rnd-20020914-1-src
[rocksndiamonds.git] / src / game.c
index f898c8ae0b3c0b29d912e1c99e8e4262b25beee5..a5620a017b0852734cf7f4998af10fabf0c098a9 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment                      *
+* (c) 1995-2002 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
 #define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
-#define IS_LOOP_SOUND(s)       ((s) == SND_BD_MAGIC_WALL_RUNNING ||    \
-                                (s) == SND_BD_BUTTERFLY_MOVING ||      \
-                                (s) == SND_BD_FIREFLY_MOVING ||        \
-                                (s) == SND_SP_SNIKSNAK_MOVING ||       \
-                                (s) == SND_SP_ELECTRON_MOVING ||       \
-                                (s) == SND_DYNAMITE_BURNING || \
-                                (s) == SND_BUG_MOVING ||       \
-                                (s) == SND_SPACESHIP_MOVING || \
-                                (s) == SND_YAMYAM_MOVING ||    \
-                                (s) == SND_YAMYAM_WAITING ||   \
-                                (s) == SND_ROBOT_WHEEL_RUNNING ||      \
-                                (s) == SND_MAGIC_WALL_RUNNING ||       \
-                                (s) == SND_BALLOON_MOVING ||   \
-                                (s) == SND_MOLE_MOVING ||      \
-                                (s) == SND_TIMEGATE_WHEEL_RUNNING ||   \
-                                (s) == SND_CONVEYOR_BELT_RUNNING ||    \
-                                (s) == SND_DYNABOMB_BURNING || \
-                                (s) == SND_PACMAN_MOVING ||    \
-                                (s) == SND_PENGUIN_MOVING ||   \
-                                (s) == SND_PIG_MOVING ||       \
-                                (s) == SND_DRAGON_MOVING ||    \
-                                (s) == SND_DRAGON_BREATHING_FIRE)
+/* values for initial player move delay (initial delay counter value) */
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON  0
 
 /* values for player movement speed (which is in fact a delay value) */
 #define MOVE_DELAY_NORMAL_SPEED        8
@@ -123,11 +104,58 @@ static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
 static void KillHeroUnlessProtected(int, int);
 
+void PlaySoundLevel(int, int, int);
+void PlaySoundLevelAction(int, int, int);
+void PlaySoundLevelElementAction(int, int, int, int);
+
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
+#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_BURNING             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 */
+  { ".running",                SND_ACTION_UNKNOWN,     TRUE },
+  { ".burning",                SND_ACTION_BURNING,     TRUE },
+  { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
+  { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
+  { ".activated",      SND_ACTION_UNKNOWN,     TRUE },
+
+  /* other (non-loop) sound actions are optional */
+  { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
+  { ".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[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
+static boolean is_loop_sound[NUM_SOUND_FILES];
+
+#define IS_LOOP_SOUND(x)       (is_loop_sound[x])
 
 
 #ifdef DEBUG
@@ -450,6 +478,14 @@ static void InitField(int x, int y, boolean init_game)
 
 void DrawGameDoorValues()
 {
+  int i, j;
+
+  for (i=0; i<MAX_PLAYERS; i++)
+    for (j=0; j<4; j++)
+      if (stored_player[i].key[j])
+       DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
+                          GFX_SCHLUESSEL1 + j);
+
   DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
           int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
   DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
@@ -460,12 +496,177 @@ void DrawGameDoorValues()
           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
+
+  for (i=0; i<NUM_SND_ACTIONS; i++)
+    for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
+      element_action_sound[j][i] = -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<NUM_LEVEL_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_ERDREICH;
+    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
+}
+
+
+/*
+  =============================================================================
+  InitGameEngine()
+  -----------------------------------------------------------------------------
+  initialize game engine due to level / tape version number
+  =============================================================================
+*/
+
+static void InitGameEngine()
+{
+  int i;
+
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+#if 0
+    printf("level %d: level version == %06d\n", level_nr, level.game_version);
+    printf("          tape version == %06d [%s] [file: %06d]\n",
+          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
+          tape.file_version);
+    printf("       => game.engine_version == %06d\n", game.engine_version);
+#endif
+
+  /* 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 :
+     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);
+
+  /* dynamically adjust element properties according to game engine version */
+  {
+    static int ep_em_slippery_wall[] =
+    {
+      EL_BETON,
+      EL_MAUERWERK,
+      EL_MAUER_LEBT,
+      EL_MAUER_X,
+      EL_MAUER_Y,
+      EL_MAUER_XY
+    };
+    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
+
+    for (i=0; i<ep_em_slippery_wall_num; i++)
+    {
+      if (level.em_slippery_gems)      /* special EM style gems behaviour */
+       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
+         EP_BIT_EM_SLIPPERY_WALL;
+      else
+       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
+         ~EP_BIT_EM_SLIPPERY_WALL;
+    }
+
+    /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
+    if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
+      Elementeigenschaften2[EL_MAUERND] |=  EP_BIT_EM_SLIPPERY_WALL;
+    else
+      Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
+  }
+}
+
+
+/*
+  =============================================================================
+  InitGame()
+  -----------------------------------------------------------------------------
+  initialize and start new game
+  =============================================================================
+*/
+
 void InitGame()
 {
-  int i, j, x, y;
   boolean emulate_bd = TRUE;   /* unless non-BOULDERDASH elements found */
   boolean emulate_sb = TRUE;   /* unless non-SOKOBAN     elements found */
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
+  int i, j, x, y;
+
+  InitGameEngine();
 
