rocksndiamonds-3.0.8
[rocksndiamonds.git] / src / game.c
index 502d60d7b50dd68b6132b81a6ae84a0eeed3f4a7..05e65026508d942835b1e28bd9c464b7fa2d2e8c 100644 (file)
@@ -14,9 +14,9 @@
 #include "libgame/libgame.h"
 
 #include "game.h"
+#include "init.h"
 #include "tools.h"
 #include "screens.h"
-#include "init.h"
 #include "files.h"
 #include "tape.h"
 #include "network.h"
 #define 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
 
 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
 #define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
 
+/* values for other actions */
+#define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
+
+#define        INIT_GFX_RANDOM()       (SimpleRND(1000000))
+
+#define GET_NEW_PUSH_DELAY(e)  (   (element_info[e].push_delay_fixed) + \
+                                RND(element_info[e].push_delay_random))
+#define GET_NEW_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
+                                   (element_info[e].move_delay_random))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition)            \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition) ||                  \
+                                       (DONT_COLLIDE_WITH(e) &&        \
+                                        IS_FREE_OR_PLAYER(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y)                       \
+       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+
+#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y)                                \
+       ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+
+#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+
+#define YAMYAM_CAN_ENTER_FIELD(x, y)                                   \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       Feld[x][y] == EL_DIAMOND))
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y)                              \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define PACMAN_CAN_ENTER_FIELD(x, y)                                   \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       IS_AMOEBOID(Feld[x][y])))
+
+#define PIG_CAN_ENTER_FIELD(x, y)                                      \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       IS_FOOD_PIG(Feld[x][y])))
+
+#define PENGUIN_CAN_ENTER_FIELD(x, y)                                  \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       IS_FOOD_PENGUIN(Feld[x][y]) ||  \
+                                       Feld[x][y] == EL_EXIT_OPEN ||   \
+                                       Feld[x][y] == EL_ACID))
+
+#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y)                              \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
+
+#define MOLE_CAN_ENTER_FIELD(x, y, condition)                          \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 
 #define NUM_GAME_BUTTONS               6
 
+
 /* forward declaration for internal use */
+
+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 *);
 static void KillHeroUnlessProtected(int, int);
 
-void PlaySoundLevel(int, int, int);
-void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelElementAction(int, int, 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);
+static boolean CheckElementChange(int, int, int, int);
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic();
 
 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_ACTIVE              9
 
-#define NUM_SND_ACTIONS                        10
+/* ------------------------------------------------------------------------- */
+/* definition of elements that automatically change to other elements after  */
+/* a specified time, eventually calling a function when changing             */
+/* ------------------------------------------------------------------------- */
 
-static struct
-{
-  char *text;
-  int value;
-  boolean is_loop;
-} sound_action_properties[] =
-{
-  /* insert _all_ loop sound actions here */
-  { ".waiting",                SND_ACTION_WAITING,     TRUE },
-  { ".moving",         SND_ACTION_MOVING,      TRUE }, /* continuos moving */
-  { ".active",         SND_ACTION_ACTIVE,      TRUE },
-  { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
-  { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
-
-  /* other (non-loop) sound actions are optional */
-  { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
-  { ".digging",                SND_ACTION_DIGGING,     FALSE },
-  { ".collecting",     SND_ACTION_COLLECTING,  FALSE },
-  { ".passing",                SND_ACTION_PASSING,     FALSE },
-  { ".impact",         SND_ACTION_IMPACT,      FALSE },
-  { ".pushing",                SND_ACTION_PUSHING,     FALSE },
-  { ".activating",     SND_ACTION_ACTIVATING,  FALSE },
-  { NULL,              0,                      0 },
-};
-static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_FILES];
+/* forward declaration for changer functions */
+static void InitBuggyBase(int x, int y);
+static void WarnBuggyBase(int x, int y);
 
-#define IS_LOOP_SOUND(x)       (is_loop_sound[x])
+static void InitTrap(int x, int y);
+static void ActivateTrap(int x, int y);
+static void ChangeActiveTrap(int x, int y);
 
+static void InitRobotWheel(int x, int y);
+static void RunRobotWheel(int x, int y);
+static void StopRobotWheel(int x, int y);
 
-#ifdef DEBUG
-#if 0
-static unsigned int getStateCheckSum(int counter)
+static void InitTimegateWheel(int x, int y);
+static void RunTimegateWheel(int x, int y);
+
+struct ChangingElementInfo
 {
-  int x, y;
-  unsigned int mult = 1;
-  unsigned int checksum = 0;
-  /*
-  static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-  */
-  static boolean first_game = TRUE;
+  int element;
+  int target_element;
+  int change_delay;
+  void (*pre_change_function)(int x, int y);
+  void (*change_function)(int x, int y);
+  void (*post_change_function)(int x, int y);
+};
 
-  for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
+static struct ChangingElementInfo change_delay_list[] =
+{
   {
-    /*
-    if (counter == 3)
-    {
-      if (first_game)
-       lastFeld[x][y] = Feld[x][y];
-      else if (lastFeld[x][y] != Feld[x][y])
-       printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
-              x, y, lastFeld[x][y], Feld[x][y]);
-    }
-    */
+    EL_NUT_BREAKING,
+    EL_EMERALD,
+    6,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_PEARL_BREAKING,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_OPENING,
+    EL_EXIT_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_EXIT_CLOSING,
+    EL_EXIT_CLOSED,
+    29,
+    NULL,
+    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,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SWITCHGATE_CLOSING,
+    EL_SWITCHGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_OPENING,
+    EL_TIMEGATE_OPEN,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_TIMEGATE_CLOSING,
+    EL_TIMEGATE_CLOSED,
+    29,
+    NULL,
+    NULL,
+    NULL
+  },
 
-    checksum += mult++ * Ur[x][y];
-    checksum += mult++ * Feld[x][y];
+  {
+    EL_ACID_SPLASH_LEFT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_ACID_SPLASH_RIGHT,
+    EL_EMPTY,
+    8,
+    NULL,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE,
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVATING,
+    EL_SP_BUGGY_BASE_ACTIVE,
+    0,
+    InitBuggyBase,
+    NULL,
+    NULL
+  },
+  {
+    EL_SP_BUGGY_BASE_ACTIVE,
+    EL_SP_BUGGY_BASE,
+    0,
+    InitBuggyBase,
+    WarnBuggyBase,
+    NULL
+  },
+  {
+    EL_TRAP,
+    EL_TRAP_ACTIVE,
+    0,
+    InitTrap,
+    NULL,
+    ActivateTrap
+  },
+  {
+    EL_TRAP_ACTIVE,
+    EL_TRAP,
+    31,
+    NULL,
+    ChangeActiveTrap,
+    NULL
+  },
+  {
+    EL_ROBOT_WHEEL_ACTIVE,
+    EL_ROBOT_WHEEL,
+    0,
+    InitRobotWheel,
+    RunRobotWheel,
+    StopRobotWheel
+  },
+  {
+    EL_TIMEGATE_SWITCH_ACTIVE,
+    EL_TIMEGATE_SWITCH,
+    0,
+    InitTimegateWheel,
+    RunTimegateWheel,
+    NULL
+  },
 
-    /*
-    checksum += mult++ * MovPos[x][y];
-    checksum += mult++ * MovDir[x][y];
-    checksum += mult++ * MovDelay[x][y];
-    checksum += mult++ * Store[x][y];
-    checksum += mult++ * Store2[x][y];
-    checksum += mult++ * StorePlayer[x][y];
-    checksum += mult++ * Frame[x][y];
-    checksum += mult++ * AmoebaNr[x][y];
-    checksum += mult++ * JustStopped[x][y];
-    checksum += mult++ * Stop[x][y];
-    */
+  {
+    EL_UNDEFINED,
+    EL_UNDEFINED,
+    -1,
+    NULL,
+    NULL,
+    NULL
   }
+};
+
+struct
+{
+  int element;
+  int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+  { EL_SPRING,                 0, 0 },
+  { EL_BALLOON,                        0, 0 },
 
-  if (counter == 3 && first_game)
-    first_game = FALSE;
+  { EL_SOKOBAN_OBJECT,         2, 0 },
+  { EL_SOKOBAN_FIELD_FULL,     2, 0 },
+  { EL_SATELLITE,              2, 0 },
+  { EL_SP_DISK_YELLOW,         2, 0 },
+
+  { EL_UNDEFINED,              0, 0 },
+};
 
-  return checksum;
+struct
+{
+  int element;
+  int move_stepsize;
 }
-#endif
-#endif
+move_stepsize_list[] =
+{
+  { EL_AMOEBA_DROP,            2 },
+  { EL_AMOEBA_DROPPING,                2 },
+  { EL_QUICKSAND_FILLING,      1 },
+  { EL_QUICKSAND_EMPTYING,     1 },
+  { EL_MAGIC_WALL_FILLING,     2 },
+  { EL_BD_MAGIC_WALL_FILLING,  2 },
+  { EL_MAGIC_WALL_EMPTYING,    2 },
+  { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+
+  { EL_UNDEFINED,              0 },
+};
+
+struct
+{
+  int element;
+  int count;
+}
+collect_count_list[] =
+{
+  { EL_EMERALD,                        1 },
+  { EL_BD_DIAMOND,             1 },
+  { EL_EMERALD_YELLOW,         1 },
+  { EL_EMERALD_RED,            1 },
+  { EL_EMERALD_PURPLE,         1 },
+  { EL_DIAMOND,                        3 },
+  { EL_SP_INFOTRON,            1 },
+  { EL_PEARL,                  5 },
+  { EL_CRYSTAL,                        8 },
+
+  { EL_UNDEFINED,              0 },
+};
 
+static unsigned long trigger_events[MAX_NUM_ELEMENTS];
 
+#define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
+                                CH_EVENT_BIT(CE_DELAY))
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y)      (IS_AUTO_CHANGING(Feld[x][y]) || \
+                                IS_JUST_CHANGING(x, y))
+
+#define CE_PAGE(e, ce)         (element_info[e].event_page[ce])
 
 
 void GetPlayerConfig()
 {
   if (!audio.sound_available)
-    setup.sound = FALSE;
+    setup.sound_simple = FALSE;
 
   if (!audio.loops_available)
     setup.sound_loops = FALSE;
@@ -223,43 +479,50 @@ void GetPlayerConfig()
   if (!video.fullscreen_available)
     setup.fullscreen = FALSE;
 
-  setup.sound_simple = setup.sound;
+  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
 
   SetAudioMode(setup.sound);
   InitJoysticks();
 }
 
-static int getBeltNrFromElement(int element)
+static int getBeltNrFromBeltElement(int element)
+{
+  return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
+}
+
+static int getBeltNrFromBeltActiveElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT3_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT4_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
+         element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
+         element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
 }
 
-static int getBeltNrFromSwitchElement(int element)
+static int getBeltNrFromBeltSwitchElement(int element)
 {
-  return (element < EL_CONVEYOR_BELT2_SWITCH_LEFT ? 0 :
-         element < EL_CONVEYOR_BELT3_SWITCH_LEFT ? 1 :
-         element < EL_CONVEYOR_BELT4_SWITCH_LEFT ? 2 : 3);
+  return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
+         element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
+         element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
 }
 
-static int getBeltDirNrFromSwitchElement(int element)
+static int getBeltDirNrFromBeltSwitchElement(int element)
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
   };
 
-  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
   int belt_dir_nr = element - belt_base_element[belt_nr];
 
   return (belt_dir_nr % 3);
 }
 
-static int getBeltDirFromSwitchElement(int element)
+static int getBeltDirFromBeltSwitchElement(int element)
 {
   static int belt_move_dir[3] =
   {
@@ -268,76 +531,89 @@ static int getBeltDirFromSwitchElement(int element)
     MV_RIGHT
   };
 
-  int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+  int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
 
   return belt_move_dir[belt_dir_nr];
 }
 
-static void InitField(int x, int y, boolean init_game)
+static void InitPlayerField(int x, int y, int element, boolean init_game)
 {
-  switch (Feld[x][y])
+  if (element == EL_SP_MURPHY)
   {
-    case EL_SP_MURPHY:
-      if (init_game)
+    if (init_game)
+    {
+      if (stored_player[0].present)
       {
-       if (stored_player[0].present)
-       {
-         Feld[x][y] = EL_SP_MURPHY_CLONE;
-         break;
-       }
+       Feld[x][y] = EL_SP_MURPHY_CLONE;
+
+       return;
       }
-      /* no break! */
-    case EL_PLAYER:
-      if (init_game)
-       Feld[x][y] = EL_PLAYER1;
-      /* no break! */
-    case EL_PLAYER1:
-    case EL_PLAYER2:
-    case EL_PLAYER3:
-    case EL_PLAYER4:
-      if (init_game)
+      else
       {
-       struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER1];
-       int jx = player->jx, jy = player->jy;
+       stored_player[0].use_murphy_graphic = TRUE;
+      }
 
-       player->present = TRUE;
+      Feld[x][y] = EL_PLAYER_1;
+    }
+  }
 
-       if (!options.network || player->connected)
-       {
-         player->active = TRUE;
+  if (init_game)
+  {
+    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
+    int jx = player->jx, jy = player->jy;
 
-         /* remove potentially duplicate players */
-         if (StorePlayer[jx][jy] == Feld[x][y])
-           StorePlayer[jx][jy] = 0;
+    player->present = TRUE;
 
-         StorePlayer[x][y] = Feld[x][y];
+    if (!options.network || player->connected)
+    {
+      player->active = TRUE;
 
-         if (options.debug)
-         {
-           printf("Player %d activated.\n", player->element_nr);
-           printf("[Local player is %d and currently %s.]\n",
-                  local_player->element_nr,
-                  local_player->active ? "active" : "not active");
-         }
-       }
+      /* remove potentially duplicate players */
+      if (StorePlayer[jx][jy] == Feld[x][y])
+       StorePlayer[jx][jy] = 0;
 
-       Feld[x][y] = EL_EMPTY;
-       player->jx = player->last_jx = x;
-       player->jy = player->last_jy = y;
+      StorePlayer[x][y] = Feld[x][y];
+
+      if (options.debug)
+      {
+       printf("Player %d activated.\n", player->element_nr);
+       printf("[Local player is %d and currently %s.]\n",
+              local_player->element_nr,
+              local_player->active ? "active" : "not active");
       }
+    }
+
+    Feld[x][y] = EL_EMPTY;
+    player->jx = player->last_jx = x;
+    player->jy = player->last_jy = y;
+  }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+  int element = Feld[x][y];
+
+  switch (element)
+  {
+    case EL_SP_MURPHY:
+    case EL_PLAYER_1:
+    case EL_PLAYER_2:
+    case EL_PLAYER_3:
+    case EL_PLAYER_4:
+      InitPlayerField(x, y, element, init_game);
       break;
 
     case EL_STONEBLOCK:
       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_TOPLEFT;
+       Feld[x][y] = EL_ACID_POOL_TOPLEFT;
       else if (x > 0 && Feld[x-1][y] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_TOPRIGHT;
-      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPLEFT)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOMLEFT;
+       Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
       else if (y > 0 && Feld[x][y-1] == EL_ACID)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOM;
-      else if (y > 0 && Feld[x][y-1] == EL_ACIDPOOL_TOPRIGHT)
-       Feld[x][y] = EL_ACIDPOOL_BOTTOMRIGHT;
+       Feld[x][y] = EL_ACID_POOL_BOTTOM;
+      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+       Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
     case EL_BUG_RIGHT:
@@ -386,7 +662,7 @@ static void InitField(int x, int y, boolean init_game)
     case EL_AMOEBA_DROP:
       if (y == lev_fieldy - 1)
       {
-       Feld[x][y] = EL_AMOEBA_CREATING;
+       Feld[x][y] = EL_AMOEBA_GROWING;
        Store[x][y] = EL_AMOEBA_WET;
       }
       break;
@@ -409,43 +685,47 @@ static void InitField(int x, int y, boolean init_game)
 
     case EL_PIG:
     case EL_DRAGON:
-      MovDir[x][y] = 1 << RND(4);
+      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
       break;
 
+#if 0
     case EL_SP_EMPTY:
       Feld[x][y] = EL_EMPTY;
       break;
+#endif
 
-    case EL_EM_KEY1_FILE:
-      Feld[x][y] = EL_EM_KEY1;
+#if 0
+    case EL_EM_KEY_1_FILE:
+      Feld[x][y] = EL_EM_KEY_1;
       break;
-    case EL_EM_KEY2_FILE:
-      Feld[x][y] = EL_EM_KEY2;
+    case EL_EM_KEY_2_FILE:
+      Feld[x][y] = EL_EM_KEY_2;
       break;
-    case EL_EM_KEY3_FILE:
-      Feld[x][y] = EL_EM_KEY3;
+    case EL_EM_KEY_3_FILE:
+      Feld[x][y] = EL_EM_KEY_3;
       break;
-    case EL_EM_KEY4_FILE:
-      Feld[x][y] = EL_EM_KEY4;
+    case EL_EM_KEY_4_FILE:
+      Feld[x][y] = EL_EM_KEY_4;
       break;
+#endif
 
-    case EL_CONVEYOR_BELT1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
       if (init_game)
       {
-       int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
-       int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
-       int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+       int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
+       int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
 
        if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
        {
@@ -470,6 +750,8 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     default:
+      if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
+       InitMovDir(x, y);
       break;
   }
 }
@@ -478,174 +760,227 @@ void DrawGameDoorValues()
 {
   int i, j;
 
-  for (i=0; i<MAX_PLAYERS; i++)
-    for (j=0; j<4; 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);
+                          el2edimg(EL_KEY_1 + j));
 
   DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
+          int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
   DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
+          int2str(local_player->inventory_size, 3), FONT_TEXT_2);
   DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
+          int2str(local_player->score, 5), FONT_TEXT_2);
   DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+          int2str(TimeLeft, 3), FONT_TEXT_2);
 }
 
 
 /*
   =============================================================================
-  InitGameSound()
+  InitGameEngine()
   -----------------------------------------------------------------------------
-  initialize sound effect lookup table for element actions
+  initialize game engine due to level / tape version number
   =============================================================================
 */
 
-void InitGameSound()
+static void InitGameEngine()
 {
-  int sound_effect_properties[NUM_SOUND_FILES];
-  int i, j;
+  int i, j, k;
+
+  /* set game engine from tape file when re-playing, else from level file */
+  game.engine_version = (tape.playing ? tape.engine_version :
+                        level.game_version);
+
+  /* dynamically adjust element properties according to game engine version */
+  InitElementPropertiesEngine(game.engine_version);
 
 #if 0
-  debug_print_timestamp(0, NULL);
+  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
 
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
-    for (j=0; j<NUM_SND_ACTIONS; j++)
-      element_action_sound[i][j] = -1;
+  /* ---------- initialize player's initial move delay --------------------- */
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_move_delay =
+    (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 --------------------- */
 
-  for (i=0; i<NUM_SOUND_FILES; i++)
+  /* 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 */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    int len_effect_text = strlen(sound_files[i].token);
+    struct ElementInfo *ei = &element_info[i];
 
-    sound_effect_properties[i] = SND_ACTION_UNKNOWN;
-    is_loop_sound[i] = FALSE;
+    /* this pointer might have been changed in the level editor */
+    ei->change = &ei->change_page[0];
 
-    /* determine all loop sounds and identify certain sound classes */
+    if (!IS_CUSTOM_ELEMENT(i))
+    {
+      ei->change->target_element = EL_EMPTY_SPACE;
+      ei->change->delay_fixed = 0;
+      ei->change->delay_random = 0;
+      ei->change->delay_frames = 1;
+    }
 
-    for (j=0; sound_action_properties[j].text; j++)
+    ei->change_events = CE_BITMASK_DEFAULT;
+    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
     {
-      int len_action_text = strlen(sound_action_properties[j].text);
+      ei->event_page_nr[j] = 0;
+      ei->event_page[j] = &ei->change_page[0];
+    }
+  }
 
-      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;
+  /* add changing elements from pre-defined list */
+  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
+    struct ElementInfo *ei = &element_info[ch_delay->element];
 
-       if (sound_action_properties[j].is_loop)
-         is_loop_sound[i] = TRUE;
-      }
-    }
+    ei->change->target_element       = ch_delay->target_element;
+    ei->change->delay_fixed          = ch_delay->change_delay;
+
+    ei->change->pre_change_function  = ch_delay->pre_change_function;
+    ei->change->change_function      = ch_delay->change_function;
+    ei->change->post_change_function = ch_delay->post_change_function;
 
-    /* associate elements and some selected sound actions */
+    ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+  }
+
+#if 1
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
 
-    for (j=0; j<MAX_NUM_ELEMENTS; j++)
+    for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (element_info[j].sound_class_name)
-      {
-       int len_class_text = strlen(element_info[j].sound_class_name);
+      if (!ei->change_page[j].can_change)
+       continue;
 
-       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] == '.')
+      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
+      {
+       /* only add event page for the first page found with this event */
+       if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
+           !(ei->change_events & CH_EVENT_BIT(k)))
        {
-         int sound_action_value = sound_effect_properties[i];
-
-         element_action_sound[j][sound_action_value] = i;
+         ei->change_events |= CH_EVENT_BIT(k);
+         ei->event_page_nr[k] = j;
+         ei->event_page[k] = &ei->change_page[j];
        }
       }
     }
   }
 
-#if 0
-  debug_print_timestamp(0, "InitGameEngine");
-#endif
+#else
 
-#if 0
-  /* TEST ONLY */
+  /* add change events from custom element configuration */
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    int element = EL_SAND;
-    int sound_action = SND_ACTION_DIGGING;
-    int j = 0;
+    int element = EL_CUSTOM_START + i;
 
-    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++;
-    }
+    /* only add custom elements that change after fixed/random frame delay */
+    if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
+      element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
   }
 #endif
-}
 
+  /* ---------- initialize trigger events ---------------------------------- */
 
-/*
-  =============================================================================
-  InitGameEngine()
-  -----------------------------------------------------------------------------
-  initialize game engine due to level / tape version number
-  =============================================================================
-*/
+  /* initialize trigger events information */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    trigger_events[i] = EP_BITMASK_DEFAULT;
 
-static void InitGameEngine()
-{
-  int i;
+#if 1
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
 
-  game.engine_version = (tape.playing ? tape.engine_version :
-                        level.game_version);
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      if (!ei->change_page[j].can_change)
+       continue;
 
-#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
+      if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
+      {
+       int trigger_element = ei->change_page[j].trigger_element;
 
-  /* 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);
+       trigger_events[trigger_element] |= ei->change_page[j].events;
+      }
+    }
+  }
+#else
+  /* add trigger events from element change event properties */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
+      trigger_events[element_info[i].change->trigger_element] |=
+       element_info[i].change->events;
+#endif
 
-  /* 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 push delay -------------------------------------- */
 
-  /* dynamically adjust element properties according to game engine version */
+  /* initialize push delay values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
   {
-    static int ep_em_slippery_wall[] =
-    {
-      EL_STEELWALL,
-      EL_WALL,
-      EL_WALL_GROWING,
-      EL_WALL_GROWING_X,
-      EL_WALL_GROWING_Y,
-      EL_WALL_GROWING_XY
-    };
-    static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
-
-    for (i=0; i<ep_em_slippery_wall_num; i++)
+    if (!IS_CUSTOM_ELEMENT(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;
+      element_info[i].push_delay_fixed  = game.default_push_delay_fixed;
+      element_info[i].push_delay_random = game.default_push_delay_random;
     }
+  }
 
-    /* "EL_WALL_GROWING_ACTIVE" wasn't slippery for EM gems in version 2.0.1 */
-    if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
-      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] |= EP_BIT_EM_SLIPPERY_WALL;
-    else
-      Elementeigenschaften2[EL_WALL_GROWING_ACTIVE] &=~EP_BIT_EM_SLIPPERY_WALL;
+  /* set push delay value for certain elements from pre-defined list */
+  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = push_delay_list[i].element;
+
+    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
+    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
+  }
+
+  /* ---------- initialize move stepsize ----------------------------------- */
+
+  /* initialize move stepsize values to default */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
+
+  /* set move stepsize value for certain elements from pre-defined list */
+  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
+  {
+    int e = move_stepsize_list[i].element;
+
+    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
+
+  /* ---------- initialize gem count --------------------------------------- */
+
+  /* initialize gem count values for each element */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].collect_count = 0;
+
+  /* add gem count values for all elements from pre-defined list */
+  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
+    element_info[collect_count_list[i].element].collect_count =
+      collect_count_list[i].count;
 }
 
 
@@ -662,27 +997,29 @@ void InitGame()
   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;
+  int i, j, k, x, y;
 
   InitGameEngine();
 
+#if 0
 #if DEBUG
 #if USE_NEW_AMOEBA_CODE
   printf("Using new amoeba code.\n");
 #else
   printf("Using old amoeba code.\n");
 #endif
+#endif
 #endif
 
   /* don't play tapes over network */
   network_playing = (options.network && !tape.playing);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
-    player->element_nr = EL_PLAYER1 + i;
+    player->element_nr = EL_PLAYER_1 + i;
 
     player->present = FALSE;
     player->active = FALSE;
@@ -697,10 +1034,9 @@ void InitGame()
     player->lights_still_needed = 0;
     player->friends_still_needed = 0;
 
-    for (j=0; j<4; j++)
+    for (j = 0; j < 4; j++)
       player->key[j] = FALSE;
 
-    player->dynamite = 0;
     player->dynabomb_count = 0;
     player->dynabomb_size = 1;
     player->dynabombs_left = 0;
@@ -708,34 +1044,96 @@ 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;
     player->Frame = 0;
+    player->StepFrame = 0;
+
+    player->use_murphy_graphic = FALSE;
 
     player->actual_frame_counter = 0;
 
-    player->frame_reset_delay = 0;
+    player->step_counter = 0;
 
     player->last_move_dir = MV_NO_MOVING;
+
+    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->move_delay       = game.initial_move_delay;
-    player->move_delay_value = game.initial_move_delay_value;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
 
-    player->push_delay = 0;
-    player->push_delay_value = 5;
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
 
-    player->snapped = FALSE;
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
 
-    player->last_jx = player->last_jy = 0;
-    player->jx = player->jy = 0;
+    player->action_waiting = ACTION_DEFAULT;
+    player->last_action_waiting = ACTION_DEFAULT;
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
 
-    player->shield_passive_time_left = 0;
-    player->shield_active_time_left = 0;
+    player->num_special_action_bored = 0;
+    player->num_special_action_sleeping = 0;
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
-    SnapField(player, 0, 0);
+    /* determine number of special actions for bored and sleeping animation */
+    for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
+    {
+      boolean found = FALSE;
+
+      for (k = 0; k < NUM_DIRECTIONS; k++)
+       if (el_act_dir2img(player->element_nr, j, k) !=
+           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+         found = TRUE;
+
+      if (found)
+       player->num_special_action_bored++;
+      else
+       break;
+    }
+    for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
+    {
+      boolean found = FALSE;
+
+      for (k = 0; k < NUM_DIRECTIONS; k++)
+       if (el_act_dir2img(player->element_nr, j, k) !=
+           el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
+         found = TRUE;
+
+      if (found)
+       player->num_special_action_sleeping++;
+      else
+       break;
+    }
+
+    player->switch_x = -1;
+    player->switch_y = -1;
+
+    player->show_envelope = 0;
+
+    player->move_delay       = game.initial_move_delay;
+    player->move_delay_value = game.initial_move_delay_value;
+
+    player->push_delay = 0;
+    player->push_delay_value = game.initial_push_delay_value;
+
+    player->last_jx = player->last_jy = 0;
+    player->jx = player->jy = 0;
+
+    player->shield_normal_time_left = 0;
+    player->shield_deadly_time_left = 0;
+
+    player->inventory_size = 0;
+
+    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
 
     player->LevelSolved = FALSE;
     player->GameOver = FALSE;
@@ -764,42 +1162,62 @@ void InitGame()
 
   AllPlayersGone = FALSE;
 
-  game.yam_content_nr = 0;
+  game.yamyam_content_nr = 0;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
   game.light_time_left = 0;
   game.timegate_time_left = 0;
   game.switchgate_pos = 0;
   game.balloon_dir = MV_NO_MOVING;
+  game.gravity = level.initial_gravity;
   game.explosions_delayed = TRUE;
 
-  for (i=0; i<4; i++)
+  game.envelope_active = FALSE;
+
+  for (i = 0; i < 4; i++)
   {
     game.belt_dir[i] = MV_NO_MOVING;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
   }
 
