rnd-20050525-1-src
[rocksndiamonds.git] / src / game.c
index 4bd3f46cbf61cccdc10ef407d2b9578ab508d284..bac83725cb81b334bd9511d71ef56a865744b23d 100644 (file)
 /* EXPERIMENTAL STUFF */
 #define USE_NEW_AMOEBA_CODE    FALSE
 
+/* EXPERIMENTAL STUFF */
+#define USE_NEW_STUFF          (TRUE                           * 1)
+
+#define USE_NEW_MOVE_STYLE     (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_NEW_MOVE_DELAY     (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_NEW_PUSH_DELAY     (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_NEW_BLOCK_STYLE    (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_NEW_SP_SLIPPERY    (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_NEW_RANDOMIZE      (TRUE   * USE_NEW_STUFF         * 1)
+
+#define USE_PUSH_BUGFIX                (TRUE   * USE_NEW_STUFF         * 1)
+
+#define USE_CAN_MOVE_NOT_MOVING        (TRUE   * USE_NEW_STUFF         * 1)
+#define USE_PREVIOUS_MOVE_DIR  (TRUE   * USE_NEW_STUFF         * 1)
+
+
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define DF_DIG                 1
 
 /* for Explode() */
 #define EX_PHASE_START         0
-#define EX_NO_EXPLOSION                0
-#define EX_NORMAL              1
-#define EX_CENTER              2
-#define EX_BORDER              3
+#define EX_TYPE_NONE           0
+#define EX_TYPE_NORMAL         (1 << 0)
+#define EX_TYPE_CENTER         (1 << 1)
+#define EX_TYPE_BORDER         (1 << 2)
+#define EX_TYPE_CROSS          (1 << 3)
+#define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
 /* special positions in the game control window (relative to control window) */
 #define XX_LEVEL               37
@@ -59,7 +77,8 @@
 #define YY_KEYS                        123
 #define XX_SCORE               15
 #define YY_SCORE               159
-#define XX_TIME                        29
+#define XX_TIME1               29
+#define XX_TIME2               30
 #define YY_TIME                        194
 
 /* special positions in the game control window (relative to main window) */
@@ -73,7 +92,8 @@
 #define DY_KEYS                        (DY + YY_KEYS)
 #define DX_SCORE               (DX + XX_SCORE)
 #define DY_SCORE               (DY + YY_SCORE)
-#define DX_TIME                        (DX + XX_TIME)
+#define DX_TIME1               (DX + XX_TIME1)
+#define DX_TIME2               (DX + XX_TIME2)
 #define DY_TIME                        (DY + YY_TIME)
 
 /* values for initial player move delay (initial delay counter value) */
 /* values for other actions */
 #define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
 
+#define GET_DX_FROM_DIR(d)     ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d)     ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
+
 #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_DROP_DELAY(e)  (   (element_info[e].drop_delay_fixed) + \
+                                RND(element_info[e].drop_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))
 
-#if 1
-#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition)            \
+#define GET_TARGET_ELEMENT(e, ch)                                      \
+       ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element :     \
+        (e) == EL_TRIGGER_PLAYER  ? (ch)->actual_trigger_player : (e))
+
+#define GET_VALID_PLAYER_ELEMENT(e)                                    \
+       ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
+
+#define CAN_GROW_INTO(e)                                               \
+       ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)             \
+               (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)             \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
                                        (condition) ||                  \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
                                        (DONT_COLLIDE_WITH(e) &&        \
                                         IS_PLAYER(x, y) &&             \
                                         !PLAYER_ENEMY_PROTECTED(x, y))))
-#else
+
+#if 0
 #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))))
+                                        IS_PLAYER(x, y) &&             \
+                                        !PLAYER_ENEMY_PROTECTED(x, y))))
 #endif
 
-#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)
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
+
+#if 1
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+#else
+#define SATELLITE_CAN_ENTER_FIELD(x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
+#endif
+
+#if 0
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#endif
+
+#define ENEMY_CAN_ENTER_FIELD(e, x, y)                                 \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#if 1
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
 
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y)                       \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
 
-#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y)                                \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
 
-#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
 
-#define YAMYAM_CAN_ENTER_FIELD(x, y)                                   \
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
+                                                IS_FOOD_PENGUIN(Feld[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+       ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#else
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                        \
                (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
                                        Feld[x][y] == EL_DIAMOND))
 
-#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y)                              \
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
                (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
                                        IS_FOOD_DARK_YAMYAM(Feld[x][y])))
 
-#define PACMAN_CAN_ENTER_FIELD(x, y)                                   \
+#define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
                (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
                                        IS_AMOEBOID(Feld[x][y])))
 
-#define PIG_CAN_ENTER_FIELD(x, y)                                      \
+#define PIG_CAN_ENTER_FIELD(e, x, y)                                   \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
                                        IS_FOOD_PIG(Feld[x][y])))
 
-#define PENGUIN_CAN_ENTER_FIELD(x, y)                                  \
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y)                               \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
                                        IS_FOOD_PENGUIN(Feld[x][y]) ||  \
-                                       Feld[x][y] == EL_EXIT_OPEN ||   \
-                                       Feld[x][y] == EL_ACID))
+                                       Feld[x][y] == EL_EXIT_OPEN))
 
-#if 0
-#if 1
-#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y)                              \
-               (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
-#else
-#define MAZE_RUNNER_CAN_ENTER_FIELD(x, y)                              \
+#define DRAGON_CAN_ENTER_FIELD(e, x, y)                                        \
                (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
-                                       IS_FOOD_DARK_YAMYAM(Feld[x][y])))
-#endif
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID)))
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                       \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID) ||      \
+                                       (condition)))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y)                                        \
+               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
+                                       (CAN_MOVE_INTO_ACID(e) &&       \
+                                        Feld[x][y] == EL_ACID)))
+
 #endif
 
 #define GROUP_NR(e)            ((e) - EL_GROUP_START)
 #define IS_EQUAL_OR_IN_GROUP(e, ge)                                    \
        (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
 
-#if 1
+#if 0
 #define CE_ENTER_FIELD_COND(e, x, y)                                   \
                (!IS_PLAYER(x, y) &&                                    \
                 (Feld[x][y] == EL_ACID ||                              \
 #else
 #define CE_ENTER_FIELD_COND(e, x, y)                                   \
                (!IS_PLAYER(x, y) &&                                    \
-                (Feld[x][y] == EL_ACID ||                              \
-                 Feld[x][y] == MOVE_ENTER_EL(e) ||                     \
-                 (IS_GROUP_ELEMENT(MOVE_ENTER_EL(e)) &&                \
-                  IS_IN_GROUP_EL(Feld[x][y], MOVE_ENTER_EL(e)))))
+                IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
 #endif
 
 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
-       ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
-
-#define MOLE_CAN_ENTER_FIELD(x, y, condition)                          \
-               (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
+       ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
 
 #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))
 
+#define ACCESS_FROM(e, d)              (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d)         (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
 
 /* forward declaration for internal use */
 
+static void AdvanceFrameAndPlayerCounters(int);
+
 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);
 
+int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+
 static void InitBeltMovement(void);
 static void CloseAllOpenTimegates(void);
 static void CheckGravityMovement(struct PlayerInfo *);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
 static void KillHeroUnlessEnemyProtected(int, int);
 static void KillHeroUnlessExplosionProtected(int, int);
 
 static void TestIfPlayerTouchesCustomElement(int, int);
 static void TestIfElementTouchesCustomElement(int, int);
 static void TestIfElementHitsCustomElement(int, int, int);
+#if 0
+static void TestIfElementSmashesCustomElement(int, int, int);
+#endif
 
 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 boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+#define CheckTriggeredElementChange(x, y, e, ev)                       \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
+                                      CH_SIDE_ANY, -1)
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
+       CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY,      \
+                                      CH_SIDE_ANY, p)
+
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev)                            \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
+#define CheckElementChangeByPlayer(x, y, e, ev, p, s)                  \
+       CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
+#define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
+#define CheckElementChangeByPage(x, y, e, te, ev, p)                   \
+       CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
 
 static void PlayLevelSound(int, int, int);
 static void PlayLevelSoundNearest(int, int, int);
@@ -497,6 +623,48 @@ collect_count_list[] =
   { EL_UNDEFINED,              0 },
 };
 
+struct
+{
+  int element;
+  int direction;
+}
+access_direction_list[] =
+{
+  { 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 },
+  { EL_TUBE_VERTICAL_RIGHT,                      MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_TUBE_HORIZONTAL_UP,             MV_LEFT | MV_RIGHT | MV_UP           },
+  { EL_TUBE_HORIZONTAL_DOWN,           MV_LEFT | MV_RIGHT |         MV_DOWN },
+  { EL_TUBE_LEFT_UP,                   MV_LEFT |            MV_UP           },
+  { EL_TUBE_LEFT_DOWN,                 MV_LEFT |                    MV_DOWN },
+  { EL_TUBE_RIGHT_UP,                            MV_RIGHT | MV_UP           },
+  { EL_TUBE_RIGHT_DOWN,                                  MV_RIGHT |         MV_DOWN },
+
+  { EL_SP_PORT_LEFT,                             MV_RIGHT                   },
+  { EL_SP_PORT_RIGHT,                  MV_LEFT                              },
+  { EL_SP_PORT_UP,                                                  MV_DOWN },
+  { EL_SP_PORT_DOWN,                                        MV_UP           },
+  { EL_SP_PORT_HORIZONTAL,             MV_LEFT | MV_RIGHT                   },
+  { EL_SP_PORT_VERTICAL,                                    MV_UP | MV_DOWN },
+  { EL_SP_PORT_ANY,                    MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+  { EL_SP_GRAVITY_PORT_LEFT,                     MV_RIGHT                   },
+  { EL_SP_GRAVITY_PORT_RIGHT,          MV_LEFT                              },
+  { EL_SP_GRAVITY_PORT_UP,                                          MV_DOWN },
+  { EL_SP_GRAVITY_PORT_DOWN,                                MV_UP           },
+  { EL_SP_GRAVITY_ON_PORT_LEFT,                          MV_RIGHT                   },
+  { EL_SP_GRAVITY_ON_PORT_RIGHT,       MV_LEFT                              },
+  { EL_SP_GRAVITY_ON_PORT_UP,                                       MV_DOWN },
+  { EL_SP_GRAVITY_ON_PORT_DOWN,                                     MV_UP           },
+  { EL_SP_GRAVITY_OFF_PORT_LEFT,                 MV_RIGHT                   },
+  { EL_SP_GRAVITY_OFF_PORT_RIGHT,      MV_LEFT                              },
+  { EL_SP_GRAVITY_OFF_PORT_UP,                                      MV_DOWN },
+  { EL_SP_GRAVITY_OFF_PORT_DOWN,                            MV_UP           },
+
+  { EL_UNDEFINED,                      MV_NO_MOVING                         }
+};
+
 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
 
 #define IS_AUTO_CHANGING(e)    (element_info[e].change_events & \
@@ -611,6 +779,24 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
                                level.sp_block_last_field :
                                level.block_last_field);
 
+#if USE_NEW_BLOCK_STYLE
+#if 1
+    player->block_delay = (player->block_last_field ?
+                          (element == EL_SP_MURPHY ?
+                           level.sp_block_delay :
+                           level.block_delay) : 0);
+#else
+    player->block_delay = (element == EL_SP_MURPHY ?
+                          (player->block_last_field ? 7 : 1) :
+                          (player->block_last_field ? 7 : 1));
+#endif
+
+#if 0
+    printf("::: block_last_field == %d, block_delay = %d\n",
+          player->block_last_field, player->block_delay);
+#endif
+#endif
+
     if (!options.network || player->connected)
     {
       player->active = TRUE;
@@ -631,6 +817,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     }
 
     Feld[x][y] = EL_EMPTY;
+
     player->jx = player->last_jx = x;
     player->jy = player->last_jy = y;
   }
@@ -838,24 +1025,134 @@ static void InitField(int x, int y, boolean init_game)
   }
 }
 
+static inline void InitField_WithBug1(int x, int y, boolean init_game)
+{
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(Feld[x][y]))
+    InitMovDir(x, y);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+  int old_element = Feld[x][y];
+
+  InitField(x, y, init_game);
+
+  /* not needed to call InitMovDir() -- already done by InitField()! */
+  if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+      CAN_MOVE(old_element) &&
+      (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+    InitMovDir(x, y);
+
+  /* this case is in fact a combination of not less than three bugs:
+     first, it calls InitMovDir() for elements that can move, although this is
+     already done by InitField(); then, it checks the element that was at this
+     field _before_ the call to InitField() (which can change it); lastly, it
+     was not called for "mole with direction" elements, which were treated as
+     "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+  */
+}
+
+inline void DrawGameValue_Emeralds(int value)
+{
+  DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
+}
+
+inline void DrawGameValue_Dynamite(int value)
+{
+  DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
+}
+
+inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
+{
+  int i;
+
+  /* currently only 4 of 8 possible keys are displayed */
+  for (i = 0; i < STD_NUM_KEYS; i++)
+    if (key[i])
+      DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
+                        el2edimg(EL_KEY_1 + i));
+}
+
+inline void DrawGameValue_Score(int value)
+{
+  DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
+}
+
+inline void DrawGameValue_Time(int value)
+{
+  if (value < 1000)
+    DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
+  else
+    DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
+}
+
+inline void DrawGameValue_Level(int value)
+{
+  if (level_nr < 100)
+    DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
+  else
+  {
+    /* misuse area for displaying emeralds to draw bigger level number */
+    DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
+               int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
+
+    /* now copy it to the area for displaying level number */
+    BlitBitmap(drawto, drawto,
+              DX_EMERALDS, DY_EMERALDS + 1,
+              getFontWidth(FONT_LEVEL_NUMBER) * 3,
+              getFontHeight(FONT_LEVEL_NUMBER) - 1,
+              DX_LEVEL - 1, DY_LEVEL + 1);
+
+    /* restore the area for displaying emeralds */
+    DrawGameValue_Emeralds(local_player->gems_still_needed);
+
+    /* yes, this is all really ugly :-) */
+  }
+}
+
+void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
+                      int key_bits)
+{
+  int key[MAX_NUM_KEYS];
+  int i;
+
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+    key[i] = key_bits & (1 << i);
+
+  DrawGameValue_Level(level_nr);
+
+  DrawGameValue_Emeralds(emeralds);
+  DrawGameValue_Dynamite(dynamite);
+  DrawGameValue_Score(score);
+  DrawGameValue_Time(time);
+
+  DrawGameValue_Keys(key);
+}
+
 void DrawGameDoorValues()
 {
-  int i, j;
+  int i;
 
-  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,
-                          el2edimg(EL_KEY_1 + j));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    DrawGameDoorValues_EM();
+
+    return;
+  }
 
-  DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
-          int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
-  DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
-          int2str(local_player->inventory_size, 3), FONT_TEXT_2);
-  DrawText(DX + XX_SCORE, DY + YY_SCORE,
-          int2str(local_player->score, 5), FONT_TEXT_2);
-  DrawText(DX + XX_TIME, DY + YY_TIME,
-          int2str(TimeLeft, 3), FONT_TEXT_2);
+  DrawGameValue_Level(level_nr);
+
+  DrawGameValue_Emeralds(local_player->gems_still_needed);
+  DrawGameValue_Dynamite(local_player->inventory_size);
+  DrawGameValue_Score(local_player->score);
+  DrawGameValue_Time(TimeLeft);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    DrawGameValue_Keys(stored_player[i].key);
 }
 
 static void resolve_group_element(int group_element, int recursion_depth)
@@ -930,6 +1227,40 @@ static void InitGameEngine()
   game.engine_version = (tape.playing ? tape.engine_version :
                         level.game_version);
 
+  /* ---------------------------------------------------------------------- */
+  /* set flags for bugs and changes according to active game engine version */
+  /* ---------------------------------------------------------------------- */
+
+  /*
+    Type of bug/change:
+    Before 3.1.0, custom elements that "change when pushing" changed directly
+    after the player started pushing them (until then handled in "DigField()").
+    Since 3.1.0, these custom elements are not changed until the "pushing"
+    move of the element is finished (now handled in "ContinueMoving()").
+
+    Affected levels/tapes:
+    The first condition is generally needed for all levels/tapes before version
+    3.1.0, which might use the old behaviour before it was changed; known tapes
+    that are affected are some tapes from the level set "Walpurgis Gardens" by
+    Jamie Cullen.
+    The second condition is an exception from the above case and is needed for
+    the special case of tapes recorded with game (not engine!) version 3.1.0 or
+    above (including some development versions of 3.1.0), but before it was
+    known that this change would break tapes like the above and was fixed in
+    3.1.1, so that the changed behaviour was active although the engine version
+    while recording maybe was before 3.1.0. There is at least one tape that is
+    affected by this exception, which is the tape for the one-level set "Bug
+    Machine" by Juergen Bonhagen.
+  */
+
+  game.use_bug_change_when_pushing =
+    (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+     !(tape.playing &&
+       tape.game_version >= VERSION_IDENT(3,1,0,0) &&
+       tape.game_version <  VERSION_IDENT(3,1,1,0)));
+
+  /* ---------------------------------------------------------------------- */
+
   /* dynamically adjust element properties according to game engine version */
   InitElementPropertiesEngine(game.engine_version);
 
@@ -952,6 +1283,15 @@ static void InitGameEngine()
 
   /* ---------- initialize player's initial move delay --------------------- */
 
+#if USE_NEW_MOVE_DELAY
+  /* dynamically adjust player properties according to level information */
+  game.initial_move_delay_value =
+    (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+
+  /* dynamically adjust player properties according to game engine version */
+  game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
+                            game.initial_move_delay_value : 0);
+#else
   /* 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 :
@@ -960,6 +1300,7 @@ static void InitGameEngine()
   /* dynamically adjust player properties according to level information */
   game.initial_move_delay_value =
     (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+#endif
 
   /* ---------- initialize player's initial push delay --------------------- */
 
@@ -1007,6 +1348,10 @@ static void InitGameEngine()
     ei->change->post_change_function = ch_delay->post_change_function;
 
     ei->change_events |= CH_EVENT_BIT(CE_DELAY);
+
+#if 1
+    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
+#endif
   }
 
 #if 1
@@ -1047,6 +1392,19 @@ static void InitGameEngine()
   }
 #endif
 
+  /* ---------- initialize run-time trigger player and element ------------- */
+
+  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
+
+    for (j = 0; j < ei->num_change_pages; j++)
+    {
+      ei->change_page[j].actual_trigger_element = EL_EMPTY;
+      ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
+    }
+  }
+
   /* ---------- initialize trigger events ---------------------------------- */
 
   /* initialize trigger events information */
@@ -1111,14 +1469,22 @@ static void InitGameEngine()
   }
 
   /* set push delay value for Supaplex elements for newer engine versions */
-  if (game.engine_version >= VERSION_IDENT(3,0,9,0))
+  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
   {
     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
     {
       if (IS_SP_ELEMENT(i))
       {
-       element_info[i].push_delay_fixed  = 6;
+#if USE_NEW_MOVE_STYLE
+       /* set SP push delay to just enough to push under a falling zonk */
+       int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
+
+       element_info[i].push_delay_fixed  = delay;
        element_info[i].push_delay_random = 0;
+#else
+       element_info[i].push_delay_fixed  = 6;  /* just enough to escape ... */
+       element_info[i].push_delay_random = 0;  /* ... from falling zonk     */
+#endif
       }
     }
   }
@@ -1138,6 +1504,7 @@ static void InitGameEngine()
     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
   }
 
+#if 0
   /* ---------- initialize move dig/leave ---------------------------------- */
 
   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
@@ -1145,6 +1512,7 @@ static void InitGameEngine()
     element_info[i].can_leave_element = FALSE;
     element_info[i].can_leave_element_last = FALSE;
   }
+#endif
 
   /* ---------- initialize gem count --------------------------------------- */
 
@@ -1157,6 +1525,18 @@ static void InitGameEngine()
   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;
+
+  /* ---------- initialize access direction -------------------------------- */
+
+  /* initialize access direction values to default (access from every side) */
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+    if (!IS_CUSTOM_ELEMENT(i))
+      element_info[i].access_direction = MV_ALL_DIRECTIONS;
+
+  /* set access direction value for certain elements from pre-defined list */
+  for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
+    element_info[access_direction_list[i].element].access_direction =
+      access_direction_list[i].direction;
 }
 
 
@@ -1195,6 +1575,7 @@ void InitGame()
     struct PlayerInfo *player = &stored_player[i];
 
     player->index_nr = i;
+    player->index_bit = (1 << i);
     player->element_nr = EL_PLAYER_1 + i;
 
     player->present = FALSE;
@@ -1210,7 +1591,7 @@ void InitGame()
     player->lights_still_needed = 0;
     player->friends_still_needed = 0;
 
-    for (j = 0; j < 4; j++)
+    for (j = 0; j < MAX_NUM_KEYS; j++)
       player->key[j] = FALSE;
 
     player->dynabomb_count = 0;
@@ -1228,7 +1609,10 @@ void InitGame()
 
     player->use_murphy_graphic = FALSE;
 
