rnd-20030616-1-src
[rocksndiamonds.git] / src / game.c
index a3cc0df6d4ddfa350ed32e104888ea712ec5031a..99cbfbbdfdf76adb0848ece543ecf5eda3ddf29c 100644 (file)
@@ -14,9 +14,9 @@
 #include "libgame/libgame.h"
 
 #include "game.h"
+#include "init.h"
 #include "tools.h"
 #include "screens.h"
-#include "init.h"
 #include "files.h"
 #include "tape.h"
 #include "network.h"
 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
 #define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
 
+#define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
+
+#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
+                                RND(element_info[e].push_delay_random))
+#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                RND(element_info[e].move_delay_random))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 
 #define NUM_GAME_BUTTONS               6
 
+
 /* forward declaration for internal use */
+
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void KillHeroUnlessProtected(int, int);
 
+static void ChangeElementDoIt(int, int, int);
+
 static void PlaySoundLevel(int, int, int);
 static void PlaySoundLevelNearest(int, int, int);
 static void PlaySoundLevelAction(int, int, int);
 static void PlaySoundLevelElementAction(int, int, int, int);
+static void PlaySoundLevelActionIfLoop(int, int, int);
+static void StopSoundLevelActionIfLoop(int, int, int);
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
-#define IS_ANIMATED(g) (new_graphic_info[g].anim_frames > 1)
-
 
 /* ------------------------------------------------------------------------- */
-/* sound definitions                                                         */
+/* definition of elements that automatically change to other elements after  */
+/* a specified time, eventually calling a function when changing             */
 /* ------------------------------------------------------------------------- */
 
-#define SND_ACTION_UNKNOWN             0
-#define SND_ACTION_WAITING             1
-#define SND_ACTION_MOVING              2
-#define SND_ACTION_DIGGING             3
-#define SND_ACTION_COLLECTING          4
-#define SND_ACTION_PASSING             5
-#define SND_ACTION_IMPACT              6
-#define SND_ACTION_PUSHING             7
-#define SND_ACTION_ACTIVATING          8
-#define SND_ACTION_ACTIVE              9
-
-#define NUM_SND_ACTIONS                        10
-
-static struct
-{
-  char *text;
-  int value;
-  boolean is_loop;
-} sound_action_properties[] =
-{
-  /* insert _all_ loop sound actions here */
-  { ".waiting",                SND_ACTION_WAITING,     TRUE },
-  { ".moving",         SND_ACTION_MOVING,      TRUE }, /* continuos moving */
-  { ".active",         SND_ACTION_ACTIVE,      TRUE },
-  { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
-  { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
-
-  /* other (non-loop) sound actions are optional */
-  { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
-  { ".digging",                SND_ACTION_DIGGING,     FALSE },
-  { ".collecting",     SND_ACTION_COLLECTING,  FALSE },
-  { ".passing",                SND_ACTION_PASSING,     FALSE },
-  { ".impact",         SND_ACTION_IMPACT,      FALSE },
-  { ".pushing",                SND_ACTION_PUSHING,     FALSE },
-  { ".activating",     SND_ACTION_ACTIVATING,  FALSE },
-  { NULL,              0,                      0 },
-};
-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);
@@ -197,35 +161,144 @@ struct ChangingElementInfo
 
 static struct ChangingElementInfo changing_element_list[] =
 {
-  { EL_NUT_CRACKING,           EL_EMERALD,              6, NULL, NULL, NULL },
-  { EL_PEARL_BREAKING,         EL_EMPTY,                8, NULL, NULL, NULL },
-  { EL_EXIT_OPENING,           EL_EXIT_OPEN,           29, NULL, NULL, NULL },
-
-  { EL_SWITCHGATE_OPENING,     EL_SWITCHGATE_OPEN,     29, NULL, NULL, NULL },
-  { EL_SWITCHGATE_CLOSING,     EL_SWITCHGATE_CLOSED,   29, NULL, NULL, NULL },
-
-  { EL_TIMEGATE_OPENING,       EL_TIMEGATE_OPEN,       29, NULL, NULL, NULL },
-  { EL_TIMEGATE_CLOSING,       EL_TIMEGATE_CLOSED,     29, NULL, NULL, NULL },
-
-  { EL_SP_BUGGY_BASE,          EL_SP_BUGGY_BASE_ACTIVATING, 0,
-    InitBuggyBase, NULL, NULL },
-  { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0,
-    InitBuggyBase, NULL, NULL },
-  { EL_SP_BUGGY_BASE_ACTIVE,   EL_SP_BUGGY_BASE,        0,
-    InitBuggyBase, WarnBuggyBase, NULL },
-
-  { EL_TRAP,                   EL_TRAP_ACTIVE,          0,
-    InitTrap, NULL, ActivateTrap },
-  { EL_TRAP_ACTIVE,            EL_TRAP,                31,
-    NULL, ChangeActiveTrap, NULL },
-
-  { EL_ROBOT_WHEEL_ACTIVE,     EL_ROBOT_WHEEL,          0,
-    InitRobotWheel, RunRobotWheel, StopRobotWheel },
+  {
+    EL_NUT_BREAKING,
+    EL_EMERALD,
+    6,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_PEARL_BREAKING,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_OPENING,
+    EL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_OPENING,
+    EL_SWITCHGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_CLOSING,
+    EL_SWITCHGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_OPENING,
+    EL_TIMEGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_CLOSING,
+    EL_TIMEGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
 
-  { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH,      0,
-    InitTimegateWheel, RunTimegateWheel, NULL },
+  {
+    EL_ACID_SPLASH_LEFT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_ACID_SPLASH_RIGHT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE,
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    EL_SP_BUGGY_BASE_ACTIVE,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVE,
+    EL_SP_BUGGY_BASE,
+    0,
+    InitBuggyBase,
+    WarnBuggyBase,
+    NULL
+  },
+  {
+    EL_TRAP,
+    EL_TRAP_ACTIVE,
+    0,
+    InitTrap,
+    NULL,
+    ActivateTrap
+  },
+  {
+    EL_TRAP_ACTIVE,
+    EL_TRAP,
+    31,
+    NULL,
+    ChangeActiveTrap,
+    NULL
+  },
+  {
+    EL_ROBOT_WHEEL_ACTIVE,
+    EL_ROBOT_WHEEL,
+    0,
+    InitRobotWheel,
+    RunRobotWheel,
+    StopRobotWheel
+  },
+  {
+    EL_TIMEGATE_SWITCH_ACTIVE,
+    EL_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
 
-  { EL_UNDEFINED,              EL_UNDEFINED,           -1, NULL        }
+  {
+    EL_UNDEFINED,
+    EL_UNDEFINED,
+    -1,
+    NULL,
+    NULL,
+    NULL
+  }
 };
 
 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
@@ -233,60 +306,6 @@ 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)
-{
-  int x, y;
-  unsigned int mult = 1;
-  unsigned int checksum = 0;
-  /*
-  static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-  */
-  static boolean first_game = TRUE;
-
-  for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
-  {
-    /*
-    if (counter == 3)
-    {
-      if (first_game)
-       lastFeld[x][y] = Feld[x][y];
-      else if (lastFeld[x][y] != Feld[x][y])
-       printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
-              x, y, lastFeld[x][y], Feld[x][y]);
-    }
-    */
-
-    checksum += mult++ * Ur[x][y];
-    checksum += mult++ * Feld[x][y];
-
-    /*
-    checksum += mult++ * MovPos[x][y];
-    checksum += mult++ * MovDir[x][y];
-    checksum += mult++ * MovDelay[x][y];
-    checksum += mult++ * Store[x][y];
-    checksum += mult++ * Store2[x][y];
-    checksum += mult++ * StorePlayer[x][y];
-    checksum += mult++ * ExplodePhase[x][y];
-    checksum += mult++ * AmoebaNr[x][y];
-    checksum += mult++ * JustStopped[x][y];
-    checksum += mult++ * Stop[x][y];
-    */
-  }
-
-  if (counter == 3 && first_game)
-    first_game = FALSE;
-
-  return checksum;
-}
-#endif
-#endif
-
-
-
-
 void GetPlayerConfig()
 {
   if (!audio.sound_available)
@@ -309,33 +328,33 @@ void GetPlayerConfig()
 
 static int getBeltNrFromBeltElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
 }
 
 static int getBeltNrFromBeltActiveElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_LEFT_ACTIVE ? 0 :
-         element < EL_CONVEYOR_BELT3_LEFT_ACTIVE ? 1 :
-         element < EL_CONVEYOR_BELT4_LEFT_ACTIVE ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
+         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
+         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
 }
 
 static int getBeltNrFromBeltSwitchElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
 }
 
 static int getBeltDirNrFromBeltSwitchElement(int element)
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
   };
 
   int belt_nr = getBeltNrFromBeltSwitchElement(element);
@@ -360,7 +379,9 @@ static int getBeltDirFromBeltSwitchElement(int element)
 
 static void InitField(int x, int y, boolean init_game)
 {
-  switch (Feld[x][y])
+  int element = Feld[x][y];
+
+  switch (element)
   {
     case EL_SP_MURPHY:
       if (init_game)
@@ -370,17 +391,21 @@ static void InitField(int x, int y, boolean init_game)
          Feld[x][y] = EL_SP_MURPHY_CLONE;
          break;
        }
+       else
+       {
+         stored_player[0].use_murphy_graphic = TRUE;
+       }
 
-       Feld[x][y] = EL_PLAYER1;
+       Feld[x][y] = EL_PLAYER_1;
       }
       /* no break! */
-    case EL_PLAYER1:
-    case EL_PLAYER2:
-    case EL_PLAYER3:
-    case EL_PLAYER4:
+    case EL_PLAYER_1:
+    case EL_PLAYER_2:
+    case EL_PLAYER_3:
+    case EL_PLAYER_4:
       if (init_game)
       {
-       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
+       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
        int jx = player->jx, jy = player->jy;
 
        player->present = TRUE;
@@ -412,15 +437,15 @@ static void InitField(int x, int y, boolean init_game)
 
     case EL_STONEBLOCK:
       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
+       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
       else if (x > 0 && Feld[x-1][y] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
+       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
       else if (y > 0 && Feld[x][y-1] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOM;
-      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
+       Feld[x][y] = EL_ACID_POOL_BOTTOM;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
     case EL_BUG_RIGHT:
@@ -469,7 +494,7 @@ static void InitField(int x, int y, boolean init_game)
     case EL_AMOEBA_DROP:
       if (y == lev_fieldy - 1)
       {
-       Feld[x][y] = EL_AMOEBA_CREATING;
+       Feld[x][y] = EL_AMOEBA_GROWING;
        Store[x][y] = EL_AMOEBA_WET;
       }
       break;
@@ -499,31 +524,31 @@ static void InitField(int x, int y, boolean init_game)
       Feld[x][y] = EL_EMPTY;
       break;
 
-    case EL_EM_KEY1_FILE:
-      Feld[x][y] = EL_EM_KEY1;
+    case EL_EM_KEY_1_FILE:
+      Feld[x][y] = EL_EM_KEY_1;
       break;
-    case EL_EM_KEY2_FILE:
-      Feld[x][y] = EL_EM_KEY2;
+    case EL_EM_KEY_2_FILE:
+      Feld[x][y] = EL_EM_KEY_2;
       break;
-    case EL_EM_KEY3_FILE:
-      Feld[x][y] = EL_EM_KEY3;
+    case EL_EM_KEY_3_FILE:
+      Feld[x][y] = EL_EM_KEY_3;
       break;
-    case EL_EM_KEY4_FILE:
-      Feld[x][y] = EL_EM_KEY4;
+    case EL_EM_KEY_4_FILE:
+      Feld[x][y] = EL_EM_KEY_4;
       break;
 
-    case EL_CONVEYOR_BELT1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
       if (init_game)
       {
        int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
@@ -553,6 +578,8 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     default:
+      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+       InitMovDir(x, y);
       break;
   }
 }
@@ -565,107 +592,16 @@ void DrawGameDoorValues()
     for (j=0; j<4; j++)
       if (stored_player[i].key[j])
        DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
-                          IMG_KEY1 + j);
+                          el2edimg(EL_KEY_1 + j));
 
   DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+          int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
   DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+          int2str(local_player->dynamite, 3), FONT_TEXT_2);
   DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+          int2str(local_player->score, 5), FONT_TEXT_2);
   DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-}
-
-
-/*
-  =============================================================================
-  InitGameSound()
-  -----------------------------------------------------------------------------
-  initialize sound effect lookup table for element actions
-  =============================================================================
-*/
-
-void InitGameSound()
-{
-  int sound_effect_properties[NUM_SOUND_FILES];
-  int i, j;
-
-#if 0
-  debug_print_timestamp(0, NULL);
-#endif
-
-  /* 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++)
-  {
-    int len_effect_text = strlen(sound_files[i].token);
-
-    sound_effect_properties[i] = SND_ACTION_UNKNOWN;
-    is_loop_sound[i] = FALSE;
-
-    /* determine all loop sounds and identify certain sound classes */
-
-    for (j=0; sound_action_properties[j].text; j++)
-    {
-      int len_action_text = strlen(sound_action_properties[j].text);
-
-      if (len_action_text < len_effect_text &&
-         strcmp(&sound_files[i].token[len_effect_text - len_action_text],
-                sound_action_properties[j].text) == 0)
-      {
-       sound_effect_properties[i] = sound_action_properties[j].value;
-
-       if (sound_action_properties[j].is_loop)
-         is_loop_sound[i] = TRUE;
-      }
-    }
-
-    /* associate elements and some selected sound actions */
-
-    for (j=0; j<MAX_NUM_ELEMENTS; j++)
-    {
-      if (element_info[j].sound_class_name)
-      {
-       int len_class_text = strlen(element_info[j].sound_class_name);
-
-       if (len_class_text + 1 < len_effect_text &&
-           strncmp(sound_files[i].token,
-                   element_info[j].sound_class_name, len_class_text) == 0 &&
-           sound_files[i].token[len_class_text] == '.')
-       {
-         int sound_action_value = sound_effect_properties[i];
-
-         element_action_sound[j][sound_action_value] = i;
-       }
-      }
-    }
-  }
-
-#if 0
-  debug_print_timestamp(0, "InitGameEngine");
-#endif
-
-#if 0
-  /* TEST ONLY */
-  {
-    int element = EL_SAND;
-    int sound_action = SND_ACTION_DIGGING;
-    int j = 0;
-
-    while (sound_action_properties[j].text)
-    {
-      if (sound_action_properties[j].value == sound_action)
-       printf("element %d, sound action '%s'  == %d\n",
-              element, sound_action_properties[j].text,
-              element_action_sound[element][sound_action]);
-      j++;
-    }
-  }
-#endif
+          int2str(TimeLeft, 3), FONT_TEXT_2);
 }
 
 
@@ -681,9 +617,13 @@ static void InitGameEngine()
 {
   int i;
 
+  /* set game engine from tape file when re-playing, else from level file */
   game.engine_version = (tape.playing ? tape.engine_version :
                         level.game_version);
 
