rnd-20031102-1-src
[rocksndiamonds.git] / src / game.c
index b73c4dc8d1b43187cc21798d4c4ac84fcdb9dfe8..a46368e1a87874e31529b510d780db0d2b0848a9 100644 (file)
 #define DF_DIG                 1
 #define DF_SNAP                        2
 
-/* for MoveFigure() */
+/* for MovePlayer() */
 #define MF_NO_ACTION           0
 #define MF_MOVING              1
 #define MF_ACTION              2
 
-/* for ScrollFigure() */
+/* for ScrollPlayer() */
 #define SCROLL_INIT            0
 #define SCROLL_GO_ON           1
 
 
 /* forward declaration for internal use */
 
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
@@ -169,6 +174,7 @@ static void KillHeroUnlessProtected(int, int);
 static void TestIfPlayerTouchesCustomElement(int, int);
 static void TestIfElementTouchesCustomElement(int, int);
 
+static void ChangeElement(int, int, int);
 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
 static boolean CheckTriggeredElementChange(int, int, int, int);
 static boolean CheckElementSideChange(int, int, int, int, int, int);
@@ -251,6 +257,22 @@ static struct ChangingElementInfo change_delay_list[] =
     NULL,
     NULL
   },
+  {
+    EL_SP_EXIT_OPENING,
+    EL_SP_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_EXIT_CLOSING,
+    EL_SP_EXIT_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
   {
     EL_SWITCHGATE_OPENING,
     EL_SWITCHGATE_OPEN,
@@ -778,13 +800,19 @@ static void InitGameEngine()
 
   /* dynamically adjust player properties according to game engine version */
   game.initial_move_delay =
-    (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
+    (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
      INITIAL_MOVE_DELAY_OFF);
 
   /* dynamically adjust player properties according to level information */
   game.initial_move_delay_value =
     (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
 
+  /* ---------- initialize player's initial push delay --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_push_delay_value =
+    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
+
   /* ---------- initialize changing elements ------------------------------- */
 
   /* initialize changing elements information */
@@ -879,7 +907,7 @@ static void InitGameEngine()
 
     for (j=0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page->can_change)
+      if (!ei->change_page[j].can_change)
        continue;
 
       if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
@@ -905,8 +933,8 @@ static void InitGameEngine()
   {
     if (!IS_CUSTOM_ELEMENT(i))
     {
-      element_info[i].push_delay_fixed = 2;
-      element_info[i].push_delay_random = 8;
+      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
+      element_info[i].push_delay_random = game.default_push_delay_random;
     }
   }
 
@@ -1008,8 +1036,6 @@ void InitGame()
 
     player->MovDir = MV_NO_MOVING;
     player->MovPos = 0;
-    player->Pushing = FALSE;
-    player->Switching = FALSE;
     player->GfxPos = 0;
     player->GfxDir = MV_NO_MOVING;
     player->GfxAction = ACTION_DEFAULT;
@@ -1017,16 +1043,21 @@ void InitGame()
     player->StepFrame = 0;
 
     player->use_murphy_graphic = FALSE;
-    player->use_disk_red_graphic = FALSE;
 
     player->actual_frame_counter = 0;
 
     player->last_move_dir = MV_NO_MOVING;
 
-    player->is_moving = FALSE;
     player->is_waiting = FALSE;
+    player->is_moving = FALSE;
     player->is_digging = FALSE;
+    player->is_snapping = FALSE;
     player->is_collecting = FALSE;
+    player->is_pushing = FALSE;
+    player->is_switching = FALSE;
+
+    player->switch_x = -1;
+    player->switch_y = -1;
 
     player->show_envelope = 0;
 
@@ -1034,9 +1065,7 @@ void InitGame()
     player->move_delay_value = game.initial_move_delay_value;
 
     player->push_delay = 0;
-    player->push_delay_value = 5;
-
-    player->snapped = FALSE;
+    player->push_delay_value = game.initial_push_delay_value;
 
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
@@ -1083,6 +1112,7 @@ void InitGame()
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
   game.balloon_dir = MV_NO_MOVING;
+  game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
   game.envelope_active = FALSE;
@@ -1103,9 +1133,11 @@ void InitGame()
       Feld[x][y] = level.field[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
       ChangeDelay[x][y] = 0;
+      ChangePage[x][y] = -1;
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      JustStopped[x][y] = 0;
+      WasJustMoving[x][y] = 0;
+      WasJustFalling[x][y] = 0;
       Stop[x][y] = FALSE;
       Pushed[x][y] = FALSE;
 
@@ -1668,11 +1700,15 @@ void GameWon()
   }
 
   /* close exit door after last player */
-  if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
+  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
   {
-    Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
+    int element = Feld[ExitX][ExitY];
 
-    PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
+    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+                         EL_SP_EXIT_CLOSING);
+
+    PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
   }
 
   /* Hero disappears */
@@ -1820,7 +1856,7 @@ void InitMovingField(int x, int y, int direction)
   int newx = x + dx;
   int newy = y + dy;
 
-  if (!JustStopped[x][y] || direction != MovDir[x][y])
+  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
     ResetGfxAnimation(x, y);
 
   MovDir[newx][newy] = MovDir[x][y] = direction;
@@ -1914,6 +1950,7 @@ static void RemoveField(int x, int y)
 
   AmoebaNr[x][y] = 0;
   ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
   Pushed[x][y] = FALSE;
 
   GfxElement[x][y] = EL_UNDEFINED;
@@ -2027,21 +2064,32 @@ void RelocatePlayer(int x, int y, int element)
 {
   struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
 
+#if 1
+  RemoveField(x, y);           /* temporarily remove newly placed player */
+  DrawLevelField(x, y);
+#endif
+
   if (player->present)
   {
     while (player->MovPos)
     {
-      ScrollFigure(player, SCROLL_GO_ON);
+      ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
       FrameCounter++;
-      DrawAllPlayers();
+
+      DrawPlayer(player);
+
       BackToFront();
+      Delay(GAME_FRAME_DELAY);
     }
 