 #if DEBUG
 #if USE_NEW_AMOEBA_CODE
@@ -521,9 +722,8 @@ void InitGame()
     player->last_move_dir = MV_NO_MOVING;
     player->is_moving = FALSE;
 
-    player->move_delay = -1;   /* no initial move delay */
-    player->move_delay_value =
-      (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+    player->move_delay       = game.initial_move_delay;
+    player->move_delay_value = game.initial_move_delay_value;
 
     player->push_delay = 0;
     player->push_delay_value = 5;
@@ -614,6 +814,10 @@ void InitGame()
     }
   }
 
+  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
+                   emulate_sb ? EMU_SOKOBAN :
+                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
+
   /* correct non-moving belts to start moving left */
   for (i=0; i<4; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
@@ -713,49 +917,6 @@ void InitGame()
     }
   }
 
-  game.version = (tape.playing ? tape.game_version : level.game_version);
-  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
-                   emulate_sb ? EMU_SOKOBAN :
-                   emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
-
-  /* dynamically adjust element properties according to game engine version */
-  {
-    static int ep_em_slippery_wall[] =
-    {
-      EL_BETON,
-      EL_MAUERWERK,
-      EL_MAUER_LEBT,
-      EL_MAUER_X,
-      EL_MAUER_Y,
-      EL_MAUER_XY
-    };
-#if 1
-    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
-#else
-    static int ep_em_slippery_wall_num =
-      sizeof(ep_em_slippery_wall) / sizeof(int);
-#endif
-
-    /*
-    printf("level %d: game.version == %06d\n", level_nr, level.game_version);
-    printf("         file_version == %06d\n", level.file_version);
-    */
-
-    for (i=0; i<ep_em_slippery_wall_num; i++)
-    {
-#if 1
-      if (level.em_slippery_gems)      /* special EM style gems behaviour */
-#else
-      if (game.version >= GAME_VERSION_2_0)
-#endif
-       Elementeigenschaften2[ep_em_slippery_wall[i]] |=
-         EP_BIT_EM_SLIPPERY_WALL;
-      else
-       Elementeigenschaften2[ep_em_slippery_wall[i]] &=
-         ~EP_BIT_EM_SLIPPERY_WALL;
-    }
-  }
-
   if (BorderElement == EL_LEERRAUM)
   {
     SBX_Left = 0;
@@ -820,18 +981,7 @@ void InitGame()
               DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
   }
 
-#if 1
   DrawGameDoorValues();
-#else
-  DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
-  DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
-  DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
-  DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-#endif
 
   UnmapGameButtons();
   UnmapTapeButtons();
@@ -847,6 +997,7 @@ void InitGame()
 
   OpenDoor(DOOR_OPEN_ALL);
 
+  PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
   if (setup.sound_music)
     PlayMusic(level_nr);
 
@@ -999,16 +1150,18 @@ void GameWon()
 
   local_player->LevelSolved = FALSE;
 
+  PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+
   if (TimeLeft)
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
-                  PSND_LOOP);
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+                  SND_CTRL_PLAY_LOOP);
 
-    while(TimeLeft > 0)
+    while (TimeLeft > 0)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
       if (TimeLeft > 0 && !(TimeLeft % 10))
        RaiseScore(level.score[SC_ZEITBONUS]);
       if (TimeLeft > 100 && !(TimeLeft % 10))
@@ -1028,13 +1181,13 @@ void GameWon()
   else if (level.time == 0)            /* level without time limit */
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
-                  PSND_LOOP);
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+                  SND_CTRL_PLAY_LOOP);
 
