fixed bug with incorrectly initializing snapping in single-step mode
[rocksndiamonds.git] / src / game.c
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // game.c
10 // ============================================================================
11
12 #include "libgame/libgame.h"
13
14 #include "game.h"
15 #include "init.h"
16 #include "tools.h"
17 #include "screens.h"
18 #include "events.h"
19 #include "files.h"
20 #include "tape.h"
21 #include "network.h"
22 #include "anim.h"
23
24
25 // DEBUG SETTINGS
26 #define DEBUG_INIT_PLAYER       1
27 #define DEBUG_PLAYER_ACTIONS    0
28
29 // EXPERIMENTAL STUFF
30 #define USE_NEW_AMOEBA_CODE     FALSE
31
32 // EXPERIMENTAL STUFF
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX    0
34 #define USE_QUICKSAND_IMPACT_BUGFIX     0
35 #define USE_DELAYED_GFX_REDRAW          0
36 #define USE_NEW_PLAYER_ASSIGNMENTS      1
37
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y)                               \
40         GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
42         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
44         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y)                           \
46         GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #else
48 #define TEST_DrawLevelField(x, y)                               \
49              DrawLevelField(x, y)
50 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
51              DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
53              DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y)                           \
55              DrawTwinkleOnField(x, y)
56 #endif
57
58
59 // for DigField()
60 #define DF_NO_PUSH              0
61 #define DF_DIG                  1
62 #define DF_SNAP                 2
63
64 // for MovePlayer()
65 #define MP_NO_ACTION            0
66 #define MP_MOVING               1
67 #define MP_ACTION               2
68 #define MP_DONT_RUN_INTO        (MP_MOVING | MP_ACTION)
69
70 // for ScrollPlayer()
71 #define SCROLL_INIT             0
72 #define SCROLL_GO_ON            1
73
74 // for Bang()/Explode()
75 #define EX_PHASE_START          0
76 #define EX_TYPE_NONE            0
77 #define EX_TYPE_NORMAL          (1 << 0)
78 #define EX_TYPE_CENTER          (1 << 1)
79 #define EX_TYPE_BORDER          (1 << 2)
80 #define EX_TYPE_CROSS           (1 << 3)
81 #define EX_TYPE_DYNA            (1 << 4)
82 #define EX_TYPE_SINGLE_TILE     (EX_TYPE_CENTER | EX_TYPE_BORDER)
83
84 #define PANEL_OFF()             (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p)           (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p)           (DY + ALIGNED_TEXT_YPOS(p))
88
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER                 0
91 #define GAME_PANEL_GEMS                         1
92 #define GAME_PANEL_INVENTORY_COUNT              2
93 #define GAME_PANEL_INVENTORY_FIRST_1            3
94 #define GAME_PANEL_INVENTORY_FIRST_2            4
95 #define GAME_PANEL_INVENTORY_FIRST_3            5
96 #define GAME_PANEL_INVENTORY_FIRST_4            6
97 #define GAME_PANEL_INVENTORY_FIRST_5            7
98 #define GAME_PANEL_INVENTORY_FIRST_6            8
99 #define GAME_PANEL_INVENTORY_FIRST_7            9
100 #define GAME_PANEL_INVENTORY_FIRST_8            10
101 #define GAME_PANEL_INVENTORY_LAST_1             11
102 #define GAME_PANEL_INVENTORY_LAST_2             12
103 #define GAME_PANEL_INVENTORY_LAST_3             13
104 #define GAME_PANEL_INVENTORY_LAST_4             14
105 #define GAME_PANEL_INVENTORY_LAST_5             15
106 #define GAME_PANEL_INVENTORY_LAST_6             16
107 #define GAME_PANEL_INVENTORY_LAST_7             17
108 #define GAME_PANEL_INVENTORY_LAST_8             18
109 #define GAME_PANEL_KEY_1                        19
110 #define GAME_PANEL_KEY_2                        20
111 #define GAME_PANEL_KEY_3                        21
112 #define GAME_PANEL_KEY_4                        22
113 #define GAME_PANEL_KEY_5                        23
114 #define GAME_PANEL_KEY_6                        24
115 #define GAME_PANEL_KEY_7                        25
116 #define GAME_PANEL_KEY_8                        26
117 #define GAME_PANEL_KEY_WHITE                    27
118 #define GAME_PANEL_KEY_WHITE_COUNT              28
119 #define GAME_PANEL_SCORE                        29
120 #define GAME_PANEL_HIGHSCORE                    30
121 #define GAME_PANEL_TIME                         31
122 #define GAME_PANEL_TIME_HH                      32
123 #define GAME_PANEL_TIME_MM                      33
124 #define GAME_PANEL_TIME_SS                      34
125 #define GAME_PANEL_TIME_ANIM                    35
126 #define GAME_PANEL_HEALTH                       36
127 #define GAME_PANEL_HEALTH_ANIM                  37
128 #define GAME_PANEL_FRAME                        38
129 #define GAME_PANEL_SHIELD_NORMAL                39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME           40
131 #define GAME_PANEL_SHIELD_DEADLY                41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME           42
133 #define GAME_PANEL_EXIT                         43
134 #define GAME_PANEL_EMC_MAGIC_BALL               44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH        45
136 #define GAME_PANEL_LIGHT_SWITCH                 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME            47
138 #define GAME_PANEL_TIMEGATE_SWITCH              48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME         49
140 #define GAME_PANEL_SWITCHGATE_SWITCH            50
141 #define GAME_PANEL_EMC_LENSES                   51
142 #define GAME_PANEL_EMC_LENSES_TIME              52
143 #define GAME_PANEL_EMC_MAGNIFIER                53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME           54
145 #define GAME_PANEL_BALLOON_SWITCH               55
146 #define GAME_PANEL_DYNABOMB_NUMBER              56
147 #define GAME_PANEL_DYNABOMB_SIZE                57
148 #define GAME_PANEL_DYNABOMB_POWER               58
149 #define GAME_PANEL_PENGUINS                     59
150 #define GAME_PANEL_SOKOBAN_OBJECTS              60
151 #define GAME_PANEL_SOKOBAN_FIELDS               61
152 #define GAME_PANEL_ROBOT_WHEEL                  62
153 #define GAME_PANEL_CONVEYOR_BELT_1              63
154 #define GAME_PANEL_CONVEYOR_BELT_2              64
155 #define GAME_PANEL_CONVEYOR_BELT_3              65
156 #define GAME_PANEL_CONVEYOR_BELT_4              66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH       67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH       68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH       69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH       70
161 #define GAME_PANEL_MAGIC_WALL                   71
162 #define GAME_PANEL_MAGIC_WALL_TIME              72
163 #define GAME_PANEL_GRAVITY_STATE                73
164 #define GAME_PANEL_GRAPHIC_1                    74
165 #define GAME_PANEL_GRAPHIC_2                    75
166 #define GAME_PANEL_GRAPHIC_3                    76
167 #define GAME_PANEL_GRAPHIC_4                    77
168 #define GAME_PANEL_GRAPHIC_5                    78
169 #define GAME_PANEL_GRAPHIC_6                    79
170 #define GAME_PANEL_GRAPHIC_7                    80
171 #define GAME_PANEL_GRAPHIC_8                    81
172 #define GAME_PANEL_ELEMENT_1                    82
173 #define GAME_PANEL_ELEMENT_2                    83
174 #define GAME_PANEL_ELEMENT_3                    84
175 #define GAME_PANEL_ELEMENT_4                    85
176 #define GAME_PANEL_ELEMENT_5                    86
177 #define GAME_PANEL_ELEMENT_6                    87
178 #define GAME_PANEL_ELEMENT_7                    88
179 #define GAME_PANEL_ELEMENT_8                    89
180 #define GAME_PANEL_ELEMENT_COUNT_1              90
181 #define GAME_PANEL_ELEMENT_COUNT_2              91
182 #define GAME_PANEL_ELEMENT_COUNT_3              92
183 #define GAME_PANEL_ELEMENT_COUNT_4              93
184 #define GAME_PANEL_ELEMENT_COUNT_5              94
185 #define GAME_PANEL_ELEMENT_COUNT_6              95
186 #define GAME_PANEL_ELEMENT_COUNT_7              96
187 #define GAME_PANEL_ELEMENT_COUNT_8              97
188 #define GAME_PANEL_CE_SCORE_1                   98
189 #define GAME_PANEL_CE_SCORE_2                   99
190 #define GAME_PANEL_CE_SCORE_3                   100
191 #define GAME_PANEL_CE_SCORE_4                   101
192 #define GAME_PANEL_CE_SCORE_5                   102
193 #define GAME_PANEL_CE_SCORE_6                   103
194 #define GAME_PANEL_CE_SCORE_7                   104
195 #define GAME_PANEL_CE_SCORE_8                   105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT           106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT           107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT           108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT           109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT           110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT           111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT           112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT           113
204 #define GAME_PANEL_PLAYER_NAME                  114
205 #define GAME_PANEL_LEVEL_NAME                   115
206 #define GAME_PANEL_LEVEL_AUTHOR                 116
207
208 #define NUM_GAME_PANEL_CONTROLS                 117
209
210 struct GamePanelOrderInfo
211 {
212   int nr;
213   int sort_priority;
214 };
215
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
217
218 struct GamePanelControlInfo
219 {
220   int nr;
221
222   struct TextPosInfo *pos;
223   int type;
224
225   int graphic, graphic_active;
226
227   int value, last_value;
228   int frame, last_frame;
229   int gfx_frame;
230   int gfx_random;
231 };
232
233 static struct GamePanelControlInfo game_panel_controls[] =
234 {
235   {
236     GAME_PANEL_LEVEL_NUMBER,
237     &game.panel.level_number,
238     TYPE_INTEGER,
239   },
240   {
241     GAME_PANEL_GEMS,
242     &game.panel.gems,
243     TYPE_INTEGER,
244   },
245   {
246     GAME_PANEL_INVENTORY_COUNT,
247     &game.panel.inventory_count,
248     TYPE_INTEGER,
249   },
250   {
251     GAME_PANEL_INVENTORY_FIRST_1,
252     &game.panel.inventory_first[0],
253     TYPE_ELEMENT,
254   },
255   {
256     GAME_PANEL_INVENTORY_FIRST_2,
257     &game.panel.inventory_first[1],
258     TYPE_ELEMENT,
259   },
260   {
261     GAME_PANEL_INVENTORY_FIRST_3,
262     &game.panel.inventory_first[2],
263     TYPE_ELEMENT,
264   },
265   {
266     GAME_PANEL_INVENTORY_FIRST_4,
267     &game.panel.inventory_first[3],
268     TYPE_ELEMENT,
269   },
270   {
271     GAME_PANEL_INVENTORY_FIRST_5,
272     &game.panel.inventory_first[4],
273     TYPE_ELEMENT,
274   },
275   {
276     GAME_PANEL_INVENTORY_FIRST_6,
277     &game.panel.inventory_first[5],
278     TYPE_ELEMENT,
279   },
280   {
281     GAME_PANEL_INVENTORY_FIRST_7,
282     &game.panel.inventory_first[6],
283     TYPE_ELEMENT,
284   },
285   {
286     GAME_PANEL_INVENTORY_FIRST_8,
287     &game.panel.inventory_first[7],
288     TYPE_ELEMENT,
289   },
290   {
291     GAME_PANEL_INVENTORY_LAST_1,
292     &game.panel.inventory_last[0],
293     TYPE_ELEMENT,
294   },
295   {
296     GAME_PANEL_INVENTORY_LAST_2,
297     &game.panel.inventory_last[1],
298     TYPE_ELEMENT,
299   },
300   {
301     GAME_PANEL_INVENTORY_LAST_3,
302     &game.panel.inventory_last[2],
303     TYPE_ELEMENT,
304   },
305   {
306     GAME_PANEL_INVENTORY_LAST_4,
307     &game.panel.inventory_last[3],
308     TYPE_ELEMENT,
309   },
310   {
311     GAME_PANEL_INVENTORY_LAST_5,
312     &game.panel.inventory_last[4],
313     TYPE_ELEMENT,
314   },
315   {
316     GAME_PANEL_INVENTORY_LAST_6,
317     &game.panel.inventory_last[5],
318     TYPE_ELEMENT,
319   },
320   {
321     GAME_PANEL_INVENTORY_LAST_7,
322     &game.panel.inventory_last[6],
323     TYPE_ELEMENT,
324   },
325   {
326     GAME_PANEL_INVENTORY_LAST_8,
327     &game.panel.inventory_last[7],
328     TYPE_ELEMENT,
329   },
330   {
331     GAME_PANEL_KEY_1,
332     &game.panel.key[0],
333     TYPE_ELEMENT,
334   },
335   {
336     GAME_PANEL_KEY_2,
337     &game.panel.key[1],
338     TYPE_ELEMENT,
339   },
340   {
341     GAME_PANEL_KEY_3,
342     &game.panel.key[2],
343     TYPE_ELEMENT,
344   },
345   {
346     GAME_PANEL_KEY_4,
347     &game.panel.key[3],
348     TYPE_ELEMENT,
349   },
350   {
351     GAME_PANEL_KEY_5,
352     &game.panel.key[4],
353     TYPE_ELEMENT,
354   },
355   {
356     GAME_PANEL_KEY_6,
357     &game.panel.key[5],
358     TYPE_ELEMENT,
359   },
360   {
361     GAME_PANEL_KEY_7,
362     &game.panel.key[6],
363     TYPE_ELEMENT,
364   },
365   {
366     GAME_PANEL_KEY_8,
367     &game.panel.key[7],
368     TYPE_ELEMENT,
369   },
370   {
371     GAME_PANEL_KEY_WHITE,
372     &game.panel.key_white,
373     TYPE_ELEMENT,
374   },
375   {
376     GAME_PANEL_KEY_WHITE_COUNT,
377     &game.panel.key_white_count,
378     TYPE_INTEGER,
379   },
380   {
381     GAME_PANEL_SCORE,
382     &game.panel.score,
383     TYPE_INTEGER,
384   },
385   {
386     GAME_PANEL_HIGHSCORE,
387     &game.panel.highscore,
388     TYPE_INTEGER,
389   },
390   {
391     GAME_PANEL_TIME,
392     &game.panel.time,
393     TYPE_INTEGER,
394   },
395   {
396     GAME_PANEL_TIME_HH,
397     &game.panel.time_hh,
398     TYPE_INTEGER,
399   },
400   {
401     GAME_PANEL_TIME_MM,
402     &game.panel.time_mm,
403     TYPE_INTEGER,
404   },
405   {
406     GAME_PANEL_TIME_SS,
407     &game.panel.time_ss,
408     TYPE_INTEGER,
409   },
410   {
411     GAME_PANEL_TIME_ANIM,
412     &game.panel.time_anim,
413     TYPE_GRAPHIC,
414
415     IMG_GFX_GAME_PANEL_TIME_ANIM,
416     IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
417   },
418   {
419     GAME_PANEL_HEALTH,
420     &game.panel.health,
421     TYPE_INTEGER,
422   },
423   {
424     GAME_PANEL_HEALTH_ANIM,
425     &game.panel.health_anim,
426     TYPE_GRAPHIC,
427
428     IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429     IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
430   },
431   {
432     GAME_PANEL_FRAME,
433     &game.panel.frame,
434     TYPE_INTEGER,
435   },
436   {
437     GAME_PANEL_SHIELD_NORMAL,
438     &game.panel.shield_normal,
439     TYPE_ELEMENT,
440   },
441   {
442     GAME_PANEL_SHIELD_NORMAL_TIME,
443     &game.panel.shield_normal_time,
444     TYPE_INTEGER,
445   },
446   {
447     GAME_PANEL_SHIELD_DEADLY,
448     &game.panel.shield_deadly,
449     TYPE_ELEMENT,
450   },
451   {
452     GAME_PANEL_SHIELD_DEADLY_TIME,
453     &game.panel.shield_deadly_time,
454     TYPE_INTEGER,
455   },
456   {
457     GAME_PANEL_EXIT,
458     &game.panel.exit,
459     TYPE_ELEMENT,
460   },
461   {
462     GAME_PANEL_EMC_MAGIC_BALL,
463     &game.panel.emc_magic_ball,
464     TYPE_ELEMENT,
465   },
466   {
467     GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468     &game.panel.emc_magic_ball_switch,
469     TYPE_ELEMENT,
470   },
471   {
472     GAME_PANEL_LIGHT_SWITCH,
473     &game.panel.light_switch,
474     TYPE_ELEMENT,
475   },
476   {
477     GAME_PANEL_LIGHT_SWITCH_TIME,
478     &game.panel.light_switch_time,
479     TYPE_INTEGER,
480   },
481   {
482     GAME_PANEL_TIMEGATE_SWITCH,
483     &game.panel.timegate_switch,
484     TYPE_ELEMENT,
485   },
486   {
487     GAME_PANEL_TIMEGATE_SWITCH_TIME,
488     &game.panel.timegate_switch_time,
489     TYPE_INTEGER,
490   },
491   {
492     GAME_PANEL_SWITCHGATE_SWITCH,
493     &game.panel.switchgate_switch,
494     TYPE_ELEMENT,
495   },
496   {
497     GAME_PANEL_EMC_LENSES,
498     &game.panel.emc_lenses,
499     TYPE_ELEMENT,
500   },
501   {
502     GAME_PANEL_EMC_LENSES_TIME,
503     &game.panel.emc_lenses_time,
504     TYPE_INTEGER,
505   },
506   {
507     GAME_PANEL_EMC_MAGNIFIER,
508     &game.panel.emc_magnifier,
509     TYPE_ELEMENT,
510   },
511   {
512     GAME_PANEL_EMC_MAGNIFIER_TIME,
513     &game.panel.emc_magnifier_time,
514     TYPE_INTEGER,
515   },
516   {
517     GAME_PANEL_BALLOON_SWITCH,
518     &game.panel.balloon_switch,
519     TYPE_ELEMENT,
520   },
521   {
522     GAME_PANEL_DYNABOMB_NUMBER,
523     &game.panel.dynabomb_number,
524     TYPE_INTEGER,
525   },
526   {
527     GAME_PANEL_DYNABOMB_SIZE,
528     &game.panel.dynabomb_size,
529     TYPE_INTEGER,
530   },
531   {
532     GAME_PANEL_DYNABOMB_POWER,
533     &game.panel.dynabomb_power,
534     TYPE_ELEMENT,
535   },
536   {
537     GAME_PANEL_PENGUINS,
538     &game.panel.penguins,
539     TYPE_INTEGER,
540   },
541   {
542     GAME_PANEL_SOKOBAN_OBJECTS,
543     &game.panel.sokoban_objects,
544     TYPE_INTEGER,
545   },
546   {
547     GAME_PANEL_SOKOBAN_FIELDS,
548     &game.panel.sokoban_fields,
549     TYPE_INTEGER,
550   },
551   {
552     GAME_PANEL_ROBOT_WHEEL,
553     &game.panel.robot_wheel,
554     TYPE_ELEMENT,
555   },
556   {
557     GAME_PANEL_CONVEYOR_BELT_1,
558     &game.panel.conveyor_belt[0],
559     TYPE_ELEMENT,
560   },
561   {
562     GAME_PANEL_CONVEYOR_BELT_2,
563     &game.panel.conveyor_belt[1],
564     TYPE_ELEMENT,
565   },
566   {
567     GAME_PANEL_CONVEYOR_BELT_3,
568     &game.panel.conveyor_belt[2],
569     TYPE_ELEMENT,
570   },
571   {
572     GAME_PANEL_CONVEYOR_BELT_4,
573     &game.panel.conveyor_belt[3],
574     TYPE_ELEMENT,
575   },
576   {
577     GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578     &game.panel.conveyor_belt_switch[0],
579     TYPE_ELEMENT,
580   },
581   {
582     GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583     &game.panel.conveyor_belt_switch[1],
584     TYPE_ELEMENT,
585   },
586   {
587     GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588     &game.panel.conveyor_belt_switch[2],
589     TYPE_ELEMENT,
590   },
591   {
592     GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593     &game.panel.conveyor_belt_switch[3],
594     TYPE_ELEMENT,
595   },
596   {
597     GAME_PANEL_MAGIC_WALL,
598     &game.panel.magic_wall,
599     TYPE_ELEMENT,
600   },
601   {
602     GAME_PANEL_MAGIC_WALL_TIME,
603     &game.panel.magic_wall_time,
604     TYPE_INTEGER,
605   },
606   {
607     GAME_PANEL_GRAVITY_STATE,
608     &game.panel.gravity_state,
609     TYPE_STRING,
610   },
611   {
612     GAME_PANEL_GRAPHIC_1,
613     &game.panel.graphic[0],
614     TYPE_ELEMENT,
615   },
616   {
617     GAME_PANEL_GRAPHIC_2,
618     &game.panel.graphic[1],
619     TYPE_ELEMENT,
620   },
621   {
622     GAME_PANEL_GRAPHIC_3,
623     &game.panel.graphic[2],
624     TYPE_ELEMENT,
625   },
626   {
627     GAME_PANEL_GRAPHIC_4,
628     &game.panel.graphic[3],
629     TYPE_ELEMENT,
630   },
631   {
632     GAME_PANEL_GRAPHIC_5,
633     &game.panel.graphic[4],
634     TYPE_ELEMENT,
635   },
636   {
637     GAME_PANEL_GRAPHIC_6,
638     &game.panel.graphic[5],
639     TYPE_ELEMENT,
640   },
641   {
642     GAME_PANEL_GRAPHIC_7,
643     &game.panel.graphic[6],
644     TYPE_ELEMENT,
645   },
646   {
647     GAME_PANEL_GRAPHIC_8,
648     &game.panel.graphic[7],
649     TYPE_ELEMENT,
650   },
651   {
652     GAME_PANEL_ELEMENT_1,
653     &game.panel.element[0],
654     TYPE_ELEMENT,
655   },
656   {
657     GAME_PANEL_ELEMENT_2,
658     &game.panel.element[1],
659     TYPE_ELEMENT,
660   },
661   {
662     GAME_PANEL_ELEMENT_3,
663     &game.panel.element[2],
664     TYPE_ELEMENT,
665   },
666   {
667     GAME_PANEL_ELEMENT_4,
668     &game.panel.element[3],
669     TYPE_ELEMENT,
670   },
671   {
672     GAME_PANEL_ELEMENT_5,
673     &game.panel.element[4],
674     TYPE_ELEMENT,
675   },
676   {
677     GAME_PANEL_ELEMENT_6,
678     &game.panel.element[5],
679     TYPE_ELEMENT,
680   },
681   {
682     GAME_PANEL_ELEMENT_7,
683     &game.panel.element[6],
684     TYPE_ELEMENT,
685   },
686   {
687     GAME_PANEL_ELEMENT_8,
688     &game.panel.element[7],
689     TYPE_ELEMENT,
690   },
691   {
692     GAME_PANEL_ELEMENT_COUNT_1,
693     &game.panel.element_count[0],
694     TYPE_INTEGER,
695   },
696   {
697     GAME_PANEL_ELEMENT_COUNT_2,
698     &game.panel.element_count[1],
699     TYPE_INTEGER,
700   },
701   {
702     GAME_PANEL_ELEMENT_COUNT_3,
703     &game.panel.element_count[2],
704     TYPE_INTEGER,
705   },
706   {
707     GAME_PANEL_ELEMENT_COUNT_4,
708     &game.panel.element_count[3],
709     TYPE_INTEGER,
710   },
711   {
712     GAME_PANEL_ELEMENT_COUNT_5,
713     &game.panel.element_count[4],
714     TYPE_INTEGER,
715   },
716   {
717     GAME_PANEL_ELEMENT_COUNT_6,
718     &game.panel.element_count[5],
719     TYPE_INTEGER,
720   },
721   {
722     GAME_PANEL_ELEMENT_COUNT_7,
723     &game.panel.element_count[6],
724     TYPE_INTEGER,
725   },
726   {
727     GAME_PANEL_ELEMENT_COUNT_8,
728     &game.panel.element_count[7],
729     TYPE_INTEGER,
730   },
731   {
732     GAME_PANEL_CE_SCORE_1,
733     &game.panel.ce_score[0],
734     TYPE_INTEGER,
735   },
736   {
737     GAME_PANEL_CE_SCORE_2,
738     &game.panel.ce_score[1],
739     TYPE_INTEGER,
740   },
741   {
742     GAME_PANEL_CE_SCORE_3,
743     &game.panel.ce_score[2],
744     TYPE_INTEGER,
745   },
746   {
747     GAME_PANEL_CE_SCORE_4,
748     &game.panel.ce_score[3],
749     TYPE_INTEGER,
750   },
751   {
752     GAME_PANEL_CE_SCORE_5,
753     &game.panel.ce_score[4],
754     TYPE_INTEGER,
755   },
756   {
757     GAME_PANEL_CE_SCORE_6,
758     &game.panel.ce_score[5],
759     TYPE_INTEGER,
760   },
761   {
762     GAME_PANEL_CE_SCORE_7,
763     &game.panel.ce_score[6],
764     TYPE_INTEGER,
765   },
766   {
767     GAME_PANEL_CE_SCORE_8,
768     &game.panel.ce_score[7],
769     TYPE_INTEGER,
770   },
771   {
772     GAME_PANEL_CE_SCORE_1_ELEMENT,
773     &game.panel.ce_score_element[0],
774     TYPE_ELEMENT,
775   },
776   {
777     GAME_PANEL_CE_SCORE_2_ELEMENT,
778     &game.panel.ce_score_element[1],
779     TYPE_ELEMENT,
780   },
781   {
782     GAME_PANEL_CE_SCORE_3_ELEMENT,
783     &game.panel.ce_score_element[2],
784     TYPE_ELEMENT,
785   },
786   {
787     GAME_PANEL_CE_SCORE_4_ELEMENT,
788     &game.panel.ce_score_element[3],
789     TYPE_ELEMENT,
790   },
791   {
792     GAME_PANEL_CE_SCORE_5_ELEMENT,
793     &game.panel.ce_score_element[4],
794     TYPE_ELEMENT,
795   },
796   {
797     GAME_PANEL_CE_SCORE_6_ELEMENT,
798     &game.panel.ce_score_element[5],
799     TYPE_ELEMENT,
800   },
801   {
802     GAME_PANEL_CE_SCORE_7_ELEMENT,
803     &game.panel.ce_score_element[6],
804     TYPE_ELEMENT,
805   },
806   {
807     GAME_PANEL_CE_SCORE_8_ELEMENT,
808     &game.panel.ce_score_element[7],
809     TYPE_ELEMENT,
810   },
811   {
812     GAME_PANEL_PLAYER_NAME,
813     &game.panel.player_name,
814     TYPE_STRING,
815   },
816   {
817     GAME_PANEL_LEVEL_NAME,
818     &game.panel.level_name,
819     TYPE_STRING,
820   },
821   {
822     GAME_PANEL_LEVEL_AUTHOR,
823     &game.panel.level_author,
824     TYPE_STRING,
825   },
826
827   {
828     -1,
829     NULL,
830     -1,
831   }
832 };
833
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING      3
836 #define CHECK_DELAY_FALLING     CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION   2
838 #define CHECK_DELAY_IMPACT      CHECK_DELAY_COLLISION
839
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF  -1
842 #define INITIAL_MOVE_DELAY_ON   0
843
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED    32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED   4
848 #define MOVE_DELAY_MAX_SPEED    1
849
850 #define DOUBLE_MOVE_DELAY(x)    (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x)     (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
852
853 #define DOUBLE_PLAYER_SPEED(p)  (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p)   (DOUBLE_MOVE_DELAY((p)->move_delay_value))
855
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x)    ((x) < SBX_Left  + MIDPOSX ? SBX_Left : \
858                                  (x) > SBX_Right + MIDPOSX ? SBX_Right :\
859                                  (x) - MIDPOSX)
860 #define SCROLL_POSITION_Y(y)    ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861                                  (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
862                                  (y) - MIDPOSY)
863
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL    (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN       (1)
867 #define MOVE_STEPSIZE_MAX       (TILEX)
868
869 #define GET_DX_FROM_DIR(d)      ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d)      ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
871
872 #define INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
873
874 #define GET_NEW_PUSH_DELAY(e)   (   (element_info[e].push_delay_fixed) + \
875                                  RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e)   (   (element_info[e].drop_delay_fixed) + \
877                                  RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
879                                  RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
881                                     (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e)     (   (element_info[e].ce_value_fixed_initial) +\
883                                  RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e)         (   (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c)     (   ((c)->delay_fixed  * (c)->delay_frames) + \
886                                  RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c)   (   ((c)->delay_fixed) + \
888                                  RND((c)->delay_random))
889
890
891 #define GET_VALID_RUNTIME_ELEMENT(e)                                    \
892          ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
893
894 #define RESOLVED_REFERENCE_ELEMENT(be, e)                               \
895         ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
896          (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
897          (be) + (e) - EL_SELF)
898
899 #define GET_PLAYER_FROM_BITS(p)                                         \
900         (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
901
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                           \
903         ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
904          (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
905          (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
906          (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
907          (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
908          (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
909          (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
910          RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
911          (e))
912
913 #define CAN_GROW_INTO(e)                                                \
914         ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
915
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                 \
917                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
918                                         (condition)))
919
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)              \
921                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
922                                         (CAN_MOVE_INTO_ACID(e) &&       \
923                                          Feld[x][y] == EL_ACID) ||      \
924                                         (condition)))
925
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)              \
927                 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
928                                         (CAN_MOVE_INTO_ACID(e) &&       \
929                                          Feld[x][y] == EL_ACID) ||      \
930                                         (condition)))
931
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)              \
933                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
934                                         (condition) ||                  \
935                                         (CAN_MOVE_INTO_ACID(e) &&       \
936                                          Feld[x][y] == EL_ACID) ||      \
937                                         (DONT_COLLIDE_WITH(e) &&        \
938                                          IS_PLAYER(x, y) &&             \
939                                          !PLAYER_ENEMY_PROTECTED(x, y))))
940
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
942         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
943
944 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                 \
945         ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
946
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y)                                \
948         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
949
950 #define ANDROID_CAN_CLONE_FIELD(x, y)                                   \
951         (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952                                 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
953
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                  \
955         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
956
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                 \
958         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
959
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                            \
961         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
962
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                 \
964         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
965
966 #define PIG_CAN_ENTER_FIELD(e, x, y)                                    \
967         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
968
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                                \
970         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971                                                  Feld[x][y] == EL_EM_EXIT_OPEN || \
972                                                  Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973                                                  Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974                                                  IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                 \
976         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
977
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                        \
979         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
980
981 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                 \
982         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
983
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y)                                \
985         (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
986                                 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
987
988 #define MOVE_ENTER_EL(e)        (element_info[e].move_enter_element)
989
990 #define CE_ENTER_FIELD_COND(e, x, y)                                    \
991                 (!IS_PLAYER(x, y) &&                                    \
992                  IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
993
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                         \
995         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
996
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
999
1000 #define ACCESS_FROM(e, d)               (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d)          (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d)          (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d)        (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1004
1005 #define MM_HEALTH(x)            (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1006
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP               0
1009 #define GAME_CTRL_ID_PAUSE              1
1010 #define GAME_CTRL_ID_PLAY               2
1011 #define GAME_CTRL_ID_UNDO               3
1012 #define GAME_CTRL_ID_REDO               4
1013 #define GAME_CTRL_ID_SAVE               5
1014 #define GAME_CTRL_ID_PAUSE2             6
1015 #define GAME_CTRL_ID_LOAD               7
1016 #define GAME_CTRL_ID_PANEL_STOP         8
1017 #define GAME_CTRL_ID_PANEL_PAUSE        9
1018 #define GAME_CTRL_ID_PANEL_PLAY         10
1019 #define SOUND_CTRL_ID_MUSIC             11
1020 #define SOUND_CTRL_ID_LOOPS             12
1021 #define SOUND_CTRL_ID_SIMPLE            13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC       14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS       15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE      16
1025
1026 #define NUM_GAME_BUTTONS                17
1027
1028
1029 // forward declaration for internal use
1030
1031 static void CreateField(int, int, int);
1032
1033 static void ResetGfxAnimation(int, int);
1034
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1037
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1042
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1047
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1054
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1058
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1062
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev)                        \
1065         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)          \
1067         CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)               \
1069         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)               \
1071         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1072
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev)                             \
1075         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                   \
1077         CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s)                    \
1079         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1080
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1090
1091 static void HandleGameButtons(struct GadgetInfo *);
1092
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1100
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1111
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1116
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1119
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1121
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1125
1126 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1127 {                                                                       \
1128   if (recursion_loop_detected)                                          \
1129     return (rc);                                                        \
1130                                                                         \
1131   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1132   {                                                                     \
1133     recursion_loop_detected = TRUE;                                     \
1134     recursion_loop_element = (e);                                       \
1135   }                                                                     \
1136                                                                         \
1137   recursion_loop_depth++;                                               \
1138 }
1139
1140 #define RECURSION_LOOP_DETECTION_END()                                  \
1141 {                                                                       \
1142   recursion_loop_depth--;                                               \
1143 }
1144
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1148
1149 static int map_player_action[MAX_PLAYERS];
1150
1151
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1156
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1160
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1164
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1168
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1171
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1174
1175 struct ChangingElementInfo
1176 {
1177   int element;
1178   int target_element;
1179   int change_delay;
1180   void (*pre_change_function)(int x, int y);
1181   void (*change_function)(int x, int y);
1182   void (*post_change_function)(int x, int y);
1183 };
1184
1185 static struct ChangingElementInfo change_delay_list[] =
1186 {
1187   {
1188     EL_NUT_BREAKING,
1189     EL_EMERALD,
1190     6,
1191     NULL,
1192     NULL,
1193     NULL
1194   },
1195   {
1196     EL_PEARL_BREAKING,
1197     EL_EMPTY,
1198     8,
1199     NULL,
1200     NULL,
1201     NULL
1202   },
1203   {
1204     EL_EXIT_OPENING,
1205     EL_EXIT_OPEN,
1206     29,
1207     NULL,
1208     NULL,
1209     NULL
1210   },
1211   {
1212     EL_EXIT_CLOSING,
1213     EL_EXIT_CLOSED,
1214     29,
1215     NULL,
1216     NULL,
1217     NULL
1218   },
1219   {
1220     EL_STEEL_EXIT_OPENING,
1221     EL_STEEL_EXIT_OPEN,
1222     29,
1223     NULL,
1224     NULL,
1225     NULL
1226   },
1227   {
1228     EL_STEEL_EXIT_CLOSING,
1229     EL_STEEL_EXIT_CLOSED,
1230     29,
1231     NULL,
1232     NULL,
1233     NULL
1234   },
1235   {
1236     EL_EM_EXIT_OPENING,
1237     EL_EM_EXIT_OPEN,
1238     29,
1239     NULL,
1240     NULL,
1241     NULL
1242   },
1243   {
1244     EL_EM_EXIT_CLOSING,
1245     EL_EMPTY,
1246     29,
1247     NULL,
1248     NULL,
1249     NULL
1250   },
1251   {
1252     EL_EM_STEEL_EXIT_OPENING,
1253     EL_EM_STEEL_EXIT_OPEN,
1254     29,
1255     NULL,
1256     NULL,
1257     NULL
1258   },
1259   {
1260     EL_EM_STEEL_EXIT_CLOSING,
1261     EL_STEELWALL,
1262     29,
1263     NULL,
1264     NULL,
1265     NULL
1266   },
1267   {
1268     EL_SP_EXIT_OPENING,
1269     EL_SP_EXIT_OPEN,
1270     29,
1271     NULL,
1272     NULL,
1273     NULL
1274   },
1275   {
1276     EL_SP_EXIT_CLOSING,
1277     EL_SP_EXIT_CLOSED,
1278     29,
1279     NULL,
1280     NULL,
1281     NULL
1282   },
1283   {
1284     EL_SWITCHGATE_OPENING,
1285     EL_SWITCHGATE_OPEN,
1286     29,
1287     NULL,
1288     NULL,
1289     NULL
1290   },
1291   {
1292     EL_SWITCHGATE_CLOSING,
1293     EL_SWITCHGATE_CLOSED,
1294     29,
1295     NULL,
1296     NULL,
1297     NULL
1298   },
1299   {
1300     EL_TIMEGATE_OPENING,
1301     EL_TIMEGATE_OPEN,
1302     29,
1303     NULL,
1304     NULL,
1305     NULL
1306   },
1307   {
1308     EL_TIMEGATE_CLOSING,
1309     EL_TIMEGATE_CLOSED,
1310     29,
1311     NULL,
1312     NULL,
1313     NULL
1314   },
1315
1316   {
1317     EL_ACID_SPLASH_LEFT,
1318     EL_EMPTY,
1319     8,
1320     NULL,
1321     NULL,
1322     NULL
1323   },
1324   {
1325     EL_ACID_SPLASH_RIGHT,
1326     EL_EMPTY,
1327     8,
1328     NULL,
1329     NULL,
1330     NULL
1331   },
1332   {
1333     EL_SP_BUGGY_BASE,
1334     EL_SP_BUGGY_BASE_ACTIVATING,
1335     0,
1336     InitBuggyBase,
1337     NULL,
1338     NULL
1339   },
1340   {
1341     EL_SP_BUGGY_BASE_ACTIVATING,
1342     EL_SP_BUGGY_BASE_ACTIVE,
1343     0,
1344     InitBuggyBase,
1345     NULL,
1346     NULL
1347   },
1348   {
1349     EL_SP_BUGGY_BASE_ACTIVE,
1350     EL_SP_BUGGY_BASE,
1351     0,
1352     InitBuggyBase,
1353     WarnBuggyBase,
1354     NULL
1355   },
1356   {
1357     EL_TRAP,
1358     EL_TRAP_ACTIVE,
1359     0,
1360     InitTrap,
1361     NULL,
1362     ActivateTrap
1363   },
1364   {
1365     EL_TRAP_ACTIVE,
1366     EL_TRAP,
1367     31,
1368     NULL,
1369     ChangeActiveTrap,
1370     NULL
1371   },
1372   {
1373     EL_ROBOT_WHEEL_ACTIVE,
1374     EL_ROBOT_WHEEL,
1375     0,
1376     InitRobotWheel,
1377     RunRobotWheel,
1378     StopRobotWheel
1379   },
1380   {
1381     EL_TIMEGATE_SWITCH_ACTIVE,
1382     EL_TIMEGATE_SWITCH,
1383     0,
1384     InitTimegateWheel,
1385     RunTimegateWheel,
1386     NULL
1387   },
1388   {
1389     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390     EL_DC_TIMEGATE_SWITCH,
1391     0,
1392     InitTimegateWheel,
1393     RunTimegateWheel,
1394     NULL
1395   },
1396   {
1397     EL_EMC_MAGIC_BALL_ACTIVE,
1398     EL_EMC_MAGIC_BALL_ACTIVE,
1399     0,
1400     InitMagicBallDelay,
1401     NULL,
1402     ActivateMagicBall
1403   },
1404   {
1405     EL_EMC_SPRING_BUMPER_ACTIVE,
1406     EL_EMC_SPRING_BUMPER,
1407     8,
1408     NULL,
1409     NULL,
1410     NULL
1411   },
1412   {
1413     EL_DIAGONAL_SHRINKING,
1414     EL_UNDEFINED,
1415     0,
1416     NULL,
1417     NULL,
1418     NULL
1419   },
1420   {
1421     EL_DIAGONAL_GROWING,
1422     EL_UNDEFINED,
1423     0,
1424     NULL,
1425     NULL,
1426     NULL,
1427   },
1428
1429   {
1430     EL_UNDEFINED,
1431     EL_UNDEFINED,
1432     -1,
1433     NULL,
1434     NULL,
1435     NULL
1436   }
1437 };
1438
1439 struct
1440 {
1441   int element;
1442   int push_delay_fixed, push_delay_random;
1443 }
1444 push_delay_list[] =
1445 {
1446   { EL_SPRING,                  0, 0 },
1447   { EL_BALLOON,                 0, 0 },
1448
1449   { EL_SOKOBAN_OBJECT,          2, 0 },
1450   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1451   { EL_SATELLITE,               2, 0 },
1452   { EL_SP_DISK_YELLOW,          2, 0 },
1453
1454   { EL_UNDEFINED,               0, 0 },
1455 };
1456
1457 struct
1458 {
1459   int element;
1460   int move_stepsize;
1461 }
1462 move_stepsize_list[] =
1463 {
1464   { EL_AMOEBA_DROP,             2 },
1465   { EL_AMOEBA_DROPPING,         2 },
1466   { EL_QUICKSAND_FILLING,       1 },
1467   { EL_QUICKSAND_EMPTYING,      1 },
1468   { EL_QUICKSAND_FAST_FILLING,  2 },
1469   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470   { EL_MAGIC_WALL_FILLING,      2 },
1471   { EL_MAGIC_WALL_EMPTYING,     2 },
1472   { EL_BD_MAGIC_WALL_FILLING,   2 },
1473   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1474   { EL_DC_MAGIC_WALL_FILLING,   2 },
1475   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1476
1477   { EL_UNDEFINED,               0 },
1478 };
1479
1480 struct
1481 {
1482   int element;
1483   int count;
1484 }
1485 collect_count_list[] =
1486 {
1487   { EL_EMERALD,                 1 },
1488   { EL_BD_DIAMOND,              1 },
1489   { EL_EMERALD_YELLOW,          1 },
1490   { EL_EMERALD_RED,             1 },
1491   { EL_EMERALD_PURPLE,          1 },
1492   { EL_DIAMOND,                 3 },
1493   { EL_SP_INFOTRON,             1 },
1494   { EL_PEARL,                   5 },
1495   { EL_CRYSTAL,                 8 },
1496
1497   { EL_UNDEFINED,               0 },
1498 };
1499
1500 struct
1501 {
1502   int element;
1503   int direction;
1504 }
1505 access_direction_list[] =
1506 {
1507   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1509   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1510   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1511   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1512   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1513   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1514   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1515   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1516   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1517   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1518
1519   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1520   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1521   { EL_SP_PORT_UP,                                                   MV_DOWN },
1522   { EL_SP_PORT_DOWN,                                         MV_UP           },
1523   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1524   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1525   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1527   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1528   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1529   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1530   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1531   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1532   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1533   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1534   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1535   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1536   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1537   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1538
1539   { EL_UNDEFINED,                       MV_NONE                              }
1540 };
1541
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1543
1544 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Feld[x][y]) || \
1547                                  IS_JUST_CHANGING(x, y))
1548
1549 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1550
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1556
1557 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1558                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1559                                      (y) += playfield_scan_delta_y)     \
1560                                 for ((x) = playfield_scan_start_x;      \
1561                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1562                                      (x) += playfield_scan_delta_x)
1563
1564 #ifdef DEBUG
1565 void DEBUG_SetMaximumDynamite(void)
1566 {
1567   int i;
1568
1569   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571       local_player->inventory_element[local_player->inventory_size++] =
1572         EL_DYNAMITE;
1573 }
1574 #endif
1575
1576 static void InitPlayfieldScanModeVars(void)
1577 {
1578   if (game.use_reverse_scan_direction)
1579   {
1580     playfield_scan_start_x = lev_fieldx - 1;
1581     playfield_scan_start_y = lev_fieldy - 1;
1582
1583     playfield_scan_delta_x = -1;
1584     playfield_scan_delta_y = -1;
1585   }
1586   else
1587   {
1588     playfield_scan_start_x = 0;
1589     playfield_scan_start_y = 0;
1590
1591     playfield_scan_delta_x = 1;
1592     playfield_scan_delta_y = 1;
1593   }
1594 }
1595
1596 static void InitPlayfieldScanMode(int mode)
1597 {
1598   game.use_reverse_scan_direction =
1599     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1600
1601   InitPlayfieldScanModeVars();
1602 }
1603
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1605 {
1606   move_stepsize =
1607     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1608
1609   // make sure that stepsize value is always a power of 2
1610   move_stepsize = (1 << log_2(move_stepsize));
1611
1612   return TILEX / move_stepsize;
1613 }
1614
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1616                                boolean init_game)
1617 {
1618   int player_nr = player->index_nr;
1619   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1621
1622   // do no immediately change move delay -- the player might just be moving
1623   player->move_delay_value_next = move_delay;
1624
1625   // information if player can move must be set separately
1626   player->cannot_move = cannot_move;
1627
1628   if (init_game)
1629   {
1630     player->move_delay       = game.initial_move_delay[player_nr];
1631     player->move_delay_value = game.initial_move_delay_value[player_nr];
1632
1633     player->move_delay_value_next = -1;
1634
1635     player->move_delay_reset_counter = 0;
1636   }
1637 }
1638
1639 void GetPlayerConfig(void)
1640 {
1641   GameFrameDelay = setup.game_frame_delay;
1642
1643   if (!audio.sound_available)
1644     setup.sound_simple = FALSE;
1645
1646   if (!audio.loops_available)
1647     setup.sound_loops = FALSE;
1648
1649   if (!audio.music_available)
1650     setup.sound_music = FALSE;
1651
1652   if (!video.fullscreen_available)
1653     setup.fullscreen = FALSE;
1654
1655   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1656
1657   SetAudioMode(setup.sound);
1658 }
1659
1660 int GetElementFromGroupElement(int element)
1661 {
1662   if (IS_GROUP_ELEMENT(element))
1663   {
1664     struct ElementGroupInfo *group = element_info[element].group;
1665     int last_anim_random_frame = gfx.anim_random_frame;
1666     int element_pos;
1667
1668     if (group->choice_mode == ANIM_RANDOM)
1669       gfx.anim_random_frame = RND(group->num_elements_resolved);
1670
1671     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672                                     group->choice_mode, 0,
1673                                     group->choice_pos);
1674
1675     if (group->choice_mode == ANIM_RANDOM)
1676       gfx.anim_random_frame = last_anim_random_frame;
1677
1678     group->choice_pos++;
1679
1680     element = group->element_resolved[element_pos];
1681   }
1682
1683   return element;
1684 }
1685
1686 static void IncrementSokobanFieldsNeeded(void)
1687 {
1688   if (level.sb_fields_needed)
1689     game.sokoban_fields_still_needed++;
1690 }
1691
1692 static void IncrementSokobanObjectsNeeded(void)
1693 {
1694   if (level.sb_objects_needed)
1695     game.sokoban_objects_still_needed++;
1696 }
1697
1698 static void DecrementSokobanFieldsNeeded(void)
1699 {
1700   if (game.sokoban_fields_still_needed > 0)
1701     game.sokoban_fields_still_needed--;
1702 }
1703
1704 static void DecrementSokobanObjectsNeeded(void)
1705 {
1706   if (game.sokoban_objects_still_needed > 0)
1707     game.sokoban_objects_still_needed--;
1708 }
1709
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1711 {
1712   if (element == EL_SP_MURPHY)
1713   {
1714     if (init_game)
1715     {
1716       if (stored_player[0].present)
1717       {
1718         Feld[x][y] = EL_SP_MURPHY_CLONE;
1719
1720         return;
1721       }
1722       else
1723       {
1724         stored_player[0].initial_element = element;
1725         stored_player[0].use_murphy = TRUE;
1726
1727         if (!level.use_artwork_element[0])
1728           stored_player[0].artwork_element = EL_SP_MURPHY;
1729       }
1730
1731       Feld[x][y] = EL_PLAYER_1;
1732     }
1733   }
1734
1735   if (init_game)
1736   {
1737     struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738     int jx = player->jx, jy = player->jy;
1739
1740     player->present = TRUE;
1741
1742     player->block_last_field = (element == EL_SP_MURPHY ?
1743                                 level.sp_block_last_field :
1744                                 level.block_last_field);
1745
1746     // ---------- initialize player's last field block delay ------------------
1747
1748     // always start with reliable default value (no adjustment needed)
1749     player->block_delay_adjustment = 0;
1750
1751     // special case 1: in Supaplex, Murphy blocks last field one more frame
1752     if (player->block_last_field && element == EL_SP_MURPHY)
1753       player->block_delay_adjustment = 1;
1754
1755     // special case 2: in game engines before 3.1.1, blocking was different
1756     if (game.use_block_last_field_bug)
1757       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1758
1759     if (!network.enabled || player->connected_network)
1760     {
1761       player->active = TRUE;
1762
1763       // remove potentially duplicate players
1764       if (StorePlayer[jx][jy] == Feld[x][y])
1765         StorePlayer[jx][jy] = 0;
1766
1767       StorePlayer[x][y] = Feld[x][y];
1768
1769 #if DEBUG_INIT_PLAYER
1770       if (options.debug)
1771       {
1772         printf("- player element %d activated", player->element_nr);
1773         printf(" (local player is %d and currently %s)\n",
1774                local_player->element_nr,
1775                local_player->active ? "active" : "not active");
1776       }
1777     }
1778 #endif
1779
1780     Feld[x][y] = EL_EMPTY;
1781
1782     player->jx = player->last_jx = x;
1783     player->jy = player->last_jy = y;
1784   }
1785
1786   if (!init_game)
1787   {
1788     int player_nr = GET_PLAYER_NR(element);
1789     struct PlayerInfo *player = &stored_player[player_nr];
1790
1791     if (player->active && player->killed)
1792       player->reanimated = TRUE; // if player was just killed, reanimate him
1793   }
1794 }
1795
1796 static void InitField(int x, int y, boolean init_game)
1797 {
1798   int element = Feld[x][y];
1799
1800   switch (element)
1801   {
1802     case EL_SP_MURPHY:
1803     case EL_PLAYER_1:
1804     case EL_PLAYER_2:
1805     case EL_PLAYER_3:
1806     case EL_PLAYER_4:
1807       InitPlayerField(x, y, element, init_game);
1808       break;
1809
1810     case EL_SOKOBAN_FIELD_PLAYER:
1811       element = Feld[x][y] = EL_PLAYER_1;
1812       InitField(x, y, init_game);
1813
1814       element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815       InitField(x, y, init_game);
1816       break;
1817
1818     case EL_SOKOBAN_FIELD_EMPTY:
1819       IncrementSokobanFieldsNeeded();
1820       break;
1821
1822     case EL_SOKOBAN_OBJECT:
1823       IncrementSokobanObjectsNeeded();
1824       break;
1825
1826     case EL_STONEBLOCK:
1827       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828         Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829       else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830         Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832         Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833       else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834         Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836         Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1837       break;
1838
1839     case EL_BUG:
1840     case EL_BUG_RIGHT:
1841     case EL_BUG_UP:
1842     case EL_BUG_LEFT:
1843     case EL_BUG_DOWN:
1844     case EL_SPACESHIP:
1845     case EL_SPACESHIP_RIGHT:
1846     case EL_SPACESHIP_UP:
1847     case EL_SPACESHIP_LEFT:
1848     case EL_SPACESHIP_DOWN:
1849     case EL_BD_BUTTERFLY:
1850     case EL_BD_BUTTERFLY_RIGHT:
1851     case EL_BD_BUTTERFLY_UP:
1852     case EL_BD_BUTTERFLY_LEFT:
1853     case EL_BD_BUTTERFLY_DOWN:
1854     case EL_BD_FIREFLY:
1855     case EL_BD_FIREFLY_RIGHT:
1856     case EL_BD_FIREFLY_UP:
1857     case EL_BD_FIREFLY_LEFT:
1858     case EL_BD_FIREFLY_DOWN:
1859     case EL_PACMAN_RIGHT:
1860     case EL_PACMAN_UP:
1861     case EL_PACMAN_LEFT:
1862     case EL_PACMAN_DOWN:
1863     case EL_YAMYAM:
1864     case EL_YAMYAM_LEFT:
1865     case EL_YAMYAM_RIGHT:
1866     case EL_YAMYAM_UP:
1867     case EL_YAMYAM_DOWN:
1868     case EL_DARK_YAMYAM:
1869     case EL_ROBOT:
1870     case EL_PACMAN:
1871     case EL_SP_SNIKSNAK:
1872     case EL_SP_ELECTRON:
1873     case EL_MOLE:
1874     case EL_MOLE_LEFT:
1875     case EL_MOLE_RIGHT:
1876     case EL_MOLE_UP:
1877     case EL_MOLE_DOWN:
1878       InitMovDir(x, y);
1879       break;
1880
1881     case EL_AMOEBA_FULL:
1882     case EL_BD_AMOEBA:
1883       InitAmoebaNr(x, y);
1884       break;
1885
1886     case EL_AMOEBA_DROP:
1887       if (y == lev_fieldy - 1)
1888       {
1889         Feld[x][y] = EL_AMOEBA_GROWING;
1890         Store[x][y] = EL_AMOEBA_WET;
1891       }
1892       break;
1893
1894     case EL_DYNAMITE_ACTIVE:
1895     case EL_SP_DISK_RED_ACTIVE:
1896     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900       MovDelay[x][y] = 96;
1901       break;
1902
1903     case EL_EM_DYNAMITE_ACTIVE:
1904       MovDelay[x][y] = 32;
1905       break;
1906
1907     case EL_LAMP:
1908       game.lights_still_needed++;
1909       break;
1910
1911     case EL_PENGUIN:
1912       game.friends_still_needed++;
1913       break;
1914
1915     case EL_PIG:
1916     case EL_DRAGON:
1917       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1918       break;
1919
1920     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1932       if (init_game)
1933       {
1934         int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935         int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1937
1938         if (game.belt_dir_nr[belt_nr] == 3)     // initial value
1939         {
1940           game.belt_dir[belt_nr] = belt_dir;
1941           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1942         }
1943         else    // more than one switch -- set it like the first switch
1944         {
1945           Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1946         }
1947       }
1948       break;
1949
1950     case EL_LIGHT_SWITCH_ACTIVE:
1951       if (init_game)
1952         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1953       break;
1954
1955     case EL_INVISIBLE_STEELWALL:
1956     case EL_INVISIBLE_WALL:
1957     case EL_INVISIBLE_SAND:
1958       if (game.light_time_left > 0 ||
1959           game.lenses_time_left > 0)
1960         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1961       break;
1962
1963     case EL_EMC_MAGIC_BALL:
1964       if (game.ball_state)
1965         Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1966       break;
1967
1968     case EL_EMC_MAGIC_BALL_SWITCH:
1969       if (game.ball_state)
1970         Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1971       break;
1972
1973     case EL_TRIGGER_PLAYER:
1974     case EL_TRIGGER_ELEMENT:
1975     case EL_TRIGGER_CE_VALUE:
1976     case EL_TRIGGER_CE_SCORE:
1977     case EL_SELF:
1978     case EL_ANY_ELEMENT:
1979     case EL_CURRENT_CE_VALUE:
1980     case EL_CURRENT_CE_SCORE:
1981     case EL_PREV_CE_1:
1982     case EL_PREV_CE_2:
1983     case EL_PREV_CE_3:
1984     case EL_PREV_CE_4:
1985     case EL_PREV_CE_5:
1986     case EL_PREV_CE_6:
1987     case EL_PREV_CE_7:
1988     case EL_PREV_CE_8:
1989     case EL_NEXT_CE_1:
1990     case EL_NEXT_CE_2:
1991     case EL_NEXT_CE_3:
1992     case EL_NEXT_CE_4:
1993     case EL_NEXT_CE_5:
1994     case EL_NEXT_CE_6:
1995     case EL_NEXT_CE_7:
1996     case EL_NEXT_CE_8:
1997       // reference elements should not be used on the playfield
1998       Feld[x][y] = EL_EMPTY;
1999       break;
2000
2001     default:
2002       if (IS_CUSTOM_ELEMENT(element))
2003       {
2004         if (CAN_MOVE(element))
2005           InitMovDir(x, y);
2006
2007         if (!element_info[element].use_last_ce_value || init_game)
2008           CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2009       }
2010       else if (IS_GROUP_ELEMENT(element))
2011       {
2012         Feld[x][y] = GetElementFromGroupElement(element);
2013
2014         InitField(x, y, init_game);
2015       }
2016
2017       break;
2018   }
2019
2020   if (!init_game)
2021     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2022 }
2023
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2025 {
2026   InitField(x, y, init_game);
2027
2028   // not needed to call InitMovDir() -- already done by InitField()!
2029   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030       CAN_MOVE(Feld[x][y]))
2031     InitMovDir(x, y);
2032 }
2033
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2035 {
2036   int old_element = Feld[x][y];
2037
2038   InitField(x, y, init_game);
2039
2040   // not needed to call InitMovDir() -- already done by InitField()!