-  for (i=0; i<MAX_NUM_AMOEBA; i++)
+  for (i = 0; i < MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
-  for (x=0; x<lev_fieldx; x++)
+  for (x = 0; x < lev_fieldx; x++)
   {
-    for (y=0; y<lev_fieldy; y++)
+    for (y = 0; y < lev_fieldy; y++)
     {
-      Feld[x][y] = Ur[x][y];
+      Feld[x][y] = level.field[x][y];
       MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-      Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
-      Frame[x][y] = 0;
+      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;
+
+      Changed[x][y] = CE_BITMASK_DEFAULT;
+      ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
+
+      ExplodePhase[x][y] = 0;
       ExplodeField[x][y] = EX_NO_EXPLOSION;
+
+      RunnerVisit[x][y] = 0;
+      PlayerVisit[x][y] = 0;
+
+      GfxFrame[x][y] = 0;
+      GfxRandom[x][y] = INIT_GFX_RANDOM();
+      GfxElement[x][y] = EL_UNDEFINED;
+      GfxAction[x][y] = ACTION_DEFAULT;
+      GfxDir[x][y] = MV_NO_MOVING;
     }
   }
 
-  for(y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for(x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
        emulate_bd = FALSE;
@@ -812,23 +1230,25 @@ void InitGame()
     }
   }
 
+  InitBeltMovement();
+
   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++)
+  for (i = 0; i < 4; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
   /* check if any connected player was not found in playfield */
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
 
     if (player->connected && !player->present)
     {
-      for (j=0; j<MAX_PLAYERS; j++)
+      for (j = 0; j < MAX_PLAYERS; j++)
       {
        struct PlayerInfo *some_player = &stored_player[j];
        int jx = some_player->jx, jy = some_player->jy;
@@ -854,7 +1274,7 @@ void InitGame()
   {
     /* when playing a tape, eliminate all players who do not participate */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active && !tape.player_participates[i])
       {
@@ -871,11 +1291,11 @@ void InitGame()
   {
     /* when in single player mode, eliminate all but the first active player */
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       if (stored_player[i].active)
       {
-       for (j=i+1; j<MAX_PLAYERS; j++)
+       for (j = i + 1; j < MAX_PLAYERS; j++)
        {
          if (stored_player[j].active)
          {
@@ -894,14 +1314,14 @@ void InitGame()
   /* when recording the game, store which players take part in the game */
   if (tape.recording)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       if (stored_player[i].active)
        tape.player_participates[i] = TRUE;
   }
 
   if (options.debug)
   {
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
@@ -936,22 +1356,112 @@ void InitGame()
   if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
 
-  scroll_x = SBX_Left;
-  scroll_y = SBY_Upper;
-  if (local_player->jx >= SBX_Left + MIDPOSX)
-    scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
-               local_player->jx - MIDPOSX :
-               SBX_Right);
-  if (local_player->jy >= SBY_Upper + MIDPOSY)
-    scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
-               local_player->jy - MIDPOSY :
-               SBY_Lower);
+  /* if local player not found, look for custom element that might create
+     the player (make some assumptions about the right custom element) */
+  if (!local_player->present)
+  {
+    int start_x = 0, start_y = 0;
+    int found_rating = 0;
+    int found_element = EL_UNDEFINED;
+
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+      int content;
+      int xx, yy;
+      boolean is_player;
+
+      if (!IS_CUSTOM_ELEMENT(element))
+       continue;
+
+      if (CAN_CHANGE(element))
+      {
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         content = element_info[element].change_page[i].target_element;
+         is_player = ELEM_IS_PLAYER(content);
+
+         if (is_player && (found_rating < 3 || element < found_element))
+         {
+           start_x = x;
+           start_y = y;
+
+           found_rating = 3;
+           found_element = element;
+         }
+       }
+      }
+
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
+      {
+       content = element_info[element].content[xx][yy];
+       is_player = ELEM_IS_PLAYER(content);
+
+       if (is_player && (found_rating < 2 || element < found_element))
+       {
+         start_x = x + xx - 1;
+         start_y = y + yy - 1;
+
+         found_rating = 2;
+         found_element = element;
+       }
+
+       if (!CAN_CHANGE(element))
+         continue;
+
+       for (i = 0; i < element_info[element].num_change_pages; i++)
+       {
+         content = element_info[element].change_page[i].content[xx][yy];
+         is_player = ELEM_IS_PLAYER(content);
+
+         if (is_player && (found_rating < 1 || element < found_element))
+         {
+           start_x = x + xx - 1;
+           start_y = y + yy - 1;
+
+           found_rating = 1;
+           found_element = element;
+         }
+       }
+      }
+    }
+
+    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
+               start_x > SBX_Right + MIDPOSX ? SBX_Right :
+               start_x - MIDPOSX);
+
+    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+               start_y - MIDPOSY);
+  }
+  else
+  {
+#if 1
+    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+               local_player->jx - MIDPOSX);
+
+    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+               local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+               local_player->jy - MIDPOSY);
+#else
+    scroll_x = SBX_Left;
+    scroll_y = SBY_Upper;
+    if (local_player->jx >= SBX_Left + MIDPOSX)
+      scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
+                 local_player->jx - MIDPOSX :
+                 SBX_Right);
+    if (local_player->jy >= SBY_Upper + MIDPOSY)
+      scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
+                 local_player->jy - MIDPOSY :
+                 SBY_Lower);
+#endif
+  }
 
   CloseDoor(DOOR_CLOSE_1);
 
   DrawLevel();
   DrawAllPlayers();
-  FadeToFront();
 
   /* after drawing the level, correct some elements */
   if (game.timegate_time_left == 0)
@@ -961,21 +1471,22 @@ void InitGame()
     BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
   redraw_mask |= REDRAW_FROM_BACKBUFFER;
+  FadeToFront();
 
   /* copy default game door content to main double buffer */
-  BlitBitmap(pix[PIX_DOOR], drawto,
+  BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
             DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
 
   if (level_nr < 100)
-    DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
-            int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
+    DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
   else
   {
     DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+               int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
     BlitBitmap(drawto, drawto,
               DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
-              FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+              getFontWidth(FONT_LEVEL_NUMBER) * 3,
+              getFontHeight(FONT_LEVEL_NUMBER) - 1,
               DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
   }
 
@@ -990,23 +1501,28 @@ void InitGame()
   MapTapeButtons();
 
   /* copy actual game door content to door double buffer for OpenDoor() */
-  BlitBitmap(drawto, pix[PIX_DB_DOOR],
+  BlitBitmap(drawto, bitmap_db_door,
             DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
 
   OpenDoor(DOOR_OPEN_ALL);
 
-  PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
+
   if (setup.sound_music)
-    PlayMusic(level_nr);
+    PlayLevelMusic();
 
-  KeyboardAutoRepeatOff();
+  KeyboardAutoRepeatOffUnlessAutoplay();
 
   if (options.debug)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
       printf("Player %d %sactive.\n",
             i + 1, (stored_player[i].active ? "" : "not "));
   }
+
+#if 0
+  printf("::: starting game [%d]\n", FrameCounter);
+#endif
 }
 
 void InitMovDir(int x, int y)
@@ -1085,35 +1601,75 @@ void InitMovDir(int x, int y)
       break;
 
     default:
-      MovDir[x][y] = 1 << RND(4);
-      if (element != EL_BUG &&
-         element != EL_SPACESHIP &&
-         element != EL_BD_BUTTERFLY &&
-         element != EL_BD_FIREFLY)
-       break;
-
-      for (i=0; i<4; i++)
+      if (IS_CUSTOM_ELEMENT(element))
       {
-       int x1 = x + xy[i][0];
-       int y1 = y + xy[i][1];
-
-       if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+       if (element_info[element].move_direction_initial != MV_NO_MOVING)
+         MovDir[x][y] = element_info[element].move_direction_initial;
+       else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
+                element_info[element].move_pattern == MV_TURNING_LEFT ||
+                element_info[element].move_pattern == MV_TURNING_RIGHT)
+         MovDir[x][y] = 1 << RND(4);
+       else if (element_info[element].move_pattern == MV_HORIZONTAL)
+         MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+       else if (element_info[element].move_pattern == MV_VERTICAL)
+         MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
+       else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
+         MovDir[x][y] = element_info[element].move_pattern;
+       else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
+                element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-         if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+         for (i = 0; i < 4; i++)
          {
-           MovDir[x][y] = direction[0][i];
-           break;
+           int x1 = x + xy[i][0];
+           int y1 = y + xy[i][1];
+
+           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
+           {
+             if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
+               MovDir[x][y] = direction[0][i];
+             else
+               MovDir[x][y] = direction[1][i];
+
+             break;
+           }
          }
-         else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
-                  element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+       }                
+      }
+      else
+      {
+       MovDir[x][y] = 1 << RND(4);
+
+       if (element != EL_BUG &&
+           element != EL_SPACESHIP &&
+           element != EL_BD_BUTTERFLY &&
+           element != EL_BD_FIREFLY)
+         break;
+
+       for (i = 0; i < 4; i++)
+       {
+         int x1 = x + xy[i][0];
+         int y1 = y + xy[i][1];
+
+         if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
          {
-           MovDir[x][y] = direction[1][i];
-           break;
+           if (element == EL_BUG || element == EL_BD_BUTTERFLY)
+           {
+             MovDir[x][y] = direction[0][i];
+             break;
+           }
+           else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
+                    element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+           {
+             MovDir[x][y] = direction[1][i];
+             break;
+           }
          }
        }
       }
       break;
   }
+
+  GfxDir[x][y] = MovDir[x][y];
 }
 
 void InitAmoebaNr(int x, int y)
@@ -1123,7 +1679,7 @@ void InitAmoebaNr(int x, int y)
 
   if (group_nr == 0)
   {
-    for (i=1; i<MAX_NUM_AMOEBA; i++)
+    for (i = 1; i < MAX_NUM_AMOEBA; i++)
     {
       if (AmoebaCnt[i] == 0)
       {
@@ -1146,27 +1702,35 @@ void GameWon()
   if (local_player->MovPos)
     return;
 
+#if 1
+  if (tape.auto_play)          /* tape might already be stopped here */
+    tape.auto_play_level_solved = TRUE;
+#else
+  if (tape.playing && tape.auto_play)
+    tape.auto_play_level_solved = TRUE;
+#endif
+
   local_player->LevelSolved = FALSE;
 
-  PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
+  PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
 
   if (TimeLeft)
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimeLeft > 0)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
       if (TimeLeft > 0 && !(TimeLeft % 10))
-       RaiseScore(level.score[SC_ZEITBONUS]);
+       RaiseScore(level.score[SC_TIME_BONUS]);
       if (TimeLeft > 100 && !(TimeLeft % 10))
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
       BackToFront();
 
       if (!tape.playing)
@@ -1179,20 +1743,20 @@ void GameWon()
   else if (level.time == 0)            /* level without time limit */
   {
     if (!tape.playing && setup.sound_loops)
-      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
+      PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
                   SND_CTRL_PLAY_LOOP);
 
     while (TimePlayed < 999)
     {
       if (!tape.playing && !setup.sound_loops)
-       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
       if (TimePlayed < 999 && !(TimePlayed % 10))
-       RaiseScore(level.score[SC_ZEITBONUS]);
+       RaiseScore(level.score[SC_TIME_BONUS]);
       if (TimePlayed < 900 && !(TimePlayed % 10))
        TimePlayed += 10;
       else
        TimePlayed++;
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
       BackToFront();
 
       if (!tape.playing)
@@ -1203,9 +1767,17 @@ void GameWon()
       StopSound(SND_GAME_LEVELTIME_BONUS);
   }
 
-#if 0
-  FadeSounds();
-#endif
+  /* close exit door after last player */
+  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
+  {
+    int element = Feld[ExitX][ExitY];
+
+    Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
+                         EL_SP_EXIT_CLOSING);
+
+    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
+  }
 
   /* Hero disappears */
   DrawLevelField(ExitX, ExitY);
@@ -1235,7 +1807,7 @@ void GameWon()
 
   if ((hi_pos = NewHiScore()) >= 0) 
   {
-    game_status = HALLOFFAME;
+    game_status = GAME_MODE_SCORES;
     DrawHallOfFame(hi_pos);
     if (raise_level)
     {
@@ -1245,7 +1817,7 @@ void GameWon()
   }
   else
   {
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     if (raise_level)
     {
       level_nr++;
@@ -1268,7 +1840,7 @@ int NewHiScore()
       local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score) 
     return -1;
 
-  for (k=0; k<MAX_SCORE_ENTRIES; k++) 
+  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
   {
     if (local_player->score > highscore[k].Score)
     {
@@ -1279,14 +1851,14 @@ int NewHiScore()
        int m = MAX_SCORE_ENTRIES - 1;
 
 #ifdef ONE_PER_NAME
-       for (l=k; l<MAX_SCORE_ENTRIES; l++)
+       for (l = k; l < MAX_SCORE_ENTRIES; l++)
          if (!strcmp(setup.player_name, highscore[l].Name))
            m = l;
        if (m == k)     /* player's new highscore overwrites his old one */
          goto put_into_list;
 #endif
 
-       for (l=m; l>k; l--)
+       for (l = m; l > k; l--)
        {
          strcpy(highscore[l].Name, highscore[l - 1].Name);
          highscore[l].Score = highscore[l - 1].Score;
@@ -1317,15 +1889,60 @@ int NewHiScore()
   return position;
 }
 
+void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
+{
+  if (player->GfxAction != action || player->GfxDir != dir)
+  {
+#if 0
+    printf("Player frame reset! (%d => %d, %d => %d)\n",
+          player->GfxAction, action, player->GfxDir, dir);
+#endif
+
+    player->GfxAction = action;
+    player->GfxDir = dir;
+    player->Frame = 0;
+    player->StepFrame = 0;
+  }
+}
+
+static void ResetRandomAnimationValue(int x, int y)
+{
+  GfxRandom[x][y] = INIT_GFX_RANDOM();
+}
+
+static void ResetGfxAnimation(int x, int y)
+{
+  GfxFrame[x][y] = 0;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MovDir[x][y];
+}
+
 void InitMovingField(int x, int y, int direction)
 {
-  int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-  int newy = y + (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int element = Feld[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int newx = x + dx;
+  int newy = y + dy;
+
+  if (!WasJustMoving[x][y] || direction != MovDir[x][y])
+    ResetGfxAnimation(x, y);
+
+  MovDir[newx][newy] = MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
 
-  MovDir[x][y] = direction;
-  MovDir[newx][newy] = direction;
   if (Feld[newx][newy] == EL_EMPTY)
     Feld[newx][newy] = EL_BLOCKED;
+
+  if (direction == MV_DOWN && CAN_FALL(element))
+    GfxAction[x][y] = ACTION_FALLING;
+  else
+    GfxAction[x][y] = ACTION_MOVING;
+
+  GfxFrame[newx][newy] = GfxFrame[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];
+  GfxAction[newx][newy] = GfxAction[x][y];
+  GfxDir[newx][newy] = GfxDir[x][y];
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1397,16 +2014,28 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 static void RemoveField(int x, int y)
 {
   Feld[x][y] = EL_EMPTY;
+
   MovPos[x][y] = 0;
   MovDir[x][y] = 0;
   MovDelay[x][y] = 0;
+
+  AmoebaNr[x][y] = 0;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Pushed[x][y] = FALSE;
+
+  GfxElement[x][y] = EL_UNDEFINED;
+  GfxAction[x][y] = ACTION_DEFAULT;
+  GfxDir[x][y] = MV_NO_MOVING;
 }
 
 void RemoveMovingField(int x, int y)
 {
   int oldx = x, oldy = y, newx = x, newy = y;
+  int element = Feld[x][y];
+  int next_element = EL_UNDEFINED;
 
-  if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
+  if (element != EL_BLOCKED && !IS_MOVING(x, y))
     return;
 
   if (IS_MOVING(x, y))
@@ -1415,27 +2044,27 @@ void RemoveMovingField(int x, int y)
     if (Feld[newx][newy] != EL_BLOCKED)
       return;
   }
-  else if (Feld[x][y] == EL_BLOCKED)
+  else if (element == EL_BLOCKED)
   {
     Blocked2Moving(x, y, &oldx, &oldy);
     if (!IS_MOVING(oldx, oldy))
       return;
   }
 
-  if (Feld[x][y] == EL_BLOCKED &&
+  if (element == EL_BLOCKED &&
       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
-       Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
-    Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
-  else
-    Feld[oldx][oldy] = EL_EMPTY;
+       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
+    next_element = get_next_element(Feld[oldx][oldy]);
+
+  RemoveField(oldx, oldy);
+  RemoveField(newx, newy);
 
   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
 
-  Feld[newx][newy] = EL_EMPTY;
-  MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
-  MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
+  if (next_element != EL_UNDEFINED)
+    Feld[oldx][oldy] = next_element;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1444,68 +2073,143 @@ void RemoveMovingField(int x, int y)
 void DrawDynamite(int x, int y)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
-  int graphic = el2gfx(Feld[x][y]);
-  int phase;
+  int graphic = el2img(Feld[x][y]);
+  int frame;
 
   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
     return;
 
-  if (Store[x][y])
-    DrawGraphic(sx, sy, el2gfx(Store[x][y]));
+  if (IS_WALKABLE_INSIDE(Back[x][y]))
+    return;
 
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
-  {
-    if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
-      phase = 6;
-  }
-  else
-  {
-    if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
-      phase = 7 - phase;
-  }
+  if (Back[x][y])
+    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+  else if (Store[x][y])
+    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+
+  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
+#if 1
+  if (Back[x][y] || Store[x][y])
+    DrawGraphicThruMask(sx, sy, graphic, frame);
+  else
+    DrawGraphic(sx, sy, graphic, frame);
+#else
   if (game.emulation == EMU_SUPAPLEX)
-    DrawGraphic(sx, sy, GFX_SP_DISK_RED);
+    DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
   else if (Store[x][y])
-    DrawGraphicThruMask(sx, sy, graphic + phase);
+    DrawGraphicThruMask(sx, sy, graphic, frame);
   else
-    DrawGraphic(sx, sy, graphic + phase);
+    DrawGraphic(sx, sy, graphic, frame);
+#endif
 }
 
 void CheckDynamite(int x, int y)
 {
-  if (MovDelay[x][y])          /* dynamite is still waiting to explode */
+  if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (!(MovDelay[x][y] % 6))
-       PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
-
-      if (IS_ACTIVE_BOMB(Feld[x][y]))
-      {
-       int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
 
-       if (!(MovDelay[x][y] % delay))
-         DrawDynamite(x, y);
-      }
+    if (MovDelay[x][y] != 0)
+    {
+      DrawDynamite(x, y);
+      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
 
       return;
     }
   }
 
-  if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+#if 1
+  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
+#else
+  if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
+      Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
     StopSound(SND_DYNAMITE_ACTIVE);
   else
     StopSound(SND_DYNABOMB_ACTIVE);
+#endif
 
   Bang(x, y);
 }
 
+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)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
+      FrameCounter++;
+
+      DrawPlayer(player);
+
+      BackToFront();
+      Delay(GAME_FRAME_DELAY);
+    }
+
+    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)
+  {
+    int scroll_xx = -999, scroll_yy = -999;
+
+    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                  local_player->jx - MIDPOSX);
+
+      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                  local_player->jy - MIDPOSY);
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+      scroll_x -= dx;
+      scroll_y -= dy;
+
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
+
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
+
+      /* 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);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(GAME_FRAME_DELAY);
+    }
+  }
+}
+
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
-  int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+  int num_phase = 9;
+  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
   int last_phase = num_phase * delay;
   int half_phase = (num_phase / 2) * delay;
   int first_phase_after_start = EX_PHASE_START + 1;
@@ -1520,6 +2224,21 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int center_element = Feld[ex][ey];
 
+#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 >= VERSION_IDENT(2,2,0,7) &&
+       center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+      return;
+#endif
+
+    if (mode == EX_NORMAL || mode == EX_CENTER)
+      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+
+    /* remove things displayed in background while burning dynamite */
+    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+      Back[ex][ey] = 0;
+
     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
     {
       /* put moving element to center field (and let it explode there) */
@@ -1528,8 +2247,10 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[ex][ey] = center_element;
     }
 
-    for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
+    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
     {
+      int xx = x - ex + 1;
+      int yy = y - ey + 1;
       int element;
 
       if (!IN_LEV_FIELD(x, y) ||
@@ -1542,11 +2263,30 @@ void Explode(int ex, int ey, int phase, int mode)
       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       {
        element = MovingOrBlocked2Element(x, y);
-       RemoveMovingField(x, y);
+
+       if (!IS_EXPLOSION_PROOF(element))
+         RemoveMovingField(x, y);
       }
 
-      if (IS_MASSIVE(element) || element == EL_DRAGON_FIRE)
+#if 1
+
+#if 0
+      if (IS_EXPLOSION_PROOF(element))
+       continue;
+#else
+      /* indestructible elements can only explode in center (but not flames) */
+      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+         element == EL_FLAMES)
+       continue;
+#endif
+
+#else
+      if ((IS_INDESTRUCTIBLE(element) &&
+          (game.engine_version < VERSION_IDENT(2,2,0,0) ||
+           (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+         element == EL_FLAMES)
        continue;
+#endif
 
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
       {
@@ -1560,23 +2300,46 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
       }
 
+      /* save walkable background elements while explosion on same tile */
+#if 0
+      if (IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+#else
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+       Back[x][y] = element;
+#endif
+
+      /* ignite explodable elements reached by other explosion */
       if (element == EL_EXPLOSION)
        element = Store2[x][y];
 
+#if 1
+      if (AmoebaNr[x][y] &&
+         (element == EL_AMOEBA_FULL ||
+          element == EL_BD_AMOEBA ||
+          element == EL_AMOEBA_GROWING))
+      {
+       AmoebaCnt[AmoebaNr[x][y]]--;
+       AmoebaCnt2[AmoebaNr[x][y]]--;
+      }
+
+      RemoveField(x, y);
+#endif
+
       if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
       {
        switch(StorePlayer[ex][ey])
        {
-         case EL_PLAYER2:
+         case EL_PLAYER_2:
            Store[x][y] = EL_EMERALD_RED;
            break;
-         case EL_PLAYER3:
+         case EL_PLAYER_3:
            Store[x][y] = EL_EMERALD;
            break;
-         case EL_PLAYER4:
+         case EL_PLAYER_4:
            Store[x][y] = EL_EMERALD_PURPLE;
            break;
-         case EL_PLAYER1:
+         case EL_PLAYER_1:
          default:
            Store[x][y] = EL_EMERALD_YELLOW;
            break;
@@ -1595,10 +2358,13 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_BD_DIAMOND;
       else if (center_element == EL_SP_ELECTRON)
        Store[x][y] = EL_SP_INFOTRON;
-      else if (center_element == EL_YAMYAM)
-       Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
       else if (center_element == EL_AMOEBA_TO_DIAMOND)
        Store[x][y] = level.amoeba_content;
+      else if (center_element == EL_YAMYAM)
+       Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+      else if (IS_CUSTOM_ELEMENT(center_element) &&
+              element_info[center_element].content[xx][yy] != EL_EMPTY)
+       Store[x][y] = element_info[center_element].content[xx][yy];
       else if (element == EL_WALL_EMERALD)
        Store[x][y] = EL_EMERALD;
       else if (element == EL_WALL_DIAMOND)
@@ -1615,31 +2381,48 @@ void Explode(int ex, int ey, int phase, int mode)
        Store[x][y] = EL_PEARL;
       else if (element == EL_WALL_CRYSTAL)
        Store[x][y] = EL_CRYSTAL;
-      else if (!IS_PFORTE(Store[x][y]))
+      else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+       Store[x][y] = element_info[element].content[1][1];
+      else
        Store[x][y] = EL_EMPTY;
 
       if (x != ex || y != ey ||
          center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
        Store2[x][y] = element;
 
+#if 0
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
           element == EL_BD_AMOEBA ||
-          element == EL_AMOEBA_CREATING))
+          element == EL_AMOEBA_GROWING))
       {
        AmoebaCnt[AmoebaNr[x][y]]--;
        AmoebaCnt2[AmoebaNr[x][y]]--;
       }
 
-      Feld[x][y] = EL_EXPLOSION;
+#if 1
+      RemoveField(x, y);
+#else
       MovDir[x][y] = MovPos[x][y] = 0;
+      GfxDir[x][y] = MovDir[x][y];
       AmoebaNr[x][y] = 0;
-      Frame[x][y] = 1;
+#endif
+#endif
+
+      Feld[x][y] = EL_EXPLOSION;
+#if 1
+      GfxElement[x][y] = center_element;
+#else
+      GfxElement[x][y] = EL_UNDEFINED;
+#endif
+
+      ExplodePhase[x][y] = 1;
       Stop[x][y] = TRUE;
     }
 
     if (center_element == EL_YAMYAM)
-      game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
+      game.yamyam_content_nr =
+       (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
     return;
   }
@@ -1650,7 +2433,25 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
-  Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
+  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+#ifdef DEBUG
+
+  /* activate this even in non-DEBUG version until cause for crash in
+     getGraphicAnimationFrame() (see below) is found and eliminated */
+#endif
+#if 1
+
+  if (GfxElement[x][y] == EL_UNDEFINED)
+  {
+    printf("\n\n");
+    printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
+    printf("Explode(): This should never happen!\n");
+    printf("\n\n");
+
+    GfxElement[x][y] = EL_EMPTY;
+  }
+#endif
 
   if (phase == first_phase_after_start)
   {
@@ -1669,7 +2470,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
     if (IS_PLAYER(x, y))
       KillHeroUnlessProtected(x, y);
-    else if (IS_EXPLOSIVE(element))
+    else if (CAN_EXPLODE_BY_FIRE(element))
     {
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
@@ -1685,36 +2486,60 @@ void Explode(int ex, int ey, int phase, int mode)
 
     element = Feld[x][y] = Store[x][y];
     Store[x][y] = Store2[x][y] = 0;
+    GfxElement[x][y] = EL_UNDEFINED;
+
+    if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+      element = Feld[x][y] = Back[x][y];
+    Back[x][y] = 0;
+
     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
+    GfxDir[x][y] = MV_NO_MOVING;
+    ChangeDelay[x][y] = 0;
+    ChangePage[x][y] = -1;
+
     InitField(x, y, FALSE);
-    if (CAN_MOVE(element) || COULD_MOVE(element))
+    if (CAN_MOVE(element))
       InitMovDir(x, y);
     DrawLevelField(x, y);
 
+    TestIfElementTouchesCustomElement(x, y);
+
+    if (GFX_CRUMBLED(element))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+
     if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
       StorePlayer[x][y] = 0;
+
+    if (ELEM_IS_PLAYER(element))
+      RelocatePlayer(x, y, element);
   }
-  else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+  else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
   {
-    int graphic = GFX_EXPLOSION;
-
-    if (game.emulation == EMU_SUPAPLEX)
-      graphic = (Store[x][y] == EL_SP_INFOTRON ?
-                GFX_SP_EXPLODE_INFOTRON :
-                GFX_SP_EXPLODE_EMPTY);
+#if 1
+    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
+    int stored = Store[x][y];
+    int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+                  stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+                  IMG_SP_EXPLOSION);
+#endif
+    int frame = getGraphicAnimationFrame(graphic, phase - delay);
 
     if (phase == delay)
-      ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
-
-    graphic += (phase / delay - 1);
+      DrawLevelFieldCrumbledSand(x, y);
 
-    if (IS_PFORTE(Store[x][y]))
+    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
     {
-      DrawLevelElement(x, y, Store[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
+      DrawLevelElement(x, y, Back[x][y]);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
     }
-    else
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic);
+    else if (IS_WALKABLE_UNDER(Back[x][y]))
+    {
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelElementThruMask(x, y, Back[x][y]);
+    }
+    else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
 
@@ -1734,7 +2559,7 @@ void DynaExplode(int ex, int ey)
 
   if (IS_ACTIVE_BOMB(Feld[ex][ey]))
   {
-    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
+    player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
     dynabomb_size = player->dynabomb_size;
     dynabomb_xl = player->dynabomb_xl;
     player->dynabombs_left++;
@@ -1742,15 +2567,15 @@ void DynaExplode(int ex, int ey)
 
   Explode(ex, ey, EX_PHASE_START, EX_CENTER);
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
-    for (j=1; j<=dynabomb_size; j++)
+    for (j = 1; j <= dynabomb_size; j++)
     {
       int x = ex + j * xy[i % 4][0];
       int y = ey + j * xy[i % 4][1];
       int element;
 
-      if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
+      if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
        break;
 
       element = Feld[x][y];
@@ -1761,6 +2586,7 @@ void DynaExplode(int ex, int ey)
 
       Explode(x, y, EX_PHASE_START, EX_BORDER);
 
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (element != EL_EMPTY &&
          element != EL_SAND &&
          element != EL_EXPLOSION &&
@@ -1772,12 +2598,34 @@ void DynaExplode(int ex, int ey)
 
 void Bang(int x, int y)
 {
+#if 1
+  int element = MovingOrBlocked2Element(x, y);
+#else
   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);
+
+    element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
+                           player->element_nr);
+  }
 
+#if 0
+#if 1
+  PlayLevelSoundAction(x, y, ACTION_EXPLODING);
+#else
   if (game.emulation == EMU_SUPAPLEX)
-    PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
+    PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
   else
-    PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
+    PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
+#endif
+#endif
 