+  /* dynamically adjust element properties according to game engine version */
+  InitElementPropertiesEngine(game.engine_version);
+
 #if 0
     printf("level %d: level version == %06d\n", level_nr, level.game_version);
     printf("          tape version == %06d [%s] [file: %06d]\n",
@@ -701,36 +641,6 @@ static void InitGameEngine()
   game.initial_move_delay_value =
     (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
 
-  /* dynamically adjust element properties according to game engine version */
-  {
-    static int ep_em_slippery_wall[] =
-    {
-      EL_STEELWALL,
-      EL_WALL,
-      EL_WALL_GROWING,
-      EL_WALL_GROWING_X,
-      EL_WALL_GROWING_Y,
-      EL_WALL_GROWING_XY
-    };
-    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
-
-    for (i=0; i<ep_em_slippery_wall_num; i++)
-    {
-      if (level.em_slippery_gems)      /* special EM style gems behaviour */
-       Properties2[ep_em_slippery_wall[i]] |=
-         EP_BIT_EM_SLIPPERY_WALL;
-      else
-       Properties2[ep_em_slippery_wall[i]] &=
-         ~EP_BIT_EM_SLIPPERY_WALL;
-    }
-
-    /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
-    if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Properties2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
-    else
-      Properties2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
-  }
-
   /* initialize changing elements information */
   for (i=0; i<MAX_NUM_ELEMENTS; i++)
   {
@@ -742,6 +652,7 @@ static void InitGameEngine()
     changing_element[i].post_change_function = NULL;
   }
 
+  /* add changing elements from pre-defined list */
   i = 0;
   while (changing_element_list[i].base_element != EL_UNDEFINED)
   {
@@ -757,6 +668,22 @@ static void InitGameEngine()
 
     i++;
   }
+
+  /* add changing elements from custom element configuration */
+  for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    int element = EL_CUSTOM_START + i;
+    struct ElementChangeInfo *change = &element_info[element].change;
+
+    /* only add custom elements that change after fixed/random frame delay */
+    if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
+      continue;
+
+    changing_element[element].base_element = element;
+    changing_element[element].next_element = change->successor;
+    changing_element[element].change_delay = (change->delay_fixed *
+                                             change->delay_frames);
+  }
 }
 
 
@@ -795,7 +722,7 @@ void InitGame()
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
-    player->element_nr = EL_PLAYER1 + i;
+    player->element_nr = EL_PLAYER_1 + i;
 
     player->present = FALSE;
     player->active = FALSE;
@@ -824,15 +751,24 @@ void InitGame()
     player->Pushing = FALSE;
     player->Switching = FALSE;
     player->GfxPos = 0;
+    player->GfxDir = MV_NO_MOVING;
+    player->GfxAction = ACTION_DEFAULT;
     player->Frame = 0;
+    player->StepFrame = 0;
 
-    player->actual_frame_counter = 0;
+    player->use_murphy_graphic = FALSE;
+    player->use_disk_red_graphic = FALSE;
 
-    player->frame_reset_delay = 0;
+    player->actual_frame_counter = 0;
 
     player->last_move_dir = MV_NO_MOVING;
     player->is_moving = FALSE;
 
+    player->is_moving = FALSE;
+    player->is_waiting = FALSE;
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+
     player->move_delay       = game.initial_move_delay;
     player->move_delay_value = game.initial_move_delay_value;
 
@@ -877,7 +813,7 @@ void InitGame()
 
   AllPlayersGone = FALSE;
 
-  game.yam_content_nr = 0;
+  game.yamyam_content_nr = 0;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
   game.light_time_left = 0;
@@ -901,7 +837,8 @@ void InitGame()
     {
       Feld[x][y] = Ur[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+      ChangeDelay[x][y] = 0;
+      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
       AmoebaNr[x][y] = 0;
       JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
@@ -909,7 +846,9 @@ void InitGame()
       ExplodeField[x][y] = EX_NO_EXPLOSION;
 
       GfxFrame[x][y] = 0;
-      GfxAction[x][y] = GFX_ACTION_DEFAULT;
+      GfxAction[x][y] = ACTION_DEFAULT;
+      GfxRandom[x][y] = INIT_GFX_RANDOM();
+      GfxElement[x][y] = EL_UNDEFINED;
     }
   }
 
@@ -1081,19 +1020,19 @@ void InitGame()
   FadeToFront();
 
   /* copy default game door content to main double buffer */
-  BlitBitmap(new_graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
+  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
   if (level_nr < 100)
-    DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
-            int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+    DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
   else
   {
     DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
+               int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
     BlitBitmap(drawto, drawto,
               DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
-              FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+              getFontWidth(FONT_LEVEL_NUMBER) * 3,
+              getFontHeight(FONT_LEVEL_NUMBER) - 1,
               DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
   }
 
@@ -1113,11 +1052,11 @@ void InitGame()
 
   OpenDoor(DOOR_OPEN_ALL);
 
-  PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
   if (setup.sound_music)
     PlayMusic(level_nr);
 
-  KeyboardAutoRepeatOff();
+  KeyboardAutoRepeatOffUnlessAutoplay();
 
   if (options.debug)
   {
@@ -1203,30 +1142,66 @@ void InitMovDir(int x, int y)
       break;
 
     default:
-      MovDir[x][y] = 1 << RND(4);
-      if (element != EL_BUG &&
-         element != EL_SPACESHIP &&
-         element != EL_BD_BUTTERFLY &&
-         element != EL_BD_FIREFLY)
-       break;
-
-      for (i=0; i<4; i++)
+      if (IS_CUSTOM_ELEMENT(element))
       {
-       int x1 = x + xy[i][0];
-       int y1 = y + xy[i][1];
-
-       if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+       if (element_info[element].move_direction_initial != MV_NO_MOVING)
+         MovDir[x][y] = element_info[element].move_direction_initial;
+       else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+         MovDir[x][y] = 1 << RND(4);
+       else if (element_info[element].move_pattern == MV_HORIZONTAL)
+         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+       else if (element_info[element].move_pattern == MV_VERTICAL)
+         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+       else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+         MovDir[x][y] = element_info[element].move_pattern;
+       else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
+                element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-         if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+         for (i=0; i<4; i++)
          {
-           MovDir[x][y] = direction[0][i];
-           break;
+           int x1 = x + xy[i][0];
+           int y1 = y + xy[i][1];
+
+           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+           {
+             if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+               MovDir[x][y] = direction[0][i];
+             else
+               MovDir[x][y] = direction[1][i];
+
+             break;
+           }
          }
-         else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-                  element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+       }                
+      }
+      else
+      {
+       MovDir[x][y] = 1 << RND(4);
+
+       if (element != EL_BUG &&
+           element != EL_SPACESHIP &&
+           element != EL_BD_BUTTERFLY &&
+           element != EL_BD_FIREFLY)
+         break;
+
+       for (i=0; i<4; i++)
+       {
+         int x1 = x + xy[i][0];
+         int y1 = y + xy[i][1];
+
+         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
          {
-           MovDir[x][y] = direction[1][i];
-           break;
+           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+           {
+             MovDir[x][y] = direction[0][i];
+             break;
+           }
+           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+           {
+             MovDir[x][y] = direction[1][i];
+             break;
+           }
          }
        }
       }
@@ -1269,25 +1244,25 @@ void GameWon()
 
   local_player->LevelSolved = FALSE;
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
 
   if (TimeLeft)
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimeLeft > 0)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
       if (TimeLeft > 0 && !(TimeLeft % 10))
-       RaiseScore(level.score[SC_ZEITBONUS]);
+       RaiseScore(level.score[SC_TIME_BONUS]);
       if (TimeLeft > 100 && !(TimeLeft % 10))
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       BackToFront();
 
       if (!tape.playing)
@@ -1300,20 +1275,20 @@ void GameWon()
   else if (level.time == 0)            /* level without time limit */
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimePlayed < 999)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
       if (TimePlayed < 999 && !(TimePlayed % 10))
-       RaiseScore(level.score[SC_ZEITBONUS]);
+       RaiseScore(level.score[SC_TIME_BONUS]);
       if (TimePlayed < 900 && !(TimePlayed % 10))
        TimePlayed += 10;
       else
        TimePlayed++;
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
       BackToFront();
 
       if (!tape.playing)
@@ -1324,10 +1299,6 @@ void GameWon()
       StopSound(SND_GAME_LEVELTIME_BONUS);
   }
 
-#if 0
-  FadeSounds();
-#endif
-
   /* Hero disappears */
   DrawLevelField(ExitX, ExitY);
   BackToFront();
@@ -1356,7 +1327,7 @@ void GameWon()
 
   if ((hi_pos = NewHiScore()) >= 0) 
   {
-    game_status = HALLOFFAME;
+    game_status = GAME_MODE_SCORES;
     DrawHallOfFame(hi_pos);
     if (raise_level)
     {
@@ -1366,7 +1337,7 @@ void GameWon()
   }
   else
   {
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     if (raise_level)
     {
       level_nr++;
@@ -1438,6 +1409,33 @@ int NewHiScore()
   return position;
 }
 
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+  if (player->GfxAction != action || player->GfxDir != dir)
+  {
+#if 0
+    printf("Player frame reset! (%d => %d, %d => %d)\n",
+          player->GfxAction, action, player->GfxDir, dir);
+#endif
+
+    player->GfxAction = action;
+    player->GfxDir = dir;
+    player->Frame = 0;
+    player->StepFrame = 0;
+  }
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+  GfxFrame[x][y] = 0;
+  GfxAction[x][y] = ACTION_DEFAULT;
+}
+
 void InitMovingField(int x, int y, int direction)
 {
   int element = Feld[x][y];
@@ -1445,18 +1443,21 @@ void InitMovingField(int x, int y, int direction)
   int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
 
   if (!JustStopped[x][y] || direction != MovDir[x][y])
-    GfxFrame[x][y] = 0;
+    ResetGfxAnimation(x, y);
 
-  MovDir[x][y] = direction;
-  MovDir[newx][newy] = direction;
+  MovDir[newx][newy] = MovDir[x][y] = direction;
 
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
 
   if (direction == MV_DOWN && CAN_FALL(element))
-    GfxAction[x][y] = GFX_ACTION_FALLING;
+    GfxAction[x][y] = ACTION_FALLING;
   else
-    GfxAction[x][y] = GFX_ACTION_MOVING;
+    GfxAction[x][y] = ACTION_MOVING;
+
+  GfxFrame[newx][newy] = GfxFrame[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1528,9 +1529,11 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 static void RemoveField(int x, int y)
 {
   Feld[x][y] = EL_EMPTY;
+  GfxElement[x][y] = EL_UNDEFINED;
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+  ChangeDelay[x][y] = 0;
 }
 
 void RemoveMovingField(int x, int y)
@@ -1557,7 +1560,7 @@ void RemoveMovingField(int x, int y)
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
+       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
     Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
   else
     Feld[oldx][oldy] = EL_EMPTY;
@@ -1567,7 +1570,8 @@ void RemoveMovingField(int x, int y)
   Feld[newx][newy] = EL_EMPTY;
   MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
   MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
-  GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
+  ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
+  GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1582,42 +1586,55 @@ void DrawDynamite(int x, int y)
   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
     return;
 
-  if (Store[x][y])
+  if (IS_WALKABLE_INSIDE(Back[x][y]))
+    return;
+
+  if (Back[x][y])
+    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+  else if (Store[x][y])
     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
+#if 1
+  if (Back[x][y] || Store[x][y])
+    DrawGraphicThruMask(sx, sy, graphic, frame);
+  else
+    DrawGraphic(sx, sy, graphic, frame);
+#else
   if (game.emulation == EMU_SUPAPLEX)
     DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
   else if (Store[x][y])
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
+#endif
 }
 
 void CheckDynamite(int x, int y)
 {
-  int element = Feld[x][y];
-
   if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
   {
     MovDelay[x][y]--;
 
     if (MovDelay[x][y] != 0)
     {
-      if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
-       DrawDynamite(x, y);
-
-      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+      DrawDynamite(x, y);
+      PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
 
       return;
     }
   }
 
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+#if 1
+  StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
+#else
+  if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
+      Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
     StopSound(SND_DYNAMITE_ACTIVE);
   else
     StopSound(SND_DYNABOMB_ACTIVE);
+#endif
 
   Bang(x, y);
 }
@@ -1641,6 +1658,10 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int center_element = Feld[ex][ey];
 
+    /* remove things displayed in background while burning dynamite */
+    if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+      Back[ex][ey] = 0;
+
     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
     {
       /* put moving element to center field (and let it explode there) */
@@ -1649,7 +1670,7 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-    for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+    for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
     {
       int element;
 
@@ -1666,8 +1687,16 @@ void Explode(int ex, int ey, int phase, int mode)
        RemoveMovingField(x, y);
       }
 
-      if (IS_MASSIVE(element) || element == EL_FLAMES)
+#if 1
+      if (IS_EXPLOSION_PROOF(element))
        continue;
+#else
+      if ((IS_INDESTRUCTIBLE(element) &&
+          (game.engine_version < VERSION_IDENT(2,2,0) ||
+           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+         element == EL_FLAMES)
+       continue;
+#endif
 
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
       {
@@ -1681,6 +1710,11 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
       }
 
+      /* save walkable background elements while explosion on same tile */
+      if (IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+
+      /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
@@ -1688,16 +1722,16 @@ void Explode(int ex, int ey, int phase, int mode)
       {
        switch(StorePlayer[ex][ey])
        {
-         case EL_PLAYER2:
+         case EL_PLAYER_2:
            Store[x][y] = EL_EMERALD_RED;
            break;
-         case EL_PLAYER3:
+         case EL_PLAYER_3:
            Store[x][y] = EL_EMERALD;
            break;
-         case EL_PLAYER4:
+         case EL_PLAYER_4:
            Store[x][y] = EL_EMERALD_PURPLE;
            break;
-         case EL_PLAYER1:
+         case EL_PLAYER_1:
          default:
            Store[x][y] = EL_EMERALD_YELLOW;
            break;
@@ -1716,10 +1750,14 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_BD_DIAMOND;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
       else if (center_element == EL_AMOEBA_TO_DIAMOND)
        Store[x][y] = level.amoeba_content;
+      else if (center_element == EL_YAMYAM)
+       Store[x][y] =
+         level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
+      else if (IS_CUSTOM_ELEMENT(center_element))
+       Store[x][y] =
+         element_info[center_element].content[x - ex + 1][y - ey + 1];
       else if (element == EL_WALL_EMERALD)
        Store[x][y] = EL_EMERALD;
       else if (element == EL_WALL_DIAMOND)
@@ -1736,7 +1774,7 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_PEARL;
       else if (element == EL_WALL_CRYSTAL)
        Store[x][y] = EL_CRYSTAL;
-      else if (!IS_PFORTE(Store[x][y]))
+      else
        Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
@@ -1746,13 +1784,18 @@ void Explode(int ex, int ey, int phase, int mode)
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_CREATING))
+          element == EL_AMOEBA_GROWING))
       {
        AmoebaCnt[AmoebaNr[x][y]]--;
        AmoebaCnt2[AmoebaNr[x][y]]--;
       }
 