2041   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042       CAN_MOVE(old_element) &&
2043       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2044     InitMovDir(x, y);
2045
2046   /* this case is in fact a combination of not less than three bugs:
2047      first, it calls InitMovDir() for elements that can move, although this is
2048      already done by InitField(); then, it checks the element that was at this
2049      field _before_ the call to InitField() (which can change it); lastly, it
2050      was not called for "mole with direction" elements, which were treated as
2051      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2052   */
2053 }
2054
2055 static int get_key_element_from_nr(int key_nr)
2056 {
2057   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059                           EL_EM_KEY_1 : EL_KEY_1);
2060
2061   return key_base_element + key_nr;
2062 }
2063
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2065 {
2066   return (player->inventory_size > 0 ?
2067           player->inventory_element[player->inventory_size - 1] :
2068           player->inventory_infinite_element != EL_UNDEFINED ?
2069           player->inventory_infinite_element :
2070           player->dynabombs_left > 0 ?
2071           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2072           EL_UNDEFINED);
2073 }
2074
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2076 {
2077   // pos >= 0: get element from bottom of the stack;
2078   // pos <  0: get element from top of the stack
2079
2080   if (pos < 0)
2081   {
2082     int min_inventory_size = -pos;
2083     int inventory_pos = player->inventory_size - min_inventory_size;
2084     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2085
2086     return (player->inventory_size >= min_inventory_size ?
2087             player->inventory_element[inventory_pos] :
2088             player->inventory_infinite_element != EL_UNDEFINED ?
2089             player->inventory_infinite_element :
2090             player->dynabombs_left >= min_dynabombs_left ?
2091             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2092             EL_UNDEFINED);
2093   }
2094   else
2095   {
2096     int min_dynabombs_left = pos + 1;
2097     int min_inventory_size = pos + 1 - player->dynabombs_left;
2098     int inventory_pos = pos - player->dynabombs_left;
2099
2100     return (player->inventory_infinite_element != EL_UNDEFINED ?
2101             player->inventory_infinite_element :
2102             player->dynabombs_left >= min_dynabombs_left ?
2103             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104             player->inventory_size >= min_inventory_size ?
2105             player->inventory_element[inventory_pos] :
2106             EL_UNDEFINED);
2107   }
2108 }
2109
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2111 {
2112   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2114   int compare_result;
2115
2116   if (gpo1->sort_priority != gpo2->sort_priority)
2117     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2118   else
2119     compare_result = gpo1->nr - gpo2->nr;
2120
2121   return compare_result;
2122 }
2123
2124 int getPlayerInventorySize(int player_nr)
2125 {
2126   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127     return level.native_em_level->ply[player_nr]->dynamite;
2128   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129     return level.native_sp_level->game_sp->red_disk_count;
2130   else
2131     return stored_player[player_nr].inventory_size;
2132 }
2133
2134 static void InitGameControlValues(void)
2135 {
2136   int i;
2137
2138   for (i = 0; game_panel_controls[i].nr != -1; i++)
2139   {
2140     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142     struct TextPosInfo *pos = gpc->pos;
2143     int nr = gpc->nr;
2144     int type = gpc->type;
2145
2146     if (nr != i)
2147     {
2148       Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149       Error(ERR_EXIT, "this should not happen -- please debug");
2150     }
2151
2152     // force update of game controls after initialization
2153     gpc->value = gpc->last_value = -1;
2154     gpc->frame = gpc->last_frame = -1;
2155     gpc->gfx_frame = -1;
2156
2157     // determine panel value width for later calculation of alignment
2158     if (type == TYPE_INTEGER || type == TYPE_STRING)
2159     {
2160       pos->width = pos->size * getFontWidth(pos->font);
2161       pos->height = getFontHeight(pos->font);
2162     }
2163     else if (type == TYPE_ELEMENT)
2164     {
2165       pos->width = pos->size;
2166       pos->height = pos->size;
2167     }
2168
2169     // fill structure for game panel draw order
2170     gpo->nr = gpc->nr;
2171     gpo->sort_priority = pos->sort_priority;
2172   }
2173
2174   // sort game panel controls according to sort_priority and control number
2175   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2177 }
2178
2179 static void UpdatePlayfieldElementCount(void)
2180 {
2181   boolean use_element_count = FALSE;
2182   int i, j, x, y;
2183
2184   // first check if it is needed at all to calculate playfield element count
2185   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187       use_element_count = TRUE;
2188
2189   if (!use_element_count)
2190     return;
2191
2192   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193     element_info[i].element_count = 0;
2194
2195   SCAN_PLAYFIELD(x, y)
2196   {
2197     element_info[Feld[x][y]].element_count++;
2198   }
2199
2200   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202       if (IS_IN_GROUP(j, i))
2203         element_info[EL_GROUP_START + i].element_count +=
2204           element_info[j].element_count;
2205 }
2206
2207 static void UpdateGameControlValues(void)
2208 {
2209   int i, k;
2210   int time = (game.LevelSolved ?
2211               game.LevelSolved_CountingTime :
2212               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213               level.native_em_level->lev->time :
2214               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215               level.native_sp_level->game_sp->time_played :
2216               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217               game_mm.energy_left :
2218               game.no_time_limit ? TimePlayed : TimeLeft);
2219   int score = (game.LevelSolved ?
2220                game.LevelSolved_CountingScore :
2221                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222                level.native_em_level->lev->score :
2223                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224                level.native_sp_level->game_sp->score :
2225                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2226                game_mm.score :
2227                game.score);
2228   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229               level.native_em_level->lev->required :
2230               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231               level.native_sp_level->game_sp->infotrons_still_needed :
2232               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233               game_mm.kettles_still_needed :
2234               game.gems_still_needed);
2235   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236                      level.native_em_level->lev->required > 0 :
2237                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238                      level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240                      game_mm.kettles_still_needed > 0 ||
2241                      game_mm.lights_still_needed > 0 :
2242                      game.gems_still_needed > 0 ||
2243                      game.sokoban_fields_still_needed > 0 ||
2244                      game.sokoban_objects_still_needed > 0 ||
2245                      game.lights_still_needed > 0);
2246   int health = (game.LevelSolved ?
2247                 game.LevelSolved_CountingHealth :
2248                 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249                 MM_HEALTH(game_mm.laser_overload_value) :
2250                 game.health);
2251
2252   UpdatePlayfieldElementCount();
2253
2254   // update game panel control values
2255
2256   // used instead of "level_nr" (for network games)
2257   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2259
2260   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261   for (i = 0; i < MAX_NUM_KEYS; i++)
2262     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2265
2266   if (game.centered_player_nr == -1)
2267   {
2268     for (i = 0; i < MAX_PLAYERS; i++)
2269     {
2270       // only one player in Supaplex game engine
2271       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2272         break;
2273
2274       for (k = 0; k < MAX_NUM_KEYS; k++)
2275       {
2276         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277         {
2278           if (level.native_em_level->ply[i]->keys & (1 << k))
2279             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280               get_key_element_from_nr(k);
2281         }
2282         else if (stored_player[i].key[k])
2283           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284             get_key_element_from_nr(k);
2285       }
2286
2287       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288         getPlayerInventorySize(i);
2289
2290       if (stored_player[i].num_white_keys > 0)
2291         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2292           EL_DC_KEY_WHITE;
2293
2294       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295         stored_player[i].num_white_keys;
2296     }
2297   }
2298   else
2299   {
2300     int player_nr = game.centered_player_nr;
2301
2302     for (k = 0; k < MAX_NUM_KEYS; k++)
2303     {
2304       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2305       {
2306         if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308             get_key_element_from_nr(k);
2309       }
2310       else if (stored_player[player_nr].key[k])
2311         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312           get_key_element_from_nr(k);
2313     }
2314
2315     game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316       getPlayerInventorySize(player_nr);
2317
2318     if (stored_player[player_nr].num_white_keys > 0)
2319       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2320
2321     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322       stored_player[player_nr].num_white_keys;
2323   }
2324
2325   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2326   {
2327     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328       get_inventory_element_from_pos(local_player, i);
2329     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330       get_inventory_element_from_pos(local_player, -i - 1);
2331   }
2332
2333   game_panel_controls[GAME_PANEL_SCORE].value = score;
2334   game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2335
2336   game_panel_controls[GAME_PANEL_TIME].value = time;
2337
2338   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2341
2342   if (level.time == 0)
2343     game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2344   else
2345     game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2346
2347   game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348   game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2349
2350   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2351
2352   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2354      EL_EMPTY);
2355   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356     local_player->shield_normal_time_left;
2357   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2359      EL_EMPTY);
2360   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361     local_player->shield_deadly_time_left;
2362
2363   game_panel_controls[GAME_PANEL_EXIT].value =
2364     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2365
2366   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367     (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369     (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370      EL_EMC_MAGIC_BALL_SWITCH);
2371
2372   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375     game.light_time_left;
2376
2377   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380     game.timegate_time_left;
2381
2382   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2384
2385   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388     game.lenses_time_left;
2389
2390   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393     game.magnify_time_left;
2394
2395   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2397      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2399      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2400      EL_BALLOON_SWITCH_NONE);
2401
2402   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403     local_player->dynabomb_count;
2404   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405     local_player->dynabomb_size;
2406   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2408
2409   game_panel_controls[GAME_PANEL_PENGUINS].value =
2410     game.friends_still_needed;
2411
2412   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413     game.sokoban_objects_still_needed;
2414   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415     game.sokoban_fields_still_needed;
2416
2417   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2419
2420   for (i = 0; i < NUM_BELTS; i++)
2421   {
2422     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2427   }
2428
2429   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432     game.magic_wall_time_left;
2433
2434   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435     local_player->gravity;
2436
2437   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2439
2440   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443        game.panel.element[i].id : EL_UNDEFINED);
2444
2445   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448        element_info[game.panel.element_count[i].id].element_count : 0);
2449
2450   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453        element_info[game.panel.ce_score[i].id].collect_score : 0);
2454
2455   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458        element_info[game.panel.ce_score_element[i].id].collect_score :
2459        EL_UNDEFINED);
2460
2461   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2464
2465   // update game panel control frames
2466
2467   for (i = 0; game_panel_controls[i].nr != -1; i++)
2468   {
2469     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2470
2471     if (gpc->type == TYPE_ELEMENT)
2472     {
2473       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2474       {
2475         int last_anim_random_frame = gfx.anim_random_frame;
2476         int element = gpc->value;
2477         int graphic = el2panelimg(element);
2478
2479         if (gpc->value != gpc->last_value)
2480         {
2481           gpc->gfx_frame = 0;
2482           gpc->gfx_random = INIT_GFX_RANDOM();
2483         }
2484         else
2485         {
2486           gpc->gfx_frame++;
2487
2488           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490             gpc->gfx_random = INIT_GFX_RANDOM();
2491         }
2492
2493         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494           gfx.anim_random_frame = gpc->gfx_random;
2495
2496         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497           gpc->gfx_frame = element_info[element].collect_score;
2498
2499         gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2500                                               gpc->gfx_frame);
2501
2502         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503           gfx.anim_random_frame = last_anim_random_frame;
2504       }
2505     }
2506     else if (gpc->type == TYPE_GRAPHIC)
2507     {
2508       if (gpc->graphic != IMG_UNDEFINED)
2509       {
2510         int last_anim_random_frame = gfx.anim_random_frame;
2511         int graphic = gpc->graphic;
2512
2513         if (gpc->value != gpc->last_value)
2514         {
2515           gpc->gfx_frame = 0;
2516           gpc->gfx_random = INIT_GFX_RANDOM();
2517         }
2518         else
2519         {
2520           gpc->gfx_frame++;
2521
2522           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524             gpc->gfx_random = INIT_GFX_RANDOM();
2525         }
2526
2527         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528           gfx.anim_random_frame = gpc->gfx_random;
2529
2530         gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2531
2532         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533           gfx.anim_random_frame = last_anim_random_frame;
2534       }
2535     }
2536   }
2537 }
2538
2539 static void DisplayGameControlValues(void)
2540 {
2541   boolean redraw_panel = FALSE;
2542   int i;
2543
2544   for (i = 0; game_panel_controls[i].nr != -1; i++)
2545   {
2546     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2547
2548     if (PANEL_DEACTIVATED(gpc->pos))
2549       continue;
2550
2551     if (gpc->value == gpc->last_value &&
2552         gpc->frame == gpc->last_frame)
2553       continue;
2554
2555     redraw_panel = TRUE;
2556   }
2557
2558   if (!redraw_panel)
2559     return;
2560
2561   // copy default game door content to main double buffer
2562
2563   // !!! CHECK AGAIN !!!
2564   SetPanelBackground();
2565   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2567
2568   // redraw game control buttons
2569   RedrawGameButtons();
2570
2571   SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2572
2573   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2574   {
2575     int nr = game_panel_order[i].nr;
2576     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577     struct TextPosInfo *pos = gpc->pos;
2578     int type = gpc->type;
2579     int value = gpc->value;
2580     int frame = gpc->frame;
2581     int size = pos->size;
2582     int font = pos->font;
2583     boolean draw_masked = pos->draw_masked;
2584     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2585
2586     if (PANEL_DEACTIVATED(pos))
2587       continue;
2588
2589     gpc->last_value = value;
2590     gpc->last_frame = frame;
2591
2592     if (type == TYPE_INTEGER)
2593     {
2594       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595           nr == GAME_PANEL_TIME)
2596       {
2597         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2598
2599         if (use_dynamic_size)           // use dynamic number of digits
2600         {
2601           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603           int size2 = size1 + 1;
2604           int font1 = pos->font;
2605           int font2 = pos->font_alt;
2606
2607           size = (value < value_change ? size1 : size2);
2608           font = (value < value_change ? font1 : font2);
2609         }
2610       }
2611
2612       // correct text size if "digits" is zero or less
2613       if (size <= 0)
2614         size = strlen(int2str(value, size));
2615
2616       // dynamically correct text alignment
2617       pos->width = size * getFontWidth(font);
2618
2619       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620                   int2str(value, size), font, mask_mode);
2621     }
2622     else if (type == TYPE_ELEMENT)
2623     {
2624       int element, graphic;
2625       Bitmap *src_bitmap;
2626       int src_x, src_y;
2627       int width, height;
2628       int dst_x = PANEL_XPOS(pos);
2629       int dst_y = PANEL_YPOS(pos);
2630
2631       if (value != EL_UNDEFINED && value != EL_EMPTY)
2632       {
2633         element = value;
2634         graphic = el2panelimg(value);
2635
2636         // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2637
2638         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2639           size = TILESIZE;
2640
2641         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2642                               &src_x, &src_y);
2643
2644         width  = graphic_info[graphic].width  * size / TILESIZE;
2645         height = graphic_info[graphic].height * size / TILESIZE;
2646
2647         if (draw_masked)
2648           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2649                            dst_x, dst_y);
2650         else
2651           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2652                      dst_x, dst_y);
2653       }
2654     }
2655     else if (type == TYPE_GRAPHIC)
2656     {
2657       int graphic        = gpc->graphic;
2658       int graphic_active = gpc->graphic_active;
2659       Bitmap *src_bitmap;
2660       int src_x, src_y;
2661       int width, height;
2662       int dst_x = PANEL_XPOS(pos);
2663       int dst_y = PANEL_YPOS(pos);
2664       boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665                       level.game_engine_type != GAME_ENGINE_TYPE_MM);
2666
2667       if (graphic != IMG_UNDEFINED && !skip)
2668       {
2669         if (pos->style == STYLE_REVERSE)
2670           value = 100 - value;
2671
2672         getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2673
2674         if (pos->direction & MV_HORIZONTAL)
2675         {
2676           width  = graphic_info[graphic_active].width * value / 100;
2677           height = graphic_info[graphic_active].height;
2678
2679           if (pos->direction == MV_LEFT)
2680           {
2681             src_x += graphic_info[graphic_active].width - width;
2682             dst_x += graphic_info[graphic_active].width - width;
2683           }
2684         }
2685         else
2686         {
2687           width  = graphic_info[graphic_active].width;
2688           height = graphic_info[graphic_active].height * value / 100;
2689
2690           if (pos->direction == MV_UP)
2691           {
2692             src_y += graphic_info[graphic_active].height - height;
2693             dst_y += graphic_info[graphic_active].height - height;
2694           }
2695         }
2696
2697         if (draw_masked)
2698           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2699                            dst_x, dst_y);
2700         else
2701           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2702                      dst_x, dst_y);
2703
2704         getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2705
2706         if (pos->direction & MV_HORIZONTAL)
2707         {
2708           if (pos->direction == MV_RIGHT)
2709           {
2710             src_x += width;
2711             dst_x += width;
2712           }
2713           else
2714           {
2715             dst_x = PANEL_XPOS(pos);
2716           }
2717
2718           width = graphic_info[graphic].width - width;
2719         }
2720         else
2721         {
2722           if (pos->direction == MV_DOWN)
2723           {
2724             src_y += height;
2725             dst_y += height;
2726           }
2727           else
2728           {
2729             dst_y = PANEL_YPOS(pos);
2730           }
2731
2732           height = graphic_info[graphic].height - height;
2733         }
2734
2735         if (draw_masked)
2736           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2737                            dst_x, dst_y);
2738         else
2739           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2740                      dst_x, dst_y);
2741       }
2742     }
2743     else if (type == TYPE_STRING)
2744     {
2745       boolean active = (value != 0);
2746       char *state_normal = "off";
2747       char *state_active = "on";
2748       char *state = (active ? state_active : state_normal);
2749       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2751                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2752                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2753
2754       if (nr == GAME_PANEL_GRAVITY_STATE)
2755       {
2756         int font1 = pos->font;          // (used for normal state)
2757         int font2 = pos->font_alt;      // (used for active state)
2758
2759         font = (active ? font2 : font1);
2760       }
2761
2762       if (s != NULL)
2763       {
2764         char *s_cut;
2765
2766         if (size <= 0)
2767         {
2768           // don't truncate output if "chars" is zero or less
2769           size = strlen(s);
2770
2771           // dynamically correct text alignment
2772           pos->width = size * getFontWidth(font);
2773         }
2774
2775         s_cut = getStringCopyN(s, size);
2776
2777         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778                     s_cut, font, mask_mode);
2779
2780         free(s_cut);
2781       }
2782     }
2783
2784     redraw_mask |= REDRAW_DOOR_1;
2785   }
2786
2787   SetGameStatus(GAME_MODE_PLAYING);
2788 }
2789
2790 void UpdateAndDisplayGameControlValues(void)
2791 {
2792   if (tape.deactivate_display)
2793     return;
2794
2795   UpdateGameControlValues();
2796   DisplayGameControlValues();
2797 }
2798
2799 #if 0
2800 static void UpdateGameDoorValues(void)
2801 {
2802   UpdateGameControlValues();
2803 }
2804 #endif
2805
2806 void DrawGameDoorValues(void)
2807 {
2808   DisplayGameControlValues();
2809 }
2810
2811
2812 // ============================================================================
2813 // InitGameEngine()
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2817
2818 static void InitGameEngine(void)
2819 {
2820   int i, j, k, l, x, y;
2821
2822   // set game engine from tape file when re-playing, else from level file
2823   game.engine_version = (tape.playing ? tape.engine_version :
2824                          level.game_version);
2825
2826   // set single or multi-player game mode (needed for re-playing tapes)
2827   game.team_mode = setup.team_mode;
2828
2829   if (tape.playing)
2830   {
2831     int num_players = 0;
2832
2833     for (i = 0; i < MAX_PLAYERS; i++)
2834       if (tape.player_participates[i])
2835         num_players++;
2836
2837     // multi-player tapes contain input data for more than one player
2838     game.team_mode = (num_players > 1);
2839   }
2840
2841   // --------------------------------------------------------------------------
2842   // set flags for bugs and changes according to active game engine version
2843   // --------------------------------------------------------------------------
2844
2845   /*
2846     Summary of bugfix/change:
2847     Fixed handling for custom elements that change when pushed by the player.
2848
2849     Fixed/changed in version:
2850     3.1.0
2851
2852     Description:
2853     Before 3.1.0, custom elements that "change when pushing" changed directly
2854     after the player started pushing them (until then handled in "DigField()").
2855     Since 3.1.0, these custom elements are not changed until the "pushing"
2856     move of the element is finished (now handled in "ContinueMoving()").
2857
2858     Affected levels/tapes:
2859     The first condition is generally needed for all levels/tapes before version
2860     3.1.0, which might use the old behaviour before it was changed; known tapes
2861     that are affected are some tapes from the level set "Walpurgis Gardens" by
2862     Jamie Cullen.
2863     The second condition is an exception from the above case and is needed for
2864     the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865     above (including some development versions of 3.1.0), but before it was
2866     known that this change would break tapes like the above and was fixed in
2867     3.1.1, so that the changed behaviour was active although the engine version
2868     while recording maybe was before 3.1.0. There is at least one tape that is
2869     affected by this exception, which is the tape for the one-level set "Bug
2870     Machine" by Juergen Bonhagen.
2871   */
2872
2873   game.use_change_when_pushing_bug =
2874     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2875      !(tape.playing &&
2876        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877        tape.game_version <  VERSION_IDENT(3,1,1,0)));
2878
2879   /*
2880     Summary of bugfix/change:
2881     Fixed handling for blocking the field the player leaves when moving.
2882
2883     Fixed/changed in version:
2884     3.1.1
2885
2886     Description:
2887     Before 3.1.1, when "block last field when moving" was enabled, the field
2888     the player is leaving when moving was blocked for the time of the move,
2889     and was directly unblocked afterwards. This resulted in the last field
2890     being blocked for exactly one less than the number of frames of one player
2891     move. Additionally, even when blocking was disabled, the last field was
2892     blocked for exactly one frame.
2893     Since 3.1.1, due to changes in player movement handling, the last field
2894     is not blocked at all when blocking is disabled. When blocking is enabled,
2895     the last field is blocked for exactly the number of frames of one player
2896     move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897     last field is blocked for exactly one more than the number of frames of
2898     one player move.
2899
2900     Affected levels/tapes:
2901     (!!! yet to be determined -- probably many !!!)
2902   */
2903
2904   game.use_block_last_field_bug =
2905     (game.engine_version < VERSION_IDENT(3,1,1,0));
2906
2907   game_em.use_single_button =
2908     (game.engine_version > VERSION_IDENT(4,0,0,2));
2909
2910   game_em.use_snap_key_bug =
2911     (game.engine_version < VERSION_IDENT(4,0,1,0));
2912
2913   // --------------------------------------------------------------------------
2914
2915   // set maximal allowed number of custom element changes per game frame
2916   game.max_num_changes_per_frame = 1;
2917
2918   // default scan direction: scan playfield from top/left to bottom/right
2919   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2920
2921   // dynamically adjust element properties according to game engine version
2922   InitElementPropertiesEngine(game.engine_version);
2923
2924 #if 0
2925   printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926   printf("          tape version == %06d [%s] [file: %06d]\n",
2927          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2928          tape.file_version);
2929   printf("       => game.engine_version == %06d\n", game.engine_version);
2930 #endif
2931
2932   // ---------- initialize player's initial move delay ------------------------
2933
2934   // dynamically adjust player properties according to level information
2935   for (i = 0; i < MAX_PLAYERS; i++)
2936     game.initial_move_delay_value[i] =
2937       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2938
2939   // dynamically adjust player properties according to game engine version
2940   for (i = 0; i < MAX_PLAYERS; i++)
2941     game.initial_move_delay[i] =
2942       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943        game.initial_move_delay_value[i] : 0);
2944
2945   // ---------- initialize player's initial push delay ------------------------
2946
2947   // dynamically adjust player properties according to game engine version
2948   game.initial_push_delay_value =
2949     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2950
2951   // ---------- initialize changing elements ----------------------------------
2952
2953   // initialize changing elements information
2954   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2955   {
2956     struct ElementInfo *ei = &element_info[i];
2957
2958     // this pointer might have been changed in the level editor
2959     ei->change = &ei->change_page[0];
2960
2961     if (!IS_CUSTOM_ELEMENT(i))
2962     {
2963       ei->change->target_element = EL_EMPTY_SPACE;
2964       ei->change->delay_fixed = 0;
2965       ei->change->delay_random = 0;
2966       ei->change->delay_frames = 1;
2967     }
2968
2969     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2970     {
2971       ei->has_change_event[j] = FALSE;
2972
2973       ei->event_page_nr[j] = 0;
2974       ei->event_page[j] = &ei->change_page[0];
2975     }
2976   }
2977
2978   // add changing elements from pre-defined list
2979   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2980   {
2981     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982     struct ElementInfo *ei = &element_info[ch_delay->element];
2983
2984     ei->change->target_element       = ch_delay->target_element;
2985     ei->change->delay_fixed          = ch_delay->change_delay;
2986
2987     ei->change->pre_change_function  = ch_delay->pre_change_function;
2988     ei->change->change_function      = ch_delay->change_function;
2989     ei->change->post_change_function = ch_delay->post_change_function;
2990
2991     ei->change->can_change = TRUE;
2992     ei->change->can_change_or_has_action = TRUE;
2993
2994     ei->has_change_event[CE_DELAY] = TRUE;
2995
2996     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2998   }
2999
3000   // ---------- initialize internal run-time variables ------------------------
3001
3002   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3003   {
3004     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3005
3006     for (j = 0; j < ei->num_change_pages; j++)
3007     {
3008       ei->change_page[j].can_change_or_has_action =
3009         (ei->change_page[j].can_change |
3010          ei->change_page[j].has_action);
3011     }
3012   }
3013
3014   // add change events from custom element configuration
3015   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3016   {
3017     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3018
3019     for (j = 0; j < ei->num_change_pages; j++)
3020     {
3021       if (!ei->change_page[j].can_change_or_has_action)
3022         continue;
3023
3024       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3025       {
3026         // only add event page for the first page found with this event
3027         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3028         {
3029           ei->has_change_event[k] = TRUE;
3030
3031           ei->event_page_nr[k] = j;
3032           ei->event_page[k] = &ei->change_page[j];
3033         }
3034       }
3035     }
3036   }
3037
3038   // ---------- initialize reference elements in change conditions ------------
3039
3040   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3041   {
3042     int element = EL_CUSTOM_START + i;
3043     struct ElementInfo *ei = &element_info[element];
3044
3045     for (j = 0; j < ei->num_change_pages; j++)
3046     {
3047       int trigger_element = ei->change_page[j].initial_trigger_element;
3048
3049       if (trigger_element >= EL_PREV_CE_8 &&
3050           trigger_element <= EL_NEXT_CE_8)
3051         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3052
3053       ei->change_page[j].trigger_element = trigger_element;
3054     }
3055   }
3056
3057   // ---------- initialize run-time trigger player and element ----------------
3058
3059   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3060   {
3061     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3062
3063     for (j = 0; j < ei->num_change_pages; j++)
3064     {
3065       ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066       ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069       ei->change_page[j].actual_trigger_ce_value = 0;
3070       ei->change_page[j].actual_trigger_ce_score = 0;
3071     }
3072   }
3073
3074   // ---------- initialize trigger events -------------------------------------
3075
3076   // initialize trigger events information
3077   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079       trigger_events[i][j] = FALSE;
3080
3081   // add trigger events from element change event properties
3082   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3083   {
3084     struct ElementInfo *ei = &element_info[i];
3085
3086     for (j = 0; j < ei->num_change_pages; j++)
3087     {
3088       if (!ei->change_page[j].can_change_or_has_action)
3089         continue;
3090
3091       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3092       {
3093         int trigger_element = ei->change_page[j].trigger_element;
3094
3095         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3096         {
3097           if (ei->change_page[j].has_event[k])
3098           {
3099             if (IS_GROUP_ELEMENT(trigger_element))
3100             {
3101               struct ElementGroupInfo *group =
3102                 element_info[trigger_element].group;
3103
3104               for (l = 0; l < group->num_elements_resolved; l++)
3105                 trigger_events[group->element_resolved[l]][k] = TRUE;
3106             }
3107             else if (trigger_element == EL_ANY_ELEMENT)
3108               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109                 trigger_events[l][k] = TRUE;
3110             else
3111               trigger_events[trigger_element][k] = TRUE;
3112           }
3113         }
3114       }
3115     }
3116   }
3117
3118   // ---------- initialize push delay -----------------------------------------
3119
3120   // initialize push delay values to default
3121   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3122   {
3123     if (!IS_CUSTOM_ELEMENT(i))
3124     {
3125       // set default push delay values (corrected since version 3.0.7-1)
3126       if (game.engine_version < VERSION_IDENT(3,0,7,1))
3127       {
3128         element_info[i].push_delay_fixed = 2;
3129         element_info[i].push_delay_random = 8;
3130       }
3131       else
3132       {
3133         element_info[i].push_delay_fixed = 8;
3134         element_info[i].push_delay_random = 8;
3135       }
3136     }
3137   }
3138
3139   // set push delay value for certain elements from pre-defined list
3140   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3141   {
3142     int e = push_delay_list[i].element;
3143
3144     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
3145     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3146   }
3147
3148   // set push delay value for Supaplex elements for newer engine versions
3149   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3150   {
3151     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3152     {
3153       if (IS_SP_ELEMENT(i))
3154       {
3155         // set SP push delay to just enough to push under a falling zonk
3156         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3157
3158         element_info[i].push_delay_fixed  = delay;
3159         element_info[i].push_delay_random = 0;
3160       }
3161     }
3162   }
3163
3164   // ---------- initialize move stepsize --------------------------------------
3165
3166   // initialize move stepsize values to default
3167   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168     if (!IS_CUSTOM_ELEMENT(i))
3169       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3170
3171   // set move stepsize value for certain elements from pre-defined list
3172   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3173   {
3174     int e = move_stepsize_list[i].element;
3175
3176     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3177   }
3178
3179   // ---------- initialize collect score --------------------------------------
3180
3181   // initialize collect score values for custom elements from initial value
3182   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183     if (IS_CUSTOM_ELEMENT(i))
3184       element_info[i].collect_score = element_info[i].collect_score_initial;
3185
3186   // ---------- initialize collect count --------------------------------------
3187
3188   // initialize collect count values for non-custom elements
3189   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190     if (!IS_CUSTOM_ELEMENT(i))
3191       element_info[i].collect_count_initial = 0;
3192
3193   // add collect count values for all elements from pre-defined list
3194   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195     element_info[collect_count_list[i].element].collect_count_initial =
3196       collect_count_list[i].count;
3197
3198   // ---------- initialize access direction -----------------------------------
3199
3200   // initialize access direction values to default (access from every side)
3201   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202     if (!IS_CUSTOM_ELEMENT(i))
3203       element_info[i].access_direction = MV_ALL_DIRECTIONS;
3204
3205   // set access direction value for certain elements from pre-defined list
3206   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207     element_info[access_direction_list[i].element].access_direction =
3208       access_direction_list[i].direction;
3209
3210   // ---------- initialize explosion content ----------------------------------
3211   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3212   {
3213     if (IS_CUSTOM_ELEMENT(i))
3214       continue;
3215
3216     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3217     {
3218       // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3219
3220       element_info[i].content.e[x][y] =
3221         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223          i == EL_PLAYER_3 ? EL_EMERALD :
3224          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225          i == EL_MOLE ? EL_EMERALD_RED :
3226          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231          i == EL_WALL_EMERALD ? EL_EMERALD :
3232          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237          i == EL_WALL_PEARL ? EL_PEARL :
3238          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3239          EL_EMPTY);
3240     }
3241   }
3242
3243   // ---------- initialize recursion detection --------------------------------
3244   recursion_loop_depth = 0;
3245   recursion_loop_detected = FALSE;
3246   recursion_loop_element = EL_UNDEFINED;
3247
3248   // ---------- initialize graphics engine ------------------------------------
3249   game.scroll_delay_value =
3250     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3252   game.scroll_delay_value =
3253     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3254
3255   // ---------- initialize game engine snapshots ------------------------------
3256   for (i = 0; i < MAX_PLAYERS; i++)
3257     game.snapshot.last_action[i] = 0;
3258   game.snapshot.changed_action = FALSE;
3259   game.snapshot.collected_item = FALSE;
3260   game.snapshot.mode =
3261     (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262      SNAPSHOT_MODE_EVERY_STEP :
3263      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264      SNAPSHOT_MODE_EVERY_MOVE :
3265      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266      SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267   game.snapshot.save_snapshot = FALSE;
3268
3269   // ---------- initialize level time for Supaplex engine ---------------------
3270   // Supaplex levels with time limit currently unsupported -- should be added
3271   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3272     level.time = 0;
3273 }
3274
3275 static int get_num_special_action(int element, int action_first,
3276                                   int action_last)
3277 {
3278   int num_special_action = 0;
3279   int i, j;
3280
3281   for (i = action_first; i <= action_last; i++)
3282   {
3283     boolean found = FALSE;
3284
3285     for (j = 0; j < NUM_DIRECTIONS; j++)
3286       if (el_act_dir2img(element, i, j) !=
3287           el_act_dir2img(element, ACTION_DEFAULT, j))
3288         found = TRUE;
3289
3290     if (found)
3291       num_special_action++;
3292     else
3293       break;
3294   }
3295
3296   return num_special_action;
3297 }
3298
3299
3300 // ============================================================================
3301 // InitGame()
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3305
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3308 {
3309   int i;
3310
3311   if (!options.debug)
3312     return;
3313
3314   printf("%s:\n", message);
3315
3316   for (i = 0; i < MAX_PLAYERS; i++)
3317   {
3318     struct PlayerInfo *player = &stored_player[i];
3319
3320     printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3321            i + 1,
3322            player->present,
3323            player->connected,
3324            player->connected_locally,
3325            player->connected_network,
3326            player->active);
3327
3328     if (local_player == player)
3329       printf(" (local player)");
3330
3331     printf("\n");
3332   }
3333 }
3334 #endif
3335
3336 void InitGame(void)
3337 {
3338   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340   int fade_mask = REDRAW_FIELD;
3341
3342   boolean emulate_bd = TRUE;    // unless non-BOULDERDASH elements found
3343   boolean emulate_sb = TRUE;    // unless non-SOKOBAN     elements found
3344   boolean emulate_sp = TRUE;    // unless non-SUPAPLEX    elements found
3345   int initial_move_dir = MV_DOWN;
3346   int i, j, x, y;
3347
3348   // required here to update video display before fading (FIX THIS)
3349   DrawMaskedBorder(REDRAW_DOOR_2);
3350
3351   if (!game.restart_level)
3352     CloseDoor(DOOR_CLOSE_1);
3353
3354   SetGameStatus(GAME_MODE_PLAYING);
3355
3356   if (level_editor_test_game)
3357     FadeSkipNextFadeIn();
3358   else
3359     FadeSetEnterScreen();
3360
3361   if (CheckFadeAll())
3362     fade_mask = REDRAW_ALL;
3363
3364   FadeLevelSoundsAndMusic();
3365
3366   ExpireSoundLoops(TRUE);
3367
3368   if (!level_editor_test_game)
3369     FadeOut(fade_mask);
3370
3371   // needed if different viewport properties defined for playing
3372   ChangeViewportPropertiesIfNeeded();
3373
3374   ClearField();
3375
3376   DrawCompleteVideoDisplay();
3377
3378   OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3379
3380   InitGameEngine();
3381   InitGameControlValues();
3382
3383   // don't play tapes over network
3384   network_playing = (network.enabled && !tape.playing);
3385
3386   for (i = 0; i < MAX_PLAYERS; i++)
3387   {
3388     struct PlayerInfo *player = &stored_player[i];
3389
3390     player->index_nr = i;
3391     player->index_bit = (1 << i);
3392     player->element_nr = EL_PLAYER_1 + i;
3393
3394     player->present = FALSE;
3395     player->active = FALSE;
3396     player->mapped = FALSE;
3397
3398     player->killed = FALSE;
3399     player->reanimated = FALSE;
3400     player->buried = FALSE;
3401
3402     player->action = 0;
3403     player->effective_action = 0;
3404     player->programmed_action = 0;
3405
3406     player->mouse_action.lx = 0;
3407     player->mouse_action.ly = 0;
3408     player->mouse_action.button = 0;
3409     player->mouse_action.button_hint = 0;
3410
3411     player->effective_mouse_action.lx = 0;
3412     player->effective_mouse_action.ly = 0;
3413     player->effective_mouse_action.button = 0;
3414     player->effective_mouse_action.button_hint = 0;
3415
3416     for (j = 0; j < MAX_NUM_KEYS; j++)
3417       player->key[j] = FALSE;
3418
3419     player->num_white_keys = 0;
3420
3421     player->dynabomb_count = 0;
3422     player->dynabomb_size = 1;
3423     player->dynabombs_left = 0;
3424     player->dynabomb_xl = FALSE;
3425
3426     player->MovDir = initial_move_dir;
3427     player->MovPos = 0;
3428     player->GfxPos = 0;
3429     player->GfxDir = initial_move_dir;
3430     player->GfxAction = ACTION_DEFAULT;
3431     player->Frame = 0;
3432     player->StepFrame = 0;
3433
3434     player->initial_element = player->element_nr;
3435     player->artwork_element =
3436       (level.use_artwork_element[i] ? level.artwork_element[i] :
3437        player->element_nr);
3438     player->use_murphy = FALSE;
3439
3440     player->block_last_field = FALSE;   // initialized in InitPlayerField()
3441     player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3442
3443     player->gravity = level.initial_player_gravity[i];
3444
3445     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3446
3447     player->actual_frame_counter = 0;
3448
3449     player->step_counter = 0;
3450
3451     player->last_move_dir = initial_move_dir;
3452
3453     player->is_active = FALSE;
3454
3455     player->is_waiting = FALSE;
3456     player->is_moving = FALSE;
3457     player->is_auto_moving = FALSE;
3458     player->is_digging = FALSE;
3459     player->is_snapping = FALSE;
3460     player->is_collecting = FALSE;
3461     player->is_pushing = FALSE;
3462     player->is_switching = FALSE;
3463     player->is_dropping = FALSE;
3464     player->is_dropping_pressed = FALSE;
3465
3466     player->is_bored = FALSE;
3467     player->is_sleeping = FALSE;
3468
3469     player->was_waiting = TRUE;
3470     player->was_moving = FALSE;
3471     player->was_snapping = FALSE;
3472     player->was_dropping = FALSE;
3473
3474     player->force_dropping = FALSE;
3475
3476     player->frame_counter_bored = -1;
3477     player->frame_counter_sleeping = -1;
3478
3479     player->anim_delay_counter = 0;
3480     player->post_delay_counter = 0;
3481
3482     player->dir_waiting = initial_move_dir;
3483     player->action_waiting = ACTION_DEFAULT;
3484     player->last_action_waiting = ACTION_DEFAULT;
3485     player->special_action_bored = ACTION_DEFAULT;
3486     player->special_action_sleeping = ACTION_DEFAULT;
3487
3488     player->switch_x = -1;
3489     player->switch_y = -1;
3490
3491     player->drop_x = -1;
3492     player->drop_y = -1;
3493
3494     player->show_envelope = 0;
3495
3496     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3497
3498     player->push_delay       = -1;      // initialized when pushing starts
3499     player->push_delay_value = game.initial_push_delay_value;
3500
3501     player->drop_delay = 0;
3502     player->drop_pressed_delay = 0;
3503
3504     player->last_jx = -1;
3505     player->last_jy = -1;
3506     player->jx = -1;
3507     player->jy = -1;
3508
3509     player->shield_normal_time_left = 0;
3510     player->shield_deadly_time_left = 0;
3511
3512     player->inventory_infinite_element = EL_UNDEFINED;
3513     player->inventory_size = 0;
3514
3515     if (level.use_initial_inventory[i])
3516     {
3517       for (j = 0; j < level.initial_inventory_size[i]; j++)
3518       {
3519         int element = level.initial_inventory_content[i][j];
3520         int collect_count = element_info[element].collect_count_initial;
3521         int k;
3522
3523         if (!IS_CUSTOM_ELEMENT(element))
3524           collect_count = 1;
3525
3526         if (collect_count == 0)
3527           player->inventory_infinite_element = element;
3528         else
3529           for (k = 0; k < collect_count; k++)
3530             if (player->inventory_size < MAX_INVENTORY_SIZE)
3531               player->inventory_element[player->inventory_size++] = element;
3532       }
3533     }
3534
3535     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3536     SnapField(player, 0, 0);
3537
3538     map_player_action[i] = i;
3539   }
3540
3541   network_player_action_received = FALSE;
3542
3543   // initial null action
3544   if (network_playing)
3545     SendToServer_MovePlayer(MV_NONE);
3546
3547   FrameCounter = 0;
3548   TimeFrames = 0;
3549   TimePlayed = 0;
3550   TimeLeft = level.time;
3551   TapeTime = 0;
3552
3553   ScreenMovDir = MV_NONE;
3554   ScreenMovPos = 0;
3555   ScreenGfxPos = 0;
3556
3557   ScrollStepSize = 0;   // will be correctly initialized by ScrollScreen()
3558
3559   game.robot_wheel_x = -1;
3560   game.robot_wheel_y = -1;
3561
3562   game.exit_x = -1;
3563   game.exit_y = -1;
3564
3565   game.all_players_gone = FALSE;
3566
3567   game.LevelSolved = FALSE;
3568   game.GameOver = FALSE;
3569
3570   game.GamePlayed = !tape.playing;
3571
3572   game.LevelSolved_GameWon = FALSE;
3573   game.LevelSolved_GameEnd = FALSE;
3574   game.LevelSolved_SaveTape = FALSE;
3575   game.LevelSolved_SaveScore = FALSE;
3576
3577   game.LevelSolved_CountingTime = 0;
3578   game.LevelSolved_CountingScore = 0;
3579   game.LevelSolved_CountingHealth = 0;
3580
3581   game.panel.active = TRUE;
3582
3583   game.no_time_limit = (level.time == 0);
3584
3585   game.yamyam_content_nr = 0;
3586   game.robot_wheel_active = FALSE;
3587   game.magic_wall_active = FALSE;
3588   game.magic_wall_time_left = 0;
3589   game.light_time_left = 0;
3590   game.timegate_time_left = 0;
3591   game.switchgate_pos = 0;
3592   game.wind_direction = level.wind_direction_initial;
3593
3594   game.score = 0;
3595   game.score_final = 0;
3596
3597   game.health = MAX_HEALTH;
3598   game.health_final = MAX_HEALTH;
3599
3600   game.gems_still_needed = level.gems_needed;
3601   game.sokoban_fields_still_needed = 0;
3602   game.sokoban_objects_still_needed = 0;
3603   game.lights_still_needed = 0;
3604   game.players_still_needed = 0;
3605   game.friends_still_needed = 0;
3606
3607   game.lenses_time_left = 0;
3608   game.magnify_time_left = 0;
3609
3610   game.ball_state = level.ball_state_initial;
3611   game.ball_content_nr = 0;
3612
3613   game.explosions_delayed = TRUE;
3614
3615   game.envelope_active = FALSE;
3616
3617   for (i = 0; i < NUM_BELTS; i++)
3618   {
3619     game.belt_dir[i] = MV_NONE;
3620     game.belt_dir_nr[i] = 3;            // not moving, next moving left
3621   }
3622
3623   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3624     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3625
3626 #if DEBUG_INIT_PLAYER
3627   DebugPrintPlayerStatus("Player status at level initialization");
3628 #endif
3629
3630   SCAN_PLAYFIELD(x, y)
3631   {
3632     Feld[x][y] = Last[x][y] = level.field[x][y];
3633     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3634     ChangeDelay[x][y] = 0;
3635     ChangePage[x][y] = -1;
3636     CustomValue[x][y] = 0;              // initialized in InitField()
3637     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3638     AmoebaNr[x][y] = 0;
3639     WasJustMoving[x][y] = 0;
3640     WasJustFalling[x][y] = 0;
3641     CheckCollision[x][y] = 0;
3642     CheckImpact[x][y] = 0;
3643     Stop[x][y] = FALSE;
3644     Pushed[x][y] = FALSE;
3645
3646     ChangeCount[x][y] = 0;
3647     ChangeEvent[x][y] = -1;
3648
3649     ExplodePhase[x][y] = 0;
3650     ExplodeDelay[x][y] = 0;
3651     ExplodeField[x][y] = EX_TYPE_NONE;
3652
3653     RunnerVisit[x][y] = 0;
3654     PlayerVisit[x][y] = 0;
3655
3656     GfxFrame[x][y] = 0;
3657     GfxRandom[x][y] = INIT_GFX_RANDOM();
3658     GfxElement[x][y] = EL_UNDEFINED;
3659     GfxAction[x][y] = ACTION_DEFAULT;
3660     GfxDir[x][y] = MV_NONE;
3661     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3662   }
3663
3664   SCAN_PLAYFIELD(x, y)
3665   {
3666     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3667       emulate_bd = FALSE;
3668     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3669       emulate_sb = FALSE;
3670     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3671       emulate_sp = FALSE;
3672
3673     InitField(x, y, TRUE);
3674
3675     ResetGfxAnimation(x, y);
3676   }
3677
3678   InitBeltMovement();
3679
3680   for (i = 0; i < MAX_PLAYERS; i++)
3681   {
3682     struct PlayerInfo *player = &stored_player[i];
3683
3684     // set number of special actions for bored and sleeping animation
3685     player->num_special_action_bored =
3686       get_num_special_action(player->artwork_element,
3687                              ACTION_BORING_1, ACTION_BORING_LAST);
3688     player->num_special_action_sleeping =
3689       get_num_special_action(player->artwork_element,
3690                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3691   }
3692
3693   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3694                     emulate_sb ? EMU_SOKOBAN :
3695                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3696
3697   // initialize type of slippery elements
3698   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3699   {
3700     if (!IS_CUSTOM_ELEMENT(i))
3701     {
3702       // default: elements slip down either to the left or right randomly
3703       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3704
3705       // SP style elements prefer to slip down on the left side
3706       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3707         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3708
3709       // BD style elements prefer to slip down on the left side
3710       if (game.emulation == EMU_BOULDERDASH)
3711         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3712     }
3713   }
3714
3715   // initialize explosion and ignition delay
3716   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3717   {
3718     if (!IS_CUSTOM_ELEMENT(i))
3719     {
3720       int num_phase = 8;
3721       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3722                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3723                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3724       int last_phase = (num_phase + 1) * delay;
3725       int half_phase = (num_phase / 2) * delay;
3726
3727       element_info[i].explosion_delay = last_phase - 1;
3728       element_info[i].ignition_delay = half_phase;
3729
3730       if (i == EL_BLACK_ORB)
3731         element_info[i].ignition_delay = 1;
3732     }
3733   }
3734
3735   // correct non-moving belts to start moving left
3736   for (i = 0; i < NUM_BELTS; i++)
3737     if (game.belt_dir[i] == MV_NONE)
3738       game.belt_dir_nr[i] = 3;          // not moving, next moving left
3739
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741   // use preferred player also in local single-player mode
3742   if (!network.enabled && !game.team_mode)
3743   {
3744     int old_index_nr = local_player->index_nr;
3745     int new_index_nr = setup.network_player_nr;
3746
3747     if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3748     {
3749       stored_player[old_index_nr].connected_locally = FALSE;
3750       stored_player[new_index_nr].connected_locally = TRUE;
3751     }
3752   }
3753
3754   for (i = 0; i < MAX_PLAYERS; i++)
3755   {
3756     stored_player[i].connected = FALSE;
3757
3758     // in network game mode, the local player might not be the first player
3759     if (stored_player[i].connected_locally)
3760       local_player = &stored_player[i];
3761   }
3762
3763   if (!network.enabled)
3764     local_player->connected = TRUE;
3765
3766   if (tape.playing)
3767   {
3768     for (i = 0; i < MAX_PLAYERS; i++)
3769       stored_player[i].connected = tape.player_participates[i];
3770   }
3771   else if (network.enabled)
3772   {
3773     // add team mode players connected over the network (needed for correct
3774     // assignment of player figures from level to locally playing players)
3775
3776     for (i = 0; i < MAX_PLAYERS; i++)
3777       if (stored_player[i].connected_network)
3778         stored_player[i].connected = TRUE;
3779   }
3780   else if (game.team_mode)
3781   {
3782     // try to guess locally connected team mode players (needed for correct
3783     // assignment of player figures from level to locally playing players)
3784
3785     for (i = 0; i < MAX_PLAYERS; i++)
3786       if (setup.input[i].use_joystick ||
3787           setup.input[i].key.left != KSYM_UNDEFINED)
3788         stored_player[i].connected = TRUE;
3789   }
3790
3791 #if DEBUG_INIT_PLAYER
3792   DebugPrintPlayerStatus("Player status after level initialization");
3793 #endif
3794
3795 #if DEBUG_INIT_PLAYER
3796   if (options.debug)
3797     printf("Reassigning players ...\n");
3798 #endif
3799
3800   // check if any connected player was not found in playfield
3801   for (i = 0; i < MAX_PLAYERS; i++)
3802   {
3803     struct PlayerInfo *player = &stored_player[i];
3804
3805     if (player->connected && !player->present)
3806     {
3807       struct PlayerInfo *field_player = NULL;
3808
3809 #if DEBUG_INIT_PLAYER
3810       if (options.debug)
3811         printf("- looking for field player for player %d ...\n", i + 1);
3812 #endif
3813
3814       // assign first free player found that is present in the playfield
3815
3816       // first try: look for unmapped playfield player that is not connected
3817       for (j = 0; j < MAX_PLAYERS; j++)
3818         if (field_player == NULL &&
3819             stored_player[j].present &&
3820             !stored_player[j].mapped &&
3821             !stored_player[j].connected)
3822           field_player = &stored_player[j];
3823
3824       // second try: look for *any* unmapped playfield player
3825       for (j = 0; j < MAX_PLAYERS; j++)
3826         if (field_player == NULL &&
3827             stored_player[j].present &&
3828             !stored_player[j].mapped)
3829           field_player = &stored_player[j];
3830
3831       if (field_player != NULL)
3832       {
3833         int jx = field_player->jx, jy = field_player->jy;
3834
3835 #if DEBUG_INIT_PLAYER
3836         if (options.debug)
3837           printf("- found player %d\n", field_player->index_nr + 1);
3838 #endif
3839
3840         player->present = FALSE;
3841         player->active = FALSE;
3842
3843         field_player->present = TRUE;
3844         field_player->active = TRUE;
3845
3846         /*
3847         player->initial_element = field_player->initial_element;
3848         player->artwork_element = field_player->artwork_element;
3849
3850         player->block_last_field       = field_player->block_last_field;
3851         player->block_delay_adjustment = field_player->block_delay_adjustment;
3852         */
3853
3854         StorePlayer[jx][jy] = field_player->element_nr;
3855
3856         field_player->jx = field_player->last_jx = jx;
3857         field_player->jy = field_player->last_jy = jy;
3858
3859         if (local_player == player)
3860           local_player = field_player;
3861
3862         map_player_action[field_player->index_nr] = i;
3863
3864         field_player->mapped = TRUE;
3865
3866 #if DEBUG_INIT_PLAYER
3867         if (options.debug)
3868           printf("- map_player_action[%d] == %d\n",
3869                  field_player->index_nr + 1, i + 1);
3870 #endif
3871       }
3872     }
3873
3874     if (player->connected && player->present)
3875       player->mapped = TRUE;
3876   }
3877
3878 #if DEBUG_INIT_PLAYER
3879   DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3880 #endif
3881
3882 #else
3883
3884   // check if any connected player was not found in playfield
3885   for (i = 0; i < MAX_PLAYERS; i++)
3886   {
3887     struct PlayerInfo *player = &stored_player[i];
3888
3889     if (player->connected && !player->present)
3890     {
3891       for (j = 0; j < MAX_PLAYERS; j++)
3892       {
3893         struct PlayerInfo *field_player = &stored_player[j];
3894         int jx = field_player->jx, jy = field_player->jy;
3895
3896         // assign first free player found that is present in the playfield
3897         if (field_player->present && !field_player->connected)
3898         {
3899           player->present = TRUE;
3900           player->active = TRUE;
3901
3902           field_player->present = FALSE;
3903           field_player->active = FALSE;
3904
3905           player->initial_element = field_player->initial_element;
3906           player->artwork_element = field_player->artwork_element;
3907
3908           player->block_last_field       = field_player->block_last_field;
3909           player->block_delay_adjustment = field_player->block_delay_adjustment;
3910
3911           StorePlayer[jx][jy] = player->element_nr;
3912
3913           player->jx = player->last_jx = jx;
3914           player->jy = player->last_jy = jy;
3915
3916           break;
3917         }
3918       }
3919     }
3920   }
3921 #endif
3922
3923 #if 0
3924   printf("::: local_player->present == %d\n", local_player->present);
3925 #endif
3926
3927   // set focus to local player for network games, else to all players
3928   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3929   game.centered_player_nr_next = game.centered_player_nr;
3930   game.set_centered_player = FALSE;
3931
3932   if (network_playing && tape.recording)
3933   {
3934     // store client dependent player focus when recording network games
3935     tape.centered_player_nr_next = game.centered_player_nr_next;
3936     tape.set_centered_player = TRUE;
3937   }
3938
3939   if (tape.playing)
3940   {
3941     // when playing a tape, eliminate all players who do not participate
3942
3943 #if USE_NEW_PLAYER_ASSIGNMENTS
3944
3945     if (!game.team_mode)
3946     {
3947       for (i = 0; i < MAX_PLAYERS; i++)
3948       {
3949         if (stored_player[i].active &&
3950             !tape.player_participates[map_player_action[i]])
3951         {
3952           struct PlayerInfo *player = &stored_player[i];
3953           int jx = player->jx, jy = player->jy;
3954
3955 #if DEBUG_INIT_PLAYER
3956           if (options.debug)
3957             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3958 #endif
3959
3960           player->active = FALSE;
3961           StorePlayer[jx][jy] = 0;
3962           Feld[jx][jy] = EL_EMPTY;
3963         }
3964       }
3965     }
3966
3967 #else
3968
3969     for (i = 0; i < MAX_PLAYERS; i++)
3970     {
3971       if (stored_player[i].active &&
3972           !tape.player_participates[i])
3973       {
3974         struct PlayerInfo *player = &stored_player[i];
3975         int jx = player->jx, jy = player->jy;
3976
3977         player->active = FALSE;
3978         StorePlayer[jx][jy] = 0;
3979         Feld[jx][jy] = EL_EMPTY;
3980       }
3981     }
3982 #endif
3983   }
3984   else if (!network.enabled && !game.team_mode)         // && !tape.playing
3985   {
3986     // when in single player mode, eliminate all but the local player
3987
3988     for (i = 0; i < MAX_PLAYERS; i++)
3989     {
3990       struct PlayerInfo *player = &stored_player[i];
3991
3992       if (player->active && player != local_player)
3993       {
3994         int jx = player->jx, jy = player->jy;
3995
3996         player->active = FALSE;
3997         player->present = FALSE;
3998
3999         StorePlayer[jx][jy] = 0;
4000         Feld[jx][jy] = EL_EMPTY;
4001       }
4002     }
4003   }
4004
4005   for (i = 0; i < MAX_PLAYERS; i++)
4006     if (stored_player[i].active)
4007       game.players_still_needed++;
4008
4009   if (level.solved_by_one_player)
4010     game.players_still_needed = 1;
4011
4012   // when recording the game, store which players take part in the game
4013   if (tape.recording)
4014   {
4015 #if USE_NEW_PLAYER_ASSIGNMENTS
4016     for (i = 0; i < MAX_PLAYERS; i++)
4017       if (stored_player[i].connected)
4018         tape.player_participates[i] = TRUE;
4019 #else
4020     for (i = 0; i < MAX_PLAYERS; i++)
4021       if (stored_player[i].active)
4022         tape.player_participates[i] = TRUE;
4023 #endif
4024   }
4025
4026 #if DEBUG_INIT_PLAYER
4027   DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4028 #endif
4029
4030   if (BorderElement == EL_EMPTY)
4031   {
4032     SBX_Left = 0;
4033     SBX_Right = lev_fieldx - SCR_FIELDX;
4034     SBY_Upper = 0;
4035     SBY_Lower = lev_fieldy - SCR_FIELDY;
4036   }
4037   else
4038   {
4039     SBX_Left = -1;
4040     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4041     SBY_Upper = -1;
4042     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4043   }
4044
4045   if (full_lev_fieldx <= SCR_FIELDX)
4046     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4047   if (full_lev_fieldy <= SCR_FIELDY)
4048     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4049
4050   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4051     SBX_Left--;
4052   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4053     SBY_Upper--;
4054
4055   // if local player not found, look for custom element that might create
4056   // the player (make some assumptions about the right custom element)
4057   if (!local_player->present)
4058   {
4059     int start_x = 0, start_y = 0;
4060     int found_rating = 0;
4061     int found_element = EL_UNDEFINED;
4062     int player_nr = local_player->index_nr;
4063
4064     SCAN_PLAYFIELD(x, y)
4065     {
4066       int element = Feld[x][y];
4067       int content;
4068       int xx, yy;
4069       boolean is_player;
4070
4071       if (level.use_start_element[player_nr] &&
4072           level.start_element[player_nr] == element &&
4073           found_rating < 4)
4074       {
4075         start_x = x;
4076         start_y = y;
4077
4078         found_rating = 4;
4079         found_element = element;
4080       }
4081
4082       if (!IS_CUSTOM_ELEMENT(element))
4083         continue;
4084
4085       if (CAN_CHANGE(element))
4086       {
4087         for (i = 0; i < element_info[element].num_change_pages; i++)
4088         {
4089           // check for player created from custom element as single target
4090           content = element_info[element].change_page[i].target_element;
4091           is_player = ELEM_IS_PLAYER(content);
4092
4093           if (is_player && (found_rating < 3 ||
4094                             (found_rating == 3 && element < found_element)))
4095           {
4096             start_x = x;
4097             start_y = y;
4098
4099             found_rating = 3;
4100             found_element = element;
4101           }
4102         }
4103       }
4104
4105       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4106       {
4107         // check for player created from custom element as explosion content
4108         content = element_info[element].content.e[xx][yy];
4109         is_player = ELEM_IS_PLAYER(content);
4110
4111         if (is_player && (found_rating < 2 ||
4112                           (found_rating == 2 && element < found_element)))
4113         {
4114           start_x = x + xx - 1;
4115           start_y = y + yy - 1;
4116
4117           found_rating = 2;
4118           found_element = element;
4119         }
4120
4121         if (!CAN_CHANGE(element))
4122           continue;
4123
4124         for (i = 0; i < element_info[element].num_change_pages; i++)
4125         {
4126           // check for player created from custom element as extended target
4127           content =
4128             element_info[element].change_page[i].target_content.e[xx][yy];
4129
4130           is_player = ELEM_IS_PLAYER(content);
4131
4132           if (is_player && (found_rating < 1 ||
4133                             (found_rating == 1 && element < found_element)))
4134           {
4135             start_x = x + xx - 1;
4136             start_y = y + yy - 1;
4137
4138             found_rating = 1;
4139             found_element = element;
4140           }
4141         }
4142       }
4143     }
4144
4145     scroll_x = SCROLL_POSITION_X(start_x);
4146     scroll_y = SCROLL_POSITION_Y(start_y);
4147   }
4148   else
4149   {
4150     scroll_x = SCROLL_POSITION_X(local_player->jx);
4151     scroll_y = SCROLL_POSITION_Y(local_player->jy);
4152   }
4153
4154   // !!! FIX THIS (START) !!!