 #if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
@@ -1798,13 +2646,13 @@ void Bang(int x, int y)
       RaiseScoreElement(element);
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
-    case EL_DYNABOMB_ACTIVE_1:
-    case EL_DYNABOMB_ACTIVE_2:
-    case EL_DYNABOMB_ACTIVE_3:
-    case EL_DYNABOMB_ACTIVE_4:
-    case EL_DYNABOMB_NR:
-    case EL_DYNABOMB_SZ:
-    case EL_DYNABOMB_XL:
+    case EL_DYNABOMB_PLAYER_1_ACTIVE:
+    case EL_DYNABOMB_PLAYER_2_ACTIVE:
+    case EL_DYNABOMB_PLAYER_3_ACTIVE:
+    case EL_DYNABOMB_PLAYER_4_ACTIVE:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
       DynaExplode(x, y);
       break;
     case EL_PENGUIN:
@@ -1816,50 +2664,93 @@ void Bang(int x, int y)
        Explode(x, y, EX_PHASE_START, EX_CENTER);
       break;
     default:
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
+      if (CAN_EXPLODE_1X1(element))
+       Explode(x, y, EX_PHASE_START, EX_CENTER);
+      else
+       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
   }
+
+  CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
 }
 
-void Blurb(int x, int y)
+void SplashAcid(int x, int y)
 {
   int element = Feld[x][y];
 
-  if (element != EL_ACID_SPLASHING_LEFT &&
-      element != EL_ACID_SPLASHING_RIGHT)      /* start */
+  if (element != EL_ACID_SPLASH_LEFT &&
+      element != EL_ACID_SPLASH_RIGHT)
   {
-    PlaySoundLevel(x, y, SND_ACID_SPLASHING);
+    PlayLevelSound(x, y, SND_ACID_SPLASHING);
+
     if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
        (!IN_LEV_FIELD(x-1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
-    {
-      Feld[x-1][y] = EL_ACID_SPLASHING_LEFT;
-    }
+      Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
+
     if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
        (!IN_LEV_FIELD(x+1, y-1) ||
         !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
-    {
-      Feld[x+1][y] = EL_ACID_SPLASHING_RIGHT;
-    }
+      Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
   }
-  else                                                         /* go on */
+}
+
+static void InitBeltMovement()
+{
+  static int belt_base_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
   {
-    int graphic =
-      (element == EL_ACID_SPLASHING_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
 
-    if (!MovDelay[x][y])       /* initialize animation counter */
-      MovDelay[x][y] = 9;
+  int x, y, i, j;
+
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < 4; i++)
+  {
+    int belt_nr = i;
 
-    if (MovDelay[x][y])                /* continue animation */
+    for (j = 0; j < 3; j++)
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
+      int element = belt_base_active_element[belt_nr] + j;
+      int graphic = el2img(element);
 
-      if (!MovDelay[x][y])
+      if (game.belt_dir[i] == MV_LEFT)
+       graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+      else
+       graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+    }
+  }
+
+  for (y = 0; y < lev_fieldy; y++)
+  {
+    for (x = 0; x < lev_fieldx; x++)
+    {
+      int element = Feld[x][y];
+
+      for (i = 0; i < 4; i++)
       {
-       Feld[x][y] = EL_EMPTY;
-       DrawLevelField(x, y);
+       if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
+       {
+         int e_belt_nr = getBeltNrFromBeltElement(element);
+         int belt_nr = i;
+
+         if (e_belt_nr == belt_nr)
+         {
+           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
+
+           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
+         }
+       }
       }
     }
   }
@@ -1869,10 +2760,24 @@ static void ToggleBeltSwitch(int x, int y)
 {
   static int belt_base_element[4] =
   {
-    EL_CONVEYOR_BELT1_SWITCH_LEFT,
-    EL_CONVEYOR_BELT2_SWITCH_LEFT,
-    EL_CONVEYOR_BELT3_SWITCH_LEFT,
-    EL_CONVEYOR_BELT4_SWITCH_LEFT
+    EL_CONVEYOR_BELT_1_LEFT,
+    EL_CONVEYOR_BELT_2_LEFT,
+    EL_CONVEYOR_BELT_3_LEFT,
+    EL_CONVEYOR_BELT_4_LEFT
+  };
+  static int belt_base_active_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
+    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
+  };
+  static int belt_base_switch_element[4] =
+  {
+    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
+    EL_CONVEYOR_BELT_4_SWITCH_LEFT
   };
   static int belt_move_dir[4] =
   {
@@ -1883,10 +2788,10 @@ static void ToggleBeltSwitch(int x, int y)
   };
 
   int element = Feld[x][y];
-  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_nr = getBeltNrFromBeltSwitchElement(element);
   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
   int belt_dir = belt_move_dir[belt_dir_nr];
-  int xx, yy;
+  int xx, yy, i;
 
   if (!IS_BELT_SWITCH(element))
     return;
@@ -1897,28 +2802,57 @@ static void ToggleBeltSwitch(int x, int y)
   if (belt_dir_nr == 3)
     belt_dir_nr = 1;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  /* set frame order for belt animation graphic according to belt direction */
+  for (i = 0; i < 3; i++)
+  {
+    int element = belt_base_active_element[belt_nr] + i;
+    int graphic = el2img(element);
+
+    if (belt_dir == MV_LEFT)
+      graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
+    else
+      graphic_info[graphic].anim_mode |=  ANIM_REVERSE;
+  }
+
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
       if (IS_BELT_SWITCH(element))
       {
-       int e_belt_nr = getBeltNrFromSwitchElement(element);
+       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
+         DrawLevelField(xx, yy);
+       }
+      }
+      else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
+      {
+       int e_belt_nr = getBeltNrFromBeltElement(element);
 
        if (e_belt_nr == belt_nr)
        {
-         Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
+         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
          DrawLevelField(xx, yy);
        }
       }
-      else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+      else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
       {
-       int e_belt_nr = getBeltNrFromElement(element);
+       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
 
        if (e_belt_nr == belt_nr)
-         DrawLevelField(xx, yy);    /* set belt to parking position */
+       {
+         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
+
+         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
+         DrawLevelField(xx, yy);
+       }
       }
     }
   }
@@ -1930,9 +2864,9 @@ static void ToggleSwitchgateSwitch(int x, int y)
 
   game.switchgate_pos = !game.switchgate_pos;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -1946,25 +2880,49 @@ static void ToggleSwitchgateSwitch(int x, int y)
               element == EL_SWITCHGATE_OPENING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
+#if 1
+       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
+#else
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
+#endif
       }
       else if (element == EL_SWITCHGATE_CLOSED ||
               element == EL_SWITCHGATE_CLOSING)
       {
        Feld[xx][yy] = EL_SWITCHGATE_OPENING;
-       PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
+#if 1
+       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
+#else
+       PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
+#endif
       }
     }
   }
 }
 
+static int getInvisibleActiveFromInvisibleElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
+         element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
+         element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
+         element);
+}
+
+static int getInvisibleFromInvisibleActiveElement(int element)
+{
+  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
+         element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
+         element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
+         element);
+}
+
 static void RedrawAllLightSwitchesAndInvisibleElements()
 {
   int x, y;
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       int element = Feld[x][y];
 
@@ -1980,11 +2938,24 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
        Feld[x][y] = EL_LIGHT_SWITCH;
        DrawLevelField(x, y);
       }
+      else if (element == EL_INVISIBLE_STEELWALL ||
+              element == EL_INVISIBLE_WALL ||
+              element == EL_INVISIBLE_SAND)
+      {
+       if (game.light_time_left > 0)
+         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
+
+       DrawLevelField(x, y);
+      }
+      else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
+              element == EL_INVISIBLE_WALL_ACTIVE ||
+              element == EL_INVISIBLE_SAND_ACTIVE)
+      {
+       if (game.light_time_left == 0)
+         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
-      if (element == EL_INVISIBLE_STEELWALL ||
-         element == EL_INVISIBLE_WALL ||
-         element == EL_INVISIBLE_SAND)
        DrawLevelField(x, y);
+      }
     }
   }
 }
@@ -2006,9 +2977,9 @@ static void ActivateTimegateSwitch(int x, int y)
 
   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
 
-  for (yy=0; yy<lev_fieldy; yy++)
+  for (yy = 0; yy < lev_fieldy; yy++)
   {
-    for (xx=0; xx<lev_fieldx; xx++)
+    for (xx = 0; xx < lev_fieldx; xx++)
     {
       int element = Feld[xx][yy];
 
@@ -2016,7 +2987,7 @@ static void ActivateTimegateSwitch(int x, int y)
          element == EL_TIMEGATE_CLOSING)
       {
        Feld[xx][yy] = EL_TIMEGATE_OPENING;
-       PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
+       PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
       }
 
       /*
@@ -2033,237 +3004,311 @@ static void ActivateTimegateSwitch(int x, int y)
   Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
 }
 
+inline static int getElementMoveStepsize(int x, int y)
+{
+  int element = Feld[x][y];
+  int direction = MovDir[x][y];
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int horiz_move = (dx != 0);
+  int sign = (horiz_move ? dx : dy);
+  int step = sign * element_info[element].move_stepsize;
+
+  /* special values for move stepsize for spring and things on conveyor belt */
+  if (horiz_move)
+  {
+    if (CAN_FALL(element) &&
+       y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+      step = sign * MOVE_STEPSIZE_NORMAL / 2;
+    else if (element == EL_SPRING)
+      step = sign * MOVE_STEPSIZE_NORMAL * 2;
+  }
+
+  return step;
+}
+
 void Impact(int x, int y)
 {
   boolean lastline = (y == lev_fieldy-1);
   boolean object_hit = FALSE;
+  boolean impact = (lastline || object_hit);
   int element = Feld[x][y];
-  int smashed = 0;
+  int smashed = EL_UNDEFINED;
 
   if (!lastline)       /* check if element below was hit */
   {
-    if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
       return;
 
-    object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
-                                     MovDir[x][y+1]!=MV_DOWN ||
-                                     MovPos[x][y+1]<=TILEY/2));
+    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
+                                        MovDir[x][y + 1] != MV_DOWN ||
+                                        MovPos[x][y + 1] <= TILEY / 2));
+
+    /* do not smash moving elements that left the smashed field in time */
+    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;
+
     if (object_hit)
-      smashed = MovingOrBlocked2Element(x, y+1);
+      smashed = MovingOrBlocked2Element(x, y + 1);
+
+    impact = (lastline || object_hit);
   }
 
   if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
-    Blurb(x, y);
+    SplashAcid(x, y);
     return;
   }
 
-  if ((element == EL_BOMB ||
-       element == EL_SP_DISK_ORANGE ||
-       element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))        /* element is bomb */
+  /* only reset graphic animation if graphic really changes after impact */
+  if (impact &&
+      el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
+  {
+    ResetGfxAnimation(x, y);
+    DrawLevelField(x, y);
+  }
+
+  if (impact && CAN_EXPLODE_IMPACT(element))
   {
     Bang(x, y);
     return;
   }
-  else if (element == EL_PEARL)
+  else if (impact && element == EL_PEARL)
   {
     Feld[x][y] = EL_PEARL_BREAKING;
-    PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+    PlayLevelSound(x, y, SND_PEARL_BREAKING);
+    return;
+  }
+  else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+  {
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+
     return;
   }
 
-  if (element == EL_AMOEBA_DROP && (lastline || object_hit))
+  if (impact && element == EL_AMOEBA_DROP)
   {
-    if (object_hit && IS_PLAYER(x, y+1))
-      KillHeroUnlessProtected(x, y+1);
+    if (object_hit && IS_PLAYER(x, y + 1))
+      KillHeroUnlessProtected(x, y + 1);
     else if (object_hit && smashed == EL_PENGUIN)
-      Bang(x, y+1);
+      Bang(x, y + 1);
     else
     {
-      Feld[x][y] = EL_AMOEBA_CREATING;
+      Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
+
+      ResetRandomAnimationValue(x, y);
     }
     return;
   }
 
-  if (!lastline && object_hit)         /* check which object was hit */
+  if (object_hit)              /* check which object was hit */
   {
-    if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+    if (CAN_PASS_MAGIC_WALL(element) && 
+       (smashed == EL_MAGIC_WALL ||
+        smashed == EL_BD_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
-       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_EMPTY :
-        EL_BD_MAGIC_WALL_EMPTY);
+       (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
+        EL_BD_MAGIC_WALL_ACTIVE);
 
       /* activate magic wall / mill */
-      for (yy=0; yy<lev_fieldy; yy++)
-       for (xx=0; xx<lev_fieldx; xx++)
+      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 ?
+      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
                            SND_MAGIC_WALL_ACTIVATING :
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
 
-    if (IS_PLAYER(x, y+1))
+    if (IS_PLAYER(x, y + 1))
     {
-      KillHeroUnlessProtected(x, y+1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       KillHeroUnlessProtected(x, y + 1);
+       return;
+      }
     }
     else if (smashed == EL_PENGUIN)
     {
-      Bang(x, y+1);
-      return;
+      if (CAN_SMASH_PLAYER(element))
+      {
+       Bang(x, y + 1);
+       return;
+      }
     }
     else if (element == EL_BD_DIAMOND)
     {
-      if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
+      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
     }
-    else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
-            (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+    else if ((element == EL_SP_INFOTRON ||
+             element == EL_SP_ZONK) &&
+            (smashed == EL_SP_SNIKSNAK ||
+             smashed == EL_SP_ELECTRON ||
              smashed == EL_SP_DISK_ORANGE))
     {
-      Bang(x, y+1);
+      Bang(x, y + 1);
+      return;
+    }
+#if 0
+    else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
+    {
+      Bang(x, y + 1);
       return;
     }
-    else if (element == EL_ROCK ||
-            element == EL_SP_ZONK ||
-            element == EL_BD_ROCK)
+#endif
+    else if (CAN_SMASH_EVERYTHING(element))
     {
-      if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
-         smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE || smashed == EL_PIG ||
-         smashed == EL_DRAGON || smashed == EL_MOLE)
+      if (IS_CLASSIC_ENEMY(smashed) ||
+         CAN_EXPLODE_SMASHED(smashed))
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
-      else if (!IS_MOVING(x, y+1))
+      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
       {
-       if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
        {
-         Bang(x, y+1);
+         Bang(x, y + 1);
          return;
        }
        else if (smashed == EL_NUT)
        {
-         Feld[x][y+1] = EL_CRACKINGNUT;
-         PlaySoundLevel(x, y, SND_NUT_CRACKING);
+         Feld[x][y + 1] = EL_NUT_BREAKING;
+         PlayLevelSound(x, y, SND_NUT_BREAKING);
          RaiseScoreElement(EL_NUT);
          return;
        }
        else if (smashed == EL_PEARL)
        {
-         Feld[x][y+1] = EL_PEARL_BREAKING;
-         PlaySoundLevel(x, y, SND_PEARL_BREAKING);
+         Feld[x][y + 1] = EL_PEARL_BREAKING;
+         PlayLevelSound(x, y, SND_PEARL_BREAKING);
          return;
        }
        else if (smashed == EL_DIAMOND)
        {
-         Feld[x][y+1] = EL_EMPTY;
-         PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
+         Feld[x][y + 1] = EL_DIAMOND_BREAKING;
+         PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
          return;
        }
        else if (IS_BELT_SWITCH(smashed))
        {
-         ToggleBeltSwitch(x, y+1);
+         ToggleBeltSwitch(x, y + 1);
        }
        else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
                 smashed == EL_SWITCHGATE_SWITCH_DOWN)
        {
-         ToggleSwitchgateSwitch(x, y+1);
+         ToggleSwitchgateSwitch(x, y + 1);
        }
        else if (smashed == EL_LIGHT_SWITCH ||
                 smashed == EL_LIGHT_SWITCH_ACTIVE)
        {
-         ToggleLightSwitch(x, y+1);
+         ToggleLightSwitch(x, y + 1);
+       }
+       else
+       {
+         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
+      {
+       CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+      }
     }
   }
 
   /* play sound of magic wall / mill */
   if (!lastline &&
-      (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
-       Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY))
+      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
   {
-    if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
-      PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
-    else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY)
-      PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
+    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
+      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
 
     return;
   }
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
+    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 }
 
-void TurnRound(int x, int y)
+inline static void TurnRoundExt(int x, int y)
 {
   static struct
   {
     int x, y;
   } move_xy[] =
   {
-    { 0, 0 },
-    {-1, 0 },
-    {+1, 0 },
-    { 0, 0 },
-    { 0, -1 },
-    { 0, 0 }, { 0, 0 }, { 0, 0 },
-    { 0, +1 }
+    {  0,  0 },
+    { -1,  0 },
+    { +1,  0 },
+    {  0,  0 },
+    {  0, -1 },
+    {  0,  0 }, { 0, 0 }, { 0, 0 },
+    {  0, +1 }
   };
   static struct
   {
     int left, right, back;
   } turn[] =
   {
-    { 0,       0,              0 },
+    { 0,       0,              0        },
     { MV_DOWN, MV_UP,          MV_RIGHT },
-    { MV_UP,   MV_DOWN,        MV_LEFT },
-    { 0,       0,              0 },
-    { MV_LEFT, MV_RIGHT,       MV_DOWN },
-    { 0,0,0 }, { 0,0,0 },      { 0,0,0 },
-    { MV_RIGHT,        MV_LEFT,        MV_UP }
+    { MV_UP,   MV_DOWN,        MV_LEFT  },
+    { 0,       0,              0        },
+    { MV_LEFT, MV_RIGHT,       MV_DOWN  },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { 0,       0,              0        },
+    { MV_RIGHT,        MV_LEFT,        MV_UP    }
   };
 
   int element = Feld[x][y];
+  int move_pattern = element_info[element].move_pattern;
+
   int old_move_dir = MovDir[x][y];
-  int left_dir = turn[old_move_dir].left;
+  int left_dir  = turn[old_move_dir].left;
   int right_dir = turn[old_move_dir].right;
-  int back_dir = turn[old_move_dir].back;
+  int back_dir  = turn[old_move_dir].back;
 
-  int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
-  int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
-  int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
-  int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
+  int left_dx  = move_xy[left_dir].x,     left_dy  = move_xy[left_dir].y;
+  int right_dx = move_xy[right_dir].x,    right_dy = move_xy[right_dir].y;
+  int move_dx  = move_xy[old_move_dir].x, move_dy  = move_xy[old_move_dir].y;
+  int back_dx  = move_xy[back_dir].x,     back_dy  = move_xy[back_dir].y;
 
-  int left_x = x+left_dx, left_y = y+left_dy;
-  int right_x = x+right_dx, right_y = y+right_dy;
-  int move_x = x+move_dx, move_y = y+move_dy;
+  int left_x  = x + left_dx,  left_y  = y + left_dy;
+  int right_x = x + right_dx, right_y = y + right_dy;
+  int move_x  = x + move_dx,  move_y  = y + move_dy;
+
+  int xx, yy;
 
   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       IS_FREE(right_x, right_y))
+    if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
       MovDir[x][y] = right_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
       MovDir[x][y] = left_dir;
 
     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
@@ -2276,15 +3321,14 @@ void TurnRound(int x, int y)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       IS_FREE(left_x, left_y))
+    if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
       MovDir[x][y] = left_dir;
-    else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
       MovDir[x][y] = right_dir;
 
     if ((element == EL_SPACESHIP ||
-        element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+        element == EL_SP_SNIKSNAK ||
+        element == EL_SP_ELECTRON)
        && MovDir[x][y] != old_move_dir)
       MovDelay[x][y] = 9;
     else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
@@ -2292,16 +3336,8 @@ void TurnRound(int x, int y)
   }
   else if (element == EL_YAMYAM)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        Feld[left_x][left_y] == EL_DIAMOND))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        Feld[right_x][right_y] == EL_DIAMOND))
-      can_turn_right = TRUE;
+    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2312,20 +3348,12 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 16+16*RND(3);
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
   else if (element == EL_DARK_YAMYAM)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_MAMPF2(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_MAMPF2(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2336,20 +3364,12 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 16+16*RND(3);
+    MovDelay[x][y] = 16 + 16 * RND(3);
   }
   else if (element == EL_PACMAN)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE;
-
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE_OR_PLAYER(left_x, left_y) ||
-        IS_AMOEBOID(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE_OR_PLAYER(right_x, right_y) ||
-        IS_AMOEBOID(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -2360,56 +3380,45 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 6+RND(40);
+    MovDelay[x][y] = 6 + RND(40);
   }
   else if (element == EL_PIG)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-    boolean should_turn_left = FALSE, should_turn_right = FALSE;
-    boolean should_move_on = FALSE;
+    boolean can_turn_left  = PIG_CAN_ENTER_FIELD(left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(move_x, move_y);
+    boolean should_turn_left, should_turn_right, should_move_on;
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
-    if (IN_LEV_FIELD(left_x, left_y) &&
-       (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) &&
-       (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
-      can_move_on = TRUE;
-
-    if (can_turn_left &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
-         !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
-      should_turn_left = TRUE;
-    if (can_turn_right &&
-       (!can_move_on ||
-        (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
-         !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
-      should_turn_right = TRUE;
-    if (can_move_on &&
-       (!can_turn_left || !can_turn_right ||
-        (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
-         !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
-        (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
-         !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
-      should_move_on = TRUE;
+    should_turn_left = (can_turn_left &&
+                       (!can_move_on ||
+                        IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
+                                                  y + back_dy + left_dy)));
+    should_turn_right = (can_turn_right &&
+                        (!can_move_on ||
+                         IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
+                                                   y + back_dy + right_dy)));
+    should_move_on = (can_move_on &&
+                     (!can_turn_left ||
+                      !can_turn_right ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
+                                                y + move_dy + left_dy) ||
+                      IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
+                                                y + move_dy + right_dy)));
 
     if (should_turn_left || should_turn_right || should_move_on)
     {
       if (should_turn_left && should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
-                       rnd < 2*rnd_value/3 ? right_dir :
+       MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
+                       rnd < 2 * rnd_value / 3 ? right_dir :
                        old_move_dir);
       else if (should_turn_left && should_turn_right)
-       MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
       else if (should_turn_left && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
+       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
       else if (should_turn_right && should_move_on)
-       MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
+       MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
       else if (should_turn_left)
        MovDir[x][y] = left_dir;
       else if (should_turn_right)
@@ -2417,69 +3426,89 @@ void TurnRound(int x, int y)
       else if (should_move_on)
        MovDir[x][y] = old_move_dir;
     }
-    else if (can_move_on && rnd > rnd_value/8)
+    else if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value/8)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
       MovDir[x][y] = left_dir;
     else if (can_turn_right && rnd > rnd_value/8)
       MovDir[x][y] = right_dir;
     else
       MovDir[x][y] = back_dir;
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
-       !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
+    xx = x + move_xy[MovDir[x][y]].x;
+    yy = y + move_xy[MovDir[x][y]].y;
+
+    if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
       MovDir[x][y] = old_move_dir;
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_DRAGON)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+    boolean can_turn_left  = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
+    boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
+    boolean can_move_on    = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
-    if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
-      can_turn_left = TRUE;
-    if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
-      can_turn_right = TRUE;
-    if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
-      can_move_on = TRUE;
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
-    if (can_move_on && rnd > rnd_value/8)
+    if (can_move_on && rnd > rnd_value / 8)
       MovDir[x][y] = old_move_dir;
     else if (can_turn_left && can_turn_right)
-      MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
-    else if (can_turn_left && rnd > rnd_value/8)
+      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
+    else if (can_turn_left && rnd > rnd_value / 8)
       MovDir[x][y] = left_dir;
-    else if (can_turn_right && rnd > rnd_value/8)
+    else if (can_turn_right && rnd > rnd_value / 8)
       MovDir[x][y] = right_dir;
     else
       MovDir[x][y] = back_dir;
 
-    if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
+    xx = x + move_xy[MovDir[x][y]].x;
+    yy = y + move_xy[MovDir[x][y]].y;
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
+            xx, yy, Feld[xx][yy],
+            FrameCounter);
+#endif
+
+#if 1
+    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
+      MovDir[x][y] = old_move_dir;
+#else
+    if (!IS_FREE(xx, yy))
       MovDir[x][y] = old_move_dir;
+#endif
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_MOLE)
   {
-    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
-
-    if (IN_LEV_FIELD(move_x, move_y) &&
-       (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
-        Feld[move_x][move_y] == EL_AMOEBA_SHRINKING))
-      can_move_on = TRUE;
-
+    boolean can_move_on =
+      (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+                           IS_AMOEBOID(Feld[move_x][move_y]) ||
+                           Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
     if (!can_move_on)
     {
-      if (IN_LEV_FIELD(left_x, left_y) &&
-         (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
-       can_turn_left = TRUE;
-      if (IN_LEV_FIELD(right_x, right_y) &&
-         (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
-       can_turn_right = TRUE;
+      boolean can_turn_left =
+       (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+                             IS_AMOEBOID(Feld[left_x][left_y])));
+
+      boolean can_turn_right =
+       (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+                             IS_AMOEBOID(Feld[right_x][right_y])));
 
       if (can_turn_left && can_turn_right)
        MovDir[x][y] = (RND(2) ? left_dir : right_dir);
@@ -2497,17 +3526,18 @@ void TurnRound(int x, int y)
     MovDir[x][y] = game.balloon_dir;
     MovDelay[x][y] = 0;
   }
-  else if (element == EL_SPRING_MOVING)
+  else if (element == EL_SPRING)
   {
-    if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
-       (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
-    {
-      Feld[x][y] = EL_SPRING;
+    if (MovDir[x][y] & MV_HORIZONTAL &&
+       (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
+        IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
       MovDir[x][y] = MV_NO_MOVING;
-    }
+
     MovDelay[x][y] = 0;
   }
-  else if (element == EL_ROBOT || element == EL_SATELLITE || element == EL_PENGUIN)
+  else if (element == EL_ROBOT ||
+          element == EL_SATELLITE ||
+          element == EL_PENGUIN)
   {
     int attr_x = -1, attr_y = -1;
 
@@ -2520,7 +3550,7 @@ void TurnRound(int x, int y)
     {
       int i;
 
-      for (i=0; i<MAX_PLAYERS; i++)
+      for (i = 0; i < MAX_PLAYERS; i++)
       {
        struct PlayerInfo *player = &stored_player[i];
        int jx = player->jx, jy = player->jy;
@@ -2528,7 +3558,8 @@ void TurnRound(int x, int y)
        if (!player->active)
          continue;
 
-       if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
        {
          attr_x = jx;
          attr_y = jy;
@@ -2536,7 +3567,7 @@ void TurnRound(int x, int y)
       }
     }
 
-    if (element == EL_ROBOT && ZX>=0 && ZY>=0)
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
     {
       attr_x = ZX;
       attr_y = ZY;
@@ -2553,10 +3584,10 @@ void TurnRound(int x, int y)
        { 0, +1 }
       };
 
-      for (i=0; i<4; i++)
+      for (i = 0; i < 4; i++)
       {
-       int ex = x + xy[i%4][0];
-       int ey = y + xy[i%4][1];
+       int ex = x + xy[i % 4][0];
+       int ey = y + xy[i % 4][1];
 
        if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
@@ -2568,114 +3599,381 @@ void TurnRound(int x, int y)
     }
 
     MovDir[x][y] = MV_NO_MOVING;
-    if (attr_x<x)
+    if (attr_x < x)
       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
-    else if (attr_x>x)
+    else if (attr_x > x)
       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
-    if (attr_y<y)
+    if (attr_y < y)
       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
-    else if (attr_y>y)
+    else if (attr_y > y)
       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
 
     if (element == EL_ROBOT)
     {
       int newx, newy;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
-       MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+       MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
       Moving2Blocked(x, y, &newx, &newy);
 
       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
-       MovDelay[x][y] = 8+8*!RND(3);
+       MovDelay[x][y] = 8 + 8 * !RND(3);
       else
        MovDelay[x][y] = 16;
     }
-    else
+    else if (element == EL_PENGUIN)
     {
       int newx, newy;
 
       MovDelay[x][y] = 1;
 
-      if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
       {
        boolean first_horiz = RND(2);
        int new_move_dir = MovDir[x][y];
 
        MovDir[x][y] =
-         new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_MAMPF3(Feld[newx][newy])))))
+       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
          return;
 
        MovDir[x][y] =
-         new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (IN_LEV_FIELD(newx, newy) &&
-           (IS_FREE(newx, newy) ||
-            Feld[newx][newy] == EL_ACID ||
-            (element == EL_PENGUIN &&
-             (Feld[newx][newy] == EL_EXIT_OPEN ||
-              IS_MAMPF3(Feld[newx][newy])))))
+       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
        return;
       }
     }
-  }
-}
+    else       /* (element == EL_SATELLITE) */
+    {
+      int newx, newy;
 
-static boolean JustBeingPushed(int x, int y)
-{
-  int i;
+      MovDelay[x][y] = 1;
 
