EL_AMOEBA_CREATING;
+      Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
     }
-    /* Store[x][y+1] must be zero, because:
-       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+    /* Store[x][y + 1] must be zero, because:
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
     */
 #if 0
 #if OLD_GAME_BEHAVIOUR
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
 #else
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
             element != EL_DX_SUPABOMB)
 #endif
 #else
-    else if ((IS_SLIPPERY(Feld[x][y+1]) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
 #endif
     {
       boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
+                      (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
       boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
-                      (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+                      (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
 
       if (left || right)
       {
@@ -2978,13 +3378,18 @@ void StartMoving(int x, int y)
 
        InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
        started_moving = TRUE;
+
+#if 0
+       if (element == EL_BOMB)
+         printf("::: SLIP DOWN [%d]\n", FrameCounter);
+#endif
       }
     }
-    else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
     {
       boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
       boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
-      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
       int belt_dir = game.belt_dir[belt_nr];
 
       if ((belt_dir == MV_LEFT  && left_is_free) ||
@@ -3025,22 +3430,16 @@ void StartMoving(int x, int y)
 
     if (!MovDelay[x][y])       /* start new movement phase */
     {
-      /* all objects that can change their move direction after each step */
-      /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall  */
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
 
       if (element != EL_YAMYAM &&
          element != EL_DARK_YAMYAM &&
-         element != EL_PACMAN)
+         element != EL_PACMAN &&
+         !(element_info[element].move_pattern & MV_ANY_DIRECTION))
       {
-#if 0
-  if (element == EL_SPRING)
-    printf("1--> %d\n", MovDir[x][y]);
-#endif
        TurnRound(x, y);
-#if 0
-  if (element == EL_SPRING)
-    printf("2--> %d\n", MovDir[x][y]);
-#endif
+
        if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
@@ -3054,33 +3453,37 @@ 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
+       GfxAction[x][y] = ACTION_WAITING;
+      }
+
       if (element == EL_ROBOT ||
+#if 0
+         element == EL_PACMAN ||
+#endif
          element == EL_YAMYAM ||
          element == EL_DARK_YAMYAM)
       {
-#if 1
-       DrawLevelElementAnimationIfNeeded(x, y, element);
+#if 0
+       DrawLevelElementAnimation(x, y, element);
 #else
-       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       {
-         int graphic = el2img(element);
-         int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
-
-         DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-       }
+       DrawLevelElementAnimationIfNeeded(x, y, element);
 #endif
-
-#if 1
        PlaySoundLevelAction(x, y, ACTION_WAITING);
-#else
-       if (MovDelay[x][y] % 4 == 3)
-       {
-         if (element == EL_YAMYAM)
-           PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
-         else if (element == EL_DARK_YAMYAM)
-           PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
-       }
-#endif
       }
       else if (element == EL_SP_ELECTRON)
        DrawLevelElementAnimationIfNeeded(x, y, element);
@@ -3090,10 +3493,10 @@ void StartMoving(int x, int y)
        int dir = MovDir[x][y];
        int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
        int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? IMG_FLAMES1_LEFT :
-                      dir == MV_RIGHT  ? IMG_FLAMES1_RIGHT :
-                      dir == MV_UP     ? IMG_FLAMES1_UP :
-                      dir == MV_DOWN   ? IMG_FLAMES1_DOWN : IMG_EMPTY);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
        int frame = getGraphicAnimationFrame(graphic, -1);
 
        for (i=1; i<=3; i++)
@@ -3102,15 +3505,14 @@ void StartMoving(int x, int y)
          int sx = SCREENX(xx), sy = SCREENY(yy);
          int flame_graphic = graphic + (i - 1);
 
-         if (!IN_LEV_FIELD(xx, yy) ||
-             IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
            break;
 
          if (MovDelay[x][y])
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
-           if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
              Bang(xx, yy);
            else
              RemoveMovingField(xx, yy);
@@ -3134,29 +3536,33 @@ void StartMoving(int x, int y)
 
        return;
       }
+
+      GfxAction[x][y] = ACTION_MOVING;
     }
 
     /* now make next step */
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-    if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+    if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
        !PLAYER_PROTECTED(newx, newy))
     {
-
 #if 1
       TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
       return;
 #else
-      /* enemy got the player */
+      /* player killed by element which is deadly when colliding with */
       MovDir[x][y] = 0;
       KillHero(PLAYERINFO(newx, newy));
       return;
 #endif
 
     }
-    else if ((element == EL_PENGUIN || element == EL_ROBOT ||
-             element == EL_SATELLITE || element == EL_BALLOON) &&
+    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)
     {
@@ -3170,7 +3576,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
+       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
          DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
@@ -3181,7 +3587,7 @@ void StartMoving(int x, int y)
 
        return;
       }
-      else if (IS_MAMPF3(Feld[newx][newy]))
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
        if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
@@ -3190,6 +3596,8 @@ void StartMoving(int x, int y)
       }
       else if (!IS_FREE(newx, newy))
       {
+       GfxAction[x][y] = ACTION_WAITING;
+
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
@@ -3199,7 +3607,7 @@ void StartMoving(int x, int y)
     }
     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
     {
-      if (IS_GEM(Feld[newx][newy]))
+      if (IS_FOOD_PIG(Feld[newx][newy]))
       {
        if (IS_MOVING(newx, newy))
          RemoveMovingField(newx, newy);
@@ -3209,7 +3617,7 @@ void StartMoving(int x, int y)
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_EATING);
+       PlaySoundLevel(x, y, SND_PIG_DIGGING);
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -3241,7 +3649,9 @@ void StartMoving(int x, int y)
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
                        MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-       if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
@@ -3273,10 +3683,10 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_EATING);
+      PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
     }
     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_MAMPF2(Feld[newx][newy]))
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
     {
       if (AmoebaNr[newx][newy])
       {
@@ -3294,7 +3704,7 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
+      PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -3310,7 +3720,7 @@ void StartMoving(int x, int y)
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlaySoundLevel(x, y, SND_MOLE_EATING);
+       PlaySoundLevel(x, y, SND_MOLE_DIGGING);
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
       }
@@ -3318,7 +3728,7 @@ void StartMoving(int x, int y)
       {
        Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_EATING);
+       PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
@@ -3334,23 +3744,30 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
-      if (element == EL_BUG || element == EL_SPACESHIP ||
+#if 1
+      DrawLevelElementAnimation(x, y, element);
+#else
+      if (element == EL_BUG ||
+         element == EL_SPACESHIP ||
          element == EL_SP_SNIKSNAK)
        DrawLevelField(x, y);
-      else if (element == EL_BUG || element == EL_SPACESHIP ||
-              element == EL_SP_SNIKSNAK || element == EL_MOLE)
+      else if (element == EL_MOLE)
        DrawLevelField(x, y);
-      else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+      else if (element == EL_BD_BUTTERFLY ||
+              element == EL_BD_FIREFLY)
        DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SATELLITE)
        DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SP_ELECTRON)
        DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
+#if 0
       PlaySoundLevelAction(x, y, ACTION_WAITING);
+#endif
 
       return;
     }
@@ -3372,9 +3789,11 @@ void ContinueMoving(int x, int y)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int horiz_move = (dx != 0);
   int newx = x + dx, newy = y + dy;
-  int step = (horiz_move ? dx : dy) * TILEX / 8;
+  int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
+  struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
+  boolean pushing = (player != NULL && player->Pushing && player->is_moving);
 
-  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
+  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
     step /= 2;
   else if (element == EL_QUICKSAND_FILLING ||
           element == EL_QUICKSAND_EMPTYING)
@@ -3389,6 +3808,8 @@ void ContinueMoving(int x, int y)
     step /= 2;
   else if (element == EL_SPRING && horiz_move)
     step *= 2;
+  else if (IS_CUSTOM_ELEMENT(element))
+    step = SIGN(step) * element_info[element].move_stepsize;
 
