rnd-20030113-1-src
[rocksndiamonds.git] / src / game.c
index a5620a017b0852734cf7f4998af10fabf0c098a9..901a7fcf427d8f7d75c4d9adba0b226a486cc553 100644 (file)
 #define NUM_GAME_BUTTONS               6
 
 /* forward declaration for internal use */
+static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void KillHeroUnlessProtected(int, int);
 
-void PlaySoundLevel(int, int, int);
-void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelElementAction(int, 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 MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
+#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1)
+
+
+/* ------------------------------------------------------------------------- */
+/* sound definitions                                                         */
+/* ------------------------------------------------------------------------- */
+
 #define SND_ACTION_UNKNOWN             0
 #define SND_ACTION_WAITING             1
 #define SND_ACTION_MOVING              2
@@ -122,7 +131,7 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 #define SND_ACTION_IMPACT              6
 #define SND_ACTION_PUSHING             7
 #define SND_ACTION_ACTIVATING          8
-#define SND_ACTION_BURNING             9
+#define SND_ACTION_ACTIVE              9
 
 #define NUM_SND_ACTIONS                        10
 
@@ -136,11 +145,9 @@ static struct
   /* insert _all_ loop sound actions here */
   { ".waiting",                SND_ACTION_WAITING,     TRUE },
   { ".moving",         SND_ACTION_MOVING,      TRUE }, /* continuos moving */
-  { ".running",                SND_ACTION_UNKNOWN,     TRUE },
-  { ".burning",                SND_ACTION_BURNING,     TRUE },
+  { ".active",         SND_ACTION_ACTIVE,      TRUE },
   { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
   { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
-  { ".activated",      SND_ACTION_UNKNOWN,     TRUE },
 
   /* other (non-loop) sound actions are optional */
   { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
@@ -152,12 +159,81 @@ static struct
   { ".activating",     SND_ACTION_ACTIVATING,  FALSE },
   { NULL,              0,                      0 },
 };
-static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
+static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
 static boolean is_loop_sound[NUM_SOUND_FILES];
 
 #define IS_LOOP_SOUND(x)       (is_loop_sound[x])
 
 
+/* -------------------------------------------------------------------------
+   definition of elements that automatically change to other elements after
+   a specified time, eventually calling a function when changing
+   ------------------------------------------------------------------------- */
+
+/* forward declaration for changer functions */
+static void InitBuggyBase(int x, int y);
+static void WarnBuggyBase(int x, int y);
+
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
+
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
+
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
+struct ChangingElementInfo
+{
+  int base_element;
+  int next_element;
+  int change_delay;
+  void (*pre_change_function)(int x, int y);
+  void (*change_function)(int x, int y);
+  void (*post_change_function)(int x, int y);
+};
+
+static struct ChangingElementInfo changing_element_list[] =
+{
+  { 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_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        }
+};
+
+static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
+
+#define IS_AUTO_CHANGING(e)  (changing_element[e].base_element != EL_UNDEFINED)
+
+
+
 #ifdef DEBUG
 #if 0
 static unsigned int getStateCheckSum(int counter)
@@ -193,7 +269,7 @@ static unsigned int getStateCheckSum(int counter)
     checksum += mult++ * Store[x][y];
     checksum += mult++ * Store2[x][y];
     checksum += mult++ * StorePlayer[x][y];
-    checksum += mult++ * Frame[x][y];
+    checksum += mult++ * ExplodePhase[x][y];
     checksum += mult++ * AmoebaNr[x][y];
     checksum += mult++ * JustStopped[x][y];
     checksum += mult++ * Stop[x][y];
@@ -231,37 +307,44 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int getBeltNrFromElement(int element)
+static int getBeltNrFromBeltElement(int element)
+{
+  return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT3_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
+}
+
+static int getBeltNrFromBeltActiveElement(int element)
 {
-  return (element < EL_BELT2_LEFT ? 0 :
-         element < EL_BELT3_LEFT ? 1 :
-         element < EL_BELT4_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
+         element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
+         element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
 }
 
-static int getBeltNrFromSwitchElement(int element)
+static int getBeltNrFromBeltSwitchElement(int element)
 {
-  return (element < EL_BELT2_SWITCH_LEFT ? 0 :
-         element < EL_BELT3_SWITCH_LEFT ? 1 :
-         element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
 }
 
-static int getBeltDirNrFromSwitchElement(int element)
+static int getBeltDirNrFromBeltSwitchElement(int element)
 {
   static int belt_base_element[4] =
   {
-    EL_BELT1_SWITCH_LEFT,
-    EL_BELT2_SWITCH_LEFT,
-    EL_BELT3_SWITCH_LEFT,
-    EL_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT4_SWITCH_LEFT
   };
 
-  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
   int belt_dir_nr = element - belt_base_element[belt_nr];
 
   return (belt_dir_nr % 3);
 }
 
-static int getBeltDirFromSwitchElement(int element)
+static int getBeltDirFromBeltSwitchElement(int element)
 {
   static int belt_move_dir[3] =
   {
@@ -270,7 +353,7 @@ static int getBeltDirFromSwitchElement(int element)
     MV_RIGHT
   };
 
-  int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
 
   return belt_move_dir[belt_dir_nr];
 }
@@ -287,19 +370,17 @@ static void InitField(int x, int y, boolean init_game)
          Feld[x][y] = EL_SP_MURPHY_CLONE;
          break;
        }
+
+       Feld[x][y] = EL_PLAYER1;
       }
       /* no break! */
-    case EL_SPIELFIGUR:
-      if (init_game)
-       Feld[x][y] = EL_SPIELER1;
-      /* no break! */
-    case EL_SPIELER1:
-    case EL_SPIELER2:
-    case EL_SPIELER3:
-    case EL_SPIELER4:
+    case EL_PLAYER1:
+    case EL_PLAYER2:
+    case EL_PLAYER3:
+    case EL_PLAYER4:
       if (init_game)
       {
-       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
+       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
        int jx = player->jx, jy = player->jy;
 
        player->present = TRUE;
@@ -323,51 +404,51 @@ static void InitField(int x, int y, boolean init_game)
          }
        }
 
-       Feld[x][y] = EL_LEERRAUM;
+       Feld[x][y] = EL_EMPTY;
        player->jx = player->last_jx = x;
        player->jy = player->last_jy = y;
       }
       break;
 
-    case EL_BADEWANNE:
-      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
-       Feld[x][y] = EL_BADEWANNE1;
-      else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
-       Feld[x][y] = EL_BADEWANNE2;
-      else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
-       Feld[x][y] = EL_BADEWANNE3;
-      else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
-       Feld[x][y] = EL_BADEWANNE4;
-      else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
-       Feld[x][y] = EL_BADEWANNE5;
+    case EL_STONEBLOCK:
+      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
+       Feld[x][y] = EL_ACIDPOOL_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;
+      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;
       break;
 
-    case EL_KAEFER_RIGHT:
-    case EL_KAEFER_UP:
-    case EL_KAEFER_LEFT:
-    case EL_KAEFER_DOWN:
-    case EL_KAEFER:
-    case EL_FLIEGER_RIGHT:
-    case EL_FLIEGER_UP:
-    case EL_FLIEGER_LEFT:
-    case EL_FLIEGER_DOWN:
-    case EL_FLIEGER:
-    case EL_BUTTERFLY_RIGHT:
-    case EL_BUTTERFLY_UP:
-    case EL_BUTTERFLY_LEFT:
-    case EL_BUTTERFLY_DOWN:
-    case EL_BUTTERFLY:
-    case EL_FIREFLY_RIGHT:
-    case EL_FIREFLY_UP:
-    case EL_FIREFLY_LEFT:
-    case EL_FIREFLY_DOWN:
-    case EL_FIREFLY:
+    case EL_BUG_RIGHT:
+    case EL_BUG_UP:
+    case EL_BUG_LEFT:
+    case EL_BUG_DOWN:
+    case EL_BUG:
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+    case EL_BD_FIREFLY:
     case EL_PACMAN_RIGHT:
     case EL_PACMAN_UP:
     case EL_PACMAN_LEFT:
     case EL_PACMAN_DOWN:
-    case EL_MAMPFER:
-    case EL_MAMPFER2:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_SP_SNIKSNAK:
@@ -380,16 +461,16 @@ static void InitField(int x, int y, boolean init_game)
       InitMovDir(x, y);
       break;
 
-    case EL_AMOEBE_VOLL:
-    case EL_AMOEBE_BD:
+    case EL_AMOEBA_FULL:
+    case EL_BD_AMOEBA:
       InitAmoebaNr(x, y);
       break;
 
-    case EL_TROPFEN:
+    case EL_AMOEBA_DROP:
       if (y == lev_fieldy - 1)
       {
-       Feld[x][y] = EL_AMOEBING;
-       Store[x][y] = EL_AMOEBE_NASS;
+       Feld[x][y] = EL_AMOEBA_CREATING;
+       Store[x][y] = EL_AMOEBA_WET;
       }
       break;
 
@@ -397,57 +478,57 @@ static void InitField(int x, int y, boolean init_game)
       MovDelay[x][y] = 96;
       break;
 
-    case EL_BIRNE_AUS:
+    case EL_LAMP:
       local_player->lights_still_needed++;
       break;
 
-    case EL_SOKOBAN_FELD_LEER:
+    case EL_SOKOBAN_FIELD_EMPTY:
       local_player->sokobanfields_still_needed++;
       break;
 
-    case EL_PINGUIN:
+    case EL_PENGUIN:
       local_player->friends_still_needed++;
       break;
 
-    case EL_SCHWEIN:
-    case EL_DRACHE:
+    case EL_PIG:
+    case EL_DRAGON:
       MovDir[x][y] = 1 << RND(4);
       break;
 
     case EL_SP_EMPTY:
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       break;
 
-    case EL_EM_KEY_1_FILE:
-      Feld[x][y] = EL_EM_KEY_1;
+    case EL_EM_KEY1_FILE:
+      Feld[x][y] = EL_EM_KEY1;
       break;
-    case EL_EM_KEY_2_FILE:
-      Feld[x][y] = EL_EM_KEY_2;
+    case EL_EM_KEY2_FILE:
+      Feld[x][y] = EL_EM_KEY2;
       break;
-    case EL_EM_KEY_3_FILE:
-      Feld[x][y] = EL_EM_KEY_3;
+    case EL_EM_KEY3_FILE:
+      Feld[x][y] = EL_EM_KEY3;
       break;
-    case EL_EM_KEY_4_FILE:
-      Feld[x][y] = EL_EM_KEY_4;
+    case EL_EM_KEY4_FILE:
+      Feld[x][y] = EL_EM_KEY4;
       break;
 
-    case EL_BELT1_SWITCH_LEFT:
-    case EL_BELT1_SWITCH_MIDDLE:
-    case EL_BELT1_SWITCH_RIGHT:
-    case EL_BELT2_SWITCH_LEFT:
-    case EL_BELT2_SWITCH_MIDDLE:
-    case EL_BELT2_SWITCH_RIGHT:
-    case EL_BELT3_SWITCH_LEFT:
-    case EL_BELT3_SWITCH_MIDDLE:
-    case EL_BELT3_SWITCH_RIGHT:
-    case EL_BELT4_SWITCH_LEFT:
-    case EL_BELT4_SWITCH_MIDDLE:
-    case EL_BELT4_SWITCH_RIGHT:
+    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:
       if (init_game)
       {
-       int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
-       int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
-       int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
 
        if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
        {
@@ -461,12 +542,12 @@ static void InitField(int x, int y, boolean init_game)
       }
       break;
 
-    case EL_SWITCHGATE_SWITCH_2:       /* always start with same switch pos */
+    case EL_SWITCHGATE_SWITCH_DOWN:    /* always start with same switch pos */
       if (init_game)
-       Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
+       Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
       break;
 
-    case EL_LIGHT_SWITCH_ON:
+    case EL_LIGHT_SWITCH_ACTIVE:
       if (init_game)
        game.light_time_left = level.time_light * FRAMES_PER_SECOND;
       break;
@@ -484,7 +565,7 @@ void DrawGameDoorValues()
     for (j=0; j<4; j++)
       if (stored_player[i].key[j])
        DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
-                          GFX_SCHLUESSEL1 + j);
+                          IMG_KEY1 + j);
 
   DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
           int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
@@ -514,9 +595,10 @@ void InitGameSound()
   debug_print_timestamp(0, NULL);
 #endif
 
-  for (i=0; i<NUM_SND_ACTIONS; i++)
-    for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
-      element_action_sound[j][i] = -1;
+  /* initialize sound effect for all elements to "no sound" */
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+    for (j=0; j<NUM_SND_ACTIONS; j++)
+      element_action_sound[i][j] = -1;
 
   for (i=0; i<NUM_SOUND_FILES; i++)
   {
@@ -544,7 +626,7 @@ void InitGameSound()
 
     /* associate elements and some selected sound actions */
 
-    for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
+    for (j=0; j<MAX_NUM_ELEMENTS; j++)
     {
       if (element_info[j].sound_class_name)
       {
@@ -570,7 +652,7 @@ void InitGameSound()
 #if 0
   /* TEST ONLY */
   {
-    int element = EL_ERDREICH;
+    int element = EL_SAND;
     int sound_action = SND_ACTION_DIGGING;
     int j = 0;
 
@@ -623,30 +705,57 @@ static void InitGameEngine()
   {
     static int ep_em_slippery_wall[] =
     {
-      EL_BETON,
-      EL_MAUERWERK,
-      EL_MAUER_LEBT,
-      EL_MAUER_X,
-      EL_MAUER_Y,
-      EL_MAUER_XY
+      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 */
-       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+       Properties2[ep_em_slippery_wall[i]] |=
          EP_BIT_EM_SLIPPERY_WALL;
       else
-       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+       Properties2[ep_em_slippery_wall[i]] &=
          ~EP_BIT_EM_SLIPPERY_WALL;
     }
 
-    /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+    /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
     if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Elementeigenschaften2[EL_MAUERND] |=  EP_BIT_EM_SLIPPERY_WALL;
+      Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
     else
-      Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+      Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+  }
+
+  /* initialize changing elements information */
+  for (i=0; i<MAX_NUM_ELEMENTS; i++)
+  {
+    changing_element[i].base_element = EL_UNDEFINED;
+    changing_element[i].next_element = EL_UNDEFINED;
+    changing_element[i].change_delay = -1;
+    changing_element[i].pre_change_function = NULL;
+    changing_element[i].change_function = NULL;
+    changing_element[i].post_change_function = NULL;
+  }
+
+  i = 0;
+  while (changing_element_list[i].base_element != EL_UNDEFINED)
+  {
+    struct ChangingElementInfo *ce = &changing_element_list[i];
+    int element = ce->base_element;
+
+    changing_element[element].base_element         = ce->base_element;
+    changing_element[element].next_element         = ce->next_element;
+    changing_element[element].change_delay         = ce->change_delay;
+    changing_element[element].pre_change_function  = ce->pre_change_function;
+    changing_element[element].change_function      = ce->change_function;
+    changing_element[element].post_change_function = ce->post_change_function;
+
+    i++;
   }
 }
 
@@ -668,12 +777,14 @@ void InitGame()
 
   InitGameEngine();
 
+#if 0
 #if DEBUG
 #if USE_NEW_AMOEBA_CODE
   printf("Using new amoeba code.\n");
 #else
   printf("Using old amoeba code.\n");
 #endif
+#endif
 #endif
 
   /* don't play tapes over network */
@@ -684,7 +795,7 @@ void InitGame()
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
-    player->element_nr = EL_SPIELER1 + i;
+    player->element_nr = EL_PLAYER1 + i;
 
     player->present = FALSE;
     player->active = FALSE;
@@ -733,8 +844,8 @@ void InitGame()
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
 
-    player->shield_passive_time_left = 0;
-    player->shield_active_time_left = 0;
+    player->shield_normal_time_left = 0;
+    player->shield_deadly_time_left = 0;
 
     DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
@@ -791,11 +902,14 @@ 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;
-      Frame[x][y] = 0;
       AmoebaNr[x][y] = 0;
       JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
+      ExplodePhase[x][y] = 0;
       ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+      GfxFrame[x][y] = 0;
+      GfxAction[x][y] = GFX_ACTION_DEFAULT;
     }
   }
 
@@ -814,6 +928,8 @@ void InitGame()
     }
   }
 
+  InitBeltMovement();
+
   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
                    emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
@@ -865,7 +981,7 @@ void InitGame()
 
        player->active = FALSE;
        StorePlayer[jx][jy] = 0;
-       Feld[jx][jy] = EL_LEERRAUM;
+       Feld[jx][jy] = EL_EMPTY;
       }
     }
   }
@@ -886,7 +1002,7 @@ void InitGame()
 
            player->active = FALSE;
            StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_LEERRAUM;
+           Feld[jx][jy] = EL_EMPTY;
          }
        }
       }
@@ -917,7 +1033,7 @@ void InitGame()
     }
   }
 