-    while(TimePlayed < 999)
+    while (TimePlayed < 999)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
       if (TimePlayed < 999 && !(TimePlayed % 10))
        RaiseScore(level.score[SC_ZEITBONUS]);
       if (TimePlayed < 900 && !(TimePlayed % 10))
@@ -1328,8 +1481,8 @@ void CheckDynamite(int x, int y)
     MovDelay[x][y]--;
     if (MovDelay[x][y])
     {
-      if (!(MovDelay[x][y] % 12))
-       PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
+      if (!(MovDelay[x][y] % 6))
+       PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
 
       if (IS_ACTIVE_BOMB(Feld[x][y]))
       {
@@ -1343,7 +1496,11 @@ void CheckDynamite(int x, int y)
     }
   }
 
-  StopSound(SND_DYNAMITE_BURNING);
+  if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+    StopSound(SND_DYNAMITE_BURNING);
+  else
+    StopSound(SND_DYNABOMB_BURNING);
+
   Bang(x, y);
 }
 
@@ -1935,20 +2092,23 @@ void Impact(int x, int y)
     if (CAN_CHANGE(element) && 
        (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
     {
-      int xy;
+      int xx, yy;
       int activated_magic_wall =
        (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
         EL_MAGIC_WALL_BD_EMPTY);
 
       /* activate magic wall / mill */
-
-      for (y=0; y<lev_fieldy; y++)
-       for (x=0; x<lev_fieldx; x++)
-         if (Feld[x][y] == smashed)
-           Feld[x][y] = activated_magic_wall;
+      for (yy=0; yy<lev_fieldy; yy++)
+       for (xx=0; xx<lev_fieldx; xx++)
+         if (Feld[xx][yy] == smashed)
+           Feld[xx][yy] = activated_magic_wall;
 
       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
       game.magic_wall_active = TRUE;
+
+      PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
+                           SND_MAGIC_WALL_ACTIVATING :
+                           SND_BD_MAGIC_WALL_ACTIVATING));
     }
 
     if (IS_PLAYER(x, y+1))
@@ -2048,52 +2208,7 @@ void Impact(int x, int y)
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-  {
-    int sound;
-
-    switch (element)
-    {
-      case EL_EDELSTEIN_BD:
-        sound = SND_BD_DIAMOND_IMPACT;
-       break;
-      case EL_EDELSTEIN:
-      case EL_EDELSTEIN_GELB:
-      case EL_EDELSTEIN_ROT:
-      case EL_EDELSTEIN_LILA:
-        sound = SND_EMERALD_IMPACT;
-       break;
-      case EL_DIAMANT:
-        sound = SND_DIAMOND_IMPACT;
-       break;
-      case EL_SP_INFOTRON:
-        sound = SND_SP_INFOTRON_IMPACT;
-       break;
-      case EL_KOKOSNUSS:
-       sound = SND_NUT_IMPACT;
-       break;
-      case EL_BD_ROCK:
-       sound = SND_BD_ROCK_IMPACT;
-       break;
-      case EL_FELSBROCKEN:
-       sound = SND_ROCK_IMPACT;
-       break;
-      case EL_SP_ZONK:
-       sound = SND_SP_ZONK_IMPACT;
-       break;
-      case EL_ZEIT_VOLL:
-       sound = SND_TIME_ORB_FULL_IMPACT;
-       break;
-      case EL_ZEIT_LEER:
-       sound = SND_TIME_ORB_EMPTY_IMPACT;
-       break;
-      default:
-       sound = -1;
-        break;
-    }
-
-    if (sound >= 0)
-      PlaySoundLevel(x, y, sound);
-  }
+    PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
 }
 