-    RemoveField(player->jx, player->jy);
-    DrawLevelField(player->jx, player->jy);
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
   }
 
+  Feld[x][y] = element;
   InitPlayerField(x, y, element, TRUE);
 
   if (player == local_player)
@@ -2073,7 +2121,7 @@ void RelocatePlayer(int x, int y, int element)
       ScrollLevel(dx, dy);
       DrawAllPlayers();
 
-      /* scroll in to steps of half tile size to make things smoother */
+      /* scroll in two steps of half tile size to make things smoother */
       BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
       FlushDisplay();
       Delay(GAME_FRAME_DELAY);
@@ -2107,7 +2155,7 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 0
     /* --- This is only really needed (and now handled) in "Impact()". --- */
     /* do not explode moving elements that left the explode field in time */
-    if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
        center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
       return;
 #endif
@@ -2162,7 +2210,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
 #else
       if ((IS_INDESTRUCTIBLE(element) &&
-          (game.engine_version < VERSION_IDENT(2,2,0) ||
+          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
            (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
          element == EL_FLAMES)
        continue;
@@ -2371,7 +2419,10 @@ void Explode(int ex, int ey, int phase, int mode)
       element = Feld[x][y] = Back[x][y];
     Back[x][y] = 0;
 
-    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
+    MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+
     InitField(x, y, FALSE);
     if (CAN_MOVE(element))
       InitMovDir(x, y);
@@ -2479,7 +2530,11 @@ void Bang(int x, int y)
   int element = Feld[x][y];
 #endif
 
+#if 1
+  if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
+#else
   if (IS_PLAYER(x, y))
+#endif
   {
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
@@ -2916,7 +2971,7 @@ void Impact(int x, int y)
                                         MovPos[x][y + 1] <= TILEY / 2));
 
     /* do not smash moving elements that left the smashed field in time */
-    if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
+    if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
        ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
       object_hit = FALSE;
 
@@ -3091,6 +3146,11 @@ void Impact(int x, int y)
        else
        {
          CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+
+         CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+                                         CE_OTHER_IS_SWITCHING);
+         CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
+                                CE_SWITCHED, -1);
        }
       }
       else
@@ -3666,7 +3726,7 @@ static boolean JustBeingPushed(int x, int y)
   {
     struct PlayerInfo *player = &stored_player[i];
 
-    if (player->active && player->Pushing && player->MovPos)
+    if (player->active && player->is_pushing && player->MovPos)
     {
       int next_jx = player->jx + (player->jx - player->last_jx);
       int next_jy = player->jy + (player->jy - player->last_jy);
@@ -3681,7 +3741,7 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
@@ -3837,36 +3897,37 @@ void StartMoving(int x, int y)
 #endif
     }
 #if 1
-
-#if 0
-    /* TEST: bug where player gets not killed by falling rock ... */
-    else if (CAN_SMASH(element) &&
-            (Feld[x][y + 1] == EL_BLOCKED ||
-             IS_PLAYER(x, y + 1)) &&
-            JustStopped[x][y] && !Pushed[x][y + 1])
+    else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
+             CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
+             (Feld[x][y + 1] == EL_BLOCKED)) ||
+            (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
+             CAN_SMASH(element) && WasJustFalling[x][y] &&
+             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
 
 #else
 #if 1
-    else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
+    else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
             CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            JustStopped[x][y] && !Pushed[x][y + 1])
+            WasJustMoving[x][y] && !Pushed[x][y + 1])
 #else
     else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
-            JustStopped[x][y])
+            WasJustMoving[x][y])
 #endif
 #endif
 
     {
-      /* calling "Impact()" here is not only completely unneccessary
-        (because it already gets called from "ContinueMoving()" in
-        all relevant situations), but also completely bullshit, because
-        "JustStopped" also indicates a finished *horizontal* movement;
-        we must keep this trash for backwards compatibility with older
-        tapes */
+      /* this is needed for a special case not covered by calling "Impact()"
+        from "ContinueMoving()": if an element moves to a tile directly below
+        another element which was just falling on that tile (which was empty
+        in the previous frame), the falling element above would just stop
+        instead of smashing the element below (in previous version, the above
+        element was just checked for "moving" instead of "falling", resulting
+        in incorrect smashes caused by horizontal movement of the above
+        element; also, the case of the player being the element to smash was
+        simply not covered here... :-/ ) */
 
       Impact(x, y);
     }
-#endif
     else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
     {
       if (MovDir[x][y] == MV_NO_MOVING)
@@ -3877,7 +3938,7 @@ void StartMoving(int x, int y)
     }
     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
-      if (JustStopped[x][y])   /* prevent animation from being restarted */
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
        MovDir[x][y] = MV_DOWN;
 
       InitMovingField(x, y, MV_DOWN);
@@ -3896,13 +3957,13 @@ void StartMoving(int x, int y)
     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] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB)
 #endif
 #else
     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
              (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
 #endif
     {
@@ -4062,12 +4123,27 @@ void StartMoving(int x, int y)
                       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);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
 
-       for (i=1; i<=3; i++)
+       GfxAction[x][y] = ACTION_ATTACKING;
+
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       PlaySoundLevelActionIfLoop(x, y, ACTION_ATTACKING);
+
+       for (i=1; i <= 3; i++)
        {
-         int xx = x + i*dx, yy = y + i*dy;
-         int sx = SCREENX(xx), sy = SCREENY(yy);
+         int xx = x + i * dx;
+         int yy = y + i * dy;
+         int sx = SCREENX(xx);
+         int sy = SCREENY(yy);
          int flame_graphic = graphic + (i - 1);
 
          if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
@@ -4084,7 +4160,10 @@ void StartMoving(int x, int y)
 
            Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
+           {
+             DrawLevelFieldCrumbledSand(xx, yy);
              DrawGraphic(sx, sy, flame_graphic, frame);
+           }
          }
          else
          {
@@ -4205,14 +4284,15 @@ void StartMoving(int x, int y)
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+
        return;
       }
       else
       {
        boolean wanna_flame = !RND(10);
        int dx = newx - x, dy = newy - y;
-       int newx1 = newx+1*dx, newy1 = newy+1*dy;
-       int newx2 = newx+2*dx, newy2 = newy+2*dy;
+       int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
+       int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
        int element1 = (IN_LEV_FIELD(newx1, newy1) ?
                        MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
        int element2 = (IN_LEV_FIELD(newx2, newy2) ?
@@ -4224,6 +4304,11 @@ void StartMoving(int x, int y)
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
            element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
+#if 1
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
+#endif
+
          if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
          else
@@ -4232,11 +4317,13 @@ void StartMoving(int x, int y)
          PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
+
          Feld[newx][newy] = EL_FLAMES;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
            Feld[newx1][newy1] = EL_FLAMES;
          if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
            Feld[newx2][newy2] = EL_FLAMES;
+
          return;
        }
       }
@@ -4371,156 +4458,178 @@ void ContinueMoving(int x, int y)
   if (pushed)          /* special case: moving object pushed by player */
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
 
-  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
+  if (ABS(MovPos[x][y]) < TILEX)
   {
-    Feld[x][y] = EL_EMPTY;
-    Feld[newx][newy] = element;
-    MovPos[x][y] = 0;  /* force "not moving" for "crumbled sand" */
+    DrawLevelField(x, y);
 
-    if (element == EL_MOLE)
-    {
-      Feld[x][y] = EL_SAND;
+    return;    /* element is still moving */
+  }
 
-      DrawLevelFieldCrumbledSandNeighbours(x, y);
-    }
-    else if (element == EL_QUICKSAND_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_QUICKSAND_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_MAGIC_WALL_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_MAGIC_WALL_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_BD_MAGIC_WALL_FILLING)
-    {
-      element = Feld[newx][newy] = get_next_element(element);
-      if (!game.magic_wall_active)
-       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
-      Store[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_BD_MAGIC_WALL_EMPTYING)
-    {
-      Feld[x][y] = get_next_element(element);
-      if (!game.magic_wall_active)
-       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_AMOEBA_DROPPING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (element == EL_SOKOBAN_OBJECT)
-    {
-      if (Back[x][y])
-       Feld[x][y] = Back[x][y];
+  /* element reached destination field */
 
-      if (Back[newx][newy])
-       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-      Back[x][y] = Back[newx][newy] = 0;
-    }
-    else if (Store[x][y] == EL_ACID)
-    {
-      element = Feld[newx][newy] = EL_ACID;
-    }
+  if (element == EL_MOLE)
+  {
+    Feld[x][y] = EL_SAND;
 
-    Store[x][y] = 0;
-    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    MovDelay[newx][newy] = 0;
+    DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+  else if (element == EL_QUICKSAND_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_QUICKSAND_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_FILLING)
+  {
+    element = Feld[newx][newy] = get_next_element(element);
+    if (!game.magic_wall_active)
+      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
+    Store[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
+  {
+    Feld[x][y] = get_next_element(element);
+    if (!game.magic_wall_active)
+      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_AMOEBA_DROPPING)
+  {
+    Feld[x][y] = get_next_element(element);
+    element = Feld[newx][newy] = Store[x][y];
+  }
+  else if (element == EL_SOKOBAN_OBJECT)
+  {
+    if (Back[x][y])
+      Feld[x][y] = Back[x][y];
 
-    /* copy element change control values to new field */
-    ChangeDelay[newx][newy] = ChangeDelay[x][y];
-    Changed[newx][newy] = Changed[x][y];
-    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
 
-    ChangeDelay[x][y] = 0;
-    Changed[x][y] = CE_BITMASK_DEFAULT;
-    ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+    Back[x][y] = Back[newx][newy] = 0;
+  }
+  else if (Store[x][y] == EL_ACID)
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+
+  Store[x][y] = 0;
+  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];
+  ChangePage[newx][newy] = ChangePage[x][y];
+  Changed[newx][newy] = Changed[x][y];
+  ChangeEvent[newx][newy] = ChangeEvent[x][y];
+
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Changed[x][y] = CE_BITMASK_DEFAULT;
+  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
-    /* copy animation control values to new field */
-    GfxFrame[newx][newy]  = GfxFrame[x][y];
-    GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxRandom[newx][newy] = GfxRandom[x][y];   /* keep same random value */
+  /* copy animation control values to new field */
+  GfxFrame[newx][newy]  = GfxFrame[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame */
+  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
 
-    Pushed[x][y] = Pushed[newx][newy] = FALSE;
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
-    ResetGfxAnimation(x, y);   /* reset animation values for old field */
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
 
 #if 0
-    /* 2.1.1 (does not work correctly for spring) */
-    if (!CAN_MOVE(element))
-      MovDir[newx][newy] = 0;
+  /* 2.1.1 (does not work correctly for spring) */
+  if (!CAN_MOVE(element))
+    MovDir[newx][newy] = 0;
 #else
 
 #if 0
-    /* (does not work for falling objects that slide horizontally) */
-    if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
-      MovDir[newx][newy] = 0;
+  /* (does not work for falling objects that slide horizontally) */
+  if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
+    MovDir[newx][newy] = 0;
 #else
-    /*
-    if (!CAN_MOVE(element) ||
-       (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
-      MovDir[newx][newy] = 0;
-    */
+  /*
+  if (!CAN_MOVE(element) ||
+      (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
+    MovDir[newx][newy] = 0;
+  */
+
+  if (!CAN_MOVE(element) ||
+      (CAN_FALL(element) && direction == MV_DOWN))
+    MovDir[newx][newy] = 0;
 