-  if (BorderElement == EL_LEERRAUM)
+  if (BorderElement == EL_EMPTY)
   {
     SBX_Left = 0;
     SBX_Right = lev_fieldx - SCR_FIELDX;
@@ -953,7 +1069,6 @@ void InitGame()
 
   DrawLevel();
   DrawAllPlayers();
-  FadeToFront();
 
   /* after drawing the level, correct some elements */
   if (game.timegate_time_left == 0)
@@ -963,9 +1078,10 @@ void InitGame()
     BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
   redraw_mask |= REDRAW_FROM_BACKBUFFER;
+  FadeToFront();
 
   /* copy default game door content to main double buffer */
-  BlitBitmap(pix[PIX_DOOR], drawto,
+  BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
   if (level_nr < 100)
@@ -974,7 +1090,7 @@ void InitGame()
   else
   {
     DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
     BlitBitmap(drawto, drawto,
               DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
               FONT5_XSIZE * 3, FONT5_YSIZE - 1,
@@ -992,7 +1108,7 @@ void InitGame()
   MapTapeButtons();
 
   /* copy actual game door content to door double buffer for OpenDoor() */
-  BlitBitmap(drawto, pix[PIX_DB_DOOR],
+  BlitBitmap(drawto, bitmap_db_door,
             DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
 
   OpenDoor(DOOR_OPEN_ALL);
@@ -1030,36 +1146,36 @@ void InitMovDir(int x, int y)
 
   switch(element)
   {
-    case EL_KAEFER_RIGHT:
-    case EL_KAEFER_UP:
-    case EL_KAEFER_LEFT:
-    case EL_KAEFER_DOWN:
-      Feld[x][y] = EL_KAEFER;
-      MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
+    case EL_BUG_RIGHT:
+    case EL_BUG_UP:
+    case EL_BUG_LEFT:
+    case EL_BUG_DOWN:
+      Feld[x][y] = EL_BUG;
+      MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
       break;
 
-    case EL_FLIEGER_RIGHT:
-    case EL_FLIEGER_UP:
-    case EL_FLIEGER_LEFT:
-    case EL_FLIEGER_DOWN:
-      Feld[x][y] = EL_FLIEGER;
-      MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
+    case EL_SPACESHIP_RIGHT:
+    case EL_SPACESHIP_UP:
+    case EL_SPACESHIP_LEFT:
+    case EL_SPACESHIP_DOWN:
+      Feld[x][y] = EL_SPACESHIP;
+      MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
       break;
 
-    case EL_BUTTERFLY_RIGHT:
-    case EL_BUTTERFLY_UP:
-    case EL_BUTTERFLY_LEFT:
-    case EL_BUTTERFLY_DOWN:
-      Feld[x][y] = EL_BUTTERFLY;
-      MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
+    case EL_BD_BUTTERFLY_RIGHT:
+    case EL_BD_BUTTERFLY_UP:
+    case EL_BD_BUTTERFLY_LEFT:
+    case EL_BD_BUTTERFLY_DOWN:
+      Feld[x][y] = EL_BD_BUTTERFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
       break;
 
-    case EL_FIREFLY_RIGHT:
-    case EL_FIREFLY_UP:
-    case EL_FIREFLY_LEFT:
-    case EL_FIREFLY_DOWN:
-      Feld[x][y] = EL_FIREFLY;
-      MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
+    case EL_BD_FIREFLY_RIGHT:
+    case EL_BD_FIREFLY_UP:
+    case EL_BD_FIREFLY_LEFT:
+    case EL_BD_FIREFLY_DOWN:
+      Feld[x][y] = EL_BD_FIREFLY;
+      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
       break;
 
     case EL_PACMAN_RIGHT:
@@ -1088,10 +1204,10 @@ void InitMovDir(int x, int y)
 
     default:
       MovDir[x][y] = 1 << RND(4);
-      if (element != EL_KAEFER &&
-         element != EL_FLIEGER &&
-         element != EL_BUTTERFLY &&
-         element != EL_FIREFLY)
+      if (element != EL_BUG &&
+         element != EL_SPACESHIP &&
+         element != EL_BD_BUTTERFLY &&
+         element != EL_BD_FIREFLY)
        break;
 
       for (i=0; i<4; i++)
@@ -1101,12 +1217,12 @@ void InitMovDir(int x, int y)
 
        if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
        {
-         if (element == EL_KAEFER || element == EL_BUTTERFLY)
+         if (element == EL_BUG || element == EL_BD_BUTTERFLY)
          {
            MovDir[x][y] = direction[0][i];
            break;
          }
-         else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+         else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
                   element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
          {
            MovDir[x][y] = direction[1][i];
@@ -1148,6 +1264,9 @@ void GameWon()
   if (local_player->MovPos)
     return;
 
+  if (tape.playing && tape.auto_play)
+    tape.auto_play_level_solved = TRUE;
+
   local_player->LevelSolved = FALSE;
 
   PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
@@ -1321,13 +1440,23 @@ int NewHiScore()
 
 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);
 
+  if (!JustStopped[x][y] || direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
   MovDir[x][y] = direction;
   MovDir[newx][newy] = direction;
-  if (Feld[newx][newy] == EL_LEERRAUM)
+
+  if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
+
+  if (direction == MV_DOWN && CAN_FALL(element))
+    GfxAction[x][y] = GFX_ACTION_FALLING;
+  else
+    GfxAction[x][y] = GFX_ACTION_MOVING;
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1398,7 +1527,7 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 
 static void RemoveField(int x, int y)
 {
-  Feld[x][y] = EL_LEERRAUM;
+  Feld[x][y] = EL_EMPTY;
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
@@ -1427,17 +1556,18 @@ void RemoveMovingField(int x, int y)
   if (Feld[x][y] == EL_BLOCKED &&
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
+       Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
     Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
   else
-    Feld[oldx][oldy] = EL_LEERRAUM;
+    Feld[oldx][oldy] = EL_EMPTY;
 
   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-  Feld[newx][newy] = EL_LEERRAUM;
+  Feld[newx][newy] = EL_EMPTY;
   MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
   MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+  GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1446,60 +1576,48 @@ void RemoveMovingField(int x, int y)
 void DrawDynamite(int x, int y)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
-  int graphic = el2gfx(Feld[x][y]);
-  int phase;
+  int graphic = el2img(Feld[x][y]);
+  int frame;
 
   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
     return;
 
   if (Store[x][y])
-    DrawGraphic(sx, sy, el2gfx(Store[x][y]));
+    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
 
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
-  {
-    if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
-      phase = 6;
-  }
-  else
-  {
-    if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
-      phase = 7 - phase;
-  }
+  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
   if (game.emulation == EMU_SUPAPLEX)
-    DrawGraphic(sx, sy, GFX_SP_DISK_RED);
+    DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
   else if (Store[x][y])
-    DrawGraphicThruMask(sx, sy, graphic + phase);
+    DrawGraphicThruMask(sx, sy, graphic, frame);
   else
-    DrawGraphic(sx, sy, graphic + phase);
+    DrawGraphic(sx, sy, graphic, frame);
 }
 
 void CheckDynamite(int x, int y)
 {
-  if (MovDelay[x][y])          /* dynamite is still waiting to explode */
+  int element = Feld[x][y];
+
+  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (!(MovDelay[x][y] % 6))
-       PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
 
-      if (IS_ACTIVE_BOMB(Feld[x][y]))
-      {
-       int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
+    if (MovDelay[x][y] != 0)
+    {
+      if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
+       DrawDynamite(x, y);
 
-       if (!(MovDelay[x][y] % delay))
-         DrawDynamite(x, y);
-      }
+      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
 
       return;
     }
   }
 
   if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
-    StopSound(SND_DYNAMITE_BURNING);
+    StopSound(SND_DYNAMITE_ACTIVE);
   else
-    StopSound(SND_DYNABOMB_BURNING);
+    StopSound(SND_DYNABOMB_ACTIVE);
 
   Bang(x, y);
 }
@@ -1507,7 +1625,8 @@ void CheckDynamite(int x, int y)
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
-  int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+  int num_phase = 9;
+  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
   int last_phase = num_phase * delay;
   int half_phase = (num_phase / 2) * delay;
   int first_phase_after_start = EX_PHASE_START + 1;
@@ -1535,7 +1654,7 @@ void Explode(int ex, int ey, int phase, int mode)
       int element;
 
       if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
+         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
           (x != ex || y != ey)))
        continue;
 
@@ -1547,7 +1666,7 @@ void Explode(int ex, int ey, int phase, int mode)
        RemoveMovingField(x, y);
       }
 
-      if (IS_MASSIVE(element) || element == EL_BURNING)
+      if (IS_MASSIVE(element) || element == EL_FLAMES)
        continue;
 
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
@@ -1555,92 +1674,92 @@ void Explode(int ex, int ey, int phase, int mode)
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
-         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
+         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
          Store[x][y] = 0;
        }
 
        continue;
       }
 
-      if (element == EL_EXPLODING)
+      if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
       if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
       {
        switch(StorePlayer[ex][ey])
        {
-         case EL_SPIELER2:
-           Store[x][y] = EL_EDELSTEIN_ROT;
+         case EL_PLAYER2:
+           Store[x][y] = EL_EMERALD_RED;
            break;
-         case EL_SPIELER3:
-           Store[x][y] = EL_EDELSTEIN;
+         case EL_PLAYER3:
+           Store[x][y] = EL_EMERALD;
            break;
-         case EL_SPIELER4:
-           Store[x][y] = EL_EDELSTEIN_LILA;
+         case EL_PLAYER4:
+           Store[x][y] = EL_EMERALD_PURPLE;
            break;
-         case EL_SPIELER1:
+         case EL_PLAYER1:
          default:
-           Store[x][y] = EL_EDELSTEIN_GELB;
+           Store[x][y] = EL_EMERALD_YELLOW;
            break;
        }
 
        if (game.emulation == EMU_SUPAPLEX)
-         Store[x][y] = EL_LEERRAUM;
+         Store[x][y] = EL_EMPTY;
       }
       else if (center_element == EL_MOLE)
-       Store[x][y] = EL_EDELSTEIN_ROT;
-      else if (center_element == EL_PINGUIN)
-       Store[x][y] = EL_EDELSTEIN_LILA;
-      else if (center_element == EL_KAEFER)
-       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
-      else if (center_element == EL_BUTTERFLY)
-       Store[x][y] = EL_EDELSTEIN_BD;
+       Store[x][y] = EL_EMERALD_RED;
+      else if (center_element == EL_PENGUIN)
+       Store[x][y] = EL_EMERALD_PURPLE;
+      else if (center_element == EL_BUG)
+       Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
+      else if (center_element == EL_BD_BUTTERFLY)
+       Store[x][y] = EL_BD_DIAMOND;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_MAMPFER)
+      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_AMOEBA2DIAM)
+      else if (center_element == EL_AMOEBA_TO_DIAMOND)
        Store[x][y] = level.amoeba_content;
-      else if (element == EL_ERZ_EDEL)
-       Store[x][y] = EL_EDELSTEIN;
-      else if (element == EL_ERZ_DIAM)
-       Store[x][y] = EL_DIAMANT;
-      else if (element == EL_ERZ_EDEL_BD)
-       Store[x][y] = EL_EDELSTEIN_BD;
-      else if (element == EL_ERZ_EDEL_GELB)
-       Store[x][y] = EL_EDELSTEIN_GELB;
-      else if (element == EL_ERZ_EDEL_ROT)
-       Store[x][y] = EL_EDELSTEIN_ROT;
-      else if (element == EL_ERZ_EDEL_LILA)
-       Store[x][y] = EL_EDELSTEIN_LILA;
+      else if (element == EL_WALL_EMERALD)
+       Store[x][y] = EL_EMERALD;
+      else if (element == EL_WALL_DIAMOND)
+       Store[x][y] = EL_DIAMOND;
+      else if (element == EL_WALL_BD_DIAMOND)
+       Store[x][y] = EL_BD_DIAMOND;
+      else if (element == EL_WALL_EMERALD_YELLOW)
+       Store[x][y] = EL_EMERALD_YELLOW;
+      else if (element == EL_WALL_EMERALD_RED)
+       Store[x][y] = EL_EMERALD_RED;
+      else if (element == EL_WALL_EMERALD_PURPLE)
+       Store[x][y] = EL_EMERALD_PURPLE;
       else if (element == EL_WALL_PEARL)
        Store[x][y] = EL_PEARL;
       else if (element == EL_WALL_CRYSTAL)
        Store[x][y] = EL_CRYSTAL;
       else if (!IS_PFORTE(Store[x][y]))
-       Store[x][y] = EL_LEERRAUM;
+       Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
-         center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
+         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
        Store2[x][y] = element;
 
       if (AmoebaNr[x][y] &&
-         (element == EL_AMOEBE_VOLL ||
-          element == EL_AMOEBE_BD ||
-          element == EL_AMOEBING))
+         (element == EL_AMOEBA_FULL ||
+          element == EL_BD_AMOEBA ||
+          element == EL_AMOEBA_CREATING))
       {
        AmoebaCnt[AmoebaNr[x][y]]--;
        AmoebaCnt2[AmoebaNr[x][y]]--;
       }
 
-      Feld[x][y] = EL_EXPLODING;
+      Feld[x][y] = EL_EXPLOSION;
       MovDir[x][y] = MovPos[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      Frame[x][y] = 1;
+      ExplodePhase[x][y] = 1;
       Stop[x][y] = TRUE;
     }
 
-    if (center_element == EL_MAMPFER)
+    if (center_element == EL_YAMYAM)
       game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
 
     return;
@@ -1652,7 +1771,7 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-  Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
 
   if (phase == first_phase_after_start)
   {
@@ -1677,7 +1796,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Store2[x][y] = 0;
       Bang(x, y);
     }
-    else if (element == EL_AMOEBA2DIAM)
+    else if (element == EL_AMOEBA_TO_DIAMOND)
       AmoebeUmwandeln(x, y);
   }
 
@@ -1696,27 +1815,24 @@ void Explode(int ex, int ey, int phase, int mode)
     if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
       StorePlayer[x][y] = 0;
   }
-  else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+  else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
-    int graphic = GFX_EXPLOSION;
-
-    if (game.emulation == EMU_SUPAPLEX)
-      graphic = (Store[x][y] == EL_SP_INFOTRON ?
-                GFX_SP_EXPLODE_INFOTRON :
-                GFX_SP_EXPLODE_EMPTY);
+    int stored = Store[x][y];
+    int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+                  stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+                  IMG_SP_EXPLOSION);
+    int frame = getGraphicAnimationFrame(graphic, phase - delay);
 
     if (phase == delay)
-      ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
-
-    graphic += (phase / delay - 1);
+      DrawCrumbledSand(SCREENX(x), SCREENY(y));
 
     if (IS_PFORTE(Store[x][y]))
     {
       DrawLevelElement(x, y, Store[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
     }
     else
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic);
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
 
@@ -1736,7 +1852,7 @@ void DynaExplode(int ex, int ey)
 
   if (IS_ACTIVE_BOMB(Feld[ex][ey]))
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
     dynabomb_size = player->dynabomb_size;
     dynabomb_xl = player->dynabomb_xl;
     player->dynabombs_left++;
@@ -1758,14 +1874,14 @@ void DynaExplode(int ex, int ey)
       element = Feld[x][y];
 
       /* do not restart explosions of fields with active bombs */
-      if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
+      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
        continue;
 
       Explode(x, y, EX_PHASE_START, EX_BORDER);
 
-      if (element != EL_LEERRAUM &&
-         element != EL_ERDREICH &&
-         element != EL_EXPLODING &&
+      if (element != EL_EMPTY &&
+         element != EL_SAND &&
+         element != EL_EXPLOSION &&
          !dynabomb_xl)
        break;
     }
@@ -1783,35 +1899,35 @@ void Bang(int x, int y)
 
