moved flag for "game over" from player to game structure
[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                local_player->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                 local_player->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 (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3362     fade_mask = REDRAW_ALL;
3363
3364   FadeLevelSoundsAndMusic();
3365
3366   ExpireSoundLoops(TRUE);
3367
3368   FadeOut(fade_mask);
3369
3370   // needed if different viewport properties defined for playing
3371   ChangeViewportPropertiesIfNeeded();
3372
3373   ClearField();
3374
3375   DrawCompleteVideoDisplay();
3376
3377   OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3378
3379   InitGameEngine();
3380   InitGameControlValues();
3381
3382   // don't play tapes over network
3383   network_playing = (network.enabled && !tape.playing);
3384
3385   for (i = 0; i < MAX_PLAYERS; i++)
3386   {
3387     struct PlayerInfo *player = &stored_player[i];
3388
3389     player->index_nr = i;
3390     player->index_bit = (1 << i);
3391     player->element_nr = EL_PLAYER_1 + i;
3392
3393     player->present = FALSE;
3394     player->active = FALSE;
3395     player->mapped = FALSE;
3396
3397     player->killed = FALSE;
3398     player->reanimated = FALSE;
3399     player->buried = FALSE;
3400
3401     player->action = 0;
3402     player->effective_action = 0;
3403     player->programmed_action = 0;
3404
3405     player->mouse_action.lx = 0;
3406     player->mouse_action.ly = 0;
3407     player->mouse_action.button = 0;
3408     player->mouse_action.button_hint = 0;
3409
3410     player->effective_mouse_action.lx = 0;
3411     player->effective_mouse_action.ly = 0;
3412     player->effective_mouse_action.button = 0;
3413     player->effective_mouse_action.button_hint = 0;
3414
3415     player->score = 0;
3416     player->score_final = 0;
3417
3418     player->health = MAX_HEALTH;
3419     player->health_final = MAX_HEALTH;
3420
3421     for (j = 0; j < MAX_NUM_KEYS; j++)
3422       player->key[j] = FALSE;
3423
3424     player->num_white_keys = 0;
3425
3426     player->dynabomb_count = 0;
3427     player->dynabomb_size = 1;
3428     player->dynabombs_left = 0;
3429     player->dynabomb_xl = FALSE;
3430
3431     player->MovDir = initial_move_dir;
3432     player->MovPos = 0;
3433     player->GfxPos = 0;
3434     player->GfxDir = initial_move_dir;
3435     player->GfxAction = ACTION_DEFAULT;
3436     player->Frame = 0;
3437     player->StepFrame = 0;
3438
3439     player->initial_element = player->element_nr;
3440     player->artwork_element =
3441       (level.use_artwork_element[i] ? level.artwork_element[i] :
3442        player->element_nr);
3443     player->use_murphy = FALSE;
3444
3445     player->block_last_field = FALSE;   // initialized in InitPlayerField()
3446     player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3447
3448     player->gravity = level.initial_player_gravity[i];
3449
3450     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3451
3452     player->actual_frame_counter = 0;
3453
3454     player->step_counter = 0;
3455
3456     player->last_move_dir = initial_move_dir;
3457
3458     player->is_active = FALSE;
3459
3460     player->is_waiting = FALSE;
3461     player->is_moving = FALSE;
3462     player->is_auto_moving = FALSE;
3463     player->is_digging = FALSE;
3464     player->is_snapping = FALSE;
3465     player->is_collecting = FALSE;
3466     player->is_pushing = FALSE;
3467     player->is_switching = FALSE;
3468     player->is_dropping = FALSE;
3469     player->is_dropping_pressed = FALSE;
3470
3471     player->is_bored = FALSE;
3472     player->is_sleeping = FALSE;
3473
3474     player->was_waiting = TRUE;
3475     player->was_moving = FALSE;
3476     player->was_snapping = FALSE;
3477     player->was_dropping = FALSE;
3478
3479     player->force_dropping = FALSE;
3480
3481     player->frame_counter_bored = -1;
3482     player->frame_counter_sleeping = -1;
3483
3484     player->anim_delay_counter = 0;
3485     player->post_delay_counter = 0;
3486
3487     player->dir_waiting = initial_move_dir;
3488     player->action_waiting = ACTION_DEFAULT;
3489     player->last_action_waiting = ACTION_DEFAULT;
3490     player->special_action_bored = ACTION_DEFAULT;
3491     player->special_action_sleeping = ACTION_DEFAULT;
3492
3493     player->switch_x = -1;
3494     player->switch_y = -1;
3495
3496     player->drop_x = -1;
3497     player->drop_y = -1;
3498
3499     player->show_envelope = 0;
3500
3501     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3502
3503     player->push_delay       = -1;      // initialized when pushing starts
3504     player->push_delay_value = game.initial_push_delay_value;
3505
3506     player->drop_delay = 0;
3507     player->drop_pressed_delay = 0;
3508
3509     player->last_jx = -1;
3510     player->last_jy = -1;
3511     player->jx = -1;
3512     player->jy = -1;
3513
3514     player->shield_normal_time_left = 0;
3515     player->shield_deadly_time_left = 0;
3516
3517     player->inventory_infinite_element = EL_UNDEFINED;
3518     player->inventory_size = 0;
3519
3520     if (level.use_initial_inventory[i])
3521     {
3522       for (j = 0; j < level.initial_inventory_size[i]; j++)
3523       {
3524         int element = level.initial_inventory_content[i][j];
3525         int collect_count = element_info[element].collect_count_initial;
3526         int k;
3527
3528         if (!IS_CUSTOM_ELEMENT(element))
3529           collect_count = 1;
3530
3531         if (collect_count == 0)
3532           player->inventory_infinite_element = element;
3533         else
3534           for (k = 0; k < collect_count; k++)
3535             if (player->inventory_size < MAX_INVENTORY_SIZE)
3536               player->inventory_element[player->inventory_size++] = element;
3537       }
3538     }
3539
3540     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3541     SnapField(player, 0, 0);
3542
3543     map_player_action[i] = i;
3544   }
3545
3546   network_player_action_received = FALSE;
3547
3548   // initial null action
3549   if (network_playing)
3550     SendToServer_MovePlayer(MV_NONE);
3551
3552   ZX = ZY = -1;
3553   ExitX = ExitY = -1;
3554
3555   FrameCounter = 0;
3556   TimeFrames = 0;
3557   TimePlayed = 0;
3558   TimeLeft = level.time;
3559   TapeTime = 0;
3560
3561   ScreenMovDir = MV_NONE;
3562   ScreenMovPos = 0;
3563   ScreenGfxPos = 0;
3564
3565   ScrollStepSize = 0;   // will be correctly initialized by ScrollScreen()
3566
3567   AllPlayersGone = FALSE;
3568
3569   game.LevelSolved = FALSE;
3570   game.GameOver = FALSE;
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.gems_still_needed = level.gems_needed;
3595   game.sokoban_fields_still_needed = 0;
3596   game.sokoban_objects_still_needed = 0;
3597   game.lights_still_needed = 0;
3598   game.players_still_needed = 0;
3599   game.friends_still_needed = 0;
3600
3601   game.lenses_time_left = 0;
3602   game.magnify_time_left = 0;
3603
3604   game.ball_state = level.ball_state_initial;
3605   game.ball_content_nr = 0;
3606
3607   game.explosions_delayed = TRUE;
3608
3609   game.envelope_active = FALSE;
3610
3611   for (i = 0; i < NUM_BELTS; i++)
3612   {
3613     game.belt_dir[i] = MV_NONE;
3614     game.belt_dir_nr[i] = 3;            // not moving, next moving left
3615   }
3616
3617   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3618     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3619
3620 #if DEBUG_INIT_PLAYER
3621   DebugPrintPlayerStatus("Player status at level initialization");
3622 #endif
3623
3624   SCAN_PLAYFIELD(x, y)
3625   {
3626     Feld[x][y] = Last[x][y] = level.field[x][y];
3627     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3628     ChangeDelay[x][y] = 0;
3629     ChangePage[x][y] = -1;
3630     CustomValue[x][y] = 0;              // initialized in InitField()
3631     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3632     AmoebaNr[x][y] = 0;
3633     WasJustMoving[x][y] = 0;
3634     WasJustFalling[x][y] = 0;
3635     CheckCollision[x][y] = 0;
3636     CheckImpact[x][y] = 0;
3637     Stop[x][y] = FALSE;
3638     Pushed[x][y] = FALSE;
3639
3640     ChangeCount[x][y] = 0;
3641     ChangeEvent[x][y] = -1;
3642
3643     ExplodePhase[x][y] = 0;
3644     ExplodeDelay[x][y] = 0;
3645     ExplodeField[x][y] = EX_TYPE_NONE;
3646
3647     RunnerVisit[x][y] = 0;
3648     PlayerVisit[x][y] = 0;
3649
3650     GfxFrame[x][y] = 0;
3651     GfxRandom[x][y] = INIT_GFX_RANDOM();
3652     GfxElement[x][y] = EL_UNDEFINED;
3653     GfxAction[x][y] = ACTION_DEFAULT;
3654     GfxDir[x][y] = MV_NONE;
3655     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3656   }
3657
3658   SCAN_PLAYFIELD(x, y)
3659   {
3660     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3661       emulate_bd = FALSE;
3662     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3663       emulate_sb = FALSE;
3664     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3665       emulate_sp = FALSE;
3666
3667     InitField(x, y, TRUE);
3668
3669     ResetGfxAnimation(x, y);
3670   }
3671
3672   InitBeltMovement();
3673
3674   for (i = 0; i < MAX_PLAYERS; i++)
3675   {
3676     struct PlayerInfo *player = &stored_player[i];
3677
3678     // set number of special actions for bored and sleeping animation
3679     player->num_special_action_bored =
3680       get_num_special_action(player->artwork_element,
3681                              ACTION_BORING_1, ACTION_BORING_LAST);
3682     player->num_special_action_sleeping =
3683       get_num_special_action(player->artwork_element,
3684                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3685   }
3686
3687   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3688                     emulate_sb ? EMU_SOKOBAN :
3689                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3690
3691   // initialize type of slippery elements
3692   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3693   {
3694     if (!IS_CUSTOM_ELEMENT(i))
3695     {
3696       // default: elements slip down either to the left or right randomly
3697       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3698
3699       // SP style elements prefer to slip down on the left side
3700       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3701         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3702
3703       // BD style elements prefer to slip down on the left side
3704       if (game.emulation == EMU_BOULDERDASH)
3705         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3706     }
3707   }
3708
3709   // initialize explosion and ignition delay
3710   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3711   {
3712     if (!IS_CUSTOM_ELEMENT(i))
3713     {
3714       int num_phase = 8;
3715       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3716                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3717                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3718       int last_phase = (num_phase + 1) * delay;
3719       int half_phase = (num_phase / 2) * delay;
3720
3721       element_info[i].explosion_delay = last_phase - 1;
3722       element_info[i].ignition_delay = half_phase;
3723
3724       if (i == EL_BLACK_ORB)
3725         element_info[i].ignition_delay = 1;
3726     }
3727   }
3728
3729   // correct non-moving belts to start moving left
3730   for (i = 0; i < NUM_BELTS; i++)
3731     if (game.belt_dir[i] == MV_NONE)
3732       game.belt_dir_nr[i] = 3;          // not moving, next moving left
3733
3734 #if USE_NEW_PLAYER_ASSIGNMENTS
3735   for (i = 0; i < MAX_PLAYERS; i++)
3736   {
3737     stored_player[i].connected = FALSE;
3738
3739     // in network game mode, the local player might not be the first player
3740     if (stored_player[i].connected_locally)
3741       local_player = &stored_player[i];
3742   }
3743
3744   if (!network.enabled)
3745     local_player->connected = TRUE;
3746
3747   if (tape.playing)
3748   {
3749     for (i = 0; i < MAX_PLAYERS; i++)
3750       stored_player[i].connected = tape.player_participates[i];
3751   }
3752   else if (network.enabled)
3753   {
3754     // add team mode players connected over the network (needed for correct
3755     // assignment of player figures from level to locally playing players)
3756
3757     for (i = 0; i < MAX_PLAYERS; i++)
3758       if (stored_player[i].connected_network)
3759         stored_player[i].connected = TRUE;
3760   }
3761   else if (game.team_mode)
3762   {
3763     // try to guess locally connected team mode players (needed for correct
3764     // assignment of player figures from level to locally playing players)
3765
3766     for (i = 0; i < MAX_PLAYERS; i++)
3767       if (setup.input[i].use_joystick ||
3768           setup.input[i].key.left != KSYM_UNDEFINED)
3769         stored_player[i].connected = TRUE;
3770   }
3771
3772 #if DEBUG_INIT_PLAYER
3773   DebugPrintPlayerStatus("Player status after level initialization");
3774 #endif
3775
3776 #if DEBUG_INIT_PLAYER
3777   if (options.debug)
3778     printf("Reassigning players ...\n");
3779 #endif
3780
3781   // check if any connected player was not found in playfield
3782   for (i = 0; i < MAX_PLAYERS; i++)
3783   {
3784     struct PlayerInfo *player = &stored_player[i];
3785
3786     if (player->connected && !player->present)
3787     {
3788       struct PlayerInfo *field_player = NULL;
3789
3790 #if DEBUG_INIT_PLAYER
3791       if (options.debug)
3792         printf("- looking for field player for player %d ...\n", i + 1);
3793 #endif
3794
3795       // assign first free player found that is present in the playfield
3796
3797       // first try: look for unmapped playfield player that is not connected
3798       for (j = 0; j < MAX_PLAYERS; j++)
3799         if (field_player == NULL &&
3800             stored_player[j].present &&
3801             !stored_player[j].mapped &&
3802             !stored_player[j].connected)
3803           field_player = &stored_player[j];
3804
3805       // second try: look for *any* unmapped playfield player
3806       for (j = 0; j < MAX_PLAYERS; j++)
3807         if (field_player == NULL &&
3808             stored_player[j].present &&
3809             !stored_player[j].mapped)
3810           field_player = &stored_player[j];
3811
3812       if (field_player != NULL)
3813       {
3814         int jx = field_player->jx, jy = field_player->jy;
3815
3816 #if DEBUG_INIT_PLAYER
3817         if (options.debug)
3818           printf("- found player %d\n", field_player->index_nr + 1);
3819 #endif
3820
3821         player->present = FALSE;
3822         player->active = FALSE;
3823
3824         field_player->present = TRUE;
3825         field_player->active = TRUE;
3826
3827         /*
3828         player->initial_element = field_player->initial_element;
3829         player->artwork_element = field_player->artwork_element;
3830
3831         player->block_last_field       = field_player->block_last_field;
3832         player->block_delay_adjustment = field_player->block_delay_adjustment;
3833         */
3834
3835         StorePlayer[jx][jy] = field_player->element_nr;
3836
3837         field_player->jx = field_player->last_jx = jx;
3838         field_player->jy = field_player->last_jy = jy;
3839
3840         if (local_player == player)
3841           local_player = field_player;
3842
3843         map_player_action[field_player->index_nr] = i;
3844
3845         field_player->mapped = TRUE;
3846
3847 #if DEBUG_INIT_PLAYER
3848         if (options.debug)
3849           printf("- map_player_action[%d] == %d\n",
3850                  field_player->index_nr + 1, i + 1);
3851 #endif
3852       }
3853     }
3854
3855     if (player->connected && player->present)
3856       player->mapped = TRUE;
3857   }
3858
3859 #if DEBUG_INIT_PLAYER
3860   DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3861 #endif
3862
3863 #else
3864
3865   // check if any connected player was not found in playfield
3866   for (i = 0; i < MAX_PLAYERS; i++)
3867   {
3868     struct PlayerInfo *player = &stored_player[i];
3869
3870     if (player->connected && !player->present)
3871     {
3872       for (j = 0; j < MAX_PLAYERS; j++)
3873       {
3874         struct PlayerInfo *field_player = &stored_player[j];
3875         int jx = field_player->jx, jy = field_player->jy;
3876
3877         // assign first free player found that is present in the playfield
3878         if (field_player->present && !field_player->connected)
3879         {
3880           player->present = TRUE;
3881           player->active = TRUE;
3882
3883           field_player->present = FALSE;
3884           field_player->active = FALSE;
3885
3886           player->initial_element = field_player->initial_element;
3887           player->artwork_element = field_player->artwork_element;
3888
3889           player->block_last_field       = field_player->block_last_field;
3890           player->block_delay_adjustment = field_player->block_delay_adjustment;
3891
3892           StorePlayer[jx][jy] = player->element_nr;
3893
3894           player->jx = player->last_jx = jx;
3895           player->jy = player->last_jy = jy;
3896
3897           break;
3898         }
3899       }
3900     }
3901   }
3902 #endif
3903
3904 #if 0
3905   printf("::: local_player->present == %d\n", local_player->present);
3906 #endif
3907
3908   // set focus to local player for network games, else to all players
3909   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3910   game.centered_player_nr_next = game.centered_player_nr;
3911   game.set_centered_player = FALSE;
3912
3913   if (network_playing && tape.recording)
3914   {
3915     // store client dependent player focus when recording network games
3916     tape.centered_player_nr_next = game.centered_player_nr_next;
3917     tape.set_centered_player = TRUE;
3918   }
3919
3920   if (tape.playing)
3921   {
3922     // when playing a tape, eliminate all players who do not participate
3923
3924 #if USE_NEW_PLAYER_ASSIGNMENTS
3925
3926     if (!game.team_mode)
3927     {
3928       for (i = 0; i < MAX_PLAYERS; i++)
3929       {
3930         if (stored_player[i].active &&
3931             !tape.player_participates[map_player_action[i]])
3932         {
3933           struct PlayerInfo *player = &stored_player[i];
3934           int jx = player->jx, jy = player->jy;
3935
3936 #if DEBUG_INIT_PLAYER
3937           if (options.debug)
3938             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3939 #endif
3940
3941           player->active = FALSE;
3942           StorePlayer[jx][jy] = 0;
3943           Feld[jx][jy] = EL_EMPTY;
3944         }
3945       }
3946     }
3947
3948 #else
3949
3950     for (i = 0; i < MAX_PLAYERS; i++)
3951     {
3952       if (stored_player[i].active &&
3953           !tape.player_participates[i])
3954       {
3955         struct PlayerInfo *player = &stored_player[i];
3956         int jx = player->jx, jy = player->jy;
3957
3958         player->active = FALSE;
3959         StorePlayer[jx][jy] = 0;
3960         Feld[jx][jy] = EL_EMPTY;
3961       }
3962     }
3963 #endif
3964   }
3965   else if (!network.enabled && !game.team_mode)         // && !tape.playing
3966   {
3967     // when in single player mode, eliminate all but the local player
3968
3969     for (i = 0; i < MAX_PLAYERS; i++)
3970     {
3971       struct PlayerInfo *player = &stored_player[i];
3972
3973       if (player->active && player != local_player)
3974       {
3975         int jx = player->jx, jy = player->jy;
3976
3977         player->active = FALSE;
3978         player->present = FALSE;
3979
3980         StorePlayer[jx][jy] = 0;
3981         Feld[jx][jy] = EL_EMPTY;
3982       }
3983     }
3984   }
3985
3986   for (i = 0; i < MAX_PLAYERS; i++)
3987     if (stored_player[i].active)
3988       game.players_still_needed++;
3989
3990   if (level.solved_by_one_player)
3991     game.players_still_needed = 1;
3992
3993   // when recording the game, store which players take part in the game
3994   if (tape.recording)
3995   {
3996 #if USE_NEW_PLAYER_ASSIGNMENTS
3997     for (i = 0; i < MAX_PLAYERS; i++)
3998       if (stored_player[i].connected)
3999         tape.player_participates[i] = TRUE;
4000 #else
4001     for (i = 0; i < MAX_PLAYERS; i++)
4002       if (stored_player[i].active)
4003         tape.player_participates[i] = TRUE;
4004 #endif
4005   }
4006
4007 #if DEBUG_INIT_PLAYER
4008   DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4009 #endif
4010
4011   if (BorderElement == EL_EMPTY)
4012   {
4013     SBX_Left = 0;
4014     SBX_Right = lev_fieldx - SCR_FIELDX;
4015     SBY_Upper = 0;
4016     SBY_Lower = lev_fieldy - SCR_FIELDY;
4017   }
4018   else
4019   {
4020     SBX_Left = -1;
4021     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4022     SBY_Upper = -1;
4023     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4024   }
4025
4026   if (full_lev_fieldx <= SCR_FIELDX)
4027     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4028   if (full_lev_fieldy <= SCR_FIELDY)
4029     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4030
4031   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4032     SBX_Left--;
4033   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4034     SBY_Upper--;
4035
4036   // if local player not found, look for custom element that might create
4037   // the player (make some assumptions about the right custom element)
4038   if (!local_player->present)
4039   {
4040     int start_x = 0, start_y = 0;
4041     int found_rating = 0;
4042     int found_element = EL_UNDEFINED;
4043     int player_nr = local_player->index_nr;
4044
4045     SCAN_PLAYFIELD(x, y)
4046     {
4047       int element = Feld[x][y];
4048       int content;
4049       int xx, yy;
4050       boolean is_player;
4051
4052       if (level.use_start_element[player_nr] &&
4053           level.start_element[player_nr] == element &&
4054           found_rating < 4)
4055       {
4056         start_x = x;
4057         start_y = y;
4058
4059         found_rating = 4;
4060         found_element = element;
4061       }
4062
4063       if (!IS_CUSTOM_ELEMENT(element))
4064         continue;
4065
4066       if (CAN_CHANGE(element))
4067       {
4068         for (i = 0; i < element_info[element].num_change_pages; i++)
4069         {
4070           // check for player created from custom element as single target
4071           content = element_info[element].change_page[i].target_element;
4072           is_player = ELEM_IS_PLAYER(content);
4073
4074           if (is_player && (found_rating < 3 ||
4075                             (found_rating == 3 && element < found_element)))
4076           {
4077             start_x = x;
4078             start_y = y;
4079
4080             found_rating = 3;
4081             found_element = element;
4082           }
4083         }
4084       }
4085
4086       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4087       {
4088         // check for player created from custom element as explosion content
4089         content = element_info[element].content.e[xx][yy];
4090         is_player = ELEM_IS_PLAYER(content);
4091
4092         if (is_player && (found_rating < 2 ||
4093                           (found_rating == 2 && element < found_element)))
4094         {
4095           start_x = x + xx - 1;
4096           start_y = y + yy - 1;
4097
4098           found_rating = 2;
4099           found_element = element;
4100         }
4101
4102         if (!CAN_CHANGE(element))
4103           continue;
4104
4105         for (i = 0; i < element_info[element].num_change_pages; i++)
4106         {
4107           // check for player created from custom element as extended target
4108           content =
4109             element_info[element].change_page[i].target_content.e[xx][yy];
4110
4111           is_player = ELEM_IS_PLAYER(content);
4112
4113           if (is_player && (found_rating < 1 ||
4114                             (found_rating == 1 && element < found_element)))
4115           {
4116             start_x = x + xx - 1;
4117             start_y = y + yy - 1;
4118
4119             found_rating = 1;
4120             found_element = element;
4121           }
4122         }
4123       }
4124     }
4125
4126     scroll_x = SCROLL_POSITION_X(start_x);
4127     scroll_y = SCROLL_POSITION_Y(start_y);
4128   }
4129   else
4130   {
4131     scroll_x = SCROLL_POSITION_X(local_player->jx);
4132     scroll_y = SCROLL_POSITION_Y(local_player->jy);
4133   }
4134
4135   // !!! FIX THIS (START) !!!
4136   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4137   {
4138     InitGameEngine_EM();
4139   }
4140   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4141   {
4142     InitGameEngine_SP();
4143   }
4144   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4145   {
4146     InitGameEngine_MM();
4147   }
4148   else
4149   {
4150     DrawLevel(REDRAW_FIELD);
4151     DrawAllPlayers();
4152
4153     // after drawing the level, correct some elements
4154     if (game.timegate_time_left == 0)
4155       CloseAllOpenTimegates();
4156   }
4157
4158   // blit playfield from scroll buffer to normal back buffer for fading in
4159   BlitScreenToBitmap(backbuffer);
4160   // !!! FIX THIS (END) !!!
4161
4162   DrawMaskedBorder(fade_mask);
4163
4164   FadeIn(fade_mask);
4165
4166 #if 1
4167   // full screen redraw is required at this point in the following cases:
4168   // - special editor door undrawn when game was started from level editor
4169   // - drawing area (playfield) was changed and has to be removed completely
4170   redraw_mask = REDRAW_ALL;
4171   BackToFront();
4172 #endif
4173
4174   if (!game.restart_level)
4175   {
4176     // copy default game door content to main double buffer
4177
4178     // !!! CHECK AGAIN !!!
4179     SetPanelBackground();
4180     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4181     DrawBackground(DX, DY, DXSIZE, DYSIZE);
4182   }
4183
4184   SetPanelBackground();
4185   SetDrawBackgroundMask(REDRAW_DOOR_1);
4186
4187   UpdateAndDisplayGameControlValues();
4188
4189   if (!game.restart_level)
4190   {
4191     UnmapGameButtons();
4192     UnmapTapeButtons();
4193
4194     FreeGameButtons();
4195     CreateGameButtons();
4196
4197     MapGameButtons();
4198     MapTapeButtons();
4199
4200     // copy actual game door content to door double buffer for OpenDoor()
4201     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4202
4203     OpenDoor(DOOR_OPEN_ALL);
4204
4205     KeyboardAutoRepeatOffUnlessAutoplay();
4206
4207 #if DEBUG_INIT_PLAYER
4208     DebugPrintPlayerStatus("Player status (final)");
4209 #endif
4210   }
4211
4212   UnmapAllGadgets();
4213
4214   MapGameButtons();
4215   MapTapeButtons();
4216
4217   if (!game.restart_level && !tape.playing)
4218   {
4219     LevelStats_incPlayed(level_nr);
4220
4221     SaveLevelSetup_SeriesInfo();
4222   }
4223
4224   game.restart_level = FALSE;
4225   game.restart_game_message = NULL;
4226   game.request_active = FALSE;
4227
4228   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4229     InitGameActions_MM();
4230
4231   SaveEngineSnapshotToListInitial();
4232
4233   if (!game.restart_level)
4234   {
4235     PlaySound(SND_GAME_STARTING);
4236
4237     if (setup.sound_music)
4238       PlayLevelMusic();
4239   }
4240 }
4241
4242 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4243                         int actual_player_x, int actual_player_y)
4244 {
4245   // this is used for non-R'n'D game engines to update certain engine values
4246
4247   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4248   {
4249     actual_player_x = correctLevelPosX_EM(actual_player_x);
4250     actual_player_y = correctLevelPosY_EM(actual_player_y);
4251   }
4252
4253   // needed to determine if sounds are played within the visible screen area
4254   scroll_x = actual_scroll_x;
4255   scroll_y = actual_scroll_y;
4256
4257   // needed to get player position for "follow finger" playing input method
4258   local_player->jx = actual_player_x;
4259   local_player->jy = actual_player_y;
4260 }
4261
4262 void InitMovDir(int x, int y)
4263 {
4264   int i, element = Feld[x][y];
4265   static int xy[4][2] =
4266   {
4267     {  0, +1 },
4268     { +1,  0 },
4269     {  0, -1 },
4270     { -1,  0 }
4271   };
4272   static int direction[3][4] =
4273   {
4274     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4275     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4276     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4277   };
4278
4279   switch (element)
4280   {
4281     case EL_BUG_RIGHT:
4282     case EL_BUG_UP:
4283     case EL_BUG_LEFT:
4284     case EL_BUG_DOWN:
4285       Feld[x][y] = EL_BUG;
4286       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4287       break;
4288
4289     case EL_SPACESHIP_RIGHT:
4290     case EL_SPACESHIP_UP:
4291     case EL_SPACESHIP_LEFT:
4292     case EL_SPACESHIP_DOWN:
4293       Feld[x][y] = EL_SPACESHIP;
4294       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4295       break;
4296
4297     case EL_BD_BUTTERFLY_RIGHT:
4298     case EL_BD_BUTTERFLY_UP:
4299     case EL_BD_BUTTERFLY_LEFT:
4300     case EL_BD_BUTTERFLY_DOWN:
4301       Feld[x][y] = EL_BD_BUTTERFLY;
4302       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4303       break;
4304
4305     case EL_BD_FIREFLY_RIGHT:
4306     case EL_BD_FIREFLY_UP:
4307     case EL_BD_FIREFLY_LEFT:
4308     case EL_BD_FIREFLY_DOWN:
4309       Feld[x][y] = EL_BD_FIREFLY;
4310       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4311       break;
4312
4313     case EL_PACMAN_RIGHT:
4314     case EL_PACMAN_UP:
4315     case EL_PACMAN_LEFT:
4316     case EL_PACMAN_DOWN:
4317       Feld[x][y] = EL_PACMAN;
4318       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4319       break;
4320
4321     case EL_YAMYAM_LEFT:
4322     case EL_YAMYAM_RIGHT:
4323     case EL_YAMYAM_UP:
4324     case EL_YAMYAM_DOWN:
4325       Feld[x][y] = EL_YAMYAM;
4326       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4327       break;
4328
4329     case EL_SP_SNIKSNAK:
4330       MovDir[x][y] = MV_UP;
4331       break;
4332
4333     case EL_SP_ELECTRON:
4334       MovDir[x][y] = MV_LEFT;
4335       break;
4336
4337     case EL_MOLE_LEFT:
4338     case EL_MOLE_RIGHT:
4339     case EL_MOLE_UP:
4340     case EL_MOLE_DOWN:
4341       Feld[x][y] = EL_MOLE;
4342       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4343       break;
4344
4345     default:
4346       if (IS_CUSTOM_ELEMENT(element))
4347       {
4348         struct ElementInfo *ei = &element_info[element];
4349         int move_direction_initial = ei->move_direction_initial;
4350         int move_pattern = ei->move_pattern;
4351
4352         if (move_direction_initial == MV_START_PREVIOUS)
4353         {
4354           if (MovDir[x][y] != MV_NONE)
4355             return;
4356
4357           move_direction_initial = MV_START_AUTOMATIC;
4358         }
4359
4360         if (move_direction_initial == MV_START_RANDOM)
4361           MovDir[x][y] = 1 << RND(4);
4362         else if (move_direction_initial & MV_ANY_DIRECTION)
4363           MovDir[x][y] = move_direction_initial;
4364         else if (move_pattern == MV_ALL_DIRECTIONS ||
4365                  move_pattern == MV_TURNING_LEFT ||
4366                  move_pattern == MV_TURNING_RIGHT ||
4367                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4368                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4369                  move_pattern == MV_TURNING_RANDOM)
4370           MovDir[x][y] = 1 << RND(4);
4371         else if (move_pattern == MV_HORIZONTAL)
4372           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4373         else if (move_pattern == MV_VERTICAL)
4374           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4375         else if (move_pattern & MV_ANY_DIRECTION)
4376           MovDir[x][y] = element_info[element].move_pattern;
4377         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4378                  move_pattern == MV_ALONG_RIGHT_SIDE)
4379         {
4380           // use random direction as default start direction
4381           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4382             MovDir[x][y] = 1 << RND(4);
4383
4384           for (i = 0; i < NUM_DIRECTIONS; i++)
4385           {
4386             int x1 = x + xy[i][0];
4387             int y1 = y + xy[i][1];
4388
4389             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4390             {
4391               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4392                 MovDir[x][y] = direction[0][i];
4393               else
4394                 MovDir[x][y] = direction[1][i];
4395
4396               break;
4397             }
4398           }
4399         }                
4400       }
4401       else
4402       {
4403         MovDir[x][y] = 1 << RND(4);
4404
4405         if (element != EL_BUG &&
4406             element != EL_SPACESHIP &&
4407             element != EL_BD_BUTTERFLY &&
4408             element != EL_BD_FIREFLY)
4409           break;
4410
4411         for (i = 0; i < NUM_DIRECTIONS; i++)
4412         {
4413           int x1 = x + xy[i][0];
4414           int y1 = y + xy[i][1];
4415
4416           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4417           {
4418             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4419             {
4420               MovDir[x][y] = direction[0][i];
4421               break;
4422             }
4423             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4424                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4425             {
4426               MovDir[x][y] = direction[1][i];
4427               break;
4428             }
4429           }
4430         }
4431       }
4432       break;
4433   }
4434
4435   GfxDir[x][y] = MovDir[x][y];
4436 }
4437
4438 void InitAmoebaNr(int x, int y)
4439 {
4440   int i;
4441   int group_nr = AmoebeNachbarNr(x, y);
4442
4443   if (group_nr == 0)
4444   {
4445     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4446     {
4447       if (AmoebaCnt[i] == 0)
4448       {
4449         group_nr = i;
4450         break;
4451       }
4452     }
4453   }
4454
4455   AmoebaNr[x][y] = group_nr;
4456   AmoebaCnt[group_nr]++;
4457   AmoebaCnt2[group_nr]++;
4458 }
4459
4460 static void LevelSolved(void)
4461 {
4462   if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4463       game.players_still_needed > 0)
4464     return;
4465
4466   game.LevelSolved = TRUE;
4467   game.GameOver = TRUE;
4468
4469   local_player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4470                                level.native_em_level->lev->score :
4471                                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4472                                game_mm.score :
4473                                local_player->score);
4474   local_player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4475                                 MM_HEALTH(game_mm.laser_overload_value) :
4476                                 local_player->health);
4477
4478   game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4479   game.LevelSolved_CountingScore = local_player->score_final;
4480   game.LevelSolved_CountingHealth = local_player->health_final;
4481 }
4482
4483 void GameWon(void)
4484 {
4485   static int time_count_steps;
4486   static int time, time_final;
4487   static int score, score_final;
4488   static int health, health_final;
4489   static int game_over_delay_1 = 0;
4490   static int game_over_delay_2 = 0;
4491   static int game_over_delay_3 = 0;
4492   int game_over_delay_value_1 = 50;
4493   int game_over_delay_value_2 = 25;
4494   int game_over_delay_value_3 = 50;
4495
4496   if (!game.LevelSolved_GameWon)
4497   {
4498     int i;
4499
4500     // do not start end game actions before the player stops moving (to exit)
4501     if (local_player->MovPos)
4502       return;
4503
4504     game.LevelSolved_GameWon = TRUE;
4505     game.LevelSolved_SaveTape = tape.recording;
4506     game.LevelSolved_SaveScore = !tape.playing;
4507
4508     if (!tape.playing)
4509     {
4510       LevelStats_incSolved(level_nr);
4511
4512       SaveLevelSetup_SeriesInfo();
4513     }
4514
4515     if (tape.auto_play)         // tape might already be stopped here
4516       tape.auto_play_level_solved = TRUE;
4517
4518     TapeStop();
4519
4520     game_over_delay_1 = 0;
4521     game_over_delay_2 = 0;
4522     game_over_delay_3 = game_over_delay_value_3;
4523
4524     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4525     score = score_final = local_player->score_final;
4526     health = health_final = local_player->health_final;
4527
4528     if (level.score[SC_TIME_BONUS] > 0)
4529     {
4530       if (TimeLeft > 0)
4531       {
4532         time_final = 0;
4533         score_final += TimeLeft * level.score[SC_TIME_BONUS];
4534       }
4535       else if (game.no_time_limit && TimePlayed < 999)
4536       {
4537         time_final = 999;
4538         score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4539       }
4540
4541       time_count_steps = MAX(1, ABS(time_final - time) / 100);
4542
4543       game_over_delay_1 = game_over_delay_value_1;
4544
4545       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4546       {
4547         health_final = 0;
4548         score_final += health * level.score[SC_TIME_BONUS];
4549
4550         game_over_delay_2 = game_over_delay_value_2;
4551       }
4552
4553       local_player->score_final = score_final;
4554       local_player->health_final = health_final;
4555     }
4556
4557     if (level_editor_test_game)
4558     {
4559       time = time_final;
4560       score = score_final;
4561
4562       game.LevelSolved_CountingTime = time;
4563       game.LevelSolved_CountingScore = score;
4564
4565       game_panel_controls[GAME_PANEL_TIME].value = time;
4566       game_panel_controls[GAME_PANEL_SCORE].value = score;
4567
4568       DisplayGameControlValues();
4569     }
4570
4571     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4572     {
4573       if (ExitX >= 0 && ExitY >= 0)     // local player has left the level
4574       {
4575         // close exit door after last player
4576         if ((AllPlayersGone &&
4577              (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4578               Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4579               Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4580             Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4581             Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4582         {
4583           int element = Feld[ExitX][ExitY];
4584
4585           Feld[ExitX][ExitY] =
4586             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4587              element == EL_EM_EXIT_OPEN         ? EL_EM_EXIT_CLOSING :
4588              element == EL_SP_EXIT_OPEN         ? EL_SP_EXIT_CLOSING:
4589              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4590              EL_EM_STEEL_EXIT_CLOSING);
4591
4592           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4593         }
4594
4595         // player disappears
4596         DrawLevelField(ExitX, ExitY);
4597       }
4598
4599       for (i = 0; i < MAX_PLAYERS; i++)
4600       {
4601         struct PlayerInfo *player = &stored_player[i];
4602
4603         if (player->present)
4604         {
4605           RemovePlayer(player);
4606
4607           // player disappears
4608           DrawLevelField(player->jx, player->jy);
4609         }
4610       }
4611     }
4612
4613     PlaySound(SND_GAME_WINNING);
4614   }
4615
4616   if (game_over_delay_1 > 0)
4617   {
4618     game_over_delay_1--;
4619
4620     return;
4621   }
4622
4623   if (time != time_final)
4624   {
4625     int time_to_go = ABS(time_final - time);
4626     int time_count_dir = (time < time_final ? +1 : -1);
4627
4628     if (time_to_go < time_count_steps)
4629       time_count_steps = 1;
4630
4631     time  += time_count_steps * time_count_dir;
4632     score += time_count_steps * level.score[SC_TIME_BONUS];
4633
4634     game.LevelSolved_CountingTime = time;
4635     game.LevelSolved_CountingScore = score;
4636
4637     game_panel_controls[GAME_PANEL_TIME].value = time;
4638     game_panel_controls[GAME_PANEL_SCORE].value = score;
4639
4640     DisplayGameControlValues();
4641
4642     if (time == time_final)
4643       StopSound(SND_GAME_LEVELTIME_BONUS);
4644     else if (setup.sound_loops)
4645       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4646     else
4647       PlaySound(SND_GAME_LEVELTIME_BONUS);
4648
4649     return;
4650   }
4651
4652   if (game_over_delay_2 > 0)
4653   {
4654     game_over_delay_2--;
4655
4656     return;
4657   }
4658
4659   if (health != health_final)
4660   {
4661     int health_count_dir = (health < health_final ? +1 : -1);
4662
4663     health += health_count_dir;
4664     score  += level.score[SC_TIME_BONUS];
4665
4666     game.LevelSolved_CountingHealth = health;
4667     game.LevelSolved_CountingScore = score;
4668
4669     game_panel_controls[GAME_PANEL_HEALTH].value = health;
4670     game_panel_controls[GAME_PANEL_SCORE].value = score;
4671
4672     DisplayGameControlValues();
4673
4674     if (health == health_final)
4675       StopSound(SND_GAME_LEVELTIME_BONUS);
4676     else if (setup.sound_loops)
4677       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4678     else
4679       PlaySound(SND_GAME_LEVELTIME_BONUS);
4680
4681     return;
4682   }
4683
4684   game.panel.active = FALSE;
4685
4686   if (game_over_delay_3 > 0)
4687   {
4688     game_over_delay_3--;
4689
4690     return;
4691   }
4692
4693   GameEnd();
4694 }
4695
4696 void GameEnd(void)
4697 {
4698   // used instead of "level_nr" (needed for network games)
4699   int last_level_nr = levelset.level_nr;
4700   int hi_pos;
4701
4702   game.LevelSolved_GameEnd = TRUE;
4703
4704   if (game.LevelSolved_SaveTape)
4705   {
4706     // make sure that request dialog to save tape does not open door again
4707     if (!global.use_envelope_request)
4708       CloseDoor(DOOR_CLOSE_1);
4709
4710     SaveTapeChecked_LevelSolved(tape.level_nr);         // ask to save tape
4711   }
4712
4713   // if no tape is to be saved, close both doors simultaneously
4714   CloseDoor(DOOR_CLOSE_ALL);
4715
4716   if (level_editor_test_game)
4717   {
4718     SetGameStatus(GAME_MODE_MAIN);
4719
4720     DrawMainMenu();
4721
4722     return;
4723   }
4724
4725   if (!game.LevelSolved_SaveScore)
4726   {
4727     SetGameStatus(GAME_MODE_MAIN);
4728
4729     DrawMainMenu();
4730
4731     return;
4732   }
4733
4734   if (level_nr == leveldir_current->handicap_level)
4735   {
4736     leveldir_current->handicap_level++;
4737
4738     SaveLevelSetup_SeriesInfo();
4739   }
4740
4741   if (setup.increment_levels &&
4742       level_nr < leveldir_current->last_level &&
4743       !network_playing)
4744   {
4745     level_nr++;         // advance to next level
4746     TapeErase();        // start with empty tape
4747
4748     if (setup.auto_play_next_level)
4749     {
4750       LoadLevel(level_nr);
4751
4752       SaveLevelSetup_SeriesInfo();
4753     }
4754   }
4755
4756   hi_pos = NewHiScore(last_level_nr);
4757
4758   if (hi_pos >= 0 && !setup.skip_scores_after_game)
4759   {
4760     SetGameStatus(GAME_MODE_SCORES);
4761
4762     DrawHallOfFame(last_level_nr, hi_pos);
4763   }
4764   else if (setup.auto_play_next_level && setup.increment_levels &&
4765            last_level_nr < leveldir_current->last_level &&
4766            !network_playing)
4767   {
4768     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4769   }
4770   else
4771   {
4772     SetGameStatus(GAME_MODE_MAIN);
4773
4774     DrawMainMenu();
4775   }
4776 }
4777
4778 int NewHiScore(int level_nr)
4779 {
4780   int k, l;
4781   int position = -1;
4782   boolean one_score_entry_per_name = !program.many_scores_per_name;
4783
4784   LoadScore(level_nr);
4785
4786   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4787       local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
4788     return -1;
4789
4790   for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
4791   {
4792     if (local_player->score_final > highscore[k].Score)
4793     {
4794       // player has made it to the hall of fame
4795
4796       if (k < MAX_SCORE_ENTRIES - 1)
4797       {
4798         int m = MAX_SCORE_ENTRIES - 1;
4799
4800         if (one_score_entry_per_name)
4801         {
4802           for (l = k; l < MAX_SCORE_ENTRIES; l++)
4803             if (strEqual(setup.player_name, highscore[l].Name))
4804               m = l;
4805
4806           if (m == k)   // player's new highscore overwrites his old one
4807             goto put_into_list;
4808         }
4809
4810         for (l = m; l > k; l--)
4811         {
4812           strcpy(highscore[l].Name, highscore[l - 1].Name);
4813           highscore[l].Score = highscore[l - 1].Score;
4814         }
4815       }
4816
4817       put_into_list:
4818
4819       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4820       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4821       highscore[k].Score = local_player->score_final; 
4822       position = k;
4823
4824       break;
4825     }
4826     else if (one_score_entry_per_name &&
4827              !strncmp(setup.player_name, highscore[k].Name,
4828                       MAX_PLAYER_NAME_LEN))
4829       break;    // player already there with a higher score
4830   }
4831
4832   if (position >= 0) 
4833     SaveScore(level_nr);
4834
4835   return position;
4836 }
4837
4838 static int getElementMoveStepsizeExt(int x, int y, int direction)
4839 {
4840   int element = Feld[x][y];
4841   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4842   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4843   int horiz_move = (dx != 0);
4844   int sign = (horiz_move ? dx : dy);
4845   int step = sign * element_info[element].move_stepsize;
4846
4847   // special values for move stepsize for spring and things on conveyor belt
4848   if (horiz_move)
4849   {
4850     if (CAN_FALL(element) &&
4851         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4852       step = sign * MOVE_STEPSIZE_NORMAL / 2;
4853     else if (element == EL_SPRING)
4854       step = sign * MOVE_STEPSIZE_NORMAL * 2;
4855   }
4856
4857   return step;
4858 }
4859
4860 static int getElementMoveStepsize(int x, int y)
4861 {
4862   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4863 }
4864
4865 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4866 {
4867   if (player->GfxAction != action || player->GfxDir != dir)
4868   {
4869     player->GfxAction = action;
4870     player->GfxDir = dir;
4871     player->Frame = 0;
4872     player->StepFrame = 0;
4873   }
4874 }
4875
4876 static void ResetGfxFrame(int x, int y)
4877 {
4878   // profiling showed that "autotest" spends 10~20% of its time in this function
4879   if (DrawingDeactivatedField())
4880     return;
4881
4882   int element = Feld[x][y];
4883   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4884
4885   if (graphic_info[graphic].anim_global_sync)
4886     GfxFrame[x][y] = FrameCounter;
4887   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4888     GfxFrame[x][y] = CustomValue[x][y];
4889   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4890     GfxFrame[x][y] = element_info[element].collect_score;
4891   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4892     GfxFrame[x][y] = ChangeDelay[x][y];
4893 }
4894
4895 static void ResetGfxAnimation(int x, int y)
4896 {
4897   GfxAction[x][y] = ACTION_DEFAULT;
4898   GfxDir[x][y] = MovDir[x][y];
4899   GfxFrame[x][y] = 0;
4900
4901   ResetGfxFrame(x, y);
4902 }
4903
4904 static void ResetRandomAnimationValue(int x, int y)
4905 {
4906   GfxRandom[x][y] = INIT_GFX_RANDOM();
4907 }
4908
4909 static void InitMovingField(int x, int y, int direction)
4910 {
4911   int element = Feld[x][y];
4912   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4913   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4914   int newx = x + dx;
4915   int newy = y + dy;
4916   boolean is_moving_before, is_moving_after;
4917
4918   // check if element was/is moving or being moved before/after mode change
4919   is_moving_before = (WasJustMoving[x][y] != 0);
4920   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
4921
4922   // reset animation only for moving elements which change direction of moving
4923   // or which just started or stopped moving
4924   // (else CEs with property "can move" / "not moving" are reset each frame)
4925   if (is_moving_before != is_moving_after ||
4926       direction != MovDir[x][y])
4927     ResetGfxAnimation(x, y);
4928
4929   MovDir[x][y] = direction;
4930   GfxDir[x][y] = direction;
4931
4932   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4933                      direction == MV_DOWN && CAN_FALL(element) ?
