/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
*----------------------------------------------------------*
* (c) 1995-2006 Artsoft Entertainment                      *
*               Holger Schemel                             *
*               Detmolder Strasse 189                      *
*               33604 Bielefeld                            *
*               Germany                                    *
*               e-mail: info@artsoft.org                   *
*----------------------------------------------------------*
* game.c                                                   *
***********************************************************/

#include "libgame/libgame.h"

#include "game.h"
#include "init.h"
#include "tools.h"
#include "screens.h"
#include "files.h"
#include "tape.h"
#include "network.h"

/* EXPERIMENTAL STUFF */
#define USE_NEW_AMOEBA_CODE	FALSE

/* EXPERIMENTAL STUFF */
#define USE_NEW_STUFF			(			  1)

#define USE_NEW_SP_SLIPPERY		(USE_NEW_STUFF		* 1)
#define USE_NEW_CUSTOM_VALUE		(USE_NEW_STUFF		* 1)
#define USE_NEW_PLAYER_ANIM		(USE_NEW_STUFF		* 1)
#define USE_NEW_ALL_SLIPPERY		(USE_NEW_STUFF		* 1)
#define USE_NEW_PLAYER_SPEED		(USE_NEW_STUFF		* 1)
#define USE_NEW_DELAYED_ACTION		(USE_NEW_STUFF		* 1)
#define USE_NEW_SNAP_DELAY		(USE_NEW_STUFF		* 1)
#define USE_ONLY_ONE_CHANGE_PER_FRAME	(USE_NEW_STUFF		* 1)
#define USE_ONE_MORE_CHANGE_PER_FRAME	(USE_NEW_STUFF		* 1)
#define USE_FIXED_DONT_RUN_INTO		(USE_NEW_STUFF		* 1)
#define USE_NEW_SPRING_BUMPER		(USE_NEW_STUFF		* 1)
#define USE_STOP_CHANGED_ELEMENTS	(USE_NEW_STUFF		* 1)
#define USE_ELEMENT_TOUCHING_BUGFIX	(USE_NEW_STUFF		* 1)
#define USE_NEW_CONTINUOUS_SNAPPING	(USE_NEW_STUFF		* 1)
#define USE_GFX_RESET_GFX_ANIMATION	(USE_NEW_STUFF		* 1)
#define USE_BOTH_SWITCHGATE_SWITCHES	(USE_NEW_STUFF		* 1)
#define USE_PLAYER_GRAVITY		(USE_NEW_STUFF		* 1)
#define USE_FIXED_BORDER_RUNNING_GFX	(USE_NEW_STUFF		* 1)
#define USE_QUICKSAND_BD_ROCK_BUGFIX	(USE_NEW_STUFF		* 0)

#define USE_QUICKSAND_IMPACT_BUGFIX	(USE_NEW_STUFF		* 0)

#define USE_CODE_THAT_BREAKS_SNAKE_BITE	(USE_NEW_STUFF		* 1)

#define USE_UFAST_PLAYER_EXIT_BUGFIX	(USE_NEW_STUFF		* 1)

#define USE_GFX_RESET_ONLY_WHEN_MOVING	(USE_NEW_STUFF		* 1)
#define USE_GFX_RESET_PLAYER_ARTWORK	(USE_NEW_STUFF		* 1)

#define USE_FIX_KILLED_BY_NON_WALKABLE	(USE_NEW_STUFF		* 1)
#define USE_FIX_IMPACT_COLLISION	(USE_NEW_STUFF		* 1)
#define USE_FIX_CE_ACTION_WITH_PLAYER	(USE_NEW_STUFF		* 1)
#define USE_FIX_NO_ACTION_AFTER_CHANGE	(USE_NEW_STUFF		* 1)

#define USE_PLAYER_REANIMATION		(USE_NEW_STUFF		* 1)

#define USE_GFX_RESET_WHEN_NOT_MOVING	(USE_NEW_STUFF		* 1)

#define USE_NEW_PLAYER_ASSIGNMENTS	(USE_NEW_STUFF		* 1)

#define USE_DELAYED_GFX_REDRAW		(USE_NEW_STUFF		* 0)

#if USE_DELAYED_GFX_REDRAW
#define TEST_DrawLevelField(x, y)				\
	GfxRedraw[x][y] |= GFX_REDRAW_TILE
#define TEST_DrawLevelFieldCrumbled(x, y)			\
	GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)		\
	GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
#define TEST_DrawTwinkleOnField(x, y)				\
	GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
#else
#define TEST_DrawLevelField(x, y)				\
	     DrawLevelField(x, y)
#define TEST_DrawLevelFieldCrumbled(x, y)			\
	     DrawLevelFieldCrumbled(x, y)
#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)		\
	     DrawLevelFieldCrumbledNeighbours(x, y)
#define TEST_DrawTwinkleOnField(x, y)				\
	     DrawTwinkleOnField(x, y)
#endif


/* for DigField() */
#define DF_NO_PUSH		0
#define DF_DIG			1
#define DF_SNAP			2

/* for MovePlayer() */
#define MP_NO_ACTION		0
#define MP_MOVING		1
#define MP_ACTION		2
#define MP_DONT_RUN_INTO	(MP_MOVING | MP_ACTION)

/* for ScrollPlayer() */
#define SCROLL_INIT		0
#define SCROLL_GO_ON		1

/* for Bang()/Explode() */
#define EX_PHASE_START		0
#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_DYNA		(1 << 4)
#define EX_TYPE_SINGLE_TILE	(EX_TYPE_CENTER | EX_TYPE_BORDER)

#define PANEL_OFF()		(local_player->LevelSolved_PanelOff)
#define	PANEL_DEACTIVATED(p)	((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
#define PANEL_XPOS(p)		(DX + ALIGNED_TEXT_XPOS(p))
#define PANEL_YPOS(p)		(DY + ALIGNED_TEXT_YPOS(p))

/* special positions in the game control window (relative to control window) */
#define XX_LEVEL1		(PANEL_XPOS(game.panel.level))
#define XX_LEVEL2		(PANEL_XPOS(game.panel.level) - 1)
#define XX_LEVEL		(PANEL_XPOS(game.panel.level))
#define YY_LEVEL		(PANEL_YPOS(game.panel.level))
#define XX_EMERALDS		(PANEL_XPOS(game.panel.gems))
#define YY_EMERALDS		(PANEL_YPOS(game.panel.gems))
#define XX_DYNAMITE		(PANEL_XPOS(game.panel.inventory))
#define YY_DYNAMITE		(PANEL_YPOS(game.panel.inventory))
#define XX_KEYS			(PANEL_XPOS(game.panel.keys))
#define YY_KEYS			(PANEL_YPOS(game.panel.keys))
#define XX_SCORE		(PANEL_XPOS(game.panel.score))
#define YY_SCORE		(PANEL_YPOS(game.panel.score))
#define XX_TIME1		(PANEL_XPOS(game.panel.time))
#define XX_TIME2		(PANEL_XPOS(game.panel.time) + 1)
#define XX_TIME			(PANEL_XPOS(game.panel.time))
#define YY_TIME			(PANEL_YPOS(game.panel.time))

/* special positions in the game control window (relative to main window) */
#define DX_LEVEL1		(DX + XX_LEVEL1)
#define DX_LEVEL2		(DX + XX_LEVEL2)
#define DX_LEVEL		(DX + XX_LEVEL)
#define DY_LEVEL		(DY + YY_LEVEL)
#define DX_EMERALDS		(DX + XX_EMERALDS)
#define DY_EMERALDS		(DY + YY_EMERALDS)
#define DX_DYNAMITE		(DX + XX_DYNAMITE)
#define DY_DYNAMITE		(DY + YY_DYNAMITE)
#define DX_KEYS			(DX + XX_KEYS)
#define DY_KEYS			(DY + YY_KEYS)
#define DX_SCORE		(DX + XX_SCORE)
#define DY_SCORE		(DY + YY_SCORE)
#define DX_TIME1		(DX + XX_TIME1)
#define DX_TIME2		(DX + XX_TIME2)
#define DX_TIME			(DX + XX_TIME)
#define DY_TIME			(DY + YY_TIME)

#if 1
/* game panel display and control definitions */

#define GAME_PANEL_LEVEL_NUMBER			0
#define GAME_PANEL_GEMS				1
#define GAME_PANEL_INVENTORY_COUNT		2
#define GAME_PANEL_INVENTORY_FIRST_1		3
#define GAME_PANEL_INVENTORY_FIRST_2		4
#define GAME_PANEL_INVENTORY_FIRST_3		5
#define GAME_PANEL_INVENTORY_FIRST_4		6
#define GAME_PANEL_INVENTORY_FIRST_5		7
#define GAME_PANEL_INVENTORY_FIRST_6		8
#define GAME_PANEL_INVENTORY_FIRST_7		9
#define GAME_PANEL_INVENTORY_FIRST_8		10
#define GAME_PANEL_INVENTORY_LAST_1		11
#define GAME_PANEL_INVENTORY_LAST_2		12
#define GAME_PANEL_INVENTORY_LAST_3		13
#define GAME_PANEL_INVENTORY_LAST_4		14
#define GAME_PANEL_INVENTORY_LAST_5		15
#define GAME_PANEL_INVENTORY_LAST_6		16
#define GAME_PANEL_INVENTORY_LAST_7		17
#define GAME_PANEL_INVENTORY_LAST_8		18
#define GAME_PANEL_KEY_1			19
#define GAME_PANEL_KEY_2			20
#define GAME_PANEL_KEY_3			21
#define GAME_PANEL_KEY_4			22
#define GAME_PANEL_KEY_5			23
#define GAME_PANEL_KEY_6			24
#define GAME_PANEL_KEY_7			25
#define GAME_PANEL_KEY_8			26
#define GAME_PANEL_KEY_WHITE			27
#define GAME_PANEL_KEY_WHITE_COUNT		28
#define GAME_PANEL_SCORE			29
#define GAME_PANEL_HIGHSCORE			30
#define GAME_PANEL_TIME				31
#define GAME_PANEL_TIME_HH			32
#define GAME_PANEL_TIME_MM			33
#define GAME_PANEL_TIME_SS			34
#define GAME_PANEL_FRAME			35
#define GAME_PANEL_SHIELD_NORMAL		36
#define GAME_PANEL_SHIELD_NORMAL_TIME		37
#define GAME_PANEL_SHIELD_DEADLY		38
#define GAME_PANEL_SHIELD_DEADLY_TIME		39
#define GAME_PANEL_EXIT				40
#define GAME_PANEL_EMC_MAGIC_BALL		41
#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH	42
#define GAME_PANEL_LIGHT_SWITCH			43
#define GAME_PANEL_LIGHT_SWITCH_TIME		44
#define GAME_PANEL_TIMEGATE_SWITCH		45
#define GAME_PANEL_TIMEGATE_SWITCH_TIME		46
#define GAME_PANEL_SWITCHGATE_SWITCH		47
#define GAME_PANEL_EMC_LENSES			48
#define GAME_PANEL_EMC_LENSES_TIME		49
#define GAME_PANEL_EMC_MAGNIFIER		50
#define GAME_PANEL_EMC_MAGNIFIER_TIME		51
#define GAME_PANEL_BALLOON_SWITCH		52
#define GAME_PANEL_DYNABOMB_NUMBER		53
#define GAME_PANEL_DYNABOMB_SIZE		54
#define GAME_PANEL_DYNABOMB_POWER		55
#define GAME_PANEL_PENGUINS			56
#define GAME_PANEL_SOKOBAN_OBJECTS		57
#define GAME_PANEL_SOKOBAN_FIELDS		58
#define GAME_PANEL_ROBOT_WHEEL			59
#define GAME_PANEL_CONVEYOR_BELT_1		60
#define GAME_PANEL_CONVEYOR_BELT_2		61
#define GAME_PANEL_CONVEYOR_BELT_3		62
#define GAME_PANEL_CONVEYOR_BELT_4		63
#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH	64
#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH	65
#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH	66
#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH	67
#define GAME_PANEL_MAGIC_WALL			68
#define GAME_PANEL_MAGIC_WALL_TIME		69
#define GAME_PANEL_GRAVITY_STATE		70
#define GAME_PANEL_GRAPHIC_1			71
#define GAME_PANEL_GRAPHIC_2			72
#define GAME_PANEL_GRAPHIC_3			73
#define GAME_PANEL_GRAPHIC_4			74
#define GAME_PANEL_GRAPHIC_5			75
#define GAME_PANEL_GRAPHIC_6			76
#define GAME_PANEL_GRAPHIC_7			77
#define GAME_PANEL_GRAPHIC_8			78
#define GAME_PANEL_ELEMENT_1			79
#define GAME_PANEL_ELEMENT_2			80
#define GAME_PANEL_ELEMENT_3			81
#define GAME_PANEL_ELEMENT_4			82
#define GAME_PANEL_ELEMENT_5			83
#define GAME_PANEL_ELEMENT_6			84
#define GAME_PANEL_ELEMENT_7			85
#define GAME_PANEL_ELEMENT_8			86
#define GAME_PANEL_ELEMENT_COUNT_1		87
#define GAME_PANEL_ELEMENT_COUNT_2		88
#define GAME_PANEL_ELEMENT_COUNT_3		89
#define GAME_PANEL_ELEMENT_COUNT_4		90
#define GAME_PANEL_ELEMENT_COUNT_5		91
#define GAME_PANEL_ELEMENT_COUNT_6		92
#define GAME_PANEL_ELEMENT_COUNT_7		93
#define GAME_PANEL_ELEMENT_COUNT_8		94
#define GAME_PANEL_CE_SCORE_1			95
#define GAME_PANEL_CE_SCORE_2			96
#define GAME_PANEL_CE_SCORE_3			97
#define GAME_PANEL_CE_SCORE_4			98
#define GAME_PANEL_CE_SCORE_5			99
#define GAME_PANEL_CE_SCORE_6			100
#define GAME_PANEL_CE_SCORE_7			101
#define GAME_PANEL_CE_SCORE_8			102
#define GAME_PANEL_CE_SCORE_1_ELEMENT		103
#define GAME_PANEL_CE_SCORE_2_ELEMENT		104
#define GAME_PANEL_CE_SCORE_3_ELEMENT		105
#define GAME_PANEL_CE_SCORE_4_ELEMENT		106
#define GAME_PANEL_CE_SCORE_5_ELEMENT		107
#define GAME_PANEL_CE_SCORE_6_ELEMENT		108
#define GAME_PANEL_CE_SCORE_7_ELEMENT		109
#define GAME_PANEL_CE_SCORE_8_ELEMENT		110
#define GAME_PANEL_PLAYER_NAME			111
#define GAME_PANEL_LEVEL_NAME			112
#define GAME_PANEL_LEVEL_AUTHOR			113

#define NUM_GAME_PANEL_CONTROLS			114

struct GamePanelOrderInfo
{
  int nr;
  int sort_priority;
};

static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];

struct GamePanelControlInfo
{
  int nr;

  struct TextPosInfo *pos;
  int type;

  int value, last_value;
  int frame, last_frame;
  int gfx_frame;
  int gfx_random;
};

static struct GamePanelControlInfo game_panel_controls[] =
{
  {
    GAME_PANEL_LEVEL_NUMBER,
    &game.panel.level_number,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_GEMS,
    &game.panel.gems,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_INVENTORY_COUNT,
    &game.panel.inventory_count,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_1,
    &game.panel.inventory_first[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_2,
    &game.panel.inventory_first[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_3,
    &game.panel.inventory_first[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_4,
    &game.panel.inventory_first[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_5,
    &game.panel.inventory_first[4],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_6,
    &game.panel.inventory_first[5],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_7,
    &game.panel.inventory_first[6],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_FIRST_8,
    &game.panel.inventory_first[7],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_1,
    &game.panel.inventory_last[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_2,
    &game.panel.inventory_last[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_3,
    &game.panel.inventory_last[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_4,
    &game.panel.inventory_last[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_5,
    &game.panel.inventory_last[4],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_6,
    &game.panel.inventory_last[5],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_7,
    &game.panel.inventory_last[6],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_INVENTORY_LAST_8,
    &game.panel.inventory_last[7],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_1,
    &game.panel.key[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_2,
    &game.panel.key[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_3,
    &game.panel.key[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_4,
    &game.panel.key[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_5,
    &game.panel.key[4],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_6,
    &game.panel.key[5],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_7,
    &game.panel.key[6],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_8,
    &game.panel.key[7],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_WHITE,
    &game.panel.key_white,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_KEY_WHITE_COUNT,
    &game.panel.key_white_count,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_SCORE,
    &game.panel.score,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_HIGHSCORE,
    &game.panel.highscore,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_TIME,
    &game.panel.time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_TIME_HH,
    &game.panel.time_hh,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_TIME_MM,
    &game.panel.time_mm,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_TIME_SS,
    &game.panel.time_ss,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_FRAME,
    &game.panel.frame,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_SHIELD_NORMAL,
    &game.panel.shield_normal,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_SHIELD_NORMAL_TIME,
    &game.panel.shield_normal_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_SHIELD_DEADLY,
    &game.panel.shield_deadly,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_SHIELD_DEADLY_TIME,
    &game.panel.shield_deadly_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_EXIT,
    &game.panel.exit,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_EMC_MAGIC_BALL,
    &game.panel.emc_magic_ball,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
    &game.panel.emc_magic_ball_switch,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_LIGHT_SWITCH,
    &game.panel.light_switch,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_LIGHT_SWITCH_TIME,
    &game.panel.light_switch_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_TIMEGATE_SWITCH,
    &game.panel.timegate_switch,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_TIMEGATE_SWITCH_TIME,
    &game.panel.timegate_switch_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_SWITCHGATE_SWITCH,
    &game.panel.switchgate_switch,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_EMC_LENSES,
    &game.panel.emc_lenses,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_EMC_LENSES_TIME,
    &game.panel.emc_lenses_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_EMC_MAGNIFIER,
    &game.panel.emc_magnifier,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_EMC_MAGNIFIER_TIME,
    &game.panel.emc_magnifier_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_BALLOON_SWITCH,
    &game.panel.balloon_switch,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_DYNABOMB_NUMBER,
    &game.panel.dynabomb_number,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_DYNABOMB_SIZE,
    &game.panel.dynabomb_size,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_DYNABOMB_POWER,
    &game.panel.dynabomb_power,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_PENGUINS,
    &game.panel.penguins,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_SOKOBAN_OBJECTS,
    &game.panel.sokoban_objects,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_SOKOBAN_FIELDS,
    &game.panel.sokoban_fields,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ROBOT_WHEEL,
    &game.panel.robot_wheel,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_1,
    &game.panel.conveyor_belt[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_2,
    &game.panel.conveyor_belt[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_3,
    &game.panel.conveyor_belt[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_4,
    &game.panel.conveyor_belt[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
    &game.panel.conveyor_belt_switch[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
    &game.panel.conveyor_belt_switch[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
    &game.panel.conveyor_belt_switch[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
    &game.panel.conveyor_belt_switch[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_MAGIC_WALL,
    &game.panel.magic_wall,
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_MAGIC_WALL_TIME,
    &game.panel.magic_wall_time,
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_GRAVITY_STATE,
    &game.panel.gravity_state,
    TYPE_STRING,
  },
  {
    GAME_PANEL_GRAPHIC_1,
    &game.panel.graphic[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_2,
    &game.panel.graphic[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_3,
    &game.panel.graphic[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_4,
    &game.panel.graphic[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_5,
    &game.panel.graphic[4],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_6,
    &game.panel.graphic[5],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_7,
    &game.panel.graphic[6],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_GRAPHIC_8,
    &game.panel.graphic[7],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_1,
    &game.panel.element[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_2,
    &game.panel.element[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_3,
    &game.panel.element[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_4,
    &game.panel.element[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_5,
    &game.panel.element[4],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_6,
    &game.panel.element[5],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_7,
    &game.panel.element[6],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_8,
    &game.panel.element[7],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_1,
    &game.panel.element_count[0],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_2,
    &game.panel.element_count[1],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_3,
    &game.panel.element_count[2],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_4,
    &game.panel.element_count[3],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_5,
    &game.panel.element_count[4],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_6,
    &game.panel.element_count[5],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_7,
    &game.panel.element_count[6],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_ELEMENT_COUNT_8,
    &game.panel.element_count[7],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_1,
    &game.panel.ce_score[0],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_2,
    &game.panel.ce_score[1],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_3,
    &game.panel.ce_score[2],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_4,
    &game.panel.ce_score[3],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_5,
    &game.panel.ce_score[4],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_6,
    &game.panel.ce_score[5],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_7,
    &game.panel.ce_score[6],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_8,
    &game.panel.ce_score[7],
    TYPE_INTEGER,
  },
  {
    GAME_PANEL_CE_SCORE_1_ELEMENT,
    &game.panel.ce_score_element[0],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_2_ELEMENT,
    &game.panel.ce_score_element[1],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_3_ELEMENT,
    &game.panel.ce_score_element[2],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_4_ELEMENT,
    &game.panel.ce_score_element[3],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_5_ELEMENT,
    &game.panel.ce_score_element[4],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_6_ELEMENT,
    &game.panel.ce_score_element[5],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_7_ELEMENT,
    &game.panel.ce_score_element[6],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_CE_SCORE_8_ELEMENT,
    &game.panel.ce_score_element[7],
    TYPE_ELEMENT,
  },
  {
    GAME_PANEL_PLAYER_NAME,
    &game.panel.player_name,
    TYPE_STRING,
  },
  {
    GAME_PANEL_LEVEL_NAME,
    &game.panel.level_name,
    TYPE_STRING,
  },
  {
    GAME_PANEL_LEVEL_AUTHOR,
    &game.panel.level_author,
    TYPE_STRING,
  },

  {
    -1,
    NULL,
    -1,
  }
};
#endif


/* values for delayed check of falling and moving elements and for collision */
#define CHECK_DELAY_MOVING	3
#define CHECK_DELAY_FALLING	CHECK_DELAY_MOVING
#define CHECK_DELAY_COLLISION	2
#define CHECK_DELAY_IMPACT	CHECK_DELAY_COLLISION

/* values for initial player move delay (initial delay counter value) */
#define INITIAL_MOVE_DELAY_OFF	-1
#define INITIAL_MOVE_DELAY_ON	0

/* values for player movement speed (which is in fact a delay value) */
#define MOVE_DELAY_MIN_SPEED	32
#define MOVE_DELAY_NORMAL_SPEED	8
#define MOVE_DELAY_HIGH_SPEED	4
#define MOVE_DELAY_MAX_SPEED	1

#define DOUBLE_MOVE_DELAY(x)	(x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
#define HALVE_MOVE_DELAY(x)	(x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))

#define DOUBLE_PLAYER_SPEED(p)	(HALVE_MOVE_DELAY( (p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p)	(DOUBLE_MOVE_DELAY((p)->move_delay_value))

/* values for other actions */
#define MOVE_STEPSIZE_NORMAL	(TILEX / MOVE_DELAY_NORMAL_SPEED)
#define MOVE_STEPSIZE_MIN	(1)
#define MOVE_STEPSIZE_MAX	(TILEX)

#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()	(GetSimpleRandom(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))
#define GET_NEW_CE_VALUE(e)	(   (element_info[e].ce_value_fixed_initial) +\
				 RND(element_info[e].ce_value_random_initial))
#define GET_CE_SCORE(e)		(   (element_info[e].collect_score))
#define GET_CHANGE_DELAY(c)	(   ((c)->delay_fixed  * (c)->delay_frames) + \
				 RND((c)->delay_random * (c)->delay_frames))
#define GET_CE_DELAY_VALUE(c)	(   ((c)->delay_fixed) + \
				 RND((c)->delay_random))


#define GET_VALID_RUNTIME_ELEMENT(e)					\
	 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))

#define RESOLVED_REFERENCE_ELEMENT(be, e)				\
	((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :	\
	 (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :	\
	 (be) + (e) - EL_SELF)

#define GET_PLAYER_FROM_BITS(p)						\
	(EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))

#define GET_TARGET_ELEMENT(be, e, ch, cv, cs)				\
	((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :	\
	 (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :	\
	 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :	\
	 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :	\
	 (e) == EL_CURRENT_CE_VALUE ? (cv) :				\
	 (e) == EL_CURRENT_CE_SCORE ? (cs) :				\
	 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?			\
	 RESOLVED_REFERENCE_ELEMENT(be, e) :				\
	 (e))

#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))))

#define ELEMENT_CAN_ENTER_FIELD(e, x, y)				\
	ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)

#define SATELLITE_CAN_ENTER_FIELD(x, y)					\
	ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)

#define ANDROID_CAN_ENTER_FIELD(e, x, y)				\
	ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)

#define ANDROID_CAN_CLONE_FIELD(x, y)					\
	(IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) ||	\
				CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))

#define ENEMY_CAN_ENTER_FIELD(e, x, y)					\
	ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)

#define YAMYAM_CAN_ENTER_FIELD(e, x, y)					\
	ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)

#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 PACMAN_CAN_ENTER_FIELD(e, x, y)					\
	ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[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 PENGUIN_CAN_ENTER_FIELD(e, x, y)				\
	ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
						 Feld[x][y] == EL_EM_EXIT_OPEN || \
						 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
						 Feld[x][y] == EL_EM_STEEL_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)

#define SPRING_CAN_BUMP_FROM_FIELD(x, y)				\
	(IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||	\
				Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))

#define MOVE_ENTER_EL(e)	(element_info[e].move_enter_element)

#define CE_ENTER_FIELD_COND(e, x, y)					\
		(!IS_PLAYER(x, y) &&					\
		 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))

#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)				\
	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
#define GAME_CTRL_ID_PLAY		2
#define SOUND_CTRL_ID_MUSIC		3
#define SOUND_CTRL_ID_LOOPS		4
#define SOUND_CTRL_ID_SIMPLE		5

#define NUM_GAME_BUTTONS		6


/* forward declaration for internal use */

static void CreateField(int, int, int);

static void ResetGfxAnimation(int, int);

static void SetPlayerWaiting(struct PlayerInfo *, boolean);
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);

static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
static boolean DigFieldByCE(int, int, int);
static boolean SnapField(struct PlayerInfo *, int, int);
static boolean DropElement(struct PlayerInfo *);

static void InitBeltMovement(void);
static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
static void KillPlayerUnlessEnemyProtected(int, int);
static void KillPlayerUnlessExplosionProtected(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 HandleElementChange(int, int, int);
static void ExecuteCustomElementAction(int, int, int, int);
static boolean ChangeElement(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);
#define CheckElementChange(x, y, e, te, ev)				\
	CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
#define CheckElementChangeByPlayer(x, y, e, ev, p, s)			\
	CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
#define CheckElementChangeBySide(x, y, e, te, ev, s)			\
	CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)

static void PlayLevelSound(int, int, int);
static void PlayLevelSoundNearest(int, int, int);
static void PlayLevelSoundAction(int, int, int);
static void PlayLevelSoundElementAction(int, int, int, int);
static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
static void PlayLevelSoundActionIfLoop(int, int, int);
static void StopLevelSoundActionIfLoop(int, int, int);
static void PlayLevelMusic();

static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);

int AmoebeNachbarNr(int, int);
void AmoebeUmwandeln(int, int);
void ContinueMoving(int, int);
void Bang(int, int);
void InitMovDir(int, int);
void InitAmoebaNr(int, int);
int NewHiScore(void);

void TestIfGoodThingHitsBadThing(int, int, int);
void TestIfBadThingHitsGoodThing(int, int, int);
void TestIfPlayerTouchesBadThing(int, int);
void TestIfPlayerRunsIntoBadThing(int, int, int);
void TestIfBadThingTouchesPlayer(int, int);
void TestIfBadThingRunsIntoPlayer(int, int, int);
void TestIfFriendTouchesBadThing(int, int);
void TestIfBadThingTouchesFriend(int, int);
void TestIfBadThingTouchesOtherBadThing(int, int);
void TestIfGoodThingGetsHitByBadThing(int, int, int);

void KillPlayer(struct PlayerInfo *);
void BuryPlayer(struct PlayerInfo *);
void RemovePlayer(struct PlayerInfo *);

static int getInvisibleActiveFromInvisibleElement(int);
static int getInvisibleFromInvisibleActiveElement(int);

static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];

/* for detection of endless loops, caused by custom element programming */
/* (using maximal playfield width x 10 is just a rough approximation) */
#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH	(MAX_PLAYFIELD_WIDTH * 10)

#define RECURSION_LOOP_DETECTION_START(e, rc)				\
{									\
  if (recursion_loop_detected)						\
    return (rc);							\
									\
  if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)	\
  {									\
    recursion_loop_detected = TRUE;					\
    recursion_loop_element = (e);					\
  }									\
									\
  recursion_loop_depth++;						\
}

#define RECURSION_LOOP_DETECTION_END()					\
{									\
  recursion_loop_depth--;						\
}

static int recursion_loop_depth;
static boolean recursion_loop_detected;
static boolean recursion_loop_element;

static int map_player_action[MAX_PLAYERS];


/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after  */
/* a specified time, eventually calling a function when changing             */
/* ------------------------------------------------------------------------- */

/* forward declaration for changer functions */
static void InitBuggyBase(int, int);
static void WarnBuggyBase(int, int);

static void InitTrap(int, int);
static void ActivateTrap(int, int);
static void ChangeActiveTrap(int, int);

static void InitRobotWheel(int, int);
static void RunRobotWheel(int, int);
static void StopRobotWheel(int, int);

static void InitTimegateWheel(int, int);
static void RunTimegateWheel(int, int);

static void InitMagicBallDelay(int, int);
static void ActivateMagicBall(int, int);

struct ChangingElementInfo
{
  int element;
  int target_element;
  int change_delay;
  void (*pre_change_function)(int x, int y);
  void (*change_function)(int x, int y);
  void (*post_change_function)(int x, int y);
};

static struct ChangingElementInfo change_delay_list[] =
{
  {
    EL_NUT_BREAKING,
    EL_EMERALD,
    6,
    NULL,
    NULL,
    NULL
  },
  {
    EL_PEARL_BREAKING,
    EL_EMPTY,
    8,
    NULL,
    NULL,
    NULL
  },
  {
    EL_EXIT_OPENING,
    EL_EXIT_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_EXIT_CLOSING,
    EL_EXIT_CLOSED,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_STEEL_EXIT_OPENING,
    EL_STEEL_EXIT_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_STEEL_EXIT_CLOSING,
    EL_STEEL_EXIT_CLOSED,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_EM_EXIT_OPENING,
    EL_EM_EXIT_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_EM_EXIT_CLOSING,
#if 1
    EL_EMPTY,
#else
    EL_EM_EXIT_CLOSED,
#endif
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_EM_STEEL_EXIT_OPENING,
    EL_EM_STEEL_EXIT_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_EM_STEEL_EXIT_CLOSING,
#if 1
    EL_STEELWALL,
#else
    EL_EM_STEEL_EXIT_CLOSED,
#endif
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_SP_EXIT_OPENING,
    EL_SP_EXIT_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_SP_EXIT_CLOSING,
    EL_SP_EXIT_CLOSED,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_SWITCHGATE_OPENING,
    EL_SWITCHGATE_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_SWITCHGATE_CLOSING,
    EL_SWITCHGATE_CLOSED,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_TIMEGATE_OPENING,
    EL_TIMEGATE_OPEN,
    29,
    NULL,
    NULL,
    NULL
  },
  {
    EL_TIMEGATE_CLOSING,
    EL_TIMEGATE_CLOSED,
    29,
    NULL,
    NULL,
    NULL
  },

  {
    EL_ACID_SPLASH_LEFT,
    EL_EMPTY,
    8,
    NULL,
    NULL,
    NULL
  },
  {
    EL_ACID_SPLASH_RIGHT,
    EL_EMPTY,
    8,
    NULL,
    NULL,
    NULL
  },
  {
    EL_SP_BUGGY_BASE,
    EL_SP_BUGGY_BASE_ACTIVATING,
    0,
    InitBuggyBase,
    NULL,
    NULL
  },
  {
    EL_SP_BUGGY_BASE_ACTIVATING,
    EL_SP_BUGGY_BASE_ACTIVE,
    0,
    InitBuggyBase,
    NULL,
    NULL
  },
  {
    EL_SP_BUGGY_BASE_ACTIVE,
    EL_SP_BUGGY_BASE,
    0,
    InitBuggyBase,
    WarnBuggyBase,
    NULL
  },
  {
    EL_TRAP,
    EL_TRAP_ACTIVE,
    0,
    InitTrap,
    NULL,
    ActivateTrap
  },
  {
    EL_TRAP_ACTIVE,
    EL_TRAP,
    31,
    NULL,
    ChangeActiveTrap,
    NULL
  },
  {
    EL_ROBOT_WHEEL_ACTIVE,
    EL_ROBOT_WHEEL,
    0,
    InitRobotWheel,
    RunRobotWheel,
    StopRobotWheel
  },
  {
    EL_TIMEGATE_SWITCH_ACTIVE,
    EL_TIMEGATE_SWITCH,
    0,
    InitTimegateWheel,
    RunTimegateWheel,
    NULL
  },
  {
    EL_DC_TIMEGATE_SWITCH_ACTIVE,
    EL_DC_TIMEGATE_SWITCH,
    0,
    InitTimegateWheel,
    RunTimegateWheel,
    NULL
  },
  {
    EL_EMC_MAGIC_BALL_ACTIVE,
    EL_EMC_MAGIC_BALL_ACTIVE,
    0,
    InitMagicBallDelay,
    NULL,
    ActivateMagicBall
  },
  {
    EL_EMC_SPRING_BUMPER_ACTIVE,
    EL_EMC_SPRING_BUMPER,
    8,
    NULL,
    NULL,
    NULL
  },
  {
    EL_DIAGONAL_SHRINKING,
    EL_UNDEFINED,
    0,
    NULL,
    NULL,
    NULL
  },
  {
    EL_DIAGONAL_GROWING,
    EL_UNDEFINED,
    0,
    NULL,
    NULL,
    NULL,
  },

  {
    EL_UNDEFINED,
    EL_UNDEFINED,
    -1,
    NULL,
    NULL,
    NULL
  }
};

struct
{
  int element;
  int push_delay_fixed, push_delay_random;
}
push_delay_list[] =
{
  { EL_SPRING,			0, 0 },
  { EL_BALLOON,			0, 0 },

  { EL_SOKOBAN_OBJECT,		2, 0 },
  { EL_SOKOBAN_FIELD_FULL,	2, 0 },
  { EL_SATELLITE,		2, 0 },
  { EL_SP_DISK_YELLOW,		2, 0 },

  { EL_UNDEFINED,		0, 0 },
};

struct
{
  int element;
  int move_stepsize;
}
move_stepsize_list[] =
{
  { EL_AMOEBA_DROP,		2 },
  { EL_AMOEBA_DROPPING,		2 },
  { EL_QUICKSAND_FILLING,	1 },
  { EL_QUICKSAND_EMPTYING,	1 },
  { EL_QUICKSAND_FAST_FILLING,	2 },
  { EL_QUICKSAND_FAST_EMPTYING,	2 },
  { EL_MAGIC_WALL_FILLING,	2 },
  { EL_MAGIC_WALL_EMPTYING,	2 },
  { EL_BD_MAGIC_WALL_FILLING,	2 },
  { EL_BD_MAGIC_WALL_EMPTYING,	2 },
  { EL_DC_MAGIC_WALL_FILLING,	2 },
  { EL_DC_MAGIC_WALL_EMPTYING,	2 },

  { EL_UNDEFINED,		0 },
};

struct
{
  int element;
  int count;
}
collect_count_list[] =
{
  { EL_EMERALD,			1 },
  { EL_BD_DIAMOND,		1 },
  { EL_EMERALD_YELLOW,		1 },
  { EL_EMERALD_RED,		1 },
  { EL_EMERALD_PURPLE,		1 },
  { EL_DIAMOND,			3 },
  { EL_SP_INFOTRON,		1 },
  { EL_PEARL,			5 },
  { EL_CRYSTAL,			8 },

  { EL_UNDEFINED,		0 },
};

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_NONE				     }
};

static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];

#define IS_AUTO_CHANGING(e)	(element_info[e].has_change_event[CE_DELAY])
#define IS_JUST_CHANGING(x, y)	(ChangeDelay[x][y] != 0)
#define IS_CHANGING(x, y)	(IS_AUTO_CHANGING(Feld[x][y]) || \
				 IS_JUST_CHANGING(x, y))

#define CE_PAGE(e, ce)		(element_info[e].event_page[ce])

/* static variables for playfield scan mode (scanning forward or backward) */
static int playfield_scan_start_x = 0;
static int playfield_scan_start_y = 0;
static int playfield_scan_delta_x = 1;
static int playfield_scan_delta_y = 1;

#define SCAN_PLAYFIELD(x, y)	for ((y) = playfield_scan_start_y;	\
				     (y) >= 0 && (y) <= lev_fieldy - 1;	\
				     (y) += playfield_scan_delta_y)	\
				for ((x) = playfield_scan_start_x;	\
				     (x) >= 0 && (x) <= lev_fieldx - 1;	\
				     (x) += playfield_scan_delta_x)

#ifdef DEBUG
void DEBUG_SetMaximumDynamite()
{
  int i;

  for (i = 0; i < MAX_INVENTORY_SIZE; i++)
    if (local_player->inventory_size < MAX_INVENTORY_SIZE)
      local_player->inventory_element[local_player->inventory_size++] =
	EL_DYNAMITE;
}
#endif

static void InitPlayfieldScanModeVars()
{
  if (game.use_reverse_scan_direction)
  {
    playfield_scan_start_x = lev_fieldx - 1;
    playfield_scan_start_y = lev_fieldy - 1;

    playfield_scan_delta_x = -1;
    playfield_scan_delta_y = -1;
  }
  else
  {
    playfield_scan_start_x = 0;
    playfield_scan_start_y = 0;

    playfield_scan_delta_x = 1;
    playfield_scan_delta_y = 1;
  }
}

static void InitPlayfieldScanMode(int mode)
{
  game.use_reverse_scan_direction =
    (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);

  InitPlayfieldScanModeVars();
}

static int get_move_delay_from_stepsize(int move_stepsize)
{
  move_stepsize =
    MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);

  /* make sure that stepsize value is always a power of 2 */
  move_stepsize = (1 << log_2(move_stepsize));

  return TILEX / move_stepsize;
}

static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
			       boolean init_game)
{
  int player_nr = player->index_nr;
  int move_delay = get_move_delay_from_stepsize(move_stepsize);
  boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);

  /* do no immediately change move delay -- the player might just be moving */
  player->move_delay_value_next = move_delay;

  /* information if player can move must be set separately */
  player->cannot_move = cannot_move;

  if (init_game)
  {
    player->move_delay       = game.initial_move_delay[player_nr];
    player->move_delay_value = game.initial_move_delay_value[player_nr];

    player->move_delay_value_next = -1;

    player->move_delay_reset_counter = 0;
  }
}

void GetPlayerConfig()
{
  GameFrameDelay = setup.game_frame_delay;

  if (!audio.sound_available)
    setup.sound_simple = FALSE;

  if (!audio.loops_available)
    setup.sound_loops = FALSE;

  if (!audio.music_available)
    setup.sound_music = FALSE;

  if (!video.fullscreen_available)
    setup.fullscreen = FALSE;

  setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);

  SetAudioMode(setup.sound);
  InitJoysticks();
}

int GetElementFromGroupElement(int element)
{
  if (IS_GROUP_ELEMENT(element))
  {
    struct ElementGroupInfo *group = element_info[element].group;
    int last_anim_random_frame = gfx.anim_random_frame;
    int element_pos;

    if (group->choice_mode == ANIM_RANDOM)
      gfx.anim_random_frame = RND(group->num_elements_resolved);

    element_pos = getAnimationFrame(group->num_elements_resolved, 1,
				    group->choice_mode, 0,
				    group->choice_pos);

    if (group->choice_mode == ANIM_RANDOM)
      gfx.anim_random_frame = last_anim_random_frame;

    group->choice_pos++;

    element = group->element_resolved[element_pos];
  }

  return element;
}

static void InitPlayerField(int x, int y, int element, boolean init_game)
{
  if (element == EL_SP_MURPHY)
  {
    if (init_game)
    {
      if (stored_player[0].present)
      {
	Feld[x][y] = EL_SP_MURPHY_CLONE;

	return;
      }
      else
      {
	stored_player[0].initial_element = element;
	stored_player[0].use_murphy = TRUE;

	if (!level.use_artwork_element[0])
	  stored_player[0].artwork_element = EL_SP_MURPHY;
      }

      Feld[x][y] = EL_PLAYER_1;
    }
  }

  if (init_game)
  {
    struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
    int jx = player->jx, jy = player->jy;

    player->present = TRUE;

    player->block_last_field = (element == EL_SP_MURPHY ?
				level.sp_block_last_field :
				level.block_last_field);

    /* ---------- initialize player's last field block delay --------------- */

    /* always start with reliable default value (no adjustment needed) */
    player->block_delay_adjustment = 0;

    /* special case 1: in Supaplex, Murphy blocks last field one more frame */
    if (player->block_last_field && element == EL_SP_MURPHY)
      player->block_delay_adjustment = 1;

    /* special case 2: in game engines before 3.1.1, blocking was different */
    if (game.use_block_last_field_bug)
      player->block_delay_adjustment = (player->block_last_field ? -1 : 1);

    if (!options.network || player->connected)
    {
      player->active = TRUE;

      /* remove potentially duplicate players */
      if (StorePlayer[jx][jy] == Feld[x][y])
	StorePlayer[jx][jy] = 0;

      StorePlayer[x][y] = Feld[x][y];

      if (options.debug)
      {
	printf("Player %d activated.\n", player->element_nr);
	printf("[Local player is %d and currently %s.]\n",
	       local_player->element_nr,
	       local_player->active ? "active" : "not active");
      }
    }

    Feld[x][y] = EL_EMPTY;

    player->jx = player->last_jx = x;
    player->jy = player->last_jy = y;
  }

#if USE_PLAYER_REANIMATION
  if (!init_game)
  {
    int player_nr = GET_PLAYER_NR(element);
    struct PlayerInfo *player = &stored_player[player_nr];

    if (player->active && player->killed)
      player->reanimated = TRUE; /* if player was just killed, reanimate him */
  }
#endif
}

static void InitField(int x, int y, boolean init_game)
{
  int element = Feld[x][y];

  switch (element)
  {
    case EL_SP_MURPHY:
    case EL_PLAYER_1:
    case EL_PLAYER_2:
    case EL_PLAYER_3:
    case EL_PLAYER_4:
      InitPlayerField(x, y, element, init_game);
      break;

    case EL_SOKOBAN_FIELD_PLAYER:
      element = Feld[x][y] = EL_PLAYER_1;
      InitField(x, y, init_game);

      element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
      InitField(x, y, init_game);
      break;

    case EL_SOKOBAN_FIELD_EMPTY:
      local_player->sokobanfields_still_needed++;
      break;

    case EL_STONEBLOCK:
      if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
	Feld[x][y] = EL_ACID_POOL_TOPLEFT;
      else if (x > 0 && Feld[x-1][y] == EL_ACID)
	Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
	Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
      else if (y > 0 && Feld[x][y-1] == EL_ACID)
	Feld[x][y] = EL_ACID_POOL_BOTTOM;
      else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
	Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
      break;

    case EL_BUG:
    case EL_BUG_RIGHT:
    case EL_BUG_UP:
    case EL_BUG_LEFT:
    case EL_BUG_DOWN:
    case EL_SPACESHIP:
    case EL_SPACESHIP_RIGHT:
    case EL_SPACESHIP_UP:
    case EL_SPACESHIP_LEFT:
    case EL_SPACESHIP_DOWN:
    case EL_BD_BUTTERFLY:
    case EL_BD_BUTTERFLY_RIGHT:
    case EL_BD_BUTTERFLY_UP:
    case EL_BD_BUTTERFLY_LEFT:
    case EL_BD_BUTTERFLY_DOWN:
    case EL_BD_FIREFLY:
    case EL_BD_FIREFLY_RIGHT:
    case EL_BD_FIREFLY_UP:
    case EL_BD_FIREFLY_LEFT:
    case EL_BD_FIREFLY_DOWN:
    case EL_PACMAN_RIGHT:
    case EL_PACMAN_UP:
    case EL_PACMAN_LEFT:
    case EL_PACMAN_DOWN:
    case EL_YAMYAM:
    case EL_YAMYAM_LEFT:
    case EL_YAMYAM_RIGHT:
    case EL_YAMYAM_UP:
    case EL_YAMYAM_DOWN:
    case EL_DARK_YAMYAM:
    case EL_ROBOT:
    case EL_PACMAN:
    case EL_SP_SNIKSNAK:
    case EL_SP_ELECTRON:
    case EL_MOLE:
    case EL_MOLE_LEFT:
    case EL_MOLE_RIGHT:
    case EL_MOLE_UP:
    case EL_MOLE_DOWN:
      InitMovDir(x, y);
      break;

    case EL_AMOEBA_FULL:
    case EL_BD_AMOEBA:
      InitAmoebaNr(x, y);
      break;

    case EL_AMOEBA_DROP:
      if (y == lev_fieldy - 1)
      {
	Feld[x][y] = EL_AMOEBA_GROWING;
	Store[x][y] = EL_AMOEBA_WET;
      }
      break;

    case EL_DYNAMITE_ACTIVE:
    case EL_SP_DISK_RED_ACTIVE:
    case EL_DYNABOMB_PLAYER_1_ACTIVE:
    case EL_DYNABOMB_PLAYER_2_ACTIVE:
    case EL_DYNABOMB_PLAYER_3_ACTIVE:
    case EL_DYNABOMB_PLAYER_4_ACTIVE:
      MovDelay[x][y] = 96;
      break;

    case EL_EM_DYNAMITE_ACTIVE:
      MovDelay[x][y] = 32;
      break;

    case EL_LAMP:
      local_player->lights_still_needed++;
      break;

    case EL_PENGUIN:
      local_player->friends_still_needed++;
      break;

    case EL_PIG:
    case EL_DRAGON:
      GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
      break;

    case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
    case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
    case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
    case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
    case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
    case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
    case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
    case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
    case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
    case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
    case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
    case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
      if (init_game)
      {
	int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
	int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
	int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);

	if (game.belt_dir_nr[belt_nr] == 3)	/* initial value */
	{
	  game.belt_dir[belt_nr] = belt_dir;
	  game.belt_dir_nr[belt_nr] = belt_dir_nr;
	}
	else	/* more than one switch -- set it like the first switch */
	{
	  Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
	}
      }
      break;

#if !USE_BOTH_SWITCHGATE_SWITCHES
    case EL_SWITCHGATE_SWITCH_DOWN:	/* always start with same switch pos */
      if (init_game)
	Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
      break;

    case EL_DC_SWITCHGATE_SWITCH_DOWN:	/* always start with same switch pos */
      if (init_game)
	Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
      break;
#endif

    case EL_LIGHT_SWITCH_ACTIVE:
      if (init_game)
	game.light_time_left = level.time_light * FRAMES_PER_SECOND;
      break;

    case EL_INVISIBLE_STEELWALL:
    case EL_INVISIBLE_WALL:
    case EL_INVISIBLE_SAND:
      if (game.light_time_left > 0 ||
	  game.lenses_time_left > 0)
        Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
      break;

    case EL_EMC_MAGIC_BALL:
      if (game.ball_state)
	Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
      break;

    case EL_EMC_MAGIC_BALL_SWITCH:
      if (game.ball_state)
	Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
      break;

    case EL_TRIGGER_PLAYER:
    case EL_TRIGGER_ELEMENT:
    case EL_TRIGGER_CE_VALUE:
    case EL_TRIGGER_CE_SCORE:
    case EL_SELF:
    case EL_ANY_ELEMENT:
    case EL_CURRENT_CE_VALUE:
    case EL_CURRENT_CE_SCORE:
    case EL_PREV_CE_1:
    case EL_PREV_CE_2:
    case EL_PREV_CE_3:
    case EL_PREV_CE_4:
    case EL_PREV_CE_5:
    case EL_PREV_CE_6:
    case EL_PREV_CE_7:
    case EL_PREV_CE_8:
    case EL_NEXT_CE_1:
    case EL_NEXT_CE_2:
    case EL_NEXT_CE_3:
    case EL_NEXT_CE_4:
    case EL_NEXT_CE_5:
    case EL_NEXT_CE_6:
    case EL_NEXT_CE_7:
    case EL_NEXT_CE_8:
      /* reference elements should not be used on the playfield */
      Feld[x][y] = EL_EMPTY;
      break;

    default:
      if (IS_CUSTOM_ELEMENT(element))
      {
	if (CAN_MOVE(element))
	  InitMovDir(x, y);