 void TurnRound(int x, int y)
@@ -2558,6 +2673,7 @@ void StartMoving(int x, int y)
        InitMovingField(x, y, MV_DOWN);
        Feld[x][y] = EL_QUICKSAND_EMPTYING;
        Store[x][y] = EL_FELSBROCKEN;
+       PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
       }
       else if (Feld[x][y+1] == EL_MORAST_LEER)
       {
@@ -2575,6 +2691,7 @@ void StartMoving(int x, int y)
        Feld[x][y+1] = EL_MORAST_VOLL;
        Store[x][y+1] = Store[x][y];
        Store[x][y] = 0;
+       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
       }
     }
     else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
@@ -2583,6 +2700,7 @@ void StartMoving(int x, int y)
       InitMovingField(x, y, MV_DOWN);
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
+      PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
@@ -2728,6 +2846,7 @@ void StartMoving(int x, int y)
       if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
       {
        TurnRound(x, y);
+
        if (MovDelay[x][y] && (element == EL_KAEFER ||
                               element == EL_FLIEGER ||
                               element == EL_SP_SNIKSNAK ||
@@ -2746,11 +2865,11 @@ void StartMoving(int x, int y)
       {
        int phase = MovDelay[x][y] % 8;
 
-       if (phase>3)
-         phase = 7-phase;
+       if (phase > 3)
+         phase = 7 - phase;
 
        if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
+         DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
 
        if (MovDelay[x][y] % 4 == 3)
        {
@@ -2805,19 +2924,14 @@ void StartMoving(int x, int y)
        }
       }
 
-      if (MovDelay[x][y])
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+       PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+
        return;
+      }
     }
 
-    if (element == EL_KAEFER)
-      PlaySoundLevel(x, y, SND_BUG_MOVING);
-    else if (element == EL_FLIEGER)
-      PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
-    else if (element == EL_BUTTERFLY)
-      PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
-    else if (element == EL_FIREFLY)
-      PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
-
     /* now make next step */
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
@@ -2890,6 +3004,8 @@ void StartMoving(int x, int y)
          Feld[newx][newy] = EL_LEERRAUM;
          DrawLevelField(newx, newy);
        }
+
+       PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
       }
       else if (!IS_FREE(newx, newy))
       {
@@ -2930,6 +3046,8 @@ void StartMoving(int x, int y)
          else
            DrawLevelField(x, y);
 
+         PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+
          MovDelay[x][y] = 50;
          Feld[newx][newy] = EL_BURNING;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
@@ -2950,6 +3068,8 @@ void StartMoving(int x, int y)
        Feld[newx][newy] = EL_LEERRAUM;
        DrawLevelField(newx, newy);
       }
+
+      PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
     }
     else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
             IS_MAMPF2(Feld[newx][newy]))
@@ -2969,6 +3089,8 @@ void StartMoving(int x, int y)
        Feld[newx][newy] = EL_LEERRAUM;
        DrawLevelField(newx, newy);
       }
+
+      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -2984,6 +3106,7 @@ void StartMoving(int x, int y)
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_DEAMOEBING;
+       PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
       }
@@ -2991,6 +3114,7 @@ void StartMoving(int x, int y)
       {
        Feld[newx][newy] = EL_LEERRAUM;
        DrawLevelField(newx, newy);
+       PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
@@ -3012,20 +3136,25 @@ void StartMoving(int x, int y)
       else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
        DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
       else if (element == EL_SONDE)
+#if 0
        DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
+#else
+       DrawNewGraphicAnimation(x, y, IMG_SATELLITE_MOVING);
+#endif
       else if (element == EL_SP_ELECTRON)
        DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
+      PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+
       return;
     }
 
-    if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
-      PlaySoundLevel(x, y, SND_ROBOT_MOVING);
-
     InitMovingField(x, y, MovDir[x][y]);
+
+    PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3065,7 +3194,7 @@ void ContinueMoving(int x, int y)
 
   MovPos[x][y] += step;
 
-  if (ABS(MovPos[x][y])>=TILEX)                /* object reached its destination */
+  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
   {
     Feld[x][y] = EL_LEERRAUM;
     Feld[newx][newy] = element;
@@ -3280,6 +3409,9 @@ void AmoebeUmwandeln(int ax, int ay)
        }
       }
     }
+    PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+                           SND_AMOEBA_TURNING_TO_GEM :
+                           SND_AMOEBA_TURNING_TO_ROCK));
     Bang(ax, ay);
   }
   else
@@ -3301,7 +3433,12 @@ void AmoebeUmwandeln(int ax, int ay)
        continue;
 
       if (Feld[x][y] == EL_AMOEBA2DIAM)
+      {
+       PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+                             SND_AMOEBA_TURNING_TO_GEM :
+                             SND_AMOEBA_TURNING_TO_ROCK));
        Bang(x, y);
+      }
     }
   }
 }
@@ -3357,9 +3494,9 @@ void AmoebeWaechst(int x, int y)
     if (DelayReached(&sound_delay, sound_delay_value))
     {
       if (Store[x][y] == EL_AMOEBE_BD)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+       PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+       PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
       sound_delay_value = 30;
     }
   }
@@ -3379,7 +3516,7 @@ void AmoebeWaechst(int x, int y)
   }
 }
 