4934                      ACTION_FALLING : ACTION_MOVING);
4935
4936   // this is needed for CEs with property "can move" / "not moving"
4937
4938   if (is_moving_after)
4939   {
4940     if (Feld[newx][newy] == EL_EMPTY)
4941       Feld[newx][newy] = EL_BLOCKED;
4942
4943     MovDir[newx][newy] = MovDir[x][y];
4944
4945     CustomValue[newx][newy] = CustomValue[x][y];
4946
4947     GfxFrame[newx][newy] = GfxFrame[x][y];
4948     GfxRandom[newx][newy] = GfxRandom[x][y];
4949     GfxAction[newx][newy] = GfxAction[x][y];
4950     GfxDir[newx][newy] = GfxDir[x][y];
4951   }
4952 }
4953
4954 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4955 {
4956   int direction = MovDir[x][y];
4957   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4958   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
4959
4960   *goes_to_x = newx;
4961   *goes_to_y = newy;
4962 }
4963
4964 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4965 {
4966   int oldx = x, oldy = y;
4967   int direction = MovDir[x][y];
4968
4969   if (direction == MV_LEFT)
4970     oldx++;
4971   else if (direction == MV_RIGHT)
4972     oldx--;
4973   else if (direction == MV_UP)
4974     oldy++;
4975   else if (direction == MV_DOWN)
4976     oldy--;
4977
4978   *comes_from_x = oldx;
4979   *comes_from_y = oldy;
4980 }
4981
4982 static int MovingOrBlocked2Element(int x, int y)
4983 {
4984   int element = Feld[x][y];
4985
4986   if (element == EL_BLOCKED)
4987   {
4988     int oldx, oldy;
4989
4990     Blocked2Moving(x, y, &oldx, &oldy);
4991     return Feld[oldx][oldy];
4992   }
4993   else
4994     return element;
4995 }
4996
4997 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4998 {
4999   // like MovingOrBlocked2Element(), but if element is moving
5000   // and (x,y) is the field the moving element is just leaving,
5001   // return EL_BLOCKED instead of the element value
5002   int element = Feld[x][y];
5003
5004   if (IS_MOVING(x, y))
5005   {
5006     if (element == EL_BLOCKED)
5007     {
5008       int oldx, oldy;
5009
5010       Blocked2Moving(x, y, &oldx, &oldy);
5011       return Feld[oldx][oldy];
5012     }
5013     else
5014       return EL_BLOCKED;
5015   }
5016   else
5017     return element;
5018 }
5019
5020 static void RemoveField(int x, int y)
5021 {
5022   Feld[x][y] = EL_EMPTY;
5023
5024   MovPos[x][y] = 0;
5025   MovDir[x][y] = 0;
5026   MovDelay[x][y] = 0;
5027
5028   CustomValue[x][y] = 0;
5029
5030   AmoebaNr[x][y] = 0;
5031   ChangeDelay[x][y] = 0;
5032   ChangePage[x][y] = -1;
5033   Pushed[x][y] = FALSE;
5034
5035   GfxElement[x][y] = EL_UNDEFINED;
5036   GfxAction[x][y] = ACTION_DEFAULT;
5037   GfxDir[x][y] = MV_NONE;
5038 }
5039
5040 static void RemoveMovingField(int x, int y)
5041 {
5042   int oldx = x, oldy = y, newx = x, newy = y;
5043   int element = Feld[x][y];
5044   int next_element = EL_UNDEFINED;
5045
5046   if (element != EL_BLOCKED && !IS_MOVING(x, y))
5047     return;
5048
5049   if (IS_MOVING(x, y))
5050   {
5051     Moving2Blocked(x, y, &newx, &newy);
5052
5053     if (Feld[newx][newy] != EL_BLOCKED)
5054     {
5055       // element is moving, but target field is not free (blocked), but
5056       // already occupied by something different (example: acid pool);
5057       // in this case, only remove the moving field, but not the target
5058
5059       RemoveField(oldx, oldy);
5060
5061       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5062
5063       TEST_DrawLevelField(oldx, oldy);
5064
5065       return;
5066     }
5067   }
5068   else if (element == EL_BLOCKED)
5069   {
5070     Blocked2Moving(x, y, &oldx, &oldy);
5071     if (!IS_MOVING(oldx, oldy))
5072       return;
5073   }
5074
5075   if (element == EL_BLOCKED &&
5076       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5077        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5078        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5079        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5080        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5081        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5082     next_element = get_next_element(Feld[oldx][oldy]);
5083
5084   RemoveField(oldx, oldy);
5085   RemoveField(newx, newy);
5086
5087   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5088
5089   if (next_element != EL_UNDEFINED)
5090     Feld[oldx][oldy] = next_element;
5091
5092   TEST_DrawLevelField(oldx, oldy);
5093   TEST_DrawLevelField(newx, newy);
5094 }
5095
5096 void DrawDynamite(int x, int y)
5097 {
5098   int sx = SCREENX(x), sy = SCREENY(y);
5099   int graphic = el2img(Feld[x][y]);
5100   int frame;
5101
5102   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5103     return;
5104
5105   if (IS_WALKABLE_INSIDE(Back[x][y]))
5106     return;
5107
5108   if (Back[x][y])
5109     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5110   else if (Store[x][y])
5111     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5112
5113   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5114
5115   if (Back[x][y] || Store[x][y])
5116     DrawGraphicThruMask(sx, sy, graphic, frame);
5117   else
5118     DrawGraphic(sx, sy, graphic, frame);
5119 }
5120
5121 static void CheckDynamite(int x, int y)
5122 {
5123   if (MovDelay[x][y] != 0)      // dynamite is still waiting to explode
5124   {
5125     MovDelay[x][y]--;
5126
5127     if (MovDelay[x][y] != 0)
5128     {
5129       DrawDynamite(x, y);
5130       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5131
5132       return;
5133     }
5134   }
5135
5136   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5137
5138   Bang(x, y);
5139 }
5140
5141 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5142 {
5143   boolean num_checked_players = 0;
5144   int i;
5145
5146   for (i = 0; i < MAX_PLAYERS; i++)
5147   {
5148     if (stored_player[i].active)
5149     {
5150       int sx = stored_player[i].jx;
5151       int sy = stored_player[i].jy;
5152
5153       if (num_checked_players == 0)
5154       {
5155         *sx1 = *sx2 = sx;
5156         *sy1 = *sy2 = sy;
5157       }
5158       else
5159       {
5160         *sx1 = MIN(*sx1, sx);
5161         *sy1 = MIN(*sy1, sy);
5162         *sx2 = MAX(*sx2, sx);
5163         *sy2 = MAX(*sy2, sy);
5164       }
5165
5166       num_checked_players++;
5167     }
5168   }
5169 }
5170
5171 static boolean checkIfAllPlayersFitToScreen_RND(void)
5172 {
5173   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5174
5175   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5176
5177   return (sx2 - sx1 < SCR_FIELDX &&
5178           sy2 - sy1 < SCR_FIELDY);
5179 }
5180
5181 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5182 {
5183   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5184
5185   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5186
5187   *sx = (sx1 + sx2) / 2;
5188   *sy = (sy1 + sy2) / 2;
5189 }
5190
5191 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5192                                boolean center_screen, boolean quick_relocation)
5193 {
5194   unsigned int frame_delay_value_old = GetVideoFrameDelay();
5195   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5196   boolean no_delay = (tape.warp_forward);
5197   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5198   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5199   int new_scroll_x, new_scroll_y;
5200
5201   if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5202   {
5203     // case 1: quick relocation inside visible screen (without scrolling)
5204
5205     RedrawPlayfield();
5206
5207     return;
5208   }
5209
5210   if (!level.shifted_relocation || center_screen)
5211   {
5212     // relocation _with_ centering of screen
5213
5214     new_scroll_x = SCROLL_POSITION_X(x);
5215     new_scroll_y = SCROLL_POSITION_Y(y);
5216   }
5217   else
5218   {
5219     // relocation _without_ centering of screen
5220
5221     int center_scroll_x = SCROLL_POSITION_X(old_x);
5222     int center_scroll_y = SCROLL_POSITION_Y(old_y);
5223     int offset_x = x + (scroll_x - center_scroll_x);
5224     int offset_y = y + (scroll_y - center_scroll_y);
5225
5226     // for new screen position, apply previous offset to center position
5227     new_scroll_x = SCROLL_POSITION_X(offset_x);
5228     new_scroll_y = SCROLL_POSITION_Y(offset_y);
5229   }
5230
5231   if (quick_relocation)
5232   {
5233     // case 2: quick relocation (redraw without visible scrolling)
5234
5235     scroll_x = new_scroll_x;
5236     scroll_y = new_scroll_y;
5237
5238     RedrawPlayfield();
5239
5240     return;
5241   }
5242
5243   // case 3: visible relocation (with scrolling to new position)
5244
5245   ScrollScreen(NULL, SCROLL_GO_ON);     // scroll last frame to full tile
5246
5247   SetVideoFrameDelay(wait_delay_value);
5248
5249   while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5250   {
5251     int dx = 0, dy = 0;
5252     int fx = FX, fy = FY;
5253
5254     dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5255     dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5256
5257     if (dx == 0 && dy == 0)             // no scrolling needed at all
5258       break;
5259
5260     scroll_x -= dx;
5261     scroll_y -= dy;
5262
5263     fx += dx * TILEX / 2;
5264     fy += dy * TILEY / 2;
5265
5266     ScrollLevel(dx, dy);
5267     DrawAllPlayers();
5268
5269     // scroll in two steps of half tile size to make things smoother
5270     BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5271
5272     // scroll second step to align at full tile size
5273     BlitScreenToBitmap(window);
5274   }
5275
5276   DrawAllPlayers();
5277   BackToFront();
5278
5279   SetVideoFrameDelay(frame_delay_value_old);
5280 }
5281
5282 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5283 {
5284   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5285   int player_nr = GET_PLAYER_NR(el_player);
5286   struct PlayerInfo *player = &stored_player[player_nr];
5287   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5288   boolean no_delay = (tape.warp_forward);
5289   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5290   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5291   int old_jx = player->jx;
5292   int old_jy = player->jy;
5293   int old_element = Feld[old_jx][old_jy];
5294   int element = Feld[jx][jy];
5295   boolean player_relocated = (old_jx != jx || old_jy != jy);
5296
5297   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5298   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5299   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5300   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5301   int leave_side_horiz = move_dir_horiz;
5302   int leave_side_vert  = move_dir_vert;
5303   int enter_side = enter_side_horiz | enter_side_vert;
5304   int leave_side = leave_side_horiz | leave_side_vert;
5305
5306   if (player->buried)           // do not reanimate dead player
5307     return;
5308
5309   if (!player_relocated)        // no need to relocate the player
5310     return;
5311
5312   if (IS_PLAYER(jx, jy))        // player already placed at new position
5313   {
5314     RemoveField(jx, jy);        // temporarily remove newly placed player
5315     DrawLevelField(jx, jy);
5316   }
5317
5318   if (player->present)
5319   {
5320     while (player->MovPos)
5321     {
5322       ScrollPlayer(player, SCROLL_GO_ON);
5323       ScrollScreen(NULL, SCROLL_GO_ON);
5324
5325       AdvanceFrameAndPlayerCounters(player->index_nr);
5326
5327       DrawPlayer(player);
5328
5329       BackToFront_WithFrameDelay(wait_delay_value);
5330     }
5331
5332     DrawPlayer(player);         // needed here only to cleanup last field
5333     DrawLevelField(player->jx, player->jy);     // remove player graphic
5334
5335     player->is_moving = FALSE;
5336   }
5337
5338   if (IS_CUSTOM_ELEMENT(old_element))
5339     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5340                                CE_LEFT_BY_PLAYER,
5341                                player->index_bit, leave_side);
5342
5343   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5344                                       CE_PLAYER_LEAVES_X,
5345                                       player->index_bit, leave_side);
5346
5347   Feld[jx][jy] = el_player;
5348   InitPlayerField(jx, jy, el_player, TRUE);
5349
5350   /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5351      possible that the relocation target field did not contain a player element,
5352      but a walkable element, to which the new player was relocated -- in this
5353      case, restore that (already initialized!) element on the player field */
5354   if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5355   {
5356     Feld[jx][jy] = element;     // restore previously existing element
5357   }
5358
5359   // only visually relocate centered player
5360   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5361                      FALSE, level.instant_relocation);
5362
5363   TestIfPlayerTouchesBadThing(jx, jy);
5364   TestIfPlayerTouchesCustomElement(jx, jy);
5365
5366   if (IS_CUSTOM_ELEMENT(element))
5367     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5368                                player->index_bit, enter_side);
5369
5370   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5371                                       player->index_bit, enter_side);
5372
5373   if (player->is_switching)
5374   {
5375     /* ensure that relocation while still switching an element does not cause
5376        a new element to be treated as also switched directly after relocation
5377        (this is important for teleporter switches that teleport the player to
5378        a place where another teleporter switch is in the same direction, which
5379        would then incorrectly be treated as immediately switched before the
5380        direction key that caused the switch was released) */
5381
5382     player->switch_x += jx - old_jx;
5383     player->switch_y += jy - old_jy;
5384   }
5385 }
5386
5387 static void Explode(int ex, int ey, int phase, int mode)
5388 {
5389   int x, y;
5390   int last_phase;
5391   int border_element;
5392
5393   // !!! eliminate this variable !!!
5394   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5395
5396   if (game.explosions_delayed)
5397   {
5398     ExplodeField[ex][ey] = mode;
5399     return;
5400   }
5401
5402   if (phase == EX_PHASE_START)          // initialize 'Store[][]' field
5403   {
5404     int center_element = Feld[ex][ey];
5405     int artwork_element, explosion_element;     // set these values later
5406
5407     // remove things displayed in background while burning dynamite
5408     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5409       Back[ex][ey] = 0;
5410
5411     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5412     {
5413       // put moving element to center field (and let it explode there)
5414       center_element = MovingOrBlocked2Element(ex, ey);
5415       RemoveMovingField(ex, ey);
5416       Feld[ex][ey] = center_element;
5417     }
5418
5419     // now "center_element" is finally determined -- set related values now
5420     artwork_element = center_element;           // for custom player artwork
5421     explosion_element = center_element;         // for custom player artwork
5422
5423     if (IS_PLAYER(ex, ey))
5424     {
5425       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5426
5427       artwork_element = stored_player[player_nr].artwork_element;
5428
5429       if (level.use_explosion_element[player_nr])
5430       {
5431         explosion_element = level.explosion_element[player_nr];
5432         artwork_element = explosion_element;
5433       }
5434     }
5435
5436     if (mode == EX_TYPE_NORMAL ||
5437         mode == EX_TYPE_CENTER ||
5438         mode == EX_TYPE_CROSS)
5439       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5440
5441     last_phase = element_info[explosion_element].explosion_delay + 1;
5442
5443     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5444     {
5445       int xx = x - ex + 1;
5446       int yy = y - ey + 1;
5447       int element;
5448
5449       if (!IN_LEV_FIELD(x, y) ||
5450           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5451           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5452         continue;
5453
5454       element = Feld[x][y];
5455
5456       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5457       {
5458         element = MovingOrBlocked2Element(x, y);
5459
5460         if (!IS_EXPLOSION_PROOF(element))
5461           RemoveMovingField(x, y);
5462       }
5463
5464       // indestructible elements can only explode in center (but not flames)
5465       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5466                                            mode == EX_TYPE_BORDER)) ||
5467           element == EL_FLAMES)
5468         continue;
5469
5470       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5471          behaviour, for example when touching a yamyam that explodes to rocks
5472          with active deadly shield, a rock is created under the player !!! */
5473       // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5474 #if 0
5475       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5476           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5477            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5478 #else
5479       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5480 #endif
5481       {
5482         if (IS_ACTIVE_BOMB(element))
5483         {
5484           // re-activate things under the bomb like gate or penguin
5485           Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5486           Back[x][y] = 0;
5487         }
5488
5489         continue;
5490       }
5491
5492       // save walkable background elements while explosion on same tile
5493       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5494           (x != ex || y != ey || mode == EX_TYPE_BORDER))
5495         Back[x][y] = element;
5496
5497       // ignite explodable elements reached by other explosion
5498       if (element == EL_EXPLOSION)
5499         element = Store2[x][y];
5500
5501       if (AmoebaNr[x][y] &&
5502           (element == EL_AMOEBA_FULL ||
5503            element == EL_BD_AMOEBA ||
5504            element == EL_AMOEBA_GROWING))
5505       {
5506         AmoebaCnt[AmoebaNr[x][y]]--;
5507         AmoebaCnt2[AmoebaNr[x][y]]--;
5508       }
5509
5510       RemoveField(x, y);
5511
5512       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5513       {
5514         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5515
5516         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5517
5518         if (PLAYERINFO(ex, ey)->use_murphy)
5519           Store[x][y] = EL_EMPTY;
5520       }
5521
5522       // !!! check this case -- currently needed for rnd_rado_negundo_v,
5523       // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5524       else if (ELEM_IS_PLAYER(center_element))
5525         Store[x][y] = EL_EMPTY;
5526       else if (center_element == EL_YAMYAM)
5527         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5528       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5529         Store[x][y] = element_info[center_element].content.e[xx][yy];
5530 #if 1
5531       // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5532       // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5533       // otherwise) -- FIX THIS !!!
5534       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5535         Store[x][y] = element_info[element].content.e[1][1];
5536 #else
5537       else if (!CAN_EXPLODE(element))
5538         Store[x][y] = element_info[element].content.e[1][1];
5539 #endif
5540       else
5541         Store[x][y] = EL_EMPTY;
5542
5543       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5544           center_element == EL_AMOEBA_TO_DIAMOND)
5545         Store2[x][y] = element;
5546
5547       Feld[x][y] = EL_EXPLOSION;
5548       GfxElement[x][y] = artwork_element;
5549
5550       ExplodePhase[x][y] = 1;
5551       ExplodeDelay[x][y] = last_phase;
5552
5553       Stop[x][y] = TRUE;
5554     }
5555
5556     if (center_element == EL_YAMYAM)
5557       game.yamyam_content_nr =
5558         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5559
5560     return;
5561   }
5562
5563   if (Stop[ex][ey])
5564     return;
5565
5566   x = ex;
5567   y = ey;
5568
5569   if (phase == 1)
5570     GfxFrame[x][y] = 0;         // restart explosion animation
5571
5572   last_phase = ExplodeDelay[x][y];
5573
5574   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5575
5576   // this can happen if the player leaves an explosion just in time
5577   if (GfxElement[x][y] == EL_UNDEFINED)
5578     GfxElement[x][y] = EL_EMPTY;
5579
5580   border_element = Store2[x][y];
5581   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5582     border_element = StorePlayer[x][y];
5583
5584   if (phase == element_info[border_element].ignition_delay ||
5585       phase == last_phase)
5586   {
5587     boolean border_explosion = FALSE;
5588
5589     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5590         !PLAYER_EXPLOSION_PROTECTED(x, y))
5591     {
5592       KillPlayerUnlessExplosionProtected(x, y);
5593       border_explosion = TRUE;
5594     }
5595     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5596     {
5597       Feld[x][y] = Store2[x][y];
5598       Store2[x][y] = 0;
5599       Bang(x, y);
5600       border_explosion = TRUE;
5601     }
5602     else if (border_element == EL_AMOEBA_TO_DIAMOND)
5603     {
5604       AmoebeUmwandeln(x, y);
5605       Store2[x][y] = 0;
5606       border_explosion = TRUE;
5607     }
5608
5609     // if an element just explodes due to another explosion (chain-reaction),
5610     // do not immediately end the new explosion when it was the last frame of
5611     // the explosion (as it would be done in the following "if"-statement!)
5612     if (border_explosion && phase == last_phase)
5613       return;
5614   }
5615
5616   if (phase == last_phase)
5617   {
5618     int element;
5619
5620     element = Feld[x][y] = Store[x][y];
5621     Store[x][y] = Store2[x][y] = 0;
5622     GfxElement[x][y] = EL_UNDEFINED;
5623
5624     // player can escape from explosions and might therefore be still alive
5625     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5626         element <= EL_PLAYER_IS_EXPLODING_4)
5627     {
5628       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5629       int explosion_element = EL_PLAYER_1 + player_nr;
5630       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5631       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5632
5633       if (level.use_explosion_element[player_nr])
5634         explosion_element = level.explosion_element[player_nr];
5635
5636       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5637                     element_info[explosion_element].content.e[xx][yy]);
5638     }
5639
5640     // restore probably existing indestructible background element
5641     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5642       element = Feld[x][y] = Back[x][y];
5643     Back[x][y] = 0;
5644
5645     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5646     GfxDir[x][y] = MV_NONE;
5647     ChangeDelay[x][y] = 0;
5648     ChangePage[x][y] = -1;
5649
5650     CustomValue[x][y] = 0;
5651
5652     InitField_WithBug2(x, y, FALSE);
5653
5654     TEST_DrawLevelField(x, y);
5655
5656     TestIfElementTouchesCustomElement(x, y);
5657
5658     if (GFX_CRUMBLED(element))
5659       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5660
5661     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5662       StorePlayer[x][y] = 0;
5663
5664     if (ELEM_IS_PLAYER(element))
5665       RelocatePlayer(x, y, element);
5666   }
5667   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5668   {
5669     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5670     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5671
5672     if (phase == delay)
5673       TEST_DrawLevelFieldCrumbled(x, y);
5674
5675     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5676     {
5677       DrawLevelElement(x, y, Back[x][y]);
5678       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5679     }
5680     else if (IS_WALKABLE_UNDER(Back[x][y]))
5681     {
5682       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5683       DrawLevelElementThruMask(x, y, Back[x][y]);
5684     }
5685     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5686       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5687   }
5688 }
5689
5690 static void DynaExplode(int ex, int ey)
5691 {
5692   int i, j;
5693   int dynabomb_element = Feld[ex][ey];
5694   int dynabomb_size = 1;
5695   boolean dynabomb_xl = FALSE;
5696   struct PlayerInfo *player;
5697   static int xy[4][2] =
5698   {
5699     { 0, -1 },
5700     { -1, 0 },
5701     { +1, 0 },
5702     { 0, +1 }
5703   };
5704
5705   if (IS_ACTIVE_BOMB(dynabomb_element))
5706   {
5707     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5708     dynabomb_size = player->dynabomb_size;
5709     dynabomb_xl = player->dynabomb_xl;
5710     player->dynabombs_left++;
5711   }
5712
5713   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5714
5715   for (i = 0; i < NUM_DIRECTIONS; i++)
5716   {
5717     for (j = 1; j <= dynabomb_size; j++)
5718     {
5719       int x = ex + j * xy[i][0];
5720       int y = ey + j * xy[i][1];
5721       int element;
5722
5723       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5724         break;
5725
5726       element = Feld[x][y];
5727
5728       // do not restart explosions of fields with active bombs
5729       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5730         continue;
5731
5732       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5733
5734       if (element != EL_EMPTY && element != EL_EXPLOSION &&
5735           !IS_DIGGABLE(element) && !dynabomb_xl)
5736         break;
5737     }
5738   }
5739 }
5740
5741 void Bang(int x, int y)
5742 {
5743   int element = MovingOrBlocked2Element(x, y);
5744   int explosion_type = EX_TYPE_NORMAL;
5745
5746   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5747   {
5748     struct PlayerInfo *player = PLAYERINFO(x, y);
5749
5750     element = Feld[x][y] = player->initial_element;
5751
5752     if (level.use_explosion_element[player->index_nr])
5753     {
5754       int explosion_element = level.explosion_element[player->index_nr];
5755
5756       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5757         explosion_type = EX_TYPE_CROSS;
5758       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5759         explosion_type = EX_TYPE_CENTER;
5760     }
5761   }
5762
5763   switch (element)
5764   {
5765     case EL_BUG:
5766     case EL_SPACESHIP:
5767     case EL_BD_BUTTERFLY:
5768     case EL_BD_FIREFLY:
5769     case EL_YAMYAM:
5770     case EL_DARK_YAMYAM:
5771     case EL_ROBOT:
5772     case EL_PACMAN:
5773     case EL_MOLE:
5774       RaiseScoreElement(element);
5775       break;
5776
5777     case EL_DYNABOMB_PLAYER_1_ACTIVE:
5778     case EL_DYNABOMB_PLAYER_2_ACTIVE:
5779     case EL_DYNABOMB_PLAYER_3_ACTIVE:
5780     case EL_DYNABOMB_PLAYER_4_ACTIVE:
5781     case EL_DYNABOMB_INCREASE_NUMBER:
5782     case EL_DYNABOMB_INCREASE_SIZE:
5783     case EL_DYNABOMB_INCREASE_POWER:
5784       explosion_type = EX_TYPE_DYNA;
5785       break;
5786
5787     case EL_DC_LANDMINE:
5788       explosion_type = EX_TYPE_CENTER;
5789       break;
5790
5791     case EL_PENGUIN:
5792     case EL_LAMP:
5793     case EL_LAMP_ACTIVE:
5794     case EL_AMOEBA_TO_DIAMOND:
5795       if (!IS_PLAYER(x, y))     // penguin and player may be at same field
5796         explosion_type = EX_TYPE_CENTER;
5797       break;
5798
5799     default:
5800       if (element_info[element].explosion_type == EXPLODES_CROSS)
5801         explosion_type = EX_TYPE_CROSS;
5802       else if (element_info[element].explosion_type == EXPLODES_1X1)
5803         explosion_type = EX_TYPE_CENTER;
5804       break;
5805   }
5806
5807   if (explosion_type == EX_TYPE_DYNA)
5808     DynaExplode(x, y);
5809   else
5810     Explode(x, y, EX_PHASE_START, explosion_type);
5811
5812   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5813 }
5814
5815 static void SplashAcid(int x, int y)
5816 {
5817   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5818       (!IN_LEV_FIELD(x - 1, y - 2) ||
5819        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5820     Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5821
5822   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5823       (!IN_LEV_FIELD(x + 1, y - 2) ||
5824        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5825     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5826
5827   PlayLevelSound(x, y, SND_ACID_SPLASHING);
5828 }
5829
5830 static void InitBeltMovement(void)
5831 {
5832   static int belt_base_element[4] =
5833   {
5834     EL_CONVEYOR_BELT_1_LEFT,
5835     EL_CONVEYOR_BELT_2_LEFT,
5836     EL_CONVEYOR_BELT_3_LEFT,
5837     EL_CONVEYOR_BELT_4_LEFT
5838   };
5839   static int belt_base_active_element[4] =
5840   {
5841     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5842     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5843     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5844     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5845   };
5846
5847   int x, y, i, j;
5848
5849   // set frame order for belt animation graphic according to belt direction
5850   for (i = 0; i < NUM_BELTS; i++)
5851   {
5852     int belt_nr = i;
5853
5854     for (j = 0; j < NUM_BELT_PARTS; j++)
5855     {
5856       int element = belt_base_active_element[belt_nr] + j;
5857       int graphic_1 = el2img(element);
5858       int graphic_2 = el2panelimg(element);
5859
5860       if (game.belt_dir[i] == MV_LEFT)
5861       {
5862         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5863         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5864       }
5865       else
5866       {
5867         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5868         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5869       }
5870     }
5871   }
5872
5873   SCAN_PLAYFIELD(x, y)
5874   {
5875     int element = Feld[x][y];
5876
5877     for (i = 0; i < NUM_BELTS; i++)
5878     {
5879       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5880       {
5881         int e_belt_nr = getBeltNrFromBeltElement(element);
5882         int belt_nr = i;
5883
5884         if (e_belt_nr == belt_nr)
5885         {
5886           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5887
5888           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5889         }
5890       }
5891     }
5892   }
5893 }
5894
5895 static void ToggleBeltSwitch(int x, int y)
5896 {
5897   static int belt_base_element[4] =
5898   {
5899     EL_CONVEYOR_BELT_1_LEFT,
5900     EL_CONVEYOR_BELT_2_LEFT,
5901     EL_CONVEYOR_BELT_3_LEFT,
5902     EL_CONVEYOR_BELT_4_LEFT
5903   };
5904   static int belt_base_active_element[4] =
5905   {
5906     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5907     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5908     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5909     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5910   };
5911   static int belt_base_switch_element[4] =
5912   {
5913     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5914     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5915     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5916     EL_CONVEYOR_BELT_4_SWITCH_LEFT
5917   };
5918   static int belt_move_dir[4] =
5919   {
5920     MV_LEFT,
5921     MV_NONE,
5922     MV_RIGHT,
5923     MV_NONE,
5924   };
5925
5926   int element = Feld[x][y];
5927   int belt_nr = getBeltNrFromBeltSwitchElement(element);
5928   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5929   int belt_dir = belt_move_dir[belt_dir_nr];
5930   int xx, yy, i;
5931
5932   if (!IS_BELT_SWITCH(element))
5933     return;
5934
5935   game.belt_dir_nr[belt_nr] = belt_dir_nr;
5936   game.belt_dir[belt_nr] = belt_dir;
5937
5938   if (belt_dir_nr == 3)
5939     belt_dir_nr = 1;
5940
5941   // set frame order for belt animation graphic according to belt direction
5942   for (i = 0; i < NUM_BELT_PARTS; i++)
5943   {
5944     int element = belt_base_active_element[belt_nr] + i;
5945     int graphic_1 = el2img(element);
5946     int graphic_2 = el2panelimg(element);
5947
5948     if (belt_dir == MV_LEFT)
5949     {
5950       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5951       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5952     }
5953     else
5954     {
5955       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5956       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5957     }
5958   }
5959
5960   SCAN_PLAYFIELD(xx, yy)
5961   {
5962     int element = Feld[xx][yy];
5963
5964     if (IS_BELT_SWITCH(element))
5965     {
5966       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5967
5968       if (e_belt_nr == belt_nr)
5969       {
5970         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5971         TEST_DrawLevelField(xx, yy);
5972       }
5973     }
5974     else if (IS_BELT(element) && belt_dir != MV_NONE)
5975     {
5976       int e_belt_nr = getBeltNrFromBeltElement(element);
5977
5978       if (e_belt_nr == belt_nr)
5979       {
5980         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5981
5982         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5983         TEST_DrawLevelField(xx, yy);
5984       }
5985     }
5986     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5987     {
5988       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5989
5990       if (e_belt_nr == belt_nr)
5991       {
5992         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5993
5994         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5995         TEST_DrawLevelField(xx, yy);
5996       }
5997     }
5998   }
5999 }
6000
6001 static void ToggleSwitchgateSwitch(int x, int y)
6002 {
6003   int xx, yy;
6004
6005   game.switchgate_pos = !game.switchgate_pos;
6006
6007   SCAN_PLAYFIELD(xx, yy)
6008   {
6009     int element = Feld[xx][yy];
6010
6011     if (element == EL_SWITCHGATE_SWITCH_UP)
6012     {
6013       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6014       TEST_DrawLevelField(xx, yy);
6015     }
6016     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6017     {
6018       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6019       TEST_DrawLevelField(xx, yy);
6020     }
6021     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6022     {
6023       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6024       TEST_DrawLevelField(xx, yy);
6025     }
6026     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6027     {
6028       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6029       TEST_DrawLevelField(xx, yy);
6030     }
6031     else if (element == EL_SWITCHGATE_OPEN ||
6032              element == EL_SWITCHGATE_OPENING)
6033     {
6034       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6035
6036       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6037     }
6038     else if (element == EL_SWITCHGATE_CLOSED ||
6039              element == EL_SWITCHGATE_CLOSING)
6040     {
6041       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6042
6043       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6044     }
6045   }
6046 }
6047
6048 static int getInvisibleActiveFromInvisibleElement(int element)
6049 {
6050   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6051           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
6052           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
6053           element);
6054 }
6055
6056 static int getInvisibleFromInvisibleActiveElement(int element)
6057 {
6058   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6059           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
6060           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
6061           element);
6062 }
6063
6064 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6065 {
6066   int x, y;
6067
6068   SCAN_PLAYFIELD(x, y)
6069   {
6070     int element = Feld[x][y];
6071
6072     if (element == EL_LIGHT_SWITCH &&
6073         game.light_time_left > 0)
6074     {
6075       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6076       TEST_DrawLevelField(x, y);
6077     }
6078     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6079              game.light_time_left == 0)
6080     {
6081       Feld[x][y] = EL_LIGHT_SWITCH;
6082       TEST_DrawLevelField(x, y);
6083     }
6084     else if (element == EL_EMC_DRIPPER &&
6085              game.light_time_left > 0)
6086     {
6087       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6088       TEST_DrawLevelField(x, y);
6089     }
6090     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6091              game.light_time_left == 0)
6092     {
6093       Feld[x][y] = EL_EMC_DRIPPER;
6094       TEST_DrawLevelField(x, y);
6095     }
6096     else if (element == EL_INVISIBLE_STEELWALL ||
6097              element == EL_INVISIBLE_WALL ||
6098              element == EL_INVISIBLE_SAND)
6099     {
6100       if (game.light_time_left > 0)
6101         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6102
6103       TEST_DrawLevelField(x, y);
6104
6105       // uncrumble neighbour fields, if needed
6106       if (element == EL_INVISIBLE_SAND)
6107         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6108     }
6109     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6110              element == EL_INVISIBLE_WALL_ACTIVE ||
6111              element == EL_INVISIBLE_SAND_ACTIVE)
6112     {
6113       if (game.light_time_left == 0)
6114         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6115
6116       TEST_DrawLevelField(x, y);
6117
6118       // re-crumble neighbour fields, if needed
6119       if (element == EL_INVISIBLE_SAND)
6120         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6121     }
6122   }
6123 }
6124
6125 static void RedrawAllInvisibleElementsForLenses(void)
6126 {
6127   int x, y;
6128
6129   SCAN_PLAYFIELD(x, y)
6130   {
6131     int element = Feld[x][y];
6132
6133     if (element == EL_EMC_DRIPPER &&
6134         game.lenses_time_left > 0)
6135     {
6136       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6137       TEST_DrawLevelField(x, y);
6138     }
6139     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6140              game.lenses_time_left == 0)
6141     {
6142       Feld[x][y] = EL_EMC_DRIPPER;
6143       TEST_DrawLevelField(x, y);
6144     }
6145     else if (element == EL_INVISIBLE_STEELWALL ||
6146              element == EL_INVISIBLE_WALL ||
6147              element == EL_INVISIBLE_SAND)
6148     {
6149       if (game.lenses_time_left > 0)
6150         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6151
6152       TEST_DrawLevelField(x, y);
6153
6154       // uncrumble neighbour fields, if needed
6155       if (element == EL_INVISIBLE_SAND)
6156         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6157     }
6158     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6159              element == EL_INVISIBLE_WALL_ACTIVE ||
6160              element == EL_INVISIBLE_SAND_ACTIVE)
6161     {
6162       if (game.lenses_time_left == 0)
6163         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6164
6165       TEST_DrawLevelField(x, y);
6166
6167       // re-crumble neighbour fields, if needed
6168       if (element == EL_INVISIBLE_SAND)
6169         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6170     }
6171   }
6172 }
6173
6174 static void RedrawAllInvisibleElementsForMagnifier(void)
6175 {
6176   int x, y;
6177
6178   SCAN_PLAYFIELD(x, y)
6179   {
6180     int element = Feld[x][y];
6181
6182     if (element == EL_EMC_FAKE_GRASS &&
6183         game.magnify_time_left > 0)
6184     {
6185       Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6186       TEST_DrawLevelField(x, y);
6187     }
6188     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6189              game.magnify_time_left == 0)
6190     {
6191       Feld[x][y] = EL_EMC_FAKE_GRASS;
6192       TEST_DrawLevelField(x, y);
6193     }
6194     else if (IS_GATE_GRAY(element) &&
6195              game.magnify_time_left > 0)
6196     {
6197       Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6198                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6199                     IS_EM_GATE_GRAY(element) ?
6200                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6201                     IS_EMC_GATE_GRAY(element) ?
6202                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6203                     IS_DC_GATE_GRAY(element) ?
6204                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
6205                     element);
6206       TEST_DrawLevelField(x, y);
6207     }
6208     else if (IS_GATE_GRAY_ACTIVE(element) &&
6209              game.magnify_time_left == 0)
6210     {
6211       Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6212                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6213                     IS_EM_GATE_GRAY_ACTIVE(element) ?
6214                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6215                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
6216                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6217                     IS_DC_GATE_GRAY_ACTIVE(element) ?
6218                     EL_DC_GATE_WHITE_GRAY :
6219                     element);
6220       TEST_DrawLevelField(x, y);
6221     }
6222   }
6223 }
6224
6225 static void ToggleLightSwitch(int x, int y)
6226 {
6227   int element = Feld[x][y];
6228
6229   game.light_time_left =
6230     (element == EL_LIGHT_SWITCH ?
6231      level.time_light * FRAMES_PER_SECOND : 0);
6232
6233   RedrawAllLightSwitchesAndInvisibleElements();
6234 }
6235
6236 static void ActivateTimegateSwitch(int x, int y)
6237 {
6238   int xx, yy;
6239
6240   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6241
6242   SCAN_PLAYFIELD(xx, yy)
6243   {
6244     int element = Feld[xx][yy];
6245
6246     if (element == EL_TIMEGATE_CLOSED ||
6247         element == EL_TIMEGATE_CLOSING)
6248     {
6249       Feld[xx][yy] = EL_TIMEGATE_OPENING;
6250       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6251     }
6252
6253     /*
6254     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6255     {
6256       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6257       TEST_DrawLevelField(xx, yy);
6258     }
6259     */
6260
6261   }
6262
6263   Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6264                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6265 }
6266
6267 static void Impact(int x, int y)
6268 {
6269   boolean last_line = (y == lev_fieldy - 1);
6270   boolean object_hit = FALSE;
6271   boolean impact = (last_line || object_hit);
6272   int element = Feld[x][y];
6273   int smashed = EL_STEELWALL;
6274
6275   if (!last_line)       // check if element below was hit
6276   {
6277     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6278       return;
6279
6280     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6281                                          MovDir[x][y + 1] != MV_DOWN ||
6282                                          MovPos[x][y + 1] <= TILEY / 2));
6283
6284     // do not smash moving elements that left the smashed field in time
6285     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6286         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6287       object_hit = FALSE;
6288
6289 #if USE_QUICKSAND_IMPACT_BUGFIX
6290     if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6291     {
6292       RemoveMovingField(x, y + 1);
6293       Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6294       Feld[x][y + 2] = EL_ROCK;
6295       TEST_DrawLevelField(x, y + 2);
6296
6297       object_hit = TRUE;
6298     }
6299
6300     if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6301     {
6302       RemoveMovingField(x, y + 1);
6303       Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6304       Feld[x][y + 2] = EL_ROCK;
6305       TEST_DrawLevelField(x, y + 2);
6306
6307       object_hit = TRUE;
6308     }
6309 #endif
6310
6311     if (object_hit)
6312       smashed = MovingOrBlocked2Element(x, y + 1);
6313
6314     impact = (last_line || object_hit);
6315   }
6316
6317   if (!last_line && smashed == EL_ACID) // element falls into acid
6318   {
6319     SplashAcid(x, y + 1);
6320     return;
6321   }
6322
6323   // !!! not sufficient for all cases -- see EL_PEARL below !!!
6324   // only reset graphic animation if graphic really changes after impact
6325   if (impact &&
6326       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6327   {
6328     ResetGfxAnimation(x, y);
6329     TEST_DrawLevelField(x, y);
6330   }
6331
6332   if (impact && CAN_EXPLODE_IMPACT(element))
6333   {
6334     Bang(x, y);
6335     return;
6336   }
6337   else if (impact && element == EL_PEARL &&
6338            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6339   {
6340     ResetGfxAnimation(x, y);
6341
6342     Feld[x][y] = EL_PEARL_BREAKING;
6343     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6344     return;
6345   }
6346   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6347   {
6348     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6349
6350     return;
6351   }
6352
6353   if (impact && element == EL_AMOEBA_DROP)
6354   {
6355     if (object_hit && IS_PLAYER(x, y + 1))
6356       KillPlayerUnlessEnemyProtected(x, y + 1);
6357     else if (object_hit && smashed == EL_PENGUIN)
6358       Bang(x, y + 1);
6359     else
6360     {
6361       Feld[x][y] = EL_AMOEBA_GROWING;
6362       Store[x][y] = EL_AMOEBA_WET;
6363
6364       ResetRandomAnimationValue(x, y);
6365     }
6366     return;
6367   }
6368
6369   if (object_hit)               // check which object was hit
6370   {
6371     if ((CAN_PASS_MAGIC_WALL(element) && 
6372          (smashed == EL_MAGIC_WALL ||
6373           smashed == EL_BD_MAGIC_WALL)) ||
6374         (CAN_PASS_DC_MAGIC_WALL(element) &&
6375          smashed == EL_DC_MAGIC_WALL))
6376     {
6377       int xx, yy;
6378       int activated_magic_wall =
6379         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6380          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6381          EL_DC_MAGIC_WALL_ACTIVE);
6382
6383       // activate magic wall / mill
6384       SCAN_PLAYFIELD(xx, yy)
6385       {
6386         if (Feld[xx][yy] == smashed)
6387           Feld[xx][yy] = activated_magic_wall;
6388       }
6389
6390       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6391       game.magic_wall_active = TRUE;
6392
6393       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6394                             SND_MAGIC_WALL_ACTIVATING :
6395                             smashed == EL_BD_MAGIC_WALL ?