-    if (!CAN_MOVE(element) ||
-       (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
-      MovDir[newx][newy] = 0;
 #endif
 #endif
 
-    DrawLevelField(x, y);
-    DrawLevelField(newx, newy);
+  DrawLevelField(x, y);
+  DrawLevelField(newx, newy);
 
-    Stop[newx][newy] = TRUE;   /* ignore this element until the next frame */
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
 
-    if (!pushed)       /* special case: moving object pushed by player */
-      JustStopped[newx][newy] = 3;
+  /* prevent pushed element from moving on in pushed direction */
+  if (pushed && CAN_MOVE(element) &&
+      element_info[element].move_pattern & MV_ANY_DIRECTION &&
+      !(element_info[element].move_pattern & direction))
+    TurnRound(newx, newy);
 
-    if (DONT_TOUCH(element))   /* object may be nasty to player or others */
-    {
-      TestIfBadThingTouchesHero(newx, newy);
-      TestIfBadThingTouchesFriend(newx, newy);
-      TestIfBadThingTouchesOtherBadThing(newx, newy);
-    }
-    else if (element == EL_PENGUIN)
-      TestIfFriendTouchesBadThing(newx, newy);
+  if (!pushed) /* special case: moving object pushed by player */
+  {
+    WasJustMoving[newx][newy] = 3;
 
-    if (CAN_FALL(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
-      Impact(x, newy);
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = 3;
+  }
+
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
+  {
+    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
+    TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
 
-    if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
-      CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1);
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
+    Impact(x, newy);
 
 #if 1
-    TestIfElementTouchesCustomElement(x, y);           /* for empty space */
+  TestIfElementTouchesCustomElement(x, y);             /* for empty space */
 #endif
 
-    TestIfPlayerTouchesCustomElement(newx, newy);
-    TestIfElementTouchesCustomElement(newx, newy);
-  }
-  else                         /* still moving on */
-  {
-    DrawLevelField(x, y);
-  }
+#if 0
+  if (ChangePage[newx][newy] != -1)                    /* delayed change */
+    ChangeElement(newx, newy, ChangePage[newx][newy]);
+#endif
+
+  if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+    CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
+                          CE_COLLISION, -1);
+
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -5076,7 +5185,10 @@ void CheckExitSP(int x, int y)
     return;
   }
 
-  Feld[x][y] = EL_SP_EXIT_OPEN;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
+
+  Feld[x][y] = EL_SP_EXIT_OPENING;
 
   PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
@@ -5545,6 +5657,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
          if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
            RemoveMovingField(ex, ey);
 
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
+
          ChangeElementNowExt(ex, ey, change->content[xx][yy]);
 
          something_has_changed = TRUE;
@@ -5572,7 +5686,8 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 static void ChangeElement(int x, int y, int page)
 {
   int element = MovingOrBlocked2Element(x, y);
-  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
 
 #if 0
 #ifdef DEBUG
@@ -5613,9 +5728,16 @@ static void ChangeElement(int x, int y, int page)
   }
   else                                 /* finish element change */
   {
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
+    }
+
     if (IS_MOVING(x, y))               /* never change a running system ;-) */
     {
       ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
 
       return;
     }
@@ -5643,19 +5765,28 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly,
     int element = EL_CUSTOM_START + i;
 
     boolean change_element = FALSE;
-    int page;
+    int page = 0;
 
-    if (!CAN_CHANGE(element) ||
-       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
       continue;
 
     for (j=0; j < element_info[element].num_change_pages; j++)
     {
       struct ElementChangeInfo *change = &element_info[element].change_page[j];
 
-      if (change->sides & trigger_side &&
+      if (change->can_change &&
+#if 1
+         change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
+         change->sides & trigger_side &&
          change->trigger_element == trigger_element)
       {
+#if 0
+       if (!(change->events & CH_EVENT_BIT(trigger_event)))
+         printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
+                trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
+#endif
+
        change_element = TRUE;
        page = j;
 
@@ -5751,7 +5882,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
       if (button2)
        dropped = DropElement(player);
 
-      moved = MoveFigure(player, dx, dy);
+      moved = MovePlayer(player, dx, dy);
     }
 
     if (tape.single_step && tape.recording && !tape.pausing)
@@ -5868,7 +5999,7 @@ void GameActions()
       actual_player_action = recorded_player_action[i];
 
     PlayerActions(&stored_player[i], actual_player_action);
-    ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
   network_player_action_received = FALSE;
@@ -5884,7 +6015,7 @@ void GameActions()
 #endif
 
 #if 1
-  if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+  if (game.engine_version < VERSION_IDENT(2,2,0,7))
   {
     for (i=0; i<MAX_PLAYERS; i++)
     {
@@ -5892,7 +6023,7 @@ void GameActions()
       int x = player->jx;
       int y = player->jy;
 
-      if (player->active && player->Pushing && player->is_moving &&
+      if (player->active && player->is_pushing && player->is_moving &&
          IS_MOVING(x, y))
       {
        ContinueMoving(x, y);
@@ -5912,9 +6043,21 @@ void GameActions()
     Changed[x][y] = CE_BITMASK_DEFAULT;
     ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
+#if DEBUG
+    if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
+    {
+      printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
+      printf("GameActions(): This should never happen!\n");
+
+      ChangePage[x][y] = -1;
+    }
+#endif
+
     Stop[x][y] = FALSE;
-    if (JustStopped[x][y] > 0)
-      JustStopped[x][y]--;
+    if (WasJustMoving[x][y] > 0)
+      WasJustMoving[x][y]--;
+    if (WasJustFalling[x][y] > 0)
+      WasJustFalling[x][y]--;
 
     GfxFrame[x][y]++;
 