 #if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
-    element = EL_LEERRAUM;
+    element = EL_EMPTY;
 #endif
 
   switch(element)
   {
-    case EL_KAEFER:
-    case EL_FLIEGER:
-    case EL_BUTTERFLY:
-    case EL_FIREFLY:
-    case EL_MAMPFER:
-    case EL_MAMPFER2:
+    case EL_BUG:
+    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_MOLE:
       RaiseScoreElement(element);
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
-    case EL_DYNABOMB_ACTIVE_1:
-    case EL_DYNABOMB_ACTIVE_2:
-    case EL_DYNABOMB_ACTIVE_3:
-    case EL_DYNABOMB_ACTIVE_4:
+    case EL_DYNABOMB_PLAYER1_ACTIVE:
+    case EL_DYNABOMB_PLAYER2_ACTIVE:
+    case EL_DYNABOMB_PLAYER3_ACTIVE:
+    case EL_DYNABOMB_PLAYER4_ACTIVE:
     case EL_DYNABOMB_NR:
     case EL_DYNABOMB_SZ:
     case EL_DYNABOMB_XL:
       DynaExplode(x, y);
       break;
-    case EL_PINGUIN:
-    case EL_BIRNE_AUS:
-    case EL_BIRNE_EIN:
+    case EL_PENGUIN:
+    case EL_LAMP:
+    case EL_LAMP_ACTIVE:
       if (IS_PLAYER(x, y))
        Explode(x, y, EX_PHASE_START, EX_NORMAL);
       else
@@ -1827,25 +1943,28 @@ void Blurb(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT)   /* start */
+  if (element != EL_ACID_SPLASH_LEFT &&
+      element != EL_ACID_SPLASH_RIGHT) /* start */
   {
     PlaySoundLevel(x, y, SND_ACID_SPLASHING);
     if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
        (!IN_LEV_FIELD(x-1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
     {
-      Feld[x-1][y] = EL_BLURB_LEFT;
+      Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
     }
     if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
        (!IN_LEV_FIELD(x+1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
     {
-      Feld[x+1][y] = EL_BLURB_RIGHT;
+      Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
     }
   }
   else                                                         /* go on */
   {
-    int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+    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;
@@ -1854,25 +1973,104 @@ void Blurb(int x, int y)
     {
       MovDelay[x][y]--;
       if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
+      {
+       int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
+
+        DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      }
 
       if (!MovDelay[x][y])
       {
-       Feld[x][y] = EL_LEERRAUM;
+       Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
       }
     }
   }
 }
 
+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
+  };
+  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
+  };
+
+  int x, y, i, j;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i=0; i<4; i++)
+  {
+    int belt_nr = i;
+
+    for (j=0; j<3; j++)
+    {
+      int element = belt_base_active_element[belt_nr] + j;
+      int graphic = el2img(element);
+
+      if (game.belt_dir[i] == MV_LEFT)
+       new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      else
+       new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    }
+  }
+
+  for(y=0; y<lev_fieldy; y++)
+  {
+    for(x=0; x<lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+
+      for (i=0; i<4; i++)
+      {
+       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+       {
+         int e_belt_nr = getBeltNrFromBeltElement(element);
+         int belt_nr = i;
+
+         if (e_belt_nr == belt_nr)
+         {
+           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+         }
+       }
+      }
+    }
+  }
+}
+
 static void ToggleBeltSwitch(int x, int y)
 {
   static int belt_base_element[4] =
   {
-    EL_BELT1_SWITCH_LEFT,
-    EL_BELT2_SWITCH_LEFT,
-    EL_BELT3_SWITCH_LEFT,
-    EL_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT1_LEFT,
+    EL_CONVEYOR_BELT2_LEFT,
+    EL_CONVEYOR_BELT3_LEFT,
+    EL_CONVEYOR_BELT4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
+  {
+    EL_CONVEYOR_BELT1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT4_SWITCH_LEFT
   };
   static int belt_move_dir[4] =
   {
@@ -1883,10 +2081,10 @@ static void ToggleBeltSwitch(int x, int y)
   };
 
   int element = Feld[x][y];
-  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
   int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy;
+  int xx, yy, i;
 
   if (!IS_BELT_SWITCH(element))
     return;
@@ -1897,6 +2095,18 @@ static void ToggleBeltSwitch(int x, int y)
   if (belt_dir_nr == 3)
     belt_dir_nr = 1;
 
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i=0; i<3; i++)
+  {
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic = el2img(element);
+
+    if (belt_dir == MV_LEFT)
+      new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    else
+      new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+  }
+
   for (yy=0; yy<lev_fieldy; yy++)
   {
     for (xx=0; xx<lev_fieldx; xx++)
@@ -1905,20 +2115,37 @@ static void ToggleBeltSwitch(int x, int y)
 
       if (IS_BELT_SWITCH(element))
       {
-       int e_belt_nr = getBeltNrFromSwitchElement(element);
+       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+         DrawLevelField(xx, yy);
+       }
+      }
+      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+      {
+       int e_belt_nr = getBeltNrFromBeltElement(element);
 
        if (e_belt_nr == belt_nr)
        {
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
+         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
          DrawLevelField(xx, yy);
        }
       }
-      else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
       {
-       int e_belt_nr = getBeltNrFromElement(element);
+       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
        if (e_belt_nr == belt_nr)
-         DrawLevelField(xx, yy);    /* set belt to parking position */
+       {
+         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+         DrawLevelField(xx, yy);
+       }
       }
     }
   }
@@ -1936,10 +2163,10 @@ static void ToggleSwitchgateSwitch(int x, int y)
     {
       int element = Feld[xx][yy];
 
-      if (element == EL_SWITCHGATE_SWITCH_1 ||
-         element == EL_SWITCHGATE_SWITCH_2)
+      if (element == EL_SWITCHGATE_SWITCH_UP ||
+         element == EL_SWITCHGATE_SWITCH_DOWN)
       {
-       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
+       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
        DrawLevelField(xx, yy);
       }
       else if (element == EL_SWITCHGATE_OPEN ||
@@ -1958,6 +2185,20 @@ static void ToggleSwitchgateSwitch(int x, int y)
   }
 }
 
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
+         EL_INVISIBLE_SAND_ACTIVE);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
+         EL_INVISIBLE_SAND);
+}
+
 static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
@@ -1968,23 +2209,36 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
     {
       int element = Feld[x][y];
 
-      if (element == EL_LIGHT_SWITCH_OFF &&
+      if (element == EL_LIGHT_SWITCH &&
          game.light_time_left > 0)
       {
-       Feld[x][y] = EL_LIGHT_SWITCH_ON;
+       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
        DrawLevelField(x, y);
       }
-      else if (element == EL_LIGHT_SWITCH_ON &&
+      else if (element == EL_LIGHT_SWITCH_ACTIVE &&
               game.light_time_left == 0)
       {
-       Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+       Feld[x][y] = EL_LIGHT_SWITCH;
+       DrawLevelField(x, y);
+      }
+      else if (element == EL_INVISIBLE_STEELWALL ||
+              element == EL_INVISIBLE_WALL ||
+              element == EL_INVISIBLE_SAND)
+      {
+       if (game.light_time_left > 0)
+         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
        DrawLevelField(x, y);
       }
+      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+              element == EL_INVISIBLE_WALL_ACTIVE ||
+              element == EL_INVISIBLE_SAND_ACTIVE)
+      {
+       if (game.light_time_left == 0)
+         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-      if (element == EL_INVISIBLE_STEEL ||
-         element == EL_UNSICHTBAR ||
-         element == EL_SAND_INVISIBLE)
        DrawLevelField(x, y);
+      }
     }
   }
 }
@@ -1994,7 +2248,7 @@ static void ToggleLightSwitch(int x, int y)
   int element = Feld[x][y];
 
   game.light_time_left =
-    (element == EL_LIGHT_SWITCH_OFF ?
+    (element == EL_LIGHT_SWITCH ?
      level.time_light * FRAMES_PER_SECOND : 0);
 
   RedrawAllLightSwitchesAndInvisibleElements();
@@ -2020,9 +2274,9 @@ static void ActivateTimegateSwitch(int x, int y)
       }
 
       /*
-      else if (element == EL_TIMEGATE_SWITCH_ON)
+      else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
       {
-       Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
+       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
        DrawLevelField(xx, yy);
       }
       */
@@ -2030,7 +2284,7 @@ static void ActivateTimegateSwitch(int x, int y)
     }
   }
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
+  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
 }
 
 void Impact(int x, int y)
@@ -2052,13 +2306,13 @@ void Impact(int x, int y)
       smashed = MovingOrBlocked2Element(x, y+1);
   }
 
-  if (!lastline && smashed == EL_SALZSAEURE)   /* element falls into acid */
+  if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
     Blurb(x, y);
     return;
   }
 
-  if ((element == EL_BOMBE ||
+  if ((element == EL_BOMB ||
        element == EL_SP_DISK_ORANGE ||
        element == EL_DX_SUPABOMB) &&
       (lastline || object_hit))        /* element is bomb */
@@ -2073,16 +2327,16 @@ void Impact(int x, int y)
     return;
   }
 
-  if (element == EL_TROPFEN && (lastline || object_hit))       /* acid drop */
+  if (element == EL_AMOEBA_DROP && (lastline || object_hit))
   {
     if (object_hit && IS_PLAYER(x, y+1))
       KillHeroUnlessProtected(x, y+1);
-    else if (object_hit && smashed == EL_PINGUIN)
+    else if (object_hit && smashed == EL_PENGUIN)
       Bang(x, y+1);
     else
     {
-      Feld[x][y] = EL_AMOEBING;
-      Store[x][y] = EL_AMOEBE_NASS;
+      Feld[x][y] = EL_AMOEBA_CREATING;
+      Store[x][y] = EL_AMOEBA_WET;
     }
     return;
   }
@@ -2090,12 +2344,12 @@ void Impact(int x, int y)
   if (!lastline && object_hit)         /* check which object was hit */
   {
     if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
+       (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
-        EL_MAGIC_WALL_BD_EMPTY);
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+        EL_BD_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
       for (yy=0; yy<lev_fieldy; yy++)
@@ -2106,7 +2360,7 @@ void Impact(int x, int y)
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
 
-      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
+      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
@@ -2116,12 +2370,12 @@ void Impact(int x, int y)
       KillHeroUnlessProtected(x, y+1);
       return;
     }
-    else if (smashed == EL_PINGUIN)
+    else if (smashed == EL_PENGUIN)
     {
       Bang(x, y+1);
       return;
     }
-    else if (element == EL_EDELSTEIN_BD)
+    else if (element == EL_BD_DIAMOND)
     {
       if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
       {
@@ -2136,31 +2390,31 @@ void Impact(int x, int y)
       Bang(x, y+1);
       return;
     }
-    else if (element == EL_FELSBROCKEN ||
+    else if (element == EL_ROCK ||
             element == EL_SP_ZONK ||
             element == EL_BD_ROCK)
     {
       if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
+         smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
          smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SONDE || smashed == EL_SCHWEIN ||
-         smashed == EL_DRACHE || smashed == EL_MOLE)
+         smashed == EL_SATELLITE || smashed == EL_PIG ||
+         smashed == EL_DRAGON || smashed == EL_MOLE)
       {
        Bang(x, y+1);
        return;
       }
       else if (!IS_MOVING(x, y+1))
       {
-       if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
+       if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
        {
          Bang(x, y+1);
          return;
        }
-       else if (smashed == EL_KOKOSNUSS)
+       else if (smashed == EL_NUT)
        {
-         Feld[x][y+1] = EL_CRACKINGNUT;
+         Feld[x][y+1] = EL_NUT_CRACKING;
          PlaySoundLevel(x, y, SND_NUT_CRACKING);
-         RaiseScoreElement(EL_KOKOSNUSS);
+         RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
@@ -2169,9 +2423,9 @@ void Impact(int x, int y)
          PlaySoundLevel(x, y, SND_PEARL_BREAKING);
          return;
        }
-       else if (smashed == EL_DIAMANT)
+       else if (smashed == EL_DIAMOND)
        {
-         Feld[x][y+1] = EL_LEERRAUM;
+         Feld[x][y+1] = EL_EMPTY;
          PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
          return;
        }
@@ -2179,13 +2433,13 @@ void Impact(int x, int y)
        {
          ToggleBeltSwitch(x, y+1);
        }
-       else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
-                smashed == EL_SWITCHGATE_SWITCH_2)
+       else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
+                smashed == EL_SWITCHGATE_SWITCH_DOWN)
        {
          ToggleSwitchgateSwitch(x, y+1);
        }
-       else if (smashed == EL_LIGHT_SWITCH_OFF ||
-                smashed == EL_LIGHT_SWITCH_ON)
+       else if (smashed == EL_LIGHT_SWITCH ||
+                smashed == EL_LIGHT_SWITCH_ACTIVE)
        {
          ToggleLightSwitch(x, y+1);
        }
@@ -2195,12 +2449,12 @@ void Impact(int x, int y)
 
   /* play sound of magic wall / mill */
   if (!lastline &&
-      (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
-       Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+      (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+       Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
   {
-    if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
+    if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
       PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
-    else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+    else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
       PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
 
     return;
@@ -2242,20 +2496,20 @@ void TurnRound(int x, int y)
 
   int element = Feld[x][y];
   int old_move_dir = MovDir[x][y];
-  int left_dir = turn[old_move_dir].left;
+  int left_dir  = turn[old_move_dir].left;
   int right_dir = turn[old_move_dir].right;
-  int back_dir = turn[old_move_dir].back;
+  int back_dir  = turn[old_move_dir].back;
 
-  int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
-  int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
-  int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
-  int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
+  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
+  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
+  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
 
-  int left_x = x+left_dx, left_y = y+left_dy;
-  int right_x = x+right_dx, right_y = y+right_dy;
-  int move_x = x+move_dx, move_y = y+move_dy;
+  int left_x  = x + left_dx,  left_y  = y + left_dy;
+  int right_x = x + right_dx, right_y = y + right_dy;
+  int move_x  = x + move_dx,  move_y  = y + move_dy;
 
-  if (element == EL_KAEFER || element == EL_BUTTERFLY)
+  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
@@ -2266,12 +2520,12 @@ void TurnRound(int x, int y)
             !IS_FREE(move_x, move_y))
       MovDir[x][y] = left_dir;
 
-    if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
+    if (element == EL_BUG && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
-    else if (element == EL_BUTTERFLY)  /* && MovDir[x][y] == left_dir) */
+    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
-  else if (element == EL_FLIEGER || element == EL_FIREFLY ||
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
           element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
@@ -2283,24 +2537,24 @@ void TurnRound(int x, int y)
             !IS_FREE(move_x, move_y))
       MovDir[x][y] = right_dir;
 
-    if ((element == EL_FLIEGER ||
+    if ((element == EL_SPACESHIP ||
         element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
        && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
-    else if (element == EL_FIREFLY)    /* && MovDir[x][y] == right_dir) */
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
       MovDelay[x][y] = 1;
   }
-  else if (element == EL_MAMPFER)
+  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_DIAMANT))
+        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_DIAMANT))
+        Feld[right_x][right_y] == EL_DIAMOND))
       can_turn_right = TRUE;
 
     if (can_turn_left && can_turn_right)
@@ -2314,7 +2568,7 @@ void TurnRound(int x, int y)
 
     MovDelay[x][y] = 16+16*RND(3);
   }
-  else if (element == EL_MAMPFER2)
+  else if (element == EL_DARK_YAMYAM)
   {
     boolean can_turn_left = FALSE, can_turn_right = FALSE;
 
@@ -2362,7 +2616,7 @@ void TurnRound(int x, int y)
 
     MovDelay[x][y] = 6+RND(40);
   }
-  else if (element == EL_SCHWEIN)
+  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;
@@ -2434,7 +2688,7 @@ void TurnRound(int x, int y)
 
     MovDelay[x][y] = 0;
   }
-  else if (element == EL_DRACHE)
+  else if (element == EL_DRAGON)
   {
     boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
     int rnd_value = 24;
@@ -2469,7 +2723,7 @@ void TurnRound(int x, int y)
 
     if (IN_LEV_FIELD(move_x, move_y) &&
        (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
-        Feld[move_x][move_y] == EL_DEAMOEBING))
+        Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
       can_move_on = TRUE;
 
     if (!can_move_on)
@@ -2497,17 +2751,18 @@ void TurnRound(int x, int y)
     MovDir[x][y] = game.balloon_dir;
     MovDelay[x][y] = 0;
   }
-  else if (element == EL_SPRING_MOVING)
+  else if (element == EL_SPRING)
   {
-    if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
-       (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
-    {
-      Feld[x][y] = 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))))
       MovDir[x][y] = MV_NO_MOVING;
-    }
+
     MovDelay[x][y] = 0;
   }
-  else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
+  else if (element == EL_ROBOT ||
+          element == EL_SATELLITE ||
+          element == EL_PENGUIN)
   {
     int attr_x = -1, attr_y = -1;
 
@@ -2536,13 +2791,13 @@ void TurnRound(int x, int y)
       }
     }
 
-    if (element == EL_ROBOT && ZX>=0 && ZY>=0)
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
     {
       attr_x = ZX;
       attr_y = ZY;
     }
 
-    if (element == EL_PINGUIN)
+    if (element == EL_PENGUIN)
     {
       int i;
       static int xy[4][2] =
@@ -2558,7 +2813,7 @@ void TurnRound(int x, int y)
        int ex = x + xy[i%4][0];
        int ey = y + xy[i%4][1];
 
-       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
+       if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
          attr_x = ex;
          attr_y = ey;
@@ -2607,9 +2862,9 @@ void TurnRound(int x, int y)
 
        if (IN_LEV_FIELD(newx, newy) &&
            (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_SALZSAEURE ||
-            (element == EL_PINGUIN &&
-             (Feld[newx][newy] == EL_AUSGANG_AUF ||
+            Feld[newx][newy] == EL_ACID ||
+            (element == EL_PENGUIN &&
+             (Feld[newx][newy] == EL_EXIT_OPEN ||
               IS_MAMPF3(Feld[newx][newy])))))
          return;
 