6396                             SND_BD_MAGIC_WALL_ACTIVATING :
6397                             SND_DC_MAGIC_WALL_ACTIVATING));
6398     }
6399
6400     if (IS_PLAYER(x, y + 1))
6401     {
6402       if (CAN_SMASH_PLAYER(element))
6403       {
6404         KillPlayerUnlessEnemyProtected(x, y + 1);
6405         return;
6406       }
6407     }
6408     else if (smashed == EL_PENGUIN)
6409     {
6410       if (CAN_SMASH_PLAYER(element))
6411       {
6412         Bang(x, y + 1);
6413         return;
6414       }
6415     }
6416     else if (element == EL_BD_DIAMOND)
6417     {
6418       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6419       {
6420         Bang(x, y + 1);
6421         return;
6422       }
6423     }
6424     else if (((element == EL_SP_INFOTRON ||
6425                element == EL_SP_ZONK) &&
6426               (smashed == EL_SP_SNIKSNAK ||
6427                smashed == EL_SP_ELECTRON ||
6428                smashed == EL_SP_DISK_ORANGE)) ||
6429              (element == EL_SP_INFOTRON &&
6430               smashed == EL_SP_DISK_YELLOW))
6431     {
6432       Bang(x, y + 1);
6433       return;
6434     }
6435     else if (CAN_SMASH_EVERYTHING(element))
6436     {
6437       if (IS_CLASSIC_ENEMY(smashed) ||
6438           CAN_EXPLODE_SMASHED(smashed))
6439       {
6440         Bang(x, y + 1);
6441         return;
6442       }
6443       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6444       {
6445         if (smashed == EL_LAMP ||
6446             smashed == EL_LAMP_ACTIVE)
6447         {
6448           Bang(x, y + 1);
6449           return;
6450         }
6451         else if (smashed == EL_NUT)
6452         {
6453           Feld[x][y + 1] = EL_NUT_BREAKING;
6454           PlayLevelSound(x, y, SND_NUT_BREAKING);
6455           RaiseScoreElement(EL_NUT);
6456           return;
6457         }
6458         else if (smashed == EL_PEARL)
6459         {
6460           ResetGfxAnimation(x, y);
6461
6462           Feld[x][y + 1] = EL_PEARL_BREAKING;
6463           PlayLevelSound(x, y, SND_PEARL_BREAKING);
6464           return;
6465         }
6466         else if (smashed == EL_DIAMOND)
6467         {
6468           Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6469           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6470           return;
6471         }
6472         else if (IS_BELT_SWITCH(smashed))
6473         {
6474           ToggleBeltSwitch(x, y + 1);
6475         }
6476         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6477                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6478                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6479                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6480         {
6481           ToggleSwitchgateSwitch(x, y + 1);
6482         }
6483         else if (smashed == EL_LIGHT_SWITCH ||
6484                  smashed == EL_LIGHT_SWITCH_ACTIVE)
6485         {
6486           ToggleLightSwitch(x, y + 1);
6487         }
6488         else
6489         {
6490           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6491
6492           CheckElementChangeBySide(x, y + 1, smashed, element,
6493                                    CE_SWITCHED, CH_SIDE_TOP);
6494           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6495                                             CH_SIDE_TOP);
6496         }
6497       }
6498       else
6499       {
6500         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6501       }
6502     }
6503   }
6504
6505   // play sound of magic wall / mill
6506   if (!last_line &&
6507       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6508        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6509        Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6510   {
6511     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6512       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6513     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6514       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6515     else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6516       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6517
6518     return;
6519   }
6520
6521   // play sound of object that hits the ground
6522   if (last_line || object_hit)
6523     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6524 }
6525
6526 static void TurnRoundExt(int x, int y)
6527 {
6528   static struct
6529   {
6530     int dx, dy;
6531   } move_xy[] =
6532   {
6533     {  0,  0 },
6534     { -1,  0 },
6535     { +1,  0 },
6536     {  0,  0 },
6537     {  0, -1 },
6538     {  0,  0 }, { 0, 0 }, { 0, 0 },
6539     {  0, +1 }
6540   };
6541   static struct
6542   {
6543     int left, right, back;
6544   } turn[] =
6545   {
6546     { 0,        0,              0        },
6547     { MV_DOWN,  MV_UP,          MV_RIGHT },
6548     { MV_UP,    MV_DOWN,        MV_LEFT  },
6549     { 0,        0,              0        },
6550     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
6551     { 0,        0,              0        },
6552     { 0,        0,              0        },
6553     { 0,        0,              0        },
6554     { MV_RIGHT, MV_LEFT,        MV_UP    }
6555   };
6556
6557   int element = Feld[x][y];
6558   int move_pattern = element_info[element].move_pattern;
6559
6560   int old_move_dir = MovDir[x][y];
6561   int left_dir  = turn[old_move_dir].left;
6562   int right_dir = turn[old_move_dir].right;
6563   int back_dir  = turn[old_move_dir].back;
6564
6565   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
6566   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
6567   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
6568   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
6569
6570   int left_x  = x + left_dx,  left_y  = y + left_dy;
6571   int right_x = x + right_dx, right_y = y + right_dy;
6572   int move_x  = x + move_dx,  move_y  = y + move_dy;
6573
6574   int xx, yy;
6575
6576   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6577   {
6578     TestIfBadThingTouchesOtherBadThing(x, y);
6579
6580     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6581       MovDir[x][y] = right_dir;
6582     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6583       MovDir[x][y] = left_dir;
6584
6585     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6586       MovDelay[x][y] = 9;
6587     else if (element == EL_BD_BUTTERFLY)     // && MovDir[x][y] == left_dir)
6588       MovDelay[x][y] = 1;
6589   }
6590   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6591   {
6592     TestIfBadThingTouchesOtherBadThing(x, y);
6593
6594     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6595       MovDir[x][y] = left_dir;
6596     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6597       MovDir[x][y] = right_dir;
6598
6599     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6600       MovDelay[x][y] = 9;
6601     else if (element == EL_BD_FIREFLY)      // && MovDir[x][y] == right_dir)
6602       MovDelay[x][y] = 1;
6603   }
6604   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6605   {
6606     TestIfBadThingTouchesOtherBadThing(x, y);
6607
6608     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6609       MovDir[x][y] = left_dir;
6610     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6611       MovDir[x][y] = right_dir;
6612
6613     if (MovDir[x][y] != old_move_dir)
6614       MovDelay[x][y] = 9;
6615   }
6616   else if (element == EL_YAMYAM)
6617   {
6618     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6619     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6620
6621     if (can_turn_left && can_turn_right)
6622       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6623     else if (can_turn_left)
6624       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6625     else if (can_turn_right)
6626       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6627     else
6628       MovDir[x][y] = back_dir;
6629
6630     MovDelay[x][y] = 16 + 16 * RND(3);
6631   }
6632   else if (element == EL_DARK_YAMYAM)
6633   {
6634     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6635                                                          left_x, left_y);
6636     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6637                                                          right_x, right_y);
6638
6639     if (can_turn_left && can_turn_right)
6640       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6641     else if (can_turn_left)
6642       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6643     else if (can_turn_right)
6644       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6645     else
6646       MovDir[x][y] = back_dir;
6647
6648     MovDelay[x][y] = 16 + 16 * RND(3);
6649   }
6650   else if (element == EL_PACMAN)
6651   {
6652     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6653     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6654
6655     if (can_turn_left && can_turn_right)
6656       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6657     else if (can_turn_left)
6658       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6659     else if (can_turn_right)
6660       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6661     else
6662       MovDir[x][y] = back_dir;
6663
6664     MovDelay[x][y] = 6 + RND(40);
6665   }
6666   else if (element == EL_PIG)
6667   {
6668     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6669     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6670     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6671     boolean should_turn_left, should_turn_right, should_move_on;
6672     int rnd_value = 24;
6673     int rnd = RND(rnd_value);
6674
6675     should_turn_left = (can_turn_left &&
6676                         (!can_move_on ||
6677                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6678                                                    y + back_dy + left_dy)));
6679     should_turn_right = (can_turn_right &&
6680                          (!can_move_on ||
6681                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6682                                                     y + back_dy + right_dy)));
6683     should_move_on = (can_move_on &&
6684                       (!can_turn_left ||
6685                        !can_turn_right ||
6686                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6687                                                  y + move_dy + left_dy) ||
6688                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6689                                                  y + move_dy + right_dy)));
6690
6691     if (should_turn_left || should_turn_right || should_move_on)
6692     {
6693       if (should_turn_left && should_turn_right && should_move_on)
6694         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
6695                         rnd < 2 * rnd_value / 3 ? right_dir :
6696                         old_move_dir);
6697       else if (should_turn_left && should_turn_right)
6698         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6699       else if (should_turn_left && should_move_on)
6700         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6701       else if (should_turn_right && should_move_on)
6702         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6703       else if (should_turn_left)
6704         MovDir[x][y] = left_dir;
6705       else if (should_turn_right)
6706         MovDir[x][y] = right_dir;
6707       else if (should_move_on)
6708         MovDir[x][y] = old_move_dir;
6709     }
6710     else if (can_move_on && rnd > rnd_value / 8)
6711       MovDir[x][y] = old_move_dir;
6712     else if (can_turn_left && can_turn_right)
6713       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6714     else if (can_turn_left && rnd > rnd_value / 8)
6715       MovDir[x][y] = left_dir;
6716     else if (can_turn_right && rnd > rnd_value/8)
6717       MovDir[x][y] = right_dir;
6718     else
6719       MovDir[x][y] = back_dir;
6720
6721     xx = x + move_xy[MovDir[x][y]].dx;
6722     yy = y + move_xy[MovDir[x][y]].dy;
6723
6724     if (!IN_LEV_FIELD(xx, yy) ||
6725         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6726       MovDir[x][y] = old_move_dir;
6727
6728     MovDelay[x][y] = 0;
6729   }
6730   else if (element == EL_DRAGON)
6731   {
6732     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6733     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6734     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6735     int rnd_value = 24;
6736     int rnd = RND(rnd_value);
6737
6738     if (can_move_on && rnd > rnd_value / 8)
6739       MovDir[x][y] = old_move_dir;
6740     else if (can_turn_left && can_turn_right)
6741       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6742     else if (can_turn_left && rnd > rnd_value / 8)
6743       MovDir[x][y] = left_dir;
6744     else if (can_turn_right && rnd > rnd_value / 8)
6745       MovDir[x][y] = right_dir;
6746     else
6747       MovDir[x][y] = back_dir;
6748
6749     xx = x + move_xy[MovDir[x][y]].dx;
6750     yy = y + move_xy[MovDir[x][y]].dy;
6751
6752     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6753       MovDir[x][y] = old_move_dir;
6754
6755     MovDelay[x][y] = 0;
6756   }
6757   else if (element == EL_MOLE)
6758   {
6759     boolean can_move_on =
6760       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6761                             IS_AMOEBOID(Feld[move_x][move_y]) ||
6762                             Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6763     if (!can_move_on)
6764     {
6765       boolean can_turn_left =
6766         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6767                               IS_AMOEBOID(Feld[left_x][left_y])));
6768
6769       boolean can_turn_right =
6770         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6771                               IS_AMOEBOID(Feld[right_x][right_y])));
6772
6773       if (can_turn_left && can_turn_right)
6774         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6775       else if (can_turn_left)
6776         MovDir[x][y] = left_dir;
6777       else
6778         MovDir[x][y] = right_dir;
6779     }
6780
6781     if (MovDir[x][y] != old_move_dir)
6782       MovDelay[x][y] = 9;
6783   }
6784   else if (element == EL_BALLOON)
6785   {
6786     MovDir[x][y] = game.wind_direction;
6787     MovDelay[x][y] = 0;
6788   }
6789   else if (element == EL_SPRING)
6790   {
6791     if (MovDir[x][y] & MV_HORIZONTAL)
6792     {
6793       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6794           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6795       {
6796         Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6797         ResetGfxAnimation(move_x, move_y);
6798         TEST_DrawLevelField(move_x, move_y);
6799
6800         MovDir[x][y] = back_dir;
6801       }
6802       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6803                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6804         MovDir[x][y] = MV_NONE;
6805     }
6806
6807     MovDelay[x][y] = 0;
6808   }
6809   else if (element == EL_ROBOT ||
6810            element == EL_SATELLITE ||
6811            element == EL_PENGUIN ||
6812            element == EL_EMC_ANDROID)
6813   {
6814     int attr_x = -1, attr_y = -1;
6815
6816     if (AllPlayersGone)
6817     {
6818       attr_x = ExitX;
6819       attr_y = ExitY;
6820     }
6821     else
6822     {
6823       int i;
6824
6825       for (i = 0; i < MAX_PLAYERS; i++)
6826       {
6827         struct PlayerInfo *player = &stored_player[i];
6828         int jx = player->jx, jy = player->jy;
6829
6830         if (!player->active)
6831           continue;
6832
6833         if (attr_x == -1 ||
6834             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6835         {
6836           attr_x = jx;
6837           attr_y = jy;
6838         }
6839       }
6840     }
6841
6842     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6843         (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6844          game.engine_version < VERSION_IDENT(3,1,0,0)))
6845     {
6846       attr_x = ZX;
6847       attr_y = ZY;
6848     }
6849
6850     if (element == EL_PENGUIN)
6851     {
6852       int i;
6853       static int xy[4][2] =
6854       {
6855         { 0, -1 },
6856         { -1, 0 },
6857         { +1, 0 },
6858         { 0, +1 }
6859       };
6860
6861       for (i = 0; i < NUM_DIRECTIONS; i++)
6862       {
6863         int ex = x + xy[i][0];
6864         int ey = y + xy[i][1];
6865
6866         if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6867                                      Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6868                                      Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6869                                      Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6870         {
6871           attr_x = ex;
6872           attr_y = ey;
6873           break;
6874         }
6875       }
6876     }
6877
6878     MovDir[x][y] = MV_NONE;
6879     if (attr_x < x)
6880       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6881     else if (attr_x > x)
6882       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6883     if (attr_y < y)
6884       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6885     else if (attr_y > y)
6886       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6887
6888     if (element == EL_ROBOT)
6889     {
6890       int newx, newy;
6891
6892       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6893         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6894       Moving2Blocked(x, y, &newx, &newy);
6895
6896       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6897         MovDelay[x][y] = 8 + 8 * !RND(3);
6898       else
6899         MovDelay[x][y] = 16;
6900     }
6901     else if (element == EL_PENGUIN)
6902     {
6903       int newx, newy;
6904
6905       MovDelay[x][y] = 1;
6906
6907       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908       {
6909         boolean first_horiz = RND(2);
6910         int new_move_dir = MovDir[x][y];
6911
6912         MovDir[x][y] =
6913           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6914         Moving2Blocked(x, y, &newx, &newy);
6915
6916         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6917           return;
6918
6919         MovDir[x][y] =
6920           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6921         Moving2Blocked(x, y, &newx, &newy);
6922
6923         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6924           return;
6925
6926         MovDir[x][y] = old_move_dir;
6927         return;
6928       }
6929     }
6930     else if (element == EL_SATELLITE)
6931     {
6932       int newx, newy;
6933
6934       MovDelay[x][y] = 1;
6935
6936       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6937       {
6938         boolean first_horiz = RND(2);
6939         int new_move_dir = MovDir[x][y];
6940
6941         MovDir[x][y] =
6942           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6943         Moving2Blocked(x, y, &newx, &newy);
6944
6945         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6946           return;
6947
6948         MovDir[x][y] =
6949           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950         Moving2Blocked(x, y, &newx, &newy);
6951
6952         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6953           return;
6954
6955         MovDir[x][y] = old_move_dir;
6956         return;
6957       }
6958     }
6959     else if (element == EL_EMC_ANDROID)
6960     {
6961       static int check_pos[16] =
6962       {
6963         -1,             //  0 => (invalid)
6964         7,              //  1 => MV_LEFT
6965         3,              //  2 => MV_RIGHT
6966         -1,             //  3 => (invalid)
6967         1,              //  4 =>            MV_UP
6968         0,              //  5 => MV_LEFT  | MV_UP
6969         2,              //  6 => MV_RIGHT | MV_UP
6970         -1,             //  7 => (invalid)
6971         5,              //  8 =>            MV_DOWN
6972         6,              //  9 => MV_LEFT  | MV_DOWN
6973         4,              // 10 => MV_RIGHT | MV_DOWN
6974         -1,             // 11 => (invalid)
6975         -1,             // 12 => (invalid)
6976         -1,             // 13 => (invalid)
6977         -1,             // 14 => (invalid)
6978         -1,             // 15 => (invalid)
6979       };
6980       static struct
6981       {
6982         int dx, dy;
6983         int dir;
6984       } check_xy[8] =
6985       {
6986         { -1, -1,       MV_LEFT  | MV_UP   },
6987         {  0, -1,                  MV_UP   },
6988         { +1, -1,       MV_RIGHT | MV_UP   },
6989         { +1,  0,       MV_RIGHT           },
6990         { +1, +1,       MV_RIGHT | MV_DOWN },
6991         {  0, +1,                  MV_DOWN },
6992         { -1, +1,       MV_LEFT  | MV_DOWN },
6993         { -1,  0,       MV_LEFT            },
6994       };
6995       int start_pos, check_order;
6996       boolean can_clone = FALSE;
6997       int i;
6998
6999       // check if there is any free field around current position
7000       for (i = 0; i < 8; i++)
7001       {
7002         int newx = x + check_xy[i].dx;
7003         int newy = y + check_xy[i].dy;
7004
7005         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7006         {
7007           can_clone = TRUE;
7008
7009           break;
7010         }
7011       }
7012
7013       if (can_clone)            // randomly find an element to clone
7014       {
7015         can_clone = FALSE;
7016
7017         start_pos = check_pos[RND(8)];
7018         check_order = (RND(2) ? -1 : +1);
7019
7020         for (i = 0; i < 8; i++)
7021         {
7022           int pos_raw = start_pos + i * check_order;
7023           int pos = (pos_raw + 8) % 8;
7024           int newx = x + check_xy[pos].dx;
7025           int newy = y + check_xy[pos].dy;
7026
7027           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7028           {
7029             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7030             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7031
7032             Store[x][y] = Feld[newx][newy];
7033
7034             can_clone = TRUE;
7035
7036             break;
7037           }
7038         }
7039       }
7040
7041       if (can_clone)            // randomly find a direction to move
7042       {
7043         can_clone = FALSE;
7044
7045         start_pos = check_pos[RND(8)];
7046         check_order = (RND(2) ? -1 : +1);
7047
7048         for (i = 0; i < 8; i++)
7049         {
7050           int pos_raw = start_pos + i * check_order;
7051           int pos = (pos_raw + 8) % 8;
7052           int newx = x + check_xy[pos].dx;
7053           int newy = y + check_xy[pos].dy;
7054           int new_move_dir = check_xy[pos].dir;
7055
7056           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7057           {
7058             MovDir[x][y] = new_move_dir;
7059             MovDelay[x][y] = level.android_clone_time * 8 + 1;
7060
7061             can_clone = TRUE;
7062
7063             break;
7064           }
7065         }
7066       }
7067
7068       if (can_clone)            // cloning and moving successful
7069         return;
7070
7071       // cannot clone -- try to move towards player
7072
7073       start_pos = check_pos[MovDir[x][y] & 0x0f];
7074       check_order = (RND(2) ? -1 : +1);
7075
7076       for (i = 0; i < 3; i++)
7077       {
7078         // first check start_pos, then previous/next or (next/previous) pos
7079         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7080         int pos = (pos_raw + 8) % 8;
7081         int newx = x + check_xy[pos].dx;
7082         int newy = y + check_xy[pos].dy;
7083         int new_move_dir = check_xy[pos].dir;
7084
7085         if (IS_PLAYER(newx, newy))
7086           break;
7087
7088         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7089         {
7090           MovDir[x][y] = new_move_dir;
7091           MovDelay[x][y] = level.android_move_time * 8 + 1;
7092
7093           break;
7094         }
7095       }
7096     }
7097   }
7098   else if (move_pattern == MV_TURNING_LEFT ||
7099            move_pattern == MV_TURNING_RIGHT ||
7100            move_pattern == MV_TURNING_LEFT_RIGHT ||
7101            move_pattern == MV_TURNING_RIGHT_LEFT ||
7102            move_pattern == MV_TURNING_RANDOM ||
7103            move_pattern == MV_ALL_DIRECTIONS)
7104   {
7105     boolean can_turn_left =
7106       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7107     boolean can_turn_right =
7108       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7109
7110     if (element_info[element].move_stepsize == 0)       // "not moving"
7111       return;
7112
7113     if (move_pattern == MV_TURNING_LEFT)
7114       MovDir[x][y] = left_dir;
7115     else if (move_pattern == MV_TURNING_RIGHT)
7116       MovDir[x][y] = right_dir;
7117     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7118       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7119     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7120       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7121     else if (move_pattern == MV_TURNING_RANDOM)
7122       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7123                       can_turn_right && !can_turn_left ? right_dir :
7124                       RND(2) ? left_dir : right_dir);
7125     else if (can_turn_left && can_turn_right)
7126       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7127     else if (can_turn_left)
7128       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7129     else if (can_turn_right)
7130       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7131     else
7132       MovDir[x][y] = back_dir;
7133
7134     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7135   }
7136   else if (move_pattern == MV_HORIZONTAL ||
7137            move_pattern == MV_VERTICAL)
7138   {
7139     if (move_pattern & old_move_dir)
7140       MovDir[x][y] = back_dir;
7141     else if (move_pattern == MV_HORIZONTAL)
7142       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7143     else if (move_pattern == MV_VERTICAL)
7144       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7145
7146     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7147   }
7148   else if (move_pattern & MV_ANY_DIRECTION)
7149   {
7150     MovDir[x][y] = move_pattern;
7151     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7152   }
7153   else if (move_pattern & MV_WIND_DIRECTION)
7154   {
7155     MovDir[x][y] = game.wind_direction;
7156     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7157   }
7158   else if (move_pattern == MV_ALONG_LEFT_SIDE)
7159   {
7160     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7161       MovDir[x][y] = left_dir;
7162     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7163       MovDir[x][y] = right_dir;
7164
7165     if (MovDir[x][y] != old_move_dir)
7166       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7167   }
7168   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7169   {
7170     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7171       MovDir[x][y] = right_dir;
7172     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7173       MovDir[x][y] = left_dir;
7174
7175     if (MovDir[x][y] != old_move_dir)
7176       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7177   }
7178   else if (move_pattern == MV_TOWARDS_PLAYER ||
7179            move_pattern == MV_AWAY_FROM_PLAYER)
7180   {
7181     int attr_x = -1, attr_y = -1;
7182     int newx, newy;
7183     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7184
7185     if (AllPlayersGone)
7186     {
7187       attr_x = ExitX;
7188       attr_y = ExitY;
7189     }
7190     else
7191     {
7192       int i;
7193
7194       for (i = 0; i < MAX_PLAYERS; i++)
7195       {
7196         struct PlayerInfo *player = &stored_player[i];
7197         int jx = player->jx, jy = player->jy;
7198
7199         if (!player->active)
7200           continue;
7201
7202         if (attr_x == -1 ||
7203             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7204         {
7205           attr_x = jx;
7206           attr_y = jy;
7207         }
7208       }
7209     }
7210
7211     MovDir[x][y] = MV_NONE;
7212     if (attr_x < x)
7213       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7214     else if (attr_x > x)
7215       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7216     if (attr_y < y)
7217       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7218     else if (attr_y > y)
7219       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7220
7221     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7222
7223     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7224     {
7225       boolean first_horiz = RND(2);
7226       int new_move_dir = MovDir[x][y];
7227
7228       if (element_info[element].move_stepsize == 0)     // "not moving"
7229       {
7230         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7231         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7232
7233         return;
7234       }
7235
7236       MovDir[x][y] =
7237         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7238       Moving2Blocked(x, y, &newx, &newy);
7239
7240       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7241         return;
7242
7243       MovDir[x][y] =
7244         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7245       Moving2Blocked(x, y, &newx, &newy);
7246
7247       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7248         return;
7249
7250       MovDir[x][y] = old_move_dir;
7251     }
7252   }
7253   else if (move_pattern == MV_WHEN_PUSHED ||
7254            move_pattern == MV_WHEN_DROPPED)
7255   {
7256     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7257       MovDir[x][y] = MV_NONE;
7258
7259     MovDelay[x][y] = 0;
7260   }
7261   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7262   {
7263     static int test_xy[7][2] =
7264     {
7265       { 0, -1 },
7266       { -1, 0 },
7267       { +1, 0 },
7268       { 0, +1 },
7269       { 0, -1 },
7270       { -1, 0 },
7271       { +1, 0 },
7272     };
7273     static int test_dir[7] =
7274     {
7275       MV_UP,
7276       MV_LEFT,
7277       MV_RIGHT,
7278       MV_DOWN,
7279       MV_UP,
7280       MV_LEFT,
7281       MV_RIGHT,
7282     };
7283     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7284     int move_preference = -1000000;     // start with very low preference
7285     int new_move_dir = MV_NONE;
7286     int start_test = RND(4);
7287     int i;
7288
7289     for (i = 0; i < NUM_DIRECTIONS; i++)
7290     {
7291       int move_dir = test_dir[start_test + i];
7292       int move_dir_preference;
7293
7294       xx = x + test_xy[start_test + i][0];
7295       yy = y + test_xy[start_test + i][1];
7296
7297       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7298           (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7299       {
7300         new_move_dir = move_dir;
7301
7302         break;
7303       }
7304
7305       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7306         continue;
7307
7308       move_dir_preference = -1 * RunnerVisit[xx][yy];
7309       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7310         move_dir_preference = PlayerVisit[xx][yy];
7311
7312       if (move_dir_preference > move_preference)
7313       {
7314         // prefer field that has not been visited for the longest time
7315         move_preference = move_dir_preference;
7316         new_move_dir = move_dir;
7317       }
7318       else if (move_dir_preference == move_preference &&
7319                move_dir == old_move_dir)
7320       {
7321         // prefer last direction when all directions are preferred equally
7322         move_preference = move_dir_preference;
7323         new_move_dir = move_dir;
7324       }
7325     }
7326
7327     MovDir[x][y] = new_move_dir;
7328     if (old_move_dir != new_move_dir)
7329       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7330   }
7331 }
7332
7333 static void TurnRound(int x, int y)
7334 {
7335   int direction = MovDir[x][y];
7336
7337   TurnRoundExt(x, y);
7338
7339   GfxDir[x][y] = MovDir[x][y];
7340
7341   if (direction != MovDir[x][y])
7342     GfxFrame[x][y] = 0;
7343
7344   if (MovDelay[x][y])
7345     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7346
7347   ResetGfxFrame(x, y);
7348 }
7349
7350 static boolean JustBeingPushed(int x, int y)
7351 {
7352   int i;
7353
7354   for (i = 0; i < MAX_PLAYERS; i++)
7355   {
7356     struct PlayerInfo *player = &stored_player[i];
7357
7358     if (player->active && player->is_pushing && player->MovPos)
7359     {
7360       int next_jx = player->jx + (player->jx - player->last_jx);
7361       int next_jy = player->jy + (player->jy - player->last_jy);
7362
7363       if (x == next_jx && y == next_jy)
7364         return TRUE;
7365     }
7366   }
7367
7368   return FALSE;
7369 }
7370
7371 static void StartMoving(int x, int y)
7372 {
7373   boolean started_moving = FALSE;       // some elements can fall _and_ move
7374   int element = Feld[x][y];
7375
7376   if (Stop[x][y])
7377     return;
7378
7379   if (MovDelay[x][y] == 0)
7380     GfxAction[x][y] = ACTION_DEFAULT;
7381
7382   if (CAN_FALL(element) && y < lev_fieldy - 1)
7383   {
7384     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7385         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7386       if (JustBeingPushed(x, y))
7387         return;
7388
7389     if (element == EL_QUICKSAND_FULL)
7390     {
7391       if (IS_FREE(x, y + 1))
7392       {
7393         InitMovingField(x, y, MV_DOWN);
7394         started_moving = TRUE;
7395
7396         Feld[x][y] = EL_QUICKSAND_EMPTYING;
7397 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7398         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7399           Store[x][y] = EL_ROCK;
7400 #else
7401         Store[x][y] = EL_ROCK;
7402 #endif
7403
7404         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7405       }
7406       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7407       {
7408         if (!MovDelay[x][y])
7409         {
7410           MovDelay[x][y] = TILEY + 1;
7411
7412           ResetGfxAnimation(x, y);
7413           ResetGfxAnimation(x, y + 1);
7414         }
7415
7416         if (MovDelay[x][y])
7417         {
7418           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7419           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7420
7421           MovDelay[x][y]--;
7422           if (MovDelay[x][y])
7423             return;
7424         }
7425
7426         Feld[x][y] = EL_QUICKSAND_EMPTY;
7427         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7428         Store[x][y + 1] = Store[x][y];
7429         Store[x][y] = 0;
7430
7431         PlayLevelSoundAction(x, y, ACTION_FILLING);
7432       }
7433       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7434       {
7435         if (!MovDelay[x][y])
7436         {
7437           MovDelay[x][y] = TILEY + 1;
7438
7439           ResetGfxAnimation(x, y);
7440           ResetGfxAnimation(x, y + 1);
7441         }
7442
7443         if (MovDelay[x][y])
7444         {
7445           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7446           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7447
7448           MovDelay[x][y]--;
7449           if (MovDelay[x][y])
7450             return;
7451         }
7452
7453         Feld[x][y] = EL_QUICKSAND_EMPTY;
7454         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7455         Store[x][y + 1] = Store[x][y];
7456         Store[x][y] = 0;
7457
7458         PlayLevelSoundAction(x, y, ACTION_FILLING);
7459       }
7460     }
7461     else if (element == EL_QUICKSAND_FAST_FULL)
7462     {
7463       if (IS_FREE(x, y + 1))
7464       {
7465         InitMovingField(x, y, MV_DOWN);
7466         started_moving = TRUE;
7467
7468         Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7469 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7470         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7471           Store[x][y] = EL_ROCK;
7472 #else
7473         Store[x][y] = EL_ROCK;
7474 #endif
7475
7476         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7477       }
7478       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7479       {
7480         if (!MovDelay[x][y])
7481         {
7482           MovDelay[x][y] = TILEY + 1;
7483
7484           ResetGfxAnimation(x, y);
7485           ResetGfxAnimation(x, y + 1);
7486         }
7487
7488         if (MovDelay[x][y])
7489         {
7490           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7491           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7492
7493           MovDelay[x][y]--;
7494           if (MovDelay[x][y])
7495             return;
7496         }
7497
7498         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7499         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7500         Store[x][y + 1] = Store[x][y];
7501         Store[x][y] = 0;
7502
7503         PlayLevelSoundAction(x, y, ACTION_FILLING);
7504       }
7505       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506       {
7507         if (!MovDelay[x][y])
7508         {
7509           MovDelay[x][y] = TILEY + 1;
7510
7511           ResetGfxAnimation(x, y);
7512           ResetGfxAnimation(x, y + 1);
7513         }
7514
7515         if (MovDelay[x][y])
7516         {
7517           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7518           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7519
7520           MovDelay[x][y]--;
7521           if (MovDelay[x][y])
7522             return;
7523         }
7524
7525         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7526         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7527         Store[x][y + 1] = Store[x][y];
7528         Store[x][y] = 0;
7529
7530         PlayLevelSoundAction(x, y, ACTION_FILLING);
7531       }
7532     }
7533     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7534              Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7535     {
7536       InitMovingField(x, y, MV_DOWN);
7537       started_moving = TRUE;
7538
7539       Feld[x][y] = EL_QUICKSAND_FILLING;
7540       Store[x][y] = element;
7541
7542       PlayLevelSoundAction(x, y, ACTION_FILLING);
7543     }
7544     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7545              Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7546     {
7547       InitMovingField(x, y, MV_DOWN);
7548       started_moving = TRUE;
7549
7550       Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7551       Store[x][y] = element;
7552
7553       PlayLevelSoundAction(x, y, ACTION_FILLING);
7554     }
7555     else if (element == EL_MAGIC_WALL_FULL)
7556     {
7557       if (IS_FREE(x, y + 1))
7558       {
7559         InitMovingField(x, y, MV_DOWN);
7560         started_moving = TRUE;
7561
7562         Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7563         Store[x][y] = EL_CHANGED(Store[x][y]);
7564       }
7565       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7566       {
7567         if (!MovDelay[x][y])
7568           MovDelay[x][y] = TILEY / 4 + 1;
7569
7570         if (MovDelay[x][y])
7571         {
7572           MovDelay[x][y]--;
7573           if (MovDelay[x][y])
7574             return;
7575         }
7576
7577         Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7578         Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7579         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7580         Store[x][y] = 0;
7581       }
7582     }
7583     else if (element == EL_BD_MAGIC_WALL_FULL)
7584     {
7585       if (IS_FREE(x, y + 1))
7586       {
7587         InitMovingField(x, y, MV_DOWN);
7588         started_moving = TRUE;
7589
7590         Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7591         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7592       }
7593       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7594       {
7595         if (!MovDelay[x][y])
7596           MovDelay[x][y] = TILEY / 4 + 1;
7597
7598         if (MovDelay[x][y])
7599         {
7600           MovDelay[x][y]--;
7601           if (MovDelay[x][y])
7602             return;
7603         }
7604
7605         Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7606         Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7607         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7608         Store[x][y] = 0;
7609       }
7610     }
7611     else if (element == EL_DC_MAGIC_WALL_FULL)
7612     {
7613       if (IS_FREE(x, y + 1))
7614       {
7615         InitMovingField(x, y, MV_DOWN);
7616         started_moving = TRUE;
7617
7618         Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7619         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7620       }
7621       else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7622       {
7623         if (!MovDelay[x][y])
7624           MovDelay[x][y] = TILEY / 4 + 1;
7625
7626         if (MovDelay[x][y])
7627         {
7628           MovDelay[x][y]--;
7629           if (MovDelay[x][y])
7630             return;
7631         }
7632
7633         Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7634         Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7635         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7636         Store[x][y] = 0;
7637       }
7638     }
7639     else if ((CAN_PASS_MAGIC_WALL(element) &&
7640               (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7641                Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7642              (CAN_PASS_DC_MAGIC_WALL(element) &&
7643               (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7644
7645     {
7646       InitMovingField(x, y, MV_DOWN);
7647       started_moving = TRUE;
7648
7649       Feld[x][y] =
7650         (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7651          Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7652          EL_DC_MAGIC_WALL_FILLING);
7653       Store[x][y] = element;
7654     }
7655     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7656     {
7657       SplashAcid(x, y + 1);
7658
7659       InitMovingField(x, y, MV_DOWN);
7660       started_moving = TRUE;
7661
7662       Store[x][y] = EL_ACID;
7663     }
7664     else if (
7665              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7666               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7667              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7668               CAN_FALL(element) && WasJustFalling[x][y] &&
7669               (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7670
7671              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7672               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7673               (Feld[x][y + 1] == EL_BLOCKED)))
7674     {
7675       /* this is needed for a special case not covered by calling "Impact()"
7676          from "ContinueMoving()": if an element moves to a tile directly below
7677          another element which was just falling on that tile (which was empty
7678          in the previous frame), the falling element above would just stop
7679          instead of smashing the element below (in previous version, the above
7680          element was just checked for "moving" instead of "falling", resulting
7681          in incorrect smashes caused by horizontal movement of the above
7682          element; also, the case of the player being the element to smash was
7683          simply not covered here... :-/ ) */
7684
7685       CheckCollision[x][y] = 0;
7686       CheckImpact[x][y] = 0;
7687
7688       Impact(x, y);
7689     }
7690     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7691     {
7692       if (MovDir[x][y] == MV_NONE)
7693       {
7694         InitMovingField(x, y, MV_DOWN);
7695         started_moving = TRUE;
7696       }
7697     }
7698     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7699     {
7700       if (WasJustFalling[x][y]) // prevent animation from being restarted
7701         MovDir[x][y] = MV_DOWN;
7702
7703       InitMovingField(x, y, MV_DOWN);
7704       started_moving = TRUE;
7705     }
7706     else if (element == EL_AMOEBA_DROP)
7707     {
7708       Feld[x][y] = EL_AMOEBA_GROWING;
7709       Store[x][y] = EL_AMOEBA_WET;
7710     }
7711     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7712               (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7713              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7714              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7715     {
7716       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
7717                                 (IS_FREE(x - 1, y + 1) ||
7718                                  Feld[x - 1][y + 1] == EL_ACID));
7719       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7720                                 (IS_FREE(x + 1, y + 1) ||
7721                                  Feld[x + 1][y + 1] == EL_ACID));
7722       boolean can_fall_any  = (can_fall_left || can_fall_right);
7723       boolean can_fall_both = (can_fall_left && can_fall_right);
7724       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7725
7726       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7727       {
7728         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7729           can_fall_right = FALSE;
7730         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7731           can_fall_left = FALSE;
7732         else if (slippery_type == SLIPPERY_ONLY_LEFT)
7733           can_fall_right = FALSE;
7734         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7735           can_fall_left = FALSE;
7736
7737         can_fall_any  = (can_fall_left || can_fall_right);
7738         can_fall_both = FALSE;
7739       }
7740
7741       if (can_fall_both)
7742       {
7743         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7744           can_fall_right = FALSE;       // slip down on left side
7745         else
7746           can_fall_left = !(can_fall_right = RND(2));
7747
7748         can_fall_both = FALSE;
7749       }
7750
7751       if (can_fall_any)
7752       {
7753         // if not determined otherwise, prefer left side for slipping down
7754         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7755         started_moving = TRUE;
7756       }
7757     }
7758     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7759     {
7760       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
7761       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7762       int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7763       int belt_dir = game.belt_dir[belt_nr];
7764
7765       if ((belt_dir == MV_LEFT  && left_is_free) ||
7766           (belt_dir == MV_RIGHT && right_is_free))
7767       {
7768         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7769
7770         InitMovingField(x, y, belt_dir);
7771         started_moving = TRUE;
7772
7773         Pushed[x][y] = TRUE;
7774         Pushed[nextx][y] = TRUE;
7775
7776         GfxAction[x][y] = ACTION_DEFAULT;
7777       }
7778       else
7779       {
7780         MovDir[x][y] = 0;       // if element was moving, stop it
7781       }
7782     }
7783   }
7784
7785   // not "else if" because of elements that can fall and move (EL_SPRING)
7786   if (CAN_MOVE(element) && !started_moving)
7787   {
7788     int move_pattern = element_info[element].move_pattern;
7789     int newx, newy;
7790
7791     Moving2Blocked(x, y, &newx, &newy);
7792
7793     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7794       return;
7795
7796     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7797         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7798     {
7799       WasJustMoving[x][y] = 0;
7800       CheckCollision[x][y] = 0;
7801
7802       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7803
7804       if (Feld[x][y] != element)        // element has changed
7805         return;
7806     }
7807
7808     if (!MovDelay[x][y])        // start new movement phase
7809     {
7810       // all objects that can change their move direction after each step
7811       // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7812
7813       if (element != EL_YAMYAM &&
7814           element != EL_DARK_YAMYAM &&
7815           element != EL_PACMAN &&
7816           !(move_pattern & MV_ANY_DIRECTION) &&
7817           move_pattern != MV_TURNING_LEFT &&
7818           move_pattern != MV_TURNING_RIGHT &&
7819           move_pattern != MV_TURNING_LEFT_RIGHT &&
7820           move_pattern != MV_TURNING_RIGHT_LEFT &&
7821           move_pattern != MV_TURNING_RANDOM)
7822       {
7823         TurnRound(x, y);
7824
7825         if (MovDelay[x][y] && (element == EL_BUG ||
7826                                element == EL_SPACESHIP ||
7827                                element == EL_SP_SNIKSNAK ||
7828                                element == EL_SP_ELECTRON ||
7829                                element == EL_MOLE))
7830           TEST_DrawLevelField(x, y);
7831       }
7832     }
7833
7834     if (MovDelay[x][y])         // wait some time before next movement
7835     {
7836       MovDelay[x][y]--;
7837
7838       if (element == EL_ROBOT ||
7839           element == EL_YAMYAM ||
7840           element == EL_DARK_YAMYAM)
7841       {
7842         DrawLevelElementAnimationIfNeeded(x, y, element);
7843         PlayLevelSoundAction(x, y, ACTION_WAITING);
7844       }
7845       else if (element == EL_SP_ELECTRON)
7846         DrawLevelElementAnimationIfNeeded(x, y, element);
7847       else if (element == EL_DRAGON)
7848       {
7849         int i;
7850         int dir = MovDir[x][y];
7851         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7852         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
7853         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
7854                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
7855                        dir == MV_UP     ? IMG_FLAMES_1_UP :
7856                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7857         int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7858
7859         GfxAction[x][y] = ACTION_ATTACKING;
7860
7861         if (IS_PLAYER(x, y))
7862           DrawPlayerField(x, y);
7863         else
7864           TEST_DrawLevelField(x, y);
7865
7866         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7867
7868         for (i = 1; i <= 3; i++)
7869         {
7870           int xx = x + i * dx;
7871           int yy = y + i * dy;
7872           int sx = SCREENX(xx);
7873           int sy = SCREENY(yy);
7874           int flame_graphic = graphic + (i - 1);
7875
7876           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7877             break;
7878
7879           if (MovDelay[x][y])
7880           {
7881             int flamed = MovingOrBlocked2Element(xx, yy);
7882
7883             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7884               Bang(xx, yy);
7885             else
7886               RemoveMovingField(xx, yy);
7887
7888             ChangeDelay[xx][yy] = 0;
7889
7890             Feld[xx][yy] = EL_FLAMES;
7891
7892             if (IN_SCR_FIELD(sx, sy))
7893             {
7894               TEST_DrawLevelFieldCrumbled(xx, yy);
7895               DrawGraphic(sx, sy, flame_graphic, frame);
7896             }
7897           }
7898           else
7899           {
7900             if (Feld[xx][yy] == EL_FLAMES)
7901               Feld[xx][yy] = EL_EMPTY;
7902             TEST_DrawLevelField(xx, yy);
7903           }
7904         }
7905       }
7906
7907       if (MovDelay[x][y])       // element still has to wait some time
7908       {
7909         PlayLevelSoundAction(x, y, ACTION_WAITING);
7910
7911         return;
7912       }
7913     }
7914
7915     // now make next step
7916
7917     Moving2Blocked(x, y, &newx, &newy); // get next screen position
7918
7919     if (DONT_COLLIDE_WITH(element) &&
7920         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7921         !PLAYER_ENEMY_PROTECTED(newx, newy))
7922     {
7923       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7924
7925       return;
7926     }
7927
7928     else if (CAN_MOVE_INTO_ACID(element) &&
7929              IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7930              !IS_MV_DIAGONAL(MovDir[x][y]) &&
7931              (MovDir[x][y] == MV_DOWN ||
7932               game.engine_version >= VERSION_IDENT(3,1,0,0)))
7933     {
7934       SplashAcid(newx, newy);
7935       Store[x][y] = EL_ACID;
7936     }
7937     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7938     {
7939       if (Feld[newx][newy] == EL_EXIT_OPEN ||
7940           Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7941           Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7942           Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7943       {
7944         RemoveField(x, y);
7945         TEST_DrawLevelField(x, y);
7946
7947         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7948         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7949           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7950
7951         game.friends_still_needed--;
7952         if (!game.friends_still_needed &&
7953             !game.GameOver && AllPlayersGone)
7954           LevelSolved();
7955
7956         return;
7957       }
7958       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7959       {
7960         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7961           TEST_DrawLevelField(newx, newy);
7962         else
7963           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7964       }
7965       else if (!IS_FREE(newx, newy))
7966       {
7967         GfxAction[x][y] = ACTION_WAITING;
7968
7969         if (IS_PLAYER(x, y))
7970           DrawPlayerField(x, y);
7971         else
7972           TEST_DrawLevelField(x, y);
7973
7974         return;
7975       }
7976     }
7977     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7978     {
7979       if (IS_FOOD_PIG(Feld[newx][newy]))
7980       {
7981         if (IS_MOVING(newx, newy))
7982           RemoveMovingField(newx, newy);
7983         else
7984         {
7985           Feld[newx][newy] = EL_EMPTY;
7986           TEST_DrawLevelField(newx, newy);
7987         }
7988
7989         PlayLevelSound(x, y, SND_PIG_DIGGING);
7990       }
7991       else if (!IS_FREE(newx, newy))
7992       {
7993         if (IS_PLAYER(x, y))
7994           DrawPlayerField(x, y);
7995         else
7996           TEST_DrawLevelField(x, y);
7997
7998         return;
7999       }
8000     }
8001     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8002     {
8003       if (Store[x][y] != EL_EMPTY)
8004       {
8005         boolean can_clone = FALSE;
8006         int xx, yy;
8007
8008         // check if element to clone is still there
8009         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8010         {
8011           if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8012           {
8013             can_clone = TRUE;
8014
8015             break;
8016           }
8017         }
8018
8019         // cannot clone or target field not free anymore -- do not clone
8020         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8021           Store[x][y] = EL_EMPTY;
8022       }
8023
8024       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8025       {
8026         if (IS_MV_DIAGONAL(MovDir[x][y]))
8027         {
8028           int diagonal_move_dir = MovDir[x][y];
8029           int stored = Store[x][y];
8030           int change_delay = 8;
8031           int graphic;
8032
8033           // android is moving diagonally
8034
8035           CreateField(x, y, EL_DIAGONAL_SHRINKING);
8036
8037           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8038           GfxElement[x][y] = EL_EMC_ANDROID;
8039           GfxAction[x][y] = ACTION_SHRINKING;
8040           GfxDir[x][y] = diagonal_move_dir;
8041           ChangeDelay[x][y] = change_delay;
8042
8043           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8044                                    GfxDir[x][y]);
8045
8046           DrawLevelGraphicAnimation(x, y, graphic);
8047           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8048
8049           if (Feld[newx][newy] == EL_ACID)
8050           {
8051             SplashAcid(newx, newy);
8052
8053             return;
8054           }
8055
8056           CreateField(newx, newy, EL_DIAGONAL_GROWING);
8057
8058           Store[newx][newy] = EL_EMC_ANDROID;
8059           GfxElement[newx][newy] = EL_EMC_ANDROID;
8060           GfxAction[newx][newy] = ACTION_GROWING;
8061           GfxDir[newx][newy] = diagonal_move_dir;
8062           ChangeDelay[newx][newy] = change_delay;
8063
8064           graphic = el_act_dir2img(GfxElement[newx][newy],
8065                                    GfxAction[newx][newy], GfxDir[newx][newy]);
8066
8067           DrawLevelGraphicAnimation(newx, newy, graphic);
8068           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8069
8070           return;
8071         }
8072         else
8073         {
8074           Feld[newx][newy] = EL_EMPTY;
8075           TEST_DrawLevelField(newx, newy);
8076
8077           PlayLevelSoundAction(x, y, ACTION_DIGGING);
8078         }
8079       }
8080       else if (!IS_FREE(newx, newy))
8081       {
8082         return;
8083       }
8084     }
8085     else if (IS_CUSTOM_ELEMENT(element) &&
8086              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8087     {
8088       if (!DigFieldByCE(newx, newy, element))
8089         return;
8090
8091       if (move_pattern & MV_MAZE_RUNNER_STYLE)
8092       {
8093         RunnerVisit[x][y] = FrameCounter;
8094         PlayerVisit[x][y] /= 8;         // expire player visit path
8095       }
8096     }
8097     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8098     {
8099       if (!IS_FREE(newx, newy))
8100       {
8101         if (IS_PLAYER(x, y))
8102           DrawPlayerField(x, y);
8103         else
8104           TEST_DrawLevelField(x, y);
8105
8106         return;
8107       }
8108       else
8109       {
8110         boolean wanna_flame = !RND(10);
8111         int dx = newx - x, dy = newy - y;
8112         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8113         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8114         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8115                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8116         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8117                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8118
8119         if ((wanna_flame ||
8120              IS_CLASSIC_ENEMY(element1) ||
8121              IS_CLASSIC_ENEMY(element2)) &&
8122             element1 != EL_DRAGON && element2 != EL_DRAGON &&
8123             element1 != EL_FLAMES && element2 != EL_FLAMES)
8124         {
8125           ResetGfxAnimation(x, y);
8126           GfxAction[x][y] = ACTION_ATTACKING;
8127
8128           if (IS_PLAYER(x, y))
8129             DrawPlayerField(x, y);
8130           else
8131             TEST_DrawLevelField(x, y);
8132
8133           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8134
8135           MovDelay[x][y] = 50;
8136
8137           Feld[newx][newy] = EL_FLAMES;
8138           if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8139             Feld[newx1][newy1] = EL_FLAMES;
8140           if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8141             Feld[newx2][newy2] = EL_FLAMES;
8142
8143           return;
8144         }
8145       }
8146     }
8147     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8148              Feld[newx][newy] == EL_DIAMOND)
8149     {
8150       if (IS_MOVING(newx, newy))
8151         RemoveMovingField(newx, newy);
8152       else
8153       {
8154         Feld[newx][newy] = EL_EMPTY;
8155         TEST_DrawLevelField(newx, newy);
8156       }
8157
8158       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8159     }
8160     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8161              IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8162     {
8163       if (AmoebaNr[newx][newy])
8164       {
8165         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8166         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8167             Feld[newx][newy] == EL_BD_AMOEBA)
8168           AmoebaCnt[AmoebaNr[newx][newy]]--;
8169       }
8170
8171       if (IS_MOVING(newx, newy))
8172       {
8173         RemoveMovingField(newx, newy);
8174       }
8175       else
8176       {
8177         Feld[newx][newy] = EL_EMPTY;
8178         TEST_DrawLevelField(newx, newy);
8179       }
8180
8181       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8182     }
8183     else if ((element == EL_PACMAN || element == EL_MOLE)
8184              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8185     {
8186       if (AmoebaNr[newx][newy])
8187       {
8188         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8189         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8190             Feld[newx][newy] == EL_BD_AMOEBA)
8191           AmoebaCnt[AmoebaNr[newx][newy]]--;
8192       }
8193
8194       if (element == EL_MOLE)
8195       {
8196         Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8197         PlayLevelSound(x, y, SND_MOLE_DIGGING);
8198
8199         ResetGfxAnimation(x, y);
8200         GfxAction[x][y] = ACTION_DIGGING;
8201         TEST_DrawLevelField(x, y);
8202
8203         MovDelay[newx][newy] = 0;       // start amoeba shrinking delay
8204
8205         return;                         // wait for shrinking amoeba
8206       }
8207       else      // element == EL_PACMAN
8208       {
8209         Feld[newx][newy] = EL_EMPTY;
8210         TEST_DrawLevelField(newx, newy);
8211         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8212       }
8213     }
8214     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8215              (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8216               (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8217     {
8218       // wait for shrinking amoeba to completely disappear
8219       return;
8220     }
8221     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8222     {
8223       // object was running against a wall
8224
8225       TurnRound(x, y);
8226
8227       if (GFX_ELEMENT(element) != EL_SAND)     // !!! FIX THIS (crumble) !!!