       Feld[x][y] = EL_EXPLOSION;
+#if 1
+      GfxElement[x][y] = center_element;
+#else
+      GfxElement[x][y] = EL_UNDEFINED;
+#endif
       MovDir[x][y] = MovPos[x][y] = 0;
       AmoebaNr[x][y] = 0;
       ExplodePhase[x][y] = 1;
@@ -1760,7 +1803,8 @@ void Explode(int ex, int ey, int phase, int mode)
     }
 
     if (center_element == EL_YAMYAM)
-      game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
     return;
   }
@@ -1790,7 +1834,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
     if (IS_PLAYER(x, y))
       KillHeroUnlessProtected(x, y);
-    else if (IS_EXPLOSIVE(element))
+    else if (CAN_EXPLODE_BY_FIRE(element))
     {
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
@@ -1806,9 +1850,15 @@ void Explode(int ex, int ey, int phase, int mode)
 
     element = Feld[x][y] = Store[x][y];
     Store[x][y] = Store2[x][y] = 0;
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxElement[x][y] = EL_UNDEFINED;
+
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
+
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
     InitField(x, y, FALSE);
-    if (CAN_MOVE(element) || COULD_MOVE(element))
+    if (CAN_MOVE(element))
       InitMovDir(x, y);
     DrawLevelField(x, y);
 
@@ -1817,21 +1867,30 @@ void Explode(int ex, int ey, int phase, int mode)
   }
   else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
+#if 1
+    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
     int stored = Store[x][y];
     int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
                   stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
                   IMG_SP_EXPLOSION);
+#endif
     int frame = getGraphicAnimationFrame(graphic, phase - delay);
 
     if (phase == delay)
-      DrawCrumbledSand(SCREENX(x), SCREENY(y));
+      DrawLevelFieldCrumbledSand(x, y);
 
-    if (IS_PFORTE(Store[x][y]))
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
     {
-      DrawLevelElement(x, y, Store[x][y]);
+      DrawLevelElement(x, y, Back[x][y]);
       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
     }
-    else
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
+    }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
@@ -1852,7 +1911,7 @@ void DynaExplode(int ex, int ey)
 
   if (IS_ACTIVE_BOMB(Feld[ex][ey]))
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER1_ACTIVE];
+    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
     dynabomb_size = player->dynabomb_size;
     dynabomb_xl = player->dynabomb_xl;
     player->dynabombs_left++;
@@ -1868,7 +1927,7 @@ void DynaExplode(int ex, int ey)
       int y = ey + j * xy[i % 4][1];
       int element;
 
-      if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
+      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
        break;
 
       element = Feld[x][y];
@@ -1892,10 +1951,22 @@ void Bang(int x, int y)
 {
   int element = Feld[x][y];
 
+  if (IS_PLAYER(x, y))
+  {
+    struct PlayerInfo *player = PLAYERINFO(x, y);
+
+    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+                           player->element_nr);
+  }
+
+#if 1
+  PlaySoundLevelAction(x, y, ACTION_EXPLODING);
+#else
   if (game.emulation == EMU_SUPAPLEX)
     PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
   else
     PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+#endif
 
 #if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
@@ -1916,13 +1987,13 @@ void Bang(int x, int y)
       RaiseScoreElement(element);
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
-    case EL_DYNABOMB_PLAYER1_ACTIVE:
-    case EL_DYNABOMB_PLAYER2_ACTIVE:
-    case EL_DYNABOMB_PLAYER3_ACTIVE:
-    case EL_DYNABOMB_PLAYER4_ACTIVE:
-    case EL_DYNABOMB_NR:
-    case EL_DYNABOMB_SZ:
-    case EL_DYNABOMB_XL:
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
       DynaExplode(x, y);
       break;
     case EL_PENGUIN:
@@ -1939,73 +2010,45 @@ void Bang(int x, int y)
   }
 }
 
-void Blurb(int x, int y)
+void SplashAcid(int x, int y)
 {
   int element = Feld[x][y];
 
   if (element != EL_ACID_SPLASH_LEFT &&
-      element != EL_ACID_SPLASH_RIGHT) /* start */
+      element != EL_ACID_SPLASH_RIGHT)
   {
     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_ACID_SPLASH_LEFT;
-    }
+
     if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
        (!IN_LEV_FIELD(x+1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
-    {
       Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
-    }
   }
-  else                                                         /* go on */
+}
+
+static void InitBeltMovement()
+{
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
   {
-    int graphic = (element == EL_ACID_SPLASH_LEFT ?
-                  IMG_ACID_SPLASH_LEFT :
-                  IMG_ACID_SPLASH_RIGHT);
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
 
-    if (!MovDelay[x][y])       /* initialize animation counter */
-      MovDelay[x][y] = 9;
-
-    if (MovDelay[x][y])                /* continue animation */
-    {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(graphic, 8 - MovDelay[x][y]);
-
-        DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-      }
-
-      if (!MovDelay[x][y])
-      {
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
-      }
-    }
-  }
-}
-
-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;
+  int x, y, i, j;
 
   /* set frame order for belt animation graphic according to belt direction */
   for (i=0; i<4; i++)
@@ -2018,9 +2061,9 @@ static void InitBeltMovement()
       int graphic = el2img(element);
 
       if (game.belt_dir[i] == MV_LEFT)
-       new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
       else
-       new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
     }
   }
 
@@ -2053,24 +2096,24 @@ static void ToggleBeltSwitch(int x, int y)
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_LEFT,
-    EL_CONVEYOR_BELT2_LEFT,
-    EL_CONVEYOR_BELT3_LEFT,
-    EL_CONVEYOR_BELT4_LEFT
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
   };
   static int belt_base_active_element[4] =
   {
-    EL_CONVEYOR_BELT1_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT2_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT3_LEFT_ACTIVE,
-    EL_CONVEYOR_BELT4_LEFT_ACTIVE
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
   };
   static int belt_base_switch_element[4] =
   {
-    EL_CONVEYOR_BELT1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
   };
   static int belt_move_dir[4] =
   {
@@ -2102,9 +2145,9 @@ static void ToggleBeltSwitch(int x, int y)
     int graphic = el2img(element);
 
     if (belt_dir == MV_LEFT)
-      new_graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
     else
-      new_graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
   }
 
   for (yy=0; yy<lev_fieldy; yy++)
@@ -2173,13 +2216,21 @@ static void ToggleSwitchgateSwitch(int x, int y)
               element == EL_SWITCHGATE_OPENING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+#if 1
+       PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
+#else
        PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+#endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
               element == EL_SWITCHGATE_CLOSING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+#if 1
+       PlaySoundLevelAction(xx, yy, ACTION_OPENING);
+#else
        PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+#endif
       }
     }
   }
@@ -2291,60 +2342,89 @@ void Impact(int x, int y)
 {
   boolean lastline = (y == lev_fieldy-1);
   boolean object_hit = FALSE;
+  boolean impact = (lastline || object_hit);
   int element = Feld[x][y];
-  int smashed = 0;
+  int smashed = EL_UNDEFINED;
 
   if (!lastline)       /* check if element below was hit */
   {
-    if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
       return;
 
-    object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
-                                     MovDir[x][y+1]!=MV_DOWN ||
-                                     MovPos[x][y+1]<=TILEY/2));
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
     if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y+1);
+      smashed = MovingOrBlocked2Element(x, y + 1);
+
+    impact = (lastline || object_hit);
   }
 
   if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
-    Blurb(x, y);
+    SplashAcid(x, y);
     return;
   }
 
+  if (impact)
+  {
+    ResetGfxAnimation(x, y);
+    DrawLevelField(x, y);
+  }
+
+#if 1
+  if (impact && CAN_EXPLODE_IMPACT(element))
+#else
   if ((element == EL_BOMB ||
        element == EL_SP_DISK_ORANGE ||
        element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))        /* element is bomb */
+      (lastline || object_hit))                /* element is bomb */
+#endif
   {
     Bang(x, y);
     return;
   }
-  else if (element == EL_PEARL)
+  else if (impact && element == EL_PEARL)
   {
     Feld[x][y] = EL_PEARL_BREAKING;
     PlaySoundLevel(x, y, SND_PEARL_BREAKING);
     return;
   }
+  else if (impact && CAN_CHANGE(element) &&
+          HAS_CHANGE_EVENT(element, CE_IMPACT))
+  {
+    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
+
+    ChangeElementDoIt(x, y, element_info[element].change.successor);
+
+    return;
+  }
 
-  if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+  if (impact && element == EL_AMOEBA_DROP)
   {
-    if (object_hit && IS_PLAYER(x, y+1))
-      KillHeroUnlessProtected(x, y+1);
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillHeroUnlessProtected(x, y + 1);
     else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y+1);
+      Bang(x, y + 1);
     else
     {
-      Feld[x][y] = EL_AMOEBA_CREATING;
+      Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
+
+      ResetRandomAnimationValue(x, y);
     }
     return;
   }
 
+#if 1
+  if (object_hit)              /* check which object was hit */
+#else
   if (!lastline && object_hit)         /* check which object was hit */
+#endif
   {
-    if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+    if (CAN_PASS_MAGIC_WALL(element) && 
+       (smashed == EL_MAGIC_WALL ||
+        smashed == EL_BD_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
@@ -2365,83 +2445,116 @@ void Impact(int x, int y)
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
 
-    if (IS_PLAYER(x, y+1))
+    if (IS_PLAYER(x, y + 1))
     {
-      KillHeroUnlessProtected(x, y+1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       KillHeroUnlessProtected(x, y + 1);
+       return;
+      }
     }
     else if (smashed == EL_PENGUIN)
     {
-      Bang(x, y+1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
     }
     else if (element == EL_BD_DIAMOND)
     {
-      if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
     }
-    else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
-            (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+    else if ((element == EL_SP_INFOTRON ||
+             element == EL_SP_ZONK) &&
+            (smashed == EL_SP_SNIKSNAK ||
+             smashed == EL_SP_ELECTRON ||
              smashed == EL_SP_DISK_ORANGE))
     {
-      Bang(x, y+1);
+      Bang(x, y + 1);
       return;
     }
+#if 1
+    else if (CAN_SMASH_EVERYTHING(element))
+#else
     else if (element == EL_ROCK ||
             element == EL_SP_ZONK ||
             element == EL_BD_ROCK)
+#endif
     {
-      if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
+      if (IS_CLASSIC_ENEMY(smashed) ||
+#if 1
+         CAN_EXPLODE_SMASHED(smashed))
+#else
+         smashed == EL_BOMB ||
+         smashed == EL_SP_DISK_ORANGE ||
          smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE || smashed == EL_PIG ||
-         smashed == EL_DRAGON || smashed == EL_MOLE)
+         smashed == EL_SATELLITE ||
+         smashed == EL_PIG ||
+         smashed == EL_DRAGON ||
+         smashed == EL_MOLE)
+#endif
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
-      else if (!IS_MOVING(x, y+1))
+#if 1
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
+#else
+      else if (!IS_MOVING(x, y + 1))
+#endif
       {
-       if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
        {
-         Bang(x, y+1);
+         Bang(x, y + 1);
          return;
        }
        else if (smashed == EL_NUT)
        {
-         Feld[x][y+1] = EL_NUT_CRACKING;
-         PlaySoundLevel(x, y, SND_NUT_CRACKING);
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlaySoundLevel(x, y, SND_NUT_BREAKING);
          RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
        {
-         Feld[x][y+1] = EL_PEARL_BREAKING;
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
          PlaySoundLevel(x, y, SND_PEARL_BREAKING);
          return;
        }
        else if (smashed == EL_DIAMOND)
        {
-         Feld[x][y+1] = EL_EMPTY;
+#if 1
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+#else
+         Feld[x][y + 1] = EL_EMPTY;
+#endif
          PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
          return;
        }
        else if (IS_BELT_SWITCH(smashed))
        {
-         ToggleBeltSwitch(x, y+1);
+         ToggleBeltSwitch(x, y + 1);
        }
        else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
                 smashed == EL_SWITCHGATE_SWITCH_DOWN)
        {
-         ToggleSwitchgateSwitch(x, y+1);
+         ToggleSwitchgateSwitch(x, y + 1);
        }
        else if (smashed == EL_LIGHT_SWITCH ||
                 smashed == EL_LIGHT_SWITCH_ACTIVE)
        {
-         ToggleLightSwitch(x, y+1);
+         ToggleLightSwitch(x, y + 1);
+       }
+       else if (CAN_CHANGE(smashed) &&
+                HAS_CHANGE_EVENT(smashed, CE_SMASHED))
+       {
+         ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
        }
       }
     }
@@ -2449,20 +2562,20 @@ void Impact(int x, int y)
 
   /* play sound of magic wall / mill */
   if (!lastline &&
-      (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
-       Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
   {
-    if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
-    else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
-      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
 
     return;
   }
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
+    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
 }
 
 void TurnRound(int x, int y)
@@ -2472,26 +2585,26 @@ void TurnRound(int x, int y)
     int x, y;
   } move_xy[] =
   {
-    { 0, 0 },
-    {-1, 0 },
-    {+1, 0 },
-    { 0, 0 },
-    { 0, -1 },
-    { 0, 0 }, { 0, 0 }, { 0, 0 },
-    { 0, +1 }
+    {  0,  0 },
+    { -1,  0 },
+    { +1,  0 },
+    {  0,  0 },
+    {  0, -1 },
+    {  0,  0 }, { 0, 0 }, { 0, 0 },
+    {  0, +1 }
   };
   static struct
   {
     int left, right, back;
   } turn[] =
   {
-    { 0,       0,              0 },
+    { 0,       0,              0        },
     { MV_DOWN, MV_UP,          MV_RIGHT },
-    { MV_UP,   MV_DOWN,        MV_LEFT },
-    { 0,       0,              0 },
-    { MV_LEFT, MV_RIGHT,       MV_DOWN },
-    { 0,0,0 }, { 0,0,0 },      { 0,0,0 },
-    { MV_RIGHT,        MV_LEFT,        MV_UP }
+    { MV_UP,   MV_DOWN,        MV_LEFT  },
+    { 0,       0,              0        },
+    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
+    { 0,0,0 }, { 0,0,0 },      { 0,0,0  },
+    { MV_RIGHT,        MV_LEFT,        MV_UP    }
   };
 
   int element = Feld[x][y];
@@ -2574,11 +2687,11 @@ void TurnRound(int x, int y)
 
     if (IN_LEV_FIELD(left_x, left_y) &&
        (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_MAMPF2(Feld[left_x][left_y])))
+        IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y])))
       can_turn_left = TRUE;
     if (IN_LEV_FIELD(right_x, right_y) &&
        (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_MAMPF2(Feld[right_x][right_y])))
+        IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y])))
       can_turn_right = TRUE;
 
     if (can_turn_left && can_turn_right)
@@ -2625,13 +2738,13 @@ void TurnRound(int x, int y)
     int rnd = RND(rnd_value);
 
     if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
+       (IS_FREE(left_x, left_y) || IS_FOOD_PIG(Feld[left_x][left_y])))
       can_turn_left = TRUE;
     if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
+       (IS_FREE(right_x, right_y) || IS_FOOD_PIG(Feld[right_x][right_y])))
       can_turn_right = TRUE;
     if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
+       (IS_FREE(move_x, move_y) || IS_FOOD_PIG(Feld[move_x][move_y])))
       can_move_on = TRUE;
 
     if (can_turn_left &&
@@ -2683,7 +2796,7 @@ void TurnRound(int x, int y)
       MovDir[x][y] = back_dir;
 
     if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
-       !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+       !IS_FOOD_PIG(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
       MovDir[x][y] = old_move_dir;
 