@@ -2619,9 +2874,9 @@ void TurnRound(int x, int y)
 
        if (IN_LEV_FIELD(newx, newy) &&
            (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_SALZSAEURE ||
-            (element == EL_PINGUIN &&
-             (Feld[newx][newy] == EL_AUSGANG_AUF ||
+            Feld[newx][newy] == EL_ACID ||
+            (element == EL_PENGUIN &&
+             (Feld[newx][newy] == EL_EXIT_OPEN ||
               IS_MAMPF3(Feld[newx][newy])))))
          return;
 
@@ -2655,27 +2910,33 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
+  static boolean use_spring_bug = TRUE;
+  boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
   if (Stop[x][y])
     return;
 
-  if (CAN_FALL(element) && y<lev_fieldy-1)
+  GfxAction[x][y] = GFX_ACTION_DEFAULT;
+
+  if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
     if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
       if (JustBeingPushed(x, y))
        return;
 
-    if (element == EL_MORAST_VOLL)
+    if (element == EL_QUICKSAND_FULL)
     {
       if (IS_FREE(x, y+1))
       {
        InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_FELSBROCKEN;
+       Store[x][y] = EL_ROCK;
        PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
       }
-      else if (Feld[x][y+1] == EL_MORAST_LEER)
+      else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY + 1;
@@ -2687,17 +2948,19 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MORAST_LEER;
-       Feld[x][y+1] = EL_MORAST_VOLL;
+       Feld[x][y] = EL_QUICKSAND_EMPTY;
+       Feld[x][y+1] = EL_QUICKSAND_FULL;
        Store[x][y+1] = Store[x][y];
        Store[x][y] = 0;
-       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
+       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
       }
     }
-    else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
-            Feld[x][y+1] == EL_MORAST_LEER)
+    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
+            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;
       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
@@ -2707,10 +2970,12 @@ void StartMoving(int x, int y)
       if (IS_FREE(x, y+1))
       {
        InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
        Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
+      else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2722,21 +2987,23 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MAGIC_WALL_EMPTY;
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
        Feld[x][y+1] = EL_MAGIC_WALL_FULL;
        Store[x][y+1] = EL_CHANGED(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (element == EL_MAGIC_WALL_BD_FULL)
+    else if (element == EL_BD_MAGIC_WALL_FULL)
     {
       if (IS_FREE(x, y+1))
       {
        InitMovingField(x, y, MV_DOWN);
-       Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED2(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+      else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2748,44 +3015,58 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
-       Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
+       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+       Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
        Store[x][y+1] = EL_CHANGED2(Store[x][y]);
        Store[x][y] = 0;
       }
     }
     else if (CAN_CHANGE(element) &&
-            (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
-             Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
+            (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
+             Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
     {
       InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
       Feld[x][y] =
-       (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
-        EL_MAGIC_WALL_BD_FILLING);
+       (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+        EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
+    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
     {
       Blurb(x, y);
+
       InitMovingField(x, y, MV_DOWN);
-      Store[x][y] = EL_SALZSAEURE;
+      started_moving = TRUE;
+
+      Store[x][y] = EL_ACID;
     }
     else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
             JustStopped[x][y])
     {
       Impact(x, y);
     }
+    else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug)
+    {
+      if (MovDir[x][y] == MV_NO_MOVING)
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+      }
+    }
     else if (IS_FREE(x, y+1))
     {
       InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
     }
-    else if (element == EL_TROPFEN)
+    else if (element == EL_AMOEBA_DROP)
     {
-      Feld[x][y] = EL_AMOEBING;
-      Store[x][y] = EL_AMOEBE_NASS;
+      Feld[x][y] = EL_AMOEBA_CREATING;
+      Store[x][y] = EL_AMOEBA_WET;
     }
     /* Store[x][y+1] must be zero, because:
-       (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
     */
 #if 0
 #if OLD_GAME_BEHAVIOUR
@@ -2803,52 +3084,84 @@ void StartMoving(int x, int y)
 #endif
     {
       boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
+                      (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_SALZSAEURE));
+                      (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
 
       if (left || right)
       {
        if (left && right &&
            (game.emulation != EMU_BOULDERDASH &&
-            element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
+            element != EL_BD_ROCK && element != EL_BD_DIAMOND))
          left = !(right = RND(2));
 
        InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+       started_moving = TRUE;
       }
     }
-    else if (IS_BELT(Feld[x][y+1]))
+    else if (IS_BELT_ACTIVE(Feld[x][y+1]))
     {
       boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
       boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
-      int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
       int belt_dir = game.belt_dir[belt_nr];
 
       if ((belt_dir == MV_LEFT  && left_is_free) ||
          (belt_dir == MV_RIGHT && right_is_free))
+      {
        InitMovingField(x, y, belt_dir);
+       started_moving = TRUE;
+
+       GfxAction[x][y] = GFX_ACTION_DEFAULT;
+      }
     }
   }
-  else if (CAN_MOVE(element))
+
+  /* not "else if" because of EL_SPRING */
+  if (CAN_MOVE(element) && !started_moving)
   {
     int newx, newy;
 
-    if ((element == EL_SONDE || element == EL_BALLOON ||
-        element == EL_SPRING_MOVING)
+    if ((element == EL_SATELLITE ||
+        element == EL_BALLOON ||
+        element == EL_SPRING)
        && JustBeingPushed(x, y))
       return;
 
+#if 0
+#if 0
+    if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+      Feld[x][y + 1] = EL_EMPTY;       /* was set to EL_BLOCKED above */
+#else
+    if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+    {
+      Moving2Blocked(x, y, &newx, &newy);
+      if (Feld[newx][newy] == EL_BLOCKED)
+       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
+    }
+#endif
+#endif
+
     if (!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  */
 
-      if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
+      if (element != EL_YAMYAM &&
+         element != EL_DARK_YAMYAM &&
+         element != EL_PACMAN)
       {
+#if 0
+  if (element == EL_SPRING)
+    printf("1--> %d\n", MovDir[x][y]);
+#endif
        TurnRound(x, y);
-
-       if (MovDelay[x][y] && (element == EL_KAEFER ||
-                              element == EL_FLIEGER ||
+#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 ||
                               element == EL_SP_ELECTRON ||
                               element == EL_MOLE))
@@ -2861,45 +3174,46 @@ void StartMoving(int x, int y)
       MovDelay[x][y]--;
 
       if (element == EL_ROBOT ||
-         element == EL_MAMPFER || element == EL_MAMPFER2)
+         element == EL_YAMYAM || element == EL_DARK_YAMYAM)
       {
-       int phase = MovDelay[x][y] % 8;
-
-       if (phase > 3)
-         phase = 7 - phase;
-
        if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
+       {
+         int graphic = el2img(element);
+         int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
+
+         DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+       }
 
        if (MovDelay[x][y] % 4 == 3)
        {
-         if (element == EL_MAMPFER)
+         if (element == EL_YAMYAM)
            PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
-         else if (element == EL_MAMPFER2)
+         else if (element == EL_DARK_YAMYAM)
            PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
        }
       }
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
-      else if (element == EL_DRACHE)
+       DrawLevelElementAnimation(x, y, element);
+      else if (element == EL_DRAGON)
       {
        int i;
        int dir = MovDir[x][y];
        int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
        int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? GFX_FLAMMEN_LEFT :
-                      dir == MV_RIGHT  ? GFX_FLAMMEN_RIGHT :
-                      dir == MV_UP     ? GFX_FLAMMEN_UP :
-                      dir == MV_DOWN   ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
-       int phase = FrameCounter % 2;
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_LEFT1 :
+                      dir == MV_RIGHT  ? IMG_FLAMES_RIGHT1 :
+                      dir == MV_UP     ? IMG_FLAMES_UP1 :
+                      dir == MV_DOWN   ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+       int frame = getGraphicAnimationFrame(graphic, -1);
 
        for (i=1; i<=3; i++)
        {
          int xx = x + i*dx, yy = y + i*dy;
          int sx = SCREENX(xx), sy = SCREENY(yy);
+         int flame_graphic = graphic + (i - 1);
 
          if (!IN_LEV_FIELD(xx, yy) ||
-             IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
+             IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
            break;
 
          if (MovDelay[x][y])
@@ -2911,14 +3225,14 @@ void StartMoving(int x, int y)
            else
              RemoveMovingField(xx, yy);
 
-           Feld[xx][yy] = EL_BURNING;
+           Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
-             DrawGraphic(sx, sy, graphic + phase*3 + i-1);
+             DrawGraphic(sx, sy, flame_graphic, frame);
          }
          else
          {
-           if (Feld[xx][yy] == EL_BURNING)
-             Feld[xx][yy] = EL_LEERRAUM;
+           if (Feld[xx][yy] == EL_FLAMES)
+             Feld[xx][yy] = EL_EMPTY;
            DrawLevelField(xx, yy);
          }
        }
@@ -2951,24 +3265,24 @@ void StartMoving(int x, int y)
 #endif
 
     }
-    else if ((element == EL_PINGUIN || element == EL_ROBOT ||
-             element == EL_SONDE || element == EL_BALLOON) &&
+    else if ((element == EL_PENGUIN || element == EL_ROBOT ||
+             element == EL_SATELLITE || element == EL_BALLOON) &&
             IN_LEV_FIELD(newx, newy) &&
-            MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
+            MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
     {
       Blurb(x, y);
-      Store[x][y] = EL_SALZSAEURE;
+      Store[x][y] = EL_ACID;
     }
-    else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
+    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
     {
-      if (Feld[newx][newy] == EL_AUSGANG_AUF)
+      if (Feld[newx][newy] == EL_EXIT_OPEN)
       {
-       Feld[x][y] = EL_LEERRAUM;
+       Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
+       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
+         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
        local_player->friends_still_needed--;
        if (!local_player->friends_still_needed &&
@@ -2993,7 +3307,7 @@ void StartMoving(int x, int y)
        return;
       }
     }
-    else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
+    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
     {
       if (IS_GEM(Feld[newx][newy]))
       {
@@ -3001,11 +3315,11 @@ void StartMoving(int x, int y)
          RemoveMovingField(newx, newy);
        else
        {
-         Feld[newx][newy] = EL_LEERRAUM;
+         Feld[newx][newy] = EL_EMPTY;
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
+       PlaySoundLevel(x, y, SND_PIG_EATING);
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -3016,7 +3330,7 @@ void StartMoving(int x, int y)
        return;
       }
     }
-    else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
+    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
       if (!IS_FREE(newx, newy))
       {
@@ -3033,13 +3347,13 @@ void StartMoving(int x, int y)
        int newx1 = newx+1*dx, newy1 = newy+1*dy;
        int newx2 = newx+2*dx, newy2 = newy+2*dy;
        int element1 = (IN_LEV_FIELD(newx1, newy1) ?
-                       MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
+                       MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
-                       MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
+                       MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
        if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
-           element1 != EL_DRACHE && element2 != EL_DRACHE &&
-           element1 != EL_BURNING && element2 != EL_BURNING)
+           element1 != EL_DRAGON && element2 != EL_DRAGON &&
+           element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
@@ -3049,36 +3363,36 @@ void StartMoving(int x, int y)
          PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
-         Feld[newx][newy] = EL_BURNING;
-         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
-           Feld[newx1][newy1] = EL_BURNING;
-         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
-           Feld[newx2][newy2] = EL_BURNING;
+         Feld[newx][newy] = EL_FLAMES;
+         if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+           Feld[newx1][newy1] = EL_FLAMES;
+         if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+           Feld[newx2][newy2] = EL_FLAMES;
          return;
        }
       }
     }
-    else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
-            Feld[newx][newy] == EL_DIAMANT)
+    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
+            Feld[newx][newy] == EL_DIAMOND)
     {
       if (IS_MOVING(newx, newy))
        RemoveMovingField(newx, newy);
       else
       {
-       Feld[newx][newy] = EL_LEERRAUM;
+       Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
+      PlaySoundLevel(x, y, SND_YAMYAM_EATING);
     }
-    else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
+    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
             IS_MAMPF2(Feld[newx][newy]))
     {
       if (AmoebaNr[newx][newy])
       {
        AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
-           Feld[newx][newy] == EL_AMOEBE_BD)
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
@@ -3086,11 +3400,11 @@ void StartMoving(int x, int y)
        RemoveMovingField(newx, newy);
       else
       {
-       Feld[newx][newy] = EL_LEERRAUM;
+       Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
+      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -3098,28 +3412,28 @@ void StartMoving(int x, int y)
       if (AmoebaNr[newx][newy])
       {
        AmoebaCnt2[AmoebaNr[newx][newy]]--;
-       if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
-           Feld[newx][newy] == EL_AMOEBE_BD)
+       if (Feld[newx][newy] == EL_AMOEBA_FULL ||
+           Feld[newx][newy] == EL_BD_AMOEBA)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
       if (element == EL_MOLE)
       {
-       Feld[newx][newy] = EL_DEAMOEBING;
-       PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
+       Feld[newx][newy] = EL_AMOEBA_SHRINKING;
+       PlaySoundLevel(x, y, SND_MOLE_EATING);
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
       }
       else     /* element == EL_PACMAN */
       {
-       Feld[newx][newy] = EL_LEERRAUM;
+       Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
+       PlaySoundLevel(x, y, SND_PACMAN_EATING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
-            (Feld[newx][newy] == EL_DEAMOEBING ||
-             (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
+            (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
+             (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
     {
       /* wait for shrinking amoeba to completely disappear */
       return;
@@ -3130,19 +3444,18 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
-      if (element == EL_KAEFER || element == EL_FLIEGER ||
-         element == EL_SP_SNIKSNAK || element == EL_MOLE)
+      if (element == EL_BUG || element == EL_SPACESHIP ||
+         element == EL_SP_SNIKSNAK)
        DrawLevelField(x, y);
-      else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
-       DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
-      else if (element == EL_SONDE)
-#if 0
-       DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
-#else
-       DrawNewGraphicAnimation(x, y, IMG_SATELLITE_MOVING);
-#endif
+      else if (element == EL_BUG || element == EL_SPACESHIP ||
+              element == EL_SP_SNIKSNAK || element == EL_MOLE)
+       DrawLevelField(x, y);
+      else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+       DrawLevelElementAnimation(x, y, element);
+      else if (element == EL_SATELLITE)
+       DrawLevelElementAnimation(x, y, element);
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+       DrawLevelElementAnimation(x, y, element);
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
@@ -3167,25 +3480,25 @@ void ContinueMoving(int x, int y)
   int direction = MovDir[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int horiz_move = (dx!=0);
+  int horiz_move = (dx != 0);
   int newx = x + dx, newy = y + dy;
   int step = (horiz_move ? dx : dy) * TILEX / 8;
 
-  if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
+  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
     step /= 2;
   else if (element == EL_QUICKSAND_FILLING ||
           element == EL_QUICKSAND_EMPTYING)
     step /= 4;
   else if (element == EL_MAGIC_WALL_FILLING ||
-          element == EL_MAGIC_WALL_BD_FILLING ||
+          element == EL_BD_MAGIC_WALL_FILLING ||
           element == EL_MAGIC_WALL_EMPTYING ||
-          element == EL_MAGIC_WALL_BD_EMPTYING)
+          element == EL_BD_MAGIC_WALL_EMPTYING)
     step /= 2;
   else if (CAN_FALL(element) && horiz_move &&
-          y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
+          y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
     step /= 2;
-  else if (element == EL_SPRING_MOVING)
-    step*=2;
+  else if (element == EL_SPRING && horiz_move)
+    step *= 2;
 
 #if OLD_GAME_BEHAVIOUR
   else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
@@ -3196,7 +3509,7 @@ void ContinueMoving(int x, int y)
 
   if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
   {
-    Feld[x][y] = EL_LEERRAUM;
+    Feld[x][y] = EL_EMPTY;
     Feld[newx][newy] = element;
 
     if (element == EL_MOLE)
@@ -3210,7 +3523,7 @@ void ContinueMoving(int x, int y)
        { 0, +1 }
       };
 
-      Feld[x][y] = EL_ERDREICH;
+      Feld[x][y] = EL_SAND;
       DrawLevelField(x, y);
 
       for(i=0; i<4; i++)
@@ -3220,8 +3533,8 @@ void ContinueMoving(int x, int y)
        xx = x + xy[i][0];
        yy = y + xy[i][1];
 
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
-         DrawLevelField(xx, yy);       /* for "ErdreichAnbroeckeln()" */
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
+         DrawLevelField(xx, yy);       /* for "DrawCrumbledSand()" */
       }
     }
 