8228         DrawLevelElementAnimation(x, y, element);
8229
8230       if (DONT_TOUCH(element))
8231         TestIfBadThingTouchesPlayer(x, y);
8232
8233       return;
8234     }
8235
8236     InitMovingField(x, y, MovDir[x][y]);
8237
8238     PlayLevelSoundAction(x, y, ACTION_MOVING);
8239   }
8240
8241   if (MovDir[x][y])
8242     ContinueMoving(x, y);
8243 }
8244
8245 void ContinueMoving(int x, int y)
8246 {
8247   int element = Feld[x][y];
8248   struct ElementInfo *ei = &element_info[element];
8249   int direction = MovDir[x][y];
8250   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8251   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
8252   int newx = x + dx, newy = y + dy;
8253   int stored = Store[x][y];
8254   int stored_new = Store[newx][newy];
8255   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
8256   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8257   boolean last_line = (newy == lev_fieldy - 1);
8258
8259   MovPos[x][y] += getElementMoveStepsize(x, y);
8260
8261   if (pushed_by_player) // special case: moving object pushed by player
8262     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8263
8264   if (ABS(MovPos[x][y]) < TILEX)
8265   {
8266     TEST_DrawLevelField(x, y);
8267
8268     return;     // element is still moving
8269   }
8270
8271   // element reached destination field
8272
8273   Feld[x][y] = EL_EMPTY;
8274   Feld[newx][newy] = element;
8275   MovPos[x][y] = 0;     // force "not moving" for "crumbled sand"
8276
8277   if (Store[x][y] == EL_ACID)   // element is moving into acid pool
8278   {
8279     element = Feld[newx][newy] = EL_ACID;
8280   }
8281   else if (element == EL_MOLE)
8282   {
8283     Feld[x][y] = EL_SAND;
8284
8285     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8286   }
8287   else if (element == EL_QUICKSAND_FILLING)
8288   {
8289     element = Feld[newx][newy] = get_next_element(element);
8290     Store[newx][newy] = Store[x][y];
8291   }
8292   else if (element == EL_QUICKSAND_EMPTYING)
8293   {
8294     Feld[x][y] = get_next_element(element);
8295     element = Feld[newx][newy] = Store[x][y];
8296   }
8297   else if (element == EL_QUICKSAND_FAST_FILLING)
8298   {
8299     element = Feld[newx][newy] = get_next_element(element);
8300     Store[newx][newy] = Store[x][y];
8301   }
8302   else if (element == EL_QUICKSAND_FAST_EMPTYING)
8303   {
8304     Feld[x][y] = get_next_element(element);
8305     element = Feld[newx][newy] = Store[x][y];
8306   }
8307   else if (element == EL_MAGIC_WALL_FILLING)
8308   {
8309     element = Feld[newx][newy] = get_next_element(element);
8310     if (!game.magic_wall_active)
8311       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8312     Store[newx][newy] = Store[x][y];
8313   }
8314   else if (element == EL_MAGIC_WALL_EMPTYING)
8315   {
8316     Feld[x][y] = get_next_element(element);
8317     if (!game.magic_wall_active)
8318       Feld[x][y] = EL_MAGIC_WALL_DEAD;
8319     element = Feld[newx][newy] = Store[x][y];
8320
8321     InitField(newx, newy, FALSE);
8322   }
8323   else if (element == EL_BD_MAGIC_WALL_FILLING)
8324   {
8325     element = Feld[newx][newy] = get_next_element(element);
8326     if (!game.magic_wall_active)
8327       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8328     Store[newx][newy] = Store[x][y];
8329   }
8330   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8331   {
8332     Feld[x][y] = get_next_element(element);
8333     if (!game.magic_wall_active)
8334       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8335     element = Feld[newx][newy] = Store[x][y];
8336
8337     InitField(newx, newy, FALSE);
8338   }
8339   else if (element == EL_DC_MAGIC_WALL_FILLING)
8340   {
8341     element = Feld[newx][newy] = get_next_element(element);
8342     if (!game.magic_wall_active)
8343       element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8344     Store[newx][newy] = Store[x][y];
8345   }
8346   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8347   {
8348     Feld[x][y] = get_next_element(element);
8349     if (!game.magic_wall_active)
8350       Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8351     element = Feld[newx][newy] = Store[x][y];
8352
8353     InitField(newx, newy, FALSE);
8354   }
8355   else if (element == EL_AMOEBA_DROPPING)
8356   {
8357     Feld[x][y] = get_next_element(element);
8358     element = Feld[newx][newy] = Store[x][y];
8359   }
8360   else if (element == EL_SOKOBAN_OBJECT)
8361   {
8362     if (Back[x][y])
8363       Feld[x][y] = Back[x][y];
8364
8365     if (Back[newx][newy])
8366       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8367
8368     Back[x][y] = Back[newx][newy] = 0;
8369   }
8370
8371   Store[x][y] = EL_EMPTY;
8372   MovPos[x][y] = 0;
8373   MovDir[x][y] = 0;
8374   MovDelay[x][y] = 0;
8375
8376   MovDelay[newx][newy] = 0;
8377
8378   if (CAN_CHANGE_OR_HAS_ACTION(element))
8379   {
8380     // copy element change control values to new field
8381     ChangeDelay[newx][newy] = ChangeDelay[x][y];
8382     ChangePage[newx][newy]  = ChangePage[x][y];
8383     ChangeCount[newx][newy] = ChangeCount[x][y];
8384     ChangeEvent[newx][newy] = ChangeEvent[x][y];
8385   }
8386
8387   CustomValue[newx][newy] = CustomValue[x][y];
8388
8389   ChangeDelay[x][y] = 0;
8390   ChangePage[x][y] = -1;
8391   ChangeCount[x][y] = 0;
8392   ChangeEvent[x][y] = -1;
8393
8394   CustomValue[x][y] = 0;
8395
8396   // copy animation control values to new field
8397   GfxFrame[newx][newy]  = GfxFrame[x][y];
8398   GfxRandom[newx][newy] = GfxRandom[x][y];      // keep same random value
8399   GfxAction[newx][newy] = GfxAction[x][y];      // keep action one frame
8400   GfxDir[newx][newy]    = GfxDir[x][y];         // keep element direction
8401
8402   Pushed[x][y] = Pushed[newx][newy] = FALSE;
8403
8404   // some elements can leave other elements behind after moving
8405   if (ei->move_leave_element != EL_EMPTY &&
8406       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8407       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8408   {
8409     int move_leave_element = ei->move_leave_element;
8410
8411     // this makes it possible to leave the removed element again
8412     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8413       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8414
8415     Feld[x][y] = move_leave_element;
8416
8417     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8418       MovDir[x][y] = direction;
8419
8420     InitField(x, y, FALSE);
8421
8422     if (GFX_CRUMBLED(Feld[x][y]))
8423       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8424
8425     if (ELEM_IS_PLAYER(move_leave_element))
8426       RelocatePlayer(x, y, move_leave_element);
8427   }
8428
8429   // do this after checking for left-behind element
8430   ResetGfxAnimation(x, y);      // reset animation values for old field
8431
8432   if (!CAN_MOVE(element) ||
8433       (CAN_FALL(element) && direction == MV_DOWN &&
8434        (element == EL_SPRING ||
8435         element_info[element].move_pattern == MV_WHEN_PUSHED ||
8436         element_info[element].move_pattern == MV_WHEN_DROPPED)))
8437     GfxDir[x][y] = MovDir[newx][newy] = 0;
8438
8439   TEST_DrawLevelField(x, y);
8440   TEST_DrawLevelField(newx, newy);
8441
8442   Stop[newx][newy] = TRUE;      // ignore this element until the next frame
8443
8444   // prevent pushed element from moving on in pushed direction
8445   if (pushed_by_player && CAN_MOVE(element) &&
8446       element_info[element].move_pattern & MV_ANY_DIRECTION &&
8447       !(element_info[element].move_pattern & direction))
8448     TurnRound(newx, newy);
8449
8450   // prevent elements on conveyor belt from moving on in last direction
8451   if (pushed_by_conveyor && CAN_FALL(element) &&
8452       direction & MV_HORIZONTAL)
8453     MovDir[newx][newy] = 0;
8454
8455   if (!pushed_by_player)
8456   {
8457     int nextx = newx + dx, nexty = newy + dy;
8458     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8459
8460     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8461
8462     if (CAN_FALL(element) && direction == MV_DOWN)
8463       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8464
8465     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8466       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8467
8468     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8469       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8470   }
8471
8472   if (DONT_TOUCH(element))      // object may be nasty to player or others
8473   {
8474     TestIfBadThingTouchesPlayer(newx, newy);
8475     TestIfBadThingTouchesFriend(newx, newy);
8476
8477     if (!IS_CUSTOM_ELEMENT(element))
8478       TestIfBadThingTouchesOtherBadThing(newx, newy);
8479   }
8480   else if (element == EL_PENGUIN)
8481     TestIfFriendTouchesBadThing(newx, newy);
8482
8483   if (DONT_GET_HIT_BY(element))
8484   {
8485     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8486   }
8487
8488   // give the player one last chance (one more frame) to move away
8489   if (CAN_FALL(element) && direction == MV_DOWN &&
8490       (last_line || (!IS_FREE(x, newy + 1) &&
8491                      (!IS_PLAYER(x, newy + 1) ||
8492                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
8493     Impact(x, newy);
8494
8495   if (pushed_by_player && !game.use_change_when_pushing_bug)
8496   {
8497     int push_side = MV_DIR_OPPOSITE(direction);
8498     struct PlayerInfo *player = PLAYERINFO(x, y);
8499
8500     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8501                                player->index_bit, push_side);
8502     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8503                                         player->index_bit, push_side);
8504   }
8505
8506   if (element == EL_EMC_ANDROID && pushed_by_player)    // make another move
8507     MovDelay[newx][newy] = 1;
8508
8509   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8510
8511   TestIfElementTouchesCustomElement(x, y);      // empty or new element
8512   TestIfElementHitsCustomElement(newx, newy, direction);
8513   TestIfPlayerTouchesCustomElement(newx, newy);
8514   TestIfElementTouchesCustomElement(newx, newy);
8515
8516   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8517       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8518     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8519                              MV_DIR_OPPOSITE(direction));
8520 }
8521
8522 int AmoebeNachbarNr(int ax, int ay)
8523 {
8524   int i;
8525   int element = Feld[ax][ay];
8526   int group_nr = 0;
8527   static int xy[4][2] =
8528   {
8529     { 0, -1 },
8530     { -1, 0 },
8531     { +1, 0 },
8532     { 0, +1 }
8533   };
8534
8535   for (i = 0; i < NUM_DIRECTIONS; i++)
8536   {
8537     int x = ax + xy[i][0];
8538     int y = ay + xy[i][1];
8539
8540     if (!IN_LEV_FIELD(x, y))
8541       continue;
8542
8543     if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8544       group_nr = AmoebaNr[x][y];
8545   }
8546
8547   return group_nr;
8548 }
8549
8550 static void AmoebenVereinigen(int ax, int ay)
8551 {
8552   int i, x, y, xx, yy;
8553   int new_group_nr = AmoebaNr[ax][ay];
8554   static int xy[4][2] =
8555   {
8556     { 0, -1 },
8557     { -1, 0 },
8558     { +1, 0 },
8559     { 0, +1 }
8560   };
8561
8562   if (new_group_nr == 0)
8563     return;
8564
8565   for (i = 0; i < NUM_DIRECTIONS; i++)
8566   {
8567     x = ax + xy[i][0];
8568     y = ay + xy[i][1];
8569
8570     if (!IN_LEV_FIELD(x, y))
8571       continue;
8572
8573     if ((Feld[x][y] == EL_AMOEBA_FULL ||
8574          Feld[x][y] == EL_BD_AMOEBA ||
8575          Feld[x][y] == EL_AMOEBA_DEAD) &&
8576         AmoebaNr[x][y] != new_group_nr)
8577     {
8578       int old_group_nr = AmoebaNr[x][y];
8579
8580       if (old_group_nr == 0)
8581         return;
8582
8583       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8584       AmoebaCnt[old_group_nr] = 0;
8585       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8586       AmoebaCnt2[old_group_nr] = 0;
8587
8588       SCAN_PLAYFIELD(xx, yy)
8589       {
8590         if (AmoebaNr[xx][yy] == old_group_nr)
8591           AmoebaNr[xx][yy] = new_group_nr;
8592       }
8593     }
8594   }
8595 }
8596
8597 void AmoebeUmwandeln(int ax, int ay)
8598 {
8599   int i, x, y;
8600
8601   if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8602   {
8603     int group_nr = AmoebaNr[ax][ay];
8604
8605 #ifdef DEBUG
8606     if (group_nr == 0)
8607     {
8608       printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8609       printf("AmoebeUmwandeln(): This should never happen!\n");
8610       return;
8611     }
8612 #endif
8613
8614     SCAN_PLAYFIELD(x, y)
8615     {
8616       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8617       {
8618         AmoebaNr[x][y] = 0;
8619         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8620       }
8621     }
8622
8623     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8624                             SND_AMOEBA_TURNING_TO_GEM :
8625                             SND_AMOEBA_TURNING_TO_ROCK));
8626     Bang(ax, ay);
8627   }
8628   else
8629   {
8630     static int xy[4][2] =
8631     {
8632       { 0, -1 },
8633       { -1, 0 },
8634       { +1, 0 },
8635       { 0, +1 }
8636     };
8637
8638     for (i = 0; i < NUM_DIRECTIONS; i++)
8639     {
8640       x = ax + xy[i][0];
8641       y = ay + xy[i][1];
8642
8643       if (!IN_LEV_FIELD(x, y))
8644         continue;
8645
8646       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8647       {
8648         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8649                               SND_AMOEBA_TURNING_TO_GEM :
8650                               SND_AMOEBA_TURNING_TO_ROCK));
8651         Bang(x, y);
8652       }
8653     }
8654   }
8655 }
8656
8657 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8658 {
8659   int x, y;
8660   int group_nr = AmoebaNr[ax][ay];
8661   boolean done = FALSE;
8662
8663 #ifdef DEBUG
8664   if (group_nr == 0)
8665   {
8666     printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8667     printf("AmoebeUmwandelnBD(): This should never happen!\n");
8668     return;
8669   }
8670 #endif
8671
8672   SCAN_PLAYFIELD(x, y)
8673   {
8674     if (AmoebaNr[x][y] == group_nr &&
8675         (Feld[x][y] == EL_AMOEBA_DEAD ||
8676          Feld[x][y] == EL_BD_AMOEBA ||
8677          Feld[x][y] == EL_AMOEBA_GROWING))
8678     {
8679       AmoebaNr[x][y] = 0;
8680       Feld[x][y] = new_element;
8681       InitField(x, y, FALSE);
8682       TEST_DrawLevelField(x, y);
8683       done = TRUE;
8684     }
8685   }
8686
8687   if (done)
8688     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8689                             SND_BD_AMOEBA_TURNING_TO_ROCK :
8690                             SND_BD_AMOEBA_TURNING_TO_GEM));
8691 }
8692
8693 static void AmoebeWaechst(int x, int y)
8694 {
8695   static unsigned int sound_delay = 0;
8696   static unsigned int sound_delay_value = 0;
8697
8698   if (!MovDelay[x][y])          // start new growing cycle
8699   {
8700     MovDelay[x][y] = 7;
8701
8702     if (DelayReached(&sound_delay, sound_delay_value))
8703     {
8704       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8705       sound_delay_value = 30;
8706     }
8707   }
8708
8709   if (MovDelay[x][y])           // wait some time before growing bigger
8710   {
8711     MovDelay[x][y]--;
8712     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8713     {
8714       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8715                                            6 - MovDelay[x][y]);
8716
8717       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8718     }
8719
8720     if (!MovDelay[x][y])
8721     {
8722       Feld[x][y] = Store[x][y];
8723       Store[x][y] = 0;
8724       TEST_DrawLevelField(x, y);
8725     }
8726   }
8727 }
8728
8729 static void AmoebaDisappearing(int x, int y)
8730 {
8731   static unsigned int sound_delay = 0;
8732   static unsigned int sound_delay_value = 0;
8733
8734   if (!MovDelay[x][y])          // start new shrinking cycle
8735   {
8736     MovDelay[x][y] = 7;
8737
8738     if (DelayReached(&sound_delay, sound_delay_value))
8739       sound_delay_value = 30;
8740   }
8741
8742   if (MovDelay[x][y])           // wait some time before shrinking
8743   {
8744     MovDelay[x][y]--;
8745     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8746     {
8747       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8748                                            6 - MovDelay[x][y]);
8749
8750       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8751     }
8752
8753     if (!MovDelay[x][y])
8754     {
8755       Feld[x][y] = EL_EMPTY;
8756       TEST_DrawLevelField(x, y);
8757
8758       // don't let mole enter this field in this cycle;
8759       // (give priority to objects falling to this field from above)
8760       Stop[x][y] = TRUE;
8761     }
8762   }
8763 }
8764
8765 static void AmoebeAbleger(int ax, int ay)
8766 {
8767   int i;
8768   int element = Feld[ax][ay];
8769   int graphic = el2img(element);
8770   int newax = ax, neway = ay;
8771   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8772   static int xy[4][2] =
8773   {
8774     { 0, -1 },
8775     { -1, 0 },
8776     { +1, 0 },
8777     { 0, +1 }
8778   };
8779
8780   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8781   {
8782     Feld[ax][ay] = EL_AMOEBA_DEAD;
8783     TEST_DrawLevelField(ax, ay);
8784     return;
8785   }
8786
8787   if (IS_ANIMATED(graphic))
8788     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8789
8790   if (!MovDelay[ax][ay])        // start making new amoeba field
8791     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8792
8793   if (MovDelay[ax][ay])         // wait some time before making new amoeba
8794   {
8795     MovDelay[ax][ay]--;
8796     if (MovDelay[ax][ay])
8797       return;
8798   }
8799
8800   if (can_drop)                 // EL_AMOEBA_WET or EL_EMC_DRIPPER
8801   {
8802     int start = RND(4);
8803     int x = ax + xy[start][0];
8804     int y = ay + xy[start][1];
8805
8806     if (!IN_LEV_FIELD(x, y))
8807       return;
8808
8809     if (IS_FREE(x, y) ||
8810         CAN_GROW_INTO(Feld[x][y]) ||
8811         Feld[x][y] == EL_QUICKSAND_EMPTY ||
8812         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8813     {
8814       newax = x;
8815       neway = y;
8816     }
8817
8818     if (newax == ax && neway == ay)
8819       return;
8820   }
8821   else                          // normal or "filled" (BD style) amoeba
8822   {
8823     int start = RND(4);
8824     boolean waiting_for_player = FALSE;
8825
8826     for (i = 0; i < NUM_DIRECTIONS; i++)
8827     {
8828       int j = (start + i) % 4;
8829       int x = ax + xy[j][0];
8830       int y = ay + xy[j][1];
8831
8832       if (!IN_LEV_FIELD(x, y))
8833         continue;
8834
8835       if (IS_FREE(x, y) ||
8836           CAN_GROW_INTO(Feld[x][y]) ||
8837           Feld[x][y] == EL_QUICKSAND_EMPTY ||
8838           Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8839       {
8840         newax = x;
8841         neway = y;
8842         break;
8843       }
8844       else if (IS_PLAYER(x, y))
8845         waiting_for_player = TRUE;
8846     }
8847
8848     if (newax == ax && neway == ay)             // amoeba cannot grow
8849     {
8850       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8851       {
8852         Feld[ax][ay] = EL_AMOEBA_DEAD;
8853         TEST_DrawLevelField(ax, ay);
8854         AmoebaCnt[AmoebaNr[ax][ay]]--;
8855
8856         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   // amoeba is completely dead
8857         {
8858           if (element == EL_AMOEBA_FULL)
8859             AmoebeUmwandeln(ax, ay);
8860           else if (element == EL_BD_AMOEBA)
8861             AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8862         }
8863       }
8864       return;
8865     }
8866     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8867     {
8868       // amoeba gets larger by growing in some direction
8869
8870       int new_group_nr = AmoebaNr[ax][ay];
8871
8872 #ifdef DEBUG
8873   if (new_group_nr == 0)
8874   {
8875     printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8876     printf("AmoebeAbleger(): This should never happen!\n");
8877     return;
8878   }
8879 #endif
8880
8881       AmoebaNr[newax][neway] = new_group_nr;
8882       AmoebaCnt[new_group_nr]++;
8883       AmoebaCnt2[new_group_nr]++;
8884
8885       // if amoeba touches other amoeba(s) after growing, unify them
8886       AmoebenVereinigen(newax, neway);
8887
8888       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8889       {
8890         AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8891         return;
8892       }
8893     }
8894   }
8895
8896   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8897       (neway == lev_fieldy - 1 && newax != ax))
8898   {
8899     Feld[newax][neway] = EL_AMOEBA_GROWING;     // creation of new amoeba
8900     Store[newax][neway] = element;
8901   }
8902   else if (neway == ay || element == EL_EMC_DRIPPER)
8903   {
8904     Feld[newax][neway] = EL_AMOEBA_DROP;        // drop left/right of amoeba
8905
8906     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8907   }
8908   else
8909   {
8910     InitMovingField(ax, ay, MV_DOWN);           // drop dripping from amoeba
8911     Feld[ax][ay] = EL_AMOEBA_DROPPING;
8912     Store[ax][ay] = EL_AMOEBA_DROP;
8913     ContinueMoving(ax, ay);
8914     return;
8915   }
8916
8917   TEST_DrawLevelField(newax, neway);
8918 }
8919
8920 static void Life(int ax, int ay)
8921 {
8922   int x1, y1, x2, y2;
8923   int life_time = 40;
8924   int element = Feld[ax][ay];
8925   int graphic = el2img(element);
8926   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8927                          level.biomaze);
8928   boolean changed = FALSE;
8929
8930   if (IS_ANIMATED(graphic))
8931     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8932
8933   if (Stop[ax][ay])
8934     return;
8935
8936   if (!MovDelay[ax][ay])        // start new "game of life" cycle
8937     MovDelay[ax][ay] = life_time;
8938
8939   if (MovDelay[ax][ay])         // wait some time before next cycle
8940   {
8941     MovDelay[ax][ay]--;
8942     if (MovDelay[ax][ay])
8943       return;
8944   }
8945
8946   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8947   {
8948     int xx = ax+x1, yy = ay+y1;
8949     int old_element = Feld[xx][yy];
8950     int num_neighbours = 0;
8951
8952     if (!IN_LEV_FIELD(xx, yy))
8953       continue;
8954
8955     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8956     {
8957       int x = xx+x2, y = yy+y2;
8958
8959       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8960         continue;
8961
8962       boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8963       boolean is_neighbour = FALSE;
8964
8965       if (level.use_life_bugs)
8966         is_neighbour =
8967           (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8968            (IS_FREE(x, y)                             &&  Stop[x][y]));
8969       else
8970         is_neighbour =
8971           (Last[x][y] == element || is_player_cell);
8972
8973       if (is_neighbour)
8974         num_neighbours++;
8975     }
8976
8977     boolean is_free = FALSE;
8978
8979     if (level.use_life_bugs)
8980       is_free = (IS_FREE(xx, yy));
8981     else
8982       is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8983
8984     if (xx == ax && yy == ay)           // field in the middle
8985     {
8986       if (num_neighbours < life_parameter[0] ||
8987           num_neighbours > life_parameter[1])
8988       {
8989         Feld[xx][yy] = EL_EMPTY;
8990         if (Feld[xx][yy] != old_element)
8991           TEST_DrawLevelField(xx, yy);
8992         Stop[xx][yy] = TRUE;
8993         changed = TRUE;
8994       }
8995     }
8996     else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8997     {                                   // free border field
8998       if (num_neighbours >= life_parameter[2] &&
8999           num_neighbours <= life_parameter[3])
9000       {
9001         Feld[xx][yy] = element;
9002         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9003         if (Feld[xx][yy] != old_element)
9004           TEST_DrawLevelField(xx, yy);
9005         Stop[xx][yy] = TRUE;
9006         changed = TRUE;
9007       }
9008     }
9009   }
9010
9011   if (changed)
9012     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9013                    SND_GAME_OF_LIFE_GROWING);
9014 }
9015
9016 static void InitRobotWheel(int x, int y)
9017 {
9018   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9019 }
9020
9021 static void RunRobotWheel(int x, int y)
9022 {
9023   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9024 }
9025
9026 static void StopRobotWheel(int x, int y)
9027 {
9028   if (ZX == x && ZY == y)
9029   {
9030     ZX = ZY = -1;
9031
9032     game.robot_wheel_active = FALSE;
9033   }
9034 }
9035
9036 static void InitTimegateWheel(int x, int y)
9037 {
9038   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9039 }
9040
9041 static void RunTimegateWheel(int x, int y)
9042 {
9043   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9044 }
9045
9046 static void InitMagicBallDelay(int x, int y)
9047 {
9048   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9049 }
9050
9051 static void ActivateMagicBall(int bx, int by)
9052 {
9053   int x, y;
9054
9055   if (level.ball_random)
9056   {
9057     int pos_border = RND(8);    // select one of the eight border elements
9058     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9059     int xx = pos_content % 3;
9060     int yy = pos_content / 3;
9061
9062     x = bx - 1 + xx;
9063     y = by - 1 + yy;
9064
9065     if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9066       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9067   }
9068   else
9069   {
9070     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9071     {
9072       int xx = x - bx + 1;
9073       int yy = y - by + 1;
9074
9075       if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9076         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9077     }
9078   }
9079
9080   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9081 }
9082
9083 static void CheckExit(int x, int y)
9084 {
9085   if (game.gems_still_needed > 0 ||
9086       game.sokoban_fields_still_needed > 0 ||
9087       game.sokoban_objects_still_needed > 0 ||
9088       game.lights_still_needed > 0)
9089   {
9090     int element = Feld[x][y];
9091     int graphic = el2img(element);
9092
9093     if (IS_ANIMATED(graphic))
9094       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9095
9096     return;
9097   }
9098
9099   if (AllPlayersGone)   // do not re-open exit door closed after last player
9100     return;
9101
9102   Feld[x][y] = EL_EXIT_OPENING;
9103
9104   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9105 }
9106
9107 static void CheckExitEM(int x, int y)
9108 {
9109   if (game.gems_still_needed > 0 ||
9110       game.sokoban_fields_still_needed > 0 ||
9111       game.sokoban_objects_still_needed > 0 ||
9112       game.lights_still_needed > 0)
9113   {
9114     int element = Feld[x][y];
9115     int graphic = el2img(element);
9116
9117     if (IS_ANIMATED(graphic))
9118       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9119
9120     return;
9121   }
9122
9123   if (AllPlayersGone)   // do not re-open exit door closed after last player
9124     return;
9125
9126   Feld[x][y] = EL_EM_EXIT_OPENING;
9127
9128   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9129 }
9130
9131 static void CheckExitSteel(int x, int y)
9132 {
9133   if (game.gems_still_needed > 0 ||
9134       game.sokoban_fields_still_needed > 0 ||
9135       game.sokoban_objects_still_needed > 0 ||
9136       game.lights_still_needed > 0)
9137   {
9138     int element = Feld[x][y];
9139     int graphic = el2img(element);
9140
9141     if (IS_ANIMATED(graphic))
9142       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9143
9144     return;
9145   }
9146
9147   if (AllPlayersGone)   // do not re-open exit door closed after last player
9148     return;
9149
9150   Feld[x][y] = EL_STEEL_EXIT_OPENING;
9151
9152   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9153 }
9154
9155 static void CheckExitSteelEM(int x, int y)
9156 {
9157   if (game.gems_still_needed > 0 ||
9158       game.sokoban_fields_still_needed > 0 ||
9159       game.sokoban_objects_still_needed > 0 ||
9160       game.lights_still_needed > 0)
9161   {
9162     int element = Feld[x][y];
9163     int graphic = el2img(element);
9164
9165     if (IS_ANIMATED(graphic))
9166       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9167
9168     return;
9169   }
9170
9171   if (AllPlayersGone)   // do not re-open exit door closed after last player
9172     return;
9173
9174   Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9175
9176   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9177 }
9178
9179 static void CheckExitSP(int x, int y)
9180 {
9181   if (game.gems_still_needed > 0)
9182   {
9183     int element = Feld[x][y];
9184     int graphic = el2img(element);
9185
9186     if (IS_ANIMATED(graphic))
9187       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9188
9189     return;
9190   }
9191
9192   if (AllPlayersGone)   // do not re-open exit door closed after last player
9193     return;
9194
9195   Feld[x][y] = EL_SP_EXIT_OPENING;
9196
9197   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9198 }
9199
9200 static void CloseAllOpenTimegates(void)
9201 {
9202   int x, y;
9203
9204   SCAN_PLAYFIELD(x, y)
9205   {
9206     int element = Feld[x][y];
9207
9208     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9209     {
9210       Feld[x][y] = EL_TIMEGATE_CLOSING;
9211
9212       PlayLevelSoundAction(x, y, ACTION_CLOSING);
9213     }
9214   }
9215 }
9216
9217 static void DrawTwinkleOnField(int x, int y)
9218 {
9219   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9220     return;
9221
9222   if (Feld[x][y] == EL_BD_DIAMOND)
9223     return;
9224
9225   if (MovDelay[x][y] == 0)      // next animation frame
9226     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9227
9228   if (MovDelay[x][y] != 0)      // wait some time before next frame
9229   {
9230     MovDelay[x][y]--;
9231
9232     DrawLevelElementAnimation(x, y, Feld[x][y]);
9233
9234     if (MovDelay[x][y] != 0)
9235     {
9236       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9237                                            10 - MovDelay[x][y]);
9238
9239       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9240     }
9241   }
9242 }
9243
9244 static void MauerWaechst(int x, int y)
9245 {
9246   int delay = 6;
9247
9248   if (!MovDelay[x][y])          // next animation frame
9249     MovDelay[x][y] = 3 * delay;
9250
9251   if (MovDelay[x][y])           // wait some time before next frame
9252   {
9253     MovDelay[x][y]--;
9254
9255     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9256     {
9257       int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9258       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9259
9260       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9261     }
9262
9263     if (!MovDelay[x][y])
9264     {
9265       if (MovDir[x][y] == MV_LEFT)
9266       {
9267         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9268           TEST_DrawLevelField(x - 1, y);
9269       }
9270       else if (MovDir[x][y] == MV_RIGHT)
9271       {
9272         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9273           TEST_DrawLevelField(x + 1, y);
9274       }
9275       else if (MovDir[x][y] == MV_UP)
9276       {
9277         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9278           TEST_DrawLevelField(x, y - 1);
9279       }
9280       else
9281       {
9282         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9283           TEST_DrawLevelField(x, y + 1);
9284       }
9285
9286       Feld[x][y] = Store[x][y];
9287       Store[x][y] = 0;
9288       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9289       TEST_DrawLevelField(x, y);
9290     }
9291   }
9292 }
9293
9294 static void MauerAbleger(int ax, int ay)
9295 {
9296   int element = Feld[ax][ay];
9297   int graphic = el2img(element);
9298   boolean oben_frei = FALSE, unten_frei = FALSE;
9299   boolean links_frei = FALSE, rechts_frei = FALSE;
9300   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9301   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9302   boolean new_wall = FALSE;
9303
9304   if (IS_ANIMATED(graphic))
9305     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9306
9307   if (!MovDelay[ax][ay])        // start building new wall
9308     MovDelay[ax][ay] = 6;
9309
9310   if (MovDelay[ax][ay])         // wait some time before building new wall
9311   {
9312     MovDelay[ax][ay]--;
9313     if (MovDelay[ax][ay])
9314       return;
9315   }
9316
9317   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9318     oben_frei = TRUE;
9319   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9320     unten_frei = TRUE;
9321   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9322     links_frei = TRUE;
9323   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9324     rechts_frei = TRUE;
9325
9326   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9327       element == EL_EXPANDABLE_WALL_ANY)
9328   {
9329     if (oben_frei)
9330     {
9331       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9332       Store[ax][ay-1] = element;
9333       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9334       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9335         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9336                     IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9337       new_wall = TRUE;
9338     }
9339     if (unten_frei)
9340     {
9341       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9342       Store[ax][ay+1] = element;
9343       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9344       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9345         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9346                     IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9347       new_wall = TRUE;
9348     }
9349   }
9350
9351   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9352       element == EL_EXPANDABLE_WALL_ANY ||
9353       element == EL_EXPANDABLE_WALL ||
9354       element == EL_BD_EXPANDABLE_WALL)
9355   {
9356     if (links_frei)
9357     {
9358       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9359       Store[ax-1][ay] = element;
9360       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9361       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9362         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9363                     IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9364       new_wall = TRUE;
9365     }
9366
9367     if (rechts_frei)
9368     {
9369       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9370       Store[ax+1][ay] = element;
9371       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9372       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9373         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9374                     IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9375       new_wall = TRUE;
9376     }
9377   }
9378
9379   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9380     TEST_DrawLevelField(ax, ay);
9381
9382   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9383     oben_massiv = TRUE;
9384   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9385     unten_massiv = TRUE;
9386   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9387     links_massiv = TRUE;
9388   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9389     rechts_massiv = TRUE;
9390
9391   if (((oben_massiv && unten_massiv) ||
9392        element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9393        element == EL_EXPANDABLE_WALL) &&
9394       ((links_massiv && rechts_massiv) ||
9395        element == EL_EXPANDABLE_WALL_VERTICAL))
9396     Feld[ax][ay] = EL_WALL;
9397
9398   if (new_wall)
9399     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9400 }
9401
9402 static void MauerAblegerStahl(int ax, int ay)
9403 {
9404   int element = Feld[ax][ay];
9405   int graphic = el2img(element);
9406   boolean oben_frei = FALSE, unten_frei = FALSE;
9407   boolean links_frei = FALSE, rechts_frei = FALSE;
9408   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9409   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9410   boolean new_wall = FALSE;
9411
9412   if (IS_ANIMATED(graphic))
9413     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9414
9415   if (!MovDelay[ax][ay])        // start building new wall
9416     MovDelay[ax][ay] = 6;
9417
9418   if (MovDelay[ax][ay])         // wait some time before building new wall
9419   {
9420     MovDelay[ax][ay]--;
9421     if (MovDelay[ax][ay])
9422       return;
9423   }
9424
9425   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9426     oben_frei = TRUE;
9427   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9428     unten_frei = TRUE;
9429   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9430     links_frei = TRUE;
9431   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9432     rechts_frei = TRUE;
9433
9434   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9435       element == EL_EXPANDABLE_STEELWALL_ANY)
9436   {
9437     if (oben_frei)
9438     {
9439       Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9440       Store[ax][ay-1] = element;
9441       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9442       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9443         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9444                     IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9445       new_wall = TRUE;
9446     }
9447     if (unten_frei)
9448     {
9449       Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9450       Store[ax][ay+1] = element;
9451       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9452       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9453         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9454                     IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9455       new_wall = TRUE;
9456     }
9457   }
9458
9459   if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9460       element == EL_EXPANDABLE_STEELWALL_ANY)
9461   {
9462     if (links_frei)
9463     {
9464       Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9465       Store[ax-1][ay] = element;
9466       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9467       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9468         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9469                     IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9470       new_wall = TRUE;
9471     }
9472
9473     if (rechts_frei)
9474     {
9475       Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9476       Store[ax+1][ay] = element;
9477       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9478       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9479         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9480                     IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9481       new_wall = TRUE;
9482     }
9483   }
9484
9485   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9486     oben_massiv = TRUE;
9487   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9488     unten_massiv = TRUE;
9489   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9490     links_massiv = TRUE;
9491   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9492     rechts_massiv = TRUE;
9493
9494   if (((oben_massiv && unten_massiv) ||
9495        element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9496       ((links_massiv && rechts_massiv) ||
9497        element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9498     Feld[ax][ay] = EL_STEELWALL;
9499
9500   if (new_wall)
9501     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9502 }
9503
9504 static void CheckForDragon(int x, int y)
9505 {
9506   int i, j;
9507   boolean dragon_found = FALSE;
9508   static int xy[4][2] =
9509   {
9510     { 0, -1 },
9511     { -1, 0 },
9512     { +1, 0 },
9513     { 0, +1 }
9514   };
9515
9516   for (i = 0; i < NUM_DIRECTIONS; i++)
9517   {
9518     for (j = 0; j < 4; j++)
9519     {
9520       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9521
9522       if (IN_LEV_FIELD(xx, yy) &&
9523           (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9524       {
9525         if (Feld[xx][yy] == EL_DRAGON)
9526           dragon_found = TRUE;
9527       }
9528       else
9529         break;
9530     }
9531   }
9532
9533   if (!dragon_found)
9534   {
9535     for (i = 0; i < NUM_DIRECTIONS; i++)
9536     {
9537       for (j = 0; j < 3; j++)
9538       {
9539         int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9540   
9541         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9542         {
9543           Feld[xx][yy] = EL_EMPTY;
9544           TEST_DrawLevelField(xx, yy);
9545         }
9546         else
9547           break;
9548       }
9549     }
9550   }
9551 }
9552
9553 static void InitBuggyBase(int x, int y)
9554 {
9555   int element = Feld[x][y];
9556   int activating_delay = FRAMES_PER_SECOND / 4;
9557
9558   ChangeDelay[x][y] =
9559     (element == EL_SP_BUGGY_BASE ?
9560      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9561      element == EL_SP_BUGGY_BASE_ACTIVATING ?
9562      activating_delay :
9563      element == EL_SP_BUGGY_BASE_ACTIVE ?
9564      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9565 }
9566
9567 static void WarnBuggyBase(int x, int y)
9568 {
9569   int i;
9570   static int xy[4][2] =
9571   {
9572     { 0, -1 },
9573     { -1, 0 },
9574     { +1, 0 },
9575     { 0, +1 }
9576   };
9577
9578   for (i = 0; i < NUM_DIRECTIONS; i++)
9579   {
9580     int xx = x + xy[i][0];
9581     int yy = y + xy[i][1];
9582
9583     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9584     {
9585       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9586
9587       break;
9588     }
9589   }
9590 }
9591
9592 static void InitTrap(int x, int y)
9593 {
9594   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9595 }
9596
9597 static void ActivateTrap(int x, int y)
9598 {
9599   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9600 }
9601
9602 static void ChangeActiveTrap(int x, int y)
9603 {
9604   int graphic = IMG_TRAP_ACTIVE;
9605
9606   // if new animation frame was drawn, correct crumbled sand border
9607   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9608     TEST_DrawLevelFieldCrumbled(x, y);
9609 }
9610
9611 static int getSpecialActionElement(int element, int number, int base_element)
9612 {
9613   return (element != EL_EMPTY ? element :
9614           number != -1 ? base_element + number - 1 :
9615           EL_EMPTY);
9616 }
9617
9618 static int getModifiedActionNumber(int value_old, int operator, int operand,
9619                                    int value_min, int value_max)
9620 {
9621   int value_new = (operator == CA_MODE_SET      ? operand :
9622                    operator == CA_MODE_ADD      ? value_old + operand :
9623                    operator == CA_MODE_SUBTRACT ? value_old - operand :
9624                    operator == CA_MODE_MULTIPLY ? value_old * operand :
9625                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
9626                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
9627                    value_old);
9628
9629   return (value_new < value_min ? value_min :
9630           value_new > value_max ? value_max :
9631           value_new);
9632 }
9633
9634 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9635 {
9636   struct ElementInfo *ei = &element_info[element];
9637   struct ElementChangeInfo *change = &ei->change_page[page];
9638   int target_element = change->target_element;
9639   int action_type = change->action_type;
9640   int action_mode = change->action_mode;
9641   int action_arg = change->action_arg;
9642   int action_element = change->action_element;
9643   int i;
9644
9645   if (!change->has_action)
9646     return;
9647
9648   // ---------- determine action paramater values -----------------------------
9649
9650   int level_time_value =
9651     (level.time > 0 ? TimeLeft :
9652      TimePlayed);
9653
9654   int action_arg_element_raw =
9655     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
9656      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9657      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
9658      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
9659      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9660      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
9661      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
9662      EL_EMPTY);
9663   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9664
9665   int action_arg_direction =
9666     (action_arg >= CA_ARG_DIRECTION_LEFT &&
9667      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9668      action_arg == CA_ARG_DIRECTION_TRIGGER ?