     MovDelay[x][y] = 0;
@@ -2810,8 +2923,8 @@ void TurnRound(int x, int y)
 
       for (i=0; i<4; i++)
       {
-       int ex = x + xy[i%4][0];
-       int ey = y + xy[i%4][1];
+       int ex = x + xy[i % 4][0];
+       int ey = y + xy[i % 4][1];
 
        if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
@@ -2823,21 +2936,21 @@ void TurnRound(int x, int y)
     }
 
     MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x<x)
+    if (attr_x < x)
       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x>x)
+    else if (attr_x > x)
       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y<y)
+    if (attr_y < y)
       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y>y)
+    else if (attr_y > y)
       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
 
     if (element == EL_ROBOT)
     {
       int newx, newy;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
-       MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
       Moving2Blocked(x, y, &newx, &newy);
 
       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
@@ -2851,13 +2964,13 @@ void TurnRound(int x, int y)
 
       MovDelay[x][y] = 1;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
       {
        boolean first_horiz = RND(2);
        int new_move_dir = MovDir[x][y];
 
        MovDir[x][y] =
-         new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
        if (IN_LEV_FIELD(newx, newy) &&
@@ -2865,11 +2978,11 @@ void TurnRound(int x, int y)
             Feld[newx][newy] == EL_ACID ||
             (element == EL_PENGUIN &&
              (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_MAMPF3(Feld[newx][newy])))))
+              IS_FOOD_PENGUIN(Feld[newx][newy])))))
          return;
 
        MovDir[x][y] =
-         new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
        if (IN_LEV_FIELD(newx, newy) &&
@@ -2877,7 +2990,7 @@ void TurnRound(int x, int y)
             Feld[newx][newy] == EL_ACID ||
             (element == EL_PENGUIN &&
              (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_MAMPF3(Feld[newx][newy])))))
+              IS_FOOD_PENGUIN(Feld[newx][newy])))))
          return;
 
        MovDir[x][y] = old_move_dir;
@@ -2885,6 +2998,148 @@ void TurnRound(int x, int y)
       }
     }
   }
+  else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
+  {
+    boolean can_turn_left = FALSE, can_turn_right = FALSE;
+
+    if (IN_LEV_FIELD(left_x, left_y) &&
+       (IS_FREE(left_x, left_y) ||
+        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
+      can_turn_left = TRUE;
+    if (IN_LEV_FIELD(right_x, right_y) &&
+       (IS_FREE(right_x, right_y) ||
+        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
+      can_turn_right = TRUE;
+
+    if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_HORIZONTAL ||
+          element_info[element].move_pattern == MV_VERTICAL)
+  {
+    if (element_info[element].move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (element_info[element].move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (element_info[element].move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+  {
+    MovDir[x][y] = element_info[element].move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
+  {
+    if (IN_LEV_FIELD(left_x, left_y) &&
+       (IS_FREE(left_x, left_y) ||
+        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(left_x, left_y))))
+      MovDir[x][y] = left_dir;
+    else if (!IN_LEV_FIELD(move_x, move_y) ||
+            (!IS_FREE(move_x, move_y) &&
+             (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
+      MovDir[x][y] = right_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+  {
+    if (IN_LEV_FIELD(right_x, right_y) &&
+       (IS_FREE(right_x, right_y) ||
+        (DONT_COLLIDE_WITH(element) && IS_FREE_OR_PLAYER(right_x, right_y))))
+      MovDir[x][y] = right_dir;
+    else if (!IN_LEV_FIELD(move_x, move_y) ||
+            (!IS_FREE(move_x, move_y) &&
+             (!DONT_COLLIDE_WITH(element) || !IS_FREE_OR_PLAYER(move_x, move_y))))
+      MovDir[x][y] = left_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
+          element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
+  {
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away =
+      (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
+
+    if (AllPlayersGone)
+    {
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i=0; i<MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_NO_MOVING;
+    if (attr_x < x)
+      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    {
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
+
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
+                                      (DONT_COLLIDE_WITH(element) &&
+                                       IS_FREE_OR_PLAYER(newx, newy)) ||
+                                      Feld[newx][newy] == EL_ACID))
+       return;
+
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (IN_LEV_FIELD(newx, newy) && (IS_FREE(newx, newy) ||
+                                      (DONT_COLLIDE_WITH(element) &&
+                                       IS_FREE_OR_PLAYER(newx, newy)) ||
+                                      Feld[newx][newy] == EL_ACID))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
+  }
 }
 
 static boolean JustBeingPushed(int x, int y)
@@ -2910,14 +3165,14 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-  static boolean use_spring_bug = TRUE;
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
   if (Stop[x][y])
     return;
 
-  GfxAction[x][y] = GFX_ACTION_DEFAULT;
+  GfxAction[x][y] = ACTION_DEFAULT;
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
@@ -2927,16 +3182,20 @@ void StartMoving(int x, int y)
 
     if (element == EL_QUICKSAND_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
 
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_ROCK;
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_EMPTYING);
+#else
        PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
+#endif
       }
-      else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY + 1;
@@ -2949,25 +3208,33 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y+1] = EL_QUICKSAND_FULL;
-       Store[x][y+1] = Store[x][y];
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
-       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_FILLING);
+#else
+       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
+#if 1
+      PlaySoundLevelAction(x, y, ACTION_FILLING);
+#else
       PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -2975,7 +3242,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE)
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2988,14 +3255,14 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
-       Feld[x][y+1] = EL_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED(Store[x][y]);
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
        Store[x][y] = 0;
       }
     }
     else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
        started_moving = TRUE;
@@ -3003,7 +3270,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED2(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -3016,38 +3283,46 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
-       Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED2(Store[x][y]);
+       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (CAN_CHANGE(element) &&
-            (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ||
-             Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE))
+    else if (CAN_PASS_MAGIC_WALL(element) &&
+            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
     {
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Feld[x][y] =
-       (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+#if 0
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
+#else
+    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+#endif
     {
-      Blurb(x, y);
+      SplashAcid(x, y);
 
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
 
       Store[x][y] = EL_ACID;
+#if 0
+      /* !!! TEST !!! better use "_FALLING" etc. !!! */
+      GfxAction[x][y + 1] = ACTION_ACTIVE;
+#endif
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+    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)
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
     {
       if (MovDir[x][y] == MV_NO_MOVING)
       {
@@ -3055,38 +3330,41 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
       }
     }
-    else if (IS_FREE(x, y+1))
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
+      if (JustStopped[x][y])   /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
+
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
     }
     else if (element == EL_AMOEBA_DROP)
     {
-      Feld[x][y] = EL_AMOEBA_CREATING;
+      Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
     }
-    /* Store[x][y+1] must be zero, because:
-       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+    /* Store[x][y + 1] must be zero, because:
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
     */
 #if 0
 #if OLD_GAME_BEHAVIOUR
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
 #else
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
             element != EL_DX_SUPABOMB)
 #endif
 #else
-    else if ((IS_SLIPPERY(Feld[x][y+1]) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
+             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
 #endif
     {
       boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
+                      (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
       boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
-                      (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+                      (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
 
       if (left || right)
       {
@@ -3099,11 +3377,11 @@ void StartMoving(int x, int y)
        started_moving = TRUE;
       }
     }
-    else if (IS_BELT_ACTIVE(Feld[x][y+1]))
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
     {
       boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
       boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
-      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y+1]);
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
       int belt_dir = game.belt_dir[belt_nr];
 
       if ((belt_dir == MV_LEFT  && left_is_free) ||
@@ -3112,7 +3390,7 @@ void StartMoving(int x, int y)
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
-       GfxAction[x][y] = GFX_ACTION_DEFAULT;
+       GfxAction[x][y] = ACTION_DEFAULT;
       }
     }
   }
@@ -3144,22 +3422,16 @@ void StartMoving(int x, int y)
 
     if (!MovDelay[x][y])       /* start new movement phase */
     {
-      /* all objects that can change their move direction after each step */
-      /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall  */
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
 
       if (element != EL_YAMYAM &&
          element != EL_DARK_YAMYAM &&
-         element != EL_PACMAN)
+         element != EL_PACMAN &&
+         !(element_info[element].move_pattern & MV_ANY_DIRECTION))
       {
-#if 0
-  if (element == EL_SPRING)
-    printf("1--> %d\n", MovDir[x][y]);
-#endif
        TurnRound(x, y);
-#if 0
-  if (element == EL_SPRING)
-    printf("2--> %d\n", MovDir[x][y]);
-#endif
+
        if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
@@ -3173,37 +3445,50 @@ void StartMoving(int x, int y)
     {
       MovDelay[x][y]--;
 
-      if (element == EL_ROBOT ||
-         element == EL_YAMYAM || element == EL_DARK_YAMYAM)
+#if 0
+      if (element == EL_YAMYAM)
       {
-       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       {
-         int graphic = el2img(element);
-         int frame = getGraphicAnimationFrame(graphic, MovDelay[x][y] % 8);
+       printf("::: %d\n",
+              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+       DrawLevelElementAnimation(x, y, element);
+      }
+#endif
 
-         DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
-       }
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+#if 0
+       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+       ResetGfxAnimation(x, y);
+#endif
+       GfxAction[x][y] = ACTION_WAITING;
+      }
 
-       if (MovDelay[x][y] % 4 == 3)
-       {
-         if (element == EL_YAMYAM)
-           PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
-         else if (element == EL_DARK_YAMYAM)
-           PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
-       }
+      if (element == EL_ROBOT ||
+#if 0
+         element == EL_PACMAN ||
+#endif
+         element == EL_YAMYAM ||
+         element == EL_DARK_YAMYAM)
+      {
+#if 0
+       DrawLevelElementAnimation(x, y, element);
+#else
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
+       PlaySoundLevelAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimation(x, y, element);
+       DrawLevelElementAnimationIfNeeded(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   ? IMG_FLAMES_LEFT1 :
-                      dir == MV_RIGHT  ? IMG_FLAMES_RIGHT1 :
-                      dir == MV_UP     ? IMG_FLAMES_UP1 :
-                      dir == MV_DOWN   ? IMG_FLAMES_DOWN1 : IMG_EMPTY);
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
        int frame = getGraphicAnimationFrame(graphic, -1);
 
        for (i=1; i<=3; i++)
@@ -3212,15 +3497,14 @@ void StartMoving(int x, int y)
          int sx = SCREENX(xx), sy = SCREENY(yy);
          int flame_graphic = graphic + (i - 1);
 
-         if (!IN_LEV_FIELD(xx, yy) ||
-             IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
            break;
 
          if (MovDelay[x][y])
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
-           if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
              Bang(xx, yy);
            else
              RemoveMovingField(xx, yy);
@@ -3240,37 +3524,41 @@ void StartMoving(int x, int y)
 
       if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+       PlaySoundLevelAction(x, y, ACTION_WAITING);
 
        return;
       }
+
+      GfxAction[x][y] = ACTION_MOVING;
     }
 
     /* now make next step */
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-    if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+    if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
        !PLAYER_PROTECTED(newx, newy))
     {
-
 #if 1
       TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
       return;
 #else
-      /* enemy got the player */
+      /* player killed by element which is deadly when colliding with */
       MovDir[x][y] = 0;
       KillHero(PLAYERINFO(newx, newy));
       return;
 #endif
 
     }
-    else if ((element == EL_PENGUIN || element == EL_ROBOT ||
-             element == EL_SATELLITE || element == EL_BALLOON) &&
+    else if ((element == EL_PENGUIN ||
+             element == EL_ROBOT ||
+             element == EL_SATELLITE ||
+             element == EL_BALLOON ||
+             IS_CUSTOM_ELEMENT(element)) &&
             IN_LEV_FIELD(newx, newy) &&
             MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
     {
-      Blurb(x, y);
+      SplashAcid(x, y);
       Store[x][y] = EL_ACID;
     }
     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
@@ -3280,7 +3568,7 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
+       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
          DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
@@ -3291,7 +3579,7 @@ void StartMoving(int x, int y)
 
        return;
       }
-      else if (IS_MAMPF3(Feld[newx][newy]))
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
        if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
@@ -3300,6 +3588,8 @@ void StartMoving(int x, int y)
       }
       else if (!IS_FREE(newx, newy))
       {
+       GfxAction[x][y] = ACTION_WAITING;
+
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
@@ -3309,7 +3599,7 @@ void StartMoving(int x, int y)
     }
     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
     {
-      if (IS_GEM(Feld[newx][newy]))
+      if (IS_FOOD_PIG(Feld[newx][newy]))
       {
        if (IS_MOVING(newx, newy))
          RemoveMovingField(newx, newy);
@@ -3319,7 +3609,7 @@ void StartMoving(int x, int y)
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_EATING);
+       PlaySoundLevel(x, y, SND_PIG_DIGGING);
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -3351,7 +3641,9 @@ void StartMoving(int x, int y)
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
                        MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-       if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
@@ -3383,10 +3675,10 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_EATING);
+      PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
     }
     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_MAMPF2(Feld[newx][newy]))
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
     {
       if (AmoebaNr[newx][newy])
       {
@@ -3404,7 +3696,7 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
+      PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -3420,7 +3712,7 @@ void StartMoving(int x, int y)
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlaySoundLevel(x, y, SND_MOLE_EATING);
+       PlaySoundLevel(x, y, SND_MOLE_DIGGING);
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
       }
@@ -3428,7 +3720,7 @@ void StartMoving(int x, int y)
       {
        Feld[newx][newy] = EL_EMPTY;
        DrawLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_EATING);
+       PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
@@ -3444,30 +3736,37 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
-      if (element == EL_BUG || element == EL_SPACESHIP ||
+#if 1
+      DrawLevelElementAnimation(x, y, element);
+#else
+      if (element == EL_BUG ||
+         element == EL_SPACESHIP ||
          element == EL_SP_SNIKSNAK)
        DrawLevelField(x, y);
-      else if (element == EL_BUG || element == EL_SPACESHIP ||
-              element == EL_SP_SNIKSNAK || element == EL_MOLE)
+      else if (element == EL_MOLE)
        DrawLevelField(x, y);
-      else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
-       DrawLevelElementAnimation(x, y, element);
+      else if (element == EL_BD_BUTTERFLY ||
+              element == EL_BD_FIREFLY)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SATELLITE)
-       DrawLevelElementAnimation(x, y, element);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SP_ELECTRON)
-       DrawLevelElementAnimation(x, y, element);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
-      PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+#if 0
+      PlaySoundLevelAction(x, y, ACTION_WAITING);
+#endif
 
       return;
     }
 
     InitMovingField(x, y, MovDir[x][y]);
 
-    PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
+    PlaySoundLevelAction(x, y, ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3482,9 +3781,9 @@ void ContinueMoving(int x, int y)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int horiz_move = (dx != 0);
   int newx = x + dx, newy = y + dy;
-  int step = (horiz_move ? dx : dy) * TILEX / 8;
+  int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
 