#if USE_NEW_CUSTOM_VALUE
	if (!element_info[element].use_last_ce_value || init_game)
	  CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
#endif
      }
      else if (IS_GROUP_ELEMENT(element))
      {
	Feld[x][y] = GetElementFromGroupElement(element);

	InitField(x, y, init_game);
      }

      break;
  }

  if (!init_game)
    CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
}

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"
  */
}

#if 1

static int get_key_element_from_nr(int key_nr)
{
  int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
			  level.game_engine_type == GAME_ENGINE_TYPE_EM ?
			  EL_EM_KEY_1 : EL_KEY_1);

  return key_base_element + key_nr;
}

static int get_next_dropped_element(struct PlayerInfo *player)
{
  return (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);
}

static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
{
  /* pos >= 0: get element from bottom of the stack;
     pos <  0: get element from top of the stack */

  if (pos < 0)
  {
    int min_inventory_size = -pos;
    int inventory_pos = player->inventory_size - min_inventory_size;
    int min_dynabombs_left = min_inventory_size - player->inventory_size;

    return (player->inventory_size >= min_inventory_size ?
	    player->inventory_element[inventory_pos] :
	    player->inventory_infinite_element != EL_UNDEFINED ?
	    player->inventory_infinite_element :
	    player->dynabombs_left >= min_dynabombs_left ?
	    EL_DYNABOMB_PLAYER_1 + player->index_nr :
	    EL_UNDEFINED);
  }
  else
  {
    int min_dynabombs_left = pos + 1;
    int min_inventory_size = pos + 1 - player->dynabombs_left;
    int inventory_pos = pos - player->dynabombs_left;

    return (player->inventory_infinite_element != EL_UNDEFINED ?
	    player->inventory_infinite_element :
	    player->dynabombs_left >= min_dynabombs_left ?
	    EL_DYNABOMB_PLAYER_1 + player->index_nr :
	    player->inventory_size >= min_inventory_size ?
	    player->inventory_element[inventory_pos] :
	    EL_UNDEFINED);
  }
}

static int compareGamePanelOrderInfo(const void *object1, const void *object2)
{
  const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
  const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
  int compare_result;

  if (gpo1->sort_priority != gpo2->sort_priority)
    compare_result = gpo1->sort_priority - gpo2->sort_priority;
  else
    compare_result = gpo1->nr - gpo2->nr;

  return compare_result;
}

void InitGameControlValues()
{
  int i;

  for (i = 0; game_panel_controls[i].nr != -1; i++)
  {
    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
    struct GamePanelOrderInfo *gpo = &game_panel_order[i];
    struct TextPosInfo *pos = gpc->pos;
    int nr = gpc->nr;
    int type = gpc->type;

    if (nr != i)
    {
      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
      Error(ERR_EXIT, "this should not happen -- please debug");
    }

    /* force update of game controls after initialization */
    gpc->value = gpc->last_value = -1;
    gpc->frame = gpc->last_frame = -1;
    gpc->gfx_frame = -1;

    /* determine panel value width for later calculation of alignment */
    if (type == TYPE_INTEGER || type == TYPE_STRING)
    {
      pos->width = pos->size * getFontWidth(pos->font);
      pos->height = getFontHeight(pos->font);
    }
    else if (type == TYPE_ELEMENT)
    {
      pos->width = pos->size;
      pos->height = pos->size;
    }

    /* fill structure for game panel draw order */
    gpo->nr = gpc->nr;
    gpo->sort_priority = pos->sort_priority;
  }

  /* sort game panel controls according to sort_priority and control number */
  qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
	sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
}

void UpdatePlayfieldElementCount()
{
  boolean use_element_count = FALSE;
  int i, j, x, y;

  /* first check if it is needed at all to calculate playfield element count */
  for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
    if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
      use_element_count = TRUE;

  if (!use_element_count)
    return;

  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
    element_info[i].element_count = 0;

  SCAN_PLAYFIELD(x, y)
  {
    element_info[Feld[x][y]].element_count++;
  }

  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
    for (j = 0; j < MAX_NUM_ELEMENTS; j++)
      if (IS_IN_GROUP(j, i))
	element_info[EL_GROUP_START + i].element_count +=
	  element_info[j].element_count;
}

void UpdateGameControlValues()
{
  int i, k;
  int time = (local_player->LevelSolved ?
	      local_player->LevelSolved_CountingTime :
	      level.game_engine_type == GAME_ENGINE_TYPE_EM ?
	      level.native_em_level->lev->time :
	      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
	      level.native_sp_level->game_sp->time_played :
	      level.time == 0 ? TimePlayed : TimeLeft);
  int score = (local_player->LevelSolved ?
	       local_player->LevelSolved_CountingScore :
	       level.game_engine_type == GAME_ENGINE_TYPE_EM ?
	       level.native_em_level->lev->score :
	       level.game_engine_type == GAME_ENGINE_TYPE_SP ?
	       level.native_sp_level->game_sp->score :
	       local_player->score);
  int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
	      level.native_em_level->lev->required :
	      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
	      level.native_sp_level->game_sp->infotrons_still_needed :
	      local_player->gems_still_needed);
  int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
		     level.native_em_level->lev->required > 0 :
		     level.game_engine_type == GAME_ENGINE_TYPE_SP ?
		     level.native_sp_level->game_sp->infotrons_still_needed > 0 :
		     local_player->gems_still_needed > 0 ||
		     local_player->sokobanfields_still_needed > 0 ||
		     local_player->lights_still_needed > 0);

  UpdatePlayfieldElementCount();

  /* update game panel control values */

  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
  game_panel_controls[GAME_PANEL_GEMS].value = gems;

  game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
  for (i = 0; i < MAX_NUM_KEYS; i++)
    game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
  game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
  game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;

  if (game.centered_player_nr == -1)
  {
    for (i = 0; i < MAX_PLAYERS; i++)
    {
      /* only one player in Supaplex game engine */
      if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
	break;

      for (k = 0; k < MAX_NUM_KEYS; k++)
      {
	if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
	{
	  if (level.native_em_level->ply[i]->keys & (1 << k))
	    game_panel_controls[GAME_PANEL_KEY_1 + k].value =
	      get_key_element_from_nr(k);
	}
	else if (stored_player[i].key[k])
	  game_panel_controls[GAME_PANEL_KEY_1 + k].value =
	    get_key_element_from_nr(k);
      }

      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
	game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
	  level.native_em_level->ply[i]->dynamite;
      else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
	game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
	  level.native_sp_level->game_sp->red_disk_count;
      else
	game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
	  stored_player[i].inventory_size;

      if (stored_player[i].num_white_keys > 0)
	game_panel_controls[GAME_PANEL_KEY_WHITE].value =
	  EL_DC_KEY_WHITE;

      game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
	stored_player[i].num_white_keys;
    }
  }
  else
  {
    int player_nr = game.centered_player_nr;

    for (k = 0; k < MAX_NUM_KEYS; k++)
    {
      if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
      {
	if (level.native_em_level->ply[player_nr]->keys & (1 << k))
	  game_panel_controls[GAME_PANEL_KEY_1 + k].value =
	    get_key_element_from_nr(k);
      }
      else if (stored_player[player_nr].key[k])
	game_panel_controls[GAME_PANEL_KEY_1 + k].value =
	  get_key_element_from_nr(k);
    }

    if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
	level.native_em_level->ply[player_nr]->dynamite;
    else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
	level.native_sp_level->game_sp->red_disk_count;
    else
      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
	stored_player[player_nr].inventory_size;

    if (stored_player[player_nr].num_white_keys > 0)
      game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;

    game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
      stored_player[player_nr].num_white_keys;
  }

  for (i = 0; i < NUM_PANEL_INVENTORY; i++)
  {
    game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
      get_inventory_element_from_pos(local_player, i);
    game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
      get_inventory_element_from_pos(local_player, -i - 1);
  }

  game_panel_controls[GAME_PANEL_SCORE].value = score;
  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;

  game_panel_controls[GAME_PANEL_TIME].value = time;

  game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
  game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
  game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;

  game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;

  game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
    (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
     EL_EMPTY);
  game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
    local_player->shield_normal_time_left;
  game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
    (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
     EL_EMPTY);
  game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
    local_player->shield_deadly_time_left;

  game_panel_controls[GAME_PANEL_EXIT].value =
    (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);

  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
    (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
  game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
    (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
     EL_EMC_MAGIC_BALL_SWITCH);

  game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
    (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
  game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
    game.light_time_left;

  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
    (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
  game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
    game.timegate_time_left;

  game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
    EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;

  game_panel_controls[GAME_PANEL_EMC_LENSES].value =
    (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
  game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
    game.lenses_time_left;

  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
    (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
  game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
    game.magnify_time_left;

  game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
    (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
     game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
     game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
     game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
     EL_BALLOON_SWITCH_NONE);

  game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
    local_player->dynabomb_count;
  game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
    local_player->dynabomb_size;
  game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
    (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);

  game_panel_controls[GAME_PANEL_PENGUINS].value =
    local_player->friends_still_needed;

  game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
    local_player->sokobanfields_still_needed;
  game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
    local_player->sokobanfields_still_needed;

  game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
    (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);

  for (i = 0; i < NUM_BELTS; i++)
  {
    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
      (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
       EL_CONVEYOR_BELT_1_MIDDLE) + i;
    game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
      getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
  }

  game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
    (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
  game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
    game.magic_wall_time_left;

#if USE_PLAYER_GRAVITY
  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
    local_player->gravity;
#else
  game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
#endif

  for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
    game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;

  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
    game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
      (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
       game.panel.element[i].id : EL_UNDEFINED);

  for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
    game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
      (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
       element_info[game.panel.element_count[i].id].element_count : 0);

  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
    game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
      (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
       element_info[game.panel.ce_score[i].id].collect_score : 0);

  for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
    game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
      (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
       element_info[game.panel.ce_score_element[i].id].collect_score :
       EL_UNDEFINED);

  game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
  game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
  game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;

  /* update game panel control frames */

  for (i = 0; game_panel_controls[i].nr != -1; i++)
  {
    struct GamePanelControlInfo *gpc = &game_panel_controls[i];

    if (gpc->type == TYPE_ELEMENT)
    {
      if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
      {
	int last_anim_random_frame = gfx.anim_random_frame;
	int element = gpc->value;
	int graphic = el2panelimg(element);

	if (gpc->value != gpc->last_value)
	{
	  gpc->gfx_frame = 0;
	  gpc->gfx_random = INIT_GFX_RANDOM();
	}
	else
	{
	  gpc->gfx_frame++;

	  if (ANIM_MODE(graphic) == ANIM_RANDOM &&
	      IS_NEXT_FRAME(gpc->gfx_frame, graphic))
	    gpc->gfx_random = INIT_GFX_RANDOM();
	}

	if (ANIM_MODE(graphic) == ANIM_RANDOM)
	  gfx.anim_random_frame = gpc->gfx_random;

	if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
	  gpc->gfx_frame = element_info[element].collect_score;

	gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
					      gpc->gfx_frame);

	if (ANIM_MODE(graphic) == ANIM_RANDOM)
	  gfx.anim_random_frame = last_anim_random_frame;
      }
    }
  }
}

void DisplayGameControlValues()
{
  boolean redraw_panel = FALSE;
  int i;

  for (i = 0; game_panel_controls[i].nr != -1; i++)
  {
    struct GamePanelControlInfo *gpc = &game_panel_controls[i];

    if (PANEL_DEACTIVATED(gpc->pos))
      continue;

    if (gpc->value == gpc->last_value &&
	gpc->frame == gpc->last_frame)
      continue;

    redraw_panel = TRUE;
  }

  if (!redraw_panel)
    return;

  /* 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);

  /* redraw game control buttons */
#if 1
  RedrawGameButtons();
#else
  UnmapGameButtons();
  MapGameButtons();
#endif

  game_status = GAME_MODE_PSEUDO_PANEL;

#if 1
  for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
#else
  for (i = 0; game_panel_controls[i].nr != -1; i++)
#endif
  {
#if 1
    int nr = game_panel_order[i].nr;
    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
#else
    struct GamePanelControlInfo *gpc = &game_panel_controls[i];
    int nr = gpc->nr;
#endif
    struct TextPosInfo *pos = gpc->pos;
    int type = gpc->type;
    int value = gpc->value;
    int frame = gpc->frame;
#if 0
    int last_value = gpc->last_value;
    int last_frame = gpc->last_frame;
#endif
    int size = pos->size;
    int font = pos->font;
    boolean draw_masked = pos->draw_masked;
    int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);

    if (PANEL_DEACTIVATED(pos))
      continue;

#if 0
    if (value == last_value && frame == last_frame)
      continue;
#endif

    gpc->last_value = value;
    gpc->last_frame = frame;

#if 0
    printf("::: value %d changed from %d to %d\n", nr, last_value, value);
#endif

    if (type == TYPE_INTEGER)
    {
      if (nr == GAME_PANEL_LEVEL_NUMBER ||
	  nr == GAME_PANEL_TIME)
      {
	boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);

	if (use_dynamic_size)		/* use dynamic number of digits */
	{
	  int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
	  int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
	  int size2 = size1 + 1;
	  int font1 = pos->font;
	  int font2 = pos->font_alt;

	  size = (value < value_change ? size1 : size2);
	  font = (value < value_change ? font1 : font2);

#if 0
	  /* clear background if value just changed its size (dynamic digits) */
	  if ((last_value < value_change) != (value < value_change))
	  {
	    int width1 = size1 * getFontWidth(font1);
	    int width2 = size2 * getFontWidth(font2);
	    int max_width = MAX(width1, width2);
	    int max_height = MAX(getFontHeight(font1), getFontHeight(font2));

	    pos->width = max_width;

	    ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
				       max_width, max_height);
	  }
#endif
	}
      }

#if 1
      /* correct text size if "digits" is zero or less */
      if (size <= 0)
	size = strlen(int2str(value, size));

      /* dynamically correct text alignment */
      pos->width = size * getFontWidth(font);
#endif

      DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
		  int2str(value, size), font, mask_mode);
    }
    else if (type == TYPE_ELEMENT)
    {
      int element, graphic;
      Bitmap *src_bitmap;
      int src_x, src_y;
      int width, height;
      int dst_x = PANEL_XPOS(pos);
      int dst_y = PANEL_YPOS(pos);

#if 1
      if (value != EL_UNDEFINED && value != EL_EMPTY)
      {
	element = value;
	graphic = el2panelimg(value);

	// printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);

#if 1
	if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
	  size = TILESIZE;
#endif

	getSizedGraphicSource(graphic, frame, size, &src_bitmap,
			      &src_x, &src_y);

	width  = graphic_info[graphic].width  * size / TILESIZE;
	height = graphic_info[graphic].height * size / TILESIZE;

	if (draw_masked)
	{
	  SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
			dst_x - src_x, dst_y - src_y);
	  BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
			   dst_x, dst_y);
	}
	else
	{
	  BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
		     dst_x, dst_y);
	}
      }
#else
      if (value == EL_UNDEFINED || value == EL_EMPTY)
      {
	element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
	graphic = el2panelimg(element);

	src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
	src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
	src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
      }
      else
      {
	element = value;
	graphic = el2panelimg(value);

	getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
      }

      width  = graphic_info[graphic].width  * size / TILESIZE;
      height = graphic_info[graphic].height * size / TILESIZE;

      BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
#endif
    }
    else if (type == TYPE_STRING)
    {
      boolean active = (value != 0);
      char *state_normal = "off";
      char *state_active = "on";
      char *state = (active ? state_active : state_normal);
      char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
		 nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
		 nr == GAME_PANEL_LEVEL_NAME    ? level.name :
		 nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);

      if (nr == GAME_PANEL_GRAVITY_STATE)
      {
	int font1 = pos->font;		/* (used for normal state) */
	int font2 = pos->font_alt;	/* (used for active state) */
#if 0
	int size1 = strlen(state_normal);
	int size2 = strlen(state_active);
	int width1 = size1 * getFontWidth(font1);
	int width2 = size2 * getFontWidth(font2);
	int max_width = MAX(width1, width2);
	int max_height = MAX(getFontHeight(font1), getFontHeight(font2));

	pos->width = max_width;

	/* clear background for values that may have changed its size */
	ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
				   max_width, max_height);
#endif

	font = (active ? font2 : font1);
      }

      if (s != NULL)
      {
	char *s_cut;

#if 1
	if (size <= 0)
	{
	  /* don't truncate output if "chars" is zero or less */
	  size = strlen(s);

	  /* dynamically correct text alignment */
	  pos->width = size * getFontWidth(font);
	}
#endif

	s_cut = getStringCopyN(s, size);

	DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
		    s_cut, font, mask_mode);

	free(s_cut);
      }
    }

    redraw_mask |= REDRAW_DOOR_1;
  }

  game_status = GAME_MODE_PLAYING;
}

void UpdateAndDisplayGameControlValues()
{
  if (tape.warp_forward)
    return;

  UpdateGameControlValues();
  DisplayGameControlValues();
}

void DrawGameValue_Emeralds(int value)
{
  struct TextPosInfo *pos = &game.panel.gems;
#if 1
  int font_nr = pos->font;
#else
  int font_nr = FONT_TEXT_2;
#endif
  int font_width = getFontWidth(font_nr);
  int chars = pos->size;

#if 1
  return;	/* !!! USE NEW STUFF !!! */
#endif

  if (PANEL_DEACTIVATED(pos))
    return;

  pos->width = chars * font_width;

  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}

void DrawGameValue_Dynamite(int value)
{
  struct TextPosInfo *pos = &game.panel.inventory_count;
#if 1
  int font_nr = pos->font;
#else
  int font_nr = FONT_TEXT_2;
#endif
  int font_width = getFontWidth(font_nr);
  int chars = pos->size;

#if 1
  return;	/* !!! USE NEW STUFF !!! */
#endif

  if (PANEL_DEACTIVATED(pos))
    return;

  pos->width = chars * font_width;

  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}

void DrawGameValue_Score(int value)
{
  struct TextPosInfo *pos = &game.panel.score;
#if 1
  int font_nr = pos->font;
#else
  int font_nr = FONT_TEXT_2;
#endif
  int font_width = getFontWidth(font_nr);
  int chars = pos->size;

#if 1
  return;	/* !!! USE NEW STUFF !!! */
#endif

  if (PANEL_DEACTIVATED(pos))
    return;

  pos->width = chars * font_width;

  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}

void DrawGameValue_Time(int value)
{
  struct TextPosInfo *pos = &game.panel.time;
  static int last_value = -1;
  int chars1 = 3;
  int chars2 = 4;
  int chars = pos->size;
#if 1
  int font1_nr = pos->font;
  int font2_nr = pos->font_alt;
#else
  int font1_nr = FONT_TEXT_2;
  int font2_nr = FONT_TEXT_1;
#endif
  int font_nr = font1_nr;
  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);

#if 1
  return;	/* !!! USE NEW STUFF !!! */
#endif

  if (PANEL_DEACTIVATED(pos))
    return;

  if (use_dynamic_chars)		/* use dynamic number of chars */
  {
    chars   = (value < 1000 ? chars1   : chars2);
    font_nr = (value < 1000 ? font1_nr : font2_nr);
  }

  /* clear background if value just changed its size (dynamic chars only) */
  if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
  {
    int width1 = chars1 * getFontWidth(font1_nr);
    int width2 = chars2 * getFontWidth(font2_nr);
    int max_width = MAX(width1, width2);
    int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));

    pos->width = max_width;

    ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
			       max_width, max_height);
  }

  pos->width = chars * getFontWidth(font_nr);

  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);

  last_value = value;
}

void DrawGameValue_Level(int value)
{
  struct TextPosInfo *pos = &game.panel.level_number;
  int chars1 = 2;
  int chars2 = 3;
  int chars = pos->size;
#if 1
  int font1_nr = pos->font;
  int font2_nr = pos->font_alt;
#else
  int font1_nr = FONT_TEXT_2;
  int font2_nr = FONT_TEXT_1;
#endif
  int font_nr = font1_nr;
  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);

#if 1
  return;	/* !!! USE NEW STUFF !!! */
#endif

  if (PANEL_DEACTIVATED(pos))
    return;

  if (use_dynamic_chars)		/* use dynamic number of chars */
  {
    chars   = (level_nr < 100 ? chars1   : chars2);
    font_nr = (level_nr < 100 ? font1_nr : font2_nr);
  }

  pos->width = chars * getFontWidth(font_nr);

  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
}

void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
{
#if 0
  struct TextPosInfo *pos = &game.panel.keys;
#endif
#if 0
  int base_key_graphic = EL_KEY_1;
#endif
  int i;

#if 1
  return;	/* !!! USE NEW STUFF !!! */
#endif

#if 0
  if (PANEL_DEACTIVATED(pos))
    return;
#endif

#if 0
  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
    base_key_graphic = EL_EM_KEY_1;
#endif

#if 0
  pos->width = 4 * MINI_TILEX;
#endif

#if 1
  for (i = 0; i < MAX_NUM_KEYS; i++)
#else
  /* currently only 4 of 8 possible keys are displayed */
  for (i = 0; i < STD_NUM_KEYS; i++)
#endif
  {
#if 1
    struct TextPosInfo *pos = &game.panel.key[i];
#endif
    int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
    int src_y = DOOR_GFX_PAGEY1 + 123;
#if 1
    int dst_x = PANEL_XPOS(pos);
    int dst_y = PANEL_YPOS(pos);
#else
    int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
    int dst_y = PANEL_YPOS(pos);
#endif

#if 1
    int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
		   level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
		   EL_KEY_1) + i;
    int graphic = el2edimg(element);
#endif

#if 1
    if (PANEL_DEACTIVATED(pos))
      continue;
#endif

#if 0
    /* masked blit with tiles from half-size scaled bitmap does not work yet
       (no mask bitmap created for these sizes after loading and scaling) --
       solution: load without creating mask, scale, then create final mask */

    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
	       MINI_TILEX, MINI_TILEY, dst_x, dst_y);

    if (key[i])
    {
#if 0
      int graphic = el2edimg(base_key_graphic + i);
#endif
      Bitmap *src_bitmap;
      int src_x, src_y;

      getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);

      SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
		    dst_x - src_x, dst_y - src_y);
      BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
		       dst_x, dst_y);
    }
#else
#if 1
    if (key[i])
      DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
    else
      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
		 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
#else
    if (key[i])
      DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
    else
      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
		 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
#endif
#endif
  }
}

#else

void DrawGameValue_Emeralds(int value)
{
  int font_nr = FONT_TEXT_2;
  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;

  if (PANEL_DEACTIVATED(game.panel.gems))
    return;

  DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
}

void DrawGameValue_Dynamite(int value)
{
  int font_nr = FONT_TEXT_2;
  int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;

  if (PANEL_DEACTIVATED(game.panel.inventory_count))
    return;

  DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
}

void DrawGameValue_Score(int value)
{
  int font_nr = FONT_TEXT_2;
  int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;

  if (PANEL_DEACTIVATED(game.panel.score))
    return;

  DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
}

void DrawGameValue_Time(int value)
{
  int font1_nr = FONT_TEXT_2;
#if 1
  int font2_nr = FONT_TEXT_1;
#else
  int font2_nr = FONT_LEVEL_NUMBER;
#endif
  int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
  int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;

  if (PANEL_DEACTIVATED(game.panel.time))
    return;

  /* clear background if value just changed its size */
  if (value == 999 || value == 1000)
    ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);

  if (value < 1000)
    DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
  else
    DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
}

void DrawGameValue_Level(int value)
{
  int font1_nr = FONT_TEXT_2;
#if 1
  int font2_nr = FONT_TEXT_1;
#else
  int font2_nr = FONT_LEVEL_NUMBER;
#endif

  if (PANEL_DEACTIVATED(game.panel.level))
    return;

  if (level_nr < 100)
    DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
  else
    DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
}

void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
{
  int base_key_graphic = EL_KEY_1;
  int i;

  if (PANEL_DEACTIVATED(game.panel.keys))
    return;

  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
    base_key_graphic = EL_EM_KEY_1;

  /* currently only 4 of 8 possible keys are displayed */
  for (i = 0; i < STD_NUM_KEYS; i++)
  {
    int x = XX_KEYS + i * MINI_TILEX;
    int y = YY_KEYS;

    if (key[i])
      DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
    else
      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
		 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
  }
}

#endif

void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
		       int key_bits)
{
  int key[MAX_NUM_KEYS];
  int i;

  /* prevent EM engine from updating time/score values parallel to GameWon() */
  if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
      local_player->LevelSolved)
    return;

  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 UpdateGameDoorValues()
{
  UpdateGameControlValues();
}

void DrawGameDoorValues()
{
  DisplayGameControlValues();
}

void DrawGameDoorValues_OLD()
{
  int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
  int dynamite_value = 0;
  int score_value = (local_player->LevelSolved ? local_player->score_final :
		     local_player->score);
  int gems_value = local_player->gems_still_needed;
  int key_bits = 0;
  int i, j;

  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
  {
    DrawGameDoorValues_EM();

    return;
  }

  if (game.centered_player_nr == -1)
  {
    for (i = 0; i < MAX_PLAYERS; i++)
    {
      for (j = 0; j < MAX_NUM_KEYS; j++)
	if (stored_player[i].key[j])
	  key_bits |= (1 << j);

      dynamite_value += stored_player[i].inventory_size;
    }
  }
  else
  {
    int player_nr = game.centered_player_nr;

    for (i = 0; i < MAX_NUM_KEYS; i++)
      if (stored_player[player_nr].key[i])
	key_bits |= (1 << i);

    dynamite_value = stored_player[player_nr].inventory_size;
  }

  DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
		    key_bits);
}


/*
  =============================================================================
  InitGameEngine()
  -----------------------------------------------------------------------------
  initialize game engine due to level / tape version number
  =============================================================================
*/

static void InitGameEngine()
{
  int i, j, k, l, x, y;

  /* set game engine from tape file when re-playing, else from level file */
  game.engine_version = (tape.playing ? tape.engine_version :
			 level.game_version);

  /* ---------------------------------------------------------------------- */
  /* set flags for bugs and changes according to active game engine version */
  /* ---------------------------------------------------------------------- */

  /*
    Summary of bugfix/change:
    Fixed handling for custom elements that change when pushed by the player.

    Fixed/changed in version:
    3.1.0

    Description:
    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_change_when_pushing_bug =
    (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)));

  /*
    Summary of bugfix/change:
    Fixed handling for blocking the field the player leaves when moving.

    Fixed/changed in version:
    3.1.1

    Description:
    Before 3.1.1, when "block last field when moving" was enabled, the field
    the player is leaving when moving was blocked for the time of the move,
    and was directly unblocked afterwards. This resulted in the last field
    being blocked for exactly one less than the number of frames of one player
    move. Additionally, even when blocking was disabled, the last field was
    blocked for exactly one frame.
    Since 3.1.1, due to changes in player movement handling, the last field
    is not blocked at all when blocking is disabled. When blocking is enabled,
    the last field is blocked for exactly the number of frames of one player
    move. Additionally, if the player is Murphy, the hero of Supaplex, the
    last field is blocked for exactly one more than the number of frames of
    one player move.

    Affected levels/tapes:
    (!!! yet to be determined -- probably many !!!)
  */

  game.use_block_last_field_bug =
    (game.engine_version < VERSION_IDENT(3,1,1,0));

  /*
    Summary of bugfix/change:
    Changed behaviour of CE changes with multiple changes per single frame.

    Fixed/changed in version:
    3.2.0-6

    Description:
    Before 3.2.0-6, only one single CE change was allowed in each engine frame.
    This resulted in race conditions where CEs seem to behave strange in some
    situations (where triggered CE changes were just skipped because there was
    already a CE change on that tile in the playfield in that engine frame).
    Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
    (The number of changes per frame must be limited in any case, because else
    it is easily possible to define CE changes that would result in an infinite
    loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
    should be set large enough so that it would only be reached in cases where
    the corresponding CE change conditions run into a loop. Therefore, it seems
    to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
    maximal number of change pages for custom elements.)

    Affected levels/tapes:
    Probably many.
  */

#if USE_ONLY_ONE_CHANGE_PER_FRAME
  game.max_num_changes_per_frame = 1;
#else
  game.max_num_changes_per_frame =
    (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
#endif

  /* ---------------------------------------------------------------------- */

  /* default scan direction: scan playfield from top/left to bottom/right */
  InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);

  /* dynamically adjust element properties according to game engine version */
  InitElementPropertiesEngine(game.engine_version);

#if 0
  printf("level %d: level version == %06d\n", level_nr, level.game_version);
  printf("          tape version == %06d [%s] [file: %06d]\n",
	 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
	 tape.file_version);
  printf("       => game.engine_version == %06d\n", game.engine_version);
#endif

  /* ---------- initialize player's initial move delay --------------------- */

  /* dynamically adjust player properties according to level information */
  for (i = 0; i < MAX_PLAYERS; i++)
    game.initial_move_delay_value[i] =
      get_move_delay_from_stepsize(level.initial_player_stepsize[i]);

  /* dynamically adjust player properties according to game engine version */
  for (i = 0; i < MAX_PLAYERS; i++)
    game.initial_move_delay[i] =
      (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
       game.initial_move_delay_value[i] : 0);

  /* ---------- initialize player's initial push delay --------------------- */

  /* dynamically adjust player properties according to game engine version */
  game.initial_push_delay_value =
    (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);

  /* ---------- initialize changing elements ------------------------------- */

  /* initialize changing elements information */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
  {
    struct ElementInfo *ei = &element_info[i];

    /* this pointer might have been changed in the level editor */
    ei->change = &ei->change_page[0];

    if (!IS_CUSTOM_ELEMENT(i))
    {
      ei->change->target_element = EL_EMPTY_SPACE;
      ei->change->delay_fixed = 0;
      ei->change->delay_random = 0;
      ei->change->delay_frames = 1;
    }

    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
    {
      ei->has_change_event[j] = FALSE;

      ei->event_page_nr[j] = 0;
      ei->event_page[j] = &ei->change_page[0];
    }
  }

  /* add changing elements from pre-defined list */
  for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
  {
    struct ChangingElementInfo *ch_delay = &change_delay_list[i];
    struct ElementInfo *ei = &element_info[ch_delay->element];

    ei->change->target_element       = ch_delay->target_element;
    ei->change->delay_fixed          = ch_delay->change_delay;

    ei->change->pre_change_function  = ch_delay->pre_change_function;
    ei->change->change_function      = ch_delay->change_function;
    ei->change->post_change_function = ch_delay->post_change_function;

    ei->change->can_change = TRUE;
    ei->change->can_change_or_has_action = TRUE;

    ei->has_change_event[CE_DELAY] = TRUE;

    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
    SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
  }

  /* ---------- initialize internal run-time variables --------------------- */

  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].can_change_or_has_action =
	(ei->change_page[j].can_change |
	 ei->change_page[j].has_action);
    }
  }

  /* add change events from custom element configuration */
  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
  {
    struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];

    for (j = 0; j < ei->num_change_pages; j++)
    {
      if (!ei->change_page[j].can_change_or_has_action)
	continue;

      for (k = 0; k < NUM_CHANGE_EVENTS; k++)
      {
	/* only add event page for the first page found with this event */
	if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
	{
	  ei->has_change_event[k] = TRUE;

	  ei->event_page_nr[k] = j;
	  ei->event_page[k] = &ei->change_page[j];
	}
      }
    }
  }

#if 1
  /* ---------- initialize reference elements in change conditions --------- */

  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
  {
    int element = EL_CUSTOM_START + i;
    struct ElementInfo *ei = &element_info[element];

    for (j = 0; j < ei->num_change_pages; j++)
    {
      int trigger_element = ei->change_page[j].initial_trigger_element;

      if (trigger_element >= EL_PREV_CE_8 &&
	  trigger_element <= EL_NEXT_CE_8)
	trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);

      ei->change_page[j].trigger_element = trigger_element;
    }
  }
#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_EMPTY;
      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
      ei->change_page[j].actual_trigger_ce_value = 0;
      ei->change_page[j].actual_trigger_ce_score = 0;
    }
  }

  /* ---------- initialize trigger events ---------------------------------- */

  /* initialize trigger events information */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
    for (j = 0; j < NUM_CHANGE_EVENTS; j++)
      trigger_events[i][j] = FALSE;

  /* add trigger events from element change event properties */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
  {
    struct ElementInfo *ei = &element_info[i];

    for (j = 0; j < ei->num_change_pages; j++)
    {
      if (!ei->change_page[j].can_change_or_has_action)
	continue;

      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
      {
	int trigger_element = ei->change_page[j].trigger_element;

	for (k = 0; k < NUM_CHANGE_EVENTS; k++)
	{
	  if (ei->change_page[j].has_event[k])
	  {
	    if (IS_GROUP_ELEMENT(trigger_element))
	    {
	      struct ElementGroupInfo *group =
		element_info[trigger_element].group;

	      for (l = 0; l < group->num_elements_resolved; l++)
		trigger_events[group->element_resolved[l]][k] = TRUE;
	    }
	    else if (trigger_element == EL_ANY_ELEMENT)
	      for (l = 0; l < MAX_NUM_ELEMENTS; l++)
		trigger_events[l][k] = TRUE;
	    else
	      trigger_events[trigger_element][k] = TRUE;
	  }
	}
      }
    }
  }

  /* ---------- initialize push delay -------------------------------------- */

  /* initialize push delay values to default */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
  {
    if (!IS_CUSTOM_ELEMENT(i))
    {
      /* set default push delay values (corrected since version 3.0.7-1) */
      if (game.engine_version < VERSION_IDENT(3,0,7,1))
      {
	element_info[i].push_delay_fixed = 2;
	element_info[i].push_delay_random = 8;
      }
      else
      {
	element_info[i].push_delay_fixed = 8;
	element_info[i].push_delay_random = 8;
      }
    }
  }

  /* set push delay value for certain elements from pre-defined list */
  for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
  {
    int e = push_delay_list[i].element;

    element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
    element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
  }

  /* set push delay value for Supaplex elements for newer engine versions */
  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
  {
    for (i = 0; i < MAX_NUM_ELEMENTS; i++)
    {
      if (IS_SP_ELEMENT(i))
      {
	/* 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;
      }
    }
  }

  /* ---------- initialize move stepsize ----------------------------------- */

  /* initialize move stepsize values to default */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
    if (!IS_CUSTOM_ELEMENT(i))
      element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;

  /* set move stepsize value for certain elements from pre-defined list */
  for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
  {
    int e = move_stepsize_list[i].element;

    element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
  }

  /* ---------- initialize collect score ----------------------------------- */

  /* initialize collect score values for custom elements from initial value */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
    if (IS_CUSTOM_ELEMENT(i))
      element_info[i].collect_score = element_info[i].collect_score_initial;

  /* ---------- initialize collect count ----------------------------------- */

  /* initialize collect count values for non-custom elements */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
    if (!IS_CUSTOM_ELEMENT(i))
      element_info[i].collect_count_initial = 0;

  /* add collect count values for all elements from pre-defined list */
  for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
    element_info[collect_count_list[i].element].collect_count_initial =
      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;

  /* ---------- initialize explosion content ------------------------------- */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
  {
    if (IS_CUSTOM_ELEMENT(i))
      continue;

    for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
    {
      /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */

      element_info[i].content.e[x][y] =
	(i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
	 i == EL_PLAYER_2 ? EL_EMERALD_RED :
	 i == EL_PLAYER_3 ? EL_EMERALD :
	 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
	 i == EL_MOLE ? EL_EMERALD_RED :
	 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
	 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
	 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
	 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
	 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
	 i == EL_WALL_EMERALD ? EL_EMERALD :
	 i == EL_WALL_DIAMOND ? EL_DIAMOND :
	 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
	 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
	 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
	 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
	 i == EL_WALL_PEARL ? EL_PEARL :
	 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
	 EL_EMPTY);
    }
  }

  /* ---------- initialize recursion detection ------------------------------ */
  recursion_loop_depth = 0;
  recursion_loop_detected = FALSE;
  recursion_loop_element = EL_UNDEFINED;

  /* ---------- initialize graphics engine ---------------------------------- */
  game.scroll_delay_value =
    (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
     setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
  game.scroll_delay_value =
    MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
}

int get_num_special_action(int element, int action_first, int action_last)
{
  int num_special_action = 0;
  int i, j;

  for (i = action_first; i <= action_last; i++)
  {
    boolean found = FALSE;

    for (j = 0; j < NUM_DIRECTIONS; j++)
      if (el_act_dir2img(element, i, j) !=
	  el_act_dir2img(element, ACTION_DEFAULT, j))
	found = TRUE;

    if (found)
      num_special_action++;
    else
      break;
  }

  return num_special_action;
}


/*
  =============================================================================
  InitGame()
  -----------------------------------------------------------------------------
  initialize and start new game
  =============================================================================
*/

void InitGame()
{
  boolean emulate_bd = TRUE;	/* unless non-BOULDERDASH elements found */
  boolean emulate_sb = TRUE;	/* unless non-SOKOBAN     elements found */
  boolean emulate_sp = TRUE;	/* unless non-SUPAPLEX    elements found */
#if 0
  boolean do_fading = (game_status == GAME_MODE_MAIN);
#endif
#if 1
  int initial_move_dir = MV_DOWN;
#else
  int initial_move_dir = MV_NONE;
#endif
  int i, j, x, y;

  game_status = GAME_MODE_PLAYING;

#if 1
  /* needed if different viewport properties defined for playing */
  ChangeViewportPropertiesIfNeeded();
#endif

#if 1
  DrawCompleteVideoDisplay();
#endif

  InitGameEngine();
  InitGameControlValues();

  /* don't play tapes over network */
  network_playing = (options.network && !tape.playing);

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    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;
    player->active = FALSE;
    player->mapped = FALSE;

    player->killed = FALSE;
    player->reanimated = FALSE;

    player->action = 0;
    player->effective_action = 0;
    player->programmed_action = 0;

    player->score = 0;
    player->score_final = 0;

    player->gems_still_needed = level.gems_needed;
    player->sokobanfields_still_needed = 0;
    player->lights_still_needed = 0;
    player->friends_still_needed = 0;

    for (j = 0; j < MAX_NUM_KEYS; j++)
      player->key[j] = FALSE;

    player->num_white_keys = 0;

    player->dynabomb_count = 0;
    player->dynabomb_size = 1;
    player->dynabombs_left = 0;
    player->dynabomb_xl = FALSE;

    player->MovDir = initial_move_dir;
    player->MovPos = 0;
    player->GfxPos = 0;
    player->GfxDir = initial_move_dir;
    player->GfxAction = ACTION_DEFAULT;
    player->Frame = 0;
    player->StepFrame = 0;

    player->initial_element = player->element_nr;
    player->artwork_element =
      (level.use_artwork_element[i] ? level.artwork_element[i] :
       player->element_nr);
    player->use_murphy = FALSE;

    player->block_last_field = FALSE;	/* initialized in InitPlayerField() */
    player->block_delay_adjustment = 0;	/* initialized in InitPlayerField() */

    player->gravity = level.initial_player_gravity[i];

    player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);

    player->actual_frame_counter = 0;

    player->step_counter = 0;

    player->last_move_dir = initial_move_dir;

    player->is_active = FALSE;

    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;
    player->is_pushing = FALSE;
    player->is_switching = FALSE;
    player->is_dropping = FALSE;
    player->is_dropping_pressed = FALSE;

    player->is_bored = FALSE;
    player->is_sleeping = FALSE;

    player->frame_counter_bored = -1;
    player->frame_counter_sleeping = -1;

    player->anim_delay_counter = 0;
    player->post_delay_counter = 0;

    player->dir_waiting = initial_move_dir;
    player->action_waiting = ACTION_DEFAULT;
    player->last_action_waiting = ACTION_DEFAULT;
    player->special_action_bored = ACTION_DEFAULT;
    player->special_action_sleeping = ACTION_DEFAULT;

    player->switch_x = -1;
    player->switch_y = -1;

    player->drop_x = -1;
    player->drop_y = -1;

    player->show_envelope = 0;

    SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);

    player->push_delay       = -1;	/* initialized when pushing starts */
    player->push_delay_value = game.initial_push_delay_value;

    player->drop_delay = 0;
    player->drop_pressed_delay = 0;

    player->last_jx = -1;
    player->last_jy = -1;
    player->jx = -1;
    player->jy = -1;

    player->shield_normal_time_left = 0;
    player->shield_deadly_time_left = 0;

    player->inventory_infinite_element = EL_UNDEFINED;
    player->inventory_size = 0;

    if (level.use_initial_inventory[i])
    {
      for (j = 0; j < level.initial_inventory_size[i]; j++)
      {
	int element = level.initial_inventory_content[i][j];
	int collect_count = element_info[element].collect_count_initial;
	int k;

	if (!IS_CUSTOM_ELEMENT(element))
	  collect_count = 1;

	if (collect_count == 0)
	  player->inventory_infinite_element = element;
	else
	  for (k = 0; k < collect_count; k++)
	    if (player->inventory_size < MAX_INVENTORY_SIZE)
	      player->inventory_element[player->inventory_size++] = element;
      }
    }

    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
    SnapField(player, 0, 0);

    player->LevelSolved = FALSE;
    player->GameOver = FALSE;

    player->LevelSolved_GameWon = FALSE;
    player->LevelSolved_GameEnd = FALSE;
    player->LevelSolved_PanelOff = FALSE;
    player->LevelSolved_SaveTape = FALSE;
    player->LevelSolved_SaveScore = FALSE;
    player->LevelSolved_CountingTime = 0;
    player->LevelSolved_CountingScore = 0;

    map_player_action[i] = i;
  }

  network_player_action_received = FALSE;

#if defined(NETWORK_AVALIABLE)
  /* initial null action */
  if (network_playing)
    SendToServer_MovePlayer(MV_NONE);
#endif

  ZX = ZY = -1;
  ExitX = ExitY = -1;

  FrameCounter = 0;
  TimeFrames = 0;
  TimePlayed = 0;
  TimeLeft = level.time;
  TapeTime = 0;

  ScreenMovDir = MV_NONE;
  ScreenMovPos = 0;
  ScreenGfxPos = 0;

  ScrollStepSize = 0;	/* will be correctly initialized by ScrollScreen() */

  AllPlayersGone = FALSE;

  game.yamyam_content_nr = 0;
  game.robot_wheel_active = FALSE;
  game.magic_wall_active = FALSE;
  game.magic_wall_time_left = 0;
  game.light_time_left = 0;
  game.timegate_time_left = 0;
  game.switchgate_pos = 0;
  game.wind_direction = level.wind_direction_initial;

#if !USE_PLAYER_GRAVITY
  game.gravity = FALSE;
  game.explosions_delayed = TRUE;
#endif

  game.lenses_time_left = 0;
  game.magnify_time_left = 0;

  game.ball_state = level.ball_state_initial;
  game.ball_content_nr = 0;

  game.envelope_active = FALSE;

  /* set focus to local player for network games, else to all players */
  game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
  game.centered_player_nr_next = game.centered_player_nr;
  game.set_centered_player = FALSE;

  if (network_playing && tape.recording)
  {
    /* store client dependent player focus when recording network games */
    tape.centered_player_nr_next = game.centered_player_nr_next;
    tape.set_centered_player = TRUE;
  }

  for (i = 0; i < NUM_BELTS; i++)
  {
    game.belt_dir[i] = MV_NONE;
    game.belt_dir_nr[i] = 3;		/* not moving, next moving left */
  }

  for (i = 0; i < MAX_NUM_AMOEBA; i++)
    AmoebaCnt[i] = AmoebaCnt2[i] = 0;

  SCAN_PLAYFIELD(x, y)
  {
    Feld[x][y] = level.field[x][y];
    MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
    ChangeDelay[x][y] = 0;
    ChangePage[x][y] = -1;
#if USE_NEW_CUSTOM_VALUE
    CustomValue[x][y] = 0;		/* initialized in InitField() */
#endif
    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
    AmoebaNr[x][y] = 0;
    WasJustMoving[x][y] = 0;
    WasJustFalling[x][y] = 0;
    CheckCollision[x][y] = 0;
    CheckImpact[x][y] = 0;
    Stop[x][y] = FALSE;
    Pushed[x][y] = FALSE;

    ChangeCount[x][y] = 0;
    ChangeEvent[x][y] = -1;

    ExplodePhase[x][y] = 0;
    ExplodeDelay[x][y] = 0;
    ExplodeField[x][y] = EX_TYPE_NONE;

    RunnerVisit[x][y] = 0;
    PlayerVisit[x][y] = 0;

    GfxFrame[x][y] = 0;
    GfxRandom[x][y] = INIT_GFX_RANDOM();
    GfxElement[x][y] = EL_UNDEFINED;
    GfxAction[x][y] = ACTION_DEFAULT;
    GfxDir[x][y] = MV_NONE;
    GfxRedraw[x][y] = GFX_REDRAW_NONE;
  }

  SCAN_PLAYFIELD(x, y)
  {
    if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
      emulate_bd = FALSE;
    if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
      emulate_sb = FALSE;
    if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
      emulate_sp = FALSE;

    InitField(x, y, TRUE);

    ResetGfxAnimation(x, y);
  }

  InitBeltMovement();

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    struct PlayerInfo *player = &stored_player[i];

    /* set number of special actions for bored and sleeping animation */
    player->num_special_action_bored =
      get_num_special_action(player->artwork_element,
			     ACTION_BORING_1, ACTION_BORING_LAST);
    player->num_special_action_sleeping =
      get_num_special_action(player->artwork_element,
			     ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
  }

  game.emulation = (emulate_bd ? EMU_BOULDERDASH :
		    emulate_sb ? EMU_SOKOBAN :
		    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);

#if USE_NEW_ALL_SLIPPERY
  /* initialize type of slippery elements */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
  {
    if (!IS_CUSTOM_ELEMENT(i))
    {
      /* default: elements slip down either to the left or right randomly */
      element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;

      /* SP style elements prefer to slip down on the left side */
      if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
	element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;

      /* BD style elements prefer to slip down on the left side */
      if (game.emulation == EMU_BOULDERDASH)
	element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
    }
  }
#endif

  /* initialize explosion and ignition delay */
  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
  {
    if (!IS_CUSTOM_ELEMENT(i))
    {
      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 - 1;
      element_info[i].ignition_delay = half_phase;

      if (i == EL_BLACK_ORB)
	element_info[i].ignition_delay = 1;
    }

#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 < NUM_BELTS; i++)
    if (game.belt_dir[i] == MV_NONE)
      game.belt_dir_nr[i] = 3;		/* not moving, next moving left */

#if USE_NEW_PLAYER_ASSIGNMENTS
  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
  /* choose default local player */
  local_player = &stored_player[0];

  for (i = 0; i < MAX_PLAYERS; i++)
    stored_player[i].connected = FALSE;

  local_player->connected = TRUE;
  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */

  if (tape.playing)
  {
    /* try to guess locally connected team mode players (needed for correct
       assignment of player figures from level to locally playing players) */

    for (i = 0; i < MAX_PLAYERS; i++)
      if (tape.player_participates[i])
	stored_player[i].connected = TRUE;
  }
  else if (setup.team_mode && !options.network)
  {
    /* try to guess locally connected team mode players (needed for correct
       assignment of player figures from level to locally playing players) */

    for (i = 0; i < MAX_PLAYERS; i++)
      if (setup.input[i].use_joystick ||
	  setup.input[i].key.left != KSYM_UNDEFINED)
	stored_player[i].connected = TRUE;
  }

#if 0
  for (i = 0; i < MAX_PLAYERS; i++)
    printf("::: player %d: %s\n", i,
	   (stored_player[i].connected ? "connected" : "not connected"));

  for (i = 0; i < MAX_PLAYERS; i++)
    printf("::: player %d: %s\n", i,
	   (stored_player[i].present ? "present" : "not present"));
#endif

  /* check if any connected player was not found in playfield */
  for (i = 0; i < MAX_PLAYERS; i++)
  {
    struct PlayerInfo *player = &stored_player[i];

    if (player->connected && !player->present)
    {
      struct PlayerInfo *field_player = NULL;

#if 0
      printf("::: looking for field player for player %d ...\n", i);
#endif