 #if OLD_GAME_BEHAVIOUR
   else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
@@ -3397,10 +3818,21 @@ void ContinueMoving(int x, int y)
 
   MovPos[x][y] += step;
 
+#if 1
+  if (pushing)         /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
+#endif
+
+#if 0
+  if (pushing)
+    printf("::: OOPS! pushing '%s'\n", element_info[element].token_name);
+#endif
+
   if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
   {
     Feld[x][y] = EL_EMPTY;
     Feld[newx][newy] = element;
+    MovPos[x][y] = 0;  /* force "not moving" for "crumbled sand" */
 
     if (element == EL_MOLE)
     {
@@ -3424,7 +3856,7 @@ void ContinueMoving(int x, int y)
        yy = y + xy[i][1];
 
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
-         DrawLevelField(xx, yy);       /* for "DrawCrumbledSand()" */
+         DrawLevelField(xx, yy);       /* for "crumbled sand" */
       }
     }
 
@@ -3466,7 +3898,7 @@ void ContinueMoving(int x, int y)
        Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
       element = Feld[newx][newy] = Store[x][y];
     }
-    else if (element == EL_AMOEBA_DRIPPING)
+    else if (element == EL_AMOEBA_DROPPING)
     {
       Feld[x][y] = get_next_element(element);
       element = Feld[newx][newy] = Store[x][y];
@@ -3480,16 +3912,13 @@ void ContinueMoving(int x, int y)
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
     MovDelay[newx][newy] = 0;
 
-#if 0
-    /* all done in "InitMovingField()" */
-    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
-#endif
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
 
     /* copy animation control values to new field */
     GfxFrame[newx][newy]  = GfxFrame[x][y];
-    GfxAction[newx][newy] = GfxAction[x][y];
-    GfxRandom[newx][newy] = GfxRandom[x][y];
+    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
+    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
 
     ResetGfxAnimation(x, y);   /* reset animation values for old field */
 
@@ -3512,8 +3941,14 @@ void ContinueMoving(int x, int y)
     DrawLevelField(x, y);
     DrawLevelField(newx, newy);
 
-    Stop[newx][newy] = TRUE;
-    JustStopped[newx][newy] = 3;
+#if 0
+    if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
+#endif
+      Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
+#if 1
+    if (!pushing)
+#endif
+      JustStopped[newx][newy] = 3;
 
     if (DONT_TOUCH(element))   /* object may be nasty to player or others */
     {
@@ -3524,21 +3959,18 @@ void ContinueMoving(int x, int y)
     else if (element == EL_PENGUIN)
       TestIfFriendTouchesBadThing(newx, newy);
 
+#if 1
+    if (CAN_FALL(element) && direction == MV_DOWN &&
+       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+      Impact(x, newy);
+#else
     if (CAN_SMASH(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
       Impact(x, newy);
+#endif
   }
   else                         /* still moving on */
   {
-#if 0
-    if (GfxAction[x][y] == ACTION_DEFAULT)
-    {
-      printf("reset GfxAction...\n");
-
-      GfxAction[x][y] = ACTION_MOVING;
-    }
-#endif
-
     DrawLevelField(x, y);
   }
 }
@@ -3705,7 +4137,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
       if (AmoebaNr[x][y] == group_nr &&
          (Feld[x][y] == EL_AMOEBA_DEAD ||
           Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_CREATING))
+          Feld[x][y] == EL_AMOEBA_GROWING))
       {
        AmoebaNr[x][y] = 0;
        Feld[x][y] = new_element;
@@ -3733,10 +4165,14 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
+#if 1
+      PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+#else
       if (Store[x][y] == EL_BD_AMOEBA)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
+       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
+       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+#endif
       sound_delay_value = 30;
     }
   }
@@ -3746,10 +4182,10 @@ void AmoebeWaechst(int x, int y)
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
                                           6 - MovDelay[x][y]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
     }
 
     if (!MovDelay[x][y])
@@ -3801,6 +4237,7 @@ void AmoebeAbleger(int ax, int ay)
 {
   int i;
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   int newax = ax, neway = ay;
   static int xy[4][2] =
   {
@@ -3817,6 +4254,9 @@ void AmoebeAbleger(int ax, int ay)
     return;
   }
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (!MovDelay[ax][ay])       /* start making new amoeba field */
     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
 
@@ -3922,18 +4362,22 @@ void AmoebeAbleger(int ax, int ay)
   if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
       (neway == lev_fieldy - 1 && newax != ax))
   {
-    Feld[newax][neway] = EL_AMOEBA_CREATING;   /* creation of new amoeba */
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
     Store[newax][neway] = element;
   }
   else if (neway == ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-    PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
+#if 1
+    PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+#else
+    PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+#endif
   }
   else
   {
     InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+    Feld[ax][ay] = EL_AMOEBA_DROPPING;
     Store[ax][ay] = EL_AMOEBA_DROP;
     ContinueMoving(ax, ay);
     return;
@@ -3948,8 +4392,12 @@ void Life(int ax, int ay)
   static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
   int life_time = 40;
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   boolean changed = FALSE;
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (Stop[ax][ay])
     return;
 
@@ -3979,7 +4427,7 @@ void Life(int ax, int ay)
        continue;
 
       if (((Feld[x][y] == element ||
-           (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
           !Stop[x][y]) ||
          (IS_FREE(x, y) && Stop[x][y]))
        nachbarn++;
@@ -4001,7 +4449,7 @@ void Life(int ax, int ay)
       if (nachbarn >= life[2] && nachbarn <= life[3])
       {
        Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
@@ -4011,13 +4459,13 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
-                  SND_BIOMAZE_CREATING);
+    PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
 }
 
 static void InitRobotWheel(int x, int y)
 {
-  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
 static void RunRobotWheel(int x, int y)
@@ -4033,7 +4481,7 @@ static void StopRobotWheel(int x, int y)
 
 static void InitTimegateWheel(int x, int y)
 {
-  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
 static void RunTimegateWheel(int x, int y)
@@ -4046,21 +4494,37 @@ void CheckExit(int x, int y)
   if (local_player->gems_still_needed > 0 ||
       local_player->sokobanfields_still_needed > 0 ||
       local_player->lights_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
     return;
+  }
 
   Feld[x][y] = EL_EXIT_OPENING;
 
-  PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
+  PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
 void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
     return;
+  }
 
   Feld[x][y] = EL_SP_EXIT_OPEN;
 
-  PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
+  PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
 static void CloseAllOpenTimegates()
@@ -4076,7 +4540,11 @@ static void CloseAllOpenTimegates()
       if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_CLOSING);
+#else
        PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+#endif
       }
     }
   }
@@ -4088,47 +4556,37 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_BD_DIAMOND)
-#if 0
-    DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
-#else
     return;
-#endif
-  else
-  {
-    if (MovDelay[x][y] == 0)   /* next animation frame */
-      MovDelay[x][y] = 11 * !SimpleRND(500);
 
-    if (MovDelay[x][y] != 0)   /* wait some time before next frame */
-    {
-      MovDelay[x][y]--;
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !SimpleRND(500);
 
-      if (setup.direct_draw && MovDelay[x][y])
-       SetDrawtoField(DRAW_BUFFERED);
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
 
-#if 0
-      DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
-#else
-      DrawLevelElementAnimation(x, y, Feld[x][y]);
-#endif
+    if (setup.direct_draw && MovDelay[x][y])
+      SetDrawtoField(DRAW_BUFFERED);
 