-  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
+  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
     step /= 2;
   else if (element == EL_QUICKSAND_FILLING ||
           element == EL_QUICKSAND_EMPTYING)
@@ -3499,6 +3798,8 @@ void ContinueMoving(int x, int y)
     step /= 2;
   else if (element == EL_SPRING && horiz_move)
     step *= 2;
+  else if (IS_CUSTOM_ELEMENT(element))
+    step = SIGN(step) * element_info[element].move_stepsize;
 
 #if OLD_GAME_BEHAVIOUR
   else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
@@ -3511,6 +3812,7 @@ void ContinueMoving(int x, int y)
   {
     Feld[x][y] = EL_EMPTY;
     Feld[newx][newy] = element;
+    MovPos[x][y] = 0;  /* force "not moving" for "crumbled sand" */
 
     if (element == EL_MOLE)
     {
@@ -3534,7 +3836,7 @@ void ContinueMoving(int x, int y)
        yy = y + xy[i][1];
 
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
-         DrawLevelField(xx, yy);       /* for "DrawCrumbledSand()" */
+         DrawLevelField(xx, yy);       /* for "crumbled sand" */
       }
     }
 
@@ -3576,7 +3878,7 @@ void ContinueMoving(int x, int y)
        Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
       element = Feld[newx][newy] = Store[x][y];
     }
-    else if (element == EL_AMOEBA_DRIPPING)
+    else if (element == EL_AMOEBA_DROPPING)
     {
       Feld[x][y] = get_next_element(element);
       element = Feld[newx][newy] = Store[x][y];
@@ -3590,9 +3892,17 @@ void ContinueMoving(int x, int y)
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
     MovDelay[newx][newy] = 0;
 
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+
+    /* copy animation control values to new field */
+    GfxFrame[newx][newy]  = GfxFrame[x][y];
     GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxAction[x][y] = GFX_ACTION_DEFAULT;
+    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
 
+    ResetGfxAnimation(x, y);   /* reset animation values for old field */
+
+#if 1
 #if 0
     if (!CAN_MOVE(element))
       MovDir[newx][newy] = 0;
@@ -3605,6 +3915,7 @@ void ContinueMoving(int x, int y)
     if (!CAN_MOVE(element) ||
        (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
       MovDir[newx][newy] = 0;
+#endif
 #endif
 
     DrawLevelField(x, y);
@@ -3622,21 +3933,18 @@ void ContinueMoving(int x, int y)
     else if (element == EL_PENGUIN)
       TestIfFriendTouchesBadThing(newx, newy);
 
+#if 1
+    if (CAN_FALL(element) && direction == MV_DOWN &&
+       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+      Impact(x, newy);
+#else
     if (CAN_SMASH(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
+       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
       Impact(x, newy);
+#endif
   }
   else                         /* still moving on */
   {
-#if 0
-    if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
-    {
-      printf("reset GfxAction...\n");
-
-      GfxAction[x][y] = GFX_ACTION_MOVING;
-    }
-#endif
-
     DrawLevelField(x, y);
   }
 }
@@ -3803,7 +4111,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
       if (AmoebaNr[x][y] == group_nr &&
          (Feld[x][y] == EL_AMOEBA_DEAD ||
           Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_CREATING))
+          Feld[x][y] == EL_AMOEBA_GROWING))
       {
        AmoebaNr[x][y] = 0;
        Feld[x][y] = new_element;
@@ -3831,10 +4139,14 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
+#if 1
+      PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
+#else
       if (Store[x][y] == EL_BD_AMOEBA)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
+       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
+       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+#endif
       sound_delay_value = 30;
     }
   }
@@ -3844,10 +4156,10 @@ void AmoebeWaechst(int x, int y)
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
     {
-      int frame = getGraphicAnimationFrame(IMG_AMOEBA_CREATING,
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
                                           6 - MovDelay[x][y]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_CREATING, frame);
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
     }
 
     if (!MovDelay[x][y])
@@ -3899,6 +4211,7 @@ void AmoebeAbleger(int ax, int ay)
 {
   int i;
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   int newax = ax, neway = ay;
   static int xy[4][2] =
   {
@@ -3915,6 +4228,9 @@ void AmoebeAbleger(int ax, int ay)
     return;
   }
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (!MovDelay[ax][ay])       /* start making new amoeba field */
     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
 
@@ -4020,18 +4336,22 @@ void AmoebeAbleger(int ax, int ay)
   if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
       (neway == lev_fieldy - 1 && newax != ax))
   {
-    Feld[newax][neway] = EL_AMOEBA_CREATING;   /* creation of new amoeba */
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
     Store[newax][neway] = element;
   }
   else if (neway == ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-    PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
+#if 1
+    PlaySoundLevelAction(newax, neway, ACTION_GROWING);
+#else
+    PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
+#endif
   }
   else
   {
     InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+    Feld[ax][ay] = EL_AMOEBA_DROPPING;
     Store[ax][ay] = EL_AMOEBA_DROP;
     ContinueMoving(ax, ay);
     return;
@@ -4046,8 +4366,12 @@ void Life(int ax, int ay)
   static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
   int life_time = 40;
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   boolean changed = FALSE;
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (Stop[ax][ay])
     return;
 
@@ -4077,7 +4401,7 @@ void Life(int ax, int ay)
        continue;
 
       if (((Feld[x][y] == element ||
-           (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
           !Stop[x][y]) ||
          (IS_FREE(x, y) && Stop[x][y]))
        nachbarn++;
@@ -4099,7 +4423,7 @@ void Life(int ax, int ay)
       if (nachbarn >= life[2] && nachbarn <= life[3])
       {
        Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
@@ -4109,13 +4433,13 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
-                  SND_BIOMAZE_CREATING);
+    PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
 }
 
 static void InitRobotWheel(int x, int y)
 {
-  MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
 static void RunRobotWheel(int x, int y)
@@ -4129,332 +4453,53 @@ static void StopRobotWheel(int x, int y)
     ZX = ZY = -1;
 }
 
-#if 1
-void RobotWheel(int x, int y)
+static void InitTimegateWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+}
 
-  if (MovDelay[x][y])          /* wait some time before next frame */
+static void RunTimegateWheel(int x, int y)
+{
+  PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
+}
+
+void CheckExit(int x, int y)
+{
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_ROBOT_WHEEL_ACTIVE, -1);
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_ROBOT_WHEEL_ACTIVE, frame);
-      }
-
-      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
-
-      return;
-    }
-  }
-
-  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 */
-    MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       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;
-  DrawLevelField(x, y);
-
-  /* THIS HAS NO EFFECT AT ALL! */
-#if 1
-  /* !!! THIS LOOKS WRONG !!! */
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
-#endif
-
-}
-#endif
-
-#if 1
-void NussKnacken(int x, int y)
-{
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 7;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_NUT_CRACKING,
-                                            6 - MovDelay[x][y]);
-
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_NUT_CRACKING, frame);
-      }
-
-      return;
-    }
-  }
-
-  Feld[x][y] = EL_EMERALD;
-  DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-void BreakingPearl(int x, int y)
-{
-  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])
-    {
-      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 SiebAktivieren(int x, int y, int type)
-{
-  int graphic = (type == 1 ? IMG_MAGIC_WALL_FULL : IMG_BD_MAGIC_WALL_FULL);
-
-  DrawLevelGraphicAnimation(x, y, graphic);
-}
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-void CheckExit(int x, int y)
-{
-  if (local_player->gems_still_needed > 0 ||
-      local_player->sokobanfields_still_needed > 0 ||
-      local_player->lights_still_needed > 0)
     return;
+  }
 
   Feld[x][y] = EL_EXIT_OPENING;
 
-  PlaySoundLevelNearest(x, y, SND_EXIT_OPENING);
+  PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
 void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
-    return;
-
-  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;
-
-  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))
-    {
-      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;
-  }
-
-  Feld[x][y] = EL_EXIT_OPEN;
-  DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-void OpenSwitchgate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      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;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      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;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-    if (!(MovDelay[x][y] % delay))
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      {
-       int frame = getGraphicAnimationFrame(IMG_TIMEGATE_OPENING,
-                                            29 - MovDelay[x][y]);
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-       DrawGraphic(SCREENX(x), SCREENY(y), IMG_TIMEGATE_OPENING, frame);
-      }
-    }
-
-    if (MovDelay[x][y])
-      return;
+    return;
   }
 
-  Feld[x][y] = EL_TIMEGATE_OPEN;
-  DrawLevelField(x, y);
-}
-#endif
-
-#if 1
-void CloseTimegate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-
-    if (!(MovDelay[x][y] % delay))
-    {
-      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_SP_EXIT_OPEN;
 
-  Feld[x][y] = EL_TIMEGATE_CLOSED;
-  DrawLevelField(x, y);
+  PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
-#endif
 
 static void CloseAllOpenTimegates()
 {
@@ -4469,7 +4514,11 @@ static void CloseAllOpenTimegates()
       if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
+#if 1
+       PlaySoundLevelAction(x, y, ACTION_CLOSING);
+#else
        PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+#endif
       }
     }
   }
@@ -4481,47 +4530,37 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_BD_DIAMOND)
-#if 0
-    DrawLevelElementAnimation(x, y, el2img(Feld[x][y]));
-#else
     return;
-#endif
-  else
-  {
-    if (MovDelay[x][y] == 0)   /* next animation frame */
-      MovDelay[x][y] = 11 * !SimpleRND(500);
 
-    if (MovDelay[x][y] != 0)   /* wait some time before next frame */
-    {
-      MovDelay[x][y]--;
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !SimpleRND(500);
 
-      if (setup.direct_draw && MovDelay[x][y])
-       SetDrawtoField(DRAW_BUFFERED);
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
 
-#if 0
-      DrawGraphic(SCREENX(x), SCREENY(y), el2img(Feld[x][y]), 0);
-#else
-      DrawLevelElementAnimation(x, y, Feld[x][y]);
-#endif
+    if (setup.direct_draw && MovDelay[x][y])
+      SetDrawtoField(DRAW_BUFFERED);
 
-      if (MovDelay[x][y] != 0)
-      {
-       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
-                                            10 - MovDelay[x][y]);
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
 
-       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
+    if (MovDelay[x][y] != 0)
+    {
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
 
-       if (setup.direct_draw)
-       {
-         int dest_x, dest_y;
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
 
-         dest_x = FX + SCREENX(x) * TILEX;
-         dest_y = FY + SCREENY(y) * TILEY;
+      if (setup.direct_draw)
+      {
+       int dest_x, dest_y;
 
-         BlitBitmap(drawto_field, window,
-                    dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-         SetDrawtoField(DRAW_DIRECT);
-       }
+       dest_x = FX + SCREENX(x) * TILEX;
+       dest_y = FY + SCREENY(y) * TILEY;
+
+       BlitBitmap(drawto_field, window,
+                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+       SetDrawtoField(DRAW_DIRECT);
       }
     }
   }
@@ -4550,22 +4589,22 @@ void MauerWaechst(int x, int y)
     {
       if (MovDir[x][y] == MV_LEFT)
       {
-       if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y]))
+       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
          DrawLevelField(x - 1, y);
       }
       else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y]))
+       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
          DrawLevelField(x + 1, y);
       }
       else if (MovDir[x][y] == MV_UP)
       {
-       if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1]))
+       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
          DrawLevelField(x, y - 1);
       }
       else
       {
-       if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1]))
+       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
          DrawLevelField(x, y + 1);
       }
 
@@ -4580,12 +4619,16 @@ void MauerWaechst(int x, int y)
 void MauerAbleger(int ax, int ay)
 {
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   boolean oben_frei = FALSE, unten_frei = FALSE;
   boolean links_frei = FALSE, rechts_frei = FALSE;
   boolean oben_massiv = FALSE, unten_massiv = FALSE;
   boolean links_massiv = FALSE, rechts_massiv = FALSE;
   boolean new_wall = FALSE;
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (!MovDelay[ax][ay])       /* start building new wall */
     MovDelay[ax][ay] = 6;
 
@@ -4605,76 +4648,83 @@ void MauerAbleger(int ax, int ay)
   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
     rechts_frei = TRUE;
 
-  if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
   {
     if (oben_frei)
     {
-      Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay-1] = element;
       MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
-                   IMG_WALL_GROWING_ACTIVE_UP, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay+1] = element;
       MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
-                   IMG_WALL_GROWING_ACTIVE_DOWN, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
-      element == EL_WALL_GROWING)
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL)
   {
     if (links_frei)
     {
-      Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax-1][ay] = element;
       MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
-                   IMG_WALL_GROWING_ACTIVE_LEFT, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax+1][ay] = element;
       MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
-                   IMG_WALL_GROWING_ACTIVE_RIGHT, 0);
+                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
     DrawLevelField(ax, ay);
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
     oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
     unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
     links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
-       element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
+       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+       element == EL_EXPANDABLE_WALL) &&
       ((links_massiv && rechts_massiv) ||
-       element == EL_WALL_GROWING_Y))
+       element == EL_EXPANDABLE_WALL_VERTICAL))
     Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
-    PlaySoundLevel(ax, ay, SND_WALL_GROWING);
+#if 1
+    PlaySoundLevelAction(ax, ay, ACTION_GROWING);
+#else
+    PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#endif
 }
 
 void CheckForDragon(int x, int y)
@@ -4731,7 +4781,7 @@ static void InitBuggyBase(int x, int y)
   int element = Feld[x][y];
   int activating_delay = FRAMES_PER_SECOND / 4;
 
-  MovDelay[x][y] =
+  ChangeDelay[x][y] =
     (element == EL_SP_BUGGY_BASE ?
      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
      element == EL_SP_BUGGY_BASE_ACTIVATING ?
@@ -4764,82 +4814,9 @@ static void WarnBuggyBase(int x, int y)
   }
 }
 
-#if 1
-static void CheckBuggyBase(int x, int y)
-{
-  int element = Feld[x][y];
-
-  if (element == EL_SP_BUGGY_BASE)
-  {
-    if (MovDelay[x][y] == 0)   /* wait some time before activating base */
-    {
-      GfxFrame[x][y] = 0;
-
-      InitBuggyBase(x, y);
-    }
-
-    MovDelay[x][y]--;
-
-    if (MovDelay[x][y] != 0)
-    {
-      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;
-
-      InitBuggyBase(x, y);
-    }
-
-    MovDelay[x][y]--;
-
-    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;
-
-      InitBuggyBase(x, y);
-    }
-
-    MovDelay[x][y]--;
-
-    if (MovDelay[x][y] != 0)
-    {
-      DrawLevelElementAnimation(x, y, element);
-
-      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);
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
 }
 
 static void ActivateTrap(int x, int y)
@@ -4851,107 +4828,144 @@ 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 new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    DrawLevelFieldCrumbledSand(x, y);
 }
 
-#if 1
-static void CheckTrap(int x, int y)
+static void ChangeElementDoIt(int x, int y, int element)
 {
-  int element = Feld[x][y];
+  RemoveField(x, y);
+  Feld[x][y] = element;
 