4155   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4156   {
4157     InitGameEngine_EM();
4158   }
4159   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4160   {
4161     InitGameEngine_SP();
4162   }
4163   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4164   {
4165     InitGameEngine_MM();
4166   }
4167   else
4168   {
4169     DrawLevel(REDRAW_FIELD);
4170     DrawAllPlayers();
4171
4172     // after drawing the level, correct some elements
4173     if (game.timegate_time_left == 0)
4174       CloseAllOpenTimegates();
4175   }
4176
4177   // blit playfield from scroll buffer to normal back buffer for fading in
4178   BlitScreenToBitmap(backbuffer);
4179   // !!! FIX THIS (END) !!!
4180
4181   DrawMaskedBorder(fade_mask);
4182
4183   FadeIn(fade_mask);
4184
4185 #if 1
4186   // full screen redraw is required at this point in the following cases:
4187   // - special editor door undrawn when game was started from level editor
4188   // - drawing area (playfield) was changed and has to be removed completely
4189   redraw_mask = REDRAW_ALL;
4190   BackToFront();
4191 #endif
4192
4193   if (!game.restart_level)
4194   {
4195     // copy default game door content to main double buffer
4196
4197     // !!! CHECK AGAIN !!!
4198     SetPanelBackground();
4199     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4200     DrawBackground(DX, DY, DXSIZE, DYSIZE);
4201   }
4202
4203   SetPanelBackground();
4204   SetDrawBackgroundMask(REDRAW_DOOR_1);
4205
4206   UpdateAndDisplayGameControlValues();
4207
4208   if (!game.restart_level)
4209   {
4210     UnmapGameButtons();
4211     UnmapTapeButtons();
4212
4213     FreeGameButtons();
4214     CreateGameButtons();
4215
4216     MapGameButtons();
4217     MapTapeButtons();
4218
4219     // copy actual game door content to door double buffer for OpenDoor()
4220     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4221
4222     OpenDoor(DOOR_OPEN_ALL);
4223
4224     KeyboardAutoRepeatOffUnlessAutoplay();
4225
4226 #if DEBUG_INIT_PLAYER
4227     DebugPrintPlayerStatus("Player status (final)");
4228 #endif
4229   }
4230
4231   UnmapAllGadgets();
4232
4233   MapGameButtons();
4234   MapTapeButtons();
4235
4236   if (!game.restart_level && !tape.playing)
4237   {
4238     LevelStats_incPlayed(level_nr);
4239
4240     SaveLevelSetup_SeriesInfo();
4241   }
4242
4243   game.restart_level = FALSE;
4244   game.restart_game_message = NULL;
4245   game.request_active = FALSE;
4246
4247   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4248     InitGameActions_MM();
4249
4250   SaveEngineSnapshotToListInitial();
4251
4252   if (!game.restart_level)
4253   {
4254     PlaySound(SND_GAME_STARTING);
4255
4256     if (setup.sound_music)
4257       PlayLevelMusic();
4258   }
4259 }
4260
4261 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4262                         int actual_player_x, int actual_player_y)
4263 {
4264   // this is used for non-R'n'D game engines to update certain engine values
4265
4266   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4267   {
4268     actual_player_x = correctLevelPosX_EM(actual_player_x);
4269     actual_player_y = correctLevelPosY_EM(actual_player_y);
4270   }
4271
4272   // needed to determine if sounds are played within the visible screen area
4273   scroll_x = actual_scroll_x;
4274   scroll_y = actual_scroll_y;
4275
4276   // needed to get player position for "follow finger" playing input method
4277   local_player->jx = actual_player_x;
4278   local_player->jy = actual_player_y;
4279 }
4280
4281 void InitMovDir(int x, int y)
4282 {
4283   int i, element = Feld[x][y];
4284   static int xy[4][2] =
4285   {
4286     {  0, +1 },
4287     { +1,  0 },
4288     {  0, -1 },
4289     { -1,  0 }
4290   };
4291   static int direction[3][4] =
4292   {
4293     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4294     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4295     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4296   };
4297
4298   switch (element)
4299   {
4300     case EL_BUG_RIGHT:
4301     case EL_BUG_UP:
4302     case EL_BUG_LEFT:
4303     case EL_BUG_DOWN:
4304       Feld[x][y] = EL_BUG;
4305       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4306       break;
4307
4308     case EL_SPACESHIP_RIGHT:
4309     case EL_SPACESHIP_UP:
4310     case EL_SPACESHIP_LEFT:
4311     case EL_SPACESHIP_DOWN:
4312       Feld[x][y] = EL_SPACESHIP;
4313       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4314       break;
4315
4316     case EL_BD_BUTTERFLY_RIGHT:
4317     case EL_BD_BUTTERFLY_UP:
4318     case EL_BD_BUTTERFLY_LEFT:
4319     case EL_BD_BUTTERFLY_DOWN:
4320       Feld[x][y] = EL_BD_BUTTERFLY;
4321       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4322       break;
4323
4324     case EL_BD_FIREFLY_RIGHT:
4325     case EL_BD_FIREFLY_UP:
4326     case EL_BD_FIREFLY_LEFT:
4327     case EL_BD_FIREFLY_DOWN:
4328       Feld[x][y] = EL_BD_FIREFLY;
4329       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4330       break;
4331
4332     case EL_PACMAN_RIGHT:
4333     case EL_PACMAN_UP:
4334     case EL_PACMAN_LEFT:
4335     case EL_PACMAN_DOWN:
4336       Feld[x][y] = EL_PACMAN;
4337       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4338       break;
4339
4340     case EL_YAMYAM_LEFT:
4341     case EL_YAMYAM_RIGHT:
4342     case EL_YAMYAM_UP:
4343     case EL_YAMYAM_DOWN:
4344       Feld[x][y] = EL_YAMYAM;
4345       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4346       break;
4347
4348     case EL_SP_SNIKSNAK:
4349       MovDir[x][y] = MV_UP;
4350       break;
4351
4352     case EL_SP_ELECTRON:
4353       MovDir[x][y] = MV_LEFT;
4354       break;
4355
4356     case EL_MOLE_LEFT:
4357     case EL_MOLE_RIGHT:
4358     case EL_MOLE_UP:
4359     case EL_MOLE_DOWN:
4360       Feld[x][y] = EL_MOLE;
4361       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4362       break;
4363
4364     default:
4365       if (IS_CUSTOM_ELEMENT(element))
4366       {
4367         struct ElementInfo *ei = &element_info[element];
4368         int move_direction_initial = ei->move_direction_initial;
4369         int move_pattern = ei->move_pattern;
4370
4371         if (move_direction_initial == MV_START_PREVIOUS)
4372         {
4373           if (MovDir[x][y] != MV_NONE)
4374             return;
4375
4376           move_direction_initial = MV_START_AUTOMATIC;
4377         }
4378
4379         if (move_direction_initial == MV_START_RANDOM)
4380           MovDir[x][y] = 1 << RND(4);
4381         else if (move_direction_initial & MV_ANY_DIRECTION)
4382           MovDir[x][y] = move_direction_initial;
4383         else if (move_pattern == MV_ALL_DIRECTIONS ||
4384                  move_pattern == MV_TURNING_LEFT ||
4385                  move_pattern == MV_TURNING_RIGHT ||
4386                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4387                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4388                  move_pattern == MV_TURNING_RANDOM)
4389           MovDir[x][y] = 1 << RND(4);
4390         else if (move_pattern == MV_HORIZONTAL)
4391           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4392         else if (move_pattern == MV_VERTICAL)
4393           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4394         else if (move_pattern & MV_ANY_DIRECTION)
4395           MovDir[x][y] = element_info[element].move_pattern;
4396         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4397                  move_pattern == MV_ALONG_RIGHT_SIDE)
4398         {
4399           // use random direction as default start direction
4400           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4401             MovDir[x][y] = 1 << RND(4);
4402
4403           for (i = 0; i < NUM_DIRECTIONS; i++)
4404           {
4405             int x1 = x + xy[i][0];
4406             int y1 = y + xy[i][1];
4407
4408             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4409             {
4410               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4411                 MovDir[x][y] = direction[0][i];
4412               else
4413                 MovDir[x][y] = direction[1][i];
4414
4415               break;
4416             }
4417           }
4418         }                
4419       }
4420       else
4421       {
4422         MovDir[x][y] = 1 << RND(4);
4423
4424         if (element != EL_BUG &&
4425             element != EL_SPACESHIP &&
4426             element != EL_BD_BUTTERFLY &&
4427             element != EL_BD_FIREFLY)
4428           break;
4429
4430         for (i = 0; i < NUM_DIRECTIONS; i++)
4431         {
4432           int x1 = x + xy[i][0];
4433           int y1 = y + xy[i][1];
4434
4435           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4436           {
4437             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4438             {
4439               MovDir[x][y] = direction[0][i];
4440               break;
4441             }
4442             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4443                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4444             {
4445               MovDir[x][y] = direction[1][i];
4446               break;
4447             }
4448           }
4449         }
4450       }
4451       break;
4452   }
4453
4454   GfxDir[x][y] = MovDir[x][y];
4455 }
4456
4457 void InitAmoebaNr(int x, int y)
4458 {
4459   int i;
4460   int group_nr = AmoebeNachbarNr(x, y);
4461
4462   if (group_nr == 0)
4463   {
4464     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4465     {
4466       if (AmoebaCnt[i] == 0)
4467       {
4468         group_nr = i;
4469         break;
4470       }
4471     }
4472   }
4473
4474   AmoebaNr[x][y] = group_nr;
4475   AmoebaCnt[group_nr]++;
4476   AmoebaCnt2[group_nr]++;
4477 }
4478
4479 static void LevelSolved(void)
4480 {
4481   if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4482       game.players_still_needed > 0)
4483     return;
4484
4485   game.LevelSolved = TRUE;
4486   game.GameOver = TRUE;
4487
4488   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4489                       level.native_em_level->lev->score :
4490                       level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4491                       game_mm.score :
4492                       game.score);
4493   game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4494                        MM_HEALTH(game_mm.laser_overload_value) :
4495                        game.health);
4496
4497   game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4498   game.LevelSolved_CountingScore = game.score_final;
4499   game.LevelSolved_CountingHealth = game.health_final;
4500 }
4501
4502 void GameWon(void)
4503 {
4504   static int time_count_steps;
4505   static int time, time_final;
4506   static int score, score_final;
4507   static int health, health_final;
4508   static int game_over_delay_1 = 0;
4509   static int game_over_delay_2 = 0;
4510   static int game_over_delay_3 = 0;
4511   int game_over_delay_value_1 = 50;
4512   int game_over_delay_value_2 = 25;
4513   int game_over_delay_value_3 = 50;
4514
4515   if (!game.LevelSolved_GameWon)
4516   {
4517     int i;
4518
4519     // do not start end game actions before the player stops moving (to exit)
4520     if (local_player->active && local_player->MovPos)
4521       return;
4522
4523     game.LevelSolved_GameWon = TRUE;
4524     game.LevelSolved_SaveTape = tape.recording;
4525     game.LevelSolved_SaveScore = !tape.playing;
4526
4527     if (!tape.playing)
4528     {
4529       LevelStats_incSolved(level_nr);
4530
4531       SaveLevelSetup_SeriesInfo();
4532     }
4533
4534     if (tape.auto_play)         // tape might already be stopped here
4535       tape.auto_play_level_solved = TRUE;
4536
4537     TapeStop();
4538
4539     game_over_delay_1 = 0;
4540     game_over_delay_2 = 0;
4541     game_over_delay_3 = game_over_delay_value_3;
4542
4543     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4544     score = score_final = game.score_final;
4545     health = health_final = game.health_final;
4546
4547     if (level.score[SC_TIME_BONUS] > 0)
4548     {
4549       if (TimeLeft > 0)
4550       {
4551         time_final = 0;
4552         score_final += TimeLeft * level.score[SC_TIME_BONUS];
4553       }
4554       else if (game.no_time_limit && TimePlayed < 999)
4555       {
4556         time_final = 999;
4557         score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4558       }
4559
4560       time_count_steps = MAX(1, ABS(time_final - time) / 100);
4561
4562       game_over_delay_1 = game_over_delay_value_1;
4563
4564       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4565       {
4566         health_final = 0;
4567         score_final += health * level.score[SC_TIME_BONUS];
4568
4569         game_over_delay_2 = game_over_delay_value_2;
4570       }
4571
4572       game.score_final = score_final;
4573       game.health_final = health_final;
4574     }
4575
4576     if (level_editor_test_game)
4577     {
4578       time = time_final;
4579       score = score_final;
4580
4581       game.LevelSolved_CountingTime = time;
4582       game.LevelSolved_CountingScore = score;
4583
4584       game_panel_controls[GAME_PANEL_TIME].value = time;
4585       game_panel_controls[GAME_PANEL_SCORE].value = score;
4586
4587       DisplayGameControlValues();
4588     }
4589
4590     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4591     {
4592       // check if last player has left the level
4593       if (game.exit_x >= 0 &&
4594           game.exit_y >= 0)
4595       {
4596         int x = game.exit_x;
4597         int y = game.exit_y;
4598         int element = Feld[x][y];
4599
4600         // close exit door after last player
4601         if ((game.all_players_gone &&
4602              (element == EL_EXIT_OPEN ||
4603               element == EL_SP_EXIT_OPEN ||
4604               element == EL_STEEL_EXIT_OPEN)) ||
4605             element == EL_EM_EXIT_OPEN ||
4606             element == EL_EM_STEEL_EXIT_OPEN)
4607         {
4608
4609           Feld[x][y] =
4610             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4611              element == EL_EM_EXIT_OPEN         ? EL_EM_EXIT_CLOSING :
4612              element == EL_SP_EXIT_OPEN         ? EL_SP_EXIT_CLOSING:
4613              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4614              EL_EM_STEEL_EXIT_CLOSING);
4615
4616           PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4617         }
4618
4619         // player disappears
4620         DrawLevelField(x, y);
4621       }
4622
4623       for (i = 0; i < MAX_PLAYERS; i++)
4624       {
4625         struct PlayerInfo *player = &stored_player[i];
4626
4627         if (player->present)
4628         {
4629           RemovePlayer(player);
4630
4631           // player disappears
4632           DrawLevelField(player->jx, player->jy);
4633         }
4634       }
4635     }
4636
4637     PlaySound(SND_GAME_WINNING);
4638   }
4639
4640   if (game_over_delay_1 > 0)
4641   {
4642     game_over_delay_1--;
4643
4644     return;
4645   }
4646
4647   if (time != time_final)
4648   {
4649     int time_to_go = ABS(time_final - time);
4650     int time_count_dir = (time < time_final ? +1 : -1);
4651
4652     if (time_to_go < time_count_steps)
4653       time_count_steps = 1;
4654
4655     time  += time_count_steps * time_count_dir;
4656     score += time_count_steps * level.score[SC_TIME_BONUS];
4657
4658     game.LevelSolved_CountingTime = time;
4659     game.LevelSolved_CountingScore = score;
4660
4661     game_panel_controls[GAME_PANEL_TIME].value = time;
4662     game_panel_controls[GAME_PANEL_SCORE].value = score;
4663
4664     DisplayGameControlValues();
4665
4666     if (time == time_final)
4667       StopSound(SND_GAME_LEVELTIME_BONUS);
4668     else if (setup.sound_loops)
4669       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4670     else
4671       PlaySound(SND_GAME_LEVELTIME_BONUS);
4672
4673     return;
4674   }
4675
4676   if (game_over_delay_2 > 0)
4677   {
4678     game_over_delay_2--;
4679
4680     return;
4681   }
4682
4683   if (health != health_final)
4684   {
4685     int health_count_dir = (health < health_final ? +1 : -1);
4686
4687     health += health_count_dir;
4688     score  += level.score[SC_TIME_BONUS];
4689
4690     game.LevelSolved_CountingHealth = health;
4691     game.LevelSolved_CountingScore = score;
4692
4693     game_panel_controls[GAME_PANEL_HEALTH].value = health;
4694     game_panel_controls[GAME_PANEL_SCORE].value = score;
4695
4696     DisplayGameControlValues();
4697
4698     if (health == health_final)
4699       StopSound(SND_GAME_LEVELTIME_BONUS);
4700     else if (setup.sound_loops)
4701       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4702     else
4703       PlaySound(SND_GAME_LEVELTIME_BONUS);
4704
4705     return;
4706   }
4707
4708   game.panel.active = FALSE;
4709
4710   if (game_over_delay_3 > 0)
4711   {
4712     game_over_delay_3--;
4713
4714     return;
4715   }
4716
4717   GameEnd();
4718 }
4719
4720 void GameEnd(void)
4721 {
4722   // used instead of "level_nr" (needed for network games)
4723   int last_level_nr = levelset.level_nr;
4724   int hi_pos;
4725
4726   game.LevelSolved_GameEnd = TRUE;
4727
4728   if (game.LevelSolved_SaveTape)
4729   {
4730     // make sure that request dialog to save tape does not open door again
4731     if (!global.use_envelope_request)
4732       CloseDoor(DOOR_CLOSE_1);
4733
4734     SaveTapeChecked_LevelSolved(tape.level_nr);         // ask to save tape
4735   }
4736
4737   // if no tape is to be saved, close both doors simultaneously
4738   CloseDoor(DOOR_CLOSE_ALL);
4739
4740   if (level_editor_test_game)
4741   {
4742     SetGameStatus(GAME_MODE_MAIN);
4743
4744     DrawMainMenu();
4745
4746     return;
4747   }
4748
4749   if (!game.LevelSolved_SaveScore)
4750   {
4751     SetGameStatus(GAME_MODE_MAIN);
4752
4753     DrawMainMenu();
4754
4755     return;
4756   }
4757
4758   if (level_nr == leveldir_current->handicap_level)
4759   {
4760     leveldir_current->handicap_level++;
4761
4762     SaveLevelSetup_SeriesInfo();
4763   }
4764
4765   if (setup.increment_levels &&
4766       level_nr < leveldir_current->last_level &&
4767       !network_playing)
4768   {
4769     level_nr++;         // advance to next level
4770     TapeErase();        // start with empty tape
4771
4772     if (setup.auto_play_next_level)
4773     {
4774       LoadLevel(level_nr);
4775
4776       SaveLevelSetup_SeriesInfo();
4777     }
4778   }
4779
4780   hi_pos = NewHiScore(last_level_nr);
4781
4782   if (hi_pos >= 0 && !setup.skip_scores_after_game)
4783   {
4784     SetGameStatus(GAME_MODE_SCORES);
4785
4786     DrawHallOfFame(last_level_nr, hi_pos);
4787   }
4788   else if (setup.auto_play_next_level && setup.increment_levels &&
4789            last_level_nr < leveldir_current->last_level &&
4790            !network_playing)
4791   {
4792     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4793   }
4794   else
4795   {
4796     SetGameStatus(GAME_MODE_MAIN);
4797
4798     DrawMainMenu();
4799   }
4800 }
4801
4802 int NewHiScore(int level_nr)
4803 {
4804   int k, l;
4805   int position = -1;
4806   boolean one_score_entry_per_name = !program.many_scores_per_name;
4807
4808   LoadScore(level_nr);
4809
4810   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4811       game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4812     return -1;
4813
4814   for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4815   {
4816     if (game.score_final > highscore[k].Score)
4817     {
4818       // player has made it to the hall of fame
4819
4820       if (k < MAX_SCORE_ENTRIES - 1)
4821       {
4822         int m = MAX_SCORE_ENTRIES - 1;
4823
4824         if (one_score_entry_per_name)
4825         {
4826           for (l = k; l < MAX_SCORE_ENTRIES; l++)
4827             if (strEqual(setup.player_name, highscore[l].Name))
4828               m = l;
4829
4830           if (m == k)   // player's new highscore overwrites his old one
4831             goto put_into_list;
4832         }
4833
4834         for (l = m; l > k; l--)
4835         {
4836           strcpy(highscore[l].Name, highscore[l - 1].Name);
4837           highscore[l].Score = highscore[l - 1].Score;
4838         }
4839       }
4840
4841       put_into_list:
4842
4843       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4844       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4845       highscore[k].Score = game.score_final;
4846       position = k;
4847
4848       break;
4849     }
4850     else if (one_score_entry_per_name &&
4851              !strncmp(setup.player_name, highscore[k].Name,
4852                       MAX_PLAYER_NAME_LEN))
4853       break;    // player already there with a higher score
4854   }
4855
4856   if (position >= 0) 
4857     SaveScore(level_nr);
4858
4859   return position;
4860 }
4861
4862 static int getElementMoveStepsizeExt(int x, int y, int direction)
4863 {
4864   int element = Feld[x][y];
4865   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4866   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4867   int horiz_move = (dx != 0);
4868   int sign = (horiz_move ? dx : dy);
4869   int step = sign * element_info[element].move_stepsize;
4870
4871   // special values for move stepsize for spring and things on conveyor belt
4872   if (horiz_move)
4873   {
4874     if (CAN_FALL(element) &&
4875         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4876       step = sign * MOVE_STEPSIZE_NORMAL / 2;
4877     else if (element == EL_SPRING)
4878       step = sign * MOVE_STEPSIZE_NORMAL * 2;
4879   }
4880
4881   return step;
4882 }
4883
4884 static int getElementMoveStepsize(int x, int y)
4885 {
4886   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4887 }
4888
4889 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4890 {
4891   if (player->GfxAction != action || player->GfxDir != dir)
4892   {
4893     player->GfxAction = action;
4894     player->GfxDir = dir;
4895     player->Frame = 0;
4896     player->StepFrame = 0;
4897   }
4898 }
4899
4900 static void ResetGfxFrame(int x, int y)
4901 {
4902   // profiling showed that "autotest" spends 10~20% of its time in this function
4903   if (DrawingDeactivatedField())
4904     return;
4905
4906   int element = Feld[x][y];
4907   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4908
4909   if (graphic_info[graphic].anim_global_sync)
4910     GfxFrame[x][y] = FrameCounter;
4911   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4912     GfxFrame[x][y] = CustomValue[x][y];
4913   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4914     GfxFrame[x][y] = element_info[element].collect_score;
4915   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4916     GfxFrame[x][y] = ChangeDelay[x][y];
4917 }
4918
4919 static void ResetGfxAnimation(int x, int y)
4920 {
4921   GfxAction[x][y] = ACTION_DEFAULT;
4922   GfxDir[x][y] = MovDir[x][y];
4923   GfxFrame[x][y] = 0;
4924
4925   ResetGfxFrame(x, y);
4926 }
4927
4928 static void ResetRandomAnimationValue(int x, int y)
4929 {
4930   GfxRandom[x][y] = INIT_GFX_RANDOM();
4931 }
4932
4933 static void InitMovingField(int x, int y, int direction)
4934 {
4935   int element = Feld[x][y];
4936   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4937   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4938   int newx = x + dx;
4939   int newy = y + dy;
4940   boolean is_moving_before, is_moving_after;
4941
4942   // check if element was/is moving or being moved before/after mode change
4943   is_moving_before = (WasJustMoving[x][y] != 0);
4944   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
4945
4946   // reset animation only for moving elements which change direction of moving
4947   // or which just started or stopped moving
4948   // (else CEs with property "can move" / "not moving" are reset each frame)
4949   if (is_moving_before != is_moving_after ||
4950       direction != MovDir[x][y])
4951     ResetGfxAnimation(x, y);
4952
4953   MovDir[x][y] = direction;
4954   GfxDir[x][y] = direction;
4955
4956   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4957                      direction == MV_DOWN && CAN_FALL(element) ?
4958                      ACTION_FALLING : ACTION_MOVING);
4959
4960   // this is needed for CEs with property "can move" / "not moving"
4961
4962   if (is_moving_after)
4963   {
4964     if (Feld[newx][newy] == EL_EMPTY)
4965       Feld[newx][newy] = EL_BLOCKED;
4966
4967     MovDir[newx][newy] = MovDir[x][y];
4968
4969     CustomValue[newx][newy] = CustomValue[x][y];
4970
4971     GfxFrame[newx][newy] = GfxFrame[x][y];
4972     GfxRandom[newx][newy] = GfxRandom[x][y];
4973     GfxAction[newx][newy] = GfxAction[x][y];
4974     GfxDir[newx][newy] = GfxDir[x][y];
4975   }
4976 }
4977
4978 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4979 {
4980   int direction = MovDir[x][y];
4981   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4982   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
4983
4984   *goes_to_x = newx;
4985   *goes_to_y = newy;
4986 }
4987
4988 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4989 {
4990   int oldx = x, oldy = y;
4991   int direction = MovDir[x][y];
4992
4993   if (direction == MV_LEFT)
4994     oldx++;
4995   else if (direction == MV_RIGHT)
4996     oldx--;
4997   else if (direction == MV_UP)
4998     oldy++;
4999   else if (direction == MV_DOWN)
5000     oldy--;
5001
5002   *comes_from_x = oldx;
5003   *comes_from_y = oldy;
5004 }
5005
5006 static int MovingOrBlocked2Element(int x, int y)
5007 {
5008   int element = Feld[x][y];
5009
5010   if (element == EL_BLOCKED)
5011   {
5012     int oldx, oldy;
5013
5014     Blocked2Moving(x, y, &oldx, &oldy);
5015     return Feld[oldx][oldy];
5016   }
5017   else
5018     return element;
5019 }
5020
5021 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5022 {
5023   // like MovingOrBlocked2Element(), but if element is moving
5024   // and (x,y) is the field the moving element is just leaving,
5025   // return EL_BLOCKED instead of the element value
5026   int element = Feld[x][y];
5027
5028   if (IS_MOVING(x, y))
5029   {
5030     if (element == EL_BLOCKED)
5031     {
5032       int oldx, oldy;
5033
5034       Blocked2Moving(x, y, &oldx, &oldy);
5035       return Feld[oldx][oldy];
5036     }
5037     else
5038       return EL_BLOCKED;
5039   }
5040   else
5041     return element;
5042 }
5043
5044 static void RemoveField(int x, int y)
5045 {
5046   Feld[x][y] = EL_EMPTY;
5047
5048   MovPos[x][y] = 0;
5049   MovDir[x][y] = 0;
5050   MovDelay[x][y] = 0;
5051
5052   CustomValue[x][y] = 0;
5053
5054   AmoebaNr[x][y] = 0;
5055   ChangeDelay[x][y] = 0;
5056   ChangePage[x][y] = -1;
5057   Pushed[x][y] = FALSE;
5058
5059   GfxElement[x][y] = EL_UNDEFINED;
5060   GfxAction[x][y] = ACTION_DEFAULT;
5061   GfxDir[x][y] = MV_NONE;
5062 }
5063
5064 static void RemoveMovingField(int x, int y)
5065 {
5066   int oldx = x, oldy = y, newx = x, newy = y;
5067   int element = Feld[x][y];
5068   int next_element = EL_UNDEFINED;
5069
5070   if (element != EL_BLOCKED && !IS_MOVING(x, y))
5071     return;
5072
5073   if (IS_MOVING(x, y))
5074   {
5075     Moving2Blocked(x, y, &newx, &newy);
5076
5077     if (Feld[newx][newy] != EL_BLOCKED)
5078     {
5079       // element is moving, but target field is not free (blocked), but
5080       // already occupied by something different (example: acid pool);
5081       // in this case, only remove the moving field, but not the target
5082
5083       RemoveField(oldx, oldy);
5084
5085       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5086
5087       TEST_DrawLevelField(oldx, oldy);
5088
5089       return;
5090     }
5091   }
5092   else if (element == EL_BLOCKED)
5093   {
5094     Blocked2Moving(x, y, &oldx, &oldy);
5095     if (!IS_MOVING(oldx, oldy))
5096       return;
5097   }
5098
5099   if (element == EL_BLOCKED &&
5100       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5101        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5102        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5103        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5104        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5105        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5106     next_element = get_next_element(Feld[oldx][oldy]);
5107
5108   RemoveField(oldx, oldy);
5109   RemoveField(newx, newy);
5110
5111   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5112
5113   if (next_element != EL_UNDEFINED)
5114     Feld[oldx][oldy] = next_element;
5115
5116   TEST_DrawLevelField(oldx, oldy);
5117   TEST_DrawLevelField(newx, newy);
5118 }
5119
5120 void DrawDynamite(int x, int y)
5121 {
5122   int sx = SCREENX(x), sy = SCREENY(y);
5123   int graphic = el2img(Feld[x][y]);
5124   int frame;
5125
5126   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5127     return;
5128
5129   if (IS_WALKABLE_INSIDE(Back[x][y]))
5130     return;
5131
5132   if (Back[x][y])
5133     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5134   else if (Store[x][y])
5135     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5136
5137   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5138
5139   if (Back[x][y] || Store[x][y])
5140     DrawGraphicThruMask(sx, sy, graphic, frame);
5141   else
5142     DrawGraphic(sx, sy, graphic, frame);
5143 }
5144
5145 static void CheckDynamite(int x, int y)
5146 {
5147   if (MovDelay[x][y] != 0)      // dynamite is still waiting to explode
5148   {
5149     MovDelay[x][y]--;
5150
5151     if (MovDelay[x][y] != 0)
5152     {
5153       DrawDynamite(x, y);
5154       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5155
5156       return;
5157     }
5158   }
5159
5160   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5161
5162   Bang(x, y);
5163 }
5164
5165 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5166 {
5167   boolean num_checked_players = 0;
5168   int i;
5169
5170   for (i = 0; i < MAX_PLAYERS; i++)
5171   {
5172     if (stored_player[i].active)
5173     {
5174       int sx = stored_player[i].jx;
5175       int sy = stored_player[i].jy;
5176
5177       if (num_checked_players == 0)
5178       {
5179         *sx1 = *sx2 = sx;
5180         *sy1 = *sy2 = sy;
5181       }
5182       else
5183       {
5184         *sx1 = MIN(*sx1, sx);
5185         *sy1 = MIN(*sy1, sy);
5186         *sx2 = MAX(*sx2, sx);
5187         *sy2 = MAX(*sy2, sy);
5188       }
5189
5190       num_checked_players++;
5191     }
5192   }
5193 }
5194
5195 static boolean checkIfAllPlayersFitToScreen_RND(void)
5196 {
5197   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5198
5199   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5200
5201   return (sx2 - sx1 < SCR_FIELDX &&
5202           sy2 - sy1 < SCR_FIELDY);
5203 }
5204
5205 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5206 {
5207   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5208
5209   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5210
5211   *sx = (sx1 + sx2) / 2;
5212   *sy = (sy1 + sy2) / 2;
5213 }
5214
5215 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5216                                boolean center_screen, boolean quick_relocation)
5217 {
5218   unsigned int frame_delay_value_old = GetVideoFrameDelay();
5219   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5220   boolean no_delay = (tape.warp_forward);
5221   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5222   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5223   int new_scroll_x, new_scroll_y;
5224
5225   if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5226   {
5227     // case 1: quick relocation inside visible screen (without scrolling)
5228
5229     RedrawPlayfield();
5230
5231     return;
5232   }
5233
5234   if (!level.shifted_relocation || center_screen)
5235   {
5236     // relocation _with_ centering of screen
5237
5238     new_scroll_x = SCROLL_POSITION_X(x);
5239     new_scroll_y = SCROLL_POSITION_Y(y);
5240   }
5241   else
5242   {
5243     // relocation _without_ centering of screen
5244
5245     int center_scroll_x = SCROLL_POSITION_X(old_x);
5246     int center_scroll_y = SCROLL_POSITION_Y(old_y);
5247     int offset_x = x + (scroll_x - center_scroll_x);
5248     int offset_y = y + (scroll_y - center_scroll_y);
5249
5250     // for new screen position, apply previous offset to center position
5251     new_scroll_x = SCROLL_POSITION_X(offset_x);
5252     new_scroll_y = SCROLL_POSITION_Y(offset_y);
5253   }
5254
5255   if (quick_relocation)
5256   {
5257     // case 2: quick relocation (redraw without visible scrolling)
5258
5259     scroll_x = new_scroll_x;
5260     scroll_y = new_scroll_y;
5261
5262     RedrawPlayfield();
5263
5264     return;
5265   }
5266
5267   // case 3: visible relocation (with scrolling to new position)
5268
5269   ScrollScreen(NULL, SCROLL_GO_ON);     // scroll last frame to full tile
5270
5271   SetVideoFrameDelay(wait_delay_value);
5272
5273   while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5274   {
5275     int dx = 0, dy = 0;
5276     int fx = FX, fy = FY;
5277
5278     dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5279     dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5280
5281     if (dx == 0 && dy == 0)             // no scrolling needed at all
5282       break;
5283
5284     scroll_x -= dx;
5285     scroll_y -= dy;
5286
5287     fx += dx * TILEX / 2;
5288     fy += dy * TILEY / 2;
5289
5290     ScrollLevel(dx, dy);
5291     DrawAllPlayers();
5292
5293     // scroll in two steps of half tile size to make things smoother
5294     BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5295
5296     // scroll second step to align at full tile size
5297     BlitScreenToBitmap(window);
5298   }
5299
5300   DrawAllPlayers();
5301   BackToFront();
5302
5303   SetVideoFrameDelay(frame_delay_value_old);
5304 }
5305
5306 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5307 {
5308   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5309   int player_nr = GET_PLAYER_NR(el_player);
5310   struct PlayerInfo *player = &stored_player[player_nr];
5311   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5312   boolean no_delay = (tape.warp_forward);
5313   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5314   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5315   int old_jx = player->jx;
5316   int old_jy = player->jy;
5317   int old_element = Feld[old_jx][old_jy];
5318   int element = Feld[jx][jy];
5319   boolean player_relocated = (old_jx != jx || old_jy != jy);
5320
5321   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5322   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5323   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5324   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5325   int leave_side_horiz = move_dir_horiz;
5326   int leave_side_vert  = move_dir_vert;
5327   int enter_side = enter_side_horiz | enter_side_vert;
5328   int leave_side = leave_side_horiz | leave_side_vert;
5329
5330   if (player->buried)           // do not reanimate dead player
5331     return;
5332
5333   if (!player_relocated)        // no need to relocate the player
5334     return;
5335
5336   if (IS_PLAYER(jx, jy))        // player already placed at new position
5337   {
5338     RemoveField(jx, jy);        // temporarily remove newly placed player
5339     DrawLevelField(jx, jy);
5340   }
5341
5342   if (player->present)
5343   {
5344     while (player->MovPos)
5345     {
5346       ScrollPlayer(player, SCROLL_GO_ON);
5347       ScrollScreen(NULL, SCROLL_GO_ON);
5348
5349       AdvanceFrameAndPlayerCounters(player->index_nr);
5350
5351       DrawPlayer(player);
5352
5353       BackToFront_WithFrameDelay(wait_delay_value);
5354     }
5355
5356     DrawPlayer(player);         // needed here only to cleanup last field
5357     DrawLevelField(player->jx, player->jy);     // remove player graphic
5358
5359     player->is_moving = FALSE;
5360   }
5361
5362   if (IS_CUSTOM_ELEMENT(old_element))
5363     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5364                                CE_LEFT_BY_PLAYER,
5365                                player->index_bit, leave_side);
5366
5367   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5368                                       CE_PLAYER_LEAVES_X,
5369                                       player->index_bit, leave_side);
5370
5371   Feld[jx][jy] = el_player;
5372   InitPlayerField(jx, jy, el_player, TRUE);
5373
5374   /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5375      possible that the relocation target field did not contain a player element,
5376      but a walkable element, to which the new player was relocated -- in this
5377      case, restore that (already initialized!) element on the player field */
5378   if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5379   {
5380     Feld[jx][jy] = element;     // restore previously existing element
5381   }
5382
5383   // only visually relocate centered player
5384   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5385                      FALSE, level.instant_relocation);
5386
5387   TestIfPlayerTouchesBadThing(jx, jy);
5388   TestIfPlayerTouchesCustomElement(jx, jy);
5389
5390   if (IS_CUSTOM_ELEMENT(element))
5391     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5392                                player->index_bit, enter_side);
5393
5394   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5395                                       player->index_bit, enter_side);
5396
5397   if (player->is_switching)
5398   {
5399     /* ensure that relocation while still switching an element does not cause
5400        a new element to be treated as also switched directly after relocation
5401        (this is important for teleporter switches that teleport the player to
5402        a place where another teleporter switch is in the same direction, which
5403        would then incorrectly be treated as immediately switched before the
5404        direction key that caused the switch was released) */
5405
5406     player->switch_x += jx - old_jx;
5407     player->switch_y += jy - old_jy;
5408   }
5409 }
5410
5411 static void Explode(int ex, int ey, int phase, int mode)
5412 {
5413   int x, y;
5414   int last_phase;
5415   int border_element;
5416
5417   // !!! eliminate this variable !!!
5418   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5419
5420   if (game.explosions_delayed)
5421   {
5422     ExplodeField[ex][ey] = mode;
5423     return;
5424   }
5425
5426   if (phase == EX_PHASE_START)          // initialize 'Store[][]' field
5427   {
5428     int center_element = Feld[ex][ey];
5429     int artwork_element, explosion_element;     // set these values later
5430
5431     // remove things displayed in background while burning dynamite
5432     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5433       Back[ex][ey] = 0;
5434
5435     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5436     {
5437       // put moving element to center field (and let it explode there)
5438       center_element = MovingOrBlocked2Element(ex, ey);
5439       RemoveMovingField(ex, ey);
5440       Feld[ex][ey] = center_element;
5441     }
5442
5443     // now "center_element" is finally determined -- set related values now
5444     artwork_element = center_element;           // for custom player artwork
5445     explosion_element = center_element;         // for custom player artwork
5446
5447     if (IS_PLAYER(ex, ey))
5448     {
5449       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5450
5451       artwork_element = stored_player[player_nr].artwork_element;
5452
5453       if (level.use_explosion_element[player_nr])
5454       {
5455         explosion_element = level.explosion_element[player_nr];
5456         artwork_element = explosion_element;
5457       }
5458     }
5459
5460     if (mode == EX_TYPE_NORMAL ||
5461         mode == EX_TYPE_CENTER ||
5462         mode == EX_TYPE_CROSS)
5463       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5464
5465     last_phase = element_info[explosion_element].explosion_delay + 1;
5466
5467     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5468     {
5469       int xx = x - ex + 1;
5470       int yy = y - ey + 1;
5471       int element;
5472
5473       if (!IN_LEV_FIELD(x, y) ||
5474           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5475           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5476         continue;
5477
5478       element = Feld[x][y];
5479
5480       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5481       {
5482         element = MovingOrBlocked2Element(x, y);
5483
5484         if (!IS_EXPLOSION_PROOF(element))
5485           RemoveMovingField(x, y);
5486       }
5487
5488       // indestructible elements can only explode in center (but not flames)
5489       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5490                                            mode == EX_TYPE_BORDER)) ||
5491           element == EL_FLAMES)
5492         continue;
5493
5494       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5495          behaviour, for example when touching a yamyam that explodes to rocks
5496          with active deadly shield, a rock is created under the player !!! */
5497       // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5498 #if 0
5499       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5500           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5501            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5502 #else
5503       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5504 #endif
5505       {
5506         if (IS_ACTIVE_BOMB(element))
5507         {
5508           // re-activate things under the bomb like gate or penguin
5509           Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5510           Back[x][y] = 0;
5511         }
5512
5513         continue;
5514       }
5515
5516       // save walkable background elements while explosion on same tile
5517       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5518           (x != ex || y != ey || mode == EX_TYPE_BORDER))
5519         Back[x][y] = element;
5520
5521       // ignite explodable elements reached by other explosion
5522       if (element == EL_EXPLOSION)
5523         element = Store2[x][y];
5524
5525       if (AmoebaNr[x][y] &&
5526           (element == EL_AMOEBA_FULL ||
5527            element == EL_BD_AMOEBA ||
5528            element == EL_AMOEBA_GROWING))
5529       {
5530         AmoebaCnt[AmoebaNr[x][y]]--;
5531         AmoebaCnt2[AmoebaNr[x][y]]--;
5532       }
5533
5534       RemoveField(x, y);
5535
5536       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5537       {
5538         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5539
5540         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5541
5542         if (PLAYERINFO(ex, ey)->use_murphy)
5543           Store[x][y] = EL_EMPTY;
5544       }
5545
5546       // !!! check this case -- currently needed for rnd_rado_negundo_v,
5547       // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5548       else if (ELEM_IS_PLAYER(center_element))
5549         Store[x][y] = EL_EMPTY;
5550       else if (center_element == EL_YAMYAM)
5551         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5552       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5553         Store[x][y] = element_info[center_element].content.e[xx][yy];
5554 #if 1
5555       // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5556       // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5557       // otherwise) -- FIX THIS !!!
5558       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5559         Store[x][y] = element_info[element].content.e[1][1];
5560 #else
5561       else if (!CAN_EXPLODE(element))
5562         Store[x][y] = element_info[element].content.e[1][1];
5563 #endif
5564       else
5565         Store[x][y] = EL_EMPTY;
5566
5567       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5568           center_element == EL_AMOEBA_TO_DIAMOND)
5569         Store2[x][y] = element;
5570
5571       Feld[x][y] = EL_EXPLOSION;
5572       GfxElement[x][y] = artwork_element;
5573
5574       ExplodePhase[x][y] = 1;
5575       ExplodeDelay[x][y] = last_phase;
5576
5577       Stop[x][y] = TRUE;
5578     }
5579
5580     if (center_element == EL_YAMYAM)
5581       game.yamyam_content_nr =
5582         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5583
5584     return;
5585   }
5586
5587   if (Stop[ex][ey])
5588     return;
5589
5590   x = ex;
5591   y = ey;
5592
5593   if (phase == 1)
5594     GfxFrame[x][y] = 0;         // restart explosion animation
5595
5596   last_phase = ExplodeDelay[x][y];
5597
5598   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5599
5600   // this can happen if the player leaves an explosion just in time
5601   if (GfxElement[x][y] == EL_UNDEFINED)
5602     GfxElement[x][y] = EL_EMPTY;
5603
5604   border_element = Store2[x][y];
5605   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5606     border_element = StorePlayer[x][y];
5607
5608   if (phase == element_info[border_element].ignition_delay ||
5609       phase == last_phase)
5610   {
5611     boolean border_explosion = FALSE;
5612
5613     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5614         !PLAYER_EXPLOSION_PROTECTED(x, y))
5615     {
5616       KillPlayerUnlessExplosionProtected(x, y);
5617       border_explosion = TRUE;
5618     }
5619     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5620     {
5621       Feld[x][y] = Store2[x][y];
5622       Store2[x][y] = 0;
5623       Bang(x, y);
5624       border_explosion = TRUE;
5625     }
5626     else if (border_element == EL_AMOEBA_TO_DIAMOND)
5627     {
5628       AmoebeUmwandeln(x, y);
5629       Store2[x][y] = 0;
5630       border_explosion = TRUE;
5631     }
5632
5633     // if an element just explodes due to another explosion (chain-reaction),
5634     // do not immediately end the new explosion when it was the last frame of
5635     // the explosion (as it would be done in the following "if"-statement!)
5636     if (border_explosion && phase == last_phase)
5637       return;
5638   }
5639
5640   if (phase == last_phase)
5641   {
5642     int element;
5643
5644     element = Feld[x][y] = Store[x][y];
5645     Store[x][y] = Store2[x][y] = 0;
5646     GfxElement[x][y] = EL_UNDEFINED;
5647
5648     // player can escape from explosions and might therefore be still alive
5649     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5650         element <= EL_PLAYER_IS_EXPLODING_4)
5651     {
5652       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5653       int explosion_element = EL_PLAYER_1 + player_nr;
5654       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5655       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5656
5657       if (level.use_explosion_element[player_nr])
5658         explosion_element = level.explosion_element[player_nr];
5659
5660       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5661                     element_info[explosion_element].content.e[xx][yy]);
5662     }
5663
5664     // restore probably existing indestructible background element
5665     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5666       element = Feld[x][y] = Back[x][y];
5667     Back[x][y] = 0;
5668
5669     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5670     GfxDir[x][y] = MV_NONE;
5671     ChangeDelay[x][y] = 0;
5672     ChangePage[x][y] = -1;
5673
5674     CustomValue[x][y] = 0;
5675
5676     InitField_WithBug2(x, y, FALSE);
5677
5678     TEST_DrawLevelField(x, y);
5679
5680     TestIfElementTouchesCustomElement(x, y);
5681
5682     if (GFX_CRUMBLED(element))
5683       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5684
5685     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5686       StorePlayer[x][y] = 0;
5687
5688     if (ELEM_IS_PLAYER(element))
5689       RelocatePlayer(x, y, element);
5690   }
5691   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5692   {
5693     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5694     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5695
5696     if (phase == delay)
5697       TEST_DrawLevelFieldCrumbled(x, y);
5698
5699     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5700     {
5701       DrawLevelElement(x, y, Back[x][y]);
5702       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5703     }
5704     else if (IS_WALKABLE_UNDER(Back[x][y]))
5705     {
5706       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5707       DrawLevelElementThruMask(x, y, Back[x][y]);
5708     }
5709     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5710       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5711   }
5712 }
5713
5714 static void DynaExplode(int ex, int ey)
5715 {
5716   int i, j;
5717   int dynabomb_element = Feld[ex][ey];
5718   int dynabomb_size = 1;
5719   boolean dynabomb_xl = FALSE;
5720   struct PlayerInfo *player;
5721   static int xy[4][2] =
5722   {
5723     { 0, -1 },
5724     { -1, 0 },
5725     { +1, 0 },
5726     { 0, +1 }
5727   };
5728
5729   if (IS_ACTIVE_BOMB(dynabomb_element))
5730   {
5731     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5732     dynabomb_size = player->dynabomb_size;
5733     dynabomb_xl = player->dynabomb_xl;
5734     player->dynabombs_left++;
5735   }
5736
5737   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5738
5739   for (i = 0; i < NUM_DIRECTIONS; i++)
5740   {
5741     for (j = 1; j <= dynabomb_size; j++)
5742     {
5743       int x = ex + j * xy[i][0];
5744       int y = ey + j * xy[i][1];
5745       int element;
5746
5747       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5748         break;
5749
5750       element = Feld[x][y];
5751
5752       // do not restart explosions of fields with active bombs
5753       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5754         continue;
5755
5756       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5757
5758       if (element != EL_EMPTY && element != EL_EXPLOSION &&
5759           !IS_DIGGABLE(element) && !dynabomb_xl)
5760         break;
5761     }
5762   }
5763 }
5764
5765 void Bang(int x, int y)
5766 {
5767   int element = MovingOrBlocked2Element(x, y);
5768   int explosion_type = EX_TYPE_NORMAL;
5769
5770   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5771   {
5772     struct PlayerInfo *player = PLAYERINFO(x, y);
5773
5774     element = Feld[x][y] = player->initial_element;
5775
5776     if (level.use_explosion_element[player->index_nr])
5777     {
5778       int explosion_element = level.explosion_element[player->index_nr];
5779
5780       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5781         explosion_type = EX_TYPE_CROSS;
5782       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5783         explosion_type = EX_TYPE_CENTER;
5784     }
5785   }
5786
5787   switch (element)
5788   {
5789     case EL_BUG:
5790     case EL_SPACESHIP:
5791     case EL_BD_BUTTERFLY:
5792     case EL_BD_FIREFLY:
5793     case EL_YAMYAM:
5794     case EL_DARK_YAMYAM:
5795     case EL_ROBOT:
5796     case EL_PACMAN:
5797     case EL_MOLE:
5798       RaiseScoreElement(element);
5799       break;
5800
5801     case EL_DYNABOMB_PLAYER_1_ACTIVE:
5802     case EL_DYNABOMB_PLAYER_2_ACTIVE:
5803     case EL_DYNABOMB_PLAYER_3_ACTIVE:
5804     case EL_DYNABOMB_PLAYER_4_ACTIVE:
5805     case EL_DYNABOMB_INCREASE_NUMBER:
5806     case EL_DYNABOMB_INCREASE_SIZE:
5807     case EL_DYNABOMB_INCREASE_POWER:
5808       explosion_type = EX_TYPE_DYNA;
5809       break;
5810
5811     case EL_DC_LANDMINE:
5812       explosion_type = EX_TYPE_CENTER;
5813       break;
5814
5815     case EL_PENGUIN:
5816     case EL_LAMP:
5817     case EL_LAMP_ACTIVE:
5818     case EL_AMOEBA_TO_DIAMOND:
5819       if (!IS_PLAYER(x, y))     // penguin and player may be at same field
5820         explosion_type = EX_TYPE_CENTER;
5821       break;
5822
5823     default:
5824       if (element_info[element].explosion_type == EXPLODES_CROSS)
5825         explosion_type = EX_TYPE_CROSS;
5826       else if (element_info[element].explosion_type == EXPLODES_1X1)
5827         explosion_type = EX_TYPE_CENTER;
5828       break;
5829   }
5830
5831   if (explosion_type == EX_TYPE_DYNA)
5832     DynaExplode(x, y);
5833   else
5834     Explode(x, y, EX_PHASE_START, explosion_type);
5835
5836   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5837 }
5838
5839 static void SplashAcid(int x, int y)
5840 {
5841   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5842       (!IN_LEV_FIELD(x - 1, y - 2) ||
5843        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5844     Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5845
5846   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5847       (!IN_LEV_FIELD(x + 1, y - 2) ||
5848        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5849     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5850
5851   PlayLevelSound(x, y, SND_ACID_SPLASHING);
5852 }
5853
5854 static void InitBeltMovement(void)
5855 {
5856   static int belt_base_element[4] =
5857   {
5858     EL_CONVEYOR_BELT_1_LEFT,
5859     EL_CONVEYOR_BELT_2_LEFT,
5860     EL_CONVEYOR_BELT_3_LEFT,
5861     EL_CONVEYOR_BELT_4_LEFT
5862   };
5863   static int belt_base_active_element[4] =
5864   {
5865     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5866     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5867     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5868     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5869   };
5870
5871   int x, y, i, j;
5872
5873   // set frame order for belt animation graphic according to belt direction
5874   for (i = 0; i < NUM_BELTS; i++)
5875   {
5876     int belt_nr = i;
5877
5878     for (j = 0; j < NUM_BELT_PARTS; j++)
5879     {
5880       int element = belt_base_active_element[belt_nr] + j;
5881       int graphic_1 = el2img(element);
5882       int graphic_2 = el2panelimg(element);
5883
5884       if (game.belt_dir[i] == MV_LEFT)
5885       {
5886         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5887         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5888       }
5889       else
5890       {
5891         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5892         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5893       }
5894     }
5895   }
5896
5897   SCAN_PLAYFIELD(x, y)
5898   {
5899     int element = Feld[x][y];
5900
5901     for (i = 0; i < NUM_BELTS; i++)
5902     {
5903       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5904       {
5905         int e_belt_nr = getBeltNrFromBeltElement(element);
5906         int belt_nr = i;
5907
5908         if (e_belt_nr == belt_nr)
5909         {
5910           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5911
5912           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5913         }
5914       }
5915     }
5916   }
5917 }
5918
5919 static void ToggleBeltSwitch(int x, int y)
5920 {
5921   static int belt_base_element[4] =
5922   {
5923     EL_CONVEYOR_BELT_1_LEFT,
5924     EL_CONVEYOR_BELT_2_LEFT,
5925     EL_CONVEYOR_BELT_3_LEFT,
5926     EL_CONVEYOR_BELT_4_LEFT
5927   };
5928   static int belt_base_active_element[4] =
5929   {
5930     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5931     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5932     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5933     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5934   };
5935   static int belt_base_switch_element[4] =
5936   {
5937     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5938     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5939     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5940     EL_CONVEYOR_BELT_4_SWITCH_LEFT
5941   };
5942   static int belt_move_dir[4] =
5943   {
5944     MV_LEFT,
5945     MV_NONE,
5946     MV_RIGHT,
5947     MV_NONE,
5948   };
5949
5950   int element = Feld[x][y];
5951   int belt_nr = getBeltNrFromBeltSwitchElement(element);
5952   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5953   int belt_dir = belt_move_dir[belt_dir_nr];
5954   int xx, yy, i;
5955
5956   if (!IS_BELT_SWITCH(element))
5957     return;
5958
5959   game.belt_dir_nr[belt_nr] = belt_dir_nr;
5960   game.belt_dir[belt_nr] = belt_dir;
5961
5962   if (belt_dir_nr == 3)
5963     belt_dir_nr = 1;
5964
5965   // set frame order for belt animation graphic according to belt direction
5966   for (i = 0; i < NUM_BELT_PARTS; i++)
5967   {
5968     int element = belt_base_active_element[belt_nr] + i;
5969     int graphic_1 = el2img(element);
5970     int graphic_2 = el2panelimg(element);
5971
5972     if (belt_dir == MV_LEFT)
5973     {
5974       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5975       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5976     }
5977     else
5978     {
5979       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5980       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5981     }
5982   }
5983
5984   SCAN_PLAYFIELD(xx, yy)
5985   {
5986     int element = Feld[xx][yy];
5987
5988     if (IS_BELT_SWITCH(element))
5989     {
5990       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5991
5992       if (e_belt_nr == belt_nr)
5993       {
5994         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5995         TEST_DrawLevelField(xx, yy);
5996       }
5997     }
5998     else if (IS_BELT(element) && belt_dir != MV_NONE)
5999     {
6000       int e_belt_nr = getBeltNrFromBeltElement(element);
6001
6002       if (e_belt_nr == belt_nr)
6003       {
6004         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6005
6006         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6007         TEST_DrawLevelField(xx, yy);
6008       }
6009     }
6010     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6011     {
6012       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6013
6014       if (e_belt_nr == belt_nr)
6015       {
6016         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6017
6018         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6019         TEST_DrawLevelField(xx, yy);
6020       }
6021     }
6022   }
6023 }
6024
6025 static void ToggleSwitchgateSwitch(int x, int y)
6026 {
6027   int xx, yy;
6028
6029   game.switchgate_pos = !game.switchgate_pos;
6030
6031   SCAN_PLAYFIELD(xx, yy)
6032   {
6033     int element = Feld[xx][yy];
6034
6035     if (element == EL_SWITCHGATE_SWITCH_UP)
6036     {
6037       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6038       TEST_DrawLevelField(xx, yy);
6039     }
6040     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6041     {
6042       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6043       TEST_DrawLevelField(xx, yy);
6044     }
6045     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6046     {
6047       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6048       TEST_DrawLevelField(xx, yy);
6049     }
6050     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6051     {
6052       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6053       TEST_DrawLevelField(xx, yy);
6054     }
6055     else if (element == EL_SWITCHGATE_OPEN ||
6056              element == EL_SWITCHGATE_OPENING)
6057     {
6058       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6059
6060       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6061     }
6062     else if (element == EL_SWITCHGATE_CLOSED ||
6063              element == EL_SWITCHGATE_CLOSING)
6064     {
6065       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6066
6067       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6068     }
6069   }
6070 }
6071
6072 static int getInvisibleActiveFromInvisibleElement(int element)
6073 {
6074   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6075           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
6076           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
6077           element);
6078 }
6079
6080 static int getInvisibleFromInvisibleActiveElement(int element)
6081 {
6082   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6083           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
6084           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
6085           element);
6086 }
6087
6088 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6089 {
6090   int x, y;
6091
6092   SCAN_PLAYFIELD(x, y)
6093   {
6094     int element = Feld[x][y];
6095
6096     if (element == EL_LIGHT_SWITCH &&
6097         game.light_time_left > 0)
6098     {
6099       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6100       TEST_DrawLevelField(x, y);
6101     }
6102     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6103              game.light_time_left == 0)
6104     {
6105       Feld[x][y] = EL_LIGHT_SWITCH;
6106       TEST_DrawLevelField(x, y);
6107     }
6108     else if (element == EL_EMC_DRIPPER &&
6109              game.light_time_left > 0)
6110     {
6111       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6112       TEST_DrawLevelField(x, y);
6113     }
6114     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6115              game.light_time_left == 0)
6116     {
6117       Feld[x][y] = EL_EMC_DRIPPER;
6118       TEST_DrawLevelField(x, y);
6119     }
6120     else if (element == EL_INVISIBLE_STEELWALL ||
6121              element == EL_INVISIBLE_WALL ||
6122              element == EL_INVISIBLE_SAND)
6123     {
6124       if (game.light_time_left > 0)
6125         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6126
6127       TEST_DrawLevelField(x, y);
6128
6129       // uncrumble neighbour fields, if needed
6130       if (element == EL_INVISIBLE_SAND)
6131         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6132     }
6133     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6134              element == EL_INVISIBLE_WALL_ACTIVE ||
6135              element == EL_INVISIBLE_SAND_ACTIVE)
6136     {
6137       if (game.light_time_left == 0)
6138         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6139
6140       TEST_DrawLevelField(x, y);
6141
6142       // re-crumble neighbour fields, if needed
6143       if (element == EL_INVISIBLE_SAND)
6144         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6145     }
6146   }
6147 }
6148
6149 static void RedrawAllInvisibleElementsForLenses(void)
6150 {
6151   int x, y;
6152
6153   SCAN_PLAYFIELD(x, y)
6154   {
6155     int element = Feld[x][y];
6156
6157     if (element == EL_EMC_DRIPPER &&
6158         game.lenses_time_left > 0)
6159     {
6160       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6161       TEST_DrawLevelField(x, y);
6162     }
6163     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6164              game.lenses_time_left == 0)
6165     {
6166       Feld[x][y] = EL_EMC_DRIPPER;
6167       TEST_DrawLevelField(x, y);
6168     }
6169     else if (element == EL_INVISIBLE_STEELWALL ||
6170              element == EL_INVISIBLE_WALL ||
6171              element == EL_INVISIBLE_SAND)
6172     {
6173       if (game.lenses_time_left > 0)
6174         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6175
6176       TEST_DrawLevelField(x, y);
6177
6178       // uncrumble neighbour fields, if needed
6179       if (element == EL_INVISIBLE_SAND)
6180         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6181     }
6182     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6183              element == EL_INVISIBLE_WALL_ACTIVE ||
6184              element == EL_INVISIBLE_SAND_ACTIVE)
6185     {
6186       if (game.lenses_time_left == 0)
6187         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6188
6189       TEST_DrawLevelField(x, y);
6190
6191       // re-crumble neighbour fields, if needed
6192       if (element == EL_INVISIBLE_SAND)
6193         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6194     }
6195   }
6196 }
6197
6198 static void RedrawAllInvisibleElementsForMagnifier(void)
6199 {
6200   int x, y;
6201
6202   SCAN_PLAYFIELD(x, y)
6203   {
6204     int element = Feld[x][y];
6205
6206     if (element == EL_EMC_FAKE_GRASS &&
6207         game.magnify_time_left > 0)
6208     {
6209       Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6210       TEST_DrawLevelField(x, y);
6211     }
6212     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6213              game.magnify_time_left == 0)
6214     {
6215       Feld[x][y] = EL_EMC_FAKE_GRASS;
6216       TEST_DrawLevelField(x, y);
6217     }
6218     else if (IS_GATE_GRAY(element) &&
6219              game.magnify_time_left > 0)
6220     {
6221       Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6222                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6223                     IS_EM_GATE_GRAY(element) ?