@@ -5988,7 +6131,13 @@ void GameActions()
     /* this may take place after moving, so 'element' may have changed */
     if (IS_CHANGING(x, y))
     {
+#if 0
+      ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
+                   element_info[element].event_page_nr[CE_DELAY]);
+#else
       ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
+#endif
+
       element = Feld[x][y];
       graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
     }
@@ -6239,7 +6388,7 @@ void GameActions()
     }
   }
 
-  if (TimeFrames >= (1000 / GameFrameDelay))
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
     TimeFrames = 0;
     TimePlayed++;
@@ -6406,7 +6555,7 @@ void ScrollLevel(int dx, int dy)
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
-  if (level.gravity && !player->programmed_action)
+  if (game.gravity && !player->programmed_action)
   {
     int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
     int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
@@ -6434,15 +6583,16 @@ static void CheckGravityMovement(struct PlayerInfo *player)
 }
 
 /*
-  MoveFigureOneStep()
+  MovePlayerOneStep()
   -----------------------------------------------------------------------------
   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,
+boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
+#if 0
   static int change_sides[4][2] =
   {
     /* enter side        leave side */
@@ -6457,6 +6607,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
   int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+#endif
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
   int element;
@@ -6517,9 +6668,9 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   player->MovPos =
     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
 
-  ScrollFigure(player, SCROLL_INIT);
+  ScrollPlayer(player, SCROLL_INIT);
 
-#if 1
+#if 0
   if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
   {
     CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
@@ -6540,7 +6691,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   return MF_MOVING;
 }
 
-boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int old_jx = jx, old_jy = jy;
@@ -6579,7 +6730,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
     while (player->MovPos)
     {
-      ScrollFigure(player, SCROLL_GO_ON);
+      ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
       FrameCounter++;
       DrawAllPlayers();
@@ -6591,13 +6742,13 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 
   if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
   {
-    if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
-      moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
+    if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
+      moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
   }
   else
   {
-    if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
-      moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
+    if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
+      moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
   }
 
   jx = player->jx;
@@ -6676,7 +6827,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
 #if 1
   InitPlayerGfxAnimation(player, ACTION_DEFAULT);
 #else
-  if (!(moved & MF_MOVING) && !player->Pushing)
+  if (!(moved & MF_MOVING) && !player->is_pushing)
     player->Frame = 0;
 #endif
 #endif
@@ -6695,8 +6846,50 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
 #if 1
-    player->snapped = FALSE;
+    player->is_snapping = FALSE;
+#endif
+
+#if 1
+    player->is_switching = FALSE;
+#endif
+
+
+#if 1
+    {
+      static int change_sides[4][2] =
+      {
+       /* enter side           leave side */
+       { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
+       { CH_SIDE_LEFT,         CH_SIDE_RIGHT   },      /* moving right */
+       { CH_SIDE_BOTTOM,       CH_SIDE_TOP     },      /* moving up    */
+       { CH_SIDE_TOP,          CH_SIDE_BOTTOM  }       /* moving down  */
+      };
+      int move_direction = player->MovDir;
+      int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
+
+#if 1
+      if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
+      {
+       CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+                                       leave_side, CE_OTHER_GETS_LEFT);
+       CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
+                              leave_side, CE_LEFT_BY_PLAYER, -1);
+      }
+
+      if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+      {
+       CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
+                                       enter_side, CE_OTHER_GETS_ENTERED);
+       CheckElementSideChange(jx, jy, Feld[jx][jy],
+                              enter_side, CE_ENTERED_BY_PLAYER, -1);
+      }
 #endif
+
+    }
+#endif
+
+
   }
   else
   {
@@ -6708,8 +6901,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     player->is_moving = FALSE;
   }
 
-  TestIfHeroTouchesBadThing(jx, jy);
-  TestIfPlayerTouchesCustomElement(jx, jy);
+  if (game.engine_version < VERSION_IDENT(3,0,7,0))
+  {
+    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesCustomElement(jx, jy);
+  }
 
   if (!player->active)
     RemoveHero(player);
@@ -6717,7 +6913,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
   return moved;
 }
 
-void ScrollFigure(struct PlayerInfo *player, int mode)
+void ScrollPlayer(struct PlayerInfo *player, int mode)
 {
   int jx = player->jx, jy = player->jy;
   int last_jx = player->last_jx, last_jy = player->last_jy;
@@ -6771,16 +6967,29 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     player->last_jy = jy;
 
     if (Feld[jx][jy] == EL_EXIT_OPEN ||
-       Feld[jx][jy] == EL_SP_EXIT_OPEN)
+       Feld[jx][jy] == EL_SP_EXIT_OPEN ||
+       Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
       DrawPlayer(player);      /* needed here only to cleanup last field */
       RemoveHero(player);
 
       if (local_player->friends_still_needed == 0 ||
-         Feld[jx][jy] == EL_SP_EXIT_OPEN)
+         IS_SP_ELEMENT(Feld[jx][jy]))
        player->LevelSolved = player->GameOver = TRUE;
     }
 
+    if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+    {
+      TestIfHeroTouchesBadThing(jx, jy);
+      TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+      TestIfElementTouchesCustomElement(jx, jy);       /* for empty space */
+#endif
+
+      if (!player->active)
+       RemoveHero(player);
+    }
+
     if (tape.single_step && tape.recording && !tape.pausing &&
        !player->programmed_action)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
@@ -6817,9 +7026,6 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
 
 void TestIfPlayerTouchesCustomElement(int x, int y)
 {
-#if 0
-  static boolean check_changing = FALSE;
-#endif
   static int xy[4][2] =
   {
     { 0, -1 },
@@ -6835,68 +7041,65 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
     { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
+  int center_element = Feld[x][y];     /* should always be non-moving! */
   int i;
 
-#if 0
-  if (check_changing)  /* prevent this function from running into a loop */
-    return;
-
-  check_changing = TRUE;
-#endif
-
   for (i=0; i<4; i++)
   {
     int xx = x + xy[i][0];
     int yy = y + xy[i][1];
     int center_side = change_sides[i][0];
     int border_side = change_sides[i][1];
+    int border_element;
 