-void AmoebaEatenByMole(int x, int y)
+void AmoebaDisappearing(int x, int y)
 {
   static unsigned long sound_delay = 0;
   static unsigned long sound_delay_value = 0;
@@ -3389,10 +3526,7 @@ void AmoebaEatenByMole(int x, int y)
     MovDelay[x][y] = 7;
 
     if (DelayReached(&sound_delay, sound_delay_value))
-    {
-      PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
       sound_delay_value = 30;
-    }
   }
 
   if (MovDelay[x][y])          /* wait some time before shrinking */
@@ -3542,7 +3676,10 @@ void AmoebeAbleger(int ax, int ay)
     Store[newax][neway] = element;
   }
   else if (neway == ay)
+  {
     Feld[newax][neway] = EL_TROPFEN;   /* drop left or right from amoeba */
+    PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
+  }
   else
   {
     InitMovingField(ax, ay, MV_DOWN);  /* drop dripping out of amoeba */
@@ -3561,6 +3698,7 @@ 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];
+  boolean changed = FALSE;
 
   if (Stop[ax][ay])
     return;
@@ -3599,26 +3737,32 @@ void Life(int ax, int ay)
 
     if (xx == ax && yy == ay)          /* field in the middle */
     {
-      if (nachbarn<life[0] || nachbarn>life[1])
+      if (nachbarn < life[0] || nachbarn > life[1])
       {
        Feld[xx][yy] = EL_LEERRAUM;
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
     }
     else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
     {                                  /* free border field */
-      if (nachbarn>=life[2] && nachbarn<=life[3])
+      if (nachbarn >= life[2] && nachbarn <= life[3])
       {
        Feld[xx][yy] = element;
        MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
+       changed = TRUE;
       }
     }
   }
+
+  if (changed)
+    PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
+                  SND_BIOMAZE_CREATING);
 }
 
 void RobotWheel(int x, int y)
@@ -3796,7 +3940,7 @@ void AusgangstuerOeffnen(int x, int y)
 
 void AusgangstuerBlinken(int x, int y)
 {
-  DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
+  DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
 }
 
 void OpenSwitchgate(int x, int y)
@@ -4018,6 +4162,7 @@ void MauerAbleger(int ax, int ay)
   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 (!MovDelay[ax][ay])       /* start building new wall */
     MovDelay[ax][ay] = 6;
@@ -4047,6 +4192,7 @@ void MauerAbleger(int ax, int ay)
       MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+      new_wall = TRUE;
     }
     if (unten_frei)
     {
@@ -4055,6 +4201,7 @@ void MauerAbleger(int ax, int ay)
       MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
        DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+      new_wall = TRUE;
     }
   }
 
@@ -4068,7 +4215,9 @@ void MauerAbleger(int ax, int ay)
       MovDir[ax-1][ay] = MV_LEFT;
       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+      new_wall = TRUE;
     }
+
     if (rechts_frei)
     {
       Feld[ax+1][ay] = EL_MAUERND;
@@ -4076,6 +4225,7 @@ void MauerAbleger(int ax, int ay)
       MovDir[ax+1][ay] = MV_RIGHT;
       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
        DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+      new_wall = TRUE;
     }
   }
 
@@ -4096,6 +4246,9 @@ void MauerAbleger(int ax, int ay)
       ((links_massiv && rechts_massiv) ||
        element == EL_MAUER_Y))
     Feld[ax][ay] = EL_MAUERWERK;
+
+  if (new_wall)
+    PlaySoundLevel(ax, ay, SND_WALL_GROWING);
 }
 
 void CheckForDragon(int x, int y)
@@ -4225,6 +4378,7 @@ static void CheckTrap(int x, int y)
        return;
 
       Feld[x][y] = EL_TRAP_ACTIVE;
+      PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
     }
   }
   else if (element == EL_TRAP_ACTIVE)
@@ -4276,6 +4430,9 @@ static void DrawBeltAnimation(int x, int y, int element)
     int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
 
     DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+
+    if (!(FrameCounter % 2))
+      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
   }
 }
 