      /* assign first free player found that is present in the playfield */

      /* first try: look for unmapped playfield player that is not connected */
      if (field_player == NULL)
	for (j = 0; j < MAX_PLAYERS; j++)
	  if (stored_player[j].present &&
	      !stored_player[j].mapped &&
	      !stored_player[j].connected)
	    field_player = &stored_player[j];

      /* second try: look for *any* unmapped playfield player */
      if (field_player == NULL)
	for (j = 0; j < MAX_PLAYERS; j++)
	  if (stored_player[j].present &&
	      !stored_player[j].mapped)
	    field_player = &stored_player[j];

      if (field_player != NULL)
      {
	int jx = field_player->jx, jy = field_player->jy;

#if 0
	printf("::: found player figure %d\n", field_player->index_nr);
#endif

	player->present = FALSE;
	player->active = FALSE;

	field_player->present = TRUE;
	field_player->active = TRUE;

	/*
	player->initial_element = field_player->initial_element;
	player->artwork_element = field_player->artwork_element;

	player->block_last_field       = field_player->block_last_field;
	player->block_delay_adjustment = field_player->block_delay_adjustment;
	*/

	StorePlayer[jx][jy] = field_player->element_nr;

	field_player->jx = field_player->last_jx = jx;
	field_player->jy = field_player->last_jy = jy;

	if (local_player == player)
	  local_player = field_player;

	map_player_action[field_player->index_nr] = i;

	field_player->mapped = TRUE;

#if 0
	printf("::: map_player_action[%d] == %d\n",
	       field_player->index_nr, i);
#endif
      }
    }

    if (player->connected && player->present)
      player->mapped = TRUE;
  }

#else

  /* check if any connected player was not found in playfield */
  for (i = 0; i < MAX_PLAYERS; i++)
  {
    struct PlayerInfo *player = &stored_player[i];

    if (player->connected && !player->present)
    {
      for (j = 0; j < MAX_PLAYERS; j++)
      {
	struct PlayerInfo *field_player = &stored_player[j];
	int jx = field_player->jx, jy = field_player->jy;

	/* assign first free player found that is present in the playfield */
	if (field_player->present && !field_player->connected)
	{
	  player->present = TRUE;
	  player->active = TRUE;

	  field_player->present = FALSE;
	  field_player->active = FALSE;

	  player->initial_element = field_player->initial_element;
	  player->artwork_element = field_player->artwork_element;

	  player->block_last_field       = field_player->block_last_field;
	  player->block_delay_adjustment = field_player->block_delay_adjustment;

	  StorePlayer[jx][jy] = player->element_nr;

	  player->jx = player->last_jx = jx;
	  player->jy = player->last_jy = jy;

	  break;
	}
      }
    }
  }
#endif

#if 0
  printf("::: local_player->present == %d\n", local_player->present);
#endif

  if (tape.playing)
  {
    /* when playing a tape, eliminate all players who do not participate */

#if USE_NEW_PLAYER_ASSIGNMENTS
    for (i = 0; i < MAX_PLAYERS; i++)
    {
      if (stored_player[i].active &&
	  !tape.player_participates[map_player_action[i]])
      {
	struct PlayerInfo *player = &stored_player[i];
	int jx = player->jx, jy = player->jy;

	player->active = FALSE;
	StorePlayer[jx][jy] = 0;
	Feld[jx][jy] = EL_EMPTY;
      }
    }
#else
    for (i = 0; i < MAX_PLAYERS; i++)
    {
      if (stored_player[i].active &&
	  !tape.player_participates[i])
      {
	struct PlayerInfo *player = &stored_player[i];
	int jx = player->jx, jy = player->jy;

	player->active = FALSE;
	StorePlayer[jx][jy] = 0;
	Feld[jx][jy] = EL_EMPTY;
      }
    }
#endif
  }
  else if (!options.network && !setup.team_mode)	/* && !tape.playing */
  {
    /* when in single player mode, eliminate all but the first active player */

    for (i = 0; i < MAX_PLAYERS; i++)
    {
      if (stored_player[i].active)
      {
	for (j = i + 1; j < MAX_PLAYERS; j++)
	{
	  if (stored_player[j].active)
	  {
	    struct PlayerInfo *player = &stored_player[j];
	    int jx = player->jx, jy = player->jy;

	    player->active = FALSE;
	    player->present = FALSE;

	    StorePlayer[jx][jy] = 0;
	    Feld[jx][jy] = EL_EMPTY;
	  }
	}
      }
    }
  }

  /* when recording the game, store which players take part in the game */
  if (tape.recording)
  {
#if USE_NEW_PLAYER_ASSIGNMENTS
    for (i = 0; i < MAX_PLAYERS; i++)
      if (stored_player[i].connected)
	tape.player_participates[i] = TRUE;
#else
    for (i = 0; i < MAX_PLAYERS; i++)
      if (stored_player[i].active)
	tape.player_participates[i] = TRUE;
#endif
  }

  if (options.debug)
  {
    for (i = 0; i < MAX_PLAYERS; i++)
    {
      struct PlayerInfo *player = &stored_player[i];

      printf("Player %d: present == %d, connected == %d, active == %d.\n",
	     i+1,
	     player->present,
	     player->connected,
	     player->active);
      if (local_player == player)
	printf("Player 	%d is local player.\n", i+1);
    }
  }

  if (BorderElement == EL_EMPTY)
  {
    SBX_Left = 0;
    SBX_Right = lev_fieldx - SCR_FIELDX;
    SBY_Upper = 0;
    SBY_Lower = lev_fieldy - SCR_FIELDY;
  }
  else
  {
    SBX_Left = -1;
    SBX_Right = lev_fieldx - SCR_FIELDX + 1;
    SBY_Upper = -1;
    SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
  }

  if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
    SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;

  if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
    SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;

  /* if local player not found, look for custom element that might create
     the player (make some assumptions about the right custom element) */
  if (!local_player->present)
  {
    int start_x = 0, start_y = 0;
    int found_rating = 0;
    int found_element = EL_UNDEFINED;
    int player_nr = local_player->index_nr;

    SCAN_PLAYFIELD(x, y)
    {
      int element = Feld[x][y];
      int content;
      int xx, yy;
      boolean is_player;

      if (level.use_start_element[player_nr] &&
	  level.start_element[player_nr] == element &&
	  found_rating < 4)
      {
	start_x = x;
	start_y = y;

	found_rating = 4;
	found_element = element;
      }

      if (!IS_CUSTOM_ELEMENT(element))
	continue;

      if (CAN_CHANGE(element))
      {
	for (i = 0; i < element_info[element].num_change_pages; i++)
	{
	  /* check for player created from custom element as single target */
	  content = element_info[element].change_page[i].target_element;
	  is_player = ELEM_IS_PLAYER(content);

	  if (is_player && (found_rating < 3 ||
			    (found_rating == 3 && element < found_element)))
	  {
	    start_x = x;
	    start_y = y;

	    found_rating = 3;
	    found_element = element;
	  }
	}
      }

      for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
      {
	/* check for player created from custom element as explosion content */
	content = element_info[element].content.e[xx][yy];
	is_player = ELEM_IS_PLAYER(content);

	if (is_player && (found_rating < 2 ||
			  (found_rating == 2 && element < found_element)))
	{
	  start_x = x + xx - 1;
	  start_y = y + yy - 1;

	  found_rating = 2;
	  found_element = element;
	}

	if (!CAN_CHANGE(element))
	  continue;

	for (i = 0; i < element_info[element].num_change_pages; i++)
	{
	  /* check for player created from custom element as extended target */
	  content =
	    element_info[element].change_page[i].target_content.e[xx][yy];

	  is_player = ELEM_IS_PLAYER(content);

	  if (is_player && (found_rating < 1 ||
			    (found_rating == 1 && element < found_element)))
	  {
	    start_x = x + xx - 1;
	    start_y = y + yy - 1;

	    found_rating = 1;
	    found_element = element;
	  }
	}
      }
    }

    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
		start_x > SBX_Right + MIDPOSX ? SBX_Right :
		start_x - MIDPOSX);

    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
		start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
		start_y - MIDPOSY);
  }
  else
  {
    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
		local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
		local_player->jx - MIDPOSX);

    scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
		local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
		local_player->jy - MIDPOSY);
  }

#if 0
  /* do not use PLAYING mask for fading out from main screen */
  game_status = GAME_MODE_MAIN;
#endif

  StopAnimation();

  if (!game.restart_level)
    CloseDoor(DOOR_CLOSE_1);

#if 1
  if (level_editor_test_game)
    FadeSkipNextFadeIn();
  else
    FadeSetEnterScreen();
#else
  if (level_editor_test_game)
    fading = fading_none;
  else
    fading = menu.destination;
#endif

#if 1
  FadeOut(REDRAW_FIELD);
#else
  if (do_fading)
    FadeOut(REDRAW_FIELD);
#endif

#if 0
  game_status = GAME_MODE_PLAYING;
#endif

  /* !!! FIX THIS (START) !!! */
  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
  {
    InitGameEngine_EM();

    /* blit playfield from scroll buffer to normal back buffer for fading in */
    BlitScreenToBitmap_EM(backbuffer);
  }
  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
  {
    InitGameEngine_SP();

    /* blit playfield from scroll buffer to normal back buffer for fading in */
    BlitScreenToBitmap_SP(backbuffer);
  }
  else
  {
    DrawLevel();
    DrawAllPlayers();

    /* after drawing the level, correct some elements */
    if (game.timegate_time_left == 0)
      CloseAllOpenTimegates();

    /* blit playfield from scroll buffer to normal back buffer for fading in */
    if (setup.soft_scrolling)
      BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);

    redraw_mask |= REDRAW_FROM_BACKBUFFER;
  }
  /* !!! FIX THIS (END) !!! */

#if 1
  FadeIn(REDRAW_FIELD);
#else
  if (do_fading)
    FadeIn(REDRAW_FIELD);

  BackToFront();
#endif

  if (!game.restart_level)
  {
    /* 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);
  }

  SetPanelBackground();
  SetDrawBackgroundMask(REDRAW_DOOR_1);

#if 1
  UpdateAndDisplayGameControlValues();
#else
  UpdateGameDoorValues();
  DrawGameDoorValues();
#endif

  if (!game.restart_level)
  {
    UnmapGameButtons();
    UnmapTapeButtons();
    game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
    game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
    game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
    MapGameButtons();
    MapTapeButtons();

    /* copy actual game door content to door double buffer for OpenDoor() */
    BlitBitmap(drawto, bitmap_db_door,
	       DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);

    OpenDoor(DOOR_OPEN_ALL);

    PlaySound(SND_GAME_STARTING);

    if (setup.sound_music)
      PlayLevelMusic();

    KeyboardAutoRepeatOffUnlessAutoplay();

    if (options.debug)
    {
      for (i = 0; i < MAX_PLAYERS; i++)
	printf("Player %d %sactive.\n",
	       i + 1, (stored_player[i].active ? "" : "not "));
    }
  }

#if 1
  UnmapAllGadgets();

  MapGameButtons();
  MapTapeButtons();
#endif

  game.restart_level = FALSE;
}

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];
  static int xy[4][2] =
  {
    {  0, +1 },
    { +1,  0 },
    {  0, -1 },
    { -1,  0 }
  };
  static int direction[3][4] =
  {
    { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
    { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
  };

  switch (element)
  {
    case EL_BUG_RIGHT:
    case EL_BUG_UP:
    case EL_BUG_LEFT:
    case EL_BUG_DOWN:
      Feld[x][y] = EL_BUG;
      MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
      break;

    case EL_SPACESHIP_RIGHT:
    case EL_SPACESHIP_UP:
    case EL_SPACESHIP_LEFT:
    case EL_SPACESHIP_DOWN:
      Feld[x][y] = EL_SPACESHIP;
      MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
      break;

    case EL_BD_BUTTERFLY_RIGHT:
    case EL_BD_BUTTERFLY_UP:
    case EL_BD_BUTTERFLY_LEFT:
    case EL_BD_BUTTERFLY_DOWN:
      Feld[x][y] = EL_BD_BUTTERFLY;
      MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
      break;

    case EL_BD_FIREFLY_RIGHT:
    case EL_BD_FIREFLY_UP:
    case EL_BD_FIREFLY_LEFT:
    case EL_BD_FIREFLY_DOWN:
      Feld[x][y] = EL_BD_FIREFLY;
      MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
      break;

    case EL_PACMAN_RIGHT:
    case EL_PACMAN_UP:
    case EL_PACMAN_LEFT:
    case EL_PACMAN_DOWN:
      Feld[x][y] = EL_PACMAN;
      MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
      break;

    case EL_YAMYAM_LEFT:
    case EL_YAMYAM_RIGHT:
    case EL_YAMYAM_UP:
    case EL_YAMYAM_DOWN:
      Feld[x][y] = EL_YAMYAM;
      MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
      break;

    case EL_SP_SNIKSNAK:
      MovDir[x][y] = MV_UP;
      break;

    case EL_SP_ELECTRON:
      MovDir[x][y] = MV_LEFT;
      break;

    case EL_MOLE_LEFT:
    case EL_MOLE_RIGHT:
    case EL_MOLE_UP:
    case EL_MOLE_DOWN:
      Feld[x][y] = EL_MOLE;
      MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
      break;

    default:
      if (IS_CUSTOM_ELEMENT(element))
      {
	struct ElementInfo *ei = &element_info[element];
	int move_direction_initial = ei->move_direction_initial;
	int move_pattern = ei->move_pattern;

	if (move_direction_initial == MV_START_PREVIOUS)
	{
	  if (MovDir[x][y] != MV_NONE)
	    return;

	  move_direction_initial = MV_START_AUTOMATIC;
	}

	if (move_direction_initial == MV_START_RANDOM)
	  MovDir[x][y] = 1 << RND(4);
	else if (move_direction_initial & MV_ANY_DIRECTION)
	  MovDir[x][y] = move_direction_initial;
	else if (move_pattern == MV_ALL_DIRECTIONS ||
		 move_pattern == MV_TURNING_LEFT ||
		 move_pattern == MV_TURNING_RIGHT ||
		 move_pattern == MV_TURNING_LEFT_RIGHT ||
		 move_pattern == MV_TURNING_RIGHT_LEFT ||
		 move_pattern == MV_TURNING_RANDOM)
	  MovDir[x][y] = 1 << RND(4);
	else if (move_pattern == MV_HORIZONTAL)
	  MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
	else if (move_pattern == MV_VERTICAL)
	  MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
	else if (move_pattern & MV_ANY_DIRECTION)
	  MovDir[x][y] = element_info[element].move_pattern;
	else if (move_pattern == MV_ALONG_LEFT_SIDE ||
		 move_pattern == MV_ALONG_RIGHT_SIDE)
	{
	  /* use random direction as default start direction */
	  if (game.engine_version >= VERSION_IDENT(3,1,0,0))
	    MovDir[x][y] = 1 << RND(4);

	  for (i = 0; i < NUM_DIRECTIONS; i++)
	  {
	    int x1 = x + xy[i][0];
	    int y1 = y + xy[i][1];

	    if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
	    {
	      if (move_pattern == MV_ALONG_RIGHT_SIDE)
		MovDir[x][y] = direction[0][i];
	      else
		MovDir[x][y] = direction[1][i];

	      break;
	    }
	  }
	}		 
      }
      else
      {
	MovDir[x][y] = 1 << RND(4);

	if (element != EL_BUG &&
	    element != EL_SPACESHIP &&
	    element != EL_BD_BUTTERFLY &&
	    element != EL_BD_FIREFLY)
	  break;

	for (i = 0; i < NUM_DIRECTIONS; i++)
	{
	  int x1 = x + xy[i][0];
	  int y1 = y + xy[i][1];

	  if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
	  {
	    if (element == EL_BUG || element == EL_BD_BUTTERFLY)
	    {
	      MovDir[x][y] = direction[0][i];
	      break;
	    }
	    else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
		     element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
	    {
	      MovDir[x][y] = direction[1][i];
	      break;
	    }
	  }
	}
      }
      break;
  }

  GfxDir[x][y] = MovDir[x][y];
}

void InitAmoebaNr(int x, int y)
{
  int i;
  int group_nr = AmoebeNachbarNr(x, y);

  if (group_nr == 0)
  {
    for (i = 1; i < MAX_NUM_AMOEBA; i++)
    {
      if (AmoebaCnt[i] == 0)
      {
	group_nr = i;
	break;
      }
    }
  }

  AmoebaNr[x][y] = group_nr;
  AmoebaCnt[group_nr]++;
  AmoebaCnt2[group_nr]++;
}

static void PlayerWins(struct PlayerInfo *player)
{
  player->LevelSolved = TRUE;
  player->GameOver = TRUE;

  player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
			 level.native_em_level->lev->score : player->score);

  player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
  player->LevelSolved_CountingScore = player->score_final;
}

void GameWon()
{
  static int time, time_final;
  static int score, score_final;
  static int game_over_delay_1 = 0;
  static int game_over_delay_2 = 0;
  int game_over_delay_value_1 = 50;
  int game_over_delay_value_2 = 50;

  if (!local_player->LevelSolved_GameWon)
  {
    int i;

    /* do not start end game actions before the player stops moving (to exit) */
    if (local_player->MovPos)
      return;

    local_player->LevelSolved_GameWon = TRUE;
    local_player->LevelSolved_SaveTape = tape.recording;
    local_player->LevelSolved_SaveScore = !tape.playing;

    if (tape.auto_play)		/* tape might already be stopped here */
      tape.auto_play_level_solved = TRUE;

#if 1
    TapeStop();
#endif

    game_over_delay_1 = game_over_delay_value_1;
    game_over_delay_2 = game_over_delay_value_2;

    time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
    score = score_final = local_player->score_final;

    if (TimeLeft > 0)
    {
      time_final = 0;
      score_final += TimeLeft * level.score[SC_TIME_BONUS];
    }
    else if (level.time == 0 && TimePlayed < 999)
    {
      time_final = 999;
      score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
    }

    local_player->score_final = score_final;

    if (level_editor_test_game)
    {
      time = time_final;
      score = score_final;

#if 1
      local_player->LevelSolved_CountingTime = time;
      local_player->LevelSolved_CountingScore = score;

      game_panel_controls[GAME_PANEL_TIME].value = time;
      game_panel_controls[GAME_PANEL_SCORE].value = score;

      DisplayGameControlValues();
#else
      DrawGameValue_Time(time);
      DrawGameValue_Score(score);
#endif
    }

    if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
    {
      if (ExitX >= 0 && ExitY >= 0)	/* local player has left the level */
      {
	/* close exit door after last player */
	if ((AllPlayersGone &&
	     (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
	      Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
	      Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
	    Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
	    Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
	{
	  int element = Feld[ExitX][ExitY];

#if 0
	  if (element == EL_EM_EXIT_OPEN ||
	      element == EL_EM_STEEL_EXIT_OPEN)
	  {
	    Bang(ExitX, ExitY);
	  }
	  else
#endif
	  {
	    Feld[ExitX][ExitY] =
	      (element == EL_EXIT_OPEN		? EL_EXIT_CLOSING :
	       element == EL_EM_EXIT_OPEN	? EL_EM_EXIT_CLOSING :
	       element == EL_SP_EXIT_OPEN	? EL_SP_EXIT_CLOSING:
	       element == EL_STEEL_EXIT_OPEN	? EL_STEEL_EXIT_CLOSING:
	       EL_EM_STEEL_EXIT_CLOSING);

	    PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
	  }
	}

	/* player disappears */
	DrawLevelField(ExitX, ExitY);
      }

      for (i = 0; i < MAX_PLAYERS; i++)
      {
	struct PlayerInfo *player = &stored_player[i];

	if (player->present)
	{
	  RemovePlayer(player);

	  /* player disappears */
	  DrawLevelField(player->jx, player->jy);
	}
      }
    }

    PlaySound(SND_GAME_WINNING);
  }

  if (game_over_delay_1 > 0)
  {
    game_over_delay_1--;

    return;
  }

  if (time != time_final)
  {
    int time_to_go = ABS(time_final - time);
    int time_count_dir = (time < time_final ? +1 : -1);
    int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);

    time  += time_count_steps * time_count_dir;
    score += time_count_steps * level.score[SC_TIME_BONUS];

#if 1
    local_player->LevelSolved_CountingTime = time;
    local_player->LevelSolved_CountingScore = score;

    game_panel_controls[GAME_PANEL_TIME].value = time;
    game_panel_controls[GAME_PANEL_SCORE].value = score;

    DisplayGameControlValues();
#else
    DrawGameValue_Time(time);
    DrawGameValue_Score(score);
#endif

    if (time == time_final)
      StopSound(SND_GAME_LEVELTIME_BONUS);
    else if (setup.sound_loops)
      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
    else
      PlaySound(SND_GAME_LEVELTIME_BONUS);

    return;
  }

  local_player->LevelSolved_PanelOff = TRUE;

  if (game_over_delay_2 > 0)
  {
    game_over_delay_2--;

    return;
  }

#if 1
  GameEnd();
#endif
}

void GameEnd()
{
  int hi_pos;
  boolean raise_level = FALSE;

  local_player->LevelSolved_GameEnd = TRUE;

  CloseDoor(DOOR_CLOSE_1);

  if (local_player->LevelSolved_SaveTape)
  {
#if 0
    TapeStop();
#endif

#if 1
    SaveTapeChecked(tape.level_nr);	/* ask to save tape */
#else
    SaveTape(tape.level_nr);		/* ask to save tape */
#endif
  }

  if (level_editor_test_game)
  {
    game_status = GAME_MODE_MAIN;

#if 1
    DrawAndFadeInMainMenu(REDRAW_FIELD);
#else
    DrawMainMenu();
#endif

    return;
  }

  if (!local_player->LevelSolved_SaveScore)
  {
#if 1
    FadeOut(REDRAW_FIELD);
#endif

    game_status = GAME_MODE_MAIN;

    DrawAndFadeInMainMenu(REDRAW_FIELD);

    return;
  }

  if (level_nr == leveldir_current->handicap_level)
  {
    leveldir_current->handicap_level++;
    SaveLevelSetup_SeriesInfo();
  }

  if (level_nr < leveldir_current->last_level)
    raise_level = TRUE;			/* advance to next level */

  if ((hi_pos = NewHiScore()) >= 0) 
  {
    game_status = GAME_MODE_SCORES;

    DrawHallOfFame(hi_pos);

    if (raise_level)
    {
      level_nr++;
      TapeErase();
    }
  }
  else
  {
#if 1
    FadeOut(REDRAW_FIELD);
#endif

    game_status = GAME_MODE_MAIN;

    if (raise_level)
    {
      level_nr++;
      TapeErase();
    }

    DrawAndFadeInMainMenu(REDRAW_FIELD);
  }
}

int NewHiScore()
{
  int k, l;
  int position = -1;

  LoadScore(level_nr);

  if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
      local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
    return -1;

  for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
  {
    if (local_player->score_final > highscore[k].Score)
    {
      /* player has made it to the hall of fame */

      if (k < MAX_SCORE_ENTRIES - 1)
      {
	int m = MAX_SCORE_ENTRIES - 1;

#ifdef ONE_PER_NAME
	for (l = k; l < MAX_SCORE_ENTRIES; l++)
	  if (strEqual(setup.player_name, highscore[l].Name))
	    m = l;
	if (m == k)	/* player's new highscore overwrites his old one */
	  goto put_into_list;
#endif

	for (l = m; l > k; l--)
	{
	  strcpy(highscore[l].Name, highscore[l - 1].Name);
	  highscore[l].Score = highscore[l - 1].Score;
	}
      }

#ifdef ONE_PER_NAME
      put_into_list:
#endif
      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
      highscore[k].Score = local_player->score_final; 
      position = k;
      break;
    }

#ifdef ONE_PER_NAME
    else if (!strncmp(setup.player_name, highscore[k].Name,
		      MAX_PLAYER_NAME_LEN))
      break;	/* player already there with a higher score */
#endif

  }

  if (position >= 0) 
    SaveScore(level_nr);

  return position;
}

inline static int getElementMoveStepsizeExt(int x, int y, int direction)
{
  int element = Feld[x][y];
  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
  int 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;
}

inline static int getElementMoveStepsize(int x, int y)
{
  return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
}

void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
{
  if (player->GfxAction != action || player->GfxDir != dir)
  {
#if 0
    printf("Player frame reset! (%d => %d, %d => %d)\n",
	   player->GfxAction, action, player->GfxDir, dir);
#endif

    player->GfxAction = action;
    player->GfxDir = dir;
    player->Frame = 0;
    player->StepFrame = 0;
  }
}

#if USE_GFX_RESET_GFX_ANIMATION
static void ResetGfxFrame(int x, int y, boolean redraw)
{
  int element = Feld[x][y];
  int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
  int last_gfx_frame = GfxFrame[x][y];

  if (graphic_info[graphic].anim_global_sync)
    GfxFrame[x][y] = FrameCounter;
  else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
    GfxFrame[x][y] = CustomValue[x][y];
  else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
    GfxFrame[x][y] = element_info[element].collect_score;
  else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
    GfxFrame[x][y] = ChangeDelay[x][y];

  if (redraw && GfxFrame[x][y] != last_gfx_frame)
    DrawLevelGraphicAnimation(x, y, graphic);
}
#endif

static void ResetGfxAnimation(int x, int y)
{
  GfxAction[x][y] = ACTION_DEFAULT;
  GfxDir[x][y] = MovDir[x][y];
  GfxFrame[x][y] = 0;

#if USE_GFX_RESET_GFX_ANIMATION
  ResetGfxFrame(x, y, FALSE);
#endif
}

static void ResetRandomAnimationValue(int x, int y)
{
  GfxRandom[x][y] = INIT_GFX_RANDOM();
}

void InitMovingField(int x, int y, int direction)
{
  int element = Feld[x][y];
  int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
  int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
  int newx = x + dx;
  int newy = y + dy;
  boolean is_moving_before, is_moving_after;
#if 0
  boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
#endif

  /* check if element was/is moving or being moved before/after mode change */
#if 1
#if 1
  is_moving_before = (WasJustMoving[x][y] != 0);
#else
  /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
  is_moving_before = WasJustMoving[x][y];
#endif
#else
  is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
#endif
  is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);

  /* reset animation only for moving elements which change direction of moving
     or which just started or stopped moving
     (else CEs with property "can move" / "not moving" are reset each frame) */
#if USE_GFX_RESET_ONLY_WHEN_MOVING
#if 1
  if (is_moving_before != is_moving_after ||
      direction != MovDir[x][y])
    ResetGfxAnimation(x, y);
#else
  if ((is_moving_before || is_moving_after) && !continues_moving)
    ResetGfxAnimation(x, y);
#endif
#else
  if (!continues_moving)
    ResetGfxAnimation(x, y);
#endif

  MovDir[x][y] = direction;
  GfxDir[x][y] = direction;

#if USE_GFX_RESET_ONLY_WHEN_MOVING
  GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
		     direction == MV_DOWN && CAN_FALL(element) ?
		     ACTION_FALLING : ACTION_MOVING);
#else
  GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
		     ACTION_FALLING : ACTION_MOVING);
#endif

  /* this is needed for CEs with property "can move" / "not moving" */

  if (is_moving_after)
  {
    if (Feld[newx][newy] == EL_EMPTY)
      Feld[newx][newy] = EL_BLOCKED;

    MovDir[newx][newy] = MovDir[x][y];

#if USE_NEW_CUSTOM_VALUE
    CustomValue[newx][newy] = CustomValue[x][y];
#endif

    GfxFrame[newx][newy] = GfxFrame[x][y];
    GfxRandom[newx][newy] = GfxRandom[x][y];
    GfxAction[newx][newy] = GfxAction[x][y];
    GfxDir[newx][newy] = GfxDir[x][y];
  }
}

void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
{
  int direction = MovDir[x][y];
  int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
  int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);

  *goes_to_x = newx;
  *goes_to_y = newy;
}

void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
{
  int oldx = x, oldy = y;
  int direction = MovDir[x][y];

  if (direction == MV_LEFT)
    oldx++;
  else if (direction == MV_RIGHT)
    oldx--;
  else if (direction == MV_UP)
    oldy++;
  else if (direction == MV_DOWN)
    oldy--;

  *comes_from_x = oldx;
  *comes_from_y = oldy;
}

int MovingOrBlocked2Element(int x, int y)
{
  int element = Feld[x][y];

  if (element == EL_BLOCKED)
  {
    int oldx, oldy;

    Blocked2Moving(x, y, &oldx, &oldy);
    return Feld[oldx][oldy];
  }
  else
    return element;
}

static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
{
  /* like MovingOrBlocked2Element(), but if element is moving
     and (x,y) is the field the moving element is just leaving,
     return EL_BLOCKED instead of the element value */
  int element = Feld[x][y];

  if (IS_MOVING(x, y))
  {
    if (element == EL_BLOCKED)
    {
      int oldx, oldy;

      Blocked2Moving(x, y, &oldx, &oldy);
      return Feld[oldx][oldy];
    }
    else
      return EL_BLOCKED;
  }
  else
    return element;
}

static void RemoveField(int x, int y)
{
  Feld[x][y] = EL_EMPTY;

  MovPos[x][y] = 0;
  MovDir[x][y] = 0;
  MovDelay[x][y] = 0;

#if USE_NEW_CUSTOM_VALUE
  CustomValue[x][y] = 0;
#endif

  AmoebaNr[x][y] = 0;
  ChangeDelay[x][y] = 0;
  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_NONE;
#if 0
  /* !!! this would prevent the removed tile from being redrawn !!! */
  GfxRedraw[x][y] = GFX_REDRAW_NONE;
#endif
}

void RemoveMovingField(int x, int y)
{
  int oldx = x, oldy = y, newx = x, newy = y;
  int element = Feld[x][y];
  int next_element = EL_UNDEFINED;

  if (element != EL_BLOCKED && !IS_MOVING(x, y))
    return;

  if (IS_MOVING(x, y))
  {
    Moving2Blocked(x, y, &newx, &newy);

    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;

      TEST_DrawLevelField(oldx, oldy);

      return;
    }
  }
  else if (element == EL_BLOCKED)
  {
    Blocked2Moving(x, y, &oldx, &oldy);
    if (!IS_MOVING(oldx, oldy))
      return;
  }

  if (element == EL_BLOCKED &&
      (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
       Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
       Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
       Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
       Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
       Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
    next_element = get_next_element(Feld[oldx][oldy]);

  RemoveField(oldx, oldy);
  RemoveField(newx, newy);

  Store[oldx][oldy] = Store2[oldx][oldy] = 0;

  if (next_element != EL_UNDEFINED)
    Feld[oldx][oldy] = next_element;

  TEST_DrawLevelField(oldx, oldy);
  TEST_DrawLevelField(newx, newy);
}

void DrawDynamite(int x, int y)
{
  int sx = SCREENX(x), sy = SCREENY(y);
  int graphic = el2img(Feld[x][y]);
  int frame;

  if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
    return;

  if (IS_WALKABLE_INSIDE(Back[x][y]))
    return;

  if (Back[x][y])
    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
  else if (Store[x][y])
    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);

  frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);

  if (Back[x][y] || Store[x][y])
    DrawGraphicThruMask(sx, sy, graphic, frame);
  else
    DrawGraphic(sx, sy, graphic, frame);
}

void CheckDynamite(int x, int y)
{
  if (MovDelay[x][y] != 0)	/* dynamite is still waiting to explode */
  {
    MovDelay[x][y]--;

    if (MovDelay[x][y] != 0)
    {
      DrawDynamite(x, y);
      PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);

      return;
    }
  }

  StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);

  Bang(x, y);
}

static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
{
  boolean num_checked_players = 0;
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    if (stored_player[i].active)
    {
      int sx = stored_player[i].jx;
      int sy = stored_player[i].jy;

      if (num_checked_players == 0)
      {
	*sx1 = *sx2 = sx;
	*sy1 = *sy2 = sy;
      }
      else
      {
	*sx1 = MIN(*sx1, sx);
	*sy1 = MIN(*sy1, sy);
	*sx2 = MAX(*sx2, sx);
	*sy2 = MAX(*sy2, sy);
      }

      num_checked_players++;
    }
  }
}

static boolean checkIfAllPlayersFitToScreen_RND()
{
  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;

  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);

  return (sx2 - sx1 < SCR_FIELDX &&
	  sy2 - sy1 < SCR_FIELDY);
}

static void setScreenCenteredToAllPlayers(int *sx, int *sy)
{
  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;

  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);

  *sx = (sx1 + sx2) / 2;
  *sy = (sy1 + sy2) / 2;
}

void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
			boolean center_screen, boolean quick_relocation)
{
  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);

  if (quick_relocation)
  {
    if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
    {
      if (!level.shifted_relocation || center_screen)
      {
	/* quick relocation (without scrolling), with centering of screen */

	scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
		    x > SBX_Right + MIDPOSX ? SBX_Right :
		    x - MIDPOSX);

	scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
		    y > SBY_Lower + MIDPOSY ? SBY_Lower :
		    y - MIDPOSY);
      }
      else
      {
	/* quick relocation (without scrolling), but do not center screen */

	int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
			       old_x > SBX_Right + MIDPOSX ? SBX_Right :
			       old_x - MIDPOSX);

	int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
			       old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
			       old_y - MIDPOSY);

	int offset_x = x + (scroll_x - center_scroll_x);
	int offset_y = y + (scroll_y - center_scroll_y);

	scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
		    offset_x > SBX_Right + MIDPOSX ? SBX_Right :
		    offset_x - MIDPOSX);

	scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
		    offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
		    offset_y - MIDPOSY);
      }
    }
    else
    {
#if 1
      if (!level.shifted_relocation || center_screen)
      {
	/* quick relocation (without scrolling), with centering of screen */

	scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
		    x > SBX_Right + MIDPOSX ? SBX_Right :
		    x - MIDPOSX);

	scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
		    y > SBY_Lower + MIDPOSY ? SBY_Lower :
		    y - MIDPOSY);
      }
      else
      {
	/* quick relocation (without scrolling), but do not center screen */

	int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
			       old_x > SBX_Right + MIDPOSX ? SBX_Right :
			       old_x - MIDPOSX);

	int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
			       old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
			       old_y - MIDPOSY);

	int offset_x = x + (scroll_x - center_scroll_x);
	int offset_y = y + (scroll_y - center_scroll_y);

	scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
		    offset_x > SBX_Right + MIDPOSX ? SBX_Right :
		    offset_x - MIDPOSX);

	scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
		    offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
		    offset_y - MIDPOSY);
      }
#else
      /* quick relocation (without scrolling), inside visible screen area */

      int offset = game.scroll_delay_value;

      if ((move_dir == MV_LEFT  && scroll_x > x - MIDPOSX + offset) ||
	  (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
	scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);

      if ((move_dir == MV_UP   && scroll_y > y - MIDPOSY + offset) ||
	  (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
	scroll_y = y - MIDPOSY + (scroll_y < y - 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);
#endif
    }

    RedrawPlayfield(TRUE, 0,0,0,0);
  }
  else
  {
#if 1
    int scroll_xx, scroll_yy;

    if (!level.shifted_relocation || center_screen)
    {
      /* visible relocation (with scrolling), with centering of screen */

      scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
		   x > SBX_Right + MIDPOSX ? SBX_Right :
		   x - MIDPOSX);

      scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
		   y > SBY_Lower + MIDPOSY ? SBY_Lower :
		   y - MIDPOSY);
    }
    else
    {
      /* visible relocation (with scrolling), but do not center screen */

      int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
			     old_x > SBX_Right + MIDPOSX ? SBX_Right :
			     old_x - MIDPOSX);

      int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
			     old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
			     old_y - MIDPOSY);

      int offset_x = x + (scroll_x - center_scroll_x);
      int offset_y = y + (scroll_y - center_scroll_y);

      scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
		   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
		   offset_x - MIDPOSX);

      scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
		   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
		   offset_y - MIDPOSY);
    }

#else

    /* visible relocation (with scrolling), with centering of screen */

    int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
		     x > SBX_Right + MIDPOSX ? SBX_Right :
		     x - MIDPOSX);

    int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
		     y > SBY_Lower + MIDPOSY ? SBY_Lower :
		     y - MIDPOSY);
#endif

    ScrollScreen(NULL, SCROLL_GO_ON);	/* scroll last frame to full tile */

    while (scroll_x != scroll_xx || scroll_y != scroll_yy)
    {
      int dx = 0, dy = 0;
      int fx = FX, fy = FY;

      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 (dx == 0 && dy == 0)		/* no scrolling needed at all */
	break;

      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);
    }

    DrawAllPlayers();
    BackToFront();
    Delay(wait_delay_value);
  }
}

void RelocatePlayer(int jx, int jy, int el_player_raw)
{
  int el_player = GET_PLAYER_ELEMENT(el_player_raw);
  int player_nr = GET_PLAYER_NR(el_player);
  struct PlayerInfo *player = &stored_player[player_nr];
  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);
  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;
  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);

      AdvanceFrameAndPlayerCounters(player->index_nr);

      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 (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_PLAYER_LEAVES_X,
				      player->index_bit, leave_side);

  Feld[jx][jy] = el_player;
  InitPlayerField(jx, jy, el_player, TRUE);

  /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
     possible that the relocation target field did not contain a player element,
     but a walkable element, to which the new player was relocated -- in this
     case, restore that (already initialized!) element on the player field */
  if (!ELEM_IS_PLAYER(element))	/* player may be set on walkable element */
  {
    Feld[jx][jy] = element;	/* restore previously existing element */
#if 0
    /* !!! do not initialize already initialized element a second time !!! */
    /* (this causes at least problems with "element creation" CE trigger for
       already existing elements, and existing Sokoban fields counted twice) */
    InitField(jx, jy, FALSE);
#endif
  }

  /* only visually relocate centered player */
  DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
		     FALSE, level.instant_relocation);

  TestIfPlayerTouchesBadThing(jx, jy);
  TestIfPlayerTouchesCustomElement(jx, jy);

  if (IS_CUSTOM_ELEMENT(element))
    CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
			       player->index_bit, enter_side);

  CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
				      player->index_bit, enter_side);

#if 1
  if (player->is_switching)
  {
    /* ensure that relocation while still switching an element does not cause
       a new element to be treated as also switched directly after relocation
       (this is important for teleporter switches that teleport the player to
       a place where another teleporter switch is in the same direction, which
       would then incorrectly be treated as immediately switched before the
       direction key that caused the switch was released) */

    player->switch_x += jx - old_jx;
    player->switch_y += jy - old_jy;
  }
#endif
}

void Explode(int ex, int ey, int phase, int mode)
{
  int x, y;
  int last_phase;
  int border_element;

  /* !!! eliminate this variable !!! */
  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);

  if (game.explosions_delayed)
  {
    ExplodeField[ex][ey] = mode;
    return;
  }

  if (phase == EX_PHASE_START)		/* initialize 'Store[][]' field */
  {
    int center_element = Feld[ex][ey];
    int artwork_element, explosion_element;	/* set these values later */

#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_TYPE_NORMAL || mode == EX_TYPE_CENTER))
      return;
#endif

#if 0
    /* !!! at this place, the center element may be EL_BLOCKED !!! */
    if (mode == EX_TYPE_NORMAL ||
	mode == EX_TYPE_CENTER ||
	mode == EX_TYPE_CROSS)
      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
#endif

    /* remove things displayed in background while burning dynamite */
    if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
      Back[ex][ey] = 0;

    if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
    {
      /* put moving element to center field (and let it explode there) */
      center_element = MovingOrBlocked2Element(ex, ey);
      RemoveMovingField(ex, ey);
      Feld[ex][ey] = center_element;
    }

    /* now "center_element" is finally determined -- set related values now */
    artwork_element = center_element;		/* for custom player artwork */
    explosion_element = center_element;		/* for custom player artwork */

    if (IS_PLAYER(ex, ey))
    {
      int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);

      artwork_element = stored_player[player_nr].artwork_element;

      if (level.use_explosion_element[player_nr])
      {
	explosion_element = level.explosion_element[player_nr];
	artwork_element = explosion_element;
      }
    }

#if 1
    if (mode == EX_TYPE_NORMAL ||
	mode == EX_TYPE_CENTER ||
	mode == EX_TYPE_CROSS)
      PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
#endif

    last_phase = element_info[explosion_element].explosion_delay + 1;

    for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
    {
      int xx = x - ex + 1;
      int yy = y - ey + 1;
      int element;

      if (!IN_LEV_FIELD(x, y) ||
	  (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
	  (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
	continue;

      element = Feld[x][y];

      if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
      {
	element = MovingOrBlocked2Element(x, y);

	if (!IS_EXPLOSION_PROOF(element))
	  RemoveMovingField(x, y);
      }

      /* indestructible elements can only explode in center (but not flames) */
      if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
					   mode == EX_TYPE_BORDER)) ||
	  element == EL_FLAMES)
	continue;

      /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
	 behaviour, for example when touching a yamyam that explodes to rocks
	 with active deadly shield, a rock is created under the player !!! */
      /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
#if 0
      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 */
	  Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
	  Back[x][y] = 0;
	}

	continue;
      }

      /* save walkable background elements while explosion on same tile */
      if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
	  (x != ex || y != ey || mode == EX_TYPE_BORDER))
	Back[x][y] = element;

      /* ignite explodable elements reached by other explosion */
      if (element == EL_EXPLOSION)
	element = Store2[x][y];

      if (AmoebaNr[x][y] &&
	  (element == EL_AMOEBA_FULL ||
	   element == EL_BD_AMOEBA ||
	   element == EL_AMOEBA_GROWING))
      {
	AmoebaCnt[AmoebaNr[x][y]]--;
	AmoebaCnt2[AmoebaNr[x][y]]--;
      }

      RemoveField(x, y);

      if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
      {
	int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;

	Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;

	if (PLAYERINFO(ex, ey)->use_murphy)
	  Store[x][y] = EL_EMPTY;
      }

      /* !!! check this case -- currently needed for rnd_rado_negundo_v,
	 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
      else if (ELEM_IS_PLAYER(center_element))
	Store[x][y] = EL_EMPTY;
      else if (center_element == EL_YAMYAM)
	Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
      else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
	Store[x][y] = element_info[center_element].content.e[xx][yy];
#if 1
      /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
	 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
	 otherwise) -- FIX THIS !!! */
      else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
	Store[x][y] = element_info[element].content.e[1][1];
#else
      else if (!CAN_EXPLODE(element))
	Store[x][y] = element_info[element].content.e[1][1];
#endif
      else
	Store[x][y] = EL_EMPTY;

      if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
	  center_element == EL_AMOEBA_TO_DIAMOND)
	Store2[x][y] = element;

      Feld[x][y] = EL_EXPLOSION;
      GfxElement[x][y] = artwork_element;

      ExplodePhase[x][y] = 1;
      ExplodeDelay[x][y] = last_phase;

      Stop[x][y] = TRUE;
    }

    if (center_element == EL_YAMYAM)
      game.yamyam_content_nr =
	(game.yamyam_content_nr + 1) % level.num_yamyam_contents;

    return;
  }

  if (Stop[ex][ey])
    return;

  x = ex;
  y = ey;

  if (phase == 1)
    GfxFrame[x][y] = 0;		/* restart explosion animation */

  last_phase = ExplodeDelay[x][y];

  ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);

#ifdef DEBUG

  /* activate this even in non-DEBUG version until cause for crash in
     getGraphicAnimationFrame() (see below) is found and eliminated */

#endif
#if 1

#if 1
  /* this can happen if the player leaves an explosion just in time */
  if (GfxElement[x][y] == EL_UNDEFINED)
    GfxElement[x][y] = EL_EMPTY;
#else
  if (GfxElement[x][y] == EL_UNDEFINED)
  {
    printf("\n\n");
    printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
    printf("Explode(): This should never happen!\n");
    printf("\n\n");

    GfxElement[x][y] = EL_EMPTY;
  }
#endif

#endif

  border_element = Store2[x][y];
  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
    border_element = StorePlayer[x][y];

  if (phase == element_info[border_element].ignition_delay ||
      phase == last_phase)
  {
    boolean border_explosion = FALSE;

    if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
	!PLAYER_EXPLOSION_PROTECTED(x, y))
    {
      KillPlayerUnlessExplosionProtected(x, y);
      border_explosion = TRUE;
    }
    else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
    {
      Feld[x][y] = Store2[x][y];
      Store2[x][y] = 0;
      Bang(x, y);
      border_explosion = TRUE;
    }
    else if (border_element == EL_AMOEBA_TO_DIAMOND)
    {
      AmoebeUmwandeln(x, y);
      Store2[x][y] = 0;
      border_explosion = TRUE;
    }

    /* 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;
  }

  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)
    {
      int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
      int explosion_element = EL_PLAYER_1 + player_nr;
      int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
      int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);

      if (level.use_explosion_element[player_nr])
	explosion_element = level.explosion_element[player_nr];

      Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
		    element_info[explosion_element].content.e[xx][yy]);
    }

    /* 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_NONE;
    ChangeDelay[x][y] = 0;
    ChangePage[x][y] = -1;

#if USE_NEW_CUSTOM_VALUE
    CustomValue[x][y] = 0;
#endif

    InitField_WithBug2(x, y, FALSE);

    TEST_DrawLevelField(x, y);

    TestIfElementTouchesCustomElement(x, y);

    if (GFX_CRUMBLED(element))
      TEST_DrawLevelFieldCrumbledNeighbours(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)))
  {
    int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);

    if (phase == delay)
      TEST_DrawLevelFieldCrumbled(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);
  }
}

void DynaExplode(int ex, int ey)
{
  int i, j;
  int dynabomb_element = Feld[ex][ey];
  int dynabomb_size = 1;
  boolean dynabomb_xl = FALSE;
  struct PlayerInfo *player;
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  if (IS_ACTIVE_BOMB(dynabomb_element))
  {
    player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
    dynabomb_size = player->dynabomb_size;
    dynabomb_xl = player->dynabomb_xl;
    player->dynabombs_left++;
  }

  Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    for (j = 1; j <= dynabomb_size; j++)
    {
      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]))
	break;

      element = Feld[x][y];

      /* do not restart explosions of fields with active bombs */
      if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
	continue;

      Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);

      if (element != EL_EMPTY && element != EL_EXPLOSION &&
	  !IS_DIGGABLE(element) && !dynabomb_xl)
	break;
    }
  }
}

void Bang(int x, int y)
{
  int element = MovingOrBlocked2Element(x, y);
  int explosion_type = EX_TYPE_NORMAL;

  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
  {
    struct PlayerInfo *player = PLAYERINFO(x, y);

#if USE_FIX_CE_ACTION_WITH_PLAYER
    element = Feld[x][y] = player->initial_element;
#else
    element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
			    player->element_nr);
#endif

    if (level.use_explosion_element[player->index_nr])
    {
      int explosion_element = level.explosion_element[player->index_nr];

      if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
	explosion_type = EX_TYPE_CROSS;
      else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
	explosion_type = EX_TYPE_CENTER;
    }
  }

  switch (element)
  {
    case EL_BUG:
    case EL_SPACESHIP:
    case EL_BD_BUTTERFLY:
    case EL_BD_FIREFLY:
    case EL_YAMYAM:
    case EL_DARK_YAMYAM:
    case EL_ROBOT:
    case EL_PACMAN:
    case EL_MOLE:
      RaiseScoreElement(element);
      break;

    case EL_DYNABOMB_PLAYER_1_ACTIVE:
    case EL_DYNABOMB_PLAYER_2_ACTIVE:
    case EL_DYNABOMB_PLAYER_3_ACTIVE:
    case EL_DYNABOMB_PLAYER_4_ACTIVE:
    case EL_DYNABOMB_INCREASE_NUMBER:
    case EL_DYNABOMB_INCREASE_SIZE:
    case EL_DYNABOMB_INCREASE_POWER:
      explosion_type = EX_TYPE_DYNA;
      break;

    case EL_DC_LANDMINE:
#if 0
    case EL_EM_EXIT_OPEN:
    case EL_EM_STEEL_EXIT_OPEN:
#endif
      explosion_type = EX_TYPE_CENTER;
      break;

    case EL_PENGUIN:
    case EL_LAMP:
    case EL_LAMP_ACTIVE:
    case EL_AMOEBA_TO_DIAMOND:
      if (!IS_PLAYER(x, y))	/* penguin and player may be at same field */
	explosion_type = EX_TYPE_CENTER;
      break;

    default:
      if (element_info[element].explosion_type == EXPLODES_CROSS)
	explosion_type = EX_TYPE_CROSS;
      else if (element_info[element].explosion_type == EXPLODES_1X1)
	explosion_type = EX_TYPE_CENTER;
      break;
  }

  if (explosion_type == EX_TYPE_DYNA)
    DynaExplode(x, y);
  else
    Explode(x, y, EX_PHASE_START, explosion_type);

  CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
}

void SplashAcid(int x, int y)
{
  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);
}

static void InitBeltMovement()
{
  static int belt_base_element[4] =
  {
    EL_CONVEYOR_BELT_1_LEFT,
    EL_CONVEYOR_BELT_2_LEFT,
    EL_CONVEYOR_BELT_3_LEFT,
    EL_CONVEYOR_BELT_4_LEFT
  };
  static int belt_base_active_element[4] =
  {
    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
  };

  int x, y, i, j;

  /* set frame order for belt animation graphic according to belt direction */
  for (i = 0; i < NUM_BELTS; i++)
  {
    int belt_nr = i;

    for (j = 0; j < NUM_BELT_PARTS; j++)
    {
      int element = belt_base_active_element[belt_nr] + j;
      int graphic_1 = el2img(element);
      int graphic_2 = el2panelimg(element);

      if (game.belt_dir[i] == MV_LEFT)
      {
	graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
	graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
      }
      else
      {
	graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
	graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
      }
    }
  }

  SCAN_PLAYFIELD(x, y)
  {
    int element = Feld[x][y];

    for (i = 0; i < NUM_BELTS; i++)
    {
      if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
      {
	int e_belt_nr = getBeltNrFromBeltElement(element);
	int belt_nr = i;

	if (e_belt_nr == belt_nr)
	{
	  int belt_part = Feld[x][y] - belt_base_element[belt_nr];

	  Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
	}
      }
    }
  }
}

static void ToggleBeltSwitch(int x, int y)
{
  static int belt_base_element[4] =
  {
    EL_CONVEYOR_BELT_1_LEFT,
    EL_CONVEYOR_BELT_2_LEFT,
    EL_CONVEYOR_BELT_3_LEFT,
    EL_CONVEYOR_BELT_4_LEFT
  };
  static int belt_base_active_element[4] =
  {
    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
  };
  static int belt_base_switch_element[4] =
  {
    EL_CONVEYOR_BELT_1_SWITCH_LEFT,
    EL_CONVEYOR_BELT_2_SWITCH_LEFT,
    EL_CONVEYOR_BELT_3_SWITCH_LEFT,
    EL_CONVEYOR_BELT_4_SWITCH_LEFT
  };
  static int belt_move_dir[4] =
  {
    MV_LEFT,
    MV_NONE,
    MV_RIGHT,
    MV_NONE,
  };

  int element = Feld[x][y];
  int belt_nr = getBeltNrFromBeltSwitchElement(element);
  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
  int belt_dir = belt_move_dir[belt_dir_nr];
  int xx, yy, i;

  if (!IS_BELT_SWITCH(element))
    return;

  game.belt_dir_nr[belt_nr] = belt_dir_nr;
  game.belt_dir[belt_nr] = belt_dir;

  if (belt_dir_nr == 3)
    belt_dir_nr = 1;

  /* set frame order for belt animation graphic according to belt direction */
  for (i = 0; i < NUM_BELT_PARTS; i++)
  {
    int element = belt_base_active_element[belt_nr] + i;
    int graphic_1 = el2img(element);
    int graphic_2 = el2panelimg(element);

    if (belt_dir == MV_LEFT)
    {
      graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
      graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
    }
    else
    {
      graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
      graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
    }
  }

  SCAN_PLAYFIELD(xx, yy)
  {
    int element = Feld[xx][yy];

    if (IS_BELT_SWITCH(element))
    {
      int e_belt_nr = getBeltNrFromBeltSwitchElement(element);

      if (e_belt_nr == belt_nr)
      {
	Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
	TEST_DrawLevelField(xx, yy);
      }
    }
    else if (IS_BELT(element) && belt_dir != MV_NONE)
    {
      int e_belt_nr = getBeltNrFromBeltElement(element);

      if (e_belt_nr == belt_nr)
      {
	int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];

	Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
	TEST_DrawLevelField(xx, yy);
      }
    }
    else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
    {
      int e_belt_nr = getBeltNrFromBeltActiveElement(element);

      if (e_belt_nr == belt_nr)
      {
	int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];

	Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
	TEST_DrawLevelField(xx, yy);
      }
    }
  }
}

static void ToggleSwitchgateSwitch(int x, int y)
{
  int xx, yy;

  game.switchgate_pos = !game.switchgate_pos;

  SCAN_PLAYFIELD(xx, yy)
  {
    int element = Feld[xx][yy];

#if !USE_BOTH_SWITCHGATE_SWITCHES
    if (element == EL_SWITCHGATE_SWITCH_UP ||
	element == EL_SWITCHGATE_SWITCH_DOWN)
    {
      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
      TEST_DrawLevelField(xx, yy);
    }
    else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
	     element == EL_DC_SWITCHGATE_SWITCH_DOWN)
    {
      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
      TEST_DrawLevelField(xx, yy);
    }
#else
    if (element == EL_SWITCHGATE_SWITCH_UP)
    {
      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
      TEST_DrawLevelField(xx, yy);
    }
    else if (element == EL_SWITCHGATE_SWITCH_DOWN)
    {
      Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
      TEST_DrawLevelField(xx, yy);
    }
    else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
    {
      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
      TEST_DrawLevelField(xx, yy);
    }
    else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
    {
      Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
      TEST_DrawLevelField(xx, yy);
    }
#endif
    else if (element == EL_SWITCHGATE_OPEN ||
	     element == EL_SWITCHGATE_OPENING)
    {
      Feld[xx][yy] = EL_SWITCHGATE_CLOSING;

      PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
    }
    else if (element == EL_SWITCHGATE_CLOSED ||
	     element == EL_SWITCHGATE_CLOSING)
    {
      Feld[xx][yy] = EL_SWITCHGATE_OPENING;

      PlayLevelSoundAction(xx, yy, ACTION_OPENING);
    }
  }
}

static int getInvisibleActiveFromInvisibleElement(int element)
{
  return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
	  element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
	  element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
	  element);
}

static int getInvisibleFromInvisibleActiveElement(int element)
{
  return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
	  element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
	  element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
	  element);
}

static void RedrawAllLightSwitchesAndInvisibleElements()
{
  int x, y;

  SCAN_PLAYFIELD(x, y)
  {
    int element = Feld[x][y];

    if (element == EL_LIGHT_SWITCH &&
	game.light_time_left > 0)
    {
      Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_LIGHT_SWITCH_ACTIVE &&
	     game.light_time_left == 0)
    {
      Feld[x][y] = EL_LIGHT_SWITCH;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_EMC_DRIPPER &&
	     game.light_time_left > 0)
    {
      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_EMC_DRIPPER_ACTIVE &&
	     game.light_time_left == 0)
    {
      Feld[x][y] = EL_EMC_DRIPPER;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_INVISIBLE_STEELWALL ||
	     element == EL_INVISIBLE_WALL ||
	     element == EL_INVISIBLE_SAND)
    {
      if (game.light_time_left > 0)
	Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);

      TEST_DrawLevelField(x, y);

      /* uncrumble neighbour fields, if needed */
      if (element == EL_INVISIBLE_SAND)
	TEST_DrawLevelFieldCrumbledNeighbours(x, y);
    }
    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
	     element == EL_INVISIBLE_WALL_ACTIVE ||
	     element == EL_INVISIBLE_SAND_ACTIVE)
    {
      if (game.light_time_left == 0)
	Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);

      TEST_DrawLevelField(x, y);

      /* re-crumble neighbour fields, if needed */
      if (element == EL_INVISIBLE_SAND)
	TEST_DrawLevelFieldCrumbledNeighbours(x, y);
    }
  }
}

static void RedrawAllInvisibleElementsForLenses()
{
  int x, y;

  SCAN_PLAYFIELD(x, y)
  {
    int element = Feld[x][y];

    if (element == EL_EMC_DRIPPER &&
	game.lenses_time_left > 0)
    {
      Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_EMC_DRIPPER_ACTIVE &&
	     game.lenses_time_left == 0)
    {
      Feld[x][y] = EL_EMC_DRIPPER;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_INVISIBLE_STEELWALL ||
	     element == EL_INVISIBLE_WALL ||
	     element == EL_INVISIBLE_SAND)
    {
      if (game.lenses_time_left > 0)
	Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);

      TEST_DrawLevelField(x, y);

      /* uncrumble neighbour fields, if needed */
      if (element == EL_INVISIBLE_SAND)
	TEST_DrawLevelFieldCrumbledNeighbours(x, y);
    }
    else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
	     element == EL_INVISIBLE_WALL_ACTIVE ||
	     element == EL_INVISIBLE_SAND_ACTIVE)
    {
      if (game.lenses_time_left == 0)
	Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);

      TEST_DrawLevelField(x, y);

      /* re-crumble neighbour fields, if needed */
      if (element == EL_INVISIBLE_SAND)
	TEST_DrawLevelFieldCrumbledNeighbours(x, y);
    }
  }
}

static void RedrawAllInvisibleElementsForMagnifier()
{
  int x, y;

  SCAN_PLAYFIELD(x, y)
  {
    int element = Feld[x][y];

    if (element == EL_EMC_FAKE_GRASS &&
	game.magnify_time_left > 0)
    {
      Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
	     game.magnify_time_left == 0)
    {
      Feld[x][y] = EL_EMC_FAKE_GRASS;
      TEST_DrawLevelField(x, y);
    }
    else if (IS_GATE_GRAY(element) &&
	     game.magnify_time_left > 0)
    {
      Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
		    element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
		    IS_EM_GATE_GRAY(element) ?
		    element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
		    IS_EMC_GATE_GRAY(element) ?
		    element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
		    IS_DC_GATE_GRAY(element) ?
		    EL_DC_GATE_WHITE_GRAY_ACTIVE :
		    element);
      TEST_DrawLevelField(x, y);
    }
    else if (IS_GATE_GRAY_ACTIVE(element) &&
	     game.magnify_time_left == 0)
    {
      Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
		    element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
		    IS_EM_GATE_GRAY_ACTIVE(element) ?
		    element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
		    IS_EMC_GATE_GRAY_ACTIVE(element) ?
		    element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
		    IS_DC_GATE_GRAY_ACTIVE(element) ?
		    EL_DC_GATE_WHITE_GRAY :
		    element);
      TEST_DrawLevelField(x, y);
    }
  }
}

static void ToggleLightSwitch(int x, int y)
{
  int element = Feld[x][y];

  game.light_time_left =
    (element == EL_LIGHT_SWITCH ?
     level.time_light * FRAMES_PER_SECOND : 0);

  RedrawAllLightSwitchesAndInvisibleElements();
}

static void ActivateTimegateSwitch(int x, int y)
{
  int xx, yy;

  game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;

  SCAN_PLAYFIELD(xx, yy)
  {
    int element = Feld[xx][yy];

    if (element == EL_TIMEGATE_CLOSED ||
	element == EL_TIMEGATE_CLOSING)
    {
      Feld[xx][yy] = EL_TIMEGATE_OPENING;
      PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
    }

    /*
    else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
    {
      Feld[xx][yy] = EL_TIMEGATE_SWITCH;
      TEST_DrawLevelField(xx, yy);
    }
    */

  }

#if 1
  Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
		EL_DC_TIMEGATE_SWITCH_ACTIVE);
#else
  Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
#endif
}

void Impact(int x, int y)
{
  boolean last_line = (y == lev_fieldy - 1);
  boolean object_hit = FALSE;
  boolean impact = (last_line || object_hit);
  int element = Feld[x][y];
  int smashed = EL_STEELWALL;

  if (!last_line)	/* check if element below was hit */
  {
    if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
      return;

    object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
					 MovDir[x][y + 1] != MV_DOWN ||
					 MovPos[x][y + 1] <= TILEY / 2));

    /* do not smash moving elements that left the smashed field in time */
    if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
	ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
      object_hit = FALSE;

#if USE_QUICKSAND_IMPACT_BUGFIX
    if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
    {
      RemoveMovingField(x, y + 1);
      Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
      Feld[x][y + 2] = EL_ROCK;
      TEST_DrawLevelField(x, y + 2);

      object_hit = TRUE;
    }

    if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
    {
      RemoveMovingField(x, y + 1);
      Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
      Feld[x][y + 2] = EL_ROCK;
      TEST_DrawLevelField(x, y + 2);

      object_hit = TRUE;
    }
#endif

    if (object_hit)
      smashed = MovingOrBlocked2Element(x, y + 1);

    impact = (last_line || object_hit);
  }

  if (!last_line && smashed == EL_ACID)	/* element falls into acid */
  {
    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))
  {
    ResetGfxAnimation(x, y);
    TEST_DrawLevelField(x, y);
  }

  if (impact && CAN_EXPLODE_IMPACT(element))
  {
    Bang(x, y);
    return;
  }
  else if (impact && element == EL_PEARL &&
	   smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
  {
    ResetGfxAnimation(x, y);

    Feld[x][y] = EL_PEARL_BREAKING;
    PlayLevelSound(x, y, SND_PEARL_BREAKING);
    return;
  }
  else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
  {
    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);

    return;
  }

  if (impact && element == EL_AMOEBA_DROP)
  {
    if (object_hit && IS_PLAYER(x, y + 1))
      KillPlayerUnlessEnemyProtected(x, y + 1);
    else if (object_hit && smashed == EL_PENGUIN)
      Bang(x, y + 1);
    else
    {
      Feld[x][y] = EL_AMOEBA_GROWING;
      Store[x][y] = EL_AMOEBA_WET;

      ResetRandomAnimationValue(x, y);
    }
    return;
  }

  if (object_hit)		/* check which object was hit */
  {
    if ((CAN_PASS_MAGIC_WALL(element) && 
	 (smashed == EL_MAGIC_WALL ||
	  smashed == EL_BD_MAGIC_WALL)) ||
	(CAN_PASS_DC_MAGIC_WALL(element) &&
	 smashed == EL_DC_MAGIC_WALL))
    {
      int xx, yy;
      int activated_magic_wall =
	(smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
	 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
	 EL_DC_MAGIC_WALL_ACTIVE);

      /* activate magic wall / mill */
      SCAN_PLAYFIELD(xx, yy)
      {
	if (Feld[xx][yy] == smashed)
	  Feld[xx][yy] = activated_magic_wall;
      }

      game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
      game.magic_wall_active = TRUE;

      PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
			    SND_MAGIC_WALL_ACTIVATING :
			    smashed == EL_BD_MAGIC_WALL ?
			    SND_BD_MAGIC_WALL_ACTIVATING :
			    SND_DC_MAGIC_WALL_ACTIVATING));
    }

    if (IS_PLAYER(x, y + 1))
    {
      if (CAN_SMASH_PLAYER(element))
      {
	KillPlayerUnlessEnemyProtected(x, y + 1);
	return;
      }
    }
    else if (smashed == EL_PENGUIN)
    {
      if (CAN_SMASH_PLAYER(element))
      {
	Bang(x, y + 1);
	return;
      }
    }
    else if (element == EL_BD_DIAMOND)
    {
      if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
      {
	Bang(x, y + 1);
	return;
      }
    }
    else if (((element == EL_SP_INFOTRON ||
	       element == EL_SP_ZONK) &&
	      (smashed == EL_SP_SNIKSNAK ||
	       smashed == EL_SP_ELECTRON ||
	       smashed == EL_SP_DISK_ORANGE)) ||
	     (element == EL_SP_INFOTRON &&
	      smashed == EL_SP_DISK_YELLOW))
    {
      Bang(x, y + 1);
      return;
    }
    else if (CAN_SMASH_EVERYTHING(element))
    {
      if (IS_CLASSIC_ENEMY(smashed) ||
	  CAN_EXPLODE_SMASHED(smashed))
      {
	Bang(x, y + 1);
	return;
      }
      else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
      {
	if (smashed == EL_LAMP ||
	    smashed == EL_LAMP_ACTIVE)
	{
	  Bang(x, y + 1);
	  return;
	}
	else if (smashed == EL_NUT)
	{
	  Feld[x][y + 1] = EL_NUT_BREAKING;
	  PlayLevelSound(x, y, SND_NUT_BREAKING);
	  RaiseScoreElement(EL_NUT);
	  return;
	}
	else if (smashed == EL_PEARL)
	{
	  ResetGfxAnimation(x, y);

	  Feld[x][y + 1] = EL_PEARL_BREAKING;
	  PlayLevelSound(x, y, SND_PEARL_BREAKING);
	  return;
	}
	else if (smashed == EL_DIAMOND)
	{
	  Feld[x][y + 1] = EL_DIAMOND_BREAKING;
	  PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
	  return;
	}
	else if (IS_BELT_SWITCH(smashed))
	{
	  ToggleBeltSwitch(x, y + 1);
	}
	else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
		 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
		 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
		 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
	{
	  ToggleSwitchgateSwitch(x, y + 1);
	}
	else if (smashed == EL_LIGHT_SWITCH ||
		 smashed == EL_LIGHT_SWITCH_ACTIVE)
	{
	  ToggleLightSwitch(x, y + 1);
	}
	else
	{
#if 0
	  TestIfElementSmashesCustomElement(x, y, MV_DOWN);
#endif

	  CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);

	  CheckElementChangeBySide(x, y + 1, smashed, element,
				   CE_SWITCHED, CH_SIDE_TOP);
	  CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
					    CH_SIDE_TOP);
	}
      }
      else
      {
	CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
      }
    }
  }

  /* play sound of magic wall / mill */
  if (!last_line &&
      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
       Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
  {
    if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
      PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
    else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
      PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
    else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
      PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);

    return;
  }

  /* play sound of object that hits the ground */
  if (last_line || object_hit)
    PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
}

inline static void TurnRoundExt(int x, int y)
{
  static struct
  {
    int dx, dy;
  } move_xy[] =
  {
    {  0,  0 },
    { -1,  0 },
    { +1,  0 },
    {  0,  0 },
    {  0, -1 },
    {  0,  0 }, { 0, 0 }, { 0, 0 },
    {  0, +1 }
  };
  static struct
  {
    int left, right, back;
  } turn[] =
  {
    { 0,	0,		0	 },
    { MV_DOWN,	MV_UP,		MV_RIGHT },
    { MV_UP,	MV_DOWN,	MV_LEFT	 },
    { 0,	0,		0	 },
    { MV_LEFT,	MV_RIGHT,	MV_DOWN	 },
    { 0,	0,		0	 },
    { 0,	0,		0	 },
    { 0,	0,		0	 },
    { MV_RIGHT,	MV_LEFT,	MV_UP	 }
  };

  int element = Feld[x][y];
  int move_pattern = element_info[element].move_pattern;

  int old_move_dir = MovDir[x][y];
  int left_dir  = turn[old_move_dir].left;
  int right_dir = turn[old_move_dir].right;
  int back_dir  = turn[old_move_dir].back;

  int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
  int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
  int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
  int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;

  int left_x  = x + left_dx,  left_y  = y + left_dy;
  int right_x = x + right_dx, right_y = y + right_dy;
  int move_x  = x + move_dx,  move_y  = y + move_dy;

  int xx, yy;

  if (element == EL_BUG || element == EL_BD_BUTTERFLY)
  {
    TestIfBadThingTouchesOtherBadThing(x, y);

    if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
      MovDir[x][y] = right_dir;
    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)
      MovDelay[x][y] = 9;
    else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
      MovDelay[x][y] = 1;
  }
  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;
  }
  else if (element == EL_YAMYAM)
  {
    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);
    else if (can_turn_left)
      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
    else if (can_turn_right)
      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
    else
      MovDir[x][y] = back_dir;

    MovDelay[x][y] = 16 + 16 * RND(3);
  }
  else if (element == EL_DARK_YAMYAM)
  {
    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);
    else if (can_turn_left)
      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
    else if (can_turn_right)
      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
    else
      MovDir[x][y] = back_dir;

    MovDelay[x][y] = 16 + 16 * RND(3);
  }
  else if (element == EL_PACMAN)
  {
    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);
    else if (can_turn_left)
      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
    else if (can_turn_right)
      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
    else
      MovDir[x][y] = back_dir;

    MovDelay[x][y] = 6 + RND(40);
  }
  else if (element == EL_PIG)
  {
    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);

    should_turn_left = (can_turn_left &&
			(!can_move_on ||
			 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
						   y + back_dy + left_dy)));
    should_turn_right = (can_turn_right &&
			 (!can_move_on ||
			  IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
						    y + back_dy + right_dy)));
    should_move_on = (can_move_on &&
		      (!can_turn_left ||
		       !can_turn_right ||
		       IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
						 y + move_dy + left_dy) ||
		       IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
						 y + move_dy + right_dy)));

    if (should_turn_left || should_turn_right || should_move_on)
    {
      if (should_turn_left && should_turn_right && should_move_on)
	MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
			rnd < 2 * rnd_value / 3 ? right_dir :
			old_move_dir);
      else if (should_turn_left && should_turn_right)
	MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
      else if (should_turn_left && should_move_on)
	MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
      else if (should_turn_right && should_move_on)
	MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
      else if (should_turn_left)
	MovDir[x][y] = left_dir;
      else if (should_turn_right)
	MovDir[x][y] = right_dir;
      else if (should_move_on)
	MovDir[x][y] = old_move_dir;
    }
    else if (can_move_on && rnd > rnd_value / 8)
      MovDir[x][y] = old_move_dir;
    else if (can_turn_left && can_turn_right)
      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
    else if (can_turn_left && rnd > rnd_value / 8)
      MovDir[x][y] = left_dir;
    else if (can_turn_right && rnd > rnd_value/8)
      MovDir[x][y] = right_dir;
    else
      MovDir[x][y] = back_dir;

    xx = x + move_xy[MovDir[x][y]].dx;
    yy = y + move_xy[MovDir[x][y]].dy;

    if (!IN_LEV_FIELD(xx, yy) ||
        (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
      MovDir[x][y] = old_move_dir;

    MovDelay[x][y] = 0;
  }
  else if (element == EL_DRAGON)
  {
    boolean can_turn_left  = 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);

    if (can_move_on && rnd > rnd_value / 8)
      MovDir[x][y] = old_move_dir;
    else if (can_turn_left && can_turn_right)
      MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
    else if (can_turn_left && rnd > rnd_value / 8)
      MovDir[x][y] = left_dir;
    else if (can_turn_right && rnd > rnd_value / 8)
      MovDir[x][y] = right_dir;
    else
      MovDir[x][y] = back_dir;

    xx = x + move_xy[MovDir[x][y]].dx;
    yy = y + move_xy[MovDir[x][y]].dy;

    if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
      MovDir[x][y] = old_move_dir;

    MovDelay[x][y] = 0;
  }
  else if (element == EL_MOLE)
  {
    boolean can_move_on =
      (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(element, left_x, left_y,
			      IS_AMOEBOID(Feld[left_x][left_y])));

      boolean can_turn_right =
	(MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
			      IS_AMOEBOID(Feld[right_x][right_y])));

      if (can_turn_left && can_turn_right)
	MovDir[x][y] = (RND(2) ? left_dir : right_dir);
      else if (can_turn_left)
	MovDir[x][y] = left_dir;
      else
	MovDir[x][y] = right_dir;
    }

    if (MovDir[x][y] != old_move_dir)
      MovDelay[x][y] = 9;
  }
  else if (element == EL_BALLOON)
  {
    MovDir[x][y] = game.wind_direction;
    MovDelay[x][y] = 0;
  }
  else if (element == EL_SPRING)
  {
#if USE_NEW_SPRING_BUMPER
    if (MovDir[x][y] & MV_HORIZONTAL)
    {
      if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
	  !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
      {
	Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
	ResetGfxAnimation(move_x, move_y);
	TEST_DrawLevelField(move_x, move_y);

	MovDir[x][y] = back_dir;
      }
      else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
	       SPRING_CAN_ENTER_FIELD(element, x, y + 1))
	MovDir[x][y] = MV_NONE;
    }
#else
    if (MovDir[x][y] & MV_HORIZONTAL &&
	(!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
	 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
      MovDir[x][y] = MV_NONE;
#endif

    MovDelay[x][y] = 0;
  }
  else if (element == EL_ROBOT ||
	   element == EL_SATELLITE ||
	   element == EL_PENGUIN ||
	   element == EL_EMC_ANDROID)
  {
    int attr_x = -1, attr_y = -1;

    if (AllPlayersGone)
    {
      attr_x = ExitX;
      attr_y = ExitY;
    }
    else
    {
      int i;

      for (i = 0; i < MAX_PLAYERS; i++)
      {
	struct PlayerInfo *player = &stored_player[i];
	int jx = player->jx, jy = player->jy;

	if (!player->active)
	  continue;

	if (attr_x == -1 ||
	    ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
	{
	  attr_x = jx;
	  attr_y = jy;
	}
      }
    }

    if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
	(Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
	 game.engine_version < VERSION_IDENT(3,1,0,0)))
    {
      attr_x = ZX;
      attr_y = ZY;
    }

    if (element == EL_PENGUIN)
    {
      int i;
      static int xy[4][2] =
      {
	{ 0, -1 },
	{ -1, 0 },
	{ +1, 0 },
	{ 0, +1 }
      };

      for (i = 0; i < NUM_DIRECTIONS; i++)
      {
    	int ex = x + xy[i][0];
    	int ey = y + xy[i][1];

    	if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
				     Feld[ex][ey] == EL_EM_EXIT_OPEN ||
				     Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
				     Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
	{
	  attr_x = ex;
 	  attr_y = ey;
	  break;
	}
      }
    }

    MovDir[x][y] = MV_NONE;
    if (attr_x < x)
      MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
    else if (attr_x > x)
      MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
    if (attr_y < y)
      MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
    else if (attr_y > y)
      MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);

    if (element == EL_ROBOT)
    {
      int newx, newy;

      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
	MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
      Moving2Blocked(x, y, &newx, &newy);

      if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
	MovDelay[x][y] = 8 + 8 * !RND(3);
      else
	MovDelay[x][y] = 16;
    }
    else if (element == EL_PENGUIN)
    {
      int newx, newy;

      MovDelay[x][y] = 1;

      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
      {
	boolean first_horiz = RND(2);
	int new_move_dir = MovDir[x][y];

	MovDir[x][y] =
	  new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
	Moving2Blocked(x, y, &newx, &newy);

	if (PENGUIN_CAN_ENTER_FIELD(element, 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(element, newx, newy))
	  return;

	MovDir[x][y] = old_move_dir;
	return;
      }
    }
    else if (element == EL_SATELLITE)
    {
      int newx, newy;

      MovDelay[x][y] = 1;

      if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
      {
	boolean first_horiz = RND(2);
	int new_move_dir = MovDir[x][y];

	MovDir[x][y] =
	  new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
	Moving2Blocked(x, y, &newx, &newy);

	if (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 (SATELLITE_CAN_ENTER_FIELD(newx, newy))
	  return;

	MovDir[x][y] = old_move_dir;
	return;
      }
    }
    else if (element == EL_EMC_ANDROID)
    {
      static int check_pos[16] =
      {
	-1,		/*  0 => (invalid)          */
	7,		/*  1 => MV_LEFT            */
	3,		/*  2 => MV_RIGHT           */
	-1,		/*  3 => (invalid)          */
	1,		/*  4 =>            MV_UP   */
	0,		/*  5 => MV_LEFT  | MV_UP   */
	2,		/*  6 => MV_RIGHT | MV_UP   */
	-1,		/*  7 => (invalid)          */
	5,		/*  8 =>            MV_DOWN */
	6,		/*  9 => MV_LEFT  | MV_DOWN */
	4,		/* 10 => MV_RIGHT | MV_DOWN */
	-1,		/* 11 => (invalid)          */
	-1,		/* 12 => (invalid)          */
	-1,		/* 13 => (invalid)          */
	-1,		/* 14 => (invalid)          */
	-1,		/* 15 => (invalid)          */
      };
      static struct
      {
	int dx, dy;
	int dir;
      } check_xy[8] =
      {
        { -1, -1,	MV_LEFT  | MV_UP   },
       	{  0, -1,	           MV_UP   },
	{ +1, -1,	MV_RIGHT | MV_UP   },
	{ +1,  0,	MV_RIGHT           },
	{ +1, +1,	MV_RIGHT | MV_DOWN },
	{  0, +1,	           MV_DOWN },
	{ -1, +1,	MV_LEFT  | MV_DOWN },
	{ -1,  0,	MV_LEFT            },
      };
      int start_pos, check_order;
      boolean can_clone = FALSE;
      int i;

      /* check if there is any free field around current position */
      for (i = 0; i < 8; i++)
      {
	int newx = x + check_xy[i].dx;
	int newy = y + check_xy[i].dy;

	if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
	{
	  can_clone = TRUE;

	  break;
	}
      }

      if (can_clone)		/* randomly find an element to clone */
      {
	can_clone = FALSE;

	start_pos = check_pos[RND(8)];
	check_order = (RND(2) ? -1 : +1);

	for (i = 0; i < 8; i++)
	{
	  int pos_raw = start_pos + i * check_order;
	  int pos = (pos_raw + 8) % 8;
	  int newx = x + check_xy[pos].dx;
	  int newy = y + check_xy[pos].dy;

	  if (ANDROID_CAN_CLONE_FIELD(newx, newy))
	  {
	    element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
	    element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;

	    Store[x][y] = Feld[newx][newy];

	    can_clone = TRUE;

	    break;
	  }
	}
      }

      if (can_clone)		/* randomly find a direction to move */
      {
	can_clone = FALSE;

	start_pos = check_pos[RND(8)];
	check_order = (RND(2) ? -1 : +1);

	for (i = 0; i < 8; i++)
	{
	  int pos_raw = start_pos + i * check_order;
	  int pos = (pos_raw + 8) % 8;
	  int newx = x + check_xy[pos].dx;
	  int newy = y + check_xy[pos].dy;
	  int new_move_dir = check_xy[pos].dir;

	  if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
	  {
	    MovDir[x][y] = new_move_dir;
	    MovDelay[x][y] = level.android_clone_time * 8 + 1;

	    can_clone = TRUE;

	    break;
	  }
	}
      }

      if (can_clone)		/* cloning and moving successful */
	return;

      /* cannot clone -- try to move towards player */

      start_pos = check_pos[MovDir[x][y] & 0x0f];
      check_order = (RND(2) ? -1 : +1);

      for (i = 0; i < 3; i++)
      {
	/* first check start_pos, then previous/next or (next/previous) pos */
	int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
	int pos = (pos_raw + 8) % 8;
	int newx = x + check_xy[pos].dx;
	int newy = y + check_xy[pos].dy;
	int new_move_dir = check_xy[pos].dir;

	if (IS_PLAYER(newx, newy))
	  break;

	if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
	{
	  MovDir[x][y] = new_move_dir;
	  MovDelay[x][y] = level.android_move_time * 8 + 1;

	  break;
	}
      }
    }
  }
  else if (move_pattern == MV_TURNING_LEFT ||
	   move_pattern == MV_TURNING_RIGHT ||
	   move_pattern == MV_TURNING_LEFT_RIGHT ||
	   move_pattern == MV_TURNING_RIGHT_LEFT ||
	   move_pattern == MV_TURNING_RANDOM ||
	   move_pattern == MV_ALL_DIRECTIONS)
  {
    boolean can_turn_left =
      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
    boolean can_turn_right =
      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);

    if (element_info[element].move_stepsize == 0)	/* "not moving" */
      return;

    if (move_pattern == MV_TURNING_LEFT)
      MovDir[x][y] = left_dir;
    else if (move_pattern == MV_TURNING_RIGHT)
      MovDir[x][y] = right_dir;
    else if (move_pattern == MV_TURNING_LEFT_RIGHT)
      MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
    else if (move_pattern == MV_TURNING_RIGHT_LEFT)
      MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
    else if (move_pattern == MV_TURNING_RANDOM)
      MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
		      can_turn_right && !can_turn_left ? right_dir :
		      RND(2) ? left_dir : right_dir);
    else if (can_turn_left && can_turn_right)
      MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
    else if (can_turn_left)
      MovDir[x][y] = (RND(2) ? left_dir : back_dir);
    else if (can_turn_right)
      MovDir[x][y] = (RND(2) ? right_dir : back_dir);
    else
      MovDir[x][y] = back_dir;

    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
  else if (move_pattern == MV_HORIZONTAL ||
	   move_pattern == MV_VERTICAL)
  {
    if (move_pattern & old_move_dir)
      MovDir[x][y] = back_dir;
    else if (move_pattern == MV_HORIZONTAL)
      MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
    else if (move_pattern == MV_VERTICAL)
      MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);

    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
  else if (move_pattern & MV_ANY_DIRECTION)
  {
    MovDir[x][y] = move_pattern;
    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
  else if (move_pattern & MV_WIND_DIRECTION)
  {
    MovDir[x][y] = game.wind_direction;
    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
  else if (move_pattern == MV_ALONG_LEFT_SIDE)
  {
    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
      MovDir[x][y] = left_dir;
    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
      MovDir[x][y] = right_dir;

    if (MovDir[x][y] != old_move_dir)
      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
  else if (move_pattern == MV_ALONG_RIGHT_SIDE)
  {
    if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
      MovDir[x][y] = right_dir;
    else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
      MovDir[x][y] = left_dir;

    if (MovDir[x][y] != old_move_dir)
      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
  else if (move_pattern == MV_TOWARDS_PLAYER ||
	   move_pattern == MV_AWAY_FROM_PLAYER)
  {
    int attr_x = -1, attr_y = -1;
    int newx, newy;
    boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);

    if (AllPlayersGone)
    {
      attr_x = ExitX;
      attr_y = ExitY;
    }
    else
    {
      int i;

      for (i = 0; i < MAX_PLAYERS; i++)
      {
	struct PlayerInfo *player = &stored_player[i];
	int jx = player->jx, jy = player->jy;

	if (!player->active)
	  continue;

	if (attr_x == -1 ||
	    ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
	{
	  attr_x = jx;
	  attr_y = jy;
	}
      }
    }

    MovDir[x][y] = MV_NONE;
    if (attr_x < x)
      MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
    else if (attr_x > x)
      MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
    if (attr_y < y)
      MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
    else if (attr_y > y)
      MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);

    MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);

    if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
    {
      boolean first_horiz = RND(2);
      int new_move_dir = MovDir[x][y];

      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;
      }

      MovDir[x][y] =
	new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
      Moving2Blocked(x, y, &newx, &newy);

      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
	return;

      MovDir[x][y] =
	new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
      Moving2Blocked(x, y, &newx, &newy);

      if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
	return;

      MovDir[x][y] = old_move_dir;
    }
  }
  else if (move_pattern == MV_WHEN_PUSHED ||
	   move_pattern == MV_WHEN_DROPPED)
  {
    if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
      MovDir[x][y] = MV_NONE;

    MovDelay[x][y] = 0;
  }
  else if (move_pattern & MV_MAZE_RUNNER_STYLE)
  {
    static int test_xy[7][2] =
    {
      { 0, -1 },
      { -1, 0 },
      { +1, 0 },
      { 0, +1 },
      { 0, -1 },
      { -1, 0 },
      { +1, 0 },
    };
    static int test_dir[7] =
    {
      MV_UP,
      MV_LEFT,
      MV_RIGHT,
      MV_DOWN,
      MV_UP,
      MV_LEFT,
      MV_RIGHT,
    };
    boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
    int move_preference = -1000000;	/* start with very low preference */
    int new_move_dir = MV_NONE;
    int start_test = RND(4);
    int i;

    for (i = 0; i < NUM_DIRECTIONS; i++)
    {
      int move_dir = test_dir[start_test + i];
      int move_dir_preference;

      xx = x + test_xy[start_test + i][0];
      yy = y + test_xy[start_test + i][1];

      if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
	  (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
      {
	new_move_dir = move_dir;

	break;
      }

      if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
	continue;

      move_dir_preference = -1 * RunnerVisit[xx][yy];
      if (hunter_mode && PlayerVisit[xx][yy] > 0)
	move_dir_preference = PlayerVisit[xx][yy];

      if (move_dir_preference > move_preference)
      {
	/* prefer field that has not been visited for the longest time */
	move_preference = move_dir_preference;
	new_move_dir = move_dir;
      }
      else if (move_dir_preference == move_preference &&
	       move_dir == old_move_dir)
      {
	/* prefer last direction when all directions are preferred equally */
	move_preference = move_dir_preference;
	new_move_dir = move_dir;
      }
    }

    MovDir[x][y] = new_move_dir;
    if (old_move_dir != new_move_dir)
      MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
  }
}

static void TurnRound(int x, int y)
{
  int direction = MovDir[x][y];

  TurnRoundExt(x, y);

  GfxDir[x][y] = MovDir[x][y];

  if (direction != MovDir[x][y])
    GfxFrame[x][y] = 0;

  if (MovDelay[x][y])
    GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);

  ResetGfxFrame(x, y, FALSE);
}

static boolean JustBeingPushed(int x, int y)
{
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    struct PlayerInfo *player = &stored_player[i];

    if (player->active && player->is_pushing && player->MovPos)
    {
      int next_jx = player->jx + (player->jx - player->last_jx);
      int next_jy = player->jy + (player->jy - player->last_jy);

      if (x == next_jx && y == next_jy)
	return TRUE;
    }
  }

  return FALSE;
}

void StartMoving(int x, int y)
{
  boolean started_moving = FALSE;	/* some elements can fall _and_ move */
  int element = Feld[x][y];

  if (Stop[x][y])
    return;

  if (MovDelay[x][y] == 0)
    GfxAction[x][y] = ACTION_DEFAULT;

  if (CAN_FALL(element) && y < lev_fieldy - 1)
  {
    if ((x > 0              && IS_PLAYER(x - 1, y)) ||
	(x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
      if (JustBeingPushed(x, y))
	return;

    if (element == EL_QUICKSAND_FULL)
    {
      if (IS_FREE(x, y + 1))
      {
	InitMovingField(x, y, MV_DOWN);
	started_moving = TRUE;

	Feld[x][y] = EL_QUICKSAND_EMPTYING;
#if USE_QUICKSAND_BD_ROCK_BUGFIX
	if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
	  Store[x][y] = EL_ROCK;
#else
	Store[x][y] = EL_ROCK;
#endif

	PlayLevelSoundAction(x, y, ACTION_EMPTYING);
      }
      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
      {
	if (!MovDelay[x][y])
	{
	  MovDelay[x][y] = TILEY + 1;

	  ResetGfxAnimation(x, y);
	  ResetGfxAnimation(x, y + 1);
	}

	if (MovDelay[x][y])
	{
	  DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
	  DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);

	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_QUICKSAND_EMPTY;
	Feld[x][y + 1] = EL_QUICKSAND_FULL;
	Store[x][y + 1] = Store[x][y];
	Store[x][y] = 0;

	PlayLevelSoundAction(x, y, ACTION_FILLING);
      }
      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
      {
	if (!MovDelay[x][y])
	{
	  MovDelay[x][y] = TILEY + 1;

	  ResetGfxAnimation(x, y);
	  ResetGfxAnimation(x, y + 1);
	}

	if (MovDelay[x][y])
	{
	  DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
	  DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);

	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_QUICKSAND_EMPTY;
	Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
	Store[x][y + 1] = Store[x][y];
	Store[x][y] = 0;

	PlayLevelSoundAction(x, y, ACTION_FILLING);
      }
    }
    else if (element == EL_QUICKSAND_FAST_FULL)
    {
      if (IS_FREE(x, y + 1))
      {
	InitMovingField(x, y, MV_DOWN);
	started_moving = TRUE;

	Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
#if USE_QUICKSAND_BD_ROCK_BUGFIX
	if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
	  Store[x][y] = EL_ROCK;
#else
	Store[x][y] = EL_ROCK;
#endif

	PlayLevelSoundAction(x, y, ACTION_EMPTYING);
      }
      else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
      {
	if (!MovDelay[x][y])
	{
	  MovDelay[x][y] = TILEY + 1;

	  ResetGfxAnimation(x, y);
	  ResetGfxAnimation(x, y + 1);
	}

	if (MovDelay[x][y])
	{
	  DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
	  DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);

	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
	Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
	Store[x][y + 1] = Store[x][y];
	Store[x][y] = 0;

	PlayLevelSoundAction(x, y, ACTION_FILLING);
      }
      else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
      {
	if (!MovDelay[x][y])
	{
	  MovDelay[x][y] = TILEY + 1;

	  ResetGfxAnimation(x, y);
	  ResetGfxAnimation(x, y + 1);
	}

	if (MovDelay[x][y])
	{
	  DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
	  DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);

	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
	Feld[x][y + 1] = EL_QUICKSAND_FULL;
	Store[x][y + 1] = Store[x][y];
	Store[x][y] = 0;

	PlayLevelSoundAction(x, y, ACTION_FILLING);
      }
    }
    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
	     Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
    {
      InitMovingField(x, y, MV_DOWN);
      started_moving = TRUE;

      Feld[x][y] = EL_QUICKSAND_FILLING;
      Store[x][y] = element;

      PlayLevelSoundAction(x, y, ACTION_FILLING);
    }
    else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
	     Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
    {
      InitMovingField(x, y, MV_DOWN);
      started_moving = TRUE;

      Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
      Store[x][y] = element;

      PlayLevelSoundAction(x, y, ACTION_FILLING);
    }
    else if (element == EL_MAGIC_WALL_FULL)
    {
      if (IS_FREE(x, y + 1))
      {
	InitMovingField(x, y, MV_DOWN);
	started_moving = TRUE;

	Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
	Store[x][y] = EL_CHANGED(Store[x][y]);
      }
      else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
      {
	if (!MovDelay[x][y])
	  MovDelay[x][y] = TILEY/4 + 1;

	if (MovDelay[x][y])
	{
	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
	Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
	Store[x][y + 1] = EL_CHANGED(Store[x][y]);
	Store[x][y] = 0;
      }
    }
    else if (element == EL_BD_MAGIC_WALL_FULL)
    {
      if (IS_FREE(x, y + 1))
      {
	InitMovingField(x, y, MV_DOWN);
	started_moving = TRUE;

	Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
	Store[x][y] = EL_CHANGED_BD(Store[x][y]);
      }
      else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
      {
	if (!MovDelay[x][y])
	  MovDelay[x][y] = TILEY/4 + 1;

	if (MovDelay[x][y])
	{
	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
	Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
	Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
	Store[x][y] = 0;
      }
    }
    else if (element == EL_DC_MAGIC_WALL_FULL)
    {
      if (IS_FREE(x, y + 1))
      {
	InitMovingField(x, y, MV_DOWN);
	started_moving = TRUE;

	Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
	Store[x][y] = EL_CHANGED_DC(Store[x][y]);
      }
      else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
      {
	if (!MovDelay[x][y])
	  MovDelay[x][y] = TILEY/4 + 1;

	if (MovDelay[x][y])
	{
	  MovDelay[x][y]--;
	  if (MovDelay[x][y])
	    return;
	}

	Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
	Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
	Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
	Store[x][y] = 0;
      }
    }
    else if ((CAN_PASS_MAGIC_WALL(element) &&
	      (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
	       Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
	     (CAN_PASS_DC_MAGIC_WALL(element) &&
	      (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))

    {
      InitMovingField(x, y, MV_DOWN);
      started_moving = TRUE;

      Feld[x][y] =
	(Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
	 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
	 EL_DC_MAGIC_WALL_FILLING);
      Store[x][y] = element;
    }
    else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
    {
      SplashAcid(x, y + 1);

      InitMovingField(x, y, MV_DOWN);
      started_moving = TRUE;

      Store[x][y] = EL_ACID;
    }
    else if (
#if USE_FIX_IMPACT_COLLISION
	     (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
	      CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
#else
	     (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
	      CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
#endif
	     (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
	      CAN_FALL(element) && WasJustFalling[x][y] &&
	      (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||

	     (game.engine_version < VERSION_IDENT(2,2,0,7) &&
	      CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
	      (Feld[x][y + 1] == EL_BLOCKED)))
    {
      /* this is needed for a special case not covered by calling "Impact()"
	 from "ContinueMoving()": if an element moves to a tile directly below
	 another element which was just falling on that tile (which was empty
	 in the previous frame), the falling element above would just stop
	 instead of smashing the element below (in previous version, the above
	 element was just checked for "moving" instead of "falling", resulting
	 in incorrect smashes caused by horizontal movement of the above
	 element; also, the case of the player being the element to smash was
	 simply not covered here... :-/ ) */

      CheckCollision[x][y] = 0;
      CheckImpact[x][y] = 0;

      Impact(x, y);
    }
    else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
    {
      if (MovDir[x][y] == MV_NONE)
      {
	InitMovingField(x, y, MV_DOWN);
	started_moving = TRUE;
      }
    }
    else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
    {
      if (WasJustFalling[x][y])	/* prevent animation from being restarted */
	MovDir[x][y] = MV_DOWN;

      InitMovingField(x, y, MV_DOWN);
      started_moving = TRUE;
    }
    else if (element == EL_AMOEBA_DROP)
    {
      Feld[x][y] = EL_AMOEBA_GROWING;
      Store[x][y] = EL_AMOEBA_WET;
    }
    else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
	      (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
	     !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
	     element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
    {
      boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
				(IS_FREE(x - 1, y + 1) ||
				 Feld[x - 1][y + 1] == EL_ACID));
      boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
				(IS_FREE(x + 1, y + 1) ||
				 Feld[x + 1][y + 1] == EL_ACID));
      boolean can_fall_any  = (can_fall_left || can_fall_right);
      boolean can_fall_both = (can_fall_left && can_fall_right);
      int slippery_type = element_info[Feld[x][y + 1]].slippery_type;

#if USE_NEW_ALL_SLIPPERY
      if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
      {
	if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
	  can_fall_right = FALSE;
	else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
	  can_fall_left = FALSE;
	else if (slippery_type == SLIPPERY_ONLY_LEFT)
	  can_fall_right = FALSE;
	else if (slippery_type == SLIPPERY_ONLY_RIGHT)
	  can_fall_left = FALSE;

	can_fall_any  = (can_fall_left || can_fall_right);
	can_fall_both = FALSE;
      }
#else
      if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
      {
	if (slippery_type == SLIPPERY_ONLY_LEFT)
	  can_fall_right = FALSE;
	else if (slippery_type == SLIPPERY_ONLY_RIGHT)
	  can_fall_left = FALSE;
	else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
	  can_fall_right = FALSE;
	else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
	  can_fall_left = FALSE;

	can_fall_any  = (can_fall_left || can_fall_right);
	can_fall_both = (can_fall_left && can_fall_right);
      }
#endif

#if USE_NEW_ALL_SLIPPERY
#else
#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
#endif

#if USE_NEW_ALL_SLIPPERY
      if (can_fall_both)
      {
	if (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;
      }
#else
      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 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));
      int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
      int belt_dir = game.belt_dir[belt_nr];

      if ((belt_dir == MV_LEFT  && left_is_free) ||
	  (belt_dir == MV_RIGHT && right_is_free))
      {
	int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);

	InitMovingField(x, y, belt_dir);
	started_moving = TRUE;

	Pushed[x][y] = TRUE;
	Pushed[nextx][y] = TRUE;

	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_NONE)
#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_NONE)
    {
      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 (IS_PUSHABLE(element) && JustBeingPushed(x, y))
      return;

    if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
	CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
    {
      WasJustMoving[x][y] = 0;
      CheckCollision[x][y] = 0;

      TestIfElementHitsCustomElement(x, y, MovDir[x][y]);

      if (Feld[x][y] != element)	/* element has changed */
	return;
    }

    if (!MovDelay[x][y])	/* start new movement phase */
    {
      /* all objects that can change their move direction after each step
	 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */

      if (element != EL_YAMYAM &&
	  element != EL_DARK_YAMYAM &&
	  element != EL_PACMAN &&
	  !(move_pattern & MV_ANY_DIRECTION) &&
	  move_pattern != MV_TURNING_LEFT &&
	  move_pattern != MV_TURNING_RIGHT &&
	  move_pattern != MV_TURNING_LEFT_RIGHT &&
	  move_pattern != MV_TURNING_RIGHT_LEFT &&
	  move_pattern != MV_TURNING_RANDOM)
      {
	TurnRound(x, y);

	if (MovDelay[x][y] && (element == EL_BUG ||
			       element == EL_SPACESHIP ||
			       element == EL_SP_SNIKSNAK ||
			       element == EL_SP_ELECTRON ||
			       element == EL_MOLE))
	  TEST_DrawLevelField(x, y);
      }
    }

    if (MovDelay[x][y])		/* wait some time before next movement */
    {
      MovDelay[x][y]--;

      if (element == EL_ROBOT ||
	  element == EL_YAMYAM ||
	  element == EL_DARK_YAMYAM)
      {
	DrawLevelElementAnimationIfNeeded(x, y, element);
	PlayLevelSoundAction(x, y, ACTION_WAITING);
      }
      else if (element == EL_SP_ELECTRON)
	DrawLevelElementAnimationIfNeeded(x, y, element);
      else if (element == EL_DRAGON)
      {
	int i;
	int dir = MovDir[x][y];
	int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
	int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
	int graphic = (dir == MV_LEFT	? IMG_FLAMES_1_LEFT :
		       dir == MV_RIGHT	? IMG_FLAMES_1_RIGHT :
		       dir == MV_UP	? IMG_FLAMES_1_UP :
		       dir == MV_DOWN	? IMG_FLAMES_1_DOWN : IMG_EMPTY);
	int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);