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-#if 1
     if (IS_PLAYER(x, y))
     {
-      CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
+      if (game.engine_version < VERSION_IDENT(3,0,7,0))
+       border_element = Feld[xx][yy];          /* may be moving! */
+      else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+       border_element = Feld[xx][yy];
+      else if (MovDir[xx][yy] & touch_dir[i])  /* elements are touching */
+       border_element = MovingOrBlocked2Element(xx, yy);
+      else
+       continue;               /* center and border element do not touch */
+
+      CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
                                      CE_OTHER_GETS_TOUCHED);
-      CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
+      CheckElementSideChange(xx, yy, border_element, border_side,
                             CE_TOUCHED_BY_PLAYER, -1);
     }
     else if (IS_PLAYER(xx, yy))
     {
-      CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
+      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+      {
+       struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+       if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+         continue;             /* center and border element do not touch */
+      }
+
+      CheckTriggeredElementSideChange(x, y, center_element, center_side,
                                      CE_OTHER_GETS_TOUCHED);
-      CheckElementSideChange(x, y, Feld[x][y], center_side,
+      CheckElementSideChange(x, y, center_element, center_side,
                             CE_TOUCHED_BY_PLAYER, -1);
 
       break;
     }
-#else
-    if (IS_PLAYER(x, y))
-    {
-      CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
-      CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
-    }
-    else if (IS_PLAYER(xx, yy))
-    {
-      CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
-      CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
-
-      break;
-    }
-#endif
   }
-
-#if 0
-  check_changing = FALSE;
-#endif
 }
 
 void TestIfElementTouchesCustomElement(int x, int y)
 {
-#if 0
-  static boolean check_changing = FALSE;
-#endif
   static int xy[4][2] =
   {
     { 0, -1 },
@@ -6912,18 +7115,18 @@ void TestIfElementTouchesCustomElement(int x, int y)
     { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* check right  */
     { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       /* check bottom */
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
   boolean change_center_element = FALSE;
   int center_element_change_page = 0;
-  int center_element = Feld[x][y];
+  int center_element = Feld[x][y];     /* should always be non-moving! */
   int i, j;
 
-#if 0
-  if (check_changing)  /* prevent this function from running into a loop */
-    return;
-
-  check_changing = TRUE;
-#endif
-
   for (i=0; i<4; i++)
   {
     int xx = x + xy[i][0];
@@ -6935,7 +7138,14 @@ void TestIfElementTouchesCustomElement(int x, int y)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    border_element = Feld[xx][yy];
+    if (game.engine_version < VERSION_IDENT(3,0,7,0))
+      border_element = Feld[xx][yy];   /* may be moving! */
+    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+      border_element = Feld[xx][yy];
+    else if (MovDir[xx][yy] & touch_dir[i])    /* elements are touching */
+      border_element = MovingOrBlocked2Element(xx, yy);
+    else
+      continue;                        /* center and border element do not touch */
 
     /* check for change of center element (but change it only once) */
     if (IS_CUSTOM_ELEMENT(center_element) &&
@@ -6947,7 +7157,8 @@ void TestIfElementTouchesCustomElement(int x, int y)
        struct ElementChangeInfo *change =
          &element_info[center_element].change_page[j];
 
-       if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
            change->sides & border_side &&
            change->trigger_element == border_element)
        {
@@ -6968,7 +7179,8 @@ void TestIfElementTouchesCustomElement(int x, int y)
        struct ElementChangeInfo *change =
          &element_info[border_element].change_page[j];
 
-       if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
            change->sides & center_side &&
            change->trigger_element == center_element)
        {
@@ -6983,10 +7195,6 @@ void TestIfElementTouchesCustomElement(int x, int y)
   if (change_center_element)
     CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
                           CE_OTHER_IS_TOUCHING, center_element_change_page);
-
-#if 0
-  check_changing = FALSE;
-#endif
 }
 
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
@@ -7064,6 +7272,13 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     { +1, 0 },
     { 0, +1 }
   };
+  static int touch_dir[4] =
+  {
+    MV_LEFT | MV_RIGHT,
+    MV_UP   | MV_DOWN,
+    MV_UP   | MV_DOWN,
+    MV_LEFT | MV_RIGHT
+  };
   static int test_dir[4] =
   {
     MV_UP,
@@ -7103,6 +7318,12 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
        if (bad_element == EL_ROBOT && player->is_moving)
          continue;     /* robot does not kill player if he is moving */
 
+       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+       {
+         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+           continue;           /* center and border element do not touch */
+       }
+
        kill_x = test_x;
        kill_y = test_y;
        break;
@@ -7122,24 +7343,6 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
-#if 0
-      int dir = player->MovDir;
-      int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
-      int newy = player->jy + (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       printf("-> %d\n", player->MovDir);
-
-      if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
-         newx != bad_x && newy != bad_y)
-       ;       /* robot does not kill player if he is moving */
-      else
-       ;
-#endif
-
       if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
       else if (!PLAYER_PROTECTED(kill_x, kill_y))
@@ -7325,7 +7528,7 @@ int DigField(struct PlayerInfo *player,
     CH_SIDE_BOTTOM,    /* moving up    */
     CH_SIDE_TOP,       /* moving down  */
   };
-  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
+  boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
   int jx = player->jx, jy = player->jy;
   int dx = x - jx, dy = y - jy;
   int nextx = x + dx, nexty = y + dy;
@@ -7343,11 +7546,11 @@ int DigField(struct PlayerInfo *player,
   }
 
   if (player->MovPos == 0)     /* last pushing move finished */
-    player->Pushing = FALSE;
+    player->is_pushing = FALSE;
 
   if (mode == DF_NO_PUSH)      /* player just stopped pushing */
   {
-    player->Switching = FALSE;
+    player->is_switching = FALSE;
     player->push_delay = 0;
 
     return MF_NO_ACTION;
@@ -7360,7 +7563,7 @@ int DigField(struct PlayerInfo *player,
   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)))
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
 #endif
   {
     int i = 0;
@@ -7395,111 +7598,11 @@ int DigField(struct PlayerInfo *player,
   element = Feld[x][y];
 