@@ -4581,7 +4738,7 @@ void GameActions()
     else if (element == EL_AMOEBING)
       AmoebeWaechst(x, y);
     else if (element == EL_DEAMOEBING)
-      AmoebaEatenByMole(x, y);
+      AmoebaDisappearing(x, y);
 
 #if !USE_NEW_AMOEBA_CODE
     else if (IS_AMOEBALIVE(element))
@@ -4638,9 +4795,21 @@ void GameActions()
     else if (element == EL_EXTRA_TIME)
       DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
     else if (element == EL_SHIELD_PASSIVE)
+    {
       DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+#if 0
+      if (!(FrameCounter % 4))
+       PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
+#endif
+    }
     else if (element == EL_SHIELD_ACTIVE)
+    {
       DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+#if 0
+      if (!(FrameCounter % 4))
+       PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
+#endif
+    }
 
     if (game.magic_wall_active)
     {
@@ -4803,6 +4972,19 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
+  for (i=0; i<MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (SHIELD_ON(player))
+    {
+      if (player->shield_active_time_left)
+       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED);
+      else if (player->shield_passive_time_left)
+       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED);
+    }
+  }
+
   if (TimeFrames >= (1000 / GameFrameDelay))
   {
     TimeFrames = 0;
@@ -4810,12 +4992,14 @@ void GameActions()
 
     for (i=0; i<MAX_PLAYERS; i++)
     {
-      if (SHIELD_ON(&stored_player[i]))
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (SHIELD_ON(player))
       {
-       stored_player[i].shield_passive_time_left--;
+       player->shield_passive_time_left--;
 
-       if (stored_player[i].shield_active_time_left > 0)
-         stored_player[i].shield_active_time_left--;
+       if (player->shield_active_time_left > 0)
+         player->shield_active_time_left--;
       }
     }
 
@@ -4827,7 +5011,7 @@ void GameActions()
       TimeLeft--;
 
       if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
 
       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
 
@@ -4835,7 +5019,7 @@ void GameActions()
        for (i=0; i<MAX_PLAYERS; i++)
          KillHero(&stored_player[i]);
     }
-    else if (level.time == 0)          /* level without time limit */
+    else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
       DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
   }
 
@@ -4950,7 +5134,9 @@ static void CheckGravityMovement(struct PlayerInfo *player)
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
        Feld[new_jx][new_jy] == EL_ERDREICH));
 
-    if (field_under_player_is_free && !player_is_moving_to_valid_field)
+    if (field_under_player_is_free &&
+       !player_is_moving_to_valid_field &&
+       !IS_TUBE(Feld[jx][jy]))
       player->programmed_action = MV_DOWN;
   }
 }
@@ -5034,7 +5220,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
 #else
   if (!FrameReached(&player->move_delay, player->move_delay_value) &&
-      !(tape.playing && tape.game_version < GAME_VERSION_2_0))
+      !(tape.playing && tape.file_version < FILE_VERSION_2_0))
     return FALSE;
 #endif
 
@@ -5572,7 +5758,7 @@ int DigField(struct PlayerInfo *player,
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int element;
 
-  if (!player->MovPos)
+  if (player->MovPos == 0)
     player->Pushing = FALSE;
 
   if (mode == DF_NO_PUSH)
@@ -5625,19 +5811,8 @@ int DigField(struct PlayerInfo *player,
     case EL_TRAP_INACTIVE:
     case EL_SP_BASE:
     case EL_SP_BUG:
-      Feld[x][y] = EL_LEERRAUM;
-      if (element == EL_LEERRAUM)
-       PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
-      else if (element == EL_ERDREICH)
-       PlaySoundLevel(x, y, SND_SAND_DIGGING);
-      else if (element == EL_SAND_INVISIBLE)
-       PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
-      else if (element == EL_TRAP_INACTIVE)
-       PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
-      else if (element == EL_SP_BASE)
-       PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
-      else if (element == EL_SP_BUG)
-       PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
+      RemoveField(x, y);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
       break;
 
     case EL_EDELSTEIN:
@@ -5659,19 +5834,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_EMERALDS, DY_EMERALDS,
               int2str(local_player->gems_still_needed, 3),
               FS_SMALL, FC_YELLOW);
-
-      if (element == EL_EDELSTEIN_BD)
-       PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
-      else if (element == EL_DIAMANT)
-       PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
-      else if (element == EL_SP_INFOTRON)
-       PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
-      else if (element == EL_PEARL)
-       PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
-      else if (element == EL_CRYSTAL)
-       PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
-      else     /* EL_EDELSTEIN style element */
-       PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
       break;
 