-    player->block_last_field = FALSE;
+    player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
+    player->block_delay = -1;          /* initialized in InitPlayerField() */
+
+    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
 
     player->actual_frame_counter = 0;
 
@@ -1238,6 +1622,7 @@ void InitGame()
 
     player->is_waiting = FALSE;
     player->is_moving = FALSE;
+    player->is_auto_moving = FALSE;
     player->is_digging = FALSE;
     player->is_snapping = FALSE;
     player->is_collecting = FALSE;
@@ -1302,8 +1687,13 @@ void InitGame()
 
     player->move_delay_reset_counter = 0;
 
-    player->push_delay = 0;
+#if USE_NEW_PUSH_DELAY
+    player->push_delay       = -1;     /* initialized when pushing starts */
+    player->push_delay_value = game.initial_push_delay_value;
+#else
+    player->push_delay       = 0;
     player->push_delay_value = game.initial_push_delay_value;
+#endif
 
     player->drop_delay = 0;
 
@@ -1313,9 +1703,10 @@ void InitGame()
     player->shield_normal_time_left = 0;
     player->shield_deadly_time_left = 0;
 
+    player->inventory_infinite_element = EL_UNDEFINED;
     player->inventory_size = 0;
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
     player->LevelSolved = FALSE;
@@ -1324,18 +1715,20 @@ void InitGame()
 
   network_player_action_received = FALSE;
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
     SendToServer_MovePlayer(MV_NO_MOVING);
 #endif
 
   ZX = ZY = -1;
+  ExitX = ExitY = -1;
 
   FrameCounter = 0;
   TimeFrames = 0;
   TimePlayed = 0;
   TimeLeft = level.time;
+  TapeTime = 0;
 
   ScreenMovDir = MV_NO_MOVING;
   ScreenMovPos = 0;
@@ -1357,7 +1750,7 @@ void InitGame()
 
   game.envelope_active = FALSE;
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_BELTS; i++)
   {
     game.belt_dir[i] = MV_NO_MOVING;
     game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
@@ -1378,6 +1771,7 @@ void InitGame()
       AmoebaNr[x][y] = 0;
       WasJustMoving[x][y] = 0;
       WasJustFalling[x][y] = 0;
+      CheckCollision[x][y] = 0;
       Stop[x][y] = FALSE;
       Pushed[x][y] = FALSE;
 
@@ -1386,7 +1780,7 @@ void InitGame()
 
       ExplodePhase[x][y] = 0;
       ExplodeDelay[x][y] = 0;
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeField[x][y] = EX_TYPE_NONE;
 
       RunnerVisit[x][y] = 0;
       PlayerVisit[x][y] = 0;
@@ -1425,27 +1819,36 @@ void InitGame()
   {
     if (!IS_CUSTOM_ELEMENT(i))
     {
-      int num_phase = 9;
-      int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-      int last_phase = num_phase * delay;
+      int num_phase = 8;
+      int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
+                   game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
+                  game.emulation == EMU_SUPAPLEX ? 3 : 2);
+      int last_phase = (num_phase + 1) * delay;
       int half_phase = (num_phase / 2) * delay;
 
-      element_info[i].explosion_delay = last_phase;
+      element_info[i].explosion_delay = last_phase - 1;
       element_info[i].ignition_delay = half_phase;
 
+#if 0
+      if (i == EL_BLACK_ORB)
+       element_info[i].ignition_delay = 0;
+#else
       if (i == EL_BLACK_ORB)
        element_info[i].ignition_delay = 1;
+#endif
     }
 
-    if (element_info[i].explosion_delay < 2)   /* !!! check again !!! */
-      element_info[i].explosion_delay = 2;
+#if 0
+    if (element_info[i].explosion_delay < 1)   /* !!! check again !!! */
+      element_info[i].explosion_delay = 1;
 
     if (element_info[i].ignition_delay < 1)    /* !!! check again !!! */
       element_info[i].ignition_delay = 1;
+#endif
   }
 
   /* correct non-moving belts to start moving left */
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_BELTS; i++)
     if (game.belt_dir[i] == MV_NO_MOVING)
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
@@ -1470,6 +1873,15 @@ void InitGame()
          some_player->present = FALSE;
          some_player->active = FALSE;
 
+#if 0
+         player->element_nr = some_player->element_nr;
+#endif
+
+#if USE_NEW_BLOCK_STYLE
+         player->block_last_field = some_player->block_last_field;
+         player->block_delay = some_player->block_delay;
+#endif
+
          StorePlayer[jx][jy] = player->element_nr;
          player->jx = player->last_jx = jx;
          player->jy = player->last_jy = jy;
@@ -1623,7 +2035,7 @@ void InitGame()
 
        for (i = 0; i < element_info[element].num_change_pages; i++)
        {
-         content = element_info[element].change_page[i].content[xx][yy];
+         content= element_info[element].change_page[i].target_content[xx][yy];
          is_player = ELEM_IS_PLAYER(content);
 
          if (is_player && (found_rating < 1 || element < found_element))
@@ -1672,36 +2084,32 @@ void InitGame()
 
   CloseDoor(DOOR_CLOSE_1);
 
-  DrawLevel();
-  DrawAllPlayers();
+  /* !!! FIX THIS (START) !!! */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    InitGameEngine_EM();
+  }
+  else
+  {
+    DrawLevel();
+    DrawAllPlayers();
 
-  /* after drawing the level, correct some elements */
-  if (game.timegate_time_left == 0)
-    CloseAllOpenTimegates();
+    /* after drawing the level, correct some elements */
+    if (game.timegate_time_left == 0)
+      CloseAllOpenTimegates();
 
-  if (setup.soft_scrolling)
-    BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+    if (setup.soft_scrolling)
+      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
 
-  redraw_mask |= REDRAW_FROM_BACKBUFFER;
-  FadeToFront();
+    redraw_mask |= REDRAW_FROM_BACKBUFFER;
+    FadeToFront();
+  }
+  /* !!! FIX THIS (END) !!! */
 
   /* copy default game door content to main double buffer */
   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), FONT_TEXT_2);
-  else
-  {
-    DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
-               int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
-    BlitBitmap(drawto, drawto,
-              DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
-              getFontWidth(FONT_LEVEL_NUMBER) * 3,
-              getFontHeight(FONT_LEVEL_NUMBER) - 1,
-              DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
-  }
-
   DrawGameDoorValues();
 
   UnmapGameButtons();
@@ -1727,7 +2135,7 @@ void InitGame()
 
   if (options.debug)
   {
-    for (i = 0; i < 4; i++)
+    for (i = 0; i < MAX_PLAYERS; i++)
       printf("Player %d %sactive.\n",
             i + 1, (stored_player[i].active ? "" : "not "));
   }
@@ -1737,6 +2145,15 @@ void InitGame()
 #endif
 }
 
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+{
+  /* this is used for non-R'n'D game engines to update certain engine values */
+
+  /* needed to determine if sounds are played within the visible screen area */
+  scroll_x = actual_scroll_x;
+  scroll_y = actual_scroll_y;
+}
+
 void InitMovDir(int x, int y)
 {
   int i, element = Feld[x][y];
@@ -1847,7 +2264,13 @@ void InitMovDir(int x, int y)
        else if (move_pattern == MV_ALONG_LEFT_SIDE ||
                 move_pattern == MV_ALONG_RIGHT_SIDE)
        {
-         for (i = 0; i < 4; i++)
+#if 1
+         /* use random direction as default start direction */
+         if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+           MovDir[x][y] = 1 << RND(4);
+#endif
+
+         for (i = 0; i < NUM_DIRECTIONS; i++)
          {
            int x1 = x + xy[i][0];
            int y1 = y + xy[i][1];
@@ -1874,7 +2297,7 @@ void InitMovDir(int x, int y)
            element != EL_BD_FIREFLY)
          break;
 
-       for (i = 0; i < 4; i++)
+       for (i = 0; i < NUM_DIRECTIONS; i++)
        {
          int x1 = x + xy[i][0];
          int y1 = y + xy[i][1];
@@ -1959,7 +2382,9 @@ void GameWon()
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+      DrawGameValue_Time(TimeLeft);
+
       BackToFront();
 
       if (!tape.playing)
@@ -1985,7 +2410,9 @@ void GameWon()
        TimePlayed += 10;
       else
        TimePlayed++;
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+      DrawGameValue_Time(TimePlayed);
+
       BackToFront();
 
       if (!tape.playing)
@@ -1997,8 +2424,9 @@ void GameWon()
   }
 
   /* close exit door after last player */
-  if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
-       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
+  if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
+      (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
+       Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
   {
     int element = Feld[ExitX][ExitY];
 
@@ -2009,7 +2437,9 @@ void GameWon()
   }
 
   /* Hero disappears */
-  DrawLevelField(ExitX, ExitY);
+  if (ExitX >= 0 && ExitY >= 0)
+    DrawLevelField(ExitX, ExitY);
+
   BackToFront();
 
   if (tape.playing)
@@ -2118,6 +2548,37 @@ int NewHiScore()
   return position;
 }
 
+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 0
+    if (element == EL_SPRING)
+      step = sign * MOVE_STEPSIZE_NORMAL * 2;
+    else if (CAN_FALL(element) && !CAN_MOVE(element) &&
+            y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
+      step = sign * MOVE_STEPSIZE_NORMAL / 2;
+#else
+    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;
+#endif
+  }
+
+  return step;
+}
+
 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
 {
   if (player->GfxAction != action || player->GfxDir != dir)
@@ -2157,11 +2618,32 @@ void InitMovingField(int x, int y, int direction)
   if (!WasJustMoving[x][y] || direction != MovDir[x][y])
     ResetGfxAnimation(x, y);
 
-  MovDir[newx][newy] = MovDir[x][y] = direction;
+#if USE_CAN_MOVE_NOT_MOVING
+
+  MovDir[x][y] = direction;
   GfxDir[x][y] = direction;
+  GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
+                    ACTION_FALLING : ACTION_MOVING);
 
-  if (Feld[newx][newy] == EL_EMPTY)
-    Feld[newx][newy] = EL_BLOCKED;
+  if (getElementMoveStepsize(x, y) != 0)       /* moving or being moved */
+  {
+    if (Feld[newx][newy] == EL_EMPTY)
+      Feld[newx][newy] = EL_BLOCKED;
+
+    MovDir[newx][newy] = MovDir[x][y];
+    GfxFrame[newx][newy] = GfxFrame[x][y];
+    GfxRandom[newx][newy] = GfxRandom[x][y];
+    GfxAction[newx][newy] = GfxAction[x][y];
+    GfxDir[newx][newy] = GfxDir[x][y];
+  }
+
+#else
+
+  MovDir[newx][newy] = MovDir[x][y] = direction;
+  GfxDir[x][y] = direction;
+
+  if (Feld[newx][newy] == EL_EMPTY)
+    Feld[newx][newy] = EL_BLOCKED;
 
   if (direction == MV_DOWN && CAN_FALL(element))
     GfxAction[x][y] = ACTION_FALLING;
@@ -2172,6 +2654,7 @@ void InitMovingField(int x, int y, int direction)
   GfxRandom[newx][newy] = GfxRandom[x][y];
   GfxAction[newx][newy] = GfxAction[x][y];
   GfxDir[newx][newy] = GfxDir[x][y];
+#endif
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -2253,6 +2736,10 @@ static void RemoveField(int x, int y)
   ChangePage[x][y] = -1;
   Pushed[x][y] = FALSE;
 
+#if 0
+  ExplodeField[x][y] = EX_TYPE_NONE;
+#endif
+
   GfxElement[x][y] = EL_UNDEFINED;
   GfxAction[x][y] = ACTION_DEFAULT;
   GfxDir[x][y] = MV_NO_MOVING;
@@ -2270,8 +2757,25 @@ void RemoveMovingField(int x, int y)
   if (IS_MOVING(x, y))
   {
     Moving2Blocked(x, y, &newx, &newy);
+#if 0
     if (Feld[newx][newy] != EL_BLOCKED)
       return;
+#else
+    if (Feld[newx][newy] != EL_BLOCKED)
+    {
+      /* element is moving, but target field is not free (blocked), but
+        already occupied by something different (example: acid pool);
+        in this case, only remove the moving field, but not the target */
+
+      RemoveField(oldx, oldy);
+
+      Store[oldx][oldy] = Store2[oldx][oldy] = 0;
+
+      DrawLevelField(oldx, oldy);
+
+      return;
+    }
+#endif
   }
   else if (element == EL_BLOCKED)
   {
@@ -2361,49 +2865,120 @@ void CheckDynamite(int x, int y)
   Bang(x, y);
 }
 
-void RelocatePlayer(int x, int y, int element)
+void DrawRelocatePlayer(struct PlayerInfo *player)
 {
-  struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
-  boolean no_delay = (tape.index_search);
+  boolean no_delay = (tape.warp_forward);
   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int jx = player->jx;
+  int jy = player->jy;
 
-  if (player->GameOver)                /* do not reanimate dead player */
-    return;
-
+  if (level.instant_relocation)
+  {
 #if 1
-  RemoveField(x, y);           /* temporarily remove newly placed player */
-  DrawLevelField(x, y);
-#endif
+    int offset = (setup.scroll_delay ? 3 : 0);
 
-  if (player->present)
-  {
-    while (player->MovPos)
+    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
     {
-      ScrollPlayer(player, SCROLL_GO_ON);
-      ScrollScreen(NULL, SCROLL_GO_ON);
-      FrameCounter++;
+      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                 local_player->jx - MIDPOSX);
 
-      DrawPlayer(player);
+      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                 local_player->jy - MIDPOSY);
+    }
+    else
+    {
+      if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
+         (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+       scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
 
-      BackToFront();
-      Delay(wait_delay_value);
+      if ((player->MovDir == MV_UP  && scroll_y > jy - MIDPOSY + offset) ||
+         (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+       scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
     }
+#else
+    scroll_x += (local_player->jx - old_jx);
+    scroll_y += (local_player->jy - old_jy);
 
-    DrawPlayer(player);                /* needed here only to cleanup last field */
-    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+    /* don't scroll over playfield boundaries */
+    if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+      scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
 
-    player->is_moving = FALSE;
+    /* don't scroll over playfield boundaries */
+    if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+      scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+#endif
+
+    RedrawPlayfield(TRUE, 0,0,0,0);
   }
+  else
+  {
+#if 1
+#if 0
+    int offset = (setup.scroll_delay ? 3 : 0);
+#endif
+    int scroll_xx = -999, scroll_yy = -999;
 
-  Feld[x][y] = element;
-  InitPlayerField(x, y, element, TRUE);
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
 
-  if (player == local_player)
-  {
+    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);
+
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
+
+      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(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+#else
     int scroll_xx = -999, scroll_yy = -999;
 
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
     while (scroll_xx != scroll_x || scroll_yy != scroll_y)
     {
       int dx = 0, dy = 0;
@@ -2420,6 +2995,14 @@ void RelocatePlayer(int x, int y, int element)
       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
 
+#if 1
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+#else
+      if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+       break;
+#endif
+
       scroll_x -= dx;
       scroll_y -= dy;
 
@@ -2438,21 +3021,176 @@ void RelocatePlayer(int x, int y, int element)
       BackToFront();
       Delay(wait_delay_value);
     }
+#endif
+
+    DrawPlayer(player);
+    BackToFront();
+    Delay(wait_delay_value);
   }
 }
 
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+#if 1
+  int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
+#else
+  int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
+#endif
+  struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+  boolean ffwd_delay = (tape.playing && tape.fast_forward);
+  boolean no_delay = (tape.warp_forward);
+  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+  int old_jx = player->jx;
+  int old_jy = player->jy;
+  int old_element = Feld[old_jx][old_jy];
+  int element = Feld[jx][jy];
+  boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+  int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+  int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
+#if 1
+  int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+  int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
+  int leave_side_horiz = move_dir_horiz;
+  int leave_side_vert  = move_dir_vert;
+#else
+  static int trigger_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 enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
+  int enter_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
+  int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
+  int leave_side_vert  = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
+#endif
+  int enter_side = enter_side_horiz | enter_side_vert;
+  int leave_side = leave_side_horiz | leave_side_vert;
+
+  if (player->GameOver)                /* do not reanimate dead player */
+    return;
+
+  if (!player_relocated)       /* no need to relocate the player */
+    return;
+
+  if (IS_PLAYER(jx, jy))       /* player already placed at new position */
+  {
+    RemoveField(jx, jy);       /* temporarily remove newly placed player */
+    DrawLevelField(jx, jy);
+  }
+
+  if (player->present)
+  {
+    while (player->MovPos)
+    {
+      ScrollPlayer(player, SCROLL_GO_ON);
+      ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if USE_NEW_MOVE_DELAY
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
+      FrameCounter++;
+#endif
+
+      DrawPlayer(player);
+
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+
+    DrawPlayer(player);                /* needed here only to cleanup last field */
+    DrawLevelField(player->jx, player->jy);    /* remove player graphic */
+
+    player->is_moving = FALSE;
+  }
+
+#if 1
+  if (IS_CUSTOM_ELEMENT(old_element))
+    CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                              CE_LEFT_BY_PLAYER,
+                              player->index_bit, leave_side);
+
+  CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                     CE_OTHER_GETS_LEFT,
+                                     player->index_bit, leave_side);
+#endif
+
+  Feld[jx][jy] = el_player;
+  InitPlayerField(jx, jy, el_player, TRUE);
+
+  if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
+  {
+    Feld[jx][jy] = element;
+    InitField(jx, jy, FALSE);
+  }
+
+#if 1
+  if (player == local_player)  /* only visually relocate local player */
+    DrawRelocatePlayer(player);
+#endif
+
+#if 1
+  TestIfHeroTouchesBadThing(jx, jy);
+  TestIfPlayerTouchesCustomElement(jx, jy);
+#endif
+
+#if 0
+  printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
+#endif
+
+#if 0
+#if 0
+  /* needed to allow change of walkable custom element by entering player */
+  if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
+    Changed[jx][jy] = 0;       /* allow another change (but prevent loop) */
+#else
+  /* needed to allow change of walkable custom element by entering player */
+  Changed[jx][jy] = 0;         /* allow another change */
+#endif
+#endif
+
+#if 0
+  printf("::: player entering %d, %d from %s ...\n", jx, jy,
+        enter_side == MV_LEFT  ? "left" :
+        enter_side == MV_RIGHT ? "right" :
+        enter_side == MV_UP    ? "top" :
+        enter_side == MV_DOWN  ? "bottom" : "oops! no idea!");
+#endif
+
+#if 1
+  if (IS_CUSTOM_ELEMENT(element))
+    CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+                              player->index_bit, enter_side);
+
+  CheckTriggeredElementChangeByPlayer(jx, jy, element,
+                                     CE_OTHER_GETS_ENTERED,
+                                     player->index_bit, enter_side);
+#endif
+}
+
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
+#if 0
   int num_phase = 9;
+#endif
+
+  /* !!! eliminate this variable !!! */
   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+#if 1
+  int last_phase;
+#else
   int last_phase = num_phase * delay;
   int half_phase = (num_phase / 2) * delay;
   int first_phase_after_start = EX_PHASE_START + 1;
+#endif
   int border_element;
 
-  int last_phase_TEST = last_phase;
-
   if (game.explosions_delayed)
   {
     ExplodeField[ex][ey] = mode;
@@ -2463,16 +3201,28 @@ void Explode(int ex, int ey, int phase, int mode)
   {
     int center_element = Feld[ex][ey];
 
+#if 0
+    printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
+#endif
+
 #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))
+       center_element == EL_EMPTY &&
+       (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
       return;
 #endif
 
-    if (mode == EX_NORMAL || mode == EX_CENTER)
+#if 1
+    if (mode == EX_TYPE_NORMAL ||
+       mode == EX_TYPE_CENTER ||
+       mode == EX_TYPE_CROSS)
       PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+#else
+    if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
+      PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+#endif
 
     /* remove things displayed in background while burning dynamite */
     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
@@ -2487,19 +3237,42 @@ void Explode(int ex, int ey, int phase, int mode)
     }
 
 #if 1
+
+#if 1
+    last_phase = element_info[center_element].explosion_delay + 1;
+#else
     last_phase = element_info[center_element].explosion_delay;
 #endif
 
+#if 0
+    printf("::: %d -> %d\n", center_element, last_phase);
+#endif
+#endif
+
     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 1
+#if 1
       if (!IN_LEV_FIELD(x, y) ||
-         ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+         (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
+         (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
+       continue;
+#else
+      if (!IN_LEV_FIELD(x, y) ||
+         (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
+       continue;
+#endif
+#else
+      if (!IN_LEV_FIELD(x, y) ||
+         ((mode != EX_TYPE_NORMAL ||
+           center_element == EL_AMOEBA_TO_DIAMOND) &&
           (x != ex || y != ey)))
        continue;
+#endif
 
       element = Feld[x][y];
 
@@ -2518,10 +3291,17 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
 #else
       /* indestructible elements can only explode in center (but not flames) */
+#if 1
+      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
+                                          mode == EX_TYPE_BORDER)) ||
+         element == EL_FLAMES)
+       continue;
+#else
       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
          element == EL_FLAMES)
        continue;
 #endif
+#endif
 