-  if (element == EL_TRAP)
-  {
-    if (MovDelay[x][y] == 0)   /* wait some time before activating trap */
-      MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+  ResetGfxAnimation(x, y);
+  ResetRandomAnimationValue(x, y);
 
-    MovDelay[x][y]--;
+  InitField(x, y, FALSE);
+  if (CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
 
-    if (MovDelay[x][y] != 0)
-    {
-      /* do nothing while waiting */
-    }
-    else
-    {
-      Feld[x][y] = EL_TRAP_ACTIVE;
-      PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
-    }
-  }
-  else if (element == EL_TRAP_ACTIVE)
+  DrawLevelField(x, y);
+
+  if (CAN_BE_CRUMBLED(Feld[x][y]))
   {
-    int delay = 4;
-    int num_frames = 8;
+    int sx = SCREENX(x), sy = SCREENY(y);
+    static int xy[4][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 }
+    };
+    int i;
 
-    if (MovDelay[x][y] == 0)   /* start activating trap */
+    for(i=0; i<4; i++)
     {
-      MovDelay[x][y] = num_frames * delay;
-      GfxFrame[x][y] = 0;
-    }
+      int xx = x + xy[i][0];
+      int yy = y + xy[i][1];
+      int sxx = sx + xy[i][0];
+      int syy = sy + xy[i][1];
 
-    MovDelay[x][y]--;
+      if (!IN_LEV_FIELD(xx, yy) ||
+         !IN_SCR_FIELD(sxx, syy) ||
+         !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
+         IS_MOVING(xx, yy))
+       continue;
 
-    if (MovDelay[x][y] != 0)
-    {
-      if (DrawLevelElementAnimation(x, y, element))
-       DrawCrumbledSand(SCREENX(x), SCREENY(y));
-    }
-    else
-    {
-      Feld[x][y] = EL_TRAP;
-      DrawLevelField(x, y);
+      DrawLevelField(xx, yy);
     }
   }
 }
-#endif
 
-#if 1
-static void DrawBeltAnimation(int x, int y, int element)
+static void ChangeElement(int x, int y)
 {
-  int belt_nr = getBeltNrFromBeltActiveElement(element);
-  int belt_dir = game.belt_dir[belt_nr];
+  int element = Feld[x][y];
 
-  if (belt_dir != MV_NO_MOVING)
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
-    DrawLevelElementAnimation(x, y, element);
+    ChangeDelay[x][y] = changing_element[element].change_delay + 1;
 
-    if (!(FrameCounter % 2))
-      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
-  }
-}
-#endif
+    if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+    {
+      int max_random_delay = element_info[element].change.delay_random;
+      int delay_frames = element_info[element].change.delay_frames;
 
-static void ChangeElement(int x, int y)
-{
-  int element = Feld[x][y];
+      ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
+    }
 
-  if (MovDelay[x][y] == 0)             /* initialize element change */
-  {
-    MovDelay[x][y] = changing_element[element].change_delay + 1;
-    GfxFrame[x][y] = 0;
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
     if (changing_element[element].pre_change_function)
       changing_element[element].pre_change_function(x, y);
   }
 
-  MovDelay[x][y]--;
+  ChangeDelay[x][y]--;
 
-  if (MovDelay[x][y] != 0)             /* continue element change */
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
   {
-    if (IS_ANIMATED(el2img(element)))
-      DrawLevelElementAnimation(x, y, element);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
     if (changing_element[element].change_function)
       changing_element[element].change_function(x, y);
   }
   else                                 /* finish element change */
   {
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
+    {
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+
+      return;
+    }
+
+#if 1
+    ChangeElementDoIt(x, y, changing_element[element].next_element);
+#else
+    RemoveField(x, y);
     Feld[x][y] = changing_element[element].next_element;
-    GfxFrame[x][y] = 0;
+
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+
+    InitField(x, y, FALSE);
+    if (CAN_MOVE(Feld[x][y]))
+      InitMovDir(x, y);
 
     DrawLevelField(x, y);
 
+    if (CAN_BE_CRUMBLED(Feld[x][y]))
+    {
+      int sx = SCREENX(x), sy = SCREENY(y);
+      static int xy[4][2] =
+      {
+       { 0, -1 },
+       { -1, 0 },
+       { +1, 0 },
+       { 0, +1 }
+      };
+      int i;
+
+      for(i=0; i<4; i++)
+      {
+       int xx = x + xy[i][0];
+       int yy = y + xy[i][1];
+       int sxx = sx + xy[i][0];
+       int syy = sy + xy[i][1];
+
+       if (!IN_LEV_FIELD(xx, yy) ||
+           !IN_SCR_FIELD(sxx, syy) ||
+           !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
+           IS_MOVING(xx, yy))
+         continue;
+
+       DrawLevelField(xx, yy);
+      }
+    }
+#endif
+
     if (changing_element[element].post_change_function)
       changing_element[element].post_change_function(x, y);
   }
@@ -4961,9 +4975,6 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
   static byte stored_player_action[MAX_PLAYERS];
   static int num_stored_actions = 0;
-#if 0
-  static boolean save_tape_entry = FALSE;
-#endif
   boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
@@ -4982,11 +4993,6 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
 
   if (player_action)
   {
-#if 0
-    save_tape_entry = TRUE;
-#endif
-    player->frame_reset_delay = 0;
-
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -5005,20 +5011,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
       }
     }
 
-#if 0
-    if (tape.recording && (moved || snapped || bombed))
-    {
-      if (bombed && !moved)
-       player_action &= JOY_BUTTON;
-
-      stored_player_action[player->index_nr] = player_action;
-      save_tape_entry = TRUE;
-    }
-    else if (tape.playing && snapped)
-      SnapField(player, 0, 0);                 /* stop snapping */
-#else
     stored_player_action[player->index_nr] = player_action;
-#endif
   }
   else
   {
@@ -5028,86 +5021,36 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
     SnapField(player, 0, 0);
     CheckGravityMovement(player);
 
-#if 1
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
-#endif
+    if (player->MovPos == 0)
+    {
 #if 0
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->last_move_dir = MV_NO_MOVING;
-
-    /* !!! CHECK THIS AGAIN !!!
-       (Seems to be needed for some EL_ROBOT stuff, but breaks
-       tapes when walking through pipes!)
-    */
+      printf("Trying... Player frame reset\n");
+#endif
 
-    /* it seems that "player->last_move_dir" is misused as some sort of
-       "player->is_just_moving_in_this_moment", which is needed for the
-       robot stuff (robots don't kill players when they are moving)
-    */
-#endif 
+      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+    }
 
-    /* if the player does not move for some time, reset animation to start */
-    if (++player->frame_reset_delay > player->move_delay_value)
-      player->Frame = 0;
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
   }
 
-#if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
-  {
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-    save_tape_entry = FALSE;
-  }
-#else
   if (tape.recording && num_stored_actions >= MAX_PLAYERS)
   {
     TapeRecordAction(stored_player_action);
     num_stored_actions = 0;
   }
-#endif
-
-#if 0
-  if (tape.playing && !tape.pausing && !player_action &&
-      tape.counter < tape.length)
-  {
-    int jx = player->jx, jy = player->jy;
-    int next_joy =
-      tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
-
-    if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
-       (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
-    {
-      int dx = (next_joy == JOY_LEFT ? -1 : +1);
-
-      if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
-      {
-       int el = Feld[jx+dx][jy];
-       int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
-                         (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
-
-       if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
-       {
-         player->MovDir = next_joy;
-         player->Frame = FrameCounter % 4;
-         player->Pushing = TRUE;
-       }
-      }
-    }
-  }
-#endif
 }
 
 void GameActions()
 {
   static unsigned long action_delay = 0;
   unsigned long action_delay_value;
-  int sieb_x = 0, sieb_y = 0;
+  int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     return;
 
   action_delay_value =
@@ -5133,7 +5076,7 @@ void GameActions()
     HandleNetworking();
 #endif
 
-    if (game_status != PLAYING)
+    if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
@@ -5186,30 +5129,14 @@ void GameActions()
 
   ScrollScreen(NULL, SCROLL_GO_ON);
 
-
-
-#ifdef DEBUG
 #if 0
-  if (TimeFrames == 0 && local_player->active)
-  {
-    extern unsigned int last_RND();
-
-    printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
-          TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
-  }
-#endif
-#endif
-
-#ifdef DEBUG
-#if 0
-  if (GameFrameDelay >= 500)
-    printf("FrameCounter == %d\n", FrameCounter);
-#endif
-#endif
-
   FrameCounter++;
   TimeFrames++;
 
+  for (i=0; i<MAX_PLAYERS; i++)
+    stored_player[i].Frame++;
+#endif
+
   for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
   {
     Stop[x][y] = FALSE;
@@ -5235,44 +5162,88 @@ void GameActions()
 #endif
   }
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-  {
-    element = Feld[x][y];
-    graphic = el2img(element);
+  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+  {
+    element = Feld[x][y];
+#if 1
+    graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+#else
+    graphic = el2img(element);
+#endif
+
+#if 0
+    if (element == -1)
+    {
+      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+      element = graphic = 0;
+    }
+#endif
+
+    if (graphic_info[graphic].anim_global_sync)
+      GfxFrame[x][y] = FrameCounter;
+
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+
+    SetRandomAnimationValue(x, y);
+
+#if 1
+    PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
+#endif
 
     if (IS_INACTIVE(element))
     {
-
-#if 1
       if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimation(x, y, graphic);
-#endif
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
       continue;
     }
 
+#if 1
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(element))
+    {
+      ChangeElement(x, y);
+      element = Feld[x][y];
+      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
+    }
+#endif
+
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
 #if 1
+      graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
 #if 0
-      if (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);
+      if (element == EL_PACMAN)
+       printf("::: %d, %d, %d\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#if 0
+      if (element == EL_YAMYAM)
+       printf("::: %d, %d, %d\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
 #endif
 #endif
 
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+      {
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+       if (element == EL_YAMYAM)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+      }
+
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        EdelsteinFunkeln(x, y);
     }
-
-#if 1
     else if ((element == EL_ACID ||
              element == EL_EXIT_OPEN ||
              element == EL_SP_EXIT_OPEN ||
@@ -5282,9 +5253,7 @@ void GameActions()
              element == EL_SHIELD_NORMAL ||
              element == EL_SHIELD_DEADLY) &&
             IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimation(x, y, graphic);
-#endif
-
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
     else if (IS_MOVING(x, y))
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
@@ -5293,7 +5262,7 @@ void GameActions()
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 #endif
-    else if (element == EL_AMOEBA_CREATING)
+    else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
       AmoebaDisappearing(x, y);
@@ -5303,108 +5272,54 @@ void GameActions()
       AmoebeAbleger(x, y);
 #endif
 
-    else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
+    else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
       Life(x, y);
-#if 0
-    else if (element == EL_ROBOT_WHEEL_ACTIVE)
-      RobotWheel(x, y);
-    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      TimegateWheel(x, y);
-#endif
-    else if (element == EL_ACID_SPLASH_LEFT ||
-            element == EL_ACID_SPLASH_RIGHT)
-      Blurb(x, y);
-#if 0
-    else if (element == EL_NUT_CRACKING)
-      NussKnacken(x, y);
-    else if (element == EL_PEARL_BREAKING)
-      BreakingPearl(x, y);
-#endif
     else if (element == EL_EXIT_CLOSED)
       CheckExit(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
       CheckExitSP(x, y);
-#if 0
-    else if (element == EL_EXIT_OPENING)
-      AusgangstuerOeffnen(x, y);
-#endif
-    else if (element == EL_WALL_GROWING_ACTIVE)
+    else if (element == EL_EXPANDABLE_WALL_GROWING)
       MauerWaechst(x, y);
-    else if (element == EL_WALL_GROWING ||
-            element == EL_WALL_GROWING_X ||
-            element == EL_WALL_GROWING_Y ||
-            element == EL_WALL_GROWING_XY)
+    else if (element == EL_EXPANDABLE_WALL ||
+            element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_WALL_VERTICAL ||
+            element == EL_EXPANDABLE_WALL_ANY)
       MauerAbleger(x, y);
     else if (element == EL_FLAMES)
       CheckForDragon(x, y);
 #if 0
-    else if (element == EL_SP_BUGGY_BASE ||
-            element == EL_SP_BUGGY_BASE_ACTIVATING ||
-            element == EL_SP_BUGGY_BASE_ACTIVE)
-      CheckBuggyBase(x, y);
-#endif
-#if 0
-    else if (element == EL_TRAP ||
-            element == EL_TRAP_ACTIVE)
-      CheckTrap(x, y);
-#endif
-#if 0
-    else if (element == EL_TRAP)
-      CheckTrap(x, y);
-#endif
-#if 0
-    else if (element == EL_TRAP_ACTIVE)
-      CheckTrap(x, y);
-#endif
-#if 0
-    else if (IS_BELT_ACTIVE(element))
-      DrawBeltAnimation(x, y, element);
-    else if (element == EL_SWITCHGATE_OPENING)
-      OpenSwitchgate(x, y);
-    else if (element == EL_SWITCHGATE_CLOSING)
-      CloseSwitchgate(x, y);
-    else if (element == EL_TIMEGATE_OPENING)
-      OpenTimegate(x, y);
-    else if (element == EL_TIMEGATE_CLOSING)
-      CloseTimegate(x, y);
-#endif
-
     else if (IS_AUTO_CHANGING(element))
       ChangeElement(x, y);
+#endif
+    else if (element == EL_EXPLOSION)
+      ;        /* drawing of correct explosion animation is handled separately */
+    else if (IS_ANIMATED(graphic) && !IS_AUTO_CHANGING(element))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-#if 1
-    else if (IS_ANIMATED(graphic))
-      DrawLevelGraphicAnimation(x, y, graphic);
+#if 0
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(Feld[x][y]))
+      ChangeElement(x, y);
 #endif
 
     if (IS_BELT_ACTIVE(element))
-      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
 
     if (game.magic_wall_active)
     {
-      boolean sieb = FALSE;
       int jx = local_player->jx, jy = local_player->jy;
 
-      if (element == EL_MAGIC_WALL_FULL ||
-         element == EL_MAGIC_WALL_ACTIVE ||
-         element == EL_MAGIC_WALL_EMPTYING)
-      {
-       SiebAktivieren(x, y, 1);
-       sieb = TRUE;
-      }
-      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;
-      }
-
       /* play the element sound at the position nearest to the player */
-      if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
+      if ((element == EL_MAGIC_WALL_FULL ||
+          element == EL_MAGIC_WALL_ACTIVE ||
+          element == EL_MAGIC_WALL_EMPTYING ||
+          element == EL_BD_MAGIC_WALL_FULL ||
+          element == EL_BD_MAGIC_WALL_ACTIVE ||
+          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+         ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
-       sieb_x = x;
-       sieb_y = y;
+       magic_wall_x = x;
+       magic_wall_y = y;
       }
     }
   }
@@ -5472,14 +5387,14 @@ void GameActions()
   {
     if (!(game.magic_wall_time_left % 4))
     {
-      int element = Feld[sieb_x][sieb_y];
+      int element = Feld[magic_wall_x][magic_wall_y];
 