   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
-      game.engine_version >= VERSION_IDENT(2,2,0))
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
   switch (element)
   {
-    case EL_ROBOT_WHEEL:
-      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
-      ZX = x;
-      ZY = y;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
-      return MF_ACTION;
-      break;
-
-    case EL_SP_TERMINAL:
-      {
-       int xx, yy;
-
-       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
-
-       for (yy=0; yy<lev_fieldy; yy++)
-       {
-         for (xx=0; xx<lev_fieldx; xx++)
-         {
-           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
-             Bang(xx, yy);
-           else if (Feld[xx][yy] == EL_SP_TERMINAL)
-             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
-         }
-       }
-
-       return MF_ACTION;
-      }
-      break;
-
-    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_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_SWITCHGATE_SWITCH_UP:
-    case EL_SWITCHGATE_SWITCH_DOWN:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_LIGHT_SWITCH:
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleLightSwitch(x, y);
-       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
-                      SND_LIGHT_SWITCH_ACTIVATING :
-                      SND_LIGHT_SWITCH_DEACTIVATING);
-      }
-      return MF_ACTION;
-      break;
-
-    case EL_TIMEGATE_SWITCH:
-      ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
-
-    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_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_CLASS_BALLOON_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
-
     case EL_SP_PORT_LEFT:
     case EL_SP_PORT_RIGHT:
     case EL_SP_PORT_UP:
@@ -7539,7 +7642,7 @@ int DigField(struct PlayerInfo *player,
          element == EL_SP_GRAVITY_PORT_RIGHT ||
          element == EL_SP_GRAVITY_PORT_UP ||
          element == EL_SP_GRAVITY_PORT_DOWN)
-       level.gravity = !level.gravity;
+       game.gravity = !game.gravity;
 
       /* automatically move to the next field with double speed */
       player->programmed_action = move_direction;
@@ -7591,23 +7694,6 @@ int DigField(struct PlayerInfo *player,
       }
       break;
 
-    case EL_LAMP:
-      Feld[x][y] = EL_LAMP_ACTIVE;
-      local_player->lights_still_needed--;
-      DrawLevelField(x, y);
-      PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
-      return MF_ACTION;
-      break;
-
-    case EL_TIME_ORB_FULL:
-      Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
-      DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
-      return MF_ACTION;
-      break;
-
     default:
 
       if (IS_WALKABLE(element))
@@ -7624,7 +7710,9 @@ int DigField(struct PlayerInfo *player,
          if (!player->key[element - EL_GATE_1_GRAY])
            return MF_NO_ACTION;
        }
-       else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
+       else if (element == EL_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPENING)
        {
          sound_action = ACTION_PASSING;        /* player is passing exit */
        }
@@ -7646,6 +7734,11 @@ int DigField(struct PlayerInfo *player,
        if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
          return MF_NO_ACTION;
 
+#if 1
+       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
+         return MF_NO_ACTION;
+#endif
+
        if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
        {
          if (!player->key[element - EL_EM_GATE_1])
@@ -7684,7 +7777,10 @@ int DigField(struct PlayerInfo *player,
 
        CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
 
-       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
        break;
       }
@@ -7716,8 +7812,6 @@ int DigField(struct PlayerInfo *player,
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
-         player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
-
          DrawText(DX_DYNAMITE, DY_DYNAMITE,
                   int2str(local_player->inventory_size, 3), FONT_TEXT_2);
        }
@@ -7781,7 +7875,10 @@ int DigField(struct PlayerInfo *player,
 
        CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
 
-       TestIfElementTouchesCustomElement(x, y);        /* for empty space */
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
        break;
       }
@@ -7798,13 +7895,6 @@ int DigField(struct PlayerInfo *player,
          return MF_NO_ACTION;
 
 #if 1
-       /*
-       printf("::: %d [%d,%d,%d => %d]\n", MovDir[x][y],
-              CAN_MOVE(element), move_direction, getElementMoveStepsize(x, y),
-              (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
-               getElementMoveStepsize(x, y) > MOVE_STEPSIZE_NORMAL) );
-       */
-
        /* do not push elements already moving away faster than player */
        if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
            ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
@@ -7813,11 +7903,38 @@ int DigField(struct PlayerInfo *player,
        if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
          return MF_NO_ACTION;
 #endif
-       if (!player->Pushing &&
-           game.engine_version >= RELEASE_IDENT(2,2,0,7))
+
+#if 1
+       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+       {
+         if (player->push_delay_value == -1)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+       else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
+       {
+         if (!player->is_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+
+       /*
+       if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
+           (game.engine_version < VERSION_IDENT(3,0,7,1) ||
+            !player_is_pushing))
+         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       */
+#else
+       if (!player->is_pushing &&
+           game.engine_version >= VERSION_IDENT(2,2,0,7))
          player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+#endif
+
+#if 0
+       printf("::: push delay: %ld [%d, %d] [%d]\n",
+              player->push_delay_value, FrameCounter, game.engine_version,
+              player->is_pushing);
+#endif
 
-       player->Pushing = TRUE;
+       player->is_pushing = TRUE;
 
        if (!(IN_LEV_FIELD(nextx, nexty) &&
              (IS_FREE(nextx, nexty) ||
@@ -7834,7 +7951,17 @@ int DigField(struct PlayerInfo *player,
        if (!FrameReached(&player->push_delay, player->push_delay_value) &&
            !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
            element != EL_SPRING && element != EL_BALLOON)
+       {
+         /* make sure that there is no move delay before next try to push */
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = INITIAL_MOVE_DELAY_OFF;
+
          return MF_NO_ACTION;
+       }
+
+#if 0
+       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
 
        if (IS_SB_ELEMENT(element))
        {
@@ -7882,32 +8009,127 @@ int DigField(struct PlayerInfo *player,
        Pushed[x][y] = TRUE;
        Pushed[nextx][nexty] = TRUE;
 