@@ -3249,18 +3562,18 @@ void ContinueMoving(int x, int y)
        Feld[x][y] = EL_MAGIC_WALL_DEAD;
       element = Feld[newx][newy] = Store[x][y];
     }
-    else if (element == EL_MAGIC_WALL_BD_FILLING)
+    else if (element == EL_BD_MAGIC_WALL_FILLING)
     {
       element = Feld[newx][newy] = get_next_element(element);
       if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
+       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
       Store[newx][newy] = Store[x][y];
     }
-    else if (element == EL_MAGIC_WALL_BD_EMPTYING)
+    else if (element == EL_BD_MAGIC_WALL_EMPTYING)
     {
       Feld[x][y] = get_next_element(element);
       if (!game.magic_wall_active)
-       Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
       element = Feld[newx][newy] = Store[x][y];
     }
     else if (element == EL_AMOEBA_DRIPPING)
@@ -3268,17 +3581,31 @@ void ContinueMoving(int x, int y)
       Feld[x][y] = get_next_element(element);
       element = Feld[newx][newy] = Store[x][y];
     }
-    else if (Store[x][y] == EL_SALZSAEURE)
+    else if (Store[x][y] == EL_ACID)
     {
-      element = Feld[newx][newy] = EL_SALZSAEURE;
+      element = Feld[newx][newy] = EL_ACID;
     }
 
     Store[x][y] = 0;
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
     MovDelay[newx][newy] = 0;
 
+    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
+    GfxAction[x][y] = GFX_ACTION_DEFAULT;
+
+#if 0
     if (!CAN_MOVE(element))
       MovDir[newx][newy] = 0;
+#else
+    /*
+    if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+      MovDir[newx][newy] = 0;
+    */
+
+    if (!CAN_MOVE(element) ||
+       (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+      MovDir[newx][newy] = 0;
+#endif
 
     DrawLevelField(x, y);
     DrawLevelField(newx, newy);
@@ -3292,7 +3619,7 @@ void ContinueMoving(int x, int y)
       TestIfBadThingTouchesFriend(newx, newy);
       TestIfBadThingTouchesOtherBadThing(newx, newy);
     }
-    else if (element == EL_PINGUIN)
+    else if (element == EL_PENGUIN)
       TestIfFriendTouchesBadThing(newx, newy);
 
     if (CAN_SMASH(element) && direction == MV_DOWN &&
@@ -3300,7 +3627,18 @@ void ContinueMoving(int x, int y)
       Impact(x, newy);
   }
   else                         /* still moving on */
+  {
+#if 0
+    if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
+    {
+      printf("reset GfxAction...\n");
+
+      GfxAction[x][y] = GFX_ACTION_MOVING;
+    }
+#endif
+
     DrawLevelField(x, y);
+  }
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -3354,9 +3692,9 @@ void AmoebenVereinigen(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       continue;
 
-    if ((Feld[x][y] == EL_AMOEBE_VOLL ||
-        Feld[x][y] == EL_AMOEBE_BD ||
-        Feld[x][y] == EL_AMOEBE_TOT) &&
+    if ((Feld[x][y] == EL_AMOEBA_FULL ||
+        Feld[x][y] == EL_BD_AMOEBA ||
+        Feld[x][y] == EL_AMOEBA_DEAD) &&
        AmoebaNr[x][y] != new_group_nr)
     {
       int old_group_nr = AmoebaNr[x][y];
@@ -3385,7 +3723,7 @@ void AmoebeUmwandeln(int ax, int ay)
 {
   int i, x, y;
 
-  if (Feld[ax][ay] == EL_AMOEBE_TOT)
+  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
   {
     int group_nr = AmoebaNr[ax][ay];
 
@@ -3402,10 +3740,10 @@ void AmoebeUmwandeln(int ax, int ay)
     {
       for (x=0; x<lev_fieldx; x++)
       {
-       if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
+       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
        {
          AmoebaNr[x][y] = 0;
-         Feld[x][y] = EL_AMOEBA2DIAM;
+         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
        }
       }
     }
@@ -3432,7 +3770,7 @@ void AmoebeUmwandeln(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
-      if (Feld[x][y] == EL_AMOEBA2DIAM)
+      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
       {
        PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
                              SND_AMOEBA_TURNING_TO_GEM :
@@ -3463,9 +3801,9 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
     for (x=0; x<lev_fieldx; x++)
     {
       if (AmoebaNr[x][y] == group_nr &&
-         (Feld[x][y] == EL_AMOEBE_TOT ||
-          Feld[x][y] == EL_AMOEBE_BD ||
-          Feld[x][y] == EL_AMOEBING))
+         (Feld[x][y] == EL_AMOEBA_DEAD ||
+          Feld[x][y] == EL_BD_AMOEBA ||
+          Feld[x][y] == EL_AMOEBA_CREATING))
       {
        AmoebaNr[x][y] = 0;
        Feld[x][y] = new_element;
@@ -3493,7 +3831,7 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
-      if (Store[x][y] == EL_AMOEBE_BD)
+      if (Store[x][y] == EL_BD_AMOEBA)
        PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
       else
        PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
@@ -3505,7 +3843,12 @@ void AmoebeWaechst(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
+                                          6 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
+    }
 
     if (!MovDelay[x][y])
     {
@@ -3533,11 +3876,16 @@ void AmoebaDisappearing(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+                                          6 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+    }
 
     if (!MovDelay[x][y])
     {
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       DrawLevelField(x, y);
 
       /* don't let mole enter this field in this cycle;
@@ -3562,7 +3910,7 @@ void AmoebeAbleger(int ax, int ay)
 
   if (!level.amoeba_speed)
   {
-    Feld[ax][ay] = EL_AMOEBE_TOT;
+    Feld[ax][ay] = EL_AMOEBA_DEAD;
     DrawLevelField(ax, ay);
     return;
   }
@@ -3577,7 +3925,7 @@ void AmoebeAbleger(int ax, int ay)
       return;
   }
 
-  if (element == EL_AMOEBE_NASS)       /* object is an acid / amoeba drop */
+  if (element == EL_AMOEBA_WET)        /* object is an acid / amoeba drop */
   {
     int start = RND(4);
     int x = ax + xy[start][0];
@@ -3587,7 +3935,7 @@ void AmoebeAbleger(int ax, int ay)
       return;
 
     if (IS_FREE(x, y) ||
-       Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
+       Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
     {
       newax = x;
       neway = y;
@@ -3611,7 +3959,7 @@ void AmoebeAbleger(int ax, int ay)
        continue;
 
       if (IS_FREE(x, y) ||
-         Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
+         Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
       {
        newax = x;
        neway = y;
@@ -3625,21 +3973,21 @@ void AmoebeAbleger(int ax, int ay)
     {
       if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
       {
-       Feld[ax][ay] = EL_AMOEBE_TOT;
+       Feld[ax][ay] = EL_AMOEBA_DEAD;
        DrawLevelField(ax, ay);
        AmoebaCnt[AmoebaNr[ax][ay]]--;
 
        if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
        {
-         if (element == EL_AMOEBE_VOLL)
+         if (element == EL_AMOEBA_FULL)
            AmoebeUmwandeln(ax, ay);
-         else if (element == EL_AMOEBE_BD)
+         else if (element == EL_BD_AMOEBA)
            AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
        }
       }
       return;
     }
-    else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
+    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
     {
       /* amoeba gets larger by growing in some direction */
 
@@ -3661,7 +4009,7 @@ void AmoebeAbleger(int ax, int ay)
       /* if amoeba touches other amoeba(s) after growing, unify them */
       AmoebenVereinigen(newax, neway);
 
-      if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
+      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
       {
        AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
        return;
@@ -3669,22 +4017,22 @@ void AmoebeAbleger(int ax, int ay)
     }
   }
 
-  if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
+  if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
       (neway == lev_fieldy - 1 && newax != ax))
   {
-    Feld[newax][neway] = EL_AMOEBING;  /* simple growth of new amoeba tile */
+    Feld[newax][neway] = EL_AMOEBA_CREATING;   /* creation of new amoeba */
     Store[newax][neway] = element;
   }
   else if (neway == ay)
   {
-    Feld[newax][neway] = EL_TROPFEN;   /* drop left or right from amoeba */
-    PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
+    Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
+    PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
   }
   else
   {
-    InitMovingField(ax, ay, MV_DOWN);  /* drop dripping out of amoeba */
+    InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
     Feld[ax][ay] = EL_AMOEBA_DRIPPING;
-    Store[ax][ay] = EL_TROPFEN;
+    Store[ax][ay] = EL_AMOEBA_DROP;
     ContinueMoving(ax, ay);
     return;
   }
@@ -3729,7 +4077,7 @@ void Life(int ax, int ay)
        continue;
 
       if (((Feld[x][y] == element ||
-           (element == EL_LIFE && IS_PLAYER(x, y))) &&
+           (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
           !Stop[x][y]) ||
          (IS_FREE(x, y) && Stop[x][y]))
        nachbarn++;
@@ -3739,19 +4087,19 @@ void Life(int ax, int ay)
     {
       if (nachbarn < life[0] || nachbarn > life[1])
       {
-       Feld[xx][yy] = EL_LEERRAUM;
+       Feld[xx][yy] = EL_EMPTY;
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
     }
-    else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
+    else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
     {                                  /* free border field */
       if (nachbarn >= life[2] && nachbarn <= life[3])
       {
        Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
+       MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
@@ -3761,10 +4109,27 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
+    PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
                   SND_BIOMAZE_CREATING);
 }
 
+static void InitRobotWheel(int x, int y)
+{
+  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
+
+static void RunRobotWheel(int x, int y)
+{
+  PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
+
+static void StopRobotWheel(int x, int y)
+{
+  if (ZX == x && ZY == y)
+    ZX = ZY = -1;
+}
+
+#if 1
 void RobotWheel(int x, int y)
 {
   if (!MovDelay[x][y])         /* next animation frame */
@@ -3776,19 +4141,37 @@ void RobotWheel(int x, int y)
     if (MovDelay[x][y])
     {
       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
-      if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
+      {
+       int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
+      }
+
+      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
+
       return;
     }
   }
 
-  Feld[x][y] = EL_ABLENK_AUS;
+  Feld[x][y] = EL_ROBOT_WHEEL;
   DrawLevelField(x, y);
+
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
 }
+#endif
+
+static void InitTimegateWheel(int x, int y)
+{
+  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
 
+static void RunTimegateWheel(int x, int y)
+{
+  PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
+
+#if 1
 void TimegateWheel(int x, int y)
 {
   if (!MovDelay[x][y])         /* next animation frame */
@@ -3800,149 +4183,152 @@ void TimegateWheel(int x, int y)
     if (MovDelay[x][y])
     {
       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y),
-                   GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
-      if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
+      {
+       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_SWITCH_ACTIVE, -1);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_SWITCH_ACTIVE, frame);
+      }
+
+      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+
       return;
     }
   }
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
+  Feld[x][y] = EL_TIMEGATE_SWITCH;
   DrawLevelField(x, y);
+
+  /* THIS HAS NO EFFECT AT ALL! */
+#if 1
+  /* !!! THIS LOOKS WRONG !!! */
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
+#endif
+
 }
+#endif
 
-void Birne(int x, int y)
+#if 1
+void NussKnacken(int x, int y)
 {
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 800;
+    MovDelay[x][y] = 7;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y])
     {
-      if (!(MovDelay[x][y]%5))
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
       {
-       if (!(MovDelay[x][y]%10))
-         Feld[x][y]=EL_ABLENK_EIN;
-       else
-         Feld[x][y]=EL_ABLENK_AUS;
-       DrawLevelField(x, y);
-       Feld[x][y]=EL_ABLENK_EIN;
+       int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
+                                            6 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
       }
+
       return;
     }
   }
 
-  Feld[x][y]=EL_ABLENK_AUS;
+  Feld[x][y] = EL_EMERALD;
   DrawLevelField(x, y);
-  if (ZX == x && ZY == y)
-    ZX=ZY=-1;
 }
+#endif
 
-void Blubber(int x, int y)
-{
-  if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
-    DrawLevelField(x, y-1);
-  else
-    DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
-}
-
-void NussKnacken(int x, int y)
+#if 1
+void BreakingPearl(int x, int y)
 {
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 7;
+    MovDelay[x][y] = 9;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y),
-                 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
-
-    if (!MovDelay[x][y])
+    if (MovDelay[x][y])
     {
-      Feld[x][y] = EL_EDELSTEIN;
-      DrawLevelField(x, y);
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      {
+       int frame = getGraphicAnimationFrame(IMG_PEARL_BREAKING,
+                                            8 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_PEARL_BREAKING, frame);
+      }
+
+      return;
     }
   }
+
+  Feld[x][y] = EL_EMPTY;
+  DrawLevelField(x, y);
 }
+#endif
 
-void BreakingPearl(int x, int y)
+void SiebAktivieren(int x, int y, int type)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 9;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y),
-                 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
+  int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
 
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_LEERRAUM;
-      DrawLevelField(x, y);
-    }
-  }
+  DrawLevelGraphicAnimation(x, y, graphic);
 }
 
-void SiebAktivieren(int x, int y, int typ)
+void CheckExit(int x, int y)
 {
-  int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
+    return;
+
+  Feld[x][y] = EL_EXIT_OPENING;
 
-  DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
+  PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
 }
 
-void AusgangstuerPruefen(int x, int y)
+void CheckExitSP(int x, int y)
 {
-  if (!local_player->gems_still_needed &&
-      !local_player->sokobanfields_still_needed &&
-      !local_player->lights_still_needed)
-  {
-    Feld[x][y] = EL_AUSGANG_ACT;
+  if (local_player->gems_still_needed > 0)
+    return;
 
-    PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
-                  (x > LEVELX(BX2) ? LEVELX(BX2) : x),
-                  y < LEVELY(BY1) ? LEVELY(BY1) :
-                  (y > LEVELY(BY2) ? LEVELY(BY2) : y),
-                  SND_EXIT_OPENING);
-  }
+  Feld[x][y] = EL_SP_EXIT_OPEN;
+
+  PlaySoundLevelNearest(x, y, SND_SP_EXIT_OPENING);
 }
 
+#if 1
 void AusgangstuerOeffnen(int x, int y)
 {
   int delay = 6;
 
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5*delay;
+    MovDelay[x][y] = 5 * delay;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
     int tuer;
 
     MovDelay[x][y]--;
-    tuer = MovDelay[x][y]/delay;
-    if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
+    tuer = MovDelay[x][y] / delay;
 
-    if (!MovDelay[x][y])
+    if (!(MovDelay[x][y] % delay))
     {
-      Feld[x][y] = EL_AUSGANG_AUF;
-      DrawLevelField(x, y);
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      {
+       int frame = getGraphicAnimationFrame(IMG_EXIT_OPENING,
+                                            29 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_EXIT_OPENING, frame);
+      }
     }
+
+    if (MovDelay[x][y])
+      return;
   }
-}
 
-void AusgangstuerBlinken(int x, int y)
-{
-  DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
+  Feld[x][y] = EL_EXIT_OPEN;
+  DrawLevelField(x, y);
 }
+#endif
 
+#if 1
 void OpenSwitchgate(int x, int y)
 {
   int delay = 6;
@@ -3952,21 +4338,29 @@ void OpenSwitchgate(int x, int y)
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int phase;
-
     MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
 
-    if (!MovDelay[x][y])
+    if (!(MovDelay[x][y] % delay))
     {
-      Feld[x][y] = EL_SWITCHGATE_OPEN;
-      DrawLevelField(x, y);
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      {
+       int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_OPENING,
+                                            29 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_OPENING, frame);
+      }
     }
+
+    if (MovDelay[x][y])
+      return;
   }
+
+  Feld[x][y] = EL_SWITCHGATE_OPEN;
+  DrawLevelField(x, y);
 }
+#endif
 
+#if 1
 void CloseSwitchgate(int x, int y)
 {
   int delay = 6;
@@ -3976,21 +4370,29 @@ void CloseSwitchgate(int x, int y)
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int phase;
-
     MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
 
-    if (!MovDelay[x][y])
+    if (!(MovDelay[x][y] % delay))
     {
-      Feld[x][y] = EL_SWITCHGATE_CLOSED;
-      DrawLevelField(x, y);
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      {
+       int frame = getGraphicAnimationFrame(IMG_SWITCHGATE_CLOSING,
+                                            29 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_SWITCHGATE_CLOSING, frame);
+      }
     }
+
+    if (MovDelay[x][y])
+      return;
   }
+
+  Feld[x][y] = EL_SWITCHGATE_CLOSED;
+  DrawLevelField(x, y);
 }
+#endif
 
+#if 1
 void OpenTimegate(int x, int y)
 {
   int delay = 6;
@@ -4000,21 +4402,29 @@ void OpenTimegate(int x, int y)
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int phase;
-
     MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
 
-    if (!MovDelay[x][y])
+    if (!(MovDelay[x][y] % delay))
     {
-      Feld[x][y] = EL_TIMEGATE_OPEN;
-      DrawLevelField(x, y);
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      {
+       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
+                                            29 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
+      }
     }
+
+    if (MovDelay[x][y])
+      return;
   }
+
+  Feld[x][y] = EL_TIMEGATE_OPEN;
+  DrawLevelField(x, y);
 }
+#endif
 