	GfxAction[x][y] = ACTION_ATTACKING;

	if (IS_PLAYER(x, y))
	  DrawPlayerField(x, y);
	else
	  TEST_DrawLevelField(x, y);

	PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);

	for (i = 1; i <= 3; i++)
	{
	  int xx = x + i * dx;
	  int yy = y + i * dy;
	  int sx = SCREENX(xx);
	  int sy = SCREENY(yy);
	  int flame_graphic = graphic + (i - 1);

	  if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
	    break;

	  if (MovDelay[x][y])
	  {
	    int flamed = MovingOrBlocked2Element(xx, yy);

	    /* !!! */
#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

	    ChangeDelay[xx][yy] = 0;

	    Feld[xx][yy] = EL_FLAMES;

	    if (IN_SCR_FIELD(sx, sy))
	    {
	      TEST_DrawLevelFieldCrumbled(xx, yy);
	      DrawGraphic(sx, sy, flame_graphic, frame);
	    }
	  }
	  else
	  {
	    if (Feld[xx][yy] == EL_FLAMES)
	      Feld[xx][yy] = EL_EMPTY;
	    TEST_DrawLevelField(xx, yy);
	  }
	}
      }

      if (MovDelay[x][y])	/* element still has to wait some time */
      {
	PlayLevelSoundAction(x, y, ACTION_WAITING);

	return;
      }
    }

    /* now make next step */

    Moving2Blocked(x, y, &newx, &newy);	/* get next screen position */

    if (DONT_COLLIDE_WITH(element) &&
	IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
	!PLAYER_ENEMY_PROTECTED(newx, newy))
    {
      TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);

      return;
    }

    else if (CAN_MOVE_INTO_ACID(element) &&
	     IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
	     !IS_MV_DIAGONAL(MovDir[x][y]) &&
	     (MovDir[x][y] == MV_DOWN ||
	      game.engine_version >= VERSION_IDENT(3,1,0,0)))
    {
      SplashAcid(newx, newy);
      Store[x][y] = EL_ACID;
    }
    else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
    {
      if (Feld[newx][newy] == EL_EXIT_OPEN ||
	  Feld[newx][newy] == EL_EM_EXIT_OPEN ||
	  Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
	  Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
      {
	RemoveField(x, y);
	TEST_DrawLevelField(x, y);

	PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
	if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
	  DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);

	local_player->friends_still_needed--;
	if (!local_player->friends_still_needed &&
	    !local_player->GameOver && AllPlayersGone)
	  PlayerWins(local_player);

	return;
      }
      else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
      {
	if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
	  TEST_DrawLevelField(newx, newy);
	else
	  GfxDir[x][y] = MovDir[x][y] = MV_NONE;
      }
      else if (!IS_FREE(newx, newy))
      {
	GfxAction[x][y] = ACTION_WAITING;

	if (IS_PLAYER(x, y))
	  DrawPlayerField(x, y);
	else
	  TEST_DrawLevelField(x, y);

	return;
      }
    }
    else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
    {
      if (IS_FOOD_PIG(Feld[newx][newy]))
      {
	if (IS_MOVING(newx, newy))
	  RemoveMovingField(newx, newy);
	else
	{
	  Feld[newx][newy] = EL_EMPTY;
	  TEST_DrawLevelField(newx, newy);
	}

	PlayLevelSound(x, y, SND_PIG_DIGGING);
      }
      else if (!IS_FREE(newx, newy))
      {
	if (IS_PLAYER(x, y))
	  DrawPlayerField(x, y);
	else
	  TEST_DrawLevelField(x, y);

	return;
      }
    }
    else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
    {
      if (Store[x][y] != EL_EMPTY)
      {
	boolean can_clone = FALSE;
	int xx, yy;

	/* check if element to clone is still there */
	for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
	{
	  if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
	  {
	    can_clone = TRUE;

	    break;
	  }
	}

	/* cannot clone or target field not free anymore -- do not clone */
	if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
	  Store[x][y] = EL_EMPTY;
      }

      if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
      {
	if (IS_MV_DIAGONAL(MovDir[x][y]))
	{
	  int diagonal_move_dir = MovDir[x][y];
	  int stored = Store[x][y];
	  int change_delay = 8;
	  int graphic;

	  /* android is moving diagonally */

	  CreateField(x, y, EL_DIAGONAL_SHRINKING);

	  Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
	  GfxElement[x][y] = EL_EMC_ANDROID;
	  GfxAction[x][y] = ACTION_SHRINKING;
	  GfxDir[x][y] = diagonal_move_dir;
	  ChangeDelay[x][y] = change_delay;

	  graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
				   GfxDir[x][y]);

	  DrawLevelGraphicAnimation(x, y, graphic);
	  PlayLevelSoundAction(x, y, ACTION_SHRINKING);

	  if (Feld[newx][newy] == EL_ACID)
	  {
	    SplashAcid(newx, newy);

	    return;
	  }

	  CreateField(newx, newy, EL_DIAGONAL_GROWING);

	  Store[newx][newy] = EL_EMC_ANDROID;
	  GfxElement[newx][newy] = EL_EMC_ANDROID;
	  GfxAction[newx][newy] = ACTION_GROWING;
	  GfxDir[newx][newy] = diagonal_move_dir;
	  ChangeDelay[newx][newy] = change_delay;

	  graphic = el_act_dir2img(GfxElement[newx][newy],
				   GfxAction[newx][newy], GfxDir[newx][newy]);

	  DrawLevelGraphicAnimation(newx, newy, graphic);
	  PlayLevelSoundAction(newx, newy, ACTION_GROWING);

	  return;
	}
	else
	{
	  Feld[newx][newy] = EL_EMPTY;
	  TEST_DrawLevelField(newx, newy);

	  PlayLevelSoundAction(x, y, ACTION_DIGGING);
	}
      }
      else if (!IS_FREE(newx, newy))
      {
#if 0
	if (IS_PLAYER(x, y))
	  DrawPlayerField(x, y);
	else
	  TEST_DrawLevelField(x, y);
#endif

	return;
      }
    }
    else if (IS_CUSTOM_ELEMENT(element) &&
	     CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
    {
#if 1
      if (!DigFieldByCE(newx, newy, element))
	return;
#else
      int new_element = Feld[newx][newy];

      if (!IS_FREE(newx, newy))
      {
	int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
		      IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
		      ACTION_BREAKING);

	/* no element can dig solid indestructible elements */
	if (IS_INDESTRUCTIBLE(new_element) &&
	    !IS_DIGGABLE(new_element) &&
	    !IS_COLLECTIBLE(new_element))
	  return;

	if (AmoebaNr[newx][newy] &&
	    (new_element == EL_AMOEBA_FULL ||
	     new_element == EL_BD_AMOEBA ||
	     new_element == EL_AMOEBA_GROWING))
	{
	  AmoebaCnt[AmoebaNr[newx][newy]]--;
	  AmoebaCnt2[AmoebaNr[newx][newy]]--;
	}

	if (IS_MOVING(newx, newy))
	  RemoveMovingField(newx, newy);
	else
	{
	  RemoveField(newx, newy);
	  TEST_DrawLevelField(newx, newy);
	}

	/* if digged element was about to explode, prevent the explosion */
	ExplodeField[newx][newy] = EX_TYPE_NONE;

	PlayLevelSoundAction(x, y, action);
      }

      Store[newx][newy] = EL_EMPTY;

#if 1
      /* this makes it possible to leave the removed element again */
      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
	Store[newx][newy] = new_element;
#else
      if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
      {
	int move_leave_element = element_info[element].move_leave_element;

	/* this makes it possible to leave the removed element again */
	Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
			     new_element : move_leave_element);
      }
#endif

#endif

      if (move_pattern & MV_MAZE_RUNNER_STYLE)
      {
	RunnerVisit[x][y] = FrameCounter;
	PlayerVisit[x][y] /= 8;		/* expire player visit path */
      }
    }
    else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
    {
      if (!IS_FREE(newx, newy))
      {
	if (IS_PLAYER(x, y))
	  DrawPlayerField(x, y);
	else
	  TEST_DrawLevelField(x, y);

	return;
      }
      else
      {
	boolean wanna_flame = !RND(10);
	int dx = newx - x, dy = newy - y;
	int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
	int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
	int element1 = (IN_LEV_FIELD(newx1, newy1) ?
			MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
	int element2 = (IN_LEV_FIELD(newx2, newy2) ?
			MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);

	if ((wanna_flame ||
	     IS_CLASSIC_ENEMY(element1) ||
	     IS_CLASSIC_ENEMY(element2)) &&
	    element1 != EL_DRAGON && element2 != EL_DRAGON &&
	    element1 != EL_FLAMES && element2 != EL_FLAMES)
	{
	  ResetGfxAnimation(x, y);
	  GfxAction[x][y] = ACTION_ATTACKING;

	  if (IS_PLAYER(x, y))
	    DrawPlayerField(x, y);
	  else
	    TEST_DrawLevelField(x, y);

	  PlayLevelSound(x, y, SND_DRAGON_ATTACKING);

	  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;
	}
      }
    }
    else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
	     Feld[newx][newy] == EL_DIAMOND)
    {
      if (IS_MOVING(newx, newy))
	RemoveMovingField(newx, newy);
      else
      {
	Feld[newx][newy] = EL_EMPTY;
	TEST_DrawLevelField(newx, newy);
      }

      PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
    }
    else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
	     IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
    {
      if (AmoebaNr[newx][newy])
      {
	AmoebaCnt2[AmoebaNr[newx][newy]]--;
	if (Feld[newx][newy] == EL_AMOEBA_FULL ||
	    Feld[newx][newy] == EL_BD_AMOEBA)
	  AmoebaCnt[AmoebaNr[newx][newy]]--;
      }

#if 0
      /* !!! test !!! */
      if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
      {
	RemoveMovingField(newx, newy);
      }
#else
      if (IS_MOVING(newx, newy))
      {
	RemoveMovingField(newx, newy);
      }
#endif
      else
      {
	Feld[newx][newy] = EL_EMPTY;
	TEST_DrawLevelField(newx, newy);
      }

      PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
    }
    else if ((element == EL_PACMAN || element == EL_MOLE)
	     && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
    {
      if (AmoebaNr[newx][newy])
      {
	AmoebaCnt2[AmoebaNr[newx][newy]]--;
	if (Feld[newx][newy] == EL_AMOEBA_FULL ||
	    Feld[newx][newy] == EL_BD_AMOEBA)
	  AmoebaCnt[AmoebaNr[newx][newy]]--;
      }

      if (element == EL_MOLE)
      {
	Feld[newx][newy] = EL_AMOEBA_SHRINKING;
	PlayLevelSound(x, y, SND_MOLE_DIGGING);

	ResetGfxAnimation(x, y);
	GfxAction[x][y] = ACTION_DIGGING;
	TEST_DrawLevelField(x, y);

	MovDelay[newx][newy] = 0;	/* start amoeba shrinking delay */

	return;				/* wait for shrinking amoeba */
      }
      else	/* element == EL_PACMAN */
      {
	Feld[newx][newy] = EL_EMPTY;
	TEST_DrawLevelField(newx, newy);
	PlayLevelSound(x, y, SND_PACMAN_DIGGING);
      }
    }
    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
	     (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
	      (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
    {
      /* wait for shrinking amoeba to completely disappear */
      return;
    }
    else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
    {
      /* object was running against a wall */

      TurnRound(x, y);

#if 0
      /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
      if (move_pattern & MV_ANY_DIRECTION &&
	  move_pattern == MovDir[x][y])
      {
	int blocking_element =
	  (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);

	CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
				 MovDir[x][y]);

	element = Feld[x][y];	/* element might have changed */
      }
#endif

      if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
	DrawLevelElementAnimation(x, y, element);

      if (DONT_TOUCH(element))
	TestIfBadThingTouchesPlayer(x, y);

      return;
    }

    InitMovingField(x, y, MovDir[x][y]);

    PlayLevelSoundAction(x, y, ACTION_MOVING);
  }

  if (MovDir[x][y])
    ContinueMoving(x, y);
}

void ContinueMoving(int x, int y)
{
  int element = Feld[x][y];
  struct ElementInfo *ei = &element_info[element];
  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 newx = x + dx, newy = y + dy;
  int stored = Store[x][y];
  int stored_new = Store[newx][newy];
  boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
  boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
  boolean last_line = (newy == lev_fieldy - 1);

  MovPos[x][y] += getElementMoveStepsize(x, y);

  if (pushed_by_player)	/* special case: moving object pushed by player */
    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));

  if (ABS(MovPos[x][y]) < TILEX)
  {
#if 0
    int ee = Feld[x][y];
    int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
    int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);

    printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
	   x, y, ABS(MovPos[x][y]),
	   ee, gg, ff,
	   GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
#endif

    TEST_DrawLevelField(x, y);

    return;	/* element is still moving */
  }

  /* element reached destination field */

  Feld[x][y] = EL_EMPTY;
  Feld[newx][newy] = element;
  MovPos[x][y] = 0;	/* force "not moving" for "crumbled sand" */

  if (Store[x][y] == EL_ACID)	/* element is moving into acid pool */
  {
    element = Feld[newx][newy] = EL_ACID;
  }
  else if (element == EL_MOLE)
  {
    Feld[x][y] = EL_SAND;

    TEST_DrawLevelFieldCrumbledNeighbours(x, y);
  }
  else if (element == EL_QUICKSAND_FILLING)
  {
    element = Feld[newx][newy] = get_next_element(element);
    Store[newx][newy] = Store[x][y];
  }
  else if (element == EL_QUICKSAND_EMPTYING)
  {
    Feld[x][y] = get_next_element(element);
    element = Feld[newx][newy] = Store[x][y];
  }
  else if (element == EL_QUICKSAND_FAST_FILLING)
  {
    element = Feld[newx][newy] = get_next_element(element);
    Store[newx][newy] = Store[x][y];
  }
  else if (element == EL_QUICKSAND_FAST_EMPTYING)
  {
    Feld[x][y] = get_next_element(element);
    element = Feld[newx][newy] = Store[x][y];
  }
  else if (element == EL_MAGIC_WALL_FILLING)
  {
    element = Feld[newx][newy] = get_next_element(element);
    if (!game.magic_wall_active)
      element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
    Store[newx][newy] = Store[x][y];
  }
  else if (element == EL_MAGIC_WALL_EMPTYING)
  {
    Feld[x][y] = get_next_element(element);
    if (!game.magic_wall_active)
      Feld[x][y] = EL_MAGIC_WALL_DEAD;
    element = Feld[newx][newy] = Store[x][y];

#if USE_NEW_CUSTOM_VALUE
    InitField(newx, newy, FALSE);
#endif
  }
  else if (element == EL_BD_MAGIC_WALL_FILLING)
  {
    element = Feld[newx][newy] = get_next_element(element);
    if (!game.magic_wall_active)
      element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
    Store[newx][newy] = Store[x][y];
  }
  else if (element == EL_BD_MAGIC_WALL_EMPTYING)
  {
    Feld[x][y] = get_next_element(element);
    if (!game.magic_wall_active)
      Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
    element = Feld[newx][newy] = Store[x][y];

#if USE_NEW_CUSTOM_VALUE
    InitField(newx, newy, FALSE);
#endif
  }
  else if (element == EL_DC_MAGIC_WALL_FILLING)
  {
    element = Feld[newx][newy] = get_next_element(element);
    if (!game.magic_wall_active)
      element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
    Store[newx][newy] = Store[x][y];
  }
  else if (element == EL_DC_MAGIC_WALL_EMPTYING)
  {
    Feld[x][y] = get_next_element(element);
    if (!game.magic_wall_active)
      Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
    element = Feld[newx][newy] = Store[x][y];

#if USE_NEW_CUSTOM_VALUE
    InitField(newx, newy, FALSE);
#endif
  }
  else if (element == EL_AMOEBA_DROPPING)
  {
    Feld[x][y] = get_next_element(element);
    element = Feld[newx][newy] = Store[x][y];
  }
  else if (element == EL_SOKOBAN_OBJECT)
  {
    if (Back[x][y])
      Feld[x][y] = Back[x][y];

    if (Back[newx][newy])
      Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;

    Back[x][y] = Back[newx][newy] = 0;
  }

  Store[x][y] = EL_EMPTY;
  MovPos[x][y] = 0;
  MovDir[x][y] = 0;
  MovDelay[x][y] = 0;

  MovDelay[newx][newy] = 0;

  if (CAN_CHANGE_OR_HAS_ACTION(element))
  {
    /* copy element change control values to new field */
    ChangeDelay[newx][newy] = ChangeDelay[x][y];
    ChangePage[newx][newy]  = ChangePage[x][y];
    ChangeCount[newx][newy] = ChangeCount[x][y];
    ChangeEvent[newx][newy] = ChangeEvent[x][y];
  }

#if USE_NEW_CUSTOM_VALUE
  CustomValue[newx][newy] = CustomValue[x][y];
#endif

  ChangeDelay[x][y] = 0;
  ChangePage[x][y] = -1;
  ChangeCount[x][y] = 0;
  ChangeEvent[x][y] = -1;

#if USE_NEW_CUSTOM_VALUE
  CustomValue[x][y] = 0;
#endif

  /* copy animation control values to new field */
  GfxFrame[newx][newy]  = GfxFrame[x][y];
  GfxRandom[newx][newy] = GfxRandom[x][y];	/* keep same random value */
  GfxAction[newx][newy] = GfxAction[x][y];	/* keep action one frame  */
  GfxDir[newx][newy]    = GfxDir[x][y];		/* keep element direction */

  Pushed[x][y] = Pushed[newx][newy] = FALSE;

  /* some elements can leave other elements behind after moving */
#if 1
  if (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) || IS_WALKABLE(ei->move_leave_element)))
#endif
  {
    int move_leave_element = ei->move_leave_element;

#if 1
#if 1
    /* this makes it possible to leave the removed element again */
    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
      move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
#else
    /* this makes it possible to leave the removed element again */
    if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
      move_leave_element = stored;
#endif
#else
    /* this makes it possible to leave the removed element again */
    if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
        ei->move_leave_element == EL_TRIGGER_ELEMENT)
      move_leave_element = stored;
#endif

    Feld[x][y] = move_leave_element;

    if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
      MovDir[x][y] = direction;

    InitField(x, y, FALSE);

    if (GFX_CRUMBLED(Feld[x][y]))
      TEST_DrawLevelFieldCrumbledNeighbours(x, y);

    if (ELEM_IS_PLAYER(move_leave_element))
      RelocatePlayer(x, y, move_leave_element);
  }

  /* do this after checking for left-behind element */
  ResetGfxAnimation(x, y);	/* reset animation values for old field */

  if (!CAN_MOVE(element) ||
      (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;

  TEST_DrawLevelField(x, y);
  TEST_DrawLevelField(newx, newy);

  Stop[newx][newy] = TRUE;	/* ignore this element until the next frame */

  /* prevent pushed element from moving on in pushed direction */
  if (pushed_by_player && CAN_MOVE(element) &&
      element_info[element].move_pattern & MV_ANY_DIRECTION &&
      !(element_info[element].move_pattern & direction))
    TurnRound(newx, newy);

  /* prevent elements on conveyor belt from moving on in last direction */
  if (pushed_by_conveyor && CAN_FALL(element) &&
      direction & MV_HORIZONTAL)
    MovDir[newx][newy] = 0;

  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] = CHECK_DELAY_MOVING;

    if (CAN_FALL(element) && direction == MV_DOWN)
      WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;

    if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
      CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;

#if USE_FIX_IMPACT_COLLISION
    if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
      CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
#endif
  }

  if (DONT_TOUCH(element))	/* object may be nasty to player or others */
  {
    TestIfBadThingTouchesPlayer(newx, newy);
    TestIfBadThingTouchesFriend(newx, newy);

    if (!IS_CUSTOM_ELEMENT(element))
      TestIfBadThingTouchesOtherBadThing(newx, newy);
  }
  else if (element == EL_PENGUIN)
    TestIfFriendTouchesBadThing(newx, newy);

  if (DONT_GET_HIT_BY(element))
  {
    TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
  }

  /* give the player one last chance (one more frame) to move away */
  if (CAN_FALL(element) && direction == MV_DOWN &&
      (last_line || (!IS_FREE(x, newy + 1) &&
		     (!IS_PLAYER(x, newy + 1) ||
		      game.engine_version < VERSION_IDENT(3,1,1,0)))))
    Impact(x, newy);

  if (pushed_by_player && !game.use_change_when_pushing_bug)
  {
    int push_side = MV_DIR_OPPOSITE(direction);
    struct PlayerInfo *player = PLAYERINFO(x, y);

    CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
			       player->index_bit, push_side);
    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
					player->index_bit, push_side);
  }

  if (element == EL_EMC_ANDROID && pushed_by_player)	/* make another move */
    MovDelay[newx][newy] = 1;

  CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);

  TestIfElementTouchesCustomElement(x, y);	/* empty or new element */

#if 0
  if (ChangePage[newx][newy] != -1)		/* delayed change */
  {
    int page = ChangePage[newx][newy];
    struct ElementChangeInfo *change = &ei->change_page[page];

    ChangePage[newx][newy] = -1;

    if (change->can_change)
    {
      if (ChangeElement(newx, newy, element, page))
      {
        if (change->post_change_function)
          change->post_change_function(newx, newy);
      }
    }

    if (change->has_action)
      ExecuteCustomElementAction(newx, newy, element, page);
  }
#endif

  TestIfElementHitsCustomElement(newx, newy, direction);
  TestIfPlayerTouchesCustomElement(newx, newy);
  TestIfElementTouchesCustomElement(newx, newy);

  if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
      IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
    CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
			     MV_DIR_OPPOSITE(direction));
}

int AmoebeNachbarNr(int ax, int ay)
{
  int i;
  int element = Feld[ax][ay];
  int group_nr = 0;
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int x = ax + xy[i][0];
    int y = ay + xy[i][1];

    if (!IN_LEV_FIELD(x, y))
      continue;

    if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
      group_nr = AmoebaNr[x][y];
  }

  return group_nr;
}

void AmoebenVereinigen(int ax, int ay)
{
  int i, x, y, xx, yy;
  int new_group_nr = AmoebaNr[ax][ay];
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  if (new_group_nr == 0)
    return;

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    x = ax + xy[i][0];
    y = ay + xy[i][1];

    if (!IN_LEV_FIELD(x, y))
      continue;

    if ((Feld[x][y] == EL_AMOEBA_FULL ||
	 Feld[x][y] == EL_BD_AMOEBA ||
	 Feld[x][y] == EL_AMOEBA_DEAD) &&
	AmoebaNr[x][y] != new_group_nr)
    {
      int old_group_nr = AmoebaNr[x][y];

      if (old_group_nr == 0)
	return;

      AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
      AmoebaCnt[old_group_nr] = 0;
      AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
      AmoebaCnt2[old_group_nr] = 0;

      SCAN_PLAYFIELD(xx, yy)
      {
	if (AmoebaNr[xx][yy] == old_group_nr)
	  AmoebaNr[xx][yy] = new_group_nr;
      }
    }
  }
}

void AmoebeUmwandeln(int ax, int ay)
{
  int i, x, y;

  if (Feld[ax][ay] == EL_AMOEBA_DEAD)
  {
    int group_nr = AmoebaNr[ax][ay];

#ifdef DEBUG
    if (group_nr == 0)
    {
      printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
      printf("AmoebeUmwandeln(): This should never happen!\n");
      return;
    }
#endif

    SCAN_PLAYFIELD(x, y)
    {
      if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
      {
	AmoebaNr[x][y] = 0;
	Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
      }
    }

    PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
			    SND_AMOEBA_TURNING_TO_GEM :
			    SND_AMOEBA_TURNING_TO_ROCK));
    Bang(ax, ay);
  }
  else
  {
    static int xy[4][2] =
    {
      { 0, -1 },
      { -1, 0 },
      { +1, 0 },
      { 0, +1 }
    };

    for (i = 0; i < NUM_DIRECTIONS; i++)
    {
      x = ax + xy[i][0];
      y = ay + xy[i][1];

      if (!IN_LEV_FIELD(x, y))
	continue;

      if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
      {
	PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
			      SND_AMOEBA_TURNING_TO_GEM :
			      SND_AMOEBA_TURNING_TO_ROCK));
	Bang(x, y);
      }
    }
  }
}

void AmoebeUmwandelnBD(int ax, int ay, int new_element)
{
  int x, y;
  int group_nr = AmoebaNr[ax][ay];
  boolean done = FALSE;

#ifdef DEBUG
  if (group_nr == 0)
  {
    printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
    printf("AmoebeUmwandelnBD(): This should never happen!\n");
    return;
  }
#endif

  SCAN_PLAYFIELD(x, y)
  {
    if (AmoebaNr[x][y] == group_nr &&
	(Feld[x][y] == EL_AMOEBA_DEAD ||
	 Feld[x][y] == EL_BD_AMOEBA ||
	 Feld[x][y] == EL_AMOEBA_GROWING))
    {
      AmoebaNr[x][y] = 0;
      Feld[x][y] = new_element;
      InitField(x, y, FALSE);
      TEST_DrawLevelField(x, y);
      done = TRUE;
    }
  }

  if (done)
    PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
			    SND_BD_AMOEBA_TURNING_TO_ROCK :
			    SND_BD_AMOEBA_TURNING_TO_GEM));
}

void AmoebeWaechst(int x, int y)
{
  static unsigned long sound_delay = 0;
  static unsigned long sound_delay_value = 0;

  if (!MovDelay[x][y])		/* start new growing cycle */
  {
    MovDelay[x][y] = 7;

    if (DelayReached(&sound_delay, sound_delay_value))
    {
      PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
      sound_delay_value = 30;
    }
  }

  if (MovDelay[x][y])		/* wait some time before growing bigger */
  {
    MovDelay[x][y]--;
    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
    {
      int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
					   6 - MovDelay[x][y]);

      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
    }

    if (!MovDelay[x][y])
    {
      Feld[x][y] = Store[x][y];
      Store[x][y] = 0;
      TEST_DrawLevelField(x, y);
    }
  }
}

void AmoebaDisappearing(int x, int y)
{
  static unsigned long sound_delay = 0;
  static unsigned long sound_delay_value = 0;

  if (!MovDelay[x][y])		/* start new shrinking cycle */
  {
    MovDelay[x][y] = 7;

    if (DelayReached(&sound_delay, sound_delay_value))
      sound_delay_value = 30;
  }

  if (MovDelay[x][y])		/* wait some time before shrinking */
  {
    MovDelay[x][y]--;
    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
    {
      int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
					   6 - MovDelay[x][y]);

      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
    }

    if (!MovDelay[x][y])
    {
      Feld[x][y] = EL_EMPTY;
      TEST_DrawLevelField(x, y);

      /* don't let mole enter this field in this cycle;
	 (give priority to objects falling to this field from above) */
      Stop[x][y] = TRUE;
    }
  }
}

void AmoebeAbleger(int ax, int ay)
{
  int i;
  int element = Feld[ax][ay];
  int graphic = el2img(element);
  int newax = ax, neway = ay;
  boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
  {
    Feld[ax][ay] = EL_AMOEBA_DEAD;
    TEST_DrawLevelField(ax, ay);
    return;
  }

  if (IS_ANIMATED(graphic))
    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);

  if (!MovDelay[ax][ay])	/* start making new amoeba field */
    MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));

  if (MovDelay[ax][ay])		/* wait some time before making new amoeba */
  {
    MovDelay[ax][ay]--;
    if (MovDelay[ax][ay])
      return;
  }

  if (can_drop)			/* EL_AMOEBA_WET or EL_EMC_DRIPPER */
  {
    int start = RND(4);
    int x = ax + xy[start][0];
    int y = ay + xy[start][1];

    if (!IN_LEV_FIELD(x, y))
      return;

    if (IS_FREE(x, y) ||
	CAN_GROW_INTO(Feld[x][y]) ||
	Feld[x][y] == EL_QUICKSAND_EMPTY ||
	Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
    {
      newax = x;
      neway = y;
    }

    if (newax == ax && neway == ay)
      return;
  }
  else				/* normal or "filled" (BD style) amoeba */
  {
    int start = RND(4);
    boolean waiting_for_player = FALSE;

    for (i = 0; i < NUM_DIRECTIONS; i++)
    {
      int j = (start + i) % 4;
      int x = ax + xy[j][0];
      int y = ay + xy[j][1];

      if (!IN_LEV_FIELD(x, y))
	continue;

      if (IS_FREE(x, y) ||
	  CAN_GROW_INTO(Feld[x][y]) ||
	  Feld[x][y] == EL_QUICKSAND_EMPTY ||
	  Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
      {
	newax = x;
	neway = y;
	break;
      }
      else if (IS_PLAYER(x, y))
	waiting_for_player = TRUE;
    }

    if (newax == ax && neway == ay)		/* amoeba cannot grow */
    {
      if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
      {
	Feld[ax][ay] = EL_AMOEBA_DEAD;
	TEST_DrawLevelField(ax, ay);
	AmoebaCnt[AmoebaNr[ax][ay]]--;

	if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)	/* amoeba is completely dead */
	{
	  if (element == EL_AMOEBA_FULL)
	    AmoebeUmwandeln(ax, ay);
	  else if (element == EL_BD_AMOEBA)
	    AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
	}
      }
      return;
    }
    else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
    {
      /* amoeba gets larger by growing in some direction */

      int new_group_nr = AmoebaNr[ax][ay];

#ifdef DEBUG
  if (new_group_nr == 0)
  {
    printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
    printf("AmoebeAbleger(): This should never happen!\n");
    return;
  }
#endif

      AmoebaNr[newax][neway] = new_group_nr;
      AmoebaCnt[new_group_nr]++;
      AmoebaCnt2[new_group_nr]++;

      /* if amoeba touches other amoeba(s) after growing, unify them */
      AmoebenVereinigen(newax, neway);

      if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
      {
	AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
	return;
      }
    }
  }

  if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
      (neway == lev_fieldy - 1 && newax != ax))
  {
    Feld[newax][neway] = EL_AMOEBA_GROWING;	/* creation of new amoeba */
    Store[newax][neway] = element;
  }
  else if (neway == ay || element == EL_EMC_DRIPPER)
  {
    Feld[newax][neway] = EL_AMOEBA_DROP;	/* drop left/right of amoeba */

    PlayLevelSoundAction(newax, neway, ACTION_GROWING);
  }
  else
  {
    InitMovingField(ax, ay, MV_DOWN);		/* drop dripping from amoeba */
    Feld[ax][ay] = EL_AMOEBA_DROPPING;
    Store[ax][ay] = EL_AMOEBA_DROP;
    ContinueMoving(ax, ay);
    return;
  }

  TEST_DrawLevelField(newax, neway);
}

void Life(int ax, int ay)
{
  int x1, y1, x2, y2;
  int life_time = 40;
  int element = Feld[ax][ay];
  int graphic = el2img(element);
  int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
			 level.biomaze);
  boolean changed = FALSE;

  if (IS_ANIMATED(graphic))
    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);

  if (Stop[ax][ay])
    return;

  if (!MovDelay[ax][ay])	/* start new "game of life" cycle */
    MovDelay[ax][ay] = life_time;

  if (MovDelay[ax][ay])		/* wait some time before next cycle */
  {
    MovDelay[ax][ay]--;
    if (MovDelay[ax][ay])
      return;
  }

  for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
  {
    int xx = ax+x1, yy = ay+y1;
    int nachbarn = 0;

    if (!IN_LEV_FIELD(xx, yy))
      continue;

    for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
    {
      int x = xx+x2, y = yy+y2;

      if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
	continue;

      if (((Feld[x][y] == element ||
	    (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
	   !Stop[x][y]) ||
	  (IS_FREE(x, y) && Stop[x][y]))
	nachbarn++;
    }

    if (xx == ax && yy == ay)		/* field in the middle */
    {
      if (nachbarn < life_parameter[0] ||
	  nachbarn > life_parameter[1])
      {
	Feld[xx][yy] = EL_EMPTY;
	if (!Stop[xx][yy])
	  TEST_DrawLevelField(xx, yy);
	Stop[xx][yy] = TRUE;
	changed = TRUE;
      }
    }
    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
    {					/* free border field */
      if (nachbarn >= life_parameter[2] &&
	  nachbarn <= life_parameter[3])
      {
	Feld[xx][yy] = element;
	MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
	if (!Stop[xx][yy])
	  TEST_DrawLevelField(xx, yy);
	Stop[xx][yy] = TRUE;
	changed = TRUE;
      }
    }
  }

  if (changed)
    PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
		   SND_GAME_OF_LIFE_GROWING);
}

static void InitRobotWheel(int x, int y)
{
  ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
}

static void RunRobotWheel(int x, int y)
{
  PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
}

static void StopRobotWheel(int x, int y)
{
  if (ZX == x && ZY == y)
  {
    ZX = ZY = -1;

    game.robot_wheel_active = FALSE;
  }
}

static void InitTimegateWheel(int x, int y)
{
  ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
}

static void RunTimegateWheel(int x, int y)
{
  PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
}

static void InitMagicBallDelay(int x, int y)
{
#if 1
  ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
#else
  ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
#endif
}

static void ActivateMagicBall(int bx, int by)
{
  int x, y;

  if (level.ball_random)
  {
    int pos_border = RND(8);	/* select one of the eight border elements */
    int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
    int xx = pos_content % 3;
    int yy = pos_content / 3;

    x = bx - 1 + xx;
    y = by - 1 + yy;

    if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
      CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
  }
  else
  {
    for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
    {
      int xx = x - bx + 1;
      int yy = y - by + 1;

      if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
	CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
    }
  }

  game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
}

void CheckExit(int x, int y)
{
  if (local_player->gems_still_needed > 0 ||
      local_player->sokobanfields_still_needed > 0 ||
      local_player->lights_still_needed > 0)
  {
    int element = Feld[x][y];
    int graphic = el2img(element);

    if (IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

    return;
  }

  if (AllPlayersGone)	/* do not re-open exit door closed after last player */
    return;

  Feld[x][y] = EL_EXIT_OPENING;

  PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
}

void CheckExitEM(int x, int y)
{
  if (local_player->gems_still_needed > 0 ||
      local_player->sokobanfields_still_needed > 0 ||
      local_player->lights_still_needed > 0)
  {
    int element = Feld[x][y];
    int graphic = el2img(element);

    if (IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

    return;
  }

  if (AllPlayersGone)	/* do not re-open exit door closed after last player */
    return;

  Feld[x][y] = EL_EM_EXIT_OPENING;

  PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
}

void CheckExitSteel(int x, int y)
{
  if (local_player->gems_still_needed > 0 ||
      local_player->sokobanfields_still_needed > 0 ||
      local_player->lights_still_needed > 0)
  {
    int element = Feld[x][y];
    int graphic = el2img(element);

    if (IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

    return;
  }

  if (AllPlayersGone)	/* do not re-open exit door closed after last player */
    return;

  Feld[x][y] = EL_STEEL_EXIT_OPENING;

  PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
}

void CheckExitSteelEM(int x, int y)
{
  if (local_player->gems_still_needed > 0 ||
      local_player->sokobanfields_still_needed > 0 ||
      local_player->lights_still_needed > 0)
  {
    int element = Feld[x][y];
    int graphic = el2img(element);

    if (IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

    return;
  }

  if (AllPlayersGone)	/* do not re-open exit door closed after last player */
    return;

  Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;

  PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
}

void CheckExitSP(int x, int y)
{
  if (local_player->gems_still_needed > 0)
  {
    int element = Feld[x][y];
    int graphic = el2img(element);

    if (IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

    return;
  }

  if (AllPlayersGone)	/* do not re-open exit door closed after last player */
    return;

  Feld[x][y] = EL_SP_EXIT_OPENING;

  PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
}

static void CloseAllOpenTimegates()
{
  int x, y;

  SCAN_PLAYFIELD(x, y)
  {
    int element = Feld[x][y];

    if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
    {
      Feld[x][y] = EL_TIMEGATE_CLOSING;

      PlayLevelSoundAction(x, y, ACTION_CLOSING);
    }
  }
}

void DrawTwinkleOnField(int x, int y)
{
  if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
    return;

  if (Feld[x][y] == EL_BD_DIAMOND)
    return;

  if (MovDelay[x][y] == 0)	/* next animation frame */
    MovDelay[x][y] = 11 * !GetSimpleRandom(500);

  if (MovDelay[x][y] != 0)	/* wait some time before next frame */
  {
    MovDelay[x][y]--;

    DrawLevelElementAnimation(x, y, Feld[x][y]);

    if (MovDelay[x][y] != 0)
    {
      int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
					   10 - MovDelay[x][y]);

      DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
    }
  }
}

void MauerWaechst(int x, int y)
{
  int delay = 6;

  if (!MovDelay[x][y])		/* next animation frame */
    MovDelay[x][y] = 3 * delay;

  if (MovDelay[x][y])		/* wait some time before next frame */
  {
    MovDelay[x][y]--;

    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
    {
      int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
      int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);

      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
    }

    if (!MovDelay[x][y])
    {
      if (MovDir[x][y] == MV_LEFT)
      {
	if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
	  TEST_DrawLevelField(x - 1, y);
      }
      else if (MovDir[x][y] == MV_RIGHT)
      {
	if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
	  TEST_DrawLevelField(x + 1, y);
      }
      else if (MovDir[x][y] == MV_UP)
      {
	if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
	  TEST_DrawLevelField(x, y - 1);
      }
      else
      {
	if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
	  TEST_DrawLevelField(x, y + 1);
      }

      Feld[x][y] = Store[x][y];
      Store[x][y] = 0;
      GfxDir[x][y] = MovDir[x][y] = MV_NONE;
      TEST_DrawLevelField(x, y);
    }
  }
}

void MauerAbleger(int ax, int ay)
{
  int element = Feld[ax][ay];
  int graphic = el2img(element);
  boolean oben_frei = FALSE, unten_frei = FALSE;
  boolean links_frei = FALSE, rechts_frei = FALSE;
  boolean oben_massiv = FALSE, unten_massiv = FALSE;
  boolean links_massiv = FALSE, rechts_massiv = FALSE;
  boolean new_wall = FALSE;

  if (IS_ANIMATED(graphic))
    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);

  if (!MovDelay[ax][ay])	/* start building new wall */
    MovDelay[ax][ay] = 6;

  if (MovDelay[ax][ay])		/* wait some time before building new wall */
  {
    MovDelay[ax][ay]--;
    if (MovDelay[ax][ay])
      return;
  }

  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
    oben_frei = TRUE;
  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
    unten_frei = TRUE;
  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
    links_frei = TRUE;
  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
    rechts_frei = TRUE;

  if (element == EL_EXPANDABLE_WALL_VERTICAL ||
      element == EL_EXPANDABLE_WALL_ANY)
  {
    if (oben_frei)
    {
      Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
      Store[ax][ay-1] = element;
      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
  	DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
		    IMG_EXPANDABLE_WALL_GROWING_UP, 0);
      new_wall = TRUE;
    }
    if (unten_frei)
    {
      Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
      Store[ax][ay+1] = element;
      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
  	DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
		    IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
      new_wall = TRUE;
    }
  }

  if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
      element == EL_EXPANDABLE_WALL_ANY ||
      element == EL_EXPANDABLE_WALL ||
      element == EL_BD_EXPANDABLE_WALL)
  {
    if (links_frei)
    {
      Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
      Store[ax-1][ay] = element;
      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
  	DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
		    IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
      new_wall = TRUE;
    }

    if (rechts_frei)
    {
      Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
      Store[ax+1][ay] = element;
      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
  	DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
		    IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
      new_wall = TRUE;
    }
  }

  if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
    TEST_DrawLevelField(ax, ay);

  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
    oben_massiv = TRUE;
  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
    unten_massiv = TRUE;
  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
    links_massiv = TRUE;
  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
    rechts_massiv = TRUE;

  if (((oben_massiv && unten_massiv) ||
       element == EL_EXPANDABLE_WALL_HORIZONTAL ||
       element == EL_EXPANDABLE_WALL) &&
      ((links_massiv && rechts_massiv) ||
       element == EL_EXPANDABLE_WALL_VERTICAL))
    Feld[ax][ay] = EL_WALL;

  if (new_wall)
    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}

void MauerAblegerStahl(int ax, int ay)
{
  int element = Feld[ax][ay];
  int graphic = el2img(element);
  boolean oben_frei = FALSE, unten_frei = FALSE;
  boolean links_frei = FALSE, rechts_frei = FALSE;
  boolean oben_massiv = FALSE, unten_massiv = FALSE;
  boolean links_massiv = FALSE, rechts_massiv = FALSE;
  boolean new_wall = FALSE;

  if (IS_ANIMATED(graphic))
    DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);

  if (!MovDelay[ax][ay])	/* start building new wall */
    MovDelay[ax][ay] = 6;

  if (MovDelay[ax][ay])		/* wait some time before building new wall */
  {
    MovDelay[ax][ay]--;
    if (MovDelay[ax][ay])
      return;
  }

  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
    oben_frei = TRUE;
  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
    unten_frei = TRUE;
  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
    links_frei = TRUE;
  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
    rechts_frei = TRUE;

  if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
      element == EL_EXPANDABLE_STEELWALL_ANY)
  {
    if (oben_frei)
    {
      Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
      Store[ax][ay-1] = element;
      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
  	DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
		    IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
      new_wall = TRUE;
    }
    if (unten_frei)
    {
      Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
      Store[ax][ay+1] = element;
      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
  	DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
		    IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
      new_wall = TRUE;
    }
  }

  if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
      element == EL_EXPANDABLE_STEELWALL_ANY)
  {
    if (links_frei)
    {
      Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
      Store[ax-1][ay] = element;
      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
  	DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
		    IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
      new_wall = TRUE;
    }

    if (rechts_frei)
    {
      Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
      Store[ax+1][ay] = element;
      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
  	DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
		    IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
      new_wall = TRUE;
    }
  }

  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
    oben_massiv = TRUE;
  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
    unten_massiv = TRUE;
  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
    links_massiv = TRUE;
  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
    rechts_massiv = TRUE;

  if (((oben_massiv && unten_massiv) ||
       element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
      ((links_massiv && rechts_massiv) ||
       element == EL_EXPANDABLE_STEELWALL_VERTICAL))
    Feld[ax][ay] = EL_STEELWALL;

  if (new_wall)
    PlayLevelSoundAction(ax, ay, ACTION_GROWING);
}

void CheckForDragon(int x, int y)
{
  int i, j;
  boolean dragon_found = FALSE;
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  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];

      if (IN_LEV_FIELD(xx, yy) &&
	  (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
      {
	if (Feld[xx][yy] == EL_DRAGON)
	  dragon_found = TRUE;
      }
      else
	break;
    }
  }

  if (!dragon_found)
  {
    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];
  
  	if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
  	{
	  Feld[xx][yy] = EL_EMPTY;
	  TEST_DrawLevelField(xx, yy);
  	}
  	else
  	  break;
      }
    }
  }
}

static void InitBuggyBase(int x, int y)
{
  int element = Feld[x][y];
  int activating_delay = FRAMES_PER_SECOND / 4;

  ChangeDelay[x][y] =
    (element == EL_SP_BUGGY_BASE ?
     2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
     element == EL_SP_BUGGY_BASE_ACTIVATING ?
     activating_delay :
     element == EL_SP_BUGGY_BASE_ACTIVE ?
     1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
}

static void WarnBuggyBase(int x, int y)
{
  int i;
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int xx = x + xy[i][0];
    int yy = y + xy[i][1];

    if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
    {
      PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);

      break;
    }
  }
}

static void InitTrap(int x, int y)
{
  ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
}

static void ActivateTrap(int x, int y)
{
  PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
}

static void ChangeActiveTrap(int x, int y)
{
  int graphic = IMG_TRAP_ACTIVE;

  /* if new animation frame was drawn, correct crumbled sand border */
  if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
    TEST_DrawLevelFieldCrumbled(x, y);
}

static int getSpecialActionElement(int element, int number, int base_element)
{
  return (element != EL_EMPTY ? element :
	  number != -1 ? base_element + number - 1 :
	  EL_EMPTY);
}

static int getModifiedActionNumber(int value_old, int operator, int operand,
				   int value_min, int value_max)
{
  int value_new = (operator == CA_MODE_SET      ? operand :
		   operator == CA_MODE_ADD      ? value_old + operand :
		   operator == CA_MODE_SUBTRACT ? value_old - operand :
		   operator == CA_MODE_MULTIPLY ? value_old * operand :
		   operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
		   operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
		   value_old);

  return (value_new < value_min ? value_min :
	  value_new > value_max ? value_max :
	  value_new);
}

static void ExecuteCustomElementAction(int x, int y, int element, int page)
{
  struct ElementInfo *ei = &element_info[element];
  struct ElementChangeInfo *change = &ei->change_page[page];
  int target_element = change->target_element;
  int action_type = change->action_type;
  int action_mode = change->action_mode;
  int action_arg = change->action_arg;
  int action_element = change->action_element;
  int i;

  if (!change->has_action)
    return;

  /* ---------- determine action paramater values -------------------------- */

  int level_time_value =
    (level.time > 0 ? TimeLeft :
     TimePlayed);

  int action_arg_element_raw =
    (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
     action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
     action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
     action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
     action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
     action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
     action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
     EL_EMPTY);
  int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);

#if 0
  if (action_arg_element_raw == EL_GROUP_START)
    printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
#endif

  int action_arg_direction =
    (action_arg >= CA_ARG_DIRECTION_LEFT &&
     action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
     action_arg == CA_ARG_DIRECTION_TRIGGER ?
     change->actual_trigger_side :
     action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
     MV_DIR_OPPOSITE(change->actual_trigger_side) :
     MV_NONE);

  int action_arg_number_min =
    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
     CA_ARG_MIN);

  int action_arg_number_max =
    (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
     action_type == CA_SET_LEVEL_GEMS ? 999 :
     action_type == CA_SET_LEVEL_TIME ? 9999 :
     action_type == CA_SET_LEVEL_SCORE ? 99999 :
     action_type == CA_SET_CE_VALUE ? 9999 :
     action_type == CA_SET_CE_SCORE ? 9999 :
     CA_ARG_MAX);

  int action_arg_number_reset =
    (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
     action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
     action_type == CA_SET_LEVEL_TIME ? level.time :
     action_type == CA_SET_LEVEL_SCORE ? 0 :
#if USE_NEW_CUSTOM_VALUE
     action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
#else
     action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
#endif
     action_type == CA_SET_CE_SCORE ? 0 :
     0);

  int action_arg_number =
    (action_arg <= CA_ARG_MAX ? action_arg :
     action_arg >= CA_ARG_SPEED_NOT_MOVING &&
     action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
     action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
     action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
     action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
     action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
#if USE_NEW_CUSTOM_VALUE
     action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
#else
     action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
#endif
     action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
     action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
     action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
     action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
     action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
     action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
     action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
     action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
     action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
     action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
     action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
     action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
     action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
     action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
     -1);

  int action_arg_number_old =
    (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
     action_type == CA_SET_LEVEL_TIME ? TimeLeft :
     action_type == CA_SET_LEVEL_SCORE ? local_player->score :
     action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
     action_type == CA_SET_CE_SCORE ? ei->collect_score :
     0);

  int action_arg_number_new =
    getModifiedActionNumber(action_arg_number_old,
			    action_mode, action_arg_number,
			    action_arg_number_min, action_arg_number_max);