6224                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6225                     IS_EMC_GATE_GRAY(element) ?
6226                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6227                     IS_DC_GATE_GRAY(element) ?
6228                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
6229                     element);
6230       TEST_DrawLevelField(x, y);
6231     }
6232     else if (IS_GATE_GRAY_ACTIVE(element) &&
6233              game.magnify_time_left == 0)
6234     {
6235       Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6236                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6237                     IS_EM_GATE_GRAY_ACTIVE(element) ?
6238                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6239                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
6240                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6241                     IS_DC_GATE_GRAY_ACTIVE(element) ?
6242                     EL_DC_GATE_WHITE_GRAY :
6243                     element);
6244       TEST_DrawLevelField(x, y);
6245     }
6246   }
6247 }
6248
6249 static void ToggleLightSwitch(int x, int y)
6250 {
6251   int element = Feld[x][y];
6252
6253   game.light_time_left =
6254     (element == EL_LIGHT_SWITCH ?
6255      level.time_light * FRAMES_PER_SECOND : 0);
6256
6257   RedrawAllLightSwitchesAndInvisibleElements();
6258 }
6259
6260 static void ActivateTimegateSwitch(int x, int y)
6261 {
6262   int xx, yy;
6263
6264   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6265
6266   SCAN_PLAYFIELD(xx, yy)
6267   {
6268     int element = Feld[xx][yy];
6269
6270     if (element == EL_TIMEGATE_CLOSED ||
6271         element == EL_TIMEGATE_CLOSING)
6272     {
6273       Feld[xx][yy] = EL_TIMEGATE_OPENING;
6274       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6275     }
6276
6277     /*
6278     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6279     {
6280       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6281       TEST_DrawLevelField(xx, yy);
6282     }
6283     */
6284
6285   }
6286
6287   Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6288                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6289 }
6290
6291 static void Impact(int x, int y)
6292 {
6293   boolean last_line = (y == lev_fieldy - 1);
6294   boolean object_hit = FALSE;
6295   boolean impact = (last_line || object_hit);
6296   int element = Feld[x][y];
6297   int smashed = EL_STEELWALL;
6298
6299   if (!last_line)       // check if element below was hit
6300   {
6301     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6302       return;
6303
6304     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6305                                          MovDir[x][y + 1] != MV_DOWN ||
6306                                          MovPos[x][y + 1] <= TILEY / 2));
6307
6308     // do not smash moving elements that left the smashed field in time
6309     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6310         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6311       object_hit = FALSE;
6312
6313 #if USE_QUICKSAND_IMPACT_BUGFIX
6314     if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6315     {
6316       RemoveMovingField(x, y + 1);
6317       Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6318       Feld[x][y + 2] = EL_ROCK;
6319       TEST_DrawLevelField(x, y + 2);
6320
6321       object_hit = TRUE;
6322     }
6323
6324     if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6325     {
6326       RemoveMovingField(x, y + 1);
6327       Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6328       Feld[x][y + 2] = EL_ROCK;
6329       TEST_DrawLevelField(x, y + 2);
6330
6331       object_hit = TRUE;
6332     }
6333 #endif
6334
6335     if (object_hit)
6336       smashed = MovingOrBlocked2Element(x, y + 1);
6337
6338     impact = (last_line || object_hit);
6339   }
6340
6341   if (!last_line && smashed == EL_ACID) // element falls into acid
6342   {
6343     SplashAcid(x, y + 1);
6344     return;
6345   }
6346
6347   // !!! not sufficient for all cases -- see EL_PEARL below !!!
6348   // only reset graphic animation if graphic really changes after impact
6349   if (impact &&
6350       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6351   {
6352     ResetGfxAnimation(x, y);
6353     TEST_DrawLevelField(x, y);
6354   }
6355
6356   if (impact && CAN_EXPLODE_IMPACT(element))
6357   {
6358     Bang(x, y);
6359     return;
6360   }
6361   else if (impact && element == EL_PEARL &&
6362            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6363   {
6364     ResetGfxAnimation(x, y);
6365
6366     Feld[x][y] = EL_PEARL_BREAKING;
6367     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6368     return;
6369   }
6370   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6371   {
6372     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6373
6374     return;
6375   }
6376
6377   if (impact && element == EL_AMOEBA_DROP)
6378   {
6379     if (object_hit && IS_PLAYER(x, y + 1))
6380       KillPlayerUnlessEnemyProtected(x, y + 1);
6381     else if (object_hit && smashed == EL_PENGUIN)
6382       Bang(x, y + 1);
6383     else
6384     {
6385       Feld[x][y] = EL_AMOEBA_GROWING;
6386       Store[x][y] = EL_AMOEBA_WET;
6387
6388       ResetRandomAnimationValue(x, y);
6389     }
6390     return;
6391   }
6392
6393   if (object_hit)               // check which object was hit
6394   {
6395     if ((CAN_PASS_MAGIC_WALL(element) && 
6396          (smashed == EL_MAGIC_WALL ||
6397           smashed == EL_BD_MAGIC_WALL)) ||
6398         (CAN_PASS_DC_MAGIC_WALL(element) &&
6399          smashed == EL_DC_MAGIC_WALL))
6400     {
6401       int xx, yy;
6402       int activated_magic_wall =
6403         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6404          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6405          EL_DC_MAGIC_WALL_ACTIVE);
6406
6407       // activate magic wall / mill
6408       SCAN_PLAYFIELD(xx, yy)
6409       {
6410         if (Feld[xx][yy] == smashed)
6411           Feld[xx][yy] = activated_magic_wall;
6412       }
6413
6414       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6415       game.magic_wall_active = TRUE;
6416
6417       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6418                             SND_MAGIC_WALL_ACTIVATING :
6419                             smashed == EL_BD_MAGIC_WALL ?
6420                             SND_BD_MAGIC_WALL_ACTIVATING :
6421                             SND_DC_MAGIC_WALL_ACTIVATING));
6422     }
6423
6424     if (IS_PLAYER(x, y + 1))
6425     {
6426       if (CAN_SMASH_PLAYER(element))
6427       {
6428         KillPlayerUnlessEnemyProtected(x, y + 1);
6429         return;
6430       }
6431     }
6432     else if (smashed == EL_PENGUIN)
6433     {
6434       if (CAN_SMASH_PLAYER(element))
6435       {
6436         Bang(x, y + 1);
6437         return;
6438       }
6439     }
6440     else if (element == EL_BD_DIAMOND)
6441     {
6442       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6443       {
6444         Bang(x, y + 1);
6445         return;
6446       }
6447     }
6448     else if (((element == EL_SP_INFOTRON ||
6449                element == EL_SP_ZONK) &&
6450               (smashed == EL_SP_SNIKSNAK ||
6451                smashed == EL_SP_ELECTRON ||
6452                smashed == EL_SP_DISK_ORANGE)) ||
6453              (element == EL_SP_INFOTRON &&
6454               smashed == EL_SP_DISK_YELLOW))
6455     {
6456       Bang(x, y + 1);
6457       return;
6458     }
6459     else if (CAN_SMASH_EVERYTHING(element))
6460     {
6461       if (IS_CLASSIC_ENEMY(smashed) ||
6462           CAN_EXPLODE_SMASHED(smashed))
6463       {
6464         Bang(x, y + 1);
6465         return;
6466       }
6467       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6468       {
6469         if (smashed == EL_LAMP ||
6470             smashed == EL_LAMP_ACTIVE)
6471         {
6472           Bang(x, y + 1);
6473           return;
6474         }
6475         else if (smashed == EL_NUT)
6476         {
6477           Feld[x][y + 1] = EL_NUT_BREAKING;
6478           PlayLevelSound(x, y, SND_NUT_BREAKING);
6479           RaiseScoreElement(EL_NUT);
6480           return;
6481         }
6482         else if (smashed == EL_PEARL)
6483         {
6484           ResetGfxAnimation(x, y);
6485
6486           Feld[x][y + 1] = EL_PEARL_BREAKING;
6487           PlayLevelSound(x, y, SND_PEARL_BREAKING);
6488           return;
6489         }
6490         else if (smashed == EL_DIAMOND)
6491         {
6492           Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6493           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6494           return;
6495         }
6496         else if (IS_BELT_SWITCH(smashed))
6497         {
6498           ToggleBeltSwitch(x, y + 1);
6499         }
6500         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6501                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6502                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6503                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6504         {
6505           ToggleSwitchgateSwitch(x, y + 1);
6506         }
6507         else if (smashed == EL_LIGHT_SWITCH ||
6508                  smashed == EL_LIGHT_SWITCH_ACTIVE)
6509         {
6510           ToggleLightSwitch(x, y + 1);
6511         }
6512         else
6513         {
6514           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6515
6516           CheckElementChangeBySide(x, y + 1, smashed, element,
6517                                    CE_SWITCHED, CH_SIDE_TOP);
6518           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6519                                             CH_SIDE_TOP);
6520         }
6521       }
6522       else
6523       {
6524         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6525       }
6526     }
6527   }
6528
6529   // play sound of magic wall / mill
6530   if (!last_line &&
6531       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6532        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6533        Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6534   {
6535     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6536       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6537     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6538       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6539     else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6540       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6541
6542     return;
6543   }
6544
6545   // play sound of object that hits the ground
6546   if (last_line || object_hit)
6547     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6548 }
6549
6550 static void TurnRoundExt(int x, int y)
6551 {
6552   static struct
6553   {
6554     int dx, dy;
6555   } move_xy[] =
6556   {
6557     {  0,  0 },
6558     { -1,  0 },
6559     { +1,  0 },
6560     {  0,  0 },
6561     {  0, -1 },
6562     {  0,  0 }, { 0, 0 }, { 0, 0 },
6563     {  0, +1 }
6564   };
6565   static struct
6566   {
6567     int left, right, back;
6568   } turn[] =
6569   {
6570     { 0,        0,              0        },
6571     { MV_DOWN,  MV_UP,          MV_RIGHT },
6572     { MV_UP,    MV_DOWN,        MV_LEFT  },
6573     { 0,        0,              0        },
6574     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
6575     { 0,        0,              0        },
6576     { 0,        0,              0        },
6577     { 0,        0,              0        },
6578     { MV_RIGHT, MV_LEFT,        MV_UP    }
6579   };
6580
6581   int element = Feld[x][y];
6582   int move_pattern = element_info[element].move_pattern;
6583
6584   int old_move_dir = MovDir[x][y];
6585   int left_dir  = turn[old_move_dir].left;
6586   int right_dir = turn[old_move_dir].right;
6587   int back_dir  = turn[old_move_dir].back;
6588
6589   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
6590   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
6591   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
6592   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
6593
6594   int left_x  = x + left_dx,  left_y  = y + left_dy;
6595   int right_x = x + right_dx, right_y = y + right_dy;
6596   int move_x  = x + move_dx,  move_y  = y + move_dy;
6597
6598   int xx, yy;
6599
6600   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6601   {
6602     TestIfBadThingTouchesOtherBadThing(x, y);
6603
6604     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6605       MovDir[x][y] = right_dir;
6606     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6607       MovDir[x][y] = left_dir;
6608
6609     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6610       MovDelay[x][y] = 9;
6611     else if (element == EL_BD_BUTTERFLY)     // && MovDir[x][y] == left_dir)
6612       MovDelay[x][y] = 1;
6613   }
6614   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6615   {
6616     TestIfBadThingTouchesOtherBadThing(x, y);
6617
6618     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6619       MovDir[x][y] = left_dir;
6620     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6621       MovDir[x][y] = right_dir;
6622
6623     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6624       MovDelay[x][y] = 9;
6625     else if (element == EL_BD_FIREFLY)      // && MovDir[x][y] == right_dir)
6626       MovDelay[x][y] = 1;
6627   }
6628   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6629   {
6630     TestIfBadThingTouchesOtherBadThing(x, y);
6631
6632     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6633       MovDir[x][y] = left_dir;
6634     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6635       MovDir[x][y] = right_dir;
6636
6637     if (MovDir[x][y] != old_move_dir)
6638       MovDelay[x][y] = 9;
6639   }
6640   else if (element == EL_YAMYAM)
6641   {
6642     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6643     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6644
6645     if (can_turn_left && can_turn_right)
6646       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6647     else if (can_turn_left)
6648       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6649     else if (can_turn_right)
6650       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6651     else
6652       MovDir[x][y] = back_dir;
6653
6654     MovDelay[x][y] = 16 + 16 * RND(3);
6655   }
6656   else if (element == EL_DARK_YAMYAM)
6657   {
6658     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6659                                                          left_x, left_y);
6660     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6661                                                          right_x, right_y);
6662
6663     if (can_turn_left && can_turn_right)
6664       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6665     else if (can_turn_left)
6666       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6667     else if (can_turn_right)
6668       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6669     else
6670       MovDir[x][y] = back_dir;
6671
6672     MovDelay[x][y] = 16 + 16 * RND(3);
6673   }
6674   else if (element == EL_PACMAN)
6675   {
6676     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6677     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6678
6679     if (can_turn_left && can_turn_right)
6680       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6681     else if (can_turn_left)
6682       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6683     else if (can_turn_right)
6684       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6685     else
6686       MovDir[x][y] = back_dir;
6687
6688     MovDelay[x][y] = 6 + RND(40);
6689   }
6690   else if (element == EL_PIG)
6691   {
6692     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6693     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6694     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6695     boolean should_turn_left, should_turn_right, should_move_on;
6696     int rnd_value = 24;
6697     int rnd = RND(rnd_value);
6698
6699     should_turn_left = (can_turn_left &&
6700                         (!can_move_on ||
6701                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6702                                                    y + back_dy + left_dy)));
6703     should_turn_right = (can_turn_right &&
6704                          (!can_move_on ||
6705                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6706                                                     y + back_dy + right_dy)));
6707     should_move_on = (can_move_on &&
6708                       (!can_turn_left ||
6709                        !can_turn_right ||
6710                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6711                                                  y + move_dy + left_dy) ||
6712                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6713                                                  y + move_dy + right_dy)));
6714
6715     if (should_turn_left || should_turn_right || should_move_on)
6716     {
6717       if (should_turn_left && should_turn_right && should_move_on)
6718         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
6719                         rnd < 2 * rnd_value / 3 ? right_dir :
6720                         old_move_dir);
6721       else if (should_turn_left && should_turn_right)
6722         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6723       else if (should_turn_left && should_move_on)
6724         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6725       else if (should_turn_right && should_move_on)
6726         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6727       else if (should_turn_left)
6728         MovDir[x][y] = left_dir;
6729       else if (should_turn_right)
6730         MovDir[x][y] = right_dir;
6731       else if (should_move_on)
6732         MovDir[x][y] = old_move_dir;
6733     }
6734     else if (can_move_on && rnd > rnd_value / 8)
6735       MovDir[x][y] = old_move_dir;
6736     else if (can_turn_left && can_turn_right)
6737       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6738     else if (can_turn_left && rnd > rnd_value / 8)
6739       MovDir[x][y] = left_dir;
6740     else if (can_turn_right && rnd > rnd_value/8)
6741       MovDir[x][y] = right_dir;
6742     else
6743       MovDir[x][y] = back_dir;
6744
6745     xx = x + move_xy[MovDir[x][y]].dx;
6746     yy = y + move_xy[MovDir[x][y]].dy;
6747
6748     if (!IN_LEV_FIELD(xx, yy) ||
6749         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6750       MovDir[x][y] = old_move_dir;
6751
6752     MovDelay[x][y] = 0;
6753   }
6754   else if (element == EL_DRAGON)
6755   {
6756     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6757     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6758     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6759     int rnd_value = 24;
6760     int rnd = RND(rnd_value);
6761
6762     if (can_move_on && rnd > rnd_value / 8)
6763       MovDir[x][y] = old_move_dir;
6764     else if (can_turn_left && can_turn_right)
6765       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6766     else if (can_turn_left && rnd > rnd_value / 8)
6767       MovDir[x][y] = left_dir;
6768     else if (can_turn_right && rnd > rnd_value / 8)
6769       MovDir[x][y] = right_dir;
6770     else
6771       MovDir[x][y] = back_dir;
6772
6773     xx = x + move_xy[MovDir[x][y]].dx;
6774     yy = y + move_xy[MovDir[x][y]].dy;
6775
6776     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6777       MovDir[x][y] = old_move_dir;
6778
6779     MovDelay[x][y] = 0;
6780   }
6781   else if (element == EL_MOLE)
6782   {
6783     boolean can_move_on =
6784       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6785                             IS_AMOEBOID(Feld[move_x][move_y]) ||
6786                             Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6787     if (!can_move_on)
6788     {
6789       boolean can_turn_left =
6790         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6791                               IS_AMOEBOID(Feld[left_x][left_y])));
6792
6793       boolean can_turn_right =
6794         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6795                               IS_AMOEBOID(Feld[right_x][right_y])));
6796
6797       if (can_turn_left && can_turn_right)
6798         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6799       else if (can_turn_left)
6800         MovDir[x][y] = left_dir;
6801       else
6802         MovDir[x][y] = right_dir;
6803     }
6804
6805     if (MovDir[x][y] != old_move_dir)
6806       MovDelay[x][y] = 9;
6807   }
6808   else if (element == EL_BALLOON)
6809   {
6810     MovDir[x][y] = game.wind_direction;
6811     MovDelay[x][y] = 0;
6812   }
6813   else if (element == EL_SPRING)
6814   {
6815     if (MovDir[x][y] & MV_HORIZONTAL)
6816     {
6817       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6818           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6819       {
6820         Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6821         ResetGfxAnimation(move_x, move_y);
6822         TEST_DrawLevelField(move_x, move_y);
6823
6824         MovDir[x][y] = back_dir;
6825       }
6826       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6827                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6828         MovDir[x][y] = MV_NONE;
6829     }
6830
6831     MovDelay[x][y] = 0;
6832   }
6833   else if (element == EL_ROBOT ||
6834            element == EL_SATELLITE ||
6835            element == EL_PENGUIN ||
6836            element == EL_EMC_ANDROID)
6837   {
6838     int attr_x = -1, attr_y = -1;
6839
6840     if (game.all_players_gone)
6841     {
6842       attr_x = game.exit_x;
6843       attr_y = game.exit_y;
6844     }
6845     else
6846     {
6847       int i;
6848
6849       for (i = 0; i < MAX_PLAYERS; i++)
6850       {
6851         struct PlayerInfo *player = &stored_player[i];
6852         int jx = player->jx, jy = player->jy;
6853
6854         if (!player->active)
6855           continue;
6856
6857         if (attr_x == -1 ||
6858             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6859         {
6860           attr_x = jx;
6861           attr_y = jy;
6862         }
6863       }
6864     }
6865
6866     if (element == EL_ROBOT &&
6867         game.robot_wheel_x >= 0 &&
6868         game.robot_wheel_y >= 0 &&
6869         (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6870          game.engine_version < VERSION_IDENT(3,1,0,0)))
6871     {
6872       attr_x = game.robot_wheel_x;
6873       attr_y = game.robot_wheel_y;
6874     }
6875
6876     if (element == EL_PENGUIN)
6877     {
6878       int i;
6879       static int xy[4][2] =
6880       {
6881         { 0, -1 },
6882         { -1, 0 },
6883         { +1, 0 },
6884         { 0, +1 }
6885       };
6886
6887       for (i = 0; i < NUM_DIRECTIONS; i++)
6888       {
6889         int ex = x + xy[i][0];
6890         int ey = y + xy[i][1];
6891
6892         if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6893                                      Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6894                                      Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6895                                      Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6896         {
6897           attr_x = ex;
6898           attr_y = ey;
6899           break;
6900         }
6901       }
6902     }
6903
6904     MovDir[x][y] = MV_NONE;
6905     if (attr_x < x)
6906       MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6907     else if (attr_x > x)
6908       MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6909     if (attr_y < y)
6910       MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6911     else if (attr_y > y)
6912       MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6913
6914     if (element == EL_ROBOT)
6915     {
6916       int newx, newy;
6917
6918       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6919         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6920       Moving2Blocked(x, y, &newx, &newy);
6921
6922       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6923         MovDelay[x][y] = 8 + 8 * !RND(3);
6924       else
6925         MovDelay[x][y] = 16;
6926     }
6927     else if (element == EL_PENGUIN)
6928     {
6929       int newx, newy;
6930
6931       MovDelay[x][y] = 1;
6932
6933       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6934       {
6935         boolean first_horiz = RND(2);
6936         int new_move_dir = MovDir[x][y];
6937
6938         MovDir[x][y] =
6939           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6940         Moving2Blocked(x, y, &newx, &newy);
6941
6942         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6943           return;
6944
6945         MovDir[x][y] =
6946           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6947         Moving2Blocked(x, y, &newx, &newy);
6948
6949         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6950           return;
6951
6952         MovDir[x][y] = old_move_dir;
6953         return;
6954       }
6955     }
6956     else if (element == EL_SATELLITE)
6957     {
6958       int newx, newy;
6959
6960       MovDelay[x][y] = 1;
6961
6962       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6963       {
6964         boolean first_horiz = RND(2);
6965         int new_move_dir = MovDir[x][y];
6966
6967         MovDir[x][y] =
6968           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6969         Moving2Blocked(x, y, &newx, &newy);
6970
6971         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6972           return;
6973
6974         MovDir[x][y] =
6975           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6976         Moving2Blocked(x, y, &newx, &newy);
6977
6978         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6979           return;
6980
6981         MovDir[x][y] = old_move_dir;
6982         return;
6983       }
6984     }
6985     else if (element == EL_EMC_ANDROID)
6986     {
6987       static int check_pos[16] =
6988       {
6989         -1,             //  0 => (invalid)
6990         7,              //  1 => MV_LEFT
6991         3,              //  2 => MV_RIGHT
6992         -1,             //  3 => (invalid)
6993         1,              //  4 =>            MV_UP
6994         0,              //  5 => MV_LEFT  | MV_UP
6995         2,              //  6 => MV_RIGHT | MV_UP
6996         -1,             //  7 => (invalid)
6997         5,              //  8 =>            MV_DOWN
6998         6,              //  9 => MV_LEFT  | MV_DOWN
6999         4,              // 10 => MV_RIGHT | MV_DOWN
7000         -1,             // 11 => (invalid)
7001         -1,             // 12 => (invalid)
7002         -1,             // 13 => (invalid)
7003         -1,             // 14 => (invalid)
7004         -1,             // 15 => (invalid)
7005       };
7006       static struct
7007       {
7008         int dx, dy;
7009         int dir;
7010       } check_xy[8] =
7011       {
7012         { -1, -1,       MV_LEFT  | MV_UP   },
7013         {  0, -1,                  MV_UP   },
7014         { +1, -1,       MV_RIGHT | MV_UP   },
7015         { +1,  0,       MV_RIGHT           },
7016         { +1, +1,       MV_RIGHT | MV_DOWN },
7017         {  0, +1,                  MV_DOWN },
7018         { -1, +1,       MV_LEFT  | MV_DOWN },
7019         { -1,  0,       MV_LEFT            },
7020       };
7021       int start_pos, check_order;
7022       boolean can_clone = FALSE;
7023       int i;
7024
7025       // check if there is any free field around current position
7026       for (i = 0; i < 8; i++)
7027       {
7028         int newx = x + check_xy[i].dx;
7029         int newy = y + check_xy[i].dy;
7030
7031         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7032         {
7033           can_clone = TRUE;
7034
7035           break;
7036         }
7037       }
7038
7039       if (can_clone)            // randomly find an element to clone
7040       {
7041         can_clone = FALSE;
7042
7043         start_pos = check_pos[RND(8)];
7044         check_order = (RND(2) ? -1 : +1);
7045
7046         for (i = 0; i < 8; i++)
7047         {
7048           int pos_raw = start_pos + i * check_order;
7049           int pos = (pos_raw + 8) % 8;
7050           int newx = x + check_xy[pos].dx;
7051           int newy = y + check_xy[pos].dy;
7052
7053           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7054           {
7055             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7056             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7057
7058             Store[x][y] = Feld[newx][newy];
7059
7060             can_clone = TRUE;
7061
7062             break;
7063           }
7064         }
7065       }
7066
7067       if (can_clone)            // randomly find a direction to move
7068       {
7069         can_clone = FALSE;
7070
7071         start_pos = check_pos[RND(8)];
7072         check_order = (RND(2) ? -1 : +1);
7073
7074         for (i = 0; i < 8; i++)
7075         {
7076           int pos_raw = start_pos + i * check_order;
7077           int pos = (pos_raw + 8) % 8;
7078           int newx = x + check_xy[pos].dx;
7079           int newy = y + check_xy[pos].dy;
7080           int new_move_dir = check_xy[pos].dir;
7081
7082           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7083           {
7084             MovDir[x][y] = new_move_dir;
7085             MovDelay[x][y] = level.android_clone_time * 8 + 1;
7086
7087             can_clone = TRUE;
7088
7089             break;
7090           }
7091         }
7092       }
7093
7094       if (can_clone)            // cloning and moving successful
7095         return;
7096
7097       // cannot clone -- try to move towards player
7098
7099       start_pos = check_pos[MovDir[x][y] & 0x0f];
7100       check_order = (RND(2) ? -1 : +1);
7101
7102       for (i = 0; i < 3; i++)
7103       {
7104         // first check start_pos, then previous/next or (next/previous) pos
7105         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7106         int pos = (pos_raw + 8) % 8;
7107         int newx = x + check_xy[pos].dx;
7108         int newy = y + check_xy[pos].dy;
7109         int new_move_dir = check_xy[pos].dir;
7110
7111         if (IS_PLAYER(newx, newy))
7112           break;
7113
7114         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7115         {
7116           MovDir[x][y] = new_move_dir;
7117           MovDelay[x][y] = level.android_move_time * 8 + 1;
7118
7119           break;
7120         }
7121       }
7122     }
7123   }
7124   else if (move_pattern == MV_TURNING_LEFT ||
7125            move_pattern == MV_TURNING_RIGHT ||
7126            move_pattern == MV_TURNING_LEFT_RIGHT ||
7127            move_pattern == MV_TURNING_RIGHT_LEFT ||
7128            move_pattern == MV_TURNING_RANDOM ||
7129            move_pattern == MV_ALL_DIRECTIONS)
7130   {
7131     boolean can_turn_left =
7132       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7133     boolean can_turn_right =
7134       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7135
7136     if (element_info[element].move_stepsize == 0)       // "not moving"
7137       return;
7138
7139     if (move_pattern == MV_TURNING_LEFT)
7140       MovDir[x][y] = left_dir;
7141     else if (move_pattern == MV_TURNING_RIGHT)
7142       MovDir[x][y] = right_dir;
7143     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7144       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7145     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7146       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7147     else if (move_pattern == MV_TURNING_RANDOM)
7148       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7149                       can_turn_right && !can_turn_left ? right_dir :
7150                       RND(2) ? left_dir : right_dir);
7151     else if (can_turn_left && can_turn_right)
7152       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7153     else if (can_turn_left)
7154       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7155     else if (can_turn_right)
7156       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7157     else
7158       MovDir[x][y] = back_dir;
7159
7160     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7161   }
7162   else if (move_pattern == MV_HORIZONTAL ||
7163            move_pattern == MV_VERTICAL)
7164   {
7165     if (move_pattern & old_move_dir)
7166       MovDir[x][y] = back_dir;
7167     else if (move_pattern == MV_HORIZONTAL)
7168       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7169     else if (move_pattern == MV_VERTICAL)
7170       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7171
7172     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7173   }
7174   else if (move_pattern & MV_ANY_DIRECTION)
7175   {
7176     MovDir[x][y] = move_pattern;
7177     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178   }
7179   else if (move_pattern & MV_WIND_DIRECTION)
7180   {
7181     MovDir[x][y] = game.wind_direction;
7182     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7183   }
7184   else if (move_pattern == MV_ALONG_LEFT_SIDE)
7185   {
7186     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7187       MovDir[x][y] = left_dir;
7188     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7189       MovDir[x][y] = right_dir;
7190
7191     if (MovDir[x][y] != old_move_dir)
7192       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193   }
7194   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7195   {
7196     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7197       MovDir[x][y] = right_dir;
7198     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7199       MovDir[x][y] = left_dir;
7200
7201     if (MovDir[x][y] != old_move_dir)
7202       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7203   }
7204   else if (move_pattern == MV_TOWARDS_PLAYER ||
7205            move_pattern == MV_AWAY_FROM_PLAYER)
7206   {
7207     int attr_x = -1, attr_y = -1;
7208     int newx, newy;
7209     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7210
7211     if (game.all_players_gone)
7212     {
7213       attr_x = game.exit_x;
7214       attr_y = game.exit_y;
7215     }
7216     else
7217     {
7218       int i;
7219
7220       for (i = 0; i < MAX_PLAYERS; i++)
7221       {
7222         struct PlayerInfo *player = &stored_player[i];
7223         int jx = player->jx, jy = player->jy;
7224
7225         if (!player->active)
7226           continue;
7227
7228         if (attr_x == -1 ||
7229             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7230         {
7231           attr_x = jx;
7232           attr_y = jy;
7233         }
7234       }
7235     }
7236
7237     MovDir[x][y] = MV_NONE;
7238     if (attr_x < x)
7239       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7240     else if (attr_x > x)
7241       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7242     if (attr_y < y)
7243       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7244     else if (attr_y > y)
7245       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7246
7247     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7248
7249     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7250     {
7251       boolean first_horiz = RND(2);
7252       int new_move_dir = MovDir[x][y];
7253
7254       if (element_info[element].move_stepsize == 0)     // "not moving"
7255       {
7256         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7257         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7258
7259         return;
7260       }
7261
7262       MovDir[x][y] =
7263         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7264       Moving2Blocked(x, y, &newx, &newy);
7265
7266       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7267         return;
7268
7269       MovDir[x][y] =
7270         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7271       Moving2Blocked(x, y, &newx, &newy);
7272
7273       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7274         return;
7275
7276       MovDir[x][y] = old_move_dir;
7277     }
7278   }
7279   else if (move_pattern == MV_WHEN_PUSHED ||
7280            move_pattern == MV_WHEN_DROPPED)
7281   {
7282     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7283       MovDir[x][y] = MV_NONE;
7284
7285     MovDelay[x][y] = 0;
7286   }
7287   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7288   {
7289     static int test_xy[7][2] =
7290     {
7291       { 0, -1 },
7292       { -1, 0 },
7293       { +1, 0 },
7294       { 0, +1 },
7295       { 0, -1 },
7296       { -1, 0 },
7297       { +1, 0 },
7298     };
7299     static int test_dir[7] =
7300     {
7301       MV_UP,
7302       MV_LEFT,
7303       MV_RIGHT,
7304       MV_DOWN,
7305       MV_UP,
7306       MV_LEFT,
7307       MV_RIGHT,
7308     };
7309     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7310     int move_preference = -1000000;     // start with very low preference
7311     int new_move_dir = MV_NONE;
7312     int start_test = RND(4);
7313     int i;
7314
7315     for (i = 0; i < NUM_DIRECTIONS; i++)
7316     {
7317       int move_dir = test_dir[start_test + i];
7318       int move_dir_preference;
7319
7320       xx = x + test_xy[start_test + i][0];
7321       yy = y + test_xy[start_test + i][1];
7322
7323       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7324           (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7325       {
7326         new_move_dir = move_dir;
7327
7328         break;
7329       }
7330
7331       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7332         continue;
7333
7334       move_dir_preference = -1 * RunnerVisit[xx][yy];
7335       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7336         move_dir_preference = PlayerVisit[xx][yy];
7337
7338       if (move_dir_preference > move_preference)
7339       {
7340         // prefer field that has not been visited for the longest time
7341         move_preference = move_dir_preference;
7342         new_move_dir = move_dir;
7343       }
7344       else if (move_dir_preference == move_preference &&
7345                move_dir == old_move_dir)
7346       {
7347         // prefer last direction when all directions are preferred equally
7348         move_preference = move_dir_preference;
7349         new_move_dir = move_dir;
7350       }
7351     }
7352
7353     MovDir[x][y] = new_move_dir;
7354     if (old_move_dir != new_move_dir)
7355       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7356   }
7357 }
7358
7359 static void TurnRound(int x, int y)
7360 {
7361   int direction = MovDir[x][y];
7362
7363   TurnRoundExt(x, y);
7364
7365   GfxDir[x][y] = MovDir[x][y];
7366
7367   if (direction != MovDir[x][y])
7368     GfxFrame[x][y] = 0;
7369
7370   if (MovDelay[x][y])
7371     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7372
7373   ResetGfxFrame(x, y);
7374 }
7375
7376 static boolean JustBeingPushed(int x, int y)
7377 {
7378   int i;
7379
7380   for (i = 0; i < MAX_PLAYERS; i++)
7381   {
7382     struct PlayerInfo *player = &stored_player[i];
7383
7384     if (player->active && player->is_pushing && player->MovPos)
7385     {
7386       int next_jx = player->jx + (player->jx - player->last_jx);
7387       int next_jy = player->jy + (player->jy - player->last_jy);
7388
7389       if (x == next_jx && y == next_jy)
7390         return TRUE;
7391     }
7392   }
7393
7394   return FALSE;
7395 }
7396
7397 static void StartMoving(int x, int y)
7398 {
7399   boolean started_moving = FALSE;       // some elements can fall _and_ move
7400   int element = Feld[x][y];
7401
7402   if (Stop[x][y])
7403     return;
7404
7405   if (MovDelay[x][y] == 0)
7406     GfxAction[x][y] = ACTION_DEFAULT;
7407
7408   if (CAN_FALL(element) && y < lev_fieldy - 1)
7409   {
7410     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7411         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7412       if (JustBeingPushed(x, y))
7413         return;
7414
7415     if (element == EL_QUICKSAND_FULL)
7416     {
7417       if (IS_FREE(x, y + 1))
7418       {
7419         InitMovingField(x, y, MV_DOWN);
7420         started_moving = TRUE;
7421
7422         Feld[x][y] = EL_QUICKSAND_EMPTYING;
7423 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7424         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7425           Store[x][y] = EL_ROCK;
7426 #else
7427         Store[x][y] = EL_ROCK;
7428 #endif
7429
7430         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7431       }
7432       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7433       {
7434         if (!MovDelay[x][y])
7435         {
7436           MovDelay[x][y] = TILEY + 1;
7437
7438           ResetGfxAnimation(x, y);
7439           ResetGfxAnimation(x, y + 1);
7440         }
7441
7442         if (MovDelay[x][y])
7443         {
7444           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7445           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7446
7447           MovDelay[x][y]--;
7448           if (MovDelay[x][y])
7449             return;
7450         }
7451
7452         Feld[x][y] = EL_QUICKSAND_EMPTY;
7453         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7454         Store[x][y + 1] = Store[x][y];
7455         Store[x][y] = 0;
7456
7457         PlayLevelSoundAction(x, y, ACTION_FILLING);
7458       }
7459       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7460       {
7461         if (!MovDelay[x][y])
7462         {
7463           MovDelay[x][y] = TILEY + 1;
7464
7465           ResetGfxAnimation(x, y);
7466           ResetGfxAnimation(x, y + 1);
7467         }
7468
7469         if (MovDelay[x][y])
7470         {
7471           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7472           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7473
7474           MovDelay[x][y]--;
7475           if (MovDelay[x][y])
7476             return;
7477         }
7478
7479         Feld[x][y] = EL_QUICKSAND_EMPTY;
7480         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7481         Store[x][y + 1] = Store[x][y];
7482         Store[x][y] = 0;
7483
7484         PlayLevelSoundAction(x, y, ACTION_FILLING);
7485       }
7486     }
7487     else if (element == EL_QUICKSAND_FAST_FULL)
7488     {
7489       if (IS_FREE(x, y + 1))
7490       {
7491         InitMovingField(x, y, MV_DOWN);
7492         started_moving = TRUE;
7493
7494         Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7495 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7496         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7497           Store[x][y] = EL_ROCK;
7498 #else
7499         Store[x][y] = EL_ROCK;
7500 #endif
7501
7502         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7503       }
7504       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7505       {
7506         if (!MovDelay[x][y])
7507         {
7508           MovDelay[x][y] = TILEY + 1;
7509
7510           ResetGfxAnimation(x, y);
7511           ResetGfxAnimation(x, y + 1);
7512         }
7513
7514         if (MovDelay[x][y])
7515         {
7516           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7517           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7518
7519           MovDelay[x][y]--;
7520           if (MovDelay[x][y])
7521             return;
7522         }
7523
7524         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7525         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7526         Store[x][y + 1] = Store[x][y];
7527         Store[x][y] = 0;
7528
7529         PlayLevelSoundAction(x, y, ACTION_FILLING);
7530       }
7531       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7532       {
7533         if (!MovDelay[x][y])
7534         {
7535           MovDelay[x][y] = TILEY + 1;
7536
7537           ResetGfxAnimation(x, y);
7538           ResetGfxAnimation(x, y + 1);
7539         }
7540
7541         if (MovDelay[x][y])
7542         {
7543           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7544           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7545
7546           MovDelay[x][y]--;
7547           if (MovDelay[x][y])
7548             return;
7549         }
7550
7551         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7552         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7553         Store[x][y + 1] = Store[x][y];
7554         Store[x][y] = 0;
7555
7556         PlayLevelSoundAction(x, y, ACTION_FILLING);
7557       }
7558     }
7559     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7560              Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7561     {
7562       InitMovingField(x, y, MV_DOWN);
7563       started_moving = TRUE;
7564
7565       Feld[x][y] = EL_QUICKSAND_FILLING;
7566       Store[x][y] = element;
7567
7568       PlayLevelSoundAction(x, y, ACTION_FILLING);
7569     }
7570     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7571              Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7572     {
7573       InitMovingField(x, y, MV_DOWN);
7574       started_moving = TRUE;
7575
7576       Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7577       Store[x][y] = element;
7578
7579       PlayLevelSoundAction(x, y, ACTION_FILLING);
7580     }
7581     else if (element == EL_MAGIC_WALL_FULL)
7582     {
7583       if (IS_FREE(x, y + 1))
7584       {
7585         InitMovingField(x, y, MV_DOWN);
7586         started_moving = TRUE;
7587
7588         Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7589         Store[x][y] = EL_CHANGED(Store[x][y]);
7590       }
7591       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7592       {
7593         if (!MovDelay[x][y])
7594           MovDelay[x][y] = TILEY / 4 + 1;
7595
7596         if (MovDelay[x][y])
7597         {
7598           MovDelay[x][y]--;
7599           if (MovDelay[x][y])
7600             return;
7601         }
7602
7603         Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7604         Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7605         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7606         Store[x][y] = 0;
7607       }
7608     }
7609     else if (element == EL_BD_MAGIC_WALL_FULL)
7610     {
7611       if (IS_FREE(x, y + 1))
7612       {
7613         InitMovingField(x, y, MV_DOWN);
7614         started_moving = TRUE;
7615
7616         Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7617         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7618       }
7619       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7620       {
7621         if (!MovDelay[x][y])
7622           MovDelay[x][y] = TILEY / 4 + 1;
7623
7624         if (MovDelay[x][y])
7625         {
7626           MovDelay[x][y]--;
7627           if (MovDelay[x][y])
7628             return;
7629         }
7630
7631         Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7632         Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7633         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7634         Store[x][y] = 0;
7635       }
7636     }
7637     else if (element == EL_DC_MAGIC_WALL_FULL)
7638     {
7639       if (IS_FREE(x, y + 1))
7640       {
7641         InitMovingField(x, y, MV_DOWN);
7642         started_moving = TRUE;
7643
7644         Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7645         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7646       }
7647       else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7648       {
7649         if (!MovDelay[x][y])
7650           MovDelay[x][y] = TILEY / 4 + 1;
7651
7652         if (MovDelay[x][y])
7653         {
7654           MovDelay[x][y]--;
7655           if (MovDelay[x][y])
7656             return;
7657         }
7658
7659         Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7660         Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7661         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7662         Store[x][y] = 0;
7663       }
7664     }
7665     else if ((CAN_PASS_MAGIC_WALL(element) &&
7666               (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7667                Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7668              (CAN_PASS_DC_MAGIC_WALL(element) &&
7669               (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7670
7671     {
7672       InitMovingField(x, y, MV_DOWN);
7673       started_moving = TRUE;
7674
7675       Feld[x][y] =
7676         (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7677          Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7678          EL_DC_MAGIC_WALL_FILLING);
7679       Store[x][y] = element;
7680     }
7681     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7682     {
7683       SplashAcid(x, y + 1);
7684
7685       InitMovingField(x, y, MV_DOWN);
7686       started_moving = TRUE;
7687
7688       Store[x][y] = EL_ACID;
7689     }
7690     else if (
7691              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7692               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7693              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7694               CAN_FALL(element) && WasJustFalling[x][y] &&
7695               (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7696
7697              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7698               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7699               (Feld[x][y + 1] == EL_BLOCKED)))
7700     {
7701       /* this is needed for a special case not covered by calling "Impact()"
7702          from "ContinueMoving()": if an element moves to a tile directly below
7703          another element which was just falling on that tile (which was empty
7704          in the previous frame), the falling element above would just stop
7705          instead of smashing the element below (in previous version, the above
7706          element was just checked for "moving" instead of "falling", resulting
7707          in incorrect smashes caused by horizontal movement of the above
7708          element; also, the case of the player being the element to smash was
7709          simply not covered here... :-/ ) */
7710
7711       CheckCollision[x][y] = 0;
7712       CheckImpact[x][y] = 0;
7713
7714       Impact(x, y);
7715     }
7716     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7717     {
7718       if (MovDir[x][y] == MV_NONE)
7719       {
7720         InitMovingField(x, y, MV_DOWN);
7721         started_moving = TRUE;
7722       }
7723     }
7724     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7725     {
7726       if (WasJustFalling[x][y]) // prevent animation from being restarted
7727         MovDir[x][y] = MV_DOWN;
7728
7729       InitMovingField(x, y, MV_DOWN);
7730       started_moving = TRUE;
7731     }
7732     else if (element == EL_AMOEBA_DROP)
7733     {
7734       Feld[x][y] = EL_AMOEBA_GROWING;
7735       Store[x][y] = EL_AMOEBA_WET;
7736     }
7737     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7738               (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7739              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7740              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7741     {
7742       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
7743                                 (IS_FREE(x - 1, y + 1) ||
7744                                  Feld[x - 1][y + 1] == EL_ACID));
7745       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7746                                 (IS_FREE(x + 1, y + 1) ||
7747                                  Feld[x + 1][y + 1] == EL_ACID));
7748       boolean can_fall_any  = (can_fall_left || can_fall_right);
7749       boolean can_fall_both = (can_fall_left && can_fall_right);
7750       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7751
7752       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7753       {
7754         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7755           can_fall_right = FALSE;
7756         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7757           can_fall_left = FALSE;
7758         else if (slippery_type == SLIPPERY_ONLY_LEFT)
7759           can_fall_right = FALSE;
7760         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7761           can_fall_left = FALSE;
7762
7763         can_fall_any  = (can_fall_left || can_fall_right);
7764         can_fall_both = FALSE;
7765       }
7766
7767       if (can_fall_both)
7768       {
7769         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7770           can_fall_right = FALSE;       // slip down on left side
7771         else
7772           can_fall_left = !(can_fall_right = RND(2));
7773
7774         can_fall_both = FALSE;
7775       }
7776
7777       if (can_fall_any)
7778       {
7779         // if not determined otherwise, prefer left side for slipping down
7780         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7781         started_moving = TRUE;
7782       }
7783     }
7784     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7785     {
7786       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
7787       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7788       int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7789       int belt_dir = game.belt_dir[belt_nr];
7790
7791       if ((belt_dir == MV_LEFT  && left_is_free) ||
7792           (belt_dir == MV_RIGHT && right_is_free))
7793       {
7794         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7795
7796         InitMovingField(x, y, belt_dir);
7797         started_moving = TRUE;
7798
7799         Pushed[x][y] = TRUE;
7800         Pushed[nextx][y] = TRUE;
7801
7802         GfxAction[x][y] = ACTION_DEFAULT;
7803       }
7804       else
7805       {
7806         MovDir[x][y] = 0;       // if element was moving, stop it
7807       }
7808     }
7809   }
7810
7811   // not "else if" because of elements that can fall and move (EL_SPRING)
7812   if (CAN_MOVE(element) && !started_moving)
7813   {
7814     int move_pattern = element_info[element].move_pattern;
7815     int newx, newy;
7816
7817     Moving2Blocked(x, y, &newx, &newy);
7818
7819     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7820       return;
7821
7822     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7823         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7824     {
7825       WasJustMoving[x][y] = 0;
7826       CheckCollision[x][y] = 0;
7827
7828       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7829
7830       if (Feld[x][y] != element)        // element has changed
7831         return;
7832     }
7833
7834     if (!MovDelay[x][y])        // start new movement phase
7835     {
7836       // all objects that can change their move direction after each step
7837       // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7838
7839       if (element != EL_YAMYAM &&
7840           element != EL_DARK_YAMYAM &&
7841           element != EL_PACMAN &&
7842           !(move_pattern & MV_ANY_DIRECTION) &&
7843           move_pattern != MV_TURNING_LEFT &&
7844           move_pattern != MV_TURNING_RIGHT &&
7845           move_pattern != MV_TURNING_LEFT_RIGHT &&
7846           move_pattern != MV_TURNING_RIGHT_LEFT &&
7847           move_pattern != MV_TURNING_RANDOM)
7848       {
7849         TurnRound(x, y);
7850
7851         if (MovDelay[x][y] && (element == EL_BUG ||
7852                                element == EL_SPACESHIP ||
7853                                element == EL_SP_SNIKSNAK ||
7854                                element == EL_SP_ELECTRON ||
7855                                element == EL_MOLE))
7856           TEST_DrawLevelField(x, y);
7857       }
7858     }
7859
7860     if (MovDelay[x][y])         // wait some time before next movement
7861     {
7862       MovDelay[x][y]--;
7863
7864       if (element == EL_ROBOT ||
7865           element == EL_YAMYAM ||
7866           element == EL_DARK_YAMYAM)
7867       {
7868         DrawLevelElementAnimationIfNeeded(x, y, element);
7869         PlayLevelSoundAction(x, y, ACTION_WAITING);
7870       }
7871       else if (element == EL_SP_ELECTRON)
7872         DrawLevelElementAnimationIfNeeded(x, y, element);
7873       else if (element == EL_DRAGON)
7874       {
7875         int i;
7876         int dir = MovDir[x][y];
7877         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7878         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
7879         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
7880                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
7881                        dir == MV_UP     ? IMG_FLAMES_1_UP :
7882                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7883         int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7884
7885         GfxAction[x][y] = ACTION_ATTACKING;
7886
7887         if (IS_PLAYER(x, y))
7888           DrawPlayerField(x, y);
7889         else
7890           TEST_DrawLevelField(x, y);
7891
7892         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7893
7894         for (i = 1; i <= 3; i++)
7895         {
7896           int xx = x + i * dx;
7897           int yy = y + i * dy;
7898           int sx = SCREENX(xx);
7899           int sy = SCREENY(yy);
7900           int flame_graphic = graphic + (i - 1);
7901
7902           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7903             break;
7904
7905           if (MovDelay[x][y])
7906           {
7907             int flamed = MovingOrBlocked2Element(xx, yy);
7908
7909             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7910               Bang(xx, yy);
7911             else
7912               RemoveMovingField(xx, yy);
7913
7914             ChangeDelay[xx][yy] = 0;
7915
7916             Feld[xx][yy] = EL_FLAMES;
7917
7918             if (IN_SCR_FIELD(sx, sy))
7919             {
7920               TEST_DrawLevelFieldCrumbled(xx, yy);
7921               DrawGraphic(sx, sy, flame_graphic, frame);
7922             }
7923           }
7924           else
7925           {
7926             if (Feld[xx][yy] == EL_FLAMES)
7927               Feld[xx][yy] = EL_EMPTY;
7928             TEST_DrawLevelField(xx, yy);
7929           }
7930         }
7931       }
7932
7933       if (MovDelay[x][y])       // element still has to wait some time
7934       {
7935         PlayLevelSoundAction(x, y, ACTION_WAITING);
7936
7937         return;
7938       }
7939     }
7940
7941     // now make next step
7942
7943     Moving2Blocked(x, y, &newx, &newy); // get next screen position
7944
7945     if (DONT_COLLIDE_WITH(element) &&
7946         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7947         !PLAYER_ENEMY_PROTECTED(newx, newy))
7948     {
7949       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7950
7951       return;
7952     }
7953
7954     else if (CAN_MOVE_INTO_ACID(element) &&
7955              IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7956              !IS_MV_DIAGONAL(MovDir[x][y]) &&
7957              (MovDir[x][y] == MV_DOWN ||
7958               game.engine_version >= VERSION_IDENT(3,1,0,0)))
7959     {
7960       SplashAcid(newx, newy);
7961       Store[x][y] = EL_ACID;
7962     }
7963     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7964     {
7965       if (Feld[newx][newy] == EL_EXIT_OPEN ||
7966           Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7967           Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7968           Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7969       {
7970         RemoveField(x, y);
7971         TEST_DrawLevelField(x, y);
7972
7973         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7974         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7975           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7976
7977         game.friends_still_needed--;
7978         if (!game.friends_still_needed &&
7979             !game.GameOver &&
7980             game.all_players_gone)
7981           LevelSolved();
7982
7983         return;
7984       }
7985       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7986       {
7987         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7988           TEST_DrawLevelField(newx, newy);
7989         else
7990           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7991       }
7992       else if (!IS_FREE(newx, newy))
7993       {
7994         GfxAction[x][y] = ACTION_WAITING;
7995
7996         if (IS_PLAYER(x, y))
7997           DrawPlayerField(x, y);
7998         else
7999           TEST_DrawLevelField(x, y);
8000
8001         return;
8002       }
8003     }
8004     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8005     {
8006       if (IS_FOOD_PIG(Feld[newx][newy]))
8007       {
8008         if (IS_MOVING(newx, newy))
8009           RemoveMovingField(newx, newy);
8010         else
8011         {
8012           Feld[newx][newy] = EL_EMPTY;
8013           TEST_DrawLevelField(newx, newy);
8014         }
8015
8016         PlayLevelSound(x, y, SND_PIG_DIGGING);
8017       }
8018       else if (!IS_FREE(newx, newy))
8019       {
8020         if (IS_PLAYER(x, y))
8021           DrawPlayerField(x, y);
8022         else
8023           TEST_DrawLevelField(x, y);
8024
8025         return;
8026       }
8027     }
8028     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8029     {
8030       if (Store[x][y] != EL_EMPTY)
8031       {
8032         boolean can_clone = FALSE;
8033         int xx, yy;
8034
8035         // check if element to clone is still there
8036         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8037         {
8038           if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8039           {
8040             can_clone = TRUE;
8041
8042             break;
8043           }
8044         }
8045
8046         // cannot clone or target field not free anymore -- do not clone
8047         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8048           Store[x][y] = EL_EMPTY;
8049       }
8050
8051       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8052       {
8053         if (IS_MV_DIAGONAL(MovDir[x][y]))
8054         {
8055           int diagonal_move_dir = MovDir[x][y];
8056           int stored = Store[x][y];
8057           int change_delay = 8;
8058           int graphic;
8059
8060           // android is moving diagonally
8061
8062           CreateField(x, y, EL_DIAGONAL_SHRINKING);
8063
8064           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8065           GfxElement[x][y] = EL_EMC_ANDROID;
8066           GfxAction[x][y] = ACTION_SHRINKING;
8067           GfxDir[x][y] = diagonal_move_dir;
8068           ChangeDelay[x][y] = change_delay;
8069
8070           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8071                                    GfxDir[x][y]);
8072
8073           DrawLevelGraphicAnimation(x, y, graphic);
8074           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8075
8076           if (Feld[newx][newy] == EL_ACID)
8077           {
8078             SplashAcid(newx, newy);
8079
8080             return;
8081           }
8082
8083           CreateField(newx, newy, EL_DIAGONAL_GROWING);
8084
8085           Store[newx][newy] = EL_EMC_ANDROID;
8086           GfxElement[newx][newy] = EL_EMC_ANDROID;
8087           GfxAction[newx][newy] = ACTION_GROWING;
8088           GfxDir[newx][newy] = diagonal_move_dir;
8089           ChangeDelay[newx][newy] = change_delay;
8090
8091           graphic = el_act_dir2img(GfxElement[newx][newy],
8092                                    GfxAction[newx][newy], GfxDir[newx][newy]);
8093
8094           DrawLevelGraphicAnimation(newx, newy, graphic);
8095           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8096
8097           return;
8098         }
8099         else
8100         {
8101           Feld[newx][newy] = EL_EMPTY;
8102           TEST_DrawLevelField(newx, newy);
8103
8104           PlayLevelSoundAction(x, y, ACTION_DIGGING);
8105         }
8106       }
8107       else if (!IS_FREE(newx, newy))
8108       {
8109         return;
8110       }
8111     }
8112     else if (IS_CUSTOM_ELEMENT(element) &&
8113              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8114     {
8115       if (!DigFieldByCE(newx, newy, element))
8116         return;
8117
8118       if (move_pattern & MV_MAZE_RUNNER_STYLE)
8119       {
8120         RunnerVisit[x][y] = FrameCounter;
8121         PlayerVisit[x][y] /= 8;         // expire player visit path
8122       }
8123     }
8124     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8125     {
8126       if (!IS_FREE(newx, newy))
8127       {
8128         if (IS_PLAYER(x, y))
8129           DrawPlayerField(x, y);
8130         else
8131           TEST_DrawLevelField(x, y);
8132
8133         return;
8134       }
8135       else
8136       {
8137         boolean wanna_flame = !RND(10);
8138         int dx = newx - x, dy = newy - y;
8139         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8140         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8141         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8142                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8143         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8144                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8145
8146         if ((wanna_flame ||
8147              IS_CLASSIC_ENEMY(element1) ||
8148              IS_CLASSIC_ENEMY(element2)) &&
8149             element1 != EL_DRAGON && element2 != EL_DRAGON &&
8150             element1 != EL_FLAMES && element2 != EL_FLAMES)
8151         {
8152           ResetGfxAnimation(x, y);
8153           GfxAction[x][y] = ACTION_ATTACKING;
8154
8155           if (IS_PLAYER(x, y))
8156             DrawPlayerField(x, y);
8157           else
8158             TEST_DrawLevelField(x, y);
8159
8160           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8161
8162           MovDelay[x][y] = 50;
8163
8164           Feld[newx][newy] = EL_FLAMES;
8165           if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8166             Feld[newx1][newy1] = EL_FLAMES;
8167           if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8168             Feld[newx2][newy2] = EL_FLAMES;
8169
8170           return;
8171         }
8172       }
8173     }
8174     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8175              Feld[newx][newy] == EL_DIAMOND)
8176     {
8177       if (IS_MOVING(newx, newy))
8178         RemoveMovingField(newx, newy);
8179       else
8180       {
8181         Feld[newx][newy] = EL_EMPTY;
8182         TEST_DrawLevelField(newx, newy);
8183       }
8184
8185       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8186     }
8187     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8188              IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8189     {
8190       if (AmoebaNr[newx][newy])
8191       {
8192         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8193         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8194             Feld[newx][newy] == EL_BD_AMOEBA)
8195           AmoebaCnt[AmoebaNr[newx][newy]]--;
8196       }
8197
8198       if (IS_MOVING(newx, newy))
8199       {
8200         RemoveMovingField(newx, newy);
8201       }
8202       else
8203       {
8204         Feld[newx][newy] = EL_EMPTY;
8205         TEST_DrawLevelField(newx, newy);
8206       }
8207
8208       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8209     }
8210     else if ((element == EL_PACMAN || element == EL_MOLE)
8211              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8212     {
8213       if (AmoebaNr[newx][newy])
8214       {
8215         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8216         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8217             Feld[newx][newy] == EL_BD_AMOEBA)
8218           AmoebaCnt[AmoebaNr[newx][newy]]--;
8219       }
8220
8221       if (element == EL_MOLE)
8222       {
8223         Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8224         PlayLevelSound(x, y, SND_MOLE_DIGGING);
8225
8226         ResetGfxAnimation(x, y);
8227         GfxAction[x][y] = ACTION_DIGGING;
8228         TEST_DrawLevelField(x, y);
8229
8230         MovDelay[newx][newy] = 0;       // start amoeba shrinking delay
8231
8232         return;                         // wait for shrinking amoeba
8233       }
8234       else      // element == EL_PACMAN
8235       {
8236         Feld[newx][newy] = EL_EMPTY;
8237         TEST_DrawLevelField(newx, newy);
8238         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8239       }
8240     }
8241     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8242              (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8243               (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8244     {
8245       // wait for shrinking amoeba to completely disappear
8246       return;
8247     }
8248     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8249     {
8250       // object was running against a wall
8251
8252       TurnRound(x, y);
8253
8254       if (GFX_ELEMENT(element) != EL_SAND)     // !!! FIX THIS (crumble) !!!