9669      change->actual_trigger_side :
9670      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9671      MV_DIR_OPPOSITE(change->actual_trigger_side) :
9672      MV_NONE);
9673
9674   int action_arg_number_min =
9675     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9676      CA_ARG_MIN);
9677
9678   int action_arg_number_max =
9679     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9680      action_type == CA_SET_LEVEL_GEMS ? 999 :
9681      action_type == CA_SET_LEVEL_TIME ? 9999 :
9682      action_type == CA_SET_LEVEL_SCORE ? 99999 :
9683      action_type == CA_SET_CE_VALUE ? 9999 :
9684      action_type == CA_SET_CE_SCORE ? 9999 :
9685      CA_ARG_MAX);
9686
9687   int action_arg_number_reset =
9688     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9689      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9690      action_type == CA_SET_LEVEL_TIME ? level.time :
9691      action_type == CA_SET_LEVEL_SCORE ? 0 :
9692      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9693      action_type == CA_SET_CE_SCORE ? 0 :
9694      0);
9695
9696   int action_arg_number =
9697     (action_arg <= CA_ARG_MAX ? action_arg :
9698      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9699      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9700      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9701      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9702      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9703      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9704      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9705      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9706      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9707      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9708      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9709      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9710      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9711      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9712      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9713      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9714      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9715      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9716      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
9717      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9718      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
9719      -1);
9720
9721   int action_arg_number_old =
9722     (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9723      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9724      action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9725      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9726      action_type == CA_SET_CE_SCORE ? ei->collect_score :
9727      0);
9728
9729   int action_arg_number_new =
9730     getModifiedActionNumber(action_arg_number_old,
9731                             action_mode, action_arg_number,
9732                             action_arg_number_min, action_arg_number_max);
9733
9734   int trigger_player_bits =
9735     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9736      change->actual_trigger_player_bits : change->trigger_player);
9737
9738   int action_arg_player_bits =
9739     (action_arg >= CA_ARG_PLAYER_1 &&
9740      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9741      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9742      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9743      PLAYER_BITS_ANY);
9744
9745   // ---------- execute action  -----------------------------------------------
9746
9747   switch (action_type)
9748   {
9749     case CA_NO_ACTION:
9750     {
9751       return;
9752     }
9753
9754     // ---------- level actions  ----------------------------------------------
9755
9756     case CA_RESTART_LEVEL:
9757     {
9758       game.restart_level = TRUE;
9759
9760       break;
9761     }
9762
9763     case CA_SHOW_ENVELOPE:
9764     {
9765       int element = getSpecialActionElement(action_arg_element,
9766                                             action_arg_number, EL_ENVELOPE_1);
9767
9768       if (IS_ENVELOPE(element))
9769         local_player->show_envelope = element;
9770
9771       break;
9772     }
9773
9774     case CA_SET_LEVEL_TIME:
9775     {
9776       if (level.time > 0)       // only modify limited time value
9777       {
9778         TimeLeft = action_arg_number_new;
9779
9780         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9781
9782         DisplayGameControlValues();
9783
9784         if (!TimeLeft && setup.time_limit)
9785           for (i = 0; i < MAX_PLAYERS; i++)
9786             KillPlayer(&stored_player[i]);
9787       }
9788
9789       break;
9790     }
9791
9792     case CA_SET_LEVEL_SCORE:
9793     {
9794       local_player->score = action_arg_number_new;
9795
9796       game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9797
9798       DisplayGameControlValues();
9799
9800       break;
9801     }
9802
9803     case CA_SET_LEVEL_GEMS:
9804     {
9805       game.gems_still_needed = action_arg_number_new;
9806
9807       game.snapshot.collected_item = TRUE;
9808
9809       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9810
9811       DisplayGameControlValues();
9812
9813       break;
9814     }
9815
9816     case CA_SET_LEVEL_WIND:
9817     {
9818       game.wind_direction = action_arg_direction;
9819
9820       break;
9821     }
9822
9823     case CA_SET_LEVEL_RANDOM_SEED:
9824     {
9825       // ensure that setting a new random seed while playing is predictable
9826       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9827
9828       break;
9829     }
9830
9831     // ---------- player actions  ---------------------------------------------
9832
9833     case CA_MOVE_PLAYER:
9834     {
9835       // automatically move to the next field in specified direction
9836       for (i = 0; i < MAX_PLAYERS; i++)
9837         if (trigger_player_bits & (1 << i))
9838           stored_player[i].programmed_action = action_arg_direction;
9839
9840       break;
9841     }
9842
9843     case CA_EXIT_PLAYER:
9844     {
9845       for (i = 0; i < MAX_PLAYERS; i++)
9846         if (action_arg_player_bits & (1 << i))
9847           ExitPlayer(&stored_player[i]);
9848
9849       if (AllPlayersGone)
9850         LevelSolved();
9851
9852       break;
9853     }
9854
9855     case CA_KILL_PLAYER:
9856     {
9857       for (i = 0; i < MAX_PLAYERS; i++)
9858         if (action_arg_player_bits & (1 << i))
9859           KillPlayer(&stored_player[i]);
9860
9861       break;
9862     }
9863
9864     case CA_SET_PLAYER_KEYS:
9865     {
9866       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9867       int element = getSpecialActionElement(action_arg_element,
9868                                             action_arg_number, EL_KEY_1);
9869
9870       if (IS_KEY(element))
9871       {
9872         for (i = 0; i < MAX_PLAYERS; i++)
9873         {
9874           if (trigger_player_bits & (1 << i))
9875           {
9876             stored_player[i].key[KEY_NR(element)] = key_state;
9877
9878             DrawGameDoorValues();
9879           }
9880         }
9881       }
9882
9883       break;
9884     }
9885
9886     case CA_SET_PLAYER_SPEED:
9887     {
9888       for (i = 0; i < MAX_PLAYERS; i++)
9889       {
9890         if (trigger_player_bits & (1 << i))
9891         {
9892           int move_stepsize = TILEX / stored_player[i].move_delay_value;
9893
9894           if (action_arg == CA_ARG_SPEED_FASTER &&
9895               stored_player[i].cannot_move)
9896           {
9897             action_arg_number = STEPSIZE_VERY_SLOW;
9898           }
9899           else if (action_arg == CA_ARG_SPEED_SLOWER ||
9900                    action_arg == CA_ARG_SPEED_FASTER)
9901           {
9902             action_arg_number = 2;
9903             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9904                            CA_MODE_MULTIPLY);
9905           }
9906           else if (action_arg == CA_ARG_NUMBER_RESET)
9907           {
9908             action_arg_number = level.initial_player_stepsize[i];
9909           }
9910
9911           move_stepsize =
9912             getModifiedActionNumber(move_stepsize,
9913                                     action_mode,
9914                                     action_arg_number,
9915                                     action_arg_number_min,
9916                                     action_arg_number_max);
9917
9918           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9919         }
9920       }
9921
9922       break;
9923     }
9924
9925     case CA_SET_PLAYER_SHIELD:
9926     {
9927       for (i = 0; i < MAX_PLAYERS; i++)
9928       {
9929         if (trigger_player_bits & (1 << i))
9930         {
9931           if (action_arg == CA_ARG_SHIELD_OFF)
9932           {
9933             stored_player[i].shield_normal_time_left = 0;
9934             stored_player[i].shield_deadly_time_left = 0;
9935           }
9936           else if (action_arg == CA_ARG_SHIELD_NORMAL)
9937           {
9938             stored_player[i].shield_normal_time_left = 999999;
9939           }
9940           else if (action_arg == CA_ARG_SHIELD_DEADLY)
9941           {
9942             stored_player[i].shield_normal_time_left = 999999;
9943             stored_player[i].shield_deadly_time_left = 999999;
9944           }
9945         }
9946       }
9947
9948       break;
9949     }
9950
9951     case CA_SET_PLAYER_GRAVITY:
9952     {
9953       for (i = 0; i < MAX_PLAYERS; i++)
9954       {
9955         if (trigger_player_bits & (1 << i))
9956         {
9957           stored_player[i].gravity =
9958             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
9959              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
9960              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9961              stored_player[i].gravity);
9962         }
9963       }
9964
9965       break;
9966     }
9967
9968     case CA_SET_PLAYER_ARTWORK:
9969     {
9970       for (i = 0; i < MAX_PLAYERS; i++)
9971       {
9972         if (trigger_player_bits & (1 << i))
9973         {
9974           int artwork_element = action_arg_element;
9975
9976           if (action_arg == CA_ARG_ELEMENT_RESET)
9977             artwork_element =
9978               (level.use_artwork_element[i] ? level.artwork_element[i] :
9979                stored_player[i].element_nr);
9980
9981           if (stored_player[i].artwork_element != artwork_element)
9982             stored_player[i].Frame = 0;
9983
9984           stored_player[i].artwork_element = artwork_element;
9985
9986           SetPlayerWaiting(&stored_player[i], FALSE);
9987
9988           // set number of special actions for bored and sleeping animation
9989           stored_player[i].num_special_action_bored =
9990             get_num_special_action(artwork_element,
9991                                    ACTION_BORING_1, ACTION_BORING_LAST);
9992           stored_player[i].num_special_action_sleeping =
9993             get_num_special_action(artwork_element,
9994                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9995         }
9996       }
9997
9998       break;
9999     }
10000
10001     case CA_SET_PLAYER_INVENTORY:
10002     {
10003       for (i = 0; i < MAX_PLAYERS; i++)
10004       {
10005         struct PlayerInfo *player = &stored_player[i];
10006         int j, k;
10007
10008         if (trigger_player_bits & (1 << i))
10009         {
10010           int inventory_element = action_arg_element;
10011
10012           if (action_arg == CA_ARG_ELEMENT_TARGET ||
10013               action_arg == CA_ARG_ELEMENT_TRIGGER ||
10014               action_arg == CA_ARG_ELEMENT_ACTION)
10015           {
10016             int element = inventory_element;
10017             int collect_count = element_info[element].collect_count_initial;
10018
10019             if (!IS_CUSTOM_ELEMENT(element))
10020               collect_count = 1;
10021
10022             if (collect_count == 0)
10023               player->inventory_infinite_element = element;
10024             else
10025               for (k = 0; k < collect_count; k++)
10026                 if (player->inventory_size < MAX_INVENTORY_SIZE)
10027                   player->inventory_element[player->inventory_size++] =
10028                     element;
10029           }
10030           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10031                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10032                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
10033           {
10034             if (player->inventory_infinite_element != EL_UNDEFINED &&
10035                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10036                                      action_arg_element_raw))
10037               player->inventory_infinite_element = EL_UNDEFINED;
10038
10039             for (k = 0, j = 0; j < player->inventory_size; j++)
10040             {
10041               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10042                                         action_arg_element_raw))
10043                 player->inventory_element[k++] = player->inventory_element[j];
10044             }
10045
10046             player->inventory_size = k;
10047           }
10048           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10049           {
10050             if (player->inventory_size > 0)
10051             {
10052               for (j = 0; j < player->inventory_size - 1; j++)
10053                 player->inventory_element[j] = player->inventory_element[j + 1];
10054
10055               player->inventory_size--;
10056             }
10057           }
10058           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10059           {
10060             if (player->inventory_size > 0)
10061               player->inventory_size--;
10062           }
10063           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10064           {
10065             player->inventory_infinite_element = EL_UNDEFINED;
10066             player->inventory_size = 0;
10067           }
10068           else if (action_arg == CA_ARG_INVENTORY_RESET)
10069           {
10070             player->inventory_infinite_element = EL_UNDEFINED;
10071             player->inventory_size = 0;
10072
10073             if (level.use_initial_inventory[i])
10074             {
10075               for (j = 0; j < level.initial_inventory_size[i]; j++)
10076               {
10077                 int element = level.initial_inventory_content[i][j];
10078                 int collect_count = element_info[element].collect_count_initial;
10079
10080                 if (!IS_CUSTOM_ELEMENT(element))
10081                   collect_count = 1;
10082
10083                 if (collect_count == 0)
10084                   player->inventory_infinite_element = element;
10085                 else
10086                   for (k = 0; k < collect_count; k++)
10087                     if (player->inventory_size < MAX_INVENTORY_SIZE)
10088                       player->inventory_element[player->inventory_size++] =
10089                         element;
10090               }
10091             }
10092           }
10093         }
10094       }
10095
10096       break;
10097     }
10098
10099     // ---------- CE actions  -------------------------------------------------
10100
10101     case CA_SET_CE_VALUE:
10102     {
10103       int last_ce_value = CustomValue[x][y];
10104
10105       CustomValue[x][y] = action_arg_number_new;
10106
10107       if (CustomValue[x][y] != last_ce_value)
10108       {
10109         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10110         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10111
10112         if (CustomValue[x][y] == 0)
10113         {
10114           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10115           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10116         }
10117       }
10118
10119       break;
10120     }
10121
10122     case CA_SET_CE_SCORE:
10123     {
10124       int last_ce_score = ei->collect_score;
10125
10126       ei->collect_score = action_arg_number_new;
10127
10128       if (ei->collect_score != last_ce_score)
10129       {
10130         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10131         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10132
10133         if (ei->collect_score == 0)
10134         {
10135           int xx, yy;
10136
10137           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10138           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10139
10140           /*
10141             This is a very special case that seems to be a mixture between
10142             CheckElementChange() and CheckTriggeredElementChange(): while
10143             the first one only affects single elements that are triggered
10144             directly, the second one affects multiple elements in the playfield
10145             that are triggered indirectly by another element. This is a third
10146             case: Changing the CE score always affects multiple identical CEs,
10147             so every affected CE must be checked, not only the single CE for
10148             which the CE score was changed in the first place (as every instance
10149             of that CE shares the same CE score, and therefore also can change)!
10150           */
10151           SCAN_PLAYFIELD(xx, yy)
10152           {
10153             if (Feld[xx][yy] == element)
10154               CheckElementChange(xx, yy, element, EL_UNDEFINED,
10155                                  CE_SCORE_GETS_ZERO);
10156           }
10157         }
10158       }
10159
10160       break;
10161     }
10162
10163     case CA_SET_CE_ARTWORK:
10164     {
10165       int artwork_element = action_arg_element;
10166       boolean reset_frame = FALSE;
10167       int xx, yy;
10168
10169       if (action_arg == CA_ARG_ELEMENT_RESET)
10170         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10171                            element);
10172
10173       if (ei->gfx_element != artwork_element)
10174         reset_frame = TRUE;
10175
10176       ei->gfx_element = artwork_element;
10177
10178       SCAN_PLAYFIELD(xx, yy)
10179       {
10180         if (Feld[xx][yy] == element)
10181         {
10182           if (reset_frame)
10183           {
10184             ResetGfxAnimation(xx, yy);
10185             ResetRandomAnimationValue(xx, yy);
10186           }
10187
10188           TEST_DrawLevelField(xx, yy);
10189         }
10190       }
10191
10192       break;
10193     }
10194
10195     // ---------- engine actions  ---------------------------------------------
10196
10197     case CA_SET_ENGINE_SCAN_MODE:
10198     {
10199       InitPlayfieldScanMode(action_arg);
10200
10201       break;
10202     }
10203
10204     default:
10205       break;
10206   }
10207 }
10208
10209 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10210 {
10211   int old_element = Feld[x][y];
10212   int new_element = GetElementFromGroupElement(element);
10213   int previous_move_direction = MovDir[x][y];
10214   int last_ce_value = CustomValue[x][y];
10215   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10216   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10217   boolean add_player_onto_element = (new_element_is_player &&
10218                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
10219                                      IS_WALKABLE(old_element));
10220
10221   if (!add_player_onto_element)
10222   {
10223     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10224       RemoveMovingField(x, y);
10225     else
10226       RemoveField(x, y);
10227
10228     Feld[x][y] = new_element;
10229
10230     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10231       MovDir[x][y] = previous_move_direction;
10232
10233     if (element_info[new_element].use_last_ce_value)
10234       CustomValue[x][y] = last_ce_value;
10235
10236     InitField_WithBug1(x, y, FALSE);
10237
10238     new_element = Feld[x][y];   // element may have changed
10239
10240     ResetGfxAnimation(x, y);
10241     ResetRandomAnimationValue(x, y);
10242
10243     TEST_DrawLevelField(x, y);
10244
10245     if (GFX_CRUMBLED(new_element))
10246       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10247   }
10248
10249   // check if element under the player changes from accessible to unaccessible
10250   // (needed for special case of dropping element which then changes)
10251   // (must be checked after creating new element for walkable group elements)
10252   if (IS_PLAYER(x, y) && !player_explosion_protected &&
10253       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10254   {
10255     Bang(x, y);
10256
10257     return;
10258   }
10259
10260   // "ChangeCount" not set yet to allow "entered by player" change one time
10261   if (new_element_is_player)
10262     RelocatePlayer(x, y, new_element);
10263
10264   if (is_change)
10265     ChangeCount[x][y]++;        // count number of changes in the same frame
10266
10267   TestIfBadThingTouchesPlayer(x, y);
10268   TestIfPlayerTouchesCustomElement(x, y);
10269   TestIfElementTouchesCustomElement(x, y);
10270 }
10271
10272 static void CreateField(int x, int y, int element)
10273 {
10274   CreateFieldExt(x, y, element, FALSE);
10275 }
10276
10277 static void CreateElementFromChange(int x, int y, int element)
10278 {
10279   element = GET_VALID_RUNTIME_ELEMENT(element);
10280
10281   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10282   {
10283     int old_element = Feld[x][y];
10284
10285     // prevent changed element from moving in same engine frame
10286     // unless both old and new element can either fall or move
10287     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10288         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10289       Stop[x][y] = TRUE;
10290   }
10291
10292   CreateFieldExt(x, y, element, TRUE);
10293 }
10294
10295 static boolean ChangeElement(int x, int y, int element, int page)
10296 {
10297   struct ElementInfo *ei = &element_info[element];
10298   struct ElementChangeInfo *change = &ei->change_page[page];
10299   int ce_value = CustomValue[x][y];
10300   int ce_score = ei->collect_score;
10301   int target_element;
10302   int old_element = Feld[x][y];
10303
10304   // always use default change event to prevent running into a loop
10305   if (ChangeEvent[x][y] == -1)
10306     ChangeEvent[x][y] = CE_DELAY;
10307
10308   if (ChangeEvent[x][y] == CE_DELAY)
10309   {
10310     // reset actual trigger element, trigger player and action element
10311     change->actual_trigger_element = EL_EMPTY;
10312     change->actual_trigger_player = EL_EMPTY;
10313     change->actual_trigger_player_bits = CH_PLAYER_NONE;
10314     change->actual_trigger_side = CH_SIDE_NONE;
10315     change->actual_trigger_ce_value = 0;
10316     change->actual_trigger_ce_score = 0;
10317   }
10318
10319   // do not change elements more than a specified maximum number of changes
10320   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10321     return FALSE;
10322
10323   ChangeCount[x][y]++;          // count number of changes in the same frame
10324
10325   if (change->explode)
10326   {
10327     Bang(x, y);
10328
10329     return TRUE;
10330   }
10331
10332   if (change->use_target_content)
10333   {
10334     boolean complete_replace = TRUE;
10335     boolean can_replace[3][3];
10336     int xx, yy;
10337
10338     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10339     {
10340       boolean is_empty;
10341       boolean is_walkable;
10342       boolean is_diggable;
10343       boolean is_collectible;
10344       boolean is_removable;
10345       boolean is_destructible;
10346       int ex = x + xx - 1;
10347       int ey = y + yy - 1;
10348       int content_element = change->target_content.e[xx][yy];
10349       int e;
10350
10351       can_replace[xx][yy] = TRUE;
10352
10353       if (ex == x && ey == y)   // do not check changing element itself
10354         continue;
10355
10356       if (content_element == EL_EMPTY_SPACE)
10357       {
10358         can_replace[xx][yy] = FALSE;    // do not replace border with space
10359
10360         continue;
10361       }
10362
10363       if (!IN_LEV_FIELD(ex, ey))
10364       {
10365         can_replace[xx][yy] = FALSE;
10366         complete_replace = FALSE;
10367
10368         continue;
10369       }
10370
10371       e = Feld[ex][ey];
10372
10373       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10374         e = MovingOrBlocked2Element(ex, ey);
10375
10376       is_empty = (IS_FREE(ex, ey) ||
10377                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10378
10379       is_walkable     = (is_empty || IS_WALKABLE(e));
10380       is_diggable     = (is_empty || IS_DIGGABLE(e));
10381       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
10382       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10383       is_removable    = (is_diggable || is_collectible);
10384
10385       can_replace[xx][yy] =
10386         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
10387           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
10388           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
10389           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
10390           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
10391           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10392          !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10393
10394       if (!can_replace[xx][yy])
10395         complete_replace = FALSE;
10396     }
10397
10398     if (!change->only_if_complete || complete_replace)
10399     {
10400       boolean something_has_changed = FALSE;
10401
10402       if (change->only_if_complete && change->use_random_replace &&
10403           RND(100) < change->random_percentage)
10404         return FALSE;
10405
10406       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10407       {
10408         int ex = x + xx - 1;
10409         int ey = y + yy - 1;
10410         int content_element;
10411
10412         if (can_replace[xx][yy] && (!change->use_random_replace ||
10413                                     RND(100) < change->random_percentage))
10414         {
10415           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10416             RemoveMovingField(ex, ey);
10417
10418           ChangeEvent[ex][ey] = ChangeEvent[x][y];
10419
10420           content_element = change->target_content.e[xx][yy];
10421           target_element = GET_TARGET_ELEMENT(element, content_element, change,
10422                                               ce_value, ce_score);
10423
10424           CreateElementFromChange(ex, ey, target_element);
10425
10426           something_has_changed = TRUE;
10427
10428           // for symmetry reasons, freeze newly created border elements
10429           if (ex != x || ey != y)
10430             Stop[ex][ey] = TRUE;        // no more moving in this frame
10431         }
10432       }
10433
10434       if (something_has_changed)
10435       {
10436         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10437         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10438       }
10439     }
10440   }
10441   else
10442   {
10443     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10444                                         ce_value, ce_score);
10445
10446     if (element == EL_DIAGONAL_GROWING ||
10447         element == EL_DIAGONAL_SHRINKING)
10448     {
10449       target_element = Store[x][y];
10450
10451       Store[x][y] = EL_EMPTY;
10452     }
10453
10454     CreateElementFromChange(x, y, target_element);
10455
10456     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10457     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10458   }
10459
10460   // this uses direct change before indirect change
10461   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10462
10463   return TRUE;
10464 }
10465
10466 static void HandleElementChange(int x, int y, int page)
10467 {
10468   int element = MovingOrBlocked2Element(x, y);
10469   struct ElementInfo *ei = &element_info[element];
10470   struct ElementChangeInfo *change = &ei->change_page[page];
10471   boolean handle_action_before_change = FALSE;
10472
10473 #ifdef DEBUG
10474   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10475       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10476   {
10477     printf("\n\n");
10478     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10479            x, y, element, element_info[element].token_name);
10480     printf("HandleElementChange(): This should never happen!\n");
10481     printf("\n\n");
10482   }
10483 #endif
10484
10485   // this can happen with classic bombs on walkable, changing elements
10486   if (!CAN_CHANGE_OR_HAS_ACTION(element))
10487   {
10488     return;
10489   }
10490
10491   if (ChangeDelay[x][y] == 0)           // initialize element change
10492   {
10493     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10494
10495     if (change->can_change)
10496     {
10497       // !!! not clear why graphic animation should be reset at all here !!!
10498       // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10499       // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10500
10501       /*
10502         GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10503
10504         When using an animation frame delay of 1 (this only happens with
10505         "sp_zonk.moving.left/right" in the classic graphics), the default
10506         (non-moving) animation shows wrong animation frames (while the
10507         moving animation, like "sp_zonk.moving.left/right", is correct,
10508         so this graphical bug never shows up with the classic graphics).
10509         For an animation with 4 frames, this causes wrong frames 0,0,1,2
10510         be drawn instead of the correct frames 0,1,2,3. This is caused by
10511         "GfxFrame[][]" being reset *twice* (in two successive frames) after
10512         an element change: First when the change delay ("ChangeDelay[][]")
10513         counter has reached zero after decrementing, then a second time in
10514         the next frame (after "GfxFrame[][]" was already incremented) when
10515         "ChangeDelay[][]" is reset to the initial delay value again.
10516
10517         This causes frame 0 to be drawn twice, while the last frame won't
10518         be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10519
10520         As some animations may already be cleverly designed around this bug
10521         (at least the "Snake Bite" snake tail animation does this), it cannot
10522         simply be fixed here without breaking such existing animations.
10523         Unfortunately, it cannot easily be detected if a graphics set was
10524         designed "before" or "after" the bug was fixed. As a workaround,
10525         a new graphics set option "game.graphics_engine_version" was added
10526         to be able to specify the game's major release version for which the
10527         graphics set was designed, which can then be used to decide if the
10528         bugfix should be used (version 4 and above) or not (version 3 or
10529         below, or if no version was specified at all, as with old sets).
10530
10531         (The wrong/fixed animation frames can be tested with the test level set
10532         "test_gfxframe" and level "000", which contains a specially prepared
10533         custom element at level position (x/y) == (11/9) which uses the zonk
10534         animation mentioned above. Using "game.graphics_engine_version: 4"
10535         fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10536         This can also be seen from the debug output for this test element.)
10537       */
10538
10539       // when a custom element is about to change (for example by change delay),
10540       // do not reset graphic animation when the custom element is moving
10541       if (game.graphics_engine_version < 4 &&
10542           !IS_MOVING(x, y))
10543       {
10544         ResetGfxAnimation(x, y);
10545         ResetRandomAnimationValue(x, y);
10546       }
10547
10548       if (change->pre_change_function)
10549         change->pre_change_function(x, y);
10550     }
10551   }
10552
10553   ChangeDelay[x][y]--;
10554
10555   if (ChangeDelay[x][y] != 0)           // continue element change
10556   {
10557     if (change->can_change)
10558     {
10559       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10560
10561       if (IS_ANIMATED(graphic))
10562         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10563
10564       if (change->change_function)
10565         change->change_function(x, y);
10566     }
10567   }
10568   else                                  // finish element change
10569   {
10570     if (ChangePage[x][y] != -1)         // remember page from delayed change
10571     {
10572       page = ChangePage[x][y];
10573       ChangePage[x][y] = -1;
10574
10575       change = &ei->change_page[page];
10576     }
10577
10578     if (IS_MOVING(x, y))                // never change a running system ;-)
10579     {
10580       ChangeDelay[x][y] = 1;            // try change after next move step
10581       ChangePage[x][y] = page;          // remember page to use for change
10582
10583       return;
10584     }
10585
10586     // special case: set new level random seed before changing element
10587     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10588       handle_action_before_change = TRUE;
10589
10590     if (change->has_action && handle_action_before_change)
10591       ExecuteCustomElementAction(x, y, element, page);
10592
10593     if (change->can_change)
10594     {
10595       if (ChangeElement(x, y, element, page))
10596       {
10597         if (change->post_change_function)
10598           change->post_change_function(x, y);
10599       }
10600     }
10601
10602     if (change->has_action && !handle_action_before_change)
10603       ExecuteCustomElementAction(x, y, element, page);
10604   }
10605 }
10606
10607 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10608                                               int trigger_element,
10609                                               int trigger_event,
10610                                               int trigger_player,
10611                                               int trigger_side,
10612                                               int trigger_page)
10613 {
10614   boolean change_done_any = FALSE;
10615   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10616   int i;
10617
10618   if (!(trigger_events[trigger_element][trigger_event]))
10619     return FALSE;
10620
10621   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10622
10623   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10624   {
10625     int element = EL_CUSTOM_START + i;
10626     boolean change_done = FALSE;
10627     int p;
10628
10629     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10630         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10631       continue;
10632
10633     for (p = 0; p < element_info[element].num_change_pages; p++)
10634     {
10635       struct ElementChangeInfo *change = &element_info[element].change_page[p];
10636
10637       if (change->can_change_or_has_action &&
10638           change->has_event[trigger_event] &&
10639           change->trigger_side & trigger_side &&
10640           change->trigger_player & trigger_player &&
10641           change->trigger_page & trigger_page_bits &&
10642           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10643       {
10644         change->actual_trigger_element = trigger_element;
10645         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10646         change->actual_trigger_player_bits = trigger_player;
10647         change->actual_trigger_side = trigger_side;
10648         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10649         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10650
10651         if ((change->can_change && !change_done) || change->has_action)
10652         {
10653           int x, y;
10654
10655           SCAN_PLAYFIELD(x, y)
10656           {
10657             if (Feld[x][y] == element)
10658             {
10659               if (change->can_change && !change_done)
10660               {
10661                 // if element already changed in this frame, not only prevent
10662                 // another element change (checked in ChangeElement()), but
10663                 // also prevent additional element actions for this element
10664
10665                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10666                     !level.use_action_after_change_bug)
10667                   continue;
10668
10669                 ChangeDelay[x][y] = 1;
10670                 ChangeEvent[x][y] = trigger_event;
10671
10672                 HandleElementChange(x, y, p);
10673               }
10674               else if (change->has_action)
10675               {
10676                 // if element already changed in this frame, not only prevent
10677                 // another element change (checked in ChangeElement()), but
10678                 // also prevent additional element actions for this element
10679
10680                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10681                     !level.use_action_after_change_bug)
10682                   continue;
10683
10684                 ExecuteCustomElementAction(x, y, element, p);
10685                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10686               }
10687             }
10688           }
10689
10690           if (change->can_change)
10691           {
10692             change_done = TRUE;
10693             change_done_any = TRUE;
10694           }
10695         }
10696       }
10697     }
10698   }
10699
10700   RECURSION_LOOP_DETECTION_END();
10701
10702   return change_done_any;
10703 }
10704
10705 static boolean CheckElementChangeExt(int x, int y,
10706                                      int element,
10707                                      int trigger_element,
10708                                      int trigger_event,
10709                                      int trigger_player,
10710                                      int trigger_side)
10711 {
10712   boolean change_done = FALSE;
10713   int p;
10714
10715   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10716       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10717     return FALSE;
10718
10719   if (Feld[x][y] == EL_BLOCKED)
10720   {
10721     Blocked2Moving(x, y, &x, &y);
10722     element = Feld[x][y];
10723   }
10724
10725   // check if element has already changed or is about to change after moving
10726   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10727        Feld[x][y] != element) ||
10728
10729       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10730        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10731         ChangePage[x][y] != -1)))
10732     return FALSE;
10733
10734   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10735
10736   for (p = 0; p < element_info[element].num_change_pages; p++)
10737   {
10738     struct ElementChangeInfo *change = &element_info[element].change_page[p];
10739
10740     /* check trigger element for all events where the element that is checked
10741        for changing interacts with a directly adjacent element -- this is
10742        different to element changes that affect other elements to change on the
10743        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10744     boolean check_trigger_element =
10745       (trigger_event == CE_TOUCHING_X ||
10746        trigger_event == CE_HITTING_X ||
10747        trigger_event == CE_HIT_BY_X ||
10748        trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10749
10750     if (change->can_change_or_has_action &&
10751         change->has_event[trigger_event] &&
10752         change->trigger_side & trigger_side &&
10753         change->trigger_player & trigger_player &&
10754         (!check_trigger_element ||
10755          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10756     {
10757       change->actual_trigger_element = trigger_element;
10758       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10759       change->actual_trigger_player_bits = trigger_player;
10760       change->actual_trigger_side = trigger_side;
10761       change->actual_trigger_ce_value = CustomValue[x][y];
10762       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10763
10764       // special case: trigger element not at (x,y) position for some events
10765       if (check_trigger_element)
10766       {
10767         static struct
10768         {
10769           int dx, dy;
10770         } move_xy[] =
10771           {
10772             {  0,  0 },
10773             { -1,  0 },
10774             { +1,  0 },
10775             {  0,  0 },
10776             {  0, -1 },
10777             {  0,  0 }, { 0, 0 }, { 0, 0 },
10778             {  0, +1 }
10779           };
10780
10781         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10782         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10783
10784         change->actual_trigger_ce_value = CustomValue[xx][yy];
10785         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10786       }
10787
10788       if (change->can_change && !change_done)
10789       {
10790         ChangeDelay[x][y] = 1;
10791         ChangeEvent[x][y] = trigger_event;
10792
10793         HandleElementChange(x, y, p);
10794
10795         change_done = TRUE;
10796       }
10797       else if (change->has_action)
10798       {
10799         ExecuteCustomElementAction(x, y, element, p);
10800         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10801       }
10802     }
10803   }
10804
10805   RECURSION_LOOP_DETECTION_END();
10806
10807   return change_done;
10808 }
10809
10810 static void PlayPlayerSound(struct PlayerInfo *player)
10811 {
10812   int jx = player->jx, jy = player->jy;
10813   int sound_element = player->artwork_element;
10814   int last_action = player->last_action_waiting;
10815   int action = player->action_waiting;
10816
10817   if (player->is_waiting)
10818   {
10819     if (action != last_action)
10820       PlayLevelSoundElementAction(jx, jy, sound_element, action);
10821     else
10822       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10823   }
10824   else
10825   {
10826     if (action != last_action)
10827       StopSound(element_info[sound_element].sound[last_action]);
10828
10829     if (last_action == ACTION_SLEEPING)
10830       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10831   }
10832 }
10833
10834 static void PlayAllPlayersSound(void)
10835 {
10836   int i;
10837
10838   for (i = 0; i < MAX_PLAYERS; i++)
10839     if (stored_player[i].active)
10840       PlayPlayerSound(&stored_player[i]);
10841 }
10842
10843 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10844 {
10845   boolean last_waiting = player->is_waiting;
10846   int move_dir = player->MovDir;
10847
10848   player->dir_waiting = move_dir;
10849   player->last_action_waiting = player->action_waiting;
10850
10851   if (is_waiting)
10852   {
10853     if (!last_waiting)          // not waiting -> waiting
10854     {
10855       player->is_waiting = TRUE;
10856
10857       player->frame_counter_bored =
10858         FrameCounter +
10859         game.player_boring_delay_fixed +
10860         GetSimpleRandom(game.player_boring_delay_random);
10861       player->frame_counter_sleeping =
10862         FrameCounter +
10863         game.player_sleeping_delay_fixed +
10864         GetSimpleRandom(game.player_sleeping_delay_random);
10865
10866       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10867     }
10868
10869     if (game.player_sleeping_delay_fixed +
10870         game.player_sleeping_delay_random > 0 &&
10871         player->anim_delay_counter == 0 &&
10872         player->post_delay_counter == 0 &&
10873         FrameCounter >= player->frame_counter_sleeping)
10874       player->is_sleeping = TRUE;
10875     else if (game.player_boring_delay_fixed +
10876              game.player_boring_delay_random > 0 &&
10877              FrameCounter >= player->frame_counter_bored)
10878       player->is_bored = TRUE;
10879
10880     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10881                               player->is_bored ? ACTION_BORING :
10882                               ACTION_WAITING);
10883
10884     if (player->is_sleeping && player->use_murphy)
10885     {
10886       // special case for sleeping Murphy when leaning against non-free tile
10887
10888       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10889           (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10890            !IS_MOVING(player->jx - 1, player->jy)))
10891         move_dir = MV_LEFT;
10892       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10893                (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10894                 !IS_MOVING(player->jx + 1, player->jy)))
10895         move_dir = MV_RIGHT;
10896       else
10897         player->is_sleeping = FALSE;
10898
10899       player->dir_waiting = move_dir;
10900     }
10901
10902     if (player->is_sleeping)
10903     {
10904       if (player->num_special_action_sleeping > 0)
10905       {
10906         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10907         {
10908           int last_special_action = player->special_action_sleeping;
10909           int num_special_action = player->num_special_action_sleeping;
10910           int special_action =
10911             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10912              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10913              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10914              last_special_action + 1 : ACTION_SLEEPING);
10915           int special_graphic =
10916             el_act_dir2img(player->artwork_element, special_action, move_dir);
10917
10918           player->anim_delay_counter =
10919             graphic_info[special_graphic].anim_delay_fixed +
10920             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10921           player->post_delay_counter =
10922             graphic_info[special_graphic].post_delay_fixed +
10923             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10924
10925           player->special_action_sleeping = special_action;
10926         }
10927
10928         if (player->anim_delay_counter > 0)
10929         {
10930           player->action_waiting = player->special_action_sleeping;
10931           player->anim_delay_counter--;
10932         }
10933         else if (player->post_delay_counter > 0)
10934         {
10935           player->post_delay_counter--;
10936         }
10937       }
10938     }
10939     else if (player->is_bored)
10940     {
10941       if (player->num_special_action_bored > 0)
10942       {
10943         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10944         {
10945           int special_action =
10946             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10947           int special_graphic =
10948             el_act_dir2img(player->artwork_element, special_action, move_dir);
10949
10950           player->anim_delay_counter =
10951             graphic_info[special_graphic].anim_delay_fixed +
10952             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10953           player->post_delay_counter =
10954             graphic_info[special_graphic].post_delay_fixed +
10955             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10956
10957           player->special_action_bored = special_action;
10958         }
10959
10960         if (player->anim_delay_counter > 0)
10961         {
10962           player->action_waiting = player->special_action_bored;
10963           player->anim_delay_counter--;
10964         }
10965         else if (player->post_delay_counter > 0)
10966         {
10967           player->post_delay_counter--;
10968         }
10969       }
10970     }
10971   }
10972   else if (last_waiting)        // waiting -> not waiting
10973   {
10974     player->is_waiting = FALSE;
10975     player->is_bored = FALSE;
10976     player->is_sleeping = FALSE;
10977
10978     player->frame_counter_bored = -1;
10979     player->frame_counter_sleeping = -1;
10980
10981     player->anim_delay_counter = 0;
10982     player->post_delay_counter = 0;
10983
10984     player->dir_waiting = player->MovDir;
10985     player->action_waiting = ACTION_DEFAULT;
10986
10987     player->special_action_bored = ACTION_DEFAULT;
10988     player->special_action_sleeping = ACTION_DEFAULT;
10989   }
10990 }
10991
10992 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10993 {
10994   if ((!player->is_moving  && player->was_moving) ||
10995       (player->MovPos == 0 && player->was_moving) ||
10996       (player->is_snapping && !player->was_snapping) ||
10997       (player->is_dropping && !player->was_dropping))
10998   {
10999     if (!CheckSaveEngineSnapshotToList())
11000       return;
11001
11002     player->was_moving = FALSE;
11003     player->was_snapping = TRUE;
11004     player->was_dropping = TRUE;
11005   }
11006   else
11007   {
11008     if (player->is_moving)
11009       player->was_moving = TRUE;
11010
11011     if (!player->is_snapping)
11012       player->was_snapping = FALSE;
11013
11014     if (!player->is_dropping)
11015       player->was_dropping = FALSE;
11016   }
11017 }
11018
11019 static void CheckSingleStepMode(struct PlayerInfo *player)
11020 {
11021   if (tape.single_step && tape.recording && !tape.pausing)
11022   {
11023     /* as it is called "single step mode", just return to pause mode when the
11024        player stopped moving after one tile (or never starts moving at all) */
11025     if (!player->is_moving &&
11026         !player->is_pushing &&
11027         !player->is_dropping_pressed)
11028     {
11029       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11030       SnapField(player, 0, 0);                  // stop snapping
11031     }
11032   }
11033
11034   CheckSaveEngineSnapshot(player);
11035 }
11036
11037 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11038 {
11039   int left      = player_action & JOY_LEFT;
11040   int right     = player_action & JOY_RIGHT;
11041   int up        = player_action & JOY_UP;
11042   int down      = player_action & JOY_DOWN;
11043   int button1   = player_action & JOY_BUTTON_1;
11044   int button2   = player_action & JOY_BUTTON_2;
11045   int dx        = (left ? -1 : right ? 1 : 0);
11046   int dy        = (up   ? -1 : down  ? 1 : 0);
11047
11048   if (!player->active || tape.pausing)
11049     return 0;
11050
11051   if (player_action)
11052   {
11053     if (button1)
11054       SnapField(player, dx, dy);
11055     else
11056     {
11057       if (button2)
11058         DropElement(player);
11059
11060       MovePlayer(player, dx, dy);
11061     }
11062
11063     CheckSingleStepMode(player);
11064
11065     SetPlayerWaiting(player, FALSE);
11066
11067     return player_action;
11068   }
11069   else
11070   {
11071     // no actions for this player (no input at player's configured device)
11072
11073     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11074     SnapField(player, 0, 0);
11075     CheckGravityMovementWhenNotMoving(player);
11076
11077     if (player->MovPos == 0)
11078       SetPlayerWaiting(player, TRUE);
11079
11080     if (player->MovPos == 0)    // needed for tape.playing
11081       player->is_moving = FALSE;
11082
11083     player->is_dropping = FALSE;
11084     player->is_dropping_pressed = FALSE;
11085     player->drop_pressed_delay = 0;
11086
11087     CheckSingleStepMode(player);
11088
11089     return 0;
11090   }
11091 }
11092
11093 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11094                                          byte *tape_action)
11095 {
11096   if (!tape.use_mouse)
11097     return;
11098
11099   mouse_action->lx     = tape_action[TAPE_ACTION_LX];
11100   mouse_action->ly     = tape_action[TAPE_ACTION_LY];
11101   mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11102 }
11103
11104 static void SetTapeActionFromMouseAction(byte *tape_action,
11105                                          struct MouseActionInfo *mouse_action)
11106 {
11107   if (!tape.use_mouse)
11108     return;
11109
11110   tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
11111   tape_action[TAPE_ACTION_LY]     = mouse_action->ly;
11112   tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11113 }
11114
11115 static void CheckLevelSolved(void)
11116 {
11117   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11118   {
11119     if (game_em.level_solved &&
11120         !game_em.game_over)                             // game won
11121     {
11122       LevelSolved();
11123
11124       game_em.game_over = TRUE;
11125
11126       AllPlayersGone = TRUE;
11127     }
11128
11129     if (game_em.game_over)                              // game lost
11130       AllPlayersGone = TRUE;
11131   }
11132   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11133   {
11134     if (game_sp.level_solved &&
11135         !game_sp.game_over)                             // game won
11136     {
11137       LevelSolved();
11138
11139       game_sp.game_over = TRUE;
11140
11141       AllPlayersGone = TRUE;
11142     }
11143
11144     if (game_sp.game_over)                              // game lost
11145       AllPlayersGone = TRUE;
11146   }
11147   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11148   {
11149     if (game_mm.level_solved &&
11150         !game_mm.game_over)                             // game won
11151     {
11152       LevelSolved();
11153
11154       game_mm.game_over = TRUE;
11155
11156       AllPlayersGone = TRUE;
11157     }
11158
11159     if (game_mm.game_over)                              // game lost
11160       AllPlayersGone = TRUE;
11161   }
11162 }
11163
11164 static void CheckLevelTime(void)
11165 {
11166   int i;
11167
11168   if (TimeFrames >= FRAMES_PER_SECOND)
11169   {
11170     TimeFrames = 0;
11171     TapeTime++;
11172
11173     for (i = 0; i < MAX_PLAYERS; i++)
11174     {
11175       struct PlayerInfo *player = &stored_player[i];
11176
11177       if (SHIELD_ON(player))
11178       {
11179         player->shield_normal_time_left--;
11180
11181         if (player->shield_deadly_time_left > 0)
11182           player->shield_deadly_time_left--;
11183       }
11184     }
11185
11186     if (!game.LevelSolved && !level.use_step_counter)
11187     {
11188       TimePlayed++;
11189
11190       if (TimeLeft > 0)
11191       {
11192         TimeLeft--;
11193
11194         if (TimeLeft <= 10 && setup.time_limit)
11195           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11196
11197         /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11198            is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11199
11200         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11201
11202         if (!TimeLeft && setup.time_limit)
11203         {
11204           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11205             level.native_em_level->lev->killed_out_of_time = TRUE;
11206           else
11207             for (i = 0; i < MAX_PLAYERS; i++)
11208               KillPlayer(&stored_player[i]);
11209         }
11210       }
11211       else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
11212       {
11213         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11214       }
11215
11216       level.native_em_level->lev->time =
11217         (game.no_time_limit ? TimePlayed : TimeLeft);
11218     }
11219
11220     if (tape.recording || tape.playing)
11221       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11222   }
11223
11224   if (tape.recording || tape.playing)
11225     DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11226
11227   UpdateAndDisplayGameControlValues();
11228 }
11229
11230 void AdvanceFrameAndPlayerCounters(int player_nr)
11231 {
11232   int i;
11233
11234   // advance frame counters (global frame counter and time frame counter)
11235   FrameCounter++;
11236   TimeFrames++;
11237
11238   // advance player counters (counters for move delay, move animation etc.)