-  for (i=0; i<MAX_PLAYERS; i++)
-  {
-    struct PlayerInfo *player = &stored_player[i];
+      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+      {
+       boolean first_horiz = RND(2);
+       int new_move_dir = MovDir[x][y];
 
-    if (player->active && player->Pushing && player->MovPos)
-    {
-      int next_jx = player->jx + (player->jx - player->last_jx);
-      int next_jy = player->jy + (player->jy - player->last_jy);
+       MovDir[x][y] =
+         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
 
-      if (x == next_jx && y == next_jy)
-       return TRUE;
+       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+         return;
+
+       MovDir[x][y] =
+         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+       Moving2Blocked(x, y, &newx, &newy);
+
+       if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
+         return;
+
+       MovDir[x][y] = old_move_dir;
+       return;
+      }
     }
   }
+  else if (move_pattern == MV_ALL_DIRECTIONS ||
+          move_pattern == MV_TURNING_LEFT ||
+          move_pattern == MV_TURNING_RIGHT)
+  {
+    boolean can_turn_left  = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
 
-  return FALSE;
-}
+    if (move_pattern == MV_TURNING_LEFT)
+      MovDir[x][y] = left_dir;
+    else if (move_pattern == MV_TURNING_RIGHT)
+      MovDir[x][y] = right_dir;
+    else if (can_turn_left && can_turn_right)
+      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
+    else if (can_turn_left)
+      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
+    else if (can_turn_right)
+      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
+    else
+      MovDir[x][y] = back_dir;
 
-void StartMoving(int x, int y)
-{
-  int element = Feld[x][y];
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_HORIZONTAL ||
+          move_pattern == MV_VERTICAL)
+  {
+    if (move_pattern & old_move_dir)
+      MovDir[x][y] = back_dir;
+    else if (move_pattern == MV_HORIZONTAL)
+      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
+    else if (move_pattern == MV_VERTICAL)
+      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
 
-  if (Stop[x][y])
-    return;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern & MV_ANY_DIRECTION)
+  {
+    MovDir[x][y] = move_pattern;
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_LEFT_SIDE)
+  {
+    if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
 
-  if (CAN_FALL(element) && y<lev_fieldy-1)
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
   {
-    if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
-      if (JustBeingPushed(x, y))
-       return;
+    if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
+      MovDir[x][y] = right_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = left_dir;
 
-    if (element == EL_QUICKSAND_FULL)
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+  }
+  else if (move_pattern == MV_TOWARDS_PLAYER ||
+          move_pattern == MV_AWAY_FROM_PLAYER)
+  {
+    int attr_x = -1, attr_y = -1;
+    int newx, newy;
+    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
+
+    if (AllPlayersGone)
     {
-      if (IS_FREE(x, y+1))
-      {
-       InitMovingField(x, y, MV_DOWN);
-       Feld[x][y] = EL_QUICKSAND_EMPTYING;
-       Store[x][y] = EL_ROCK;
-       PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
-      }
-      else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+      attr_x = ExitX;
+      attr_y = ExitY;
+    }
+    else
+    {
+      int i;
+
+      for (i = 0; i < MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *player = &stored_player[i];
+       int jx = player->jx, jy = player->jy;
+
+       if (!player->active)
+         continue;
+
+       if (attr_x == -1 ||
+           ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
+       {
+         attr_x = jx;
+         attr_y = jy;
+       }
+      }
+    }
+
+    MovDir[x][y] = MV_NO_MOVING;
+    if (attr_x < x)
+      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
+    else if (attr_x > x)
+      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
+    if (attr_y < y)
+      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
+    else if (attr_y > y)
+      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
+
+    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+
+    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
+    {
+      boolean first_horiz = RND(2);
+      int new_move_dir = MovDir[x][y];
+
+      MovDir[x][y] =
+       new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+       return;
+
+      MovDir[x][y] =
+       new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+      Moving2Blocked(x, y, &newx, &newy);
+
+      if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
+       return;
+
+      MovDir[x][y] = old_move_dir;
+    }
+  }
+  else if (move_pattern == MV_WHEN_PUSHED)
+  {
+    if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+      MovDir[x][y] = MV_NO_MOVING;
+
+    MovDelay[x][y] = 0;
+  }
+  else if (move_pattern & MV_MAZE_RUNNER_STYLE ||
+          element == EL_MAZE_RUNNER)
+  {
+    static int test_xy[7][2] =
+    {
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+      { 0, +1 },
+      { 0, -1 },
+      { -1, 0 },
+      { +1, 0 },
+    };
+    static int test_dir[7] =
+    {
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+      MV_DOWN,
+      MV_UP,
+      MV_LEFT,
+      MV_RIGHT,
+    };
+    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
+    int move_preference = -1000000;    /* start with very low preference */
+    int new_move_dir = MV_NO_MOVING;
+    int start_test = RND(4);
+    int i;
+
+    for (i = 0; i < 4; i++)
+    {
+      int move_dir = test_dir[start_test + i];
+      int move_dir_preference;
+
+      xx = x + test_xy[start_test + i][0];
+      yy = y + test_xy[start_test + i][1];
+
+      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
+         (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
+      {
+       new_move_dir = move_dir;
+
+       break;
+      }
+
+      if (!MAZE_RUNNER_CAN_ENTER_FIELD(xx, yy))
+       continue;
+
+      move_dir_preference = -1 * RunnerVisit[xx][yy];
+      if (hunter_mode && PlayerVisit[xx][yy] > 0)
+       move_dir_preference = PlayerVisit[xx][yy];
+
+      if (move_dir_preference > move_preference)
+      {
+       /* prefer field that has not been visited for the longest time */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+      else if (move_dir_preference == move_preference &&
+              move_dir == old_move_dir)
+      {
+       /* prefer last direction when all directions are preferred equally */
+       move_preference = move_dir_preference;
+       new_move_dir = move_dir;
+      }
+    }
+
+    MovDir[x][y] = new_move_dir;
+    if (old_move_dir != new_move_dir)
+      MovDelay[x][y] = 9;
+  }
+}
+
+static void TurnRound(int x, int y)
+{
+  int direction = MovDir[x][y];
+
+#if 0
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
+  TurnRoundExt(x, y);
+
+#if 1
+  GfxDir[x][y] = MovDir[x][y];
+#endif
+
+  if (direction != MovDir[x][y])
+    GfxFrame[x][y] = 0;
+
+#if 1
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
+#else
+  if (MovDelay[x][y])
+    GfxAction[x][y] = ACTION_WAITING;
+#endif
+}
+
+static boolean JustBeingPushed(int x, int y)
+{
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    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);
+
+      if (x == next_jx && y == next_jy)
+       return TRUE;
+    }
+  }
+
+  return FALSE;
+}
+
+void StartMoving(int x, int y)
+{
+  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];
+
+  if (Stop[x][y])
+    return;
+
+#if 1
+  if (MovDelay[x][y] == 0)
+    GfxAction[x][y] = ACTION_DEFAULT;
+#else
+  /* !!! this should be handled more generic (not only for mole) !!! */
+  if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
+    GfxAction[x][y] = ACTION_DEFAULT;
+#endif
+
+  if (CAN_FALL(element) && y < lev_fieldy - 1)
+  {
+    if ((x > 0 && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
+      if (JustBeingPushed(x, y))
+       return;
+
+    if (element == EL_QUICKSAND_FULL)
+    {
+      if (IS_FREE(x, y + 1))
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
+       Feld[x][y] = EL_QUICKSAND_EMPTYING;
+       Store[x][y] = EL_ROCK;
+#if 1
+       PlayLevelSoundAction(x, y, ACTION_EMPTYING);
+#else
+       PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
+#endif
+      }
+      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY + 1;
@@ -2688,29 +3986,41 @@ void StartMoving(int x, int y)
        }
 
        Feld[x][y] = EL_QUICKSAND_EMPTY;
-       Feld[x][y+1] = EL_QUICKSAND_FULL;
-       Store[x][y+1] = Store[x][y];
+       Feld[x][y + 1] = EL_QUICKSAND_FULL;
+       Store[x][y + 1] = Store[x][y];
        Store[x][y] = 0;
-       PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING);
+#if 1
+       PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+       PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
       }
     }
     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
-            Feld[x][y+1] == EL_QUICKSAND_EMPTY)
+            Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
     {
       InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
       Feld[x][y] = EL_QUICKSAND_FILLING;
       Store[x][y] = element;
-      PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
+#if 1
+      PlayLevelSoundAction(x, y, ACTION_FILLING);
+#else
+      PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
+#endif
     }
     else if (element == EL_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
        Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
+      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2722,21 +4032,23 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_MAGIC_WALL_EMPTY;
-       Feld[x][y+1] = EL_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED(Store[x][y]);
+       Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED(Store[x][y]);
        Store[x][y] = 0;
       }
     }
     else if (element == EL_BD_MAGIC_WALL_FULL)
     {
-      if (IS_FREE(x, y+1))
+      if (IS_FREE(x, y + 1))
       {
        InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+
        Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
        Store[x][y] = EL_CHANGED2(Store[x][y]);
       }
-      else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY)
+      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
       {
        if (!MovDelay[x][y])
          MovDelay[x][y] = TILEY/4 + 1;
@@ -2748,111 +4060,223 @@ void StartMoving(int x, int y)
            return;
        }
 
-       Feld[x][y] = EL_BD_MAGIC_WALL_EMPTY;
-       Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL;
-       Store[x][y+1] = EL_CHANGED2(Store[x][y]);
+       Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
+       Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
+       Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
        Store[x][y] = 0;
       }
     }
-    else if (CAN_CHANGE(element) &&
-            (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
-             Feld[x][y+1] == EL_BD_MAGIC_WALL_EMPTY))
+    else if (CAN_PASS_MAGIC_WALL(element) &&
+            (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
+             Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
     {
       InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
       Feld[x][y] =
-       (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
+       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
         EL_BD_MAGIC_WALL_FILLING);
       Store[x][y] = element;
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID)
+#if 0
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
+#else
+    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
+#endif
     {
-      Blurb(x, y);
+      SplashAcid(x, y);
+
       InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
+
       Store[x][y] = EL_ACID;
+#if 0
+      /* !!! TEST !!! better use "_FALLING" etc. !!! */
+      GfxAction[x][y + 1] = ACTION_ACTIVE;
+#endif
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
-            JustStopped[x][y])
+#if 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 < VERSION_IDENT(2,2,0,7) &&
+            CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+            WasJustMoving[x][y] && !Pushed[x][y + 1])
+#else
+    else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
+            WasJustMoving[x][y])
+#endif
+#endif
+
     {
+      /* 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);
     }
-    else if (IS_FREE(x, y+1))
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+    {
+      if (MovDir[x][y] == MV_NO_MOVING)
+      {
+       InitMovingField(x, y, MV_DOWN);
+       started_moving = TRUE;
+      }
+    }
+    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
     {
+      if (WasJustFalling[x][y])        /* prevent animation from being restarted */
+       MovDir[x][y] = MV_DOWN;
+
       InitMovingField(x, y, MV_DOWN);
+      started_moving = TRUE;
     }
     else if (element == EL_AMOEBA_DROP)
     {
-      Feld[x][y] = EL_AMOEBA_CREATING;
+      Feld[x][y] = EL_AMOEBA_GROWING;
       Store[x][y] = EL_AMOEBA_WET;
     }
-    /* Store[x][y+1] must be zero, because:
-       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY
+    /* Store[x][y + 1] must be zero, because:
+       (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
     */
 #if 0
 #if OLD_GAME_BEHAVIOUR
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
 #else
-    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB)
 #endif
 #else
-    else if ((IS_SLIPPERY(Feld[x][y+1]) ||
-             (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
-            !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
+    else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
+             (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
+            !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
             element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
 #endif
     {
-      boolean left  = (x>0 && IS_FREE(x-1, y) &&
-                      (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID));
-      boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
-                      (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_ACID));
+      boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
+                               (IS_FREE(x - 1, y + 1) ||
+                                Feld[x - 1][y + 1] == EL_ACID));
+      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
+                               (IS_FREE(x + 1, y + 1) ||
+                                Feld[x + 1][y + 1] == EL_ACID));
+      boolean can_fall_any  = (can_fall_left || can_fall_right);
+      boolean can_fall_both = (can_fall_left && can_fall_right);
+
+      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
+      {
+       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
+
+       if (slippery_type == SLIPPERY_ONLY_LEFT)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ONLY_RIGHT)
+         can_fall_left = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
+         can_fall_right = FALSE;
+       else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
+         can_fall_left = FALSE;
+
+       can_fall_any  = (can_fall_left || can_fall_right);
+       can_fall_both = (can_fall_left && can_fall_right);
+      }
 
-      if (left || right)
+      if (can_fall_any)
       {
-       if (left && right &&
+       if (can_fall_both &&
            (game.emulation != EMU_BOULDERDASH &&
             element != EL_BD_ROCK && element != EL_BD_DIAMOND))
-         left = !(right = RND(2));
+         can_fall_left = !(can_fall_right = RND(2));
 
-       InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
+       InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
+       started_moving = TRUE;
       }
     }
-    else if (IS_BELT(Feld[x][y+1]))
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
     {
-      boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
-      boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
-      int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+      boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
+      boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
+      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
       int belt_dir = game.belt_dir[belt_nr];
 
       if ((belt_dir == MV_LEFT  && left_is_free) ||
          (belt_dir == MV_RIGHT && right_is_free))
+      {
        InitMovingField(x, y, belt_dir);
+       started_moving = TRUE;
+
+       GfxAction[x][y] = ACTION_DEFAULT;
+      }
     }
   }
-  else if (CAN_MOVE(element))
+
+  /* not "else if" because of elements that can fall and move (EL_SPRING) */
+  if (CAN_MOVE(element) && !started_moving)
   {
+    int move_pattern = element_info[element].move_pattern;
     int newx, newy;
 
-    if ((element == EL_SATELLITE || element == EL_BALLOON ||
-        element == EL_SPRING_MOVING)
+#if 1
+    if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
+      return;
+#else
+    if ((element == EL_SATELLITE ||
+        element == EL_BALLOON ||
+        element == EL_SPRING)
        && JustBeingPushed(x, y))
       return;
+#endif
+
+#if 0
+#if 0
+    if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
+      Feld[x][y + 1] = EL_EMPTY;       /* was set to EL_BLOCKED above */
+#else
+    if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+    {
+      Moving2Blocked(x, y, &newx, &newy);
+      if (Feld[newx][newy] == EL_BLOCKED)
+       Feld[newx][newy] = EL_EMPTY;    /* was set to EL_BLOCKED above */
+    }
+#endif
+#endif
+
+#if 0
+    if (FrameCounter < 1 && x == 0 && y == 29)
+      printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
+#endif
 
     if (!MovDelay[x][y])       /* start new movement phase */
     {
-      /* all objects that can change their move direction after each step */
-      /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall  */
+      /* all objects that can change their move direction after each step
+        (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
 
-      if (element!=EL_YAMYAM && element!=EL_DARK_YAMYAM && element!=EL_PACMAN)
+      if (element != EL_YAMYAM &&
+         element != EL_DARK_YAMYAM &&
+         element != EL_PACMAN &&
+         !(move_pattern & MV_ANY_DIRECTION) &&
+         move_pattern != MV_TURNING_LEFT &&
+         move_pattern != MV_TURNING_RIGHT)
       {
        TurnRound(x, y);
 
+#if 0
+       if (FrameCounter < 1 && x == 0 && y == 29)
+         printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
+#endif
+
        if (MovDelay[x][y] && (element == EL_BUG ||
-                              element == EL_SPACESHIP ||
-                              element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON))
-         DrawNewLevelField(x, y);
-       else if (MovDelay[x][y] && (element == EL_BUG ||
                               element == EL_SPACESHIP ||
                               element == EL_SP_SNIKSNAK ||
                               element == EL_SP_ELECTRON ||
@@ -2865,64 +4289,101 @@ void StartMoving(int x, int y)
     {
       MovDelay[x][y]--;
 
-      if (element == EL_ROBOT ||
-         element == EL_YAMYAM || element == EL_DARK_YAMYAM)
+#if 0
+      if (element == EL_YAMYAM)
       {
-       int phase = MovDelay[x][y] % 8;
+       printf("::: %d\n",
+              el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
+       DrawLevelElementAnimation(x, y, element);
+      }
+#endif
 
-       if (phase > 3)
-         phase = 7 - phase;
+      if (MovDelay[x][y])      /* element still has to wait some time */
+      {
+#if 0
+       /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
+       ResetGfxAnimation(x, y);
+#endif
 
-       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
+#if 0
+       if (GfxAction[x][y] != ACTION_WAITING)
+         printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
 
-       if (MovDelay[x][y] % 4 == 3)
-       {
-         if (element == EL_YAMYAM)
-           PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
-         else if (element == EL_DARK_YAMYAM)
-           PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
-       }
+       GfxAction[x][y] = ACTION_WAITING;
+#endif
+      }
+
+      if (element == EL_ROBOT ||
+#if 0
+         element == EL_PACMAN ||
+#endif
+         element == EL_YAMYAM ||
+         element == EL_DARK_YAMYAM)
+      {
+#if 0
+       DrawLevelElementAnimation(x, y, element);
+#else
+       DrawLevelElementAnimationIfNeeded(x, y, element);
+#endif
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
       }
       else if (element == EL_SP_ELECTRON)
-       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_DRAGON)
       {
        int i;
        int dir = MovDir[x][y];
        int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
        int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
-       int graphic = (dir == MV_LEFT   ? GFX_FLAMMEN_LEFT :
-                      dir == MV_RIGHT  ? GFX_FLAMMEN_RIGHT :
-                      dir == MV_UP     ? GFX_FLAMMEN_UP :
-                      dir == MV_DOWN   ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
-       int phase = FrameCounter % 2;
+       int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
+                      dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
+                      dir == MV_UP     ? IMG_FLAMES_1_UP :
+                      dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
+       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+
+#if 0
+       printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
+#endif
+
+       GfxAction[x][y] = ACTION_ATTACKING;
+
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+
+       PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
 
-       for (i=1; i<=3; i++)
+       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_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION)
+         if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
            break;
 
          if (MovDelay[x][y])
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
-           if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
              Bang(xx, yy);
            else
              RemoveMovingField(xx, yy);
 
-           Feld[xx][yy] = EL_DRAGON_FIRE;
+           Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
-             DrawGraphic(sx, sy, graphic + phase*3 + i-1);
+           {
+             DrawLevelFieldCrumbledSand(xx, yy);
+             DrawGraphic(sx, sy, flame_graphic, frame);
+           }
          }
          else
          {
-           if (Feld[xx][yy] == EL_DRAGON_FIRE)
+           if (Feld[xx][yy] == EL_FLAMES)
              Feld[xx][yy] = EL_EMPTY;
            DrawLevelField(xx, yy);
          }
@@ -2931,37 +4392,47 @@ void StartMoving(int x, int y)
 
       if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+       PlayLevelSoundAction(x, y, ACTION_WAITING);
 
        return;
       }
+
+#if 0
+      /* special case of "moving" animation of waiting elements (FIX THIS !!!);
+        for all other elements GfxAction will be set by InitMovingField() */
+      if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
+       GfxAction[x][y] = ACTION_MOVING;
+#endif
     }
 
     /* now make next step */
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-    if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+    if (DONT_COLLIDE_WITH(element) &&
+       IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
        !PLAYER_PROTECTED(newx, newy))
     {
-
 #if 1
       TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
       return;
 #else
-      /* enemy got the player */
+      /* player killed by element which is deadly when colliding with */
       MovDir[x][y] = 0;
       KillHero(PLAYERINFO(newx, newy));
       return;
 #endif
 
     }
-    else if ((element == EL_PENGUIN || element == EL_ROBOT ||
-             element == EL_SATELLITE || element == EL_BALLOON) &&
+    else if ((element == EL_PENGUIN ||
+             element == EL_ROBOT ||
+             element == EL_SATELLITE ||
+             element == EL_BALLOON ||
+             IS_CUSTOM_ELEMENT(element)) &&
             IN_LEV_FIELD(newx, newy) &&
             MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
     {
-      Blurb(x, y);
+      SplashAcid(x, y);
       Store[x][y] = EL_ACID;
     }
     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
@@ -2971,9 +4442,9 @@ void StartMoving(int x, int y)
        Feld[x][y] = EL_EMPTY;
        DrawLevelField(x, y);
 
-       PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING_EXIT);
+       PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
+         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
 
        local_player->friends_still_needed--;
        if (!local_player->friends_still_needed &&
@@ -2982,15 +4453,17 @@ void StartMoving(int x, int y)
 
        return;
       }
-      else if (IS_MAMPF3(Feld[newx][newy]))
+      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
        if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
        else
-         MovDir[x][y] = MV_NO_MOVING;
+         GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
       }
       else if (!IS_FREE(newx, newy))
       {
+       GfxAction[x][y] = ACTION_WAITING;
+
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
@@ -3000,7 +4473,31 @@ void StartMoving(int x, int y)
     }
     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
     {
-      if (IS_GEM(Feld[newx][newy]))
+      if (IS_FOOD_PIG(Feld[newx][newy]))
+      {
+       if (IS_MOVING(newx, newy))
+         RemoveMovingField(newx, newy);
+       else
+       {
+         Feld[newx][newy] = EL_EMPTY;
+         DrawLevelField(newx, newy);
+       }
+
+       PlayLevelSound(x, y, SND_PIG_DIGGING);
+      }
+      else if (!IS_FREE(newx, newy))
+      {
+       if (IS_PLAYER(x, y))
+         DrawPlayerField(x, y);
+       else
+         DrawLevelField(x, y);
+       return;
+      }
+    }
+    else if ((move_pattern & MV_MAZE_RUNNER_STYLE ||
+             element == EL_MAZE_RUNNER) && IN_LEV_FIELD(newx, newy))
+    {
+      if (IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
       {
        if (IS_MOVING(newx, newy))
          RemoveMovingField(newx, newy);
@@ -3010,16 +4507,21 @@ void StartMoving(int x, int y)
          DrawLevelField(newx, newy);
        }
 
-       PlaySoundLevel(x, y, SND_PIG_EATING);
+       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
       }
       else if (!IS_FREE(newx, newy))
       {
+#if 0
        if (IS_PLAYER(x, y))
          DrawPlayerField(x, y);
        else
          DrawLevelField(x, y);
+#endif
        return;
       }
+
+      RunnerVisit[x][y] = FrameCounter;
+      PlayerVisit[x][y] /= 8;          /* expire player visit path */
     }
     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
     {
@@ -3029,36 +4531,46 @@ 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) ?
                        MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
 
-       if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
+       if ((wanna_flame ||
+            IS_CLASSIC_ENEMY(element1) ||
+            IS_CLASSIC_ENEMY(element2)) &&
            element1 != EL_DRAGON && element2 != EL_DRAGON &&
-           element1 != EL_DRAGON_FIRE && element2 != EL_DRAGON_FIRE)
+           element1 != EL_FLAMES && element2 != EL_FLAMES)
        {
-         if (IS_PLAYER(x, y))
+#if 1
+         ResetGfxAnimation(x, y);
+         GfxAction[x][y] = ACTION_ATTACKING;
+#endif
+
+         if (IS_PLAYER(x, y))
            DrawPlayerField(x, y);
          else
            DrawLevelField(x, y);
 
-         PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
+         PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
 
          MovDelay[x][y] = 50;
-         Feld[newx][newy] = EL_DRAGON_FIRE;
+
+         Feld[newx][newy] = EL_FLAMES;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
-           Feld[newx1][newy1] = EL_DRAGON_FIRE;
+           Feld[newx1][newy1] = EL_FLAMES;
          if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
-           Feld[newx2][newy2] = EL_DRAGON_FIRE;
+           Feld[newx2][newy2] = EL_FLAMES;
+
          return;
        }
       }
@@ -3074,10 +4586,10 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_YAMYAM_EATING);
+      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
     }
     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
-            IS_MAMPF2(Feld[newx][newy]))
+            IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
     {
       if (AmoebaNr[newx][newy])
       {
@@ -3095,7 +4607,7 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
 
-      PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING);
+      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
     }
     else if ((element == EL_PACMAN || element == EL_MOLE)
             && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
@@ -3111,15 +4623,20 @@ void StartMoving(int x, int y)
       if (element == EL_MOLE)
       {
        Feld[newx][newy] = EL_AMOEBA_SHRINKING;
-       PlaySoundLevel(x, y, SND_MOLE_EATING);
+       PlayLevelSound(x, y, SND_MOLE_DIGGING);
+
+       ResetGfxAnimation(x, y);
+       GfxAction[x][y] = ACTION_DIGGING;
+       DrawLevelField(x, y);
+
        MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
        return;                         /* wait for shrinking amoeba */
       }
       else     /* element == EL_PACMAN */
       {
        Feld[newx][newy] = EL_EMPTY;
-       DrawNewLevelField(newx, newy);
-       PlaySoundLevel(x, y, SND_PACMAN_EATING);
+       DrawLevelField(newx, newy);
+       PlayLevelSound(x, y, SND_PACMAN_DIGGING);
       }
     }
     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
@@ -3135,50 +4652,38 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
-      if (element == EL_BUG || element == EL_SPACESHIP ||
+#if 1
+      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
+       DrawLevelElementAnimation(x, y, element);
+#else
+      if (element == EL_BUG ||
+         element == EL_SPACESHIP ||
          element == EL_SP_SNIKSNAK)
-#if 0
        DrawLevelField(x, y);
-#else
-       DrawNewLevelField(x, y);
-#endif
-      else if (element == EL_BUG || element == EL_SPACESHIP ||
-              element == EL_SP_SNIKSNAK || element == EL_MOLE)
-#if 1
+      else if (element == EL_MOLE)
        DrawLevelField(x, y);
-#else
-       DrawNewLevelField(x, y);
-#endif
-      else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
-#if 0
-       DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
-#else
-       DrawNewGraphicAnimation(x, y, el2img(element));
-#endif
+      else if (element == EL_BD_BUTTERFLY ||
+              element == EL_BD_FIREFLY)
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SATELLITE)
-#if 0
-       DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
-#else
-       DrawNewGraphicAnimation(x, y, IMG_SATELLITE);
-#endif
+       DrawLevelElementAnimationIfNeeded(x, y, element);
       else if (element == EL_SP_ELECTRON)
-#if 0
-       DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
-#else
-       DrawNewGraphicAnimation(x, y, IMG_SP_ELECTRON);
+       DrawLevelElementAnimationIfNeeded(x, y, element);
 #endif
 
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
-      PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+#if 0
+      PlayLevelSoundAction(x, y, ACTION_WAITING);
+#endif
 
       return;
     }
 
     InitMovingField(x, y, MovDir[x][y]);
 
-    PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
+    PlayLevelSoundAction(x, y, ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3191,157 +4696,263 @@ void ContinueMoving(int x, int y)
   int direction = MovDir[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-  int horiz_move = (dx!=0);
   int newx = x + dx, newy = y + dy;
-  int step = (horiz_move ? dx : dy) * TILEX / 8;
-
-  if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DRIPPING)
-    step /= 2;
-  else if (element == EL_QUICKSAND_FILLING ||
-          element == EL_QUICKSAND_EMPTYING)
-    step /= 4;
-  else if (element == EL_MAGIC_WALL_FILLING ||
-          element == EL_BD_MAGIC_WALL_FILLING ||
-          element == EL_MAGIC_WALL_EMPTYING ||
-          element == EL_BD_MAGIC_WALL_EMPTYING)
-    step /= 2;
-  else if (CAN_FALL(element) && horiz_move &&
-          y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
-    step /= 2;
-  else if (element == EL_SPRING_MOVING)
-    step*=2;
+  int nextx = newx + dx, nexty = newy + dy;
+  boolean pushed = Pushed[x][y];
 
-#if OLD_GAME_BEHAVIOUR
-  else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
-    step*=2;
-#endif
+  MovPos[x][y] += getElementMoveStepsize(x, y);
 
-  MovPos[x][y] += step;
+  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;
+    DrawLevelField(x, y);
 
-    if (element == EL_MOLE)
-    {
-      int i;
-      static int xy[4][2] =
-      {
-       { 0, -1 },
-       { -1, 0 },
-       { +1, 0 },
-       { 0, +1 }
-      };
+    return;    /* element is still moving */
+  }
 
-      Feld[x][y] = EL_SAND;
-      DrawLevelField(x, y);
+  /* element reached destination field */
 
-      for(i=0; i<4; i++)
-      {
-       int xx, yy;
+  Feld[x][y] = EL_EMPTY;
+  Feld[newx][newy] = element;
+  MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-       xx = x + xy[i][0];
-       yy = y + xy[i][1];
+  if (element == EL_MOLE)
+  {
+    Feld[x][y] = EL_SAND;
 
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
-         DrawLevelField(xx, yy);       /* for "ErdreichAnbroeckeln()" */
-      }
-    }
+    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];
 