-      if (MovDelay[x][y] != 0)
-      {
-       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
-                                            10 - MovDelay[x][y]);
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
 
-       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+    if (MovDelay[x][y] != 0)
+    {
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
 
-       if (setup.direct_draw)
-       {
-         int dest_x, dest_y;
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
 
-         dest_x = FX + SCREENX(x) * TILEX;
-         dest_y = FY + SCREENY(y) * TILEY;
+      if (setup.direct_draw)
+      {
+       int dest_x, dest_y;
 
-         BlitBitmap(drawto_field, window,
-                    dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-         SetDrawtoField(DRAW_DIRECT);
-       }
+       dest_x = FX + SCREENX(x) * TILEX;
+       dest_y = FY + SCREENY(y) * TILEY;
+
+       BlitBitmap(drawto_field, window,
+                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+       SetDrawtoField(DRAW_DIRECT);
       }
     }
   }
@@ -4157,22 +4615,22 @@ void MauerWaechst(int x, int y)
     {
       if (MovDir[x][y] == MV_LEFT)
       {
-       if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
          DrawLevelField(x - 1, y);
       }
       else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
          DrawLevelField(x + 1, y);
       }
       else if (MovDir[x][y] == MV_UP)
       {
-       if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
          DrawLevelField(x, y - 1);
       }
       else
       {
-       if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
          DrawLevelField(x, y + 1);
       }
 
@@ -4187,12 +4645,16 @@ void MauerWaechst(int x, int y)
 void MauerAbleger(int ax, int ay)
 {
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   boolean oben_frei = FALSE, unten_frei = FALSE;
   boolean links_frei = FALSE, rechts_frei = FALSE;
   boolean oben_massiv = FALSE, unten_massiv = FALSE;
   boolean links_massiv = FALSE, rechts_massiv = FALSE;
   boolean new_wall = FALSE;
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (!MovDelay[ax][ay])       /* start building new wall */
     MovDelay[ax][ay] = 6;
 
@@ -4212,76 +4674,83 @@ void MauerAbleger(int ax, int ay)
   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
     rechts_frei = TRUE;
 
-  if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
   {
     if (oben_frei)
     {
-      Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay-1] = element;
       MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
-                   IMG_WALL_GROWING_ACTIVE_UP, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay+1] = element;
       MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
-                   IMG_WALL_GROWING_ACTIVE_DOWN, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
-      element == EL_WALL_GROWING)
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL)
   {
     if (links_frei)
     {
-      Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax-1][ay] = element;
       MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
-                   IMG_WALL_GROWING_ACTIVE_LEFT, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax+1][ay] = element;
       MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
-                   IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
     DrawLevelField(ax, ay);
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
     oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
     unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
     links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
-       element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
+       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+       element == EL_EXPANDABLE_WALL) &&
       ((links_massiv && rechts_massiv) ||
-       element == EL_WALL_GROWING_Y))
+       element == EL_EXPANDABLE_WALL_VERTICAL))
     Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
-    PlaySoundLevel(ax, ay, SND_WALL_GROWING);
+#if 1
+    PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+#else
+    PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#endif
 }
 
 void CheckForDragon(int x, int y)
@@ -4338,7 +4807,7 @@ static void InitBuggyBase(int x, int y)
   int element = Feld[x][y];
   int activating_delay = FRAMES_PER_SECOND / 4;
 
-  MovDelay[x][y] =
+  ChangeDelay[x][y] =
     (element == EL_SP_BUGGY_BASE ?
      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
      element == EL_SP_BUGGY_BASE_ACTIVATING ?
@@ -4373,7 +4842,7 @@ static void WarnBuggyBase(int x, int y)
 
 static void InitTrap(int x, int y)
 {
-  MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
 }
 
 static void ActivateTrap(int x, int y)
@@ -4387,16 +4856,70 @@ static void ChangeActiveTrap(int x, int y)
 
   /* if new animation frame was drawn, correct crumbled sand border */
   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    DrawCrumbledSand(SCREENX(x), SCREENY(y));
+    DrawLevelFieldCrumbledSand(x, y);
+}
+
+static void ChangeElementDoIt(int x, int y, int element_new)
+{
+  CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
+
+  RemoveField(x, y);
+  Feld[x][y] = element_new;
+
+  ResetGfxAnimation(x, y);
+  ResetRandomAnimationValue(x, y);
+
+  InitField(x, y, FALSE);
+  if (CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+
+  DrawLevelField(x, y);
+
+  if (CAN_BE_CRUMBLED(Feld[x][y]))
+  {
+    int sx = SCREENX(x), sy = SCREENY(y);
+    static int xy[4][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 }
+    };
+    int i;
+
+    for(i=0; i<4; i++)
+    {
+      int xx = x + xy[i][0];
+      int yy = y + xy[i][1];
+      int sxx = sx + xy[i][0];
+      int syy = sy + xy[i][1];
+
+      if (!IN_LEV_FIELD(xx, yy) ||
+         !IN_SCR_FIELD(sxx, syy) ||
+         !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
+         IS_MOVING(xx, yy))
+       continue;
+
+      DrawLevelField(xx, yy);
+    }
+  }
 }
 
 static void ChangeElement(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (MovDelay[x][y] == 0)             /* initialize element change */
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    MovDelay[x][y] = changing_element[element].change_delay + 1;
+    ChangeDelay[x][y] = changing_element[element].change_delay + 1;
+
+    if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+    {
+      int max_random_delay = element_info[element].change.delay_random;
+      int delay_frames = element_info[element].change.delay_frames;
+
+      ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
+    }
 
     ResetGfxAnimation(x, y);
     ResetRandomAnimationValue(x, y);
@@ -4405,37 +4928,76 @@ static void ChangeElement(int x, int y)
       changing_element[element].pre_change_function(x, y);
   }
 
-  MovDelay[x][y]--;
+  ChangeDelay[x][y]--;
 
-  if (MovDelay[x][y] != 0)             /* continue element change */
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
   {
-    if (IS_ANIMATED(el2img(element)))
-      DrawLevelElementAnimationIfNeeded(x, y, element);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
     if (changing_element[element].change_function)
       changing_element[element].change_function(x, y);
   }
   else                                 /* finish element change */
   {
-    Feld[x][y] = changing_element[element].next_element;
+    int next_element = changing_element[element].next_element;
 
-    ResetGfxAnimation(x, y);
-    ResetRandomAnimationValue(x, y);
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+    {
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
 
-    DrawLevelField(x, y);
+      return;
+    }
+
+    if (next_element != EL_UNDEFINED)
+      ChangeElementDoIt(x, y, next_element);
+    else
+      ChangeElementDoIt(x, y, element_info[element].change.successor);
 
     if (changing_element[element].post_change_function)
       changing_element[element].post_change_function(x, y);
   }
 }
 
+static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
+{
+  int i, x, y;
+
+  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+    return;
+
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  {
+    if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
+       element_info[i].change.trigger != trigger_element)
+      continue;
+
+    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    {
+      if (Feld[x][y] == i)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeElement(x, y);
+      }
+    }
+  }
+}
+
+static void CheckPlayerElementChange(int x, int y, int element,
+                                    int trigger_event)
+{
+  if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
+    return;
+
+  ChangeElementDoIt(x, y, element_info[element].change.successor);
+}
+
 static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
   static byte stored_player_action[MAX_PLAYERS];
   static int num_stored_actions = 0;
-#if 0
-  static boolean save_tape_entry = FALSE;
-#endif
   boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
@@ -4454,11 +5016,6 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
 
   if (player_action)
   {
-#if 0
-    save_tape_entry = TRUE;
-#endif
-    player->frame_reset_delay = 0;
-
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -4477,20 +5034,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
       }
     }
 
-#if 0
-    if (tape.recording && (moved || snapped || bombed))
-    {
-      if (bombed && !moved)
-       player_action &= JOY_BUTTON;
-
-      stored_player_action[player->index_nr] = player_action;
-      save_tape_entry = TRUE;
-    }
-    else if (tape.playing && snapped)
-      SnapField(player, 0, 0);                 /* stop snapping */
-#else
     stored_player_action[player->index_nr] = player_action;
-#endif
   }
   else
   {
@@ -4500,74 +5044,24 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
     SnapField(player, 0, 0);
     CheckGravityMovement(player);
 
-#if 1
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
-#endif
+    if (player->MovPos == 0)
+    {
 #if 0
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->last_move_dir = MV_NO_MOVING;
-
-    /* !!! CHECK THIS AGAIN !!!
-       (Seems to be needed for some EL_ROBOT stuff, but breaks
-       tapes when walking through pipes!)
-    */
+      printf("Trying... Player frame reset\n");
+#endif
 
-    /* it seems that "player->last_move_dir" is misused as some sort of
-       "player->is_just_moving_in_this_moment", which is needed for the
-       robot stuff (robots don't kill players when they are moving)
-    */
-#endif 
+      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+    }
 
-    /* if the player does not move for some time, reset animation to start */
-    if (++player->frame_reset_delay > player->move_delay_value)
-      player->Frame = 0;
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
   }
 
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
-  {
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-    save_tape_entry = FALSE;
-  }
-#else
   if (tape.recording && num_stored_actions >= MAX_PLAYERS)
   {
     TapeRecordAction(stored_player_action);
     num_stored_actions = 0;
   }
-#endif
-
-#if 0
-  if (tape.playing && !tape.pausing && !player_action &&
-      tape.counter < tape.length)
-  {
-    int jx = player->jx, jy = player->jy;
-    int next_joy =
-      tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
-
-    if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
-       (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
-    {
-      int dx = (next_joy == JOY_LEFT ? -1 : +1);
-
-      if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
-      {
-       int el = Feld[jx+dx][jy];
-       int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
-                         (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
-
-       if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
-       {
-         player->MovDir = next_joy;
-         player->Frame = FrameCounter % 4;
-         player->Pushing = TRUE;
-       }
-      }
-    }
-  }
-#endif
 }
 
 void GameActions()
@@ -4579,7 +5073,7 @@ void GameActions()
   byte *recorded_player_action;
   byte summarized_player_action = 0;
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     return;
 
   action_delay_value =
@@ -4605,7 +5099,7 @@ void GameActions()
     HandleNetworking();
 #endif
 
-    if (game_status != PLAYING)
+    if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
@@ -4658,30 +5152,38 @@ void GameActions()
 
   ScrollScreen(NULL, SCROLL_GO_ON);
 
+#if 0
+  FrameCounter++;
+  TimeFrames++;
 
+  for (i=0; i<MAX_PLAYERS; i++)
+    stored_player[i].Frame++;
+#endif
 
-#ifdef DEBUG
-#if 0
-  if (TimeFrames == 0 && local_player->active)
+#if 1
+  if (game.engine_version < RELEASE_IDENT(2,2,0,7))
   {
-    extern unsigned int last_RND();
+    for (i=0; i<MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+      int x = player->jx;
+      int y = player->jy;
 
-    printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
-          TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
-  }
-#endif
-#endif
+      if (player->active && player->Pushing && player->is_moving &&
+         IS_MOVING(x, y))
+      {
+       ContinueMoving(x, y);
 
-#ifdef DEBUG
-#if 0
-  if (GameFrameDelay >= 500)
-    printf("FrameCounter == %d\n", FrameCounter);
-#endif
+       /* continue moving after pushing (this is actually a bug) */
+       if (!IS_MOVING(x, y))
+       {
+         Stop[x][y] = FALSE;
+       }
+      }
+    }
+  }
 #endif
 
-  FrameCounter++;
-  TimeFrames++;
-
   for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
   {
     Stop[x][y] = FALSE;
@@ -4710,12 +5212,23 @@ 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], MovDir[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 1
     if (graphic_info[graphic].anim_global_sync)
       GfxFrame[x][y] = FrameCounter;
-#endif
 
     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
        IS_NEXT_FRAME(GfxFrame[x][y], graphic))
@@ -4723,31 +5236,61 @@ void GameActions()
 
     SetRandomAnimationValue(x, y);
 
+#if 1
+    PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+
     if (IS_INACTIVE(element))
     {
-
-#if 1
       if (IS_ANIMATED(graphic))
        DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#endif
 
       continue;
     }
 
+#if 1
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_CHANGING(x, y))
+    {
+      ChangeElement(x, y);
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+    }
+#endif
+
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
+#if 1
+      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#if 0
+      if (element == EL_PACMAN)
+       printf("::: %d, %d, %d\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[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_YAMYAM)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+      }
+
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        EdelsteinFunkeln(x, y);
     }
-
-#if 1
     else if ((element == EL_ACID ||
              element == EL_EXIT_OPEN ||
              element == EL_SP_EXIT_OPEN ||
@@ -4758,8 +5301,6 @@ void GameActions()
              element == EL_SHIELD_DEADLY) &&
             IS_ANIMATED(graphic))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
-#endif
-
     else if (IS_MOVING(x, y))
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
@@ -4768,7 +5309,7 @@ void GameActions()
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 #endif
-    else if (element == EL_AMOEBA_CREATING)
+    else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
       AmoebaDisappearing(x, y);
@@ -4778,70 +5319,34 @@ void GameActions()
       AmoebeAbleger(x, y);
 #endif
 
-    else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
+    else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
       Life(x, y);
-#if 0
-    else if (element == EL_ROBOT_WHEEL_ACTIVE)
-      RobotWheel(x, y);
-    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      TimegateWheel(x, y);
-#endif
-#if 0
-    else if (element == EL_ACID_SPLASH_LEFT ||
-            element == EL_ACID_SPLASH_RIGHT)
-      SplashAcid(x, y);
-#endif
-#if 0
-    else if (element == EL_NUT_CRACKING)
-      NussKnacken(x, y);
-    else if (element == EL_PEARL_BREAKING)
-      BreakingPearl(x, y);
-#endif
     else if (element == EL_EXIT_CLOSED)
       CheckExit(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
-      CheckExitSP(x, y);
-#if 0
-    else if (element == EL_EXIT_OPENING)
-      AusgangstuerOeffnen(x, y);
-#endif
-    else if (element == EL_WALL_GROWING_ACTIVE)
+      CheckExitSP(x, y);
+    else if (element == EL_EXPANDABLE_WALL_GROWING)
       MauerWaechst(x, y);
-    else if (element == EL_WALL_GROWING ||
-            element == EL_WALL_GROWING_X ||
-            element == EL_WALL_GROWING_Y ||
-            element == EL_WALL_GROWING_XY)
+    else if (element == EL_EXPANDABLE_WALL ||
+            element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_WALL_VERTICAL ||
+            element == EL_EXPANDABLE_WALL_ANY)
       MauerAbleger(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
 #if 0
-    else if (element == EL_SP_BUGGY_BASE ||
-            element == EL_SP_BUGGY_BASE_ACTIVATING ||
-            element == EL_SP_BUGGY_BASE_ACTIVE)
-      CheckBuggyBase(x, y);
-    else if (element == EL_TRAP ||
-            element == EL_TRAP_ACTIVE)
-      CheckTrap(x, y);
-    else if (IS_BELT_ACTIVE(element))
-      DrawBeltAnimation(x, y, element);
-    else if (element == EL_SWITCHGATE_OPENING)
-      OpenSwitchgate(x, y);
-    else if (element == EL_SWITCHGATE_CLOSING)
-      CloseSwitchgate(x, y);
-    else if (element == EL_TIMEGATE_OPENING)
-      OpenTimegate(x, y);
-    else if (element == EL_TIMEGATE_CLOSING)
-      CloseTimegate(x, y);
-#endif
-
     else if (IS_AUTO_CHANGING(element))
       ChangeElement(x, y);
-
-#if 1
+#endif
     else if (element == EL_EXPLOSION)
       ;        /* drawing of correct explosion animation is handled separately */
-    else if (IS_ANIMATED(graphic))
+    else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(Feld[x][y]))
+      ChangeElement(x, y);
 #endif
 
     if (IS_BELT_ACTIVE(element))
@@ -5022,16 +5527,16 @@ void GameActions()
       TimeLeft--;
 
       if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
 
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
 
       if (!TimeLeft && setup.time_limit)
        for (i=0; i<MAX_PLAYERS; i++)
          KillHero(&stored_player[i]);
     }
     else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
   }
 