+#if 1
 void CloseTimegate(int x, int y)
 {
   int delay = 6;
@@ -4024,20 +4434,27 @@ void CloseTimegate(int x, int y)
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int phase;
-
     MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
 
-    if (!MovDelay[x][y])
+    if (!(MovDelay[x][y] % delay))
     {
-      Feld[x][y] = EL_TIMEGATE_CLOSED;
-      DrawLevelField(x, y);
+      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      {
+       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_CLOSING,
+                                            29 - MovDelay[x][y]);
+
+       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_CLOSING, frame);
+      }
     }
+
+    if (MovDelay[x][y])
+      return;
   }
+
+  Feld[x][y] = EL_TIMEGATE_CLOSED;
+  DrawLevelField(x, y);
 }
+#endif
 
 static void CloseAllOpenTimegates()
 {
@@ -4063,37 +4480,43 @@ void EdelsteinFunkeln(int x, int y)
   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
     return;
 
-  if (Feld[x][y] == EL_EDELSTEIN_BD)
-    DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
+  if (Feld[x][y] == EL_BD_DIAMOND)
+#if 0
+    DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
+#else
+    return;
+#endif
   else
   {
-    if (!MovDelay[x][y])       /* next animation frame */
+    if (MovDelay[x][y] == 0)   /* next animation frame */
       MovDelay[x][y] = 11 * !SimpleRND(500);
 
-    if (MovDelay[x][y])                /* wait some time before next frame */
+    if (MovDelay[x][y] != 0)   /* wait some time before next frame */
     {
       MovDelay[x][y]--;
 
       if (setup.direct_draw && MovDelay[x][y])
        SetDrawtoField(DRAW_BUFFERED);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
+#if 0
+      DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
+#else
+      DrawLevelElementAnimation(x, y, Feld[x][y]);
+#endif
 
-      if (MovDelay[x][y])
+      if (MovDelay[x][y] != 0)
       {
-       int phase = (MovDelay[x][y]-1)/2;
-
-       if (phase > 2)
-         phase = 4-phase;
+       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                            10 - MovDelay[x][y]);
 
-       DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
+       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
 
        if (setup.direct_draw)
        {
          int dest_x, dest_y;
 
-         dest_x = FX + SCREENX(x)*TILEX;
-         dest_y = FY + SCREENY(y)*TILEY;
+         dest_x = FX + SCREENX(x) * TILEX;
+         dest_y = FY + SCREENY(y) * TILEY;
 
          BlitBitmap(drawto_field, window,
                     dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
@@ -4109,42 +4532,41 @@ void MauerWaechst(int x, int y)
   int delay = 6;
 
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3*delay;
+    MovDelay[x][y] = 3 * delay;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int phase;
-
     MovDelay[x][y]--;
-    phase = 2-MovDelay[x][y]/delay;
-    if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y),
-                 (MovDir[x][y] == MV_LEFT  ? GFX_MAUER_LEFT  :
-                  MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
-                  MovDir[x][y] == MV_UP    ? GFX_MAUER_UP    :
-                                             GFX_MAUER_DOWN  ) + phase);
+
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
+      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+    }
 
     if (!MovDelay[x][y])
     {
       if (MovDir[x][y] == MV_LEFT)
       {
-       if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
-         DrawLevelField(x-1, y);
+       if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+         DrawLevelField(x - 1, y);
       }
       else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
-         DrawLevelField(x+1, y);
+       if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+         DrawLevelField(x + 1, y);
       }
       else if (MovDir[x][y] == MV_UP)
       {
-       if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
-         DrawLevelField(x, y-1);
+       if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+         DrawLevelField(x, y - 1);
       }
       else
       {
-       if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
-         DrawLevelField(x, y+1);
+       if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+         DrawLevelField(x, y + 1);
       }
 
       Feld[x][y] = Store[x][y];
@@ -4183,53 +4605,57 @@ void MauerAbleger(int ax, int ay)
   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
     rechts_frei = TRUE;
 
-  if (element == EL_MAUER_Y || element == EL_MAUER_XY)
+  if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
   {
     if (oben_frei)
     {
-      Feld[ax][ay-1] = EL_MAUERND;
+      Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
       Store[ax][ay-1] = element;
       MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_WALL_GROWING_ACTIVE_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Feld[ax][ay+1] = EL_MAUERND;
+      Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
       Store[ax][ay+1] = element;
       MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_WALL_GROWING_ACTIVE_DOWN, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_MAUER_X || element == EL_MAUER_XY ||
-      element == EL_MAUER_LEBT)
+  if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
+      element == EL_WALL_GROWING)
   {
     if (links_frei)
     {
-      Feld[ax-1][ay] = EL_MAUERND;
+      Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
       Store[ax-1][ay] = element;
       MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_WALL_GROWING_ACTIVE_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Feld[ax+1][ay] = EL_MAUERND;
+      Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
       Store[ax+1][ay] = element;
       MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
+  if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
     DrawLevelField(ax, ay);
 
   if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
@@ -4242,10 +4668,10 @@ void MauerAbleger(int ax, int ay)
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
-       element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
+       element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
       ((links_massiv && rechts_massiv) ||
-       element == EL_MAUER_Y))
-    Feld[ax][ay] = EL_MAUERWERK;
+       element == EL_WALL_GROWING_Y))
+    Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
     PlaySoundLevel(ax, ay, SND_WALL_GROWING);
@@ -4270,9 +4696,9 @@ void CheckForDragon(int x, int y)
       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
 
       if (IN_LEV_FIELD(xx, yy) &&
-         (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
+         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
       {
-       if (Feld[xx][yy] == EL_DRACHE)
+       if (Feld[xx][yy] == EL_DRAGON)
          dragon_found = TRUE;
       }
       else
@@ -4288,9 +4714,9 @@ void CheckForDragon(int x, int y)
       {
        int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
   
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
        {
-         Feld[xx][yy] = EL_LEERRAUM;
+         Feld[xx][yy] = EL_EMPTY;
          DrawLevelField(xx, yy);
        }
        else
@@ -4300,83 +4726,155 @@ void CheckForDragon(int x, int y)
   }
 }
 
-static void CheckBuggyBase(int x, int y)
+static void InitBuggyBase(int x, int y)
 {
   int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
+
+  MovDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
 
-  if (element == EL_SP_BUG)
+static void WarnBuggyBase(int x, int y)
+{
+  int i;
+  static int xy[4][2] =
   {
-    if (!MovDelay[x][y])       /* wait some time before activating base */
-      MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
 
-    if (MovDelay[x][y])
+  for (i=0; i<4; i++)
+  {
+    int xx = x + xy[i][0], yy = y + xy[i][1];
+
+    if (IS_PLAYER(xx, yy))
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
-      if (MovDelay[x][y])
-       return;
+      PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
-      Feld[x][y] = EL_SP_BUG_ACTIVE;
+      break;
     }
   }
-  else if (element == EL_SP_BUG_ACTIVE)
+}
+
+#if 1
+void CheckBuggyBase(int x, int y)
+{
+  int element = Feld[x][y];
+
+  if (element == EL_SP_BUGGY_BASE)
   {
-    if (!MovDelay[x][y])       /* start activating buggy base */
-      MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
+    if (MovDelay[x][y] == 0)   /* wait some time before activating base */
+    {
+      GfxFrame[x][y] = 0;
 
-    if (MovDelay[x][y])
+      InitBuggyBase(x, y);
+    }
+
+    MovDelay[x][y]--;
+
+    if (MovDelay[x][y] != 0)
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y])
-      {
-       int i;
-       static int xy[4][2] =
-       {
-         { 0, -1 },
-         { -1, 0 },
-         { +1, 0 },
-         { 0, +1 }
-       };
+      DrawLevelElementAnimation(x, y, element);
+    }
+    else
+    {
+      Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVATING;
+      DrawLevelField(x, y);
+    }
+  }
+  else if (element == EL_SP_BUGGY_BASE_ACTIVATING)
+  {
+    if (MovDelay[x][y] == 0)   /* display activation warning of buggy base */
+    {
+      GfxFrame[x][y] = 0;
 
-       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+      InitBuggyBase(x, y);
+    }
 
-       for (i=0; i<4; i++)
-       {
-         int xx = x + xy[i][0], yy = y + xy[i][1];
+    MovDelay[x][y]--;
 
-         if (IS_PLAYER(xx, yy))
-         {
-           PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
-           break;
-         }
-       }
+    if (MovDelay[x][y] != 0)
+    {
+      DrawLevelElementAnimation(x, y, element);
+    }
+    else
+    {
+      Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
+      DrawLevelField(x, y);
+    }
+  }
+  else if (element == EL_SP_BUGGY_BASE_ACTIVE)
+  {
+    if (MovDelay[x][y] == 0)   /* start activating buggy base */
+    {
+      GfxFrame[x][y] = 0;
 
-       return;
-      }
+      InitBuggyBase(x, y);
+    }
+
+    MovDelay[x][y]--;
+
+    if (MovDelay[x][y] != 0)
+    {
+      DrawLevelElementAnimation(x, y, element);
 
-      Feld[x][y] = EL_SP_BUG;
+      WarnBuggyBase(x, y);
+    }
+    else
+    {
+      Feld[x][y] = EL_SP_BUGGY_BASE;
       DrawLevelField(x, y);
     }
   }
 }
+#endif
+
+static void InitTrap(int x, int y)
+{
+  MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
+
+static void ActivateTrap(int x, int y)
+{
+  PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+}
 
-static void CheckTrap(int x, int y)
+static void ChangeActiveTrap(int x, int y)
+{
+  int graphic = IMG_TRAP_ACTIVE;
+
+  /* if animation frame already drawn, correct crumbled sand border */
+  if (IS_ANIMATED(graphic))
+    if (checkDrawLevelGraphicAnimation(x, y, graphic))
+      DrawCrumbledSand(SCREENX(x), SCREENY(y));
+}
+
+#if 1
+void CheckTrap(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element == EL_TRAP_INACTIVE)
+  if (element == EL_TRAP)
   {
-    if (!MovDelay[x][y])       /* wait some time before activating trap */
+    if (MovDelay[x][y] == 0)   /* wait some time before activating trap */
       MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
 
-    if (MovDelay[x][y])
-    {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y])
-       return;
+    MovDelay[x][y]--;
 
+    if (MovDelay[x][y] != 0)
+    {
+      /* do nothing while waiting */
+    }
+    else
+    {
       Feld[x][y] = EL_TRAP_ACTIVE;
       PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
     }
@@ -4386,53 +4884,76 @@ static void CheckTrap(int x, int y)
     int delay = 4;
     int num_frames = 8;
 
-    if (!MovDelay[x][y])       /* start activating trap */
-      MovDelay[x][y] = num_frames * delay;
-
-    if (MovDelay[x][y])
+    if (MovDelay[x][y] == 0)   /* start activating trap */
     {
-      MovDelay[x][y]--;
-
-      if (MovDelay[x][y])
-      {
-       if (!(MovDelay[x][y] % delay))
-       {
-         int phase = MovDelay[x][y]/delay;
-
-         if (phase >= num_frames/2)
-           phase = num_frames - phase;
-
-         if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         {
-           DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
-           ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
-         }
-       }
+      MovDelay[x][y] = num_frames * delay;
+      GfxFrame[x][y] = 0;
+    }
 
-       return;
-      }
+    MovDelay[x][y]--;
 
-      Feld[x][y] = EL_TRAP_INACTIVE;
+    if (MovDelay[x][y] != 0)
+    {
+      if (DrawLevelElementAnimation(x, y, element))
+       DrawCrumbledSand(SCREENX(x), SCREENY(y));
+    }
+    else
+    {
+      Feld[x][y] = EL_TRAP;
       DrawLevelField(x, y);
     }
   }
 }
+#endif
 
+#if 1
 static void DrawBeltAnimation(int x, int y, int element)
 {
-  int belt_nr = getBeltNrFromElement(element);
+  int belt_nr = getBeltNrFromBeltActiveElement(element);
   int belt_dir = game.belt_dir[belt_nr];
 
   if (belt_dir != MV_NO_MOVING)
   {
-    int delay = 2;
-    int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
-    int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
-
-    DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+    DrawLevelElementAnimation(x, y, element);
 
     if (!(FrameCounter % 2))
-      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
+      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+  }
+}
+#endif
+
+static void ChangeElement(int x, int y)
+{
+  int element = Feld[x][y];
+
+  if (MovDelay[x][y] == 0)             /* initialize element change */
+  {
+    MovDelay[x][y] = changing_element[element].change_delay + 1;
+    GfxFrame[x][y] = 0;
+
+    if (changing_element[element].pre_change_function)
+      changing_element[element].pre_change_function(x, y);
+  }
+
+  MovDelay[x][y]--;
+
+  if (MovDelay[x][y] != 0)             /* continue element change */
+  {
+    if (IS_ANIMATED(el2img(element)))
+      DrawLevelElementAnimation(x, y, element);
+
+    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;
+    GfxFrame[x][y] = 0;
+
+    DrawLevelField(x, y);
+
+    if (changing_element[element].post_change_function)
+      changing_element[element].post_change_function(x, y);
   }
 }
 
@@ -4526,6 +5047,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
     */
 #endif 
 
+    /* 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;
   }
@@ -4561,7 +5083,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
       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_SONDE ? 2 :
+       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)
@@ -4581,7 +5103,7 @@ void GameActions()
   static unsigned long action_delay = 0;
   unsigned long action_delay_value;
   int sieb_x = 0, sieb_y = 0;
-  int i, x, y, element;
+  int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
 
@@ -4685,8 +5207,6 @@ void GameActions()
 #endif
 #endif
 
-
-
   FrameCounter++;
   TimeFrames++;
 
@@ -4696,6 +5216,8 @@ void GameActions()
     if (JustStopped[x][y] > 0)
       JustStopped[x][y]--;
 
+    GfxFrame[x][y]++;
+
 #if DEBUG
     if (IS_BLOCKED(x, y))
     {
@@ -4716,28 +5238,64 @@ void GameActions()
   for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
   {
     element = Feld[x][y];
+    graphic = el2img(element);
 
     if (IS_INACTIVE(element))
+    {
+
+#if 1
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimation(x, y, graphic);
+#endif
+
       continue;
+    }
 
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
+#if 1
+#if 0
+      if (Feld[x][y] == EL_EMERALD &&
+         IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y))
+       DrawLevelGraphicAnimation(x, y, graphic);
+#else
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y))
+       DrawLevelGraphicAnimation(x, y, graphic);
+#endif
+#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 ||
+             element == EL_SP_TERMINAL ||
+             element == EL_SP_TERMINAL_ACTIVE ||
+             element == EL_EXTRA_TIME ||
+             element == EL_SHIELD_NORMAL ||
+             element == EL_SHIELD_DEADLY) &&
+            IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimation(x, y, graphic);
+#endif
+
     else if (IS_MOVING(x, y))
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
       CheckDynamite(x, y);
 #if 0
-    else if (element == EL_EXPLODING && !game.explosions_delayed)
-      Explode(x, y, Frame[x][y], EX_NORMAL);
+    else if (element == EL_EXPLOSION && !game.explosions_delayed)
+      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 #endif
-    else if (element == EL_AMOEBING)
+    else if (element == EL_AMOEBA_CREATING)
       AmoebeWaechst(x, y);
-    else if (element == EL_DEAMOEBING)
+    else if (element == EL_AMOEBA_SHRINKING)
       AmoebaDisappearing(x, y);
 
 #if !USE_NEW_AMOEBA_CODE
@@ -4745,44 +5303,49 @@ void GameActions()
       AmoebeAbleger(x, y);
 #endif
 