 #else
       if ((IS_INDESTRUCTIBLE(element) &&
@@ -2531,13 +3311,30 @@ void Explode(int ex, int ey, int phase, int mode)
        continue;
 #endif
 
+#if 1
+      if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
+         (game.engine_version < VERSION_IDENT(3,1,0,0) ||
+          (x == ex && y == ey && mode != EX_TYPE_BORDER)))
+#else
       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+#endif
       {
        if (IS_ACTIVE_BOMB(element))
        {
          /* re-activate things under the bomb like gate or penguin */
+#if 1
+         Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
+         Back[x][y] = 0;
+#else
          Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
          Store[x][y] = 0;
+#endif
+
+#if 0
+       printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
+              element_info[Feld[x][y]].token_name,
+              Store[x][y], Store2[x][y]);
+#endif
        }
 
        continue;
@@ -2547,9 +3344,21 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 0
       if (IS_INDESTRUCTIBLE(element))
        Back[x][y] = element;
+#else
+#if 1
+#if 1
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+         (x != ex || y != ey || mode == EX_TYPE_BORDER))
+       Back[x][y] = element;
+#else
+      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
+         (x != ex || y != ey))
+       Back[x][y] = element;
+#endif
 #else
       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
        Back[x][y] = element;
+#endif
 #endif
 
       /* ignite explodable elements reached by other explosion */
@@ -2588,8 +3397,13 @@ void Explode(int ex, int ey, int phase, int mode)
            break;
        }
 
+#if 1
+       if (PLAYERINFO(ex, ey)->use_murphy_graphic)
+         Store[x][y] = EL_EMPTY;
+#else
        if (game.emulation == EMU_SUPAPLEX)
          Store[x][y] = EL_EMPTY;
+#endif
       }
       else if (center_element == EL_MOLE)
        Store[x][y] = EL_EMERALD_RED;
@@ -2629,10 +3443,15 @@ void Explode(int ex, int ey, int phase, int mode)
       else
        Store[x][y] = EL_EMPTY;
 
-      if (x != ex || y != ey ||
-         center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
+         center_element == EL_AMOEBA_TO_DIAMOND)
        Store2[x][y] = element;
 
+#if 0
+      printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
+            element_info[Store2[x][y]].token_name);
+#endif
+
 #if 0
       if (AmoebaNr[x][y] &&
          (element == EL_AMOEBA_FULL ||
@@ -2663,6 +3482,15 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 1
       ExplodeDelay[x][y] = last_phase;
 #endif
+
+#if 0
+#if 1
+      GfxFrame[x][y] = 0;      /* animation does not start until next frame */
+#else
+      GfxFrame[x][y] = -1;     /* animation does not start until next frame */
+#endif
+#endif
+
       Stop[x][y] = TRUE;
     }
 
@@ -2670,6 +3498,11 @@ void Explode(int ex, int ey, int phase, int mode)
       game.yamyam_content_nr =
        (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
 
+#if 0
+  printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
+        element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
+#endif
+
     return;
   }
 
@@ -2679,6 +3512,15 @@ void Explode(int ex, int ey, int phase, int mode)
   x = ex;
   y = ey;
 
+#if 1
+  if (phase == 1)
+    GfxFrame[x][y] = 0;                /* restart explosion animation */
+#endif
+
+#if 0
+  printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
+
 #if 1
   last_phase = ExplodeDelay[x][y];
 #endif
@@ -2706,120 +3548,86 @@ void Explode(int ex, int ey, int phase, int mode)
 #if 1
 
   border_element = Store2[x][y];
+#if 1
+  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
+    border_element = StorePlayer[x][y];
+#else
   if (IS_PLAYER(x, y))
     border_element = StorePlayer[x][y];
+#endif
+
+#if 0
+  printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
+        element_info[border_element].token_name, Store2[x][y]);
+#endif
+
+#if 0
+  printf("::: phase == %d\n", phase);
+#endif
 
   if (phase == element_info[border_element].ignition_delay ||
       phase == last_phase)
   {
+    boolean border_explosion = FALSE;
+
+#if 1
+#if 1
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
+       !PLAYER_EXPLOSION_PROTECTED(x, y))
+#else
+    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
+#endif
+#else
     if (IS_PLAYER(x, y))
+#endif
     {
-      if (phase == 2)
-       printf("::: IS_PLAYER\n");
-
       KillHeroUnlessExplosionProtected(x, y);
-      return;
+      border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: IS_PLAYER\n");
+#endif
     }
-    else if (CAN_EXPLODE_BY_FIRE(border_element))
+    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
     {
-      if (phase == 2)
-       printf("::: CAN_EXPLODE_BY_FIRE\n");
+#if 0
+      printf("::: %d,%d: %d %s\n", x, y, border_element,
+            element_info[border_element].token_name);
+#endif
 
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
       Bang(x, y);
-      return;
+      border_explosion = TRUE;
+
+#if 0
+      if (phase == last_phase)
+       printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
+#endif
     }
     else if (border_element == EL_AMOEBA_TO_DIAMOND)
     {
-      if (phase == 2)
-       printf("::: EL_AMOEBA_TO_DIAMOND\n");
-
       AmoebeUmwandeln(x, y);
-      return;
-    }
-  }
-
-  if (phase == last_phase)
-  {
-    int element;
-
-    element = Feld[x][y] = Store[x][y];
-    Store[x][y] = Store2[x][y] = 0;
-    GfxElement[x][y] = EL_UNDEFINED;
-
-    /* player can escape from explosions and might therefore be still alive */
-    if (element >= EL_PLAYER_IS_EXPLODING_1 &&
-       element <= EL_PLAYER_IS_EXPLODING_4)
-      Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
-                   EL_EMPTY :
-                   element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
-                   element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
-                   element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
-                   EL_EMERALD_PURPLE);
-
-    /* restore probably existing indestructible background element */
-    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;
+      Store2[x][y] = 0;
+      border_explosion = TRUE;
 
-    InitField(x, y, FALSE);
-#if 1
-    /* !!! not needed !!! */
-    if (CAN_MOVE(element))
-      InitMovDir(x, y);
+#if 0
+      if (phase == last_phase)
+       printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
+              element_info[border_element].explosion_delay,
+              element_info[border_element].ignition_delay,
+              phase);
 #endif
-    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 (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
-  {
 #if 1
-    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-#else
-    int stored = Store[x][y];
-    int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
-                  stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
-                  IMG_SP_EXPLOSION);
-#endif
-    int frame = getGraphicAnimationFrame(graphic, phase - delay);
-
-#if 0
-    printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
-          element_info[GfxElement[x][y]].token_name,
-          graphic);
+    /* if an element just explodes due to another explosion (chain-reaction),
+       do not immediately end the new explosion when it was the last frame of
+       the explosion (as it would be done in the following "if"-statement!) */
+    if (border_explosion && phase == last_phase)
+      return;
 #endif
-
-    if (phase == delay)
-      DrawLevelFieldCrumbledSand(x, y);
-
-    if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
-    {
-      DrawLevelElement(x, y, Back[x][y]);
-      DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
-    }
-    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);
   }
 
 #else
@@ -2841,7 +3649,7 @@ void Explode(int ex, int ey, int phase, int mode)
 
     if (IS_PLAYER(x, y))
       KillHeroUnlessExplosionProtected(x, y);
-    else if (CAN_EXPLODE_BY_FIRE(element))
+    else if (CAN_EXPLODE_BY_EXPLOSION(element))
     {
       Feld[x][y] = Store2[x][y];
       Store2[x][y] = 0;
@@ -2850,11 +3658,20 @@ void Explode(int ex, int ey, int phase, int mode)
     else if (element == EL_AMOEBA_TO_DIAMOND)
       AmoebeUmwandeln(x, y);
   }
+#endif
 
   if (phase == last_phase)
   {
     int element;
 
+#if 0
+  printf("::: done: phase == %d\n", phase);
+#endif
+
+#if 0
+    printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
+#endif
+
     element = Feld[x][y] = Store[x][y];
     Store[x][y] = Store2[x][y] = 0;
     GfxElement[x][y] = EL_UNDEFINED;
@@ -2879,11 +3696,21 @@ void Explode(int ex, int ey, int phase, int mode)
     ChangeDelay[x][y] = 0;
     ChangePage[x][y] = -1;
 
+#if 1
+    InitField_WithBug2(x, y, FALSE);
+#else
     InitField(x, y, FALSE);
 #if 1
     /* !!! not needed !!! */
+#if 1
+    if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+       CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
+      InitMovDir(x, y);
+#else
     if (CAN_MOVE(element))
       InitMovDir(x, y);
+#endif
+#endif
 #endif
     DrawLevelField(x, y);
 
@@ -2892,13 +3719,17 @@ void Explode(int ex, int ey, int phase, int mode)
     if (GFX_CRUMBLED(element))
       DrawLevelFieldCrumbledSandNeighbours(x, y);
 
-    if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+    if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
       StorePlayer[x][y] = 0;
 
     if (ELEM_IS_PLAYER(element))
       RelocatePlayer(x, y, element);
   }
+#if 1
+  else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#else
   else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+#endif
   {
 #if 1
     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
@@ -2908,7 +3739,20 @@ void Explode(int ex, int ey, int phase, int mode)
                   stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
                   IMG_SP_EXPLOSION);
 #endif
+#if 1
+    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+#else
     int frame = getGraphicAnimationFrame(graphic, phase - delay);
+#endif
+
+#if 0
+  printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
+#endif
+
+#if 0
+    printf("::: %d / %d [%d - %d]\n",
+          GfxFrame[x][y], phase - delay, phase, delay);
+#endif
 
 #if 0
     printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
@@ -2932,7 +3776,6 @@ void Explode(int ex, int ey, int phase, int mode)
     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
-#endif
 }
 
 void DynaExplode(int ex, int ey)
@@ -2958,14 +3801,14 @@ void DynaExplode(int ex, int ey)
     player->dynabombs_left++;
   }
 
-  Explode(ex, ey, EX_PHASE_START, EX_CENTER);
+  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     for (j = 1; j <= dynabomb_size; j++)
     {
-      int x = ex + j * xy[i % 4][0];
-      int y = ey + j * xy[i % 4][1];
+      int x = ex + j * xy[i][0];
+      int y = ey + j * xy[i][1];
       int element;
 
       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
@@ -2977,14 +3820,24 @@ void DynaExplode(int ex, int ey)
       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
        continue;
 
-      Explode(x, y, EX_PHASE_START, EX_BORDER);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
 
+#if 1
+#if 1
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !IS_DIGGABLE(element) && !dynabomb_xl)
+       break;
+#else
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         !CAN_GROW_INTO(element) && !dynabomb_xl)
+       break;
+#endif
+#else
       /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
-      if (element != EL_EMPTY &&
-         element != EL_SAND &&
-         element != EL_EXPLOSION &&
-         !dynabomb_xl)
+      if (element != EL_EMPTY && element != EL_EXPLOSION &&
+         element != EL_SAND && !dynabomb_xl)
        break;
+#endif
     }
   }
 }
@@ -3037,7 +3890,7 @@ void Bang(int x, int y)
     case EL_PACMAN:
     case EL_MOLE:
       RaiseScoreElement(element);
-      Explode(x, y, EX_PHASE_START, EX_NORMAL);
+      Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
     case EL_DYNABOMB_PLAYER_1_ACTIVE:
     case EL_DYNABOMB_PLAYER_2_ACTIVE:
@@ -3051,18 +3904,33 @@ void Bang(int x, int y)
     case EL_PENGUIN:
     case EL_LAMP:
     case EL_LAMP_ACTIVE:
+#if 1
+    case EL_AMOEBA_TO_DIAMOND:
+#endif
       if (IS_PLAYER(x, y))
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       else
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       break;
     default:
-      if (CAN_EXPLODE_DYNA(element))
+#if 1
+      if (element_info[element].explosion_type == EXPLODES_CROSS)
+#else
+      if (CAN_EXPLODE_CROSS(element))
+#endif
+#if 1
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
+#else
        DynaExplode(x, y);
+#endif
+#if 1
+      else if (element_info[element].explosion_type == EXPLODES_1X1)
+#else
       else if (CAN_EXPLODE_1X1(element))
-       Explode(x, y, EX_PHASE_START, EX_CENTER);
+#endif
+       Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
       else
-       Explode(x, y, EX_PHASE_START, EX_NORMAL);
+       Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
       break;
   }
 
@@ -3071,23 +3939,42 @@ void Bang(int x, int y)
 
 void SplashAcid(int x, int y)
 {
+#if 1
+  if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
+      (!IN_LEV_FIELD(x - 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
+    Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
+
+  if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
+      (!IN_LEV_FIELD(x + 1, y - 2) ||
+       !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
+    Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
+
+  PlayLevelSound(x, y, SND_ACID_SPLASHING);
+#else
+  /* input: position of element entering acid (obsolete) */
+
   int element = Feld[x][y];
 
+  if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
+    return;
+
   if (element != EL_ACID_SPLASH_LEFT &&
       element != EL_ACID_SPLASH_RIGHT)
   {
     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_SPLASH_LEFT;
+    if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
+       (!IN_LEV_FIELD(x - 1, y - 1) ||
+        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
+      Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
 
-    if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
-       (!IN_LEV_FIELD(x+1, y-1) ||
-        !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
-      Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
+    if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
+       (!IN_LEV_FIELD(x + 1, y - 1) ||
+        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
+      Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
   }
+#endif
 }
 
 static void InitBeltMovement()
@@ -3110,11 +3997,11 @@ static void InitBeltMovement()
   int x, y, i, j;
 
   /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_BELTS; i++)
   {
     int belt_nr = i;
 
-    for (j = 0; j < 3; j++)
+    for (j = 0; j < NUM_BELT_PARTS; j++)
     {
       int element = belt_base_active_element[belt_nr] + j;
       int graphic = el2img(element);
@@ -3132,7 +4019,7 @@ static void InitBeltMovement()
     {
       int element = Feld[x][y];
 
-      for (i = 0; i < 4; i++)
+      for (i = 0; i < NUM_BELTS; i++)
       {
        if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
        {
@@ -3198,7 +4085,7 @@ static void ToggleBeltSwitch(int x, int y)
     belt_dir_nr = 1;
 
   /* set frame order for belt animation graphic according to belt direction */
-  for (i = 0; i < 3; i++)
+  for (i = 0; i < NUM_BELT_PARTS; i++)
   {
     int element = belt_base_active_element[belt_nr] + i;
     int graphic = el2img(element);
@@ -3341,6 +4228,10 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
          Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
 
        DrawLevelField(x, y);
+
+       /* uncrumble neighbour fields, if needed */
+       if (element == EL_INVISIBLE_SAND)
+         DrawLevelFieldCrumbledSandNeighbours(x, y);
       }
       else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
               element == EL_INVISIBLE_WALL_ACTIVE ||
@@ -3350,6 +4241,10 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
          Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
 
        DrawLevelField(x, y);
+
+       /* re-crumble neighbour fields, if needed */
+       if (element == EL_INVISIBLE_SAND)
+         DrawLevelFieldCrumbledSandNeighbours(x, y);
       }
     }
   }
@@ -3399,36 +4294,13 @@ 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 = EL_UNDEFINED;
+  int smashed = EL_STEELWALL;
 
   if (!lastline)       /* check if element below was hit */
   {
@@ -3456,10 +4328,11 @@ void Impact(int x, int y)
 
   if (!lastline && smashed == EL_ACID) /* element falls into acid */
   {
-    SplashAcid(x, y);
+    SplashAcid(x, y + 1);
     return;
   }
 
+  /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
   /* only reset graphic animation if graphic really changes after impact */
   if (impact &&
       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
@@ -3475,11 +4348,13 @@ void Impact(int x, int y)
   }
   else if (impact && element == EL_PEARL)
   {
+    ResetGfxAnimation(x, y);
+
     Feld[x][y] = EL_PEARL_BREAKING;
     PlayLevelSound(x, y, SND_PEARL_BREAKING);
     return;
   }
-  else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
+  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
   {
     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
 
@@ -3594,6 +4469,8 @@ void Impact(int x, int y)
        }
        else if (smashed == EL_PEARL)
        {
+         ResetGfxAnimation(x, y);
+
          Feld[x][y + 1] = EL_PEARL_BREAKING;
          PlayLevelSound(x, y, SND_PEARL_BREAKING);
          return;
@@ -3620,17 +4497,29 @@ void Impact(int x, int y)
        }
        else
        {
-         CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+#if 0
+         TestIfElementSmashesCustomElement(x, y, MV_DOWN);
+#endif
+
+         CheckElementChange(x, y + 1, smashed, element, 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);
+#if 1
+         /* !!! TEST ONLY !!! */
+         CheckElementChangeBySide(x, y + 1, smashed, element,
+                                  CE_SWITCHED, CH_SIDE_TOP);
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
+                                           CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+#else
+         CheckTriggeredElementChangeBySide(x, y + 1, smashed,
+                                           CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
+         CheckElementChangeBySide(x, y + 1, smashed, element,
+                                  CE_SWITCHED, CH_SIDE_TOP);
+#endif
        }
       }
       else
       {
-       CheckElementChange(x, y + 1, smashed, CE_SMASHED);
+       CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
       }
     }
   }
@@ -3707,9 +4596,9 @@ inline static void TurnRoundExt(int x, int y)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
+    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
       MovDir[x][y] = right_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
       MovDir[x][y] = left_dir;
 
     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
@@ -3717,14 +4606,15 @@ inline static void TurnRoundExt(int x, int y)
     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
       MovDelay[x][y] = 1;
   }
+#if 0
   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
           element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
   {
     TestIfBadThingTouchesOtherBadThing(x, y);
 
-    if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
+    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
       MovDir[x][y] = left_dir;
-    else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
       MovDir[x][y] = right_dir;
 
     if ((element == EL_SPACESHIP ||
@@ -3735,10 +4625,38 @@ inline static void TurnRoundExt(int x, int y)
     else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
       MovDelay[x][y] = 1;
   }
+#else
+  else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
+      MovDir[x][y] = left_dir;
+    else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = right_dir;
+
+    if (element == EL_SPACESHIP        && MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+    else if (element == EL_BD_FIREFLY)     /* && MovDir[x][y] == right_dir) */
+      MovDelay[x][y] = 1;
+  }
+  else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
+  {
+    TestIfBadThingTouchesOtherBadThing(x, y);
+
+    if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
+      MovDir[x][y] = left_dir;
+    else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
+      MovDir[x][y] = right_dir;
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+#endif
   else if (element == EL_YAMYAM)
   {
-    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
+    boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -3753,8 +4671,10 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_DARK_YAMYAM)
   {
-    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);
+    boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        left_x, left_y);
+    boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
+                                                        right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -3769,8 +4689,8 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_PACMAN)
   {
-    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
-    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
+    boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
 
     if (can_turn_left && can_turn_right)
       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
@@ -3785,9 +4705,9 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_PIG)
   {
-    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 can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
     boolean should_turn_left, should_turn_right, should_move_on;
     int rnd_value = 24;
     int rnd = RND(rnd_value);
@@ -3841,16 +4761,23 @@ inline static void TurnRoundExt(int x, int y)
     xx = x + move_xy[MovDir[x][y]].x;
     yy = y + move_xy[MovDir[x][y]].y;
 
+#if 1
+    /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */
+    if (!IN_LEV_FIELD(xx, yy) ||
+        (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
+      MovDir[x][y] = old_move_dir;
+#else
     if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
       MovDir[x][y] = old_move_dir;
+#endif
 
     MovDelay[x][y] = 0;
   }
   else if (element == EL_DRAGON)
   {
-    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);
+    boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
+    boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
+    boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
     int rnd_value = 24;
     int rnd = RND(rnd_value);
 
@@ -3898,17 +4825,17 @@ inline static void TurnRoundExt(int x, int y)
   else if (element == EL_MOLE)
   {
     boolean can_move_on =
-      (MOLE_CAN_ENTER_FIELD(move_x, move_y,
+      (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
                            IS_AMOEBOID(Feld[move_x][move_y]) ||
                            Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
     if (!can_move_on)
     {
       boolean can_turn_left =
-       (MOLE_CAN_ENTER_FIELD(left_x, left_y,
+       (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
                              IS_AMOEBOID(Feld[left_x][left_y])));
 
       boolean can_turn_right =
-       (MOLE_CAN_ENTER_FIELD(right_x, right_y,
+       (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
                              IS_AMOEBOID(Feld[right_x][right_y])));
 
       if (can_turn_left && can_turn_right)
@@ -3929,10 +4856,16 @@ inline static void TurnRoundExt(int x, int y)
   }
   else if (element == EL_SPRING)
   {
+#if 0
+    if (MovDir[x][y] & MV_HORIZONTAL &&
+       !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
+      MovDir[x][y] = MV_NO_MOVING;
+#else
     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)))
+       (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
+        SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
       MovDir[x][y] = MV_NO_MOVING;
+#endif
 