     case EL_SPEED_PILL:
@@ -5692,7 +5855,7 @@ int DigField(struct PlayerInfo *player,
        TimeLeft += 10;
        DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
       }
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
+      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
       break;
 
     case EL_SHIELD_PASSIVE:
@@ -5716,10 +5879,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_DYNAMITE, DY_DYNAMITE,
               int2str(local_player->dynamite, 3),
               FS_SMALL, FC_YELLOW);
-      if (element == EL_SP_DISK_RED)
-       PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
-      else
-       PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
       break;
 
     case EL_DYNABOMB_NR:
@@ -5785,6 +5945,7 @@ int DigField(struct PlayerInfo *player,
       ZX = x;
       ZY = y;
       DrawLevelField(x, y);
+      PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
       return MF_ACTION;
       break;
 
@@ -5792,6 +5953,8 @@ int DigField(struct PlayerInfo *player,
       {
        int xx, yy;
 
+       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
+
        for (yy=0; yy<lev_fieldy; yy++)
        {
          for (xx=0; xx<lev_fieldx; xx++)
@@ -5823,6 +5986,7 @@ int DigField(struct PlayerInfo *player,
       {
        player->Switching = TRUE;
        ToggleBeltSwitch(x, y);
+       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
       }
       return MF_ACTION;
       break;
@@ -5833,6 +5997,7 @@ int DigField(struct PlayerInfo *player,
       {
        player->Switching = TRUE;
        ToggleSwitchgateSwitch(x, y);
+       PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
       }
       return MF_ACTION;
       break;
@@ -5843,12 +6008,16 @@ int DigField(struct PlayerInfo *player,
       {
        player->Switching = TRUE;
        ToggleLightSwitch(x, y);
+       PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
+                      SND_LIGHT_SWITCH_ACTIVATING :
+                      SND_LIGHT_SWITCH_DEACTIVATING);
       }
       return MF_ACTION;
       break;
 
     case EL_TIMEGATE_SWITCH_OFF:
       ActivateTimegateSwitch(x, y);
+      PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -5866,6 +6035,7 @@ int DigField(struct PlayerInfo *player,
                            element == EL_BALLOON_SEND_UP    ? MV_UP :
                            element == EL_BALLOON_SEND_DOWN  ? MV_DOWN :
                            MV_NO_MOVING);
+      PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
 
       return MF_ACTION;
       break;
@@ -5875,11 +6045,11 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 
       player->LevelSolved = player->GameOver = TRUE;
-      PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
+      PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
       break;
 
+      /* the following elements cannot be pushed by "snapping" */
     case EL_FELSBROCKEN:
-    case EL_BD_ROCK:
     case EL_BOMBE:
     case EL_DX_SUPABOMB:
     case EL_KOKOSNUSS:
@@ -5887,7 +6057,12 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_ZONK:
     case EL_SP_DISK_ORANGE:
     case EL_SPRING:
-      if (dy || mode == DF_SNAP)
+      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)
        return MF_NO_ACTION;
 
       player->Pushing = TRUE;
@@ -5909,13 +6084,21 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 #else
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
          element != EL_SPRING)
        return MF_NO_ACTION;
 #endif
 
-      RemoveField(x, y);
-      Feld[x+dx][y+dy] = element;
+      if (mode == DF_SNAP)
+      {
+       InitMovingField(x, y, move_direction);
+       ContinueMoving(x, y);
+      }
+      else
+      {
+       RemoveField(x, y);
+       Feld[x+dx][y+dy] = element;
+      }
 
       if (element == EL_SPRING)
       {
@@ -5926,24 +6109,7 @@ int DigField(struct PlayerInfo *player,
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
       DrawLevelField(x+dx, y+dy);
-      if (element == EL_FELSBROCKEN)
-       PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
-      else if (element == EL_BD_ROCK)
-       PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
-      else if (element == EL_BOMBE)
-       PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
-      else if (element == EL_DX_SUPABOMB)
-       PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
-      else if (element == EL_KOKOSNUSS)
-       PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
-      else if (element == EL_ZEIT_LEER)
-       PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
-      else if (element == EL_SP_ZONK)
-       PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
-      else if (element == EL_SP_DISK_ORANGE)
-       PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
-      else if (element == EL_SPRING)
-       PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
       break;
 
     case EL_PFORTE1:
@@ -5976,7 +6142,6 @@ int DigField(struct PlayerInfo *player,
       DOUBLE_PLAYER_SPEED(player);
 