-    else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
+    else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
       Life(x, y);
-    else if (element == EL_ABLENK_EIN)
+#if 0
+    else if (element == EL_ROBOT_WHEEL_ACTIVE)
       RobotWheel(x, y);
-    else if (element == EL_TIMEGATE_SWITCH_ON)
+    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
       TimegateWheel(x, y);
-    else if (element == EL_SALZSAEURE)
-      Blubber(x, y);
-    else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
+#endif
+    else if (element == EL_ACID_SPLASH_LEFT ||
+            element == EL_ACID_SPLASH_RIGHT)
       Blurb(x, y);
-    else if (element == EL_CRACKINGNUT)
+#if 0
+    else if (element == EL_NUT_CRACKING)
       NussKnacken(x, y);
     else if (element == EL_PEARL_BREAKING)
       BreakingPearl(x, y);
-    else if (element == EL_AUSGANG_ZU)
-      AusgangstuerPruefen(x, y);
-    else if (element == EL_AUSGANG_ACT)
+#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);
-    else if (element == EL_AUSGANG_AUF)
-      AusgangstuerBlinken(x, y);
-    else if (element == EL_MAUERND)
+#endif
+    else if (element == EL_WALL_GROWING_ACTIVE)
       MauerWaechst(x, y);
-    else if (element == EL_MAUER_LEBT ||
-            element == EL_MAUER_X ||
-            element == EL_MAUER_Y ||
-            element == EL_MAUER_XY)
+    else if (element == EL_WALL_GROWING ||
+            element == EL_WALL_GROWING_X ||
+            element == EL_WALL_GROWING_Y ||
+            element == EL_WALL_GROWING_XY)
       MauerAbleger(x, y);
-    else if (element == EL_BURNING)
+    else if (element == EL_FLAMES)
       CheckForDragon(x, y);
-    else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
+#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_INACTIVE || element == EL_TRAP_ACTIVE)
+    else if (element == EL_TRAP ||
+            element == EL_TRAP_ACTIVE)
       CheckTrap(x, y);
-    else if (element == EL_SP_TERMINAL)
-      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
-    else if (element == EL_SP_TERMINAL_ACTIVE)
-      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
-    else if (IS_BELT(element))
+    else if (IS_BELT_ACTIVE(element))
       DrawBeltAnimation(x, y, element);
     else if (element == EL_SWITCHGATE_OPENING)
       OpenSwitchgate(x, y);
@@ -4792,24 +5355,18 @@ void GameActions()
       OpenTimegate(x, y);
     else if (element == EL_TIMEGATE_CLOSING)
       CloseTimegate(x, y);
-    else if (element == EL_EXTRA_TIME)
-      DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
-    else if (element == EL_SHIELD_PASSIVE)
-    {
-      DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
-#if 0
-      if (!(FrameCounter % 4))
-       PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
 #endif
-    }
-    else if (element == EL_SHIELD_ACTIVE)
-    {
-      DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
-#if 0
-      if (!(FrameCounter % 4))
-       PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
+
+    else if (IS_AUTO_CHANGING(element))
+      ChangeElement(x, y);
+
+#if 1
+    else if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimation(x, y, graphic);
 #endif
-    }
+
+    if (IS_BELT_ACTIVE(element))
+      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
 
     if (game.magic_wall_active)
     {
@@ -4817,15 +5374,15 @@ void GameActions()
       int jx = local_player->jx, jy = local_player->jy;
 
       if (element == EL_MAGIC_WALL_FULL ||
-         element == EL_MAGIC_WALL_EMPTY ||
+         element == EL_MAGIC_WALL_ACTIVE ||
          element == EL_MAGIC_WALL_EMPTYING)
       {
        SiebAktivieren(x, y, 1);
        sieb = TRUE;
       }
-      else if (element == EL_MAGIC_WALL_BD_FULL ||
-              element == EL_MAGIC_WALL_BD_EMPTY ||
-              element == EL_MAGIC_WALL_BD_EMPTYING)
+      else if (element == EL_BD_MAGIC_WALL_FULL ||
+              element == EL_BD_MAGIC_WALL_ACTIVE ||
+              element == EL_BD_MAGIC_WALL_EMPTYING)
       {
        SiebAktivieren(x, y, 2);
        sieb = TRUE;
@@ -4860,17 +5417,17 @@ void GameActions()
       element = Feld[x][y];
 
       if (!IS_PLAYER(x,y) &&
-         (element == EL_LEERRAUM ||
-          element == EL_ERDREICH ||
-          element == EL_MORAST_LEER ||
-          element == EL_BLURB_LEFT ||
-          element == EL_BLURB_RIGHT))
+         (element == EL_EMPTY ||
+          element == EL_SAND ||
+          element == EL_QUICKSAND_EMPTY ||
+          element == EL_ACID_SPLASH_LEFT ||
+          element == EL_ACID_SPLASH_RIGHT))
       {
-       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
-           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
-           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
-           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
-         Feld[x][y] = EL_TROPFEN;
+       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+         Feld[x][y] = EL_AMOEBA_DROP;
       }
 
       random = random * 129 + 1;
@@ -4890,8 +5447,8 @@ void GameActions()
 
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
-      else if (element == EL_EXPLODING)
-       Explode(x, y, Frame[x][y], EX_NORMAL);
+      else if (element == EL_EXPLOSION)
+       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 
       ExplodeField[x][y] = EX_NO_EXPLOSION;
     }
@@ -4905,12 +5462,12 @@ void GameActions()
     {
       int element = Feld[sieb_x][sieb_y];
 
-      if (element == EL_MAGIC_WALL_BD_FULL ||
-         element == EL_MAGIC_WALL_BD_EMPTY ||
-         element == EL_MAGIC_WALL_BD_EMPTYING)
-       PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
+      if (element == EL_BD_MAGIC_WALL_FULL ||
+         element == EL_BD_MAGIC_WALL_ACTIVE ||
+         element == EL_BD_MAGIC_WALL_EMPTYING)
+       PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
+       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -4922,16 +5479,16 @@ void GameActions()
        {
          element = Feld[x][y];
 
-         if (element == EL_MAGIC_WALL_EMPTY ||
+         if (element == EL_MAGIC_WALL_ACTIVE ||
              element == EL_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_MAGIC_WALL_DEAD;
            DrawLevelField(x, y);
          }
-         else if (element == EL_MAGIC_WALL_BD_EMPTY ||
-                  element == EL_MAGIC_WALL_BD_FULL)
+         else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+                  element == EL_BD_MAGIC_WALL_FULL)
          {
-           Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
+           Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
            DrawLevelField(x, y);
          }
        }
@@ -4946,22 +5503,7 @@ void GameActions()
     game.light_time_left--;
 
     if (game.light_time_left == 0)
-    {
-      for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-      {
-       element = Feld[x][y];
-
-       if (element == EL_LIGHT_SWITCH_ON)
-       {
-         Feld[x][y] = EL_LIGHT_SWITCH_OFF;
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_INVISIBLE_STEEL ||
-                element == EL_UNSICHTBAR ||
-                element == EL_SAND_INVISIBLE)
-         DrawLevelField(x, y);
-      }
-    }
+      RedrawAllLightSwitchesAndInvisibleElements();
   }
 
   if (game.timegate_time_left > 0)
@@ -4978,10 +5520,10 @@ void GameActions()
 
     if (SHIELD_ON(player))
     {
-      if (player->shield_active_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
-      else if (player->shield_passive_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
+      if (player->shield_deadly_time_left)
+       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+      else if (player->shield_normal_time_left)
+       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
     }
   }
 
@@ -4996,10 +5538,10 @@ void GameActions()
 
       if (SHIELD_ON(player))
       {
-       player->shield_passive_time_left--;
+       player->shield_normal_time_left--;
 
-       if (player->shield_active_time_left > 0)
-         player->shield_active_time_left--;
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
       }
     }
 
@@ -5103,6 +5645,7 @@ void ScrollLevel(int dx, int dy)
     for (y=BY1; y<=BY2; y++)
       DrawScreenField(x, y);
   }
+
   if (dy)
   {
     y = (dy == 1 ? BY1 : BY2);
@@ -5132,7 +5675,7 @@ static void CheckGravityMovement(struct PlayerInfo *player)
     boolean player_is_moving_to_valid_field =
       (IN_LEV_FIELD(new_jx, new_jy) &&
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
-       Feld[new_jx][new_jy] == EL_ERDREICH));
+       Feld[new_jx][new_jy] == EL_SAND));
 
     if (field_under_player_is_free &&
        !player_is_moving_to_valid_field &&
@@ -5171,12 +5714,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
 
   if (DONT_GO_TO(element))
   {
-    if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
+    if (element == EL_ACID && dx == 0 && dy == 1)
     {
       Blurb(jx, jy);
-      Feld[jx][jy] = EL_SPIELFIGUR;
+      Feld[jx][jy] = EL_PLAYER1;
       InitMovingField(jx, jy, MV_DOWN);
-      Store[jx][jy] = EL_SALZSAEURE;
+      Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
       BuryHero(player);
     }
@@ -5235,7 +5778,8 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     int original_move_delay_value = player->move_delay_value;
 
 #if DEBUG
-    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
+    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+          tape.counter);
 #endif
 
     /* scroll remaining steps with finest movement resolution */
@@ -5339,7 +5883,11 @@ 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;
+#else
+    player->Frame += 1 * 0;
+#endif
 
   if (moved & MF_MOVING)
   {
@@ -5348,7 +5896,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     else if (old_jx == jx && old_jy != jy)
       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    DrawLevelField(jx, jy);    /* for "ErdreichAnbroeckeln()" */
+    DrawLevelField(jx, jy);    /* for "DrawCrumbledSand()" */
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
@@ -5384,8 +5932,10 @@ 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_LEERRAUM)
+    if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
 
     DrawPlayer(player);
@@ -5396,9 +5946,10 @@ 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_LEERRAUM;
+    Feld[last_jx][last_jy] = EL_EMPTY;
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
@@ -5420,11 +5971,13 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     player->last_jx = jx;
     player->last_jy = jy;
 
-    if (Feld[jx][jy] == EL_AUSGANG_AUF)
+    if (Feld[jx][jy] == EL_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPEN)
     {
       RemoveHero(player);
 
-      if (!local_player->friends_still_needed)
+      if (local_player->friends_still_needed == 0 ||
+         Feld[jx][jy] == EL_SP_EXIT_OPEN)
        player->LevelSolved = player->GameOver = TRUE;
     }
 
@@ -5516,7 +6069,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
-      if (player->shield_active_time_left > 0)
+      if (player->shield_deadly_time_left > 0)
        Bang(kill_x, kill_y);
       else if (!PLAYER_PROTECTED(good_x, good_y))
        KillHero(player);
@@ -5545,7 +6098,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     MV_DOWN
   };
 
-  if (bad_element == EL_EXPLODING)     /* skip just exploding bad things */
+  if (bad_element == EL_EXPLOSION)     /* skip just exploding bad things */
     return;
 
   for (i=0; i<4; i++)
@@ -5580,7 +6133,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        kill_y = test_y;
        break;
       }
-      else if (test_element == EL_PINGUIN)
+      else if (test_element == EL_PENGUIN)
       {
        kill_x = test_x;
        kill_y = test_y;
@@ -5613,7 +6166,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        ;
 #endif
 
-      if (player->shield_active_time_left > 0)
+      if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
       else if (!PLAYER_PROTECTED(kill_x, kill_y))
        KillHero(player);
@@ -5674,8 +6227,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
       continue;
 
     element = Feld[x][y];
-    if (IS_AMOEBOID(element) || element == EL_LIFE ||
-       element == EL_AMOEBING || element == EL_TROPFEN)
+    if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
+       element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
     {
       kill_x = x;
       kill_y = y;
@@ -5695,11 +6248,11 @@ void KillHero(struct PlayerInfo *player)
     return;
 
   if (IS_PFORTE(Feld[jx][jy]))
-    Feld[jx][jy] = EL_LEERRAUM;
+    Feld[jx][jy] = EL_EMPTY;
 
   /* deactivate shield (else Bang()/Explode() would not work right) */
-  player->shield_passive_time_left = 0;
-  player->shield_active_time_left = 0;
+  player->shield_normal_time_left = 0;
+  player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
   BuryHero(player);
@@ -5776,18 +6329,18 @@ int DigField(struct PlayerInfo *player,
     int i = 0;
     int tube_leave_directions[][2] =
     {
-      { EL_TUBE_CROSS,         MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_VERTICAL,                           MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZONTAL,    MV_LEFT | MV_RIGHT                   },
-      { EL_TUBE_VERT_LEFT,     MV_LEFT |            MV_UP | MV_DOWN },
-      { EL_TUBE_VERT_RIGHT,              MV_RIGHT | MV_UP | MV_DOWN },
-      { EL_TUBE_HORIZ_UP,      MV_LEFT | MV_RIGHT | MV_UP           },
-      { EL_TUBE_HORIZ_DOWN,    MV_LEFT | MV_RIGHT |         MV_DOWN },
-      { EL_TUBE_LEFT_UP,       MV_LEFT |            MV_UP           },
-      { EL_TUBE_LEFT_DOWN,     MV_LEFT |                    MV_DOWN },
-      { EL_TUBE_RIGHT_UP,                MV_RIGHT | MV_UP           },
-      { EL_TUBE_RIGHT_DOWN,              MV_RIGHT |         MV_DOWN },
-      { -1,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
+      { EL_TUBE_ALL,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+      { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
+      { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
+      { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
+      { EL_TUBE_VERTICAL_RIGHT,                          MV_RIGHT | MV_UP | MV_DOWN },
+      { EL_TUBE_HORIZONTAL_UP,         MV_LEFT | MV_RIGHT | MV_UP           },
+      { EL_TUBE_HORIZONTAL_DOWN,       MV_LEFT | MV_RIGHT |         MV_DOWN },
+      { EL_TUBE_LEFT_UP,               MV_LEFT |            MV_UP           },
+      { EL_TUBE_LEFT_DOWN,             MV_LEFT |                    MV_DOWN },
+      { EL_TUBE_RIGHT_UP,                        MV_RIGHT | MV_UP           },
+      { EL_TUBE_RIGHT_DOWN,                      MV_RIGHT |         MV_DOWN },
+      { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
     };
 
     while (tube_leave_directions[i][0] != Feld[jx][jy])
@@ -5805,27 +6358,29 @@ int DigField(struct PlayerInfo *player,
 
   switch (element)
   {
-    case EL_LEERRAUM:
-    case EL_ERDREICH:
-    case EL_SAND_INVISIBLE:
-    case EL_TRAP_INACTIVE:
+    case EL_EMPTY:
+    case EL_SAND:
+    case EL_INVISIBLE_SAND:
+    case EL_INVISIBLE_SAND_ACTIVE:
+    case EL_TRAP:
     case EL_SP_BASE:
-    case EL_SP_BUG:
+    case EL_SP_BUGGY_BASE:
+    case EL_SP_BUGGY_BASE_ACTIVATING:
       RemoveField(x, y);
       PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
       break;
 
-    case EL_EDELSTEIN:
-    case EL_EDELSTEIN_BD:
-    case EL_EDELSTEIN_GELB:
-    case EL_EDELSTEIN_ROT:
-    case EL_EDELSTEIN_LILA:
-    case EL_DIAMANT:
+    case EL_EMERALD:
+    case EL_BD_DIAMOND:
+    case EL_EMERALD_YELLOW:
+    case EL_EMERALD_RED:
+    case EL_EMERALD_PURPLE:
+    case EL_DIAMOND:
     case EL_SP_INFOTRON:
     case EL_PEARL:
     case EL_CRYSTAL:
       RemoveField(x, y);
-      local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
+      local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
                                          element == EL_PEARL ? 5 :
                                          element == EL_CRYSTAL ? 8 : 1);
       if (local_player->gems_still_needed < 0)
@@ -5844,7 +6399,7 @@ int DigField(struct PlayerInfo *player,
       break;
 
     case EL_ENVELOPE:
-      Feld[x][y] = EL_LEERRAUM;
+      Feld[x][y] = EL_EMPTY;
       PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
       break;
 
@@ -5858,24 +6413,24 @@ int DigField(struct PlayerInfo *player,
       PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
       break;
 
-    case EL_SHIELD_PASSIVE:
+    case EL_SHIELD_NORMAL:
       RemoveField(x, y);
-      player->shield_passive_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
+      player->shield_normal_time_left += 10;
+      PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
       break;
 
-    case EL_SHIELD_ACTIVE:
+    case EL_SHIELD_DEADLY:
       RemoveField(x, y);
-      player->shield_passive_time_left += 10;
-      player->shield_active_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
+      player->shield_normal_time_left += 10;
+      player->shield_deadly_time_left += 10;
+      PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
       break;
 
-    case EL_DYNAMITE_INACTIVE:
+    case EL_DYNAMITE:
     case EL_SP_DISK_RED:
       RemoveField(x, y);
       player->dynamite++;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       DrawText(DX_DYNAMITE, DY_DYNAMITE,
               int2str(local_player->dynamite, 3),
               FS_SMALL, FC_YELLOW);
@@ -5886,62 +6441,62 @@ int DigField(struct PlayerInfo *player,
       RemoveField(x, y);
       player->dynabomb_count++;
       player->dynabombs_left++;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
       break;
 
     case EL_DYNABOMB_SZ:
       RemoveField(x, y);
       player->dynabomb_size++;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
       break;
 
     case EL_DYNABOMB_XL:
       RemoveField(x, y);
       player->dynabomb_xl = TRUE;
-      RaiseScoreElement(EL_DYNAMITE_INACTIVE);
+      RaiseScoreElement(EL_DYNAMITE);
       PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
       break;
 
-    case EL_SCHLUESSEL1:
-    case EL_SCHLUESSEL2:
-    case EL_SCHLUESSEL3:
-    case EL_SCHLUESSEL4:
+    case EL_KEY1:
+    case EL_KEY2:
+    case EL_KEY3:
+    case EL_KEY4:
     {
-      int key_nr = element - EL_SCHLUESSEL1;
+      int key_nr = element - EL_KEY1;
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
-      RaiseScoreElement(EL_SCHLUESSEL);
+      RaiseScoreElement(element);
       DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
+                        IMG_KEY1 + key_nr);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
+                        IMG_KEY1 + key_nr);
       PlaySoundLevel(x, y, SND_KEY_COLLECTING);
       break;
     }
 