     MovDelay[x][y] = 0;
   }
@@ -3968,7 +4901,13 @@ inline static void TurnRoundExt(int x, int y)
       }
     }
 
+#if 1
+    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
+       (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
+        game.engine_version < VERSION_IDENT(3,1,0,0)))
+#else
     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
+#endif
     {
       attr_x = ZX;
       attr_y = ZY;
@@ -3985,10 +4924,10 @@ inline static void TurnRoundExt(int x, int y)
        { 0, +1 }
       };
 
-      for (i = 0; i < 4; i++)
+      for (i = 0; i < NUM_DIRECTIONS; i++)
       {
-       int ex = x + xy[i % 4][0];
-       int ey = y + xy[i % 4][1];
+       int ex = x + xy[i][0];
+       int ey = y + xy[i][1];
 
        if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
        {
@@ -4037,14 +4976,14 @@ inline static void TurnRoundExt(int x, int y)
          new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
          return;
 
        MovDir[x][y] =
          new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
        Moving2Blocked(x, y, &newx, &newy);
 
-       if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
+       if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
@@ -4066,14 +5005,14 @@ inline static void TurnRoundExt(int x, int 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))
+       if (SATELLITE_CAN_ENTER_FIELD(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))
+       if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
          return;
 
        MovDir[x][y] = old_move_dir;
@@ -4093,6 +5032,11 @@ inline static void TurnRoundExt(int x, int y)
     boolean can_turn_right =
       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
 
+#if USE_CAN_MOVE_NOT_MOVING
+    if (element_info[element].move_stepsize == 0)      /* not moving */
+      return;
+#endif
+
     if (move_pattern == MV_TURNING_LEFT)
       MovDir[x][y] = left_dir;
     else if (move_pattern == MV_TURNING_RIGHT)
@@ -4203,6 +5147,16 @@ inline static void TurnRoundExt(int x, int y)
       boolean first_horiz = RND(2);
       int new_move_dir = MovDir[x][y];
 
+#if USE_CAN_MOVE_NOT_MOVING
+      if (element_info[element].move_stepsize == 0)    /* not moving */
+      {
+       first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
+       MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
+
+       return;
+      }
+#endif
+
       MovDir[x][y] =
        new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
       Moving2Blocked(x, y, &newx, &newy);
@@ -4223,7 +5177,7 @@ inline static void TurnRoundExt(int x, int y)
   else if (move_pattern == MV_WHEN_PUSHED ||
           move_pattern == MV_WHEN_DROPPED)
   {
-    if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
+    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
       MovDir[x][y] = MV_NO_MOVING;
 
     MovDelay[x][y] = 0;
@@ -4256,7 +5210,7 @@ inline static void TurnRoundExt(int x, int y)
     int start_test = RND(4);
     int i;
 
-    for (i = 0; i < 4; i++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
       int move_dir = test_dir[start_test + i];
       int move_dir_preference;
@@ -4296,7 +5250,13 @@ inline static void TurnRoundExt(int x, int y)
 
     MovDir[x][y] = new_move_dir;
     if (old_move_dir != new_move_dir)
+    {
+#if 1
+      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
+#else
       MovDelay[x][y] = 9;
+#endif
+    }
   }
 }
 
@@ -4349,7 +5309,9 @@ static boolean JustBeingPushed(int x, int y)
 
 void StartMoving(int x, int y)
 {
+#if 0
   boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
+#endif
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
 
@@ -4367,8 +5329,8 @@ void StartMoving(int x, int y)
 
   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 ((x > 0              && IS_PLAYER(x - 1, y)) ||
+       (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
       if (JustBeingPushed(x, y))
        return;
 
@@ -4498,7 +5460,7 @@ void StartMoving(int x, int y)
     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
 #endif
     {
-      SplashAcid(x, y);
+      SplashAcid(x, y + 1);
 
       InitMovingField(x, y, MV_DOWN);
       started_moving = TRUE;
@@ -4510,12 +5472,16 @@ void StartMoving(int x, int y)
 #endif
     }
 #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)) ||
+    else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+             CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
+
             (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))))
+             (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
+
+            (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)))
 
 #else
 #if 1
@@ -4544,9 +5510,16 @@ void StartMoving(int x, int y)
       WasJustFalling[x][y] = 0;
 #endif
 
+      CheckCollision[x][y] = 0;
+
+#if 0
+      if (IS_PLAYER(x, y + 1))
+       printf("::: we ARE now killing the player [%d]\n", FrameCounter);
+#endif
+
       Impact(x, y);
     }
-    else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
+    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
     {
       if (MovDir[x][y] == MV_NO_MOVING)
       {
@@ -4611,18 +5584,48 @@ void StartMoving(int x, int y)
        can_fall_both = (can_fall_left && can_fall_right);
       }
 
+#if USE_NEW_SP_SLIPPERY
+      /* !!! better use the same properties as for custom elements here !!! */
+      else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
+              can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
+      {
+       can_fall_right = FALSE;         /* slip down on left side */
+       can_fall_both = FALSE;
+      }
+#endif
+
+#if 1
+      if (can_fall_both)
+      {
+       if (game.emulation == EMU_BOULDERDASH ||
+           element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+         can_fall_right = FALSE;       /* slip down on left side */
+       else
+         can_fall_left = !(can_fall_right = RND(2));
+
+       can_fall_both = FALSE;
+      }
+#endif
+
       if (can_fall_any)
       {
+#if 0
        if (can_fall_both &&
            (game.emulation != EMU_BOULDERDASH &&
             element != EL_BD_ROCK && element != EL_BD_DIAMOND))
          can_fall_left = !(can_fall_right = RND(2));
+#endif
 
+       /* if not determined otherwise, prefer left side for slipping down */
        InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
        started_moving = TRUE;
       }
     }
+#if 0
+    else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
+#else
     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
+#endif
     {
       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
@@ -4632,20 +5635,48 @@ void StartMoving(int x, int y)
       if ((belt_dir == MV_LEFT  && left_is_free) ||
          (belt_dir == MV_RIGHT && right_is_free))
       {
+#if 1
+       int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
+#endif
+
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
+#if 1
+       Pushed[x][y] = TRUE;
+       Pushed[nextx][y] = TRUE;
+#endif
+
        GfxAction[x][y] = ACTION_DEFAULT;
       }
+      else
+      {
+       MovDir[x][y] = 0;       /* if element was moving, stop it */
+      }
     }
   }
 
   /* not "else if" because of elements that can fall and move (EL_SPRING) */
+#if 0
+  if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
+#else
   if (CAN_MOVE(element) && !started_moving)
+#endif
   {
     int move_pattern = element_info[element].move_pattern;
     int newx, newy;
 
+#if 0
+#if DEBUG
+    if (MovDir[x][y] == MV_NO_MOVING)
+    {
+      printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
+            x, y, element, element_info[element].token_name);
+      printf("StartMoving(): This should never happen!\n");
+    }
+#endif
+#endif
+
     Moving2Blocked(x, y, &newx, &newy);
 
 #if 1
@@ -4660,9 +5691,15 @@ void StartMoving(int x, int y)
 #endif
 
 #if 1
-    if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
+
+#if 1
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
+       CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
+#else
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
        WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
        (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
+#endif
     {
 #if 0
       printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
@@ -4678,6 +5715,8 @@ void StartMoving(int x, int y)
       WasJustMoving[x][y] = 0;
 #endif
 
+      CheckCollision[x][y] = 0;
+
       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
 
 #if 0
@@ -4830,11 +5869,30 @@ void StartMoving(int x, int y)
          {
            int flamed = MovingOrBlocked2Element(xx, yy);
 
-           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
+           /* !!! */
+#if 0
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
+             Bang(xx, yy);
+           else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+             RemoveMovingField(xx, yy);
+           else
+             RemoveField(xx, yy);
+#else
+           if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
              Bang(xx, yy);
            else
              RemoveMovingField(xx, yy);
+#endif
+
+#if 0
+           if (ChangeDelay[xx][yy])
+             printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
+                                       Feld[xx][yy] == EL_BLOCKED));
+#endif
 
+#if 1
+           ChangeDelay[xx][yy] = 0;
+#endif
            Feld[xx][yy] = EL_FLAMES;
            if (IN_SCR_FIELD(sx, sy))
            {
@@ -4886,6 +5944,18 @@ void StartMoving(int x, int y)
 #endif
 
     }
+#if 1
+#if 1
+    else if (CAN_MOVE_INTO_ACID(element) &&
+            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
+            (MovDir[x][y] == MV_DOWN ||
+             game.engine_version >= VERSION_IDENT(3,1,0,0)))
+#else
+    else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
+            IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
+#endif
+#else
+
     else if ((element == EL_PENGUIN ||
              element == EL_ROBOT ||
              element == EL_SATELLITE ||
@@ -4893,8 +5963,9 @@ void StartMoving(int x, int y)
              IS_CUSTOM_ELEMENT(element)) &&
             IN_LEV_FIELD(newx, newy) &&
             MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
+#endif
     {
-      SplashAcid(x, y);
+      SplashAcid(newx, newy);
       Store[x][y] = EL_ACID;
     }
     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
@@ -4922,7 +5993,7 @@ void StartMoving(int x, int y)
       }
       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
       {
-       if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
+       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
          DrawLevelField(newx, newy);
        else
          GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
@@ -5018,11 +6089,27 @@ void StartMoving(int x, int y)
          DrawLevelField(newx, newy);
        }
 
+       /* if digged element was about to explode, prevent the explosion */
+       ExplodeField[newx][newy] = EX_TYPE_NONE;
+
        PlayLevelSoundAction(x, y, action);
       }
 
-      if (new_element == element_info[element].move_enter_element)
+#if 1
+#if 1
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
+       Store[newx][newy] = element_info[element].move_leave_element;
+#else
+      Store[newx][newy] = EL_EMPTY;
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
+         element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
+       Store[newx][newy] = element_info[element].move_leave_element;
+#endif
+#else
+      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
        element_info[element].can_leave_element = TRUE;
+#endif
 
       if (move_pattern & MV_MAZE_RUNNER_STYLE)
       {
@@ -5075,11 +6162,25 @@ void StartMoving(int x, int y)
 
          MovDelay[x][y] = 50;
 
+         /* !!! */
+#if 0
+         RemoveField(newx, newy);
+#endif
          Feld[newx][newy] = EL_FLAMES;
          if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx1, newy1);
+#endif
            Feld[newx1][newy1] = EL_FLAMES;
+         }
          if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
+         {
+#if 0
+           RemoveField(newx2, newy2);
+#endif
            Feld[newx2][newy2] = EL_FLAMES;
+         }
 
          return;
        }
@@ -5109,8 +6210,15 @@ void StartMoving(int x, int y)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
+#if 0
+      /* !!! test !!! */
+      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
+#else
       if (IS_MOVING(newx, newy))
+#endif
+      {
        RemoveMovingField(newx, newy);
+      }
       else
       {
        Feld[newx][newy] = EL_EMPTY;
@@ -5163,6 +6271,27 @@ void StartMoving(int x, int y)
 
       TurnRound(x, y);
 
+#if 0
+      if (move_pattern & MV_ANY_DIRECTION &&
+         move_pattern == MovDir[x][y])
+      {
+       int blocking_element =
+         (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
+
+#if 0
+       printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
+              element_info[element].token_name,
+              element_info[blocking_element].token_name,
+              x, y, newx, newy);
+#endif
+
+       CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
+                                MovDir[x][y]);
+
+       element = Feld[x][y];   /* element might have changed */
+      }
+#endif
+
 #if 1
       if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
        DrawLevelElementAnimation(x, y, element);
@@ -5204,6 +6333,7 @@ void StartMoving(int x, int y)
 void ContinueMoving(int x, int y)
 {
   int element = Feld[x][y];
+  int stored = Store[x][y];
   struct ElementInfo *ei = &element_info[element];
   int direction = MovDir[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
@@ -5212,12 +6342,25 @@ void ContinueMoving(int x, int y)
 #if 0
   int nextx = newx + dx, nexty = newy + dy;
 #endif
-  boolean pushed = Pushed[x][y];
+#if 1
+  boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
+  boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
+#else
+  boolean pushed_by_player = Pushed[x][y];
+#endif
 
   MovPos[x][y] += getElementMoveStepsize(x, y);
 
-  if (pushed)          /* special case: moving object pushed by player */
+#if 0
+  if (pushed_by_player && IS_PLAYER(x, y))
+  {
+    /* special case: moving object pushed by player */
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+  }
+#else
+  if (pushed_by_player)        /* special case: moving object pushed by player */
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+#endif
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
@@ -5232,7 +6375,13 @@ void ContinueMoving(int x, int y)
   Feld[newx][newy] = element;
   MovPos[x][y] = 0;    /* force "not moving" for "crumbled sand" */
 
-  if (element == EL_MOLE)
+#if 1
+  if (Store[x][y] == EL_ACID)  /* element is moving into acid pool */
+  {
+    element = Feld[newx][newy] = EL_ACID;
+  }
+#endif
+  else if (element == EL_MOLE)
   {
     Feld[x][y] = EL_SAND;
 
@@ -5291,20 +6440,42 @@ void ContinueMoving(int x, int y)
 
     Back[x][y] = Back[newx][newy] = 0;
   }
+#if 0
   else if (Store[x][y] == EL_ACID)
   {
     element = Feld[newx][newy] = EL_ACID;
   }
+#endif
+#if 0
+  else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
+          ei->move_leave_element != EL_EMPTY &&
+          (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
+           Store[x][y] != EL_EMPTY))
+  {
+    /* some elements can leave other elements behind after moving */
+
+    Feld[x][y] = ei->move_leave_element;
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
+#endif
 
-  Store[x][y] = 0;
-  MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
+  Store[x][y] = EL_EMPTY;
+  MovPos[x][y] = 0;
+  MovDir[x][y] = 0;
+  MovDelay[x][y] = 0;
   MovDelay[newx][newy] = 0;
 
-  /* copy element change control values to new field */
-  ChangeDelay[newx][newy] = ChangeDelay[x][y];
-  ChangePage[newx][newy] = ChangePage[x][y];
-  Changed[newx][newy] = Changed[x][y];
-  ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  if (CAN_CHANGE(element))
+  {
+    /* copy element change control values to new field */
+    ChangeDelay[newx][newy] = ChangeDelay[x][y];
+    ChangePage[newx][newy]  = ChangePage[x][y];
+    Changed[newx][newy]     = Changed[x][y];
+    ChangeEvent[newx][newy] = ChangeEvent[x][y];
+  }
 
   ChangeDelay[x][y] = 0;
   ChangePage[x][y] = -1;
@@ -5319,10 +6490,44 @@ void ContinueMoving(int x, int y)
 
   Pushed[x][y] = Pushed[newx][newy] = FALSE;
 
+#if 0
+  /* do this after checking for left-behind element */
   ResetGfxAnimation(x, y);     /* reset animation values for old field */
+#endif
 
 #if 1
   /* some elements can leave other elements behind after moving */
+#if 1
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
+#else
+  if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
+      (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
+      !IS_PLAYER(x, y))
+#endif
+  {
+    int move_leave_element = ei->move_leave_element;
+
+    Feld[x][y] = move_leave_element;
+
+#if USE_PREVIOUS_MOVE_DIR
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = direction;
+#endif
+
+    InitField(x, y, FALSE);
+
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+    if (ELEM_IS_PLAYER(move_leave_element))
+      RelocatePlayer(x, y, move_leave_element);
+  }
+#endif
+
+#if 0
+  /* some elements can leave other elements behind after moving */
   if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
       ei->move_leave_element != EL_EMPTY &&
       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
@@ -5339,6 +6544,11 @@ void ContinueMoving(int x, int y)
   ei->can_leave_element = FALSE;
 #endif
 
+#if 1
+  /* do this after checking for left-behind element */
+  ResetGfxAnimation(x, y);     /* reset animation values for old field */
+#endif
+
 #if 0
   /* 2.1.1 (does not work correctly for spring) */
   if (!CAN_MOVE(element))
@@ -5356,9 +6566,18 @@ void ContinueMoving(int x, int y)
     MovDir[newx][newy] = 0;
   */
 
+#if 0
+  if (!CAN_MOVE(element) ||
+      (CAN_FALL(element) && direction == MV_DOWN))
+    GfxDir[x][y] = MovDir[newx][newy] = 0;
+#else
   if (!CAN_MOVE(element) ||
-      (CAN_FALL(element) && direction == MV_DOWN))
+      (CAN_FALL(element) && direction == MV_DOWN &&
+       (element == EL_SPRING ||
+       element_info[element].move_pattern == MV_WHEN_PUSHED ||
+       element_info[element].move_pattern == MV_WHEN_DROPPED)))
     GfxDir[x][y] = MovDir[newx][newy] = 0;
+#endif
 
 #endif
 #endif
@@ -5369,17 +6588,39 @@ void ContinueMoving(int x, int y)
   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) &&
+  if (pushed_by_player && 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 */
+#if 1
+  /* prevent elements on conveyor belt from moving on in last direction */
+  if (pushed_by_conveyor && CAN_FALL(element) &&
+      direction & MV_HORIZONTAL)
+  {
+#if 0
+    if (CAN_MOVE(element))
+      InitMovDir(newx, newy);
+    else
+      MovDir[newx][newy] = 0;
+#else
+    MovDir[newx][newy] = 0;
+#endif
+  }
+#endif
+
+  if (!pushed_by_player)
   {
+    int nextx = newx + dx, nexty = newy + dy;
+    boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
+
     WasJustMoving[newx][newy] = 3;
 
     if (CAN_FALL(element) && direction == MV_DOWN)
       WasJustFalling[newx][newy] = 3;
+
+    if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
+      CheckCollision[newx][newy] = 2;
   }
 
   if (DONT_TOUCH(element))     /* object may be nasty to player or others */
@@ -5393,9 +6634,59 @@ void ContinueMoving(int x, int y)
   else if (element == EL_PENGUIN)
     TestIfFriendTouchesBadThing(newx, newy);
 
+#if USE_NEW_MOVE_STYLE
+#if 0
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+      IS_PLAYER(x, newy + 1))
+    printf("::: we would now kill the player [%d]\n", FrameCounter);
+#endif
+
+  /* give the player one last chance (one more frame) to move away */
+  if (CAN_FALL(element) && direction == MV_DOWN &&
+      (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
+      (!IS_PLAYER(x, newy + 1) ||
+       game.engine_version < VERSION_IDENT(3,1,1,0)))
+    Impact(x, newy);
+#else
   if (CAN_FALL(element) && direction == MV_DOWN &&
       (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
     Impact(x, newy);
+#endif
+
+#if 1
+
+#if USE_PUSH_BUGFIX
+#if 1
+  if (pushed_by_player && !game.use_bug_change_when_pushing)
+#else
+  if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
+#else
+  if (pushed_by_player)
+#endif
+
+  {
+#if 1
+    int dig_side = MV_DIR_OPPOSITE(direction);
+#else
+    static int trigger_sides[4] =
+    {
+      CH_SIDE_RIGHT,   /* moving left  */
+      CH_SIDE_LEFT,    /* moving right */
+      CH_SIDE_BOTTOM,  /* moving up    */
+      CH_SIDE_TOP,     /* moving down  */
+    };
+    int dig_side = trigger_sides[MV_DIR_BIT(direction)];
+#endif
+    struct PlayerInfo *player = PLAYERINFO(x, y);
+
+    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
+                              player->index_bit, dig_side);
+    CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
+                                       player->index_bit, dig_side);
+  }
+#endif
 
 #if 1
   TestIfElementTouchesCustomElement(x, y);     /* empty or new element */
@@ -5417,8 +6708,8 @@ void ContinueMoving(int x, int y)
     int hitting_element = Feld[newx][newy];
 
     /* !!! fix side (direction) orientation here and elsewhere !!! */
-    CheckElementSideChange(newx, newy, hitting_element,
-                          direction, CE_HITTING_SOMETHING, -1);
+    CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
+                            direction);
 
 #if 0
     if (IN_LEV_FIELD(nextx, nexty))
@@ -5435,8 +6726,8 @@ void ContinueMoving(int x, int y)
       {
        int i;
 
-       CheckElementSideChange(nextx, nexty, touched_element,
-                              opposite_direction, CE_HIT_BY_SOMETHING, -1);
+       CheckElementChangeBySide(nextx, nexty, touched_element,
+                                CE_HIT_BY_SOMETHING, opposite_direction);
 
        if (IS_CUSTOM_ELEMENT(hitting_element) &&
            HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
@@ -5448,11 +6739,11 @@ void ContinueMoving(int x, int y)
 
            if (change->can_change &&
                change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
-               change->sides & touched_side &&
+               change->trigger_side & touched_side &&
                change->trigger_element == touched_element)
            {
-             CheckElementSideChange(newx, newy, hitting_element,
-                                    CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
+             CheckElementChangeByPage(newx, newy, hitting_element,
+                                      touched_element, CE_OTHER_IS_HITTING,i);
              break;
            }
          }
@@ -5468,11 +6759,11 @@ void ContinueMoving(int x, int y)
 
            if (change->can_change &&
                change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
-               change->sides & hitting_side &&
+               change->trigger_side & hitting_side &&
                change->trigger_element == hitting_element)
            {
-             CheckElementSideChange(nextx, nexty, touched_element,
-                                    CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
+             CheckElementChangeByPage(nextx, nexty, touched_element,
+                                      hitting_element, CE_OTHER_GETS_HIT, i);
              break;
            }
          }
@@ -5500,7 +6791,7 @@ int AmoebeNachbarNr(int ax, int ay)
     { 0, +1 }
   };
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int x = ax + xy[i][0];
     int y = ay + xy[i][1];
@@ -5530,7 +6821,7 @@ void AmoebenVereinigen(int ax, int ay)
   if (new_group_nr == 0)
     return;
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     x = ax + xy[i][0];
     y = ay + xy[i][1];
@@ -5608,7 +6899,7 @@ void AmoebeUmwandeln(int ax, int ay)
       { 0, +1 }
     };
 