       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);
+       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
+       PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -5565,16 +5480,16 @@ void GameActions()
       TimeLeft--;
 
       if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
 
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
 
       if (!TimeLeft && setup.time_limit)
        for (i=0; i<MAX_PLAYERS; i++)
          KillHero(&stored_player[i]);
     }
     else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
   }
 
   DrawAllPlayers();
@@ -5597,6 +5512,33 @@ void GameActions()
 
     redraw_mask |= REDRAW_FPS;
   }
+
+#if 0
+  if (stored_player[0].jx != stored_player[0].last_jx ||
+      stored_player[0].jy != stored_player[0].last_jy)
+    printf("::: %d, %d, %d, %d, %d\n",
+          stored_player[0].MovDir,
+          stored_player[0].MovPos,
+          stored_player[0].GfxPos,
+          stored_player[0].Frame,
+          stored_player[0].StepFrame);
+#endif
+
+#if 1
+  FrameCounter++;
+  TimeFrames++;
+
+  for (i=0; i<MAX_PLAYERS; i++)
+  {
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+
+    stored_player[i].Frame += move_frames;
+
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
+  }
+#endif
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
@@ -5691,11 +5633,18 @@ static void CheckGravityMovement(struct PlayerInfo *player)
 
     if (field_under_player_is_free &&
        !player_is_moving_to_valid_field &&
-       !IS_TUBE(Feld[jx][jy]))
+       !IS_WALKABLE_INSIDE(Feld[jx][jy]))
       player->programmed_action = MV_DOWN;
   }
 }
 
+/*
+  MoveFigureOneStep()
+  -----------------------------------------------------------------------------
+  dx, dy:              direction (non-diagonal) to try to move the player to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+*/
+
 boolean MoveFigureOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
@@ -5724,12 +5673,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
 #endif
 
-  if (DONT_GO_TO(element))
+  if (DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
-      Blurb(jx, jy);
-      Feld[jx][jy] = EL_PLAYER1;
+      SplashAcid(jx, jy);
+      Feld[jx][jy] = EL_PLAYER_1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
@@ -5892,15 +5841,17 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     }
   }
 
-  if (!(moved & MF_MOVING) && !player->Pushing)
-    player->Frame = 0;
-  else
 #if 0
-    player->Frame = (player->Frame + 1) % 4;
+#if 1
+  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
 #else
-    player->Frame += 1 * 0;
+  if (!(moved & MF_MOVING) && !player->Pushing)
+    player->Frame = 0;
+#endif
 #endif
 
+  player->StepFrame = 0;
+
   if (moved & MF_MOVING)
   {
     if (old_jx != jx && old_jy == jy)
@@ -5908,7 +5859,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     else if (old_jx == jx && old_jy != jy)
       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    DrawLevelField(jx, jy);    /* for "DrawCrumbledSand()" */
+    DrawLevelField(jx, jy);    /* for "crumbled sand" */
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
@@ -5944,8 +5895,6 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
   {
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-    if (player->Frame)
-      player->Frame += 1;
 
     if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
@@ -5958,7 +5907,6 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
 
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
-  player->Frame += 1;
 
   if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
     Feld[last_jx][last_jy] = EL_EMPTY;
@@ -5971,7 +5919,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
 
   if (player->MovPos == 0)
   {
-    if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+    if (IS_PASSABLE(Feld[last_jx][last_jy]))
     {
       /* continue with normal speed after quickly moving through gate */
       HALVE_PLAYER_SPEED(player);
@@ -6063,11 +6011,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
 #endif
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
     {
       kill_x = test_x;
       kill_y = test_y;
@@ -6127,11 +6075,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_element = Feld[test_x][test_y];
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(bad_element) &&  bad_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
     {
       /* good thing is player or penguin that does not move away */
       if (IS_PLAYER(test_x, test_y))
@@ -6239,8 +6187,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
       continue;
 
     element = Feld[x][y];
-    if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
-       element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
+    if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
+       element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
     {
       kill_x = x;
       kill_y = y;
@@ -6259,8 +6207,8 @@ void KillHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  if (IS_PFORTE(Feld[jx][jy]))
-    Feld[jx][jy] = EL_EMPTY;
+  /* remove accessible field at the player's position */
+  Feld[jx][jy] = EL_EMPTY;
 
   /* deactivate shield (else Bang()/Explode() would not work right) */
   player->shield_normal_time_left = 0;
@@ -6283,7 +6231,11 @@ void BuryHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
+#if 1
+  PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+  PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
   PlaySoundLevel(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
@@ -6312,6 +6264,39 @@ void RemoveHero(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+/*
+  checkDiagonalPushing()
+  -----------------------------------------------------------------------------
+  check if diagonal input device direction results in pushing of object
+  (by checking if the alternative direction is walkable, diggable, ...)
+*/
+
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+                                   int x, int y, int real_dx, int real_dy)
+{
+  int jx, jy, dx, dy, xx, yy;
+
+  if (real_dx == 0 || real_dy == 0)    /* no diagonal direction => push */
+    return TRUE;
+
+  /* diagonal direction: check alternative direction */
+  jx = player->jx;
+  jy = player->jy;
+  dx = x - jx;
+  dy = y - jy;
+  xx = jx + (dx == 0 ? real_dx : 0);
+  yy = jy + (dy == 0 ? real_dy : 0);
+
+  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
+
+/*
+  DigField()
+  -----------------------------------------------------------------------------
+  x, y:                        field next to player (non-diagonal) to try to dig to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+*/
+
 int DigField(struct PlayerInfo *player,
             int x, int y, int real_dx, int real_dy, int mode)
 {
@@ -6324,24 +6309,37 @@ int DigField(struct PlayerInfo *player,
   int element;
 
   if (player->MovPos == 0)
+  {
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
+
+  if (player->MovPos == 0)     /* last pushing move finished */
     player->Pushing = FALSE;
 
-  if (mode == DF_NO_PUSH)
+  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
   {
     player->Switching = FALSE;
     player->push_delay = 0;
+
     return MF_NO_ACTION;
   }
 
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
     return MF_NO_ACTION;
 
-  if (IS_TUBE(Feld[jx][jy]))
+#if 0
+  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+  if (IS_TUBE(Feld[jx][jy]) ||
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
+#endif
   {
     int i = 0;
+    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
     int tube_leave_directions[][2] =
     {
-      { EL_TUBE_ALL,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+      { EL_TUBE_ANY,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
       { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
       { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
       { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
@@ -6355,7 +6353,7 @@ int DigField(struct PlayerInfo *player,
       { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
     };
 
-    while (tube_leave_directions[i][0] != Feld[jx][jy])
+    while (tube_leave_directions[i][0] != tube_element)
     {
       i++;
       if (tube_leave_directions[i][0] == -1)   /* should not happen */
@@ -6368,6 +6366,12 @@ int DigField(struct PlayerInfo *player,
 
   element = Feld[x][y];
 
+#if 1
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0))
+    return MF_NO_ACTION;
+#endif
+
   switch (element)
   {
     case EL_EMPTY:
@@ -6379,7 +6383,14 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_BUGGY_BASE:
     case EL_SP_BUGGY_BASE_ACTIVATING:
       RemoveField(x, y);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
+#if 1
+      if (mode != DF_SNAP && element != EL_EMPTY)
+      {
+       GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
+       player->is_digging = TRUE;
+      }
+#endif
+      PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
       break;
 
     case EL_EMERALD:
@@ -6392,6 +6403,13 @@ int DigField(struct PlayerInfo *player,
     case EL_PEARL:
     case EL_CRYSTAL:
       RemoveField(x, y);
+#if 1
+      if (mode != DF_SNAP)
+      {
+       GfxElement[x][y] = element;
+       player->is_collecting = TRUE;
+      }
+#endif
       local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
                                          element == EL_PEARL ? 5 :
                                          element == EL_CRYSTAL ? 8 : 1);
@@ -6399,9 +6417,8 @@ int DigField(struct PlayerInfo *player,
        local_player->gems_still_needed = 0;
       RaiseScoreElement(element);
       DrawText(DX_EMERALDS, DY_EMERALDS,
-              int2str(local_player->gems_still_needed, 3),
-              FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
+              int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
     case EL_SPEED_PILL:
@@ -6420,9 +6437,9 @@ int DigField(struct PlayerInfo *player,
       if (level.time > 0)
       {
        TimeLeft += 10;
-       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       }
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
+      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
       break;
 
     case EL_SHIELD_NORMAL:
@@ -6442,68 +6459,70 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_DISK_RED:
       RemoveField(x, y);
       player->dynamite++;
+      player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
       RaiseScoreElement(EL_DYNAMITE);
-      DrawText(DX_DYNAMITE, DY_DYNAMITE,
-              int2str(local_player->dynamite, 3),
-              FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
+      DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
+              FONT_TEXT_2);
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
-    case EL_DYNABOMB_NR:
+    case EL_DYNABOMB_INCREASE_NUMBER:
       RemoveField(x, y);
       player->dynabomb_count++;
       player->dynabombs_left++;
       RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
+      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
       break;
 
-    case EL_DYNABOMB_SZ:
+    case EL_DYNABOMB_INCREASE_SIZE:
       RemoveField(x, y);
       player->dynabomb_size++;
       RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
+      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
       break;
 
-    case EL_DYNABOMB_XL:
+    case EL_DYNABOMB_INCREASE_POWER:
       RemoveField(x, y);
       player->dynabomb_xl = TRUE;
       RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
+      PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
       break;
 
-    case EL_KEY1:
-    case EL_KEY2:
-    case EL_KEY3:
-    case EL_KEY4:
+    case EL_KEY_1:
+    case EL_KEY_2:
+    case EL_KEY_3:
+    case EL_KEY_4:
     {
-      int key_nr = element - EL_KEY1;
+      int key_nr = element - EL_KEY_1;
+      int graphic = el2edimg(element);
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
       RaiseScoreElement(element);
       DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        IMG_KEY1 + key_nr);
+                        graphic);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        IMG_KEY1 + key_nr);
-      PlaySoundLevel(x, y, SND_KEY_COLLECTING);
+                        graphic);
+      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
       break;
     }
 
-    case EL_EM_KEY1:
-    case EL_EM_KEY2:
-    case EL_EM_KEY3:
-    case EL_EM_KEY4:
+    case EL_EM_KEY_1:
+    case EL_EM_KEY_2:
+    case EL_EM_KEY_3:
+    case EL_EM_KEY_4:
     {
-      int key_nr = element - EL_EM_KEY1;
+      int key_nr = element - EL_EM_KEY_1;
+      int graphic = el2edimg(EL_KEY_1 + key_nr);
 
       RemoveField(x, y);
       player->key[key_nr] = TRUE;
       RaiseScoreElement(element);
       DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        IMG_KEY1 + key_nr);
+                        graphic);
       DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        IMG_KEY1 + key_nr);
-      PlaySoundLevel(x, y, SND_KEY_COLLECTING);
+                        graphic);
+      PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
       break;
     }
 
@@ -6537,23 +6556,23 @@ int DigField(struct PlayerInfo *player,
       }
       break;
 
-    case EL_CONVEYOR_BELT1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
       if (!player->Switching)
       {
        player->Switching = TRUE;
        ToggleBeltSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
+       PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
       }
       return MF_ACTION;
       break;
@@ -6564,7 +6583,7 @@ int DigField(struct PlayerInfo *player,
       {
        player->Switching = TRUE;
        ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
+       PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
       }
       return MF_ACTION;
       break;
@@ -6589,20 +6608,20 @@ int DigField(struct PlayerInfo *player,
       return MF_ACTION;
       break;
 
-    case EL_BALLOON_SEND_LEFT:
-    case EL_BALLOON_SEND_RIGHT:
-    case EL_BALLOON_SEND_UP:
-    case EL_BALLOON_SEND_DOWN:
-    case EL_BALLOON_SEND_ANY_DIRECTION:
-      if (element == EL_BALLOON_SEND_ANY_DIRECTION)
+    case EL_BALLOON_SWITCH_LEFT:
+    case EL_BALLOON_SWITCH_RIGHT:
+    case EL_BALLOON_SWITCH_UP:
+    case EL_BALLOON_SWITCH_DOWN:
+    case EL_BALLOON_SWITCH_ANY:
+      if (element == EL_BALLOON_SWITCH_ANY)
        game.balloon_dir = move_direction;
       else
-       game.balloon_dir = (element == EL_BALLOON_SEND_LEFT  ? MV_LEFT :
-                           element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
-                           element == EL_BALLOON_SEND_UP    ? MV_UP :
-                           element == EL_BALLOON_SEND_DOWN  ? MV_DOWN :
+       game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
+                           element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                           element == EL_BALLOON_SWITCH_UP    ? MV_UP :
+                           element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
                            MV_NO_MOVING);
-      PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
+      PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -6618,7 +6637,9 @@ int DigField(struct PlayerInfo *player,
     case EL_SPRING:
       if (mode == DF_SNAP)
        return MF_NO_ACTION;
+
       /* no "break" -- fall through to next case */
+
       /* the following elements can be pushed by "snapping" */
     case EL_BD_ROCK:
       if (dy)
@@ -6626,20 +6647,24 @@ int DigField(struct PlayerInfo *player,
 
       player->Pushing = TRUE;
 
+#if 0
+      if (element == EL_ROCK)
+       printf("::: wanna push [%d] [%d]\n",
+              FrameCounter, player->push_delay_value);
+#endif
+
       if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
        return MF_NO_ACTION;
 
-      if (real_dy)
-      {
-       if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-         return MF_NO_ACTION;
-      }
+      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+       return MF_NO_ACTION;
 
       if (player->push_delay == 0)
        player->push_delay = FrameCounter;
 #if 0
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing && element != EL_SPRING)
+         !tape.playing &&
+         element != EL_SPRING)
        return MF_NO_ACTION;
 #else
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
@@ -6668,30 +6693,30 @@ int DigField(struct PlayerInfo *player,
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
       DrawLevelField(x + dx, y + dy);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
       break;
 
-    case EL_GATE1:
-    case EL_GATE2:
-    case EL_GATE3:
-    case EL_GATE4:
-      if (!player->key[element - EL_GATE1])
+    case EL_GATE_1:
+    case EL_GATE_2:
+    case EL_GATE_3:
+    case EL_GATE_4:
+      if (!player->key[element - EL_GATE_1])
        return MF_NO_ACTION;
       break;
 
-    case EL_GATE1_GRAY:
-    case EL_GATE2_GRAY:
-    case EL_GATE3_GRAY:
-    case EL_GATE4_GRAY:
-      if (!player->key[element - EL_GATE1_GRAY])
+    case EL_GATE_1_GRAY:
+    case EL_GATE_2_GRAY:
+    case EL_GATE_3_GRAY:
+    case EL_GATE_4_GRAY:
+      if (!player->key[element - EL_GATE_1_GRAY])
        return MF_NO_ACTION;
       break;
 
-    case EL_EM_GATE1:
-    case EL_EM_GATE2:
-    case EL_EM_GATE3:
-    case EL_EM_GATE4:
-      if (!player->key[element - EL_EM_GATE1])
+    case EL_EM_GATE_1:
+    case EL_EM_GATE_2:
+    case EL_EM_GATE_3:
+    case EL_EM_GATE_4:
+      if (!player->key[element - EL_EM_GATE_1])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6700,14 +6725,14 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevel(x, y, SND_GATE_PASSING);
+      PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
       break;
 