11239   for (i = 0; i < MAX_PLAYERS; i++)
11240   {
11241     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11242     int move_delay_value = stored_player[i].move_delay_value;
11243     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11244
11245     if (!advance_player_counters)       // not all players may be affected
11246       continue;
11247
11248     if (move_frames == 0)       // less than one move per game frame
11249     {
11250       int stepsize = TILEX / move_delay_value;
11251       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11252       int count = (stored_player[i].is_moving ?
11253                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11254
11255       if (count % delay == 0)
11256         move_frames = 1;
11257     }
11258
11259     stored_player[i].Frame += move_frames;
11260
11261     if (stored_player[i].MovPos != 0)
11262       stored_player[i].StepFrame += move_frames;
11263
11264     if (stored_player[i].move_delay > 0)
11265       stored_player[i].move_delay--;
11266
11267     // due to bugs in previous versions, counter must count up, not down
11268     if (stored_player[i].push_delay != -1)
11269       stored_player[i].push_delay++;
11270
11271     if (stored_player[i].drop_delay > 0)
11272       stored_player[i].drop_delay--;
11273
11274     if (stored_player[i].is_dropping_pressed)
11275       stored_player[i].drop_pressed_delay++;
11276   }
11277 }
11278
11279 void StartGameActions(boolean init_network_game, boolean record_tape,
11280                       int random_seed)
11281 {
11282   unsigned int new_random_seed = InitRND(random_seed);
11283
11284   if (record_tape)
11285     TapeStartRecording(new_random_seed);
11286
11287   if (init_network_game)
11288   {
11289     SendToServer_LevelFile();
11290     SendToServer_StartPlaying();
11291
11292     return;
11293   }
11294
11295   InitGame();
11296 }
11297
11298 static void GameActionsExt(void)
11299 {
11300 #if 0
11301   static unsigned int game_frame_delay = 0;
11302 #endif
11303   unsigned int game_frame_delay_value;
11304   byte *recorded_player_action;
11305   byte summarized_player_action = 0;
11306   byte tape_action[MAX_PLAYERS];
11307   int i;
11308
11309   // detect endless loops, caused by custom element programming
11310   if (recursion_loop_detected && recursion_loop_depth == 0)
11311   {
11312     char *message = getStringCat3("Internal Error! Element ",
11313                                   EL_NAME(recursion_loop_element),
11314                                   " caused endless loop! Quit the game?");
11315
11316     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11317           EL_NAME(recursion_loop_element));
11318
11319     RequestQuitGameExt(FALSE, level_editor_test_game, message);
11320
11321     recursion_loop_detected = FALSE;    // if game should be continued
11322
11323     free(message);
11324
11325     return;
11326   }
11327
11328   if (game.restart_level)
11329     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11330
11331   CheckLevelSolved();
11332
11333   if (game.LevelSolved && !game.LevelSolved_GameEnd)
11334     GameWon();
11335
11336   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11337     TapeStop();
11338
11339   if (game_status != GAME_MODE_PLAYING)         // status might have changed
11340     return;
11341
11342   game_frame_delay_value =
11343     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11344
11345   if (tape.playing && tape.warp_forward && !tape.pausing)
11346     game_frame_delay_value = 0;
11347
11348   SetVideoFrameDelay(game_frame_delay_value);
11349
11350 #if 0
11351 #if 0
11352   // ---------- main game synchronization point ----------
11353
11354   int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11355
11356   printf("::: skip == %d\n", skip);
11357
11358 #else
11359   // ---------- main game synchronization point ----------
11360
11361   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11362 #endif
11363 #endif
11364
11365   if (network_playing && !network_player_action_received)
11366   {
11367     // try to get network player actions in time
11368
11369     // last chance to get network player actions without main loop delay
11370     HandleNetworking();
11371
11372     // game was quit by network peer
11373     if (game_status != GAME_MODE_PLAYING)
11374       return;
11375
11376     // check if network player actions still missing and game still running
11377     if (!network_player_action_received && !checkGameEnded())
11378       return;           // failed to get network player actions in time
11379
11380     // do not yet reset "network_player_action_received" (for tape.pausing)
11381   }
11382
11383   if (tape.pausing)
11384     return;
11385
11386   // at this point we know that we really continue executing the game
11387
11388   network_player_action_received = FALSE;
11389
11390   // when playing tape, read previously recorded player input from tape data
11391   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11392
11393   local_player->effective_mouse_action = local_player->mouse_action;
11394
11395   if (recorded_player_action != NULL)
11396     SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11397                                  recorded_player_action);
11398
11399   // TapePlayAction() may return NULL when toggling to "pause before death"
11400   if (tape.pausing)
11401     return;
11402
11403   if (tape.set_centered_player)
11404   {
11405     game.centered_player_nr_next = tape.centered_player_nr_next;
11406     game.set_centered_player = TRUE;
11407   }
11408
11409   for (i = 0; i < MAX_PLAYERS; i++)
11410   {
11411     summarized_player_action |= stored_player[i].action;
11412
11413     if (!network_playing && (game.team_mode || tape.playing))
11414       stored_player[i].effective_action = stored_player[i].action;
11415   }
11416
11417   if (network_playing && !checkGameEnded())
11418     SendToServer_MovePlayer(summarized_player_action);
11419
11420   // summarize all actions at local players mapped input device position
11421   // (this allows using different input devices in single player mode)
11422   if (!network.enabled && !game.team_mode)
11423     stored_player[map_player_action[local_player->index_nr]].effective_action =
11424       summarized_player_action;
11425
11426   if (tape.recording &&
11427       setup.team_mode &&
11428       setup.input_on_focus &&
11429       game.centered_player_nr != -1)
11430   {
11431     for (i = 0; i < MAX_PLAYERS; i++)
11432       stored_player[i].effective_action =
11433         (i == game.centered_player_nr ? summarized_player_action : 0);
11434   }
11435
11436   if (recorded_player_action != NULL)
11437     for (i = 0; i < MAX_PLAYERS; i++)
11438       stored_player[i].effective_action = recorded_player_action[i];
11439
11440   for (i = 0; i < MAX_PLAYERS; i++)
11441   {
11442     tape_action[i] = stored_player[i].effective_action;
11443
11444     /* (this may happen in the RND game engine if a player was not present on
11445        the playfield on level start, but appeared later from a custom element */
11446     if (setup.team_mode &&
11447         tape.recording &&
11448         tape_action[i] &&
11449         !tape.player_participates[i])
11450       tape.player_participates[i] = TRUE;
11451   }
11452
11453   SetTapeActionFromMouseAction(tape_action,
11454                                &local_player->effective_mouse_action);
11455
11456   // only record actions from input devices, but not programmed actions
11457   if (tape.recording)
11458     TapeRecordAction(tape_action);
11459
11460 #if USE_NEW_PLAYER_ASSIGNMENTS
11461   // !!! also map player actions in single player mode !!!
11462   // if (game.team_mode)
11463   if (1)
11464   {
11465     byte mapped_action[MAX_PLAYERS];
11466
11467 #if DEBUG_PLAYER_ACTIONS
11468     printf(":::");
11469     for (i = 0; i < MAX_PLAYERS; i++)
11470       printf(" %d, ", stored_player[i].effective_action);
11471 #endif
11472
11473     for (i = 0; i < MAX_PLAYERS; i++)
11474       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11475
11476     for (i = 0; i < MAX_PLAYERS; i++)
11477       stored_player[i].effective_action = mapped_action[i];
11478
11479 #if DEBUG_PLAYER_ACTIONS
11480     printf(" =>");
11481     for (i = 0; i < MAX_PLAYERS; i++)
11482       printf(" %d, ", stored_player[i].effective_action);
11483     printf("\n");
11484 #endif
11485   }
11486 #if DEBUG_PLAYER_ACTIONS
11487   else
11488   {
11489     printf(":::");
11490     for (i = 0; i < MAX_PLAYERS; i++)
11491       printf(" %d, ", stored_player[i].effective_action);
11492     printf("\n");
11493   }
11494 #endif
11495 #endif
11496
11497   for (i = 0; i < MAX_PLAYERS; i++)
11498   {
11499     // allow engine snapshot in case of changed movement attempt
11500     if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11501         (stored_player[i].effective_action & KEY_MOTION))
11502       game.snapshot.changed_action = TRUE;
11503
11504     // allow engine snapshot in case of snapping/dropping attempt
11505     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11506         (stored_player[i].effective_action & KEY_BUTTON) != 0)
11507       game.snapshot.changed_action = TRUE;
11508
11509     game.snapshot.last_action[i] = stored_player[i].effective_action;
11510   }
11511
11512   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11513   {
11514     GameActions_EM_Main();
11515   }
11516   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11517   {
11518     GameActions_SP_Main();
11519   }
11520   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11521   {
11522     GameActions_MM_Main();
11523   }
11524   else
11525   {
11526     GameActions_RND_Main();
11527   }
11528
11529   BlitScreenToBitmap(backbuffer);
11530
11531   CheckLevelSolved();
11532   CheckLevelTime();
11533
11534   AdvanceFrameAndPlayerCounters(-1);    // advance counters for all players
11535
11536   if (global.show_frames_per_second)
11537   {
11538     static unsigned int fps_counter = 0;
11539     static int fps_frames = 0;
11540     unsigned int fps_delay_ms = Counter() - fps_counter;
11541
11542     fps_frames++;
11543
11544     if (fps_delay_ms >= 500)    // calculate FPS every 0.5 seconds
11545     {
11546       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11547
11548       fps_frames = 0;
11549       fps_counter = Counter();
11550
11551       // always draw FPS to screen after FPS value was updated
11552       redraw_mask |= REDRAW_FPS;
11553     }
11554
11555     // only draw FPS if no screen areas are deactivated (invisible warp mode)
11556     if (GetDrawDeactivationMask() == REDRAW_NONE)
11557       redraw_mask |= REDRAW_FPS;
11558   }
11559 }
11560
11561 static void GameActions_CheckSaveEngineSnapshot(void)
11562 {
11563   if (!game.snapshot.save_snapshot)
11564     return;
11565
11566   // clear flag for saving snapshot _before_ saving snapshot
11567   game.snapshot.save_snapshot = FALSE;
11568
11569   SaveEngineSnapshotToList();
11570 }
11571
11572 void GameActions(void)
11573 {
11574   GameActionsExt();
11575
11576   GameActions_CheckSaveEngineSnapshot();
11577 }
11578
11579 void GameActions_EM_Main(void)
11580 {
11581   byte effective_action[MAX_PLAYERS];
11582   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11583   int i;
11584
11585   for (i = 0; i < MAX_PLAYERS; i++)
11586     effective_action[i] = stored_player[i].effective_action;
11587
11588   GameActions_EM(effective_action, warp_mode);
11589 }
11590
11591 void GameActions_SP_Main(void)
11592 {
11593   byte effective_action[MAX_PLAYERS];
11594   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11595   int i;
11596
11597   for (i = 0; i < MAX_PLAYERS; i++)
11598     effective_action[i] = stored_player[i].effective_action;
11599
11600   GameActions_SP(effective_action, warp_mode);
11601
11602   for (i = 0; i < MAX_PLAYERS; i++)
11603   {
11604     if (stored_player[i].force_dropping)
11605       stored_player[i].action |= KEY_BUTTON_DROP;
11606
11607     stored_player[i].force_dropping = FALSE;
11608   }
11609 }
11610
11611 void GameActions_MM_Main(void)
11612 {
11613   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11614
11615   GameActions_MM(local_player->effective_mouse_action, warp_mode);
11616 }
11617
11618 void GameActions_RND_Main(void)
11619 {
11620   GameActions_RND();
11621 }
11622
11623 void GameActions_RND(void)
11624 {
11625   int magic_wall_x = 0, magic_wall_y = 0;
11626   int i, x, y, element, graphic, last_gfx_frame;
11627
11628   InitPlayfieldScanModeVars();
11629
11630   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11631   {
11632     SCAN_PLAYFIELD(x, y)
11633     {
11634       ChangeCount[x][y] = 0;
11635       ChangeEvent[x][y] = -1;
11636     }
11637   }
11638
11639   if (game.set_centered_player)
11640   {
11641     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11642
11643     // switching to "all players" only possible if all players fit to screen
11644     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11645     {
11646       game.centered_player_nr_next = game.centered_player_nr;
11647       game.set_centered_player = FALSE;
11648     }
11649
11650     // do not switch focus to non-existing (or non-active) player
11651     if (game.centered_player_nr_next >= 0 &&
11652         !stored_player[game.centered_player_nr_next].active)
11653     {
11654       game.centered_player_nr_next = game.centered_player_nr;
11655       game.set_centered_player = FALSE;
11656     }
11657   }
11658
11659   if (game.set_centered_player &&
11660       ScreenMovPos == 0)        // screen currently aligned at tile position
11661   {
11662     int sx, sy;
11663
11664     if (game.centered_player_nr_next == -1)
11665     {
11666       setScreenCenteredToAllPlayers(&sx, &sy);
11667     }
11668     else
11669     {
11670       sx = stored_player[game.centered_player_nr_next].jx;
11671       sy = stored_player[game.centered_player_nr_next].jy;
11672     }
11673
11674     game.centered_player_nr = game.centered_player_nr_next;
11675     game.set_centered_player = FALSE;
11676
11677     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11678     DrawGameDoorValues();
11679   }
11680
11681   for (i = 0; i < MAX_PLAYERS; i++)
11682   {
11683     int actual_player_action = stored_player[i].effective_action;
11684
11685 #if 1
11686     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11687        - rnd_equinox_tetrachloride 048
11688        - rnd_equinox_tetrachloride_ii 096
11689        - rnd_emanuel_schmieg 002
11690        - doctor_sloan_ww 001, 020
11691     */
11692     if (stored_player[i].MovPos == 0)
11693       CheckGravityMovement(&stored_player[i]);
11694 #endif
11695
11696     // overwrite programmed action with tape action
11697     if (stored_player[i].programmed_action)
11698       actual_player_action = stored_player[i].programmed_action;
11699
11700     PlayerActions(&stored_player[i], actual_player_action);
11701
11702     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11703   }
11704
11705   ScrollScreen(NULL, SCROLL_GO_ON);
11706
11707   /* for backwards compatibility, the following code emulates a fixed bug that
11708      occured when pushing elements (causing elements that just made their last
11709      pushing step to already (if possible) make their first falling step in the
11710      same game frame, which is bad); this code is also needed to use the famous
11711      "spring push bug" which is used in older levels and might be wanted to be
11712      used also in newer levels, but in this case the buggy pushing code is only
11713      affecting the "spring" element and no other elements */
11714
11715   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11716   {
11717     for (i = 0; i < MAX_PLAYERS; i++)
11718     {
11719       struct PlayerInfo *player = &stored_player[i];
11720       int x = player->jx;
11721       int y = player->jy;
11722
11723       if (player->active && player->is_pushing && player->is_moving &&
11724           IS_MOVING(x, y) &&
11725           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11726            Feld[x][y] == EL_SPRING))
11727       {
11728         ContinueMoving(x, y);
11729
11730         // continue moving after pushing (this is actually a bug)
11731         if (!IS_MOVING(x, y))
11732           Stop[x][y] = FALSE;
11733       }
11734     }
11735   }
11736
11737   SCAN_PLAYFIELD(x, y)
11738   {
11739     Last[x][y] = Feld[x][y];
11740
11741     ChangeCount[x][y] = 0;
11742     ChangeEvent[x][y] = -1;
11743
11744     // this must be handled before main playfield loop
11745     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11746     {
11747       MovDelay[x][y]--;
11748       if (MovDelay[x][y] <= 0)
11749         RemoveField(x, y);
11750     }
11751
11752     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11753     {
11754       MovDelay[x][y]--;
11755       if (MovDelay[x][y] <= 0)
11756       {
11757         RemoveField(x, y);
11758         TEST_DrawLevelField(x, y);
11759
11760         TestIfElementTouchesCustomElement(x, y);        // for empty space
11761       }
11762     }
11763
11764 #if DEBUG
11765     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11766     {
11767       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11768       printf("GameActions(): This should never happen!\n");
11769
11770       ChangePage[x][y] = -1;
11771     }
11772 #endif
11773
11774     Stop[x][y] = FALSE;
11775     if (WasJustMoving[x][y] > 0)
11776       WasJustMoving[x][y]--;
11777     if (WasJustFalling[x][y] > 0)
11778       WasJustFalling[x][y]--;
11779     if (CheckCollision[x][y] > 0)
11780       CheckCollision[x][y]--;
11781     if (CheckImpact[x][y] > 0)
11782       CheckImpact[x][y]--;
11783
11784     GfxFrame[x][y]++;
11785
11786     /* reset finished pushing action (not done in ContinueMoving() to allow
11787        continuous pushing animation for elements with zero push delay) */
11788     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11789     {
11790       ResetGfxAnimation(x, y);
11791       TEST_DrawLevelField(x, y);
11792     }
11793
11794 #if DEBUG
11795     if (IS_BLOCKED(x, y))
11796     {
11797       int oldx, oldy;
11798
11799       Blocked2Moving(x, y, &oldx, &oldy);
11800       if (!IS_MOVING(oldx, oldy))
11801       {
11802         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11803         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11804         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11805         printf("GameActions(): This should never happen!\n");
11806       }
11807     }
11808 #endif
11809   }
11810
11811   SCAN_PLAYFIELD(x, y)
11812   {
11813     element = Feld[x][y];
11814     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11815     last_gfx_frame = GfxFrame[x][y];
11816
11817     ResetGfxFrame(x, y);
11818
11819     if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11820       DrawLevelGraphicAnimation(x, y, graphic);
11821
11822     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11823         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11824       ResetRandomAnimationValue(x, y);
11825
11826     SetRandomAnimationValue(x, y);
11827
11828     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11829
11830     if (IS_INACTIVE(element))
11831     {
11832       if (IS_ANIMATED(graphic))
11833         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11834
11835       continue;
11836     }
11837
11838     // this may take place after moving, so 'element' may have changed
11839     if (IS_CHANGING(x, y) &&
11840         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11841     {
11842       int page = element_info[element].event_page_nr[CE_DELAY];
11843
11844       HandleElementChange(x, y, page);
11845
11846       element = Feld[x][y];
11847       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11848     }
11849
11850     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11851     {
11852       StartMoving(x, y);
11853
11854       element = Feld[x][y];
11855       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11856
11857       if (IS_ANIMATED(graphic) &&
11858           !IS_MOVING(x, y) &&
11859           !Stop[x][y])
11860         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11861
11862       if (IS_GEM(element) || element == EL_SP_INFOTRON)
11863         TEST_DrawTwinkleOnField(x, y);
11864     }
11865     else if (element == EL_ACID)
11866     {
11867       if (!Stop[x][y])
11868         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11869     }
11870     else if ((element == EL_EXIT_OPEN ||
11871               element == EL_EM_EXIT_OPEN ||
11872               element == EL_SP_EXIT_OPEN ||
11873               element == EL_STEEL_EXIT_OPEN ||
11874               element == EL_EM_STEEL_EXIT_OPEN ||
11875               element == EL_SP_TERMINAL ||
11876               element == EL_SP_TERMINAL_ACTIVE ||
11877               element == EL_EXTRA_TIME ||
11878               element == EL_SHIELD_NORMAL ||
11879               element == EL_SHIELD_DEADLY) &&
11880              IS_ANIMATED(graphic))
11881       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11882     else if (IS_MOVING(x, y))
11883       ContinueMoving(x, y);
11884     else if (IS_ACTIVE_BOMB(element))
11885       CheckDynamite(x, y);
11886     else if (element == EL_AMOEBA_GROWING)
11887       AmoebeWaechst(x, y);
11888     else if (element == EL_AMOEBA_SHRINKING)
11889       AmoebaDisappearing(x, y);
11890
11891 #if !USE_NEW_AMOEBA_CODE
11892     else if (IS_AMOEBALIVE(element))
11893       AmoebeAbleger(x, y);
11894 #endif
11895
11896     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11897       Life(x, y);
11898     else if (element == EL_EXIT_CLOSED)
11899       CheckExit(x, y);
11900     else if (element == EL_EM_EXIT_CLOSED)
11901       CheckExitEM(x, y);
11902     else if (element == EL_STEEL_EXIT_CLOSED)
11903       CheckExitSteel(x, y);
11904     else if (element == EL_EM_STEEL_EXIT_CLOSED)
11905       CheckExitSteelEM(x, y);
11906     else if (element == EL_SP_EXIT_CLOSED)
11907       CheckExitSP(x, y);
11908     else if (element == EL_EXPANDABLE_WALL_GROWING ||
11909              element == EL_EXPANDABLE_STEELWALL_GROWING)
11910       MauerWaechst(x, y);
11911     else if (element == EL_EXPANDABLE_WALL ||
11912              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11913              element == EL_EXPANDABLE_WALL_VERTICAL ||
11914              element == EL_EXPANDABLE_WALL_ANY ||
11915              element == EL_BD_EXPANDABLE_WALL)
11916       MauerAbleger(x, y);
11917     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11918              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11919              element == EL_EXPANDABLE_STEELWALL_ANY)
11920       MauerAblegerStahl(x, y);
11921     else if (element == EL_FLAMES)
11922       CheckForDragon(x, y);
11923     else if (element == EL_EXPLOSION)
11924       ; // drawing of correct explosion animation is handled separately
11925     else if (element == EL_ELEMENT_SNAPPING ||
11926              element == EL_DIAGONAL_SHRINKING ||
11927              element == EL_DIAGONAL_GROWING)
11928     {
11929       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11930
11931       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11932     }
11933     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11934       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11935
11936     if (IS_BELT_ACTIVE(element))
11937       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11938
11939     if (game.magic_wall_active)
11940     {
11941       int jx = local_player->jx, jy = local_player->jy;
11942
11943       // play the element sound at the position nearest to the player
11944       if ((element == EL_MAGIC_WALL_FULL ||
11945            element == EL_MAGIC_WALL_ACTIVE ||
11946            element == EL_MAGIC_WALL_EMPTYING ||
11947            element == EL_BD_MAGIC_WALL_FULL ||
11948            element == EL_BD_MAGIC_WALL_ACTIVE ||
11949            element == EL_BD_MAGIC_WALL_EMPTYING ||
11950            element == EL_DC_MAGIC_WALL_FULL ||
11951            element == EL_DC_MAGIC_WALL_ACTIVE ||
11952            element == EL_DC_MAGIC_WALL_EMPTYING) &&
11953           ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11954       {
11955         magic_wall_x = x;
11956         magic_wall_y = y;
11957       }
11958     }
11959   }
11960
11961 #if USE_NEW_AMOEBA_CODE
11962   // new experimental amoeba growth stuff
11963   if (!(FrameCounter % 8))
11964   {
11965     static unsigned int random = 1684108901;
11966
11967     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11968     {
11969       x = RND(lev_fieldx);
11970       y = RND(lev_fieldy);
11971       element = Feld[x][y];
11972
11973       if (!IS_PLAYER(x,y) &&
11974           (element == EL_EMPTY ||
11975            CAN_GROW_INTO(element) ||
11976            element == EL_QUICKSAND_EMPTY ||
11977            element == EL_QUICKSAND_FAST_EMPTY ||
11978            element == EL_ACID_SPLASH_LEFT ||
11979            element == EL_ACID_SPLASH_RIGHT))
11980       {
11981         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11982             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11983             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11984             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11985           Feld[x][y] = EL_AMOEBA_DROP;
11986       }
11987
11988       random = random * 129 + 1;
11989     }
11990   }
11991 #endif
11992
11993   game.explosions_delayed = FALSE;
11994
11995   SCAN_PLAYFIELD(x, y)
11996   {
11997     element = Feld[x][y];
11998
11999     if (ExplodeField[x][y])
12000       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12001     else if (element == EL_EXPLOSION)
12002       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12003
12004     ExplodeField[x][y] = EX_TYPE_NONE;
12005   }
12006
12007   game.explosions_delayed = TRUE;
12008
12009   if (game.magic_wall_active)
12010   {
12011     if (!(game.magic_wall_time_left % 4))
12012     {
12013       int element = Feld[magic_wall_x][magic_wall_y];
12014
12015       if (element == EL_BD_MAGIC_WALL_FULL ||
12016           element == EL_BD_MAGIC_WALL_ACTIVE ||
12017           element == EL_BD_MAGIC_WALL_EMPTYING)
12018         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12019       else if (element == EL_DC_MAGIC_WALL_FULL ||
12020                element == EL_DC_MAGIC_WALL_ACTIVE ||
12021                element == EL_DC_MAGIC_WALL_EMPTYING)
12022         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12023       else
12024         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12025     }
12026
12027     if (game.magic_wall_time_left > 0)
12028     {
12029       game.magic_wall_time_left--;
12030
12031       if (!game.magic_wall_time_left)
12032       {
12033         SCAN_PLAYFIELD(x, y)
12034         {
12035           element = Feld[x][y];
12036
12037           if (element == EL_MAGIC_WALL_ACTIVE ||
12038               element == EL_MAGIC_WALL_FULL)
12039           {
12040             Feld[x][y] = EL_MAGIC_WALL_DEAD;
12041             TEST_DrawLevelField(x, y);
12042           }
12043           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12044                    element == EL_BD_MAGIC_WALL_FULL)
12045           {
12046             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12047             TEST_DrawLevelField(x, y);
12048           }
12049           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12050                    element == EL_DC_MAGIC_WALL_FULL)
12051           {
12052             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12053             TEST_DrawLevelField(x, y);
12054           }
12055         }
12056
12057         game.magic_wall_active = FALSE;
12058       }
12059     }
12060   }
12061
12062   if (game.light_time_left > 0)
12063   {
12064     game.light_time_left--;
12065
12066     if (game.light_time_left == 0)
12067       RedrawAllLightSwitchesAndInvisibleElements();
12068   }
12069
12070   if (game.timegate_time_left > 0)
12071   {
12072     game.timegate_time_left--;
12073
12074     if (game.timegate_time_left == 0)
12075       CloseAllOpenTimegates();
12076   }
12077
12078   if (game.lenses_time_left > 0)
12079   {
12080     game.lenses_time_left--;
12081
12082     if (game.lenses_time_left == 0)
12083       RedrawAllInvisibleElementsForLenses();
12084   }
12085
12086   if (game.magnify_time_left > 0)
12087   {
12088     game.magnify_time_left--;
12089
12090     if (game.magnify_time_left == 0)
12091       RedrawAllInvisibleElementsForMagnifier();
12092   }
12093
12094   for (i = 0; i < MAX_PLAYERS; i++)
12095   {
12096     struct PlayerInfo *player = &stored_player[i];
12097
12098     if (SHIELD_ON(player))
12099     {
12100       if (player->shield_deadly_time_left)
12101         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12102       else if (player->shield_normal_time_left)
12103         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12104     }
12105   }
12106
12107 #if USE_DELAYED_GFX_REDRAW
12108   SCAN_PLAYFIELD(x, y)
12109   {
12110     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12111     {
12112       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12113          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12114
12115       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12116         DrawLevelField(x, y);
12117
12118       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12119         DrawLevelFieldCrumbled(x, y);
12120
12121       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12122         DrawLevelFieldCrumbledNeighbours(x, y);
12123
12124       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12125         DrawTwinkleOnField(x, y);
12126     }
12127
12128     GfxRedraw[x][y] = GFX_REDRAW_NONE;
12129   }
12130 #endif
12131
12132   DrawAllPlayers();
12133   PlayAllPlayersSound();
12134
12135   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12136   {
12137     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12138
12139     local_player->show_envelope = 0;
12140   }
12141
12142   // use random number generator in every frame to make it less predictable
12143   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12144     RND(1);
12145 }
12146
12147 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12148 {
12149   int min_x = x, min_y = y, max_x = x, max_y = y;
12150   int i;
12151
12152   for (i = 0; i < MAX_PLAYERS; i++)
12153   {
12154     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12155
12156     if (!stored_player[i].active || &stored_player[i] == player)
12157       continue;
12158
12159     min_x = MIN(min_x, jx);
12160     min_y = MIN(min_y, jy);
12161     max_x = MAX(max_x, jx);
12162     max_y = MAX(max_y, jy);
12163   }
12164
12165   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12166 }
12167
12168 static boolean AllPlayersInVisibleScreen(void)
12169 {
12170   int i;
12171
12172   for (i = 0; i < MAX_PLAYERS; i++)
12173   {
12174     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12175
12176     if (!stored_player[i].active)
12177       continue;
12178
12179     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12180       return FALSE;
12181   }
12182
12183   return TRUE;
12184 }
12185
12186 void ScrollLevel(int dx, int dy)
12187 {
12188   int scroll_offset = 2 * TILEX_VAR;
12189   int x, y;
12190
12191   BlitBitmap(drawto_field, drawto_field,
12192              FX + TILEX_VAR * (dx == -1) - scroll_offset,
12193              FY + TILEY_VAR * (dy == -1) - scroll_offset,
12194              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12195              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12196              FX + TILEX_VAR * (dx == 1) - scroll_offset,
12197              FY + TILEY_VAR * (dy == 1) - scroll_offset);
12198
12199   if (dx != 0)
12200   {
12201     x = (dx == 1 ? BX1 : BX2);
12202     for (y = BY1; y <= BY2; y++)
12203       DrawScreenField(x, y);
12204   }
12205
12206   if (dy != 0)
12207   {
12208     y = (dy == 1 ? BY1 : BY2);
12209     for (x = BX1; x <= BX2; x++)
12210       DrawScreenField(x, y);
12211   }
12212
12213   redraw_mask |= REDRAW_FIELD;
12214 }
12215
12216 static boolean canFallDown(struct PlayerInfo *player)
12217 {
12218   int jx = player->jx, jy = player->jy;
12219
12220   return (IN_LEV_FIELD(jx, jy + 1) &&
12221           (IS_FREE(jx, jy + 1) ||
12222            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12223           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12224           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12225 }
12226
12227 static boolean canPassField(int x, int y, int move_dir)
12228 {
12229   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12230   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12231   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12232   int nextx = x + dx;
12233   int nexty = y + dy;
12234   int element = Feld[x][y];
12235
12236   return (IS_PASSABLE_FROM(element, opposite_dir) &&
12237           !CAN_MOVE(element) &&
12238           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12239           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12240           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12241 }
12242
12243 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12244 {
12245   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12246   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12247   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12248   int newx = x + dx;
12249   int newy = y + dy;
12250
12251   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12252           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12253           (IS_DIGGABLE(Feld[newx][newy]) ||
12254            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12255            canPassField(newx, newy, move_dir)));
12256 }
12257
12258 static void CheckGravityMovement(struct PlayerInfo *player)
12259 {
12260   if (player->gravity && !player->programmed_action)
12261   {
12262     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12263     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
12264     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12265     int jx = player->jx, jy = player->jy;
12266     boolean player_is_moving_to_valid_field =
12267       (!player_is_snapping &&
12268        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12269         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12270     boolean player_can_fall_down = canFallDown(player);
12271
12272     if (player_can_fall_down &&
12273         !player_is_moving_to_valid_field)
12274       player->programmed_action = MV_DOWN;
12275   }
12276 }
12277
12278 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12279 {
12280   return CheckGravityMovement(player);
12281
12282   if (player->gravity && !player->programmed_action)
12283   {
12284     int jx = player->jx, jy = player->jy;
12285     boolean field_under_player_is_free =
12286       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12287     boolean player_is_standing_on_valid_field =
12288       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12289        (IS_WALKABLE(Feld[jx][jy]) &&
12290         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12291
12292     if (field_under_player_is_free && !player_is_standing_on_valid_field)
12293       player->programmed_action = MV_DOWN;
12294   }
12295 }
12296
12297 /*
12298   MovePlayerOneStep()
12299   -----------------------------------------------------------------------------
12300   dx, dy:               direction (non-diagonal) to try to move the player to
12301   real_dx, real_dy:     direction as read from input device (can be diagonal)
12302 */
12303
12304 boolean MovePlayerOneStep(struct PlayerInfo *player,
12305                           int dx, int dy, int real_dx, int real_dy)
12306 {
12307   int jx = player->jx, jy = player->jy;
12308   int new_jx = jx + dx, new_jy = jy + dy;
12309   int can_move;
12310   boolean player_can_move = !player->cannot_move;
12311
12312   if (!player->active || (!dx && !dy))
12313     return MP_NO_ACTION;
12314
12315   player->MovDir = (dx < 0 ? MV_LEFT :
12316                     dx > 0 ? MV_RIGHT :
12317                     dy < 0 ? MV_UP :
12318                     dy > 0 ? MV_DOWN :  MV_NONE);
12319
12320   if (!IN_LEV_FIELD(new_jx, new_jy))
12321     return MP_NO_ACTION;
12322
12323   if (!player_can_move)
12324   {
12325     if (player->MovPos == 0)
12326     {
12327       player->is_moving = FALSE;
12328       player->is_digging = FALSE;
12329       player->is_collecting = FALSE;
12330       player->is_snapping = FALSE;
12331       player->is_pushing = FALSE;
12332     }
12333   }
12334
12335   if (!network.enabled && game.centered_player_nr == -1 &&
12336       !AllPlayersInSight(player, new_jx, new_jy))
12337     return MP_NO_ACTION;
12338
12339   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12340   if (can_move != MP_MOVING)
12341     return can_move;
12342
12343   // check if DigField() has caused relocation of the player
12344   if (player->jx != jx || player->jy != jy)
12345     return MP_NO_ACTION;        // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12346
12347   StorePlayer[jx][jy] = 0;
12348   player->last_jx = jx;
12349   player->last_jy = jy;
12350   player->jx = new_jx;
12351   player->jy = new_jy;
12352   StorePlayer[new_jx][new_jy] = player->element_nr;
12353
12354   if (player->move_delay_value_next != -1)
12355   {
12356     player->move_delay_value = player->move_delay_value_next;
12357     player->move_delay_value_next = -1;
12358   }
12359
12360   player->MovPos =
12361     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12362
12363   player->step_counter++;
12364
12365   PlayerVisit[jx][jy] = FrameCounter;
12366
12367   player->is_moving = TRUE;
12368
12369 #if 1
12370   // should better be called in MovePlayer(), but this breaks some tapes
12371   ScrollPlayer(player, SCROLL_INIT);
12372 #endif
12373
12374   return MP_MOVING;
12375 }
12376
12377 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12378 {
12379   int jx = player->jx, jy = player->jy;
12380   int old_jx = jx, old_jy = jy;
12381   int moved = MP_NO_ACTION;
12382
12383   if (!player->active)
12384     return FALSE;
12385
12386   if (!dx && !dy)
12387   {
12388     if (player->MovPos == 0)
12389     {
12390       player->is_moving = FALSE;
12391       player->is_digging = FALSE;
12392       player->is_collecting = FALSE;
12393       player->is_snapping = FALSE;
12394       player->is_pushing = FALSE;
12395     }
12396
12397     return FALSE;
12398   }
12399
12400   if (player->move_delay > 0)
12401     return FALSE;
12402
12403   player->move_delay = -1;              // set to "uninitialized" value
12404
12405   // store if player is automatically moved to next field
12406   player->is_auto_moving = (player->programmed_action != MV_NONE);
12407
12408   // remove the last programmed player action
12409   player->programmed_action = 0;
12410
12411   if (player->MovPos)
12412   {
12413     // should only happen if pre-1.2 tape recordings are played
12414     // this is only for backward compatibility
12415
12416     int original_move_delay_value = player->move_delay_value;
12417
12418 #if DEBUG
12419     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12420            tape.counter);
12421 #endif
12422
12423     // scroll remaining steps with finest movement resolution
12424     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12425
12426     while (player->MovPos)
12427     {
12428       ScrollPlayer(player, SCROLL_GO_ON);
12429       ScrollScreen(NULL, SCROLL_GO_ON);
12430
12431       AdvanceFrameAndPlayerCounters(player->index_nr);
12432
12433       DrawAllPlayers();
12434       BackToFront_WithFrameDelay(0);
12435     }
12436
12437     player->move_delay_value = original_move_delay_value;
12438   }
12439
12440   player->is_active = FALSE;
12441
12442   if (player->last_move_dir & MV_HORIZONTAL)
12443   {
12444     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12445       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12446   }
12447   else
12448   {
12449     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12450       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12451   }
12452
12453   if (!moved && !player->is_active)
12454   {
12455     player->is_moving = FALSE;
12456     player->is_digging = FALSE;
12457     player->is_collecting = FALSE;
12458     player->is_snapping = FALSE;
12459     player->is_pushing = FALSE;
12460   }
12461
12462   jx = player->jx;
12463   jy = player->jy;
12464
12465   if (moved & MP_MOVING && !ScreenMovPos &&
12466       (player->index_nr == game.centered_player_nr ||
12467        game.centered_player_nr == -1))
12468   {
12469     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12470     int offset = game.scroll_delay_value;
12471
12472     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12473     {
12474       // actual player has left the screen -- scroll in that direction
12475       if (jx != old_jx)         // player has moved horizontally
12476         scroll_x += (jx - old_jx);
12477       else                      // player has moved vertically
12478         scroll_y += (jy - old_jy);
12479     }
12480     else
12481     {
12482       if (jx != old_jx)         // player has moved horizontally
12483       {
12484         if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
12485             (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12486           scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12487
12488         // don't scroll over playfield boundaries
12489         if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12490           scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12491
12492         // don't scroll more than one field at a time
12493         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12494
12495         // don't scroll against the player's moving direction
12496         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12497             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12498           scroll_x = old_scroll_x;
12499       }
12500       else                      // player has moved vertically
12501       {
12502         if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
12503             (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12504           scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12505
12506         // don't scroll over playfield boundaries
12507         if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12508           scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12509
12510         // don't scroll more than one field at a time
12511         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12512
12513         // don't scroll against the player's moving direction
12514         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
12515             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12516           scroll_y = old_scroll_y;
12517       }
12518     }
12519
12520     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12521     {
12522       if (!network.enabled && game.centered_player_nr == -1 &&
12523           !AllPlayersInVisibleScreen())
12524       {
12525         scroll_x = old_scroll_x;
12526         scroll_y = old_scroll_y;
12527       }
12528       else
12529       {
12530         ScrollScreen(player, SCROLL_INIT);
12531         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12532       }
12533     }
12534   }
12535
12536   player->StepFrame = 0;
12537
12538   if (moved & MP_MOVING)
12539   {
12540     if (old_jx != jx && old_jy == jy)
12541       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12542     else if (old_jx == jx && old_jy != jy)
12543       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12544
12545     TEST_DrawLevelField(jx, jy);        // for "crumbled sand"
12546
12547     player->last_move_dir = player->MovDir;
12548     player->is_moving = TRUE;
12549     player->is_snapping = FALSE;
12550     player->is_switching = FALSE;
12551     player->is_dropping = FALSE;
12552     player->is_dropping_pressed = FALSE;
12553     player->drop_pressed_delay = 0;
12554
12555 #if 0
12556     // should better be called here than above, but this breaks some tapes
12557     ScrollPlayer(player, SCROLL_INIT);
12558 #endif
12559   }
12560   else
12561   {
12562     CheckGravityMovementWhenNotMoving(player);
12563
12564     player->is_moving = FALSE;
12565
12566     /* at this point, the player is allowed to move, but cannot move right now
12567        (e.g. because of something blocking the way) -- ensure that the player
12568        is also allowed to move in the next frame (in old versions before 3.1.1,
12569        the player was forced to wait again for eight frames before next try) */
12570
12571     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12572       player->move_delay = 0;   // allow direct movement in the next frame
12573   }
12574
12575   if (player->move_delay == -1)         // not yet initialized by DigField()
12576     player->move_delay = player->move_delay_value;
12577
12578   if (game.engine_version < VERSION_IDENT(3,0,7,0))
12579   {
12580     TestIfPlayerTouchesBadThing(jx, jy);
12581     TestIfPlayerTouchesCustomElement(jx, jy);
12582   }
12583
12584   if (!player->active)
12585     RemovePlayer(player);
12586
12587   return moved;
12588 }
12589
12590 void ScrollPlayer(struct PlayerInfo *player, int mode)
12591 {
12592   int jx = player->jx, jy = player->jy;
12593   int last_jx = player->last_jx, last_jy = player->last_jy;
12594   int move_stepsize = TILEX / player->move_delay_value;
12595
12596   if (!player->active)
12597     return;
12598
12599   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      // player not moving
12600     return;
12601
12602   if (mode == SCROLL_INIT)
12603   {
12604     player->actual_frame_counter = FrameCounter;
12605     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12606
12607     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12608         Feld[last_jx][last_jy] == EL_EMPTY)
12609     {
12610       int last_field_block_delay = 0;   // start with no blocking at all
12611       int block_delay_adjustment = player->block_delay_adjustment;
12612
12613       // if player blocks last field, add delay for exactly one move
12614       if (player->block_last_field)
12615       {
12616         last_field_block_delay += player->move_delay_value;
12617
12618         // when blocking enabled, prevent moving up despite gravity
12619         if (player->gravity && player->MovDir == MV_UP)
12620           block_delay_adjustment = -1;
12621       }
12622
12623       // add block delay adjustment (also possible when not blocking)
12624       last_field_block_delay += block_delay_adjustment;
12625
12626       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12627       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12628     }
12629
12630     if (player->MovPos != 0)    // player has not yet reached destination
12631       return;
12632   }
12633   else if (!FrameReached(&player->actual_frame_counter, 1))
12634     return;
12635
12636   if (player->MovPos != 0)
12637   {
12638     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12639     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12640
12641     // before DrawPlayer() to draw correct player graphic for this case
12642     if (player->MovPos == 0)
12643       CheckGravityMovement(player);
12644   }
12645
12646   if (player->MovPos == 0)      // player reached destination field
12647   {
12648     if (player->move_delay_reset_counter > 0)
12649     {
12650       player->move_delay_reset_counter--;
12651
12652       if (player->move_delay_reset_counter == 0)
12653       {
12654         // continue with normal speed after quickly moving through gate
12655         HALVE_PLAYER_SPEED(player);
12656
12657         // be able to make the next move without delay
12658         player->move_delay = 0;
12659       }
12660     }
12661
12662     player->last_jx = jx;
12663     player->last_jy = jy;
12664
12665     if (Feld[jx][jy] == EL_EXIT_OPEN ||
12666         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12667         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12668         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12669         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12670         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12671         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12672         Feld[jx][jy] == EL_SP_EXIT_OPENING)     // <-- special case
12673     {
12674       ExitPlayer(player);
12675
12676       if ((game.friends_still_needed == 0 ||
12677            IS_SP_ELEMENT(Feld[jx][jy])) &&
12678           AllPlayersGone)
12679         LevelSolved();
12680     }
12681
12682     // this breaks one level: "machine", level 000
12683     {
12684       int move_direction = player->MovDir;
12685       int enter_side = MV_DIR_OPPOSITE(move_direction);
12686       int leave_side = move_direction;
12687       int old_jx = last_jx;
12688       int old_jy = last_jy;
12689       int old_element = Feld[old_jx][old_jy];
12690       int new_element = Feld[jx][jy];
12691
12692       if (IS_CUSTOM_ELEMENT(old_element))
12693         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12694                                    CE_LEFT_BY_PLAYER,
12695                                    player->index_bit, leave_side);
12696
12697       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12698                                           CE_PLAYER_LEAVES_X,
12699                                           player->index_bit, leave_side);
12700
12701       if (IS_CUSTOM_ELEMENT(new_element))
12702         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12703                                    player->index_bit, enter_side);
12704
12705       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12706                                           CE_PLAYER_ENTERS_X,
12707                                           player->index_bit, enter_side);
12708
12709       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12710                                         CE_MOVE_OF_X, move_direction);
12711     }
12712
12713     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12714     {
12715       TestIfPlayerTouchesBadThing(jx, jy);
12716       TestIfPlayerTouchesCustomElement(jx, jy);
12717
12718       /* needed because pushed element has not yet reached its destination,
12719          so it would trigger a change event at its previous field location */
12720       if (!player->is_pushing)
12721         TestIfElementTouchesCustomElement(jx, jy);      // for empty space
12722
12723       if (!player->active)
12724         RemovePlayer(player);
12725     }
12726
12727     if (!game.LevelSolved && level.use_step_counter)
12728     {
12729       int i;
12730
12731       TimePlayed++;
12732
12733       if (TimeLeft > 0)
12734       {
12735         TimeLeft--;
12736
12737         if (TimeLeft <= 10 && setup.time_limit)
12738           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12739
12740         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12741
12742         DisplayGameControlValues();
12743
12744         if (!TimeLeft && setup.time_limit)
12745           for (i = 0; i < MAX_PLAYERS; i++)
12746             KillPlayer(&stored_player[i]);
12747       }
12748       else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
12749       {
12750         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12751
12752         DisplayGameControlValues();
12753       }
12754     }
12755
12756     if (tape.single_step && tape.recording && !tape.pausing &&
12757         !player->programmed_action)
12758       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12759
12760     if (!player->programmed_action)
12761       CheckSaveEngineSnapshot(player);
12762   }
12763 }
12764
12765 void ScrollScreen(struct PlayerInfo *player, int mode)
12766 {
12767   static unsigned int screen_frame_counter = 0;
12768
12769   if (mode == SCROLL_INIT)
12770   {
12771     // set scrolling step size according to actual player's moving speed
12772     ScrollStepSize = TILEX / player->move_delay_value;
12773
12774     screen_frame_counter = FrameCounter;
12775     ScreenMovDir = player->MovDir;
12776     ScreenMovPos = player->MovPos;
12777     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12778     return;
12779   }
12780   else if (!FrameReached(&screen_frame_counter, 1))
12781     return;
12782
12783   if (ScreenMovPos)
12784   {
12785     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12786     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12787     redraw_mask |= REDRAW_FIELD;
12788   }
12789   else
12790     ScreenMovDir = MV_NONE;
12791 }
12792
12793 void TestIfPlayerTouchesCustomElement(int x, int y)
12794 {
12795   static int xy[4][2] =
12796   {
12797     { 0, -1 },
12798     { -1, 0 },
12799     { +1, 0 },
12800     { 0, +1 }
12801   };
12802   static int trigger_sides[4][2] =
12803   {
12804     // center side       border side
12805     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
12806     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
12807     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
12808     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
12809   };
12810   static int touch_dir[4] =
12811   {
12812     MV_LEFT | MV_RIGHT,
12813     MV_UP   | MV_DOWN,
12814     MV_UP   | MV_DOWN,
12815     MV_LEFT | MV_RIGHT
12816   };
12817   int center_element = Feld[x][y];      // should always be non-moving!