-    for (i = 0; i < 4; i++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
       x = ax + xy[i][0];
       y = ay + xy[i][1];
@@ -5788,6 +7079,15 @@ void AmoebeAbleger(int ax, int ay)
     if (!IN_LEV_FIELD(x, y))
       return;
 
+#if 1
+    if (IS_FREE(x, y) ||
+       CAN_GROW_INTO(Feld[x][y]) ||
+       Feld[x][y] == EL_QUICKSAND_EMPTY)
+    {
+      newax = x;
+      neway = y;
+    }
+#else
     /* !!! 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)
@@ -5795,6 +7095,7 @@ void AmoebeAbleger(int ax, int ay)
       newax = x;
       neway = y;
     }
+#endif
 
     if (newax == ax && neway == ay)
       return;
@@ -5804,7 +7105,7 @@ 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 < NUM_DIRECTIONS; i++)
     {
       int j = (start + i) % 4;
       int x = ax + xy[j][0];
@@ -5813,6 +7114,16 @@ void AmoebeAbleger(int ax, int ay)
       if (!IN_LEV_FIELD(x, y))
        continue;
 
+#if 1
+      if (IS_FREE(x, y) ||
+         CAN_GROW_INTO(Feld[x][y]) ||
+         Feld[x][y] == EL_QUICKSAND_EMPTY)
+      {
+       newax = x;
+       neway = y;
+       break;
+      }
+#else
       /* !!! 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)
@@ -5821,13 +7132,18 @@ void AmoebeAbleger(int ax, int ay)
        neway = y;
        break;
       }
+#endif
       else if (IS_PLAYER(x, y))
        waiting_for_player = TRUE;
     }
 
     if (newax == ax && neway == ay)            /* amoeba cannot grow */
     {
+#if 1
+      if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
+#else
       if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
+#endif
       {
        Feld[ax][ay] = EL_AMOEBA_DEAD;
        DrawLevelField(ax, ay);
@@ -5958,6 +7274,20 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
+#if 1
+    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+    {                                  /* free border field */
+      if (nachbarn >= life[2] && nachbarn <= life[3])
+      {
+       Feld[xx][yy] = element;
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+       if (!Stop[xx][yy])
+         DrawLevelField(xx, yy);
+       Stop[xx][yy] = TRUE;
+       changed = TRUE;
+      }
+    }
+#else
     /* !!! 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 */
@@ -5971,6 +7301,7 @@ void Life(int ax, int ay)
        changed = TRUE;
       }
     }
+#endif
   }
 
   if (changed)
@@ -5996,7 +7327,12 @@ static void StopRobotWheel(int x, int y)
 
 static void InitTimegateWheel(int x, int y)
 {
+#if 1
+  ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
+#else
+  /* another brainless, "type style" bug ... :-( */
   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+#endif
 }
 
 static void RunTimegateWheel(int x, int y)
@@ -6286,11 +7622,11 @@ void CheckForDragon(int x, int y)
     { 0, +1 }
   };
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     for (j = 0; j < 4; j++)
     {
-      int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+      int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
 
       if (IN_LEV_FIELD(xx, yy) &&
          (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
@@ -6305,11 +7641,11 @@ void CheckForDragon(int x, int y)
 
   if (!dragon_found)
   {
-    for (i = 0; i < 4; i++)
+    for (i = 0; i < NUM_DIRECTIONS; i++)
     {
       for (j = 0; j < 3; j++)
       {
-       int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
+       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
   
        if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
        {
@@ -6348,7 +7684,7 @@ static void WarnBuggyBase(int x, int y)
     { 0, +1 }
   };
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int xx = x + xy[i][0], yy = y + xy[i][1];
 
@@ -6383,52 +7719,107 @@ static void ChangeActiveTrap(int x, int y)
 static void ChangeElementNowExt(int x, int y, int target_element)
 {
   int previous_move_direction = MovDir[x][y];
+#if 1
+  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+                       IS_WALKABLE(Feld[x][y]));
+#else
+  boolean add_player = (ELEM_IS_PLAYER(target_element) &&
+                       IS_WALKABLE(Feld[x][y]) &&
+                       !IS_MOVING(x, y));
+#endif
 
   /* 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_EXPLOSION_PROTECTED(x, y) &&
       IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
   {
+#if 0
+    printf("::: BOOOM! [%d, '%s']\n", target_element,
+          element_info[target_element].token_name);
+#endif
+
     Bang(x, y);
     return;
   }
 
-  RemoveField(x, y);
-  Feld[x][y] = target_element;
+#if 1
+  if (!add_player)
+#endif
+  {
+#if 1
+    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+      RemoveMovingField(x, y);
+    else
+      RemoveField(x, y);
+
+    Feld[x][y] = target_element;
+#else
+    RemoveField(x, y);
+    Feld[x][y] = target_element;
+#endif
 
-  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+    ResetGfxAnimation(x, y);
+    ResetRandomAnimationValue(x, y);
 
-  ResetGfxAnimation(x, y);
-  ResetRandomAnimationValue(x, y);
+    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
+      MovDir[x][y] = previous_move_direction;
 
-  if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
-    MovDir[x][y] = previous_move_direction;
+#if 1
+    InitField_WithBug1(x, y, FALSE);
+#else
+    InitField(x, y, FALSE);
+    if (CAN_MOVE(Feld[x][y]))
+      InitMovDir(x, y);
+#endif
 
-  InitField(x, y, FALSE);
-  if (CAN_MOVE(Feld[x][y]))
-    InitMovDir(x, y);
+    DrawLevelField(x, y);
 
-  DrawLevelField(x, y);
+    if (GFX_CRUMBLED(Feld[x][y]))
+      DrawLevelFieldCrumbledSandNeighbours(x, y);
+  }
 
-  if (GFX_CRUMBLED(Feld[x][y]))
-    DrawLevelFieldCrumbledSandNeighbours(x, y);
+#if 0
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+#endif
 
+#if 0
   TestIfBadThingTouchesHero(x, y);
   TestIfPlayerTouchesCustomElement(x, y);
   TestIfElementTouchesCustomElement(x, y);
+#endif
 
+  /* "Changed[][]" not set yet to allow "entered by player" change one time */
   if (ELEM_IS_PLAYER(target_element))
     RelocatePlayer(x, y, target_element);
+
+#if 1
+  Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
+#endif
+
+#if 1
+  TestIfBadThingTouchesHero(x, y);
+  TestIfPlayerTouchesCustomElement(x, y);
+  TestIfElementTouchesCustomElement(x, y);
+#endif
 }
 
 static boolean ChangeElementNow(int x, int y, int element, int page)
 {
   struct ElementChangeInfo *change = &element_info[element].change_page[page];
+  int target_element;
+  int old_element = Feld[x][y];
 
   /* 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);
 
+  if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
+  {
+    /* reset actual trigger element and player */
+    change->actual_trigger_element = EL_EMPTY;
+    change->actual_trigger_player = EL_PLAYER_1;
+  }
+
   /* do not change already changed elements with same change event */
 #if 0
   if (Changed[x][y] & ChangeEvent[x][y])
@@ -6440,7 +7831,10 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
 
   Changed[x][y] |= ChangeEvent[x][y];  /* ignore same changes in this frame */
 
-  CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
+#if 0
+  /* !!! indirect change before direct change !!! */
+  CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
+#endif
 
   if (change->explode)
   {
@@ -6449,77 +7843,141 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
     return TRUE;
   }
 
-  if (change->use_content)
+  if (change->use_target_content)
   {
-    boolean complete_change = TRUE;
-    boolean can_change[3][3];
+    boolean complete_replace = TRUE;
+    boolean can_replace[3][3];
     int xx, yy;
 
     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
     {
-      boolean half_destructible;
+      boolean is_empty;
+      boolean is_walkable;
+      boolean is_diggable;
+      boolean is_collectible;
+      boolean is_removable;
+      boolean is_destructible;
       int ex = x + xx - 1;
       int ey = y + yy - 1;
+      int content_element = change->target_content[xx][yy];
       int e;
 
-      can_change[xx][yy] = TRUE;
+      can_replace[xx][yy] = TRUE;
 
       if (ex == x && ey == y)  /* do not check changing element itself */
        continue;
 
-      if (change->content[xx][yy] == EL_EMPTY_SPACE)
+      if (content_element == EL_EMPTY_SPACE)
       {
-       can_change[xx][yy] = FALSE;     /* do not change empty borders */
+       can_replace[xx][yy] = FALSE;    /* do not replace border with space */
 
        continue;
       }
 
       if (!IN_LEV_FIELD(ex, ey))
       {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
+
+       continue;
+      }
+
+#if 0
+      if (Changed[ex][ey])     /* do not change already changed elements */
+      {
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
 
        continue;
       }
+#endif
 
       e = Feld[ex][ey];
 
       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
        e = MovingOrBlocked2Element(ex, ey);
 
+#if 1
+
+#if 0
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
+                 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
+                  !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
+#else
+
+#if 0
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+#else
+      is_empty = (IS_FREE(ex, ey) ||
+                 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
+#endif
+
+#endif
+
+      is_walkable     = (is_empty || IS_WALKABLE(e));
+      is_diggable     = (is_empty || IS_DIGGABLE(e));
+      is_collectible  = (is_empty || IS_COLLECTIBLE(e));
+      is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
+      is_removable    = (is_diggable || is_collectible);
+
+      can_replace[xx][yy] =
+       (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
+         (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
+         (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
+         (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
+         (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
+         (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
+        !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+
+      if (!can_replace[xx][yy])
+       complete_replace = FALSE;
+#else
+      empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
+                                              IS_WALKABLE(content_element)));
+#if 1
+      half_destructible = (empty_for_element || IS_DIGGABLE(e));
+#else
       half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
+#endif
 
-      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)))
+      if ((change->replace_when <= CP_WHEN_EMPTY  && !empty_for_element) ||
+         (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
+         (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
       {
-       can_change[xx][yy] = FALSE;
-       complete_change = FALSE;
+       can_replace[xx][yy] = FALSE;
+       complete_replace = FALSE;
       }
+#endif
     }
 
-    if (!change->only_complete || complete_change)
+    if (!change->only_if_complete || complete_replace)
     {
       boolean something_has_changed = FALSE;
 
-      if (change->only_complete && change->use_random_change &&
-         RND(100) < change->random)
+      if (change->only_if_complete && change->use_random_replace &&
+         RND(100) < change->random_percentage)
        return FALSE;
 
       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
       {
        int ex = x + xx - 1;
        int ey = y + yy - 1;
+       int content_element;
 
-       if (can_change[xx][yy] && (!change->use_random_change ||
-                                  RND(100) < change->random))
+       if (can_replace[xx][yy] && (!change->use_random_replace ||
+                                   RND(100) < change->random_percentage))
        {
          if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
            RemoveMovingField(ex, ey);
 
          ChangeEvent[ex][ey] = ChangeEvent[x][y];
 
-         ChangeElementNowExt(ex, ey, change->content[xx][yy]);
+         content_element = change->target_content[xx][yy];
+         target_element = GET_TARGET_ELEMENT(content_element, change);
+
+         ChangeElementNowExt(ex, ey, target_element);
 
          something_has_changed = TRUE;
 
@@ -6535,11 +7993,18 @@ static boolean ChangeElementNow(int x, int y, int element, int page)
   }
   else
   {
-    ChangeElementNowExt(x, y, change->target_element);
+    target_element = GET_TARGET_ELEMENT(change->target_element, change);
+
+    ChangeElementNowExt(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
   }
 
+#if 1
+  /* this uses direct change before indirect change */
+  CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
+#endif
+
   return TRUE;
 }
 
@@ -6549,9 +8014,8 @@ static void ChangeElement(int x, int y, int page)
   struct ElementInfo *ei = &element_info[element];
   struct ElementChangeInfo *change = &ei->change_page[page];
 
-#if 0
 #ifdef DEBUG
-  if (!CAN_CHANGE(element))
+  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
   {
     printf("\n\n");
     printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
@@ -6560,8 +8024,18 @@ static void ChangeElement(int x, int y, int page)
     printf("\n\n");
   }
 #endif
+
+  /* this can happen with classic bombs on walkable, changing elements */
+  if (!CAN_CHANGE(element))
+  {
+#if 0
+    if (!CAN_CHANGE(Back[x][y]))       /* prevent permanent repetition */
+      ChangeDelay[x][y] = 0;
 #endif
 
+    return;
+  }
+
   if (ChangeDelay[x][y] == 0)          /* initialize element change */
   {
     ChangeDelay[x][y] = (    change->delay_fixed  * change->delay_frames +
@@ -6592,6 +8066,8 @@ static void ChangeElement(int x, int y, int page)
     {
       page = ChangePage[x][y];
       ChangePage[x][y] = -1;
+
+      change = &ei->change_page[page];
     }
 
 #if 0
@@ -6614,12 +8090,15 @@ static void ChangeElement(int x, int y, int page)
   }
 }
 
-static boolean CheckTriggeredElementSideChange(int lx, int ly,
-                                              int trigger_element,
-                                              int trigger_side,
-                                              int trigger_event)
+static boolean CheckTriggeredElementChangeExt(int lx, int ly,
+                                             int trigger_element,
+                                             int trigger_event,
+                                             int trigger_player,
+                                             int trigger_side,
+                                             int trigger_page)
 {
   int i, j, x, y;
+  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
 
   if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
     return FALSE;
@@ -6639,16 +8118,11 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly,
       struct ElementChangeInfo *change = &element_info[element].change_page[j];
 
       if (change->can_change &&
-#if 1
          change->events & CH_EVENT_BIT(trigger_event) &&
-#endif
-         change->sides & trigger_side &&
-#if 1
-         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
-#else
-         change->trigger_element == trigger_element
-#endif
-         )
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player &&
+         change->trigger_page & trigger_page_bits &&
+         IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
       {
 #if 0
        if (!(change->events & CH_EVENT_BIT(trigger_event)))
@@ -6659,6 +8133,9 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly,
        change_element = TRUE;
        page = j;
 
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
        break;
       }
     }
@@ -6685,15 +8162,13 @@ static boolean CheckTriggeredElementSideChange(int lx, int ly,
   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 boolean CheckElementSideChange(int x, int y, int element, int side,
-                                     int trigger_event, int page)
+static boolean CheckElementChangeExt(int x, int y,
+                                    int element,
+                                    int trigger_element,
+                                    int trigger_event,
+                                    int trigger_player,
+                                    int trigger_side,
+                                    int trigger_page)
 {
   if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
     return FALSE;
@@ -6704,24 +8179,75 @@ static boolean CheckElementSideChange(int x, int y, int element, int side,
     element = Feld[x][y];
   }
 
-  if (page < 0)
-    page = element_info[element].event_page_nr[trigger_event];
+#if 1
+  if (Feld[x][y] != element)   /* check if element has already changed */
+  {
+#if 0
+    printf("::: %d ('%s') != %d ('%s') [%d]\n",
+          Feld[x][y], element_info[Feld[x][y]].token_name,
+          element, element_info[element].token_name,
+          trigger_event);
+#endif
+
+    return FALSE;
+  }
+#endif
+
+#if 1
+  if (trigger_page < 0)
+  {
+    boolean change_element = FALSE;
+    int i;
+
+    for (i = 0; i < element_info[element].num_change_pages; i++)
+    {
+      struct ElementChangeInfo *change = &element_info[element].change_page[i];
+
+      if (change->can_change &&
+         change->events & CH_EVENT_BIT(trigger_event) &&
+         change->trigger_side & trigger_side &&
+         change->trigger_player & trigger_player)
+      {
+       change_element = TRUE;
+       trigger_page = i;
+
+       change->actual_trigger_element = trigger_element;
+       change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+
+       break;
+      }
+    }
+
+    if (!change_element)
+      return FALSE;
+  }
+  else
+  {
+    struct ElementInfo *ei = &element_info[element];
+    struct ElementChangeInfo *change = &ei->change_page[trigger_page];
+
+    change->actual_trigger_element = trigger_element;
+    change->actual_trigger_player = EL_PLAYER_1;       /* unused */
+  }
+
+#else
+
+  /* !!! this check misses pages with same event, but different side !!! */
 
-  if (!(element_info[element].change_page[page].sides & side))
+  if (trigger_page < 0)
+    trigger_page = element_info[element].event_page_nr[trigger_event];
+
+  if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
     return FALSE;
+#endif
 
   ChangeDelay[x][y] = 1;
   ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
-  ChangeElement(x, y, page);
+  ChangeElement(x, y, trigger_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;
@@ -6924,6 +8450,11 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
     printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
 #endif
 
+#if 0
+    /* !!! TEST !!! */
+    if (player->MovPos == 0)
+      CheckGravityMovement(player);
+#endif
     if (button1)
       snapped = SnapField(player, dx, dy);
     else
@@ -6959,9 +8490,9 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 
     /* no actions for this player (no input at player's configured device) */
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
-    CheckGravityMovement(player);
+    CheckGravityMovementWhenNotMoving(player);
 
     if (player->MovPos == 0)
       SetPlayerWaiting(player, TRUE);
@@ -7040,31 +8571,70 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
 
     /* no actions for this player (no input at player's configured device) */
 
-    DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
+    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
-    CheckGravityMovement(player);
+    CheckGravityMovementWhenNotMoving(player);
 
     if (player->MovPos == 0)
       InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
 
-    if (player->MovPos == 0)   /* needed for tape.playing */
-      player->is_moving = FALSE;
-  }
+    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
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+  int i;
+
+  /* advance frame counters (global frame counter and time frame counter) */
+  FrameCounter++;
+  TimeFrames++;
+
+  /* advance player counters (counters for move delay, move animation etc.) */
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+    int move_frames =
+      MOVE_DELAY_NORMAL_SPEED /  stored_player[i].move_delay_value;
+
+    if (!advance_player_counters)      /* not all players may be affected */
+      continue;
+
+    stored_player[i].Frame += move_frames;
+
+    if (stored_player[i].MovPos != 0)
+      stored_player[i].StepFrame += move_frames;
+
+#if USE_NEW_MOVE_DELAY
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
+#endif
 
-  if (tape.recording && num_stored_actions >= MAX_PLAYERS)
-  {
-    printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
+#if USE_NEW_PUSH_DELAY
+    /* due to bugs in previous versions, counter must count up, not down */
+    if (stored_player[i].push_delay != -1)
+      stored_player[i].push_delay++;
+#endif
 
-    TapeRecordAction(stored_player_action);
-    num_stored_actions = 0;
+    if (stored_player[i].drop_delay > 0)
+      stored_player[i].drop_delay--;
   }
 }
-#endif
 
 void GameActions()
 {
-  static unsigned long action_delay = 0;
-  unsigned long action_delay_value;
+  static unsigned long game_frame_delay = 0;
+  unsigned long game_frame_delay_value;
   int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic;
   byte *recorded_player_action;
@@ -7076,15 +8646,15 @@ void GameActions()
   if (game_status != GAME_MODE_PLAYING)
     return;
 
-  action_delay_value =
+  game_frame_delay_value =
     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
 
-  if (tape.playing && tape.index_search && !tape.pausing)
-    action_delay_value = 0;
+  if (tape.playing && tape.warp_forward && !tape.pausing)
+    game_frame_delay_value = 0;
 
   /* ---------- main game synchronization point ---------- */
 
-  WaitUntilDelayReached(&action_delay, action_delay_value);
+  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
   if (network_playing && !network_player_action_received)
   {
@@ -7094,7 +8664,7 @@ void GameActions()
 #endif
     */
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
 #endif
@@ -7122,6 +8692,22 @@ void GameActions()
 
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
+#if 1
+  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
+  if (recorded_player_action == NULL && tape.pausing)
+    return;
+#endif
+
+#if 0
+  printf("::: %d\n", stored_player[0].action);
+#endif
+
+#if 0
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].action = recorded_player_action[i];
+#endif
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     summarized_player_action |= stored_player[i].action;
@@ -7130,7 +8716,7 @@ void GameActions()
       stored_player[i].effective_action = stored_player[i].action;
   }
 