-    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_DRIPPING)
-    {
-      Feld[x][y] = get_next_element(element);
-      element = Feld[newx][newy] = Store[x][y];
-    }
-    else if (Store[x][y] == EL_ACID)
-    {
-      element = Feld[newx][newy] = EL_ACID;
-    }
+    if (Back[newx][newy])
+      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
 
-    Store[x][y] = 0;
-    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    MovDelay[newx][newy] = 0;
+    Back[x][y] = Back[newx][newy] = 0;
+  }
+  else if (Store[x][y] == EL_ACID)
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
 
-    if (!CAN_MOVE(element))
-      MovDir[newx][newy] = 0;
+  Store[x][y] = 0;
+  MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+  MovDelay[newx][newy] = 0;
 
-    if (element == EL_BUG || element == EL_SPACESHIP ||
-       element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
-       element == EL_SP_ELECTRON)
-    {
-      DrawNewLevelField(x, y);
-      DrawNewLevelField(newx, newy);
-    }
-    else
-    {
-      DrawLevelField(x, y);
-      DrawLevelField(newx, newy);
-    }
+  /* 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];
 
-    Stop[newx][newy] = TRUE;
-    JustStopped[newx][newy] = 3;
+  ChangeDelay[x][y] = 0;
+  ChangePage[x][y] = -1;
+  Changed[x][y] = CE_BITMASK_DEFAULT;
+  ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
-    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);
+  /* copy animation control values to new field */
+  GfxFrame[newx][newy]  = GfxFrame[x][y];
+  GfxRandom[newx][newy] = GfxRandom[x][y];     /* keep same random value */
+  GfxAction[newx][newy] = GfxAction[x][y];     /* keep action one frame  */
+  GfxDir[newx][newy]    = GfxDir[x][y];                /* keep element direction */
+
+  Pushed[x][y] = Pushed[newx][newy] = FALSE;
+
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
 
-    if (CAN_SMASH(element) && direction == MV_DOWN &&
-       (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
-      Impact(x, newy);
+#if 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;
+#else
+  /*
+  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))
+    GfxDir[x][y] = MovDir[newx][newy] = 0;
+
+#endif
+#endif
+
+  DrawLevelField(x, y);
+  DrawLevelField(newx, newy);
+
+  Stop[newx][newy] = TRUE;     /* ignore this element until the next frame */
+
+  /* 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 (!pushed) /* special case: moving object pushed by player */
+  {
+    WasJustMoving[newx][newy] = 3;
+
+    if (CAN_FALL(element) && direction == MV_DOWN)
+      WasJustFalling[newx][newy] = 3;
   }
-  else                         /* still moving on */
+
+  if (DONT_TOUCH(element))     /* object may be nasty to player or others */
   {
-    if (element == EL_BUG || element == EL_SPACESHIP ||
-       element == EL_SP_SNIKSNAK || element == EL_PACMAN ||
-       element == EL_SP_ELECTRON)
-      DrawNewLevelField(x, y);
-    else
-      DrawLevelField(x, y);
+    TestIfBadThingTouchesHero(newx, newy);
+    TestIfBadThingTouchesFriend(newx, newy);
+
+    if (!IS_CUSTOM_ELEMENT(element))
+      TestIfBadThingTouchesOtherBadThing(newx, newy);
+  }
+  else if (element == EL_PENGUIN)
+    TestIfFriendTouchesBadThing(newx, newy);
+
+  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 */
+#endif
+
+#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))
+  {
+    /* !!! fix side (direction) orientation here and elsewhere !!! */
+    CheckElementSideChange(newx, newy, Feld[newx][newy],
+                          direction, CE_COLLISION_ACTIVE, -1);
+
+#if 0
+    if (IN_LEV_FIELD(nextx, nexty))
+    {
+      static int opposite_directions[] =
+      {
+       MV_RIGHT,
+       MV_LEFT,
+       MV_DOWN,
+       MV_UP
+      };
+      int move_dir_bit = MV_DIR_BIT(direction);
+      int opposite_direction = opposite_directions[move_dir_bit];
+      int hitting_side = direction;
+      int touched_side = opposite_direction;
+      int hitting_element = Feld[newx][newy];
+      int touched_element = MovingOrBlocked2Element(nextx, nexty);
+      boolean object_hit = (!IS_MOVING(nextx, nexty) ||
+                           MovDir[nextx][nexty] != direction ||
+                           ABS(MovPos[nextx][nexty]) <= TILEY / 2);
+
+      if (object_hit)
+      {
+       int i;
+
+       CheckElementSideChange(nextx, nexty, Feld[nextx][nexty],
+                              opposite_direction, CE_COLLISION_PASSIVE, -1);
+
+       if (IS_CUSTOM_ELEMENT(hitting_element) &&
+           HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_COLL_ACTIVE))
+       {
+         for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[hitting_element].change_page[i];
+
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_ACTIVE) &&
+               change->sides & touched_side &&
+               change->trigger_element == touched_element)
+           {
+             CheckElementSideChange(newx, newy, hitting_element,
+                                    CH_SIDE_ANY, CE_OTHER_IS_COLL_ACTIVE, i);
+             break;
+           }
+         }
+       }
+
+       if (IS_CUSTOM_ELEMENT(touched_element) &&
+           HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_IS_COLL_PASSIVE))
+       {
+         for (i = 0; i < element_info[touched_element].num_change_pages; i++)
+         {
+           struct ElementChangeInfo *change =
+             &element_info[touched_element].change_page[i];
+
+           if (change->can_change &&
+               change->events & CH_EVENT_BIT(CE_OTHER_IS_COLL_PASSIVE) &&
+               change->sides & hitting_side &&
+               change->trigger_element == hitting_element)
+           {
+             CheckElementSideChange(nextx, nexty, touched_element,
+                                    CH_SIDE_ANY, CE_OTHER_IS_COLL_PASSIVE, i);
+             break;
+           }
+         }
+       }
+      }
+    }
+#endif
   }
+
+  TestIfPlayerTouchesCustomElement(newx, newy);
+  TestIfElementTouchesCustomElement(newx, newy);
 }
 
 int AmoebeNachbarNr(int ax, int ay)
@@ -3357,7 +4968,7 @@ int AmoebeNachbarNr(int ax, int ay)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int x = ax + xy[i][0];
     int y = ay + xy[i][1];
@@ -3387,7 +4998,7 @@ void AmoebenVereinigen(int ax, int ay)
   if (new_group_nr == 0)
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     x = ax + xy[i][0];
     y = ay + xy[i][1];
@@ -3410,9 +5021,9 @@ void AmoebenVereinigen(int ax, int ay)
       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
       AmoebaCnt2[old_group_nr] = 0;
 
-      for (yy=0; yy<lev_fieldy; yy++)
+      for (yy = 0; yy < lev_fieldy; yy++)
       {
-       for (xx=0; xx<lev_fieldx; xx++)
+       for (xx = 0; xx < lev_fieldx; xx++)
        {
          if (AmoebaNr[xx][yy] == old_group_nr)
            AmoebaNr[xx][yy] = new_group_nr;
@@ -3439,9 +5050,9 @@ void AmoebeUmwandeln(int ax, int ay)
     }
 #endif
 
-    for (y=0; y<lev_fieldy; y++)
+    for (y = 0; y < lev_fieldy; y++)
     {
-      for (x=0; x<lev_fieldx; x++)
+      for (x = 0; x < lev_fieldx; x++)
       {
        if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
        {
@@ -3450,7 +5061,7 @@ void AmoebeUmwandeln(int ax, int ay)
        }
       }
     }
-    PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
                            SND_AMOEBA_TURNING_TO_GEM :
                            SND_AMOEBA_TURNING_TO_ROCK));
     Bang(ax, ay);
@@ -3465,7 +5076,7 @@ void AmoebeUmwandeln(int ax, int ay)
       { 0, +1 }
     };
 
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
     {
       x = ax + xy[i][0];
       y = ay + xy[i][1];
@@ -3475,7 +5086,7 @@ void AmoebeUmwandeln(int ax, int ay)
 
       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
       {
-       PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+       PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
                              SND_AMOEBA_TURNING_TO_GEM :
                              SND_AMOEBA_TURNING_TO_ROCK));
        Bang(x, y);
@@ -3499,14 +5110,14 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 #endif
 
-  for (y=0; y<lev_fieldy; y++)
+  for (y = 0; y < lev_fieldy; y++)
   {
-    for (x=0; x<lev_fieldx; x++)
+    for (x = 0; x < lev_fieldx; x++)
     {
       if (AmoebaNr[x][y] == group_nr &&
          (Feld[x][y] == EL_AMOEBA_DEAD ||
           Feld[x][y] == EL_BD_AMOEBA ||
-          Feld[x][y] == EL_AMOEBA_CREATING))
+          Feld[x][y] == EL_AMOEBA_GROWING))
       {
        AmoebaNr[x][y] = 0;
        Feld[x][y] = new_element;
@@ -3518,7 +5129,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
   }
 
   if (done)
-    PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
                            SND_BD_AMOEBA_TURNING_TO_ROCK :
                            SND_BD_AMOEBA_TURNING_TO_GEM));
 }
@@ -3534,10 +5145,14 @@ void AmoebeWaechst(int x, int y)
 
     if (DelayReached(&sound_delay, sound_delay_value))
     {
+#if 1
+      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
+#else
       if (Store[x][y] == EL_BD_AMOEBA)
-       PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
+       PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
       else
-       PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
+       PlayLevelSound(x, y, SND_AMOEBA_GROWING);
+#endif
       sound_delay_value = 30;
     }
   }
@@ -3546,7 +5161,12 @@ void AmoebeWaechst(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
+                                          6 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+    }
 
     if (!MovDelay[x][y])
     {
@@ -3574,7 +5194,12 @@ void AmoebaDisappearing(int x, int y)
   {
     MovDelay[x][y]--;
     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+    {
+      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
+                                          6 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+    }
 
     if (!MovDelay[x][y])
     {
@@ -3592,6 +5217,7 @@ void AmoebeAbleger(int ax, int ay)
 {
   int i;
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   int newax = ax, neway = ay;
   static int xy[4][2] =
   {
@@ -3608,6 +5234,9 @@ void AmoebeAbleger(int ax, int ay)
     return;
   }
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (!MovDelay[ax][ay])       /* start making new amoeba field */
     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
 
@@ -3627,6 +5256,7 @@ void AmoebeAbleger(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       return;
 
+    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
     if (IS_FREE(x, y) ||
        Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
     {
@@ -3642,7 +5272,7 @@ void AmoebeAbleger(int ax, int ay)
     int start = RND(4);
     boolean waiting_for_player = FALSE;
 
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
     {
       int j = (start + i) % 4;
       int x = ax + xy[j][0];
@@ -3651,6 +5281,7 @@ void AmoebeAbleger(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (IS_FREE(x, y) ||
          Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
       {
@@ -3713,18 +5344,22 @@ void AmoebeAbleger(int ax, int ay)
   if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
       (neway == lev_fieldy - 1 && newax != ax))
   {
-    Feld[newax][neway] = EL_AMOEBA_CREATING;   /* creation of new amoeba */
+    Feld[newax][neway] = EL_AMOEBA_GROWING;    /* creation of new amoeba */
     Store[newax][neway] = element;
   }
   else if (neway == ay)
   {
     Feld[newax][neway] = EL_AMOEBA_DROP;       /* drop left/right of amoeba */
-    PlaySoundLevel(newax, neway, SND_AMOEBA_DROP_CREATING);
+#if 1
+    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
+#else
+    PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
+#endif
   }
   else
   {
     InitMovingField(ax, ay, MV_DOWN);          /* drop dripping from amoeba */
-    Feld[ax][ay] = EL_AMOEBA_DRIPPING;
+    Feld[ax][ay] = EL_AMOEBA_DROPPING;
     Store[ax][ay] = EL_AMOEBA_DROP;
     ContinueMoving(ax, ay);
     return;
@@ -3739,8 +5374,12 @@ void Life(int ax, int ay)
   static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
   int life_time = 40;
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   boolean changed = FALSE;
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (Stop[ax][ay])
     return;
 
@@ -3754,7 +5393,7 @@ void Life(int ax, int ay)
       return;
   }
 
-  for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
+  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
   {
     int xx = ax+x1, yy = ay+y1;
     int nachbarn = 0;
@@ -3762,7 +5401,7 @@ void Life(int ax, int ay)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
+    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
     {
       int x = xx+x2, y = yy+y2;
 
@@ -3770,7 +5409,7 @@ void Life(int ax, int ay)
        continue;
 
       if (((Feld[x][y] == element ||
-           (element == EL_GAMEOFLIFE && IS_PLAYER(x, y))) &&
+           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
           !Stop[x][y]) ||
          (IS_FREE(x, y) && Stop[x][y]))
        nachbarn++;
@@ -3787,12 +5426,13 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
+    /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
     else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
     {                                  /* free border field */
       if (nachbarn >= life[2] && nachbarn <= life[3])
       {
        Feld[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAMEOFLIFE ? 0 : life_time-1);
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
        if (!Stop[xx][yy])
          DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
@@ -3802,283 +5442,98 @@ void Life(int ax, int ay)
   }
 
   if (changed)
-    PlaySoundLevel(ax, ay, element == EL_GAMEOFLIFE ? SND_GAMEOFLIFE_CREATING :
-                  SND_BIOMAZE_CREATING);
+    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
+                  SND_GAME_OF_LIFE_GROWING);
 }
 
-void RobotWheel(int x, int y)
+static void InitRobotWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
-      if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
-      return;
-    }
-  }
-
-  Feld[x][y] = EL_ROBOT_WHEEL;
-  DrawLevelField(x, y);
-  if (ZX == x && ZY == y)
-    ZX = ZY = -1;
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
-void TimegateWheel(int x, int y)
+static void RunRobotWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y])
-    {
-      if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y),
-                   GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
-      if (!(MovDelay[x][y]%4))
-       PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
-      return;
-    }
-  }
+  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+}
 
-  Feld[x][y] = EL_TIMEGATE_SWITCH;
-  DrawLevelField(x, y);
+static void StopRobotWheel(int x, int y)
+{
   if (ZX == x && ZY == y)
     ZX = ZY = -1;
 }
 
-void Blubber(int x, int y)
+static void InitTimegateWheel(int x, int y)
 {
-  if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
-    DrawLevelField(x, y-1);
-  else
-    DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
+  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
 }
 
-void NussKnacken(int x, int y)
+static void RunTimegateWheel(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 7;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y),
-                 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
-
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_EMERALD;
-      DrawLevelField(x, y);
-    }
-  }
+  PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
 }
 
-void BreakingPearl(int x, int y)
+void CheckExit(int x, int y)
 {
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 9;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
+  if (local_player->gems_still_needed > 0 ||
+      local_player->sokobanfields_still_needed > 0 ||
+      local_player->lights_still_needed > 0)
   {
-    MovDelay[x][y]--;
-    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y),
-                 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
-
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_EMPTY;
-      DrawLevelField(x, y);
-    }
-  }
-}
+    int element = Feld[x][y];
+    int graphic = el2img(element);
 
-void SiebAktivieren(int x, int y, int typ)
-{
-  int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
-  DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
-}
+    return;
+  }
 
-void AusgangstuerPruefen(int x, int y)
-{
-  if (local_player->gems_still_needed > 0 ||
-      local_player->sokobanfields_still_needed > 0 ||
-      local_player->lights_still_needed > 0)
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
     return;
 
   Feld[x][y] = EL_EXIT_OPENING;
 
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
-                (x > LEVELX(BX2) ? LEVELX(BX2) : x),
-                y < LEVELY(BY1) ? LEVELY(BY1) :
-                (y > LEVELY(BY2) ? LEVELY(BY2) : y),
-                SND_EXIT_OPENING);
+  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
-void AusgangstuerPruefen_SP(int x, int y)
+void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
+  {
+    int element = Feld[x][y];
+    int graphic = el2img(element);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
     return;
+  }
 
-  Feld[x][y] = EL_SP_EXIT_OPEN;
+  if (AllPlayersGone)  /* do not re-open exit door closed after last player */
+    return;
 
-  PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
-                (x > LEVELX(BX2) ? LEVELX(BX2) : x),
-                y < LEVELY(BY1) ? LEVELY(BY1) :
-                (y > LEVELY(BY2) ? LEVELY(BY2) : y),
-                SND_SP_EXIT_OPENING);
+  Feld[x][y] = EL_SP_EXIT_OPENING;
+
+  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
-void AusgangstuerOeffnen(int x, int y)
+static void CloseAllOpenTimegates()
 {
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5*delay;
+  int x, y;
 
-  if (MovDelay[x][y])          /* wait some time before next frame */
+  for (y = 0; y < lev_fieldy; y++)
   {
-    int tuer;
-
-    MovDelay[x][y]--;
-    tuer = MovDelay[x][y]/delay;
-    if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
-
-    if (!MovDelay[x][y])
+    for (x = 0; x < lev_fieldx; x++)
     {
-      Feld[x][y] = EL_EXIT_OPEN;
-      DrawLevelField(x, y);
-    }
-  }
-}
-
-void AusgangstuerBlinken(int x, int y)
-{
-  DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG);
-}
-
-void OpenSwitchgate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    int phase;
-
-    MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
-
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_SWITCHGATE_OPEN;
-      DrawLevelField(x, y);
-    }
-  }
-}
-
-void CloseSwitchgate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    int phase;
-
-    MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
-
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_SWITCHGATE_CLOSED;
-      DrawLevelField(x, y);
-    }
-  }
-}
-
-void OpenTimegate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    int phase;
-
-    MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
-
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_TIMEGATE_OPEN;
-      DrawLevelField(x, y);
-    }
-  }
-}
-
-void CloseTimegate(int x, int y)
-{
-  int delay = 6;
-
-  if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 5 * delay;
-
-  if (MovDelay[x][y])          /* wait some time before next frame */
-  {
-    int phase;
-
-    MovDelay[x][y]--;
-    phase = MovDelay[x][y] / delay;
-    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
-
-    if (!MovDelay[x][y])
-    {
-      Feld[x][y] = EL_TIMEGATE_CLOSED;
-      DrawLevelField(x, y);
-    }
-  }
-}
-
-static void CloseAllOpenTimegates()
-{
-  int x, y;
-
-  for (y=0; y<lev_fieldy; y++)
-  {
-    for (x=0; x<lev_fieldx; x++)
-    {
-      int element = Feld[x][y];
+      int element = Feld[x][y];
 
       if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
       {
        Feld[x][y] = EL_TIMEGATE_CLOSING;
-       PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
+#if 1
+       PlayLevelSoundAction(x, y, ACTION_CLOSING);
+#else
+       PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
+#endif
       }
     }
   }
@@ -4090,41 +5545,37 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_BD_DIAMOND)
-    DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
-  else
-  {
-    if (!MovDelay[x][y])       /* next animation frame */
-      MovDelay[x][y] = 11 * !SimpleRND(500);
+    return;
 
-    if (MovDelay[x][y])                /* wait some time before next frame */
-    {
-      MovDelay[x][y]--;
+  if (MovDelay[x][y] == 0)     /* next animation frame */
+    MovDelay[x][y] = 11 * !SimpleRND(500);
 
-      if (setup.direct_draw && MovDelay[x][y])
-       SetDrawtoField(DRAW_BUFFERED);
+  if (MovDelay[x][y] != 0)     /* wait some time before next frame */
+  {
+    MovDelay[x][y]--;
 
-      DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
+    if (setup.direct_draw && MovDelay[x][y])
+      SetDrawtoField(DRAW_BUFFERED);
 
-      if (MovDelay[x][y])
-      {
-       int phase = (MovDelay[x][y]-1)/2;
+    DrawLevelElementAnimation(x, y, Feld[x][y]);
 
-       if (phase > 2)
-         phase = 4-phase;
+    if (MovDelay[x][y] != 0)
+    {
+      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
+                                          10 - MovDelay[x][y]);
 
-       DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
+      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
 
-       if (setup.direct_draw)
-       {
-         int dest_x, dest_y;
+      if (setup.direct_draw)
+      {
+       int dest_x, dest_y;
 
-         dest_x = FX + SCREENX(x)*TILEX;
-         dest_y = FY + SCREENY(y)*TILEY;
+       dest_x = FX + SCREENX(x) * TILEX;
+       dest_y = FY + SCREENY(y) * TILEY;
 
-         BlitBitmap(drawto_field, window,
-                    dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
-         SetDrawtoField(DRAW_DIRECT);
-       }
+       BlitBitmap(drawto_field, window,
+                  dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
+       SetDrawtoField(DRAW_DIRECT);
       }
     }
   }
@@ -4135,47 +5586,46 @@ void MauerWaechst(int x, int y)
   int delay = 6;
 
   if (!MovDelay[x][y])         /* next animation frame */
-    MovDelay[x][y] = 3*delay;
+    MovDelay[x][y] = 3 * delay;
 
   if (MovDelay[x][y])          /* wait some time before next frame */
   {
-    int phase;
-
     MovDelay[x][y]--;
-    phase = 2-MovDelay[x][y]/delay;
-    if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-      DrawGraphic(SCREENX(x), SCREENY(y),
-                 (MovDir[x][y] == MV_LEFT  ? GFX_MAUER_LEFT  :
-                  MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
-                  MovDir[x][y] == MV_UP    ? GFX_MAUER_UP    :
-                                             GFX_MAUER_DOWN  ) + phase);
+
+    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+    {
+      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
+      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
+
+      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+    }
 
     if (!MovDelay[x][y])
     {
       if (MovDir[x][y] == MV_LEFT)
       {
-       if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
-         DrawLevelField(x-1, y);
+       if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
+         DrawLevelField(x - 1, y);
       }
       else if (MovDir[x][y] == MV_RIGHT)
       {
-       if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
-         DrawLevelField(x+1, y);
+       if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
+         DrawLevelField(x + 1, y);
       }
       else if (MovDir[x][y] == MV_UP)
       {
-       if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
-         DrawLevelField(x, y-1);
+       if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
+         DrawLevelField(x, y - 1);
       }
       else
       {
-       if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
-         DrawLevelField(x, y+1);
+       if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
+         DrawLevelField(x, y + 1);
       }
 
       Feld[x][y] = Store[x][y];
       Store[x][y] = 0;
-      MovDir[x][y] = MV_NO_MOVING;
+      GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
       DrawLevelField(x, y);
     }
   }
@@ -4184,12 +5634,16 @@ void MauerWaechst(int x, int y)
 void MauerAbleger(int ax, int ay)
 {
   int element = Feld[ax][ay];
+  int graphic = el2img(element);
   boolean oben_frei = FALSE, unten_frei = FALSE;
   boolean links_frei = FALSE, rechts_frei = FALSE;
   boolean oben_massiv = FALSE, unten_massiv = FALSE;
   boolean links_massiv = FALSE, rechts_massiv = FALSE;
   boolean new_wall = FALSE;
 
+  if (IS_ANIMATED(graphic))
+    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
+
   if (!MovDelay[ax][ay])       /* start building new wall */
     MovDelay[ax][ay] = 6;
 
@@ -4209,72 +5663,83 @@ void MauerAbleger(int ax, int ay)
   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
     rechts_frei = TRUE;
 
-  if (element == EL_WALL_GROWING_Y || element == EL_WALL_GROWING_XY)
+  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
+      element == EL_EXPANDABLE_WALL_ANY)
   {
     if (oben_frei)
     {
-      Feld[ax][ay-1] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay-1] = element;
-      MovDir[ax][ay-1] = MV_UP;
+      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
+                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Feld[ax][ay+1] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax][ay+1] = element;
-      MovDir[ax][ay+1] = MV_DOWN;
+      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
+                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_WALL_GROWING_X || element == EL_WALL_GROWING_XY ||
-      element == EL_WALL_GROWING)
+  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+      element == EL_EXPANDABLE_WALL_ANY ||
+      element == EL_EXPANDABLE_WALL)
   {
     if (links_frei)
     {
-      Feld[ax-1][ay] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax-1][ay] = element;
-      MovDir[ax-1][ay] = MV_LEFT;
+      GfxDir[ax-1][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);
+       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Feld[ax+1][ay] = EL_WALL_GROWING_ACTIVE;
+      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
       Store[ax+1][ay] = element;
-      MovDir[ax+1][ay] = MV_RIGHT;
+      GfxDir[ax+1][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);
+       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
+                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
       new_wall = TRUE;
     }
   }
 
-  if (element == EL_WALL_GROWING && (links_frei || rechts_frei))
+  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
     DrawLevelField(ax, ay);
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
+  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
     oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
+  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
     unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
+  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
     links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
+  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
-       element == EL_WALL_GROWING_X || element == EL_WALL_GROWING) &&
+       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+       element == EL_EXPANDABLE_WALL) &&
       ((links_massiv && rechts_massiv) ||
-       element == EL_WALL_GROWING_Y))
+       element == EL_EXPANDABLE_WALL_VERTICAL))
     Feld[ax][ay] = EL_WALL;
 
   if (new_wall)
-    PlaySoundLevel(ax, ay, SND_WALL_GROWING);
+#if 1
+    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
+#else
+    PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
+#endif
 }
 
 void CheckForDragon(int x, int y)
@@ -4289,14 +5754,14 @@ void CheckForDragon(int x, int y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
-    for (j=0; j<4; j++)
+    for (j = 0; j < 4; j++)
     {
       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
 
       if (IN_LEV_FIELD(xx, yy) &&
-         (Feld[xx][yy] == EL_DRAGON_FIRE || Feld[xx][yy] == EL_DRAGON))
+         (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
       {
        if (Feld[xx][yy] == EL_DRAGON)
          dragon_found = TRUE;
@@ -4308,13 +5773,13 @@ void CheckForDragon(int x, int y)
 
   if (!dragon_found)
   {
-    for (i=0; i<4; i++)
+    for (i = 0; i < 4; i++)
     {
-      for (j=0; j<3; j++)
+      for (j = 0; j < 3; j++)
       {
        int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
   
-       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_DRAGON_FIRE)
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
        {
          Feld[xx][yy] = EL_EMPTY;
          DrawLevelField(xx, yy);
@@ -4326,150 +5791,561 @@ void CheckForDragon(int x, int y)
   }
 }
 
-static void CheckBuggyBase(int x, int y)
+static void InitBuggyBase(int x, int y)
 {
   int element = Feld[x][y];
+  int activating_delay = FRAMES_PER_SECOND / 4;
+
+  ChangeDelay[x][y] =
+    (element == EL_SP_BUGGY_BASE ?
+     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVATING ?
+     activating_delay :
+     element == EL_SP_BUGGY_BASE_ACTIVE ?
+     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
+}
 
-  if (element == EL_SP_BUGGY_BASE)
+static void WarnBuggyBase(int x, int y)
+{
+  int i;
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+
+  for (i = 0; i < 4; i++)
   {
-    if (!MovDelay[x][y])       /* wait some time before activating base */
-      MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+    int xx = x + xy[i][0], yy = y + xy[i][1];
 
-    if (MovDelay[x][y])
+    if (IS_PLAYER(xx, yy))
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-       DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
-      if (MovDelay[x][y])
-       return;
+      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
-      Feld[x][y] = EL_SP_BUGGY_BASE_ACTIVE;
+      break;
     }
   }
-  else if (element == EL_SP_BUGGY_BASE_ACTIVE)
+}
+
+static void InitTrap(int x, int y)
+{
+  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+}
+
+static void ActivateTrap(int x, int y)
+{
+  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
+}
+
+static void ChangeActiveTrap(int x, int y)
+{
+  int graphic = IMG_TRAP_ACTIVE;
+
+  /* if new animation frame was drawn, correct crumbled sand border */
+  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
+    DrawLevelFieldCrumbledSand(x, y);
+}
+
+static void ChangeElementNowExt(int x, int y, int target_element)
+{
+  /* check if element under player changes from accessible to unaccessible
+     (needed for special case of dropping element which then changes) */
+  if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
+      IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
+  {
+    Bang(x, y);
+    return;
+  }
+
+  RemoveField(x, y);
+  Feld[x][y] = target_element;
+
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+
+  ResetGfxAnimation(x, y);
+  ResetRandomAnimationValue(x, y);
+
+  InitField(x, y, FALSE);
+  if (CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+
+  DrawLevelField(x, y);
+
+  if (GFX_CRUMBLED(Feld[x][y]))
+    DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+
+  if (ELEM_IS_PLAYER(target_element))
+    RelocatePlayer(x, y, target_element);
+}
+
+static boolean ChangeElementNow(int x, int y, int element, int page)
+{
+  struct ElementChangeInfo *change = &element_info[element].change_page[page];
+
+  /* always use default change event to prevent running into a loop */
+  if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
+    ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
+
+  /* do not change already changed elements with same change event */
+#if 0
+  if (Changed[x][y] & ChangeEvent[x][y])
+    return FALSE;
+#else
+  if (Changed[x][y])
+    return FALSE;
+#endif
+
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+
+  CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+
+  if (change->explode)
+  {
+    Bang(x, y);
+
+    return TRUE;
+  }
+
+  if (change->use_content)
   {
-    if (!MovDelay[x][y])       /* start activating buggy base */
-      MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
+    boolean complete_change = TRUE;
+    boolean can_change[3][3];
+    int xx, yy;
 