   DrawAllPlayers();
@@ -5054,6 +5559,33 @@ 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 1
+  FrameCounter++;
+  TimeFrames++;
+
+  for (i=0; i<MAX_PLAYERS; i++)
+  {
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+
+    stored_player[i].Frame += move_frames;
+
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
+  }
+#endif
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
@@ -5148,11 +5680,18 @@ static void CheckGravityMovement(struct PlayerInfo *player)
 
     if (field_under_player_is_free &&
        !player_is_moving_to_valid_field &&
-       !IS_TUBE(Feld[jx][jy]))
+       !IS_WALKABLE_INSIDE(Feld[jx][jy]))
       player->programmed_action = MV_DOWN;
   }
 }
 
+/*
+  MoveFigureOneStep()
+  -----------------------------------------------------------------------------
+  dx, dy:              direction (non-diagonal) to try to move the player to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+*/
+
 boolean MoveFigureOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
@@ -5181,12 +5720,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
 #endif
 
-  if (DONT_GO_TO(element))
+  if (DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
       SplashAcid(jx, jy);
-      Feld[jx][jy] = EL_PLAYER1;
+      Feld[jx][jy] = EL_PLAYER_1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
@@ -5349,15 +5888,17 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     }
   }
 
-  if (!(moved & MF_MOVING) && !player->Pushing)
-    player->Frame = 0;
-  else
 #if 0
-    player->Frame = (player->Frame + 1) % 4;
+#if 1
+  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
 #else
-    player->Frame += 1 * 0;
+  if (!(moved & MF_MOVING) && !player->Pushing)
+    player->Frame = 0;
+#endif
 #endif
 
+  player->StepFrame = 0;
+
   if (moved & MF_MOVING)
   {
     if (old_jx != jx && old_jy == jy)
@@ -5365,7 +5906,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     else if (old_jx == jx && old_jy != jy)
       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    DrawLevelField(jx, jy);    /* for "DrawCrumbledSand()" */
+    DrawLevelField(jx, jy);    /* for "crumbled sand" */
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
@@ -5401,8 +5942,6 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
   {
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-    if (player->Frame)
-      player->Frame += 1;
 
     if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
@@ -5415,7 +5954,6 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
 
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-  player->Frame += 1;
 
   if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
     Feld[last_jx][last_jy] = EL_EMPTY;
@@ -5428,7 +5966,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
 
   if (player->MovPos == 0)
   {
-    if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+    if (IS_PASSABLE(Feld[last_jx][last_jy]))
     {
       /* continue with normal speed after quickly moving through gate */
       HALVE_PLAYER_SPEED(player);
@@ -5520,11 +6058,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
 #endif
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
     {
       kill_x = test_x;
       kill_y = test_y;
@@ -5584,11 +6122,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_element = Feld[test_x][test_y];
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(bad_element) &&  bad_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
     {
       /* good thing is player or penguin that does not move away */
       if (IS_PLAYER(test_x, test_y))
@@ -5696,8 +6234,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
       continue;
 
     element = Feld[x][y];
-    if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
-       element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
+    if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
+       element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
     {
       kill_x = x;
       kill_y = y;
@@ -5716,8 +6254,8 @@ void KillHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  if (IS_PFORTE(Feld[jx][jy]))
-    Feld[jx][jy] = EL_EMPTY;
+  /* remove accessible field at the player's position */
+  Feld[jx][jy] = EL_EMPTY;
 
   /* deactivate shield (else Bang()/Explode() would not work right) */
   player->shield_normal_time_left = 0;
@@ -5740,7 +6278,11 @@ void BuryHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
+#if 1
+  PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+  PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
   PlaySoundLevel(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
@@ -5769,6 +6311,39 @@ void RemoveHero(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+/*
+  checkDiagonalPushing()
+  -----------------------------------------------------------------------------
+  check if diagonal input device direction results in pushing of object
+  (by checking if the alternative direction is walkable, diggable, ...)
+*/
+
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+                                   int x, int y, int real_dx, int real_dy)
+{
+  int jx, jy, dx, dy, xx, yy;
+
+  if (real_dx == 0 || real_dy == 0)    /* no diagonal direction => push */
+    return TRUE;
+
+  /* diagonal direction: check alternative direction */
+  jx = player->jx;
+  jy = player->jy;
+  dx = x - jx;
+  dy = y - jy;
+  xx = jx + (dx == 0 ? real_dx : 0);
+  yy = jy + (dy == 0 ? real_dy : 0);
+
+  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
+
+/*
+  DigField()
+  -----------------------------------------------------------------------------
+  x, y:                        field next to player (non-diagonal) to try to dig to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+*/
+
 int DigField(struct PlayerInfo *player,
             int x, int y, int real_dx, int real_dy, int mode)
 {
@@ -5781,24 +6356,44 @@ int DigField(struct PlayerInfo *player,
   int element;
 
   if (player->MovPos == 0)
+  {
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
+
+  if (player->MovPos == 0)     /* last pushing move finished */
     player->Pushing = FALSE;
 
-  if (mode == DF_NO_PUSH)
+  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
   {
     player->Switching = FALSE;
     player->push_delay = 0;
+
     return MF_NO_ACTION;
   }
 
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
+  {
+#if 0
+    if (FrameCounter == 437)
+      printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
+#endif
+
     return MF_NO_ACTION;
+  }
 
-  if (IS_TUBE(Feld[jx][jy]))
+#if 0
+  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+  if (IS_TUBE(Feld[jx][jy]) ||
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+#endif
   {
     int i = 0;
+    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
     int tube_leave_directions[][2] =
     {
-      { EL_TUBE_ALL,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+      { 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 },
@@ -5812,7 +6407,7 @@ int DigField(struct PlayerInfo *player,
       { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
     };
 
-    while (tube_leave_directions[i][0] != Feld[jx][jy])
+    while (tube_leave_directions[i][0] != tube_element)
     {
       i++;
       if (tube_leave_directions[i][0] == -1)   /* should not happen */
@@ -5825,9 +6420,21 @@ int DigField(struct PlayerInfo *player,
 
   element = Feld[x][y];
 