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
   if (network_playing)
     SendToServer_MovePlayer(summarized_player_action);
 #endif
@@ -7138,25 +8724,91 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
+#if 1
+  if (recorded_player_action != NULL)
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action = recorded_player_action[i];
+#endif
+
+#if 1
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    tape_action[i] = stored_player[i].effective_action;
+
+    if (tape.recording && tape_action[i] && !tape.player_participates[i])
+      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
+  }
+
+  /* only save actions from input devices, but not programmed actions */
+  if (tape.recording)
+    TapeRecordAction(tape_action);
+#endif
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
 
+#if 1
+    /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
+       - rnd_equinox_tetrachloride 048
+       - rnd_equinox_tetrachloride_ii 096
+       - rnd_emanuel_schmieg 002
+       - doctor_sloan_ww 001, 020
+    */
+    if (stored_player[i].MovPos == 0)
+      CheckGravityMovement(&stored_player[i]);
+#endif
+
+#if 1
+    /* overwrite programmed action with tape action */
     if (stored_player[i].programmed_action)
       actual_player_action = stored_player[i].programmed_action;
+#endif
+
+#if 0
+    if (stored_player[i].programmed_action)
+      printf("::: %d\n", stored_player[i].programmed_action);
+#endif
 
     if (recorded_player_action)
+    {
+#if 0
+      if (stored_player[i].programmed_action &&
+         stored_player[i].programmed_action != recorded_player_action[i])
+       printf("::: %d: %d <-> %d\n", i,
+              stored_player[i].programmed_action, recorded_player_action[i]);
+#endif
+
+#if 0
       actual_player_action = recorded_player_action[i];
+#endif
+    }
+
+#if 0
+    /* overwrite tape action with programmed action */
+    if (stored_player[i].programmed_action)
+      actual_player_action = stored_player[i].programmed_action;
+#endif
 
+#if 0
+    if (i == 0)
+      printf("::: action: %d: %x [%d]\n",
+            stored_player[i].MovPos, actual_player_action, FrameCounter);
+#endif
+
+#if 1
+    PlayerActions(&stored_player[i], actual_player_action);
+#else
     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 */
+#endif
 
     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
-#if 1
+#if 0
   if (tape.recording)
     TapeRecordAction(tape_action);
 #endif
@@ -7174,7 +8826,19 @@ void GameActions()
 #endif
 
 #if 1
+  /* for backwards compatibility, the following code emulates a fixed bug that
+     occured when pushing elements (causing elements that just made their last
+     pushing step to already (if possible) make their first falling step in the
+     same game frame, which is bad); this code is also needed to use the famous
+     "spring push bug" which is used in older levels and might be wanted to be
+     used also in newer levels, but in this case the buggy pushing code is only
+     affecting the "spring" element and no other elements */
+
+#if 1
+  if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
+#else
   if (game.engine_version < VERSION_IDENT(2,2,0,7))
+#endif
   {
     for (i = 0; i < MAX_PLAYERS; i++)
     {
@@ -7182,8 +8846,15 @@ void GameActions()
       int x = player->jx;
       int y = player->jy;
 
+#if 1
+      if (player->active && player->is_pushing && player->is_moving &&
+         IS_MOVING(x, y) &&
+         (game.engine_version < VERSION_IDENT(2,2,0,7) ||
+          Feld[x][y] == EL_SPRING))
+#else
       if (player->active && player->is_pushing && player->is_moving &&
          IS_MOVING(x, y))
+#endif
       {
        ContinueMoving(x, y);
 
@@ -7202,6 +8873,16 @@ void GameActions()
     Changed[x][y] = CE_BITMASK_DEFAULT;
     ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
 
+#if USE_NEW_BLOCK_STYLE
+    /* this must be handled before main playfield loop */
+    if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
+    {
+      MovDelay[x][y]--;
+      if (MovDelay[x][y] <= 0)
+       RemoveField(x, y);
+    }
+#endif
+
 #if DEBUG
     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
     {
@@ -7217,6 +8898,8 @@ void GameActions()
       WasJustMoving[x][y]--;
     if (WasJustFalling[x][y] > 0)
       WasJustFalling[x][y]--;
+    if (CheckCollision[x][y] > 0)
+      CheckCollision[x][y]--;
 
     GfxFrame[x][y]++;
 
@@ -7363,7 +9046,7 @@ void GameActions()
       CheckDynamite(x, y);
 #if 0
     else if (element == EL_EXPLOSION && !game.explosions_delayed)
-      Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+      Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 #endif
     else if (element == EL_AMOEBA_GROWING)
       AmoebeWaechst(x, y);
@@ -7446,6 +9129,21 @@ void GameActions()
 #endif
       element = Feld[x][y];
 
+#if 1
+      if (!IS_PLAYER(x,y) &&
+         (element == EL_EMPTY ||
+          CAN_GROW_INTO(element) ||
+          element == EL_QUICKSAND_EMPTY ||
+          element == EL_ACID_SPLASH_LEFT ||
+          element == EL_ACID_SPLASH_RIGHT))
+      {
+       if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+         Feld[x][y] = EL_AMOEBA_DROP;
+      }
+#else
       /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
       if (!IS_PLAYER(x,y) &&
          (element == EL_EMPTY ||
@@ -7460,6 +9158,7 @@ void GameActions()
            (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
          Feld[x][y] = EL_AMOEBA_DROP;
       }
+#endif
 
       random = random * 129 + 1;
     }
@@ -7479,9 +9178,9 @@ void GameActions()
       if (ExplodeField[x][y])
        Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
       else if (element == EL_EXPLOSION)
-       Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
 
-      ExplodeField[x][y] = EX_NO_EXPLOSION;
+      ExplodeField[x][y] = EX_TYPE_NONE;
     }
 
     game.explosions_delayed = TRUE;
@@ -7561,7 +9260,7 @@ void GameActions()
   if (TimeFrames >= FRAMES_PER_SECOND)
   {
     TimeFrames = 0;
-    TimePlayed++;
+    TapeTime++;
 
     for (i = 0; i < MAX_PLAYERS; i++)
     {
@@ -7576,24 +9275,29 @@ void GameActions()
       }
     }
 
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
-
-    if (TimeLeft > 0)
+    if (!level.use_step_counter)
     {
-      TimeLeft--;
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
 
-      if (TimeLeft <= 10 && setup.time_limit)
-       PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
 
-      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+       DrawGameValue_Time(TimeLeft);
 
-      if (!TimeLeft && setup.time_limit)
-       for (i = 0; i < MAX_PLAYERS; i++)
-         KillHero(&stored_player[i]);
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillHero(&stored_player[i]);
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
     }
-    else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
-      DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
   }
 
   DrawAllPlayers();
@@ -7629,7 +9333,9 @@ void GameActions()
           stored_player[0].StepFrame);
 #endif
 
-#if 1
+#if USE_NEW_MOVE_DELAY
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+#else
   FrameCounter++;
   TimeFrames++;
 
@@ -7643,6 +9349,11 @@ void GameActions()
     if (stored_player[i].MovPos != 0)
       stored_player[i].StepFrame += move_frames;
 
+#if USE_NEW_MOVE_DELAY
+    if (stored_player[i].move_delay > 0)
+      stored_player[i].move_delay--;
+#endif
+
     if (stored_player[i].drop_delay > 0)
       stored_player[i].drop_delay--;
   }
@@ -7656,6 +9367,12 @@ void GameActions()
     local_player->show_envelope = 0;
   }
 #endif
+
+#if USE_NEW_RANDOMIZE
+  /* use random number generator in every frame to make it less predictable */
+  if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+    RND(1);
+#endif
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
@@ -7727,6 +9444,7 @@ void ScrollLevel(int dx, int dy)
   redraw_mask |= REDRAW_FIELD;
 }
 
+#if 0
 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
 {
   int nextx = x + dx, nexty = y + dy;
@@ -7758,34 +9476,217 @@ static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
 
   return TRUE;
 }
+#endif
+
+static boolean canFallDown(struct PlayerInfo *player)
+{
+  int jx = player->jx, jy = player->jy;
+
+  return (IN_LEV_FIELD(jx, jy + 1) &&
+         (IS_FREE(jx, jy + 1) ||
+#if USE_NEW_BLOCK_STYLE
+          Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING ||
+#endif
+          (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
+         IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
+         !IS_WALKABLE_INSIDE(Feld[jx][jy]));
+}
+
+static boolean canPassField(int x, int y, int move_dir)
+{
+  int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+  int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+  int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
+  int nextx = x + dx;
+  int nexty = y + dy;
+  int element = Feld[x][y];
+
+  return (IS_PASSABLE_FROM(element, opposite_dir) &&
+         !CAN_MOVE(element) &&
+         IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+         IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+         (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
+}
+
+static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
+{
+  int opposite_dir = MV_DIR_OPPOSITE(move_dir);
+  int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
+  int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
+  int newx = x + dx;
+  int newy = y + dy;
+#if 0
+  int nextx = newx + dx;
+  int nexty = newy + dy;
+#endif
+
+#if 1
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+#if 0
+         (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
+#endif
+         (IS_DIGGABLE(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
+#else
+#if 1
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
+         (IS_DIGGABLE(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
+#else
+#if 1
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          canPassField(newx, newy, move_dir)));
+#else
+  return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
+         (IS_DIGGABLE(Feld[newx][newy]) ||
+          IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
+          (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
+           !CAN_MOVE(Feld[newx][newy]) &&
+           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
+           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
+           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
+#endif
+#endif
+#endif
+}
 
 static void CheckGravityMovement(struct PlayerInfo *player)
 {
   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);
+#if 1
+    int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->effective_action & MV_VERTICAL;
+#else
+    int move_dir_horizontal = player->action & MV_HORIZONTAL;
+    int move_dir_vertical   = player->action & MV_VERTICAL;
+#endif
+
+#if 1
+    boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
+    boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
+
+    int jx = player->jx, jy = player->jy;
+
+    boolean player_is_moving_to_valid_field =
+      (!player_is_snapping &&
+       (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
+       canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
+
+#if 0
     int move_dir =
-      (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
+      (player->last_move_dir & MV_HORIZONTAL ?
        (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
        (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
-    int jx = player->jx, jy = player->jy;
+#endif
+
+#if 0
+    int opposite_dir = MV_DIR_OPPOSITE(move_dir);
     int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
     int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
     int new_jx = jx + dx, new_jy = jy + dy;
-    boolean field_under_player_is_free =
-      (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+    int nextx = new_jx + dx, nexty = new_jy + dy;
+#endif
+
+#if 1
+
+#if 1
+    boolean player_can_fall_down = canFallDown(player);
+#else
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1) ||
+       (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
+#endif
+
+#else
+    boolean player_can_fall_down =
+      (IN_LEV_FIELD(jx, jy + 1) &&
+       (IS_FREE(jx, jy + 1)));
+#endif
+
+#if 0
     boolean player_is_moving_to_valid_field =
-      (IN_LEV_FIELD(new_jx, new_jy) &&
+      (
+#if 1
+       !player_is_snapping &&
+#endif
+
+#if 1
+       IN_LEV_FIELD(new_jx, new_jy) &&
+       (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
+       (IS_SP_PORT(Feld[new_jx][new_jy]) &&
+        element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
+        IN_LEV_FIELD(nextx, nexty) &&
+        element_info[Feld[nextx][nexty]].access_direction & move_dir))
+#else
+       IN_LEV_FIELD(new_jx, new_jy) &&
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
        Feld[new_jx][new_jy] == EL_SAND ||
        (IS_SP_PORT(Feld[new_jx][new_jy]) &&
-        canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
+        canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
     /* !!! extend EL_SAND to anything diggable !!! */
+#endif
+       );
+#endif
+
+#if 0
+    boolean player_is_standing_on_valid_field =
+      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+       (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
+#endif
+
+#if 0
+    printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
+          player_can_fall_down,
+          player_is_standing_on_valid_field,
+          player_is_moving_to_valid_field,
+          (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
+          player->effective_action,
+          player->can_fall_into_acid);
+#endif
 
-    if (field_under_player_is_free &&
-       !player_is_moving_to_valid_field &&
-       !IS_WALKABLE_INSIDE(Feld[jx][jy]))
+    if (player_can_fall_down &&
+#if 0
+       !player_is_standing_on_valid_field &&
+#endif
+       !player_is_moving_to_valid_field)
+    {
+#if 0
+      printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
+            jx, jy, FrameCounter);
+#endif
+
+      player->programmed_action = MV_DOWN;
+    }
+  }
+}
+
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
+{
+#if 1
+  return CheckGravityMovement(player);
+#endif
+
+  if (game.gravity && !player->programmed_action)
+  {
+    int jx = player->jx, jy = player->jy;
+    boolean field_under_player_is_free =
+      (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
+    boolean player_is_standing_on_valid_field =
+      (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
+       (IS_WALKABLE(Feld[jx][jy]) &&
+       !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
+
+    if (field_under_player_is_free && !player_is_standing_on_valid_field)
       player->programmed_action = MV_DOWN;
   }
 }
@@ -7801,7 +9702,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
                          int dx, int dy, int real_dx, int real_dy)
 {
 #if 0
-  static int change_sides[4][2] =
+  static int trigger_sides[4][2] =
   {
     /* enter side        leave side */
     { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      /* moving left  */
@@ -7813,8 +9714,8 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
                        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];
+  int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+  int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
 #endif
   int jx = player->jx, jy = player->jy;
   int new_jx = jx + dx, new_jy = jy + dy;
@@ -7845,7 +9746,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
   {
     if (element == EL_ACID && dx == 0 && dy == 1)
     {
-      SplashAcid(jx, jy);
+      SplashAcid(new_jx, new_jy);
       Feld[jx][jy] = EL_PLAYER_1;
       InitMovingField(jx, jy, MV_DOWN);
       Store[jx][jy] = EL_ACID;
@@ -7858,13 +9759,13 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
     return MF_MOVING;
   }
 
-  can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
+  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
   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;
+    return MF_NO_ACTION;       /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
 
   StorePlayer[jx][jy] = 0;
   player->last_jx = jx;
@@ -7878,7 +9779,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 
   player->step_counter++;
 
+#if 0
   player->drop_delay = 0;
+#endif
 
   PlayerVisit[jx][jy] = FrameCounter;
 
@@ -7887,18 +9790,17 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 #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);
+    CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
+                                     leave_side);
+    CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
   }
 
   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);
+    CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+                                     CE_OTHER_GETS_ENTERED, enter_side);
+    CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
+                            CE_ENTERED_BY_PLAYER, enter_side);
   }
 #endif
 
@@ -7938,11 +9840,45 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       !tape.playing)
     return FALSE;
 #else
+
+#if 1
+
+#if 0
+  printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
+        player->move_delay + player->move_delay_value);
+#endif
+
+#if USE_NEW_MOVE_DELAY
+  if (player->move_delay > 0)
+#else
+  if (!FrameReached(&player->move_delay, player->move_delay_value))
+#endif
+  {
+#if 0
+    printf("::: can NOT move\n");
+#endif
+
+    return FALSE;
+  }
+#else
   if (!FrameReached(&player->move_delay, player->move_delay_value) &&
       !(tape.playing && tape.file_version < FILE_VERSION_2_0))
     return FALSE;
 #endif
 
+#endif
+
+#if 0
+  printf("::: COULD move now\n");
+#endif
+
+#if USE_NEW_MOVE_DELAY
+  player->move_delay = -1;             /* set to "uninitialized" value */
+#endif
+
+  /* store if player is automatically moved to next field */
+  player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
+
   /* remove the last programmed player action */
   player->programmed_action = 0;
 
@@ -7965,7 +9901,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     {
       ScrollPlayer(player, SCROLL_GO_ON);
       ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if USE_NEW_MOVE_DELAY
+      AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
       FrameCounter++;
+#endif
+
       DrawAllPlayers();
       BackToFront();
     }
@@ -7973,7 +9915,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     player->move_delay_value = original_move_delay_value;
   }
 
-  if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
+  if (player->last_move_dir & MV_HORIZONTAL)
   {
     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
@@ -8005,7 +9947,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     {
       if (jx != old_jx)                /* player has moved horizontally */
       {
-       if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+       if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
            (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
          scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
 
@@ -8017,13 +9959,13 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+       if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
            (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
          scroll_x = old_scroll_x;
       }
       else                     /* player has moved vertically */
       {
-       if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+       if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
            (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
          scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
 
@@ -8035,7 +9977,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
 
        /* don't scroll against the player's moving direction */
-       if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+       if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
            (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
          scroll_y = old_scroll_y;
       }
@@ -8069,6 +10011,10 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
   if (moved & MF_MOVING)
   {
+#if 0
+    printf("::: REALLY moves now\n");
+#endif
+
     if (old_jx != jx && old_jy == jy)
       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
     else if (old_jx == jx && old_jy != jy)
@@ -8089,9 +10035,19 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     player->is_dropping = FALSE;
 
 
+#if 0
+    /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
+
 #if 1
+    if (game.engine_version < VERSION_IDENT(3,1,0,0))
+#endif
     {
-      static int change_sides[4][2] =
+      int move_direction = player->MovDir;
+#if 1
+      int enter_side = MV_DIR_OPPOSITE(move_direction);
+      int leave_side = move_direction;
+#else
+      static int trigger_sides[4][2] =
       {
        /* enter side           leave side */
        { CH_SIDE_RIGHT,        CH_SIDE_LEFT    },      /* moving left  */
@@ -8099,26 +10055,30 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
        { 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];
+      int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
 
 #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);
-      }
+      /* !!! TEST ONLY !!! */
+      if (IS_CUSTOM_ELEMENT(old_element))
+       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                                  CE_LEFT_BY_PLAYER,
+                                  player->index_bit, leave_side);
 
-      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);
-      }
+      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                         CE_OTHER_GETS_LEFT,
+                                         player->index_bit, leave_side);
+
+      if (IS_CUSTOM_ELEMENT(new_element))
+       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                  player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                         CE_OTHER_GETS_ENTERED,
+                                         player->index_bit, enter_side);
 #endif
 
     }
@@ -8128,14 +10088,29 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   }
   else
   {
-    CheckGravityMovement(player);
+    CheckGravityMovementWhenNotMoving(player);
 
     /*
     player->last_move_dir = MV_NO_MOVING;
     */
     player->is_moving = FALSE;
+
+#if USE_NEW_MOVE_STYLE
+    /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
+    /* ensure that the player is also allowed to move in the next frame */
+    /* (currently, the player is forced to wait eight frames before he can try
+       again!!!) */
+
+    if (game.engine_version >= VERSION_IDENT(3,1,1,0))
+      player->move_delay = 0;  /* allow direct movement in the next frame */
+#endif
   }
 
+#if USE_NEW_MOVE_DELAY
+  if (player->move_delay == -1)                /* not yet initialized by DigField() */
+    player->move_delay = player->move_delay_value;
+#endif
+
   if (game.engine_version < VERSION_IDENT(3,0,7,0))
   {
     TestIfHeroTouchesBadThing(jx, jy);
@@ -8162,8 +10137,37 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     player->actual_frame_counter = FrameCounter;
     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
+#if 0
+    printf("::: %06d: %d,%d: %d (%d) [%d]\n",
+          FrameCounter,
+          last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
+          player->block_delay);
+#endif
+
+#if USE_NEW_BLOCK_STYLE
+
+#if 0
+    if (player->block_delay <= 0)
+      printf("::: ALERT! block_delay == %d\n", player->block_delay);
+#endif
+
+    if (player->block_delay > 0 &&
+       Feld[last_jx][last_jy] == EL_EMPTY)
+    {
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+      MovDelay[last_jx][last_jy] = player->block_delay + 1;
+    }
+#else
+#if USE_NEW_MOVE_STYLE
+    if ((game.engine_version < VERSION_IDENT(3,1,1,0) ||
+        player->block_last_field) &&
+       Feld[last_jx][last_jy] == EL_EMPTY)
+      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#else
     if (Feld[last_jx][last_jy] == EL_EMPTY)
       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+#endif
+#endif
 
 #if 0
     DrawPlayer(player);
@@ -8177,9 +10181,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
   player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
   player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
 
+#if USE_NEW_BLOCK_STYLE
+#else
   if (!player->block_last_field &&
       Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+#if 1
+    RemoveField(last_jx, last_jy);
+#else
     Feld[last_jx][last_jy] = EL_EMPTY;
+#endif
+#endif
 
   /* before DrawPlayer() to draw correct player graphic for this case */
   if (player->MovPos == 0)
@@ -8216,9 +10227,16 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
     }
 #endif
 
+#if USE_NEW_BLOCK_STYLE
+#else
     if (player->block_last_field &&
        Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+#if 1
+      RemoveField(last_jx, last_jy);
+#else
       Feld[last_jx][last_jy] = EL_EMPTY;
+#endif
+#endif
 
     player->last_jx = jx;
     player->last_jy = jy;
@@ -8235,18 +10253,97 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        player->LevelSolved = player->GameOver = TRUE;
     }
 