-    if (MovDelay[x][y])
+    for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y])
+      boolean half_destructible;
+      int ex = x + xx - 1;
+      int ey = y + yy - 1;
+      int e;
+
+      can_change[xx][yy] = TRUE;
+
+      if (ex == x && ey == y)  /* do not check changing element itself */
+       continue;
+
+      if (change->content[xx][yy] == EL_EMPTY_SPACE)
       {
-       int i;
-       static int xy[4][2] =
-       {
-         { 0, -1 },
-         { -1, 0 },
-         { +1, 0 },
-         { 0, +1 }
-       };
+       can_change[xx][yy] = FALSE;     /* do not change empty borders */
 
-       if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
+       continue;
+      }
+
+      if (!IN_LEV_FIELD(ex, ey))
+      {
+       can_change[xx][yy] = FALSE;
+       complete_change = FALSE;
+
+       continue;
+      }
 
-       for (i=0; i<4; i++)
+      e = Feld[ex][ey];
+
+      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+       e = MovingOrBlocked2Element(ex, ey);
+
+      half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+
+      if ((change->power <= CP_NON_DESTRUCTIVE  && !IS_FREE(ex, ey)) ||
+         (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
+         (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
+      {
+       can_change[xx][yy] = FALSE;
+       complete_change = FALSE;
+      }
+    }
+
+    if (!change->only_complete || complete_change)
+    {
+      boolean something_has_changed = FALSE;
+
+      if (change->only_complete && change->use_random_change &&
+         RND(100) < change->random)
+       return FALSE;
+
+      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
+      {
+       int ex = x + xx - 1;
+       int ey = y + yy - 1;
+
+       if (can_change[xx][yy] && (!change->use_random_change ||
+                                  RND(100) < change->random))
        {
-         int xx = x + xy[i][0], yy = y + xy[i][1];
+         if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+           RemoveMovingField(ex, ey);
 
-         if (IS_PLAYER(xx, yy))
-         {
-           PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
-           break;
-         }
-       }
+         ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-       return;
+         ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+
+         something_has_changed = TRUE;
+
+         /* for symmetry reasons, freeze newly created border elements */
+         if (ex != x || ey != y)
+           Stop[ex][ey] = TRUE;        /* no more moving in this frame */
+       }
       }
 
-      Feld[x][y] = EL_SP_BUGGY_BASE;
-      DrawLevelField(x, y);
+      if (something_has_changed)
+       PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
     }
   }
+  else
+  {
+    ChangeElementNowExt(x, y, change->target_element);
+
+    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+  }
+
+  return TRUE;
 }
 
-static void CheckTrap(int x, int y)
+static void ChangeElement(int x, int y, int page)
 {
-  int element = Feld[x][y];
+  int element = MovingOrBlocked2Element(x, y);
+  struct ElementInfo *ei = &element_info[element];
+  struct ElementChangeInfo *change = &ei->change_page[page];
 
-  if (element == EL_TRAP)
+#if 0
+#ifdef DEBUG
+  if (!CAN_CHANGE(element))
+  {
+    printf("\n\n");
+    printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
+          x, y, element, element_info[element].token_name);
+    printf("ChangeElement(): This should never happen!\n");
+    printf("\n\n");
+  }
+#endif
+#endif
+
+  if (ChangeDelay[x][y] == 0)          /* initialize element change */
+  {
+    ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
+                        RND(change->delay_random * change->delay_frames)) + 1;
+
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
+
+    if (change->pre_change_function)
+      change->pre_change_function(x, y);
+  }
+
+  ChangeDelay[x][y]--;
+
+  if (ChangeDelay[x][y] != 0)          /* continue element change */
+  {
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+    if (change->change_function)
+      change->change_function(x, y);
+  }
+  else                                 /* finish element change */
   {
-    if (!MovDelay[x][y])       /* wait some time before activating trap */
-      MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
+    if (ChangePage[x][y] != -1)                /* remember page from delayed change */
+    {
+      page = ChangePage[x][y];
+      ChangePage[x][y] = -1;
+    }
 
-    if (MovDelay[x][y])
+    if (IS_MOVING(x, y))               /* never change a running system ;-) */
     {
-      MovDelay[x][y]--;
-      if (MovDelay[x][y])
-       return;
+      ChangeDelay[x][y] = 1;           /* try change after next move step */
+      ChangePage[x][y] = page;         /* remember page to use for change */
+
+      return;
+    }
 
-      Feld[x][y] = EL_TRAP_ACTIVE;
-      PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
+    if (ChangeElementNow(x, y, element, page))
+    {
+      if (change->post_change_function)
+       change->post_change_function(x, y);
     }
   }
-  else if (element == EL_TRAP_ACTIVE)
+}
+
+static boolean CheckTriggeredElementSideChange(int lx, int ly,
+                                              int trigger_element,
+                                              int trigger_side,
+                                              int trigger_event)
+{
+  int i, j, x, y;
+
+  if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
+    return FALSE;
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
   {
-    int delay = 4;
-    int num_frames = 8;
+    int element = EL_CUSTOM_START + i;
+
+    boolean change_element = FALSE;
+    int page = 0;
 
-    if (!MovDelay[x][y])       /* start activating trap */
-      MovDelay[x][y] = num_frames * delay;
+    if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+      continue;
 
-    if (MovDelay[x][y])
+    for (j = 0; j < element_info[element].num_change_pages; j++)
     {
-      MovDelay[x][y]--;
+      struct ElementChangeInfo *change = &element_info[element].change_page[j];
 
-      if (MovDelay[x][y])
+      if (change->can_change &&
+#if 1
+         change->events & CH_EVENT_BIT(trigger_event) &&
+#endif
+         change->sides & trigger_side &&
+         change->trigger_element == trigger_element)
       {
-       if (!(MovDelay[x][y] % delay))
-       {
-         int phase = MovDelay[x][y]/delay;
-
-         if (phase >= num_frames/2)
-           phase = num_frames - phase;
+#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
 
-         if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-         {
-           DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
-           ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
-         }
-       }
+       change_element = TRUE;
+       page = j;
 
-       return;
+       break;
       }
+    }
 
-      Feld[x][y] = EL_TRAP;
-      DrawLevelField(x, y);
+    if (!change_element)
+      continue;
+
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+    {
+#if 0
+      if (x == lx && y == ly)  /* do not change trigger element itself */
+       continue;
+#endif
+
+      if (Feld[x][y] == element)
+      {
+       ChangeDelay[x][y] = 1;
+       ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+       ChangeElement(x, y, page);
+      }
     }
   }
+
+  return TRUE;
+}
+
+static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
+                                          int trigger_event)
+{
+  return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
+                                        trigger_event);
 }
 
-static void DrawBeltAnimation(int x, int y, int element)
+static boolean CheckElementSideChange(int x, int y, int element, int side,
+                                     int trigger_event, int page)
 {
-  int belt_nr = getBeltNrFromElement(element);
-  int belt_dir = game.belt_dir[belt_nr];
+  if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+    return FALSE;
 
-  if (belt_dir != MV_NO_MOVING)
+  if (Feld[x][y] == EL_BLOCKED)
   {
-    int delay = 2;
-    int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
-    int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
+    Blocked2Moving(x, y, &x, &y);
+    element = Feld[x][y];
+  }
 
-    DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+  if (page < 0)
+    page = element_info[element].event_page_nr[trigger_event];
 
-    if (!(FrameCounter % 2))
-      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_ACTIVE);
+  if (!(element_info[element].change_page[page].sides & side))
+    return FALSE;
+
+  ChangeDelay[x][y] = 1;
+  ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
+  ChangeElement(x, y, page);
+
+  return TRUE;
+}
+
+static boolean CheckElementChange(int x, int y, int element, int trigger_event)
+{
+  return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
+}
+
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+  int element = player->element_nr;
+  int last_action = player->last_action_waiting;
+  int action = player->action_waiting;
+
+  if (player->is_waiting)
+  {
+    if (action != last_action)
+      PlayLevelSoundElementAction(jx, jy, element, action);
+    else
+      PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
+  }
+  else
+  {
+    if (action != last_action)
+      StopSound(element_info[element].sound[last_action]);
+
+    if (last_action == ACTION_SLEEPING)
+      PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
   }
 }
 
-static void PlayerActions(struct PlayerInfo *player, byte player_action)
+static void PlayAllPlayersSound()
 {
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+  boolean last_waiting = player->is_waiting;
+  int move_dir = player->MovDir;
+
+  player->last_action_waiting = player->action_waiting;
+
+  if (is_waiting)
+  {
+    if (!last_waiting)         /* not waiting -> waiting */
+    {
+      player->is_waiting = TRUE;
+
+      player->frame_counter_bored =
+       FrameCounter +
+       game.player_boring_delay_fixed +
+       SimpleRND(game.player_boring_delay_random);
+      player->frame_counter_sleeping =
+       FrameCounter +
+       game.player_sleeping_delay_fixed +
+       SimpleRND(game.player_sleeping_delay_random);
+
+      InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+    }
+
+    if (game.player_sleeping_delay_fixed +
+       game.player_sleeping_delay_random > 0 &&
+       player->anim_delay_counter == 0 &&
+       player->post_delay_counter == 0 &&
+       FrameCounter >= player->frame_counter_sleeping)
+      player->is_sleeping = TRUE;
+    else if (game.player_boring_delay_fixed +
+            game.player_boring_delay_random > 0 &&
+            FrameCounter >= player->frame_counter_bored)
+      player->is_bored = TRUE;
+
+    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+                             player->is_bored ? ACTION_BORING :
+                             ACTION_WAITING);
+
+    if (player->is_sleeping)
+    {
+      if (player->num_special_action_sleeping > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int last_special_action = player->special_action_sleeping;
+         int num_special_action = player->num_special_action_sleeping;
+         int special_action =
+           (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+            last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+            last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+            last_special_action + 1 : ACTION_SLEEPING);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_sleeping = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_sleeping;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+    else if (player->is_bored)
+    {
+      if (player->num_special_action_bored > 0)
+      {
+       if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+       {
+         int special_action =
+           ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
+         int special_graphic =
+           el_act_dir2img(player->element_nr, special_action, move_dir);
+
+         player->anim_delay_counter =
+           graphic_info[special_graphic].anim_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].anim_delay_random);
+         player->post_delay_counter =
+           graphic_info[special_graphic].post_delay_fixed +
+           SimpleRND(graphic_info[special_graphic].post_delay_random);
+
+         player->special_action_bored = special_action;
+       }
+
+       if (player->anim_delay_counter > 0)
+       {
+         player->action_waiting = player->special_action_bored;
+         player->anim_delay_counter--;
+       }
+       else if (player->post_delay_counter > 0)
+       {
+         player->post_delay_counter--;
+       }
+      }
+    }
+  }
+  else if (last_waiting)       /* waiting -> not waiting */
+  {
+    player->is_waiting = FALSE;
+    player->is_bored = FALSE;
+    player->is_sleeping = FALSE;
+
+    player->frame_counter_bored = -1;
+    player->frame_counter_sleeping = -1;
+
+    player->anim_delay_counter = 0;
+    player->post_delay_counter = 0;
+
+    player->action_waiting = ACTION_DEFAULT;
+
+    player->special_action_bored = ACTION_DEFAULT;
+    player->special_action_sleeping = ACTION_DEFAULT;
+  }
+}
+
+#if 1
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+#if 0
   static byte stored_player_action[MAX_PLAYERS];
   static int num_stored_actions = 0;
-#if 0
-  static boolean save_tape_entry = FALSE;
 #endif
-  boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
+  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
   int left     = player_action & JOY_LEFT;
   int right    = player_action & JOY_RIGHT;
   int up       = player_action & JOY_UP;
@@ -4479,139 +6355,172 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   int dx       = (left ? -1    : right ? 1     : 0);
   int dy       = (up   ? -1    : down  ? 1     : 0);
 
+#if 0
   stored_player_action[player->index_nr] = 0;
   num_stored_actions++;
+#endif
+
+#if 0
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+#endif
 
   if (!player->active || tape.pausing)
-    return;
+    return 0;
 
   if (player_action)
   {
 #if 0
-    save_tape_entry = TRUE;
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
 #endif
-    player->frame_reset_delay = 0;
 
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
     {
       if (button2)
-       bombed = PlaceBomb(player);
-      moved = MoveFigure(player, dx, dy);
+       dropped = DropElement(player);
+
+      moved = MovePlayer(player, dx, dy);
     }
 
     if (tape.single_step && tape.recording && !tape.pausing)
     {
-      if (button1 || (bombed && !moved))
+      if (button1 || (dropped && !moved))
       {
        TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
        SnapField(player, 0, 0);                /* stop snapping */
       }
     }
 
-#if 0
-    if (tape.recording && (moved || snapped || bombed))
-    {
-      if (bombed && !moved)
-       player_action &= JOY_BUTTON;
+    SetPlayerWaiting(player, FALSE);
 
-      stored_player_action[player->index_nr] = player_action;
-      save_tape_entry = TRUE;
-    }
-    else if (tape.playing && snapped)
-      SnapField(player, 0, 0);                 /* stop snapping */
+#if 1
+    return player_action;
 #else
     stored_player_action[player->index_nr] = player_action;
 #endif
   }
   else
   {
+#if 0
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+#endif
+
     /* no actions for this player (no input at player's configured device) */
 
     DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
     CheckGravityMovement(player);
 
-#if 1
+    if (player->MovPos == 0)
+      SetPlayerWaiting(player, TRUE);
+
     if (player->MovPos == 0)   /* needed for tape.playing */
       player->is_moving = FALSE;
-#endif
-#if 0
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->last_move_dir = MV_NO_MOVING;
-
-    /* !!! CHECK THIS AGAIN !!!
-       (Seems to be needed for some EL_ROBOT stuff, but breaks
-       tapes when walking through pipes!)
-    */
-
-    /* it seems that "player->last_move_dir" is misused as some sort of
-       "player->is_just_moving_in_this_moment", which is needed for the
-       robot stuff (robots don't kill players when they are moving)
-    */
-#endif 
 
-    if (++player->frame_reset_delay > player->move_delay_value)
-      player->Frame = 0;
+    return 0;
   }
 
 #if 0
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
-  {
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
-    save_tape_entry = FALSE;
-  }
-#else
   if (tape.recording && num_stored_actions >= MAX_PLAYERS)
   {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
     TapeRecordAction(stored_player_action);
     num_stored_actions = 0;
   }
 #endif
+}
 
-#if 0
-  if (tape.playing && !tape.pausing && !player_action &&
-      tape.counter < tape.length)
+#else
+
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+  static byte stored_player_action[MAX_PLAYERS];
+  static int num_stored_actions = 0;
+  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+  int left     = player_action & JOY_LEFT;
+  int right    = player_action & JOY_RIGHT;
+  int up       = player_action & JOY_UP;
+  int down     = player_action & JOY_DOWN;
+  int button1  = player_action & JOY_BUTTON_1;
+  int button2  = player_action & JOY_BUTTON_2;
+  int dx       = (left ? -1    : right ? 1     : 0);
+  int dy       = (up   ? -1    : down  ? 1     : 0);
+
+  stored_player_action[player->index_nr] = 0;
+  num_stored_actions++;
+
+  printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
+
+  if (!player->active || tape.pausing)
+    return;
+
+  if (player_action)
   {
-    int jx = player->jx, jy = player->jy;
-    int next_joy =
-      tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
+    printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
 
-    if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
-       (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
+    if (button1)
+      snapped = SnapField(player, dx, dy);
+    else
     {
-      int dx = (next_joy == JOY_LEFT ? -1 : +1);
+      if (button2)
+       dropped = DropElement(player);
 
-      if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
-      {
-       int el = Feld[jx+dx][jy];
-       int push_delay = (IS_SB_ELEMENT(el) || el == EL_SATELLITE ? 2 :
-                         (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
+      moved = MovePlayer(player, dx, dy);
+    }
 
-       if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
-       {
-         player->MovDir = next_joy;
-         player->Frame = FrameCounter % 4;
-         player->Pushing = TRUE;
-       }
+    if (tape.single_step && tape.recording && !tape.pausing)
+    {
+      if (button1 || (dropped && !moved))
+      {
+       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+       SnapField(player, 0, 0);                /* stop snapping */
       }
     }
+
+    stored_player_action[player->index_nr] = player_action;
+  }
+  else
+  {
+    printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
+
+    /* no actions for this player (no input at player's configured device) */
+
+    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    SnapField(player, 0, 0);
+    CheckGravityMovement(player);
+
+    if (player->MovPos == 0)
+      InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
+
+    if (player->MovPos == 0)   /* needed for tape.playing */
+      player->is_moving = FALSE;
+  }
+
+  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
+  {
+    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+
+    TapeRecordAction(stored_player_action);
+    num_stored_actions = 0;
   }
-#endif
 }
+#endif
 
 void GameActions()
 {
   static unsigned long action_delay = 0;
   unsigned long action_delay_value;
-  int sieb_x = 0, sieb_y = 0;
-  int i, x, y, element;
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
+#if 1
+  byte tape_action[MAX_PLAYERS];
+#endif
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     return;
 
   action_delay_value =
@@ -4637,7 +6546,7 @@ void GameActions()
     HandleNetworking();
 #endif
 
-    if (game_status != PLAYING)
+    if (game_status != GAME_MODE_PLAYING)
       return;
 
     if (!network_player_action_received)
@@ -4654,9 +6563,13 @@ void GameActions()
   if (tape.pausing)
     return;
 
+#if 0
+  printf("::: getting new tape action [%d]\n", FrameCounter);
+#endif
+
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     summarized_player_action |= stored_player[i].action;
 
@@ -4672,7 +6585,7 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
 
@@ -4682,45 +6595,87 @@ void GameActions()
     if (recorded_player_action)
       actual_player_action = recorded_player_action[i];
 
-    PlayerActions(&stored_player[i], actual_player_action);
-    ScrollFigure(&stored_player[i], SCROLL_GO_ON);
+    tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
+
+    if (tape.recording && tape_action[i] && !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+
+    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
+#if 1
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
   network_player_action_received = FALSE;
 
   ScrollScreen(NULL, SCROLL_GO_ON);
 
+#if 0
+  FrameCounter++;
+  TimeFrames++;
 
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].Frame++;
+#endif
 
-#ifdef DEBUG
-#if 0
-  if (TimeFrames == 0 && local_player->active)
+#if 1
+  if (game.engine_version < VERSION_IDENT(2,2,0,7))
   {
-    extern unsigned int last_RND();
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+      int x = player->jx;
+      int y = player->jy;
 
-    printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
-          TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
-  }
-#endif
-#endif
+      if (player->active && player->is_pushing && player->is_moving &&
+         IS_MOVING(x, y))
+      {
+       ContinueMoving(x, y);
 
-#ifdef DEBUG
-#if 0
-  if (GameFrameDelay >= 500)
-    printf("FrameCounter == %d\n", FrameCounter);
-#endif
+       /* continue moving after pushing (this is actually a bug) */
+       if (!IS_MOVING(x, y))
+       {
+         Stop[x][y] = FALSE;
+       }
+      }
+    }
+  }
 #endif
 
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+  {
+    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");
 
-  FrameCounter++;
-  TimeFrames++;
+      ChangePage[x][y] = -1;
+    }
+#endif
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-  {
     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]++;
+
+#if 1
+    /* reset finished pushing action (not done in ContinueMoving() to allow
+       continous pushing animation for elements with zero push delay) */
+    if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
+    {
+      ResetGfxAnimation(x, y);
+      DrawLevelField(x, y);
+    }
+#endif
 
 #if DEBUG
     if (IS_BLOCKED(x, y))
@@ -4739,29 +6694,124 @@ void GameActions()
 #endif
   }
 
-  for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+  for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
   {
     element = Feld[x][y];
+#if 1
+    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#else
+    graphic = el2img(element);
+#endif
+
+#if 0
+    if (element == -1)
+    {
+      printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
+
+      element = graphic = 0;
+    }
+#endif
+
+    if (graphic_info[graphic].anim_global_sync)
+      GfxFrame[x][y] = FrameCounter;
+
+    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+       IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+      ResetRandomAnimationValue(x, y);
+
+    SetRandomAnimationValue(x, y);
+
+#if 1
+    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
 
     if (IS_INACTIVE(element))
+    {
+      if (IS_ANIMATED(graphic))
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
       continue;
+    }
+
+#if 1
+    /* this may take place after moving, so 'element' may have changed */
+#if 0
+    if (IS_CHANGING(x, y))
+#else
+    if (IS_CHANGING(x, y) &&
+       (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
+#endif
+    {
+#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], GfxDir[x][y]);
+    }
+#endif
 
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
 
+#if 1
+      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+#if 0
+      if (element == EL_MOLE)
+       printf("::: %d, %d, %d [%d]\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
+              GfxAction[x][y]);
+#endif
+#if 0
+      if (element == EL_YAMYAM)
+       printf("::: %d, %d, %d\n",
+              IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
+#endif
+#endif
+
+      if (IS_ANIMATED(graphic) &&
+         !IS_MOVING(x, y) &&
+         !Stop[x][y])
+      {
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+       if (element == EL_BUG)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
+#if 0
+       if (element == EL_MOLE)
+         printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+      }
+
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        EdelsteinFunkeln(x, y);
     }
+    else if ((element == EL_ACID ||
+             element == EL_EXIT_OPEN ||
+             element == EL_SP_EXIT_OPEN ||
+             element == EL_SP_TERMINAL ||
+             element == EL_SP_TERMINAL_ACTIVE ||
+             element == EL_EXTRA_TIME ||
+             element == EL_SHIELD_NORMAL ||
+             element == EL_SHIELD_DEADLY) &&
+            IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
     else if (IS_MOVING(x, y))
       ContinueMoving(x, y);
     else if (IS_ACTIVE_BOMB(element))
       CheckDynamite(x, y);
 #if 0
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, Frame[x][y], EX_NORMAL);
+      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 #endif
-    else if (element == EL_AMOEBA_CREATING)
+    else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
     else if (element == EL_AMOEBA_SHRINKING)
       AmoebaDisappearing(x, y);
@@ -4771,108 +6821,54 @@ void GameActions()
       AmoebeAbleger(x, y);
 #endif
 
-    else if (element == EL_GAMEOFLIFE || element == EL_BIOMAZE)
+    else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
       Life(x, y);
-    else if (element == EL_ROBOT_WHEEL_ACTIVE)
-      RobotWheel(x, y);
-    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
-      TimegateWheel(x, y);
-    else if (element == EL_ACID)
-      Blubber(x, y);
-    else if (element == EL_ACID_SPLASHING_LEFT ||
-            element == EL_ACID_SPLASHING_RIGHT)
-      Blurb(x, y);
-    else if (element == EL_CRACKINGNUT)
-      NussKnacken(x, y);
-    else if (element == EL_PEARL_BREAKING)
-      BreakingPearl(x, y);
     else if (element == EL_EXIT_CLOSED)
-      AusgangstuerPruefen(x, y);
+      CheckExit(x, y);
     else if (element == EL_SP_EXIT_CLOSED)
-      AusgangstuerPruefen_SP(x, y);
-    else if (element == EL_EXIT_OPENING)
-      AusgangstuerOeffnen(x, y);
-    else if (element == EL_EXIT_OPEN)
-      AusgangstuerBlinken(x, y);
-    else if (element == EL_SP_EXIT_OPEN)
-      ;                /* !!! ADD SOME (OPTIONAL) ANIMATIONS HERE !!! */
-    else if (element == EL_WALL_GROWING_ACTIVE)
+      CheckExitSP(x, y);
+    else if (element == EL_EXPANDABLE_WALL_GROWING)
       MauerWaechst(x, y);
-    else if (element == EL_WALL_GROWING ||
-            element == EL_WALL_GROWING_X ||
-            element == EL_WALL_GROWING_Y ||
-            element == EL_WALL_GROWING_XY)
+    else if (element == EL_EXPANDABLE_WALL ||
+            element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+            element == EL_EXPANDABLE_WALL_VERTICAL ||
+            element == EL_EXPANDABLE_WALL_ANY)
       MauerAbleger(x, y);
-    else if (element == EL_DRAGON_FIRE)
+    else if (element == EL_FLAMES)
       CheckForDragon(x, y);
-    else if (element == EL_SP_BUGGY_BASE || element == EL_SP_BUGGY_BASE_ACTIVE)
-      CheckBuggyBase(x, y);
-    else if (element == EL_TRAP || element == EL_TRAP_ACTIVE)
-      CheckTrap(x, y);
-    else if (element == EL_SP_TERMINAL)
-      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
-    else if (element == EL_SP_TERMINAL_ACTIVE)
-    {
-      DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
-#if 0
-      if (!(FrameCounter % 4))
-       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVE);
-#endif
-    }
-    else if (IS_BELT(element))
-      DrawBeltAnimation(x, y, element);
-    else if (element == EL_SWITCHGATE_OPENING)
-      OpenSwitchgate(x, y);
-    else if (element == EL_SWITCHGATE_CLOSING)
-      CloseSwitchgate(x, y);
-    else if (element == EL_TIMEGATE_OPENING)
-      OpenTimegate(x, y);
-    else if (element == EL_TIMEGATE_CLOSING)
-      CloseTimegate(x, y);
-    else if (element == EL_EXTRA_TIME)
-      DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
-    else if (element == EL_SHIELD_NORMAL)
-    {
-      DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
 #if 0
-      if (!(FrameCounter % 4))
-       PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
+    else if (IS_AUTO_CHANGING(element))
+      ChangeElement(x, y);
 #endif
-    }
-    else if (element == EL_SHIELD_DEADLY)
-    {
-      DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+    else if (element == EL_EXPLOSION)
+      ;        /* drawing of correct explosion animation is handled separately */
+    else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
 #if 0
-      if (!(FrameCounter % 4))
-       PlaySoundLevel(x, y, SND_SHIELD_DEADLY_ACTIVE);
+    /* this may take place after moving, so 'element' may have changed */
+    if (IS_AUTO_CHANGING(Feld[x][y]))
+      ChangeElement(x, y);
 #endif
-    }
+
+    if (IS_BELT_ACTIVE(element))
+      PlayLevelSoundAction(x, y, ACTION_ACTIVE);
 
     if (game.magic_wall_active)
     {
-      boolean sieb = FALSE;
       int jx = local_player->jx, jy = local_player->jy;
 
-      if (element == EL_MAGIC_WALL_FULL ||
-         element == EL_MAGIC_WALL_EMPTY ||
-         element == EL_MAGIC_WALL_EMPTYING)
-      {
-       SiebAktivieren(x, y, 1);
-       sieb = TRUE;
-      }
-      else if (element == EL_BD_MAGIC_WALL_FULL ||
-              element == EL_BD_MAGIC_WALL_EMPTY ||
-              element == EL_BD_MAGIC_WALL_EMPTYING)
-      {
-       SiebAktivieren(x, y, 2);
-       sieb = TRUE;
-      }
-
       /* play the element sound at the position nearest to the player */
-      if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
+      if ((element == EL_MAGIC_WALL_FULL ||
+          element == EL_MAGIC_WALL_ACTIVE ||
+          element == EL_MAGIC_WALL_EMPTYING ||
+          element == EL_BD_MAGIC_WALL_FULL ||
+          element == EL_BD_MAGIC_WALL_ACTIVE ||
+          element == EL_BD_MAGIC_WALL_EMPTYING) &&
+         ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
       {
-       sieb_x = x;
-       sieb_y = y;
+       magic_wall_x = x;
+       magic_wall_y = y;
       }
     }
   }
@@ -4896,12 +6892,13 @@ void GameActions()
 #endif
       element = Feld[x][y];
 
+      /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
           element == EL_SAND ||
           element == EL_QUICKSAND_EMPTY ||
-          element == EL_ACID_SPLASHING_LEFT ||
-          element == EL_ACID_SPLASHING_RIGHT))
+          element == EL_ACID_SPLASH_LEFT ||
+          element == EL_ACID_SPLASH_RIGHT))
       {
        if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
            (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
@@ -4921,14 +6918,14 @@ void GameActions()
   {
     game.explosions_delayed = FALSE;
 
-    for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+    for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
     {
       element = Feld[x][y];
 
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
       else if (element == EL_EXPLOSION)
-       Explode(x, y, Frame[x][y], EX_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
 
       ExplodeField[x][y] = EX_NO_EXPLOSION;
     }
@@ -4940,14 +6937,14 @@ void GameActions()
   {
     if (!(game.magic_wall_time_left % 4))
     {
-      int element = Feld[sieb_x][sieb_y];
+      int element = Feld[magic_wall_x][magic_wall_y];
 
       if (element == EL_BD_MAGIC_WALL_FULL ||
-         element == EL_BD_MAGIC_WALL_EMPTY ||
+         element == EL_BD_MAGIC_WALL_ACTIVE ||
          element == EL_BD_MAGIC_WALL_EMPTYING)
-       PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_ACTIVE);
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
       else
-       PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_ACTIVE);
+       PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
     }
 
     if (game.magic_wall_time_left > 0)
@@ -4955,17 +6952,17 @@ void GameActions()
       game.magic_wall_time_left--;
       if (!game.magic_wall_time_left)
       {
-       for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+       for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
        {
          element = Feld[x][y];
 