12818   int i;
12819
12820   for (i = 0; i < NUM_DIRECTIONS; i++)
12821   {
12822     int xx = x + xy[i][0];
12823     int yy = y + xy[i][1];
12824     int center_side = trigger_sides[i][0];
12825     int border_side = trigger_sides[i][1];
12826     int border_element;
12827
12828     if (!IN_LEV_FIELD(xx, yy))
12829       continue;
12830
12831     if (IS_PLAYER(x, y))                // player found at center element
12832     {
12833       struct PlayerInfo *player = PLAYERINFO(x, y);
12834
12835       if (game.engine_version < VERSION_IDENT(3,0,7,0))
12836         border_element = Feld[xx][yy];          // may be moving!
12837       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12838         border_element = Feld[xx][yy];
12839       else if (MovDir[xx][yy] & touch_dir[i])   // elements are touching
12840         border_element = MovingOrBlocked2Element(xx, yy);
12841       else
12842         continue;               // center and border element do not touch
12843
12844       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12845                                  player->index_bit, border_side);
12846       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12847                                           CE_PLAYER_TOUCHES_X,
12848                                           player->index_bit, border_side);
12849
12850       {
12851         /* use player element that is initially defined in the level playfield,
12852            not the player element that corresponds to the runtime player number
12853            (example: a level that contains EL_PLAYER_3 as the only player would
12854            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12855         int player_element = PLAYERINFO(x, y)->initial_element;
12856
12857         CheckElementChangeBySide(xx, yy, border_element, player_element,
12858                                  CE_TOUCHING_X, border_side);
12859       }
12860     }
12861     else if (IS_PLAYER(xx, yy))         // player found at border element
12862     {
12863       struct PlayerInfo *player = PLAYERINFO(xx, yy);
12864
12865       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12866       {
12867         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12868           continue;             // center and border element do not touch
12869       }
12870
12871       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12872                                  player->index_bit, center_side);
12873       CheckTriggeredElementChangeByPlayer(x, y, center_element,
12874                                           CE_PLAYER_TOUCHES_X,
12875                                           player->index_bit, center_side);
12876
12877       {
12878         /* use player element that is initially defined in the level playfield,
12879            not the player element that corresponds to the runtime player number
12880            (example: a level that contains EL_PLAYER_3 as the only player would
12881            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12882         int player_element = PLAYERINFO(xx, yy)->initial_element;
12883
12884         CheckElementChangeBySide(x, y, center_element, player_element,
12885                                  CE_TOUCHING_X, center_side);
12886       }
12887
12888       break;
12889     }
12890   }
12891 }
12892
12893 void TestIfElementTouchesCustomElement(int x, int y)
12894 {
12895   static int xy[4][2] =
12896   {
12897     { 0, -1 },
12898     { -1, 0 },
12899     { +1, 0 },
12900     { 0, +1 }
12901   };
12902   static int trigger_sides[4][2] =
12903   {
12904     // center side      border side
12905     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
12906     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
12907     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
12908     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
12909   };
12910   static int touch_dir[4] =
12911   {
12912     MV_LEFT | MV_RIGHT,
12913     MV_UP   | MV_DOWN,
12914     MV_UP   | MV_DOWN,
12915     MV_LEFT | MV_RIGHT
12916   };
12917   boolean change_center_element = FALSE;
12918   int center_element = Feld[x][y];      // should always be non-moving!
12919   int border_element_old[NUM_DIRECTIONS];
12920   int i;
12921
12922   for (i = 0; i < NUM_DIRECTIONS; i++)
12923   {
12924     int xx = x + xy[i][0];
12925     int yy = y + xy[i][1];
12926     int border_element;
12927
12928     border_element_old[i] = -1;
12929
12930     if (!IN_LEV_FIELD(xx, yy))
12931       continue;
12932
12933     if (game.engine_version < VERSION_IDENT(3,0,7,0))
12934       border_element = Feld[xx][yy];    // may be moving!
12935     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12936       border_element = Feld[xx][yy];
12937     else if (MovDir[xx][yy] & touch_dir[i])     // elements are touching
12938       border_element = MovingOrBlocked2Element(xx, yy);
12939     else
12940       continue;                 // center and border element do not touch
12941
12942     border_element_old[i] = border_element;
12943   }
12944
12945   for (i = 0; i < NUM_DIRECTIONS; i++)
12946   {
12947     int xx = x + xy[i][0];
12948     int yy = y + xy[i][1];
12949     int center_side = trigger_sides[i][0];
12950     int border_element = border_element_old[i];
12951
12952     if (border_element == -1)
12953       continue;
12954
12955     // check for change of border element
12956     CheckElementChangeBySide(xx, yy, border_element, center_element,
12957                              CE_TOUCHING_X, center_side);
12958
12959     // (center element cannot be player, so we dont have to check this here)
12960   }
12961
12962   for (i = 0; i < NUM_DIRECTIONS; i++)
12963   {
12964     int xx = x + xy[i][0];
12965     int yy = y + xy[i][1];
12966     int border_side = trigger_sides[i][1];
12967     int border_element = border_element_old[i];
12968
12969     if (border_element == -1)
12970       continue;
12971
12972     // check for change of center element (but change it only once)
12973     if (!change_center_element)
12974       change_center_element =
12975         CheckElementChangeBySide(x, y, center_element, border_element,
12976                                  CE_TOUCHING_X, border_side);
12977
12978     if (IS_PLAYER(xx, yy))
12979     {
12980       /* use player element that is initially defined in the level playfield,
12981          not the player element that corresponds to the runtime player number
12982          (example: a level that contains EL_PLAYER_3 as the only player would
12983          incorrectly give EL_PLAYER_1 for "player->element_nr") */
12984       int player_element = PLAYERINFO(xx, yy)->initial_element;
12985
12986       CheckElementChangeBySide(x, y, center_element, player_element,
12987                                CE_TOUCHING_X, border_side);
12988     }
12989   }
12990 }
12991
12992 void TestIfElementHitsCustomElement(int x, int y, int direction)
12993 {
12994   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12995   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
12996   int hitx = x + dx, hity = y + dy;
12997   int hitting_element = Feld[x][y];
12998   int touched_element;
12999
13000   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13001     return;
13002
13003   touched_element = (IN_LEV_FIELD(hitx, hity) ?
13004                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13005
13006   if (IN_LEV_FIELD(hitx, hity))
13007   {
13008     int opposite_direction = MV_DIR_OPPOSITE(direction);
13009     int hitting_side = direction;
13010     int touched_side = opposite_direction;
13011     boolean object_hit = (!IS_MOVING(hitx, hity) ||
13012                           MovDir[hitx][hity] != direction ||
13013                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
13014
13015     object_hit = TRUE;
13016
13017     if (object_hit)
13018     {
13019       CheckElementChangeBySide(x, y, hitting_element, touched_element,
13020                                CE_HITTING_X, touched_side);
13021
13022       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13023                                CE_HIT_BY_X, hitting_side);
13024
13025       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13026                                CE_HIT_BY_SOMETHING, opposite_direction);
13027
13028       if (IS_PLAYER(hitx, hity))
13029       {
13030         /* use player element that is initially defined in the level playfield,
13031            not the player element that corresponds to the runtime player number
13032            (example: a level that contains EL_PLAYER_3 as the only player would
13033            incorrectly give EL_PLAYER_1 for "player->element_nr") */
13034         int player_element = PLAYERINFO(hitx, hity)->initial_element;
13035
13036         CheckElementChangeBySide(x, y, hitting_element, player_element,
13037                                  CE_HITTING_X, touched_side);
13038       }
13039     }
13040   }
13041
13042   // "hitting something" is also true when hitting the playfield border
13043   CheckElementChangeBySide(x, y, hitting_element, touched_element,
13044                            CE_HITTING_SOMETHING, direction);
13045 }
13046
13047 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13048 {
13049   int i, kill_x = -1, kill_y = -1;
13050
13051   int bad_element = -1;
13052   static int test_xy[4][2] =
13053   {
13054     { 0, -1 },
13055     { -1, 0 },
13056     { +1, 0 },
13057     { 0, +1 }
13058   };
13059   static int test_dir[4] =
13060   {
13061     MV_UP,
13062     MV_LEFT,
13063     MV_RIGHT,
13064     MV_DOWN
13065   };
13066
13067   for (i = 0; i < NUM_DIRECTIONS; i++)
13068   {
13069     int test_x, test_y, test_move_dir, test_element;
13070
13071     test_x = good_x + test_xy[i][0];
13072     test_y = good_y + test_xy[i][1];
13073
13074     if (!IN_LEV_FIELD(test_x, test_y))
13075       continue;
13076
13077     test_move_dir =
13078       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13079
13080     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13081
13082     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13083        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13084     */
13085     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13086         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
13087     {
13088       kill_x = test_x;
13089       kill_y = test_y;
13090       bad_element = test_element;
13091
13092       break;
13093     }
13094   }
13095
13096   if (kill_x != -1 || kill_y != -1)
13097   {
13098     if (IS_PLAYER(good_x, good_y))
13099     {
13100       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13101
13102       if (player->shield_deadly_time_left > 0 &&
13103           !IS_INDESTRUCTIBLE(bad_element))
13104         Bang(kill_x, kill_y);
13105       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13106         KillPlayer(player);
13107     }
13108     else
13109       Bang(good_x, good_y);
13110   }
13111 }
13112
13113 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13114 {
13115   int i, kill_x = -1, kill_y = -1;
13116   int bad_element = Feld[bad_x][bad_y];
13117   static int test_xy[4][2] =
13118   {
13119     { 0, -1 },
13120     { -1, 0 },
13121     { +1, 0 },
13122     { 0, +1 }
13123   };
13124   static int touch_dir[4] =
13125   {
13126     MV_LEFT | MV_RIGHT,
13127     MV_UP   | MV_DOWN,
13128     MV_UP   | MV_DOWN,
13129     MV_LEFT | MV_RIGHT
13130   };
13131   static int test_dir[4] =
13132   {
13133     MV_UP,
13134     MV_LEFT,
13135     MV_RIGHT,
13136     MV_DOWN
13137   };
13138
13139   if (bad_element == EL_EXPLOSION)      // skip just exploding bad things
13140     return;
13141
13142   for (i = 0; i < NUM_DIRECTIONS; i++)
13143   {
13144     int test_x, test_y, test_move_dir, test_element;
13145
13146     test_x = bad_x + test_xy[i][0];
13147     test_y = bad_y + test_xy[i][1];
13148
13149     if (!IN_LEV_FIELD(test_x, test_y))
13150       continue;
13151
13152     test_move_dir =
13153       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13154
13155     test_element = Feld[test_x][test_y];
13156
13157     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13158        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13159     */
13160     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
13161         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
13162     {
13163       // good thing is player or penguin that does not move away
13164       if (IS_PLAYER(test_x, test_y))
13165       {
13166         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13167
13168         if (bad_element == EL_ROBOT && player->is_moving)
13169           continue;     // robot does not kill player if he is moving
13170
13171         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13172         {
13173           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13174             continue;           // center and border element do not touch
13175         }
13176
13177         kill_x = test_x;
13178         kill_y = test_y;
13179
13180         break;
13181       }
13182       else if (test_element == EL_PENGUIN)
13183       {
13184         kill_x = test_x;
13185         kill_y = test_y;
13186
13187         break;
13188       }
13189     }
13190   }
13191
13192   if (kill_x != -1 || kill_y != -1)
13193   {
13194     if (IS_PLAYER(kill_x, kill_y))
13195     {
13196       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13197
13198       if (player->shield_deadly_time_left > 0 &&
13199           !IS_INDESTRUCTIBLE(bad_element))
13200         Bang(bad_x, bad_y);
13201       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13202         KillPlayer(player);
13203     }
13204     else
13205       Bang(kill_x, kill_y);
13206   }
13207 }
13208
13209 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13210 {
13211   int bad_element = Feld[bad_x][bad_y];
13212   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13213   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
13214   int test_x = bad_x + dx, test_y = bad_y + dy;
13215   int test_move_dir, test_element;
13216   int kill_x = -1, kill_y = -1;
13217
13218   if (!IN_LEV_FIELD(test_x, test_y))
13219     return;
13220
13221   test_move_dir =
13222     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13223
13224   test_element = Feld[test_x][test_y];
13225
13226   if (test_move_dir != bad_move_dir)
13227   {
13228     // good thing can be player or penguin that does not move away
13229     if (IS_PLAYER(test_x, test_y))
13230     {
13231       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13232
13233       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13234          player as being hit when he is moving towards the bad thing, because
13235          the "get hit by" condition would be lost after the player stops) */
13236       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13237         return;         // player moves away from bad thing
13238
13239       kill_x = test_x;
13240       kill_y = test_y;
13241     }
13242     else if (test_element == EL_PENGUIN)
13243     {
13244       kill_x = test_x;
13245       kill_y = test_y;
13246     }
13247   }
13248
13249   if (kill_x != -1 || kill_y != -1)
13250   {
13251     if (IS_PLAYER(kill_x, kill_y))
13252     {
13253       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13254
13255       if (player->shield_deadly_time_left > 0 &&
13256           !IS_INDESTRUCTIBLE(bad_element))
13257         Bang(bad_x, bad_y);
13258       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13259         KillPlayer(player);
13260     }
13261     else
13262       Bang(kill_x, kill_y);
13263   }
13264 }
13265
13266 void TestIfPlayerTouchesBadThing(int x, int y)
13267 {
13268   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13269 }
13270
13271 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13272 {
13273   TestIfGoodThingHitsBadThing(x, y, move_dir);
13274 }
13275
13276 void TestIfBadThingTouchesPlayer(int x, int y)
13277 {
13278   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13279 }
13280
13281 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13282 {
13283   TestIfBadThingHitsGoodThing(x, y, move_dir);
13284 }
13285
13286 void TestIfFriendTouchesBadThing(int x, int y)
13287 {
13288   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13289 }
13290
13291 void TestIfBadThingTouchesFriend(int x, int y)
13292 {
13293   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13294 }
13295
13296 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13297 {
13298   int i, kill_x = bad_x, kill_y = bad_y;
13299   static int xy[4][2] =
13300   {
13301     { 0, -1 },
13302     { -1, 0 },
13303     { +1, 0 },
13304     { 0, +1 }
13305   };
13306
13307   for (i = 0; i < NUM_DIRECTIONS; i++)
13308   {
13309     int x, y, element;
13310
13311     x = bad_x + xy[i][0];
13312     y = bad_y + xy[i][1];
13313     if (!IN_LEV_FIELD(x, y))
13314       continue;
13315
13316     element = Feld[x][y];
13317     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13318         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13319     {
13320       kill_x = x;
13321       kill_y = y;
13322       break;
13323     }
13324   }
13325
13326   if (kill_x != bad_x || kill_y != bad_y)
13327     Bang(bad_x, bad_y);
13328 }
13329
13330 void KillPlayer(struct PlayerInfo *player)
13331 {
13332   int jx = player->jx, jy = player->jy;
13333
13334   if (!player->active)
13335     return;
13336
13337 #if 0
13338   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13339          player->killed, player->active, player->reanimated);
13340 #endif
13341
13342   /* the following code was introduced to prevent an infinite loop when calling
13343      -> Bang()
13344      -> CheckTriggeredElementChangeExt()
13345      -> ExecuteCustomElementAction()
13346      -> KillPlayer()
13347      -> (infinitely repeating the above sequence of function calls)
13348      which occurs when killing the player while having a CE with the setting
13349      "kill player X when explosion of <player X>"; the solution using a new
13350      field "player->killed" was chosen for backwards compatibility, although
13351      clever use of the fields "player->active" etc. would probably also work */
13352 #if 1
13353   if (player->killed)
13354     return;
13355 #endif
13356
13357   player->killed = TRUE;
13358
13359   // remove accessible field at the player's position
13360   Feld[jx][jy] = EL_EMPTY;
13361
13362   // deactivate shield (else Bang()/Explode() would not work right)
13363   player->shield_normal_time_left = 0;
13364   player->shield_deadly_time_left = 0;
13365
13366 #if 0
13367   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13368          player->killed, player->active, player->reanimated);
13369 #endif
13370
13371   Bang(jx, jy);
13372
13373 #if 0
13374   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13375          player->killed, player->active, player->reanimated);
13376 #endif
13377
13378   if (player->reanimated)       // killed player may have been reanimated
13379     player->killed = player->reanimated = FALSE;
13380   else
13381     BuryPlayer(player);
13382 }
13383
13384 static void KillPlayerUnlessEnemyProtected(int x, int y)
13385 {
13386   if (!PLAYER_ENEMY_PROTECTED(x, y))
13387     KillPlayer(PLAYERINFO(x, y));
13388 }
13389
13390 static void KillPlayerUnlessExplosionProtected(int x, int y)
13391 {
13392   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13393     KillPlayer(PLAYERINFO(x, y));
13394 }
13395
13396 void BuryPlayer(struct PlayerInfo *player)
13397 {
13398   int jx = player->jx, jy = player->jy;
13399
13400   if (!player->active)
13401     return;
13402
13403   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13404   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13405
13406   RemovePlayer(player);
13407
13408   player->buried = TRUE;
13409   game.GameOver = TRUE;
13410 }
13411
13412 void RemovePlayer(struct PlayerInfo *player)
13413 {
13414   int jx = player->jx, jy = player->jy;
13415   int i, found = FALSE;
13416
13417   player->present = FALSE;
13418   player->active = FALSE;
13419
13420   if (!ExplodeField[jx][jy])
13421     StorePlayer[jx][jy] = 0;
13422
13423   if (player->is_moving)
13424     TEST_DrawLevelField(player->last_jx, player->last_jy);
13425
13426   for (i = 0; i < MAX_PLAYERS; i++)
13427     if (stored_player[i].active)
13428       found = TRUE;
13429
13430   if (!found)
13431     AllPlayersGone = TRUE;
13432
13433   ExitX = ZX = jx;
13434   ExitY = ZY = jy;
13435 }
13436
13437 void ExitPlayer(struct PlayerInfo *player)
13438 {
13439   DrawPlayer(player);   // needed here only to cleanup last field
13440   RemovePlayer(player);
13441
13442   if (game.players_still_needed > 0)
13443     game.players_still_needed--;
13444
13445   // also set if some players not yet gone, but not needed to solve level
13446   if (game.players_still_needed == 0)
13447     AllPlayersGone = TRUE;
13448 }
13449
13450 static void setFieldForSnapping(int x, int y, int element, int direction)
13451 {
13452   struct ElementInfo *ei = &element_info[element];
13453   int direction_bit = MV_DIR_TO_BIT(direction);
13454   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13455   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13456                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13457
13458   Feld[x][y] = EL_ELEMENT_SNAPPING;
13459   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13460
13461   ResetGfxAnimation(x, y);
13462
13463   GfxElement[x][y] = element;
13464   GfxAction[x][y] = action;
13465   GfxDir[x][y] = direction;
13466   GfxFrame[x][y] = -1;
13467 }
13468
13469 /*
13470   =============================================================================
13471   checkDiagonalPushing()
13472   -----------------------------------------------------------------------------
13473   check if diagonal input device direction results in pushing of object
13474   (by checking if the alternative direction is walkable, diggable, ...)
13475   =============================================================================
13476 */
13477
13478 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13479                                     int x, int y, int real_dx, int real_dy)
13480 {
13481   int jx, jy, dx, dy, xx, yy;
13482
13483   if (real_dx == 0 || real_dy == 0)     // no diagonal direction => push
13484     return TRUE;
13485
13486   // diagonal direction: check alternative direction
13487   jx = player->jx;
13488   jy = player->jy;
13489   dx = x - jx;
13490   dy = y - jy;
13491   xx = jx + (dx == 0 ? real_dx : 0);
13492   yy = jy + (dy == 0 ? real_dy : 0);
13493
13494   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13495 }
13496
13497 /*
13498   =============================================================================
13499   DigField()
13500   -----------------------------------------------------------------------------
13501   x, y:                 field next to player (non-diagonal) to try to dig to
13502   real_dx, real_dy:     direction as read from input device (can be diagonal)
13503   =============================================================================
13504 */
13505
13506 static int DigField(struct PlayerInfo *player,
13507                     int oldx, int oldy, int x, int y,
13508                     int real_dx, int real_dy, int mode)
13509 {
13510   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13511   boolean player_was_pushing = player->is_pushing;
13512   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13513   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13514   int jx = oldx, jy = oldy;
13515   int dx = x - jx, dy = y - jy;
13516   int nextx = x + dx, nexty = y + dy;
13517   int move_direction = (dx == -1 ? MV_LEFT  :
13518                         dx == +1 ? MV_RIGHT :
13519                         dy == -1 ? MV_UP    :
13520                         dy == +1 ? MV_DOWN  : MV_NONE);
13521   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13522   int dig_side = MV_DIR_OPPOSITE(move_direction);
13523   int old_element = Feld[jx][jy];
13524   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13525   int collect_count;
13526
13527   if (is_player)                // function can also be called by EL_PENGUIN
13528   {
13529     if (player->MovPos == 0)
13530     {
13531       player->is_digging = FALSE;
13532       player->is_collecting = FALSE;
13533     }
13534
13535     if (player->MovPos == 0)    // last pushing move finished
13536       player->is_pushing = FALSE;
13537
13538     if (mode == DF_NO_PUSH)     // player just stopped pushing
13539     {
13540       player->is_switching = FALSE;
13541       player->push_delay = -1;
13542
13543       return MP_NO_ACTION;
13544     }
13545   }
13546
13547   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13548     old_element = Back[jx][jy];
13549
13550   // in case of element dropped at player position, check background
13551   else if (Back[jx][jy] != EL_EMPTY &&
13552            game.engine_version >= VERSION_IDENT(2,2,0,0))
13553     old_element = Back[jx][jy];
13554
13555   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13556     return MP_NO_ACTION;        // field has no opening in this direction
13557
13558   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13559     return MP_NO_ACTION;        // field has no opening in this direction
13560
13561   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13562   {
13563     SplashAcid(x, y);
13564
13565     Feld[jx][jy] = player->artwork_element;
13566     InitMovingField(jx, jy, MV_DOWN);
13567     Store[jx][jy] = EL_ACID;
13568     ContinueMoving(jx, jy);
13569     BuryPlayer(player);
13570
13571     return MP_DONT_RUN_INTO;
13572   }
13573
13574   if (player_can_move && DONT_RUN_INTO(element))
13575   {
13576     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13577
13578     return MP_DONT_RUN_INTO;
13579   }
13580
13581   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13582     return MP_NO_ACTION;
13583
13584   collect_count = element_info[element].collect_count_initial;
13585
13586   if (!is_player && !IS_COLLECTIBLE(element))   // penguin cannot collect it
13587     return MP_NO_ACTION;
13588
13589   if (game.engine_version < VERSION_IDENT(2,2,0,0))
13590     player_can_move = player_can_move_or_snap;
13591
13592   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13593       game.engine_version >= VERSION_IDENT(2,2,0,0))
13594   {
13595     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13596                                player->index_bit, dig_side);
13597     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13598                                         player->index_bit, dig_side);
13599
13600     if (element == EL_DC_LANDMINE)
13601       Bang(x, y);
13602
13603     if (Feld[x][y] != element)          // field changed by snapping
13604       return MP_ACTION;
13605
13606     return MP_NO_ACTION;
13607   }
13608
13609   if (player->gravity && is_player && !player->is_auto_moving &&
13610       canFallDown(player) && move_direction != MV_DOWN &&
13611       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13612     return MP_NO_ACTION;        // player cannot walk here due to gravity
13613
13614   if (player_can_move &&
13615       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13616   {
13617     int sound_element = SND_ELEMENT(element);
13618     int sound_action = ACTION_WALKING;
13619
13620     if (IS_RND_GATE(element))
13621     {
13622       if (!player->key[RND_GATE_NR(element)])
13623         return MP_NO_ACTION;
13624     }
13625     else if (IS_RND_GATE_GRAY(element))
13626     {
13627       if (!player->key[RND_GATE_GRAY_NR(element)])
13628         return MP_NO_ACTION;
13629     }
13630     else if (IS_RND_GATE_GRAY_ACTIVE(element))
13631     {
13632       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13633         return MP_NO_ACTION;
13634     }
13635     else if (element == EL_EXIT_OPEN ||
13636              element == EL_EM_EXIT_OPEN ||
13637              element == EL_EM_EXIT_OPENING ||
13638              element == EL_STEEL_EXIT_OPEN ||
13639              element == EL_EM_STEEL_EXIT_OPEN ||
13640              element == EL_EM_STEEL_EXIT_OPENING ||
13641              element == EL_SP_EXIT_OPEN ||
13642              element == EL_SP_EXIT_OPENING)
13643     {
13644       sound_action = ACTION_PASSING;    // player is passing exit
13645     }
13646     else if (element == EL_EMPTY)
13647     {
13648       sound_action = ACTION_MOVING;             // nothing to walk on
13649     }
13650
13651     // play sound from background or player, whatever is available
13652     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13653       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13654     else
13655       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13656   }
13657   else if (player_can_move &&
13658            IS_PASSABLE(element) && canPassField(x, y, move_direction))
13659   {
13660     if (!ACCESS_FROM(element, opposite_direction))
13661       return MP_NO_ACTION;      // field not accessible from this direction
13662
13663     if (CAN_MOVE(element))      // only fixed elements can be passed!
13664       return MP_NO_ACTION;
13665
13666     if (IS_EM_GATE(element))
13667     {
13668       if (!player->key[EM_GATE_NR(element)])
13669         return MP_NO_ACTION;
13670     }
13671     else if (IS_EM_GATE_GRAY(element))
13672     {
13673       if (!player->key[EM_GATE_GRAY_NR(element)])
13674         return MP_NO_ACTION;
13675     }
13676     else if (IS_EM_GATE_GRAY_ACTIVE(element))
13677     {
13678       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13679         return MP_NO_ACTION;
13680     }
13681     else if (IS_EMC_GATE(element))
13682     {
13683       if (!player->key[EMC_GATE_NR(element)])
13684         return MP_NO_ACTION;
13685     }
13686     else if (IS_EMC_GATE_GRAY(element))
13687     {
13688       if (!player->key[EMC_GATE_GRAY_NR(element)])
13689         return MP_NO_ACTION;
13690     }
13691     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13692     {
13693       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13694         return MP_NO_ACTION;
13695     }
13696     else if (element == EL_DC_GATE_WHITE ||
13697              element == EL_DC_GATE_WHITE_GRAY ||
13698              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13699     {
13700       if (player->num_white_keys == 0)
13701         return MP_NO_ACTION;
13702
13703       player->num_white_keys--;
13704     }
13705     else if (IS_SP_PORT(element))
13706     {
13707       if (element == EL_SP_GRAVITY_PORT_LEFT ||
13708           element == EL_SP_GRAVITY_PORT_RIGHT ||
13709           element == EL_SP_GRAVITY_PORT_UP ||
13710           element == EL_SP_GRAVITY_PORT_DOWN)
13711         player->gravity = !player->gravity;
13712       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13713                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13714                element == EL_SP_GRAVITY_ON_PORT_UP ||
13715                element == EL_SP_GRAVITY_ON_PORT_DOWN)
13716         player->gravity = TRUE;
13717       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13718                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13719                element == EL_SP_GRAVITY_OFF_PORT_UP ||
13720                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13721         player->gravity = FALSE;
13722     }
13723
13724     // automatically move to the next field with double speed
13725     player->programmed_action = move_direction;
13726
13727     if (player->move_delay_reset_counter == 0)
13728     {
13729       player->move_delay_reset_counter = 2;     // two double speed steps
13730
13731       DOUBLE_PLAYER_SPEED(player);
13732     }
13733
13734     PlayLevelSoundAction(x, y, ACTION_PASSING);
13735   }
13736   else if (player_can_move_or_snap && IS_DIGGABLE(element))
13737   {
13738     RemoveField(x, y);
13739
13740     if (mode != DF_SNAP)
13741     {
13742       GfxElement[x][y] = GFX_ELEMENT(element);
13743       player->is_digging = TRUE;
13744     }
13745
13746     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13747
13748     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13749                                         player->index_bit, dig_side);
13750
13751     if (mode == DF_SNAP)
13752     {
13753       if (level.block_snap_field)
13754         setFieldForSnapping(x, y, element, move_direction);
13755       else
13756         TestIfElementTouchesCustomElement(x, y);        // for empty space
13757
13758       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13759                                           player->index_bit, dig_side);
13760     }
13761   }
13762   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13763   {
13764     RemoveField(x, y);
13765
13766     if (is_player && mode != DF_SNAP)
13767     {
13768       GfxElement[x][y] = element;
13769       player->is_collecting = TRUE;
13770     }
13771
13772     if (element == EL_SPEED_PILL)
13773     {
13774       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13775     }
13776     else if (element == EL_EXTRA_TIME && level.time > 0)
13777     {
13778       TimeLeft += level.extra_time;
13779
13780       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13781
13782       DisplayGameControlValues();
13783     }
13784     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13785     {
13786       player->shield_normal_time_left += level.shield_normal_time;
13787       if (element == EL_SHIELD_DEADLY)
13788         player->shield_deadly_time_left += level.shield_deadly_time;
13789     }
13790     else if (element == EL_DYNAMITE ||
13791              element == EL_EM_DYNAMITE ||
13792              element == EL_SP_DISK_RED)
13793     {
13794       if (player->inventory_size < MAX_INVENTORY_SIZE)
13795         player->inventory_element[player->inventory_size++] = element;
13796
13797       DrawGameDoorValues();
13798     }
13799     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13800     {
13801       player->dynabomb_count++;
13802       player->dynabombs_left++;
13803     }
13804     else if (element == EL_DYNABOMB_INCREASE_SIZE)
13805     {
13806       player->dynabomb_size++;
13807     }
13808     else if (element == EL_DYNABOMB_INCREASE_POWER)
13809     {
13810       player->dynabomb_xl = TRUE;
13811     }
13812     else if (IS_KEY(element))
13813     {
13814       player->key[KEY_NR(element)] = TRUE;
13815
13816       DrawGameDoorValues();
13817     }
13818     else if (element == EL_DC_KEY_WHITE)
13819     {
13820       player->num_white_keys++;
13821
13822       // display white keys?
13823       // DrawGameDoorValues();
13824     }
13825     else if (IS_ENVELOPE(element))
13826     {
13827       player->show_envelope = element;
13828     }
13829     else if (element == EL_EMC_LENSES)
13830     {
13831       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13832
13833       RedrawAllInvisibleElementsForLenses();
13834     }
13835     else if (element == EL_EMC_MAGNIFIER)
13836     {
13837       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13838
13839       RedrawAllInvisibleElementsForMagnifier();
13840     }
13841     else if (IS_DROPPABLE(element) ||
13842              IS_THROWABLE(element))     // can be collected and dropped
13843     {
13844       int i;
13845
13846       if (collect_count == 0)
13847         player->inventory_infinite_element = element;
13848       else
13849         for (i = 0; i < collect_count; i++)
13850           if (player->inventory_size < MAX_INVENTORY_SIZE)
13851             player->inventory_element[player->inventory_size++] = element;
13852
13853       DrawGameDoorValues();
13854     }
13855     else if (collect_count > 0)
13856     {
13857       game.gems_still_needed -= collect_count;
13858       if (game.gems_still_needed < 0)
13859         game.gems_still_needed = 0;
13860
13861       game.snapshot.collected_item = TRUE;
13862
13863       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13864
13865       DisplayGameControlValues();
13866     }
13867
13868     RaiseScoreElement(element);
13869     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13870
13871     if (is_player)
13872       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13873                                           player->index_bit, dig_side);
13874
13875     if (mode == DF_SNAP)
13876     {
13877       if (level.block_snap_field)
13878         setFieldForSnapping(x, y, element, move_direction);
13879       else
13880         TestIfElementTouchesCustomElement(x, y);        // for empty space
13881
13882       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13883                                           player->index_bit, dig_side);
13884     }
13885   }
13886   else if (player_can_move_or_snap && IS_PUSHABLE(element))
13887   {
13888     if (mode == DF_SNAP && element != EL_BD_ROCK)
13889       return MP_NO_ACTION;
13890
13891     if (CAN_FALL(element) && dy)
13892       return MP_NO_ACTION;
13893
13894     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13895         !(element == EL_SPRING && level.use_spring_bug))
13896       return MP_NO_ACTION;
13897
13898     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13899         ((move_direction & MV_VERTICAL &&
13900           ((element_info[element].move_pattern & MV_LEFT &&
13901             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13902            (element_info[element].move_pattern & MV_RIGHT &&
13903             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13904          (move_direction & MV_HORIZONTAL &&
13905           ((element_info[element].move_pattern & MV_UP &&
13906             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13907            (element_info[element].move_pattern & MV_DOWN &&
13908             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13909       return MP_NO_ACTION;
13910
13911     // do not push elements already moving away faster than player
13912     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13913         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13914       return MP_NO_ACTION;
13915
13916     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13917     {
13918       if (player->push_delay_value == -1 || !player_was_pushing)
13919         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13920     }
13921     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13922     {
13923       if (player->push_delay_value == -1)
13924         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13925     }
13926     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13927     {
13928       if (!player->is_pushing)
13929         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13930     }
13931
13932     player->is_pushing = TRUE;
13933     player->is_active = TRUE;
13934
13935     if (!(IN_LEV_FIELD(nextx, nexty) &&
13936           (IS_FREE(nextx, nexty) ||
13937            (IS_SB_ELEMENT(element) &&
13938             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13939            (IS_CUSTOM_ELEMENT(element) &&
13940             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13941       return MP_NO_ACTION;
13942
13943     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13944       return MP_NO_ACTION;
13945
13946     if (player->push_delay == -1)       // new pushing; restart delay
13947       player->push_delay = 0;
13948
13949     if (player->push_delay < player->push_delay_value &&
13950         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13951         element != EL_SPRING && element != EL_BALLOON)
13952     {
13953       // make sure that there is no move delay before next try to push
13954       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13955         player->move_delay = 0;
13956
13957       return MP_NO_ACTION;
13958     }
13959
13960     if (IS_CUSTOM_ELEMENT(element) &&
13961         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13962     {
13963       if (!DigFieldByCE(nextx, nexty, element))
13964         return MP_NO_ACTION;
13965     }
13966
13967     if (IS_SB_ELEMENT(element))
13968     {
13969       boolean sokoban_task_solved = FALSE;
13970
13971       if (element == EL_SOKOBAN_FIELD_FULL)
13972       {
13973         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13974
13975         IncrementSokobanFieldsNeeded();
13976         IncrementSokobanObjectsNeeded();
13977       }
13978
13979       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13980       {
13981         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13982
13983         DecrementSokobanFieldsNeeded();
13984         DecrementSokobanObjectsNeeded();
13985
13986         // sokoban object was pushed from empty field to sokoban field
13987         if (Back[x][y] == EL_EMPTY)
13988           sokoban_task_solved = TRUE;
13989       }
13990
13991       Feld[x][y] = EL_SOKOBAN_OBJECT;
13992
13993       if (Back[x][y] == Back[nextx][nexty])
13994         PlayLevelSoundAction(x, y, ACTION_PUSHING);
13995       else if (Back[x][y] != 0)
13996         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13997                                     ACTION_EMPTYING);
13998       else
13999         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14000                                     ACTION_FILLING);
14001
14002       if (sokoban_task_solved &&
14003           game.sokoban_fields_still_needed == 0 &&
14004           game.sokoban_objects_still_needed == 0 &&
14005           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14006       {
14007         game.players_still_needed = 0;
14008
14009         LevelSolved();
14010
14011         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14012       }
14013     }
14014     else
14015       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14016
14017     InitMovingField(x, y, move_direction);
14018     GfxAction[x][y] = ACTION_PUSHING;
14019
14020     if (mode == DF_SNAP)
14021       ContinueMoving(x, y);
14022     else
14023       MovPos[x][y] = (dx != 0 ? dx : dy);
14024
14025     Pushed[x][y] = TRUE;
14026     Pushed[nextx][nexty] = TRUE;
14027
14028     if (game.engine_version < VERSION_IDENT(2,2,0,7))
14029       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14030     else
14031       player->push_delay_value = -1;    // get new value later
14032
14033     // check for element change _after_ element has been pushed
14034     if (game.use_change_when_pushing_bug)
14035     {
14036       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14037                                  player->index_bit, dig_side);
14038       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14039                                           player->index_bit, dig_side);
14040     }
14041   }
14042   else if (IS_SWITCHABLE(element))
14043   {
14044     if (PLAYER_SWITCHING(player, x, y))
14045     {
14046       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14047                                           player->index_bit, dig_side);
14048
14049       return MP_ACTION;
14050     }
14051
14052     player->is_switching = TRUE;
14053     player->switch_x = x;
14054     player->switch_y = y;
14055
14056     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14057
14058     if (element == EL_ROBOT_WHEEL)
14059     {
14060       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14061       ZX = x;
14062       ZY = y;
14063
14064       game.robot_wheel_active = TRUE;
14065
14066       TEST_DrawLevelField(x, y);
14067     }
14068     else if (element == EL_SP_TERMINAL)
14069     {
14070       int xx, yy;
14071
14072       SCAN_PLAYFIELD(xx, yy)
14073       {
14074         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14075         {
14076           Bang(xx, yy);
14077         }
14078         else if (Feld[xx][yy] == EL_SP_TERMINAL)
14079         {
14080           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14081
14082           ResetGfxAnimation(xx, yy);
14083           TEST_DrawLevelField(xx, yy);
14084         }
14085       }
14086     }
14087     else if (IS_BELT_SWITCH(element))
14088     {
14089       ToggleBeltSwitch(x, y);
14090     }
14091     else if (element == EL_SWITCHGATE_SWITCH_UP ||
14092              element == EL_SWITCHGATE_SWITCH_DOWN ||
14093              element == EL_DC_SWITCHGATE_SWITCH_UP ||
14094              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14095     {
14096       ToggleSwitchgateSwitch(x, y);
14097     }
14098     else if (element == EL_LIGHT_SWITCH ||
14099              element == EL_LIGHT_SWITCH_ACTIVE)
14100     {
14101       ToggleLightSwitch(x, y);
14102     }
14103     else if (element == EL_TIMEGATE_SWITCH ||
14104              element == EL_DC_TIMEGATE_SWITCH)
14105     {
14106       ActivateTimegateSwitch(x, y);
14107     }
14108     else if (element == EL_BALLOON_SWITCH_LEFT  ||
14109              element == EL_BALLOON_SWITCH_RIGHT ||
14110              element == EL_BALLOON_SWITCH_UP    ||
14111              element == EL_BALLOON_SWITCH_DOWN  ||
14112              element == EL_BALLOON_SWITCH_NONE  ||
14113              element == EL_BALLOON_SWITCH_ANY)
14114     {
14115       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
14116                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14117                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
14118                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
14119                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
14120                              move_direction);
14121     }
14122     else if (element == EL_LAMP)
14123     {
14124       Feld[x][y] = EL_LAMP_ACTIVE;
14125       game.lights_still_needed--;
14126
14127       ResetGfxAnimation(x, y);
14128       TEST_DrawLevelField(x, y);
14129     }
14130     else if (element == EL_TIME_ORB_FULL)
14131     {
14132       Feld[x][y] = EL_TIME_ORB_EMPTY;
14133
14134       if (level.time > 0 || level.use_time_orb_bug)
14135       {
14136         TimeLeft += level.time_orb_time;
14137         game.no_time_limit = FALSE;
14138
14139         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14140
14141         DisplayGameControlValues();
14142       }
14143
14144       ResetGfxAnimation(x, y);
14145       TEST_DrawLevelField(x, y);
14146     }
14147     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14148              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14149     {
14150       int xx, yy;
14151
14152       game.ball_state = !game.ball_state;
14153
14154       SCAN_PLAYFIELD(xx, yy)
14155       {
14156         int e = Feld[xx][yy];
14157
14158         if (game.ball_state)
14159         {
14160           if (e == EL_EMC_MAGIC_BALL)
14161             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14162           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14163             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14164         }
14165         else
14166         {
14167           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14168             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14169           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14170             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14171         }
14172       }
14173     }
14174
14175     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14176                                         player->index_bit, dig_side);
14177
14178     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14179                                         player->index_bit, dig_side);
14180
14181     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14182                                         player->index_bit, dig_side);
14183
14184     return MP_ACTION;
14185   }
14186   else
14187   {
14188     if (!PLAYER_SWITCHING(player, x, y))
14189     {
14190       player->is_switching = TRUE;
14191       player->switch_x = x;
14192       player->switch_y = y;
14193
14194       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14195                                  player->index_bit, dig_side);
14196       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14197                                           player->index_bit, dig_side);
14198
14199       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14200                                  player->index_bit, dig_side);
14201       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14202                                           player->index_bit, dig_side);
14203     }
14204
14205     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14206                                player->index_bit, dig_side);
14207     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14208                                         player->index_bit, dig_side);
14209
14210     return MP_NO_ACTION;
14211   }
14212
14213   player->push_delay = -1;
14214
14215   if (is_player)                // function can also be called by EL_PENGUIN
14216   {
14217     if (Feld[x][y] != element)          // really digged/collected something
14218     {
14219       player->is_collecting = !player->is_digging;
14220       player->is_active = TRUE;
14221     }
14222   }
14223
14224   return MP_MOVING;
14225 }
14226
14227 static boolean DigFieldByCE(int x, int y, int digging_element)
14228 {
14229   int element = Feld[x][y];
14230
14231   if (!IS_FREE(x, y))
14232   {
14233     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14234                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14235                   ACTION_BREAKING);
14236
14237     // no element can dig solid indestructible elements
14238     if (IS_INDESTRUCTIBLE(element) &&
14239         !IS_DIGGABLE(element) &&
14240         !IS_COLLECTIBLE(element))
14241       return FALSE;
14242
14243     if (AmoebaNr[x][y] &&
14244         (element == EL_AMOEBA_FULL ||
14245          element == EL_BD_AMOEBA ||
14246          element == EL_AMOEBA_GROWING))
14247     {
14248       AmoebaCnt[AmoebaNr[x][y]]--;
14249       AmoebaCnt2[AmoebaNr[x][y]]--;
14250     }
14251
14252     if (IS_MOVING(x, y))
14253       RemoveMovingField(x, y);
14254     else
14255     {
14256       RemoveField(x, y);
14257       TEST_DrawLevelField(x, y);
14258     }
14259
14260     // if digged element was about to explode, prevent the explosion
14261     ExplodeField[x][y] = EX_TYPE_NONE;
14262
14263     PlayLevelSoundAction(x, y, action);
14264   }
14265
14266   Store[x][y] = EL_EMPTY;
14267
14268   // this makes it possible to leave the removed element again
14269   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14270     Store[x][y] = element;
14271
14272   return TRUE;
14273 }
14274
14275 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14276 {
14277   int jx = player->jx, jy = player->jy;
14278   int x = jx + dx, y = jy + dy;
14279   int snap_direction = (dx == -1 ? MV_LEFT  :
14280                         dx == +1 ? MV_RIGHT :
14281                         dy == -1 ? MV_UP    :
14282                         dy == +1 ? MV_DOWN  : MV_NONE);
14283   boolean can_continue_snapping = (level.continuous_snapping &&
14284                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14285
14286   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14287     return FALSE;
14288
14289   if (!player->active || !IN_LEV_FIELD(x, y))
14290     return FALSE;
14291
14292   if (dx && dy)
14293     return FALSE;
14294
14295   if (!dx && !dy)
14296   {
14297     if (player->MovPos == 0)
14298       player->is_pushing = FALSE;
14299
14300     player->is_snapping = FALSE;
14301
14302     if (player->MovPos == 0)
14303     {
14304       player->is_moving = FALSE;
14305       player->is_digging = FALSE;
14306       player->is_collecting = FALSE;
14307     }
14308
14309     return FALSE;
14310   }
14311
14312   // prevent snapping with already pressed snap key when not allowed
14313   if (player->is_snapping && !can_continue_snapping)
14314     return FALSE;
14315
14316   player->MovDir = snap_direction;
14317
14318   if (player->MovPos == 0)
14319   {
14320     player->is_moving = FALSE;
14321     player->is_digging = FALSE;
14322     player->is_collecting = FALSE;
14323   }
14324
14325   player->is_dropping = FALSE;
14326   player->is_dropping_pressed = FALSE;
14327   player->drop_pressed_delay = 0;
14328
14329   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14330     return FALSE;
14331
14332   player->is_snapping = TRUE;
14333   player->is_active = TRUE;
14334
14335   if (player->MovPos == 0)
14336   {
14337     player->is_moving = FALSE;
14338     player->is_digging = FALSE;
14339     player->is_collecting = FALSE;
14340   }
14341
14342   if (player->MovPos != 0)      // prevent graphic bugs in versions < 2.2.0
14343     TEST_DrawLevelField(player->last_jx, player->last_jy);
14344
14345   TEST_DrawLevelField(x, y);
14346
14347   return TRUE;
14348 }
14349
14350 static boolean DropElement(struct PlayerInfo *player)
14351 {
14352   int old_element, new_element;
14353   int dropx = player->jx, dropy = player->jy;
14354   int drop_direction = player->MovDir;
14355   int drop_side = drop_direction;
14356   int drop_element = get_next_dropped_element(player);
14357
14358   /* do not drop an element on top of another element; when holding drop key
14359      pressed without moving, dropped element must move away before the next
14360      element can be dropped (this is especially important if the next element
14361      is dynamite, which can be placed on background for historical reasons) */
14362   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14363     return MP_ACTION;
14364
14365   if (IS_THROWABLE(drop_element))
14366   {
14367     dropx += GET_DX_FROM_DIR(drop_direction);
14368     dropy += GET_DY_FROM_DIR(drop_direction);
14369
14370     if (!IN_LEV_FIELD(dropx, dropy))
14371       return FALSE;
14372   }
14373
14374   old_element = Feld[dropx][dropy];     // old element at dropping position
14375   new_element = drop_element;           // default: no change when dropping
14376
14377   // check if player is active, not moving and ready to drop
14378   if (!player->active || player->MovPos || player->drop_delay > 0)
14379     return FALSE;
14380
14381   // check if player has anything that can be dropped
14382   if (new_element == EL_UNDEFINED)
14383     return FALSE;
14384
14385   // only set if player has anything that can be dropped
14386   player->is_dropping_pressed = TRUE;
14387
14388   // check if drop key was pressed long enough for EM style dynamite
14389   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14390     return FALSE;
14391
14392   // check if anything can be dropped at the current position
14393   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14394     return FALSE;
14395
14396   // collected custom elements can only be dropped on empty fields
14397   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14398     return FALSE;
14399
14400   if (old_element != EL_EMPTY)
14401     Back[dropx][dropy] = old_element;   // store old element on this field
14402
14403   ResetGfxAnimation(dropx, dropy);
14404   ResetRandomAnimationValue(dropx, dropy);
14405
14406   if (player->inventory_size > 0 ||
14407       player->inventory_infinite_element != EL_UNDEFINED)
14408   {
14409     if (player->inventory_size > 0)
14410     {
14411       player->inventory_size--;
14412
14413       DrawGameDoorValues();
14414
14415       if (new_element == EL_DYNAMITE)
14416         new_element = EL_DYNAMITE_ACTIVE;
14417       else if (new_element == EL_EM_DYNAMITE)
14418         new_element = EL_EM_DYNAMITE_ACTIVE;
14419       else if (new_element == EL_SP_DISK_RED)
14420         new_element = EL_SP_DISK_RED_ACTIVE;
14421     }
14422
14423     Feld[dropx][dropy] = new_element;
14424
14425     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14426       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14427                           el2img(Feld[dropx][dropy]), 0);
14428
14429     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14430
14431     // needed if previous element just changed to "empty" in the last frame
14432     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
14433
14434     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14435                                player->index_bit, drop_side);
14436     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14437                                         CE_PLAYER_DROPS_X,
14438                                         player->index_bit, drop_side);
14439
14440     TestIfElementTouchesCustomElement(dropx, dropy);
14441   }
14442   else          // player is dropping a dyna bomb
14443   {
14444     player->dynabombs_left--;
14445
14446     Feld[dropx][dropy] = new_element;
14447
14448     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14449       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14450                           el2img(Feld[dropx][dropy]), 0);
14451
14452     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14453   }
14454
14455   if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14456     InitField_WithBug1(dropx, dropy, FALSE);
14457
14458   new_element = Feld[dropx][dropy];     // element might have changed
14459
14460   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14461       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14462   {
14463     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14464       MovDir[dropx][dropy] = drop_direction;
14465
14466     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
14467
14468     // do not cause impact style collision by dropping elements that can fall
14469     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14470   }
14471
14472   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14473   player->is_dropping = TRUE;
14474
14475   player->drop_pressed_delay = 0;
14476   player->is_dropping_pressed = FALSE;
14477
14478   player->drop_x = dropx;
14479   player->drop_y = dropy;
14480
14481   return TRUE;
14482 }
14483
14484 // ----------------------------------------------------------------------------
14485 // game sound playing functions
14486 // ----------------------------------------------------------------------------
14487
14488 static int *loop_sound_frame = NULL;
14489 static int *loop_sound_volume = NULL;
14490
14491 void InitPlayLevelSound(void)
14492 {
14493   int num_sounds = getSoundListSize();
14494
14495   checked_free(loop_sound_frame);
14496   checked_free(loop_sound_volume);
14497
14498   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
14499   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14500 }
14501
14502 static void PlayLevelSound(int x, int y, int nr)
14503 {
14504   int sx = SCREENX(x), sy = SCREENY(y);
14505   int volume, stereo_position;
14506   int max_distance = 8;
14507   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14508
14509   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14510       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14511     return;
14512
14513   if (!IN_LEV_FIELD(x, y) ||
14514       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14515       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14516     return;
14517
14518   volume = SOUND_MAX_VOLUME;
14519
14520   if (!IN_SCR_FIELD(sx, sy))
14521   {
14522     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14523     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14524
14525     volume -= volume * (dx > dy ? dx : dy) / max_distance;
14526   }
14527
14528   stereo_position = (SOUND_MAX_LEFT +
14529                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14530                      (SCR_FIELDX + 2 * max_distance));
14531
14532   if (IS_LOOP_SOUND(nr))
14533   {
14534     /* This assures that quieter loop sounds do not overwrite louder ones,
14535        while restarting sound volume comparison with each new game frame. */
14536
14537     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14538       return;
14539
14540     loop_sound_volume[nr] = volume;
14541     loop_sound_frame[nr] = FrameCounter;
14542   }
14543
14544   PlaySoundExt(nr, volume, stereo_position, type);
14545 }
14546
14547 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14548 {
14549   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14550                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
14551                  y < LEVELY(BY1) ? LEVELY(BY1) :
14552                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
14553                  sound_action);
14554 }
14555
14556 static void PlayLevelSoundAction(int x, int y, int action)
14557 {
14558   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14559 }
14560
14561 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14562 {
14563   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14564
14565   if (sound_effect != SND_UNDEFINED)
14566     PlayLevelSound(x, y, sound_effect);
14567 }
14568
14569 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14570                                               int action)
14571 {
14572   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14573
14574   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14575     PlayLevelSound(x, y, sound_effect);
14576 }
14577
14578 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14579 {
14580   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14581
14582   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14583     PlayLevelSound(x, y, sound_effect);
14584 }
14585
14586 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14587 {
14588   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14589
14590   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14591     StopSound(sound_effect);
14592 }
14593
14594 static int getLevelMusicNr(void)
14595 {
14596   if (levelset.music[level_nr] != MUS_UNDEFINED)
14597     return levelset.music[level_nr];            // from config file
14598   else
14599     return MAP_NOCONF_MUSIC(level_nr);          // from music dir
14600 }
14601
14602 static void FadeLevelSounds(void)
14603 {
14604   FadeSounds();
14605 }
14606
14607 static void FadeLevelMusic(void)
14608 {
14609   int music_nr = getLevelMusicNr();
14610   char *curr_music = getCurrentlyPlayingMusicFilename();
14611   char *next_music = getMusicInfoEntryFilename(music_nr);
14612
14613   if (!strEqual(curr_music, next_music))
14614     FadeMusic();
14615 }
14616
14617 void FadeLevelSoundsAndMusic(void)
14618 {
14619   FadeLevelSounds();
14620   FadeLevelMusic();
14621 }
14622
14623 static void PlayLevelMusic(void)
14624 {
14625   int music_nr = getLevelMusicNr();
14626   char *curr_music = getCurrentlyPlayingMusicFilename();
14627   char *next_music = getMusicInfoEntryFilename(music_nr);
14628
14629   if (!strEqual(curr_music, next_music))
14630     PlayMusicLoop(music_nr);
14631 }
14632
14633 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14634 {
14635   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14636   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14637   int x = xx - 1 - offset;
14638   int y = yy - 1 - offset;
14639
14640   switch (sample)
14641   {
14642     case SAMPLE_blank:
14643       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14644       break;
14645
14646     case SAMPLE_roll:
14647       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14648       break;
14649
14650     case SAMPLE_stone:
14651       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14652       break;
14653
14654     case SAMPLE_nut:
14655       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14656       break;
14657
14658     case SAMPLE_crack:
14659       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14660       break;
14661
14662     case SAMPLE_bug:
14663       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14664       break;
14665
14666     case SAMPLE_tank:
14667       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14668       break;
14669
14670     case SAMPLE_android_clone:
14671       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14672       break;
14673
14674     case SAMPLE_android_move:
14675       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14676       break;
14677
14678     case SAMPLE_spring:
14679       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14680       break;
14681
14682     case SAMPLE_slurp:
14683       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14684       break;
14685
14686     case SAMPLE_eater:
14687       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14688       break;
14689
14690     case SAMPLE_eater_eat:
14691       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14692       break;
14693
14694     case SAMPLE_alien:
14695       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14696       break;
14697
14698     case SAMPLE_collect:
14699       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14700       break;
14701
14702     case SAMPLE_diamond:
14703       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14704       break;
14705
14706     case SAMPLE_squash:
14707       // !!! CHECK THIS !!!