#if 1
  int trigger_player_bits =
    (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
     change->actual_trigger_player_bits : change->trigger_player);
#else
  int trigger_player_bits =
    (change->actual_trigger_player >= EL_PLAYER_1 &&
     change->actual_trigger_player <= EL_PLAYER_4 ?
     (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
     PLAYER_BITS_ANY);
#endif

  int action_arg_player_bits =
    (action_arg >= CA_ARG_PLAYER_1 &&
     action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
     action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
     action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
     PLAYER_BITS_ANY);

  /* ---------- execute action  -------------------------------------------- */

  switch (action_type)
  {
    case CA_NO_ACTION:
    {
      return;
    }

    /* ---------- level actions  ------------------------------------------- */

    case CA_RESTART_LEVEL:
    {
      game.restart_level = TRUE;

      break;
    }

    case CA_SHOW_ENVELOPE:
    {
      int element = getSpecialActionElement(action_arg_element,
					    action_arg_number, EL_ENVELOPE_1);

      if (IS_ENVELOPE(element))
	local_player->show_envelope = element;

      break;
    }

    case CA_SET_LEVEL_TIME:
    {
      if (level.time > 0)	/* only modify limited time value */
      {
	TimeLeft = action_arg_number_new;

#if 1
	game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;

	DisplayGameControlValues();
#else
	DrawGameValue_Time(TimeLeft);
#endif

	if (!TimeLeft && setup.time_limit)
	  for (i = 0; i < MAX_PLAYERS; i++)
	    KillPlayer(&stored_player[i]);
      }

      break;
    }

    case CA_SET_LEVEL_SCORE:
    {
      local_player->score = action_arg_number_new;

#if 1
      game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;

      DisplayGameControlValues();
#else
      DrawGameValue_Score(local_player->score);
#endif

      break;
    }

    case CA_SET_LEVEL_GEMS:
    {
      local_player->gems_still_needed = action_arg_number_new;

#if 1
      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;

      DisplayGameControlValues();
#else
      DrawGameValue_Emeralds(local_player->gems_still_needed);
#endif

      break;
    }

#if !USE_PLAYER_GRAVITY
    case CA_SET_LEVEL_GRAVITY:
    {
      game.gravity = (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE         :
		      action_arg == CA_ARG_GRAVITY_ON     ? TRUE          :
		      action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
		      game.gravity);
      break;
    }
#endif

    case CA_SET_LEVEL_WIND:
    {
      game.wind_direction = action_arg_direction;

      break;
    }

    case CA_SET_LEVEL_RANDOM_SEED:
    {
#if 1
      /* ensure that setting a new random seed while playing is predictable */
      InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
#else
      InitRND(action_arg_number_new);
#endif

#if 0
      printf("::: %d -> %d\n", action_arg_number_new, RND(10));
#endif

#if 0
      {
	int i;

	printf("::: ");
	for (i = 0; i < 9; i++)
	  printf("%d, ", RND(2));
	printf("\n");
      }
#endif

      break;
    }

    /* ---------- player actions  ------------------------------------------ */

    case CA_MOVE_PLAYER:
    {
      /* automatically move to the next field in specified direction */
      for (i = 0; i < MAX_PLAYERS; i++)
	if (trigger_player_bits & (1 << i))
	  stored_player[i].programmed_action = action_arg_direction;

      break;
    }

    case CA_EXIT_PLAYER:
    {
      for (i = 0; i < MAX_PLAYERS; i++)
	if (action_arg_player_bits & (1 << i))
	  PlayerWins(&stored_player[i]);

      break;
    }

    case CA_KILL_PLAYER:
    {
      for (i = 0; i < MAX_PLAYERS; i++)
	if (action_arg_player_bits & (1 << i))
	  KillPlayer(&stored_player[i]);

      break;
    }

    case CA_SET_PLAYER_KEYS:
    {
      int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
      int element = getSpecialActionElement(action_arg_element,
					    action_arg_number, EL_KEY_1);

      if (IS_KEY(element))
      {
	for (i = 0; i < MAX_PLAYERS; i++)
	{
	  if (trigger_player_bits & (1 << i))
	  {
	    stored_player[i].key[KEY_NR(element)] = key_state;

	    DrawGameDoorValues();
	  }
	}
      }

      break;
    }

    case CA_SET_PLAYER_SPEED:
    {
#if 0
      printf("::: trigger_player_bits == %d\n", trigger_player_bits);
#endif

      for (i = 0; i < MAX_PLAYERS; i++)
      {
	if (trigger_player_bits & (1 << i))
	{
	  int move_stepsize = TILEX / stored_player[i].move_delay_value;

	  if (action_arg == CA_ARG_SPEED_FASTER &&
	      stored_player[i].cannot_move)
	  {
	    action_arg_number = STEPSIZE_VERY_SLOW;
	  }
	  else if (action_arg == CA_ARG_SPEED_SLOWER ||
		   action_arg == CA_ARG_SPEED_FASTER)
	  {
	    action_arg_number = 2;
	    action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
			   CA_MODE_MULTIPLY);
	  }
	  else if (action_arg == CA_ARG_NUMBER_RESET)
	  {
	    action_arg_number = level.initial_player_stepsize[i];
	  }

	  move_stepsize =
	    getModifiedActionNumber(move_stepsize,
				    action_mode,
				    action_arg_number,
				    action_arg_number_min,
				    action_arg_number_max);

	  SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
	}
      }

      break;
    }

    case CA_SET_PLAYER_SHIELD:
    {
      for (i = 0; i < MAX_PLAYERS; i++)
      {
	if (trigger_player_bits & (1 << i))
	{
	  if (action_arg == CA_ARG_SHIELD_OFF)
	  {
	    stored_player[i].shield_normal_time_left = 0;
	    stored_player[i].shield_deadly_time_left = 0;
	  }
	  else if (action_arg == CA_ARG_SHIELD_NORMAL)
	  {
	    stored_player[i].shield_normal_time_left = 999999;
	  }
	  else if (action_arg == CA_ARG_SHIELD_DEADLY)
	  {
	    stored_player[i].shield_normal_time_left = 999999;
	    stored_player[i].shield_deadly_time_left = 999999;
	  }
	}
      }

      break;
    }

#if USE_PLAYER_GRAVITY
    case CA_SET_PLAYER_GRAVITY:
    {
      for (i = 0; i < MAX_PLAYERS; i++)
      {
	if (trigger_player_bits & (1 << i))
	{
	  stored_player[i].gravity =
	    (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
	     action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
	     action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
	     stored_player[i].gravity);
	}
      }

      break;
    }
#endif

    case CA_SET_PLAYER_ARTWORK:
    {
      for (i = 0; i < MAX_PLAYERS; i++)
      {
	if (trigger_player_bits & (1 << i))
	{
	  int artwork_element = action_arg_element;

	  if (action_arg == CA_ARG_ELEMENT_RESET)
	    artwork_element =
	      (level.use_artwork_element[i] ? level.artwork_element[i] :
	       stored_player[i].element_nr);

#if USE_GFX_RESET_PLAYER_ARTWORK
	  if (stored_player[i].artwork_element != artwork_element)
	    stored_player[i].Frame = 0;
#endif

	  stored_player[i].artwork_element = artwork_element;

	  SetPlayerWaiting(&stored_player[i], FALSE);

	  /* set number of special actions for bored and sleeping animation */
	  stored_player[i].num_special_action_bored =
	    get_num_special_action(artwork_element,
				   ACTION_BORING_1, ACTION_BORING_LAST);
	  stored_player[i].num_special_action_sleeping =
	    get_num_special_action(artwork_element,
				   ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
	}
      }

      break;
    }

    case CA_SET_PLAYER_INVENTORY:
    {
      for (i = 0; i < MAX_PLAYERS; i++)
      {
	struct PlayerInfo *player = &stored_player[i];
	int j, k;

	if (trigger_player_bits & (1 << i))
	{
	  int inventory_element = action_arg_element;

	  if (action_arg == CA_ARG_ELEMENT_TARGET ||
	      action_arg == CA_ARG_ELEMENT_TRIGGER ||
	      action_arg == CA_ARG_ELEMENT_ACTION)
	  {
	    int element = inventory_element;
	    int collect_count = element_info[element].collect_count_initial;

	    if (!IS_CUSTOM_ELEMENT(element))
	      collect_count = 1;

	    if (collect_count == 0)
	      player->inventory_infinite_element = element;
	    else
	      for (k = 0; k < collect_count; k++)
		if (player->inventory_size < MAX_INVENTORY_SIZE)
		  player->inventory_element[player->inventory_size++] =
		    element;
	  }
	  else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
		   action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
		   action_arg == CA_ARG_INVENTORY_RM_ACTION)
	  {
	    if (player->inventory_infinite_element != EL_UNDEFINED &&
		IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
				     action_arg_element_raw))
	      player->inventory_infinite_element = EL_UNDEFINED;

	    for (k = 0, j = 0; j < player->inventory_size; j++)
	    {
	      if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
					action_arg_element_raw))
		player->inventory_element[k++] = player->inventory_element[j];
	    }

	    player->inventory_size = k;
	  }
	  else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
	  {
	    if (player->inventory_size > 0)
	    {
	      for (j = 0; j < player->inventory_size - 1; j++)
		player->inventory_element[j] = player->inventory_element[j + 1];

	      player->inventory_size--;
	    }
	  }
	  else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
	  {
	    if (player->inventory_size > 0)
	      player->inventory_size--;
	  }
	  else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
	  {
	    player->inventory_infinite_element = EL_UNDEFINED;
	    player->inventory_size = 0;
	  }
	  else if (action_arg == CA_ARG_INVENTORY_RESET)
	  {
	    player->inventory_infinite_element = EL_UNDEFINED;
	    player->inventory_size = 0;

	    if (level.use_initial_inventory[i])
	    {
	      for (j = 0; j < level.initial_inventory_size[i]; j++)
	      {
		int element = level.initial_inventory_content[i][j];
		int collect_count = element_info[element].collect_count_initial;

		if (!IS_CUSTOM_ELEMENT(element))
		  collect_count = 1;

		if (collect_count == 0)
		  player->inventory_infinite_element = element;
		else
		  for (k = 0; k < collect_count; k++)
		    if (player->inventory_size < MAX_INVENTORY_SIZE)
		      player->inventory_element[player->inventory_size++] =
			element;
	      }
	    }
	  }
	}
      }

      break;
    }

    /* ---------- CE actions  ---------------------------------------------- */

    case CA_SET_CE_VALUE:
    {
#if USE_NEW_CUSTOM_VALUE
      int last_ce_value = CustomValue[x][y];

      CustomValue[x][y] = action_arg_number_new;

      if (CustomValue[x][y] != last_ce_value)
      {
	CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
	CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);

	if (CustomValue[x][y] == 0)
	{
	  CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
	  CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
	}
      }
#endif

      break;
    }

    case CA_SET_CE_SCORE:
    {
#if USE_NEW_CUSTOM_VALUE
      int last_ce_score = ei->collect_score;

      ei->collect_score = action_arg_number_new;

      if (ei->collect_score != last_ce_score)
      {
	CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
	CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);

	if (ei->collect_score == 0)
	{
	  int xx, yy;

	  CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
	  CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);

	  /*
	    This is a very special case that seems to be a mixture between
	    CheckElementChange() and CheckTriggeredElementChange(): while
	    the first one only affects single elements that are triggered
	    directly, the second one affects multiple elements in the playfield
	    that are triggered indirectly by another element. This is a third
	    case: Changing the CE score always affects multiple identical CEs,
	    so every affected CE must be checked, not only the single CE for
	    which the CE score was changed in the first place (as every instance
	    of that CE shares the same CE score, and therefore also can change)!
	  */
	  SCAN_PLAYFIELD(xx, yy)
	  {
	    if (Feld[xx][yy] == element)
	      CheckElementChange(xx, yy, element, EL_UNDEFINED,
				 CE_SCORE_GETS_ZERO);
	  }
	}
      }
#endif

      break;
    }

    case CA_SET_CE_ARTWORK:
    {
      int artwork_element = action_arg_element;
      boolean reset_frame = FALSE;
      int xx, yy;

      if (action_arg == CA_ARG_ELEMENT_RESET)
	artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
			   element);

      if (ei->gfx_element != artwork_element)
	reset_frame = TRUE;

      ei->gfx_element = artwork_element;

      SCAN_PLAYFIELD(xx, yy)
      {
	if (Feld[xx][yy] == element)
	{
	  if (reset_frame)
	  {
	    ResetGfxAnimation(xx, yy);
	    ResetRandomAnimationValue(xx, yy);
	  }

	  TEST_DrawLevelField(xx, yy);
	}
      }

      break;
    }

    /* ---------- engine actions  ------------------------------------------ */

    case CA_SET_ENGINE_SCAN_MODE:
    {
      InitPlayfieldScanMode(action_arg);

      break;
    }

    default:
      break;
  }
}

static void CreateFieldExt(int x, int y, int element, boolean is_change)
{
  int old_element = Feld[x][y];
  int new_element = GetElementFromGroupElement(element);
  int previous_move_direction = MovDir[x][y];
#if USE_NEW_CUSTOM_VALUE
  int last_ce_value = CustomValue[x][y];
#endif
  boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
  boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
  boolean add_player_onto_element = (new_element_is_player &&
#if USE_CODE_THAT_BREAKS_SNAKE_BITE
				     /* this breaks SnakeBite when a snake is
					halfway through a door that closes */
				     /* NOW FIXED AT LEVEL INIT IN files.c */
				     new_element != EL_SOKOBAN_FIELD_PLAYER &&
#endif
				     IS_WALKABLE(old_element));

#if 0
  /* check if element under the 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(old_element) && !IS_ACCESSIBLE(new_element))
  {
    Bang(x, y);

    return;
  }
#endif

  if (!add_player_onto_element)
  {
    if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
      RemoveMovingField(x, y);
    else
      RemoveField(x, y);

    Feld[x][y] = new_element;

#if !USE_GFX_RESET_GFX_ANIMATION
    ResetGfxAnimation(x, y);
    ResetRandomAnimationValue(x, y);
#endif

    if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
      MovDir[x][y] = previous_move_direction;

#if USE_NEW_CUSTOM_VALUE
    if (element_info[new_element].use_last_ce_value)
      CustomValue[x][y] = last_ce_value;
#endif

    InitField_WithBug1(x, y, FALSE);

    new_element = Feld[x][y];	/* element may have changed */

#if USE_GFX_RESET_GFX_ANIMATION
    ResetGfxAnimation(x, y);
    ResetRandomAnimationValue(x, y);
#endif

    TEST_DrawLevelField(x, y);

    if (GFX_CRUMBLED(new_element))
      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
  }

#if 1
  /* check if element under the player changes from accessible to unaccessible
     (needed for special case of dropping element which then changes) */
  /* (must be checked after creating new element for walkable group elements) */
#if USE_FIX_KILLED_BY_NON_WALKABLE
  if (IS_PLAYER(x, y) && !player_explosion_protected &&
      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
  {
    Bang(x, y);

    return;
  }
#else
  if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
  {
    Bang(x, y);

    return;
  }
#endif
#endif

  /* "ChangeCount" not set yet to allow "entered by player" change one time */
  if (new_element_is_player)
    RelocatePlayer(x, y, new_element);

  if (is_change)
    ChangeCount[x][y]++;	/* count number of changes in the same frame */

  TestIfBadThingTouchesPlayer(x, y);
  TestIfPlayerTouchesCustomElement(x, y);
  TestIfElementTouchesCustomElement(x, y);
}

static void CreateField(int x, int y, int element)
{
  CreateFieldExt(x, y, element, FALSE);
}

static void CreateElementFromChange(int x, int y, int element)
{
  element = GET_VALID_RUNTIME_ELEMENT(element);

#if USE_STOP_CHANGED_ELEMENTS
  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
  {
    int old_element = Feld[x][y];

    /* prevent changed element from moving in same engine frame
       unless both old and new element can either fall or move */
    if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
	(!CAN_MOVE(old_element) || !CAN_MOVE(element)))
      Stop[x][y] = TRUE;
  }
#endif

  CreateFieldExt(x, y, element, TRUE);
}

static boolean ChangeElement(int x, int y, int element, int page)
{
  struct ElementInfo *ei = &element_info[element];
  struct ElementChangeInfo *change = &ei->change_page[page];
  int ce_value = CustomValue[x][y];
  int ce_score = ei->collect_score;
  int target_element;
  int old_element = Feld[x][y];

  /* always use default change event to prevent running into a loop */
  if (ChangeEvent[x][y] == -1)
    ChangeEvent[x][y] = CE_DELAY;

  if (ChangeEvent[x][y] == CE_DELAY)
  {
    /* reset actual trigger element, trigger player and action element */
    change->actual_trigger_element = EL_EMPTY;
    change->actual_trigger_player = EL_EMPTY;
    change->actual_trigger_player_bits = CH_PLAYER_NONE;
    change->actual_trigger_side = CH_SIDE_NONE;
    change->actual_trigger_ce_value = 0;
    change->actual_trigger_ce_score = 0;
  }

  /* do not change elements more than a specified maximum number of changes */
  if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
    return FALSE;

  ChangeCount[x][y]++;		/* count number of changes in the same frame */

  if (change->explode)
  {
    Bang(x, y);

    return TRUE;
  }

  if (change->use_target_content)
  {
    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 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.e[xx][yy];
      int e;

      can_replace[xx][yy] = TRUE;

      if (ex == x && ey == y)	/* do not check changing element itself */
	continue;

      if (content_element == EL_EMPTY_SPACE)
      {
	can_replace[xx][yy] = FALSE;	/* do not replace border with space */

	continue;
      }

      if (!IN_LEV_FIELD(ex, ey))
      {
	can_replace[xx][yy] = FALSE;
	complete_replace = FALSE;

	continue;
      }

      e = Feld[ex][ey];

      if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
	e = MovingOrBlocked2Element(ex, ey);

      is_empty = (IS_FREE(ex, ey) ||
		  (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));

      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;
    }

    if (!change->only_if_complete || complete_replace)
    {
      boolean something_has_changed = FALSE;

      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_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];

	  content_element = change->target_content.e[xx][yy];
	  target_element = GET_TARGET_ELEMENT(element, content_element, change,
					      ce_value, ce_score);

	  CreateElementFromChange(ex, ey, target_element);

	  something_has_changed = TRUE;

	  /* for symmetry reasons, freeze newly created border elements */
	  if (ex != x || ey != y)
	    Stop[ex][ey] = TRUE;	/* no more moving in this frame */
	}
      }

      if (something_has_changed)
      {
	PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
	PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
      }
    }
  }
  else
  {
    target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
					ce_value, ce_score);

    if (element == EL_DIAGONAL_GROWING ||
	element == EL_DIAGONAL_SHRINKING)
    {
      target_element = Store[x][y];

      Store[x][y] = EL_EMPTY;
    }

    CreateElementFromChange(x, y, target_element);

    PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
    PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
  }

  /* this uses direct change before indirect change */
  CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);

  return TRUE;
}

#if USE_NEW_DELAYED_ACTION

static void HandleElementChange(int x, int y, int page)
{
  int element = MovingOrBlocked2Element(x, y);
  struct ElementInfo *ei = &element_info[element];
  struct ElementChangeInfo *change = &ei->change_page[page];
  boolean handle_action_before_change = FALSE;

#ifdef DEBUG
  if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
      !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
  {
    printf("\n\n");
    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
	   x, y, element, element_info[element].token_name);
    printf("HandleElementChange(): This should never happen!\n");
    printf("\n\n");
  }
#endif

  /* this can happen with classic bombs on walkable, changing elements */
  if (!CAN_CHANGE_OR_HAS_ACTION(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] = GET_CHANGE_DELAY(change) + 1;

    if (change->can_change)
    {
#if 1
      /* !!! not clear why graphic animation should be reset at all here !!! */
      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
#if USE_GFX_RESET_WHEN_NOT_MOVING
      /* when a custom element is about to change (for example by change delay),
	 do not reset graphic animation when the custom element is moving */
      if (!IS_MOVING(x, y))
#endif
      {
	ResetGfxAnimation(x, y);
	ResetRandomAnimationValue(x, y);
      }
#endif

      if (change->pre_change_function)
	change->pre_change_function(x, y);
    }
  }

  ChangeDelay[x][y]--;

  if (ChangeDelay[x][y] != 0)		/* continue element change */
  {
    if (change->can_change)
    {
      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);

      if (IS_ANIMATED(graphic))
	DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

      if (change->change_function)
	change->change_function(x, y);
    }
  }
  else					/* finish element change */
  {
    if (ChangePage[x][y] != -1)		/* remember page from delayed change */
    {
      page = ChangePage[x][y];
      ChangePage[x][y] = -1;

      change = &ei->change_page[page];
    }

    if (IS_MOVING(x, y))		/* never change a running system ;-) */
    {
      ChangeDelay[x][y] = 1;		/* try change after next move step */
      ChangePage[x][y] = page;		/* remember page to use for change */

      return;
    }

#if 1
    /* special case: set new level random seed before changing element */
    if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
      handle_action_before_change = TRUE;

    if (change->has_action && handle_action_before_change)
      ExecuteCustomElementAction(x, y, element, page);
#endif

    if (change->can_change)
    {
      if (ChangeElement(x, y, element, page))
      {
	if (change->post_change_function)
	  change->post_change_function(x, y);
      }
    }

    if (change->has_action && !handle_action_before_change)
      ExecuteCustomElementAction(x, y, element, page);
  }
}

#else

static void HandleElementChange(int x, int y, int page)
{
  int element = MovingOrBlocked2Element(x, y);
  struct ElementInfo *ei = &element_info[element];
  struct ElementChangeInfo *change = &ei->change_page[page];

#ifdef DEBUG
  if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
  {
    printf("\n\n");
    printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
	   x, y, element, element_info[element].token_name);
    printf("HandleElementChange(): This should never happen!\n");
    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] = GET_CHANGE_DELAY(change) + 1;

    ResetGfxAnimation(x, y);
    ResetRandomAnimationValue(x, y);

    if (change->pre_change_function)
      change->pre_change_function(x, y);
  }

  ChangeDelay[x][y]--;

  if (ChangeDelay[x][y] != 0)		/* continue element change */
  {
    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);

    if (IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

    if (change->change_function)
      change->change_function(x, y);
  }
  else					/* finish element change */
  {
    if (ChangePage[x][y] != -1)		/* remember page from delayed change */
    {
      page = ChangePage[x][y];
      ChangePage[x][y] = -1;

      change = &ei->change_page[page];
    }

    if (IS_MOVING(x, y))		/* never change a running system ;-) */
    {
      ChangeDelay[x][y] = 1;		/* try change after next move step */
      ChangePage[x][y] = page;		/* remember page to use for change */

      return;
    }

    if (ChangeElement(x, y, element, page))
    {
      if (change->post_change_function)
	change->post_change_function(x, y);
    }
  }
}

#endif

static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
					      int trigger_element,
					      int trigger_event,
					      int trigger_player,
					      int trigger_side,
					      int trigger_page)
{
  boolean change_done_any = FALSE;
  int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
  int i;

  if (!(trigger_events[trigger_element][trigger_event]))
    return FALSE;

#if 0
  printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
	 trigger_event, recursion_loop_depth, recursion_loop_detected,
	 recursion_loop_element, EL_NAME(recursion_loop_element));
#endif

  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);

  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
  {
    int element = EL_CUSTOM_START + i;
    boolean change_done = FALSE;
    int p;

    if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
	!HAS_ANY_CHANGE_EVENT(element, trigger_event))
      continue;

    for (p = 0; p < element_info[element].num_change_pages; p++)
    {
      struct ElementChangeInfo *change = &element_info[element].change_page[p];

      if (change->can_change_or_has_action &&
	  change->has_event[trigger_event] &&
	  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))
      {
	change->actual_trigger_element = trigger_element;
	change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
	change->actual_trigger_player_bits = trigger_player;
	change->actual_trigger_side = trigger_side;
	change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
	change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);

#if 0
	printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
	       element, EL_NAME(element), p);
#endif

	if ((change->can_change && !change_done) || change->has_action)
	{
	  int x, y;

	  SCAN_PLAYFIELD(x, y)
	  {
	    if (Feld[x][y] == element)
	    {
	      if (change->can_change && !change_done)
	      {
#if USE_FIX_NO_ACTION_AFTER_CHANGE
		/* if element already changed in this frame, not only prevent
		   another element change (checked in ChangeElement()), but
		   also prevent additional element actions for this element */

		if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
		    !level.use_action_after_change_bug)
		  continue;
#endif

#if 0
		printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
		       element, EL_NAME(element), p);
#endif

		ChangeDelay[x][y] = 1;
		ChangeEvent[x][y] = trigger_event;

		HandleElementChange(x, y, p);
	      }
#if USE_NEW_DELAYED_ACTION
	      else if (change->has_action)
	      {
#if USE_FIX_NO_ACTION_AFTER_CHANGE
		/* if element already changed in this frame, not only prevent
		   another element change (checked in ChangeElement()), but
		   also prevent additional element actions for this element */

		if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
		    !level.use_action_after_change_bug)
		  continue;
#endif


#if 0
		printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
		       element, EL_NAME(element), p);
#endif

		ExecuteCustomElementAction(x, y, element, p);
		PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
	      }
#else
	      if (change->has_action)
	      {
		ExecuteCustomElementAction(x, y, element, p);
		PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
	      }
#endif
	    }
	  }

	  if (change->can_change)
	  {
	    change_done = TRUE;
	    change_done_any = TRUE;

#if 0
	    printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
		   element, EL_NAME(element), p);
#endif

	  }
	}
      }
    }
  }

  RECURSION_LOOP_DETECTION_END();

  return change_done_any;
}

static boolean CheckElementChangeExt(int x, int y,
				     int element,
				     int trigger_element,
				     int trigger_event,
				     int trigger_player,
				     int trigger_side)
{
  boolean change_done = FALSE;
  int p;

  if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
      !HAS_ANY_CHANGE_EVENT(element, trigger_event))
    return FALSE;

  if (Feld[x][y] == EL_BLOCKED)
  {
    Blocked2Moving(x, y, &x, &y);
    element = Feld[x][y];
  }

#if 0
  /* check if element has already changed */
  if (Feld[x][y] != element)
    return FALSE;
#else
  /* check if element has already changed or is about to change after moving */
  if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
       Feld[x][y] != element) ||

      (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
       (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
	ChangePage[x][y] != -1)))
    return FALSE;
#endif

#if 0
  printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
	 trigger_event, recursion_loop_depth, recursion_loop_detected,
	 recursion_loop_element, EL_NAME(recursion_loop_element));
#endif

  RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);

#if 0
  printf("::: X: trigger_player_bits == %d\n", trigger_player);
#endif

  for (p = 0; p < element_info[element].num_change_pages; p++)
  {
    struct ElementChangeInfo *change = &element_info[element].change_page[p];

    /* check trigger element for all events where the element that is checked
       for changing interacts with a directly adjacent element -- this is
       different to element changes that affect other elements to change on the
       whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
    boolean check_trigger_element =
      (trigger_event == CE_TOUCHING_X ||
       trigger_event == CE_HITTING_X ||
       trigger_event == CE_HIT_BY_X ||
#if 1
       /* this one was forgotten until 3.2.3 */
       trigger_event == CE_DIGGING_X);
#endif

    if (change->can_change_or_has_action &&
	change->has_event[trigger_event] &&
	change->trigger_side & trigger_side &&
	change->trigger_player & trigger_player &&
	(!check_trigger_element ||
	 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
    {
      change->actual_trigger_element = trigger_element;
      change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
      change->actual_trigger_player_bits = trigger_player;
      change->actual_trigger_side = trigger_side;
      change->actual_trigger_ce_value = CustomValue[x][y];
      change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);

      /* special case: trigger element not at (x,y) position for some events */
      if (check_trigger_element)
      {
	static struct
	{
	  int dx, dy;
	} move_xy[] =
	  {
	    {  0,  0 },
	    { -1,  0 },
	    { +1,  0 },
	    {  0,  0 },
	    {  0, -1 },
	    {  0,  0 }, { 0, 0 }, { 0, 0 },
	    {  0, +1 }
	  };

	int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
	int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;

	change->actual_trigger_ce_value = CustomValue[xx][yy];
	change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
      }

      if (change->can_change && !change_done)
      {
	ChangeDelay[x][y] = 1;
	ChangeEvent[x][y] = trigger_event;

	HandleElementChange(x, y, p);

	change_done = TRUE;
      }
#if USE_NEW_DELAYED_ACTION
      else if (change->has_action)
      {
	ExecuteCustomElementAction(x, y, element, p);
	PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
      }
#else
      if (change->has_action)
      {
	ExecuteCustomElementAction(x, y, element, p);
	PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
      }
#endif
    }
  }

  RECURSION_LOOP_DETECTION_END();

  return change_done;
}

static void PlayPlayerSound(struct PlayerInfo *player)
{
  int jx = player->jx, jy = player->jy;
  int sound_element = player->artwork_element;
  int last_action = player->last_action_waiting;
  int action = player->action_waiting;

  if (player->is_waiting)
  {
    if (action != last_action)
      PlayLevelSoundElementAction(jx, jy, sound_element, action);
    else
      PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
  }
  else
  {
    if (action != last_action)
      StopSound(element_info[sound_element].sound[last_action]);

    if (last_action == ACTION_SLEEPING)
      PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
  }
}

static void PlayAllPlayersSound()
{
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
    if (stored_player[i].active)
      PlayPlayerSound(&stored_player[i]);
}

static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
{
  boolean last_waiting = player->is_waiting;
  int move_dir = player->MovDir;

  player->dir_waiting = move_dir;
  player->last_action_waiting = player->action_waiting;

  if (is_waiting)
  {
    if (!last_waiting)		/* not waiting -> waiting */
    {
      player->is_waiting = TRUE;

      player->frame_counter_bored =
	FrameCounter +
	game.player_boring_delay_fixed +
	GetSimpleRandom(game.player_boring_delay_random);
      player->frame_counter_sleeping =
	FrameCounter +
	game.player_sleeping_delay_fixed +
	GetSimpleRandom(game.player_sleeping_delay_random);

      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
    }

    if (game.player_sleeping_delay_fixed +
	game.player_sleeping_delay_random > 0 &&
	player->anim_delay_counter == 0 &&
	player->post_delay_counter == 0 &&
	FrameCounter >= player->frame_counter_sleeping)
      player->is_sleeping = TRUE;
    else if (game.player_boring_delay_fixed +
	     game.player_boring_delay_random > 0 &&
	     FrameCounter >= player->frame_counter_bored)
      player->is_bored = TRUE;

    player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
			      player->is_bored ? ACTION_BORING :
			      ACTION_WAITING);

    if (player->is_sleeping && player->use_murphy)
    {
      /* special case for sleeping Murphy when leaning against non-free tile */

      if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
	  (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
	   !IS_MOVING(player->jx - 1, player->jy)))
	move_dir = MV_LEFT;
      else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
	       (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
		!IS_MOVING(player->jx + 1, player->jy)))
	move_dir = MV_RIGHT;
      else
	player->is_sleeping = FALSE;

      player->dir_waiting = move_dir;
    }

    if (player->is_sleeping)
    {
      if (player->num_special_action_sleeping > 0)
      {
	if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
	{
	  int last_special_action = player->special_action_sleeping;
	  int num_special_action = player->num_special_action_sleeping;
	  int special_action =
	    (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
	     last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
	     last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
	     last_special_action + 1 : ACTION_SLEEPING);
	  int special_graphic =
	    el_act_dir2img(player->artwork_element, special_action, move_dir);

	  player->anim_delay_counter =
	    graphic_info[special_graphic].anim_delay_fixed +
	    GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
	  player->post_delay_counter =
	    graphic_info[special_graphic].post_delay_fixed +
	    GetSimpleRandom(graphic_info[special_graphic].post_delay_random);

	  player->special_action_sleeping = special_action;
	}

	if (player->anim_delay_counter > 0)
	{
	  player->action_waiting = player->special_action_sleeping;
	  player->anim_delay_counter--;
	}
	else if (player->post_delay_counter > 0)
	{
	  player->post_delay_counter--;
	}
      }
    }
    else if (player->is_bored)
    {
      if (player->num_special_action_bored > 0)
      {
	if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
	{
	  int special_action =
	    ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
	  int special_graphic =
	    el_act_dir2img(player->artwork_element, special_action, move_dir);

	  player->anim_delay_counter =
	    graphic_info[special_graphic].anim_delay_fixed +
	    GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
	  player->post_delay_counter =
	    graphic_info[special_graphic].post_delay_fixed +
	    GetSimpleRandom(graphic_info[special_graphic].post_delay_random);

	  player->special_action_bored = special_action;
	}

	if (player->anim_delay_counter > 0)
	{
	  player->action_waiting = player->special_action_bored;
	  player->anim_delay_counter--;
	}
	else if (player->post_delay_counter > 0)
	{
	  player->post_delay_counter--;
	}
      }
    }
  }
  else if (last_waiting)	/* waiting -> not waiting */
  {
    player->is_waiting = FALSE;
    player->is_bored = FALSE;
    player->is_sleeping = FALSE;

    player->frame_counter_bored = -1;
    player->frame_counter_sleeping = -1;

    player->anim_delay_counter = 0;
    player->post_delay_counter = 0;

    player->dir_waiting = player->MovDir;
    player->action_waiting = ACTION_DEFAULT;

    player->special_action_bored = ACTION_DEFAULT;
    player->special_action_sleeping = ACTION_DEFAULT;
  }
}

static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
  boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
  int left	= player_action & JOY_LEFT;
  int right	= player_action & JOY_RIGHT;
  int up	= player_action & JOY_UP;
  int down	= player_action & JOY_DOWN;
  int button1	= player_action & JOY_BUTTON_1;
  int button2	= player_action & JOY_BUTTON_2;
  int dx	= (left ? -1 : right ? 1 : 0);
  int dy	= (up   ? -1 : down  ? 1 : 0);

  if (!player->active || tape.pausing)
    return 0;

  if (player_action)
  {
    if (button1)
      snapped = SnapField(player, dx, dy);
    else
    {
      if (button2)
	dropped = DropElement(player);

      moved = MovePlayer(player, dx, dy);
    }

    if (tape.single_step && tape.recording && !tape.pausing)
    {
#if 1
      /* as it is called "single step mode", just return to pause mode when the
	 player stopped moving after one tile (or never starts moving at all) */
      if (!player->is_moving)
#else
      /* this is buggy: there are quite some cases where the single step mode
	 does not return to pause mode (like pushing things that don't move
	 or simply by trying to run against a wall) */
      if (button1 || (dropped && !moved))
#endif
      {
	TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
	SnapField(player, 0, 0);		/* stop snapping */
      }
    }

    SetPlayerWaiting(player, FALSE);

    return player_action;
  }
  else
  {
    /* no actions for this player (no input at player's configured device) */

    DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
    SnapField(player, 0, 0);
    CheckGravityMovementWhenNotMoving(player);

    if (player->MovPos == 0)
      SetPlayerWaiting(player, TRUE);

    if (player->MovPos == 0)	/* needed for tape.playing */
      player->is_moving = FALSE;

    player->is_dropping = FALSE;
    player->is_dropping_pressed = FALSE;
    player->drop_pressed_delay = 0;

    return 0;
  }
}

static void CheckLevelTime()
{
  int i;

  /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
  {
    if (level.native_em_level->lev->home == 0)	/* all players at home */
    {
      PlayerWins(local_player);

      AllPlayersGone = TRUE;

      level.native_em_level->lev->home = -1;
    }

    if (level.native_em_level->ply[0]->alive == 0 &&
	level.native_em_level->ply[1]->alive == 0 &&
	level.native_em_level->ply[2]->alive == 0 &&
	level.native_em_level->ply[3]->alive == 0)	/* all dead */
      AllPlayersGone = TRUE;
  }
  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
  {
    if (game_sp.LevelSolved &&
	!game_sp.GameOver)				/* game won */
    {
      PlayerWins(local_player);

      game_sp.GameOver = TRUE;

      AllPlayersGone = TRUE;
    }

    if (game_sp.GameOver)				/* game lost */
      AllPlayersGone = TRUE;
  }

  if (TimeFrames >= FRAMES_PER_SECOND)
  {
    TimeFrames = 0;
    TapeTime++;

    for (i = 0; i < MAX_PLAYERS; i++)
    {
      struct PlayerInfo *player = &stored_player[i];

      if (SHIELD_ON(player))
      {
	player->shield_normal_time_left--;

	if (player->shield_deadly_time_left > 0)
	  player->shield_deadly_time_left--;
      }
    }

    if (!local_player->LevelSolved && !level.use_step_counter)
    {
      TimePlayed++;

      if (TimeLeft > 0)
      {
	TimeLeft--;

	if (TimeLeft <= 10 && setup.time_limit)
	  PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);

#if 1
	game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;

	DisplayGameControlValues();
#else
	DrawGameValue_Time(TimeLeft);
#endif

	if (!TimeLeft && setup.time_limit)
	{
	  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
	    level.native_em_level->lev->killed_out_of_time = TRUE;
	  else
	    for (i = 0; i < MAX_PLAYERS; i++)
	      KillPlayer(&stored_player[i]);
	}
      }
#if 1
      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
      {
	game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;

	DisplayGameControlValues();
      }
#else
      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
	DrawGameValue_Time(TimePlayed);
#endif

      level.native_em_level->lev->time =
	(level.time == 0 ? TimePlayed : TimeLeft);
    }

    if (tape.recording || tape.playing)
      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
  }

#if 1
  UpdateAndDisplayGameControlValues();
#else
  UpdateGameDoorValues();
  DrawGameDoorValues();
#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_delay_value = stored_player[i].move_delay_value;
    int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;

    if (!advance_player_counters)	/* not all players may be affected */
      continue;

#if USE_NEW_PLAYER_ANIM
    if (move_frames == 0)	/* less than one move per game frame */
    {
      int stepsize = TILEX / move_delay_value;
      int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
      int count = (stored_player[i].is_moving ?
		   ABS(stored_player[i].MovPos) / stepsize : FrameCounter);

      if (count % delay == 0)
	move_frames = 1;
    }
#endif

    stored_player[i].Frame += move_frames;

    if (stored_player[i].MovPos != 0)
      stored_player[i].StepFrame += move_frames;

    if (stored_player[i].move_delay > 0)
      stored_player[i].move_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++;

    if (stored_player[i].drop_delay > 0)
      stored_player[i].drop_delay--;

    if (stored_player[i].is_dropping_pressed)
      stored_player[i].drop_pressed_delay++;
  }
}

void StartGameActions(boolean init_network_game, boolean record_tape,
		      long random_seed)
{
  unsigned long new_random_seed = InitRND(random_seed);

  if (record_tape)
    TapeStartRecording(new_random_seed);

#if defined(NETWORK_AVALIABLE)
  if (init_network_game)
  {
    SendToServer_StartPlaying();

    return;
  }
#endif

  InitGame();
}

void GameActions()
{
  static unsigned long game_frame_delay = 0;
  unsigned long game_frame_delay_value;
  byte *recorded_player_action;
  byte summarized_player_action = 0;
  byte tape_action[MAX_PLAYERS];
  int i;

  /* detect endless loops, caused by custom element programming */
  if (recursion_loop_detected && recursion_loop_depth == 0)
  {
    char *message = getStringCat3("Internal Error ! Element ",
				  EL_NAME(recursion_loop_element),
				  " caused endless loop ! Quit the game ?");

    Error(ERR_WARN, "element '%s' caused endless loop in game engine",
	  EL_NAME(recursion_loop_element));

    RequestQuitGameExt(FALSE, level_editor_test_game, message);

    recursion_loop_detected = FALSE;	/* if game should be continued */

    free(message);

    return;
  }

  if (game.restart_level)
    StartGameActions(options.network, setup.autorecord, level.random_seed);

  /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
  {
    if (level.native_em_level->lev->home == 0)	/* all players at home */
    {
      PlayerWins(local_player);

      AllPlayersGone = TRUE;

      level.native_em_level->lev->home = -1;
    }

    if (level.native_em_level->ply[0]->alive == 0 &&
	level.native_em_level->ply[1]->alive == 0 &&
	level.native_em_level->ply[2]->alive == 0 &&
	level.native_em_level->ply[3]->alive == 0)	/* all dead */
      AllPlayersGone = TRUE;
  }
  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
  {
    if (game_sp.LevelSolved &&
	!game_sp.GameOver)				/* game won */
    {
      PlayerWins(local_player);

      game_sp.GameOver = TRUE;

      AllPlayersGone = TRUE;
    }

    if (game_sp.GameOver)				/* game lost */
      AllPlayersGone = TRUE;
  }

  if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
    GameWon();

  if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
    TapeStop();

  if (game_status != GAME_MODE_PLAYING)		/* status might have changed */
    return;

  game_frame_delay_value =
    (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);

  if (tape.playing && tape.warp_forward && !tape.pausing)
    game_frame_delay_value = 0;

  /* ---------- main game synchronization point ---------- */

  WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);

  if (network_playing && !network_player_action_received)
  {
    /* try to get network player actions in time */

#if defined(NETWORK_AVALIABLE)
    /* last chance to get network player actions without main loop delay */
    HandleNetworking();
#endif

    /* game was quit by network peer */
    if (game_status != GAME_MODE_PLAYING)
      return;

    if (!network_player_action_received)
      return;		/* failed to get network player actions in time */

    /* do not yet reset "network_player_action_received" (for tape.pausing) */
  }

  if (tape.pausing)
    return;

  /* at this point we know that we really continue executing the game */

  network_player_action_received = FALSE;

  /* when playing tape, read previously recorded player input from tape data */
  recorded_player_action = (tape.playing ? TapePlayAction() : NULL);

#if 1
  /* TapePlayAction() may return NULL when toggling to "pause before death" */
  if (tape.pausing)
    return;
#endif

  if (tape.set_centered_player)
  {
    game.centered_player_nr_next = tape.centered_player_nr_next;
    game.set_centered_player = TRUE;
  }

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    summarized_player_action |= stored_player[i].action;

    if (!network_playing)
      stored_player[i].effective_action = stored_player[i].action;
  }

#if defined(NETWORK_AVALIABLE)
  if (network_playing)
    SendToServer_MovePlayer(summarized_player_action);
#endif

  if (!options.network && !setup.team_mode)
    local_player->effective_action = summarized_player_action;

  if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
  {
    for (i = 0; i < MAX_PLAYERS; i++)
      stored_player[i].effective_action =
	(i == game.centered_player_nr ? summarized_player_action : 0);
  }

  if (recorded_player_action != NULL)
    for (i = 0; i < MAX_PLAYERS; i++)
      stored_player[i].effective_action = recorded_player_action[i];

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    tape_action[i] = stored_player[i].effective_action;

    /* (this can only happen in the R'n'D game engine) */
    if (tape.recording && tape_action[i] && !tape.player_participates[i])
      tape.player_participates[i] = TRUE;    /* player just appeared from CE */
  }

  /* only record actions from input devices, but not programmed actions */
  if (tape.recording)
    TapeRecordAction(tape_action);

#if USE_NEW_PLAYER_ASSIGNMENTS
  {
    byte mapped_action[MAX_PLAYERS];

    for (i = 0; i < MAX_PLAYERS; i++)
      mapped_action[i] = stored_player[map_player_action[i]].effective_action;

    for (i = 0; i < MAX_PLAYERS; i++)
      stored_player[i].effective_action = mapped_action[i];
  }
#endif

  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
  {
    GameActions_EM_Main();
  }
  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
  {
    GameActions_SP_Main();
  }
  else
  {
    GameActions_RND();
  }
}

void GameActions_EM_Main()
{
  byte effective_action[MAX_PLAYERS];
  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
    effective_action[i] = stored_player[i].effective_action;

  GameActions_EM(effective_action, warp_mode);

  CheckLevelTime();

  AdvanceFrameAndPlayerCounters(-1);	/* advance counters for all players */
}

void GameActions_SP_Main()
{
  byte effective_action[MAX_PLAYERS];
  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
    effective_action[i] = stored_player[i].effective_action;

  GameActions_SP(effective_action, warp_mode);

  CheckLevelTime();

  AdvanceFrameAndPlayerCounters(-1);	/* advance counters for all players */
}

void GameActions_RND()
{
  int magic_wall_x = 0, magic_wall_y = 0;
  int i, x, y, element, graphic;

  InitPlayfieldScanModeVars();

#if USE_ONE_MORE_CHANGE_PER_FRAME
  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
  {
    SCAN_PLAYFIELD(x, y)
    {
      ChangeCount[x][y] = 0;
      ChangeEvent[x][y] = -1;
    }
  }
#endif

  if (game.set_centered_player)
  {
    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();

    /* switching to "all players" only possible if all players fit to screen */
    if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
    {
      game.centered_player_nr_next = game.centered_player_nr;
      game.set_centered_player = FALSE;
    }

    /* do not switch focus to non-existing (or non-active) player */
    if (game.centered_player_nr_next >= 0 &&
	!stored_player[game.centered_player_nr_next].active)
    {
      game.centered_player_nr_next = game.centered_player_nr;
      game.set_centered_player = FALSE;
    }
  }

  if (game.set_centered_player &&
      ScreenMovPos == 0)	/* screen currently aligned at tile position */
  {
    int sx, sy;

    if (game.centered_player_nr_next == -1)
    {
      setScreenCenteredToAllPlayers(&sx, &sy);
    }
    else
    {
      sx = stored_player[game.centered_player_nr_next].jx;
      sy = stored_player[game.centered_player_nr_next].jy;
    }

    game.centered_player_nr = game.centered_player_nr_next;
    game.set_centered_player = FALSE;

    DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
    DrawGameDoorValues();
  }

  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

    /* overwrite programmed action with tape action */
    if (stored_player[i].programmed_action)
      actual_player_action = stored_player[i].programmed_action;

    PlayerActions(&stored_player[i], actual_player_action);

    ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
  }

  ScrollScreen(NULL, SCROLL_GO_ON);

  /* 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 (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
  {
    for (i = 0; i < MAX_PLAYERS; i++)
    {
      struct PlayerInfo *player = &stored_player[i];
      int x = player->jx;
      int y = player->jy;

      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))
      {
	ContinueMoving(x, y);

	/* continue moving after pushing (this is actually a bug) */
	if (!IS_MOVING(x, y))
	  Stop[x][y] = FALSE;
      }
    }
  }

#if 0
  debug_print_timestamp(0, "start main loop profiling");
#endif

  SCAN_PLAYFIELD(x, y)
  {
    ChangeCount[x][y] = 0;
    ChangeEvent[x][y] = -1;

    /* 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);
    }

#if USE_NEW_SNAP_DELAY
    if (Feld[x][y] == EL_ELEMENT_SNAPPING)
    {
      MovDelay[x][y]--;
      if (MovDelay[x][y] <= 0)
      {
	RemoveField(x, y);
	TEST_DrawLevelField(x, y);

	TestIfElementTouchesCustomElement(x, y);	/* for empty space */
      }
    }
#endif

#if DEBUG
    if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
    {
      printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
      printf("GameActions(): This should never happen!\n");

      ChangePage[x][y] = -1;
    }
#endif

    Stop[x][y] = FALSE;
    if (WasJustMoving[x][y] > 0)
      WasJustMoving[x][y]--;
    if (WasJustFalling[x][y] > 0)
      WasJustFalling[x][y]--;
    if (CheckCollision[x][y] > 0)
      CheckCollision[x][y]--;
    if (CheckImpact[x][y] > 0)
      CheckImpact[x][y]--;

    GfxFrame[x][y]++;

    /* reset finished pushing action (not done in ContinueMoving() to allow
       continuous pushing animation for elements with zero push delay) */
    if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
    {
      ResetGfxAnimation(x, y);
      TEST_DrawLevelField(x, y);
    }

#if DEBUG
    if (IS_BLOCKED(x, y))
    {
      int oldx, oldy;

      Blocked2Moving(x, y, &oldx, &oldy);
      if (!IS_MOVING(oldx, oldy))
      {
	printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
	printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
	printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
	printf("GameActions(): This should never happen!\n");
      }
    }
#endif
  }

#if 0
  debug_print_timestamp(0, "- time for pre-main loop:");
#endif

#if 0	// -------------------- !!! TEST ONLY !!! --------------------
  SCAN_PLAYFIELD(x, y)
  {
    element = Feld[x][y];
    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);