-         if (element == EL_MAGIC_WALL_EMPTY ||
+         if (element == EL_MAGIC_WALL_ACTIVE ||
              element == EL_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_MAGIC_WALL_DEAD;
            DrawLevelField(x, y);
          }
-         else if (element == EL_BD_MAGIC_WALL_EMPTY ||
+         else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
                   element == EL_BD_MAGIC_WALL_FULL)
          {
            Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
@@ -4983,22 +6980,7 @@ void GameActions()
     game.light_time_left--;
 
     if (game.light_time_left == 0)
-    {
-      for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
-      {
-       element = Feld[x][y];
-
-       if (element == EL_LIGHT_SWITCH_ACTIVE)
-       {
-         Feld[x][y] = EL_LIGHT_SWITCH;
-         DrawLevelField(x, y);
-       }
-       else if (element == EL_INVISIBLE_STEELWALL ||
-                element == EL_INVISIBLE_WALL ||
-                element == EL_INVISIBLE_SAND)
-         DrawLevelField(x, y);
-      }
-    }
+      RedrawAllLightSwitchesAndInvisibleElements();
   }
 
   if (game.timegate_time_left > 0)
@@ -5009,34 +6991,34 @@ void GameActions()
       CloseAllOpenTimegates();
   }
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  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_DEADLY_ACTIVE);
-      else if (player->shield_passive_time_left)
-       PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+      if (player->shield_deadly_time_left)
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+      else if (player->shield_normal_time_left)
+       PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
     }
   }
 
-  if (TimeFrames >= (1000 / GameFrameDelay))
+  if (TimeFrames >= FRAMES_PER_SECOND)
   {
     TimeFrames = 0;
     TimePlayed++;
 
-    for (i=0; i<MAX_PLAYERS; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
     {
       struct PlayerInfo *player = &stored_player[i];
 
       if (SHIELD_ON(player))
       {
-       player->shield_passive_time_left--;
+       player->shield_normal_time_left--;
 
-       if (player->shield_active_time_left > 0)
-         player->shield_active_time_left--;
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
       }
     }
 
@@ -5048,19 +7030,20 @@ void GameActions()
       TimeLeft--;
 
       if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
+       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
 
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
 
       if (!TimeLeft && setup.time_limit)
-       for (i=0; i<MAX_PLAYERS; i++)
+       for (i = 0; i < MAX_PLAYERS; i++)
          KillHero(&stored_player[i]);
     }
     else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
   }
 
   DrawAllPlayers();
+  PlayAllPlayersSound();
 
   if (options.debug)                   /* calculate frames per second */
   {
@@ -5080,6 +7063,42 @@ void GameActions()
 
     redraw_mask |= REDRAW_FPS;
   }
+
+#if 0
+  if (stored_player[0].jx != stored_player[0].last_jx ||
+      stored_player[0].jy != stored_player[0].last_jy)
+    printf("::: %d, %d, %d, %d, %d\n",
+          stored_player[0].MovDir,
+          stored_player[0].MovPos,
+          stored_player[0].GfxPos,
+          stored_player[0].Frame,
+          stored_player[0].StepFrame);
+#endif
+
+#if 1
+  FrameCounter++;
+  TimeFrames++;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+
+    stored_player[i].Frame += move_frames;
+
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
+  }
+#endif
+
+#if 1
+  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+  {
+    ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+
+    local_player->show_envelope = 0;
+  }
+#endif
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
@@ -5087,7 +7106,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
   int min_x = x, min_y = y, max_x = x, max_y = y;
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
@@ -5107,7 +7126,7 @@ static boolean AllPlayersInVisibleScreen()
 {
   int i;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     int jx = stored_player[i].jx, jy = stored_player[i].jy;
 
@@ -5127,23 +7146,24 @@ void ScrollLevel(int dx, int dy)
   int x, y;
 
   BlitBitmap(drawto_field, drawto_field,
-            FX + TILEX*(dx == -1) - softscroll_offset,
-            FY + TILEY*(dy == -1) - softscroll_offset,
-            SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
-            SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
-            FX + TILEX*(dx == 1) - softscroll_offset,
-            FY + TILEY*(dy == 1) - softscroll_offset);
+            FX + TILEX * (dx == -1) - softscroll_offset,
+            FY + TILEY * (dy == -1) - softscroll_offset,
+            SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
+            SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
+            FX + TILEX * (dx == 1) - softscroll_offset,
+            FY + TILEY * (dy == 1) - softscroll_offset);
 
   if (dx)
   {
     x = (dx == 1 ? BX1 : BX2);
-    for (y=BY1; y<=BY2; y++)
+    for (y = BY1; y <= BY2; y++)
       DrawScreenField(x, y);
   }
+
   if (dy)
   {
     y = (dy == 1 ? BY1 : BY2);
-    for (x=BX1; x<=BX2; x++)
+    for (x = BX1; x <= BX2; x++)
       DrawScreenField(x, y);
   }
 
@@ -5152,7 +7172,7 @@ 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);
@@ -5170,19 +7190,43 @@ static void CheckGravityMovement(struct PlayerInfo *player)
       (IN_LEV_FIELD(new_jx, new_jy) &&
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
        Feld[new_jx][new_jy] == EL_SAND));
+    /* !!! extend EL_SAND to anything diggable !!! */
 
     if (field_under_player_is_free &&
        !player_is_moving_to_valid_field &&
-       !IS_TUBE(Feld[jx][jy]))
+       !IS_WALKABLE_INSIDE(Feld[jx][jy]))
       player->programmed_action = MV_DOWN;
   }
 }
 
-boolean MoveFigureOneStep(struct PlayerInfo *player,
+/*
+  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 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 */
+    { 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 = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       dy == -1 ? MV_UP :
+                       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 new_jx = jx + dx, new_jy = jy + dy;
   int element;
   int can_move;
 
@@ -5206,12 +7250,12 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
 #endif
 
-  if (DONT_GO_TO(element))
+  if (DONT_RUN_INTO(element))
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
-      Blurb(jx, jy);
-      Feld[jx][jy] = EL_PLAYER;
+      SplashAcid(jx, jy);
+      Feld[jx][jy] = EL_PLAYER_1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
       ContinueMoving(jx, jy);
@@ -5227,22 +7271,48 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
   if (can_move != MF_MOVING)
     return can_move;
 
+  /* check if DigField() has caused relocation of the player */
+  if (player->jx != jx || player->jy != jy)
+    return MF_NO_ACTION;
+
   StorePlayer[jx][jy] = 0;
   player->last_jx = jx;
   player->last_jy = jy;
-  jx = player->jx = new_jx;
-  jy = player->jy = new_jy;
-  StorePlayer[jx][jy] = player->element_nr;
+  player->jx = new_jx;
+  player->jy = new_jy;
+  StorePlayer[new_jx][new_jy] = player->element_nr;
 
   player->MovPos =
     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
 
-  ScrollFigure(player, SCROLL_INIT);
+  player->step_counter++;
+
+  PlayerVisit[jx][jy] = FrameCounter;
+
+  ScrollPlayer(player, SCROLL_INIT);
+
+#if 0
+  if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
+  {
+    CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+                                   CE_OTHER_GETS_LEFT);
+    CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
+                          CE_LEFT_BY_PLAYER, -1);
+  }
+
+  if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
+  {
+    CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
+                                   enter_side, CE_OTHER_GETS_ENTERED);
+    CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
+                          CE_ENTERED_BY_PLAYER, -1);
+  }
+#endif
 
   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;
@@ -5272,7 +7342,8 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     int original_move_delay_value = player->move_delay_value;
 
 #if DEBUG
-    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
+    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
+          tape.counter);
 #endif
 
     /* scroll remaining steps with finest movement resolution */
@@ -5280,7 +7351,7 @@ 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();
@@ -5292,13 +7363,13 @@ 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;
@@ -5373,10 +7444,16 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     }
   }
 
-  if (!(moved & MF_MOVING) && !player->Pushing)
+#if 0
+#if 1
+  InitPlayerGfxAnimation(player, ACTION_DEFAULT);
+#else
+  if (!(moved & MF_MOVING) && !player->is_pushing)
     player->Frame = 0;
-  else
-    player->Frame = (player->Frame + 1) % 4;
+#endif
+#endif
+
+  player->StepFrame = 0;
 
   if (moved & MF_MOVING)
   {
@@ -5385,10 +7462,55 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     else if (old_jx == jx && old_jy != jy)
       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
 
-    DrawLevelField(jx, jy);    /* for "ErdreichAnbroeckeln()" */
+    DrawLevelField(jx, jy);    /* for "crumbled sand" */
 
     player->last_move_dir = player->MovDir;
     player->is_moving = TRUE;
+#if 1
+    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
   {
@@ -5400,7 +7522,11 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
     player->is_moving = FALSE;
   }
 
-  TestIfHeroTouchesBadThing(jx, jy);
+  if (game.engine_version < VERSION_IDENT(3,0,7,0))
+  {
+    TestIfHeroTouchesBadThing(jx, jy);
+    TestIfPlayerTouchesCustomElement(jx, jy);
+  }
 
   if (!player->active)
     RemoveHero(player);
@@ -5408,7 +7534,7 @@ 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;
@@ -5425,7 +7551,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
     if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
 
+#if 0
     DrawPlayer(player);
+#endif
     return;
   }
   else if (!FrameReached(&player->actual_frame_counter, 1))
@@ -5441,11 +7569,13 @@ void ScrollFigure(struct PlayerInfo *player, int mode)
   if (player->MovPos == 0)
     CheckGravityMovement(player);
 
-  DrawPlayer(player);
+#if 0
+  DrawPlayer(player);  /* needed here only to cleanup last field */
+#endif
 
-  if (player->MovPos == 0)
+  if (player->MovPos == 0)     /* player reached destination field */
   {
-    if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
+    if (IS_PASSABLE(Feld[last_jx][last_jy]))
     {
       /* continue with normal speed after quickly moving through gate */
       HALVE_PLAYER_SPEED(player);
@@ -5458,15 +7588,29 @@ 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);
@@ -5501,6 +7645,179 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
     ScreenMovDir = MV_NO_MOVING;
 }
 
+void TestIfPlayerTouchesCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int change_sides[4][2] =
+  {
+    /* center side       border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { 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;
+
+  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 (IS_PLAYER(x, y))
+    {
+      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, border_element, border_side,
+                            CE_TOUCHED_BY_PLAYER, -1);
+    }
+    else if (IS_PLAYER(xx, yy))
+    {
+      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, center_element, center_side,
+                            CE_TOUCHED_BY_PLAYER, -1);
+
+      break;
+    }
+  }
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int change_sides[4][2] =
+  {
+    /* center side     border side */
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      /* check left   */
+    { 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];     /* should always be non-moving! */
+  int i, j;
+
+  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 (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) &&
+       HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+       !change_center_element)
+    {
+      for (j = 0; j < element_info[center_element].num_change_pages; j++)
+      {
+       struct ElementChangeInfo *change =
+         &element_info[center_element].change_page[j];
+
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+           change->sides & border_side &&
+           change->trigger_element == border_element)
+       {
+         change_center_element = TRUE;
+         center_element_change_page = j;
+
+         break;
+       }
+      }
+    }
+
+    /* check for change of border element */
+    if (IS_CUSTOM_ELEMENT(border_element) &&
+       HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
+    {
+      for (j = 0; j < element_info[border_element].num_change_pages; j++)
+      {
+       struct ElementChangeInfo *change =
+         &element_info[border_element].change_page[j];
+
+       if (change->can_change &&
+           change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
+           change->sides & center_side &&
+           change->trigger_element == center_element)
+       {
+         CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
+                                CE_OTHER_IS_TOUCHING, j);
+         break;
+       }
+      }
+    }
+  }
+
+  if (change_center_element)
+    CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
+                          CE_OTHER_IS_TOUCHING, center_element_change_page);
+}
+
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 {
   int i, kill_x = -1, kill_y = -1;
@@ -5519,7 +7836,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     MV_DOWN
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -5537,11 +7854,11 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
 #endif
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
     {
       kill_x = test_x;
       kill_y = test_y;
@@ -5555,7 +7872,7 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
-      if (player->shield_active_time_left > 0)
+      if (player->shield_deadly_time_left > 0)
        Bang(kill_x, kill_y);
       else if (!PLAYER_PROTECTED(good_x, good_y))
        KillHero(player);
@@ -5576,6 +7893,13 @@ 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,
@@ -5587,7 +7911,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   if (bad_element == EL_EXPLOSION)     /* skip just exploding bad things */
     return;
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -5601,11 +7925,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_element = Feld[test_x][test_y];
 
-    /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
+    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
        2nd case: DONT_TOUCH style bad thing does not move away from good thing
     */
-    if ((DONT_GO_TO(bad_element) &&  bad_move_dir == test_dir[i]) ||
-       (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
+    if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
+       (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
     {
       /* good thing is player or penguin that does not move away */
       if (IS_PLAYER(test_x, test_y))
@@ -5615,6 +7939,12 @@ 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;
@@ -5634,25 +7964,7 @@ 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_active_time_left > 0)
+      if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
       else if (!PLAYER_PROTECTED(kill_x, kill_y))
        KillHero(player);
@@ -5703,7 +8015,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     { 0, +1 }
   };
 
-  for (i=0; i<4; i++)
+  for (i = 0; i < 4; i++)
   {
     int x, y, element;
 
@@ -5713,8 +8025,8 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
       continue;
 
     element = Feld[x][y];
-    if (IS_AMOEBOID(element) || element == EL_GAMEOFLIFE ||
-       element == EL_AMOEBA_CREATING || element == EL_AMOEBA_DROP)
+    if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
+       element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
     {
       kill_x = x;
       kill_y = y;
@@ -5733,12 +8045,12 @@ void KillHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  if (IS_PFORTE(Feld[jx][jy]))
-    Feld[jx][jy] = EL_EMPTY;
+  /* remove accessible field at the player's position */
+  Feld[jx][jy] = EL_EMPTY;
 
   /* deactivate shield (else Bang()/Explode() would not work right) */
-  player->shield_passive_time_left = 0;
-  player->shield_active_time_left = 0;
+  player->shield_normal_time_left = 0;
+  player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
   BuryHero(player);
@@ -5757,8 +8069,12 @@ void BuryHero(struct PlayerInfo *player)
   if (!player->active)
     return;
 
-  PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
-  PlaySoundLevel(jx, jy, SND_GAME_LOSING);
+#if 1
+  PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
+#else
+  PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
+#endif
+  PlayLevelSound(jx, jy, SND_GAME_LOSING);
 
   player->GameOver = TRUE;
   RemoveHero(player);
@@ -5775,7 +8091,7 @@ void RemoveHero(struct PlayerInfo *player)
   if (!ExplodeField[jx][jy])
     StorePlayer[jx][jy] = 0;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
     if (stored_player[i].active)
       found = TRUE;
 
@@ -5786,36 +8102,96 @@ void RemoveHero(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+/*
+  =============================================================================
+  checkDiagonalPushing()
+  -----------------------------------------------------------------------------
+  check if diagonal input device direction results in pushing of object
+  (by checking if the alternative direction is walkable, diggable, ...)
+  =============================================================================
+*/
+
+static boolean checkDiagonalPushing(struct PlayerInfo *player,
+                                   int x, int y, int real_dx, int real_dy)
+{
+  int jx, jy, dx, dy, xx, yy;
+
+  if (real_dx == 0 || real_dy == 0)    /* no diagonal direction => push */
+    return TRUE;
+
+  /* diagonal direction: check alternative direction */
+  jx = player->jx;
+  jy = player->jy;
+  dx = x - jx;
+  dy = y - jy;
+  xx = jx + (dx == 0 ? real_dx : 0);
+  yy = jy + (dy == 0 ? real_dy : 0);
+
+  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
+}
+
+/*
+  =============================================================================
+  DigField()
+  -----------------------------------------------------------------------------
+  x, y:                        field next to player (non-diagonal) to try to dig to
+  real_dx, real_dy:    direction as read from input device (can be diagonal)
+  =============================================================================
+*/
+
 int DigField(struct PlayerInfo *player,
             int x, int y, int real_dx, int real_dy, int mode)
 {
+  static int change_sides[4] =
+  {
+    CH_SIDE_RIGHT,     /* moving left  */
+    CH_SIDE_LEFT,      /* moving right */
+    CH_SIDE_BOTTOM,    /* moving up    */
+    CH_SIDE_TOP,       /* moving down  */
+  };
+  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;
   int move_direction = (dx == -1 ? MV_LEFT :
                        dx == +1 ? MV_RIGHT :
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
+  int dig_side = change_sides[MV_DIR_BIT(move_direction)];
   int element;
 
   if (player->MovPos == 0)
-    player->Pushing = FALSE;
+  {
+    player->is_digging = FALSE;
+    player->is_collecting = FALSE;
+  }
+
+  if (player->MovPos == 0)     /* last pushing move finished */
+    player->is_pushing = FALSE;
 
-  if (mode == DF_NO_PUSH)
+  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
   {
-    player->Switching = FALSE;
+    player->is_switching = FALSE;
     player->push_delay = 0;
+
     return MF_NO_ACTION;
   }
 
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
     return MF_NO_ACTION;
 
-  if (IS_TUBE(Feld[jx][jy]))
+#if 0
+  if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
+#else
+  if (IS_TUBE(Feld[jx][jy]) ||
+      (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
+#endif
   {
     int i = 0;
+    int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
     int tube_leave_directions[][2] =
     {
-      { EL_TUBE_ALL,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+      { EL_TUBE_ANY,                   MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
       { EL_TUBE_VERTICAL,                                   MV_UP | MV_DOWN },
       { EL_TUBE_HORIZONTAL,            MV_LEFT | MV_RIGHT                   },
       { EL_TUBE_VERTICAL_LEFT,         MV_LEFT |            MV_UP | MV_DOWN },
@@ -5829,7 +8205,7 @@ int DigField(struct PlayerInfo *player,
       { -1,                            MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
     };
 
-    while (tube_leave_directions[i][0] != Feld[jx][jy])
+    while (tube_leave_directions[i][0] != tube_element)
     {
       i++;
       if (tube_leave_directions[i][0] == -1)   /* should not happen */
@@ -5842,591 +8218,564 @@ int DigField(struct PlayerInfo *player,
 
   element = Feld[x][y];
 
+  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
+      game.engine_version >= VERSION_IDENT(2,2,0,0))
+    return MF_NO_ACTION;
+
   switch (element)
   {
-    case EL_EMPTY:
-    case EL_SAND:
-    case EL_INVISIBLE_SAND:
-    case EL_TRAP:
-    case EL_SP_BASE:
-    case EL_SP_BUGGY_BASE:
-      RemoveField(x, y);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
-      break;
+    case EL_SP_PORT_LEFT:
+    case EL_SP_PORT_RIGHT:
+    case EL_SP_PORT_UP:
+    case EL_SP_PORT_DOWN:
+    case EL_SP_PORT_HORIZONTAL:
+    case EL_SP_PORT_VERTICAL:
+    case EL_SP_PORT_ANY:
+    case EL_SP_GRAVITY_PORT_LEFT:
+    case EL_SP_GRAVITY_PORT_RIGHT:
+    case EL_SP_GRAVITY_PORT_UP:
+    case EL_SP_GRAVITY_PORT_DOWN:
+      if ((dx == -1 &&
+          element != EL_SP_PORT_LEFT &&
+          element != EL_SP_GRAVITY_PORT_LEFT &&
+          element != EL_SP_PORT_HORIZONTAL &&
+          element != EL_SP_PORT_ANY) ||
+         (dx == +1 &&
+          element != EL_SP_PORT_RIGHT &&
+          element != EL_SP_GRAVITY_PORT_RIGHT &&
+          element != EL_SP_PORT_HORIZONTAL &&
+          element != EL_SP_PORT_ANY) ||
+         (dy == -1 &&
+          element != EL_SP_PORT_UP &&
+          element != EL_SP_GRAVITY_PORT_UP &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
+         (dy == +1 &&
+          element != EL_SP_PORT_DOWN &&
+          element != EL_SP_GRAVITY_PORT_DOWN &&
+          element != EL_SP_PORT_VERTICAL &&
+          element != EL_SP_PORT_ANY) ||
+         !IN_LEV_FIELD(nextx, nexty) ||
+         !IS_FREE(nextx, nexty))
+       return MF_NO_ACTION;
 
-    case EL_EMERALD:
-    case EL_BD_DIAMOND:
-    case EL_EMERALD_YELLOW:
-    case EL_EMERALD_RED:
-    case EL_EMERALD_PURPLE:
-    case EL_DIAMOND:
-    case EL_SP_INFOTRON:
-    case EL_PEARL:
-    case EL_CRYSTAL:
-      RemoveField(x, y);
-      local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
-                                         element == EL_PEARL ? 5 :
-                                         element == EL_CRYSTAL ? 8 : 1);
-      if (local_player->gems_still_needed < 0)
-       local_player->gems_still_needed = 0;
-      RaiseScoreElement(element);
-      DrawText(DX_EMERALDS, DY_EMERALDS,
-              int2str(local_player->gems_still_needed, 3),
-              FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
-      break;
+      if (element == EL_SP_GRAVITY_PORT_LEFT ||
+         element == EL_SP_GRAVITY_PORT_RIGHT ||
+         element == EL_SP_GRAVITY_PORT_UP ||
+         element == EL_SP_GRAVITY_PORT_DOWN)
+       game.gravity = !game.gravity;
 
-    case EL_SPEED_PILL:
-      RemoveField(x, y);
-      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
-      PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
-      break;
+      /* automatically move to the next field with double speed */
+      player->programmed_action = move_direction;
+      DOUBLE_PLAYER_SPEED(player);
 
-    case EL_ENVELOPE:
-      Feld[x][y] = EL_EMPTY;
-      PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
+      PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
 
-    case EL_EXTRA_TIME:
-      RemoveField(x, y);
-      if (level.time > 0)
+    case EL_TUBE_ANY:
+    case EL_TUBE_VERTICAL:
+    case EL_TUBE_HORIZONTAL:
+    case EL_TUBE_VERTICAL_LEFT:
+    case EL_TUBE_VERTICAL_RIGHT:
+    case EL_TUBE_HORIZONTAL_UP:
+    case EL_TUBE_HORIZONTAL_DOWN:
+    case EL_TUBE_LEFT_UP:
+    case EL_TUBE_LEFT_DOWN:
+    case EL_TUBE_RIGHT_UP:
+    case EL_TUBE_RIGHT_DOWN:
       {
-       TimeLeft += 10;
-       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-      }
-      PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
-      break;
-
-    case EL_SHIELD_NORMAL:
-      RemoveField(x, y);
-      player->shield_passive_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
-      break;
-
-    case EL_SHIELD_DEADLY:
-      RemoveField(x, y);
-      player->shield_passive_time_left += 10;
-      player->shield_active_time_left += 10;
-      PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
-      break;
-
-    case EL_DYNAMITE:
-    case EL_SP_DISK_RED:
-      RemoveField(x, y);
-      player->dynamite++;
-      RaiseScoreElement(EL_DYNAMITE);
-      DrawText(DX_DYNAMITE, DY_DYNAMITE,
-              int2str(local_player->dynamite, 3),
-              FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
-      break;
+       int i = 0;
+       int tube_enter_directions[][2] =
+       {
+         { EL_TUBE_ANY,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
+         { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
+         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
+         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
+         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
+         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
+         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
+         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
+         { -1,                         MV_NO_MOVING                         }
+       };
 
-    case EL_DYNABOMB_NR:
-      RemoveField(x, y);
-      player->dynabomb_count++;
-      player->dynabombs_left++;
-      RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
-      break;
+       while (tube_enter_directions[i][0] != element)
+       {
+         i++;
+         if (tube_enter_directions[i][0] == -1)        /* should not happen */
+           break;
+       }
 
-    case EL_DYNABOMB_SZ:
-      RemoveField(x, y);
-      player->dynabomb_size++;
-      RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
-      break;
+       if (!(tube_enter_directions[i][1] & move_direction))
+         return MF_NO_ACTION;  /* tube has no opening in this direction */
 
-    case EL_DYNABOMB_XL:
-      RemoveField(x, y);
-      player->dynabomb_xl = TRUE;
-      RaiseScoreElement(EL_DYNAMITE);
-      PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
+       PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
+      }
       break;
 
-    case EL_KEY1:
-    case EL_KEY2:
-    case EL_KEY3:
-    case EL_KEY4:
-    {
-      int key_nr = element - EL_KEY1;
-
-      RemoveField(x, y);
-      player->key[key_nr] = TRUE;
-      RaiseScoreElement(element);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
-      PlaySoundLevel(x, y, SND_KEY_COLLECTING);
-      break;
-    }
+    default:
 
-    case EL_EM_KEY1:
-    case EL_EM_KEY2:
-    case EL_EM_KEY3:
-    case EL_EM_KEY4:
-    {
-      int key_nr = element - EL_EM_KEY1;
+      if (IS_WALKABLE(element))
+      {
+       int sound_action = ACTION_WALKING;
 
-      RemoveField(x, y);
-      player->key[key_nr] = TRUE;
-      RaiseScoreElement(element);
-      DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
-      DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
-                        GFX_SCHLUESSEL1 + key_nr);
-      PlaySoundLevel(x, y, SND_KEY_COLLECTING);
-      break;
-    }
+       if (element >= EL_GATE_1 && element <= EL_GATE_4)
+       {
+         if (!player->key[element - EL_GATE_1])
+           return MF_NO_ACTION;
+       }
+       else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+       {
+         if (!player->key[element - EL_GATE_1_GRAY])
+           return MF_NO_ACTION;
+       }
+       else if (element == EL_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPEN ||
+                element == EL_SP_EXIT_OPENING)
+       {
+         sound_action = ACTION_PASSING;        /* player is passing exit */
+       }
+       else if (element == EL_EMPTY)
+       {
+         sound_action = ACTION_MOVING;         /* nothing to walk on */
+       }
 
-    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;
+       /* play sound from background or player, whatever is available */
+       if (element_info[element].sound[sound_action] != SND_UNDEFINED)
+         PlayLevelSoundElementAction(x, y, element, sound_action);
+       else
+         PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
 
-    case EL_SP_TERMINAL:
+       break;
+      }
+      else if (IS_PASSABLE(element))
       {
-       int xx, yy;
+       if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
+         return MF_NO_ACTION;
 
-       PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
+#if 1
+       if (CAN_MOVE(element))  /* only fixed elements can be passed! */
+         return MF_NO_ACTION;
+#endif
 
-       for (yy=0; yy<lev_fieldy; yy++)
+       if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
        {
-         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;
-         }
+         if (!player->key[element - EL_EM_GATE_1])
+           return MF_NO_ACTION;
+       }
+       else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+       {
+         if (!player->key[element - EL_EM_GATE_1_GRAY])
+           return MF_NO_ACTION;
        }
 
-       return MF_ACTION;
-      }
-      break;
+       /* automatically move to the next field with double speed */
+       player->programmed_action = move_direction;
+       DOUBLE_PLAYER_SPEED(player);
 
-    case EL_CONVEYOR_BELT1_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT1_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT1_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT2_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT2_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT2_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT3_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT3_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT3_SWITCH_RIGHT:
-    case EL_CONVEYOR_BELT4_SWITCH_LEFT:
-    case EL_CONVEYOR_BELT4_SWITCH_MIDDLE:
-    case EL_CONVEYOR_BELT4_SWITCH_RIGHT:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleBeltSwitch(x, y);
-       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
-      }
-      return MF_ACTION;
-      break;
+       PlayLevelSoundAction(x, y, ACTION_PASSING);
 
-    case EL_SWITCHGATE_SWITCH_UP:
-    case EL_SWITCHGATE_SWITCH_DOWN:
-      if (!player->Switching)
-      {
-       player->Switching = TRUE;
-       ToggleSwitchgateSwitch(x, y);
-       PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
+       break;
       }
-      return MF_ACTION;
-      break;
-
-    case EL_LIGHT_SWITCH:
-    case EL_LIGHT_SWITCH_ACTIVE:
-      if (!player->Switching)
+      else if (IS_DIGGABLE(element))
       {
-       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;
+       RemoveField(x, y);
+
+       if (mode != DF_SNAP)
+       {
+#if 1
+         GfxElement[x][y] = GFX_ELEMENT(element);
+#else
+         GfxElement[x][y] =
+           (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
+#endif
+         player->is_digging = TRUE;
+       }
 
-    case EL_TIMEGATE_SWITCH:
-      ActivateTimegateSwitch(x, y);
-      PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
+       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
-      return MF_ACTION;
-      break;
+       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
 