-       if (game.engine_version < RELEASE_IDENT(2,2,0,7))
+       if (game.engine_version < VERSION_IDENT(2,2,0,7))
          player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       else
+         player->push_delay_value = -1;        /* get new value later */
 
-#if 1
        CheckTriggeredElementSideChange(x, y, element, dig_side,
                                        CE_OTHER_GETS_PUSHED);
        CheckElementSideChange(x, y, element, dig_side,
                               CE_PUSHED_BY_PLAYER, -1);
-#else
-       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
-       CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
-#endif
 
        break;
       }
+      else if (IS_SWITCHABLE(element))
+      {
+       if (PLAYER_SWITCHING(player, x, y))
+         return MF_ACTION;
+
+       player->is_switching = TRUE;
+       player->switch_x = x;
+       player->switch_y = y;
+
+       PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
+
+       if (element == EL_ROBOT_WHEEL)
+       {
+         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+         ZX = x;
+         ZY = y;
+
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_SP_TERMINAL)
+       {
+         int xx, yy;
+
+         for (yy=0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
+         {
+           if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
+             Bang(xx, yy);
+           else if (Feld[xx][yy] == EL_SP_TERMINAL)
+             Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
+         }
+       }
+       else if (IS_BELT_SWITCH(element))
+       {
+         ToggleBeltSwitch(x, y);
+       }
+       else if (element == EL_SWITCHGATE_SWITCH_UP ||
+                element == EL_SWITCHGATE_SWITCH_DOWN)
+       {
+         ToggleSwitchgateSwitch(x, y);
+       }
+       else if (element == EL_LIGHT_SWITCH ||
+                element == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y);
+
+#if 0
+         PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
+                        SND_LIGHT_SWITCH_ACTIVATING :
+                        SND_LIGHT_SWITCH_DEACTIVATING);
+#endif
+       }
+       else if (element == EL_TIMEGATE_SWITCH)
+       {
+         ActivateTimegateSwitch(x, y);
+       }
+       else if (element == EL_BALLOON_SWITCH_LEFT ||
+                element == EL_BALLOON_SWITCH_RIGHT ||
+                element == EL_BALLOON_SWITCH_UP ||
+                element == EL_BALLOON_SWITCH_DOWN ||
+                element == EL_BALLOON_SWITCH_ANY)
+       {
+         if (element == EL_BALLOON_SWITCH_ANY)
+           game.balloon_dir = move_direction;
+         else
+           game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT :
+                               element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
+                               element == EL_BALLOON_SWITCH_UP    ? MV_UP :
+                               element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN :
+                               MV_NO_MOVING);
+       }
+       else if (element == EL_LAMP)
+       {
+         Feld[x][y] = EL_LAMP_ACTIVE;
+         local_player->lights_still_needed--;
+
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_TIME_ORB_FULL)
+       {
+         Feld[x][y] = EL_TIME_ORB_EMPTY;
+         TimeLeft += 10;
+         DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+         DrawLevelField(x, y);
+
+#if 0
+         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+       }
+
+       return MF_ACTION;
+      }
       else
       {
-#if 1
+       if (!PLAYER_SWITCHING(player, x, y))
+       {
+         player->is_switching = TRUE;
+         player->switch_x = x;
+         player->switch_y = y;
+
+         CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                         CE_OTHER_IS_SWITCHING);
+         CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+       }
+
        CheckTriggeredElementSideChange(x, y, element, dig_side,
-                                   CE_OTHER_GETS_PRESSED);
+                                       CE_OTHER_GETS_PRESSED);
        CheckElementSideChange(x, y, element, dig_side,
                               CE_PRESSED_BY_PLAYER, -1);
-#else
-       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
-       CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
-#endif
       }
 
       return MF_NO_ACTION;
@@ -7930,7 +8152,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
+  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
 
   if (!player->active || !IN_LEV_FIELD(x, y))
@@ -7942,50 +8164,37 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   if (!dx && !dy)
   {
     if (player->MovPos == 0)
-      player->Pushing = FALSE;
+      player->is_pushing = FALSE;
 
-    player->snapped = FALSE;
+    player->is_snapping = FALSE;
 
     if (player->MovPos == 0)
     {
+      player->is_moving = FALSE;
       player->is_digging = FALSE;
       player->is_collecting = FALSE;
-#if 1
-      player->is_moving = FALSE;
-#endif
     }
 
-#if 0
-    printf("::: trying to snap...\n");
-#endif
-
     return FALSE;
   }
 
-  if (player->snapped)
+  if (player->is_snapping)
     return FALSE;
 
   player->MovDir = snap_direction;
 
-#if 1
+  player->is_moving = FALSE;
   player->is_digging = FALSE;
   player->is_collecting = FALSE;
-#if 1
-  player->is_moving = FALSE;
-#endif
-#endif
 
   if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
-  player->snapped = TRUE;
-#if 1
+  player->is_snapping = TRUE;
+
+  player->is_moving = FALSE;
   player->is_digging = FALSE;
   player->is_collecting = FALSE;
-#if 1
-  player->is_moving = FALSE;
-#endif
-#endif
 
   DrawLevelField(x, y);
   BackToFront();
@@ -8029,14 +8238,9 @@ boolean DropElement(struct PlayerInfo *player)
   {
     int new_element = player->inventory_element[--player->inventory_size];
 
-#if 1
     Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
                    new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
                    new_element);
-#else
-    Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
-                   EL_DYNAMITE_ACTIVE);
-#endif
 
     DrawText(DX_DYNAMITE, DY_DYNAMITE,
             int2str(local_player->inventory_size, 3), FONT_TEXT_2);