8255         DrawLevelElementAnimation(x, y, element);
8256
8257       if (DONT_TOUCH(element))
8258         TestIfBadThingTouchesPlayer(x, y);
8259
8260       return;
8261     }
8262
8263     InitMovingField(x, y, MovDir[x][y]);
8264
8265     PlayLevelSoundAction(x, y, ACTION_MOVING);
8266   }
8267
8268   if (MovDir[x][y])
8269     ContinueMoving(x, y);
8270 }
8271
8272 void ContinueMoving(int x, int y)
8273 {
8274   int element = Feld[x][y];
8275   struct ElementInfo *ei = &element_info[element];
8276   int direction = MovDir[x][y];
8277   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8278   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
8279   int newx = x + dx, newy = y + dy;
8280   int stored = Store[x][y];
8281   int stored_new = Store[newx][newy];
8282   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
8283   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8284   boolean last_line = (newy == lev_fieldy - 1);
8285
8286   MovPos[x][y] += getElementMoveStepsize(x, y);
8287
8288   if (pushed_by_player) // special case: moving object pushed by player
8289     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8290
8291   if (ABS(MovPos[x][y]) < TILEX)
8292   {
8293     TEST_DrawLevelField(x, y);
8294
8295     return;     // element is still moving
8296   }
8297
8298   // element reached destination field
8299
8300   Feld[x][y] = EL_EMPTY;
8301   Feld[newx][newy] = element;
8302   MovPos[x][y] = 0;     // force "not moving" for "crumbled sand"
8303
8304   if (Store[x][y] == EL_ACID)   // element is moving into acid pool
8305   {
8306     element = Feld[newx][newy] = EL_ACID;
8307   }
8308   else if (element == EL_MOLE)
8309   {
8310     Feld[x][y] = EL_SAND;
8311
8312     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8313   }
8314   else if (element == EL_QUICKSAND_FILLING)
8315   {
8316     element = Feld[newx][newy] = get_next_element(element);
8317     Store[newx][newy] = Store[x][y];
8318   }
8319   else if (element == EL_QUICKSAND_EMPTYING)
8320   {
8321     Feld[x][y] = get_next_element(element);
8322     element = Feld[newx][newy] = Store[x][y];
8323   }
8324   else if (element == EL_QUICKSAND_FAST_FILLING)
8325   {
8326     element = Feld[newx][newy] = get_next_element(element);
8327     Store[newx][newy] = Store[x][y];
8328   }
8329   else if (element == EL_QUICKSAND_FAST_EMPTYING)
8330   {
8331     Feld[x][y] = get_next_element(element);
8332     element = Feld[newx][newy] = Store[x][y];
8333   }
8334   else if (element == EL_MAGIC_WALL_FILLING)
8335   {
8336     element = Feld[newx][newy] = get_next_element(element);
8337     if (!game.magic_wall_active)
8338       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8339     Store[newx][newy] = Store[x][y];
8340   }
8341   else if (element == EL_MAGIC_WALL_EMPTYING)
8342   {
8343     Feld[x][y] = get_next_element(element);
8344     if (!game.magic_wall_active)
8345       Feld[x][y] = EL_MAGIC_WALL_DEAD;
8346     element = Feld[newx][newy] = Store[x][y];
8347
8348     InitField(newx, newy, FALSE);
8349   }
8350   else if (element == EL_BD_MAGIC_WALL_FILLING)
8351   {
8352     element = Feld[newx][newy] = get_next_element(element);
8353     if (!game.magic_wall_active)
8354       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8355     Store[newx][newy] = Store[x][y];
8356   }
8357   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8358   {
8359     Feld[x][y] = get_next_element(element);
8360     if (!game.magic_wall_active)
8361       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8362     element = Feld[newx][newy] = Store[x][y];
8363
8364     InitField(newx, newy, FALSE);
8365   }
8366   else if (element == EL_DC_MAGIC_WALL_FILLING)
8367   {
8368     element = Feld[newx][newy] = get_next_element(element);
8369     if (!game.magic_wall_active)
8370       element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8371     Store[newx][newy] = Store[x][y];
8372   }
8373   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8374   {
8375     Feld[x][y] = get_next_element(element);
8376     if (!game.magic_wall_active)
8377       Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8378     element = Feld[newx][newy] = Store[x][y];
8379
8380     InitField(newx, newy, FALSE);
8381   }
8382   else if (element == EL_AMOEBA_DROPPING)
8383   {
8384     Feld[x][y] = get_next_element(element);
8385     element = Feld[newx][newy] = Store[x][y];
8386   }
8387   else if (element == EL_SOKOBAN_OBJECT)
8388   {
8389     if (Back[x][y])
8390       Feld[x][y] = Back[x][y];
8391
8392     if (Back[newx][newy])
8393       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8394
8395     Back[x][y] = Back[newx][newy] = 0;
8396   }
8397
8398   Store[x][y] = EL_EMPTY;
8399   MovPos[x][y] = 0;
8400   MovDir[x][y] = 0;
8401   MovDelay[x][y] = 0;
8402
8403   MovDelay[newx][newy] = 0;
8404
8405   if (CAN_CHANGE_OR_HAS_ACTION(element))
8406   {
8407     // copy element change control values to new field
8408     ChangeDelay[newx][newy] = ChangeDelay[x][y];
8409     ChangePage[newx][newy]  = ChangePage[x][y];
8410     ChangeCount[newx][newy] = ChangeCount[x][y];
8411     ChangeEvent[newx][newy] = ChangeEvent[x][y];
8412   }
8413
8414   CustomValue[newx][newy] = CustomValue[x][y];
8415
8416   ChangeDelay[x][y] = 0;
8417   ChangePage[x][y] = -1;
8418   ChangeCount[x][y] = 0;
8419   ChangeEvent[x][y] = -1;
8420
8421   CustomValue[x][y] = 0;
8422
8423   // copy animation control values to new field
8424   GfxFrame[newx][newy]  = GfxFrame[x][y];
8425   GfxRandom[newx][newy] = GfxRandom[x][y];      // keep same random value
8426   GfxAction[newx][newy] = GfxAction[x][y];      // keep action one frame
8427   GfxDir[newx][newy]    = GfxDir[x][y];         // keep element direction
8428
8429   Pushed[x][y] = Pushed[newx][newy] = FALSE;
8430
8431   // some elements can leave other elements behind after moving
8432   if (ei->move_leave_element != EL_EMPTY &&
8433       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8434       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8435   {
8436     int move_leave_element = ei->move_leave_element;
8437
8438     // this makes it possible to leave the removed element again
8439     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8440       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8441
8442     Feld[x][y] = move_leave_element;
8443
8444     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8445       MovDir[x][y] = direction;
8446
8447     InitField(x, y, FALSE);
8448
8449     if (GFX_CRUMBLED(Feld[x][y]))
8450       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8451
8452     if (ELEM_IS_PLAYER(move_leave_element))
8453       RelocatePlayer(x, y, move_leave_element);
8454   }
8455
8456   // do this after checking for left-behind element
8457   ResetGfxAnimation(x, y);      // reset animation values for old field
8458
8459   if (!CAN_MOVE(element) ||
8460       (CAN_FALL(element) && direction == MV_DOWN &&
8461        (element == EL_SPRING ||
8462         element_info[element].move_pattern == MV_WHEN_PUSHED ||
8463         element_info[element].move_pattern == MV_WHEN_DROPPED)))
8464     GfxDir[x][y] = MovDir[newx][newy] = 0;
8465
8466   TEST_DrawLevelField(x, y);
8467   TEST_DrawLevelField(newx, newy);
8468
8469   Stop[newx][newy] = TRUE;      // ignore this element until the next frame
8470
8471   // prevent pushed element from moving on in pushed direction
8472   if (pushed_by_player && CAN_MOVE(element) &&
8473       element_info[element].move_pattern & MV_ANY_DIRECTION &&
8474       !(element_info[element].move_pattern & direction))
8475     TurnRound(newx, newy);
8476
8477   // prevent elements on conveyor belt from moving on in last direction
8478   if (pushed_by_conveyor && CAN_FALL(element) &&
8479       direction & MV_HORIZONTAL)
8480     MovDir[newx][newy] = 0;
8481
8482   if (!pushed_by_player)
8483   {
8484     int nextx = newx + dx, nexty = newy + dy;
8485     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8486
8487     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8488
8489     if (CAN_FALL(element) && direction == MV_DOWN)
8490       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8491
8492     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8493       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8494
8495     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8496       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8497   }
8498
8499   if (DONT_TOUCH(element))      // object may be nasty to player or others
8500   {
8501     TestIfBadThingTouchesPlayer(newx, newy);
8502     TestIfBadThingTouchesFriend(newx, newy);
8503
8504     if (!IS_CUSTOM_ELEMENT(element))
8505       TestIfBadThingTouchesOtherBadThing(newx, newy);
8506   }
8507   else if (element == EL_PENGUIN)
8508     TestIfFriendTouchesBadThing(newx, newy);
8509
8510   if (DONT_GET_HIT_BY(element))
8511   {
8512     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8513   }
8514
8515   // give the player one last chance (one more frame) to move away
8516   if (CAN_FALL(element) && direction == MV_DOWN &&
8517       (last_line || (!IS_FREE(x, newy + 1) &&
8518                      (!IS_PLAYER(x, newy + 1) ||
8519                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
8520     Impact(x, newy);
8521
8522   if (pushed_by_player && !game.use_change_when_pushing_bug)
8523   {
8524     int push_side = MV_DIR_OPPOSITE(direction);
8525     struct PlayerInfo *player = PLAYERINFO(x, y);
8526
8527     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8528                                player->index_bit, push_side);
8529     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8530                                         player->index_bit, push_side);
8531   }
8532
8533   if (element == EL_EMC_ANDROID && pushed_by_player)    // make another move
8534     MovDelay[newx][newy] = 1;
8535
8536   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8537
8538   TestIfElementTouchesCustomElement(x, y);      // empty or new element
8539   TestIfElementHitsCustomElement(newx, newy, direction);
8540   TestIfPlayerTouchesCustomElement(newx, newy);
8541   TestIfElementTouchesCustomElement(newx, newy);
8542
8543   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8544       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8545     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8546                              MV_DIR_OPPOSITE(direction));
8547 }
8548
8549 int AmoebeNachbarNr(int ax, int ay)
8550 {
8551   int i;
8552   int element = Feld[ax][ay];
8553   int group_nr = 0;
8554   static int xy[4][2] =
8555   {
8556     { 0, -1 },
8557     { -1, 0 },
8558     { +1, 0 },
8559     { 0, +1 }
8560   };
8561
8562   for (i = 0; i < NUM_DIRECTIONS; i++)
8563   {
8564     int x = ax + xy[i][0];
8565     int y = ay + xy[i][1];
8566
8567     if (!IN_LEV_FIELD(x, y))
8568       continue;
8569
8570     if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8571       group_nr = AmoebaNr[x][y];
8572   }
8573
8574   return group_nr;
8575 }
8576
8577 static void AmoebenVereinigen(int ax, int ay)
8578 {
8579   int i, x, y, xx, yy;
8580   int new_group_nr = AmoebaNr[ax][ay];
8581   static int xy[4][2] =
8582   {
8583     { 0, -1 },
8584     { -1, 0 },
8585     { +1, 0 },
8586     { 0, +1 }
8587   };
8588
8589   if (new_group_nr == 0)
8590     return;
8591
8592   for (i = 0; i < NUM_DIRECTIONS; i++)
8593   {
8594     x = ax + xy[i][0];
8595     y = ay + xy[i][1];
8596
8597     if (!IN_LEV_FIELD(x, y))
8598       continue;
8599
8600     if ((Feld[x][y] == EL_AMOEBA_FULL ||
8601          Feld[x][y] == EL_BD_AMOEBA ||
8602          Feld[x][y] == EL_AMOEBA_DEAD) &&
8603         AmoebaNr[x][y] != new_group_nr)
8604     {
8605       int old_group_nr = AmoebaNr[x][y];
8606
8607       if (old_group_nr == 0)
8608         return;
8609
8610       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8611       AmoebaCnt[old_group_nr] = 0;
8612       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8613       AmoebaCnt2[old_group_nr] = 0;
8614
8615       SCAN_PLAYFIELD(xx, yy)
8616       {
8617         if (AmoebaNr[xx][yy] == old_group_nr)
8618           AmoebaNr[xx][yy] = new_group_nr;
8619       }
8620     }
8621   }
8622 }
8623
8624 void AmoebeUmwandeln(int ax, int ay)
8625 {
8626   int i, x, y;
8627
8628   if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8629   {
8630     int group_nr = AmoebaNr[ax][ay];
8631
8632 #ifdef DEBUG
8633     if (group_nr == 0)
8634     {
8635       printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8636       printf("AmoebeUmwandeln(): This should never happen!\n");
8637       return;
8638     }
8639 #endif
8640
8641     SCAN_PLAYFIELD(x, y)
8642     {
8643       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8644       {
8645         AmoebaNr[x][y] = 0;
8646         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8647       }
8648     }
8649
8650     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8651                             SND_AMOEBA_TURNING_TO_GEM :
8652                             SND_AMOEBA_TURNING_TO_ROCK));
8653     Bang(ax, ay);
8654   }
8655   else
8656   {
8657     static int xy[4][2] =
8658     {
8659       { 0, -1 },
8660       { -1, 0 },
8661       { +1, 0 },
8662       { 0, +1 }
8663     };
8664
8665     for (i = 0; i < NUM_DIRECTIONS; i++)
8666     {
8667       x = ax + xy[i][0];
8668       y = ay + xy[i][1];
8669
8670       if (!IN_LEV_FIELD(x, y))
8671         continue;
8672
8673       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8674       {
8675         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8676                               SND_AMOEBA_TURNING_TO_GEM :
8677                               SND_AMOEBA_TURNING_TO_ROCK));
8678         Bang(x, y);
8679       }
8680     }
8681   }
8682 }
8683
8684 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8685 {
8686   int x, y;
8687   int group_nr = AmoebaNr[ax][ay];
8688   boolean done = FALSE;
8689
8690 #ifdef DEBUG
8691   if (group_nr == 0)
8692   {
8693     printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8694     printf("AmoebeUmwandelnBD(): This should never happen!\n");
8695     return;
8696   }
8697 #endif
8698
8699   SCAN_PLAYFIELD(x, y)
8700   {
8701     if (AmoebaNr[x][y] == group_nr &&
8702         (Feld[x][y] == EL_AMOEBA_DEAD ||
8703          Feld[x][y] == EL_BD_AMOEBA ||
8704          Feld[x][y] == EL_AMOEBA_GROWING))
8705     {
8706       AmoebaNr[x][y] = 0;
8707       Feld[x][y] = new_element;
8708       InitField(x, y, FALSE);
8709       TEST_DrawLevelField(x, y);
8710       done = TRUE;
8711     }
8712   }
8713
8714   if (done)
8715     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8716                             SND_BD_AMOEBA_TURNING_TO_ROCK :
8717                             SND_BD_AMOEBA_TURNING_TO_GEM));
8718 }
8719
8720 static void AmoebeWaechst(int x, int y)
8721 {
8722   static unsigned int sound_delay = 0;
8723   static unsigned int sound_delay_value = 0;
8724
8725   if (!MovDelay[x][y])          // start new growing cycle
8726   {
8727     MovDelay[x][y] = 7;
8728
8729     if (DelayReached(&sound_delay, sound_delay_value))
8730     {
8731       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8732       sound_delay_value = 30;
8733     }
8734   }
8735
8736   if (MovDelay[x][y])           // wait some time before growing bigger
8737   {
8738     MovDelay[x][y]--;
8739     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8740     {
8741       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8742                                            6 - MovDelay[x][y]);
8743
8744       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8745     }
8746
8747     if (!MovDelay[x][y])
8748     {
8749       Feld[x][y] = Store[x][y];
8750       Store[x][y] = 0;
8751       TEST_DrawLevelField(x, y);
8752     }
8753   }
8754 }
8755
8756 static void AmoebaDisappearing(int x, int y)
8757 {
8758   static unsigned int sound_delay = 0;
8759   static unsigned int sound_delay_value = 0;
8760
8761   if (!MovDelay[x][y])          // start new shrinking cycle
8762   {
8763     MovDelay[x][y] = 7;
8764
8765     if (DelayReached(&sound_delay, sound_delay_value))
8766       sound_delay_value = 30;
8767   }
8768
8769   if (MovDelay[x][y])           // wait some time before shrinking
8770   {
8771     MovDelay[x][y]--;
8772     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8773     {
8774       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8775                                            6 - MovDelay[x][y]);
8776
8777       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8778     }
8779
8780     if (!MovDelay[x][y])
8781     {
8782       Feld[x][y] = EL_EMPTY;
8783       TEST_DrawLevelField(x, y);
8784
8785       // don't let mole enter this field in this cycle;
8786       // (give priority to objects falling to this field from above)
8787       Stop[x][y] = TRUE;
8788     }
8789   }
8790 }
8791
8792 static void AmoebeAbleger(int ax, int ay)
8793 {
8794   int i;
8795   int element = Feld[ax][ay];
8796   int graphic = el2img(element);
8797   int newax = ax, neway = ay;
8798   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8799   static int xy[4][2] =
8800   {
8801     { 0, -1 },
8802     { -1, 0 },
8803     { +1, 0 },
8804     { 0, +1 }
8805   };
8806
8807   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8808   {
8809     Feld[ax][ay] = EL_AMOEBA_DEAD;
8810     TEST_DrawLevelField(ax, ay);
8811     return;
8812   }
8813
8814   if (IS_ANIMATED(graphic))
8815     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8816
8817   if (!MovDelay[ax][ay])        // start making new amoeba field
8818     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8819
8820   if (MovDelay[ax][ay])         // wait some time before making new amoeba
8821   {
8822     MovDelay[ax][ay]--;
8823     if (MovDelay[ax][ay])
8824       return;
8825   }
8826
8827   if (can_drop)                 // EL_AMOEBA_WET or EL_EMC_DRIPPER
8828   {
8829     int start = RND(4);
8830     int x = ax + xy[start][0];
8831     int y = ay + xy[start][1];
8832
8833     if (!IN_LEV_FIELD(x, y))
8834       return;
8835
8836     if (IS_FREE(x, y) ||
8837         CAN_GROW_INTO(Feld[x][y]) ||
8838         Feld[x][y] == EL_QUICKSAND_EMPTY ||
8839         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8840     {
8841       newax = x;
8842       neway = y;
8843     }
8844
8845     if (newax == ax && neway == ay)
8846       return;
8847   }
8848   else                          // normal or "filled" (BD style) amoeba
8849   {
8850     int start = RND(4);
8851     boolean waiting_for_player = FALSE;
8852
8853     for (i = 0; i < NUM_DIRECTIONS; i++)
8854     {
8855       int j = (start + i) % 4;
8856       int x = ax + xy[j][0];
8857       int y = ay + xy[j][1];
8858
8859       if (!IN_LEV_FIELD(x, y))
8860         continue;
8861
8862       if (IS_FREE(x, y) ||
8863           CAN_GROW_INTO(Feld[x][y]) ||
8864           Feld[x][y] == EL_QUICKSAND_EMPTY ||
8865           Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8866       {
8867         newax = x;
8868         neway = y;
8869         break;
8870       }
8871       else if (IS_PLAYER(x, y))
8872         waiting_for_player = TRUE;
8873     }
8874
8875     if (newax == ax && neway == ay)             // amoeba cannot grow
8876     {
8877       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8878       {
8879         Feld[ax][ay] = EL_AMOEBA_DEAD;
8880         TEST_DrawLevelField(ax, ay);
8881         AmoebaCnt[AmoebaNr[ax][ay]]--;
8882
8883         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   // amoeba is completely dead
8884         {
8885           if (element == EL_AMOEBA_FULL)
8886             AmoebeUmwandeln(ax, ay);
8887           else if (element == EL_BD_AMOEBA)
8888             AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8889         }
8890       }
8891       return;
8892     }
8893     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8894     {
8895       // amoeba gets larger by growing in some direction
8896
8897       int new_group_nr = AmoebaNr[ax][ay];
8898
8899 #ifdef DEBUG
8900   if (new_group_nr == 0)
8901   {
8902     printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8903     printf("AmoebeAbleger(): This should never happen!\n");
8904     return;
8905   }
8906 #endif
8907
8908       AmoebaNr[newax][neway] = new_group_nr;
8909       AmoebaCnt[new_group_nr]++;
8910       AmoebaCnt2[new_group_nr]++;
8911
8912       // if amoeba touches other amoeba(s) after growing, unify them
8913       AmoebenVereinigen(newax, neway);
8914
8915       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8916       {
8917         AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8918         return;
8919       }
8920     }
8921   }
8922
8923   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8924       (neway == lev_fieldy - 1 && newax != ax))
8925   {
8926     Feld[newax][neway] = EL_AMOEBA_GROWING;     // creation of new amoeba
8927     Store[newax][neway] = element;
8928   }
8929   else if (neway == ay || element == EL_EMC_DRIPPER)
8930   {
8931     Feld[newax][neway] = EL_AMOEBA_DROP;        // drop left/right of amoeba
8932
8933     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8934   }
8935   else
8936   {
8937     InitMovingField(ax, ay, MV_DOWN);           // drop dripping from amoeba
8938     Feld[ax][ay] = EL_AMOEBA_DROPPING;
8939     Store[ax][ay] = EL_AMOEBA_DROP;
8940     ContinueMoving(ax, ay);
8941     return;
8942   }
8943
8944   TEST_DrawLevelField(newax, neway);
8945 }
8946
8947 static void Life(int ax, int ay)
8948 {
8949   int x1, y1, x2, y2;
8950   int life_time = 40;
8951   int element = Feld[ax][ay];
8952   int graphic = el2img(element);
8953   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8954                          level.biomaze);
8955   boolean changed = FALSE;
8956
8957   if (IS_ANIMATED(graphic))
8958     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8959
8960   if (Stop[ax][ay])
8961     return;
8962
8963   if (!MovDelay[ax][ay])        // start new "game of life" cycle
8964     MovDelay[ax][ay] = life_time;
8965
8966   if (MovDelay[ax][ay])         // wait some time before next cycle
8967   {
8968     MovDelay[ax][ay]--;
8969     if (MovDelay[ax][ay])
8970       return;
8971   }
8972
8973   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8974   {
8975     int xx = ax+x1, yy = ay+y1;
8976     int old_element = Feld[xx][yy];
8977     int num_neighbours = 0;
8978
8979     if (!IN_LEV_FIELD(xx, yy))
8980       continue;
8981
8982     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8983     {
8984       int x = xx+x2, y = yy+y2;
8985
8986       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8987         continue;
8988
8989       boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8990       boolean is_neighbour = FALSE;
8991
8992       if (level.use_life_bugs)
8993         is_neighbour =
8994           (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8995            (IS_FREE(x, y)                             &&  Stop[x][y]));
8996       else
8997         is_neighbour =
8998           (Last[x][y] == element || is_player_cell);
8999
9000       if (is_neighbour)
9001         num_neighbours++;
9002     }
9003
9004     boolean is_free = FALSE;
9005
9006     if (level.use_life_bugs)
9007       is_free = (IS_FREE(xx, yy));
9008     else
9009       is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9010
9011     if (xx == ax && yy == ay)           // field in the middle
9012     {
9013       if (num_neighbours < life_parameter[0] ||
9014           num_neighbours > life_parameter[1])
9015       {
9016         Feld[xx][yy] = EL_EMPTY;
9017         if (Feld[xx][yy] != old_element)
9018           TEST_DrawLevelField(xx, yy);
9019         Stop[xx][yy] = TRUE;
9020         changed = TRUE;
9021       }
9022     }
9023     else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9024     {                                   // free border field
9025       if (num_neighbours >= life_parameter[2] &&
9026           num_neighbours <= life_parameter[3])
9027       {
9028         Feld[xx][yy] = element;
9029         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9030         if (Feld[xx][yy] != old_element)
9031           TEST_DrawLevelField(xx, yy);
9032         Stop[xx][yy] = TRUE;
9033         changed = TRUE;
9034       }
9035     }
9036   }
9037
9038   if (changed)
9039     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9040                    SND_GAME_OF_LIFE_GROWING);
9041 }
9042
9043 static void InitRobotWheel(int x, int y)
9044 {
9045   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9046 }
9047
9048 static void RunRobotWheel(int x, int y)
9049 {
9050   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9051 }
9052
9053 static void StopRobotWheel(int x, int y)
9054 {
9055   if (game.robot_wheel_x == x &&
9056       game.robot_wheel_y == y)
9057   {
9058     game.robot_wheel_x = -1;
9059     game.robot_wheel_y = -1;
9060     game.robot_wheel_active = FALSE;
9061   }
9062 }
9063
9064 static void InitTimegateWheel(int x, int y)
9065 {
9066   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9067 }
9068
9069 static void RunTimegateWheel(int x, int y)
9070 {
9071   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9072 }
9073
9074 static void InitMagicBallDelay(int x, int y)
9075 {
9076   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9077 }
9078
9079 static void ActivateMagicBall(int bx, int by)
9080 {
9081   int x, y;
9082
9083   if (level.ball_random)
9084   {
9085     int pos_border = RND(8);    // select one of the eight border elements
9086     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9087     int xx = pos_content % 3;
9088     int yy = pos_content / 3;
9089
9090     x = bx - 1 + xx;
9091     y = by - 1 + yy;
9092
9093     if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9094       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9095   }
9096   else
9097   {
9098     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9099     {
9100       int xx = x - bx + 1;
9101       int yy = y - by + 1;
9102
9103       if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9104         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9105     }
9106   }
9107
9108   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9109 }
9110
9111 static void CheckExit(int x, int y)
9112 {
9113   if (game.gems_still_needed > 0 ||
9114       game.sokoban_fields_still_needed > 0 ||
9115       game.sokoban_objects_still_needed > 0 ||
9116       game.lights_still_needed > 0)
9117   {
9118     int element = Feld[x][y];
9119     int graphic = el2img(element);
9120
9121     if (IS_ANIMATED(graphic))
9122       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9123
9124     return;
9125   }
9126
9127   // do not re-open exit door closed after last player
9128   if (game.all_players_gone)
9129     return;
9130
9131   Feld[x][y] = EL_EXIT_OPENING;
9132
9133   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9134 }
9135
9136 static void CheckExitEM(int x, int y)
9137 {
9138   if (game.gems_still_needed > 0 ||
9139       game.sokoban_fields_still_needed > 0 ||
9140       game.sokoban_objects_still_needed > 0 ||
9141       game.lights_still_needed > 0)
9142   {
9143     int element = Feld[x][y];
9144     int graphic = el2img(element);
9145
9146     if (IS_ANIMATED(graphic))
9147       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9148
9149     return;
9150   }
9151
9152   // do not re-open exit door closed after last player
9153   if (game.all_players_gone)
9154     return;
9155
9156   Feld[x][y] = EL_EM_EXIT_OPENING;
9157
9158   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9159 }
9160
9161 static void CheckExitSteel(int x, int y)
9162 {
9163   if (game.gems_still_needed > 0 ||
9164       game.sokoban_fields_still_needed > 0 ||
9165       game.sokoban_objects_still_needed > 0 ||
9166       game.lights_still_needed > 0)
9167   {
9168     int element = Feld[x][y];
9169     int graphic = el2img(element);
9170
9171     if (IS_ANIMATED(graphic))
9172       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9173
9174     return;
9175   }
9176
9177   // do not re-open exit door closed after last player
9178   if (game.all_players_gone)
9179     return;
9180
9181   Feld[x][y] = EL_STEEL_EXIT_OPENING;
9182
9183   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9184 }
9185
9186 static void CheckExitSteelEM(int x, int y)
9187 {
9188   if (game.gems_still_needed > 0 ||
9189       game.sokoban_fields_still_needed > 0 ||
9190       game.sokoban_objects_still_needed > 0 ||
9191       game.lights_still_needed > 0)
9192   {
9193     int element = Feld[x][y];
9194     int graphic = el2img(element);
9195
9196     if (IS_ANIMATED(graphic))
9197       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9198
9199     return;
9200   }
9201
9202   // do not re-open exit door closed after last player
9203   if (game.all_players_gone)
9204     return;
9205
9206   Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9207
9208   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9209 }
9210
9211 static void CheckExitSP(int x, int y)
9212 {
9213   if (game.gems_still_needed > 0)
9214   {
9215     int element = Feld[x][y];
9216     int graphic = el2img(element);
9217
9218     if (IS_ANIMATED(graphic))
9219       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9220
9221     return;
9222   }
9223
9224   // do not re-open exit door closed after last player
9225   if (game.all_players_gone)
9226     return;
9227
9228   Feld[x][y] = EL_SP_EXIT_OPENING;
9229
9230   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9231 }
9232
9233 static void CloseAllOpenTimegates(void)
9234 {
9235   int x, y;
9236
9237   SCAN_PLAYFIELD(x, y)
9238   {
9239     int element = Feld[x][y];
9240
9241     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9242     {
9243       Feld[x][y] = EL_TIMEGATE_CLOSING;
9244
9245       PlayLevelSoundAction(x, y, ACTION_CLOSING);
9246     }
9247   }
9248 }
9249
9250 static void DrawTwinkleOnField(int x, int y)
9251 {
9252   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9253     return;
9254
9255   if (Feld[x][y] == EL_BD_DIAMOND)
9256     return;
9257
9258   if (MovDelay[x][y] == 0)      // next animation frame
9259     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9260
9261   if (MovDelay[x][y] != 0)      // wait some time before next frame
9262   {
9263     MovDelay[x][y]--;
9264
9265     DrawLevelElementAnimation(x, y, Feld[x][y]);
9266
9267     if (MovDelay[x][y] != 0)
9268     {
9269       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9270                                            10 - MovDelay[x][y]);
9271
9272       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9273     }
9274   }
9275 }
9276
9277 static void MauerWaechst(int x, int y)
9278 {
9279   int delay = 6;
9280
9281   if (!MovDelay[x][y])          // next animation frame
9282     MovDelay[x][y] = 3 * delay;
9283
9284   if (MovDelay[x][y])           // wait some time before next frame
9285   {
9286     MovDelay[x][y]--;
9287
9288     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9289     {
9290       int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9291       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9292
9293       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9294     }
9295
9296     if (!MovDelay[x][y])
9297     {
9298       if (MovDir[x][y] == MV_LEFT)
9299       {
9300         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9301           TEST_DrawLevelField(x - 1, y);
9302       }
9303       else if (MovDir[x][y] == MV_RIGHT)
9304       {
9305         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9306           TEST_DrawLevelField(x + 1, y);
9307       }
9308       else if (MovDir[x][y] == MV_UP)
9309       {
9310         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9311           TEST_DrawLevelField(x, y - 1);
9312       }
9313       else
9314       {
9315         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9316           TEST_DrawLevelField(x, y + 1);
9317       }
9318
9319       Feld[x][y] = Store[x][y];
9320       Store[x][y] = 0;
9321       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9322       TEST_DrawLevelField(x, y);
9323     }
9324   }
9325 }
9326
9327 static void MauerAbleger(int ax, int ay)
9328 {
9329   int element = Feld[ax][ay];
9330   int graphic = el2img(element);
9331   boolean oben_frei = FALSE, unten_frei = FALSE;
9332   boolean links_frei = FALSE, rechts_frei = FALSE;
9333   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9334   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9335   boolean new_wall = FALSE;
9336
9337   if (IS_ANIMATED(graphic))
9338     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9339
9340   if (!MovDelay[ax][ay])        // start building new wall
9341     MovDelay[ax][ay] = 6;
9342
9343   if (MovDelay[ax][ay])         // wait some time before building new wall
9344   {
9345     MovDelay[ax][ay]--;
9346     if (MovDelay[ax][ay])
9347       return;
9348   }
9349
9350   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9351     oben_frei = TRUE;
9352   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9353     unten_frei = TRUE;
9354   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9355     links_frei = TRUE;
9356   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9357     rechts_frei = TRUE;
9358
9359   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9360       element == EL_EXPANDABLE_WALL_ANY)
9361   {
9362     if (oben_frei)
9363     {
9364       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9365       Store[ax][ay-1] = element;
9366       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9367       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9368         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9369                     IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9370       new_wall = TRUE;
9371     }
9372     if (unten_frei)
9373     {
9374       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9375       Store[ax][ay+1] = element;
9376       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9377       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9378         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9379                     IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9380       new_wall = TRUE;
9381     }
9382   }
9383
9384   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9385       element == EL_EXPANDABLE_WALL_ANY ||
9386       element == EL_EXPANDABLE_WALL ||
9387       element == EL_BD_EXPANDABLE_WALL)
9388   {
9389     if (links_frei)
9390     {
9391       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9392       Store[ax-1][ay] = element;
9393       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9394       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9395         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9396                     IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9397       new_wall = TRUE;
9398     }
9399
9400     if (rechts_frei)
9401     {
9402       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9403       Store[ax+1][ay] = element;
9404       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9405       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9406         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9407                     IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9408       new_wall = TRUE;
9409     }
9410   }
9411
9412   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9413     TEST_DrawLevelField(ax, ay);
9414
9415   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9416     oben_massiv = TRUE;
9417   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9418     unten_massiv = TRUE;
9419   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9420     links_massiv = TRUE;
9421   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9422     rechts_massiv = TRUE;
9423
9424   if (((oben_massiv && unten_massiv) ||
9425        element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9426        element == EL_EXPANDABLE_WALL) &&
9427       ((links_massiv && rechts_massiv) ||
9428        element == EL_EXPANDABLE_WALL_VERTICAL))
9429     Feld[ax][ay] = EL_WALL;
9430
9431   if (new_wall)
9432     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9433 }
9434
9435 static void MauerAblegerStahl(int ax, int ay)
9436 {
9437   int element = Feld[ax][ay];
9438   int graphic = el2img(element);
9439   boolean oben_frei = FALSE, unten_frei = FALSE;
9440   boolean links_frei = FALSE, rechts_frei = FALSE;
9441   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9442   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9443   boolean new_wall = FALSE;
9444
9445   if (IS_ANIMATED(graphic))
9446     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9447
9448   if (!MovDelay[ax][ay])        // start building new wall
9449     MovDelay[ax][ay] = 6;
9450
9451   if (MovDelay[ax][ay])         // wait some time before building new wall
9452   {
9453     MovDelay[ax][ay]--;
9454     if (MovDelay[ax][ay])
9455       return;
9456   }
9457
9458   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9459     oben_frei = TRUE;
9460   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9461     unten_frei = TRUE;
9462   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9463     links_frei = TRUE;
9464   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9465     rechts_frei = TRUE;
9466
9467   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9468       element == EL_EXPANDABLE_STEELWALL_ANY)
9469   {
9470     if (oben_frei)
9471     {
9472       Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9473       Store[ax][ay-1] = element;
9474       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9475       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9476         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9477                     IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9478       new_wall = TRUE;
9479     }
9480     if (unten_frei)
9481     {
9482       Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9483       Store[ax][ay+1] = element;
9484       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9485       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9486         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9487                     IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9488       new_wall = TRUE;
9489     }
9490   }
9491
9492   if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9493       element == EL_EXPANDABLE_STEELWALL_ANY)
9494   {
9495     if (links_frei)
9496     {
9497       Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9498       Store[ax-1][ay] = element;
9499       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9500       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9501         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9502                     IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9503       new_wall = TRUE;
9504     }
9505
9506     if (rechts_frei)
9507     {
9508       Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9509       Store[ax+1][ay] = element;
9510       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9511       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9512         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9513                     IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9514       new_wall = TRUE;
9515     }
9516   }
9517
9518   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9519     oben_massiv = TRUE;
9520   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9521     unten_massiv = TRUE;
9522   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9523     links_massiv = TRUE;
9524   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9525     rechts_massiv = TRUE;
9526
9527   if (((oben_massiv && unten_massiv) ||
9528        element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9529       ((links_massiv && rechts_massiv) ||
9530        element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9531     Feld[ax][ay] = EL_STEELWALL;
9532
9533   if (new_wall)
9534     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9535 }
9536
9537 static void CheckForDragon(int x, int y)
9538 {
9539   int i, j;
9540   boolean dragon_found = FALSE;
9541   static int xy[4][2] =
9542   {
9543     { 0, -1 },
9544     { -1, 0 },
9545     { +1, 0 },
9546     { 0, +1 }
9547   };
9548
9549   for (i = 0; i < NUM_DIRECTIONS; i++)
9550   {
9551     for (j = 0; j < 4; j++)
9552     {
9553       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9554
9555       if (IN_LEV_FIELD(xx, yy) &&
9556           (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9557       {
9558         if (Feld[xx][yy] == EL_DRAGON)
9559           dragon_found = TRUE;
9560       }
9561       else
9562         break;
9563     }
9564   }
9565
9566   if (!dragon_found)
9567   {
9568     for (i = 0; i < NUM_DIRECTIONS; i++)
9569     {
9570       for (j = 0; j < 3; j++)
9571       {
9572         int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9573   
9574         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9575         {
9576           Feld[xx][yy] = EL_EMPTY;
9577           TEST_DrawLevelField(xx, yy);
9578         }
9579         else
9580           break;
9581       }
9582     }
9583   }
9584 }
9585
9586 static void InitBuggyBase(int x, int y)
9587 {
9588   int element = Feld[x][y];
9589   int activating_delay = FRAMES_PER_SECOND / 4;
9590
9591   ChangeDelay[x][y] =
9592     (element == EL_SP_BUGGY_BASE ?
9593      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9594      element == EL_SP_BUGGY_BASE_ACTIVATING ?
9595      activating_delay :
9596      element == EL_SP_BUGGY_BASE_ACTIVE ?
9597      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9598 }
9599
9600 static void WarnBuggyBase(int x, int y)
9601 {
9602   int i;
9603   static int xy[4][2] =
9604   {
9605     { 0, -1 },
9606     { -1, 0 },
9607     { +1, 0 },
9608     { 0, +1 }
9609   };
9610
9611   for (i = 0; i < NUM_DIRECTIONS; i++)
9612   {
9613     int xx = x + xy[i][0];
9614     int yy = y + xy[i][1];
9615
9616     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9617     {
9618       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9619
9620       break;
9621     }
9622   }
9623 }
9624
9625 static void InitTrap(int x, int y)
9626 {
9627   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9628 }
9629
9630 static void ActivateTrap(int x, int y)
9631 {
9632   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9633 }
9634
9635 static void ChangeActiveTrap(int x, int y)
9636 {
9637   int graphic = IMG_TRAP_ACTIVE;
9638
9639   // if new animation frame was drawn, correct crumbled sand border
9640   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9641     TEST_DrawLevelFieldCrumbled(x, y);
9642 }
9643
9644 static int getSpecialActionElement(int element, int number, int base_element)
9645 {
9646   return (element != EL_EMPTY ? element :
9647           number != -1 ? base_element + number - 1 :
9648           EL_EMPTY);
9649 }
9650
9651 static int getModifiedActionNumber(int value_old, int operator, int operand,
9652                                    int value_min, int value_max)
9653 {
9654   int value_new = (operator == CA_MODE_SET      ? operand :
9655                    operator == CA_MODE_ADD      ? value_old + operand :
9656                    operator == CA_MODE_SUBTRACT ? value_old - operand :
9657                    operator == CA_MODE_MULTIPLY ? value_old * operand :
9658                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
9659                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
9660                    value_old);
9661
9662   return (value_new < value_min ? value_min :
9663           value_new > value_max ? value_max :
9664           value_new);
9665 }
9666
9667 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9668 {
9669   struct ElementInfo *ei = &element_info[element];
9670   struct ElementChangeInfo *change = &ei->change_page[page];
9671   int target_element = change->target_element;
9672   int action_type = change->action_type;
9673   int action_mode = change->action_mode;
9674   int action_arg = change->action_arg;
9675   int action_element = change->action_element;
9676   int i;
9677
9678   if (!change->has_action)
9679     return;
9680
9681   // ---------- determine action paramater values -----------------------------
9682
9683   int level_time_value =
9684     (level.time > 0 ? TimeLeft :
9685      TimePlayed);
9686
9687   int action_arg_element_raw =
9688     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
9689      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9690      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
9691      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
9692      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9693      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
9694      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
9695      EL_EMPTY);
9696   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9697
9698   int action_arg_direction =
9699     (action_arg >= CA_ARG_DIRECTION_LEFT &&
9700      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9701      action_arg == CA_ARG_DIRECTION_TRIGGER ?
9702      change->actual_trigger_side :
9703      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9704      MV_DIR_OPPOSITE(change->actual_trigger_side) :
9705      MV_NONE);
9706
9707   int action_arg_number_min =
9708     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9709      CA_ARG_MIN);
9710
9711   int action_arg_number_max =
9712     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9713      action_type == CA_SET_LEVEL_GEMS ? 999 :
9714      action_type == CA_SET_LEVEL_TIME ? 9999 :
9715      action_type == CA_SET_LEVEL_SCORE ? 99999 :
9716      action_type == CA_SET_CE_VALUE ? 9999 :
9717      action_type == CA_SET_CE_SCORE ? 9999 :
9718      CA_ARG_MAX);
9719
9720   int action_arg_number_reset =
9721     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9722      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9723      action_type == CA_SET_LEVEL_TIME ? level.time :
9724      action_type == CA_SET_LEVEL_SCORE ? 0 :
9725      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9726      action_type == CA_SET_CE_SCORE ? 0 :
9727      0);
9728
9729   int action_arg_number =
9730     (action_arg <= CA_ARG_MAX ? action_arg :
9731      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9732      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9733      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9734      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9735      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9736      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9737      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9738      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9739      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9740      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9741      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9742      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9743      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9744      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9745      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9746      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9747      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9748      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9749      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
9750      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9751      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
9752      -1);
9753
9754   int action_arg_number_old =
9755     (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9756      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9757      action_type == CA_SET_LEVEL_SCORE ? game.score :
9758      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9759      action_type == CA_SET_CE_SCORE ? ei->collect_score :
9760      0);
9761
9762   int action_arg_number_new =
9763     getModifiedActionNumber(action_arg_number_old,
9764                             action_mode, action_arg_number,
9765                             action_arg_number_min, action_arg_number_max);
9766
9767   int trigger_player_bits =
9768     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9769      change->actual_trigger_player_bits : change->trigger_player);
9770
9771   int action_arg_player_bits =
9772     (action_arg >= CA_ARG_PLAYER_1 &&
9773      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9774      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9775      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9776      PLAYER_BITS_ANY);
9777
9778   // ---------- execute action  -----------------------------------------------
9779
9780   switch (action_type)
9781   {
9782     case CA_NO_ACTION:
9783     {
9784       return;
9785     }
9786
9787     // ---------- level actions  ----------------------------------------------
9788
9789     case CA_RESTART_LEVEL:
9790     {
9791       game.restart_level = TRUE;
9792
9793       break;
9794     }
9795
9796     case CA_SHOW_ENVELOPE:
9797     {
9798       int element = getSpecialActionElement(action_arg_element,
9799                                             action_arg_number, EL_ENVELOPE_1);
9800
9801       if (IS_ENVELOPE(element))
9802         local_player->show_envelope = element;
9803
9804       break;
9805     }
9806
9807     case CA_SET_LEVEL_TIME:
9808     {
9809       if (level.time > 0)       // only modify limited time value
9810       {
9811         TimeLeft = action_arg_number_new;
9812
9813         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9814
9815         DisplayGameControlValues();
9816
9817         if (!TimeLeft && setup.time_limit)
9818           for (i = 0; i < MAX_PLAYERS; i++)
9819             KillPlayer(&stored_player[i]);
9820       }
9821
9822       break;
9823     }
9824
9825     case CA_SET_LEVEL_SCORE:
9826     {
9827       game.score = action_arg_number_new;
9828
9829       game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9830
9831       DisplayGameControlValues();
9832
9833       break;
9834     }
9835
9836     case CA_SET_LEVEL_GEMS:
9837     {
9838       game.gems_still_needed = action_arg_number_new;
9839
9840       game.snapshot.collected_item = TRUE;
9841
9842       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9843
9844       DisplayGameControlValues();
9845
9846       break;
9847     }
9848
9849     case CA_SET_LEVEL_WIND:
9850     {
9851       game.wind_direction = action_arg_direction;
9852
9853       break;
9854     }
9855
9856     case CA_SET_LEVEL_RANDOM_SEED:
9857     {
9858       // ensure that setting a new random seed while playing is predictable
9859       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9860
9861       break;
9862     }
9863
9864     // ---------- player actions  ---------------------------------------------
9865
9866     case CA_MOVE_PLAYER:
9867     {
9868       // automatically move to the next field in specified direction
9869       for (i = 0; i < MAX_PLAYERS; i++)
9870         if (trigger_player_bits & (1 << i))
9871           stored_player[i].programmed_action = action_arg_direction;
9872
9873       break;
9874     }
9875
9876     case CA_EXIT_PLAYER:
9877     {
9878       for (i = 0; i < MAX_PLAYERS; i++)
9879         if (action_arg_player_bits & (1 << i))
9880           ExitPlayer(&stored_player[i]);
9881
9882       if (game.players_still_needed == 0)
9883         LevelSolved();
9884
9885       break;
9886     }
9887
9888     case CA_KILL_PLAYER:
9889     {
9890       for (i = 0; i < MAX_PLAYERS; i++)
9891         if (action_arg_player_bits & (1 << i))
9892           KillPlayer(&stored_player[i]);
9893
9894       break;
9895     }
9896
9897     case CA_SET_PLAYER_KEYS:
9898     {
9899       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9900       int element = getSpecialActionElement(action_arg_element,
9901                                             action_arg_number, EL_KEY_1);
9902
9903       if (IS_KEY(element))
9904       {
9905         for (i = 0; i < MAX_PLAYERS; i++)
9906         {
9907           if (trigger_player_bits & (1 << i))
9908           {
9909             stored_player[i].key[KEY_NR(element)] = key_state;
9910
9911             DrawGameDoorValues();
9912           }
9913         }
9914       }
9915
9916       break;
9917     }
9918
9919     case CA_SET_PLAYER_SPEED:
9920     {
9921       for (i = 0; i < MAX_PLAYERS; i++)
9922       {
9923         if (trigger_player_bits & (1 << i))
9924         {
9925           int move_stepsize = TILEX / stored_player[i].move_delay_value;
9926
9927           if (action_arg == CA_ARG_SPEED_FASTER &&
9928               stored_player[i].cannot_move)
9929           {
9930             action_arg_number = STEPSIZE_VERY_SLOW;
9931           }
9932           else if (action_arg == CA_ARG_SPEED_SLOWER ||
9933                    action_arg == CA_ARG_SPEED_FASTER)
9934           {
9935             action_arg_number = 2;
9936             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9937                            CA_MODE_MULTIPLY);
9938           }
9939           else if (action_arg == CA_ARG_NUMBER_RESET)
9940           {
9941             action_arg_number = level.initial_player_stepsize[i];
9942           }
9943
9944           move_stepsize =
9945             getModifiedActionNumber(move_stepsize,
9946                                     action_mode,
9947                                     action_arg_number,
9948                                     action_arg_number_min,
9949                                     action_arg_number_max);
9950
9951           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9952         }
9953       }
9954
9955       break;
9956     }
9957
9958     case CA_SET_PLAYER_SHIELD:
9959     {
9960       for (i = 0; i < MAX_PLAYERS; i++)
9961       {
9962         if (trigger_player_bits & (1 << i))
9963         {
9964           if (action_arg == CA_ARG_SHIELD_OFF)
9965           {
9966             stored_player[i].shield_normal_time_left = 0;
9967             stored_player[i].shield_deadly_time_left = 0;
9968           }
9969           else if (action_arg == CA_ARG_SHIELD_NORMAL)
9970           {
9971             stored_player[i].shield_normal_time_left = 999999;
9972           }
9973           else if (action_arg == CA_ARG_SHIELD_DEADLY)
9974           {
9975             stored_player[i].shield_normal_time_left = 999999;
9976             stored_player[i].shield_deadly_time_left = 999999;
9977           }
9978         }
9979       }
9980
9981       break;
9982     }
9983
9984     case CA_SET_PLAYER_GRAVITY:
9985     {
9986       for (i = 0; i < MAX_PLAYERS; i++)
9987       {
9988         if (trigger_player_bits & (1 << i))
9989         {
9990           stored_player[i].gravity =
9991             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
9992              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
9993              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9994              stored_player[i].gravity);
9995         }
9996       }
9997
9998       break;
9999     }
10000
10001     case CA_SET_PLAYER_ARTWORK:
10002     {
10003       for (i = 0; i < MAX_PLAYERS; i++)
10004       {
10005         if (trigger_player_bits & (1 << i))
10006         {
10007           int artwork_element = action_arg_element;
10008
10009           if (action_arg == CA_ARG_ELEMENT_RESET)
10010             artwork_element =
10011               (level.use_artwork_element[i] ? level.artwork_element[i] :
10012                stored_player[i].element_nr);
10013
10014           if (stored_player[i].artwork_element != artwork_element)
10015             stored_player[i].Frame = 0;
10016
10017           stored_player[i].artwork_element = artwork_element;
10018
10019           SetPlayerWaiting(&stored_player[i], FALSE);
10020
10021           // set number of special actions for bored and sleeping animation
10022           stored_player[i].num_special_action_bored =
10023             get_num_special_action(artwork_element,
10024                                    ACTION_BORING_1, ACTION_BORING_LAST);
10025           stored_player[i].num_special_action_sleeping =
10026             get_num_special_action(artwork_element,
10027                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10028         }
10029       }
10030
10031       break;
10032     }
10033
10034     case CA_SET_PLAYER_INVENTORY:
10035     {
10036       for (i = 0; i < MAX_PLAYERS; i++)
10037       {
10038         struct PlayerInfo *player = &stored_player[i];
10039         int j, k;
10040
10041         if (trigger_player_bits & (1 << i))
10042         {
10043           int inventory_element = action_arg_element;
10044
10045           if (action_arg == CA_ARG_ELEMENT_TARGET ||
10046               action_arg == CA_ARG_ELEMENT_TRIGGER ||
10047               action_arg == CA_ARG_ELEMENT_ACTION)
10048           {
10049             int element = inventory_element;
10050             int collect_count = element_info[element].collect_count_initial;
10051
10052             if (!IS_CUSTOM_ELEMENT(element))
10053               collect_count = 1;
10054
10055             if (collect_count == 0)
10056               player->inventory_infinite_element = element;
10057             else
10058               for (k = 0; k < collect_count; k++)
10059                 if (player->inventory_size < MAX_INVENTORY_SIZE)
10060                   player->inventory_element[player->inventory_size++] =
10061                     element;
10062           }
10063           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10064                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10065                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
10066           {
10067             if (player->inventory_infinite_element != EL_UNDEFINED &&
10068                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10069                                      action_arg_element_raw))
10070               player->inventory_infinite_element = EL_UNDEFINED;
10071
10072             for (k = 0, j = 0; j < player->inventory_size; j++)
10073             {
10074               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10075                                         action_arg_element_raw))
10076                 player->inventory_element[k++] = player->inventory_element[j];
10077             }
10078
10079             player->inventory_size = k;
10080           }
10081           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10082           {
10083             if (player->inventory_size > 0)
10084             {
10085               for (j = 0; j < player->inventory_size - 1; j++)
10086                 player->inventory_element[j] = player->inventory_element[j + 1];
10087
10088               player->inventory_size--;
10089             }
10090           }
10091           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10092           {
10093             if (player->inventory_size > 0)
10094               player->inventory_size--;
10095           }
10096           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10097           {
10098             player->inventory_infinite_element = EL_UNDEFINED;
10099             player->inventory_size = 0;
10100           }
10101           else if (action_arg == CA_ARG_INVENTORY_RESET)
10102           {
10103             player->inventory_infinite_element = EL_UNDEFINED;
10104             player->inventory_size = 0;
10105
10106             if (level.use_initial_inventory[i])
10107             {
10108               for (j = 0; j < level.initial_inventory_size[i]; j++)
10109               {
10110                 int element = level.initial_inventory_content[i][j];
10111                 int collect_count = element_info[element].collect_count_initial;
10112
10113                 if (!IS_CUSTOM_ELEMENT(element))
10114                   collect_count = 1;
10115
10116                 if (collect_count == 0)
10117                   player->inventory_infinite_element = element;
10118                 else
10119                   for (k = 0; k < collect_count; k++)
10120                     if (player->inventory_size < MAX_INVENTORY_SIZE)
10121                       player->inventory_element[player->inventory_size++] =
10122                         element;
10123               }
10124             }
10125           }
10126         }
10127       }
10128
10129       break;
10130     }
10131
10132     // ---------- CE actions  -------------------------------------------------
10133
10134     case CA_SET_CE_VALUE:
10135     {
10136       int last_ce_value = CustomValue[x][y];
10137
10138       CustomValue[x][y] = action_arg_number_new;
10139
10140       if (CustomValue[x][y] != last_ce_value)
10141       {
10142         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10143         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10144
10145         if (CustomValue[x][y] == 0)
10146         {
10147           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10148           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10149         }
10150       }
10151
10152       break;
10153     }
10154
10155     case CA_SET_CE_SCORE:
10156     {
10157       int last_ce_score = ei->collect_score;
10158
10159       ei->collect_score = action_arg_number_new;
10160
10161       if (ei->collect_score != last_ce_score)
10162       {
10163         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10164         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10165
10166         if (ei->collect_score == 0)
10167         {
10168           int xx, yy;
10169
10170           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10171           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10172
10173           /*
10174             This is a very special case that seems to be a mixture between
10175             CheckElementChange() and CheckTriggeredElementChange(): while
10176             the first one only affects single elements that are triggered
10177             directly, the second one affects multiple elements in the playfield
10178             that are triggered indirectly by another element. This is a third
10179             case: Changing the CE score always affects multiple identical CEs,
10180             so every affected CE must be checked, not only the single CE for
10181             which the CE score was changed in the first place (as every instance
10182             of that CE shares the same CE score, and therefore also can change)!