+#if 1
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0))
+    return MF_NO_ACTION;
+#endif
+
   switch (element)
   {
+#if 0
     case EL_EMPTY:
+      PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
+      break;
+#endif
+
+#if 0
     case EL_SAND:
     case EL_INVISIBLE_SAND:
     case EL_INVISIBLE_SAND_ACTIVE:
@@ -5836,8 +6443,16 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_BUGGY_BASE:
     case EL_SP_BUGGY_BASE_ACTIVATING:
       RemoveField(x, y);
+
+      if (mode != DF_SNAP && element != EL_EMPTY)
+      {
+       GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
+       player->is_digging = TRUE;
+      }
+
       PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
       break;
+#endif
 
     case EL_EMERALD:
     case EL_BD_DIAMOND:
@@ -5849,6 +6464,13 @@ int DigField(struct PlayerInfo *player,
     case EL_PEARL:
     case EL_CRYSTAL:
       RemoveField(x, y);
+
+      if (mode != DF_SNAP)
+      {
+       GfxElement[x][y] = element;
+       player->is_collecting = TRUE;
+      }
+
       local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
                                          element == EL_PEARL ? 5 :
                                          element == EL_CRYSTAL ? 8 : 1);
@@ -5856,84 +6478,127 @@ int DigField(struct PlayerInfo *player,
        local_player->gems_still_needed = 0;
       RaiseScoreElement(element);
       DrawText(DX_EMERALDS, DY_EMERALDS,
-              int2str(local_player->gems_still_needed, 3),
-              FS_SMALL, FC_YELLOW);
+              int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
     case EL_SPEED_PILL:
       RemoveField(x, y);
       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
       PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
+#if 0
     case EL_ENVELOPE:
       Feld[x][y] = EL_EMPTY;
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
       PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
+#endif
 
     case EL_EXTRA_TIME:
       RemoveField(x, y);
       if (level.time > 0)
       {
        TimeLeft += 10;
-       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       }
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
+      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
     case EL_SHIELD_NORMAL:
       RemoveField(x, y);
       player->shield_normal_time_left += 10;
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
       PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
     case EL_SHIELD_DEADLY:
       RemoveField(x, y);
       player->shield_normal_time_left += 10;
       player->shield_deadly_time_left += 10;
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
       PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
     case EL_DYNAMITE:
     case EL_SP_DISK_RED:
       RemoveField(x, y);
       player->dynamite++;
+      player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
       RaiseScoreElement(EL_DYNAMITE);
-      DrawText(DX_DYNAMITE, DY_DYNAMITE,
-              int2str(local_player->dynamite, 3),
-              FS_SMALL, FC_YELLOW);
+      DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
+              FONT_TEXT_2);
       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
-    case EL_DYNABOMB_NR:
+    case EL_DYNABOMB_INCREASE_NUMBER:
       RemoveField(x, y);
       player->dynabomb_count++;
       player->dynabombs_left++;
       RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
+      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
-    case EL_DYNABOMB_SZ:
+    case EL_DYNABOMB_INCREASE_SIZE:
       RemoveField(x, y);
       player->dynabomb_size++;
       RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
+      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
-    case EL_DYNABOMB_XL:
+    case EL_DYNABOMB_INCREASE_POWER:
       RemoveField(x, y);
       player->dynabomb_xl = TRUE;
       RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
+      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
 
-    case EL_KEY1:
-    case EL_KEY2:
-    case EL_KEY3:
-    case EL_KEY4:
+    case EL_KEY_1:
+    case EL_KEY_2:
+    case EL_KEY_3:
+    case EL_KEY_4:
     {
-      int key_nr = element - EL_KEY1;
+      int key_nr = element - EL_KEY_1;
       int graphic = el2edimg(element);
 
       RemoveField(x, y);
@@ -5943,17 +6608,22 @@ int DigField(struct PlayerInfo *player,
                         graphic);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         graphic);
-      PlaySoundLevel(x, y, SND_KEY_COLLECTING);
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
+      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
     }
 
-    case EL_EM_KEY1:
-    case EL_EM_KEY2:
-    case EL_EM_KEY3:
-    case EL_EM_KEY4:
+    case EL_EM_KEY_1:
+    case EL_EM_KEY_2:
+    case EL_EM_KEY_3:
+    case EL_EM_KEY_4:
     {
-      int key_nr = element - EL_EM_KEY1;
-      int graphic = el2edimg(EL_KEY1 + key_nr);
+      int key_nr = element - EL_EM_KEY_1;
+      int graphic = el2edimg(EL_KEY_1 + key_nr);
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
@@ -5962,7 +6632,12 @@ int DigField(struct PlayerInfo *player,
                         graphic);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
                         graphic);
-      PlaySoundLevel(x, y, SND_KEY_COLLECTING);
+#if 1
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+#else
+      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
+#endif
+      CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
       break;
     }
 
@@ -5996,23 +6671,23 @@ int DigField(struct PlayerInfo *player,
       }
       break;
 
-    case EL_CONVEYOR_BELT1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
       if (!player->Switching)
       {
        player->Switching = TRUE;
        ToggleBeltSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
+       PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
       }
       return MF_ACTION;
       break;
@@ -6023,7 +6698,7 @@ int DigField(struct PlayerInfo *player,
       {
        player->Switching = TRUE;
        ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
+       PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
       }
       return MF_ACTION;
       break;
@@ -6048,20 +6723,20 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_BALLOON_SEND_LEFT:
-    case EL_BALLOON_SEND_RIGHT:
-    case EL_BALLOON_SEND_UP:
-    case EL_BALLOON_SEND_DOWN:
-    case EL_BALLOON_SEND_ANY_DIRECTION:
-      if (element == EL_BALLOON_SEND_ANY_DIRECTION)
+    case EL_BALLOON_SWITCH_LEFT:
+    case EL_BALLOON_SWITCH_RIGHT:
+    case EL_BALLOON_SWITCH_UP:
+    case EL_BALLOON_SWITCH_DOWN:
+    case EL_BALLOON_SWITCH_ANY:
+      if (element == EL_BALLOON_SWITCH_ANY)
        game.balloon_dir = move_direction;
       else
-       game.balloon_dir = (element == EL_BALLOON_SEND_LEFT  ? MV_LEFT :
-                           element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
-                           element == EL_BALLOON_SEND_UP    ? MV_UP :
-                           element == EL_BALLOON_SEND_DOWN  ? MV_DOWN :
+       game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
+                           element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                           element == EL_BALLOON_SWITCH_UP    ? MV_UP :
+                           element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
                            MV_NO_MOVING);
-      PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
+      PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -6087,17 +6762,26 @@ int DigField(struct PlayerInfo *player,
 
       player->Pushing = TRUE;
 
+#if 0
+      if (element == EL_ROCK)
+       printf("::: wanna push [%d] [%d]\n",
+              FrameCounter, player->push_delay_value);
+#endif
+
       if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
        return MF_NO_ACTION;
 
-      if (real_dy)
-      {
-       if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-         return MF_NO_ACTION;
-      }
+      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+       return MF_NO_ACTION;
+
 
       if (player->push_delay == 0)
        player->push_delay = FrameCounter;
+
+#if 0
+      printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
+#endif
+
 #if 0
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
          !tape.playing &&
@@ -6117,10 +6801,22 @@ int DigField(struct PlayerInfo *player,
       }
       else
       {
+#if 1
+       InitMovingField(x, y, (dx < 0 ? MV_LEFT :
+                              dx > 0 ? MV_RIGHT :
+                              dy < 0 ? MV_UP : MV_DOWN));
+       MovPos[x][y] = (dx != 0 ? dx : dy);
+#else
        RemoveField(x, y);
        Feld[x + dx][y + dy] = element;
+#endif
       }
 
+#if 0
+      printf("pushing %d/%d ... %d [%d]\n", dx, dy,
+            FrameCounter, player->push_delay_value);
+#endif
+
       if (element == EL_SPRING)
       {
        Feld[x + dx][y + dy] = EL_SPRING;
@@ -6131,29 +6827,32 @@ int DigField(struct PlayerInfo *player,
 
       DrawLevelField(x + dx, y + dy);
       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+      CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
+
       break;
 