-    case EL_EM_GATE1_GRAY:
-    case EL_EM_GATE2_GRAY:
-    case EL_EM_GATE3_GRAY:
-    case EL_EM_GATE4_GRAY:
-      if (!player->key[element - EL_EM_GATE1_GRAY])
+    case EL_EM_GATE_1_GRAY:
+    case EL_EM_GATE_2_GRAY:
+    case EL_EM_GATE_3_GRAY:
+    case EL_EM_GATE_4_GRAY:
+      if (!player->key[element - EL_EM_GATE_1_GRAY])
        return MF_NO_ACTION;
       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6716,7 +6741,11 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
+#if 1
+      PlaySoundLevelAction(x, y, ACTION_PASSING);
+#else
       PlaySoundLevel(x, y, SND_GATE_PASSING);
+#endif
       break;
 
     case EL_SWITCHGATE_OPEN:
@@ -6728,40 +6757,40 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
       break;
 
-    case EL_SP_PORT1_LEFT:
-    case EL_SP_PORT2_LEFT:
-    case EL_SP_PORT1_RIGHT:
-    case EL_SP_PORT2_RIGHT:
-    case EL_SP_PORT1_UP:
-    case EL_SP_PORT2_UP:
-    case EL_SP_PORT1_DOWN:
-    case EL_SP_PORT2_DOWN:
-    case EL_SP_PORT_X:
-    case EL_SP_PORT_Y:
-    case EL_SP_PORT_XY:
+    case EL_SP_PORT_LEFT:
+    case EL_SP_PORT_RIGHT:
+    case EL_SP_PORT_UP:
+    case EL_SP_PORT_DOWN:
+    case EL_SP_PORT_HORIZONTAL:
+    case EL_SP_PORT_VERTICAL:
+    case EL_SP_PORT_ANY:
+    case EL_SP_GRAVITY_PORT_LEFT:
+    case EL_SP_GRAVITY_PORT_RIGHT:
+    case EL_SP_GRAVITY_PORT_UP:
+    case EL_SP_GRAVITY_PORT_DOWN:
       if ((dx == -1 &&
-          element != EL_SP_PORT1_LEFT &&
-          element != EL_SP_PORT2_LEFT &&
-          element != EL_SP_PORT_X &&
-          element != EL_SP_PORT_XY) ||
+          element != EL_SP_PORT_LEFT &&
+          element != EL_SP_GRAVITY_PORT_LEFT &&
+          element != EL_SP_PORT_HORIZONTAL &&
+          element != EL_SP_PORT_ANY) ||
          (dx == +1 &&
-          element != EL_SP_PORT1_RIGHT &&
-          element != EL_SP_PORT2_RIGHT &&
-          element != EL_SP_PORT_X &&
-          element != EL_SP_PORT_XY) ||
+          element != EL_SP_PORT_RIGHT &&
+          element != EL_SP_GRAVITY_PORT_RIGHT &&
+          element != EL_SP_PORT_HORIZONTAL &&
+          element != EL_SP_PORT_ANY) ||
          (dy == -1 &&
-          element != EL_SP_PORT1_UP &&
-          element != EL_SP_PORT2_UP &&
-          element != EL_SP_PORT_Y &&
-          element != EL_SP_PORT_XY) ||
+          element != EL_SP_PORT_UP &&
+          element != EL_SP_GRAVITY_PORT_UP &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
          (dy == +1 &&
-          element != EL_SP_PORT1_DOWN &&
-          element != EL_SP_PORT2_DOWN &&
-          element != EL_SP_PORT_Y &&
-          element != EL_SP_PORT_XY) ||
+          element != EL_SP_PORT_DOWN &&
+          element != EL_SP_GRAVITY_PORT_DOWN &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
          !IN_LEV_FIELD(x + dx, y + dy) ||
          !IS_FREE(x + dx, y + dy))
        return MF_NO_ACTION;
@@ -6770,10 +6799,10 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
+      PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
 
-    case EL_TUBE_ALL:
+    case EL_TUBE_ANY:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
     case EL_TUBE_VERTICAL_LEFT:
@@ -6788,7 +6817,7 @@ int DigField(struct PlayerInfo *player,
        int i = 0;
        int tube_enter_directions[][2] =
        {
-         { EL_TUBE_ALL,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_ANY,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
          { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
          { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
          { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
@@ -6812,7 +6841,7 @@ int DigField(struct PlayerInfo *player,
        if (!(tube_enter_directions[i][1] & move_direction))
          return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-       PlaySoundLevel(x, y, SND_TUBE_PASSING);
+       PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
       }
       break;
 
@@ -6828,9 +6857,9 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 
       if (element == EL_EXIT_OPEN)
-       PlaySoundLevel(x, y, SND_EXIT_PASSING);
+       PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
       else
-       PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
+       PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
 
       break;
 
@@ -6845,9 +6874,9 @@ int DigField(struct PlayerInfo *player,
     case EL_TIME_ORB_FULL:
       Feld[x][y] = EL_TIME_ORB_EMPTY;
       TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
+      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
       return MF_ACTION;
       break;
 
@@ -6870,16 +6899,8 @@ int DigField(struct PlayerInfo *player,
                  || !IS_SB_ELEMENT(element))))
        return MF_NO_ACTION;
 
-      if (dx && real_dy)
-      {
-       if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-         return MF_NO_ACTION;
-      }
-      else if (dy && real_dx)
-      {
-       if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
-         return MF_NO_ACTION;
-      }
+      if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+       return MF_NO_ACTION;
 
       if (player->push_delay == 0)
        player->push_delay = FrameCounter;
@@ -6909,24 +6930,40 @@ int DigField(struct PlayerInfo *player,
          Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
          local_player->sokobanfields_still_needed--;
          if (element == EL_SOKOBAN_OBJECT)
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
+#else
+           PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
+#endif
          else
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+#else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+#endif
        }
        else
        {
          Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
          if (element == EL_SOKOBAN_FIELD_FULL)
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
+#else
            PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
+#endif
          else
+#if 1
+           PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
+#else
            PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+#endif
        }
       }
       else
       {
        RemoveField(x, y);
        Feld[x+dx][y+dy] = element;
-       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
+       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
       }
 
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
@@ -6939,7 +6976,7 @@ int DigField(struct PlayerInfo *player,
          game.emulation == EMU_SOKOBAN)
       {
        player->LevelSolved = player->GameOver = TRUE;
-       PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
+       PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
       }
 
       break;
@@ -6950,11 +6987,91 @@ int DigField(struct PlayerInfo *player,
       break;
 
     default:
+
+      if (IS_WALKABLE(element))
+      {
+       break;
+      }
+      else if (IS_DIGGABLE(element))
+      {
+       RemoveField(x, y);
+#if 1
+       if (mode != DF_SNAP)
+       {
+         GfxElement[x][y] =
+           (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+         player->is_digging = TRUE;
+       }
+#endif
+       PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
+
+       break;
+      }
+      else if (IS_COLLECTIBLE(element))
+      {
+       RemoveField(x, y);
+#if 1
+       if (mode != DF_SNAP)
+       {
+         GfxElement[x][y] = element;
+         player->is_collecting = TRUE;
+       }
+#endif
+       PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
+
+       break;
+      }
+      else if (IS_PUSHABLE(element))
+      {
+       if (mode == DF_SNAP)
+         return MF_NO_ACTION;
+
+       if (CAN_FALL(element) && dy)
+         return MF_NO_ACTION;
+
+       if (!player->Pushing &&
+           game.engine_version >= RELEASE_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+
+       player->Pushing = TRUE;
+
+       if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+         return MF_NO_ACTION;
+
+       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+         return MF_NO_ACTION;
+
+       if (player->push_delay == 0)    /* new pushing; restart delay */
+         player->push_delay = FrameCounter;
+
+       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0))
+         return MF_NO_ACTION;
+
+       RemoveField(x, y);
+       Feld[x + dx][y + dy] = element;
+
+#if 1
+       if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#else
+       player->push_delay_value = 2 + RND(8);
+#endif
+
+       DrawLevelField(x + dx, y + dy);
+       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
+
+       break;
+      }
+
       return MF_NO_ACTION;
   }
 
   player->push_delay = 0;
 
+  if (Feld[x][y] != element)           /* really digged/collected something */
+    player->is_collecting = !player->is_digging;
+
   return MF_MOVING;
 }
 
@@ -6963,6 +7080,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
 
+  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+    return FALSE;
+
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
 
@@ -6975,6 +7095,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
       player->Pushing = FALSE;
 
     player->snapped = FALSE;
+
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
+
     return FALSE;
   }
 
@@ -6986,10 +7113,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                    dy < 0 ? MV_UP :
                    dy > 0 ? MV_DOWN :  MV_NO_MOVING);
 
-  if (!DigField(player, x, y, 0, 0, DF_SNAP))
+  if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
   player->snapped = TRUE;
+  player->is_digging = FALSE;
+  player->is_collecting = FALSE;
+
   DrawLevelField(x, y);
   BackToFront();
 
@@ -7010,48 +7140,85 @@ boolean PlaceBomb(struct PlayerInfo *player)
       IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
     return FALSE;
 
+#if 0
+  if (element != EL_EMPTY)
+    return FALSE;
+#endif
+
   if (element != EL_EMPTY)
+  {
+#if 0
     Store[jx][jy] = element;
+#else
+    Back[jx][jy] = element;
+#endif
+  }
 
   MovDelay[jx][jy] = 96;
-  GfxFrame[jx][jy] = 0;
+
+  ResetGfxAnimation(jx, jy);
+  ResetRandomAnimationValue(jx, jy);
 
   if (player->dynamite)
   {
-    Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
+    Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
+                   EL_DYNAMITE_ACTIVE);
     player->dynamite--;
 
     DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-            FS_SMALL, FC_YELLOW);
+            FONT_TEXT_2);
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
     {
+#if 1
+      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+#else
       if (game.emulation == EMU_SUPAPLEX)
        DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
       else
        DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
+#endif
     }
 
-    PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
+    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
   }
   else
   {
     Feld[jx][jy] =
-      EL_DYNABOMB_PLAYER1_ACTIVE + (player->element_nr - EL_PLAYER1);
+      EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
     player->dynabombs_left--;
 
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
+    PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
   }
 
   return TRUE;
 }
 
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions                                              */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlaySoundLevel()
+{
+  int num_sounds = getSoundListSize();
+
+  if (loop_sound_frame != NULL)
+    free(loop_sound_frame);
+
+  if (loop_sound_volume != NULL)
+    free(loop_sound_volume);
+
+  loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
+
 static void PlaySoundLevel(int x, int y, int nr)
 {
-  static int loop_sound_frame[NUM_SOUND_FILES];
-  static int loop_sound_volume[NUM_SOUND_FILES];
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
   int max_distance = 8;
@@ -7104,25 +7271,39 @@ static void PlaySoundLevelNearest(int x, int y, int sound_action)
                 sound_action);
 }
 
-static void PlaySoundLevelAction(int x, int y, int sound_action)
+static void PlaySoundLevelAction(int x, int y, int action)
+{
+  PlaySoundLevelElementAction(x, y, Feld[x][y], action);
+}
+
+static void PlaySoundLevelElementAction(int x, int y, int element, int action)
 {
-  PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+  int sound_effect = element_info[element].sound[action];
+
+  if (sound_effect != SND_UNDEFINED)
+    PlaySoundLevel(x, y, sound_effect);
 }
 
-static void PlaySoundLevelElementAction(int x, int y, int element,
-                                       int sound_action)
+static void PlaySoundLevelActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_action_sound[element][sound_action];
+  int sound_effect = element_info[Feld[x][y]].sound[action];
 
-  if (sound_effect != -1)
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     PlaySoundLevel(x, y, sound_effect);
 }
 
+static void StopSoundLevelActionIfLoop(int x, int y, int action)
+{
+  int sound_effect = element_info[Feld[x][y]].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;
-  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
-          FS_SMALL, FC_YELLOW);
+  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
 }
 
 void RaiseScoreElement(int element)
@@ -7134,22 +7315,31 @@ void RaiseScoreElement(int element)
     case EL_EMERALD_YELLOW:
     case EL_EMERALD_RED:
     case EL_EMERALD_PURPLE:
-      RaiseScore(level.score[SC_EDELSTEIN]);
+    case EL_SP_INFOTRON:
+      RaiseScore(level.score[SC_EMERALD]);
       break;
     case EL_DIAMOND:
-      RaiseScore(level.score[SC_DIAMANT]);
+      RaiseScore(level.score[SC_DIAMOND]);
+      break;
+    case EL_CRYSTAL:
+      RaiseScore(level.score[SC_CRYSTAL]);
+      break;
+    case EL_PEARL:
+      RaiseScore(level.score[SC_PEARL]);
       break;
     case EL_BUG:
     case EL_BD_BUTTERFLY:
-      RaiseScore(level.score[SC_KAEFER]);
+    case EL_SP_ELECTRON:
+      RaiseScore(level.score[SC_BUG]);
       break;
     case EL_SPACESHIP:
     case EL_BD_FIREFLY:
-      RaiseScore(level.score[SC_FLIEGER]);
+    case EL_SP_SNIKSNAK:
+      RaiseScore(level.score[SC_SPACESHIP]);
       break;
     case EL_YAMYAM:
     case EL_DARK_YAMYAM:
-      RaiseScore(level.score[SC_MAMPFER]);
+      RaiseScore(level.score[SC_YAMYAM]);
       break;
     case EL_ROBOT:
       RaiseScore(level.score[SC_ROBOT]);
@@ -7158,16 +7348,26 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_PACMAN]);
       break;
     case EL_NUT:
-      RaiseScore(level.score[SC_KOKOSNUSS]);
+      RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
-      RaiseScore(level.score[SC_DYNAMIT]);
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      RaiseScore(level.score[SC_DYNAMITE]);
+      break;
+    case EL_SHIELD_NORMAL:
+    case EL_SHIELD_DEADLY:
+      RaiseScore(level.score[SC_SHIELD]);
+      break;
+    case EL_EXTRA_TIME:
+      RaiseScore(level.score[SC_TIME_BONUS]);
       break;
-    case EL_KEY1:
-    case EL_KEY2:
-    case EL_KEY3:
-    case EL_KEY4:
-      RaiseScore(level.score[SC_SCHLUESSEL]);
+    case EL_KEY_1:
+    case EL_KEY_2:
+    case EL_KEY_3:
+    case EL_KEY_4:
+      RaiseScore(level.score[SC_KEY]);
       break;
     default:
       break;
@@ -7188,7 +7388,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
     else
 #endif
     {
-      game_status = MAINMENU;
+      game_status = GAME_MODE_MAIN;
       DrawMainMenu();
     }
   }
@@ -7261,7 +7461,7 @@ void CreateGameButtons()
 
   for (i=0; i<NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = new_graphic_info[IMG_GLOBAL_DOOR].bitmap;
+    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
@@ -7349,7 +7549,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
 {
   int id = gi->custom_id;
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     return;
 
   switch (id)