10183           */
10184           SCAN_PLAYFIELD(xx, yy)
10185           {
10186             if (Feld[xx][yy] == element)
10187               CheckElementChange(xx, yy, element, EL_UNDEFINED,
10188                                  CE_SCORE_GETS_ZERO);
10189           }
10190         }
10191       }
10192
10193       break;
10194     }
10195
10196     case CA_SET_CE_ARTWORK:
10197     {
10198       int artwork_element = action_arg_element;
10199       boolean reset_frame = FALSE;
10200       int xx, yy;
10201
10202       if (action_arg == CA_ARG_ELEMENT_RESET)
10203         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10204                            element);
10205
10206       if (ei->gfx_element != artwork_element)
10207         reset_frame = TRUE;
10208
10209       ei->gfx_element = artwork_element;
10210
10211       SCAN_PLAYFIELD(xx, yy)
10212       {
10213         if (Feld[xx][yy] == element)
10214         {
10215           if (reset_frame)
10216           {
10217             ResetGfxAnimation(xx, yy);
10218             ResetRandomAnimationValue(xx, yy);
10219           }
10220
10221           TEST_DrawLevelField(xx, yy);
10222         }
10223       }
10224
10225       break;
10226     }
10227
10228     // ---------- engine actions  ---------------------------------------------
10229
10230     case CA_SET_ENGINE_SCAN_MODE:
10231     {
10232       InitPlayfieldScanMode(action_arg);
10233
10234       break;
10235     }
10236
10237     default:
10238       break;
10239   }
10240 }
10241
10242 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10243 {
10244   int old_element = Feld[x][y];
10245   int new_element = GetElementFromGroupElement(element);
10246   int previous_move_direction = MovDir[x][y];
10247   int last_ce_value = CustomValue[x][y];
10248   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10249   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10250   boolean add_player_onto_element = (new_element_is_player &&
10251                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
10252                                      IS_WALKABLE(old_element));
10253
10254   if (!add_player_onto_element)
10255   {
10256     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10257       RemoveMovingField(x, y);
10258     else
10259       RemoveField(x, y);
10260
10261     Feld[x][y] = new_element;
10262
10263     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10264       MovDir[x][y] = previous_move_direction;
10265
10266     if (element_info[new_element].use_last_ce_value)
10267       CustomValue[x][y] = last_ce_value;
10268
10269     InitField_WithBug1(x, y, FALSE);
10270
10271     new_element = Feld[x][y];   // element may have changed
10272
10273     ResetGfxAnimation(x, y);
10274     ResetRandomAnimationValue(x, y);
10275
10276     TEST_DrawLevelField(x, y);
10277
10278     if (GFX_CRUMBLED(new_element))
10279       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10280   }
10281
10282   // check if element under the player changes from accessible to unaccessible
10283   // (needed for special case of dropping element which then changes)
10284   // (must be checked after creating new element for walkable group elements)
10285   if (IS_PLAYER(x, y) && !player_explosion_protected &&
10286       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10287   {
10288     Bang(x, y);
10289
10290     return;
10291   }
10292
10293   // "ChangeCount" not set yet to allow "entered by player" change one time
10294   if (new_element_is_player)
10295     RelocatePlayer(x, y, new_element);
10296
10297   if (is_change)
10298     ChangeCount[x][y]++;        // count number of changes in the same frame
10299
10300   TestIfBadThingTouchesPlayer(x, y);
10301   TestIfPlayerTouchesCustomElement(x, y);
10302   TestIfElementTouchesCustomElement(x, y);
10303 }
10304
10305 static void CreateField(int x, int y, int element)
10306 {
10307   CreateFieldExt(x, y, element, FALSE);
10308 }
10309
10310 static void CreateElementFromChange(int x, int y, int element)
10311 {
10312   element = GET_VALID_RUNTIME_ELEMENT(element);
10313
10314   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10315   {
10316     int old_element = Feld[x][y];
10317
10318     // prevent changed element from moving in same engine frame
10319     // unless both old and new element can either fall or move
10320     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10321         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10322       Stop[x][y] = TRUE;
10323   }
10324
10325   CreateFieldExt(x, y, element, TRUE);
10326 }
10327
10328 static boolean ChangeElement(int x, int y, int element, int page)
10329 {
10330   struct ElementInfo *ei = &element_info[element];
10331   struct ElementChangeInfo *change = &ei->change_page[page];
10332   int ce_value = CustomValue[x][y];
10333   int ce_score = ei->collect_score;
10334   int target_element;
10335   int old_element = Feld[x][y];
10336
10337   // always use default change event to prevent running into a loop
10338   if (ChangeEvent[x][y] == -1)
10339     ChangeEvent[x][y] = CE_DELAY;
10340
10341   if (ChangeEvent[x][y] == CE_DELAY)
10342   {
10343     // reset actual trigger element, trigger player and action element
10344     change->actual_trigger_element = EL_EMPTY;
10345     change->actual_trigger_player = EL_EMPTY;
10346     change->actual_trigger_player_bits = CH_PLAYER_NONE;
10347     change->actual_trigger_side = CH_SIDE_NONE;
10348     change->actual_trigger_ce_value = 0;
10349     change->actual_trigger_ce_score = 0;
10350   }
10351
10352   // do not change elements more than a specified maximum number of changes
10353   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10354     return FALSE;
10355
10356   ChangeCount[x][y]++;          // count number of changes in the same frame
10357
10358   if (change->explode)
10359   {
10360     Bang(x, y);
10361
10362     return TRUE;
10363   }
10364
10365   if (change->use_target_content)
10366   {
10367     boolean complete_replace = TRUE;
10368     boolean can_replace[3][3];
10369     int xx, yy;
10370
10371     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10372     {
10373       boolean is_empty;
10374       boolean is_walkable;
10375       boolean is_diggable;
10376       boolean is_collectible;
10377       boolean is_removable;
10378       boolean is_destructible;
10379       int ex = x + xx - 1;
10380       int ey = y + yy - 1;
10381       int content_element = change->target_content.e[xx][yy];
10382       int e;
10383
10384       can_replace[xx][yy] = TRUE;
10385
10386       if (ex == x && ey == y)   // do not check changing element itself
10387         continue;
10388
10389       if (content_element == EL_EMPTY_SPACE)
10390       {
10391         can_replace[xx][yy] = FALSE;    // do not replace border with space
10392
10393         continue;
10394       }
10395
10396       if (!IN_LEV_FIELD(ex, ey))
10397       {
10398         can_replace[xx][yy] = FALSE;
10399         complete_replace = FALSE;
10400
10401         continue;
10402       }
10403
10404       e = Feld[ex][ey];
10405
10406       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10407         e = MovingOrBlocked2Element(ex, ey);
10408
10409       is_empty = (IS_FREE(ex, ey) ||
10410                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10411
10412       is_walkable     = (is_empty || IS_WALKABLE(e));
10413       is_diggable     = (is_empty || IS_DIGGABLE(e));
10414       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
10415       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10416       is_removable    = (is_diggable || is_collectible);
10417
10418       can_replace[xx][yy] =
10419         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
10420           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
10421           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
10422           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
10423           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
10424           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10425          !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10426
10427       if (!can_replace[xx][yy])
10428         complete_replace = FALSE;
10429     }
10430
10431     if (!change->only_if_complete || complete_replace)
10432     {
10433       boolean something_has_changed = FALSE;
10434
10435       if (change->only_if_complete && change->use_random_replace &&
10436           RND(100) < change->random_percentage)
10437         return FALSE;
10438
10439       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10440       {
10441         int ex = x + xx - 1;
10442         int ey = y + yy - 1;
10443         int content_element;
10444
10445         if (can_replace[xx][yy] && (!change->use_random_replace ||
10446                                     RND(100) < change->random_percentage))
10447         {
10448           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10449             RemoveMovingField(ex, ey);
10450
10451           ChangeEvent[ex][ey] = ChangeEvent[x][y];
10452
10453           content_element = change->target_content.e[xx][yy];
10454           target_element = GET_TARGET_ELEMENT(element, content_element, change,
10455                                               ce_value, ce_score);
10456
10457           CreateElementFromChange(ex, ey, target_element);
10458
10459           something_has_changed = TRUE;
10460
10461           // for symmetry reasons, freeze newly created border elements
10462           if (ex != x || ey != y)
10463             Stop[ex][ey] = TRUE;        // no more moving in this frame
10464         }
10465       }
10466
10467       if (something_has_changed)
10468       {
10469         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10470         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10471       }
10472     }
10473   }
10474   else
10475   {
10476     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10477                                         ce_value, ce_score);
10478
10479     if (element == EL_DIAGONAL_GROWING ||
10480         element == EL_DIAGONAL_SHRINKING)
10481     {
10482       target_element = Store[x][y];
10483
10484       Store[x][y] = EL_EMPTY;
10485     }
10486
10487     CreateElementFromChange(x, y, target_element);
10488
10489     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10490     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10491   }
10492
10493   // this uses direct change before indirect change
10494   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10495
10496   return TRUE;
10497 }
10498
10499 static void HandleElementChange(int x, int y, int page)
10500 {
10501   int element = MovingOrBlocked2Element(x, y);
10502   struct ElementInfo *ei = &element_info[element];
10503   struct ElementChangeInfo *change = &ei->change_page[page];
10504   boolean handle_action_before_change = FALSE;
10505
10506 #ifdef DEBUG
10507   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10508       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10509   {
10510     printf("\n\n");
10511     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10512            x, y, element, element_info[element].token_name);
10513     printf("HandleElementChange(): This should never happen!\n");
10514     printf("\n\n");
10515   }
10516 #endif
10517
10518   // this can happen with classic bombs on walkable, changing elements
10519   if (!CAN_CHANGE_OR_HAS_ACTION(element))
10520   {
10521     return;
10522   }
10523
10524   if (ChangeDelay[x][y] == 0)           // initialize element change
10525   {
10526     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10527
10528     if (change->can_change)
10529     {
10530       // !!! not clear why graphic animation should be reset at all here !!!
10531       // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10532       // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10533
10534       /*
10535         GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10536
10537         When using an animation frame delay of 1 (this only happens with
10538         "sp_zonk.moving.left/right" in the classic graphics), the default
10539         (non-moving) animation shows wrong animation frames (while the
10540         moving animation, like "sp_zonk.moving.left/right", is correct,
10541         so this graphical bug never shows up with the classic graphics).
10542         For an animation with 4 frames, this causes wrong frames 0,0,1,2
10543         be drawn instead of the correct frames 0,1,2,3. This is caused by
10544         "GfxFrame[][]" being reset *twice* (in two successive frames) after
10545         an element change: First when the change delay ("ChangeDelay[][]")
10546         counter has reached zero after decrementing, then a second time in
10547         the next frame (after "GfxFrame[][]" was already incremented) when
10548         "ChangeDelay[][]" is reset to the initial delay value again.
10549
10550         This causes frame 0 to be drawn twice, while the last frame won't
10551         be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10552
10553         As some animations may already be cleverly designed around this bug
10554         (at least the "Snake Bite" snake tail animation does this), it cannot
10555         simply be fixed here without breaking such existing animations.
10556         Unfortunately, it cannot easily be detected if a graphics set was
10557         designed "before" or "after" the bug was fixed. As a workaround,
10558         a new graphics set option "game.graphics_engine_version" was added
10559         to be able to specify the game's major release version for which the
10560         graphics set was designed, which can then be used to decide if the
10561         bugfix should be used (version 4 and above) or not (version 3 or
10562         below, or if no version was specified at all, as with old sets).
10563
10564         (The wrong/fixed animation frames can be tested with the test level set
10565         "test_gfxframe" and level "000", which contains a specially prepared
10566         custom element at level position (x/y) == (11/9) which uses the zonk
10567         animation mentioned above. Using "game.graphics_engine_version: 4"
10568         fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10569         This can also be seen from the debug output for this test element.)
10570       */
10571
10572       // when a custom element is about to change (for example by change delay),
10573       // do not reset graphic animation when the custom element is moving
10574       if (game.graphics_engine_version < 4 &&
10575           !IS_MOVING(x, y))
10576       {
10577         ResetGfxAnimation(x, y);
10578         ResetRandomAnimationValue(x, y);
10579       }
10580
10581       if (change->pre_change_function)
10582         change->pre_change_function(x, y);
10583     }
10584   }
10585
10586   ChangeDelay[x][y]--;
10587
10588   if (ChangeDelay[x][y] != 0)           // continue element change
10589   {
10590     if (change->can_change)
10591     {
10592       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10593
10594       if (IS_ANIMATED(graphic))
10595         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10596
10597       if (change->change_function)
10598         change->change_function(x, y);
10599     }
10600   }
10601   else                                  // finish element change
10602   {
10603     if (ChangePage[x][y] != -1)         // remember page from delayed change
10604     {
10605       page = ChangePage[x][y];
10606       ChangePage[x][y] = -1;
10607
10608       change = &ei->change_page[page];
10609     }
10610
10611     if (IS_MOVING(x, y))                // never change a running system ;-)
10612     {
10613       ChangeDelay[x][y] = 1;            // try change after next move step
10614       ChangePage[x][y] = page;          // remember page to use for change
10615
10616       return;
10617     }
10618
10619     // special case: set new level random seed before changing element
10620     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10621       handle_action_before_change = TRUE;
10622
10623     if (change->has_action && handle_action_before_change)
10624       ExecuteCustomElementAction(x, y, element, page);
10625
10626     if (change->can_change)
10627     {
10628       if (ChangeElement(x, y, element, page))
10629       {
10630         if (change->post_change_function)
10631           change->post_change_function(x, y);
10632       }
10633     }
10634
10635     if (change->has_action && !handle_action_before_change)
10636       ExecuteCustomElementAction(x, y, element, page);
10637   }
10638 }
10639
10640 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10641                                               int trigger_element,
10642                                               int trigger_event,
10643                                               int trigger_player,
10644                                               int trigger_side,
10645                                               int trigger_page)
10646 {
10647   boolean change_done_any = FALSE;
10648   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10649   int i;
10650
10651   if (!(trigger_events[trigger_element][trigger_event]))
10652     return FALSE;
10653
10654   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10655
10656   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10657   {
10658     int element = EL_CUSTOM_START + i;
10659     boolean change_done = FALSE;
10660     int p;
10661
10662     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10663         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10664       continue;
10665
10666     for (p = 0; p < element_info[element].num_change_pages; p++)
10667     {
10668       struct ElementChangeInfo *change = &element_info[element].change_page[p];
10669
10670       if (change->can_change_or_has_action &&
10671           change->has_event[trigger_event] &&
10672           change->trigger_side & trigger_side &&
10673           change->trigger_player & trigger_player &&
10674           change->trigger_page & trigger_page_bits &&
10675           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10676       {
10677         change->actual_trigger_element = trigger_element;
10678         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10679         change->actual_trigger_player_bits = trigger_player;
10680         change->actual_trigger_side = trigger_side;
10681         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10682         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10683
10684         if ((change->can_change && !change_done) || change->has_action)
10685         {
10686           int x, y;
10687
10688           SCAN_PLAYFIELD(x, y)
10689           {
10690             if (Feld[x][y] == element)
10691             {
10692               if (change->can_change && !change_done)
10693               {
10694                 // if element already changed in this frame, not only prevent
10695                 // another element change (checked in ChangeElement()), but
10696                 // also prevent additional element actions for this element
10697
10698                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10699                     !level.use_action_after_change_bug)
10700                   continue;
10701
10702                 ChangeDelay[x][y] = 1;
10703                 ChangeEvent[x][y] = trigger_event;
10704
10705                 HandleElementChange(x, y, p);
10706               }
10707               else if (change->has_action)
10708               {
10709                 // if element already changed in this frame, not only prevent
10710                 // another element change (checked in ChangeElement()), but
10711                 // also prevent additional element actions for this element
10712
10713                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10714                     !level.use_action_after_change_bug)
10715                   continue;
10716
10717                 ExecuteCustomElementAction(x, y, element, p);
10718                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10719               }
10720             }
10721           }
10722
10723           if (change->can_change)
10724           {
10725             change_done = TRUE;
10726             change_done_any = TRUE;
10727           }
10728         }
10729       }
10730     }
10731   }
10732
10733   RECURSION_LOOP_DETECTION_END();
10734
10735   return change_done_any;
10736 }
10737
10738 static boolean CheckElementChangeExt(int x, int y,
10739                                      int element,
10740                                      int trigger_element,
10741                                      int trigger_event,
10742                                      int trigger_player,
10743                                      int trigger_side)
10744 {
10745   boolean change_done = FALSE;
10746   int p;
10747
10748   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10749       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10750     return FALSE;
10751
10752   if (Feld[x][y] == EL_BLOCKED)
10753   {
10754     Blocked2Moving(x, y, &x, &y);
10755     element = Feld[x][y];
10756   }
10757
10758   // check if element has already changed or is about to change after moving
10759   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10760        Feld[x][y] != element) ||
10761
10762       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10763        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10764         ChangePage[x][y] != -1)))
10765     return FALSE;
10766
10767   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10768
10769   for (p = 0; p < element_info[element].num_change_pages; p++)
10770   {
10771     struct ElementChangeInfo *change = &element_info[element].change_page[p];
10772
10773     /* check trigger element for all events where the element that is checked
10774        for changing interacts with a directly adjacent element -- this is
10775        different to element changes that affect other elements to change on the
10776        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10777     boolean check_trigger_element =
10778       (trigger_event == CE_TOUCHING_X ||
10779        trigger_event == CE_HITTING_X ||
10780        trigger_event == CE_HIT_BY_X ||
10781        trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10782
10783     if (change->can_change_or_has_action &&
10784         change->has_event[trigger_event] &&
10785         change->trigger_side & trigger_side &&
10786         change->trigger_player & trigger_player &&
10787         (!check_trigger_element ||
10788          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10789     {
10790       change->actual_trigger_element = trigger_element;
10791       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10792       change->actual_trigger_player_bits = trigger_player;
10793       change->actual_trigger_side = trigger_side;
10794       change->actual_trigger_ce_value = CustomValue[x][y];
10795       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10796
10797       // special case: trigger element not at (x,y) position for some events
10798       if (check_trigger_element)
10799       {
10800         static struct
10801         {
10802           int dx, dy;
10803         } move_xy[] =
10804           {
10805             {  0,  0 },
10806             { -1,  0 },
10807             { +1,  0 },
10808             {  0,  0 },
10809             {  0, -1 },
10810             {  0,  0 }, { 0, 0 }, { 0, 0 },
10811             {  0, +1 }
10812           };
10813
10814         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10815         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10816
10817         change->actual_trigger_ce_value = CustomValue[xx][yy];
10818         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10819       }
10820
10821       if (change->can_change && !change_done)
10822       {
10823         ChangeDelay[x][y] = 1;
10824         ChangeEvent[x][y] = trigger_event;
10825
10826         HandleElementChange(x, y, p);
10827
10828         change_done = TRUE;
10829       }
10830       else if (change->has_action)
10831       {
10832         ExecuteCustomElementAction(x, y, element, p);
10833         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10834       }
10835     }
10836   }
10837
10838   RECURSION_LOOP_DETECTION_END();
10839
10840   return change_done;
10841 }
10842
10843 static void PlayPlayerSound(struct PlayerInfo *player)
10844 {
10845   int jx = player->jx, jy = player->jy;
10846   int sound_element = player->artwork_element;
10847   int last_action = player->last_action_waiting;
10848   int action = player->action_waiting;
10849
10850   if (player->is_waiting)
10851   {
10852     if (action != last_action)
10853       PlayLevelSoundElementAction(jx, jy, sound_element, action);
10854     else
10855       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10856   }
10857   else
10858   {
10859     if (action != last_action)
10860       StopSound(element_info[sound_element].sound[last_action]);
10861
10862     if (last_action == ACTION_SLEEPING)
10863       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10864   }
10865 }
10866
10867 static void PlayAllPlayersSound(void)
10868 {
10869   int i;
10870
10871   for (i = 0; i < MAX_PLAYERS; i++)
10872     if (stored_player[i].active)
10873       PlayPlayerSound(&stored_player[i]);
10874 }
10875
10876 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10877 {
10878   boolean last_waiting = player->is_waiting;
10879   int move_dir = player->MovDir;
10880
10881   player->dir_waiting = move_dir;
10882   player->last_action_waiting = player->action_waiting;
10883
10884   if (is_waiting)
10885   {
10886     if (!last_waiting)          // not waiting -> waiting
10887     {
10888       player->is_waiting = TRUE;
10889
10890       player->frame_counter_bored =
10891         FrameCounter +
10892         game.player_boring_delay_fixed +
10893         GetSimpleRandom(game.player_boring_delay_random);
10894       player->frame_counter_sleeping =
10895         FrameCounter +
10896         game.player_sleeping_delay_fixed +
10897         GetSimpleRandom(game.player_sleeping_delay_random);
10898
10899       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10900     }
10901
10902     if (game.player_sleeping_delay_fixed +
10903         game.player_sleeping_delay_random > 0 &&
10904         player->anim_delay_counter == 0 &&
10905         player->post_delay_counter == 0 &&
10906         FrameCounter >= player->frame_counter_sleeping)
10907       player->is_sleeping = TRUE;
10908     else if (game.player_boring_delay_fixed +
10909              game.player_boring_delay_random > 0 &&
10910              FrameCounter >= player->frame_counter_bored)
10911       player->is_bored = TRUE;
10912
10913     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10914                               player->is_bored ? ACTION_BORING :
10915                               ACTION_WAITING);
10916
10917     if (player->is_sleeping && player->use_murphy)
10918     {
10919       // special case for sleeping Murphy when leaning against non-free tile
10920
10921       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10922           (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10923            !IS_MOVING(player->jx - 1, player->jy)))
10924         move_dir = MV_LEFT;
10925       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10926                (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10927                 !IS_MOVING(player->jx + 1, player->jy)))
10928         move_dir = MV_RIGHT;
10929       else
10930         player->is_sleeping = FALSE;
10931
10932       player->dir_waiting = move_dir;
10933     }
10934
10935     if (player->is_sleeping)
10936     {
10937       if (player->num_special_action_sleeping > 0)
10938       {
10939         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10940         {
10941           int last_special_action = player->special_action_sleeping;
10942           int num_special_action = player->num_special_action_sleeping;
10943           int special_action =
10944             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10945              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10946              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10947              last_special_action + 1 : ACTION_SLEEPING);
10948           int special_graphic =
10949             el_act_dir2img(player->artwork_element, special_action, move_dir);
10950
10951           player->anim_delay_counter =
10952             graphic_info[special_graphic].anim_delay_fixed +
10953             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10954           player->post_delay_counter =
10955             graphic_info[special_graphic].post_delay_fixed +
10956             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10957
10958           player->special_action_sleeping = special_action;
10959         }
10960
10961         if (player->anim_delay_counter > 0)
10962         {
10963           player->action_waiting = player->special_action_sleeping;
10964           player->anim_delay_counter--;
10965         }
10966         else if (player->post_delay_counter > 0)
10967         {
10968           player->post_delay_counter--;
10969         }
10970       }
10971     }
10972     else if (player->is_bored)
10973     {
10974       if (player->num_special_action_bored > 0)
10975       {
10976         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10977         {
10978           int special_action =
10979             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10980           int special_graphic =
10981             el_act_dir2img(player->artwork_element, special_action, move_dir);
10982
10983           player->anim_delay_counter =
10984             graphic_info[special_graphic].anim_delay_fixed +
10985             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10986           player->post_delay_counter =
10987             graphic_info[special_graphic].post_delay_fixed +
10988             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10989
10990           player->special_action_bored = special_action;
10991         }
10992
10993         if (player->anim_delay_counter > 0)
10994         {
10995           player->action_waiting = player->special_action_bored;
10996           player->anim_delay_counter--;
10997         }
10998         else if (player->post_delay_counter > 0)
10999         {
11000           player->post_delay_counter--;
11001         }
11002       }
11003     }
11004   }
11005   else if (last_waiting)        // waiting -> not waiting
11006   {
11007     player->is_waiting = FALSE;
11008     player->is_bored = FALSE;
11009     player->is_sleeping = FALSE;
11010
11011     player->frame_counter_bored = -1;
11012     player->frame_counter_sleeping = -1;
11013
11014     player->anim_delay_counter = 0;
11015     player->post_delay_counter = 0;
11016
11017     player->dir_waiting = player->MovDir;
11018     player->action_waiting = ACTION_DEFAULT;
11019
11020     player->special_action_bored = ACTION_DEFAULT;
11021     player->special_action_sleeping = ACTION_DEFAULT;
11022   }
11023 }
11024
11025 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11026 {
11027   if ((!player->is_moving  && player->was_moving) ||
11028       (player->MovPos == 0 && player->was_moving) ||
11029       (player->is_snapping && !player->was_snapping) ||
11030       (player->is_dropping && !player->was_dropping))
11031   {
11032     if (!CheckSaveEngineSnapshotToList())
11033       return;
11034
11035     player->was_moving = FALSE;
11036     player->was_snapping = TRUE;
11037     player->was_dropping = TRUE;
11038   }
11039   else
11040   {
11041     if (player->is_moving)
11042       player->was_moving = TRUE;
11043
11044     if (!player->is_snapping)
11045       player->was_snapping = FALSE;
11046
11047     if (!player->is_dropping)
11048       player->was_dropping = FALSE;
11049   }
11050 }
11051
11052 static void CheckSingleStepMode(struct PlayerInfo *player)
11053 {
11054   if (tape.single_step && tape.recording && !tape.pausing)
11055   {
11056     /* as it is called "single step mode", just return to pause mode when the
11057        player stopped moving after one tile (or never starts moving at all) */
11058     if (!player->is_moving &&
11059         !player->is_pushing &&
11060         !player->is_dropping_pressed)
11061       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11062   }
11063
11064   CheckSaveEngineSnapshot(player);
11065 }
11066
11067 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11068 {
11069   int left      = player_action & JOY_LEFT;
11070   int right     = player_action & JOY_RIGHT;
11071   int up        = player_action & JOY_UP;
11072   int down      = player_action & JOY_DOWN;
11073   int button1   = player_action & JOY_BUTTON_1;
11074   int button2   = player_action & JOY_BUTTON_2;
11075   int dx        = (left ? -1 : right ? 1 : 0);
11076   int dy        = (up   ? -1 : down  ? 1 : 0);
11077
11078   if (!player->active || tape.pausing)
11079     return 0;
11080
11081   if (player_action)
11082   {
11083     if (button1)
11084       SnapField(player, dx, dy);
11085     else
11086     {
11087       if (button2)
11088         DropElement(player);
11089
11090       MovePlayer(player, dx, dy);
11091     }
11092
11093     CheckSingleStepMode(player);
11094
11095     SetPlayerWaiting(player, FALSE);
11096
11097     return player_action;
11098   }
11099   else
11100   {
11101     // no actions for this player (no input at player's configured device)
11102
11103     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11104     SnapField(player, 0, 0);
11105     CheckGravityMovementWhenNotMoving(player);
11106
11107     if (player->MovPos == 0)
11108       SetPlayerWaiting(player, TRUE);
11109
11110     if (player->MovPos == 0)    // needed for tape.playing
11111       player->is_moving = FALSE;
11112
11113     player->is_dropping = FALSE;
11114     player->is_dropping_pressed = FALSE;
11115     player->drop_pressed_delay = 0;
11116
11117     CheckSingleStepMode(player);
11118
11119     return 0;
11120   }
11121 }
11122
11123 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11124                                          byte *tape_action)
11125 {
11126   if (!tape.use_mouse)
11127     return;
11128
11129   mouse_action->lx     = tape_action[TAPE_ACTION_LX];
11130   mouse_action->ly     = tape_action[TAPE_ACTION_LY];
11131   mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11132 }
11133
11134 static void SetTapeActionFromMouseAction(byte *tape_action,
11135                                          struct MouseActionInfo *mouse_action)
11136 {
11137   if (!tape.use_mouse)
11138     return;
11139
11140   tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
11141   tape_action[TAPE_ACTION_LY]     = mouse_action->ly;
11142   tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11143 }
11144
11145 static void CheckLevelSolved(void)
11146 {
11147   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11148   {
11149     if (game_em.level_solved &&
11150         !game_em.game_over)                             // game won
11151     {
11152       LevelSolved();
11153
11154       game_em.game_over = TRUE;
11155
11156       game.all_players_gone = TRUE;
11157     }
11158
11159     if (game_em.game_over)                              // game lost
11160       game.all_players_gone = TRUE;
11161   }
11162   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11163   {
11164     if (game_sp.level_solved &&
11165         !game_sp.game_over)                             // game won
11166     {
11167       LevelSolved();
11168
11169       game_sp.game_over = TRUE;
11170
11171       game.all_players_gone = TRUE;
11172     }
11173
11174     if (game_sp.game_over)                              // game lost
11175       game.all_players_gone = TRUE;
11176   }
11177   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11178   {
11179     if (game_mm.level_solved &&
11180         !game_mm.game_over)                             // game won
11181     {
11182       LevelSolved();
11183
11184       game_mm.game_over = TRUE;
11185
11186       game.all_players_gone = TRUE;
11187     }
11188
11189     if (game_mm.game_over)                              // game lost
11190       game.all_players_gone = TRUE;
11191   }
11192 }
11193
11194 static void CheckLevelTime(void)
11195 {
11196   int i;
11197
11198   if (TimeFrames >= FRAMES_PER_SECOND)
11199   {
11200     TimeFrames = 0;
11201     TapeTime++;
11202
11203     for (i = 0; i < MAX_PLAYERS; i++)
11204     {
11205       struct PlayerInfo *player = &stored_player[i];
11206
11207       if (SHIELD_ON(player))
11208       {
11209         player->shield_normal_time_left--;
11210
11211         if (player->shield_deadly_time_left > 0)
11212           player->shield_deadly_time_left--;
11213       }
11214     }
11215
11216     if (!game.LevelSolved && !level.use_step_counter)
11217     {
11218       TimePlayed++;
11219
11220       if (TimeLeft > 0)
11221       {
11222         TimeLeft--;
11223
11224         if (TimeLeft <= 10 && setup.time_limit)
11225           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11226
11227         /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11228            is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11229
11230         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11231
11232         if (!TimeLeft && setup.time_limit)
11233         {
11234           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11235             level.native_em_level->lev->killed_out_of_time = TRUE;
11236           else
11237             for (i = 0; i < MAX_PLAYERS; i++)
11238               KillPlayer(&stored_player[i]);
11239         }
11240       }
11241       else if (game.no_time_limit && !game.all_players_gone)
11242       {
11243         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11244       }
11245
11246       level.native_em_level->lev->time =
11247         (game.no_time_limit ? TimePlayed : TimeLeft);
11248     }
11249
11250     if (tape.recording || tape.playing)
11251       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11252   }
11253
11254   if (tape.recording || tape.playing)
11255     DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11256
11257   UpdateAndDisplayGameControlValues();
11258 }
11259
11260 void AdvanceFrameAndPlayerCounters(int player_nr)
11261 {
11262   int i;
11263
11264   // advance frame counters (global frame counter and time frame counter)
11265   FrameCounter++;
11266   TimeFrames++;
11267
11268   // advance player counters (counters for move delay, move animation etc.)
11269   for (i = 0; i < MAX_PLAYERS; i++)
11270   {
11271     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11272     int move_delay_value = stored_player[i].move_delay_value;
11273     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11274
11275     if (!advance_player_counters)       // not all players may be affected
11276       continue;
11277
11278     if (move_frames == 0)       // less than one move per game frame
11279     {
11280       int stepsize = TILEX / move_delay_value;
11281       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11282       int count = (stored_player[i].is_moving ?
11283                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11284
11285       if (count % delay == 0)
11286         move_frames = 1;
11287     }
11288
11289     stored_player[i].Frame += move_frames;
11290
11291     if (stored_player[i].MovPos != 0)
11292       stored_player[i].StepFrame += move_frames;
11293
11294     if (stored_player[i].move_delay > 0)
11295       stored_player[i].move_delay--;
11296
11297     // due to bugs in previous versions, counter must count up, not down
11298     if (stored_player[i].push_delay != -1)
11299       stored_player[i].push_delay++;
11300
11301     if (stored_player[i].drop_delay > 0)
11302       stored_player[i].drop_delay--;
11303
11304     if (stored_player[i].is_dropping_pressed)
11305       stored_player[i].drop_pressed_delay++;
11306   }
11307 }
11308
11309 void StartGameActions(boolean init_network_game, boolean record_tape,
11310                       int random_seed)
11311 {
11312   unsigned int new_random_seed = InitRND(random_seed);
11313
11314   if (record_tape)
11315     TapeStartRecording(new_random_seed);
11316
11317   if (init_network_game)
11318   {
11319     SendToServer_LevelFile();
11320     SendToServer_StartPlaying();
11321
11322     return;
11323   }
11324
11325   InitGame();
11326 }
11327
11328 static void GameActionsExt(void)
11329 {
11330 #if 0
11331   static unsigned int game_frame_delay = 0;
11332 #endif
11333   unsigned int game_frame_delay_value;
11334   byte *recorded_player_action;
11335   byte summarized_player_action = 0;
11336   byte tape_action[MAX_PLAYERS];
11337   int i;
11338
11339   // detect endless loops, caused by custom element programming
11340   if (recursion_loop_detected && recursion_loop_depth == 0)
11341   {
11342     char *message = getStringCat3("Internal Error! Element ",
11343                                   EL_NAME(recursion_loop_element),
11344                                   " caused endless loop! Quit the game?");
11345
11346     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11347           EL_NAME(recursion_loop_element));
11348
11349     RequestQuitGameExt(FALSE, level_editor_test_game, message);
11350
11351     recursion_loop_detected = FALSE;    // if game should be continued
11352
11353     free(message);
11354
11355     return;
11356   }
11357
11358   if (game.restart_level)
11359     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11360
11361   CheckLevelSolved();
11362
11363   if (game.LevelSolved && !game.LevelSolved_GameEnd)
11364     GameWon();
11365
11366   if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11367     TapeStop();
11368
11369   if (game_status != GAME_MODE_PLAYING)         // status might have changed
11370     return;
11371
11372   game_frame_delay_value =
11373     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11374
11375   if (tape.playing && tape.warp_forward && !tape.pausing)
11376     game_frame_delay_value = 0;
11377
11378   SetVideoFrameDelay(game_frame_delay_value);
11379
11380   // (de)activate virtual buttons depending on current game status
11381   if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11382   {
11383     if (game.all_players_gone)  // if no players there to be controlled anymore
11384       SetOverlayActive(FALSE);
11385     else if (!tape.playing)     // if game continues after tape stopped playing
11386       SetOverlayActive(TRUE);
11387   }
11388
11389 #if 0
11390 #if 0
11391   // ---------- main game synchronization point ----------
11392
11393   int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11394
11395   printf("::: skip == %d\n", skip);
11396
11397 #else
11398   // ---------- main game synchronization point ----------
11399
11400   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11401 #endif
11402 #endif
11403
11404   if (network_playing && !network_player_action_received)
11405   {
11406     // try to get network player actions in time
11407
11408     // last chance to get network player actions without main loop delay
11409     HandleNetworking();
11410
11411     // game was quit by network peer
11412     if (game_status != GAME_MODE_PLAYING)
11413       return;
11414
11415     // check if network player actions still missing and game still running
11416     if (!network_player_action_received && !checkGameEnded())
11417       return;           // failed to get network player actions in time
11418
11419     // do not yet reset "network_player_action_received" (for tape.pausing)
11420   }
11421
11422   if (tape.pausing)
11423     return;
11424
11425   // at this point we know that we really continue executing the game
11426
11427   network_player_action_received = FALSE;
11428
11429   // when playing tape, read previously recorded player input from tape data
11430   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11431
11432   local_player->effective_mouse_action = local_player->mouse_action;
11433
11434   if (recorded_player_action != NULL)
11435     SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11436                                  recorded_player_action);
11437
11438   // TapePlayAction() may return NULL when toggling to "pause before death"
11439   if (tape.pausing)
11440     return;
11441
11442   if (tape.set_centered_player)
11443   {
11444     game.centered_player_nr_next = tape.centered_player_nr_next;
11445     game.set_centered_player = TRUE;
11446   }
11447
11448   for (i = 0; i < MAX_PLAYERS; i++)
11449   {
11450     summarized_player_action |= stored_player[i].action;
11451
11452     if (!network_playing && (game.team_mode || tape.playing))
11453       stored_player[i].effective_action = stored_player[i].action;
11454   }
11455
11456   if (network_playing && !checkGameEnded())
11457     SendToServer_MovePlayer(summarized_player_action);
11458
11459   // summarize all actions at local players mapped input device position
11460   // (this allows using different input devices in single player mode)
11461   if (!network.enabled && !game.team_mode)
11462     stored_player[map_player_action[local_player->index_nr]].effective_action =
11463       summarized_player_action;
11464
11465   if (tape.recording &&
11466       setup.team_mode &&
11467       setup.input_on_focus &&
11468       game.centered_player_nr != -1)
11469   {
11470     for (i = 0; i < MAX_PLAYERS; i++)
11471       stored_player[i].effective_action =
11472         (i == game.centered_player_nr ? summarized_player_action : 0);
11473   }
11474
11475   if (recorded_player_action != NULL)
11476     for (i = 0; i < MAX_PLAYERS; i++)
11477       stored_player[i].effective_action = recorded_player_action[i];
11478
11479   for (i = 0; i < MAX_PLAYERS; i++)
11480   {
11481     tape_action[i] = stored_player[i].effective_action;
11482
11483     /* (this may happen in the RND game engine if a player was not present on
11484        the playfield on level start, but appeared later from a custom element */
11485     if (setup.team_mode &&
11486         tape.recording &&
11487         tape_action[i] &&
11488         !tape.player_participates[i])
11489       tape.player_participates[i] = TRUE;
11490   }
11491
11492   SetTapeActionFromMouseAction(tape_action,
11493                                &local_player->effective_mouse_action);
11494
11495   // only record actions from input devices, but not programmed actions
11496   if (tape.recording)
11497     TapeRecordAction(tape_action);
11498
11499   // remember if game was played (especially after tape stopped playing)
11500   if (!tape.playing && summarized_player_action)
11501     game.GamePlayed = TRUE;
11502
11503 #if USE_NEW_PLAYER_ASSIGNMENTS
11504   // !!! also map player actions in single player mode !!!