-    case EL_GATE1:
-    case EL_GATE2:
-    case EL_GATE3:
-    case EL_GATE4:
-      if (!player->key[element - EL_GATE1])
+    case EL_GATE_1:
+    case EL_GATE_2:
+    case EL_GATE_3:
+    case EL_GATE_4:
+      if (!player->key[element - EL_GATE_1])
        return MF_NO_ACTION;
       break;
 
-    case EL_GATE1_GRAY:
-    case EL_GATE2_GRAY:
-    case EL_GATE3_GRAY:
-    case EL_GATE4_GRAY:
-      if (!player->key[element - EL_GATE1_GRAY])
+    case EL_GATE_1_GRAY:
+    case EL_GATE_2_GRAY:
+    case EL_GATE_3_GRAY:
+    case EL_GATE_4_GRAY:
+      if (!player->key[element - EL_GATE_1_GRAY])
        return MF_NO_ACTION;
       break;
 
-    case EL_EM_GATE1:
-    case EL_EM_GATE2:
-    case EL_EM_GATE3:
-    case EL_EM_GATE4:
-      if (!player->key[element - EL_EM_GATE1])
+    case EL_EM_GATE_1:
+    case EL_EM_GATE_2:
+    case EL_EM_GATE_3:
+    case EL_EM_GATE_4:
+      if (!player->key[element - EL_EM_GATE_1])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6162,14 +6861,14 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevel(x, y, SND_GATE_PASSING);
+      PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
       break;
 
-    case EL_EM_GATE1_GRAY:
-    case EL_EM_GATE2_GRAY:
-    case EL_EM_GATE3_GRAY:
-    case EL_EM_GATE4_GRAY:
-      if (!player->key[element - EL_EM_GATE1_GRAY])
+    case EL_EM_GATE_1_GRAY:
+    case EL_EM_GATE_2_GRAY:
+    case EL_EM_GATE_3_GRAY:
+    case EL_EM_GATE_4_GRAY:
+      if (!player->key[element - EL_EM_GATE_1_GRAY])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6178,7 +6877,11 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
+#if 1
+      PlaySoundLevelAction(x, y, ACTION_PASSING);
+#else
       PlaySoundLevel(x, y, SND_GATE_PASSING);
+#endif
       break;
 
     case EL_SWITCHGATE_OPEN:
@@ -6193,37 +6896,37 @@ int DigField(struct PlayerInfo *player,
       PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
       break;
 
-    case EL_SP_PORT1_LEFT:
-    case EL_SP_PORT2_LEFT:
-    case EL_SP_PORT1_RIGHT:
-    case EL_SP_PORT2_RIGHT:
-    case EL_SP_PORT1_UP:
-    case EL_SP_PORT2_UP:
-    case EL_SP_PORT1_DOWN:
-    case EL_SP_PORT2_DOWN:
-    case EL_SP_PORT_X:
-    case EL_SP_PORT_Y:
-    case EL_SP_PORT_XY:
+    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 ((dx == -1 &&
-          element != EL_SP_PORT1_LEFT &&
-          element != EL_SP_PORT2_LEFT &&
-          element != EL_SP_PORT_X &&
-          element != EL_SP_PORT_XY) ||
+          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_PORT1_RIGHT &&
-          element != EL_SP_PORT2_RIGHT &&
-          element != EL_SP_PORT_X &&
-          element != EL_SP_PORT_XY) ||
+          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_PORT1_UP &&
-          element != EL_SP_PORT2_UP &&
-          element != EL_SP_PORT_Y &&
-          element != EL_SP_PORT_XY) ||
+          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_PORT1_DOWN &&
-          element != EL_SP_PORT2_DOWN &&
-          element != EL_SP_PORT_Y &&
-          element != EL_SP_PORT_XY) ||
+          element != EL_SP_PORT_DOWN &&
+          element != EL_SP_GRAVITY_PORT_DOWN &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
          !IN_LEV_FIELD(x + dx, y + dy) ||
          !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6232,10 +6935,10 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
+      PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
 
-    case EL_TUBE_ALL:
+    case EL_TUBE_ANY:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
     case EL_TUBE_VERTICAL_LEFT:
@@ -6250,7 +6953,7 @@ int DigField(struct PlayerInfo *player,
        int i = 0;
        int tube_enter_directions[][2] =
        {
-         { EL_TUBE_ALL,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+         { 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 },
@@ -6274,7 +6977,7 @@ int DigField(struct PlayerInfo *player,
        if (!(tube_enter_directions[i][1] & move_direction))
          return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-       PlaySoundLevel(x, y, SND_TUBE_PASSING);
+       PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
       }
       break;
 
@@ -6290,9 +6993,9 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 
       if (element == EL_EXIT_OPEN)
-       PlaySoundLevel(x, y, SND_EXIT_PASSING);
+       PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
       else
-       PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
+       PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
 
       break;
 
@@ -6307,14 +7010,16 @@ int DigField(struct PlayerInfo *player,
     case EL_TIME_ORB_FULL:
       Feld[x][y] = EL_TIME_ORB_EMPTY;
       TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
+      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
       return MF_ACTION;
       break;
 
+#if 0
     case EL_SOKOBAN_FIELD_EMPTY:
       break;
+#endif
 
     case EL_SOKOBAN_OBJECT:
     case EL_SOKOBAN_FIELD_FULL:
@@ -6332,16 +7037,8 @@ int DigField(struct PlayerInfo *player,
                  || !IS_SB_ELEMENT(element))))
        return MF_NO_ACTION;
 
-      if (dx && real_dy)
-      {
-       if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-         return MF_NO_ACTION;
-      }
-      else if (dy && real_dx)
-      {
-       if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
-         return MF_NO_ACTION;
-      }
+      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+       return MF_NO_ACTION;
 
       if (player->push_delay == 0)
        player->push_delay = FrameCounter;
@@ -6371,17 +7068,33 @@ int DigField(struct PlayerInfo *player,
          Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
          local_player->sokobanfields_still_needed--;
          if (element == EL_SOKOBAN_OBJECT)
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
+#else
+           PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
+#endif
          else
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+#else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+#endif
        }
        else
        {
          Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
          if (element == EL_SOKOBAN_FIELD_FULL)
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
+#else
            PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
+#endif
          else
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+#else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+#endif
        }
       }
       else
@@ -6401,9 +7114,11 @@ int DigField(struct PlayerInfo *player,
          game.emulation == EMU_SOKOBAN)
       {
        player->LevelSolved = player->GameOver = TRUE;
-       PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
+       PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
       }
 
+      CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
+
       break;
 
     case EL_PENGUIN:
@@ -6412,7 +7127,46 @@ int DigField(struct PlayerInfo *player,
       break;
 
     default:
-      if (IS_PUSHABLE(element))
+
+      if (IS_WALKABLE(element))
+      {
+       PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
+       break;
+      }
+      else if (IS_DIGGABLE(element))
+      {
+       RemoveField(x, y);
+
+       if (mode != DF_SNAP)
+       {
+         GfxElement[x][y] =
+           (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+         player->is_digging = TRUE;
+       }
+
+       PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+
+       break;
+      }
+      else if (IS_COLLECTIBLE(element))
+      {
+       RemoveField(x, y);
+
+       if (mode != DF_SNAP)
+       {
+         GfxElement[x][y] = element;
+         player->is_collecting = TRUE;
+       }
+
+       RaiseScoreElement(element);
+
+       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+
+       CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
+
+       break;
+      }
+      else if (IS_PUSHABLE(element))
       {
        if (mode == DF_SNAP)
          return MF_NO_ACTION;
@@ -6420,45 +7174,63 @@ int DigField(struct PlayerInfo *player,
        if (CAN_FALL(element) && dy)
          return MF_NO_ACTION;
 