-    case EL_EM_KEY_1:
-    case EL_EM_KEY_2:
-    case EL_EM_KEY_3:
-    case EL_EM_KEY_4:
+    case EL_EM_KEY1:
+    case EL_EM_KEY2:
+    case EL_EM_KEY3:
+    case EL_EM_KEY4:
     {
-      int key_nr = element - EL_EM_KEY_1;
+      int key_nr = element - EL_EM_KEY1;
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
-      RaiseScoreElement(EL_SCHLUESSEL);
+      RaiseScoreElement(element);
       DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
+                        IMG_KEY1 + key_nr);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
+                        IMG_KEY1 + key_nr);
       PlaySoundLevel(x, y, SND_KEY_COLLECTING);
       break;
     }
 
-    case EL_ABLENK_AUS:
-      Feld[x][y] = EL_ABLENK_EIN;
+    case EL_ROBOT_WHEEL:
+      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
       ZX = x;
       ZY = y;
       DrawLevelField(x, y);
@@ -5970,18 +6525,18 @@ int DigField(struct PlayerInfo *player,
       }
       break;
 
-    case EL_BELT1_SWITCH_LEFT:
-    case EL_BELT1_SWITCH_MIDDLE:
-    case EL_BELT1_SWITCH_RIGHT:
-    case EL_BELT2_SWITCH_LEFT:
-    case EL_BELT2_SWITCH_MIDDLE:
-    case EL_BELT2_SWITCH_RIGHT:
-    case EL_BELT3_SWITCH_LEFT:
-    case EL_BELT3_SWITCH_MIDDLE:
-    case EL_BELT3_SWITCH_RIGHT:
-    case EL_BELT4_SWITCH_LEFT:
-    case EL_BELT4_SWITCH_MIDDLE:
-    case EL_BELT4_SWITCH_RIGHT:
+    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:
       if (!player->Switching)
       {
        player->Switching = TRUE;
@@ -5991,8 +6546,8 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_SWITCHGATE_SWITCH_1:
-    case EL_SWITCHGATE_SWITCH_2:
+    case EL_SWITCHGATE_SWITCH_UP:
+    case EL_SWITCHGATE_SWITCH_DOWN:
       if (!player->Switching)
       {
        player->Switching = TRUE;
@@ -6002,22 +6557,22 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_LIGHT_SWITCH_OFF:
-    case EL_LIGHT_SWITCH_ON:
+    case EL_LIGHT_SWITCH:
+    case EL_LIGHT_SWITCH_ACTIVE:
       if (!player->Switching)
       {
        player->Switching = TRUE;
        ToggleLightSwitch(x, y);
-       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
+       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
                       SND_LIGHT_SWITCH_ACTIVATING :
                       SND_LIGHT_SWITCH_DEACTIVATING);
       }
       return MF_ACTION;
       break;
 
-    case EL_TIMEGATE_SWITCH_OFF:
+    case EL_TIMEGATE_SWITCH:
       ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
+      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -6026,8 +6581,8 @@ int DigField(struct PlayerInfo *player,
     case EL_BALLOON_SEND_RIGHT:
     case EL_BALLOON_SEND_UP:
     case EL_BALLOON_SEND_DOWN:
-    case EL_BALLOON_SEND_ANY:
-      if (element == EL_BALLOON_SEND_ANY)
+    case EL_BALLOON_SEND_ANY_DIRECTION:
+      if (element == EL_BALLOON_SEND_ANY_DIRECTION)
        game.balloon_dir = move_direction;
       else
        game.balloon_dir = (element == EL_BALLOON_SEND_LEFT  ? MV_LEFT :
@@ -6040,20 +6595,12 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_SP_EXIT:
-      if (local_player->gems_still_needed > 0)
-       return MF_NO_ACTION;
-
-      player->LevelSolved = player->GameOver = TRUE;
-      PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
-      break;
-
       /* the following elements cannot be pushed by "snapping" */
-    case EL_FELSBROCKEN:
-    case EL_BOMBE:
+    case EL_ROCK:
+    case EL_BOMB:
     case EL_DX_SUPABOMB:
-    case EL_KOKOSNUSS:
-    case EL_ZEIT_LEER:
+    case EL_NUT:
+    case EL_TIME_ORB_EMPTY:
     case EL_SP_ZONK:
     case EL_SP_DISK_ORANGE:
     case EL_SPRING:
@@ -6097,42 +6644,42 @@ int DigField(struct PlayerInfo *player,
       else
       {
        RemoveField(x, y);
-       Feld[x+dx][y+dy] = element;
+       Feld[x + dx][y + dy] = element;
       }
 
       if (element == EL_SPRING)
       {
-       Feld[x+dx][y+dy] = EL_SPRING_MOVING;
-       MovDir[x+dx][y+dy] = move_direction;
+       Feld[x + dx][y + dy] = EL_SPRING;
+       MovDir[x + dx][y + dy] = move_direction;
       }
 
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
-      DrawLevelField(x+dx, y+dy);
+      DrawLevelField(x + dx, y + dy);
       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
       break;
 
-    case EL_PFORTE1:
-    case EL_PFORTE2:
-    case EL_PFORTE3:
-    case EL_PFORTE4:
-      if (!player->key[element - EL_PFORTE1])
+    case EL_GATE1:
+    case EL_GATE2:
+    case EL_GATE3:
+    case EL_GATE4:
+      if (!player->key[element - EL_GATE1])
        return MF_NO_ACTION;
       break;
 
-    case EL_PFORTE1X:
-    case EL_PFORTE2X:
-    case EL_PFORTE3X:
-    case EL_PFORTE4X:
-      if (!player->key[element - EL_PFORTE1X])
+    case EL_GATE1_GRAY:
+    case EL_GATE2_GRAY:
+    case EL_GATE3_GRAY:
+    case EL_GATE4_GRAY:
+      if (!player->key[element - EL_GATE1_GRAY])
        return MF_NO_ACTION;
       break;
 
-    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])
+    case EL_EM_GATE1:
+    case EL_EM_GATE2:
+    case EL_EM_GATE3:
+    case EL_EM_GATE4:
+      if (!player->key[element - EL_EM_GATE1])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6144,11 +6691,11 @@ int DigField(struct PlayerInfo *player,
       PlaySoundLevel(x, y, SND_GATE_PASSING);
       break;
 
-    case EL_EM_GATE_1X:
-    case EL_EM_GATE_2X:
-    case EL_EM_GATE_3X:
-    case EL_EM_GATE_4X:
-      if (!player->key[element - EL_EM_GATE_1X])
+    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])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6214,13 +6761,13 @@ int DigField(struct PlayerInfo *player,
       PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
       break;
 
-    case EL_TUBE_CROSS:
+    case EL_TUBE_ALL:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
-    case EL_TUBE_VERT_LEFT:
-    case EL_TUBE_VERT_RIGHT:
-    case EL_TUBE_HORIZ_UP:
-    case EL_TUBE_HORIZ_DOWN:
+    case EL_TUBE_VERTICAL_LEFT:
+    case EL_TUBE_VERTICAL_RIGHT:
+    case EL_TUBE_HORIZONTAL_UP:
+    case EL_TUBE_HORIZONTAL_DOWN:
     case EL_TUBE_LEFT_UP:
     case EL_TUBE_LEFT_DOWN:
     case EL_TUBE_RIGHT_UP:
@@ -6229,18 +6776,18 @@ int DigField(struct PlayerInfo *player,
        int i = 0;
        int tube_enter_directions[][2] =
        {
-         { EL_TUBE_CROSS,      MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL,                        MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT                   },
-         { EL_TUBE_VERT_LEFT,            MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERT_RIGHT, MV_LEFT            | MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZ_UP,   MV_LEFT | MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP           },
-         { EL_TUBE_LEFT_UP,              MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_LEFT_DOWN,            MV_RIGHT | MV_UP           },
-         { EL_TUBE_RIGHT_UP,   MV_LEFT |                    MV_DOWN },
-         { EL_TUBE_RIGHT_DOWN, MV_LEFT |            MV_UP           },
-         { -1,                 MV_NO_MOVING                         }
+         { EL_TUBE_ALL,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
+         { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
+         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
+         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
+         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
+         { -1,                         MV_NO_MOVING                         }
        };
 
        while (tube_enter_directions[i][0] != element)
@@ -6257,30 +6804,34 @@ int DigField(struct PlayerInfo *player,
       }
       break;
 
-    case EL_AUSGANG_ZU:
-    case EL_AUSGANG_ACT:
-      /* door is not (yet) open */
+    case EL_EXIT_CLOSED:
+    case EL_SP_EXIT_CLOSED:
+    case EL_EXIT_OPENING:
       return MF_NO_ACTION;
       break;
 
-    case EL_AUSGANG_AUF:
+    case EL_EXIT_OPEN:
+    case EL_SP_EXIT_OPEN:
       if (mode == DF_SNAP)
        return MF_NO_ACTION;
 
-      PlaySoundLevel(x, y, SND_EXIT_ENTERING);
+      if (element == EL_EXIT_OPEN)
+       PlaySoundLevel(x, y, SND_EXIT_PASSING);
+      else
+       PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
 
       break;
 
-    case EL_BIRNE_AUS:
-      Feld[x][y] = EL_BIRNE_EIN;
+    case EL_LAMP:
+      Feld[x][y] = EL_LAMP_ACTIVE;
       local_player->lights_still_needed--;
       DrawLevelField(x, y);
       PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
       return MF_ACTION;
       break;
 
-    case EL_ZEIT_VOLL:
-      Feld[x][y] = EL_ZEIT_LEER;
+    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);
       DrawLevelField(x, y);
@@ -6288,12 +6839,12 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_SOKOBAN_FELD_LEER:
+    case EL_SOKOBAN_FIELD_EMPTY:
       break;
 
-    case EL_SOKOBAN_OBJEKT:
-    case EL_SOKOBAN_FELD_VOLL:
-    case EL_SONDE:
+    case EL_SOKOBAN_OBJECT:
+    case EL_SOKOBAN_FIELD_FULL:
+    case EL_SATELLITE:
     case EL_SP_DISK_YELLOW:
     case EL_BALLOON:
       if (mode == DF_SNAP)
@@ -6303,7 +6854,7 @@ int DigField(struct PlayerInfo *player,
 
       if (!IN_LEV_FIELD(x+dx, y+dy)
          || (!IS_FREE(x+dx, y+dy)
-             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
+             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
                  || !IS_SB_ELEMENT(element))))
        return MF_NO_ACTION;
 
@@ -6333,28 +6884,28 @@ int DigField(struct PlayerInfo *player,
 
       if (IS_SB_ELEMENT(element))
       {
-       if (element == EL_SOKOBAN_FELD_VOLL)
+       if (element == EL_SOKOBAN_FIELD_FULL)
        {
-         Feld[x][y] = EL_SOKOBAN_FELD_LEER;
+         Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
          local_player->sokobanfields_still_needed++;
        }
        else
          RemoveField(x, y);
 
-       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
+       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
+         Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
          local_player->sokobanfields_still_needed--;
-         if (element == EL_SOKOBAN_OBJEKT)
+         if (element == EL_SOKOBAN_OBJECT)
            PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
          else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
        }
        else
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
-         if (element == EL_SOKOBAN_FELD_VOLL)
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
+         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
+         if (element == EL_SOKOBAN_FIELD_FULL)
+           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
          else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
        }
@@ -6369,7 +6920,7 @@ int DigField(struct PlayerInfo *player,
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
 
       DrawLevelField(x, y);
-      DrawLevelField(x+dx, y+dy);
+      DrawLevelField(x + dx, y + dy);
 
       if (IS_SB_ELEMENT(element) &&
          local_player->sokobanfields_still_needed == 0 &&
@@ -6381,9 +6932,9 @@ int DigField(struct PlayerInfo *player,
 
       break;
 
-    case EL_PINGUIN:
-    case EL_SCHWEIN:
-    case EL_DRACHE:
+    case EL_PENGUIN:
+    case EL_PIG:
+    case EL_DRAGON:
       break;
 
     default:
@@ -6444,44 +6995,48 @@ boolean PlaceBomb(struct PlayerInfo *player)
   element = Feld[jx][jy];
 
   if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
-      IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
+      IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
     return FALSE;
 
-  if (element != EL_LEERRAUM)
+  if (element != EL_EMPTY)
     Store[jx][jy] = element;
 
+  MovDelay[jx][jy] = 96;
+  GfxFrame[jx][jy] = 0;
+
   if (player->dynamite)
   {
     Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
-    MovDelay[jx][jy] = 96;
     player->dynamite--;
+
     DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
             FS_SMALL, FC_YELLOW);
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
     {
       if (game.emulation == EMU_SUPAPLEX)
-       DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
+       DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
       else
-       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
+       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
     }
 
-    PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
+    PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
   }
   else
   {
-    Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
-    MovDelay[jx][jy] = 96;
+    Feld[jx][jy] =
+      EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
     player->dynabombs_left--;
+
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
+    PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
   }
 
   return TRUE;
 }
 
-void PlaySoundLevel(int x, int y, int nr)
+static void PlaySoundLevel(int x, int y, int nr)
 {
   static int loop_sound_frame[NUM_SOUND_FILES];
   static int loop_sound_volume[NUM_SOUND_FILES];
@@ -6528,12 +7083,22 @@ void PlaySoundLevel(int x, int y, int nr)
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-void PlaySoundLevelAction(int x, int y, int sound_action)
+static void PlaySoundLevelNearest(int x, int y, int sound_action)
+{
+  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+                x > LEVELX(BX2) ? LEVELX(BX2) : x,
+                y < LEVELY(BY1) ? LEVELY(BY1) :
+                y > LEVELY(BY2) ? LEVELY(BY2) : y,
+                sound_action);
+}
+
+static void PlaySoundLevelAction(int x, int y, int sound_action)
 {
   PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
 }
 
-void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+static void PlaySoundLevelElementAction(int x, int y, int element,
+                                       int sound_action)
 {
   int sound_effect = element_action_sound[element][sound_action];
 
@@ -6552,26 +7117,26 @@ void RaiseScoreElement(int element)
 {
   switch(element)
   {
-    case EL_EDELSTEIN:
-    case EL_EDELSTEIN_BD:
-    case EL_EDELSTEIN_GELB:
-    case EL_EDELSTEIN_ROT:
-    case EL_EDELSTEIN_LILA:
+    case EL_EMERALD:
+    case EL_BD_DIAMOND:
+    case EL_EMERALD_YELLOW:
+    case EL_EMERALD_RED:
+    case EL_EMERALD_PURPLE:
       RaiseScore(level.score[SC_EDELSTEIN]);
       break;
-    case EL_DIAMANT:
+    case EL_DIAMOND:
       RaiseScore(level.score[SC_DIAMANT]);
       break;
-    case EL_KAEFER:
-    case EL_BUTTERFLY:
+    case EL_BUG:
+    case EL_BD_BUTTERFLY:
       RaiseScore(level.score[SC_KAEFER]);
       break;
-    case EL_FLIEGER:
-    case EL_FIREFLY:
+    case EL_SPACESHIP:
+    case EL_BD_FIREFLY:
       RaiseScore(level.score[SC_FLIEGER]);
       break;
-    case EL_MAMPFER:
-    case EL_MAMPFER2:
+    case EL_YAMYAM:
+    case EL_DARK_YAMYAM:
       RaiseScore(level.score[SC_MAMPFER]);
       break;
     case EL_ROBOT:
@@ -6580,13 +7145,16 @@ void RaiseScoreElement(int element)
     case EL_PACMAN:
       RaiseScore(level.score[SC_PACMAN]);
       break;
-    case EL_KOKOSNUSS:
+    case EL_NUT:
       RaiseScore(level.score[SC_KOKOSNUSS]);
       break;
-    case EL_DYNAMITE_INACTIVE:
+    case EL_DYNAMITE:
       RaiseScore(level.score[SC_DYNAMIT]);
       break;
-    case EL_SCHLUESSEL:
+    case EL_KEY1:
+    case EL_KEY2:
+    case EL_KEY3:
+    case EL_KEY4:
       RaiseScore(level.score[SC_SCHLUESSEL]);
       break;
     default:
@@ -6681,7 +7249,7 @@ void CreateGameButtons()
 
   for (i=0; i<NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = pix[PIX_DOOR];
+    Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
@@ -6741,6 +7309,14 @@ void CreateGameButtons()
   }
 }
 
+void FreeGameButtons()
+{
+  int i;
+
+  for (i=0; i<NUM_GAME_BUTTONS; i++)
+    FreeGadget(game_gadget[i]);
+}
+
 static void MapGameButtons()
 {
   int i;