11505   // if (game.team_mode)
11506   if (1)
11507   {
11508     byte mapped_action[MAX_PLAYERS];
11509
11510 #if DEBUG_PLAYER_ACTIONS
11511     printf(":::");
11512     for (i = 0; i < MAX_PLAYERS; i++)
11513       printf(" %d, ", stored_player[i].effective_action);
11514 #endif
11515
11516     for (i = 0; i < MAX_PLAYERS; i++)
11517       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11518
11519     for (i = 0; i < MAX_PLAYERS; i++)
11520       stored_player[i].effective_action = mapped_action[i];
11521
11522 #if DEBUG_PLAYER_ACTIONS
11523     printf(" =>");
11524     for (i = 0; i < MAX_PLAYERS; i++)
11525       printf(" %d, ", stored_player[i].effective_action);
11526     printf("\n");
11527 #endif
11528   }
11529 #if DEBUG_PLAYER_ACTIONS
11530   else
11531   {
11532     printf(":::");
11533     for (i = 0; i < MAX_PLAYERS; i++)
11534       printf(" %d, ", stored_player[i].effective_action);
11535     printf("\n");
11536   }
11537 #endif
11538 #endif
11539
11540   for (i = 0; i < MAX_PLAYERS; i++)
11541   {
11542     // allow engine snapshot in case of changed movement attempt
11543     if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11544         (stored_player[i].effective_action & KEY_MOTION))
11545       game.snapshot.changed_action = TRUE;
11546
11547     // allow engine snapshot in case of snapping/dropping attempt
11548     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11549         (stored_player[i].effective_action & KEY_BUTTON) != 0)
11550       game.snapshot.changed_action = TRUE;
11551
11552     game.snapshot.last_action[i] = stored_player[i].effective_action;
11553   }
11554
11555   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11556   {
11557     GameActions_EM_Main();
11558   }
11559   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11560   {
11561     GameActions_SP_Main();
11562   }
11563   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11564   {
11565     GameActions_MM_Main();
11566   }
11567   else
11568   {
11569     GameActions_RND_Main();
11570   }
11571
11572   BlitScreenToBitmap(backbuffer);
11573
11574   CheckLevelSolved();
11575   CheckLevelTime();
11576
11577   AdvanceFrameAndPlayerCounters(-1);    // advance counters for all players
11578
11579   if (global.show_frames_per_second)
11580   {
11581     static unsigned int fps_counter = 0;
11582     static int fps_frames = 0;
11583     unsigned int fps_delay_ms = Counter() - fps_counter;
11584
11585     fps_frames++;
11586
11587     if (fps_delay_ms >= 500)    // calculate FPS every 0.5 seconds
11588     {
11589       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11590
11591       fps_frames = 0;
11592       fps_counter = Counter();
11593
11594       // always draw FPS to screen after FPS value was updated
11595       redraw_mask |= REDRAW_FPS;
11596     }
11597
11598     // only draw FPS if no screen areas are deactivated (invisible warp mode)
11599     if (GetDrawDeactivationMask() == REDRAW_NONE)
11600       redraw_mask |= REDRAW_FPS;
11601   }
11602 }
11603
11604 static void GameActions_CheckSaveEngineSnapshot(void)
11605 {
11606   if (!game.snapshot.save_snapshot)
11607     return;
11608
11609   // clear flag for saving snapshot _before_ saving snapshot
11610   game.snapshot.save_snapshot = FALSE;
11611
11612   SaveEngineSnapshotToList();
11613 }
11614
11615 void GameActions(void)
11616 {
11617   GameActionsExt();
11618
11619   GameActions_CheckSaveEngineSnapshot();
11620 }
11621
11622 void GameActions_EM_Main(void)
11623 {
11624   byte effective_action[MAX_PLAYERS];
11625   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11626   int i;
11627
11628   for (i = 0; i < MAX_PLAYERS; i++)
11629     effective_action[i] = stored_player[i].effective_action;
11630
11631   GameActions_EM(effective_action, warp_mode);
11632 }
11633
11634 void GameActions_SP_Main(void)
11635 {
11636   byte effective_action[MAX_PLAYERS];
11637   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11638   int i;
11639
11640   for (i = 0; i < MAX_PLAYERS; i++)
11641     effective_action[i] = stored_player[i].effective_action;
11642
11643   GameActions_SP(effective_action, warp_mode);
11644
11645   for (i = 0; i < MAX_PLAYERS; i++)
11646   {
11647     if (stored_player[i].force_dropping)
11648       stored_player[i].action |= KEY_BUTTON_DROP;
11649
11650     stored_player[i].force_dropping = FALSE;
11651   }
11652 }
11653
11654 void GameActions_MM_Main(void)
11655 {
11656   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11657
11658   GameActions_MM(local_player->effective_mouse_action, warp_mode);
11659 }
11660
11661 void GameActions_RND_Main(void)
11662 {
11663   GameActions_RND();
11664 }
11665
11666 void GameActions_RND(void)
11667 {
11668   int magic_wall_x = 0, magic_wall_y = 0;
11669   int i, x, y, element, graphic, last_gfx_frame;
11670
11671   InitPlayfieldScanModeVars();
11672
11673   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11674   {
11675     SCAN_PLAYFIELD(x, y)
11676     {
11677       ChangeCount[x][y] = 0;
11678       ChangeEvent[x][y] = -1;
11679     }
11680   }
11681
11682   if (game.set_centered_player)
11683   {
11684     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11685
11686     // switching to "all players" only possible if all players fit to screen
11687     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11688     {
11689       game.centered_player_nr_next = game.centered_player_nr;
11690       game.set_centered_player = FALSE;
11691     }
11692
11693     // do not switch focus to non-existing (or non-active) player
11694     if (game.centered_player_nr_next >= 0 &&
11695         !stored_player[game.centered_player_nr_next].active)
11696     {
11697       game.centered_player_nr_next = game.centered_player_nr;
11698       game.set_centered_player = FALSE;
11699     }
11700   }
11701
11702   if (game.set_centered_player &&
11703       ScreenMovPos == 0)        // screen currently aligned at tile position
11704   {
11705     int sx, sy;
11706
11707     if (game.centered_player_nr_next == -1)
11708     {
11709       setScreenCenteredToAllPlayers(&sx, &sy);
11710     }
11711     else
11712     {
11713       sx = stored_player[game.centered_player_nr_next].jx;
11714       sy = stored_player[game.centered_player_nr_next].jy;
11715     }
11716
11717     game.centered_player_nr = game.centered_player_nr_next;
11718     game.set_centered_player = FALSE;
11719
11720     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11721     DrawGameDoorValues();
11722   }
11723
11724   for (i = 0; i < MAX_PLAYERS; i++)
11725   {
11726     int actual_player_action = stored_player[i].effective_action;
11727
11728 #if 1
11729     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11730        - rnd_equinox_tetrachloride 048
11731        - rnd_equinox_tetrachloride_ii 096
11732        - rnd_emanuel_schmieg 002
11733        - doctor_sloan_ww 001, 020
11734     */
11735     if (stored_player[i].MovPos == 0)
11736       CheckGravityMovement(&stored_player[i]);
11737 #endif
11738
11739     // overwrite programmed action with tape action
11740     if (stored_player[i].programmed_action)
11741       actual_player_action = stored_player[i].programmed_action;
11742
11743     PlayerActions(&stored_player[i], actual_player_action);
11744
11745     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11746   }
11747
11748   ScrollScreen(NULL, SCROLL_GO_ON);
11749
11750   /* for backwards compatibility, the following code emulates a fixed bug that
11751      occured when pushing elements (causing elements that just made their last
11752      pushing step to already (if possible) make their first falling step in the
11753      same game frame, which is bad); this code is also needed to use the famous
11754      "spring push bug" which is used in older levels and might be wanted to be
11755      used also in newer levels, but in this case the buggy pushing code is only
11756      affecting the "spring" element and no other elements */
11757
11758   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11759   {
11760     for (i = 0; i < MAX_PLAYERS; i++)
11761     {
11762       struct PlayerInfo *player = &stored_player[i];
11763       int x = player->jx;
11764       int y = player->jy;
11765
11766       if (player->active && player->is_pushing && player->is_moving &&
11767           IS_MOVING(x, y) &&
11768           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11769            Feld[x][y] == EL_SPRING))
11770       {
11771         ContinueMoving(x, y);
11772
11773         // continue moving after pushing (this is actually a bug)
11774         if (!IS_MOVING(x, y))
11775           Stop[x][y] = FALSE;
11776       }
11777     }
11778   }
11779
11780   SCAN_PLAYFIELD(x, y)
11781   {
11782     Last[x][y] = Feld[x][y];
11783
11784     ChangeCount[x][y] = 0;
11785     ChangeEvent[x][y] = -1;
11786
11787     // this must be handled before main playfield loop
11788     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11789     {
11790       MovDelay[x][y]--;
11791       if (MovDelay[x][y] <= 0)
11792         RemoveField(x, y);
11793     }
11794
11795     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11796     {
11797       MovDelay[x][y]--;
11798       if (MovDelay[x][y] <= 0)
11799       {
11800         RemoveField(x, y);
11801         TEST_DrawLevelField(x, y);
11802
11803         TestIfElementTouchesCustomElement(x, y);        // for empty space
11804       }
11805     }
11806
11807 #if DEBUG
11808     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11809     {
11810       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11811       printf("GameActions(): This should never happen!\n");
11812
11813       ChangePage[x][y] = -1;
11814     }
11815 #endif
11816
11817     Stop[x][y] = FALSE;
11818     if (WasJustMoving[x][y] > 0)
11819       WasJustMoving[x][y]--;
11820     if (WasJustFalling[x][y] > 0)
11821       WasJustFalling[x][y]--;
11822     if (CheckCollision[x][y] > 0)
11823       CheckCollision[x][y]--;
11824     if (CheckImpact[x][y] > 0)
11825       CheckImpact[x][y]--;
11826
11827     GfxFrame[x][y]++;
11828
11829     /* reset finished pushing action (not done in ContinueMoving() to allow
11830        continuous pushing animation for elements with zero push delay) */
11831     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11832     {
11833       ResetGfxAnimation(x, y);
11834       TEST_DrawLevelField(x, y);
11835     }
11836
11837 #if DEBUG
11838     if (IS_BLOCKED(x, y))
11839     {
11840       int oldx, oldy;
11841
11842       Blocked2Moving(x, y, &oldx, &oldy);
11843       if (!IS_MOVING(oldx, oldy))
11844       {
11845         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11846         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11847         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11848         printf("GameActions(): This should never happen!\n");
11849       }
11850     }
11851 #endif
11852   }
11853
11854   SCAN_PLAYFIELD(x, y)
11855   {
11856     element = Feld[x][y];
11857     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11858     last_gfx_frame = GfxFrame[x][y];
11859
11860     ResetGfxFrame(x, y);
11861
11862     if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11863       DrawLevelGraphicAnimation(x, y, graphic);
11864
11865     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11866         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11867       ResetRandomAnimationValue(x, y);
11868
11869     SetRandomAnimationValue(x, y);
11870
11871     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11872
11873     if (IS_INACTIVE(element))
11874     {
11875       if (IS_ANIMATED(graphic))
11876         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11877
11878       continue;
11879     }
11880
11881     // this may take place after moving, so 'element' may have changed
11882     if (IS_CHANGING(x, y) &&
11883         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11884     {
11885       int page = element_info[element].event_page_nr[CE_DELAY];
11886
11887       HandleElementChange(x, y, page);
11888
11889       element = Feld[x][y];
11890       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11891     }
11892
11893     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11894     {
11895       StartMoving(x, y);
11896
11897       element = Feld[x][y];
11898       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11899
11900       if (IS_ANIMATED(graphic) &&
11901           !IS_MOVING(x, y) &&
11902           !Stop[x][y])
11903         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11904
11905       if (IS_GEM(element) || element == EL_SP_INFOTRON)
11906         TEST_DrawTwinkleOnField(x, y);
11907     }
11908     else if (element == EL_ACID)
11909     {
11910       if (!Stop[x][y])
11911         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11912     }
11913     else if ((element == EL_EXIT_OPEN ||
11914               element == EL_EM_EXIT_OPEN ||
11915               element == EL_SP_EXIT_OPEN ||
11916               element == EL_STEEL_EXIT_OPEN ||
11917               element == EL_EM_STEEL_EXIT_OPEN ||
11918               element == EL_SP_TERMINAL ||
11919               element == EL_SP_TERMINAL_ACTIVE ||
11920               element == EL_EXTRA_TIME ||
11921               element == EL_SHIELD_NORMAL ||
11922               element == EL_SHIELD_DEADLY) &&
11923              IS_ANIMATED(graphic))
11924       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11925     else if (IS_MOVING(x, y))
11926       ContinueMoving(x, y);
11927     else if (IS_ACTIVE_BOMB(element))
11928       CheckDynamite(x, y);
11929     else if (element == EL_AMOEBA_GROWING)
11930       AmoebeWaechst(x, y);
11931     else if (element == EL_AMOEBA_SHRINKING)
11932       AmoebaDisappearing(x, y);
11933
11934 #if !USE_NEW_AMOEBA_CODE
11935     else if (IS_AMOEBALIVE(element))
11936       AmoebeAbleger(x, y);
11937 #endif
11938
11939     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11940       Life(x, y);
11941     else if (element == EL_EXIT_CLOSED)
11942       CheckExit(x, y);
11943     else if (element == EL_EM_EXIT_CLOSED)
11944       CheckExitEM(x, y);
11945     else if (element == EL_STEEL_EXIT_CLOSED)
11946       CheckExitSteel(x, y);
11947     else if (element == EL_EM_STEEL_EXIT_CLOSED)
11948       CheckExitSteelEM(x, y);
11949     else if (element == EL_SP_EXIT_CLOSED)
11950       CheckExitSP(x, y);
11951     else if (element == EL_EXPANDABLE_WALL_GROWING ||
11952              element == EL_EXPANDABLE_STEELWALL_GROWING)
11953       MauerWaechst(x, y);
11954     else if (element == EL_EXPANDABLE_WALL ||
11955              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11956              element == EL_EXPANDABLE_WALL_VERTICAL ||
11957              element == EL_EXPANDABLE_WALL_ANY ||
11958              element == EL_BD_EXPANDABLE_WALL)
11959       MauerAbleger(x, y);
11960     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11961              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11962              element == EL_EXPANDABLE_STEELWALL_ANY)
11963       MauerAblegerStahl(x, y);
11964     else if (element == EL_FLAMES)
11965       CheckForDragon(x, y);
11966     else if (element == EL_EXPLOSION)
11967       ; // drawing of correct explosion animation is handled separately
11968     else if (element == EL_ELEMENT_SNAPPING ||
11969              element == EL_DIAGONAL_SHRINKING ||
11970              element == EL_DIAGONAL_GROWING)
11971     {
11972       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11973
11974       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11975     }
11976     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11977       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11978
11979     if (IS_BELT_ACTIVE(element))
11980       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11981
11982     if (game.magic_wall_active)
11983     {
11984       int jx = local_player->jx, jy = local_player->jy;
11985
11986       // play the element sound at the position nearest to the player
11987       if ((element == EL_MAGIC_WALL_FULL ||
11988            element == EL_MAGIC_WALL_ACTIVE ||
11989            element == EL_MAGIC_WALL_EMPTYING ||
11990            element == EL_BD_MAGIC_WALL_FULL ||
11991            element == EL_BD_MAGIC_WALL_ACTIVE ||
11992            element == EL_BD_MAGIC_WALL_EMPTYING ||
11993            element == EL_DC_MAGIC_WALL_FULL ||
11994            element == EL_DC_MAGIC_WALL_ACTIVE ||
11995            element == EL_DC_MAGIC_WALL_EMPTYING) &&
11996           ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11997       {
11998         magic_wall_x = x;
11999         magic_wall_y = y;
12000       }
12001     }
12002   }
12003
12004 #if USE_NEW_AMOEBA_CODE
12005   // new experimental amoeba growth stuff
12006   if (!(FrameCounter % 8))
12007   {
12008     static unsigned int random = 1684108901;
12009
12010     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12011     {
12012       x = RND(lev_fieldx);
12013       y = RND(lev_fieldy);
12014       element = Feld[x][y];
12015
12016       if (!IS_PLAYER(x,y) &&
12017           (element == EL_EMPTY ||
12018            CAN_GROW_INTO(element) ||
12019            element == EL_QUICKSAND_EMPTY ||
12020            element == EL_QUICKSAND_FAST_EMPTY ||
12021            element == EL_ACID_SPLASH_LEFT ||
12022            element == EL_ACID_SPLASH_RIGHT))
12023       {
12024         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12025             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12026             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12027             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12028           Feld[x][y] = EL_AMOEBA_DROP;
12029       }
12030
12031       random = random * 129 + 1;
12032     }
12033   }
12034 #endif
12035
12036   game.explosions_delayed = FALSE;
12037
12038   SCAN_PLAYFIELD(x, y)
12039   {
12040     element = Feld[x][y];
12041
12042     if (ExplodeField[x][y])
12043       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12044     else if (element == EL_EXPLOSION)
12045       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12046
12047     ExplodeField[x][y] = EX_TYPE_NONE;
12048   }
12049
12050   game.explosions_delayed = TRUE;
12051
12052   if (game.magic_wall_active)
12053   {
12054     if (!(game.magic_wall_time_left % 4))
12055     {
12056       int element = Feld[magic_wall_x][magic_wall_y];
12057
12058       if (element == EL_BD_MAGIC_WALL_FULL ||
12059           element == EL_BD_MAGIC_WALL_ACTIVE ||
12060           element == EL_BD_MAGIC_WALL_EMPTYING)
12061         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12062       else if (element == EL_DC_MAGIC_WALL_FULL ||
12063                element == EL_DC_MAGIC_WALL_ACTIVE ||
12064                element == EL_DC_MAGIC_WALL_EMPTYING)
12065         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12066       else
12067         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12068     }
12069
12070     if (game.magic_wall_time_left > 0)
12071     {
12072       game.magic_wall_time_left--;
12073
12074       if (!game.magic_wall_time_left)
12075       {
12076         SCAN_PLAYFIELD(x, y)
12077         {
12078           element = Feld[x][y];
12079
12080           if (element == EL_MAGIC_WALL_ACTIVE ||
12081               element == EL_MAGIC_WALL_FULL)
12082           {
12083             Feld[x][y] = EL_MAGIC_WALL_DEAD;
12084             TEST_DrawLevelField(x, y);
12085           }
12086           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12087                    element == EL_BD_MAGIC_WALL_FULL)
12088           {
12089             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12090             TEST_DrawLevelField(x, y);
12091           }
12092           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12093                    element == EL_DC_MAGIC_WALL_FULL)
12094           {
12095             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12096             TEST_DrawLevelField(x, y);
12097           }
12098         }
12099
12100         game.magic_wall_active = FALSE;
12101       }
12102     }
12103   }
12104
12105   if (game.light_time_left > 0)
12106   {
12107     game.light_time_left--;
12108
12109     if (game.light_time_left == 0)
12110       RedrawAllLightSwitchesAndInvisibleElements();
12111   }
12112
12113   if (game.timegate_time_left > 0)
12114   {
12115     game.timegate_time_left--;
12116
12117     if (game.timegate_time_left == 0)
12118       CloseAllOpenTimegates();
12119   }
12120
12121   if (game.lenses_time_left > 0)
12122   {
12123     game.lenses_time_left--;
12124
12125     if (game.lenses_time_left == 0)
12126       RedrawAllInvisibleElementsForLenses();
12127   }
12128
12129   if (game.magnify_time_left > 0)
12130   {
12131     game.magnify_time_left--;
12132
12133     if (game.magnify_time_left == 0)
12134       RedrawAllInvisibleElementsForMagnifier();
12135   }
12136
12137   for (i = 0; i < MAX_PLAYERS; i++)
12138   {
12139     struct PlayerInfo *player = &stored_player[i];
12140
12141     if (SHIELD_ON(player))
12142     {
12143       if (player->shield_deadly_time_left)
12144         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12145       else if (player->shield_normal_time_left)
12146         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12147     }
12148   }
12149
12150 #if USE_DELAYED_GFX_REDRAW
12151   SCAN_PLAYFIELD(x, y)
12152   {
12153     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12154     {
12155       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12156          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12157
12158       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12159         DrawLevelField(x, y);
12160
12161       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12162         DrawLevelFieldCrumbled(x, y);
12163
12164       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12165         DrawLevelFieldCrumbledNeighbours(x, y);
12166
12167       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12168         DrawTwinkleOnField(x, y);
12169     }
12170
12171     GfxRedraw[x][y] = GFX_REDRAW_NONE;
12172   }
12173 #endif
12174
12175   DrawAllPlayers();
12176   PlayAllPlayersSound();
12177
12178   if (local_player->show_envelope != 0 && (!local_player->active ||
12179                                            local_player->MovPos == 0))
12180   {
12181     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12182
12183     local_player->show_envelope = 0;
12184   }
12185
12186   // use random number generator in every frame to make it less predictable
12187   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12188     RND(1);
12189 }
12190
12191 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12192 {
12193   int min_x = x, min_y = y, max_x = x, max_y = y;
12194   int i;
12195
12196   for (i = 0; i < MAX_PLAYERS; i++)
12197   {
12198     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12199
12200     if (!stored_player[i].active || &stored_player[i] == player)
12201       continue;
12202
12203     min_x = MIN(min_x, jx);
12204     min_y = MIN(min_y, jy);
12205     max_x = MAX(max_x, jx);
12206     max_y = MAX(max_y, jy);
12207   }
12208
12209   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12210 }
12211
12212 static boolean AllPlayersInVisibleScreen(void)
12213 {
12214   int i;
12215
12216   for (i = 0; i < MAX_PLAYERS; i++)
12217   {
12218     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12219
12220     if (!stored_player[i].active)
12221       continue;
12222
12223     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12224       return FALSE;
12225   }
12226
12227   return TRUE;
12228 }
12229
12230 void ScrollLevel(int dx, int dy)
12231 {
12232   int scroll_offset = 2 * TILEX_VAR;
12233   int x, y;
12234
12235   BlitBitmap(drawto_field, drawto_field,
12236              FX + TILEX_VAR * (dx == -1) - scroll_offset,
12237              FY + TILEY_VAR * (dy == -1) - scroll_offset,
12238              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12239              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12240              FX + TILEX_VAR * (dx == 1) - scroll_offset,
12241              FY + TILEY_VAR * (dy == 1) - scroll_offset);
12242
12243   if (dx != 0)
12244   {
12245     x = (dx == 1 ? BX1 : BX2);
12246     for (y = BY1; y <= BY2; y++)
12247       DrawScreenField(x, y);
12248   }
12249
12250   if (dy != 0)
12251   {
12252     y = (dy == 1 ? BY1 : BY2);
12253     for (x = BX1; x <= BX2; x++)
12254       DrawScreenField(x, y);
12255   }
12256
12257   redraw_mask |= REDRAW_FIELD;
12258 }
12259
12260 static boolean canFallDown(struct PlayerInfo *player)
12261 {
12262   int jx = player->jx, jy = player->jy;
12263
12264   return (IN_LEV_FIELD(jx, jy + 1) &&
12265           (IS_FREE(jx, jy + 1) ||
12266            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12267           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12268           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12269 }
12270
12271 static boolean canPassField(int x, int y, int move_dir)
12272 {
12273   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12274   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12275   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12276   int nextx = x + dx;
12277   int nexty = y + dy;
12278   int element = Feld[x][y];
12279
12280   return (IS_PASSABLE_FROM(element, opposite_dir) &&
12281           !CAN_MOVE(element) &&
12282           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12283           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12284           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12285 }
12286
12287 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12288 {
12289   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12290   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12291   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12292   int newx = x + dx;
12293   int newy = y + dy;
12294
12295   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12296           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12297           (IS_DIGGABLE(Feld[newx][newy]) ||
12298            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12299            canPassField(newx, newy, move_dir)));
12300 }
12301
12302 static void CheckGravityMovement(struct PlayerInfo *player)
12303 {
12304   if (player->gravity && !player->programmed_action)
12305   {
12306     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12307     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
12308     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12309     int jx = player->jx, jy = player->jy;
12310     boolean player_is_moving_to_valid_field =
12311       (!player_is_snapping &&
12312        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12313         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12314     boolean player_can_fall_down = canFallDown(player);
12315
12316     if (player_can_fall_down &&
12317         !player_is_moving_to_valid_field)
12318       player->programmed_action = MV_DOWN;
12319   }
12320 }
12321
12322 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12323 {
12324   return CheckGravityMovement(player);
12325
12326   if (player->gravity && !player->programmed_action)
12327   {
12328     int jx = player->jx, jy = player->jy;
12329     boolean field_under_player_is_free =
12330       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12331     boolean player_is_standing_on_valid_field =
12332       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12333        (IS_WALKABLE(Feld[jx][jy]) &&
12334         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12335
12336     if (field_under_player_is_free && !player_is_standing_on_valid_field)
12337       player->programmed_action = MV_DOWN;
12338   }
12339 }
12340
12341 /*
12342   MovePlayerOneStep()
12343   -----------------------------------------------------------------------------
12344   dx, dy:               direction (non-diagonal) to try to move the player to
12345   real_dx, real_dy:     direction as read from input device (can be diagonal)
12346 */
12347
12348 boolean MovePlayerOneStep(struct PlayerInfo *player,
12349                           int dx, int dy, int real_dx, int real_dy)
12350 {
12351   int jx = player->jx, jy = player->jy;
12352   int new_jx = jx + dx, new_jy = jy + dy;
12353   int can_move;
12354   boolean player_can_move = !player->cannot_move;
12355
12356   if (!player->active || (!dx && !dy))
12357     return MP_NO_ACTION;
12358
12359   player->MovDir = (dx < 0 ? MV_LEFT :
12360                     dx > 0 ? MV_RIGHT :
12361                     dy < 0 ? MV_UP :
12362                     dy > 0 ? MV_DOWN :  MV_NONE);
12363
12364   if (!IN_LEV_FIELD(new_jx, new_jy))
12365     return MP_NO_ACTION;
12366
12367   if (!player_can_move)
12368   {
12369     if (player->MovPos == 0)
12370     {
12371       player->is_moving = FALSE;
12372       player->is_digging = FALSE;
12373       player->is_collecting = FALSE;
12374       player->is_snapping = FALSE;
12375       player->is_pushing = FALSE;
12376     }
12377   }
12378
12379   if (!network.enabled && game.centered_player_nr == -1 &&
12380       !AllPlayersInSight(player, new_jx, new_jy))
12381     return MP_NO_ACTION;
12382
12383   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12384   if (can_move != MP_MOVING)
12385     return can_move;
12386
12387   // check if DigField() has caused relocation of the player
12388   if (player->jx != jx || player->jy != jy)
12389     return MP_NO_ACTION;        // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12390
12391   StorePlayer[jx][jy] = 0;
12392   player->last_jx = jx;
12393   player->last_jy = jy;
12394   player->jx = new_jx;
12395   player->jy = new_jy;
12396   StorePlayer[new_jx][new_jy] = player->element_nr;
12397
12398   if (player->move_delay_value_next != -1)
12399   {
12400     player->move_delay_value = player->move_delay_value_next;
12401     player->move_delay_value_next = -1;
12402   }
12403
12404   player->MovPos =
12405     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12406
12407   player->step_counter++;
12408
12409   PlayerVisit[jx][jy] = FrameCounter;
12410
12411   player->is_moving = TRUE;
12412
12413 #if 1
12414   // should better be called in MovePlayer(), but this breaks some tapes
12415   ScrollPlayer(player, SCROLL_INIT);
12416 #endif
12417
12418   return MP_MOVING;
12419 }
12420
12421 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12422 {
12423   int jx = player->jx, jy = player->jy;
12424   int old_jx = jx, old_jy = jy;
12425   int moved = MP_NO_ACTION;
12426
12427   if (!player->active)
12428     return FALSE;
12429
12430   if (!dx && !dy)
12431   {
12432     if (player->MovPos == 0)
12433     {
12434       player->is_moving = FALSE;
12435       player->is_digging = FALSE;
12436       player->is_collecting = FALSE;
12437       player->is_snapping = FALSE;
12438       player->is_pushing = FALSE;
12439     }
12440
12441     return FALSE;
12442   }
12443
12444   if (player->move_delay > 0)
12445     return FALSE;
12446
12447   player->move_delay = -1;              // set to "uninitialized" value
12448
12449   // store if player is automatically moved to next field
12450   player->is_auto_moving = (player->programmed_action != MV_NONE);
12451
12452   // remove the last programmed player action
12453   player->programmed_action = 0;
12454
12455   if (player->MovPos)
12456   {
12457     // should only happen if pre-1.2 tape recordings are played
12458     // this is only for backward compatibility
12459
12460     int original_move_delay_value = player->move_delay_value;
12461
12462 #if DEBUG
12463     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12464            tape.counter);
12465 #endif
12466
12467     // scroll remaining steps with finest movement resolution
12468     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12469
12470     while (player->MovPos)
12471     {
12472       ScrollPlayer(player, SCROLL_GO_ON);
12473       ScrollScreen(NULL, SCROLL_GO_ON);
12474
12475       AdvanceFrameAndPlayerCounters(player->index_nr);
12476
12477       DrawAllPlayers();
12478       BackToFront_WithFrameDelay(0);
12479     }
12480
12481     player->move_delay_value = original_move_delay_value;
12482   }
12483
12484   player->is_active = FALSE;
12485
12486   if (player->last_move_dir & MV_HORIZONTAL)
12487   {
12488     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12489       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12490   }
12491   else
12492   {
12493     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12494       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12495   }
12496
12497   if (!moved && !player->is_active)
12498   {
12499     player->is_moving = FALSE;
12500     player->is_digging = FALSE;
12501     player->is_collecting = FALSE;
12502     player->is_snapping = FALSE;
12503     player->is_pushing = FALSE;
12504   }
12505
12506   jx = player->jx;
12507   jy = player->jy;
12508
12509   if (moved & MP_MOVING && !ScreenMovPos &&
12510       (player->index_nr == game.centered_player_nr ||
12511        game.centered_player_nr == -1))
12512   {
12513     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12514     int offset = game.scroll_delay_value;
12515
12516     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12517     {
12518       // actual player has left the screen -- scroll in that direction
12519       if (jx != old_jx)         // player has moved horizontally
12520         scroll_x += (jx - old_jx);
12521       else                      // player has moved vertically
12522         scroll_y += (jy - old_jy);
12523     }
12524     else
12525     {
12526       if (jx != old_jx)         // player has moved horizontally
12527       {
12528         if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
12529             (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12530           scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12531
12532         // don't scroll over playfield boundaries
12533         if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12534           scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12535
12536         // don't scroll more than one field at a time
12537         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12538
12539         // don't scroll against the player's moving direction
12540         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12541             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12542           scroll_x = old_scroll_x;
12543       }
12544       else                      // player has moved vertically
12545       {
12546         if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
12547             (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12548           scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12549
12550         // don't scroll over playfield boundaries
12551         if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12552           scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12553
12554         // don't scroll more than one field at a time
12555         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12556
12557         // don't scroll against the player's moving direction
12558         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
12559             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12560           scroll_y = old_scroll_y;
12561       }
12562     }
12563
12564     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12565     {
12566       if (!network.enabled && game.centered_player_nr == -1 &&
12567           !AllPlayersInVisibleScreen())
12568       {
12569         scroll_x = old_scroll_x;
12570         scroll_y = old_scroll_y;
12571       }
12572       else
12573       {
12574         ScrollScreen(player, SCROLL_INIT);
12575         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12576       }
12577     }
12578   }
12579
12580   player->StepFrame = 0;
12581
12582   if (moved & MP_MOVING)
12583   {
12584     if (old_jx != jx && old_jy == jy)
12585       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12586     else if (old_jx == jx && old_jy != jy)
12587       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12588
12589     TEST_DrawLevelField(jx, jy);        // for "crumbled sand"
12590
12591     player->last_move_dir = player->MovDir;
12592     player->is_moving = TRUE;
12593     player->is_snapping = FALSE;
12594     player->is_switching = FALSE;
12595     player->is_dropping = FALSE;
12596     player->is_dropping_pressed = FALSE;
12597     player->drop_pressed_delay = 0;
12598
12599 #if 0
12600     // should better be called here than above, but this breaks some tapes
12601     ScrollPlayer(player, SCROLL_INIT);
12602 #endif
12603   }
12604   else
12605   {
12606     CheckGravityMovementWhenNotMoving(player);
12607
12608     player->is_moving = FALSE;
12609
12610     /* at this point, the player is allowed to move, but cannot move right now
12611        (e.g. because of something blocking the way) -- ensure that the player
12612        is also allowed to move in the next frame (in old versions before 3.1.1,
12613        the player was forced to wait again for eight frames before next try) */
12614
12615     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12616       player->move_delay = 0;   // allow direct movement in the next frame
12617   }
12618
12619   if (player->move_delay == -1)         // not yet initialized by DigField()
12620     player->move_delay = player->move_delay_value;
12621
12622   if (game.engine_version < VERSION_IDENT(3,0,7,0))
12623   {
12624     TestIfPlayerTouchesBadThing(jx, jy);
12625     TestIfPlayerTouchesCustomElement(jx, jy);
12626   }
12627
12628   if (!player->active)
12629     RemovePlayer(player);
12630
12631   return moved;
12632 }
12633
12634 void ScrollPlayer(struct PlayerInfo *player, int mode)
12635 {
12636   int jx = player->jx, jy = player->jy;
12637   int last_jx = player->last_jx, last_jy = player->last_jy;
12638   int move_stepsize = TILEX / player->move_delay_value;
12639
12640   if (!player->active)
12641     return;
12642
12643   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      // player not moving
12644     return;
12645
12646   if (mode == SCROLL_INIT)
12647   {
12648     player->actual_frame_counter = FrameCounter;
12649     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12650
12651     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12652         Feld[last_jx][last_jy] == EL_EMPTY)
12653     {
12654       int last_field_block_delay = 0;   // start with no blocking at all
12655       int block_delay_adjustment = player->block_delay_adjustment;
12656
12657       // if player blocks last field, add delay for exactly one move
12658       if (player->block_last_field)
12659       {
12660         last_field_block_delay += player->move_delay_value;
12661
12662         // when blocking enabled, prevent moving up despite gravity
12663         if (player->gravity && player->MovDir == MV_UP)
12664           block_delay_adjustment = -1;
12665       }
12666
12667       // add block delay adjustment (also possible when not blocking)
12668       last_field_block_delay += block_delay_adjustment;
12669
12670       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12671       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12672     }
12673
12674     if (player->MovPos != 0)    // player has not yet reached destination
12675       return;
12676   }
12677   else if (!FrameReached(&player->actual_frame_counter, 1))
12678     return;
12679
12680   if (player->MovPos != 0)
12681   {
12682     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12683     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12684
12685     // before DrawPlayer() to draw correct player graphic for this case
12686     if (player->MovPos == 0)
12687       CheckGravityMovement(player);
12688   }
12689
12690   if (player->MovPos == 0)      // player reached destination field
12691   {
12692     if (player->move_delay_reset_counter > 0)
12693     {
12694       player->move_delay_reset_counter--;
12695
12696       if (player->move_delay_reset_counter == 0)
12697       {
12698         // continue with normal speed after quickly moving through gate
12699         HALVE_PLAYER_SPEED(player);
12700
12701         // be able to make the next move without delay
12702         player->move_delay = 0;
12703       }
12704     }
12705
12706     player->last_jx = jx;
12707     player->last_jy = jy;
12708
12709     if (Feld[jx][jy] == EL_EXIT_OPEN ||
12710         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12711         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12712         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12713         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12714         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12715         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12716         Feld[jx][jy] == EL_SP_EXIT_OPENING)     // <-- special case
12717     {
12718       ExitPlayer(player);
12719
12720       if (game.players_still_needed == 0 &&
12721           (game.friends_still_needed == 0 ||
12722            IS_SP_ELEMENT(Feld[jx][jy])))
12723         LevelSolved();
12724     }
12725
12726     // this breaks one level: "machine", level 000
12727     {
12728       int move_direction = player->MovDir;
12729       int enter_side = MV_DIR_OPPOSITE(move_direction);
12730       int leave_side = move_direction;
12731       int old_jx = last_jx;
12732       int old_jy = last_jy;
12733       int old_element = Feld[old_jx][old_jy];
12734       int new_element = Feld[jx][jy];
12735
12736       if (IS_CUSTOM_ELEMENT(old_element))
12737         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12738                                    CE_LEFT_BY_PLAYER,
12739                                    player->index_bit, leave_side);
12740
12741       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12742                                           CE_PLAYER_LEAVES_X,
12743                                           player->index_bit, leave_side);
12744
12745       if (IS_CUSTOM_ELEMENT(new_element))
12746         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12747                                    player->index_bit, enter_side);
12748
12749       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12750                                           CE_PLAYER_ENTERS_X,
12751                                           player->index_bit, enter_side);
12752
12753       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12754                                         CE_MOVE_OF_X, move_direction);
12755     }
12756
12757     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12758     {
12759       TestIfPlayerTouchesBadThing(jx, jy);
12760       TestIfPlayerTouchesCustomElement(jx, jy);
12761
12762       /* needed because pushed element has not yet reached its destination,
12763          so it would trigger a change event at its previous field location */
12764       if (!player->is_pushing)
12765         TestIfElementTouchesCustomElement(jx, jy);      // for empty space
12766
12767       if (!player->active)
12768         RemovePlayer(player);
12769     }
12770
12771     if (!game.LevelSolved && level.use_step_counter)
12772     {
12773       int i;
12774
12775       TimePlayed++;
12776
12777       if (TimeLeft > 0)
12778       {
12779         TimeLeft--;
12780
12781         if (TimeLeft <= 10 && setup.time_limit)
12782           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12783
12784         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12785
12786         DisplayGameControlValues();
12787
12788         if (!TimeLeft && setup.time_limit)
12789           for (i = 0; i < MAX_PLAYERS; i++)
12790             KillPlayer(&stored_player[i]);
12791       }
12792       else if (game.no_time_limit && !game.all_players_gone)
12793       {
12794         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12795
12796         DisplayGameControlValues();
12797       }
12798     }
12799
12800     if (tape.single_step && tape.recording && !tape.pausing &&
12801         !player->programmed_action)
12802       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12803
12804     if (!player->programmed_action)
12805       CheckSaveEngineSnapshot(player);
12806   }
12807 }
12808
12809 void ScrollScreen(struct PlayerInfo *player, int mode)
12810 {
12811   static unsigned int screen_frame_counter = 0;
12812
12813   if (mode == SCROLL_INIT)
12814   {
12815     // set scrolling step size according to actual player's moving speed
12816     ScrollStepSize = TILEX / player->move_delay_value;
12817
12818     screen_frame_counter = FrameCounter;
12819     ScreenMovDir = player->MovDir;
12820     ScreenMovPos = player->MovPos;
12821     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12822     return;
12823   }
12824   else if (!FrameReached(&screen_frame_counter, 1))
12825     return;
12826
12827   if (ScreenMovPos)
12828   {
12829     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12830     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12831     redraw_mask |= REDRAW_FIELD;
12832   }
12833   else
12834     ScreenMovDir = MV_NONE;
12835 }
12836
12837 void TestIfPlayerTouchesCustomElement(int x, int y)
12838 {
12839   static int xy[4][2] =
12840   {
12841     { 0, -1 },
12842     { -1, 0 },
12843     { +1, 0 },
12844     { 0, +1 }
12845   };
12846   static int trigger_sides[4][2] =
12847   {
12848     // center side       border side
12849     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
12850     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
12851     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
12852     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
12853   };
12854   static int touch_dir[4] =
12855   {
12856     MV_LEFT | MV_RIGHT,
12857     MV_UP   | MV_DOWN,
12858     MV_UP   | MV_DOWN,
12859     MV_LEFT | MV_RIGHT
12860   };
12861   int center_element = Feld[x][y];      // should always be non-moving!
12862   int i;
12863
12864   for (i = 0; i < NUM_DIRECTIONS; i++)
12865   {
12866     int xx = x + xy[i][0];
12867     int yy = y + xy[i][1];
12868     int center_side = trigger_sides[i][0];
12869     int border_side = trigger_sides[i][1];
12870     int border_element;
12871
12872     if (!IN_LEV_FIELD(xx, yy))
12873       continue;
12874
12875     if (IS_PLAYER(x, y))                // player found at center element
12876     {
12877       struct PlayerInfo *player = PLAYERINFO(x, y);
12878
12879       if (game.engine_version < VERSION_IDENT(3,0,7,0))
12880         border_element = Feld[xx][yy];          // may be moving!
12881       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12882         border_element = Feld[xx][yy];
12883       else if (MovDir[xx][yy] & touch_dir[i])   // elements are touching
12884         border_element = MovingOrBlocked2Element(xx, yy);
12885       else
12886         continue;               // center and border element do not touch
12887
12888       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12889                                  player->index_bit, border_side);
12890       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12891                                           CE_PLAYER_TOUCHES_X,
12892                                           player->index_bit, border_side);
12893
12894       {
12895         /* use player element that is initially defined in the level playfield,
12896            not the player element that corresponds to the runtime player number
12897            (example: a level that contains EL_PLAYER_3 as the only player would
12898            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12899         int player_element = PLAYERINFO(x, y)->initial_element;
12900
12901         CheckElementChangeBySide(xx, yy, border_element, player_element,
12902                                  CE_TOUCHING_X, border_side);
12903       }
12904     }
12905     else if (IS_PLAYER(xx, yy))         // player found at border element
12906     {
12907       struct PlayerInfo *player = PLAYERINFO(xx, yy);
12908
12909       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12910       {
12911         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12912           continue;             // center and border element do not touch
12913       }
12914
12915       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12916                                  player->index_bit, center_side);
12917       CheckTriggeredElementChangeByPlayer(x, y, center_element,
12918                                           CE_PLAYER_TOUCHES_X,
12919                                           player->index_bit, center_side);
12920
12921       {
12922         /* use player element that is initially defined in the level playfield,
12923            not the player element that corresponds to the runtime player number
12924            (example: a level that contains EL_PLAYER_3 as the only player would
12925            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12926         int player_element = PLAYERINFO(xx, yy)->initial_element;
12927
12928         CheckElementChangeBySide(x, y, center_element, player_element,
12929                                  CE_TOUCHING_X, center_side);
12930       }
12931
12932       break;
12933     }
12934   }
12935 }
12936
12937 void TestIfElementTouchesCustomElement(int x, int y)
12938 {
12939   static int xy[4][2] =
12940   {
12941     { 0, -1 },
12942     { -1, 0 },
12943     { +1, 0 },
12944     { 0, +1 }
12945   };
12946   static int trigger_sides[4][2] =
12947   {
12948     // center side      border side
12949     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
12950     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
12951     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
12952     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
12953   };
12954   static int touch_dir[4] =
12955   {
12956     MV_LEFT | MV_RIGHT,
12957     MV_UP   | MV_DOWN,
12958     MV_UP   | MV_DOWN,
12959     MV_LEFT | MV_RIGHT
12960   };
12961   boolean change_center_element = FALSE;
12962   int center_element = Feld[x][y];      // should always be non-moving!
12963   int border_element_old[NUM_DIRECTIONS];
12964   int i;
12965
12966   for (i = 0; i < NUM_DIRECTIONS; i++)
12967   {
12968     int xx = x + xy[i][0];
12969     int yy = y + xy[i][1];
12970     int border_element;
12971
12972     border_element_old[i] = -1;
12973
12974     if (!IN_LEV_FIELD(xx, yy))
12975       continue;
12976
12977     if (game.engine_version < VERSION_IDENT(3,0,7,0))
12978       border_element = Feld[xx][yy];    // may be moving!
12979     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12980       border_element = Feld[xx][yy];
12981     else if (MovDir[xx][yy] & touch_dir[i])     // elements are touching
12982       border_element = MovingOrBlocked2Element(xx, yy);
12983     else
12984       continue;                 // center and border element do not touch
12985
12986     border_element_old[i] = border_element;
12987   }
12988
12989   for (i = 0; i < NUM_DIRECTIONS; i++)
12990   {
12991     int xx = x + xy[i][0];
12992     int yy = y + xy[i][1];
12993     int center_side = trigger_sides[i][0];
12994     int border_element = border_element_old[i];
12995
12996     if (border_element == -1)
12997       continue;
12998
12999     // check for change of border element
13000     CheckElementChangeBySide(xx, yy, border_element, center_element,
13001                              CE_TOUCHING_X, center_side);
13002
13003     // (center element cannot be player, so we dont have to check this here)
13004   }
13005
13006   for (i = 0; i < NUM_DIRECTIONS; i++)
13007   {
13008     int xx = x + xy[i][0];
13009     int yy = y + xy[i][1];
13010     int border_side = trigger_sides[i][1];
13011     int border_element = border_element_old[i];
13012
13013     if (border_element == -1)
13014       continue;
13015
13016     // check for change of center element (but change it only once)
13017     if (!change_center_element)
13018       change_center_element =
13019         CheckElementChangeBySide(x, y, center_element, border_element,
13020                                  CE_TOUCHING_X, border_side);
13021
13022     if (IS_PLAYER(xx, yy))
13023     {
13024       /* use player element that is initially defined in the level playfield,
13025          not the player element that corresponds to the runtime player number
13026          (example: a level that contains EL_PLAYER_3 as the only player would
13027          incorrectly give EL_PLAYER_1 for "player->element_nr") */
13028       int player_element = PLAYERINFO(xx, yy)->initial_element;
13029
13030       CheckElementChangeBySide(x, y, center_element, player_element,
13031                                CE_TOUCHING_X, border_side);
13032     }
13033   }
13034 }
13035
13036 void TestIfElementHitsCustomElement(int x, int y, int direction)
13037 {
13038   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13039   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
13040   int hitx = x + dx, hity = y + dy;
13041   int hitting_element = Feld[x][y];
13042   int touched_element;
13043
13044   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13045     return;
13046
13047   touched_element = (IN_LEV_FIELD(hitx, hity) ?
13048                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13049
13050   if (IN_LEV_FIELD(hitx, hity))
13051   {
13052     int opposite_direction = MV_DIR_OPPOSITE(direction);
13053     int hitting_side = direction;
13054     int touched_side = opposite_direction;
13055     boolean object_hit = (!IS_MOVING(hitx, hity) ||
13056                           MovDir[hitx][hity] != direction ||
13057                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
13058
13059     object_hit = TRUE;
13060
13061     if (object_hit)
13062     {
13063       CheckElementChangeBySide(x, y, hitting_element, touched_element,
13064                                CE_HITTING_X, touched_side);
13065
13066       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13067                                CE_HIT_BY_X, hitting_side);
13068
13069       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13070                                CE_HIT_BY_SOMETHING, opposite_direction);
13071
13072       if (IS_PLAYER(hitx, hity))
13073       {
13074         /* use player element that is initially defined in the level playfield,
13075            not the player element that corresponds to the runtime player number
13076            (example: a level that contains EL_PLAYER_3 as the only player would
13077            incorrectly give EL_PLAYER_1 for "player->element_nr") */
13078         int player_element = PLAYERINFO(hitx, hity)->initial_element;
13079
13080         CheckElementChangeBySide(x, y, hitting_element, player_element,
13081                                  CE_HITTING_X, touched_side);
13082       }
13083     }
13084   }
13085
13086   // "hitting something" is also true when hitting the playfield border
13087   CheckElementChangeBySide(x, y, hitting_element, touched_element,
13088                            CE_HITTING_SOMETHING, direction);
13089 }
13090
13091 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13092 {
13093   int i, kill_x = -1, kill_y = -1;
13094
13095   int bad_element = -1;
13096   static int test_xy[4][2] =
13097   {
13098     { 0, -1 },
13099     { -1, 0 },
13100     { +1, 0 },
13101     { 0, +1 }
13102   };
13103   static int test_dir[4] =
13104   {
13105     MV_UP,
13106     MV_LEFT,
13107     MV_RIGHT,
13108     MV_DOWN
13109   };
13110
13111   for (i = 0; i < NUM_DIRECTIONS; i++)
13112   {
13113     int test_x, test_y, test_move_dir, test_element;
13114
13115     test_x = good_x + test_xy[i][0];
13116     test_y = good_y + test_xy[i][1];
13117
13118     if (!IN_LEV_FIELD(test_x, test_y))
13119       continue;
13120
13121     test_move_dir =
13122       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13123
13124     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13125
13126     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13127        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13128     */
13129     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13130         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
13131     {
13132       kill_x = test_x;
13133       kill_y = test_y;
13134       bad_element = test_element;
13135
13136       break;
13137     }
13138   }
13139
13140   if (kill_x != -1 || kill_y != -1)
13141   {
13142     if (IS_PLAYER(good_x, good_y))
13143     {
13144       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13145
13146       if (player->shield_deadly_time_left > 0 &&
13147           !IS_INDESTRUCTIBLE(bad_element))
13148         Bang(kill_x, kill_y);
13149       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13150         KillPlayer(player);
13151     }
13152     else
13153       Bang(good_x, good_y);
13154   }
13155 }
13156
13157 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13158 {
13159   int i, kill_x = -1, kill_y = -1;
13160   int bad_element = Feld[bad_x][bad_y];
13161   static int test_xy[4][2] =
13162   {
13163     { 0, -1 },
13164     { -1, 0 },
13165     { +1, 0 },
13166     { 0, +1 }
13167   };
13168   static int touch_dir[4] =
13169   {
13170     MV_LEFT | MV_RIGHT,
13171     MV_UP   | MV_DOWN,
13172     MV_UP   | MV_DOWN,
13173     MV_LEFT | MV_RIGHT
13174   };
13175   static int test_dir[4] =
13176   {
13177     MV_UP,
13178     MV_LEFT,
13179     MV_RIGHT,
13180     MV_DOWN
13181   };
13182
13183   if (bad_element == EL_EXPLOSION)      // skip just exploding bad things
13184     return;
13185
13186   for (i = 0; i < NUM_DIRECTIONS; i++)
13187   {
13188     int test_x, test_y, test_move_dir, test_element;
13189
13190     test_x = bad_x + test_xy[i][0];
13191     test_y = bad_y + test_xy[i][1];
13192
13193     if (!IN_LEV_FIELD(test_x, test_y))
13194       continue;
13195
13196     test_move_dir =
13197       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13198
13199     test_element = Feld[test_x][test_y];
13200
13201     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13202        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13203     */
13204     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
13205         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
13206     {
13207       // good thing is player or penguin that does not move away
13208       if (IS_PLAYER(test_x, test_y))
13209       {
13210         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13211
13212         if (bad_element == EL_ROBOT && player->is_moving)
13213           continue;     // robot does not kill player if he is moving
13214
13215         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13216         {
13217           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13218             continue;           // center and border element do not touch
13219         }
13220
13221         kill_x = test_x;
13222         kill_y = test_y;
13223
13224         break;
13225       }
13226       else if (test_element == EL_PENGUIN)
13227       {
13228         kill_x = test_x;
13229         kill_y = test_y;
13230
13231         break;
13232       }
13233     }
13234   }
13235
13236   if (kill_x != -1 || kill_y != -1)
13237   {
13238     if (IS_PLAYER(kill_x, kill_y))
13239     {
13240       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13241
13242       if (player->shield_deadly_time_left > 0 &&
13243           !IS_INDESTRUCTIBLE(bad_element))
13244         Bang(bad_x, bad_y);
13245       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13246         KillPlayer(player);
13247     }
13248     else
13249       Bang(kill_x, kill_y);
13250   }
13251 }
13252
13253 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13254 {
13255   int bad_element = Feld[bad_x][bad_y];
13256   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13257   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
13258   int test_x = bad_x + dx, test_y = bad_y + dy;
13259   int test_move_dir, test_element;
13260   int kill_x = -1, kill_y = -1;
13261
13262   if (!IN_LEV_FIELD(test_x, test_y))
13263     return;
13264
13265   test_move_dir =
13266     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13267
13268   test_element = Feld[test_x][test_y];
13269
13270   if (test_move_dir != bad_move_dir)
13271   {
13272     // good thing can be player or penguin that does not move away
13273     if (IS_PLAYER(test_x, test_y))
13274     {
13275       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13276
13277       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13278          player as being hit when he is moving towards the bad thing, because
13279          the "get hit by" condition would be lost after the player stops) */
13280       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13281         return;         // player moves away from bad thing
13282
13283       kill_x = test_x;
13284       kill_y = test_y;
13285     }
13286     else if (test_element == EL_PENGUIN)
13287     {
13288       kill_x = test_x;
13289       kill_y = test_y;
13290     }
13291   }
13292
13293   if (kill_x != -1 || kill_y != -1)
13294   {
13295     if (IS_PLAYER(kill_x, kill_y))
13296     {
13297       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13298
13299       if (player->shield_deadly_time_left > 0 &&
13300           !IS_INDESTRUCTIBLE(bad_element))
13301         Bang(bad_x, bad_y);
13302       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13303         KillPlayer(player);
13304     }
13305     else
13306       Bang(kill_x, kill_y);
13307   }
13308 }
13309
13310 void TestIfPlayerTouchesBadThing(int x, int y)
13311 {
13312   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13313 }
13314
13315 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13316 {
13317   TestIfGoodThingHitsBadThing(x, y, move_dir);
13318 }
13319
13320 void TestIfBadThingTouchesPlayer(int x, int y)
13321 {
13322   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13323 }
13324
13325 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13326 {
13327   TestIfBadThingHitsGoodThing(x, y, move_dir);
13328 }
13329
13330 void TestIfFriendTouchesBadThing(int x, int y)
13331 {
13332   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13333 }
13334
13335 void TestIfBadThingTouchesFriend(int x, int y)
13336 {
13337   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13338 }
13339
13340 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13341 {
13342   int i, kill_x = bad_x, kill_y = bad_y;
13343   static int xy[4][2] =
13344   {
13345     { 0, -1 },
13346     { -1, 0 },
13347     { +1, 0 },
13348     { 0, +1 }
13349   };
13350
13351   for (i = 0; i < NUM_DIRECTIONS; i++)
13352   {
13353     int x, y, element;
13354
13355     x = bad_x + xy[i][0];
13356     y = bad_y + xy[i][1];
13357     if (!IN_LEV_FIELD(x, y))
13358       continue;
13359
13360     element = Feld[x][y];
13361     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13362         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13363     {
13364       kill_x = x;
13365       kill_y = y;
13366       break;
13367     }
13368   }
13369
13370   if (kill_x != bad_x || kill_y != bad_y)
13371     Bang(bad_x, bad_y);
13372 }
13373
13374 void KillPlayer(struct PlayerInfo *player)
13375 {
13376   int jx = player->jx, jy = player->jy;
13377
13378   if (!player->active)
13379     return;
13380
13381 #if 0
13382   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13383          player->killed, player->active, player->reanimated);
13384 #endif
13385
13386   /* the following code was introduced to prevent an infinite loop when calling
13387      -> Bang()
13388      -> CheckTriggeredElementChangeExt()
13389      -> ExecuteCustomElementAction()
13390      -> KillPlayer()
13391      -> (infinitely repeating the above sequence of function calls)
13392      which occurs when killing the player while having a CE with the setting
13393      "kill player X when explosion of <player X>"; the solution using a new
13394      field "player->killed" was chosen for backwards compatibility, although
13395      clever use of the fields "player->active" etc. would probably also work */
13396 #if 1
13397   if (player->killed)
13398     return;
13399 #endif
13400
13401   player->killed = TRUE;
13402
13403   // remove accessible field at the player's position
13404   Feld[jx][jy] = EL_EMPTY;
13405
13406   // deactivate shield (else Bang()/Explode() would not work right)
13407   player->shield_normal_time_left = 0;
13408   player->shield_deadly_time_left = 0;
13409
13410 #if 0
13411   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13412          player->killed, player->active, player->reanimated);
13413 #endif
13414
13415   Bang(jx, jy);
13416
13417 #if 0
13418   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13419          player->killed, player->active, player->reanimated);
13420 #endif
13421
13422   if (player->reanimated)       // killed player may have been reanimated
13423     player->killed = player->reanimated = FALSE;
13424   else
13425     BuryPlayer(player);
13426 }
13427
13428 static void KillPlayerUnlessEnemyProtected(int x, int y)
13429 {
13430   if (!PLAYER_ENEMY_PROTECTED(x, y))
13431     KillPlayer(PLAYERINFO(x, y));
13432 }
13433
13434 static void KillPlayerUnlessExplosionProtected(int x, int y)
13435 {
13436   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13437     KillPlayer(PLAYERINFO(x, y));
13438 }
13439
13440 void BuryPlayer(struct PlayerInfo *player)
13441 {
13442   int jx = player->jx, jy = player->jy;
13443
13444   if (!player->active)
13445     return;
13446
13447   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13448   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13449
13450   RemovePlayer(player);
13451
13452   player->buried = TRUE;
13453
13454   if (game.all_players_gone)
13455     game.GameOver = TRUE;
13456 }
13457
13458 void RemovePlayer(struct PlayerInfo *player)
13459 {
13460   int jx = player->jx, jy = player->jy;
13461   int i, found = FALSE;
13462
13463   player->present = FALSE;
13464   player->active = FALSE;
13465
13466   // required for some CE actions (even if the player is not active anymore)
13467   player->MovPos = 0;
13468
13469   if (!ExplodeField[jx][jy])
13470     StorePlayer[jx][jy] = 0;
13471
13472   if (player->is_moving)
13473     TEST_DrawLevelField(player->last_jx, player->last_jy);
13474
13475   for (i = 0; i < MAX_PLAYERS; i++)
13476     if (stored_player[i].active)
13477       found = TRUE;
13478
13479   if (!found)
13480   {
13481     game.all_players_gone = TRUE;
13482     game.GameOver = TRUE;
13483   }
13484
13485   game.exit_x = game.robot_wheel_x = jx;
13486   game.exit_y = game.robot_wheel_y = jy;
13487 }
13488
13489 void ExitPlayer(struct PlayerInfo *player)
13490 {
13491   DrawPlayer(player);   // needed here only to cleanup last field
13492   RemovePlayer(player);
13493
13494   if (game.players_still_needed > 0)
13495     game.players_still_needed--;
13496 }
13497
13498 static void setFieldForSnapping(int x, int y, int element, int direction)
13499 {
13500   struct ElementInfo *ei = &element_info[element];
13501   int direction_bit = MV_DIR_TO_BIT(direction);
13502   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13503   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13504                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13505
13506   Feld[x][y] = EL_ELEMENT_SNAPPING;
13507   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13508
13509   ResetGfxAnimation(x, y);
13510
13511   GfxElement[x][y] = element;
13512   GfxAction[x][y] = action;
13513   GfxDir[x][y] = direction;
13514   GfxFrame[x][y] = -1;
13515 }
13516
13517 /*
13518   =============================================================================
13519   checkDiagonalPushing()
13520   -----------------------------------------------------------------------------
13521   check if diagonal input device direction results in pushing of object
13522   (by checking if the alternative direction is walkable, diggable, ...)
13523   =============================================================================
13524 */
13525
13526 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13527                                     int x, int y, int real_dx, int real_dy)
13528 {
13529   int jx, jy, dx, dy, xx, yy;
13530
13531   if (real_dx == 0 || real_dy == 0)     // no diagonal direction => push
13532     return TRUE;
13533
13534   // diagonal direction: check alternative direction
13535   jx = player->jx;
13536   jy = player->jy;
13537   dx = x - jx;
13538   dy = y - jy;
13539   xx = jx + (dx == 0 ? real_dx : 0);
13540   yy = jy + (dy == 0 ? real_dy : 0);
13541
13542   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13543 }
13544
13545 /*
13546   =============================================================================
13547   DigField()
13548   -----------------------------------------------------------------------------
13549   x, y:                 field next to player (non-diagonal) to try to dig to
13550   real_dx, real_dy:     direction as read from input device (can be diagonal)
13551   =============================================================================
13552 */
13553
13554 static int DigField(struct PlayerInfo *player,
13555                     int oldx, int oldy, int x, int y,
13556                     int real_dx, int real_dy, int mode)
13557 {
13558   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13559   boolean player_was_pushing = player->is_pushing;
13560   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13561   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13562   int jx = oldx, jy = oldy;
13563   int dx = x - jx, dy = y - jy;
13564   int nextx = x + dx, nexty = y + dy;
13565   int move_direction = (dx == -1 ? MV_LEFT  :
13566                         dx == +1 ? MV_RIGHT :
13567                         dy == -1 ? MV_UP    :
13568                         dy == +1 ? MV_DOWN  : MV_NONE);
13569   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13570   int dig_side = MV_DIR_OPPOSITE(move_direction);
13571   int old_element = Feld[jx][jy];
13572   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13573   int collect_count;
13574
13575   if (is_player)                // function can also be called by EL_PENGUIN
13576   {
13577     if (player->MovPos == 0)
13578     {
13579       player->is_digging = FALSE;
13580       player->is_collecting = FALSE;
13581     }
13582
13583     if (player->MovPos == 0)    // last pushing move finished
13584       player->is_pushing = FALSE;
13585
13586     if (mode == DF_NO_PUSH)     // player just stopped pushing
13587     {
13588       player->is_switching = FALSE;
13589       player->push_delay = -1;
13590
13591       return MP_NO_ACTION;
13592     }
13593   }
13594
13595   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13596     old_element = Back[jx][jy];
13597
13598   // in case of element dropped at player position, check background
13599   else if (Back[jx][jy] != EL_EMPTY &&
13600            game.engine_version >= VERSION_IDENT(2,2,0,0))
13601     old_element = Back[jx][jy];
13602
13603   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13604     return MP_NO_ACTION;        // field has no opening in this direction
13605
13606   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13607     return MP_NO_ACTION;        // field has no opening in this direction
13608
13609   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13610   {
13611     SplashAcid(x, y);
13612
13613     Feld[jx][jy] = player->artwork_element;
13614     InitMovingField(jx, jy, MV_DOWN);
13615     Store[jx][jy] = EL_ACID;
13616     ContinueMoving(jx, jy);
13617     BuryPlayer(player);
13618
13619     return MP_DONT_RUN_INTO;
13620   }
13621
13622   if (player_can_move && DONT_RUN_INTO(element))
13623   {
13624     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13625
13626     return MP_DONT_RUN_INTO;
13627   }
13628
13629   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13630     return MP_NO_ACTION;
13631
13632   collect_count = element_info[element].collect_count_initial;
13633
13634   if (!is_player && !IS_COLLECTIBLE(element))   // penguin cannot collect it
13635     return MP_NO_ACTION;
13636
13637   if (game.engine_version < VERSION_IDENT(2,2,0,0))
13638     player_can_move = player_can_move_or_snap;
13639
13640   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13641       game.engine_version >= VERSION_IDENT(2,2,0,0))
13642   {
13643     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13644                                player->index_bit, dig_side);
13645     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13646                                         player->index_bit, dig_side);
13647
13648     if (element == EL_DC_LANDMINE)
13649       Bang(x, y);
13650
13651     if (Feld[x][y] != element)          // field changed by snapping
13652       return MP_ACTION;
13653
13654     return MP_NO_ACTION;
13655   }
13656
13657   if (player->gravity && is_player && !player->is_auto_moving &&
13658       canFallDown(player) && move_direction != MV_DOWN &&
13659       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13660     return MP_NO_ACTION;        // player cannot walk here due to gravity
13661
13662   if (player_can_move &&
13663       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13664   {
13665     int sound_element = SND_ELEMENT(element);
13666     int sound_action = ACTION_WALKING;
13667
13668     if (IS_RND_GATE(element))
13669     {
13670       if (!player->key[RND_GATE_NR(element)])
13671         return MP_NO_ACTION;
13672     }
13673     else if (IS_RND_GATE_GRAY(element))
13674     {
13675       if (!player->key[RND_GATE_GRAY_NR(element)])
13676         return MP_NO_ACTION;
13677     }
13678     else if (IS_RND_GATE_GRAY_ACTIVE(element))
13679     {
13680       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13681         return MP_NO_ACTION;
13682     }
13683     else if (element == EL_EXIT_OPEN ||
13684              element == EL_EM_EXIT_OPEN ||
13685              element == EL_EM_EXIT_OPENING ||
13686              element == EL_STEEL_EXIT_OPEN ||
13687              element == EL_EM_STEEL_EXIT_OPEN ||
13688              element == EL_EM_STEEL_EXIT_OPENING ||
13689              element == EL_SP_EXIT_OPEN ||
13690              element == EL_SP_EXIT_OPENING)
13691     {
13692       sound_action = ACTION_PASSING;    // player is passing exit
13693     }
13694     else if (element == EL_EMPTY)
13695     {
13696       sound_action = ACTION_MOVING;             // nothing to walk on
13697     }
13698
13699     // play sound from background or player, whatever is available
13700     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13701       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13702     else
13703       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13704   }
13705   else if (player_can_move &&
13706            IS_PASSABLE(element) && canPassField(x, y, move_direction))
13707   {
13708     if (!ACCESS_FROM(element, opposite_direction))
13709       return MP_NO_ACTION;      // field not accessible from this direction
13710
13711     if (CAN_MOVE(element))      // only fixed elements can be passed!
13712       return MP_NO_ACTION;
13713
13714     if (IS_EM_GATE(element))
13715     {
13716       if (!player->key[EM_GATE_NR(element)])
13717         return MP_NO_ACTION;
13718     }
13719     else if (IS_EM_GATE_GRAY(element))
13720     {
13721       if (!player->key[EM_GATE_GRAY_NR(element)])
13722         return MP_NO_ACTION;
13723     }
13724     else if (IS_EM_GATE_GRAY_ACTIVE(element))
13725     {
13726       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13727         return MP_NO_ACTION;
13728     }
13729     else if (IS_EMC_GATE(element))
13730     {
13731       if (!player->key[EMC_GATE_NR(element)])
13732         return MP_NO_ACTION;
13733     }
13734     else if (IS_EMC_GATE_GRAY(element))
13735     {
13736       if (!player->key[EMC_GATE_GRAY_NR(element)])
13737         return MP_NO_ACTION;
13738     }
13739     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13740     {
13741       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13742         return MP_NO_ACTION;
13743     }
13744     else if (element == EL_DC_GATE_WHITE ||
13745              element == EL_DC_GATE_WHITE_GRAY ||
13746              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13747     {
13748       if (player->num_white_keys == 0)
13749         return MP_NO_ACTION;
13750
13751       player->num_white_keys--;
13752     }
13753     else if (IS_SP_PORT(element))
13754     {
13755       if (element == EL_SP_GRAVITY_PORT_LEFT ||
13756           element == EL_SP_GRAVITY_PORT_RIGHT ||
13757           element == EL_SP_GRAVITY_PORT_UP ||
13758           element == EL_SP_GRAVITY_PORT_DOWN)
13759         player->gravity = !player->gravity;
13760       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13761                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13762                element == EL_SP_GRAVITY_ON_PORT_UP ||
13763                element == EL_SP_GRAVITY_ON_PORT_DOWN)
13764         player->gravity = TRUE;
13765       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13766                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13767                element == EL_SP_GRAVITY_OFF_PORT_UP ||
13768                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13769         player->gravity = FALSE;
13770     }
13771
13772     // automatically move to the next field with double speed
13773     player->programmed_action = move_direction;
13774
13775     if (player->move_delay_reset_counter == 0)
13776     {
13777       player->move_delay_reset_counter = 2;     // two double speed steps
13778
13779       DOUBLE_PLAYER_SPEED(player);
13780     }
13781
13782     PlayLevelSoundAction(x, y, ACTION_PASSING);
13783   }
13784   else if (player_can_move_or_snap && IS_DIGGABLE(element))
13785   {
13786     RemoveField(x, y);
13787
13788     if (mode != DF_SNAP)
13789     {
13790       GfxElement[x][y] = GFX_ELEMENT(element);
13791       player->is_digging = TRUE;
13792     }
13793
13794     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13795
13796     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13797                                         player->index_bit, dig_side);
13798
13799     if (mode == DF_SNAP)
13800     {
13801       if (level.block_snap_field)
13802         setFieldForSnapping(x, y, element, move_direction);
13803       else
13804         TestIfElementTouchesCustomElement(x, y);        // for empty space
13805
13806       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13807                                           player->index_bit, dig_side);
13808     }
13809   }
13810   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13811   {
13812     RemoveField(x, y);
13813
13814     if (is_player && mode != DF_SNAP)
13815     {
13816       GfxElement[x][y] = element;
13817       player->is_collecting = TRUE;
13818     }
13819
13820     if (element == EL_SPEED_PILL)
13821     {
13822       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13823     }
13824     else if (element == EL_EXTRA_TIME && level.time > 0)
13825     {
13826       TimeLeft += level.extra_time;
13827
13828       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13829
13830       DisplayGameControlValues();
13831     }
13832     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13833     {
13834       player->shield_normal_time_left += level.shield_normal_time;
13835       if (element == EL_SHIELD_DEADLY)
13836         player->shield_deadly_time_left += level.shield_deadly_time;
13837     }
13838     else if (element == EL_DYNAMITE ||
13839              element == EL_EM_DYNAMITE ||
13840              element == EL_SP_DISK_RED)
13841     {
13842       if (player->inventory_size < MAX_INVENTORY_SIZE)
13843         player->inventory_element[player->inventory_size++] = element;
13844
13845       DrawGameDoorValues();
13846     }
13847     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13848     {
13849       player->dynabomb_count++;
13850       player->dynabombs_left++;
13851     }
13852     else if (element == EL_DYNABOMB_INCREASE_SIZE)
13853     {
13854       player->dynabomb_size++;
13855     }
13856     else if (element == EL_DYNABOMB_INCREASE_POWER)
13857     {
13858       player->dynabomb_xl = TRUE;
13859     }
13860     else if (IS_KEY(element))
13861     {
13862       player->key[KEY_NR(element)] = TRUE;
13863
13864       DrawGameDoorValues();
13865     }
13866     else if (element == EL_DC_KEY_WHITE)
13867     {
13868       player->num_white_keys++;
13869
13870       // display white keys?