#if 1
    {
#if 1
      int element2 = element;
      int graphic2 = graphic;
#else
      int element2 = Feld[x][y];
      int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
#endif
      int last_gfx_frame = GfxFrame[x][y];

      if (graphic_info[graphic2].anim_global_sync)
	GfxFrame[x][y] = FrameCounter;
      else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
	GfxFrame[x][y] = CustomValue[x][y];
      else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
	GfxFrame[x][y] = element_info[element2].collect_score;
      else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
	GfxFrame[x][y] = ChangeDelay[x][y];

      if (redraw && GfxFrame[x][y] != last_gfx_frame)
	DrawLevelGraphicAnimation(x, y, graphic2);
    }
#else
    ResetGfxFrame(x, y, TRUE);
#endif

#if 1
    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
	IS_NEXT_FRAME(GfxFrame[x][y], graphic))
      ResetRandomAnimationValue(x, y);
#endif

#if 1
    SetRandomAnimationValue(x, y);
#endif

#if 1
    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
#endif
  }
#endif	// -------------------- !!! TEST ONLY !!! --------------------

#if 0
  debug_print_timestamp(0, "- time for TEST loop:     -->");
#endif

  SCAN_PLAYFIELD(x, y)
  {
    element = Feld[x][y];
    graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);

    ResetGfxFrame(x, y, TRUE);

    if (ANIM_MODE(graphic) == ANIM_RANDOM &&
	IS_NEXT_FRAME(GfxFrame[x][y], graphic))
      ResetRandomAnimationValue(x, y);

    SetRandomAnimationValue(x, y);

    PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);

    if (IS_INACTIVE(element))
    {
      if (IS_ANIMATED(graphic))
	DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

      continue;
    }

    /* this may take place after moving, so 'element' may have changed */
    if (IS_CHANGING(x, y) &&
	(game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
    {
      int page = element_info[element].event_page_nr[CE_DELAY];

#if 1
      HandleElementChange(x, y, page);
#else
      if (CAN_CHANGE(element))
	HandleElementChange(x, y, page);

      if (HAS_ACTION(element))
	ExecuteCustomElementAction(x, y, element, page);
#endif

      element = Feld[x][y];
      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
    }

#if 0	// ---------------------------------------------------------------------

    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
    {
      StartMoving(x, y);

      element = Feld[x][y];
      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);

      if (IS_ANIMATED(graphic) &&
	  !IS_MOVING(x, y) &&
	  !Stop[x][y])
	DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

      if (IS_GEM(element) || element == EL_SP_INFOTRON)
	TEST_DrawTwinkleOnField(x, y);
    }
    else if (IS_MOVING(x, y))
      ContinueMoving(x, y);
    else
    {
      switch (element)
      {
        case EL_ACID:
        case EL_EXIT_OPEN:
        case EL_EM_EXIT_OPEN:
        case EL_SP_EXIT_OPEN:
        case EL_STEEL_EXIT_OPEN:
        case EL_EM_STEEL_EXIT_OPEN:
        case EL_SP_TERMINAL:
        case EL_SP_TERMINAL_ACTIVE:
        case EL_EXTRA_TIME:
        case EL_SHIELD_NORMAL:
        case EL_SHIELD_DEADLY:
	  if (IS_ANIMATED(graphic))
	    DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
	  break;

        case EL_DYNAMITE_ACTIVE:
        case EL_EM_DYNAMITE_ACTIVE:
        case EL_DYNABOMB_PLAYER_1_ACTIVE:
        case EL_DYNABOMB_PLAYER_2_ACTIVE:
        case EL_DYNABOMB_PLAYER_3_ACTIVE:
        case EL_DYNABOMB_PLAYER_4_ACTIVE:
        case EL_SP_DISK_RED_ACTIVE:
	  CheckDynamite(x, y);
	  break;

        case EL_AMOEBA_GROWING:
	  AmoebeWaechst(x, y);
	  break;

        case EL_AMOEBA_SHRINKING:
	  AmoebaDisappearing(x, y);
	  break;

#if !USE_NEW_AMOEBA_CODE
        case EL_AMOEBA_WET:
        case EL_AMOEBA_DRY:
        case EL_AMOEBA_FULL:
        case EL_BD_AMOEBA:
        case EL_EMC_DRIPPER:
	  AmoebeAbleger(x, y);
	  break;
#endif

        case EL_GAME_OF_LIFE:
        case EL_BIOMAZE:
	  Life(x, y);
	  break;

        case EL_EXIT_CLOSED:
	  CheckExit(x, y);
	  break;

        case EL_EM_EXIT_CLOSED:
	  CheckExitEM(x, y);
	  break;

        case EL_STEEL_EXIT_CLOSED:
	  CheckExitSteel(x, y);
	  break;

        case EL_EM_STEEL_EXIT_CLOSED:
	  CheckExitSteelEM(x, y);
	  break;

        case EL_SP_EXIT_CLOSED:
	  CheckExitSP(x, y);
	  break;

        case EL_EXPANDABLE_WALL_GROWING:
        case EL_EXPANDABLE_STEELWALL_GROWING:
	  MauerWaechst(x, y);
	  break;

        case EL_EXPANDABLE_WALL:
        case EL_EXPANDABLE_WALL_HORIZONTAL:
        case EL_EXPANDABLE_WALL_VERTICAL:
        case EL_EXPANDABLE_WALL_ANY:
        case EL_BD_EXPANDABLE_WALL:
	  MauerAbleger(x, y);
	  break;

        case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
        case EL_EXPANDABLE_STEELWALL_VERTICAL:
        case EL_EXPANDABLE_STEELWALL_ANY:
	  MauerAblegerStahl(x, y);
	  break;

        case EL_FLAMES:
	  CheckForDragon(x, y);
	  break;

        case EL_EXPLOSION:
	  break;

        case EL_ELEMENT_SNAPPING:
        case EL_DIAGONAL_SHRINKING:
        case EL_DIAGONAL_GROWING:
	{
	  graphic =
	    el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);

	  DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
	  break;
	}

        default:
	  if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
	    DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
	  break;
      }
    }

#else	// ---------------------------------------------------------------------

    if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
    {
      StartMoving(x, y);

      element = Feld[x][y];
      graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);

      if (IS_ANIMATED(graphic) &&
	  !IS_MOVING(x, y) &&
	  !Stop[x][y])
	DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

      if (IS_GEM(element) || element == EL_SP_INFOTRON)
	TEST_DrawTwinkleOnField(x, y);
    }
    else if ((element == EL_ACID ||
	      element == EL_EXIT_OPEN ||
	      element == EL_EM_EXIT_OPEN ||
	      element == EL_SP_EXIT_OPEN ||
	      element == EL_STEEL_EXIT_OPEN ||
	      element == EL_EM_STEEL_EXIT_OPEN ||
	      element == EL_SP_TERMINAL ||
	      element == EL_SP_TERMINAL_ACTIVE ||
	      element == EL_EXTRA_TIME ||
	      element == EL_SHIELD_NORMAL ||
	      element == EL_SHIELD_DEADLY) &&
	     IS_ANIMATED(graphic))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
    else if (IS_MOVING(x, y))
      ContinueMoving(x, y);
    else if (IS_ACTIVE_BOMB(element))
      CheckDynamite(x, y);
    else if (element == EL_AMOEBA_GROWING)
      AmoebeWaechst(x, y);
    else if (element == EL_AMOEBA_SHRINKING)
      AmoebaDisappearing(x, y);

#if !USE_NEW_AMOEBA_CODE
    else if (IS_AMOEBALIVE(element))
      AmoebeAbleger(x, y);
#endif

    else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
      Life(x, y);
    else if (element == EL_EXIT_CLOSED)
      CheckExit(x, y);
    else if (element == EL_EM_EXIT_CLOSED)
      CheckExitEM(x, y);
    else if (element == EL_STEEL_EXIT_CLOSED)
      CheckExitSteel(x, y);
    else if (element == EL_EM_STEEL_EXIT_CLOSED)
      CheckExitSteelEM(x, y);
    else if (element == EL_SP_EXIT_CLOSED)
      CheckExitSP(x, y);
    else if (element == EL_EXPANDABLE_WALL_GROWING ||
	     element == EL_EXPANDABLE_STEELWALL_GROWING)
      MauerWaechst(x, y);
    else if (element == EL_EXPANDABLE_WALL ||
	     element == EL_EXPANDABLE_WALL_HORIZONTAL ||
	     element == EL_EXPANDABLE_WALL_VERTICAL ||
	     element == EL_EXPANDABLE_WALL_ANY ||
	     element == EL_BD_EXPANDABLE_WALL)
      MauerAbleger(x, y);
    else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
	     element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
	     element == EL_EXPANDABLE_STEELWALL_ANY)
      MauerAblegerStahl(x, y);
    else if (element == EL_FLAMES)
      CheckForDragon(x, y);
    else if (element == EL_EXPLOSION)
      ;	/* drawing of correct explosion animation is handled separately */
    else if (element == EL_ELEMENT_SNAPPING ||
	     element == EL_DIAGONAL_SHRINKING ||
	     element == EL_DIAGONAL_GROWING)
    {
      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);

      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
    }
    else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);

#endif	// ---------------------------------------------------------------------

    if (IS_BELT_ACTIVE(element))
      PlayLevelSoundAction(x, y, ACTION_ACTIVE);

    if (game.magic_wall_active)
    {
      int jx = local_player->jx, jy = local_player->jy;

      /* play the element sound at the position nearest to the player */
      if ((element == EL_MAGIC_WALL_FULL ||
	   element == EL_MAGIC_WALL_ACTIVE ||
	   element == EL_MAGIC_WALL_EMPTYING ||
	   element == EL_BD_MAGIC_WALL_FULL ||
	   element == EL_BD_MAGIC_WALL_ACTIVE ||
	   element == EL_BD_MAGIC_WALL_EMPTYING ||
	   element == EL_DC_MAGIC_WALL_FULL ||
	   element == EL_DC_MAGIC_WALL_ACTIVE ||
	   element == EL_DC_MAGIC_WALL_EMPTYING) &&
	  ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
      {
	magic_wall_x = x;
	magic_wall_y = y;
      }
    }
  }

#if 0
  debug_print_timestamp(0, "- time for MAIN loop:     -->");
#endif

#if USE_NEW_AMOEBA_CODE
  /* new experimental amoeba growth stuff */
  if (!(FrameCounter % 8))
  {
    static unsigned long random = 1684108901;

    for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
    {
      x = RND(lev_fieldx);
      y = RND(lev_fieldy);
      element = Feld[x][y];

      if (!IS_PLAYER(x,y) &&
	  (element == EL_EMPTY ||
	   CAN_GROW_INTO(element) ||
	   element == EL_QUICKSAND_EMPTY ||
	   element == EL_QUICKSAND_FAST_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;
      }

      random = random * 129 + 1;
    }
  }
#endif

#if 0
  if (game.explosions_delayed)
#endif
  {
    game.explosions_delayed = FALSE;

    SCAN_PLAYFIELD(x, y)
    {
      element = Feld[x][y];

      if (ExplodeField[x][y])
	Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
      else if (element == EL_EXPLOSION)
	Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);

      ExplodeField[x][y] = EX_TYPE_NONE;
    }

    game.explosions_delayed = TRUE;
  }

  if (game.magic_wall_active)
  {
    if (!(game.magic_wall_time_left % 4))
    {
      int element = Feld[magic_wall_x][magic_wall_y];

      if (element == EL_BD_MAGIC_WALL_FULL ||
	  element == EL_BD_MAGIC_WALL_ACTIVE ||
	  element == EL_BD_MAGIC_WALL_EMPTYING)
	PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
      else if (element == EL_DC_MAGIC_WALL_FULL ||
	       element == EL_DC_MAGIC_WALL_ACTIVE ||
	       element == EL_DC_MAGIC_WALL_EMPTYING)
	PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
      else
	PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
    }

    if (game.magic_wall_time_left > 0)
    {
      game.magic_wall_time_left--;

      if (!game.magic_wall_time_left)
      {
	SCAN_PLAYFIELD(x, y)
	{
	  element = Feld[x][y];

	  if (element == EL_MAGIC_WALL_ACTIVE ||
	      element == EL_MAGIC_WALL_FULL)
	  {
	    Feld[x][y] = EL_MAGIC_WALL_DEAD;
	    TEST_DrawLevelField(x, y);
	  }
	  else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
		   element == EL_BD_MAGIC_WALL_FULL)
	  {
	    Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
	    TEST_DrawLevelField(x, y);
	  }
	  else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
		   element == EL_DC_MAGIC_WALL_FULL)
	  {
	    Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
	    TEST_DrawLevelField(x, y);
	  }
	}

	game.magic_wall_active = FALSE;
      }
    }
  }

  if (game.light_time_left > 0)
  {
    game.light_time_left--;

    if (game.light_time_left == 0)
      RedrawAllLightSwitchesAndInvisibleElements();
  }

  if (game.timegate_time_left > 0)
  {
    game.timegate_time_left--;

    if (game.timegate_time_left == 0)
      CloseAllOpenTimegates();
  }

  if (game.lenses_time_left > 0)
  {
    game.lenses_time_left--;

    if (game.lenses_time_left == 0)
      RedrawAllInvisibleElementsForLenses();
  }

  if (game.magnify_time_left > 0)
  {
    game.magnify_time_left--;

    if (game.magnify_time_left == 0)
      RedrawAllInvisibleElementsForMagnifier();
  }

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    struct PlayerInfo *player = &stored_player[i];

    if (SHIELD_ON(player))
    {
      if (player->shield_deadly_time_left)
	PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
      else if (player->shield_normal_time_left)
	PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
    }
  }

#if USE_DELAYED_GFX_REDRAW
  SCAN_PLAYFIELD(x, y)
  {
#if 1
    if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
#else
    if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
	GfxRedraw[x][y] != GFX_REDRAW_NONE)
#endif
    {
      /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
	 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */

      if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
	DrawLevelField(x, y);

      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
	DrawLevelFieldCrumbled(x, y);

      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
	DrawLevelFieldCrumbledNeighbours(x, y);

      if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
	DrawTwinkleOnField(x, y);
    }

    GfxRedraw[x][y] = GFX_REDRAW_NONE;
  }
#endif

  CheckLevelTime();

  DrawAllPlayers();
  PlayAllPlayersSound();

  if (options.debug)			/* calculate frames per second */
  {
    static unsigned long fps_counter = 0;
    static int fps_frames = 0;
    unsigned long fps_delay_ms = Counter() - fps_counter;

    fps_frames++;

    if (fps_delay_ms >= 500)	/* calculate fps every 0.5 seconds */
    {
      global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;

      fps_frames = 0;
      fps_counter = Counter();
    }

    redraw_mask |= REDRAW_FPS;
  }

  AdvanceFrameAndPlayerCounters(-1);	/* advance counters for all players */

  if (local_player->show_envelope != 0 && local_player->MovPos == 0)
  {
    ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);

    local_player->show_envelope = 0;
  }

#if 0
  debug_print_timestamp(0, "stop main loop profiling ");
  printf("----------------------------------------------------------\n");
#endif

  /* use random number generator in every frame to make it less predictable */
  if (game.engine_version >= VERSION_IDENT(3,1,1,0))
    RND(1);
}

static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
{
  int min_x = x, min_y = y, max_x = x, max_y = y;
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    int jx = stored_player[i].jx, jy = stored_player[i].jy;

    if (!stored_player[i].active || &stored_player[i] == player)
      continue;

    min_x = MIN(min_x, jx);
    min_y = MIN(min_y, jy);
    max_x = MAX(max_x, jx);
    max_y = MAX(max_y, jy);
  }

  return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
}

static boolean AllPlayersInVisibleScreen()
{
  int i;

  for (i = 0; i < MAX_PLAYERS; i++)
  {
    int jx = stored_player[i].jx, jy = stored_player[i].jy;

    if (!stored_player[i].active)
      continue;

    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
      return FALSE;
  }

  return TRUE;
}

void ScrollLevel(int dx, int dy)
{
#if 0
  /* (directly solved in BlitBitmap() now) */
  static Bitmap *bitmap_db_field2 = NULL;
  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
  int x, y;
#else
  int x, y;
#endif

#if 0
  /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
  /* only horizontal XOR vertical scroll direction allowed */
  if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
    return;
#endif

#if 0
  /* (directly solved in BlitBitmap() now) */
  if (bitmap_db_field2 == NULL)
    bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);

  /* needed when blitting directly to same bitmap -- should not be needed with
     recent SDL libraries, but apparently does not work in 1.2.11 directly */
  BlitBitmap(drawto_field, bitmap_db_field2,
	     FX + TILEX * (dx == -1) - softscroll_offset,
	     FY + TILEY * (dy == -1) - softscroll_offset,
	     SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
	     SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
	     FX + TILEX * (dx == 1) - softscroll_offset,
	     FY + TILEY * (dy == 1) - softscroll_offset);
  BlitBitmap(bitmap_db_field2, drawto_field,
	     FX + TILEX * (dx == 1) - softscroll_offset,
	     FY + TILEY * (dy == 1) - softscroll_offset,
	     SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
	     SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
	     FX + TILEX * (dx == 1) - softscroll_offset,
	     FY + TILEY * (dy == 1) - softscroll_offset);

#else

#if 0
  /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
  int xsize = (BX2 - BX1 + 1);
  int ysize = (BY2 - BY1 + 1);
  int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
  int end   = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
  int step  = (start < end ? +1 : -1);

  for (i = start; i != end; i += step)
  {
    BlitBitmap(drawto_field, drawto_field,
	       FX + TILEX * (dx != 0 ? i + step : 0),
	       FY + TILEY * (dy != 0 ? i + step : 0),
	       TILEX * (dx != 0 ? 1 : xsize),
	       TILEY * (dy != 0 ? 1 : ysize),
	       FX + TILEX * (dx != 0 ? i : 0),
	       FY + TILEY * (dy != 0 ? i : 0));
  }

#else

  int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);

  BlitBitmap(drawto_field, drawto_field,
	     FX + TILEX * (dx == -1) - softscroll_offset,
	     FY + TILEY * (dy == -1) - softscroll_offset,
	     SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
	     SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
	     FX + TILEX * (dx == 1) - softscroll_offset,
	     FY + TILEY * (dy == 1) - softscroll_offset);
#endif
#endif

  if (dx != 0)
  {
    x = (dx == 1 ? BX1 : BX2);
    for (y = BY1; y <= BY2; y++)
      DrawScreenField(x, y);
  }

  if (dy != 0)
  {
    y = (dy == 1 ? BY1 : BY2);
    for (x = BX1; x <= BX2; x++)
      DrawScreenField(x, y);
  }

  redraw_mask |= REDRAW_FIELD;
}

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) ||
	   (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;

  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)));
}

static void CheckGravityMovement(struct PlayerInfo *player)
{
#if USE_PLAYER_GRAVITY
  if (player->gravity && !player->programmed_action)
#else
  if (game.gravity && !player->programmed_action)
#endif
  {
    int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
    int move_dir_vertical   = player->effective_action & MV_VERTICAL;
    boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
    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)));
    boolean player_can_fall_down = canFallDown(player);

    if (player_can_fall_down &&
	!player_is_moving_to_valid_field)
      player->programmed_action = MV_DOWN;
  }
}

static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
{
  return CheckGravityMovement(player);

#if USE_PLAYER_GRAVITY
  if (player->gravity && !player->programmed_action)
#else
  if (game.gravity && !player->programmed_action)
#endif
  {
    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;
  }
}

/*
  MovePlayerOneStep()
  -----------------------------------------------------------------------------
  dx, dy:		direction (non-diagonal) to try to move the player to
  real_dx, real_dy:	direction as read from input device (can be diagonal)
*/

boolean MovePlayerOneStep(struct PlayerInfo *player,
			  int dx, int dy, int real_dx, int real_dy)
{
  int jx = player->jx, jy = player->jy;
  int new_jx = jx + dx, new_jy = jy + dy;
#if !USE_FIXED_DONT_RUN_INTO
  int element;
#endif
  int can_move;
  boolean player_can_move = !player->cannot_move;

  if (!player->active || (!dx && !dy))
    return MP_NO_ACTION;

  player->MovDir = (dx < 0 ? MV_LEFT :
		    dx > 0 ? MV_RIGHT :
		    dy < 0 ? MV_UP :
		    dy > 0 ? MV_DOWN :	MV_NONE);

  if (!IN_LEV_FIELD(new_jx, new_jy))
    return MP_NO_ACTION;

  if (!player_can_move)
  {
    if (player->MovPos == 0)
    {
      player->is_moving = FALSE;
      player->is_digging = FALSE;
      player->is_collecting = FALSE;
      player->is_snapping = FALSE;
      player->is_pushing = FALSE;
    }
  }

#if 1
  if (!options.network && game.centered_player_nr == -1 &&
      !AllPlayersInSight(player, new_jx, new_jy))
    return MP_NO_ACTION;
#else
  if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
    return MP_NO_ACTION;
#endif

#if !USE_FIXED_DONT_RUN_INTO
  element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);

  /* (moved to DigField()) */
  if (player_can_move && DONT_RUN_INTO(element))
  {
    if (element == EL_ACID && dx == 0 && dy == 1)
    {
      SplashAcid(new_jx, new_jy);
      Feld[jx][jy] = EL_PLAYER_1;
      InitMovingField(jx, jy, MV_DOWN);
      Store[jx][jy] = EL_ACID;
      ContinueMoving(jx, jy);
      BuryPlayer(player);
    }
    else
      TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);

    return MP_MOVING;
  }
#endif

  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
  if (can_move != MP_MOVING)
    return can_move;

  /* check if DigField() has caused relocation of the player */
  if (player->jx != jx || player->jy != jy)
    return MP_NO_ACTION;	/* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */

  StorePlayer[jx][jy] = 0;
  player->last_jx = jx;
  player->last_jy = jy;
  player->jx = new_jx;
  player->jy = new_jy;
  StorePlayer[new_jx][new_jy] = player->element_nr;

  if (player->move_delay_value_next != -1)
  {
    player->move_delay_value = player->move_delay_value_next;
    player->move_delay_value_next = -1;
  }

  player->MovPos =
    (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);

  player->step_counter++;

  PlayerVisit[jx][jy] = FrameCounter;

#if USE_UFAST_PLAYER_EXIT_BUGFIX
  player->is_moving = TRUE;
#endif

#if 1
  /* should better be called in MovePlayer(), but this breaks some tapes */
  ScrollPlayer(player, SCROLL_INIT);
#endif

  return MP_MOVING;
}

boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
{
  int jx = player->jx, jy = player->jy;
  int old_jx = jx, old_jy = jy;
  int moved = MP_NO_ACTION;

  if (!player->active)
    return FALSE;

  if (!dx && !dy)
  {
    if (player->MovPos == 0)
    {
      player->is_moving = FALSE;
      player->is_digging = FALSE;
      player->is_collecting = FALSE;
      player->is_snapping = FALSE;
      player->is_pushing = FALSE;
    }

    return FALSE;
  }

  if (player->move_delay > 0)
    return FALSE;

  player->move_delay = -1;		/* set to "uninitialized" value */

  /* store if player is automatically moved to next field */
  player->is_auto_moving = (player->programmed_action != MV_NONE);

  /* remove the last programmed player action */
  player->programmed_action = 0;

  if (player->MovPos)
  {
    /* should only happen if pre-1.2 tape recordings are played */
    /* this is only for backward compatibility */

    int original_move_delay_value = player->move_delay_value;

#if DEBUG
    printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
	   tape.counter);
#endif

    /* scroll remaining steps with finest movement resolution */
    player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;

    while (player->MovPos)
    {
      ScrollPlayer(player, SCROLL_GO_ON);
      ScrollScreen(NULL, SCROLL_GO_ON);

      AdvanceFrameAndPlayerCounters(player->index_nr);

      DrawAllPlayers();
      BackToFront();
    }

    player->move_delay_value = original_move_delay_value;
  }

  player->is_active = FALSE;

  if (player->last_move_dir & MV_HORIZONTAL)
  {
    if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
      moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
  }
  else
  {
    if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
      moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
  }

#if USE_FIXED_BORDER_RUNNING_GFX
  if (!moved && !player->is_active)
  {
    player->is_moving = FALSE;
    player->is_digging = FALSE;
    player->is_collecting = FALSE;
    player->is_snapping = FALSE;
    player->is_pushing = FALSE;
  }
#endif

  jx = player->jx;
  jy = player->jy;

#if 1
  if (moved & MP_MOVING && !ScreenMovPos &&
      (player->index_nr == game.centered_player_nr ||
       game.centered_player_nr == -1))
#else
  if (moved & MP_MOVING && !ScreenMovPos &&
      (player == local_player || !options.network))
#endif
  {
    int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
    int offset = game.scroll_delay_value;

    if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
    {
      /* actual player has left the screen -- scroll in that direction */
      if (jx != old_jx)		/* player has moved horizontally */
	scroll_x += (jx - old_jx);
      else			/* player has moved vertically */
	scroll_y += (jy - old_jy);
    }
    else
    {
      if (jx != old_jx)		/* player has moved horizontally */
      {
 	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);

	/* 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 more than one field at a time */
	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) ||
	    (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) ||
	    (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_y < SBY_Upper || scroll_y > SBY_Lower)
	  scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);

	/* don't scroll more than one field at a time */
	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) ||
	    (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
	  scroll_y = old_scroll_y;
      }
    }

    if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
    {
#if 1
      if (!options.network && game.centered_player_nr == -1 &&
	  !AllPlayersInVisibleScreen())
      {
	scroll_x = old_scroll_x;
	scroll_y = old_scroll_y;
      }
      else
#else
      if (!options.network && !AllPlayersInVisibleScreen())
      {
	scroll_x = old_scroll_x;
	scroll_y = old_scroll_y;
      }
      else
#endif
      {
	ScrollScreen(player, SCROLL_INIT);
	ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
      }
    }
  }

  player->StepFrame = 0;

  if (moved & MP_MOVING)
  {
    if (old_jx != jx && old_jy == jy)
      player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
    else if (old_jx == jx && old_jy != jy)
      player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);

    TEST_DrawLevelField(jx, jy);	/* for "crumbled sand" */

    player->last_move_dir = player->MovDir;
    player->is_moving = TRUE;
    player->is_snapping = FALSE;
    player->is_switching = FALSE;
    player->is_dropping = FALSE;
    player->is_dropping_pressed = FALSE;
    player->drop_pressed_delay = 0;

#if 0
    /* should better be called here than above, but this breaks some tapes */
    ScrollPlayer(player, SCROLL_INIT);
#endif
  }
  else
  {
    CheckGravityMovementWhenNotMoving(player);

    player->is_moving = FALSE;

    /* at this point, the player is allowed to move, but cannot move right now
       (e.g. because of something blocking the way) -- ensure that the player
       is also allowed to move in the next frame (in old versions before 3.1.1,
       the player was forced to wait again for eight frames before next try) */

    if (game.engine_version >= VERSION_IDENT(3,1,1,0))
      player->move_delay = 0;	/* allow direct movement in the next frame */
  }

  if (player->move_delay == -1)		/* not yet initialized by DigField() */
    player->move_delay = player->move_delay_value;

  if (game.engine_version < VERSION_IDENT(3,0,7,0))
  {
    TestIfPlayerTouchesBadThing(jx, jy);
    TestIfPlayerTouchesCustomElement(jx, jy);
  }

  if (!player->active)
    RemovePlayer(player);

  return moved;
}

void ScrollPlayer(struct PlayerInfo *player, int mode)
{
  int jx = player->jx, jy = player->jy;
  int last_jx = player->last_jx, last_jy = player->last_jy;
  int move_stepsize = TILEX / player->move_delay_value;

#if USE_NEW_PLAYER_SPEED
  if (!player->active)
    return;

  if (player->MovPos == 0 && mode == SCROLL_GO_ON)	/* player not moving */
    return;
#else
  if (!player->active || player->MovPos == 0)
    return;
#endif

  if (mode == SCROLL_INIT)
  {
    player->actual_frame_counter = FrameCounter;
    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);

    if ((player->block_last_field || player->block_delay_adjustment > 0) &&
	Feld[last_jx][last_jy] == EL_EMPTY)
    {
      int last_field_block_delay = 0;	/* start with no blocking at all */
      int block_delay_adjustment = player->block_delay_adjustment;

      /* if player blocks last field, add delay for exactly one move */
      if (player->block_last_field)
      {
	last_field_block_delay += player->move_delay_value;

	/* when blocking enabled, prevent moving up despite gravity */
#if USE_PLAYER_GRAVITY
	if (player->gravity && player->MovDir == MV_UP)
	  block_delay_adjustment = -1;
#else
	if (game.gravity && player->MovDir == MV_UP)
	  block_delay_adjustment = -1;
#endif
      }

      /* add block delay adjustment (also possible when not blocking) */
      last_field_block_delay += block_delay_adjustment;

      Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
      MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
    }

#if USE_NEW_PLAYER_SPEED
    if (player->MovPos != 0)	/* player has not yet reached destination */
      return;
#else
    return;
#endif
  }
  else if (!FrameReached(&player->actual_frame_counter, 1))
    return;

#if USE_NEW_PLAYER_SPEED
  if (player->MovPos != 0)
  {
    player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
    player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);

    /* before DrawPlayer() to draw correct player graphic for this case */
    if (player->MovPos == 0)
      CheckGravityMovement(player);
  }
#else
  player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
  player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);

  /* before DrawPlayer() to draw correct player graphic for this case */
  if (player->MovPos == 0)
    CheckGravityMovement(player);
#endif

  if (player->MovPos == 0)	/* player reached destination field */
  {
    if (player->move_delay_reset_counter > 0)
    {
      player->move_delay_reset_counter--;

      if (player->move_delay_reset_counter == 0)
      {
	/* continue with normal speed after quickly moving through gate */
	HALVE_PLAYER_SPEED(player);

	/* be able to make the next move without delay */
	player->move_delay = 0;
      }
    }

    player->last_jx = jx;
    player->last_jy = jy;

    if (Feld[jx][jy] == EL_EXIT_OPEN ||
	Feld[jx][jy] == EL_EM_EXIT_OPEN ||
#if 1
	Feld[jx][jy] == EL_EM_EXIT_OPENING ||
#endif
	Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
	Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
#if 1
	Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
#endif
	Feld[jx][jy] == EL_SP_EXIT_OPEN ||
	Feld[jx][jy] == EL_SP_EXIT_OPENING)	/* <-- special case */
    {
      DrawPlayer(player);	/* needed here only to cleanup last field */
      RemovePlayer(player);

      if (local_player->friends_still_needed == 0 ||
	  IS_SP_ELEMENT(Feld[jx][jy]))
	PlayerWins(player);
    }

    /* this breaks one level: "machine", level 000 */
    {
      int move_direction = player->MovDir;
      int enter_side = MV_DIR_OPPOSITE(move_direction);
      int leave_side = move_direction;
      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 (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_PLAYER_LEAVES_X,
					  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_PLAYER_ENTERS_X,
					  player->index_bit, enter_side);

#if USE_FIX_CE_ACTION_WITH_PLAYER
      CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
					CE_MOVE_OF_X, move_direction);
#else
      CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
					CE_MOVE_OF_X, move_direction);
#endif
    }

    if (game.engine_version >= VERSION_IDENT(3,0,7,0))
    {
      TestIfPlayerTouchesBadThing(jx, jy);
      TestIfPlayerTouchesCustomElement(jx, jy);

      /* 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)
	TestIfElementTouchesCustomElement(jx, jy);	/* for empty space */

      if (!player->active)
	RemovePlayer(player);
    }

    if (!local_player->LevelSolved && level.use_step_counter)
    {
      int i;

      TimePlayed++;

      if (TimeLeft > 0)
      {
	TimeLeft--;

	if (TimeLeft <= 10 && setup.time_limit)
	  PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);

#if 1
	game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;

	DisplayGameControlValues();
#else
	DrawGameValue_Time(TimeLeft);
#endif

	if (!TimeLeft && setup.time_limit)
	  for (i = 0; i < MAX_PLAYERS; i++)
	    KillPlayer(&stored_player[i]);
      }
#if 1
      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
      {
	game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;

	DisplayGameControlValues();
      }
#else
      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
	DrawGameValue_Time(TimePlayed);
#endif
    }

    if (tape.single_step && tape.recording && !tape.pausing &&
	!player->programmed_action)
      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
  }
}

void ScrollScreen(struct PlayerInfo *player, int mode)
{
  static unsigned long screen_frame_counter = 0;

  if (mode == SCROLL_INIT)
  {
    /* set scrolling step size according to actual player's moving speed */
    ScrollStepSize = TILEX / player->move_delay_value;

    screen_frame_counter = FrameCounter;
    ScreenMovDir = player->MovDir;
    ScreenMovPos = player->MovPos;
    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
    return;
  }
  else if (!FrameReached(&screen_frame_counter, 1))
    return;

  if (ScreenMovPos)
  {
    ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
    ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
    redraw_mask |= REDRAW_FIELD;
  }
  else
    ScreenMovDir = MV_NONE;
}

void TestIfPlayerTouchesCustomElement(int x, int y)
{
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };
  static int trigger_sides[4][2] =
  {
    /* center side       border side */
    { CH_SIDE_TOP,	CH_SIDE_BOTTOM	},	/* check top    */
    { CH_SIDE_LEFT,	CH_SIDE_RIGHT	},	/* check left   */
    { CH_SIDE_RIGHT,	CH_SIDE_LEFT	},	/* check right  */
    { CH_SIDE_BOTTOM,	CH_SIDE_TOP	}	/* check bottom */
  };
  static int touch_dir[4] =
  {
    MV_LEFT | MV_RIGHT,
    MV_UP   | MV_DOWN,
    MV_UP   | MV_DOWN,
    MV_LEFT | MV_RIGHT
  };
  int center_element = Feld[x][y];	/* should always be non-moving! */
  int i;

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int xx = x + xy[i][0];
    int yy = y + xy[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))
      continue;

    if (IS_PLAYER(x, y))		/* player found at center element */
    {
      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))
	border_element = Feld[xx][yy];
      else if (MovDir[xx][yy] & touch_dir[i])	/* elements are touching */
	border_element = MovingOrBlocked2Element(xx, yy);
      else
	continue;		/* center and border element do not touch */

      CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
				 player->index_bit, border_side);
      CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
					  CE_PLAYER_TOUCHES_X,
					  player->index_bit, border_side);

#if USE_FIX_CE_ACTION_WITH_PLAYER
      {
	/* use player element that is initially defined in the level playfield,
	   not the player element that corresponds to the runtime player number
	   (example: a level that contains EL_PLAYER_3 as the only player would
	   incorrectly give EL_PLAYER_1 for "player->element_nr") */
	int player_element = PLAYERINFO(x, y)->initial_element;

	CheckElementChangeBySide(xx, yy, border_element, player_element,
				 CE_TOUCHING_X, border_side);
      }
#endif
    }
    else if (IS_PLAYER(xx, yy))		/* player found at border element */
    {
      struct PlayerInfo *player = PLAYERINFO(xx, yy);

      if (game.engine_version >= VERSION_IDENT(3,0,7,0))
      {
	if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
	  continue;		/* center and border element do not touch */
      }

      CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
				 player->index_bit, center_side);
      CheckTriggeredElementChangeByPlayer(x, y, center_element,
					  CE_PLAYER_TOUCHES_X,
					  player->index_bit, center_side);

#if USE_FIX_CE_ACTION_WITH_PLAYER
      {
	/* use player element that is initially defined in the level playfield,
	   not the player element that corresponds to the runtime player number
	   (example: a level that contains EL_PLAYER_3 as the only player would
	   incorrectly give EL_PLAYER_1 for "player->element_nr") */
	int player_element = PLAYERINFO(xx, yy)->initial_element;

	CheckElementChangeBySide(x, y, center_element, player_element,
				 CE_TOUCHING_X, center_side);
      }
#endif

      break;
    }
  }
}

#if USE_ELEMENT_TOUCHING_BUGFIX

void TestIfElementTouchesCustomElement(int x, int y)
{
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };
  static int trigger_sides[4][2] =
  {
    /* center side	border side */
    { CH_SIDE_TOP,	CH_SIDE_BOTTOM	},	/* check top    */
    { CH_SIDE_LEFT,	CH_SIDE_RIGHT	},	/* check left   */
    { CH_SIDE_RIGHT,	CH_SIDE_LEFT	},	/* check right  */
    { CH_SIDE_BOTTOM,	CH_SIDE_TOP	}	/* check bottom */
  };
  static int touch_dir[4] =
  {
    MV_LEFT | MV_RIGHT,
    MV_UP   | MV_DOWN,
    MV_UP   | MV_DOWN,
    MV_LEFT | MV_RIGHT
  };
  boolean change_center_element = FALSE;
  int center_element = Feld[x][y];	/* should always be non-moving! */
  int border_element_old[NUM_DIRECTIONS];
  int i;

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int xx = x + xy[i][0];
    int yy = y + xy[i][1];
    int border_element;

    border_element_old[i] = -1;

    if (!IN_LEV_FIELD(xx, yy))
      continue;

    if (game.engine_version < VERSION_IDENT(3,0,7,0))
      border_element = Feld[xx][yy];	/* may be moving! */
    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
      border_element = Feld[xx][yy];
    else if (MovDir[xx][yy] & touch_dir[i])	/* elements are touching */
      border_element = MovingOrBlocked2Element(xx, yy);
    else
      continue;			/* center and border element do not touch */

    border_element_old[i] = border_element;
  }

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int xx = x + xy[i][0];
    int yy = y + xy[i][1];
    int center_side = trigger_sides[i][0];
    int border_element = border_element_old[i];

    if (border_element == -1)
      continue;

    /* check for change of border element */
    CheckElementChangeBySide(xx, yy, border_element, center_element,
			     CE_TOUCHING_X, center_side);

    /* (center element cannot be player, so we dont have to check this here) */
  }

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int xx = x + xy[i][0];
    int yy = y + xy[i][1];
    int border_side = trigger_sides[i][1];
    int border_element = border_element_old[i];

    if (border_element == -1)
      continue;

    /* check for change of center element (but change it only once) */
    if (!change_center_element)
      change_center_element =
	CheckElementChangeBySide(x, y, center_element, border_element,
				 CE_TOUCHING_X, border_side);

#if USE_FIX_CE_ACTION_WITH_PLAYER
    if (IS_PLAYER(xx, yy))
    {
      /* use player element that is initially defined in the level playfield,
	 not the player element that corresponds to the runtime player number
	 (example: a level that contains EL_PLAYER_3 as the only player would
	 incorrectly give EL_PLAYER_1 for "player->element_nr") */
      int player_element = PLAYERINFO(xx, yy)->initial_element;

      CheckElementChangeBySide(x, y, center_element, player_element,
			       CE_TOUCHING_X, border_side);
    }
#endif
  }
}

#else

void TestIfElementTouchesCustomElement_OLD(int x, int y)
{
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };
  static int trigger_sides[4][2] =
  {
    /* center side	border side */
    { CH_SIDE_TOP,	CH_SIDE_BOTTOM	},	/* check top    */
    { CH_SIDE_LEFT,	CH_SIDE_RIGHT	},	/* check left   */
    { CH_SIDE_RIGHT,	CH_SIDE_LEFT	},	/* check right  */
    { CH_SIDE_BOTTOM,	CH_SIDE_TOP	}	/* check bottom */
  };
  static int touch_dir[4] =
  {
    MV_LEFT | MV_RIGHT,
    MV_UP   | MV_DOWN,
    MV_UP   | MV_DOWN,
    MV_LEFT | MV_RIGHT
  };
  boolean change_center_element = FALSE;
  int center_element = Feld[x][y];	/* should always be non-moving! */
  int i;

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int xx = x + xy[i][0];
    int yy = y + xy[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))
      continue;

    if (game.engine_version < VERSION_IDENT(3,0,7,0))
      border_element = Feld[xx][yy];	/* may be moving! */
    else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
      border_element = Feld[xx][yy];
    else if (MovDir[xx][yy] & touch_dir[i])	/* elements are touching */
      border_element = MovingOrBlocked2Element(xx, yy);
    else
      continue;			/* center and border element do not touch */

    /* check for change of center element (but change it only once) */
    if (!change_center_element)
      change_center_element =
	CheckElementChangeBySide(x, y, center_element, border_element,
				 CE_TOUCHING_X, border_side);

    /* check for change of border element */
    CheckElementChangeBySide(xx, yy, border_element, center_element,
			     CE_TOUCHING_X, center_side);
  }
}

#endif

void TestIfElementHitsCustomElement(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 (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
    return;

  touched_element = (IN_LEV_FIELD(hitx, hity) ?
		     MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);

  if (IN_LEV_FIELD(hitx, hity))
  {
    int opposite_direction = MV_DIR_OPPOSITE(direction);
    int hitting_side = direction;
    int touched_side = opposite_direction;
    boolean object_hit = (!IS_MOVING(hitx, hity) ||
			  MovDir[hitx][hity] != direction ||
			  ABS(MovPos[hitx][hity]) <= TILEY / 2);

    object_hit = TRUE;

    if (object_hit)
    {
      CheckElementChangeBySide(x, y, hitting_element, touched_element,
			       CE_HITTING_X, touched_side);

      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
			       CE_HIT_BY_X, hitting_side);

      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
			       CE_HIT_BY_SOMETHING, opposite_direction);

#if USE_FIX_CE_ACTION_WITH_PLAYER
      if (IS_PLAYER(hitx, hity))
      {
	/* use player element that is initially defined in the level playfield,
	   not the player element that corresponds to the runtime player number
	   (example: a level that contains EL_PLAYER_3 as the only player would
	   incorrectly give EL_PLAYER_1 for "player->element_nr") */
	int player_element = PLAYERINFO(hitx, hity)->initial_element;

	CheckElementChangeBySide(x, y, hitting_element, player_element,
				 CE_HITTING_X, touched_side);
      }
#endif
    }
  }

  /* "hitting something" is also true when hitting the playfield border */
  CheckElementChangeBySide(x, y, hitting_element, touched_element,
			   CE_HITTING_SOMETHING, direction);
}

#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);

      CheckElementChangeBySide(x, y, hitting_element, touched_element,
			       CE_OTHER_IS_SMASHING, touched_side);

      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
			       CE_OTHER_GETS_SMASHED, hitting_side);
    }
  }
}
#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 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };
  static int test_dir[4] =
  {
    MV_UP,
    MV_LEFT,
    MV_RIGHT,
    MV_DOWN
  };

  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;

    test_move_dir =
      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);

    test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);

    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
       2nd case: DONT_TOUCH style bad thing does not move away from good thing
    */
    if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
	(DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
    {
      kill_x = test_x;
      kill_y = test_y;
      bad_element = test_element;

      break;
    }
  }

  if (kill_x != -1 || kill_y != -1)
  {
    if (IS_PLAYER(good_x, good_y))
    {
      struct PlayerInfo *player = PLAYERINFO(good_x, good_y);

      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))
	KillPlayer(player);
    }
    else
      Bang(good_x, good_y);
  }
}

void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
{
  int i, kill_x = -1, kill_y = -1;
  int bad_element = Feld[bad_x][bad_y];
  static int test_xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };
  static int touch_dir[4] =
  {
    MV_LEFT | MV_RIGHT,
    MV_UP   | MV_DOWN,
    MV_UP   | MV_DOWN,
    MV_LEFT | MV_RIGHT
  };
  static int test_dir[4] =
  {
    MV_UP,
    MV_LEFT,
    MV_RIGHT,
    MV_DOWN
  };

  if (bad_element == EL_EXPLOSION)	/* skip just exploding bad things */
    return;

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int test_x, test_y, test_move_dir, test_element;

    test_x = bad_x + test_xy[i][0];
    test_y = bad_y + test_xy[i][1];

    if (!IN_LEV_FIELD(test_x, test_y))
      continue;

    test_move_dir =
      (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);

    test_element = Feld[test_x][test_y];

    /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
       2nd case: DONT_TOUCH style bad thing does not move away from good thing
    */
    if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
	(DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
    {
      /* good thing is player or penguin that does not move away */
      if (IS_PLAYER(test_x, test_y))
      {
	struct PlayerInfo *player = PLAYERINFO(test_x, test_y);

	if (bad_element == EL_ROBOT && player->is_moving)
	  continue;	/* robot does not kill player if he is moving */

	if (game.engine_version >= VERSION_IDENT(3,0,7,0))
	{
	  if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
	    continue;		/* center and border element do not touch */
	}

	kill_x = test_x;
	kill_y = test_y;

	break;
      }
      else if (test_element == EL_PENGUIN)
      {
	kill_x = test_x;
	kill_y = test_y;

	break;
      }
    }
  }

  if (kill_x != -1 || kill_y != -1)
  {
    if (IS_PLAYER(kill_x, kill_y))
    {
      struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);

      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))
	KillPlayer(player);
    }
    else
      Bang(kill_x, kill_y);
  }
}

void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
{
  int bad_element = Feld[bad_x][bad_y];
  int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
  int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
  int test_x = bad_x + dx, test_y = bad_y + dy;
  int test_move_dir, test_element;
  int kill_x = -1, kill_y = -1;

  if (!IN_LEV_FIELD(test_x, test_y))
    return;

  test_move_dir =
    (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);

  test_element = Feld[test_x][test_y];

  if (test_move_dir != bad_move_dir)
  {
    /* good thing can be player or penguin that does not move away */
    if (IS_PLAYER(test_x, test_y))
    {
      struct PlayerInfo *player = PLAYERINFO(test_x, test_y);

      /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
	 player as being hit when he is moving towards the bad thing, because
	 the "get hit by" condition would be lost after the player stops) */
      if (player->MovPos != 0 && player->MovDir == bad_move_dir)
	return;		/* player moves away from bad thing */

      kill_x = test_x;
      kill_y = test_y;
    }
    else if (test_element == EL_PENGUIN)
    {
      kill_x = test_x;
      kill_y = test_y;
    }
  }

  if (kill_x != -1 || kill_y != -1)
  {
    if (IS_PLAYER(kill_x, kill_y))
    {
      struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);

      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))
	KillPlayer(player);
    }
    else
      Bang(kill_x, kill_y);
  }
}

void TestIfPlayerTouchesBadThing(int x, int y)
{
  TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}

void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
{
  TestIfGoodThingHitsBadThing(x, y, move_dir);
}

void TestIfBadThingTouchesPlayer(int x, int y)
{
  TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}

void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
{
  TestIfBadThingHitsGoodThing(x, y, move_dir);
}

void TestIfFriendTouchesBadThing(int x, int y)
{
  TestIfGoodThingHitsBadThing(x, y, MV_NONE);
}

void TestIfBadThingTouchesFriend(int x, int y)
{
  TestIfBadThingHitsGoodThing(x, y, MV_NONE);
}

void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
{
  int i, kill_x = bad_x, kill_y = bad_y;
  static int xy[4][2] =
  {
    { 0, -1 },
    { -1, 0 },
    { +1, 0 },
    { 0, +1 }
  };

  for (i = 0; i < NUM_DIRECTIONS; i++)
  {
    int x, y, element;

    x = bad_x + xy[i][0];
    y = bad_y + xy[i][1];
    if (!IN_LEV_FIELD(x, y))
      continue;

    element = Feld[x][y];
    if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
	element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
    {
      kill_x = x;
      kill_y = y;
      break;
    }
  }

  if (kill_x != bad_x || kill_y != bad_y)
    Bang(bad_x, bad_y);
}

void KillPlayer(struct PlayerInfo *player)
{
  int jx = player->jx, jy = player->jy;

  if (!player->active)
    return;

#if 0
  printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
	 player->killed, player->active, player->reanimated);
#endif

  /* the following code was introduced to prevent an infinite loop when calling
     -> Bang()
     -> CheckTriggeredElementChangeExt()
     -> ExecuteCustomElementAction()
     -> KillPlayer()
     -> (infinitely repeating the above sequence of function calls)
     which occurs when killing the player while having a CE with the setting
     "kill player X when explosion of <player X>"; the solution using a new
     field "player->killed" was chosen for backwards compatibility, although
     clever use of the fields "player->active" etc. would probably also work */
#if 1
  if (player->killed)
    return;
#endif

  player->killed = TRUE;

  /* remove accessible field at the player's position */
  Feld[jx][jy] = EL_EMPTY;

  /* deactivate shield (else Bang()/Explode() would not work right) */
  player->shield_normal_time_left = 0;
  player->shield_deadly_time_left = 0;

#if 0
  printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
	 player->killed, player->active, player->reanimated);
#endif

  Bang(jx, jy);

#if 0
  printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
	 player->killed, player->active, player->reanimated);
#endif