+#if 1
+    /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
+    /* this breaks one level: "machine", level 000 */
+#if 0
+    if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+#endif
+    {
+      int move_direction = player->MovDir;
+#if 1
+      int enter_side = MV_DIR_OPPOSITE(move_direction);
+      int leave_side = move_direction;
+#else
+      static int trigger_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 enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
+      int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
+#endif
+      int old_jx = last_jx;
+      int old_jy = last_jy;
+      int old_element = Feld[old_jx][old_jy];
+      int new_element = Feld[jx][jy];
+
+#if 1
+      /* !!! TEST ONLY !!! */
+      if (IS_CUSTOM_ELEMENT(old_element))
+       CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+                                  CE_LEFT_BY_PLAYER,
+                                  player->index_bit, leave_side);
+
+      CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+                                         CE_OTHER_GETS_LEFT,
+                                         player->index_bit, leave_side);
+
+      if (IS_CUSTOM_ELEMENT(new_element))
+       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                  player->index_bit, enter_side);
+
+      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                         CE_OTHER_GETS_ENTERED,
+                                         player->index_bit, enter_side);
+#endif
+
+    }
+#endif
+
     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
     {
       TestIfHeroTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
 #if 1
-      TestIfElementTouchesCustomElement(jx, jy);       /* for empty space */
+#if 1
+      /* needed because pushed element has not yet reached its destination,
+        so it would trigger a change event at its previous field location */
+      if (!player->is_pushing)
+#endif
+       TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
 #endif
 
       if (!player->active)
        RemoveHero(player);
     }
 
+    if (level.use_step_counter)
+    {
+      int i;
+
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+         for (i = 0; i < MAX_PLAYERS; i++)
+           KillHero(&stored_player[i]);
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
+    }
+
     if (tape.single_step && tape.recording && !tape.pausing &&
        !player->programmed_action)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
@@ -8290,7 +10387,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     { +1, 0 },
     { 0, +1 }
   };
-  static int change_sides[4][2] =
+  static int trigger_sides[4][2] =
   {
     /* center side       border side */
     { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
@@ -8308,12 +10405,12 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
   int center_element = Feld[x][y];     /* should always be non-moving! */
   int i;
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; 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 center_side = trigger_sides[i][0];
+    int border_side = trigger_sides[i][1];
     int border_element;
 
     if (!IN_LEV_FIELD(xx, yy))
@@ -8321,6 +10418,8 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
 
     if (IS_PLAYER(x, y))
     {
+      struct PlayerInfo *player = PLAYERINFO(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))
@@ -8330,25 +10429,45 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       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);
+#if 1
+      /* !!! TEST ONLY !!! */
+      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, border_side);
+      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, border_side);
+#else
+      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, border_side);
+      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, border_side);
+#endif
     }
     else if (IS_PLAYER(xx, yy))
     {
+      struct PlayerInfo *player = PLAYERINFO(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);
+#if 1
+      /* !!! TEST ONLY !!! */
+      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, center_side);
+      CheckTriggeredElementChangeByPlayer(x, y, center_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, center_side);
+#else
+      CheckTriggeredElementChangeByPlayer(x, y, center_element,
+                                         CE_OTHER_GETS_TOUCHED,
+                                         player->index_bit, center_side);
+      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
+                                player->index_bit, center_side);
+#endif
 
       break;
     }
@@ -8364,7 +10483,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
     { +1, 0 },
     { 0, +1 }
   };
-  static int change_sides[4][2] =
+  static int trigger_sides[4][2] =
   {
     /* center side     border side */
     { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      /* check top    */
@@ -8382,14 +10501,15 @@ void TestIfElementTouchesCustomElement(int x, int y)
   boolean change_center_element = FALSE;
   int center_element_change_page = 0;
   int center_element = Feld[x][y];     /* should always be non-moving! */
+  int border_trigger_element = EL_UNDEFINED;
   int i, j;
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; 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 center_side = trigger_sides[i][0];
+    int border_side = trigger_sides[i][1];
     int border_element;
 
     if (!IN_LEV_FIELD(xx, yy))
@@ -8416,7 +10536,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
 
        if (change->can_change &&
            change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
-           change->sides & border_side &&
+           change->trigger_side & border_side &&
 #if 1
            IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
 #else
@@ -8426,6 +10546,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
        {
          change_center_element = TRUE;
          center_element_change_page = j;
+         border_trigger_element = border_element;
 
          break;
        }
@@ -8443,7 +10564,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
 
        if (change->can_change &&
            change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
-           change->sides & center_side &&
+           change->trigger_side & center_side &&
 #if 1
            IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
 #else
@@ -8451,8 +10572,12 @@ void TestIfElementTouchesCustomElement(int x, int y)
 #endif
            )
        {
-         CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
-                                CE_OTHER_IS_TOUCHING, j);
+#if 0
+         printf("::: border_element %d, %d\n", x, y);
+#endif
+
+         CheckElementChangeByPage(xx, yy, border_element, center_element,
+                                  CE_OTHER_IS_TOUCHING, j);
          break;
        }
       }
@@ -8460,8 +10585,14 @@ void TestIfElementTouchesCustomElement(int x, int y)
   }
 
   if (change_center_element)
-    CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
-                          CE_OTHER_IS_TOUCHING, center_element_change_page);
+  {
+#if 0
+    printf("::: center_element %d, %d\n", x, y);
+#endif
+
+    CheckElementChangeByPage(x, y, center_element, border_trigger_element,
+                            CE_OTHER_IS_TOUCHING, center_element_change_page);
+  }
 }
 
 void TestIfElementHitsCustomElement(int x, int y, int direction)
@@ -8470,6 +10601,7 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int hitx = x + dx, hity = y + dy;
   int hitting_element = Feld[x][y];
+  int touched_element;
 #if 0
   boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
                        !IS_FREE(hitx, hity) &&
@@ -8486,15 +10618,20 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
     return;
 #endif
 
-  CheckElementSideChange(x, y, hitting_element,
-                        direction, CE_HITTING_SOMETHING, -1);
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          CE_HITTING_SOMETHING, direction);
 
   if (IN_LEV_FIELD(hitx, hity))
   {
     int opposite_direction = MV_DIR_OPPOSITE(direction);
     int hitting_side = direction;
     int touched_side = opposite_direction;
+#if 0
     int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
 #if 1
     boolean object_hit = (!IS_MOVING(hitx, hity) ||
                          MovDir[hitx][hity] != direction ||
@@ -8507,8 +10644,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
     {
       int i;
 
-      CheckElementSideChange(hitx, hity, touched_element,
-                            opposite_direction, CE_HIT_BY_SOMETHING, -1);
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_SOMETHING, opposite_direction);
 
       if (IS_CUSTOM_ELEMENT(hitting_element) &&
          HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
@@ -8520,7 +10657,7 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
 
          if (change->can_change &&
              change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
-             change->sides & touched_side &&
+             change->trigger_side & touched_side &&
          
 #if 1
              IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
@@ -8529,8 +10666,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
 #endif
              )
          {
-           CheckElementSideChange(x, y, hitting_element,
-                                  CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
+           CheckElementChangeByPage(x, y, hitting_element, touched_element,
+                                    CE_OTHER_IS_HITTING, i);
            break;
          }
        }
@@ -8546,7 +10683,114 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
 
          if (change->can_change &&
              change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
-             change->sides & hitting_side &&
+             change->trigger_side & hitting_side &&
+#if 1
+             IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
+#else
+             change->trigger_element == hitting_element
+#endif
+             )
+         {
+           CheckElementChangeByPage(hitx, hity, touched_element,
+                                    hitting_element, CE_OTHER_GETS_HIT, i);
+           break;
+         }
+       }
+      }
+    }
+  }
+}
+
+#if 0
+void TestIfElementSmashesCustomElement(int x, int y, int direction)
+{
+  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
+  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
+  int hitx = x + dx, hity = y + dy;
+  int hitting_element = Feld[x][y];
+  int touched_element;
+#if 0
+  boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
+                       !IS_FREE(hitx, hity) &&
+                       (!IS_MOVING(hitx, hity) ||
+                        MovDir[hitx][hity] != direction ||
+                        ABS(MovPos[hitx][hity]) <= TILEY / 2));
+#endif
+
+  if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
+    return;
+
+#if 0
+  if (IN_LEV_FIELD(hitx, hity) && !object_hit)
+    return;
+#endif
+
+  touched_element = (IN_LEV_FIELD(hitx, hity) ?
+                    MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
+
+  CheckElementChangeBySide(x, y, hitting_element, touched_element,
+                          EP_CAN_SMASH_EVERYTHING, direction);
+
+  if (IN_LEV_FIELD(hitx, hity))
+  {
+    int opposite_direction = MV_DIR_OPPOSITE(direction);
+    int hitting_side = direction;
+    int touched_side = opposite_direction;
+#if 0
+    int touched_element = MovingOrBlocked2Element(hitx, hity);
+#endif
+#if 1
+    boolean object_hit = (!IS_MOVING(hitx, hity) ||
+                         MovDir[hitx][hity] != direction ||
+                         ABS(MovPos[hitx][hity]) <= TILEY / 2);
+
+    object_hit = TRUE;
+#endif
+
+    if (object_hit)
+    {
+      int i;
+
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_SMASHED_BY_SOMETHING, opposite_direction);
+
+      if (IS_CUSTOM_ELEMENT(hitting_element) &&
+         HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
+      {
+       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_SMASHING) &&
+             change->trigger_side & touched_side &&
+         
+#if 1
+             IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
+#else
+             change->trigger_element == touched_element
+#endif
+             )
+         {
+           CheckElementChangeByPage(x, y, hitting_element, touched_element,
+                                    CE_OTHER_IS_SMASHING, i);
+           break;
+         }
+       }
+      }
+
+      if (IS_CUSTOM_ELEMENT(touched_element) &&
+         HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
+      {
+       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_GETS_SMASHED) &&
+             change->trigger_side & hitting_side &&
 #if 1
              IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
 #else
@@ -8554,8 +10798,8 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
 #endif
              )
          {
-           CheckElementSideChange(hitx, hity, touched_element,
-                                  CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
+           CheckElementChangeByPage(hitx, hity, touched_element,
+                                    hitting_element, CE_OTHER_GETS_SMASHED,i);
            break;
          }
        }
@@ -8563,10 +10807,12 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
     }
   }
 }
+#endif
 
 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
 {
   int i, kill_x = -1, kill_y = -1;
+  int bad_element = -1;
   static int test_xy[4][2] =
   {
     { 0, -1 },
@@ -8582,12 +10828,13 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     MV_DOWN
   };
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
     test_x = good_x + test_xy[i][0];
     test_y = good_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
@@ -8608,6 +10855,8 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       kill_x = test_x;
       kill_y = test_y;
+      bad_element = test_element;
+
       break;
     }
   }
@@ -8618,10 +10867,18 @@ void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
 
+#if 1
+      if (player->shield_deadly_time_left > 0 &&
+         !IS_INDESTRUCTIBLE(bad_element))
+       Bang(kill_x, kill_y);
+      else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
+       KillHero(player);
+#else
       if (player->shield_deadly_time_left > 0)
        Bang(kill_x, kill_y);
       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
        KillHero(player);
+#endif
     }
     else
       Bang(good_x, good_y);
@@ -8657,7 +10914,7 @@ 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 < NUM_DIRECTIONS; i++)
   {
     int test_x, test_y, test_move_dir, test_element;
 
@@ -8710,10 +10967,18 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
     {
       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
 
+#if 1
+      if (player->shield_deadly_time_left > 0 &&
+         !IS_INDESTRUCTIBLE(bad_element))
+       Bang(bad_x, bad_y);
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+       KillHero(player);
+#else
       if (player->shield_deadly_time_left > 0)
        Bang(bad_x, bad_y);
       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
        KillHero(player);
+#endif
     }
     else
       Bang(kill_x, kill_y);
@@ -8761,7 +11026,7 @@ void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
     { 0, +1 }
   };
 
-  for (i = 0; i < 4; i++)
+  for (i = 0; i < NUM_DIRECTIONS; i++)
   {
     int x, y, element;
 
@@ -8892,46 +11157,66 @@ static boolean checkDiagonalPushing(struct PlayerInfo *player,
 */
 
 int DigField(struct PlayerInfo *player,
-            int x, int y, int real_dx, int real_dy, int mode)
+            int oldx, int oldy, 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  */
-  };
+#if 0
   boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
-  int jx = player->jx, jy = player->jy;
+#endif
+  boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
+  boolean player_was_pushing = player->is_pushing;
+  int jx = oldx, jy = oldy;
   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 opposite_direction = MV_DIR_OPPOSITE(move_direction);
+#if 1
+  int dig_side = MV_DIR_OPPOSITE(move_direction);
+#else
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_RIGHT,     /* moving left  */
+    CH_SIDE_LEFT,      /* moving right */
+    CH_SIDE_BOTTOM,    /* moving up    */
+    CH_SIDE_TOP,       /* moving down  */
+  };
+  int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
+#endif
+  int old_element = Feld[jx][jy];
   int element;
 
-  if (player->MovPos == 0)
+  if (is_player)               /* function can also be called by EL_PENGUIN */
   {
-    player->is_digging = FALSE;
-    player->is_collecting = FALSE;
-  }
+    if (player->MovPos == 0)
+    {
+      player->is_digging = FALSE;
+      player->is_collecting = FALSE;
+    }
 
-  if (player->MovPos == 0)     /* last pushing move finished */
-    player->is_pushing = FALSE;
+    if (player->MovPos == 0)   /* last pushing move finished */
+      player->is_pushing = FALSE;
 
-  if (mode == DF_NO_PUSH)      /* player just stopped pushing */
-  {
-    player->is_switching = FALSE;
-    player->push_delay = 0;
+    if (mode == DF_NO_PUSH)    /* player just stopped pushing */
+    {
+      player->is_switching = FALSE;
+#if USE_NEW_PUSH_DELAY
+      player->push_delay = -1;
+#else
+      player->push_delay = 0;
+#endif
 
-    return MF_NO_ACTION;
+      return MF_NO_ACTION;
+    }
   }
 
   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
     return MF_NO_ACTION;
 
+#if 0
+
 #if 0
   if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
 #else
@@ -8968,14 +11253,45 @@ int DigField(struct PlayerInfo *player,
       return MF_NO_ACTION;     /* tube has no opening in this direction */
   }
 
+#else
+
+  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
+    old_element = Back[jx][jy];
+
+#endif
+
+  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
+    return MF_NO_ACTION;       /* field has no opening in this direction */
+
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+    return MF_NO_ACTION;       /* field has no opening in this direction */
+
   element = Feld[x][y];
 
+  if (!is_player && !IS_COLLECTIBLE(element))  /* penguin cannot collect it */
+    return MF_NO_ACTION;
+
   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
       game.engine_version >= VERSION_IDENT(2,2,0,0))
     return MF_NO_ACTION;
 
+#if 1
+  if (game.gravity && is_player && !player->is_auto_moving &&
+      canFallDown(player) && move_direction != MV_DOWN &&
+      !canMoveToValidFieldWithGravity(jx, jy, move_direction))
+    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
+#endif
+
+#if 0
+  if (element == EL_EMPTY_SPACE &&
+      game.gravity && !player->is_auto_moving &&
+      canFallDown(player) && move_direction != MV_DOWN)
+    return MF_NO_ACTION;       /* player cannot walk here due to gravity */
+#endif
+
   switch (element)
   {
+#if 0
     case EL_SP_PORT_LEFT:
     case EL_SP_PORT_RIGHT:
     case EL_SP_PORT_UP:
@@ -9037,9 +11353,15 @@ int DigField(struct PlayerInfo *player,
       DOUBLE_PLAYER_SPEED(player);
 #endif
 
+#if 0
+      printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
+#endif
+
       PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
       break;
+#endif
 
+#if 0
     case EL_TUBE_ANY:
     case EL_TUBE_VERTICAL:
     case EL_TUBE_HORIZONTAL:
@@ -9082,21 +11404,39 @@ int DigField(struct PlayerInfo *player,
        PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
       }
       break;
+#endif
 
     default:
 
+#if 1
+      if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
+#else
       if (IS_WALKABLE(element))
+#endif
       {
+       int sound_element = SND_ELEMENT(element);
        int sound_action = ACTION_WALKING;
 
-       if (element >= EL_GATE_1 && element <= EL_GATE_4)
+#if 0
+       if (!ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#endif
+
+#if 0
+       if (element == EL_EMPTY_SPACE &&
+           game.gravity && !player->is_auto_moving &&
+           canFallDown(player) && move_direction != MV_DOWN)
+         return MF_NO_ACTION;  /* player cannot walk here due to gravity */
+#endif
+
+       if (IS_RND_GATE(element))
        {
-         if (!player->key[element - EL_GATE_1])
+         if (!player->key[RND_GATE_NR(element)])
            return MF_NO_ACTION;
        }
-       else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
+       else if (IS_RND_GATE_GRAY(element))
        {
-         if (!player->key[element - EL_GATE_1_GRAY])
+         if (!player->key[RND_GATE_GRAY_NR(element)])
            return MF_NO_ACTION;
        }
        else if (element == EL_EXIT_OPEN ||
@@ -9111,33 +11451,80 @@ int DigField(struct PlayerInfo *player,
        }
 
        /* play sound from background or player, whatever is available */
-       if (element_info[element].sound[sound_action] != SND_UNDEFINED)
-         PlayLevelSoundElementAction(x, y, element, sound_action);
+       if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
+         PlayLevelSoundElementAction(x, y, sound_element, sound_action);
        else
          PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
 
        break;
       }
+#if 1
+      else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
+#else
       else if (IS_PASSABLE(element))
+#endif
       {
+#if 0
+       if (!canPassField(x, y, move_direction))
+         return MF_NO_ACTION;
+#else
+
+#if 0
+#if 1
+       if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
+           !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
+           (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
+         return MF_NO_ACTION;
+#else
        if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
          return MF_NO_ACTION;
+#endif
+#endif
+
+#if 1
+       if (!ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#else
+       if (IS_CUSTOM_ELEMENT(element) &&
+           !ACCESS_FROM(element, opposite_direction))
+         return MF_NO_ACTION;  /* field not accessible from this direction */
+#endif
 
 #if 1
        if (CAN_MOVE(element))  /* only fixed elements can be passed! */
          return MF_NO_ACTION;
 #endif
 
-       if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
+#endif
+
+       if (IS_EM_GATE(element))
        {
-         if (!player->key[element - EL_EM_GATE_1])
+         if (!player->key[EM_GATE_NR(element)])
            return MF_NO_ACTION;
        }
-       else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
+       else if (IS_EM_GATE_GRAY(element))
        {
-         if (!player->key[element - EL_EM_GATE_1_GRAY])
+         if (!player->key[EM_GATE_GRAY_NR(element)])
            return MF_NO_ACTION;
        }
+       else if (IS_SP_PORT(element))
+       {
+         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;
+         else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
+                  element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
+                  element == EL_SP_GRAVITY_ON_PORT_UP ||
+                  element == EL_SP_GRAVITY_ON_PORT_DOWN)
+           game.gravity = TRUE;
+         else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
+                  element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
+                  element == EL_SP_GRAVITY_OFF_PORT_UP ||
+                  element == EL_SP_GRAVITY_OFF_PORT_DOWN)
+           game.gravity = FALSE;
+       }
 
        /* automatically move to the next field with double speed */
        player->programmed_action = move_direction;
@@ -9175,7 +11562,8 @@ int DigField(struct PlayerInfo *player,
 
        PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
-       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
+       CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
+                                           player->index_bit, dig_side);
 
 #if 1
        if (mode == DF_SNAP)
@@ -9188,7 +11576,7 @@ int DigField(struct PlayerInfo *player,
       {
        RemoveField(x, y);
 
-       if (mode != DF_SNAP)
+       if (is_player && mode != DF_SNAP)
        {
          GfxElement[x][y] = element;
          player->is_collecting = TRUE;
@@ -9199,7 +11587,7 @@ int DigField(struct PlayerInfo *player,
        else if (element == EL_EXTRA_TIME && level.time > 0)
        {
          TimeLeft += 10;
-         DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+         DrawGameValue_Time(TimeLeft);
        }
        else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
        {
@@ -9212,8 +11600,7 @@ int DigField(struct PlayerInfo *player,
          if (player->inventory_size < MAX_INVENTORY_SIZE)
            player->inventory_element[player->inventory_size++] = element;
 
-         DrawText(DX_DYNAMITE, DY_DYNAMITE,
-                  int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+         DrawGameValue_Dynamite(local_player->inventory_size);
        }
        else if (element == EL_DYNABOMB_INCREASE_NUMBER)
        {
@@ -9228,16 +11615,12 @@ int DigField(struct PlayerInfo *player,
        {
          player->dynabomb_xl = TRUE;
        }
-       else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
-                (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
+       else if (IS_KEY(element))
        {
-         int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
-                       element - EL_KEY_1 : element - EL_EM_KEY_1);
+         player->key[KEY_NR(element)] = TRUE;
 
-         player->key[key_nr] = TRUE;
+         DrawGameValue_Keys(player->key);
 
-         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))
@@ -9248,16 +11631,19 @@ int DigField(struct PlayerInfo *player,
          ShowEnvelope(element - EL_ENVELOPE_1);
 #endif
        }
-       else if (IS_DROPPABLE(element)) /* can be collected and dropped */
+       else if (IS_DROPPABLE(element) ||
+                IS_THROWABLE(element)) /* can be collected and dropped */
        {
          int i;
 