14708 #if 1
14709       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14710 #else
14711       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14712 #endif
14713       break;
14714
14715     case SAMPLE_wonderfall:
14716       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14717       break;
14718
14719     case SAMPLE_drip:
14720       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14721       break;
14722
14723     case SAMPLE_push:
14724       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14725       break;
14726
14727     case SAMPLE_dirt:
14728       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14729       break;
14730
14731     case SAMPLE_acid:
14732       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14733       break;
14734
14735     case SAMPLE_ball:
14736       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14737       break;
14738
14739     case SAMPLE_grow:
14740       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14741       break;
14742
14743     case SAMPLE_wonder:
14744       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14745       break;
14746
14747     case SAMPLE_door:
14748       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14749       break;
14750
14751     case SAMPLE_exit_open:
14752       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14753       break;
14754
14755     case SAMPLE_exit_leave:
14756       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14757       break;
14758
14759     case SAMPLE_dynamite:
14760       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14761       break;
14762
14763     case SAMPLE_tick:
14764       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14765       break;
14766
14767     case SAMPLE_press:
14768       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14769       break;
14770
14771     case SAMPLE_wheel:
14772       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14773       break;
14774
14775     case SAMPLE_boom:
14776       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14777       break;
14778
14779     case SAMPLE_die:
14780       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14781       break;
14782
14783     case SAMPLE_time:
14784       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14785       break;
14786
14787     default:
14788       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14789       break;
14790   }
14791 }
14792
14793 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14794 {
14795   int element = map_element_SP_to_RND(element_sp);
14796   int action = map_action_SP_to_RND(action_sp);
14797   int offset = (setup.sp_show_border_elements ? 0 : 1);
14798   int x = xx - offset;
14799   int y = yy - offset;
14800
14801   PlayLevelSoundElementAction(x, y, element, action);
14802 }
14803
14804 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14805 {
14806   int element = map_element_MM_to_RND(element_mm);
14807   int action = map_action_MM_to_RND(action_mm);
14808   int offset = 0;
14809   int x = xx - offset;
14810   int y = yy - offset;
14811
14812   if (!IS_MM_ELEMENT(element))
14813     element = EL_MM_DEFAULT;
14814
14815   PlayLevelSoundElementAction(x, y, element, action);
14816 }
14817
14818 void PlaySound_MM(int sound_mm)
14819 {
14820   int sound = map_sound_MM_to_RND(sound_mm);
14821
14822   if (sound == SND_UNDEFINED)
14823     return;
14824
14825   PlaySound(sound);
14826 }
14827
14828 void PlaySoundLoop_MM(int sound_mm)
14829 {
14830   int sound = map_sound_MM_to_RND(sound_mm);
14831
14832   if (sound == SND_UNDEFINED)
14833     return;
14834
14835   PlaySoundLoop(sound);
14836 }
14837
14838 void StopSound_MM(int sound_mm)
14839 {
14840   int sound = map_sound_MM_to_RND(sound_mm);
14841
14842   if (sound == SND_UNDEFINED)
14843     return;
14844
14845   StopSound(sound);
14846 }
14847
14848 void RaiseScore(int value)
14849 {
14850   local_player->score += value;
14851
14852   game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14853
14854   DisplayGameControlValues();
14855 }
14856
14857 void RaiseScoreElement(int element)
14858 {
14859   switch (element)
14860   {
14861     case EL_EMERALD:
14862     case EL_BD_DIAMOND:
14863     case EL_EMERALD_YELLOW:
14864     case EL_EMERALD_RED:
14865     case EL_EMERALD_PURPLE:
14866     case EL_SP_INFOTRON:
14867       RaiseScore(level.score[SC_EMERALD]);
14868       break;
14869     case EL_DIAMOND:
14870       RaiseScore(level.score[SC_DIAMOND]);
14871       break;
14872     case EL_CRYSTAL:
14873       RaiseScore(level.score[SC_CRYSTAL]);
14874       break;
14875     case EL_PEARL:
14876       RaiseScore(level.score[SC_PEARL]);
14877       break;
14878     case EL_BUG:
14879     case EL_BD_BUTTERFLY:
14880     case EL_SP_ELECTRON:
14881       RaiseScore(level.score[SC_BUG]);
14882       break;
14883     case EL_SPACESHIP:
14884     case EL_BD_FIREFLY:
14885     case EL_SP_SNIKSNAK:
14886       RaiseScore(level.score[SC_SPACESHIP]);
14887       break;
14888     case EL_YAMYAM:
14889     case EL_DARK_YAMYAM:
14890       RaiseScore(level.score[SC_YAMYAM]);
14891       break;
14892     case EL_ROBOT:
14893       RaiseScore(level.score[SC_ROBOT]);
14894       break;
14895     case EL_PACMAN:
14896       RaiseScore(level.score[SC_PACMAN]);
14897       break;
14898     case EL_NUT:
14899       RaiseScore(level.score[SC_NUT]);
14900       break;
14901     case EL_DYNAMITE:
14902     case EL_EM_DYNAMITE:
14903     case EL_SP_DISK_RED:
14904     case EL_DYNABOMB_INCREASE_NUMBER:
14905     case EL_DYNABOMB_INCREASE_SIZE:
14906     case EL_DYNABOMB_INCREASE_POWER:
14907       RaiseScore(level.score[SC_DYNAMITE]);
14908       break;
14909     case EL_SHIELD_NORMAL:
14910     case EL_SHIELD_DEADLY:
14911       RaiseScore(level.score[SC_SHIELD]);
14912       break;
14913     case EL_EXTRA_TIME:
14914       RaiseScore(level.extra_time_score);
14915       break;
14916     case EL_KEY_1:
14917     case EL_KEY_2:
14918     case EL_KEY_3:
14919     case EL_KEY_4:
14920     case EL_EM_KEY_1:
14921     case EL_EM_KEY_2:
14922     case EL_EM_KEY_3:
14923     case EL_EM_KEY_4:
14924     case EL_EMC_KEY_5:
14925     case EL_EMC_KEY_6:
14926     case EL_EMC_KEY_7:
14927     case EL_EMC_KEY_8:
14928     case EL_DC_KEY_WHITE:
14929       RaiseScore(level.score[SC_KEY]);
14930       break;
14931     default:
14932       RaiseScore(element_info[element].collect_score);
14933       break;
14934   }
14935 }
14936
14937 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14938 {
14939   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14940   {
14941     // closing door required in case of envelope style request dialogs
14942     if (!skip_request)
14943       CloseDoor(DOOR_CLOSE_1);
14944
14945     if (network.enabled)
14946       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14947     else
14948     {
14949       if (quick_quit)
14950         FadeSkipNextFadeIn();
14951
14952       SetGameStatus(GAME_MODE_MAIN);
14953
14954       DrawMainMenu();
14955     }
14956   }
14957   else          // continue playing the game
14958   {
14959     if (tape.playing && tape.deactivate_display)
14960       TapeDeactivateDisplayOff(TRUE);
14961
14962     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14963
14964     if (tape.playing && tape.deactivate_display)
14965       TapeDeactivateDisplayOn();
14966   }
14967 }
14968
14969 void RequestQuitGame(boolean ask_if_really_quit)
14970 {
14971   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14972   boolean skip_request = AllPlayersGone || quick_quit;
14973
14974   RequestQuitGameExt(skip_request, quick_quit,
14975                      "Do you really want to quit the game?");
14976 }
14977
14978 void RequestRestartGame(char *message)
14979 {
14980   game.restart_game_message = NULL;
14981
14982   boolean has_started_game = hasStartedNetworkGame();
14983   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
14984
14985   if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
14986   {
14987     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14988   }
14989   else
14990   {
14991     SetGameStatus(GAME_MODE_MAIN);
14992
14993     DrawMainMenu();
14994   }
14995 }
14996
14997 void CheckGameOver(void)
14998 {
14999   static boolean last_game_over = FALSE;
15000   static int game_over_delay = 0;
15001   int game_over_delay_value = 50;
15002   boolean game_over = checkGameFailed();
15003
15004   // do not handle game over if request dialog is already active
15005   if (game.request_active)
15006     return;
15007
15008   if (!game_over)
15009   {
15010     last_game_over = FALSE;
15011     game_over_delay = game_over_delay_value;
15012
15013     return;
15014   }
15015
15016   if (game_over_delay > 0)
15017   {
15018     game_over_delay--;
15019
15020     return;
15021   }
15022
15023   if (last_game_over != game_over)
15024     game.restart_game_message = (hasStartedNetworkGame() ?
15025                                  "Game over! Play it again?" :
15026                                  "Game over!");
15027
15028   last_game_over = game_over;
15029 }
15030
15031 boolean checkGameSolved(void)
15032 {
15033   // set for all game engines if level was solved
15034   return game.LevelSolved_GameEnd;
15035 }
15036
15037 boolean checkGameFailed(void)
15038 {
15039   if (!AllPlayersGone)
15040     return FALSE;
15041
15042   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15043     return (game_em.game_over && !game_em.level_solved);
15044   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15045     return (game_sp.game_over && !game_sp.level_solved);
15046   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15047     return (game_mm.game_over && !game_mm.level_solved);
15048   else                          // GAME_ENGINE_TYPE_RND
15049     return (game.GameOver && !game.LevelSolved);
15050 }
15051
15052 boolean checkGameEnded(void)
15053 {
15054   return (checkGameSolved() || checkGameFailed());
15055 }
15056
15057
15058 // ----------------------------------------------------------------------------
15059 // random generator functions
15060 // ----------------------------------------------------------------------------
15061
15062 unsigned int InitEngineRandom_RND(int seed)
15063 {
15064   game.num_random_calls = 0;
15065
15066   return InitEngineRandom(seed);
15067 }
15068
15069 unsigned int RND(int max)
15070 {
15071   if (max > 0)
15072   {
15073     game.num_random_calls++;
15074
15075     return GetEngineRandom(max);
15076   }
15077
15078   return 0;
15079 }
15080
15081
15082 // ----------------------------------------------------------------------------
15083 // game engine snapshot handling functions
15084 // ----------------------------------------------------------------------------
15085
15086 struct EngineSnapshotInfo
15087 {
15088   // runtime values for custom element collect score
15089   int collect_score[NUM_CUSTOM_ELEMENTS];
15090
15091   // runtime values for group element choice position
15092   int choice_pos[NUM_GROUP_ELEMENTS];
15093
15094   // runtime values for belt position animations
15095   int belt_graphic[4][NUM_BELT_PARTS];
15096   int belt_anim_mode[4][NUM_BELT_PARTS];
15097 };
15098
15099 static struct EngineSnapshotInfo engine_snapshot_rnd;
15100 static char *snapshot_level_identifier = NULL;
15101 static int snapshot_level_nr = -1;
15102
15103 static void SaveEngineSnapshotValues_RND(void)
15104 {
15105   static int belt_base_active_element[4] =
15106   {
15107     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15108     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15109     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15110     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15111   };
15112   int i, j;
15113
15114   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15115   {
15116     int element = EL_CUSTOM_START + i;
15117
15118     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15119   }
15120
15121   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15122   {
15123     int element = EL_GROUP_START + i;
15124
15125     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15126   }
15127
15128   for (i = 0; i < 4; i++)
15129   {
15130     for (j = 0; j < NUM_BELT_PARTS; j++)
15131     {
15132       int element = belt_base_active_element[i] + j;
15133       int graphic = el2img(element);
15134       int anim_mode = graphic_info[graphic].anim_mode;
15135
15136       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15137       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15138     }
15139   }
15140 }
15141
15142 static void LoadEngineSnapshotValues_RND(void)
15143 {
15144   unsigned int num_random_calls = game.num_random_calls;
15145   int i, j;
15146
15147   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15148   {
15149     int element = EL_CUSTOM_START + i;
15150
15151     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15152   }
15153
15154   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15155   {
15156     int element = EL_GROUP_START + i;
15157
15158     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15159   }
15160
15161   for (i = 0; i < 4; i++)
15162   {
15163     for (j = 0; j < NUM_BELT_PARTS; j++)
15164     {
15165       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15166       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15167
15168       graphic_info[graphic].anim_mode = anim_mode;
15169     }
15170   }
15171
15172   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15173   {
15174     InitRND(tape.random_seed);
15175     for (i = 0; i < num_random_calls; i++)
15176       RND(1);
15177   }
15178
15179   if (game.num_random_calls != num_random_calls)
15180   {
15181     Error(ERR_INFO, "number of random calls out of sync");
15182     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15183     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15184     Error(ERR_EXIT, "this should not happen -- please debug");
15185   }
15186 }
15187
15188 void FreeEngineSnapshotSingle(void)
15189 {
15190   FreeSnapshotSingle();
15191
15192   setString(&snapshot_level_identifier, NULL);
15193   snapshot_level_nr = -1;
15194 }
15195
15196 void FreeEngineSnapshotList(void)
15197 {
15198   FreeSnapshotList();
15199 }
15200
15201 static ListNode *SaveEngineSnapshotBuffers(void)
15202 {
15203   ListNode *buffers = NULL;
15204
15205   // copy some special values to a structure better suited for the snapshot
15206
15207   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15208     SaveEngineSnapshotValues_RND();
15209   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15210     SaveEngineSnapshotValues_EM();
15211   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15212     SaveEngineSnapshotValues_SP(&buffers);
15213   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15214     SaveEngineSnapshotValues_MM(&buffers);
15215
15216   // save values stored in special snapshot structure
15217
15218   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15219     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15220   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15221     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15222   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15223     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15224   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15225     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15226
15227   // save further RND engine values
15228
15229   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15230   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15231   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15232
15233   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15234   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15235   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15236   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15237
15238   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15239   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15240   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15241   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15242   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15243
15244   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15245   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15246   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15247
15248   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15249
15250   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15251
15252   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15253   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15254
15255   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15256   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15257   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15258   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15259   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15260   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15261   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15262   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15263   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15264   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15265   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15266   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15267   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15268   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15269   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15270   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15271   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15272   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15273
15274   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15275   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15276
15277   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15278   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15279   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15280
15281   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15282   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15283
15284   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15285   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15286   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15287   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15288   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15289
15290   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15291   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15292
15293 #if 0
15294   ListNode *node = engine_snapshot_list_rnd;
15295   int num_bytes = 0;
15296
15297   while (node != NULL)
15298   {
15299     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15300
15301     node = node->next;
15302   }
15303
15304   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15305 #endif
15306
15307   return buffers;
15308 }
15309
15310 void SaveEngineSnapshotSingle(void)
15311 {
15312   ListNode *buffers = SaveEngineSnapshotBuffers();
15313
15314   // finally save all snapshot buffers to single snapshot
15315   SaveSnapshotSingle(buffers);
15316
15317   // save level identification information
15318   setString(&snapshot_level_identifier, leveldir_current->identifier);
15319   snapshot_level_nr = level_nr;
15320 }
15321
15322 boolean CheckSaveEngineSnapshotToList(void)
15323 {
15324   boolean save_snapshot =
15325     ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15326      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15327       game.snapshot.changed_action) ||
15328      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15329       game.snapshot.collected_item));
15330
15331   game.snapshot.changed_action = FALSE;
15332   game.snapshot.collected_item = FALSE;
15333   game.snapshot.save_snapshot = save_snapshot;
15334
15335   return save_snapshot;
15336 }
15337
15338 void SaveEngineSnapshotToList(void)
15339 {
15340   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15341       tape.quick_resume)
15342     return;
15343
15344   ListNode *buffers = SaveEngineSnapshotBuffers();
15345
15346   // finally save all snapshot buffers to snapshot list
15347   SaveSnapshotToList(buffers);
15348 }
15349
15350 void SaveEngineSnapshotToListInitial(void)
15351 {
15352   FreeEngineSnapshotList();
15353
15354   SaveEngineSnapshotToList();
15355 }
15356
15357 static void LoadEngineSnapshotValues(void)
15358 {
15359   // restore special values from snapshot structure
15360
15361   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15362     LoadEngineSnapshotValues_RND();
15363   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15364     LoadEngineSnapshotValues_EM();
15365   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15366     LoadEngineSnapshotValues_SP();
15367   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15368     LoadEngineSnapshotValues_MM();
15369 }
15370
15371 void LoadEngineSnapshotSingle(void)
15372 {
15373   LoadSnapshotSingle();
15374
15375   LoadEngineSnapshotValues();
15376 }
15377
15378 static void LoadEngineSnapshot_Undo(int steps)
15379 {
15380   LoadSnapshotFromList_Older(steps);
15381
15382   LoadEngineSnapshotValues();
15383 }
15384
15385 static void LoadEngineSnapshot_Redo(int steps)
15386 {
15387   LoadSnapshotFromList_Newer(steps);
15388
15389   LoadEngineSnapshotValues();
15390 }
15391
15392 boolean CheckEngineSnapshotSingle(void)
15393 {
15394   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15395           snapshot_level_nr == level_nr);
15396 }
15397
15398 boolean CheckEngineSnapshotList(void)
15399 {
15400   return CheckSnapshotList();
15401 }
15402
15403
15404 // ---------- new game button stuff -------------------------------------------
15405
15406 static struct
15407 {
15408   int graphic;
15409   struct XY *pos;
15410   int gadget_id;
15411   boolean *setup_value;
15412   boolean allowed_on_tape;
15413   char *infotext;
15414 } gamebutton_info[NUM_GAME_BUTTONS] =
15415 {
15416   {
15417     IMG_GFX_GAME_BUTTON_STOP,                   &game.button.stop,
15418     GAME_CTRL_ID_STOP,                          NULL,
15419     TRUE,                                       "stop game"
15420   },
15421   {
15422     IMG_GFX_GAME_BUTTON_PAUSE,                  &game.button.pause,
15423     GAME_CTRL_ID_PAUSE,                         NULL,
15424     TRUE,                                       "pause game"
15425   },
15426   {
15427     IMG_GFX_GAME_BUTTON_PLAY,                   &game.button.play,
15428     GAME_CTRL_ID_PLAY,                          NULL,
15429     TRUE,                                       "play game"
15430   },
15431   {
15432     IMG_GFX_GAME_BUTTON_UNDO,                   &game.button.undo,
15433     GAME_CTRL_ID_UNDO,                          NULL,
15434     TRUE,                                       "undo step"
15435   },
15436   {
15437     IMG_GFX_GAME_BUTTON_REDO,                   &game.button.redo,
15438     GAME_CTRL_ID_REDO,                          NULL,
15439     TRUE,                                       "redo step"
15440   },
15441   {
15442     IMG_GFX_GAME_BUTTON_SAVE,                   &game.button.save,
15443     GAME_CTRL_ID_SAVE,                          NULL,
15444     TRUE,                                       "save game"
15445   },
15446   {
15447     IMG_GFX_GAME_BUTTON_PAUSE2,                 &game.button.pause2,
15448     GAME_CTRL_ID_PAUSE2,                        NULL,
15449     TRUE,                                       "pause game"
15450   },
15451   {
15452     IMG_GFX_GAME_BUTTON_LOAD,                   &game.button.load,
15453     GAME_CTRL_ID_LOAD,                          NULL,
15454     TRUE,                                       "load game"
15455   },
15456   {
15457     IMG_GFX_GAME_BUTTON_PANEL_STOP,             &game.button.panel_stop,
15458     GAME_CTRL_ID_PANEL_STOP,                    NULL,
15459     FALSE,                                      "stop game"
15460   },
15461   {
15462     IMG_GFX_GAME_BUTTON_PANEL_PAUSE,            &game.button.panel_pause,
15463     GAME_CTRL_ID_PANEL_PAUSE,                   NULL,
15464     FALSE,                                      "pause game"
15465   },
15466   {
15467     IMG_GFX_GAME_BUTTON_PANEL_PLAY,             &game.button.panel_play,
15468     GAME_CTRL_ID_PANEL_PLAY,                    NULL,
15469     FALSE,                                      "play game"
15470   },
15471   {
15472     IMG_GFX_GAME_BUTTON_SOUND_MUSIC,            &game.button.sound_music,
15473     SOUND_CTRL_ID_MUSIC,                        &setup.sound_music,
15474     TRUE,                                       "background music on/off"
15475   },
15476   {
15477     IMG_GFX_GAME_BUTTON_SOUND_LOOPS,            &game.button.sound_loops,
15478     SOUND_CTRL_ID_LOOPS,                        &setup.sound_loops,
15479     TRUE,                                       "sound loops on/off"
15480   },
15481   {
15482     IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,           &game.button.sound_simple,
15483     SOUND_CTRL_ID_SIMPLE,                       &setup.sound_simple,
15484     TRUE,                                       "normal sounds on/off"
15485   },
15486   {
15487     IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,      &game.button.panel_sound_music,
15488     SOUND_CTRL_ID_PANEL_MUSIC,                  &setup.sound_music,
15489     FALSE,                                      "background music on/off"
15490   },
15491   {
15492     IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,      &game.button.panel_sound_loops,
15493     SOUND_CTRL_ID_PANEL_LOOPS,                  &setup.sound_loops,
15494     FALSE,                                      "sound loops on/off"
15495   },
15496   {
15497     IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,     &game.button.panel_sound_simple,
15498     SOUND_CTRL_ID_PANEL_SIMPLE,                 &setup.sound_simple,
15499     FALSE,                                      "normal sounds on/off"
15500   }
15501 };
15502
15503 void CreateGameButtons(void)
15504 {
15505   int i;
15506
15507   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15508   {
15509     int graphic = gamebutton_info[i].graphic;
15510     struct GraphicInfo *gfx = &graphic_info[graphic];
15511     struct XY *pos = gamebutton_info[i].pos;
15512     struct GadgetInfo *gi;
15513     int button_type;
15514     boolean checked;
15515     unsigned int event_mask;
15516     boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15517     boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15518     int base_x = (on_tape ? VX : DX);
15519     int base_y = (on_tape ? VY : DY);
15520     int gd_x   = gfx->src_x;
15521     int gd_y   = gfx->src_y;
15522     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
15523     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
15524     int gd_xa  = gfx->src_x + gfx->active_xoffset;
15525     int gd_ya  = gfx->src_y + gfx->active_yoffset;
15526     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15527     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15528     int id = i;
15529
15530     if (gfx->bitmap == NULL)
15531     {
15532       game_gadget[id] = NULL;
15533
15534       continue;
15535     }
15536
15537     if (id == GAME_CTRL_ID_STOP ||
15538         id == GAME_CTRL_ID_PANEL_STOP ||
15539         id == GAME_CTRL_ID_PLAY ||
15540         id == GAME_CTRL_ID_PANEL_PLAY ||
15541         id == GAME_CTRL_ID_SAVE ||
15542         id == GAME_CTRL_ID_LOAD)
15543     {
15544       button_type = GD_TYPE_NORMAL_BUTTON;
15545       checked = FALSE;
15546       event_mask = GD_EVENT_RELEASED;
15547     }
15548     else if (id == GAME_CTRL_ID_UNDO ||
15549              id == GAME_CTRL_ID_REDO)
15550     {
15551       button_type = GD_TYPE_NORMAL_BUTTON;
15552       checked = FALSE;
15553       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15554     }
15555     else
15556     {
15557       button_type = GD_TYPE_CHECK_BUTTON;
15558       checked = (gamebutton_info[i].setup_value != NULL ?
15559                  *gamebutton_info[i].setup_value : FALSE);
15560       event_mask = GD_EVENT_PRESSED;
15561     }
15562
15563     gi = CreateGadget(GDI_CUSTOM_ID, id,
15564                       GDI_IMAGE_ID, graphic,
15565                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
15566                       GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15567                       GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15568                       GDI_WIDTH, gfx->width,
15569                       GDI_HEIGHT, gfx->height,
15570                       GDI_TYPE, button_type,
15571                       GDI_STATE, GD_BUTTON_UNPRESSED,
15572                       GDI_CHECKED, checked,
15573                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15574                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15575                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15576                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15577                       GDI_DIRECT_DRAW, FALSE,
15578                       GDI_EVENT_MASK, event_mask,
15579                       GDI_CALLBACK_ACTION, HandleGameButtons,
15580                       GDI_END);
15581
15582     if (gi == NULL)
15583       Error(ERR_EXIT, "cannot create gadget");
15584
15585     game_gadget[id] = gi;
15586   }
15587 }
15588
15589 void FreeGameButtons(void)
15590 {
15591   int i;
15592
15593   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15594     FreeGadget(game_gadget[i]);
15595 }
15596
15597 static void UnmapGameButtonsAtSamePosition(int id)
15598 {
15599   int i;
15600
15601   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15602     if (i != id &&
15603         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15604         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15605       UnmapGadget(game_gadget[i]);
15606 }
15607
15608 static void UnmapGameButtonsAtSamePosition_All(void)
15609 {
15610   if (setup.show_snapshot_buttons)
15611   {
15612     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15613     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15614     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15615   }
15616   else
15617   {
15618     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15619     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15620     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15621
15622     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15623     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15624     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15625   }
15626 }
15627
15628 static void MapGameButtonsAtSamePosition(int id)
15629 {
15630   int i;
15631
15632   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15633     if (i != id &&
15634         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15635         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15636       MapGadget(game_gadget[i]);
15637
15638   UnmapGameButtonsAtSamePosition_All();
15639 }
15640
15641 void MapUndoRedoButtons(void)
15642 {
15643   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15644   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15645
15646   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15647   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15648
15649   ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15650 }
15651
15652 void UnmapUndoRedoButtons(void)
15653 {
15654   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15655   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15656
15657   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15658   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15659
15660   ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15661 }
15662
15663 static void MapGameButtonsExt(boolean on_tape)
15664 {
15665   int i;
15666
15667   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15668     if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15669         i != GAME_CTRL_ID_UNDO &&
15670         i != GAME_CTRL_ID_REDO)
15671       MapGadget(game_gadget[i]);
15672
15673   UnmapGameButtonsAtSamePosition_All();
15674
15675   RedrawGameButtons();
15676 }
15677
15678 static void UnmapGameButtonsExt(boolean on_tape)
15679 {
15680   int i;
15681
15682   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15683     if (!on_tape || gamebutton_info[i].allowed_on_tape)
15684       UnmapGadget(game_gadget[i]);
15685 }
15686
15687 static void RedrawGameButtonsExt(boolean on_tape)
15688 {
15689   int i;
15690
15691   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15692     if (!on_tape || gamebutton_info[i].allowed_on_tape)
15693       RedrawGadget(game_gadget[i]);
15694
15695   // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15696   redraw_mask &= ~REDRAW_ALL;
15697 }
15698
15699 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15700 {
15701   if (gi == NULL)
15702     return;
15703
15704   gi->checked = state;
15705 }
15706
15707 static void RedrawSoundButtonGadget(int id)
15708 {
15709   int id2 = (id == SOUND_CTRL_ID_MUSIC        ? SOUND_CTRL_ID_PANEL_MUSIC :
15710              id == SOUND_CTRL_ID_LOOPS        ? SOUND_CTRL_ID_PANEL_LOOPS :
15711              id == SOUND_CTRL_ID_SIMPLE       ? SOUND_CTRL_ID_PANEL_SIMPLE :
15712              id == SOUND_CTRL_ID_PANEL_MUSIC  ? SOUND_CTRL_ID_MUSIC :
15713              id == SOUND_CTRL_ID_PANEL_LOOPS  ? SOUND_CTRL_ID_LOOPS :
15714              id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15715              id);
15716
15717   SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15718   RedrawGadget(game_gadget[id2]);
15719 }
15720
15721 void MapGameButtons(void)
15722 {
15723   MapGameButtonsExt(FALSE);
15724 }
15725
15726 void UnmapGameButtons(void)
15727 {
15728   UnmapGameButtonsExt(FALSE);
15729 }
15730
15731 void RedrawGameButtons(void)
15732 {
15733   RedrawGameButtonsExt(FALSE);
15734 }
15735
15736 void MapGameButtonsOnTape(void)
15737 {
15738   MapGameButtonsExt(TRUE);
15739 }
15740
15741 void UnmapGameButtonsOnTape(void)
15742 {
15743   UnmapGameButtonsExt(TRUE);
15744 }
15745
15746 void RedrawGameButtonsOnTape(void)
15747 {
15748   RedrawGameButtonsExt(TRUE);
15749 }
15750
15751 static void GameUndoRedoExt(void)
15752 {
15753   ClearPlayerAction();
15754
15755   tape.pausing = TRUE;
15756
15757   RedrawPlayfield();
15758   UpdateAndDisplayGameControlValues();
15759
15760   DrawCompleteVideoDisplay();
15761   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15762   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15763   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15764
15765   BackToFront();
15766 }
15767
15768 static void GameUndo(int steps)
15769 {
15770   if (!CheckEngineSnapshotList())
15771     return;
15772
15773   LoadEngineSnapshot_Undo(steps);
15774
15775   GameUndoRedoExt();
15776 }
15777
15778 static void GameRedo(int steps)
15779 {
15780   if (!CheckEngineSnapshotList())
15781     return;
15782
15783   LoadEngineSnapshot_Redo(steps);
15784
15785   GameUndoRedoExt();
15786 }
15787
15788 static void HandleGameButtonsExt(int id, int button)
15789 {
15790   static boolean game_undo_executed = FALSE;
15791   int steps = BUTTON_STEPSIZE(button);
15792   boolean handle_game_buttons =
15793     (game_status == GAME_MODE_PLAYING ||
15794      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15795
15796   if (!handle_game_buttons)
15797     return;
15798
15799   switch (id)
15800   {
15801     case GAME_CTRL_ID_STOP:
15802     case GAME_CTRL_ID_PANEL_STOP:
15803       if (game_status == GAME_MODE_MAIN)
15804         break;
15805
15806       if (tape.playing)
15807         TapeStop();
15808       else
15809         RequestQuitGame(TRUE);
15810
15811       break;
15812
15813     case GAME_CTRL_ID_PAUSE:
15814     case GAME_CTRL_ID_PAUSE2:
15815     case GAME_CTRL_ID_PANEL_PAUSE:
15816       if (network.enabled && game_status == GAME_MODE_PLAYING)
15817       {
15818         if (tape.pausing)
15819           SendToServer_ContinuePlaying();
15820         else
15821           SendToServer_PausePlaying();
15822       }
15823       else
15824         TapeTogglePause(TAPE_TOGGLE_MANUAL);
15825
15826       game_undo_executed = FALSE;
15827
15828       break;
15829
15830     case GAME_CTRL_ID_PLAY:
15831     case GAME_CTRL_ID_PANEL_PLAY:
15832       if (game_status == GAME_MODE_MAIN)
15833       {
15834         StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15835       }
15836       else if (tape.pausing)
15837       {
15838         if (network.enabled)
15839           SendToServer_ContinuePlaying();
15840         else
15841           TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15842       }
15843       break;
15844
15845     case GAME_CTRL_ID_UNDO:
15846       // Important: When using "save snapshot when collecting an item" mode,
15847       // load last (current) snapshot for first "undo" after pressing "pause"
15848       // (else the last-but-one snapshot would be loaded, because the snapshot
15849       // pointer already points to the last snapshot when pressing "pause",
15850       // which is fine for "every step/move" mode, but not for "every collect")
15851       if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15852           !game_undo_executed)
15853         steps--;
15854
15855       game_undo_executed = TRUE;
15856
15857       GameUndo(steps);
15858       break;
15859
15860     case GAME_CTRL_ID_REDO:
15861       GameRedo(steps);
15862       break;
15863
15864     case GAME_CTRL_ID_SAVE:
15865       TapeQuickSave();
15866       break;
15867
15868     case GAME_CTRL_ID_LOAD:
15869       TapeQuickLoad();
15870       break;
15871
15872     case SOUND_CTRL_ID_MUSIC:
15873     case SOUND_CTRL_ID_PANEL_MUSIC:
15874       if (setup.sound_music)
15875       { 
15876         setup.sound_music = FALSE;
15877
15878         FadeMusic();
15879       }
15880       else if (audio.music_available)
15881       { 
15882         setup.sound = setup.sound_music = TRUE;
15883
15884         SetAudioMode(setup.sound);
15885
15886         if (game_status == GAME_MODE_PLAYING)
15887           PlayLevelMusic();
15888       }
15889
15890       RedrawSoundButtonGadget(id);
15891
15892       break;
15893
15894     case SOUND_CTRL_ID_LOOPS:
15895     case SOUND_CTRL_ID_PANEL_LOOPS:
15896       if (setup.sound_loops)
15897         setup.sound_loops = FALSE;
15898       else if (audio.loops_available)
15899       {
15900         setup.sound = setup.sound_loops = TRUE;
15901
15902         SetAudioMode(setup.sound);
15903       }
15904
15905       RedrawSoundButtonGadget(id);
15906
15907       break;
15908
15909     case SOUND_CTRL_ID_SIMPLE:
15910     case SOUND_CTRL_ID_PANEL_SIMPLE:
15911       if (setup.sound_simple)
15912         setup.sound_simple = FALSE;
15913       else if (audio.sound_available)
15914       {
15915         setup.sound = setup.sound_simple = TRUE;
15916
15917         SetAudioMode(setup.sound);
15918       }
15919
15920       RedrawSoundButtonGadget(id);
15921
15922       break;
15923
15924     default:
15925       break;
15926   }
15927 }
15928
15929 static void HandleGameButtons(struct GadgetInfo *gi)
15930 {
15931   HandleGameButtonsExt(gi->custom_id, gi->event.button);
15932 }
15933
15934 void HandleSoundButtonKeys(Key key)
15935 {
15936   if (key == setup.shortcut.sound_simple)
15937     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15938   else if (key == setup.shortcut.sound_loops)
15939     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15940   else if (key == setup.shortcut.sound_music)
15941     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
15942 }