13871       // DrawGameDoorValues();
13872     }
13873     else if (IS_ENVELOPE(element))
13874     {
13875       player->show_envelope = element;
13876     }
13877     else if (element == EL_EMC_LENSES)
13878     {
13879       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13880
13881       RedrawAllInvisibleElementsForLenses();
13882     }
13883     else if (element == EL_EMC_MAGNIFIER)
13884     {
13885       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13886
13887       RedrawAllInvisibleElementsForMagnifier();
13888     }
13889     else if (IS_DROPPABLE(element) ||
13890              IS_THROWABLE(element))     // can be collected and dropped
13891     {
13892       int i;
13893
13894       if (collect_count == 0)
13895         player->inventory_infinite_element = element;
13896       else
13897         for (i = 0; i < collect_count; i++)
13898           if (player->inventory_size < MAX_INVENTORY_SIZE)
13899             player->inventory_element[player->inventory_size++] = element;
13900
13901       DrawGameDoorValues();
13902     }
13903     else if (collect_count > 0)
13904     {
13905       game.gems_still_needed -= collect_count;
13906       if (game.gems_still_needed < 0)
13907         game.gems_still_needed = 0;
13908
13909       game.snapshot.collected_item = TRUE;
13910
13911       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13912
13913       DisplayGameControlValues();
13914     }
13915
13916     RaiseScoreElement(element);
13917     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13918
13919     if (is_player)
13920       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13921                                           player->index_bit, dig_side);
13922
13923     if (mode == DF_SNAP)
13924     {
13925       if (level.block_snap_field)
13926         setFieldForSnapping(x, y, element, move_direction);
13927       else
13928         TestIfElementTouchesCustomElement(x, y);        // for empty space
13929
13930       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13931                                           player->index_bit, dig_side);
13932     }
13933   }
13934   else if (player_can_move_or_snap && IS_PUSHABLE(element))
13935   {
13936     if (mode == DF_SNAP && element != EL_BD_ROCK)
13937       return MP_NO_ACTION;
13938
13939     if (CAN_FALL(element) && dy)
13940       return MP_NO_ACTION;
13941
13942     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13943         !(element == EL_SPRING && level.use_spring_bug))
13944       return MP_NO_ACTION;
13945
13946     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13947         ((move_direction & MV_VERTICAL &&
13948           ((element_info[element].move_pattern & MV_LEFT &&
13949             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13950            (element_info[element].move_pattern & MV_RIGHT &&
13951             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13952          (move_direction & MV_HORIZONTAL &&
13953           ((element_info[element].move_pattern & MV_UP &&
13954             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13955            (element_info[element].move_pattern & MV_DOWN &&
13956             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13957       return MP_NO_ACTION;
13958
13959     // do not push elements already moving away faster than player
13960     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13961         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13962       return MP_NO_ACTION;
13963
13964     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13965     {
13966       if (player->push_delay_value == -1 || !player_was_pushing)
13967         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13968     }
13969     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13970     {
13971       if (player->push_delay_value == -1)
13972         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13973     }
13974     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13975     {
13976       if (!player->is_pushing)
13977         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13978     }
13979
13980     player->is_pushing = TRUE;
13981     player->is_active = TRUE;
13982
13983     if (!(IN_LEV_FIELD(nextx, nexty) &&
13984           (IS_FREE(nextx, nexty) ||
13985            (IS_SB_ELEMENT(element) &&
13986             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13987            (IS_CUSTOM_ELEMENT(element) &&
13988             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13989       return MP_NO_ACTION;
13990
13991     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13992       return MP_NO_ACTION;
13993
13994     if (player->push_delay == -1)       // new pushing; restart delay
13995       player->push_delay = 0;
13996
13997     if (player->push_delay < player->push_delay_value &&
13998         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13999         element != EL_SPRING && element != EL_BALLOON)
14000     {
14001       // make sure that there is no move delay before next try to push
14002       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14003         player->move_delay = 0;
14004
14005       return MP_NO_ACTION;
14006     }
14007
14008     if (IS_CUSTOM_ELEMENT(element) &&
14009         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14010     {
14011       if (!DigFieldByCE(nextx, nexty, element))
14012         return MP_NO_ACTION;
14013     }
14014
14015     if (IS_SB_ELEMENT(element))
14016     {
14017       boolean sokoban_task_solved = FALSE;
14018
14019       if (element == EL_SOKOBAN_FIELD_FULL)
14020       {
14021         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14022
14023         IncrementSokobanFieldsNeeded();
14024         IncrementSokobanObjectsNeeded();
14025       }
14026
14027       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14028       {
14029         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14030
14031         DecrementSokobanFieldsNeeded();
14032         DecrementSokobanObjectsNeeded();
14033
14034         // sokoban object was pushed from empty field to sokoban field
14035         if (Back[x][y] == EL_EMPTY)
14036           sokoban_task_solved = TRUE;
14037       }
14038
14039       Feld[x][y] = EL_SOKOBAN_OBJECT;
14040
14041       if (Back[x][y] == Back[nextx][nexty])
14042         PlayLevelSoundAction(x, y, ACTION_PUSHING);
14043       else if (Back[x][y] != 0)
14044         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14045                                     ACTION_EMPTYING);
14046       else
14047         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14048                                     ACTION_FILLING);
14049
14050       if (sokoban_task_solved &&
14051           game.sokoban_fields_still_needed == 0 &&
14052           game.sokoban_objects_still_needed == 0 &&
14053           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14054       {
14055         game.players_still_needed = 0;
14056
14057         LevelSolved();
14058
14059         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14060       }
14061     }
14062     else
14063       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14064
14065     InitMovingField(x, y, move_direction);
14066     GfxAction[x][y] = ACTION_PUSHING;
14067
14068     if (mode == DF_SNAP)
14069       ContinueMoving(x, y);
14070     else
14071       MovPos[x][y] = (dx != 0 ? dx : dy);
14072
14073     Pushed[x][y] = TRUE;
14074     Pushed[nextx][nexty] = TRUE;
14075
14076     if (game.engine_version < VERSION_IDENT(2,2,0,7))
14077       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14078     else
14079       player->push_delay_value = -1;    // get new value later
14080
14081     // check for element change _after_ element has been pushed
14082     if (game.use_change_when_pushing_bug)
14083     {
14084       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14085                                  player->index_bit, dig_side);
14086       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14087                                           player->index_bit, dig_side);
14088     }
14089   }
14090   else if (IS_SWITCHABLE(element))
14091   {
14092     if (PLAYER_SWITCHING(player, x, y))
14093     {
14094       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14095                                           player->index_bit, dig_side);
14096
14097       return MP_ACTION;
14098     }
14099
14100     player->is_switching = TRUE;
14101     player->switch_x = x;
14102     player->switch_y = y;
14103
14104     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14105
14106     if (element == EL_ROBOT_WHEEL)
14107     {
14108       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14109
14110       game.robot_wheel_x = x;
14111       game.robot_wheel_y = y;
14112       game.robot_wheel_active = TRUE;
14113
14114       TEST_DrawLevelField(x, y);
14115     }
14116     else if (element == EL_SP_TERMINAL)
14117     {
14118       int xx, yy;
14119
14120       SCAN_PLAYFIELD(xx, yy)
14121       {
14122         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14123         {
14124           Bang(xx, yy);
14125         }
14126         else if (Feld[xx][yy] == EL_SP_TERMINAL)
14127         {
14128           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14129
14130           ResetGfxAnimation(xx, yy);
14131           TEST_DrawLevelField(xx, yy);
14132         }
14133       }
14134     }
14135     else if (IS_BELT_SWITCH(element))
14136     {
14137       ToggleBeltSwitch(x, y);
14138     }
14139     else if (element == EL_SWITCHGATE_SWITCH_UP ||
14140              element == EL_SWITCHGATE_SWITCH_DOWN ||
14141              element == EL_DC_SWITCHGATE_SWITCH_UP ||
14142              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14143     {
14144       ToggleSwitchgateSwitch(x, y);
14145     }
14146     else if (element == EL_LIGHT_SWITCH ||
14147              element == EL_LIGHT_SWITCH_ACTIVE)
14148     {
14149       ToggleLightSwitch(x, y);
14150     }
14151     else if (element == EL_TIMEGATE_SWITCH ||
14152              element == EL_DC_TIMEGATE_SWITCH)
14153     {
14154       ActivateTimegateSwitch(x, y);
14155     }
14156     else if (element == EL_BALLOON_SWITCH_LEFT  ||
14157              element == EL_BALLOON_SWITCH_RIGHT ||
14158              element == EL_BALLOON_SWITCH_UP    ||
14159              element == EL_BALLOON_SWITCH_DOWN  ||
14160              element == EL_BALLOON_SWITCH_NONE  ||
14161              element == EL_BALLOON_SWITCH_ANY)
14162     {
14163       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
14164                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14165                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
14166                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
14167                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
14168                              move_direction);
14169     }
14170     else if (element == EL_LAMP)
14171     {
14172       Feld[x][y] = EL_LAMP_ACTIVE;
14173       game.lights_still_needed--;
14174
14175       ResetGfxAnimation(x, y);
14176       TEST_DrawLevelField(x, y);
14177     }
14178     else if (element == EL_TIME_ORB_FULL)
14179     {
14180       Feld[x][y] = EL_TIME_ORB_EMPTY;
14181
14182       if (level.time > 0 || level.use_time_orb_bug)
14183       {
14184         TimeLeft += level.time_orb_time;
14185         game.no_time_limit = FALSE;
14186
14187         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14188
14189         DisplayGameControlValues();
14190       }
14191
14192       ResetGfxAnimation(x, y);
14193       TEST_DrawLevelField(x, y);
14194     }
14195     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14196              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14197     {
14198       int xx, yy;
14199
14200       game.ball_state = !game.ball_state;
14201
14202       SCAN_PLAYFIELD(xx, yy)
14203       {
14204         int e = Feld[xx][yy];
14205
14206         if (game.ball_state)
14207         {
14208           if (e == EL_EMC_MAGIC_BALL)
14209             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14210           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14211             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14212         }
14213         else
14214         {
14215           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14216             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14217           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14218             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14219         }
14220       }
14221     }
14222
14223     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14224                                         player->index_bit, dig_side);
14225
14226     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14227                                         player->index_bit, dig_side);
14228
14229     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14230                                         player->index_bit, dig_side);
14231
14232     return MP_ACTION;
14233   }
14234   else
14235   {
14236     if (!PLAYER_SWITCHING(player, x, y))
14237     {
14238       player->is_switching = TRUE;
14239       player->switch_x = x;
14240       player->switch_y = y;
14241
14242       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14243                                  player->index_bit, dig_side);
14244       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14245                                           player->index_bit, dig_side);
14246
14247       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14248                                  player->index_bit, dig_side);
14249       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14250                                           player->index_bit, dig_side);
14251     }
14252
14253     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14254                                player->index_bit, dig_side);
14255     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14256                                         player->index_bit, dig_side);
14257
14258     return MP_NO_ACTION;
14259   }
14260
14261   player->push_delay = -1;
14262
14263   if (is_player)                // function can also be called by EL_PENGUIN
14264   {
14265     if (Feld[x][y] != element)          // really digged/collected something
14266     {
14267       player->is_collecting = !player->is_digging;
14268       player->is_active = TRUE;
14269     }
14270   }
14271
14272   return MP_MOVING;
14273 }
14274
14275 static boolean DigFieldByCE(int x, int y, int digging_element)
14276 {
14277   int element = Feld[x][y];
14278
14279   if (!IS_FREE(x, y))
14280   {
14281     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14282                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14283                   ACTION_BREAKING);
14284
14285     // no element can dig solid indestructible elements
14286     if (IS_INDESTRUCTIBLE(element) &&
14287         !IS_DIGGABLE(element) &&
14288         !IS_COLLECTIBLE(element))
14289       return FALSE;
14290
14291     if (AmoebaNr[x][y] &&
14292         (element == EL_AMOEBA_FULL ||
14293          element == EL_BD_AMOEBA ||
14294          element == EL_AMOEBA_GROWING))
14295     {
14296       AmoebaCnt[AmoebaNr[x][y]]--;
14297       AmoebaCnt2[AmoebaNr[x][y]]--;
14298     }
14299
14300     if (IS_MOVING(x, y))
14301       RemoveMovingField(x, y);
14302     else
14303     {
14304       RemoveField(x, y);
14305       TEST_DrawLevelField(x, y);
14306     }
14307
14308     // if digged element was about to explode, prevent the explosion
14309     ExplodeField[x][y] = EX_TYPE_NONE;
14310
14311     PlayLevelSoundAction(x, y, action);
14312   }
14313
14314   Store[x][y] = EL_EMPTY;
14315
14316   // this makes it possible to leave the removed element again
14317   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14318     Store[x][y] = element;
14319
14320   return TRUE;
14321 }
14322
14323 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14324 {
14325   int jx = player->jx, jy = player->jy;
14326   int x = jx + dx, y = jy + dy;
14327   int snap_direction = (dx == -1 ? MV_LEFT  :
14328                         dx == +1 ? MV_RIGHT :
14329                         dy == -1 ? MV_UP    :
14330                         dy == +1 ? MV_DOWN  : MV_NONE);
14331   boolean can_continue_snapping = (level.continuous_snapping &&
14332                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14333
14334   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14335     return FALSE;
14336
14337   if (!player->active || !IN_LEV_FIELD(x, y))
14338     return FALSE;
14339
14340   if (dx && dy)
14341     return FALSE;
14342
14343   if (!dx && !dy)
14344   {
14345     if (player->MovPos == 0)
14346       player->is_pushing = FALSE;
14347
14348     player->is_snapping = FALSE;
14349
14350     if (player->MovPos == 0)
14351     {
14352       player->is_moving = FALSE;
14353       player->is_digging = FALSE;
14354       player->is_collecting = FALSE;
14355     }
14356
14357     return FALSE;
14358   }
14359
14360   // prevent snapping with already pressed snap key when not allowed
14361   if (player->is_snapping && !can_continue_snapping)
14362     return FALSE;
14363
14364   player->MovDir = snap_direction;
14365
14366   if (player->MovPos == 0)
14367   {
14368     player->is_moving = FALSE;
14369     player->is_digging = FALSE;
14370     player->is_collecting = FALSE;
14371   }
14372
14373   player->is_dropping = FALSE;
14374   player->is_dropping_pressed = FALSE;
14375   player->drop_pressed_delay = 0;
14376
14377   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14378     return FALSE;
14379
14380   player->is_snapping = TRUE;
14381   player->is_active = TRUE;
14382
14383   if (player->MovPos == 0)
14384   {
14385     player->is_moving = FALSE;
14386     player->is_digging = FALSE;
14387     player->is_collecting = FALSE;
14388   }
14389
14390   if (player->MovPos != 0)      // prevent graphic bugs in versions < 2.2.0
14391     TEST_DrawLevelField(player->last_jx, player->last_jy);
14392
14393   TEST_DrawLevelField(x, y);
14394
14395   return TRUE;
14396 }
14397
14398 static boolean DropElement(struct PlayerInfo *player)
14399 {
14400   int old_element, new_element;
14401   int dropx = player->jx, dropy = player->jy;
14402   int drop_direction = player->MovDir;
14403   int drop_side = drop_direction;
14404   int drop_element = get_next_dropped_element(player);
14405
14406   /* do not drop an element on top of another element; when holding drop key
14407      pressed without moving, dropped element must move away before the next
14408      element can be dropped (this is especially important if the next element
14409      is dynamite, which can be placed on background for historical reasons) */
14410   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14411     return MP_ACTION;
14412
14413   if (IS_THROWABLE(drop_element))
14414   {
14415     dropx += GET_DX_FROM_DIR(drop_direction);
14416     dropy += GET_DY_FROM_DIR(drop_direction);
14417
14418     if (!IN_LEV_FIELD(dropx, dropy))
14419       return FALSE;
14420   }
14421
14422   old_element = Feld[dropx][dropy];     // old element at dropping position
14423   new_element = drop_element;           // default: no change when dropping
14424
14425   // check if player is active, not moving and ready to drop
14426   if (!player->active || player->MovPos || player->drop_delay > 0)
14427     return FALSE;
14428
14429   // check if player has anything that can be dropped
14430   if (new_element == EL_UNDEFINED)
14431     return FALSE;
14432
14433   // only set if player has anything that can be dropped
14434   player->is_dropping_pressed = TRUE;
14435
14436   // check if drop key was pressed long enough for EM style dynamite
14437   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14438     return FALSE;
14439
14440   // check if anything can be dropped at the current position
14441   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14442     return FALSE;
14443
14444   // collected custom elements can only be dropped on empty fields
14445   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14446     return FALSE;
14447
14448   if (old_element != EL_EMPTY)
14449     Back[dropx][dropy] = old_element;   // store old element on this field
14450
14451   ResetGfxAnimation(dropx, dropy);
14452   ResetRandomAnimationValue(dropx, dropy);
14453
14454   if (player->inventory_size > 0 ||
14455       player->inventory_infinite_element != EL_UNDEFINED)
14456   {
14457     if (player->inventory_size > 0)
14458     {
14459       player->inventory_size--;
14460
14461       DrawGameDoorValues();
14462
14463       if (new_element == EL_DYNAMITE)
14464         new_element = EL_DYNAMITE_ACTIVE;
14465       else if (new_element == EL_EM_DYNAMITE)
14466         new_element = EL_EM_DYNAMITE_ACTIVE;
14467       else if (new_element == EL_SP_DISK_RED)
14468         new_element = EL_SP_DISK_RED_ACTIVE;
14469     }
14470
14471     Feld[dropx][dropy] = new_element;
14472
14473     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14474       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14475                           el2img(Feld[dropx][dropy]), 0);
14476
14477     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14478
14479     // needed if previous element just changed to "empty" in the last frame
14480     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
14481
14482     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14483                                player->index_bit, drop_side);
14484     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14485                                         CE_PLAYER_DROPS_X,
14486                                         player->index_bit, drop_side);
14487
14488     TestIfElementTouchesCustomElement(dropx, dropy);
14489   }
14490   else          // player is dropping a dyna bomb
14491   {
14492     player->dynabombs_left--;
14493
14494     Feld[dropx][dropy] = new_element;
14495
14496     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14497       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14498                           el2img(Feld[dropx][dropy]), 0);
14499
14500     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14501   }
14502
14503   if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14504     InitField_WithBug1(dropx, dropy, FALSE);
14505
14506   new_element = Feld[dropx][dropy];     // element might have changed
14507
14508   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14509       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14510   {
14511     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14512       MovDir[dropx][dropy] = drop_direction;
14513
14514     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
14515
14516     // do not cause impact style collision by dropping elements that can fall
14517     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14518   }
14519
14520   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14521   player->is_dropping = TRUE;
14522
14523   player->drop_pressed_delay = 0;
14524   player->is_dropping_pressed = FALSE;
14525
14526   player->drop_x = dropx;
14527   player->drop_y = dropy;
14528
14529   return TRUE;
14530 }
14531
14532 // ----------------------------------------------------------------------------
14533 // game sound playing functions
14534 // ----------------------------------------------------------------------------
14535
14536 static int *loop_sound_frame = NULL;
14537 static int *loop_sound_volume = NULL;
14538
14539 void InitPlayLevelSound(void)
14540 {
14541   int num_sounds = getSoundListSize();
14542
14543   checked_free(loop_sound_frame);
14544   checked_free(loop_sound_volume);
14545
14546   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
14547   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14548 }
14549
14550 static void PlayLevelSound(int x, int y, int nr)
14551 {
14552   int sx = SCREENX(x), sy = SCREENY(y);
14553   int volume, stereo_position;
14554   int max_distance = 8;
14555   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14556
14557   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14558       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14559     return;
14560
14561   if (!IN_LEV_FIELD(x, y) ||
14562       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14563       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14564     return;
14565
14566   volume = SOUND_MAX_VOLUME;
14567
14568   if (!IN_SCR_FIELD(sx, sy))
14569   {
14570     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14571     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14572
14573     volume -= volume * (dx > dy ? dx : dy) / max_distance;
14574   }
14575
14576   stereo_position = (SOUND_MAX_LEFT +
14577                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14578                      (SCR_FIELDX + 2 * max_distance));
14579
14580   if (IS_LOOP_SOUND(nr))
14581   {
14582     /* This assures that quieter loop sounds do not overwrite louder ones,
14583        while restarting sound volume comparison with each new game frame. */
14584
14585     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14586       return;
14587
14588     loop_sound_volume[nr] = volume;
14589     loop_sound_frame[nr] = FrameCounter;
14590   }
14591
14592   PlaySoundExt(nr, volume, stereo_position, type);
14593 }
14594
14595 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14596 {
14597   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14598                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
14599                  y < LEVELY(BY1) ? LEVELY(BY1) :
14600                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
14601                  sound_action);
14602 }
14603
14604 static void PlayLevelSoundAction(int x, int y, int action)
14605 {
14606   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14607 }
14608
14609 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14610 {
14611   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14612
14613   if (sound_effect != SND_UNDEFINED)
14614     PlayLevelSound(x, y, sound_effect);
14615 }
14616
14617 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14618                                               int action)
14619 {
14620   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14621
14622   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14623     PlayLevelSound(x, y, sound_effect);
14624 }
14625
14626 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14627 {
14628   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14629
14630   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14631     PlayLevelSound(x, y, sound_effect);
14632 }
14633
14634 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14635 {
14636   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14637
14638   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14639     StopSound(sound_effect);
14640 }
14641
14642 static int getLevelMusicNr(void)
14643 {
14644   if (levelset.music[level_nr] != MUS_UNDEFINED)
14645     return levelset.music[level_nr];            // from config file
14646   else
14647     return MAP_NOCONF_MUSIC(level_nr);          // from music dir
14648 }
14649
14650 static void FadeLevelSounds(void)
14651 {
14652   FadeSounds();
14653 }
14654
14655 static void FadeLevelMusic(void)
14656 {
14657   int music_nr = getLevelMusicNr();
14658   char *curr_music = getCurrentlyPlayingMusicFilename();
14659   char *next_music = getMusicInfoEntryFilename(music_nr);
14660
14661   if (!strEqual(curr_music, next_music))
14662     FadeMusic();
14663 }
14664
14665 void FadeLevelSoundsAndMusic(void)
14666 {
14667   FadeLevelSounds();
14668   FadeLevelMusic();
14669 }
14670
14671 static void PlayLevelMusic(void)
14672 {
14673   int music_nr = getLevelMusicNr();
14674   char *curr_music = getCurrentlyPlayingMusicFilename();
14675   char *next_music = getMusicInfoEntryFilename(music_nr);
14676
14677   if (!strEqual(curr_music, next_music))
14678     PlayMusicLoop(music_nr);
14679 }
14680
14681 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14682 {
14683   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14684   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14685   int x = xx - 1 - offset;
14686   int y = yy - 1 - offset;
14687
14688   switch (sample)
14689   {
14690     case SAMPLE_blank:
14691       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14692       break;
14693
14694     case SAMPLE_roll:
14695       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14696       break;
14697
14698     case SAMPLE_stone:
14699       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14700       break;
14701
14702     case SAMPLE_nut:
14703       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14704       break;
14705
14706     case SAMPLE_crack:
14707       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14708       break;
14709
14710     case SAMPLE_bug:
14711       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14712       break;
14713
14714     case SAMPLE_tank:
14715       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14716       break;
14717
14718     case SAMPLE_android_clone:
14719       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14720       break;
14721
14722     case SAMPLE_android_move:
14723       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14724       break;
14725
14726     case SAMPLE_spring:
14727       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14728       break;
14729
14730     case SAMPLE_slurp:
14731       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14732       break;
14733
14734     case SAMPLE_eater:
14735       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14736       break;
14737
14738     case SAMPLE_eater_eat:
14739       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14740       break;
14741
14742     case SAMPLE_alien:
14743       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14744       break;
14745
14746     case SAMPLE_collect:
14747       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14748       break;
14749
14750     case SAMPLE_diamond:
14751       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14752       break;
14753
14754     case SAMPLE_squash:
14755       // !!! CHECK THIS !!!
14756 #if 1
14757       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14758 #else
14759       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14760 #endif
14761       break;
14762
14763     case SAMPLE_wonderfall:
14764       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14765       break;
14766
14767     case SAMPLE_drip:
14768       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14769       break;
14770
14771     case SAMPLE_push:
14772       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14773       break;
14774
14775     case SAMPLE_dirt:
14776       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14777       break;
14778
14779     case SAMPLE_acid:
14780       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14781       break;
14782
14783     case SAMPLE_ball:
14784       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14785       break;
14786
14787     case SAMPLE_grow:
14788       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14789       break;
14790
14791     case SAMPLE_wonder:
14792       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14793       break;
14794
14795     case SAMPLE_door:
14796       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14797       break;
14798
14799     case SAMPLE_exit_open:
14800       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14801       break;
14802
14803     case SAMPLE_exit_leave:
14804       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14805       break;
14806
14807     case SAMPLE_dynamite:
14808       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14809       break;
14810
14811     case SAMPLE_tick:
14812       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14813       break;
14814
14815     case SAMPLE_press:
14816       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14817       break;
14818
14819     case SAMPLE_wheel:
14820       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14821       break;
14822
14823     case SAMPLE_boom:
14824       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14825       break;
14826
14827     case SAMPLE_die:
14828       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14829       break;
14830
14831     case SAMPLE_time:
14832       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14833       break;
14834
14835     default:
14836       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14837       break;
14838   }
14839 }
14840
14841 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14842 {
14843   int element = map_element_SP_to_RND(element_sp);
14844   int action = map_action_SP_to_RND(action_sp);
14845   int offset = (setup.sp_show_border_elements ? 0 : 1);
14846   int x = xx - offset;
14847   int y = yy - offset;
14848
14849   PlayLevelSoundElementAction(x, y, element, action);
14850 }
14851
14852 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14853 {
14854   int element = map_element_MM_to_RND(element_mm);
14855   int action = map_action_MM_to_RND(action_mm);
14856   int offset = 0;
14857   int x = xx - offset;
14858   int y = yy - offset;
14859
14860   if (!IS_MM_ELEMENT(element))
14861     element = EL_MM_DEFAULT;
14862
14863   PlayLevelSoundElementAction(x, y, element, action);
14864 }
14865
14866 void PlaySound_MM(int sound_mm)
14867 {
14868   int sound = map_sound_MM_to_RND(sound_mm);
14869
14870   if (sound == SND_UNDEFINED)
14871     return;
14872
14873   PlaySound(sound);
14874 }
14875
14876 void PlaySoundLoop_MM(int sound_mm)
14877 {
14878   int sound = map_sound_MM_to_RND(sound_mm);
14879
14880   if (sound == SND_UNDEFINED)
14881     return;
14882
14883   PlaySoundLoop(sound);
14884 }
14885
14886 void StopSound_MM(int sound_mm)
14887 {
14888   int sound = map_sound_MM_to_RND(sound_mm);
14889
14890   if (sound == SND_UNDEFINED)
14891     return;
14892
14893   StopSound(sound);
14894 }
14895
14896 void RaiseScore(int value)
14897 {
14898   game.score += value;
14899
14900   game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14901
14902   DisplayGameControlValues();
14903 }
14904
14905 void RaiseScoreElement(int element)
14906 {
14907   switch (element)
14908   {
14909     case EL_EMERALD:
14910     case EL_BD_DIAMOND:
14911     case EL_EMERALD_YELLOW:
14912     case EL_EMERALD_RED:
14913     case EL_EMERALD_PURPLE:
14914     case EL_SP_INFOTRON:
14915       RaiseScore(level.score[SC_EMERALD]);
14916       break;
14917     case EL_DIAMOND:
14918       RaiseScore(level.score[SC_DIAMOND]);
14919       break;
14920     case EL_CRYSTAL:
14921       RaiseScore(level.score[SC_CRYSTAL]);
14922       break;
14923     case EL_PEARL:
14924       RaiseScore(level.score[SC_PEARL]);
14925       break;
14926     case EL_BUG:
14927     case EL_BD_BUTTERFLY:
14928     case EL_SP_ELECTRON:
14929       RaiseScore(level.score[SC_BUG]);
14930       break;
14931     case EL_SPACESHIP:
14932     case EL_BD_FIREFLY:
14933     case EL_SP_SNIKSNAK:
14934       RaiseScore(level.score[SC_SPACESHIP]);
14935       break;
14936     case EL_YAMYAM:
14937     case EL_DARK_YAMYAM:
14938       RaiseScore(level.score[SC_YAMYAM]);
14939       break;
14940     case EL_ROBOT:
14941       RaiseScore(level.score[SC_ROBOT]);
14942       break;
14943     case EL_PACMAN:
14944       RaiseScore(level.score[SC_PACMAN]);
14945       break;
14946     case EL_NUT:
14947       RaiseScore(level.score[SC_NUT]);
14948       break;
14949     case EL_DYNAMITE:
14950     case EL_EM_DYNAMITE:
14951     case EL_SP_DISK_RED:
14952     case EL_DYNABOMB_INCREASE_NUMBER:
14953     case EL_DYNABOMB_INCREASE_SIZE:
14954     case EL_DYNABOMB_INCREASE_POWER:
14955       RaiseScore(level.score[SC_DYNAMITE]);
14956       break;
14957     case EL_SHIELD_NORMAL:
14958     case EL_SHIELD_DEADLY:
14959       RaiseScore(level.score[SC_SHIELD]);
14960       break;
14961     case EL_EXTRA_TIME:
14962       RaiseScore(level.extra_time_score);
14963       break;
14964     case EL_KEY_1:
14965     case EL_KEY_2:
14966     case EL_KEY_3:
14967     case EL_KEY_4:
14968     case EL_EM_KEY_1:
14969     case EL_EM_KEY_2:
14970     case EL_EM_KEY_3:
14971     case EL_EM_KEY_4:
14972     case EL_EMC_KEY_5:
14973     case EL_EMC_KEY_6:
14974     case EL_EMC_KEY_7:
14975     case EL_EMC_KEY_8:
14976     case EL_DC_KEY_WHITE:
14977       RaiseScore(level.score[SC_KEY]);
14978       break;
14979     default:
14980       RaiseScore(element_info[element].collect_score);
14981       break;
14982   }
14983 }
14984
14985 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14986 {
14987   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14988   {
14989     // closing door required in case of envelope style request dialogs
14990     if (!skip_request)
14991     {
14992       // prevent short reactivation of overlay buttons while closing door
14993       SetOverlayActive(FALSE);
14994
14995       CloseDoor(DOOR_CLOSE_1);
14996     }
14997
14998     if (network.enabled)
14999       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15000     else
15001     {
15002       if (quick_quit)
15003         FadeSkipNextFadeIn();
15004
15005       SetGameStatus(GAME_MODE_MAIN);
15006
15007       DrawMainMenu();
15008     }
15009   }
15010   else          // continue playing the game
15011   {
15012     if (tape.playing && tape.deactivate_display)
15013       TapeDeactivateDisplayOff(TRUE);
15014
15015     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15016
15017     if (tape.playing && tape.deactivate_display)
15018       TapeDeactivateDisplayOn();
15019   }
15020 }
15021
15022 void RequestQuitGame(boolean ask_if_really_quit)
15023 {
15024   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15025   boolean skip_request = game.all_players_gone || quick_quit;
15026
15027   RequestQuitGameExt(skip_request, quick_quit,
15028                      "Do you really want to quit the game?");
15029 }
15030
15031 void RequestRestartGame(char *message)
15032 {
15033   game.restart_game_message = NULL;
15034
15035   boolean has_started_game = hasStartedNetworkGame();
15036   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15037
15038   if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15039   {
15040     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15041   }
15042   else
15043   {
15044     SetGameStatus(GAME_MODE_MAIN);
15045
15046     DrawMainMenu();
15047   }
15048 }
15049
15050 void CheckGameOver(void)
15051 {
15052   static boolean last_game_over = FALSE;
15053   static int game_over_delay = 0;
15054   int game_over_delay_value = 50;
15055   boolean game_over = checkGameFailed();
15056
15057   // do not handle game over if request dialog is already active
15058   if (game.request_active)
15059     return;
15060
15061   // do not ask to play again if game was never actually played
15062   if (!game.GamePlayed)
15063     return;
15064
15065   if (!game_over)
15066   {
15067     last_game_over = FALSE;
15068     game_over_delay = game_over_delay_value;
15069
15070     return;
15071   }
15072
15073   if (game_over_delay > 0)
15074   {
15075     game_over_delay--;
15076
15077     return;
15078   }
15079
15080   if (last_game_over != game_over)
15081     game.restart_game_message = (hasStartedNetworkGame() ?
15082                                  "Game over! Play it again?" :
15083                                  "Game over!");
15084
15085   last_game_over = game_over;
15086 }
15087
15088 boolean checkGameSolved(void)
15089 {
15090   // set for all game engines if level was solved
15091   return game.LevelSolved_GameEnd;
15092 }
15093
15094 boolean checkGameFailed(void)
15095 {
15096   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15097     return (game_em.game_over && !game_em.level_solved);
15098   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15099     return (game_sp.game_over && !game_sp.level_solved);
15100   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15101     return (game_mm.game_over && !game_mm.level_solved);
15102   else                          // GAME_ENGINE_TYPE_RND
15103     return (game.GameOver && !game.LevelSolved);
15104 }
15105
15106 boolean checkGameEnded(void)
15107 {
15108   return (checkGameSolved() || checkGameFailed());
15109 }
15110
15111
15112 // ----------------------------------------------------------------------------
15113 // random generator functions
15114 // ----------------------------------------------------------------------------
15115
15116 unsigned int InitEngineRandom_RND(int seed)
15117 {
15118   game.num_random_calls = 0;
15119
15120   return InitEngineRandom(seed);
15121 }
15122
15123 unsigned int RND(int max)
15124 {
15125   if (max > 0)
15126   {
15127     game.num_random_calls++;
15128
15129     return GetEngineRandom(max);
15130   }
15131
15132   return 0;
15133 }
15134
15135
15136 // ----------------------------------------------------------------------------
15137 // game engine snapshot handling functions
15138 // ----------------------------------------------------------------------------
15139
15140 struct EngineSnapshotInfo
15141 {
15142   // runtime values for custom element collect score
15143   int collect_score[NUM_CUSTOM_ELEMENTS];
15144
15145   // runtime values for group element choice position
15146   int choice_pos[NUM_GROUP_ELEMENTS];
15147
15148   // runtime values for belt position animations
15149   int belt_graphic[4][NUM_BELT_PARTS];
15150   int belt_anim_mode[4][NUM_BELT_PARTS];
15151 };
15152
15153 static struct EngineSnapshotInfo engine_snapshot_rnd;
15154 static char *snapshot_level_identifier = NULL;
15155 static int snapshot_level_nr = -1;
15156
15157 static void SaveEngineSnapshotValues_RND(void)
15158 {
15159   static int belt_base_active_element[4] =
15160   {
15161     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15162     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15163     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15164     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15165   };
15166   int i, j;
15167
15168   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15169   {
15170     int element = EL_CUSTOM_START + i;
15171
15172     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15173   }
15174
15175   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15176   {
15177     int element = EL_GROUP_START + i;
15178
15179     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15180   }
15181
15182   for (i = 0; i < 4; i++)
15183   {
15184     for (j = 0; j < NUM_BELT_PARTS; j++)
15185     {
15186       int element = belt_base_active_element[i] + j;
15187       int graphic = el2img(element);
15188       int anim_mode = graphic_info[graphic].anim_mode;
15189
15190       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15191       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15192     }
15193   }
15194 }
15195
15196 static void LoadEngineSnapshotValues_RND(void)
15197 {
15198   unsigned int num_random_calls = game.num_random_calls;
15199   int i, j;
15200
15201   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15202   {
15203     int element = EL_CUSTOM_START + i;
15204
15205     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15206   }
15207
15208   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15209   {
15210     int element = EL_GROUP_START + i;
15211
15212     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15213   }
15214
15215   for (i = 0; i < 4; i++)
15216   {
15217     for (j = 0; j < NUM_BELT_PARTS; j++)
15218     {
15219       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15220       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15221
15222       graphic_info[graphic].anim_mode = anim_mode;
15223     }
15224   }
15225
15226   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15227   {
15228     InitRND(tape.random_seed);
15229     for (i = 0; i < num_random_calls; i++)
15230       RND(1);
15231   }
15232
15233   if (game.num_random_calls != num_random_calls)
15234   {
15235     Error(ERR_INFO, "number of random calls out of sync");
15236     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15237     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15238     Error(ERR_EXIT, "this should not happen -- please debug");
15239   }
15240 }
15241
15242 void FreeEngineSnapshotSingle(void)
15243 {
15244   FreeSnapshotSingle();
15245
15246   setString(&snapshot_level_identifier, NULL);
15247   snapshot_level_nr = -1;
15248 }
15249
15250 void FreeEngineSnapshotList(void)
15251 {
15252   FreeSnapshotList();
15253 }
15254
15255 static ListNode *SaveEngineSnapshotBuffers(void)
15256 {
15257   ListNode *buffers = NULL;
15258
15259   // copy some special values to a structure better suited for the snapshot
15260
15261   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15262     SaveEngineSnapshotValues_RND();
15263   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15264     SaveEngineSnapshotValues_EM();
15265   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15266     SaveEngineSnapshotValues_SP(&buffers);
15267   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15268     SaveEngineSnapshotValues_MM(&buffers);
15269
15270   // save values stored in special snapshot structure
15271
15272   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15273     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15274   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15275     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15276   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15277     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15278   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15279     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15280
15281   // save further RND engine values
15282
15283   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15284   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15285   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15286
15287   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15288   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15289   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15290   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15291   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15292
15293   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15294   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15295   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15296
15297   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15298
15299   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15300   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15301
15302   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15303   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15304   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15305   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15306   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15307   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15308   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15309   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15310   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15311   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15312   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15313   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15314   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15315   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15316   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15317   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15318   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15319   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15320
15321   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15322   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15323
15324   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15325   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15326   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15327
15328   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15329   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15330
15331   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15332   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15333   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15334   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15335   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15336
15337   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15338   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15339
15340 #if 0
15341   ListNode *node = engine_snapshot_list_rnd;
15342   int num_bytes = 0;
15343
15344   while (node != NULL)
15345   {
15346     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15347
15348     node = node->next;
15349   }
15350
15351   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15352 #endif
15353
15354   return buffers;
15355 }
15356
15357 void SaveEngineSnapshotSingle(void)
15358 {
15359   ListNode *buffers = SaveEngineSnapshotBuffers();
15360
15361   // finally save all snapshot buffers to single snapshot
15362   SaveSnapshotSingle(buffers);
15363
15364   // save level identification information
15365   setString(&snapshot_level_identifier, leveldir_current->identifier);
15366   snapshot_level_nr = level_nr;
15367 }
15368
15369 boolean CheckSaveEngineSnapshotToList(void)
15370 {
15371   boolean save_snapshot =
15372     ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15373      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15374       game.snapshot.changed_action) ||
15375      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15376       game.snapshot.collected_item));
15377
15378   game.snapshot.changed_action = FALSE;
15379   game.snapshot.collected_item = FALSE;
15380   game.snapshot.save_snapshot = save_snapshot;
15381
15382   return save_snapshot;
15383 }
15384
15385 void SaveEngineSnapshotToList(void)
15386 {
15387   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15388       tape.quick_resume)
15389     return;
15390
15391   ListNode *buffers = SaveEngineSnapshotBuffers();
15392
15393   // finally save all snapshot buffers to snapshot list
15394   SaveSnapshotToList(buffers);
15395 }
15396
15397 void SaveEngineSnapshotToListInitial(void)
15398 {
15399   FreeEngineSnapshotList();
15400
15401   SaveEngineSnapshotToList();
15402 }
15403
15404 static void LoadEngineSnapshotValues(void)
15405 {
15406   // restore special values from snapshot structure
15407
15408   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15409     LoadEngineSnapshotValues_RND();
15410   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15411     LoadEngineSnapshotValues_EM();
15412   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15413     LoadEngineSnapshotValues_SP();
15414   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15415     LoadEngineSnapshotValues_MM();
15416 }
15417
15418 void LoadEngineSnapshotSingle(void)
15419 {
15420   LoadSnapshotSingle();
15421
15422   LoadEngineSnapshotValues();
15423 }
15424
15425 static void LoadEngineSnapshot_Undo(int steps)
15426 {
15427   LoadSnapshotFromList_Older(steps);
15428
15429   LoadEngineSnapshotValues();
15430 }
15431
15432 static void LoadEngineSnapshot_Redo(int steps)
15433 {
15434   LoadSnapshotFromList_Newer(steps);
15435
15436   LoadEngineSnapshotValues();
15437 }
15438
15439 boolean CheckEngineSnapshotSingle(void)
15440 {
15441   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15442           snapshot_level_nr == level_nr);
15443 }
15444
15445 boolean CheckEngineSnapshotList(void)
15446 {
15447   return CheckSnapshotList();
15448 }
15449
15450
15451 // ---------- new game button stuff -------------------------------------------
15452
15453 static struct
15454 {
15455   int graphic;
15456   struct XY *pos;
15457   int gadget_id;
15458   boolean *setup_value;
15459   boolean allowed_on_tape;
15460   char *infotext;
15461 } gamebutton_info[NUM_GAME_BUTTONS] =
15462 {
15463   {
15464     IMG_GFX_GAME_BUTTON_STOP,                   &game.button.stop,
15465     GAME_CTRL_ID_STOP,                          NULL,
15466     TRUE,                                       "stop game"
15467   },
15468   {
15469     IMG_GFX_GAME_BUTTON_PAUSE,                  &game.button.pause,
15470     GAME_CTRL_ID_PAUSE,                         NULL,
15471     TRUE,                                       "pause game"
15472   },
15473   {
15474     IMG_GFX_GAME_BUTTON_PLAY,                   &game.button.play,
15475     GAME_CTRL_ID_PLAY,                          NULL,
15476     TRUE,                                       "play game"
15477   },
15478   {
15479     IMG_GFX_GAME_BUTTON_UNDO,                   &game.button.undo,
15480     GAME_CTRL_ID_UNDO,                          NULL,
15481     TRUE,                                       "undo step"
15482   },
15483   {
15484     IMG_GFX_GAME_BUTTON_REDO,                   &game.button.redo,
15485     GAME_CTRL_ID_REDO,                          NULL,
15486     TRUE,                                       "redo step"
15487   },
15488   {
15489     IMG_GFX_GAME_BUTTON_SAVE,                   &game.button.save,
15490     GAME_CTRL_ID_SAVE,                          NULL,
15491     TRUE,                                       "save game"
15492   },
15493   {
15494     IMG_GFX_GAME_BUTTON_PAUSE2,                 &game.button.pause2,
15495     GAME_CTRL_ID_PAUSE2,                        NULL,
15496     TRUE,                                       "pause game"
15497   },
15498   {
15499     IMG_GFX_GAME_BUTTON_LOAD,                   &game.button.load,
15500     GAME_CTRL_ID_LOAD,                          NULL,
15501     TRUE,                                       "load game"
15502   },
15503   {
15504     IMG_GFX_GAME_BUTTON_PANEL_STOP,             &game.button.panel_stop,
15505     GAME_CTRL_ID_PANEL_STOP,                    NULL,
15506     FALSE,                                      "stop game"
15507   },
15508   {
15509     IMG_GFX_GAME_BUTTON_PANEL_PAUSE,            &game.button.panel_pause,
15510     GAME_CTRL_ID_PANEL_PAUSE,                   NULL,
15511     FALSE,                                      "pause game"
15512   },
15513   {
15514     IMG_GFX_GAME_BUTTON_PANEL_PLAY,             &game.button.panel_play,
15515     GAME_CTRL_ID_PANEL_PLAY,                    NULL,
15516     FALSE,                                      "play game"
15517   },
15518   {
15519     IMG_GFX_GAME_BUTTON_SOUND_MUSIC,            &game.button.sound_music,
15520     SOUND_CTRL_ID_MUSIC,                        &setup.sound_music,
15521     TRUE,                                       "background music on/off"
15522   },
15523   {
15524     IMG_GFX_GAME_BUTTON_SOUND_LOOPS,            &game.button.sound_loops,
15525     SOUND_CTRL_ID_LOOPS,                        &setup.sound_loops,
15526     TRUE,                                       "sound loops on/off"
15527   },
15528   {
15529     IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,           &game.button.sound_simple,
15530     SOUND_CTRL_ID_SIMPLE,                       &setup.sound_simple,
15531     TRUE,                                       "normal sounds on/off"
15532   },
15533   {
15534     IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,      &game.button.panel_sound_music,
15535     SOUND_CTRL_ID_PANEL_MUSIC,                  &setup.sound_music,
15536     FALSE,                                      "background music on/off"
15537   },
15538   {
15539     IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,      &game.button.panel_sound_loops,
15540     SOUND_CTRL_ID_PANEL_LOOPS,                  &setup.sound_loops,
15541     FALSE,                                      "sound loops on/off"
15542   },
15543   {
15544     IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,     &game.button.panel_sound_simple,
15545     SOUND_CTRL_ID_PANEL_SIMPLE,                 &setup.sound_simple,
15546     FALSE,                                      "normal sounds on/off"
15547   }
15548 };
15549
15550 void CreateGameButtons(void)
15551 {
15552   int i;
15553
15554   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15555   {
15556     int graphic = gamebutton_info[i].graphic;
15557     struct GraphicInfo *gfx = &graphic_info[graphic];
15558     struct XY *pos = gamebutton_info[i].pos;
15559     struct GadgetInfo *gi;
15560     int button_type;
15561     boolean checked;
15562     unsigned int event_mask;
15563     boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15564     boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15565     int base_x = (on_tape ? VX : DX);
15566     int base_y = (on_tape ? VY : DY);
15567     int gd_x   = gfx->src_x;
15568     int gd_y   = gfx->src_y;
15569     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
15570     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
15571     int gd_xa  = gfx->src_x + gfx->active_xoffset;
15572     int gd_ya  = gfx->src_y + gfx->active_yoffset;
15573     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15574     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15575     int id = i;
15576
15577     if (gfx->bitmap == NULL)
15578     {
15579       game_gadget[id] = NULL;
15580
15581       continue;
15582     }
15583
15584     if (id == GAME_CTRL_ID_STOP ||
15585         id == GAME_CTRL_ID_PANEL_STOP ||
15586         id == GAME_CTRL_ID_PLAY ||
15587         id == GAME_CTRL_ID_PANEL_PLAY ||
15588         id == GAME_CTRL_ID_SAVE ||
15589         id == GAME_CTRL_ID_LOAD)
15590     {
15591       button_type = GD_TYPE_NORMAL_BUTTON;
15592       checked = FALSE;
15593       event_mask = GD_EVENT_RELEASED;
15594     }
15595     else if (id == GAME_CTRL_ID_UNDO ||
15596              id == GAME_CTRL_ID_REDO)
15597     {
15598       button_type = GD_TYPE_NORMAL_BUTTON;
15599       checked = FALSE;
15600       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15601     }
15602     else
15603     {
15604       button_type = GD_TYPE_CHECK_BUTTON;
15605       checked = (gamebutton_info[i].setup_value != NULL ?
15606                  *gamebutton_info[i].setup_value : FALSE);
15607       event_mask = GD_EVENT_PRESSED;
15608     }
15609
15610     gi = CreateGadget(GDI_CUSTOM_ID, id,
15611                       GDI_IMAGE_ID, graphic,
15612                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
15613                       GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15614                       GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15615                       GDI_WIDTH, gfx->width,
15616                       GDI_HEIGHT, gfx->height,
15617                       GDI_TYPE, button_type,
15618                       GDI_STATE, GD_BUTTON_UNPRESSED,
15619                       GDI_CHECKED, checked,
15620                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15621                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15622                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15623                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15624                       GDI_DIRECT_DRAW, FALSE,
15625                       GDI_EVENT_MASK, event_mask,
15626                       GDI_CALLBACK_ACTION, HandleGameButtons,
15627                       GDI_END);
15628
15629     if (gi == NULL)
15630       Error(ERR_EXIT, "cannot create gadget");
15631
15632     game_gadget[id] = gi;
15633   }
15634 }
15635
15636 void FreeGameButtons(void)
15637 {
15638   int i;
15639
15640   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15641     FreeGadget(game_gadget[i]);
15642 }
15643
15644 static void UnmapGameButtonsAtSamePosition(int id)
15645 {
15646   int i;
15647
15648   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15649     if (i != id &&
15650         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15651         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15652       UnmapGadget(game_gadget[i]);
15653 }
15654
15655 static void UnmapGameButtonsAtSamePosition_All(void)
15656 {
15657   if (setup.show_snapshot_buttons)
15658   {
15659     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15660     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15661     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15662   }
15663   else
15664   {
15665     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15666     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15667     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15668
15669     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15670     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15671     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15672   }
15673 }
15674
15675 static void MapGameButtonsAtSamePosition(int id)
15676 {
15677   int i;
15678
15679   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15680     if (i != id &&
15681         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15682         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15683       MapGadget(game_gadget[i]);
15684
15685   UnmapGameButtonsAtSamePosition_All();
15686 }
15687
15688 void MapUndoRedoButtons(void)
15689 {
15690   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15691   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15692
15693   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15694   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15695
15696   ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15697 }
15698
15699 void UnmapUndoRedoButtons(void)
15700 {
15701   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15702   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15703
15704   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15705   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15706
15707   ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15708 }
15709
15710 static void MapGameButtonsExt(boolean on_tape)
15711 {
15712   int i;
15713
15714   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15715     if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15716         i != GAME_CTRL_ID_UNDO &&
15717         i != GAME_CTRL_ID_REDO)
15718       MapGadget(game_gadget[i]);
15719
15720   UnmapGameButtonsAtSamePosition_All();
15721
15722   RedrawGameButtons();
15723 }
15724
15725 static void UnmapGameButtonsExt(boolean on_tape)
15726 {
15727   int i;
15728
15729   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15730     if (!on_tape || gamebutton_info[i].allowed_on_tape)
15731       UnmapGadget(game_gadget[i]);
15732 }
15733
15734 static void RedrawGameButtonsExt(boolean on_tape)
15735 {
15736   int i;
15737
15738   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15739     if (!on_tape || gamebutton_info[i].allowed_on_tape)
15740       RedrawGadget(game_gadget[i]);
15741
15742   // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15743   redraw_mask &= ~REDRAW_ALL;
15744 }
15745
15746 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15747 {
15748   if (gi == NULL)
15749     return;
15750
15751   gi->checked = state;
15752 }
15753
15754 static void RedrawSoundButtonGadget(int id)
15755 {
15756   int id2 = (id == SOUND_CTRL_ID_MUSIC        ? SOUND_CTRL_ID_PANEL_MUSIC :
15757              id == SOUND_CTRL_ID_LOOPS        ? SOUND_CTRL_ID_PANEL_LOOPS :
15758              id == SOUND_CTRL_ID_SIMPLE       ? SOUND_CTRL_ID_PANEL_SIMPLE :
15759              id == SOUND_CTRL_ID_PANEL_MUSIC  ? SOUND_CTRL_ID_MUSIC :
15760              id == SOUND_CTRL_ID_PANEL_LOOPS  ? SOUND_CTRL_ID_LOOPS :
15761              id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15762              id);
15763
15764   SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15765   RedrawGadget(game_gadget[id2]);
15766 }
15767
15768 void MapGameButtons(void)
15769 {
15770   MapGameButtonsExt(FALSE);
15771 }
15772
15773 void UnmapGameButtons(void)
15774 {
15775   UnmapGameButtonsExt(FALSE);
15776 }
15777
15778 void RedrawGameButtons(void)
15779 {
15780   RedrawGameButtonsExt(FALSE);
15781 }
15782
15783 void MapGameButtonsOnTape(void)
15784 {
15785   MapGameButtonsExt(TRUE);
15786 }
15787
15788 void UnmapGameButtonsOnTape(void)
15789 {
15790   UnmapGameButtonsExt(TRUE);
15791 }
15792
15793 void RedrawGameButtonsOnTape(void)
15794 {
15795   RedrawGameButtonsExt(TRUE);
15796 }
15797
15798 static void GameUndoRedoExt(void)
15799 {
15800   ClearPlayerAction();
15801
15802   tape.pausing = TRUE;
15803
15804   RedrawPlayfield();
15805   UpdateAndDisplayGameControlValues();
15806
15807   DrawCompleteVideoDisplay();
15808   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15809   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15810   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15811
15812   BackToFront();
15813 }
15814
15815 static void GameUndo(int steps)
15816 {
15817   if (!CheckEngineSnapshotList())
15818     return;
15819
15820   LoadEngineSnapshot_Undo(steps);
15821
15822   GameUndoRedoExt();
15823 }
15824
15825 static void GameRedo(int steps)
15826 {
15827   if (!CheckEngineSnapshotList())
15828     return;
15829
15830   LoadEngineSnapshot_Redo(steps);
15831
15832   GameUndoRedoExt();
15833 }
15834
15835 static void HandleGameButtonsExt(int id, int button)
15836 {
15837   static boolean game_undo_executed = FALSE;
15838   int steps = BUTTON_STEPSIZE(button);
15839   boolean handle_game_buttons =
15840     (game_status == GAME_MODE_PLAYING ||
15841      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15842
15843   if (!handle_game_buttons)
15844     return;
15845
15846   switch (id)
15847   {
15848     case GAME_CTRL_ID_STOP:
15849     case GAME_CTRL_ID_PANEL_STOP:
15850       if (game_status == GAME_MODE_MAIN)
15851         break;
15852
15853       if (tape.playing)
15854         TapeStop();
15855       else
15856         RequestQuitGame(TRUE);
15857
15858       break;
15859
15860     case GAME_CTRL_ID_PAUSE:
15861     case GAME_CTRL_ID_PAUSE2:
15862     case GAME_CTRL_ID_PANEL_PAUSE:
15863       if (network.enabled && game_status == GAME_MODE_PLAYING)
15864       {
15865         if (tape.pausing)
15866           SendToServer_ContinuePlaying();
15867         else
15868           SendToServer_PausePlaying();
15869       }
15870       else
15871         TapeTogglePause(TAPE_TOGGLE_MANUAL);
15872
15873       game_undo_executed = FALSE;
15874
15875       break;
15876
15877     case GAME_CTRL_ID_PLAY:
15878     case GAME_CTRL_ID_PANEL_PLAY:
15879       if (game_status == GAME_MODE_MAIN)
15880       {
15881         StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15882       }
15883       else if (tape.pausing)
15884       {
15885         if (network.enabled)
15886           SendToServer_ContinuePlaying();
15887         else
15888           TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15889       }
15890       break;
15891
15892     case GAME_CTRL_ID_UNDO:
15893       // Important: When using "save snapshot when collecting an item" mode,
15894       // load last (current) snapshot for first "undo" after pressing "pause"
15895       // (else the last-but-one snapshot would be loaded, because the snapshot
15896       // pointer already points to the last snapshot when pressing "pause",
15897       // which is fine for "every step/move" mode, but not for "every collect")
15898       if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15899           !game_undo_executed)
15900         steps--;
15901
15902       game_undo_executed = TRUE;
15903
15904       GameUndo(steps);
15905       break;
15906
15907     case GAME_CTRL_ID_REDO:
15908       GameRedo(steps);
15909       break;
15910
15911     case GAME_CTRL_ID_SAVE:
15912       TapeQuickSave();
15913       break;
15914
15915     case GAME_CTRL_ID_LOAD:
15916       TapeQuickLoad();
15917       break;
15918
15919     case SOUND_CTRL_ID_MUSIC:
15920     case SOUND_CTRL_ID_PANEL_MUSIC:
15921       if (setup.sound_music)
15922       { 
15923         setup.sound_music = FALSE;
15924
15925         FadeMusic();
15926       }
15927       else if (audio.music_available)
15928       { 
15929         setup.sound = setup.sound_music = TRUE;
15930
15931         SetAudioMode(setup.sound);
15932
15933         if (game_status == GAME_MODE_PLAYING)
15934           PlayLevelMusic();
15935       }
15936
15937       RedrawSoundButtonGadget(id);
15938
15939       break;
15940
15941     case SOUND_CTRL_ID_LOOPS:
15942     case SOUND_CTRL_ID_PANEL_LOOPS:
15943       if (setup.sound_loops)
15944         setup.sound_loops = FALSE;
15945       else if (audio.loops_available)
15946       {
15947         setup.sound = setup.sound_loops = TRUE;
15948
15949         SetAudioMode(setup.sound);
15950       }
15951
15952       RedrawSoundButtonGadget(id);
15953
15954       break;
15955
15956     case SOUND_CTRL_ID_SIMPLE:
15957     case SOUND_CTRL_ID_PANEL_SIMPLE:
15958       if (setup.sound_simple)
15959         setup.sound_simple = FALSE;
15960       else if (audio.sound_available)
15961       {
15962         setup.sound = setup.sound_simple = TRUE;
15963
15964         SetAudioMode(setup.sound);
15965       }
15966
15967       RedrawSoundButtonGadget(id);
15968
15969       break;
15970
15971     default:
15972       break;
15973   }
15974 }
15975
15976 static void HandleGameButtons(struct GadgetInfo *gi)
15977 {
15978   HandleGameButtonsExt(gi->custom_id, gi->event.button);
15979 }
15980
15981 void HandleSoundButtonKeys(Key key)
15982 {
15983   if (key == setup.shortcut.sound_simple)
15984     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15985   else if (key == setup.shortcut.sound_loops)
15986     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15987   else if (key == setup.shortcut.sound_music)
15988     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
15989 }