#if USE_PLAYER_REANIMATION
#if 1
  if (player->reanimated)	/* killed player may have been reanimated */
    player->killed = player->reanimated = FALSE;
  else
    BuryPlayer(player);
#else
  if (player->killed)		/* player may have been reanimated */
    BuryPlayer(player);
#endif
#else
  BuryPlayer(player);
#endif
}

static void KillPlayerUnlessEnemyProtected(int x, int y)
{
  if (!PLAYER_ENEMY_PROTECTED(x, y))
    KillPlayer(PLAYERINFO(x, y));
}

static void KillPlayerUnlessExplosionProtected(int x, int y)
{
  if (!PLAYER_EXPLOSION_PROTECTED(x, y))
    KillPlayer(PLAYERINFO(x, y));
}

void BuryPlayer(struct PlayerInfo *player)
{
  int jx = player->jx, jy = player->jy;

  if (!player->active)
    return;

  PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
  PlayLevelSound(jx, jy, SND_GAME_LOSING);

  player->GameOver = TRUE;
  RemovePlayer(player);
}

void RemovePlayer(struct PlayerInfo *player)
{
  int jx = player->jx, jy = player->jy;
  int i, found = FALSE;

  player->present = FALSE;
  player->active = FALSE;

  if (!ExplodeField[jx][jy])
    StorePlayer[jx][jy] = 0;

  if (player->is_moving)
    TEST_DrawLevelField(player->last_jx, player->last_jy);

  for (i = 0; i < MAX_PLAYERS; i++)
    if (stored_player[i].active)
      found = TRUE;

  if (!found)
    AllPlayersGone = TRUE;

  ExitX = ZX = jx;
  ExitY = ZY = jy;
}

#if USE_NEW_SNAP_DELAY
static void setFieldForSnapping(int x, int y, int element, int direction)
{
  struct ElementInfo *ei = &element_info[element];
  int direction_bit = MV_DIR_TO_BIT(direction);
  int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
  int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
		IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);

  Feld[x][y] = EL_ELEMENT_SNAPPING;
  MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;

  ResetGfxAnimation(x, y);

  GfxElement[x][y] = element;
  GfxAction[x][y] = action;
  GfxDir[x][y] = direction;
  GfxFrame[x][y] = -1;
}
#endif

/*
  =============================================================================
  checkDiagonalPushing()
  -----------------------------------------------------------------------------
  check if diagonal input device direction results in pushing of object
  (by checking if the alternative direction is walkable, diggable, ...)
  =============================================================================
*/

static boolean checkDiagonalPushing(struct PlayerInfo *player,
				    int x, int y, int real_dx, int real_dy)
{
  int jx, jy, dx, dy, xx, yy;

  if (real_dx == 0 || real_dy == 0)	/* no diagonal direction => push */
    return TRUE;

  /* diagonal direction: check alternative direction */
  jx = player->jx;
  jy = player->jy;
  dx = x - jx;
  dy = y - jy;
  xx = jx + (dx == 0 ? real_dx : 0);
  yy = jy + (dy == 0 ? real_dy : 0);

  return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
}

/*
  =============================================================================
  DigField()
  -----------------------------------------------------------------------------
  x, y:			field next to player (non-diagonal) to try to dig to
  real_dx, real_dy:	direction as read from input device (can be diagonal)
  =============================================================================
*/

static int DigField(struct PlayerInfo *player,
		    int oldx, int oldy, int x, int y,
		    int real_dx, int real_dy, int mode)
{
  boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
  boolean player_was_pushing = player->is_pushing;
  boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
  boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
  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_NONE);
  int opposite_direction = MV_DIR_OPPOSITE(move_direction);
  int dig_side = MV_DIR_OPPOSITE(move_direction);
  int old_element = Feld[jx][jy];
#if USE_FIXED_DONT_RUN_INTO
  int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
#else
  int element;
#endif
  int collect_count;

  if (is_player)		/* function can also be called by EL_PENGUIN */
  {
    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 (mode == DF_NO_PUSH)	/* player just stopped pushing */
    {
      player->is_switching = FALSE;
      player->push_delay = -1;

      return MP_NO_ACTION;
    }
  }

#if !USE_FIXED_DONT_RUN_INTO
  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
    return MP_NO_ACTION;
#endif

  if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
    old_element = Back[jx][jy];

  /* in case of element dropped at player position, check background */
  else if (Back[jx][jy] != EL_EMPTY &&
	   game.engine_version >= VERSION_IDENT(2,2,0,0))
    old_element = Back[jx][jy];

  if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
    return MP_NO_ACTION;	/* field has no opening in this direction */

  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
    return MP_NO_ACTION;	/* field has no opening in this direction */

#if USE_FIXED_DONT_RUN_INTO
  if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
  {
    SplashAcid(x, y);

    Feld[jx][jy] = player->artwork_element;
    InitMovingField(jx, jy, MV_DOWN);
    Store[jx][jy] = EL_ACID;
    ContinueMoving(jx, jy);
    BuryPlayer(player);

    return MP_DONT_RUN_INTO;
  }
#endif

#if USE_FIXED_DONT_RUN_INTO
  if (player_can_move && DONT_RUN_INTO(element))
  {
    TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);

    return MP_DONT_RUN_INTO;
  }
#endif

#if USE_FIXED_DONT_RUN_INTO
  if (IS_MOVING(x, y) || IS_PLAYER(x, y))
    return MP_NO_ACTION;
#endif

#if !USE_FIXED_DONT_RUN_INTO
  element = Feld[x][y];
#endif

  collect_count = element_info[element].collect_count_initial;

  if (!is_player && !IS_COLLECTIBLE(element))	/* penguin cannot collect it */
    return MP_NO_ACTION;

  if (game.engine_version < VERSION_IDENT(2,2,0,0))
    player_can_move = player_can_move_or_snap;

  if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
      game.engine_version >= VERSION_IDENT(2,2,0,0))
  {
    CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
			       player->index_bit, dig_side);
    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
					player->index_bit, dig_side);

    if (element == EL_DC_LANDMINE)
      Bang(x, y);

    if (Feld[x][y] != element)		/* field changed by snapping */
      return MP_ACTION;

    return MP_NO_ACTION;
  }

#if USE_PLAYER_GRAVITY
  if (player->gravity && is_player && !player->is_auto_moving &&
      canFallDown(player) && move_direction != MV_DOWN &&
      !canMoveToValidFieldWithGravity(jx, jy, move_direction))
    return MP_NO_ACTION;	/* player cannot walk here due to gravity */
#else
  if (game.gravity && is_player && !player->is_auto_moving &&
      canFallDown(player) && move_direction != MV_DOWN &&
      !canMoveToValidFieldWithGravity(jx, jy, move_direction))
    return MP_NO_ACTION;	/* player cannot walk here due to gravity */
#endif

  if (player_can_move &&
      IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
  {
    int sound_element = SND_ELEMENT(element);
    int sound_action = ACTION_WALKING;

    if (IS_RND_GATE(element))
    {
      if (!player->key[RND_GATE_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_RND_GATE_GRAY(element))
    {
      if (!player->key[RND_GATE_GRAY_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_RND_GATE_GRAY_ACTIVE(element))
    {
      if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
	return MP_NO_ACTION;
    }
    else if (element == EL_EXIT_OPEN ||
	     element == EL_EM_EXIT_OPEN ||
#if 1
	     element == EL_EM_EXIT_OPENING ||
#endif
	     element == EL_STEEL_EXIT_OPEN ||
	     element == EL_EM_STEEL_EXIT_OPEN ||
#if 1
	     element == EL_EM_STEEL_EXIT_OPENING ||
#endif
	     element == EL_SP_EXIT_OPEN ||
	     element == EL_SP_EXIT_OPENING)
    {
      sound_action = ACTION_PASSING;	/* player is passing exit */
    }
    else if (element == EL_EMPTY)
    {
      sound_action = ACTION_MOVING;		/* nothing to walk on */
    }

    /* play sound from background or player, whatever is available */
    if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
      PlayLevelSoundElementAction(x, y, sound_element, sound_action);
    else
      PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
  }
  else if (player_can_move &&
	   IS_PASSABLE(element) && canPassField(x, y, move_direction))
  {
    if (!ACCESS_FROM(element, opposite_direction))
      return MP_NO_ACTION;	/* field not accessible from this direction */

    if (CAN_MOVE(element))	/* only fixed elements can be passed! */
      return MP_NO_ACTION;

    if (IS_EM_GATE(element))
    {
      if (!player->key[EM_GATE_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_EM_GATE_GRAY(element))
    {
      if (!player->key[EM_GATE_GRAY_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_EM_GATE_GRAY_ACTIVE(element))
    {
      if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_EMC_GATE(element))
    {
      if (!player->key[EMC_GATE_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_EMC_GATE_GRAY(element))
    {
      if (!player->key[EMC_GATE_GRAY_NR(element)])
	return MP_NO_ACTION;
    }
    else if (IS_EMC_GATE_GRAY_ACTIVE(element))
    {
      if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
	return MP_NO_ACTION;
    }
    else if (element == EL_DC_GATE_WHITE ||
	     element == EL_DC_GATE_WHITE_GRAY ||
	     element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
    {
      if (player->num_white_keys == 0)
	return MP_NO_ACTION;

      player->num_white_keys--;
    }
    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)
#if USE_PLAYER_GRAVITY
	player->gravity = !player->gravity;
#else
	game.gravity = !game.gravity;
#endif
      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)
#if USE_PLAYER_GRAVITY
	player->gravity = TRUE;
#else
	game.gravity = TRUE;
#endif
      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)
#if USE_PLAYER_GRAVITY
	player->gravity = FALSE;
#else
	game.gravity = FALSE;
#endif
    }

    /* automatically move to the next field with double speed */
    player->programmed_action = move_direction;

    if (player->move_delay_reset_counter == 0)
    {
      player->move_delay_reset_counter = 2;	/* two double speed steps */

      DOUBLE_PLAYER_SPEED(player);
    }

    PlayLevelSoundAction(x, y, ACTION_PASSING);
  }
  else if (player_can_move_or_snap && IS_DIGGABLE(element))
  {
    RemoveField(x, y);

    if (mode != DF_SNAP)
    {
      GfxElement[x][y] = GFX_ELEMENT(element);
      player->is_digging = TRUE;
    }

    PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);

    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
					player->index_bit, dig_side);

    if (mode == DF_SNAP)
    {
#if USE_NEW_SNAP_DELAY
      if (level.block_snap_field)
	setFieldForSnapping(x, y, element, move_direction);
      else
	TestIfElementTouchesCustomElement(x, y);	/* for empty space */
#else
      TestIfElementTouchesCustomElement(x, y);		/* for empty space */
#endif

      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
					  player->index_bit, dig_side);
    }
  }
  else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
  {
    RemoveField(x, y);

    if (is_player && mode != DF_SNAP)
    {
      GfxElement[x][y] = element;
      player->is_collecting = TRUE;
    }

    if (element == EL_SPEED_PILL)
    {
      player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
    }
    else if (element == EL_EXTRA_TIME && level.time > 0)
    {
      TimeLeft += level.extra_time;

#if 1
      game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;

      DisplayGameControlValues();
#else
      DrawGameValue_Time(TimeLeft);
#endif
    }
    else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
    {
      player->shield_normal_time_left += level.shield_normal_time;
      if (element == EL_SHIELD_DEADLY)
	player->shield_deadly_time_left += level.shield_deadly_time;
    }
    else if (element == EL_DYNAMITE ||
	     element == EL_EM_DYNAMITE ||
	     element == EL_SP_DISK_RED)
    {
      if (player->inventory_size < MAX_INVENTORY_SIZE)
	player->inventory_element[player->inventory_size++] = element;

      DrawGameDoorValues();
    }
    else if (element == EL_DYNABOMB_INCREASE_NUMBER)
    {
      player->dynabomb_count++;
      player->dynabombs_left++;
    }
    else if (element == EL_DYNABOMB_INCREASE_SIZE)
    {
      player->dynabomb_size++;
    }
    else if (element == EL_DYNABOMB_INCREASE_POWER)
    {
      player->dynabomb_xl = TRUE;
    }
    else if (IS_KEY(element))
    {
      player->key[KEY_NR(element)] = TRUE;

      DrawGameDoorValues();
    }
    else if (element == EL_DC_KEY_WHITE)
    {
      player->num_white_keys++;

      /* display white keys? */
      /* DrawGameDoorValues(); */
    }
    else if (IS_ENVELOPE(element))
    {
      player->show_envelope = element;
    }
    else if (element == EL_EMC_LENSES)
    {
      game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;

      RedrawAllInvisibleElementsForLenses();
    }
    else if (element == EL_EMC_MAGNIFIER)
    {
      game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;

      RedrawAllInvisibleElementsForMagnifier();
    }
    else if (IS_DROPPABLE(element) ||
	     IS_THROWABLE(element))	/* can be collected and dropped */
    {
      int i;

      if (collect_count == 0)
	player->inventory_infinite_element = element;
      else
	for (i = 0; i < collect_count; i++)
	  if (player->inventory_size < MAX_INVENTORY_SIZE)
	    player->inventory_element[player->inventory_size++] = element;

      DrawGameDoorValues();
    }
    else if (collect_count > 0)
    {
      local_player->gems_still_needed -= collect_count;
      if (local_player->gems_still_needed < 0)
	local_player->gems_still_needed = 0;

#if 1
      game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;

      DisplayGameControlValues();
#else
      DrawGameValue_Emeralds(local_player->gems_still_needed);
#endif
    }

    RaiseScoreElement(element);
    PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);

    if (is_player)
      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
					  player->index_bit, dig_side);

    if (mode == DF_SNAP)
    {
#if USE_NEW_SNAP_DELAY
      if (level.block_snap_field)
	setFieldForSnapping(x, y, element, move_direction);
      else
	TestIfElementTouchesCustomElement(x, y);	/* for empty space */
#else
      TestIfElementTouchesCustomElement(x, y);		/* for empty space */
#endif

      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
					  player->index_bit, dig_side);
    }
  }
  else if (player_can_move_or_snap && IS_PUSHABLE(element))
  {
    if (mode == DF_SNAP && element != EL_BD_ROCK)
      return MP_NO_ACTION;

    if (CAN_FALL(element) && dy)
      return MP_NO_ACTION;

    if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
	!(element == EL_SPRING && level.use_spring_bug))
      return MP_NO_ACTION;

    if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
	((move_direction & MV_VERTICAL &&
	  ((element_info[element].move_pattern & MV_LEFT &&
	    IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
	   (element_info[element].move_pattern & MV_RIGHT &&
	    IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
	 (move_direction & MV_HORIZONTAL &&
	  ((element_info[element].move_pattern & MV_UP &&
	    IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
	   (element_info[element].move_pattern & MV_DOWN &&
	    IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
      return MP_NO_ACTION;

    /* do not push elements already moving away faster than player */
    if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
	ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
      return MP_NO_ACTION;

    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(2,2,0,7))
    {
      if (!player->is_pushing)
	player->push_delay_value = GET_NEW_PUSH_DELAY(element);
    }

    player->is_pushing = TRUE;
    player->is_active = TRUE;

    if (!(IN_LEV_FIELD(nextx, nexty) &&
	  (IS_FREE(nextx, nexty) ||
	   (IS_SB_ELEMENT(element) &&
	    Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
	   (IS_CUSTOM_ELEMENT(element) &&
	    CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
      return MP_NO_ACTION;

    if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
      return MP_NO_ACTION;

    if (player->push_delay == -1)	/* new pushing; restart delay */
      player->push_delay = 0;

    if (player->push_delay < player->push_delay_value &&
	!(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
	element != EL_SPRING && element != EL_BALLOON)
    {
      /* make sure that there is no move delay before next try to push */
      if (game.engine_version >= VERSION_IDENT(3,0,7,1))
	player->move_delay = 0;

      return MP_NO_ACTION;
    }

    if (IS_CUSTOM_ELEMENT(element) &&
	CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
    {
      if (!DigFieldByCE(nextx, nexty, element))
	return MP_NO_ACTION;
    }

    if (IS_SB_ELEMENT(element))
    {
      if (element == EL_SOKOBAN_FIELD_FULL)
      {
	Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
	local_player->sokobanfields_still_needed++;
      }

      if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
      {
	Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
	local_player->sokobanfields_still_needed--;
      }

      Feld[x][y] = EL_SOKOBAN_OBJECT;

      if (Back[x][y] == Back[nextx][nexty])
	PlayLevelSoundAction(x, y, ACTION_PUSHING);
      else if (Back[x][y] != 0)
	PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
				    ACTION_EMPTYING);
      else
	PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
				    ACTION_FILLING);

#if 1
      if (local_player->sokobanfields_still_needed == 0 &&
	  (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
#else
      if (local_player->sokobanfields_still_needed == 0 &&
	  game.emulation == EMU_SOKOBAN)
#endif
      {
	PlayerWins(player);

	PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
      }
    }
    else
      PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);

    InitMovingField(x, y, move_direction);
    GfxAction[x][y] = ACTION_PUSHING;

    if (mode == DF_SNAP)
      ContinueMoving(x, y);
    else
      MovPos[x][y] = (dx != 0 ? dx : dy);

    Pushed[x][y] = TRUE;
    Pushed[nextx][nexty] = TRUE;

    if (game.engine_version < VERSION_IDENT(2,2,0,7))
      player->push_delay_value = GET_NEW_PUSH_DELAY(element);
    else
      player->push_delay_value = -1;	/* get new value later */

    /* check for element change _after_ element has been pushed */
    if (game.use_change_when_pushing_bug)
    {
      CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
				 player->index_bit, dig_side);
      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
					  player->index_bit, dig_side);
    }
  }
  else if (IS_SWITCHABLE(element))
  {
    if (PLAYER_SWITCHING(player, x, y))
    {
      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
					  player->index_bit, dig_side);

      return MP_ACTION;
    }

    player->is_switching = TRUE;
    player->switch_x = x;
    player->switch_y = y;

    PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);

    if (element == EL_ROBOT_WHEEL)
    {
      Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
      ZX = x;
      ZY = y;

      game.robot_wheel_active = TRUE;

      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_SP_TERMINAL)
    {
      int xx, yy;

      SCAN_PLAYFIELD(xx, yy)
      {
	if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
	  Bang(xx, yy);
	else if (Feld[xx][yy] == EL_SP_TERMINAL)
	  Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
      }
    }
    else if (IS_BELT_SWITCH(element))
    {
      ToggleBeltSwitch(x, y);
    }
    else if (element == EL_SWITCHGATE_SWITCH_UP ||
	     element == EL_SWITCHGATE_SWITCH_DOWN ||
	     element == EL_DC_SWITCHGATE_SWITCH_UP ||
	     element == EL_DC_SWITCHGATE_SWITCH_DOWN)
    {
      ToggleSwitchgateSwitch(x, y);
    }
    else if (element == EL_LIGHT_SWITCH ||
	     element == EL_LIGHT_SWITCH_ACTIVE)
    {
      ToggleLightSwitch(x, y);
    }
    else if (element == EL_TIMEGATE_SWITCH ||
	     element == EL_DC_TIMEGATE_SWITCH)
    {
      ActivateTimegateSwitch(x, y);
    }
    else if (element == EL_BALLOON_SWITCH_LEFT  ||
	     element == EL_BALLOON_SWITCH_RIGHT ||
	     element == EL_BALLOON_SWITCH_UP    ||
	     element == EL_BALLOON_SWITCH_DOWN  ||
	     element == EL_BALLOON_SWITCH_NONE  ||
	     element == EL_BALLOON_SWITCH_ANY)
    {
      game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
			     element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
			     element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
			     element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
			     element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
			     move_direction);
    }
    else if (element == EL_LAMP)
    {
      Feld[x][y] = EL_LAMP_ACTIVE;
      local_player->lights_still_needed--;

      ResetGfxAnimation(x, y);
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_TIME_ORB_FULL)
    {
      Feld[x][y] = EL_TIME_ORB_EMPTY;

      if (level.time > 0 || level.use_time_orb_bug)
      {
	TimeLeft += level.time_orb_time;

#if 1
	game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;

	DisplayGameControlValues();
#else
	DrawGameValue_Time(TimeLeft);
#endif
      }

      ResetGfxAnimation(x, y);
      TEST_DrawLevelField(x, y);
    }
    else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
	     element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
    {
      int xx, yy;

      game.ball_state = !game.ball_state;

      SCAN_PLAYFIELD(xx, yy)
      {
	int e = Feld[xx][yy];

	if (game.ball_state)
	{
	  if (e == EL_EMC_MAGIC_BALL)
	    CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
	  else if (e == EL_EMC_MAGIC_BALL_SWITCH)
	    CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
	}
	else
	{
	  if (e == EL_EMC_MAGIC_BALL_ACTIVE)
	    CreateField(xx, yy, EL_EMC_MAGIC_BALL);
	  else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
	    CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
	}
      }
    }

    CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
					player->index_bit, dig_side);

    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
					player->index_bit, dig_side);

    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
					player->index_bit, dig_side);

    return MP_ACTION;
  }
  else
  {
    if (!PLAYER_SWITCHING(player, x, y))
    {
      player->is_switching = TRUE;
      player->switch_x = x;
      player->switch_y = y;

      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
				 player->index_bit, dig_side);
      CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
					  player->index_bit, dig_side);

      CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
				 player->index_bit, dig_side);
      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
					  player->index_bit, dig_side);
    }

    CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
			       player->index_bit, dig_side);
    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
					player->index_bit, dig_side);

    return MP_NO_ACTION;
  }

  player->push_delay = -1;

  if (is_player)		/* function can also be called by EL_PENGUIN */
  {
    if (Feld[x][y] != element)		/* really digged/collected something */
    {
      player->is_collecting = !player->is_digging;
      player->is_active = TRUE;
    }
  }

  return MP_MOVING;
}

static boolean DigFieldByCE(int x, int y, int digging_element)
{
  int element = Feld[x][y];

  if (!IS_FREE(x, y))
  {
    int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
		  IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
		  ACTION_BREAKING);

    /* no element can dig solid indestructible elements */
    if (IS_INDESTRUCTIBLE(element) &&
	!IS_DIGGABLE(element) &&
	!IS_COLLECTIBLE(element))
      return FALSE;

    if (AmoebaNr[x][y] &&
	(element == EL_AMOEBA_FULL ||
	 element == EL_BD_AMOEBA ||
	 element == EL_AMOEBA_GROWING))
    {
      AmoebaCnt[AmoebaNr[x][y]]--;
      AmoebaCnt2[AmoebaNr[x][y]]--;
    }

    if (IS_MOVING(x, y))
      RemoveMovingField(x, y);
    else
    {
      RemoveField(x, y);
      TEST_DrawLevelField(x, y);
    }

    /* if digged element was about to explode, prevent the explosion */
    ExplodeField[x][y] = EX_TYPE_NONE;

    PlayLevelSoundAction(x, y, action);
  }

  Store[x][y] = EL_EMPTY;

#if 1
  /* this makes it possible to leave the removed element again */
  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
    Store[x][y] = element;
#else
  if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
  {
    int move_leave_element = element_info[digging_element].move_leave_element;

    /* this makes it possible to leave the removed element again */
    Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
		   element : move_leave_element);
  }
#endif

  return TRUE;
}

static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
  int jx = player->jx, jy = player->jy;
  int x = jx + dx, y = jy + dy;
  int snap_direction = (dx == -1 ? MV_LEFT  :
			dx == +1 ? MV_RIGHT :
			dy == -1 ? MV_UP    :
			dy == +1 ? MV_DOWN  : MV_NONE);
  boolean can_continue_snapping = (level.continuous_snapping &&
				   WasJustFalling[x][y] < CHECK_DELAY_FALLING);

  if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
    return FALSE;

  if (!player->active || !IN_LEV_FIELD(x, y))
    return FALSE;

  if (dx && dy)
    return FALSE;

  if (!dx && !dy)
  {
    if (player->MovPos == 0)
      player->is_pushing = FALSE;

    player->is_snapping = FALSE;

    if (player->MovPos == 0)
    {
      player->is_moving = FALSE;
      player->is_digging = FALSE;
      player->is_collecting = FALSE;
    }

    return FALSE;
  }

#if USE_NEW_CONTINUOUS_SNAPPING
  /* prevent snapping with already pressed snap key when not allowed */
  if (player->is_snapping && !can_continue_snapping)
    return FALSE;
#else
  if (player->is_snapping)
    return FALSE;
#endif

  player->MovDir = snap_direction;

  if (player->MovPos == 0)
  {
    player->is_moving = FALSE;
    player->is_digging = FALSE;
    player->is_collecting = FALSE;
  }

  player->is_dropping = FALSE;
  player->is_dropping_pressed = FALSE;
  player->drop_pressed_delay = 0;

  if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
    return FALSE;

  player->is_snapping = TRUE;
  player->is_active = TRUE;

  if (player->MovPos == 0)
  {
    player->is_moving = FALSE;
    player->is_digging = FALSE;
    player->is_collecting = FALSE;
  }

  if (player->MovPos != 0)	/* prevent graphic bugs in versions < 2.2.0 */
    TEST_DrawLevelField(player->last_jx, player->last_jy);

  TEST_DrawLevelField(x, y);

  return TRUE;
}

static boolean DropElement(struct PlayerInfo *player)
{
  int old_element, new_element;
  int dropx = player->jx, dropy = player->jy;
  int drop_direction = player->MovDir;
  int drop_side = drop_direction;
#if 1
  int drop_element = get_next_dropped_element(player);
#else
  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);
#endif

  player->is_dropping_pressed = TRUE;

  /* do not drop an element on top of another element; when holding drop key
     pressed without moving, dropped element must move away before the next
     element can be dropped (this is especially important if the next element
     is dynamite, which can be placed on background for historical reasons) */
  if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
    return MP_ACTION;

  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 (new_element == EL_UNDEFINED)
    return FALSE;

  /* check if drop key was pressed long enough for EM style dynamite */
  if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
    return FALSE;

  /* 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 (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
    return FALSE;

  if (old_element != EL_EMPTY)
    Back[dropx][dropy] = old_element;	/* store old element on this field */

  ResetGfxAnimation(dropx, dropy);
  ResetRandomAnimationValue(dropx, dropy);

  if (player->inventory_size > 0 ||
      player->inventory_infinite_element != EL_UNDEFINED)
  {
    if (player->inventory_size > 0)
    {
      player->inventory_size--;

      DrawGameDoorValues();

      if (new_element == EL_DYNAMITE)
	new_element = EL_DYNAMITE_ACTIVE;
      else if (new_element == EL_EM_DYNAMITE)
	new_element = EL_EM_DYNAMITE_ACTIVE;
      else if (new_element == EL_SP_DISK_RED)
	new_element = EL_SP_DISK_RED_ACTIVE;
    }

    Feld[dropx][dropy] = new_element;

    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
			  el2img(Feld[dropx][dropy]), 0);

    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);

    /* needed if previous element just changed to "empty" in the last frame */
    ChangeCount[dropx][dropy] = 0;	/* allow at least one more change */

    CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
			       player->index_bit, drop_side);
    CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
					CE_PLAYER_DROPS_X,
					player->index_bit, drop_side);

    TestIfElementTouchesCustomElement(dropx, dropy);
  }
  else		/* player is dropping a dyna bomb */
  {
    player->dynabombs_left--;

    Feld[dropx][dropy] = new_element;

    if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
      DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
			  el2img(Feld[dropx][dropy]), 0);

    PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
  }

  if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
    InitField_WithBug1(dropx, dropy, FALSE);

  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)
  {
    int move_direction, nextx, nexty;

    if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
      MovDir[dropx][dropy] = drop_direction;

    move_direction = MovDir[dropx][dropy];
    nextx = dropx + GET_DX_FROM_DIR(move_direction);
    nexty = dropy + GET_DY_FROM_DIR(move_direction);

    ChangeCount[dropx][dropy] = 0;	/* allow at least one more change */

#if USE_FIX_IMPACT_COLLISION
    /* do not cause impact style collision by dropping elements that can fall */
    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
#else
    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
#endif
  }

  player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
  player->is_dropping = TRUE;

  player->drop_pressed_delay = 0;
  player->is_dropping_pressed = FALSE;

  player->drop_x = dropx;
  player->drop_y = dropy;

  return TRUE;
}

/* ------------------------------------------------------------------------- */
/* game sound playing functions                                              */
/* ------------------------------------------------------------------------- */

static int *loop_sound_frame = NULL;
static int *loop_sound_volume = NULL;

void InitPlayLevelSound()
{
  int num_sounds = getSoundListSize();

  checked_free(loop_sound_frame);
  checked_free(loop_sound_volume);

  loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
  loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
}

static void PlayLevelSound(int x, int y, int nr)
{
  int sx = SCREENX(x), sy = SCREENY(y);
  int volume, stereo_position;
  int max_distance = 8;
  int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);

  if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
      (!setup.sound_loops && IS_LOOP_SOUND(nr)))
    return;

  if (!IN_LEV_FIELD(x, y) ||
      sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
      sy < -max_distance || sy >= SCR_FIELDY + max_distance)
    return;

  volume = SOUND_MAX_VOLUME;

  if (!IN_SCR_FIELD(sx, sy))
  {
    int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
    int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;

    volume -= volume * (dx > dy ? dx : dy) / max_distance;
  }

  stereo_position = (SOUND_MAX_LEFT +
		     (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
		     (SCR_FIELDX + 2 * max_distance));

  if (IS_LOOP_SOUND(nr))
  {
    /* This assures that quieter loop sounds do not overwrite louder ones,
       while restarting sound volume comparison with each new game frame. */

    if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
      return;

    loop_sound_volume[nr] = volume;
    loop_sound_frame[nr] = FrameCounter;
  }

  PlaySoundExt(nr, volume, stereo_position, type);
}

static void PlayLevelSoundNearest(int x, int y, int sound_action)
{
  PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
		 x > LEVELX(BX2) ? LEVELX(BX2) : x,
		 y < LEVELY(BY1) ? LEVELY(BY1) :
		 y > LEVELY(BY2) ? LEVELY(BY2) : y,
		 sound_action);
}

static void PlayLevelSoundAction(int x, int y, int action)
{
  PlayLevelSoundElementAction(x, y, Feld[x][y], action);
}

static void PlayLevelSoundElementAction(int x, int y, int element, int action)
{
  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];

  if (sound_effect != SND_UNDEFINED)
    PlayLevelSound(x, y, sound_effect);
}

static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
					      int action)
{
  int sound_effect = element_info[SND_ELEMENT(element)].sound[action];

  if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
    PlayLevelSound(x, y, sound_effect);
}

static void PlayLevelSoundActionIfLoop(int x, int y, int action)
{
  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);
}

static void StopLevelSoundActionIfLoop(int x, int y, int 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);
}

static void PlayLevelMusic()
{
  if (levelset.music[level_nr] != MUS_UNDEFINED)
    PlayMusic(levelset.music[level_nr]);	/* from config file */
  else
    PlayMusic(MAP_NOCONF_MUSIC(level_nr));	/* from music dir */
}

void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
{
  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
  int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
  int x = xx - 1 - offset;
  int y = yy - 1 - offset;

  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_EATING);
      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:
      PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
      break;

    default:
      PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
      break;
  }
}

void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
{
  int element = map_element_SP_to_RND(element_sp);
  int action = map_action_SP_to_RND(action_sp);
  int offset = (setup.sp_show_border_elements ? 0 : 1);
  int x = xx - offset;
  int y = yy - offset;

#if 0
  printf("::: %d -> %d\n", element_sp, action_sp);
#endif

  PlayLevelSoundElementAction(x, y, element, action);
}

#if 0
void ChangeTime(int value)
{
  int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);

  *time += value;

  /* EMC game engine uses value from time counter of RND game engine */
  level.native_em_level->lev->time = *time;

  DrawGameValue_Time(*time);
}

void RaiseScore(int value)
{
  /* EMC game engine and RND game engine have separate score counters */
  int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
		&level.native_em_level->lev->score : &local_player->score);

  *score += value;

  DrawGameValue_Score(*score);
}
#endif

void RaiseScore(int value)
{
  local_player->score += value;

#if 1
  game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;

  DisplayGameControlValues();
#else
  DrawGameValue_Score(local_player->score);
#endif
}

void RaiseScoreElement(int element)
{
  switch (element)
  {
    case EL_EMERALD:
    case EL_BD_DIAMOND:
    case EL_EMERALD_YELLOW:
    case EL_EMERALD_RED:
    case EL_EMERALD_PURPLE:
    case EL_SP_INFOTRON:
      RaiseScore(level.score[SC_EMERALD]);
      break;
    case EL_DIAMOND:
      RaiseScore(level.score[SC_DIAMOND]);
      break;
    case EL_CRYSTAL:
      RaiseScore(level.score[SC_CRYSTAL]);
      break;
    case EL_PEARL:
      RaiseScore(level.score[SC_PEARL]);
      break;
    case EL_BUG:
    case EL_BD_BUTTERFLY:
    case EL_SP_ELECTRON:
      RaiseScore(level.score[SC_BUG]);
      break;
    case EL_SPACESHIP:
    case EL_BD_FIREFLY:
    case EL_SP_SNIKSNAK:
      RaiseScore(level.score[SC_SPACESHIP]);
      break;
    case EL_YAMYAM:
    case EL_DARK_YAMYAM:
      RaiseScore(level.score[SC_YAMYAM]);
      break;
    case EL_ROBOT:
      RaiseScore(level.score[SC_ROBOT]);
      break;
    case EL_PACMAN:
      RaiseScore(level.score[SC_PACMAN]);
      break;
    case EL_NUT:
      RaiseScore(level.score[SC_NUT]);
      break;
    case EL_DYNAMITE:
    case EL_EM_DYNAMITE:
    case EL_SP_DISK_RED:
    case EL_DYNABOMB_INCREASE_NUMBER:
    case EL_DYNABOMB_INCREASE_SIZE:
    case EL_DYNABOMB_INCREASE_POWER:
      RaiseScore(level.score[SC_DYNAMITE]);
      break;
    case EL_SHIELD_NORMAL:
    case EL_SHIELD_DEADLY:
      RaiseScore(level.score[SC_SHIELD]);
      break;
    case EL_EXTRA_TIME:
      RaiseScore(level.extra_time_score);
      break;
    case EL_KEY_1:
    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:
    case EL_DC_KEY_WHITE:
      RaiseScore(level.score[SC_KEY]);
      break;
    default:
      RaiseScore(element_info[element].collect_score);
      break;
  }
}

void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
{
  if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
  {
#if defined(NETWORK_AVALIABLE)
    if (options.network)
      SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
    else
#endif
    {
      if (quick_quit)
      {
#if 1

#if 1
	FadeSkipNextFadeIn();
#else
	fading = fading_none;
#endif

#else
	OpenDoor(DOOR_CLOSE_1);
#endif

	game_status = GAME_MODE_MAIN;

#if 1
	DrawAndFadeInMainMenu(REDRAW_FIELD);
#else
	DrawMainMenu();
#endif
      }
      else
      {
#if 0
	FadeOut(REDRAW_FIELD);
#endif

	game_status = GAME_MODE_MAIN;

	DrawAndFadeInMainMenu(REDRAW_FIELD);
      }
    }
  }
  else		/* continue playing the game */
  {
    if (tape.playing && tape.deactivate_display)
      TapeDeactivateDisplayOff(TRUE);

    OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);

    if (tape.playing && tape.deactivate_display)
      TapeDeactivateDisplayOn();
  }
}

void RequestQuitGame(boolean ask_if_really_quit)
{
  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
  boolean skip_request = AllPlayersGone || quick_quit;

  RequestQuitGameExt(skip_request, quick_quit,
		     "Do you really want to quit the game ?");
}


/* ------------------------------------------------------------------------- */
/* random generator functions                                                */
/* ------------------------------------------------------------------------- */

unsigned int InitEngineRandom_RND(long seed)
{
  game.num_random_calls = 0;

#if 0
  unsigned int rnd_seed = InitEngineRandom(seed);

  printf("::: START RND: %d\n", rnd_seed);

  return rnd_seed;
#else

  return InitEngineRandom(seed);

#endif

}

unsigned int RND(int max)
{
  if (max > 0)
  {
    game.num_random_calls++;

    return GetEngineRandom(max);
  }

  return 0;
}


/* ------------------------------------------------------------------------- */
/* game engine snapshot handling functions                                   */
/* ------------------------------------------------------------------------- */

struct EngineSnapshotInfo
{
  /* runtime values for custom element collect score */
  int collect_score[NUM_CUSTOM_ELEMENTS];

  /* runtime values for group element choice position */
  int choice_pos[NUM_GROUP_ELEMENTS];

  /* runtime values for belt position animations */
  int belt_graphic[4][NUM_BELT_PARTS];
  int belt_anim_mode[4][NUM_BELT_PARTS];
};

static struct EngineSnapshotInfo engine_snapshot_rnd;
static char *snapshot_level_identifier = NULL;
static int snapshot_level_nr = -1;

static void SaveEngineSnapshotValues_RND()
{
  static int belt_base_active_element[4] =
  {
    EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
    EL_CONVEYOR_BELT_4_LEFT_ACTIVE
  };
  int i, j;

  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
  {
    int element = EL_CUSTOM_START + i;

    engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
  }

  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
  {
    int element = EL_GROUP_START + i;

    engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
  }

  for (i = 0; i < 4; i++)
  {
    for (j = 0; j < NUM_BELT_PARTS; j++)
    {
      int element = belt_base_active_element[i] + j;
      int graphic = el2img(element);
      int anim_mode = graphic_info[graphic].anim_mode;

      engine_snapshot_rnd.belt_graphic[i][j] = graphic;
      engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
    }
  }
}

static void LoadEngineSnapshotValues_RND()
{
  unsigned long num_random_calls = game.num_random_calls;
  int i, j;

  for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
  {
    int element = EL_CUSTOM_START + i;

    element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
  }

  for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
  {
    int element = EL_GROUP_START + i;

    element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
  }

  for (i = 0; i < 4; i++)
  {
    for (j = 0; j < NUM_BELT_PARTS; j++)
    {
      int graphic = engine_snapshot_rnd.belt_graphic[i][j];
      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];

      graphic_info[graphic].anim_mode = anim_mode;
    }
  }

  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
  {
    InitRND(tape.random_seed);
    for (i = 0; i < num_random_calls; i++)
      RND(1);
  }

  if (game.num_random_calls != num_random_calls)
  {
    Error(ERR_INFO, "number of random calls out of sync");
    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
    Error(ERR_EXIT, "this should not happen -- please debug");
  }
}

void SaveEngineSnapshot()
{
  /* do not save snapshots from editor */
  if (level_editor_test_game)
    return;

  /* free previous snapshot buffers, if needed */
  FreeEngineSnapshotBuffers();

  /* copy some special values to a structure better suited for the snapshot */

  SaveEngineSnapshotValues_RND();
  SaveEngineSnapshotValues_EM();
  SaveEngineSnapshotValues_SP();

  /* save values stored in special snapshot structure */

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));

  /* save further RND engine values */

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));

  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));

  /* save level identification information */

  setString(&snapshot_level_identifier, leveldir_current->identifier);
  snapshot_level_nr = level_nr;

#if 0
  ListNode *node = engine_snapshot_list_rnd;
  int num_bytes = 0;

  while (node != NULL)
  {
    num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;

    node = node->next;
  }

  printf("::: size of engine snapshot: %d bytes\n", num_bytes);
#endif
}

void LoadEngineSnapshot()
{
  /* restore generically stored snapshot buffers */

  LoadEngineSnapshotBuffers();

  /* restore special values from snapshot structure */

  LoadEngineSnapshotValues_RND();
  LoadEngineSnapshotValues_EM();
  LoadEngineSnapshotValues_SP();
}

boolean CheckEngineSnapshot()
{
  return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
	  snapshot_level_nr == level_nr);
}


/* ---------- new game button stuff ---------------------------------------- */

/* graphic position values for game buttons */
#define GAME_BUTTON_XSIZE	30
#define GAME_BUTTON_YSIZE	30
#define GAME_BUTTON_XPOS	5
#define GAME_BUTTON_YPOS	215
#define SOUND_BUTTON_XPOS	5
#define SOUND_BUTTON_YPOS	(GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)

#define GAME_BUTTON_STOP_XPOS	(GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
#define GAME_BUTTON_PAUSE_XPOS	(GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
#define GAME_BUTTON_PLAY_XPOS	(GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
#define SOUND_BUTTON_MUSIC_XPOS	(SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
#define SOUND_BUTTON_LOOPS_XPOS	(SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)

static struct
{
  int *x, *y;
  int gd_x, gd_y;
  int gadget_id;
  char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
#if 1
  {
    &game.button.stop.x,	&game.button.stop.y,
    GAME_BUTTON_STOP_XPOS,	GAME_BUTTON_YPOS,
    GAME_CTRL_ID_STOP,
    "stop game"
  },
  {
    &game.button.pause.x,	&game.button.pause.y,
    GAME_BUTTON_PAUSE_XPOS,	GAME_BUTTON_YPOS,
    GAME_CTRL_ID_PAUSE,
    "pause game"
  },
  {
    &game.button.play.x,	&game.button.play.y,
    GAME_BUTTON_PLAY_XPOS,	GAME_BUTTON_YPOS,
    GAME_CTRL_ID_PLAY,
    "play game"
  },
  {
    &game.button.sound_music.x,	&game.button.sound_music.y,
    SOUND_BUTTON_MUSIC_XPOS,	SOUND_BUTTON_YPOS,
    SOUND_CTRL_ID_MUSIC,
    "background music on/off"
  },
  {
    &game.button.sound_loops.x,	&game.button.sound_loops.y,
    SOUND_BUTTON_LOOPS_XPOS,	SOUND_BUTTON_YPOS,
    SOUND_CTRL_ID_LOOPS,
    "sound loops on/off"
  },
  {
    &game.button.sound_simple.x,&game.button.sound_simple.y,
    SOUND_BUTTON_SIMPLE_XPOS,	SOUND_BUTTON_YPOS,
    SOUND_CTRL_ID_SIMPLE,
    "normal sounds on/off"
  }
#else
  {
    GAME_BUTTON_STOP_XPOS,	GAME_BUTTON_YPOS,
    GAME_CTRL_ID_STOP,
    "stop game"
  },
  {
    GAME_BUTTON_PAUSE_XPOS,	GAME_BUTTON_YPOS,
    GAME_CTRL_ID_PAUSE,
    "pause game"
  },
  {
    GAME_BUTTON_PLAY_XPOS,	GAME_BUTTON_YPOS,
    GAME_CTRL_ID_PLAY,
    "play game"
  },
  {
    SOUND_BUTTON_MUSIC_XPOS,	SOUND_BUTTON_YPOS,
    SOUND_CTRL_ID_MUSIC,
    "background music on/off"
  },
  {
    SOUND_BUTTON_LOOPS_XPOS,	SOUND_BUTTON_YPOS,
    SOUND_CTRL_ID_LOOPS,
    "sound loops on/off"
  },
  {
    SOUND_BUTTON_SIMPLE_XPOS,	SOUND_BUTTON_YPOS,
    SOUND_CTRL_ID_SIMPLE,
    "normal sounds on/off"
  }
#endif
};

void CreateGameButtons()
{
  int i;

  for (i = 0; i < NUM_GAME_BUTTONS; i++)
  {
    Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
    struct GadgetInfo *gi;
    int button_type;
    boolean checked;
    unsigned long event_mask;
    int x, y;
    int gd_xoffset, gd_yoffset;
    int gd_x1, gd_x2, gd_y1, gd_y2;
    int id = i;

    x = DX + *gamebutton_info[i].x;
    y = DY + *gamebutton_info[i].y;
    gd_xoffset = gamebutton_info[i].gd_x;
    gd_yoffset = gamebutton_info[i].gd_y;
    gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
    gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;

    if (id == GAME_CTRL_ID_STOP ||
	id == GAME_CTRL_ID_PAUSE ||
	id == GAME_CTRL_ID_PLAY)
    {
      button_type = GD_TYPE_NORMAL_BUTTON;
      checked = FALSE;
      event_mask = GD_EVENT_RELEASED;
      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
    }
    else
    {
      button_type = GD_TYPE_CHECK_BUTTON;
      checked =
	((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
	 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
	 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
      event_mask = GD_EVENT_PRESSED;
      gd_y1  = DOOR_GFX_PAGEY1 + gd_yoffset;
      gd_y2  = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
    }

    gi = CreateGadget(GDI_CUSTOM_ID, id,
		      GDI_INFO_TEXT, gamebutton_info[i].infotext,
#if 1
		      GDI_X, x,
		      GDI_Y, y,
#else
		      GDI_X, DX + gd_xoffset,
		      GDI_Y, DY + gd_yoffset,
#endif
		      GDI_WIDTH, GAME_BUTTON_XSIZE,
		      GDI_HEIGHT, GAME_BUTTON_YSIZE,
		      GDI_TYPE, button_type,
		      GDI_STATE, GD_BUTTON_UNPRESSED,
		      GDI_CHECKED, checked,
		      GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
		      GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
		      GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
		      GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
		      GDI_DIRECT_DRAW, FALSE,
		      GDI_EVENT_MASK, event_mask,
		      GDI_CALLBACK_ACTION, HandleGameButtons,
		      GDI_END);

    if (gi == NULL)
      Error(ERR_EXIT, "cannot create gadget");

    game_gadget[id] = gi;
  }
}

void FreeGameButtons()
{
  int i;

  for (i = 0; i < NUM_GAME_BUTTONS; i++)
    FreeGadget(game_gadget[i]);
}

static void MapGameButtons()
{
  int i;

  for (i = 0; i < NUM_GAME_BUTTONS; i++)
    MapGadget(game_gadget[i]);
}

void UnmapGameButtons()
{
  int i;

  for (i = 0; i < NUM_GAME_BUTTONS; i++)
    UnmapGadget(game_gadget[i]);
}

void RedrawGameButtons()
{
  int i;

  for (i = 0; i < NUM_GAME_BUTTONS; i++)
    RedrawGadget(game_gadget[i]);
}

static void HandleGameButtonsExt(int id)
{
  if (game_status != GAME_MODE_PLAYING)
    return;

  switch (id)
  {
    case GAME_CTRL_ID_STOP:
      if (tape.playing)
	TapeStop();
      else
	RequestQuitGame(TRUE);
      break;

    case GAME_CTRL_ID_PAUSE:
      if (options.network)
      {
#if defined(NETWORK_AVALIABLE)
	if (tape.pausing)
	  SendToServer_ContinuePlaying();
	else
	  SendToServer_PausePlaying();
#endif
      }
      else
	TapeTogglePause(TAPE_TOGGLE_MANUAL);
      break;

    case GAME_CTRL_ID_PLAY:
      if (tape.pausing)
      {
#if defined(NETWORK_AVALIABLE)
	if (options.network)
	  SendToServer_ContinuePlaying();
	else
#endif
	{
	  tape.pausing = FALSE;
	  DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
	}
      }
      break;

    case SOUND_CTRL_ID_MUSIC:
      if (setup.sound_music)
      { 
	setup.sound_music = FALSE;

	FadeMusic();
      }
      else if (audio.music_available)
      { 
	setup.sound = setup.sound_music = TRUE;

	SetAudioMode(setup.sound);

	PlayLevelMusic();
      }
      break;

    case SOUND_CTRL_ID_LOOPS:
      if (setup.sound_loops)
	setup.sound_loops = FALSE;
      else if (audio.loops_available)
      {
	setup.sound = setup.sound_loops = TRUE;

	SetAudioMode(setup.sound);
      }
      break;

    case SOUND_CTRL_ID_SIMPLE:
      if (setup.sound_simple)
	setup.sound_simple = FALSE;
      else if (audio.sound_available)
      {
	setup.sound = setup.sound_simple = TRUE;

	SetAudioMode(setup.sound);
      }
      break;

    default:
      break;
  }
}

static void HandleGameButtons(struct GadgetInfo *gi)
{
  HandleGameButtonsExt(gi->custom_id);
}

void HandleSoundButtonKeys(Key key)
{
#if 1
  if (key == setup.shortcut.sound_simple)
    ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
  else if (key == setup.shortcut.sound_loops)
    ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
  else if (key == setup.shortcut.sound_music)
    ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
#else
  if (key == setup.shortcut.sound_simple)
    HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
  else if (key == setup.shortcut.sound_loops)
    HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
  else if (key == setup.shortcut.sound_music)
    HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
#endif
}