       PlaySoundLevel(x, y, SND_GATE_PASSING);
-
       break;
 
     case EL_EM_GATE_1X:
@@ -5993,7 +6158,6 @@ int DigField(struct PlayerInfo *player,
       DOUBLE_PLAYER_SPEED(player);
 
       PlaySoundLevel(x, y, SND_GATE_PASSING);
-
       break;
 
     case EL_SWITCHGATE_OPEN:
@@ -6005,11 +6169,7 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      if (element == EL_SWITCHGATE_OPEN)
-       PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
-      else
-       PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
-
+      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
       break;
 
     case EL_SP_PORT1_LEFT:
@@ -6092,6 +6252,8 @@ 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);
       }
       break;
 
@@ -6122,7 +6284,7 @@ int DigField(struct PlayerInfo *player,
       TimeLeft += 10;
       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
       DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
+      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
       return MF_ACTION;
       break;
 
@@ -6164,7 +6326,7 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 #else
       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
+         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
          element != EL_BALLOON)
        return MF_NO_ACTION;
 #endif
@@ -6201,18 +6363,13 @@ int DigField(struct PlayerInfo *player,
       {
        RemoveField(x, y);
        Feld[x+dx][y+dy] = element;
+       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
       }
 
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
 
       DrawLevelField(x, y);
       DrawLevelField(x+dx, y+dy);
-      if (element == EL_SONDE)
-       PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
-      else if (element == EL_SP_DISK_YELLOW)
-       PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
-      else if (element == EL_BALLOON)
-       PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
 
       if (IS_SB_ELEMENT(element) &&
          local_player->sokobanfields_still_needed == 0 &&
@@ -6251,6 +6408,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   if (!dx && !dy)
   {
+    if (player->MovPos == 0)
+      player->Pushing = FALSE;
+
     player->snapped = FALSE;
     return FALSE;
   }
@@ -6304,6 +6464,8 @@ boolean PlaceBomb(struct PlayerInfo *player)
       else
        DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
     }
+
+    PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
   }
   else
   {
@@ -6312,47 +6474,71 @@ boolean PlaceBomb(struct PlayerInfo *player)
     player->dynabombs_left--;
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+
+    PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
   }
 
   return TRUE;
 }
 
-void PlaySoundLevel(int x, int y, int sound_nr)
+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;
-  int silence_distance = 8;
+  int volume, stereo_position;
+  int max_distance = 8;
+  int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
 
-  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
-      (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(nr)))
     return;
 
   if (!IN_LEV_FIELD(x, y) ||
-      sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
-      sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
+      sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
+      sy < -max_distance || sy >= SCR_FIELDY + max_distance)
     return;
 
-  volume = PSND_MAX_VOLUME;
-
-#if !defined(PLATFORM_MSDOS)
-  stereo = (sx - SCR_FIELDX/2) * 12;
-#else
-  stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
-  if (stereo > PSND_MAX_RIGHT)
-    stereo = PSND_MAX_RIGHT;
-  if (stereo < PSND_MAX_LEFT)
-    stereo = PSND_MAX_LEFT;
-#endif
+  volume = SOUND_MAX_VOLUME;
 
   if (!IN_SCR_FIELD(sx, sy))
   {
-    int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
-    int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
+    int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
+    int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
+
+    volume -= volume * (dx > dy ? dx : dy) / max_distance;
+  }
+
+  stereo_position = (SOUND_MAX_LEFT +
+                    (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
+                    (SCR_FIELDX + 2 * max_distance));
+
+  if (IS_LOOP_SOUND(nr))
+  {
+    /* This assures that quieter loop sounds do not overwrite louder ones,
+       while restarting sound volume comparison with each new game frame. */
+
+    if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+      return;
 
-    volume -= volume * (dx > dy ? dx : dy) / silence_distance;
+    loop_sound_volume[nr] = volume;
+    loop_sound_frame[nr] = FrameCounter;
   }
 
-  PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
+  PlaySoundExt(nr, volume, stereo_position, type);
+}
+
+void PlaySoundLevelAction(int x, int y, int sound_action)
+{
+  PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+}
+
+void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+{
+  int sound_effect = element_action_sound[element][sound_action];
+
+  if (sound_effect != -1)
+    PlaySoundLevel(x, y, sound_effect);
 }
 
 void RaiseScore(int value)