-         for (i = 0; i < element_info[element].collect_count; i++)
-           if (player->inventory_size < MAX_INVENTORY_SIZE)
-             player->inventory_element[player->inventory_size++] = element;
+         if (element_info[element].collect_count == 0)
+           player->inventory_infinite_element = element;
+         else
+           for (i = 0; i < element_info[element].collect_count; i++)
+             if (player->inventory_size < MAX_INVENTORY_SIZE)
+               player->inventory_element[player->inventory_size++] = element;
 
-         DrawText(DX_DYNAMITE, DY_DYNAMITE,
-                  int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+         DrawGameValue_Dynamite(local_player->inventory_size);
        }
        else if (element_info[element].collect_count > 0)
        {
@@ -9266,14 +11652,16 @@ int DigField(struct PlayerInfo *player,
          if (local_player->gems_still_needed < 0)
            local_player->gems_still_needed = 0;
 
-         DrawText(DX_EMERALDS, DY_EMERALDS,
-                  int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
+         DrawGameValue_Emeralds(local_player->gems_still_needed);
        }
 
        RaiseScoreElement(element);
        PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-       CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
+       if (is_player)
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_GETS_COLLECTED,
+                                             player->index_bit, dig_side);
 
 #if 1
        if (mode == DF_SNAP)
@@ -9291,7 +11679,7 @@ int DigField(struct PlayerInfo *player,
          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))
+           !(element == EL_SPRING && level.use_spring_bug))
          return MF_NO_ACTION;
 
 #if 1
@@ -9320,11 +11708,25 @@ int DigField(struct PlayerInfo *player,
 #endif
 
 #if 1
-       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+
+#if 1
+       if (game.engine_version >= VERSION_IDENT(3,1,0,0))
+       {
+         if (player->push_delay_value == -1 || !player_was_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+       else 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(3,0,7,1))
+       {
+         if (player->push_delay_value == -1 || !player_was_pushing)
+           player->push_delay_value = GET_NEW_PUSH_DELAY(element);
+       }
+#endif
        else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
        {
          if (!player->is_pushing)
@@ -9344,9 +11746,12 @@ int DigField(struct PlayerInfo *player,
 #endif
 
 #if 0
-       printf("::: push delay: %ld [%d, %d] [%d]\n",
-              player->push_delay_value, FrameCounter, game.engine_version,
-              player->is_pushing);
+       printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
+              player->push_delay, player->push_delay_value,
+              FrameCounter, game.engine_version,
+              player_was_pushing, player->is_pushing,
+              element, element_info[element].token_name,
+              GET_NEW_PUSH_DELAY(element));
 #endif
 
        player->is_pushing = TRUE;
@@ -9360,16 +11765,56 @@ int DigField(struct PlayerInfo *player,
        if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
          return MF_NO_ACTION;
 
+#if USE_NEW_PUSH_DELAY
+
+#if 0
+       if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
+         printf("::: ALERT: %d, %d [%d / %d]\n",
+                player->push_delay, player->push_delay2,
+                FrameCounter, FrameCounter / 50);
+#endif
+
+       if (player->push_delay == -1)   /* new pushing; restart delay */
+         player->push_delay = 0;
+#else
        if (player->push_delay == 0)    /* new pushing; restart delay */
          player->push_delay = FrameCounter;
+#endif
+
+#if USE_NEW_PUSH_DELAY
+#if 0
+       if ( (player->push_delay > 0) != (!xxx_fr) )
+         printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
+                player->push_delay,
+                xxx_pdv2, player->push_delay2, player->push_delay_value,
+                FrameCounter, FrameCounter / 50);
+#endif
+
+#if 0
+       if (player->push_delay > 0 &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
+#else
+       /* !!! */
+       if (player->push_delay < player->push_delay_value &&
+           !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
+           element != EL_SPRING && element != EL_BALLOON)
+#endif
 
+#else
        if (!FrameReached(&player->push_delay, player->push_delay_value) &&
            !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
            element != EL_SPRING && element != EL_BALLOON)
+#endif
        {
          /* make sure that there is no move delay before next try to push */
+#if USE_NEW_MOVE_DELAY
+         if (game.engine_version >= VERSION_IDENT(3,0,7,1))
+           player->move_delay = 0;
+#else
          if (game.engine_version >= VERSION_IDENT(3,0,7,1))
            player->move_delay = INITIAL_MOVE_DELAY_OFF;
+#endif
 
          return MF_NO_ACTION;
        }
@@ -9429,17 +11874,54 @@ int DigField(struct PlayerInfo *player,
        else
          player->push_delay_value = -1;        /* get new value later */
 
-       CheckTriggeredElementSideChange(x, y, element, dig_side,
-                                       CE_OTHER_GETS_PUSHED);
-       CheckElementSideChange(x, y, element, dig_side,
-                              CE_PUSHED_BY_PLAYER, -1);
+#if USE_PUSH_BUGFIX
+       /* now: check for element change _after_ element has been pushed! */
+#if 1
+       if (game.use_bug_change_when_pushing)
+#else
+       if (game.engine_version < VERSION_IDENT(3,1,0,0))
+#endif
+       {
+         CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                    player->index_bit, dig_side);
+         CheckTriggeredElementChangeByPlayer(x,y,element,CE_OTHER_GETS_PUSHED,
+                                             player->index_bit, dig_side);
+       }
+
+#else
+
+#if 1
+       /* check for element change _after_ element has been pushed! */
+#else
+
+#if 1
+       /* !!! TEST ONLY !!! */
+       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+       CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+                                           player->index_bit, dig_side);
+#else
+       CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
+                                           player->index_bit, dig_side);
+       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+#endif
+#endif
+
+#endif
 
        break;
       }
       else if (IS_SWITCHABLE(element))
       {
        if (PLAYER_SWITCHING(player, x, y))
+       {
+         CheckTriggeredElementChangeByPlayer(x,y, element,
+                                             CE_OTHER_GETS_PRESSED,
+                                             player->index_bit, dig_side);
+
          return MF_ACTION;
+       }
 
        player->is_switching = TRUE;
        player->switch_x = x;
@@ -9517,7 +11999,7 @@ int DigField(struct PlayerInfo *player,
        {
          Feld[x][y] = EL_TIME_ORB_EMPTY;
          TimeLeft += 10;
-         DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+         DrawGameValue_Time(TimeLeft);
 
          DrawLevelField(x, y);
 
@@ -9526,6 +12008,13 @@ int DigField(struct PlayerInfo *player,
 #endif
        }
 
+       CheckTriggeredElementChangeByPlayer(x, y, element,
+                                           CE_OTHER_IS_SWITCHING,
+                                           player->index_bit, dig_side);
+
+       CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+                                           player->index_bit, dig_side);
+
        return MF_ACTION;
       }
       else
@@ -9536,21 +12025,44 @@ int DigField(struct PlayerInfo *player,
          player->switch_x = x;
          player->switch_y = y;
 
-         CheckTriggeredElementSideChange(x, y, element, dig_side,
-                                         CE_OTHER_IS_SWITCHING);
-         CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
+#if 1
+         /* !!! TEST ONLY !!! */
+         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                    player->index_bit, dig_side);
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_IS_SWITCHING,
+                                             player->index_bit, dig_side);
+#else
+         CheckTriggeredElementChangeByPlayer(x, y, element,
+                                             CE_OTHER_IS_SWITCHING,
+                                             player->index_bit, dig_side);
+         CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
+                                    player->index_bit, dig_side);
+#endif
        }
 
-       CheckTriggeredElementSideChange(x, y, element, dig_side,
-                                       CE_OTHER_GETS_PRESSED);
-       CheckElementSideChange(x, y, element, dig_side,
-                              CE_PRESSED_BY_PLAYER, -1);
+#if 1
+       /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
+       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+       CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+                                           player->index_bit, dig_side);
+#else
+       CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
+                                           player->index_bit, dig_side);
+       CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
+                                  player->index_bit, dig_side);
+#endif
       }
 
       return MF_NO_ACTION;
   }
 
+#if USE_NEW_PUSH_DELAY
+  player->push_delay = -1;
+#else
   player->push_delay = 0;
+#endif
 
   if (Feld[x][y] != element)           /* really digged/collected something */
     player->is_collecting = !player->is_digging;
@@ -9567,8 +12079,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dy == -1 ? MV_UP :
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
 
-  if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
+#if 0
+  if (player->MovPos != 0)
+    return FALSE;
+#else
+  if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
+#endif
 
   if (!player->active || !IN_LEV_FIELD(x, y))
     return FALSE;
@@ -9609,7 +12126,7 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   player->is_dropping = FALSE;
 
-  if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
+  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
     return FALSE;
 
   player->is_snapping = TRUE;
@@ -9623,141 +12140,237 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     player->is_collecting = FALSE;
   }
 
+#if 1
+  if (player->MovPos != 0)     /* prevent graphic bugs in versions < 2.2.0 */
+    DrawLevelField(player->last_jx, player->last_jy);
+#endif
+
   DrawLevelField(x, y);
+
+#if 0
   BackToFront();
+#endif
 
   return TRUE;
 }
 
 boolean DropElement(struct PlayerInfo *player)
 {
-  int jx = player->jx, jy = player->jy;
-  int old_element = Feld[jx][jy];
-  int new_element;
+  int old_element, new_element;
+  int dropx = player->jx, dropy = player->jy;
+  int drop_direction = player->MovDir;
+#if 1
+  int drop_side = drop_direction;
+#else
+  static int trigger_sides[4] =
+  {
+    CH_SIDE_LEFT,      /* dropping left  */
+    CH_SIDE_RIGHT,     /* dropping right */
+    CH_SIDE_TOP,       /* dropping up    */
+    CH_SIDE_BOTTOM,    /* dropping down  */
+  };
+  int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
+#endif
+  int drop_element = (player->inventory_size > 0 ?
+                     player->inventory_element[player->inventory_size - 1] :
+                     player->inventory_infinite_element != EL_UNDEFINED ?
+                     player->inventory_infinite_element :
+                     player->dynabombs_left > 0 ?
+                     EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+                     EL_UNDEFINED);
+
+  if (IS_THROWABLE(drop_element))
+  {
+    dropx += GET_DX_FROM_DIR(drop_direction);
+    dropy += GET_DY_FROM_DIR(drop_direction);
+
+    if (!IN_LEV_FIELD(dropx, dropy))
+      return FALSE;
+  }
+
+  old_element = Feld[dropx][dropy];    /* old element at dropping position */
+  new_element = drop_element;          /* default: no change when dropping */
 
   /* check if player is active, not moving and ready to drop */
   if (!player->active || player->MovPos || player->drop_delay > 0)
     return FALSE;
 
   /* check if player has anything that can be dropped */
-  if (player->inventory_size == 0 && player->dynabombs_left == 0)
+#if 1
+  if (new_element == EL_UNDEFINED)
     return FALSE;
+#else
+  if (player->inventory_size == 0 &&
+      player->inventory_infinite_element == EL_UNDEFINED &&
+      player->dynabombs_left == 0)
+    return FALSE;
+#endif
 
   /* check if anything can be dropped at the current position */
   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
     return FALSE;
 
   /* collected custom elements can only be dropped on empty fields */
+#if 1
+  if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
+    return FALSE;
+#else
   if (player->inventory_size > 0 &&
       IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
       && old_element != EL_EMPTY)
     return FALSE;
+#endif
 
   if (old_element != EL_EMPTY)
-    Back[jx][jy] = old_element;                /* store old element on this field */
+    Back[dropx][dropy] = old_element;  /* store old element on this field */
 
-  ResetGfxAnimation(jx, jy);
-  ResetRandomAnimationValue(jx, jy);
+  ResetGfxAnimation(dropx, dropy);
+  ResetRandomAnimationValue(dropx, dropy);
 
-  if (player->inventory_size > 0)
+  if (player->inventory_size > 0 ||
+      player->inventory_infinite_element != EL_UNDEFINED)
   {
-    player->inventory_size--;
-    new_element = player->inventory_element[player->inventory_size];
+    if (player->inventory_size > 0)
+    {
+      player->inventory_size--;
 
-    if (new_element == EL_DYNAMITE)
-      new_element = EL_DYNAMITE_ACTIVE;
-    else if (new_element == EL_SP_DISK_RED)
-      new_element = EL_SP_DISK_RED_ACTIVE;
+#if 0
+      new_element = player->inventory_element[player->inventory_size];
+#endif
 
-    Feld[jx][jy] = new_element;
+      DrawGameValue_Dynamite(local_player->inventory_size);
+
+      if (new_element == EL_DYNAMITE)
+       new_element = EL_DYNAMITE_ACTIVE;
+      else if (new_element == EL_SP_DISK_RED)
+       new_element = EL_SP_DISK_RED_ACTIVE;
+    }
 
-    DrawText(DX_DYNAMITE, DY_DYNAMITE,
-            int2str(local_player->inventory_size, 3), FONT_TEXT_2);
+    Feld[dropx][dropy] = new_element;
 
-    if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
 
-    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
 
 #if 1
     /* needed if previous element just changed to "empty" in the last frame */
-    Changed[jx][jy] = 0;               /* allow another change */
+    Changed[dropx][dropy] = 0;         /* allow another change */
 #endif
 
-    CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
-    CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
+#if 1
+    /* !!! TEST ONLY !!! */
+    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+                              player->index_bit, drop_side);
+    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+                                       CE_OTHER_GETS_DROPPED,
+                                       player->index_bit, drop_side);
+#else
+    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
+                                       CE_OTHER_GETS_DROPPED,
+                                       player->index_bit, drop_side);
+    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
+                              player->index_bit, drop_side);
+#endif
 
-    TestIfElementTouchesCustomElement(jx, jy);
+    TestIfElementTouchesCustomElement(dropx, dropy);
   }
   else         /* player is dropping a dyna bomb */
   {
     player->dynabombs_left--;
+
+#if 0
     new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
+#endif
 
-    Feld[jx][jy] = new_element;
+    Feld[dropx][dropy] = new_element;
 
-    if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
-      DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
+    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
+      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
+                         el2img(Feld[dropx][dropy]), 0);
 
-    PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
+    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
   }
 
 
 
 #if 1
 
-  if (Feld[jx][jy] == new_element)     /* uninitialized unless CE change */
+  if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
   {
-    InitField(jx, jy, FALSE);
-    if (CAN_MOVE(Feld[jx][jy]))
-      InitMovDir(jx, jy);
+#if 1
+    InitField_WithBug1(dropx, dropy, FALSE);
+#else
+    InitField(dropx, dropy, FALSE);
+    if (CAN_MOVE(Feld[dropx][dropy]))
+      InitMovDir(dropx, dropy);
+#endif
   }
 
-  new_element = Feld[jx][jy];
+  new_element = Feld[dropx][dropy];    /* element might have changed */
 
   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
   {
+#if 0
     int move_stepsize = element_info[new_element].move_stepsize;
-    int direction, dx, dy, nextx, nexty;
+#endif
+    int move_direction, nextx, nexty;
 
     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
-      MovDir[jx][jy] = player->MovDir;
+      MovDir[dropx][dropy] = drop_direction;
 
-    direction = MovDir[jx][jy];
-    dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
-    dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
-    nextx = jx + dx;
-    nexty = jy + dy;
+    move_direction = MovDir[dropx][dropy];
+    nextx = dropx + GET_DX_FROM_DIR(move_direction);
+    nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
-    if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
+#if 1
+    Changed[dropx][dropy] = 0;         /* allow another change */
+    CheckCollision[dropx][dropy] = 2;
+#else
+
+    if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
     {
 #if 0
-      WasJustMoving[jx][jy] = 3;
+      WasJustMoving[dropx][dropy] = 3;
 #else
-      InitMovingField(jx, jy, direction);
-      ContinueMoving(jx, jy);
+#if 1
+      InitMovingField(dropx, dropy, move_direction);
+      ContinueMoving(dropx, dropy);
+#endif
 #endif
     }
+#if 0
+    /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
     else
     {
-      Changed[jx][jy] = 0;             /* allow another change */
+      Changed[dropx][dropy] = 0;       /* allow another change */
 
 #if 1
-      TestIfElementHitsCustomElement(jx, jy, direction);
+      TestIfElementHitsCustomElement(dropx, dropy, move_direction);
 #else
-      CheckElementSideChange(jx, jy, new_element,
-                            direction, CE_HITTING_SOMETHING, -1);
+      CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
+                              CE_HITTING_SOMETHING, move_direction);
 #endif
     }
+#endif
 
+#endif
+
+#if 0
     player->drop_delay = 2 * TILEX / move_stepsize + 1;
+#endif
   }
 
 #if 0
   player->drop_delay = 8 + 8 + 8;
 #endif
 
+#if 1
+  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
+#endif
+
 #endif
 
   player->is_dropping = TRUE;
@@ -9845,7 +12458,7 @@ static void PlayLevelSoundAction(int x, int y, int action)
 
 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED)
     PlayLevelSound(x, y, sound_effect);
@@ -9854,7 +12467,7 @@ static void PlayLevelSoundElementAction(int x, int y, int element, int action)
 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
                                              int action)
 {
-  int sound_effect = element_info[element].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     PlayLevelSound(x, y, sound_effect);
@@ -9862,7 +12475,7 @@ static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
 
 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     PlayLevelSound(x, y, sound_effect);
@@ -9870,7 +12483,7 @@ static void PlayLevelSoundActionIfLoop(int x, int y, int action)
 
 static void StopLevelSoundActionIfLoop(int x, int y, int action)
 {
-  int sound_effect = element_info[Feld[x][y]].sound[action];
+  int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
 
   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
     StopSound(sound_effect);
@@ -9884,10 +12497,173 @@ static void PlayLevelMusic()
     PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
 }
 
+void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+{
+  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+
+#if 0
+  if (sample == SAMPLE_bug)
+    printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
+#endif
+
+  switch (sample)
+  {
+    case SAMPLE_blank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+      break;
+
+    case SAMPLE_roll:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_stone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_nut:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_crack:
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+      break;
+
+    case SAMPLE_bug:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_tank:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_android_clone:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_android_move:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_spring:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_slurp:
+      PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
+      break;
+
+    case SAMPLE_eater:
+      PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+      break;
+
+    case SAMPLE_eater_eat:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
+
+    case SAMPLE_alien:
+      PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+      break;
+
+    case SAMPLE_collect:
+      PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+      break;
+
+    case SAMPLE_diamond:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_squash:
+      /* !!! CHECK THIS !!! */
+#if 1
+      PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
+      PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
+      break;
+
+    case SAMPLE_wonderfall:
+      PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+      break;
+
+    case SAMPLE_drip:
+      PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+      break;
+
+    case SAMPLE_push:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+      break;
+
+    case SAMPLE_dirt:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+      break;
+
+    case SAMPLE_acid:
+      PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+      break;
+
+    case SAMPLE_ball:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_grow:
+      PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+      break;
+
+    case SAMPLE_wonder:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_door:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_exit_open:
+      PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+      break;
+
+    case SAMPLE_exit_leave:
+      PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+      break;
+
+    case SAMPLE_dynamite:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+      break;
+
+    case SAMPLE_tick:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_press:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+      break;
+
+    case SAMPLE_wheel:
+      PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+      break;
+
+    case SAMPLE_boom:
+      PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+      break;
+
+    case SAMPLE_die:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+      break;
+
+    case SAMPLE_time:
+      PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+      break;
+
+    default:
+      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+      break;
+  }
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;
-  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
+
+  DrawGameValue_Score(local_player->score);
 }
 
 void RaiseScoreElement(int element)
@@ -9952,6 +12728,14 @@ void RaiseScoreElement(int element)
     case EL_KEY_2:
     case EL_KEY_3:
     case EL_KEY_4:
+    case EL_EM_KEY_1:
+    case EL_EM_KEY_2:
+    case EL_EM_KEY_3:
+    case EL_EM_KEY_4:
+    case EL_EMC_KEY_5:
+    case EL_EMC_KEY_6:
+    case EL_EMC_KEY_7:
+    case EL_EMC_KEY_8:
       RaiseScore(level.score[SC_KEY]);
       break;
     default:
@@ -9968,7 +12752,7 @@ void RequestQuitGame(boolean ask_if_really_quit)
       Request("Do you really want to quit the game ?",
              REQ_ASK | REQ_STAY_CLOSED))
   {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
     if (options.network)
       SendToServer_StopPlaying();
     else
@@ -9980,7 +12764,19 @@ void RequestQuitGame(boolean ask_if_really_quit)
   }
   else
   {
+
+#if 1
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOff(TRUE);
+#endif
+
     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+
+#if 1
+    if (tape.playing && tape.deactivate_display)
+      TapeDeactivateDisplayOn();
+#endif
+
   }
 }
 
@@ -10147,7 +12943,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PAUSE:
       if (options.network)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
@@ -10161,7 +12957,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
     case GAME_CTRL_ID_PLAY:
       if (tape.pausing)
       {
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
        if (options.network)
          SendToServer_ContinuePlaying();
        else