+       if (!player->Pushing &&
+           game.engine_version >= RELEASE_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
        player->Pushing = TRUE;
 
-       if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
+       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
          return MF_NO_ACTION;
 
-       if (dx && real_dy)
-       {
-         if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-           return MF_NO_ACTION;
-       }
-       else if (dy && real_dx)
-       {
-         if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
-           return MF_NO_ACTION;
-       }
+       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+         return MF_NO_ACTION;
 
-       if (player->push_delay == 0)
+       if (player->push_delay == 0)    /* new pushing; restart delay */
          player->push_delay = FrameCounter;
 
        if (!FrameReached(&player->push_delay, player->push_delay_value) &&
            !(tape.playing && tape.file_version < FILE_VERSION_2_0))
          return MF_NO_ACTION;
 
+#if 1
+       InitMovingField(x, y, (dx < 0 ? MV_LEFT :
+                              dx > 0 ? MV_RIGHT :
+                              dy < 0 ? MV_UP : MV_DOWN));
+       MovPos[x][y] = (dx != 0 ? dx : dy);
+#else
        RemoveField(x, y);
        Feld[x + dx][y + dy] = element;
+#endif
 
+#if 1
+       if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#else
        player->push_delay_value = 2 + RND(8);
+#endif
 
        DrawLevelField(x + dx, y + dy);
        PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
 
+       CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
+       CheckPlayerElementChange(x + dx, y + dy, element, CE_PUSHED_BY_PLAYER);
+
        break;
       }
+      else
+      {
+       CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
+      }
 
       return MF_NO_ACTION;
   }
 
   player->push_delay = 0;
 
+  if (Feld[x][y] != element)           /* really digged/collected something */
+    player->is_collecting = !player->is_digging;
+
   return MF_MOVING;
 }
 
@@ -6467,6 +7239,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
 
+  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+    return FALSE;
+
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
 
@@ -6479,6 +7254,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
       player->Pushing = FALSE;
 
     player->snapped = FALSE;
+
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
+
     return FALSE;
   }
 
@@ -6490,10 +7272,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                    dy < 0 ? MV_UP :
                    dy > 0 ? MV_DOWN :  MV_NO_MOVING);
 
-  if (!DigField(player, x, y, 0, 0, DF_SNAP))
+  if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
   player->snapped = TRUE;
+  player->is_digging = FALSE;
+  player->is_collecting = FALSE;
+
   DrawLevelField(x, y);
   BackToFront();
 
@@ -6514,8 +7299,19 @@ boolean PlaceBomb(struct PlayerInfo *player)
       IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
     return FALSE;
 
+#if 0
+  if (element != EL_EMPTY)
+    return FALSE;
+#endif
+
   if (element != EL_EMPTY)
+  {
+#if 0
     Store[jx][jy] = element;
+#else
+    Back[jx][jy] = element;
+#endif
+  }
 
   MovDelay[jx][jy] = 96;
 
@@ -6524,31 +7320,36 @@ boolean PlaceBomb(struct PlayerInfo *player)
 
   if (player->dynamite)
   {
-    Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
+    Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
+                   EL_DYNAMITE_ACTIVE);
     player->dynamite--;
 
     DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-            FS_SMALL, FC_YELLOW);
+            FONT_TEXT_2);
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
     {
+#if 1
+      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+#else
       if (game.emulation == EMU_SUPAPLEX)
        DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
       else
        DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
+#endif
     }
 
-    PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
+    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
   }
   else
   {
     Feld[jx][jy] =
-      EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
+      EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
     player->dynabombs_left--;
 
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
+    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
   }
 
   return TRUE;
@@ -6629,25 +7430,39 @@ static void PlaySoundLevelNearest(int x, int y, int sound_action)
                 sound_action);
 }
 
-static void PlaySoundLevelAction(int x, int y, int sound_action)
+static void PlaySoundLevelAction(int x, int y, int action)
 {
-  PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+  PlaySoundLevelElementAction(x, y, Feld[x][y], action);
 }
 
-static void PlaySoundLevelElementAction(int x, int y, int element,
-                                       int sound_action)
+static void PlaySoundLevelElementAction(int x, int y, int element, int action)
 {
-  int sound_effect = element_info[element].sound[sound_action];
+  int sound_effect = element_info[element].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
     PlaySoundLevel(x, y, sound_effect);
 }
 
+static void PlaySoundLevelActionIfLoop(int x, int y, int action)
+{
+  int sound_effect = element_info[Feld[x][y]].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlaySoundLevel(x, y, sound_effect);
+}
+
+static void StopSoundLevelActionIfLoop(int x, int y, int action)
+{
+  int sound_effect = element_info[Feld[x][y]].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;
-  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
-          FS_SMALL, FC_YELLOW);
+  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
 }
 
 void RaiseScoreElement(int element)
@@ -6659,22 +7474,31 @@ void RaiseScoreElement(int element)
     case EL_EMERALD_YELLOW:
     case EL_EMERALD_RED:
     case EL_EMERALD_PURPLE:
-      RaiseScore(level.score[SC_EDELSTEIN]);
+    case EL_SP_INFOTRON:
+      RaiseScore(level.score[SC_EMERALD]);
       break;
     case EL_DIAMOND:
-      RaiseScore(level.score[SC_DIAMANT]);
+      RaiseScore(level.score[SC_DIAMOND]);
+      break;
+    case EL_CRYSTAL:
+      RaiseScore(level.score[SC_CRYSTAL]);
+      break;
+    case EL_PEARL:
+      RaiseScore(level.score[SC_PEARL]);
       break;
     case EL_BUG:
     case EL_BD_BUTTERFLY:
-      RaiseScore(level.score[SC_KAEFER]);
+    case EL_SP_ELECTRON:
+      RaiseScore(level.score[SC_BUG]);
       break;
     case EL_SPACESHIP:
     case EL_BD_FIREFLY:
-      RaiseScore(level.score[SC_FLIEGER]);
+    case EL_SP_SNIKSNAK:
+      RaiseScore(level.score[SC_SPACESHIP]);
       break;
     case EL_YAMYAM:
     case EL_DARK_YAMYAM:
-      RaiseScore(level.score[SC_MAMPFER]);
+      RaiseScore(level.score[SC_YAMYAM]);
       break;
     case EL_ROBOT:
       RaiseScore(level.score[SC_ROBOT]);
@@ -6683,18 +7507,29 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_PACMAN]);
       break;
     case EL_NUT:
-      RaiseScore(level.score[SC_KOKOSNUSS]);
+      RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
-      RaiseScore(level.score[SC_DYNAMIT]);
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      RaiseScore(level.score[SC_DYNAMITE]);
+      break;
+    case EL_SHIELD_NORMAL:
+    case EL_SHIELD_DEADLY:
+      RaiseScore(level.score[SC_SHIELD]);
+      break;
+    case EL_EXTRA_TIME:
+      RaiseScore(level.score[SC_TIME_BONUS]);
       break;
-    case EL_KEY1:
-    case EL_KEY2:
-    case EL_KEY3:
-    case EL_KEY4:
-      RaiseScore(level.score[SC_SCHLUESSEL]);
+    case EL_KEY_1:
+    case EL_KEY_2:
+    case EL_KEY_3:
+    case EL_KEY_4:
+      RaiseScore(level.score[SC_KEY]);
       break;
     default:
+      RaiseScore(element_info[element].score);
       break;
   }
 }
@@ -6713,7 +7548,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
     else
 #endif
     {
-      game_status = MAINMENU;
+      game_status = GAME_MODE_MAIN;
       DrawMainMenu();
     }
   }
@@ -6874,7 +7709,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
 {
   int id = gi->custom_id;
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     return;
 
   switch (id)