-    case EL_BALLOON_SEND_LEFT:
-    case EL_BALLOON_SEND_RIGHT:
-    case EL_BALLOON_SEND_UP:
-    case EL_BALLOON_SEND_DOWN:
-    case EL_BALLOON_SEND_ANY_DIRECTION:
-      if (element == EL_BALLOON_SEND_ANY_DIRECTION)
-       game.balloon_dir = move_direction;
-      else
-       game.balloon_dir = (element == EL_BALLOON_SEND_LEFT  ? MV_LEFT :
-                           element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
-                           element == EL_BALLOON_SEND_UP    ? MV_UP :
-                           element == EL_BALLOON_SEND_DOWN  ? MV_DOWN :
-                           MV_NO_MOVING);
-      PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
-
-      return MF_ACTION;
-      break;
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
-      /* the following elements cannot be pushed by "snapping" */
-    case EL_ROCK:
-    case EL_BOMB:
-    case EL_DX_SUPABOMB:
-    case EL_NUT:
-    case EL_TIME_ORB_EMPTY:
-    case EL_SP_ZONK:
-    case EL_SP_DISK_ORANGE:
-    case EL_SPRING:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
-      /* no "break" -- fall through to next case */
-      /* the following elements can be pushed by "snapping" */
-    case EL_BD_ROCK:
-      if (dy)
-       return MF_NO_ACTION;
+       break;
+      }
+      else if (IS_COLLECTIBLE(element))
+      {
+       RemoveField(x, y);
 
-      player->Pushing = TRUE;
+       if (mode != DF_SNAP)
+       {
+         GfxElement[x][y] = element;
+         player->is_collecting = TRUE;
+       }
 
-      if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
-       return MF_NO_ACTION;
+       if (element == EL_SPEED_PILL)
+         player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
+       else if (element == EL_EXTRA_TIME && level.time > 0)
+       {
+         TimeLeft += 10;
+         DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+       }
+       else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
+       {
+         player->shield_normal_time_left += 10;
+         if (element == EL_SHIELD_DEADLY)
+           player->shield_deadly_time_left += 10;
+       }
+       else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+       {
+         if (player->inventory_size < MAX_INVENTORY_SIZE)
+           player->inventory_element[player->inventory_size++] = element;
 
-      if (real_dy)
-      {
-       if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-         return MF_NO_ACTION;
-      }
+         DrawText(DX_DYNAMITE, DY_DYNAMITE,
+                  int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+       }
+       else if (element == EL_DYNABOMB_INCREASE_NUMBER)
+       {
+         player->dynabomb_count++;
+         player->dynabombs_left++;
+       }
+       else if (element == EL_DYNABOMB_INCREASE_SIZE)
+       {
+         player->dynabomb_size++;
+       }
+       else if (element == EL_DYNABOMB_INCREASE_POWER)
+       {
+         player->dynabomb_xl = TRUE;
+       }
+       else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
+                (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+       {
+         int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
+                       element - EL_KEY_1 : element - EL_EM_KEY_1);
 
-      if (player->push_delay == 0)
-       player->push_delay = FrameCounter;
-#if 0
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing && element != EL_SPRING)
-       return MF_NO_ACTION;
+         player->key[key_nr] = TRUE;
+
+         DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
+                            el2edimg(EL_KEY_1 + key_nr));
+         redraw_mask |= REDRAW_DOOR_1;
+       }
+       else if (IS_ENVELOPE(element))
+       {
+#if 1
+         player->show_envelope = element;
 #else
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-         element != EL_SPRING)
-       return MF_NO_ACTION;
+         ShowEnvelope(element - EL_ENVELOPE_1);
 #endif
+       }
+       else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+       {
+         int i;
 
-      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)
-      {
-       Feld[x+dx][y+dy] = EL_SPRING_MOVING;
-       MovDir[x+dx][y+dy] = move_direction;
-      }
+         for (i = 0; i < element_info[element].collect_count; i++)
+           if (player->inventory_size < MAX_INVENTORY_SIZE)
+             player->inventory_element[player->inventory_size++] = element;
 
-      player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
+         DrawText(DX_DYNAMITE, DY_DYNAMITE,
+                  int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+       }
+       else if (element_info[element].collect_count > 0)
+       {
+         local_player->gems_still_needed -=
+           element_info[element].collect_count;
+         if (local_player->gems_still_needed < 0)
+           local_player->gems_still_needed = 0;
 
-      DrawLevelField(x+dx, y+dy);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
-      break;
+         DrawText(DX_EMERALDS, DY_EMERALDS,
+                  int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+       }
 
-    case EL_GATE1:
-    case EL_GATE2:
-    case EL_GATE3:
-    case EL_GATE4:
-      if (!player->key[element - EL_GATE1])
-       return MF_NO_ACTION;
-      break;
+       RaiseScoreElement(element);
+       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-    case EL_GATE1_GRAY:
-    case EL_GATE2_GRAY:
-    case EL_GATE3_GRAY:
-    case EL_GATE4_GRAY:
-      if (!player->key[element - EL_GATE1_GRAY])
-       return MF_NO_ACTION;
-      break;
+       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
 
-    case EL_EM_GATE1:
-    case EL_EM_GATE2:
-    case EL_EM_GATE3:
-    case EL_EM_GATE4:
-      if (!player->key[element - EL_EM_GATE1])
-       return MF_NO_ACTION;
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+#if 1
+       if (mode == DF_SNAP)
+         TestIfElementTouchesCustomElement(x, y);      /* for empty space */
+#endif
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+       break;
+      }
+      else if (IS_PUSHABLE(element))
+      {
+       if (mode == DF_SNAP && element != EL_BD_ROCK)
+         return MF_NO_ACTION;
 
-      PlaySoundLevel(x, y, SND_GATE_PASSING);
-      break;
+       if (CAN_FALL(element) && dy)
+         return MF_NO_ACTION;
 
-    case EL_EM_GATE1_GRAY:
-    case EL_EM_GATE2_GRAY:
-    case EL_EM_GATE3_GRAY:
-    case EL_EM_GATE4_GRAY:
-      if (!player->key[element - EL_EM_GATE1_GRAY])
-       return MF_NO_ACTION;
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+       if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+           !(element == EL_SPRING && use_spring_bug))
+         return MF_NO_ACTION;
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+#if 1
+       if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
+           ((move_direction & MV_VERTICAL &&
+             ((element_info[element].move_pattern & MV_LEFT &&
+               IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
+              (element_info[element].move_pattern & MV_RIGHT &&
+               IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
+            (move_direction & MV_HORIZONTAL &&
+             ((element_info[element].move_pattern & MV_UP &&
+               IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
+              (element_info[element].move_pattern & MV_DOWN &&
+               IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
+         return MF_NO_ACTION;
+#endif
 
-      PlaySoundLevel(x, y, SND_GATE_PASSING);
-      break;
+#if 1
+       /* 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)
+         return MF_NO_ACTION;
+#else
+       if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
+         return MF_NO_ACTION;
+#endif
 
-    case EL_SWITCHGATE_OPEN:
-    case EL_TIMEGATE_OPEN:
-      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+#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);
+       }
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+       /*
+       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
 
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
-      break;
+#if 0
+       printf("::: push delay: %ld [%d, %d] [%d]\n",
+              player->push_delay_value, FrameCounter, game.engine_version,
+              player->is_pushing);
+#endif
 
-    case EL_SP_PORT1_LEFT:
-    case EL_SP_PORT2_LEFT:
-    case EL_SP_PORT1_RIGHT:
-    case EL_SP_PORT2_RIGHT:
-    case EL_SP_PORT1_UP:
-    case EL_SP_PORT2_UP:
-    case EL_SP_PORT1_DOWN:
-    case EL_SP_PORT2_DOWN:
-    case EL_SP_PORT_X:
-    case EL_SP_PORT_Y:
-    case EL_SP_PORT_XY:
-      if ((dx == -1 &&
-          element != EL_SP_PORT1_LEFT &&
-          element != EL_SP_PORT2_LEFT &&
-          element != EL_SP_PORT_X &&
-          element != EL_SP_PORT_XY) ||
-         (dx == +1 &&
-          element != EL_SP_PORT1_RIGHT &&
-          element != EL_SP_PORT2_RIGHT &&
-          element != EL_SP_PORT_X &&
-          element != EL_SP_PORT_XY) ||
-         (dy == -1 &&
-          element != EL_SP_PORT1_UP &&
-          element != EL_SP_PORT2_UP &&
-          element != EL_SP_PORT_Y &&
-          element != EL_SP_PORT_XY) ||
-         (dy == +1 &&
-          element != EL_SP_PORT1_DOWN &&
-          element != EL_SP_PORT2_DOWN &&
-          element != EL_SP_PORT_Y &&
-          element != EL_SP_PORT_XY) ||
-         !IN_LEV_FIELD(x + dx, y + dy) ||
-         !IS_FREE(x + dx, y + dy))
-       return MF_NO_ACTION;
+       player->is_pushing = TRUE;
 
-      /* automatically move to the next field with double speed */
-      player->programmed_action = move_direction;
-      DOUBLE_PLAYER_SPEED(player);
+       if (!(IN_LEV_FIELD(nextx, nexty) &&
+             (IS_FREE(nextx, nexty) ||
+              (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
+               IS_SB_ELEMENT(element)))))
+         return MF_NO_ACTION;
 
-      PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
-      break;
+       if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
+         return MF_NO_ACTION;
 
-    case EL_TUBE_ALL:
-    case EL_TUBE_VERTICAL:
-    case EL_TUBE_HORIZONTAL:
-    case EL_TUBE_VERTICAL_LEFT:
-    case EL_TUBE_VERTICAL_RIGHT:
-    case EL_TUBE_HORIZONTAL_UP:
-    case EL_TUBE_HORIZONTAL_DOWN:
-    case EL_TUBE_LEFT_UP:
-    case EL_TUBE_LEFT_DOWN:
-    case EL_TUBE_RIGHT_UP:
-    case EL_TUBE_RIGHT_DOWN:
-      {
-       int i = 0;
-       int tube_enter_directions[][2] =
-       {
-         { EL_TUBE_ALL,                MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL,                                MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL,         MV_LEFT | MV_RIGHT                   },
-         { EL_TUBE_VERTICAL_LEFT,                MV_RIGHT | MV_UP | MV_DOWN },
-         { EL_TUBE_VERTICAL_RIGHT,     MV_LEFT            | MV_UP | MV_DOWN },
-         { EL_TUBE_HORIZONTAL_UP,      MV_LEFT | MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_HORIZONTAL_DOWN,    MV_LEFT | MV_RIGHT | MV_UP           },
-         { EL_TUBE_LEFT_UP,                      MV_RIGHT |         MV_DOWN },
-         { EL_TUBE_LEFT_DOWN,                    MV_RIGHT | MV_UP           },
-         { EL_TUBE_RIGHT_UP,           MV_LEFT |                    MV_DOWN },
-         { EL_TUBE_RIGHT_DOWN,         MV_LEFT |            MV_UP           },
-         { -1,                         MV_NO_MOVING                         }
-       };
+       if (player->push_delay == 0)    /* new pushing; restart delay */
+         player->push_delay = FrameCounter;
 
-       while (tube_enter_directions[i][0] != element)
+       if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
        {
-         i++;
-         if (tube_enter_directions[i][0] == -1)        /* should not happen */
-           break;
-       }
+         /* 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;
 
-       if (!(tube_enter_directions[i][1] & move_direction))
-         return MF_NO_ACTION;  /* tube has no opening in this direction */
+         return MF_NO_ACTION;
+       }
 
-       PlaySoundLevel(x, y, SND_TUBE_PASSING);
-      }
-      break;
+#if 0
+       printf("::: NOW PUSHING... [%d]\n", FrameCounter);
+#endif
 
-    case EL_EXIT_CLOSED:
-    case EL_SP_EXIT_CLOSED:
-    case EL_EXIT_OPENING:
-      return MF_NO_ACTION;
-      break;
+       if (IS_SB_ELEMENT(element))
+       {
+         if (element == EL_SOKOBAN_FIELD_FULL)
+         {
+           Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed++;
+         }
 
-    case EL_EXIT_OPEN:
-    case EL_SP_EXIT_OPEN:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
+         if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
+         {
+           Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
+           local_player->sokobanfields_still_needed--;
+         }
 
-      if (element == EL_EXIT_OPEN)
-       PlaySoundLevel(x, y, SND_EXIT_PASSING);
-      else
-       PlaySoundLevel(x, y, SND_SP_EXIT_PASSING);
+         Feld[x][y] = EL_SOKOBAN_OBJECT;
 
-      break;
+         if (Back[x][y] == Back[nextx][nexty])
+           PlayLevelSoundAction(x, y, ACTION_PUSHING);
+         else if (Back[x][y] != 0)
+           PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
+                                       ACTION_EMPTYING);
+         else
+           PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
+                                       ACTION_FILLING);
 
-    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;
+         if (local_player->sokobanfields_still_needed == 0 &&
+             game.emulation == EMU_SOKOBAN)
+         {
+           player->LevelSolved = player->GameOver = TRUE;
+           PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
+         }
+       }
+       else
+         PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
 
-    case EL_TIME_ORB_FULL:
-      Feld[x][y] = EL_TIME_ORB_EMPTY;
-      TimeLeft += 10;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-      DrawLevelField(x, y);
-      PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
-      return MF_ACTION;
-      break;
+       InitMovingField(x, y, move_direction);
+       GfxAction[x][y] = ACTION_PUSHING;
 
-    case EL_SOKOBAN_FIELD_EMPTY:
-      break;
+       if (mode == DF_SNAP)
+         ContinueMoving(x, y);
+       else
+         MovPos[x][y] = (dx != 0 ? dx : dy);
 
-    case EL_SOKOBAN_OBJECT:
-    case EL_SOKOBAN_FIELD_FULL:
-    case EL_SATELLITE:
-    case EL_SP_DISK_YELLOW:
-    case EL_BALLOON:
-      if (mode == DF_SNAP)
-       return MF_NO_ACTION;
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][nexty] = TRUE;
 
-      player->Pushing = TRUE;
+       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 (!IN_LEV_FIELD(x+dx, y+dy)
-         || (!IS_FREE(x+dx, y+dy)
-             && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
-                 || !IS_SB_ELEMENT(element))))
-       return MF_NO_ACTION;
+       CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                       CE_OTHER_GETS_PUSHED);
+       CheckElementSideChange(x, y, element, dig_side,
+                              CE_PUSHED_BY_PLAYER, -1);
 
-      if (dx && real_dy)
-      {
-       if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
-         return MF_NO_ACTION;
+       break;
       }
-      else if (dy && real_dx)
+      else if (IS_SWITCHABLE(element))
       {
-       if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
-         return MF_NO_ACTION;
-      }
+       if (PLAYER_SWITCHING(player, x, y))
+         return MF_ACTION;
 
-      if (player->push_delay == 0)
-       player->push_delay = FrameCounter;
-#if 0
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !tape.playing && element != EL_BALLOON)
-       return MF_NO_ACTION;
-#else
-      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
-         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
-         element != EL_BALLOON)
-       return MF_NO_ACTION;
-#endif
+       player->is_switching = TRUE;
+       player->switch_x = x;
+       player->switch_y = y;
 
-      if (IS_SB_ELEMENT(element))
-      {
-       if (element == EL_SOKOBAN_FIELD_FULL)
+       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+
+       if (element == EL_ROBOT_WHEEL)
        {
-         Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
-         local_player->sokobanfields_still_needed++;
+         Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
+         ZX = x;
+         ZY = y;
+
+         DrawLevelField(x, y);
        }
-       else
-         RemoveField(x, y);
+       else if (element == EL_SP_TERMINAL)
+       {
+         int xx, yy;
 
-       if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
+         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))
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
-         local_player->sokobanfields_still_needed--;
-         if (element == EL_SOKOBAN_OBJECT)
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
-         else
-           PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+         ToggleBeltSwitch(x, y);
        }
-       else
+       else if (element == EL_SWITCHGATE_SWITCH_UP ||
+                element == EL_SWITCHGATE_SWITCH_DOWN)
        {
-         Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
-         if (element == EL_SOKOBAN_FIELD_FULL)
-           PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
+         ToggleSwitchgateSwitch(x, y);
+       }
+       else if (element == EL_LIGHT_SWITCH ||
+                element == EL_LIGHT_SWITCH_ACTIVE)
+       {
+         ToggleLightSwitch(x, y);
+
+#if 0
+         PlayLevelSound(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
-           PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+           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
-      {
-       RemoveField(x, y);
-       Feld[x+dx][y+dy] = element;
-       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
-      }
+       else if (element == EL_LAMP)
+       {
+         Feld[x][y] = EL_LAMP_ACTIVE;
+         local_player->lights_still_needed--;
 
-      player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
+         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);
-      DrawLevelField(x+dx, y+dy);
+         DrawLevelField(x, y);
 
-      if (IS_SB_ELEMENT(element) &&
-         local_player->sokobanfields_still_needed == 0 &&
-         game.emulation == EMU_SOKOBAN)
-      {
-       player->LevelSolved = player->GameOver = TRUE;
-       PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
+#if 0
+         PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
+#endif
+       }
+
+       return MF_ACTION;
       }
+      else
+      {
+       if (!PLAYER_SWITCHING(player, x, y))
+       {
+         player->is_switching = TRUE;
+         player->switch_x = x;
+         player->switch_y = y;
 
-      break;
+         CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                         CE_OTHER_IS_SWITCHING);
+         CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+       }
 
-    case EL_PENGUIN:
-    case EL_PIG:
-    case EL_DRAGON:
-      break;
+       CheckTriggeredElementSideChange(x, y, element, dig_side,
+                                       CE_OTHER_GETS_PRESSED);
+       CheckElementSideChange(x, y, element, dig_side,
+                              CE_PRESSED_BY_PLAYER, -1);
+      }
 
-    default:
       return MF_NO_ACTION;
   }
 
   player->push_delay = 0;
 
+  if (Feld[x][y] != element)           /* really digged/collected something */
+    player->is_collecting = !player->is_digging;
+
   return MF_MOVING;
 }
 
@@ -6434,6 +8783,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 {
   int jx = player->jx, jy = player->jy;
   int x = jx + dx, y = jy + dy;
+  int snap_direction = (dx == -1 ? MV_LEFT :
+                       dx == +1 ? MV_RIGHT :
+                       dy == -1 ? MV_UP :
+                       dy == +1 ? MV_DOWN : MV_NO_MOVING);
+
+  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
+    return FALSE;
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -6444,82 +8800,133 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   if (!dx && !dy)
   {
     if (player->MovPos == 0)
-      player->Pushing = FALSE;
+      player->is_pushing = FALSE;
+
+    player->is_snapping = FALSE;
+
+    if (player->MovPos == 0)
+    {
+      player->is_moving = FALSE;
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
 
-    player->snapped = FALSE;
     return FALSE;
   }
 
-  if (player->snapped)
+  if (player->is_snapping)
     return FALSE;
 
-  player->MovDir = (dx < 0 ? MV_LEFT :
-                   dx > 0 ? MV_RIGHT :
-                   dy < 0 ? MV_UP :
-                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
+  player->MovDir = snap_direction;
 
-  if (!DigField(player, x, y, 0, 0, DF_SNAP))
+  player->is_moving = FALSE;
+  player->is_digging = FALSE;
+  player->is_collecting = FALSE;
+
+  if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
-  player->snapped = TRUE;
+  player->is_snapping = TRUE;
+
+  player->is_moving = FALSE;
+  player->is_digging = FALSE;
+  player->is_collecting = FALSE;
+
   DrawLevelField(x, y);
   BackToFront();
 
   return TRUE;
 }
 
-boolean PlaceBomb(struct PlayerInfo *player)
+boolean DropElement(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
-  int element;
+  int old_element;
 
   if (!player->active || player->MovPos)
     return FALSE;
 
-  element = Feld[jx][jy];
+  old_element = Feld[jx][jy];
+
+  /* check if player has anything that can be dropped */
+  if (player->inventory_size == 0 && player->dynabombs_left == 0)
+    return FALSE;
+
+  /* check if anything can be dropped at the current position */
+  if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
+    return FALSE;
 
-  if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
-      IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
+  /* collected custom elements can only be dropped on empty fields */
+  if (player->inventory_size > 0 &&
+      IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
+      && old_element != EL_EMPTY)
     return FALSE;
 
-  if (element != EL_EMPTY)
-    Store[jx][jy] = element;
+  if (old_element != EL_EMPTY)
+    Back[jx][jy] = old_element;                /* store old element on this field */
 
-  if (player->dynamite)
+  MovDelay[jx][jy] = 96;
+
+  ResetGfxAnimation(jx, jy);
+  ResetRandomAnimationValue(jx, jy);
+
+  if (player->inventory_size > 0)
   {
-    Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
-    MovDelay[jx][jy] = 96;
-    player->dynamite--;
-    DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
-            FS_SMALL, FC_YELLOW);
+    int new_element = player->inventory_element[--player->inventory_size];
+
+    Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
+                   new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
+                   new_element);
+
+    DrawText(DX_DYNAMITE, DY_DYNAMITE,
+            int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-    {
-      if (game.emulation == EMU_SUPAPLEX)
-       DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
-      else
-       DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
-    }
+      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevel(jx, jy, SND_DYNAMITE_DROPPING);
+    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+
+    CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
+    CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
+
+    TestIfElementTouchesCustomElement(jx, jy);
   }
-  else
+  else         /* player is dropping a dyna bomb */
   {
-    Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_PLAYER1);
-    MovDelay[jx][jy] = 96;
     player->dynabombs_left--;
+
+    Feld[jx][jy] =
+      EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
+
     if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
 
-    PlaySoundLevel(jx, jy, SND_DYNABOMB_DROPPING);
+    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
   }
 
   return TRUE;
 }
 
-void PlaySoundLevel(int x, int y, int nr)
+/* ------------------------------------------------------------------------- */
+/* game sound playing functions                                              */
+/* ------------------------------------------------------------------------- */
+
+static int *loop_sound_frame = NULL;
+static int *loop_sound_volume = NULL;
+
+void InitPlayLevelSound()
+{
+  int num_sounds = getSoundListSize();
+
+  checked_free(loop_sound_frame);
+  checked_free(loop_sound_volume);
+
+  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
+  loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
+}
+
+static void PlayLevelSound(int x, int y, int nr)
 {
-  static int loop_sound_frame[NUM_SOUND_FILES];
-  static int loop_sound_volume[NUM_SOUND_FILES];
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
   int max_distance = 8;
@@ -6563,24 +8970,65 @@ void PlaySoundLevel(int x, int y, int nr)
   PlaySoundExt(nr, volume, stereo_position, type);
 }
 
-void PlaySoundLevelAction(int x, int y, int sound_action)
+static void PlayLevelSoundNearest(int x, int y, int sound_action)
+{
+  PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
+                x > LEVELX(BX2) ? LEVELX(BX2) : x,
+                y < LEVELY(BY1) ? LEVELY(BY1) :
+                y > LEVELY(BY2) ? LEVELY(BY2) : y,
+                sound_action);
+}
+
+static void PlayLevelSoundAction(int x, int y, int action)
+{
+  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
+}
+
+static void PlayLevelSoundElementAction(int x, int y, int element, int action)
+{
+  int sound_effect = element_info[element].sound[action];
+
+  if (sound_effect != SND_UNDEFINED)
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
+                                             int action)
+{
+  int sound_effect = element_info[element].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
+}
+
+static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
-  PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
+  int sound_effect = element_info[Feld[x][y]].sound[action];
+
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    PlayLevelSound(x, y, sound_effect);
 }
 
-void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
+static void StopLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_action_sound[element][sound_action];
+  int sound_effect = element_info[Feld[x][y]].sound[action];
 
-  if (sound_effect != -1)
-    PlaySoundLevel(x, y, sound_effect);
+  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
+    StopSound(sound_effect);
+}
+
+static void PlayLevelMusic()
+{
+  if (levelset.music[level_nr] != MUS_UNDEFINED)
+    PlayMusic(levelset.music[level_nr]);       /* from config file */
+  else
+    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
 }
 
 void RaiseScore(int value)
 {
   local_player->score += value;
-  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
-          FS_SMALL, FC_YELLOW);
+  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
 }
 
 void RaiseScoreElement(int element)
@@ -6592,22 +9040,31 @@ void RaiseScoreElement(int element)
     case EL_EMERALD_YELLOW:
     case EL_EMERALD_RED:
     case EL_EMERALD_PURPLE:
-      RaiseScore(level.score[SC_EDELSTEIN]);
+    case EL_SP_INFOTRON:
+      RaiseScore(level.score[SC_EMERALD]);
       break;
     case EL_DIAMOND:
-      RaiseScore(level.score[SC_DIAMANT]);
+      RaiseScore(level.score[SC_DIAMOND]);
+      break;
+    case EL_CRYSTAL:
+      RaiseScore(level.score[SC_CRYSTAL]);
+      break;
+    case EL_PEARL:
+      RaiseScore(level.score[SC_PEARL]);
       break;
     case EL_BUG:
     case EL_BD_BUTTERFLY:
-      RaiseScore(level.score[SC_KAEFER]);
+    case EL_SP_ELECTRON:
+      RaiseScore(level.score[SC_BUG]);
       break;
     case EL_SPACESHIP:
     case EL_BD_FIREFLY:
-      RaiseScore(level.score[SC_FLIEGER]);
+    case EL_SP_SNIKSNAK:
+      RaiseScore(level.score[SC_SPACESHIP]);
       break;
     case EL_YAMYAM:
     case EL_DARK_YAMYAM:
-      RaiseScore(level.score[SC_MAMPFER]);
+      RaiseScore(level.score[SC_YAMYAM]);
       break;
     case EL_ROBOT:
       RaiseScore(level.score[SC_ROBOT]);
@@ -6616,18 +9073,30 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_PACMAN]);
       break;
     case EL_NUT:
-      RaiseScore(level.score[SC_KOKOSNUSS]);
+      RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
-      RaiseScore(level.score[SC_DYNAMIT]);
+    case EL_SP_DISK_RED:
+    case EL_DYNABOMB_INCREASE_NUMBER:
+    case EL_DYNABOMB_INCREASE_SIZE:
+    case EL_DYNABOMB_INCREASE_POWER:
+      RaiseScore(level.score[SC_DYNAMITE]);
       break;
-    case EL_KEY1:
-    case EL_KEY2:
-    case EL_KEY3:
-    case EL_KEY4:
-      RaiseScore(level.score[SC_SCHLUESSEL]);
+    case EL_SHIELD_NORMAL:
+    case EL_SHIELD_DEADLY:
+      RaiseScore(level.score[SC_SHIELD]);
+      break;
+    case EL_EXTRA_TIME:
+      RaiseScore(level.score[SC_TIME_BONUS]);
+      break;
+    case EL_KEY_1:
+    case EL_KEY_2:
+    case EL_KEY_3:
+    case EL_KEY_4:
+      RaiseScore(level.score[SC_KEY]);
       break;
     default:
+      RaiseScore(element_info[element].collect_score);
       break;
   }
 }
@@ -6646,7 +9115,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
     else
 #endif
     {
-      game_status = MAINMENU;
+      game_status = GAME_MODE_MAIN;
       DrawMainMenu();
     }
   }
@@ -6717,9 +9186,9 @@ void CreateGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
-    Bitmap *gd_bitmap = pix[PIX_DOOR];
+    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
@@ -6779,11 +9248,19 @@ void CreateGameButtons()
   }
 }
 
+void FreeGameButtons()
+{
+  int i;
+
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
+    FreeGadget(game_gadget[i]);
+}
+
 static void MapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     MapGadget(game_gadget[i]);
 }
 
@@ -6791,7 +9268,7 @@ void UnmapGameButtons()
 {
   int i;
 
-  for (i=0; i<NUM_GAME_BUTTONS; i++)
+  for (i = 0; i < NUM_GAME_BUTTONS; i++)
     UnmapGadget(game_gadget[i]);
 }
 
@@ -6799,7 +9276,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
 {
   int id = gi->custom_id;
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     return;
 
   switch (id)
@@ -6846,7 +9323,10 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.music_available)
       { 
        setup.sound = setup.sound_music = TRUE;
-       PlayMusic(level_nr);
+
+       SetAudioMode(setup.sound);
+
+       PlayLevelMusic();
       }
       break;
 
@@ -6854,14 +9334,20 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       if (setup.sound_loops)
        setup.sound_loops = FALSE;
       else if (audio.loops_available)
+      {
        setup.sound = setup.sound_loops = TRUE;
+       SetAudioMode(setup.sound);
+      }
       break;
 
     case SOUND_CTRL_ID_SIMPLE:
       if (setup.sound_simple)
        setup.sound_simple = FALSE;
       else if (audio.sound_available)
+      {
        setup.sound = setup.sound_simple = TRUE;
+       SetAudioMode(setup.sound);
+      }
       break;
 
     default: