2cf0e9aa46a468e4eacf98bf528d34964359d322
[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()             (local_player->LevelSolved_PanelOff)
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();
1089 static void FadeLevelSoundsAndMusic();
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
1116 static int getInvisibleActiveFromInvisibleElement(int);
1117 static int getInvisibleFromInvisibleActiveElement(int);
1118
1119 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1120
1121 /* for detection of endless loops, caused by custom element programming */
1122 /* (using maximal playfield width x 10 is just a rough approximation) */
1123 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1124
1125 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1126 {                                                                       \
1127   if (recursion_loop_detected)                                          \
1128     return (rc);                                                        \
1129                                                                         \
1130   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1131   {                                                                     \
1132     recursion_loop_detected = TRUE;                                     \
1133     recursion_loop_element = (e);                                       \
1134   }                                                                     \
1135                                                                         \
1136   recursion_loop_depth++;                                               \
1137 }
1138
1139 #define RECURSION_LOOP_DETECTION_END()                                  \
1140 {                                                                       \
1141   recursion_loop_depth--;                                               \
1142 }
1143
1144 static int recursion_loop_depth;
1145 static boolean recursion_loop_detected;
1146 static boolean recursion_loop_element;
1147
1148 static int map_player_action[MAX_PLAYERS];
1149
1150
1151 /* ------------------------------------------------------------------------- */
1152 /* definition of elements that automatically change to other elements after  */
1153 /* a specified time, eventually calling a function when changing             */
1154 /* ------------------------------------------------------------------------- */
1155
1156 /* forward declaration for changer functions */
1157 static void InitBuggyBase(int, int);
1158 static void WarnBuggyBase(int, int);
1159
1160 static void InitTrap(int, int);
1161 static void ActivateTrap(int, int);
1162 static void ChangeActiveTrap(int, int);
1163
1164 static void InitRobotWheel(int, int);
1165 static void RunRobotWheel(int, int);
1166 static void StopRobotWheel(int, int);
1167
1168 static void InitTimegateWheel(int, int);
1169 static void RunTimegateWheel(int, int);
1170
1171 static void InitMagicBallDelay(int, int);
1172 static void ActivateMagicBall(int, int);
1173
1174 struct ChangingElementInfo
1175 {
1176   int element;
1177   int target_element;
1178   int change_delay;
1179   void (*pre_change_function)(int x, int y);
1180   void (*change_function)(int x, int y);
1181   void (*post_change_function)(int x, int y);
1182 };
1183
1184 static struct ChangingElementInfo change_delay_list[] =
1185 {
1186   {
1187     EL_NUT_BREAKING,
1188     EL_EMERALD,
1189     6,
1190     NULL,
1191     NULL,
1192     NULL
1193   },
1194   {
1195     EL_PEARL_BREAKING,
1196     EL_EMPTY,
1197     8,
1198     NULL,
1199     NULL,
1200     NULL
1201   },
1202   {
1203     EL_EXIT_OPENING,
1204     EL_EXIT_OPEN,
1205     29,
1206     NULL,
1207     NULL,
1208     NULL
1209   },
1210   {
1211     EL_EXIT_CLOSING,
1212     EL_EXIT_CLOSED,
1213     29,
1214     NULL,
1215     NULL,
1216     NULL
1217   },
1218   {
1219     EL_STEEL_EXIT_OPENING,
1220     EL_STEEL_EXIT_OPEN,
1221     29,
1222     NULL,
1223     NULL,
1224     NULL
1225   },
1226   {
1227     EL_STEEL_EXIT_CLOSING,
1228     EL_STEEL_EXIT_CLOSED,
1229     29,
1230     NULL,
1231     NULL,
1232     NULL
1233   },
1234   {
1235     EL_EM_EXIT_OPENING,
1236     EL_EM_EXIT_OPEN,
1237     29,
1238     NULL,
1239     NULL,
1240     NULL
1241   },
1242   {
1243     EL_EM_EXIT_CLOSING,
1244     EL_EMPTY,
1245     29,
1246     NULL,
1247     NULL,
1248     NULL
1249   },
1250   {
1251     EL_EM_STEEL_EXIT_OPENING,
1252     EL_EM_STEEL_EXIT_OPEN,
1253     29,
1254     NULL,
1255     NULL,
1256     NULL
1257   },
1258   {
1259     EL_EM_STEEL_EXIT_CLOSING,
1260     EL_STEELWALL,
1261     29,
1262     NULL,
1263     NULL,
1264     NULL
1265   },
1266   {
1267     EL_SP_EXIT_OPENING,
1268     EL_SP_EXIT_OPEN,
1269     29,
1270     NULL,
1271     NULL,
1272     NULL
1273   },
1274   {
1275     EL_SP_EXIT_CLOSING,
1276     EL_SP_EXIT_CLOSED,
1277     29,
1278     NULL,
1279     NULL,
1280     NULL
1281   },
1282   {
1283     EL_SWITCHGATE_OPENING,
1284     EL_SWITCHGATE_OPEN,
1285     29,
1286     NULL,
1287     NULL,
1288     NULL
1289   },
1290   {
1291     EL_SWITCHGATE_CLOSING,
1292     EL_SWITCHGATE_CLOSED,
1293     29,
1294     NULL,
1295     NULL,
1296     NULL
1297   },
1298   {
1299     EL_TIMEGATE_OPENING,
1300     EL_TIMEGATE_OPEN,
1301     29,
1302     NULL,
1303     NULL,
1304     NULL
1305   },
1306   {
1307     EL_TIMEGATE_CLOSING,
1308     EL_TIMEGATE_CLOSED,
1309     29,
1310     NULL,
1311     NULL,
1312     NULL
1313   },
1314
1315   {
1316     EL_ACID_SPLASH_LEFT,
1317     EL_EMPTY,
1318     8,
1319     NULL,
1320     NULL,
1321     NULL
1322   },
1323   {
1324     EL_ACID_SPLASH_RIGHT,
1325     EL_EMPTY,
1326     8,
1327     NULL,
1328     NULL,
1329     NULL
1330   },
1331   {
1332     EL_SP_BUGGY_BASE,
1333     EL_SP_BUGGY_BASE_ACTIVATING,
1334     0,
1335     InitBuggyBase,
1336     NULL,
1337     NULL
1338   },
1339   {
1340     EL_SP_BUGGY_BASE_ACTIVATING,
1341     EL_SP_BUGGY_BASE_ACTIVE,
1342     0,
1343     InitBuggyBase,
1344     NULL,
1345     NULL
1346   },
1347   {
1348     EL_SP_BUGGY_BASE_ACTIVE,
1349     EL_SP_BUGGY_BASE,
1350     0,
1351     InitBuggyBase,
1352     WarnBuggyBase,
1353     NULL
1354   },
1355   {
1356     EL_TRAP,
1357     EL_TRAP_ACTIVE,
1358     0,
1359     InitTrap,
1360     NULL,
1361     ActivateTrap
1362   },
1363   {
1364     EL_TRAP_ACTIVE,
1365     EL_TRAP,
1366     31,
1367     NULL,
1368     ChangeActiveTrap,
1369     NULL
1370   },
1371   {
1372     EL_ROBOT_WHEEL_ACTIVE,
1373     EL_ROBOT_WHEEL,
1374     0,
1375     InitRobotWheel,
1376     RunRobotWheel,
1377     StopRobotWheel
1378   },
1379   {
1380     EL_TIMEGATE_SWITCH_ACTIVE,
1381     EL_TIMEGATE_SWITCH,
1382     0,
1383     InitTimegateWheel,
1384     RunTimegateWheel,
1385     NULL
1386   },
1387   {
1388     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1389     EL_DC_TIMEGATE_SWITCH,
1390     0,
1391     InitTimegateWheel,
1392     RunTimegateWheel,
1393     NULL
1394   },
1395   {
1396     EL_EMC_MAGIC_BALL_ACTIVE,
1397     EL_EMC_MAGIC_BALL_ACTIVE,
1398     0,
1399     InitMagicBallDelay,
1400     NULL,
1401     ActivateMagicBall
1402   },
1403   {
1404     EL_EMC_SPRING_BUMPER_ACTIVE,
1405     EL_EMC_SPRING_BUMPER,
1406     8,
1407     NULL,
1408     NULL,
1409     NULL
1410   },
1411   {
1412     EL_DIAGONAL_SHRINKING,
1413     EL_UNDEFINED,
1414     0,
1415     NULL,
1416     NULL,
1417     NULL
1418   },
1419   {
1420     EL_DIAGONAL_GROWING,
1421     EL_UNDEFINED,
1422     0,
1423     NULL,
1424     NULL,
1425     NULL,
1426   },
1427
1428   {
1429     EL_UNDEFINED,
1430     EL_UNDEFINED,
1431     -1,
1432     NULL,
1433     NULL,
1434     NULL
1435   }
1436 };
1437
1438 struct
1439 {
1440   int element;
1441   int push_delay_fixed, push_delay_random;
1442 }
1443 push_delay_list[] =
1444 {
1445   { EL_SPRING,                  0, 0 },
1446   { EL_BALLOON,                 0, 0 },
1447
1448   { EL_SOKOBAN_OBJECT,          2, 0 },
1449   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1450   { EL_SATELLITE,               2, 0 },
1451   { EL_SP_DISK_YELLOW,          2, 0 },
1452
1453   { EL_UNDEFINED,               0, 0 },
1454 };
1455
1456 struct
1457 {
1458   int element;
1459   int move_stepsize;
1460 }
1461 move_stepsize_list[] =
1462 {
1463   { EL_AMOEBA_DROP,             2 },
1464   { EL_AMOEBA_DROPPING,         2 },
1465   { EL_QUICKSAND_FILLING,       1 },
1466   { EL_QUICKSAND_EMPTYING,      1 },
1467   { EL_QUICKSAND_FAST_FILLING,  2 },
1468   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1469   { EL_MAGIC_WALL_FILLING,      2 },
1470   { EL_MAGIC_WALL_EMPTYING,     2 },
1471   { EL_BD_MAGIC_WALL_FILLING,   2 },
1472   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1473   { EL_DC_MAGIC_WALL_FILLING,   2 },
1474   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1475
1476   { EL_UNDEFINED,               0 },
1477 };
1478
1479 struct
1480 {
1481   int element;
1482   int count;
1483 }
1484 collect_count_list[] =
1485 {
1486   { EL_EMERALD,                 1 },
1487   { EL_BD_DIAMOND,              1 },
1488   { EL_EMERALD_YELLOW,          1 },
1489   { EL_EMERALD_RED,             1 },
1490   { EL_EMERALD_PURPLE,          1 },
1491   { EL_DIAMOND,                 3 },
1492   { EL_SP_INFOTRON,             1 },
1493   { EL_PEARL,                   5 },
1494   { EL_CRYSTAL,                 8 },
1495
1496   { EL_UNDEFINED,               0 },
1497 };
1498
1499 struct
1500 {
1501   int element;
1502   int direction;
1503 }
1504 access_direction_list[] =
1505 {
1506   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1507   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1508   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1509   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1510   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1511   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1512   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1513   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1514   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1515   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1516   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1517
1518   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1519   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1520   { EL_SP_PORT_UP,                                                   MV_DOWN },
1521   { EL_SP_PORT_DOWN,                                         MV_UP           },
1522   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1523   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1524   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1525   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1526   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1527   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1528   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1529   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1530   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1531   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1532   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1533   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1534   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1535   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1536   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1537
1538   { EL_UNDEFINED,                       MV_NONE                              }
1539 };
1540
1541 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1542
1543 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1544 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1545 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Feld[x][y]) || \
1546                                  IS_JUST_CHANGING(x, y))
1547
1548 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1549
1550 /* static variables for playfield scan mode (scanning forward or backward) */
1551 static int playfield_scan_start_x = 0;
1552 static int playfield_scan_start_y = 0;
1553 static int playfield_scan_delta_x = 1;
1554 static int playfield_scan_delta_y = 1;
1555
1556 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1557                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1558                                      (y) += playfield_scan_delta_y)     \
1559                                 for ((x) = playfield_scan_start_x;      \
1560                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1561                                      (x) += playfield_scan_delta_x)
1562
1563 #ifdef DEBUG
1564 void DEBUG_SetMaximumDynamite()
1565 {
1566   int i;
1567
1568   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1569     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1570       local_player->inventory_element[local_player->inventory_size++] =
1571         EL_DYNAMITE;
1572 }
1573 #endif
1574
1575 static void InitPlayfieldScanModeVars()
1576 {
1577   if (game.use_reverse_scan_direction)
1578   {
1579     playfield_scan_start_x = lev_fieldx - 1;
1580     playfield_scan_start_y = lev_fieldy - 1;
1581
1582     playfield_scan_delta_x = -1;
1583     playfield_scan_delta_y = -1;
1584   }
1585   else
1586   {
1587     playfield_scan_start_x = 0;
1588     playfield_scan_start_y = 0;
1589
1590     playfield_scan_delta_x = 1;
1591     playfield_scan_delta_y = 1;
1592   }
1593 }
1594
1595 static void InitPlayfieldScanMode(int mode)
1596 {
1597   game.use_reverse_scan_direction =
1598     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1599
1600   InitPlayfieldScanModeVars();
1601 }
1602
1603 static int get_move_delay_from_stepsize(int move_stepsize)
1604 {
1605   move_stepsize =
1606     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1607
1608   /* make sure that stepsize value is always a power of 2 */
1609   move_stepsize = (1 << log_2(move_stepsize));
1610
1611   return TILEX / move_stepsize;
1612 }
1613
1614 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1615                                boolean init_game)
1616 {
1617   int player_nr = player->index_nr;
1618   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1619   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1620
1621   /* do no immediately change move delay -- the player might just be moving */
1622   player->move_delay_value_next = move_delay;
1623
1624   /* information if player can move must be set separately */
1625   player->cannot_move = cannot_move;
1626
1627   if (init_game)
1628   {
1629     player->move_delay       = game.initial_move_delay[player_nr];
1630     player->move_delay_value = game.initial_move_delay_value[player_nr];
1631
1632     player->move_delay_value_next = -1;
1633
1634     player->move_delay_reset_counter = 0;
1635   }
1636 }
1637
1638 void GetPlayerConfig()
1639 {
1640   GameFrameDelay = setup.game_frame_delay;
1641
1642   if (!audio.sound_available)
1643     setup.sound_simple = FALSE;
1644
1645   if (!audio.loops_available)
1646     setup.sound_loops = FALSE;
1647
1648   if (!audio.music_available)
1649     setup.sound_music = FALSE;
1650
1651   if (!video.fullscreen_available)
1652     setup.fullscreen = FALSE;
1653
1654   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1655
1656   SetAudioMode(setup.sound);
1657 }
1658
1659 int GetElementFromGroupElement(int element)
1660 {
1661   if (IS_GROUP_ELEMENT(element))
1662   {
1663     struct ElementGroupInfo *group = element_info[element].group;
1664     int last_anim_random_frame = gfx.anim_random_frame;
1665     int element_pos;
1666
1667     if (group->choice_mode == ANIM_RANDOM)
1668       gfx.anim_random_frame = RND(group->num_elements_resolved);
1669
1670     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1671                                     group->choice_mode, 0,
1672                                     group->choice_pos);
1673
1674     if (group->choice_mode == ANIM_RANDOM)
1675       gfx.anim_random_frame = last_anim_random_frame;
1676
1677     group->choice_pos++;
1678
1679     element = group->element_resolved[element_pos];
1680   }
1681
1682   return element;
1683 }
1684
1685 static void InitPlayerField(int x, int y, int element, boolean init_game)
1686 {
1687   if (element == EL_SP_MURPHY)
1688   {
1689     if (init_game)
1690     {
1691       if (stored_player[0].present)
1692       {
1693         Feld[x][y] = EL_SP_MURPHY_CLONE;
1694
1695         return;
1696       }
1697       else
1698       {
1699         stored_player[0].initial_element = element;
1700         stored_player[0].use_murphy = TRUE;
1701
1702         if (!level.use_artwork_element[0])
1703           stored_player[0].artwork_element = EL_SP_MURPHY;
1704       }
1705
1706       Feld[x][y] = EL_PLAYER_1;
1707     }
1708   }
1709
1710   if (init_game)
1711   {
1712     struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1713     int jx = player->jx, jy = player->jy;
1714
1715     player->present = TRUE;
1716
1717     player->block_last_field = (element == EL_SP_MURPHY ?
1718                                 level.sp_block_last_field :
1719                                 level.block_last_field);
1720
1721     /* ---------- initialize player's last field block delay --------------- */
1722
1723     /* always start with reliable default value (no adjustment needed) */
1724     player->block_delay_adjustment = 0;
1725
1726     /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1727     if (player->block_last_field && element == EL_SP_MURPHY)
1728       player->block_delay_adjustment = 1;
1729
1730     /* special case 2: in game engines before 3.1.1, blocking was different */
1731     if (game.use_block_last_field_bug)
1732       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1733
1734     if (!network.enabled || player->connected_network)
1735     {
1736       player->active = TRUE;
1737
1738       /* remove potentially duplicate players */
1739       if (StorePlayer[jx][jy] == Feld[x][y])
1740         StorePlayer[jx][jy] = 0;
1741
1742       StorePlayer[x][y] = Feld[x][y];
1743
1744 #if DEBUG_INIT_PLAYER
1745       if (options.debug)
1746       {
1747         printf("- player element %d activated", player->element_nr);
1748         printf(" (local player is %d and currently %s)\n",
1749                local_player->element_nr,
1750                local_player->active ? "active" : "not active");
1751       }
1752     }
1753 #endif
1754
1755     Feld[x][y] = EL_EMPTY;
1756
1757     player->jx = player->last_jx = x;
1758     player->jy = player->last_jy = y;
1759   }
1760
1761   if (!init_game)
1762   {
1763     int player_nr = GET_PLAYER_NR(element);
1764     struct PlayerInfo *player = &stored_player[player_nr];
1765
1766     if (player->active && player->killed)
1767       player->reanimated = TRUE; /* if player was just killed, reanimate him */
1768   }
1769 }
1770
1771 static void InitField(int x, int y, boolean init_game)
1772 {
1773   int element = Feld[x][y];
1774
1775   switch (element)
1776   {
1777     case EL_SP_MURPHY:
1778     case EL_PLAYER_1:
1779     case EL_PLAYER_2:
1780     case EL_PLAYER_3:
1781     case EL_PLAYER_4:
1782       InitPlayerField(x, y, element, init_game);
1783       break;
1784
1785     case EL_SOKOBAN_FIELD_PLAYER:
1786       element = Feld[x][y] = EL_PLAYER_1;
1787       InitField(x, y, init_game);
1788
1789       element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1790       InitField(x, y, init_game);
1791       break;
1792
1793     case EL_SOKOBAN_FIELD_EMPTY:
1794       local_player->sokobanfields_still_needed++;
1795       break;
1796
1797     case EL_STONEBLOCK:
1798       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1799         Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1800       else if (x > 0 && Feld[x-1][y] == EL_ACID)
1801         Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1802       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1803         Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1804       else if (y > 0 && Feld[x][y-1] == EL_ACID)
1805         Feld[x][y] = EL_ACID_POOL_BOTTOM;
1806       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1807         Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1808       break;
1809
1810     case EL_BUG:
1811     case EL_BUG_RIGHT:
1812     case EL_BUG_UP:
1813     case EL_BUG_LEFT:
1814     case EL_BUG_DOWN:
1815     case EL_SPACESHIP:
1816     case EL_SPACESHIP_RIGHT:
1817     case EL_SPACESHIP_UP:
1818     case EL_SPACESHIP_LEFT:
1819     case EL_SPACESHIP_DOWN:
1820     case EL_BD_BUTTERFLY:
1821     case EL_BD_BUTTERFLY_RIGHT:
1822     case EL_BD_BUTTERFLY_UP:
1823     case EL_BD_BUTTERFLY_LEFT:
1824     case EL_BD_BUTTERFLY_DOWN:
1825     case EL_BD_FIREFLY:
1826     case EL_BD_FIREFLY_RIGHT:
1827     case EL_BD_FIREFLY_UP:
1828     case EL_BD_FIREFLY_LEFT:
1829     case EL_BD_FIREFLY_DOWN:
1830     case EL_PACMAN_RIGHT:
1831     case EL_PACMAN_UP:
1832     case EL_PACMAN_LEFT:
1833     case EL_PACMAN_DOWN:
1834     case EL_YAMYAM:
1835     case EL_YAMYAM_LEFT:
1836     case EL_YAMYAM_RIGHT:
1837     case EL_YAMYAM_UP:
1838     case EL_YAMYAM_DOWN:
1839     case EL_DARK_YAMYAM:
1840     case EL_ROBOT:
1841     case EL_PACMAN:
1842     case EL_SP_SNIKSNAK:
1843     case EL_SP_ELECTRON:
1844     case EL_MOLE:
1845     case EL_MOLE_LEFT:
1846     case EL_MOLE_RIGHT:
1847     case EL_MOLE_UP:
1848     case EL_MOLE_DOWN:
1849       InitMovDir(x, y);
1850       break;
1851
1852     case EL_AMOEBA_FULL:
1853     case EL_BD_AMOEBA:
1854       InitAmoebaNr(x, y);
1855       break;
1856
1857     case EL_AMOEBA_DROP:
1858       if (y == lev_fieldy - 1)
1859       {
1860         Feld[x][y] = EL_AMOEBA_GROWING;
1861         Store[x][y] = EL_AMOEBA_WET;
1862       }
1863       break;
1864
1865     case EL_DYNAMITE_ACTIVE:
1866     case EL_SP_DISK_RED_ACTIVE:
1867     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1868     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1869     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1870     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1871       MovDelay[x][y] = 96;
1872       break;
1873
1874     case EL_EM_DYNAMITE_ACTIVE:
1875       MovDelay[x][y] = 32;
1876       break;
1877
1878     case EL_LAMP:
1879       local_player->lights_still_needed++;
1880       break;
1881
1882     case EL_PENGUIN:
1883       local_player->friends_still_needed++;
1884       break;
1885
1886     case EL_PIG:
1887     case EL_DRAGON:
1888       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1889       break;
1890
1891     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1892     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1893     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1894     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1895     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1896     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1897     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1898     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1899     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1900     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1901     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1902     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1903       if (init_game)
1904       {
1905         int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1906         int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1907         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1908
1909         if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
1910         {
1911           game.belt_dir[belt_nr] = belt_dir;
1912           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1913         }
1914         else    /* more than one switch -- set it like the first switch */
1915         {
1916           Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1917         }
1918       }
1919       break;
1920
1921     case EL_LIGHT_SWITCH_ACTIVE:
1922       if (init_game)
1923         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1924       break;
1925
1926     case EL_INVISIBLE_STEELWALL:
1927     case EL_INVISIBLE_WALL:
1928     case EL_INVISIBLE_SAND:
1929       if (game.light_time_left > 0 ||
1930           game.lenses_time_left > 0)
1931         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1932       break;
1933
1934     case EL_EMC_MAGIC_BALL:
1935       if (game.ball_state)
1936         Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1937       break;
1938
1939     case EL_EMC_MAGIC_BALL_SWITCH:
1940       if (game.ball_state)
1941         Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1942       break;
1943
1944     case EL_TRIGGER_PLAYER:
1945     case EL_TRIGGER_ELEMENT:
1946     case EL_TRIGGER_CE_VALUE:
1947     case EL_TRIGGER_CE_SCORE:
1948     case EL_SELF:
1949     case EL_ANY_ELEMENT:
1950     case EL_CURRENT_CE_VALUE:
1951     case EL_CURRENT_CE_SCORE:
1952     case EL_PREV_CE_1:
1953     case EL_PREV_CE_2:
1954     case EL_PREV_CE_3:
1955     case EL_PREV_CE_4:
1956     case EL_PREV_CE_5:
1957     case EL_PREV_CE_6:
1958     case EL_PREV_CE_7:
1959     case EL_PREV_CE_8:
1960     case EL_NEXT_CE_1:
1961     case EL_NEXT_CE_2:
1962     case EL_NEXT_CE_3:
1963     case EL_NEXT_CE_4:
1964     case EL_NEXT_CE_5:
1965     case EL_NEXT_CE_6:
1966     case EL_NEXT_CE_7:
1967     case EL_NEXT_CE_8:
1968       /* reference elements should not be used on the playfield */
1969       Feld[x][y] = EL_EMPTY;
1970       break;
1971
1972     default:
1973       if (IS_CUSTOM_ELEMENT(element))
1974       {
1975         if (CAN_MOVE(element))
1976           InitMovDir(x, y);
1977
1978         if (!element_info[element].use_last_ce_value || init_game)
1979           CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1980       }
1981       else if (IS_GROUP_ELEMENT(element))
1982       {
1983         Feld[x][y] = GetElementFromGroupElement(element);
1984
1985         InitField(x, y, init_game);
1986       }
1987
1988       break;
1989   }
1990
1991   if (!init_game)
1992     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1993 }
1994
1995 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1996 {
1997   InitField(x, y, init_game);
1998
1999   /* not needed to call InitMovDir() -- already done by InitField()! */
2000   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2001       CAN_MOVE(Feld[x][y]))
2002     InitMovDir(x, y);
2003 }
2004
2005 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2006 {
2007   int old_element = Feld[x][y];
2008
2009   InitField(x, y, init_game);
2010
2011   /* not needed to call InitMovDir() -- already done by InitField()! */
2012   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2013       CAN_MOVE(old_element) &&
2014       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2015     InitMovDir(x, y);
2016
2017   /* this case is in fact a combination of not less than three bugs:
2018      first, it calls InitMovDir() for elements that can move, although this is
2019      already done by InitField(); then, it checks the element that was at this
2020      field _before_ the call to InitField() (which can change it); lastly, it
2021      was not called for "mole with direction" elements, which were treated as
2022      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2023   */
2024 }
2025
2026 static int get_key_element_from_nr(int key_nr)
2027 {
2028   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2029                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2030                           EL_EM_KEY_1 : EL_KEY_1);
2031
2032   return key_base_element + key_nr;
2033 }
2034
2035 static int get_next_dropped_element(struct PlayerInfo *player)
2036 {
2037   return (player->inventory_size > 0 ?
2038           player->inventory_element[player->inventory_size - 1] :
2039           player->inventory_infinite_element != EL_UNDEFINED ?
2040           player->inventory_infinite_element :
2041           player->dynabombs_left > 0 ?
2042           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2043           EL_UNDEFINED);
2044 }
2045
2046 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2047 {
2048   /* pos >= 0: get element from bottom of the stack;
2049      pos <  0: get element from top of the stack */
2050
2051   if (pos < 0)
2052   {
2053     int min_inventory_size = -pos;
2054     int inventory_pos = player->inventory_size - min_inventory_size;
2055     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2056
2057     return (player->inventory_size >= min_inventory_size ?
2058             player->inventory_element[inventory_pos] :
2059             player->inventory_infinite_element != EL_UNDEFINED ?
2060             player->inventory_infinite_element :
2061             player->dynabombs_left >= min_dynabombs_left ?
2062             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2063             EL_UNDEFINED);
2064   }
2065   else
2066   {
2067     int min_dynabombs_left = pos + 1;
2068     int min_inventory_size = pos + 1 - player->dynabombs_left;
2069     int inventory_pos = pos - player->dynabombs_left;
2070
2071     return (player->inventory_infinite_element != EL_UNDEFINED ?
2072             player->inventory_infinite_element :
2073             player->dynabombs_left >= min_dynabombs_left ?
2074             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2075             player->inventory_size >= min_inventory_size ?
2076             player->inventory_element[inventory_pos] :
2077             EL_UNDEFINED);
2078   }
2079 }
2080
2081 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2082 {
2083   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2084   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2085   int compare_result;
2086
2087   if (gpo1->sort_priority != gpo2->sort_priority)
2088     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2089   else
2090     compare_result = gpo1->nr - gpo2->nr;
2091
2092   return compare_result;
2093 }
2094
2095 int getPlayerInventorySize(int player_nr)
2096 {
2097   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2098     return level.native_em_level->ply[player_nr]->dynamite;
2099   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2100     return level.native_sp_level->game_sp->red_disk_count;
2101   else
2102     return stored_player[player_nr].inventory_size;
2103 }
2104
2105 void InitGameControlValues()
2106 {
2107   int i;
2108
2109   for (i = 0; game_panel_controls[i].nr != -1; i++)
2110   {
2111     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2112     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2113     struct TextPosInfo *pos = gpc->pos;
2114     int nr = gpc->nr;
2115     int type = gpc->type;
2116
2117     if (nr != i)
2118     {
2119       Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2120       Error(ERR_EXIT, "this should not happen -- please debug");
2121     }
2122
2123     /* force update of game controls after initialization */
2124     gpc->value = gpc->last_value = -1;
2125     gpc->frame = gpc->last_frame = -1;
2126     gpc->gfx_frame = -1;
2127
2128     /* determine panel value width for later calculation of alignment */
2129     if (type == TYPE_INTEGER || type == TYPE_STRING)
2130     {
2131       pos->width = pos->size * getFontWidth(pos->font);
2132       pos->height = getFontHeight(pos->font);
2133     }
2134     else if (type == TYPE_ELEMENT)
2135     {
2136       pos->width = pos->size;
2137       pos->height = pos->size;
2138     }
2139
2140     /* fill structure for game panel draw order */
2141     gpo->nr = gpc->nr;
2142     gpo->sort_priority = pos->sort_priority;
2143   }
2144
2145   /* sort game panel controls according to sort_priority and control number */
2146   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2147         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2148 }
2149
2150 void UpdatePlayfieldElementCount()
2151 {
2152   boolean use_element_count = FALSE;
2153   int i, j, x, y;
2154
2155   /* first check if it is needed at all to calculate playfield element count */
2156   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2157     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2158       use_element_count = TRUE;
2159
2160   if (!use_element_count)
2161     return;
2162
2163   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2164     element_info[i].element_count = 0;
2165
2166   SCAN_PLAYFIELD(x, y)
2167   {
2168     element_info[Feld[x][y]].element_count++;
2169   }
2170
2171   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2172     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2173       if (IS_IN_GROUP(j, i))
2174         element_info[EL_GROUP_START + i].element_count +=
2175           element_info[j].element_count;
2176 }
2177
2178 void UpdateGameControlValues()
2179 {
2180   int i, k;
2181   int time = (local_player->LevelSolved ?
2182               local_player->LevelSolved_CountingTime :
2183               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2184               level.native_em_level->lev->time :
2185               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2186               level.native_sp_level->game_sp->time_played :
2187               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2188               game_mm.energy_left :
2189               game.no_time_limit ? TimePlayed : TimeLeft);
2190   int score = (local_player->LevelSolved ?
2191                local_player->LevelSolved_CountingScore :
2192                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2193                level.native_em_level->lev->score :
2194                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2195                level.native_sp_level->game_sp->score :
2196                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2197                game_mm.score :
2198                local_player->score);
2199   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2200               level.native_em_level->lev->required :
2201               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2202               level.native_sp_level->game_sp->infotrons_still_needed :
2203               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2204               game_mm.kettles_still_needed :
2205               local_player->gems_still_needed);
2206   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2207                      level.native_em_level->lev->required > 0 :
2208                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2209                      level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2210                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2211                      game_mm.kettles_still_needed > 0 ||
2212                      game_mm.lights_still_needed > 0 :
2213                      local_player->gems_still_needed > 0 ||
2214                      local_player->sokobanfields_still_needed > 0 ||
2215                      local_player->lights_still_needed > 0);
2216   int health = (local_player->LevelSolved ?
2217                 local_player->LevelSolved_CountingHealth :
2218                 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2219                 MM_HEALTH(game_mm.laser_overload_value) :
2220                 local_player->health);
2221
2222   UpdatePlayfieldElementCount();
2223
2224   /* update game panel control values */
2225
2226   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2227   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2228
2229   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2230   for (i = 0; i < MAX_NUM_KEYS; i++)
2231     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2232   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2233   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2234
2235   if (game.centered_player_nr == -1)
2236   {
2237     for (i = 0; i < MAX_PLAYERS; i++)
2238     {
2239       /* only one player in Supaplex game engine */
2240       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2241         break;
2242
2243       for (k = 0; k < MAX_NUM_KEYS; k++)
2244       {
2245         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2246         {
2247           if (level.native_em_level->ply[i]->keys & (1 << k))
2248             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2249               get_key_element_from_nr(k);
2250         }
2251         else if (stored_player[i].key[k])
2252           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2253             get_key_element_from_nr(k);
2254       }
2255
2256       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2257         getPlayerInventorySize(i);
2258
2259       if (stored_player[i].num_white_keys > 0)
2260         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2261           EL_DC_KEY_WHITE;
2262
2263       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2264         stored_player[i].num_white_keys;
2265     }
2266   }
2267   else
2268   {
2269     int player_nr = game.centered_player_nr;
2270
2271     for (k = 0; k < MAX_NUM_KEYS; k++)
2272     {
2273       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2274       {
2275         if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2276           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2277             get_key_element_from_nr(k);
2278       }
2279       else if (stored_player[player_nr].key[k])
2280         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2281           get_key_element_from_nr(k);
2282     }
2283
2284     game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2285       getPlayerInventorySize(player_nr);
2286
2287     if (stored_player[player_nr].num_white_keys > 0)
2288       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2289
2290     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2291       stored_player[player_nr].num_white_keys;
2292   }
2293
2294   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2295   {
2296     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2297       get_inventory_element_from_pos(local_player, i);
2298     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2299       get_inventory_element_from_pos(local_player, -i - 1);
2300   }
2301
2302   game_panel_controls[GAME_PANEL_SCORE].value = score;
2303   game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2304
2305   game_panel_controls[GAME_PANEL_TIME].value = time;
2306
2307   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2308   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2309   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2310
2311   if (level.time == 0)
2312     game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2313   else
2314     game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2315
2316   game_panel_controls[GAME_PANEL_HEALTH].value = health;
2317   game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2318
2319   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2320
2321   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2322     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2323      EL_EMPTY);
2324   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2325     local_player->shield_normal_time_left;
2326   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2327     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2328      EL_EMPTY);
2329   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2330     local_player->shield_deadly_time_left;
2331
2332   game_panel_controls[GAME_PANEL_EXIT].value =
2333     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2334
2335   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2336     (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2337   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2338     (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2339      EL_EMC_MAGIC_BALL_SWITCH);
2340
2341   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2342     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2343   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2344     game.light_time_left;
2345
2346   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2347     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2348   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2349     game.timegate_time_left;
2350
2351   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2352     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2353
2354   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2355     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2356   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2357     game.lenses_time_left;
2358
2359   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2360     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2361   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2362     game.magnify_time_left;
2363
2364   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2365     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2366      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2367      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2368      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2369      EL_BALLOON_SWITCH_NONE);
2370
2371   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2372     local_player->dynabomb_count;
2373   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2374     local_player->dynabomb_size;
2375   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2376     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2377
2378   game_panel_controls[GAME_PANEL_PENGUINS].value =
2379     local_player->friends_still_needed;
2380
2381   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2382     local_player->sokobanfields_still_needed;
2383   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2384     local_player->sokobanfields_still_needed;
2385
2386   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2387     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2388
2389   for (i = 0; i < NUM_BELTS; i++)
2390   {
2391     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2392       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2393        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2394     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2395       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2396   }
2397
2398   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2399     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2400   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2401     game.magic_wall_time_left;
2402
2403   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2404     local_player->gravity;
2405
2406   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2407     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2408
2409   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2410     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2411       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2412        game.panel.element[i].id : EL_UNDEFINED);
2413
2414   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2415     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2416       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2417        element_info[game.panel.element_count[i].id].element_count : 0);
2418
2419   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2420     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2421       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2422        element_info[game.panel.ce_score[i].id].collect_score : 0);
2423
2424   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2425     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2426       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2427        element_info[game.panel.ce_score_element[i].id].collect_score :
2428        EL_UNDEFINED);
2429
2430   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2431   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2432   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2433
2434   /* update game panel control frames */
2435
2436   for (i = 0; game_panel_controls[i].nr != -1; i++)
2437   {
2438     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2439
2440     if (gpc->type == TYPE_ELEMENT)
2441     {
2442       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2443       {
2444         int last_anim_random_frame = gfx.anim_random_frame;
2445         int element = gpc->value;
2446         int graphic = el2panelimg(element);
2447
2448         if (gpc->value != gpc->last_value)
2449         {
2450           gpc->gfx_frame = 0;
2451           gpc->gfx_random = INIT_GFX_RANDOM();
2452         }
2453         else
2454         {
2455           gpc->gfx_frame++;
2456
2457           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2458               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2459             gpc->gfx_random = INIT_GFX_RANDOM();
2460         }
2461
2462         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2463           gfx.anim_random_frame = gpc->gfx_random;
2464
2465         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2466           gpc->gfx_frame = element_info[element].collect_score;
2467
2468         gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2469                                               gpc->gfx_frame);
2470
2471         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2472           gfx.anim_random_frame = last_anim_random_frame;
2473       }
2474     }
2475     else if (gpc->type == TYPE_GRAPHIC)
2476     {
2477       if (gpc->graphic != IMG_UNDEFINED)
2478       {
2479         int last_anim_random_frame = gfx.anim_random_frame;
2480         int graphic = gpc->graphic;
2481
2482         if (gpc->value != gpc->last_value)
2483         {
2484           gpc->gfx_frame = 0;
2485           gpc->gfx_random = INIT_GFX_RANDOM();
2486         }
2487         else
2488         {
2489           gpc->gfx_frame++;
2490
2491           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2492               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2493             gpc->gfx_random = INIT_GFX_RANDOM();
2494         }
2495
2496         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2497           gfx.anim_random_frame = gpc->gfx_random;
2498
2499         gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2500
2501         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2502           gfx.anim_random_frame = last_anim_random_frame;
2503       }
2504     }
2505   }
2506 }
2507
2508 void DisplayGameControlValues()
2509 {
2510   boolean redraw_panel = FALSE;
2511   int i;
2512
2513   for (i = 0; game_panel_controls[i].nr != -1; i++)
2514   {
2515     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2516
2517     if (PANEL_DEACTIVATED(gpc->pos))
2518       continue;
2519
2520     if (gpc->value == gpc->last_value &&
2521         gpc->frame == gpc->last_frame)
2522       continue;
2523
2524     redraw_panel = TRUE;
2525   }
2526
2527   if (!redraw_panel)
2528     return;
2529
2530   /* copy default game door content to main double buffer */
2531
2532   /* !!! CHECK AGAIN !!! */
2533   SetPanelBackground();
2534   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2535   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2536
2537   /* redraw game control buttons */
2538   RedrawGameButtons();
2539
2540   SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2541
2542   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2543   {
2544     int nr = game_panel_order[i].nr;
2545     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2546     struct TextPosInfo *pos = gpc->pos;
2547     int type = gpc->type;
2548     int value = gpc->value;
2549     int frame = gpc->frame;
2550     int size = pos->size;
2551     int font = pos->font;
2552     boolean draw_masked = pos->draw_masked;
2553     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2554
2555     if (PANEL_DEACTIVATED(pos))
2556       continue;
2557
2558     gpc->last_value = value;
2559     gpc->last_frame = frame;
2560
2561     if (type == TYPE_INTEGER)
2562     {
2563       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2564           nr == GAME_PANEL_TIME)
2565       {
2566         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2567
2568         if (use_dynamic_size)           /* use dynamic number of digits */
2569         {
2570           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2571           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2572           int size2 = size1 + 1;
2573           int font1 = pos->font;
2574           int font2 = pos->font_alt;
2575
2576           size = (value < value_change ? size1 : size2);
2577           font = (value < value_change ? font1 : font2);
2578         }
2579       }
2580
2581       /* correct text size if "digits" is zero or less */
2582       if (size <= 0)
2583         size = strlen(int2str(value, size));
2584
2585       /* dynamically correct text alignment */
2586       pos->width = size * getFontWidth(font);
2587
2588       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2589                   int2str(value, size), font, mask_mode);
2590     }
2591     else if (type == TYPE_ELEMENT)
2592     {
2593       int element, graphic;
2594       Bitmap *src_bitmap;
2595       int src_x, src_y;
2596       int width, height;
2597       int dst_x = PANEL_XPOS(pos);
2598       int dst_y = PANEL_YPOS(pos);
2599
2600       if (value != EL_UNDEFINED && value != EL_EMPTY)
2601       {
2602         element = value;
2603         graphic = el2panelimg(value);
2604
2605         // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2606
2607         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2608           size = TILESIZE;
2609
2610         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2611                               &src_x, &src_y);
2612
2613         width  = graphic_info[graphic].width  * size / TILESIZE;
2614         height = graphic_info[graphic].height * size / TILESIZE;
2615
2616         if (draw_masked)
2617           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2618                            dst_x, dst_y);
2619         else
2620           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2621                      dst_x, dst_y);
2622       }
2623     }
2624     else if (type == TYPE_GRAPHIC)
2625     {
2626       int graphic        = gpc->graphic;
2627       int graphic_active = gpc->graphic_active;
2628       Bitmap *src_bitmap;
2629       int src_x, src_y;
2630       int width, height;
2631       int dst_x = PANEL_XPOS(pos);
2632       int dst_y = PANEL_YPOS(pos);
2633       boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2634                       level.game_engine_type != GAME_ENGINE_TYPE_MM);
2635
2636       if (graphic != IMG_UNDEFINED && !skip)
2637       {
2638         if (pos->style == STYLE_REVERSE)
2639           value = 100 - value;
2640
2641         getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2642
2643         if (pos->direction & MV_HORIZONTAL)
2644         {
2645           width  = graphic_info[graphic_active].width * value / 100;
2646           height = graphic_info[graphic_active].height;
2647
2648           if (pos->direction == MV_LEFT)
2649           {
2650             src_x += graphic_info[graphic_active].width - width;
2651             dst_x += graphic_info[graphic_active].width - width;
2652           }
2653         }
2654         else
2655         {
2656           width  = graphic_info[graphic_active].width;
2657           height = graphic_info[graphic_active].height * value / 100;
2658
2659           if (pos->direction == MV_UP)
2660           {
2661             src_y += graphic_info[graphic_active].height - height;
2662             dst_y += graphic_info[graphic_active].height - height;
2663           }
2664         }
2665
2666         if (draw_masked)
2667           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2668                            dst_x, dst_y);
2669         else
2670           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2671                      dst_x, dst_y);
2672
2673         getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2674
2675         if (pos->direction & MV_HORIZONTAL)
2676         {
2677           if (pos->direction == MV_RIGHT)
2678           {
2679             src_x += width;
2680             dst_x += width;
2681           }
2682           else
2683           {
2684             dst_x = PANEL_XPOS(pos);
2685           }
2686
2687           width = graphic_info[graphic].width - width;
2688         }
2689         else
2690         {
2691           if (pos->direction == MV_DOWN)
2692           {
2693             src_y += height;
2694             dst_y += height;
2695           }
2696           else
2697           {
2698             dst_y = PANEL_YPOS(pos);
2699           }
2700
2701           height = graphic_info[graphic].height - height;
2702         }
2703
2704         if (draw_masked)
2705           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2706                            dst_x, dst_y);
2707         else
2708           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2709                      dst_x, dst_y);
2710       }
2711     }
2712     else if (type == TYPE_STRING)
2713     {
2714       boolean active = (value != 0);
2715       char *state_normal = "off";
2716       char *state_active = "on";
2717       char *state = (active ? state_active : state_normal);
2718       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2719                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2720                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2721                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2722
2723       if (nr == GAME_PANEL_GRAVITY_STATE)
2724       {
2725         int font1 = pos->font;          /* (used for normal state) */
2726         int font2 = pos->font_alt;      /* (used for active state) */
2727
2728         font = (active ? font2 : font1);
2729       }
2730
2731       if (s != NULL)
2732       {
2733         char *s_cut;
2734
2735         if (size <= 0)
2736         {
2737           /* don't truncate output if "chars" is zero or less */
2738           size = strlen(s);
2739
2740           /* dynamically correct text alignment */
2741           pos->width = size * getFontWidth(font);
2742         }
2743
2744         s_cut = getStringCopyN(s, size);
2745
2746         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2747                     s_cut, font, mask_mode);
2748
2749         free(s_cut);
2750       }
2751     }
2752
2753     redraw_mask |= REDRAW_DOOR_1;
2754   }
2755
2756   SetGameStatus(GAME_MODE_PLAYING);
2757 }
2758
2759 void UpdateAndDisplayGameControlValues()
2760 {
2761   if (tape.deactivate_display)
2762     return;
2763
2764   UpdateGameControlValues();
2765   DisplayGameControlValues();
2766 }
2767
2768 void UpdateGameDoorValues()
2769 {
2770   UpdateGameControlValues();
2771 }
2772
2773 void DrawGameDoorValues()
2774 {
2775   DisplayGameControlValues();
2776 }
2777
2778
2779 /*
2780   =============================================================================
2781   InitGameEngine()
2782   -----------------------------------------------------------------------------
2783   initialize game engine due to level / tape version number
2784   =============================================================================
2785 */
2786
2787 static void InitGameEngine()
2788 {
2789   int i, j, k, l, x, y;
2790
2791   /* set game engine from tape file when re-playing, else from level file */
2792   game.engine_version = (tape.playing ? tape.engine_version :
2793                          level.game_version);
2794
2795   /* set single or multi-player game mode (needed for re-playing tapes) */
2796   game.team_mode = setup.team_mode;
2797
2798   if (tape.playing)
2799   {
2800     int num_players = 0;
2801
2802     for (i = 0; i < MAX_PLAYERS; i++)
2803       if (tape.player_participates[i])
2804         num_players++;
2805
2806     /* multi-player tapes contain input data for more than one player */
2807     game.team_mode = (num_players > 1);
2808   }
2809
2810   /* ---------------------------------------------------------------------- */
2811   /* set flags for bugs and changes according to active game engine version */
2812   /* ---------------------------------------------------------------------- */
2813
2814   /*
2815     Summary of bugfix/change:
2816     Fixed handling for custom elements that change when pushed by the player.
2817
2818     Fixed/changed in version:
2819     3.1.0
2820
2821     Description:
2822     Before 3.1.0, custom elements that "change when pushing" changed directly
2823     after the player started pushing them (until then handled in "DigField()").
2824     Since 3.1.0, these custom elements are not changed until the "pushing"
2825     move of the element is finished (now handled in "ContinueMoving()").
2826
2827     Affected levels/tapes:
2828     The first condition is generally needed for all levels/tapes before version
2829     3.1.0, which might use the old behaviour before it was changed; known tapes
2830     that are affected are some tapes from the level set "Walpurgis Gardens" by
2831     Jamie Cullen.
2832     The second condition is an exception from the above case and is needed for
2833     the special case of tapes recorded with game (not engine!) version 3.1.0 or
2834     above (including some development versions of 3.1.0), but before it was
2835     known that this change would break tapes like the above and was fixed in
2836     3.1.1, so that the changed behaviour was active although the engine version
2837     while recording maybe was before 3.1.0. There is at least one tape that is
2838     affected by this exception, which is the tape for the one-level set "Bug
2839     Machine" by Juergen Bonhagen.
2840   */
2841
2842   game.use_change_when_pushing_bug =
2843     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2844      !(tape.playing &&
2845        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2846        tape.game_version <  VERSION_IDENT(3,1,1,0)));
2847
2848   /*
2849     Summary of bugfix/change:
2850     Fixed handling for blocking the field the player leaves when moving.
2851
2852     Fixed/changed in version:
2853     3.1.1
2854
2855     Description:
2856     Before 3.1.1, when "block last field when moving" was enabled, the field
2857     the player is leaving when moving was blocked for the time of the move,
2858     and was directly unblocked afterwards. This resulted in the last field
2859     being blocked for exactly one less than the number of frames of one player
2860     move. Additionally, even when blocking was disabled, the last field was
2861     blocked for exactly one frame.
2862     Since 3.1.1, due to changes in player movement handling, the last field
2863     is not blocked at all when blocking is disabled. When blocking is enabled,
2864     the last field is blocked for exactly the number of frames of one player
2865     move. Additionally, if the player is Murphy, the hero of Supaplex, the
2866     last field is blocked for exactly one more than the number of frames of
2867     one player move.
2868
2869     Affected levels/tapes:
2870     (!!! yet to be determined -- probably many !!!)
2871   */
2872
2873   game.use_block_last_field_bug =
2874     (game.engine_version < VERSION_IDENT(3,1,1,0));
2875
2876   game_em.use_single_button =
2877     (game.engine_version > VERSION_IDENT(4,0,0,2));
2878
2879   game_em.use_snap_key_bug =
2880     (game.engine_version < VERSION_IDENT(4,0,1,0));
2881
2882   /* ---------------------------------------------------------------------- */
2883
2884   /* set maximal allowed number of custom element changes per game frame */
2885   game.max_num_changes_per_frame = 1;
2886
2887   /* default scan direction: scan playfield from top/left to bottom/right */
2888   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2889
2890   /* dynamically adjust element properties according to game engine version */
2891   InitElementPropertiesEngine(game.engine_version);
2892
2893 #if 0
2894   printf("level %d: level version == %06d\n", level_nr, level.game_version);
2895   printf("          tape version == %06d [%s] [file: %06d]\n",
2896          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2897          tape.file_version);
2898   printf("       => game.engine_version == %06d\n", game.engine_version);
2899 #endif
2900
2901   /* ---------- initialize player's initial move delay --------------------- */
2902
2903   /* dynamically adjust player properties according to level information */
2904   for (i = 0; i < MAX_PLAYERS; i++)
2905     game.initial_move_delay_value[i] =
2906       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2907
2908   /* dynamically adjust player properties according to game engine version */
2909   for (i = 0; i < MAX_PLAYERS; i++)
2910     game.initial_move_delay[i] =
2911       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2912        game.initial_move_delay_value[i] : 0);
2913
2914   /* ---------- initialize player's initial push delay --------------------- */
2915
2916   /* dynamically adjust player properties according to game engine version */
2917   game.initial_push_delay_value =
2918     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2919
2920   /* ---------- initialize changing elements ------------------------------- */
2921
2922   /* initialize changing elements information */
2923   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2924   {
2925     struct ElementInfo *ei = &element_info[i];
2926
2927     /* this pointer might have been changed in the level editor */
2928     ei->change = &ei->change_page[0];
2929
2930     if (!IS_CUSTOM_ELEMENT(i))
2931     {
2932       ei->change->target_element = EL_EMPTY_SPACE;
2933       ei->change->delay_fixed = 0;
2934       ei->change->delay_random = 0;
2935       ei->change->delay_frames = 1;
2936     }
2937
2938     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2939     {
2940       ei->has_change_event[j] = FALSE;
2941
2942       ei->event_page_nr[j] = 0;
2943       ei->event_page[j] = &ei->change_page[0];
2944     }
2945   }
2946
2947   /* add changing elements from pre-defined list */
2948   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2949   {
2950     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2951     struct ElementInfo *ei = &element_info[ch_delay->element];
2952
2953     ei->change->target_element       = ch_delay->target_element;
2954     ei->change->delay_fixed          = ch_delay->change_delay;
2955
2956     ei->change->pre_change_function  = ch_delay->pre_change_function;
2957     ei->change->change_function      = ch_delay->change_function;
2958     ei->change->post_change_function = ch_delay->post_change_function;
2959
2960     ei->change->can_change = TRUE;
2961     ei->change->can_change_or_has_action = TRUE;
2962
2963     ei->has_change_event[CE_DELAY] = TRUE;
2964
2965     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2966     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2967   }
2968
2969   /* ---------- initialize internal run-time variables --------------------- */
2970
2971   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2972   {
2973     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2974
2975     for (j = 0; j < ei->num_change_pages; j++)
2976     {
2977       ei->change_page[j].can_change_or_has_action =
2978         (ei->change_page[j].can_change |
2979          ei->change_page[j].has_action);
2980     }
2981   }
2982
2983   /* add change events from custom element configuration */
2984   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2985   {
2986     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2987
2988     for (j = 0; j < ei->num_change_pages; j++)
2989     {
2990       if (!ei->change_page[j].can_change_or_has_action)
2991         continue;
2992
2993       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2994       {
2995         /* only add event page for the first page found with this event */
2996         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2997         {
2998           ei->has_change_event[k] = TRUE;
2999
3000           ei->event_page_nr[k] = j;
3001           ei->event_page[k] = &ei->change_page[j];
3002         }
3003       }
3004     }
3005   }
3006
3007   /* ---------- initialize reference elements in change conditions --------- */
3008
3009   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3010   {
3011     int element = EL_CUSTOM_START + i;
3012     struct ElementInfo *ei = &element_info[element];
3013
3014     for (j = 0; j < ei->num_change_pages; j++)
3015     {
3016       int trigger_element = ei->change_page[j].initial_trigger_element;
3017
3018       if (trigger_element >= EL_PREV_CE_8 &&
3019           trigger_element <= EL_NEXT_CE_8)
3020         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3021
3022       ei->change_page[j].trigger_element = trigger_element;
3023     }
3024   }
3025
3026   /* ---------- initialize run-time trigger player and element ------------- */
3027
3028   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3029   {
3030     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3031
3032     for (j = 0; j < ei->num_change_pages; j++)
3033     {
3034       ei->change_page[j].actual_trigger_element = EL_EMPTY;
3035       ei->change_page[j].actual_trigger_player = EL_EMPTY;
3036       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3037       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3038       ei->change_page[j].actual_trigger_ce_value = 0;
3039       ei->change_page[j].actual_trigger_ce_score = 0;
3040     }
3041   }
3042
3043   /* ---------- initialize trigger events ---------------------------------- */
3044
3045   /* initialize trigger events information */
3046   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3047     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3048       trigger_events[i][j] = FALSE;
3049
3050   /* add trigger events from element change event properties */
3051   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3052   {
3053     struct ElementInfo *ei = &element_info[i];
3054
3055     for (j = 0; j < ei->num_change_pages; j++)
3056     {
3057       if (!ei->change_page[j].can_change_or_has_action)
3058         continue;
3059
3060       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3061       {
3062         int trigger_element = ei->change_page[j].trigger_element;
3063
3064         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3065         {
3066           if (ei->change_page[j].has_event[k])
3067           {
3068             if (IS_GROUP_ELEMENT(trigger_element))
3069             {
3070               struct ElementGroupInfo *group =
3071                 element_info[trigger_element].group;
3072
3073               for (l = 0; l < group->num_elements_resolved; l++)
3074                 trigger_events[group->element_resolved[l]][k] = TRUE;
3075             }
3076             else if (trigger_element == EL_ANY_ELEMENT)
3077               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3078                 trigger_events[l][k] = TRUE;
3079             else
3080               trigger_events[trigger_element][k] = TRUE;
3081           }
3082         }
3083       }
3084     }
3085   }
3086
3087   /* ---------- initialize push delay -------------------------------------- */
3088
3089   /* initialize push delay values to default */
3090   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3091   {
3092     if (!IS_CUSTOM_ELEMENT(i))
3093     {
3094       /* set default push delay values (corrected since version 3.0.7-1) */
3095       if (game.engine_version < VERSION_IDENT(3,0,7,1))
3096       {
3097         element_info[i].push_delay_fixed = 2;
3098         element_info[i].push_delay_random = 8;
3099       }
3100       else
3101       {
3102         element_info[i].push_delay_fixed = 8;
3103         element_info[i].push_delay_random = 8;
3104       }
3105     }
3106   }
3107
3108   /* set push delay value for certain elements from pre-defined list */
3109   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3110   {
3111     int e = push_delay_list[i].element;
3112
3113     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
3114     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3115   }
3116
3117   /* set push delay value for Supaplex elements for newer engine versions */
3118   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3119   {
3120     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3121     {
3122       if (IS_SP_ELEMENT(i))
3123       {
3124         /* set SP push delay to just enough to push under a falling zonk */
3125         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3126
3127         element_info[i].push_delay_fixed  = delay;
3128         element_info[i].push_delay_random = 0;
3129       }
3130     }
3131   }
3132
3133   /* ---------- initialize move stepsize ----------------------------------- */
3134
3135   /* initialize move stepsize values to default */
3136   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3137     if (!IS_CUSTOM_ELEMENT(i))
3138       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3139
3140   /* set move stepsize value for certain elements from pre-defined list */
3141   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3142   {
3143     int e = move_stepsize_list[i].element;
3144
3145     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3146   }
3147
3148   /* ---------- initialize collect score ----------------------------------- */
3149
3150   /* initialize collect score values for custom elements from initial value */
3151   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3152     if (IS_CUSTOM_ELEMENT(i))
3153       element_info[i].collect_score = element_info[i].collect_score_initial;
3154
3155   /* ---------- initialize collect count ----------------------------------- */
3156
3157   /* initialize collect count values for non-custom elements */
3158   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3159     if (!IS_CUSTOM_ELEMENT(i))
3160       element_info[i].collect_count_initial = 0;
3161
3162   /* add collect count values for all elements from pre-defined list */
3163   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3164     element_info[collect_count_list[i].element].collect_count_initial =
3165       collect_count_list[i].count;
3166
3167   /* ---------- initialize access direction -------------------------------- */
3168
3169   /* initialize access direction values to default (access from every side) */
3170   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3171     if (!IS_CUSTOM_ELEMENT(i))
3172       element_info[i].access_direction = MV_ALL_DIRECTIONS;
3173
3174   /* set access direction value for certain elements from pre-defined list */
3175   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3176     element_info[access_direction_list[i].element].access_direction =
3177       access_direction_list[i].direction;
3178
3179   /* ---------- initialize explosion content ------------------------------- */
3180   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3181   {
3182     if (IS_CUSTOM_ELEMENT(i))
3183       continue;
3184
3185     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3186     {
3187       /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3188
3189       element_info[i].content.e[x][y] =
3190         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3191          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3192          i == EL_PLAYER_3 ? EL_EMERALD :
3193          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3194          i == EL_MOLE ? EL_EMERALD_RED :
3195          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3196          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3197          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3198          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3199          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3200          i == EL_WALL_EMERALD ? EL_EMERALD :
3201          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3202          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3203          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3204          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3205          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3206          i == EL_WALL_PEARL ? EL_PEARL :
3207          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3208          EL_EMPTY);
3209     }
3210   }
3211
3212   /* ---------- initialize recursion detection ------------------------------ */
3213   recursion_loop_depth = 0;
3214   recursion_loop_detected = FALSE;
3215   recursion_loop_element = EL_UNDEFINED;
3216
3217   /* ---------- initialize graphics engine ---------------------------------- */
3218   game.scroll_delay_value =
3219     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3220      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3221   game.scroll_delay_value =
3222     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3223
3224   /* ---------- initialize game engine snapshots ---------------------------- */
3225   for (i = 0; i < MAX_PLAYERS; i++)
3226     game.snapshot.last_action[i] = 0;
3227   game.snapshot.changed_action = FALSE;
3228   game.snapshot.collected_item = FALSE;
3229   game.snapshot.mode =
3230     (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3231      SNAPSHOT_MODE_EVERY_STEP :
3232      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3233      SNAPSHOT_MODE_EVERY_MOVE :
3234      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3235      SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3236   game.snapshot.save_snapshot = FALSE;
3237
3238   /* ---------- initialize level time for Supaplex engine ------------------- */
3239   /* Supaplex levels with time limit currently unsupported -- should be added */
3240   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3241     level.time = 0;
3242 }
3243
3244 int get_num_special_action(int element, int action_first, int action_last)
3245 {
3246   int num_special_action = 0;
3247   int i, j;
3248
3249   for (i = action_first; i <= action_last; i++)
3250   {
3251     boolean found = FALSE;
3252
3253     for (j = 0; j < NUM_DIRECTIONS; j++)
3254       if (el_act_dir2img(element, i, j) !=
3255           el_act_dir2img(element, ACTION_DEFAULT, j))
3256         found = TRUE;
3257
3258     if (found)
3259       num_special_action++;
3260     else
3261       break;
3262   }
3263
3264   return num_special_action;
3265 }
3266
3267
3268 /*
3269   =============================================================================
3270   InitGame()
3271   -----------------------------------------------------------------------------
3272   initialize and start new game
3273   =============================================================================
3274 */
3275
3276 #if DEBUG_INIT_PLAYER
3277 static void DebugPrintPlayerStatus(char *message)
3278 {
3279   int i;
3280
3281   if (!options.debug)
3282     return;
3283
3284   printf("%s:\n", message);
3285
3286   for (i = 0; i < MAX_PLAYERS; i++)
3287   {
3288     struct PlayerInfo *player = &stored_player[i];
3289
3290     printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3291            i + 1,
3292            player->present,
3293            player->connected,
3294            player->connected_locally,
3295            player->connected_network,
3296            player->active);
3297
3298     if (local_player == player)
3299       printf(" (local player)");
3300
3301     printf("\n");
3302   }
3303 }
3304 #endif
3305
3306 void InitGame()
3307 {
3308   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3309   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3310   int fade_mask = REDRAW_FIELD;
3311
3312   boolean emulate_bd = TRUE;    /* unless non-BOULDERDASH elements found */
3313   boolean emulate_sb = TRUE;    /* unless non-SOKOBAN     elements found */
3314   boolean emulate_sp = TRUE;    /* unless non-SUPAPLEX    elements found */
3315   int initial_move_dir = MV_DOWN;
3316   int i, j, x, y;
3317
3318   // required here to update video display before fading (FIX THIS)
3319   DrawMaskedBorder(REDRAW_DOOR_2);
3320
3321   if (!game.restart_level)
3322     CloseDoor(DOOR_CLOSE_1);
3323
3324   SetGameStatus(GAME_MODE_PLAYING);
3325
3326   if (level_editor_test_game)
3327     FadeSkipNextFadeIn();
3328   else
3329     FadeSetEnterScreen();
3330
3331   if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3332     fade_mask = REDRAW_ALL;
3333
3334   FadeLevelSoundsAndMusic();
3335
3336   ExpireSoundLoops(TRUE);
3337
3338   if (!level_editor_test_game)
3339     FadeOut(fade_mask);
3340
3341   /* needed if different viewport properties defined for playing */
3342   ChangeViewportPropertiesIfNeeded();
3343
3344   ClearField();
3345
3346   DrawCompleteVideoDisplay();
3347
3348   OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3349
3350   InitGameEngine();
3351   InitGameControlValues();
3352
3353   /* don't play tapes over network */
3354   network_playing = (network.enabled && !tape.playing);
3355
3356   for (i = 0; i < MAX_PLAYERS; i++)
3357   {
3358     struct PlayerInfo *player = &stored_player[i];
3359
3360     player->index_nr = i;
3361     player->index_bit = (1 << i);
3362     player->element_nr = EL_PLAYER_1 + i;
3363
3364     player->present = FALSE;
3365     player->active = FALSE;
3366     player->mapped = FALSE;
3367
3368     player->killed = FALSE;
3369     player->reanimated = FALSE;
3370
3371     player->action = 0;
3372     player->effective_action = 0;
3373     player->programmed_action = 0;
3374
3375     player->mouse_action.lx = 0;
3376     player->mouse_action.ly = 0;
3377     player->mouse_action.button = 0;
3378     player->mouse_action.button_hint = 0;
3379
3380     player->effective_mouse_action.lx = 0;
3381     player->effective_mouse_action.ly = 0;
3382     player->effective_mouse_action.button = 0;
3383     player->effective_mouse_action.button_hint = 0;
3384
3385     player->score = 0;
3386     player->score_final = 0;
3387
3388     player->health = MAX_HEALTH;
3389     player->health_final = MAX_HEALTH;
3390
3391     player->gems_still_needed = level.gems_needed;
3392     player->sokobanfields_still_needed = 0;
3393     player->lights_still_needed = 0;
3394     player->friends_still_needed = 0;
3395
3396     for (j = 0; j < MAX_NUM_KEYS; j++)
3397       player->key[j] = FALSE;
3398
3399     player->num_white_keys = 0;
3400
3401     player->dynabomb_count = 0;
3402     player->dynabomb_size = 1;
3403     player->dynabombs_left = 0;
3404     player->dynabomb_xl = FALSE;
3405
3406     player->MovDir = initial_move_dir;
3407     player->MovPos = 0;
3408     player->GfxPos = 0;
3409     player->GfxDir = initial_move_dir;
3410     player->GfxAction = ACTION_DEFAULT;
3411     player->Frame = 0;
3412     player->StepFrame = 0;
3413
3414     player->initial_element = player->element_nr;
3415     player->artwork_element =
3416       (level.use_artwork_element[i] ? level.artwork_element[i] :
3417        player->element_nr);
3418     player->use_murphy = FALSE;
3419
3420     player->block_last_field = FALSE;   /* initialized in InitPlayerField() */
3421     player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3422
3423     player->gravity = level.initial_player_gravity[i];
3424
3425     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3426
3427     player->actual_frame_counter = 0;
3428
3429     player->step_counter = 0;
3430
3431     player->last_move_dir = initial_move_dir;
3432
3433     player->is_active = FALSE;
3434
3435     player->is_waiting = FALSE;
3436     player->is_moving = FALSE;
3437     player->is_auto_moving = FALSE;
3438     player->is_digging = FALSE;
3439     player->is_snapping = FALSE;
3440     player->is_collecting = FALSE;
3441     player->is_pushing = FALSE;
3442     player->is_switching = FALSE;
3443     player->is_dropping = FALSE;
3444     player->is_dropping_pressed = FALSE;
3445
3446     player->is_bored = FALSE;
3447     player->is_sleeping = FALSE;
3448
3449     player->was_waiting = TRUE;
3450     player->was_moving = FALSE;
3451     player->was_snapping = FALSE;
3452     player->was_dropping = FALSE;
3453
3454     player->force_dropping = FALSE;
3455
3456     player->frame_counter_bored = -1;
3457     player->frame_counter_sleeping = -1;
3458
3459     player->anim_delay_counter = 0;
3460     player->post_delay_counter = 0;
3461
3462     player->dir_waiting = initial_move_dir;
3463     player->action_waiting = ACTION_DEFAULT;
3464     player->last_action_waiting = ACTION_DEFAULT;
3465     player->special_action_bored = ACTION_DEFAULT;
3466     player->special_action_sleeping = ACTION_DEFAULT;
3467
3468     player->switch_x = -1;
3469     player->switch_y = -1;
3470
3471     player->drop_x = -1;
3472     player->drop_y = -1;
3473
3474     player->show_envelope = 0;
3475
3476     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3477
3478     player->push_delay       = -1;      /* initialized when pushing starts */
3479     player->push_delay_value = game.initial_push_delay_value;
3480
3481     player->drop_delay = 0;
3482     player->drop_pressed_delay = 0;
3483
3484     player->last_jx = -1;
3485     player->last_jy = -1;
3486     player->jx = -1;
3487     player->jy = -1;
3488
3489     player->shield_normal_time_left = 0;
3490     player->shield_deadly_time_left = 0;
3491
3492     player->inventory_infinite_element = EL_UNDEFINED;
3493     player->inventory_size = 0;
3494
3495     if (level.use_initial_inventory[i])
3496     {
3497       for (j = 0; j < level.initial_inventory_size[i]; j++)
3498       {
3499         int element = level.initial_inventory_content[i][j];
3500         int collect_count = element_info[element].collect_count_initial;
3501         int k;
3502
3503         if (!IS_CUSTOM_ELEMENT(element))
3504           collect_count = 1;
3505
3506         if (collect_count == 0)
3507           player->inventory_infinite_element = element;
3508         else
3509           for (k = 0; k < collect_count; k++)
3510             if (player->inventory_size < MAX_INVENTORY_SIZE)
3511               player->inventory_element[player->inventory_size++] = element;
3512       }
3513     }
3514
3515     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3516     SnapField(player, 0, 0);
3517
3518     player->LevelSolved = FALSE;
3519     player->GameOver = FALSE;
3520
3521     player->LevelSolved_GameWon = FALSE;
3522     player->LevelSolved_GameEnd = FALSE;
3523     player->LevelSolved_PanelOff = FALSE;
3524     player->LevelSolved_SaveTape = FALSE;
3525     player->LevelSolved_SaveScore = FALSE;
3526
3527     player->LevelSolved_CountingTime = 0;
3528     player->LevelSolved_CountingScore = 0;
3529     player->LevelSolved_CountingHealth = 0;
3530
3531     map_player_action[i] = i;
3532   }
3533
3534   network_player_action_received = FALSE;
3535
3536   /* initial null action */
3537   if (network_playing)
3538     SendToServer_MovePlayer(MV_NONE);
3539
3540   ZX = ZY = -1;
3541   ExitX = ExitY = -1;
3542
3543   FrameCounter = 0;
3544   TimeFrames = 0;
3545   TimePlayed = 0;
3546   TimeLeft = level.time;
3547   TapeTime = 0;
3548
3549   ScreenMovDir = MV_NONE;
3550   ScreenMovPos = 0;
3551   ScreenGfxPos = 0;
3552
3553   ScrollStepSize = 0;   /* will be correctly initialized by ScrollScreen() */
3554
3555   AllPlayersGone = FALSE;
3556
3557   game.no_time_limit = (level.time == 0);
3558
3559   game.yamyam_content_nr = 0;
3560   game.robot_wheel_active = FALSE;
3561   game.magic_wall_active = FALSE;
3562   game.magic_wall_time_left = 0;
3563   game.light_time_left = 0;
3564   game.timegate_time_left = 0;
3565   game.switchgate_pos = 0;
3566   game.wind_direction = level.wind_direction_initial;
3567
3568   game.lenses_time_left = 0;
3569   game.magnify_time_left = 0;
3570
3571   game.ball_state = level.ball_state_initial;
3572   game.ball_content_nr = 0;
3573
3574   game.envelope_active = FALSE;
3575
3576   for (i = 0; i < NUM_BELTS; i++)
3577   {
3578     game.belt_dir[i] = MV_NONE;
3579     game.belt_dir_nr[i] = 3;            /* not moving, next moving left */
3580   }
3581
3582   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3583     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3584
3585 #if DEBUG_INIT_PLAYER
3586   DebugPrintPlayerStatus("Player status at level initialization");
3587 #endif
3588
3589   SCAN_PLAYFIELD(x, y)
3590   {
3591     Feld[x][y] = level.field[x][y];
3592     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3593     ChangeDelay[x][y] = 0;
3594     ChangePage[x][y] = -1;
3595     CustomValue[x][y] = 0;              /* initialized in InitField() */
3596     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3597     AmoebaNr[x][y] = 0;
3598     WasJustMoving[x][y] = 0;
3599     WasJustFalling[x][y] = 0;
3600     CheckCollision[x][y] = 0;
3601     CheckImpact[x][y] = 0;
3602     Stop[x][y] = FALSE;
3603     Pushed[x][y] = FALSE;
3604
3605     ChangeCount[x][y] = 0;
3606     ChangeEvent[x][y] = -1;
3607
3608     ExplodePhase[x][y] = 0;
3609     ExplodeDelay[x][y] = 0;
3610     ExplodeField[x][y] = EX_TYPE_NONE;
3611
3612     RunnerVisit[x][y] = 0;
3613     PlayerVisit[x][y] = 0;
3614
3615     GfxFrame[x][y] = 0;
3616     GfxRandom[x][y] = INIT_GFX_RANDOM();
3617     GfxElement[x][y] = EL_UNDEFINED;
3618     GfxAction[x][y] = ACTION_DEFAULT;
3619     GfxDir[x][y] = MV_NONE;
3620     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3621   }
3622
3623   SCAN_PLAYFIELD(x, y)
3624   {
3625     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3626       emulate_bd = FALSE;
3627     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3628       emulate_sb = FALSE;
3629     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3630       emulate_sp = FALSE;
3631
3632     InitField(x, y, TRUE);
3633
3634     ResetGfxAnimation(x, y);
3635   }
3636
3637   InitBeltMovement();
3638
3639   for (i = 0; i < MAX_PLAYERS; i++)
3640   {
3641     struct PlayerInfo *player = &stored_player[i];
3642
3643     /* set number of special actions for bored and sleeping animation */
3644     player->num_special_action_bored =
3645       get_num_special_action(player->artwork_element,
3646                              ACTION_BORING_1, ACTION_BORING_LAST);
3647     player->num_special_action_sleeping =
3648       get_num_special_action(player->artwork_element,
3649                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3650   }
3651
3652   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3653                     emulate_sb ? EMU_SOKOBAN :
3654                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3655
3656   /* initialize type of slippery elements */
3657   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3658   {
3659     if (!IS_CUSTOM_ELEMENT(i))
3660     {
3661       /* default: elements slip down either to the left or right randomly */
3662       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3663
3664       /* SP style elements prefer to slip down on the left side */
3665       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3666         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3667
3668       /* BD style elements prefer to slip down on the left side */
3669       if (game.emulation == EMU_BOULDERDASH)
3670         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3671     }
3672   }
3673
3674   /* initialize explosion and ignition delay */
3675   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3676   {
3677     if (!IS_CUSTOM_ELEMENT(i))
3678     {
3679       int num_phase = 8;
3680       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3681                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3682                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3683       int last_phase = (num_phase + 1) * delay;
3684       int half_phase = (num_phase / 2) * delay;
3685
3686       element_info[i].explosion_delay = last_phase - 1;
3687       element_info[i].ignition_delay = half_phase;
3688
3689       if (i == EL_BLACK_ORB)
3690         element_info[i].ignition_delay = 1;
3691     }
3692   }
3693
3694   /* correct non-moving belts to start moving left */
3695   for (i = 0; i < NUM_BELTS; i++)
3696     if (game.belt_dir[i] == MV_NONE)
3697       game.belt_dir_nr[i] = 3;          /* not moving, next moving left */
3698
3699 #if USE_NEW_PLAYER_ASSIGNMENTS
3700   for (i = 0; i < MAX_PLAYERS; i++)
3701   {
3702     stored_player[i].connected = FALSE;
3703
3704     /* in network game mode, the local player might not be the first player */
3705     if (stored_player[i].connected_locally)
3706       local_player = &stored_player[i];
3707   }
3708
3709   if (!network.enabled)
3710     local_player->connected = TRUE;
3711
3712   if (tape.playing)
3713   {
3714     for (i = 0; i < MAX_PLAYERS; i++)
3715       stored_player[i].connected = tape.player_participates[i];
3716   }
3717   else if (network.enabled)
3718   {
3719     /* add team mode players connected over the network (needed for correct
3720        assignment of player figures from level to locally playing players) */
3721
3722     for (i = 0; i < MAX_PLAYERS; i++)
3723       if (stored_player[i].connected_network)
3724         stored_player[i].connected = TRUE;
3725   }
3726   else if (game.team_mode)
3727   {
3728     /* try to guess locally connected team mode players (needed for correct
3729        assignment of player figures from level to locally playing players) */
3730
3731     for (i = 0; i < MAX_PLAYERS; i++)
3732       if (setup.input[i].use_joystick ||
3733           setup.input[i].key.left != KSYM_UNDEFINED)
3734         stored_player[i].connected = TRUE;
3735   }
3736
3737 #if DEBUG_INIT_PLAYER
3738   DebugPrintPlayerStatus("Player status after level initialization");
3739 #endif
3740
3741 #if DEBUG_INIT_PLAYER
3742   if (options.debug)
3743     printf("Reassigning players ...\n");
3744 #endif
3745
3746   /* check if any connected player was not found in playfield */
3747   for (i = 0; i < MAX_PLAYERS; i++)
3748   {
3749     struct PlayerInfo *player = &stored_player[i];
3750
3751     if (player->connected && !player->present)
3752     {
3753       struct PlayerInfo *field_player = NULL;
3754
3755 #if DEBUG_INIT_PLAYER
3756       if (options.debug)
3757         printf("- looking for field player for player %d ...\n", i + 1);
3758 #endif
3759
3760       /* assign first free player found that is present in the playfield */
3761
3762       /* first try: look for unmapped playfield player that is not connected */
3763       for (j = 0; j < MAX_PLAYERS; j++)
3764         if (field_player == NULL &&
3765             stored_player[j].present &&
3766             !stored_player[j].mapped &&
3767             !stored_player[j].connected)
3768           field_player = &stored_player[j];
3769
3770       /* second try: look for *any* unmapped playfield player */
3771       for (j = 0; j < MAX_PLAYERS; j++)
3772         if (field_player == NULL &&
3773             stored_player[j].present &&
3774             !stored_player[j].mapped)
3775           field_player = &stored_player[j];
3776
3777       if (field_player != NULL)
3778       {
3779         int jx = field_player->jx, jy = field_player->jy;
3780
3781 #if DEBUG_INIT_PLAYER
3782         if (options.debug)
3783           printf("- found player %d\n", field_player->index_nr + 1);
3784 #endif
3785
3786         player->present = FALSE;
3787         player->active = FALSE;
3788
3789         field_player->present = TRUE;
3790         field_player->active = TRUE;
3791
3792         /*
3793         player->initial_element = field_player->initial_element;
3794         player->artwork_element = field_player->artwork_element;
3795
3796         player->block_last_field       = field_player->block_last_field;
3797         player->block_delay_adjustment = field_player->block_delay_adjustment;
3798         */
3799
3800         StorePlayer[jx][jy] = field_player->element_nr;
3801
3802         field_player->jx = field_player->last_jx = jx;
3803         field_player->jy = field_player->last_jy = jy;
3804
3805         if (local_player == player)
3806           local_player = field_player;
3807
3808         map_player_action[field_player->index_nr] = i;
3809
3810         field_player->mapped = TRUE;
3811
3812 #if DEBUG_INIT_PLAYER
3813         if (options.debug)
3814           printf("- map_player_action[%d] == %d\n",
3815                  field_player->index_nr + 1, i + 1);
3816 #endif
3817       }
3818     }
3819
3820     if (player->connected && player->present)
3821       player->mapped = TRUE;
3822   }
3823
3824 #if DEBUG_INIT_PLAYER
3825   DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3826 #endif
3827
3828 #else
3829
3830   /* check if any connected player was not found in playfield */
3831   for (i = 0; i < MAX_PLAYERS; i++)
3832   {
3833     struct PlayerInfo *player = &stored_player[i];
3834
3835     if (player->connected && !player->present)
3836     {
3837       for (j = 0; j < MAX_PLAYERS; j++)
3838       {
3839         struct PlayerInfo *field_player = &stored_player[j];
3840         int jx = field_player->jx, jy = field_player->jy;
3841
3842         /* assign first free player found that is present in the playfield */
3843         if (field_player->present && !field_player->connected)
3844         {
3845           player->present = TRUE;
3846           player->active = TRUE;
3847
3848           field_player->present = FALSE;
3849           field_player->active = FALSE;
3850
3851           player->initial_element = field_player->initial_element;
3852           player->artwork_element = field_player->artwork_element;
3853
3854           player->block_last_field       = field_player->block_last_field;
3855           player->block_delay_adjustment = field_player->block_delay_adjustment;
3856
3857           StorePlayer[jx][jy] = player->element_nr;
3858
3859           player->jx = player->last_jx = jx;
3860           player->jy = player->last_jy = jy;
3861
3862           break;
3863         }
3864       }
3865     }
3866   }
3867 #endif
3868
3869 #if 0
3870   printf("::: local_player->present == %d\n", local_player->present);
3871 #endif
3872
3873   /* set focus to local player for network games, else to all players */
3874   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3875   game.centered_player_nr_next = game.centered_player_nr;
3876   game.set_centered_player = FALSE;
3877
3878   if (network_playing && tape.recording)
3879   {
3880     /* store client dependent player focus when recording network games */
3881     tape.centered_player_nr_next = game.centered_player_nr_next;
3882     tape.set_centered_player = TRUE;
3883   }
3884
3885   if (tape.playing)
3886   {
3887     /* when playing a tape, eliminate all players who do not participate */
3888
3889 #if USE_NEW_PLAYER_ASSIGNMENTS
3890
3891     if (!game.team_mode)
3892     {
3893       for (i = 0; i < MAX_PLAYERS; i++)
3894       {
3895         if (stored_player[i].active &&
3896             !tape.player_participates[map_player_action[i]])
3897         {
3898           struct PlayerInfo *player = &stored_player[i];
3899           int jx = player->jx, jy = player->jy;
3900
3901 #if DEBUG_INIT_PLAYER
3902           if (options.debug)
3903             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3904 #endif
3905
3906           player->active = FALSE;
3907           StorePlayer[jx][jy] = 0;
3908           Feld[jx][jy] = EL_EMPTY;
3909         }
3910       }
3911     }
3912
3913 #else
3914
3915     for (i = 0; i < MAX_PLAYERS; i++)
3916     {
3917       if (stored_player[i].active &&
3918           !tape.player_participates[i])
3919       {
3920         struct PlayerInfo *player = &stored_player[i];
3921         int jx = player->jx, jy = player->jy;
3922
3923         player->active = FALSE;
3924         StorePlayer[jx][jy] = 0;
3925         Feld[jx][jy] = EL_EMPTY;
3926       }
3927     }
3928 #endif
3929   }
3930   else if (!network.enabled && !game.team_mode)         /* && !tape.playing */
3931   {
3932     /* when in single player mode, eliminate all but the local player */
3933
3934     for (i = 0; i < MAX_PLAYERS; i++)
3935     {
3936       struct PlayerInfo *player = &stored_player[i];
3937
3938       if (player->active && player != local_player)
3939       {
3940         int jx = player->jx, jy = player->jy;
3941
3942         player->active = FALSE;
3943         player->present = FALSE;
3944
3945         StorePlayer[jx][jy] = 0;
3946         Feld[jx][jy] = EL_EMPTY;
3947       }
3948     }
3949   }
3950
3951   /* when recording the game, store which players take part in the game */
3952   if (tape.recording)
3953   {
3954 #if USE_NEW_PLAYER_ASSIGNMENTS
3955     for (i = 0; i < MAX_PLAYERS; i++)
3956       if (stored_player[i].connected)
3957         tape.player_participates[i] = TRUE;
3958 #else
3959     for (i = 0; i < MAX_PLAYERS; i++)
3960       if (stored_player[i].active)
3961         tape.player_participates[i] = TRUE;
3962 #endif
3963   }
3964
3965 #if DEBUG_INIT_PLAYER
3966   DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3967 #endif
3968
3969   if (BorderElement == EL_EMPTY)
3970   {
3971     SBX_Left = 0;
3972     SBX_Right = lev_fieldx - SCR_FIELDX;
3973     SBY_Upper = 0;
3974     SBY_Lower = lev_fieldy - SCR_FIELDY;
3975   }
3976   else
3977   {
3978     SBX_Left = -1;
3979     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3980     SBY_Upper = -1;
3981     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3982   }
3983
3984   if (full_lev_fieldx <= SCR_FIELDX)
3985     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3986   if (full_lev_fieldy <= SCR_FIELDY)
3987     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3988
3989   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3990     SBX_Left--;
3991   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3992     SBY_Upper--;
3993
3994   /* if local player not found, look for custom element that might create
3995      the player (make some assumptions about the right custom element) */
3996   if (!local_player->present)
3997   {
3998     int start_x = 0, start_y = 0;
3999     int found_rating = 0;
4000     int found_element = EL_UNDEFINED;
4001     int player_nr = local_player->index_nr;
4002
4003     SCAN_PLAYFIELD(x, y)
4004     {
4005       int element = Feld[x][y];
4006       int content;
4007       int xx, yy;
4008       boolean is_player;
4009
4010       if (level.use_start_element[player_nr] &&
4011           level.start_element[player_nr] == element &&
4012           found_rating < 4)
4013       {
4014         start_x = x;
4015         start_y = y;
4016
4017         found_rating = 4;
4018         found_element = element;
4019       }
4020
4021       if (!IS_CUSTOM_ELEMENT(element))
4022         continue;
4023
4024       if (CAN_CHANGE(element))
4025       {
4026         for (i = 0; i < element_info[element].num_change_pages; i++)
4027         {
4028           /* check for player created from custom element as single target */
4029           content = element_info[element].change_page[i].target_element;
4030           is_player = ELEM_IS_PLAYER(content);
4031
4032           if (is_player && (found_rating < 3 ||
4033                             (found_rating == 3 && element < found_element)))
4034           {
4035             start_x = x;
4036             start_y = y;
4037
4038             found_rating = 3;
4039             found_element = element;
4040           }
4041         }
4042       }
4043
4044       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4045       {
4046         /* check for player created from custom element as explosion content */
4047         content = element_info[element].content.e[xx][yy];
4048         is_player = ELEM_IS_PLAYER(content);
4049
4050         if (is_player && (found_rating < 2 ||
4051                           (found_rating == 2 && element < found_element)))
4052         {
4053           start_x = x + xx - 1;
4054           start_y = y + yy - 1;
4055
4056           found_rating = 2;
4057           found_element = element;
4058         }
4059
4060         if (!CAN_CHANGE(element))
4061           continue;
4062
4063         for (i = 0; i < element_info[element].num_change_pages; i++)
4064         {
4065           /* check for player created from custom element as extended target */
4066           content =
4067             element_info[element].change_page[i].target_content.e[xx][yy];
4068
4069           is_player = ELEM_IS_PLAYER(content);
4070
4071           if (is_player && (found_rating < 1 ||
4072                             (found_rating == 1 && element < found_element)))
4073           {
4074             start_x = x + xx - 1;
4075             start_y = y + yy - 1;
4076
4077             found_rating = 1;
4078             found_element = element;
4079           }
4080         }
4081       }
4082     }
4083
4084     scroll_x = SCROLL_POSITION_X(start_x);
4085     scroll_y = SCROLL_POSITION_Y(start_y);
4086   }
4087   else
4088   {
4089     scroll_x = SCROLL_POSITION_X(local_player->jx);
4090     scroll_y = SCROLL_POSITION_Y(local_player->jy);
4091   }
4092
4093   /* !!! FIX THIS (START) !!! */
4094   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4095   {
4096     InitGameEngine_EM();
4097   }
4098   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4099   {
4100     InitGameEngine_SP();
4101   }
4102   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4103   {
4104     InitGameEngine_MM();
4105   }
4106   else
4107   {
4108     DrawLevel(REDRAW_FIELD);
4109     DrawAllPlayers();
4110
4111     /* after drawing the level, correct some elements */
4112     if (game.timegate_time_left == 0)
4113       CloseAllOpenTimegates();
4114   }
4115
4116   /* blit playfield from scroll buffer to normal back buffer for fading in */
4117   BlitScreenToBitmap(backbuffer);
4118   /* !!! FIX THIS (END) !!! */
4119
4120   DrawMaskedBorder(fade_mask);
4121
4122   FadeIn(fade_mask);
4123
4124 #if 1
4125   // full screen redraw is required at this point in the following cases:
4126   // - special editor door undrawn when game was started from level editor
4127   // - drawing area (playfield) was changed and has to be removed completely
4128   redraw_mask = REDRAW_ALL;
4129   BackToFront();
4130 #endif
4131
4132   if (!game.restart_level)
4133   {
4134     /* copy default game door content to main double buffer */
4135
4136     /* !!! CHECK AGAIN !!! */
4137     SetPanelBackground();
4138     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4139     DrawBackground(DX, DY, DXSIZE, DYSIZE);
4140   }
4141
4142   SetPanelBackground();
4143   SetDrawBackgroundMask(REDRAW_DOOR_1);
4144
4145   UpdateAndDisplayGameControlValues();
4146
4147   if (!game.restart_level)
4148   {
4149     UnmapGameButtons();
4150     UnmapTapeButtons();
4151
4152     FreeGameButtons();
4153     CreateGameButtons();
4154
4155     MapGameButtons();
4156     MapTapeButtons();
4157
4158     /* copy actual game door content to door double buffer for OpenDoor() */
4159     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4160
4161     OpenDoor(DOOR_OPEN_ALL);
4162
4163     KeyboardAutoRepeatOffUnlessAutoplay();
4164
4165 #if DEBUG_INIT_PLAYER
4166     DebugPrintPlayerStatus("Player status (final)");
4167 #endif
4168   }
4169
4170   UnmapAllGadgets();
4171
4172   MapGameButtons();
4173   MapTapeButtons();
4174
4175   if (!game.restart_level && !tape.playing)
4176   {
4177     LevelStats_incPlayed(level_nr);
4178
4179     SaveLevelSetup_SeriesInfo();
4180   }
4181
4182   game.restart_level = FALSE;
4183   game.restart_game_message = NULL;
4184
4185   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4186     InitGameActions_MM();
4187
4188   SaveEngineSnapshotToListInitial();
4189
4190   if (!game.restart_level)
4191   {
4192     PlaySound(SND_GAME_STARTING);
4193
4194     if (setup.sound_music)
4195       PlayLevelMusic();
4196   }
4197 }
4198
4199 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4200                         int actual_player_x, int actual_player_y)
4201 {
4202   /* this is used for non-R'n'D game engines to update certain engine values */
4203
4204   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4205   {
4206     actual_player_x = correctLevelPosX_EM(actual_player_x);
4207     actual_player_y = correctLevelPosY_EM(actual_player_y);
4208   }
4209
4210   /* needed to determine if sounds are played within the visible screen area */
4211   scroll_x = actual_scroll_x;
4212   scroll_y = actual_scroll_y;
4213
4214   /* needed to get player position for "follow finger" playing input method */
4215   local_player->jx = actual_player_x;
4216   local_player->jy = actual_player_y;
4217 }
4218
4219 void InitMovDir(int x, int y)
4220 {
4221   int i, element = Feld[x][y];
4222   static int xy[4][2] =
4223   {
4224     {  0, +1 },
4225     { +1,  0 },
4226     {  0, -1 },
4227     { -1,  0 }
4228   };
4229   static int direction[3][4] =
4230   {
4231     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4232     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4233     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4234   };
4235
4236   switch (element)
4237   {
4238     case EL_BUG_RIGHT:
4239     case EL_BUG_UP:
4240     case EL_BUG_LEFT:
4241     case EL_BUG_DOWN:
4242       Feld[x][y] = EL_BUG;
4243       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4244       break;
4245
4246     case EL_SPACESHIP_RIGHT:
4247     case EL_SPACESHIP_UP:
4248     case EL_SPACESHIP_LEFT:
4249     case EL_SPACESHIP_DOWN:
4250       Feld[x][y] = EL_SPACESHIP;
4251       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4252       break;
4253
4254     case EL_BD_BUTTERFLY_RIGHT:
4255     case EL_BD_BUTTERFLY_UP:
4256     case EL_BD_BUTTERFLY_LEFT:
4257     case EL_BD_BUTTERFLY_DOWN:
4258       Feld[x][y] = EL_BD_BUTTERFLY;
4259       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4260       break;
4261
4262     case EL_BD_FIREFLY_RIGHT:
4263     case EL_BD_FIREFLY_UP:
4264     case EL_BD_FIREFLY_LEFT:
4265     case EL_BD_FIREFLY_DOWN:
4266       Feld[x][y] = EL_BD_FIREFLY;
4267       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4268       break;
4269
4270     case EL_PACMAN_RIGHT:
4271     case EL_PACMAN_UP:
4272     case EL_PACMAN_LEFT:
4273     case EL_PACMAN_DOWN:
4274       Feld[x][y] = EL_PACMAN;
4275       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4276       break;
4277
4278     case EL_YAMYAM_LEFT:
4279     case EL_YAMYAM_RIGHT:
4280     case EL_YAMYAM_UP:
4281     case EL_YAMYAM_DOWN:
4282       Feld[x][y] = EL_YAMYAM;
4283       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4284       break;
4285
4286     case EL_SP_SNIKSNAK:
4287       MovDir[x][y] = MV_UP;
4288       break;
4289
4290     case EL_SP_ELECTRON:
4291       MovDir[x][y] = MV_LEFT;
4292       break;
4293
4294     case EL_MOLE_LEFT:
4295     case EL_MOLE_RIGHT:
4296     case EL_MOLE_UP:
4297     case EL_MOLE_DOWN:
4298       Feld[x][y] = EL_MOLE;
4299       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4300       break;
4301
4302     default:
4303       if (IS_CUSTOM_ELEMENT(element))
4304       {
4305         struct ElementInfo *ei = &element_info[element];
4306         int move_direction_initial = ei->move_direction_initial;
4307         int move_pattern = ei->move_pattern;
4308
4309         if (move_direction_initial == MV_START_PREVIOUS)
4310         {
4311           if (MovDir[x][y] != MV_NONE)
4312             return;
4313
4314           move_direction_initial = MV_START_AUTOMATIC;
4315         }
4316
4317         if (move_direction_initial == MV_START_RANDOM)
4318           MovDir[x][y] = 1 << RND(4);
4319         else if (move_direction_initial & MV_ANY_DIRECTION)
4320           MovDir[x][y] = move_direction_initial;
4321         else if (move_pattern == MV_ALL_DIRECTIONS ||
4322                  move_pattern == MV_TURNING_LEFT ||
4323                  move_pattern == MV_TURNING_RIGHT ||
4324                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4325                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4326                  move_pattern == MV_TURNING_RANDOM)
4327           MovDir[x][y] = 1 << RND(4);
4328         else if (move_pattern == MV_HORIZONTAL)
4329           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4330         else if (move_pattern == MV_VERTICAL)
4331           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4332         else if (move_pattern & MV_ANY_DIRECTION)
4333           MovDir[x][y] = element_info[element].move_pattern;
4334         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4335                  move_pattern == MV_ALONG_RIGHT_SIDE)
4336         {
4337           /* use random direction as default start direction */
4338           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4339             MovDir[x][y] = 1 << RND(4);
4340
4341           for (i = 0; i < NUM_DIRECTIONS; i++)
4342           {
4343             int x1 = x + xy[i][0];
4344             int y1 = y + xy[i][1];
4345
4346             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4347             {
4348               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4349                 MovDir[x][y] = direction[0][i];
4350               else
4351                 MovDir[x][y] = direction[1][i];
4352
4353               break;
4354             }
4355           }
4356         }                
4357       }
4358       else
4359       {
4360         MovDir[x][y] = 1 << RND(4);
4361
4362         if (element != EL_BUG &&
4363             element != EL_SPACESHIP &&
4364             element != EL_BD_BUTTERFLY &&
4365             element != EL_BD_FIREFLY)
4366           break;
4367
4368         for (i = 0; i < NUM_DIRECTIONS; i++)
4369         {
4370           int x1 = x + xy[i][0];
4371           int y1 = y + xy[i][1];
4372
4373           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4374           {
4375             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4376             {
4377               MovDir[x][y] = direction[0][i];
4378               break;
4379             }
4380             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4381                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4382             {
4383               MovDir[x][y] = direction[1][i];
4384               break;
4385             }
4386           }
4387         }
4388       }
4389       break;
4390   }
4391
4392   GfxDir[x][y] = MovDir[x][y];
4393 }
4394
4395 void InitAmoebaNr(int x, int y)
4396 {
4397   int i;
4398   int group_nr = AmoebeNachbarNr(x, y);
4399
4400   if (group_nr == 0)
4401   {
4402     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4403     {
4404       if (AmoebaCnt[i] == 0)
4405       {
4406         group_nr = i;
4407         break;
4408       }
4409     }
4410   }
4411
4412   AmoebaNr[x][y] = group_nr;
4413   AmoebaCnt[group_nr]++;
4414   AmoebaCnt2[group_nr]++;
4415 }
4416
4417 static void PlayerWins(struct PlayerInfo *player)
4418 {
4419   player->LevelSolved = TRUE;
4420   player->GameOver = TRUE;
4421
4422   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4423                          level.native_em_level->lev->score :
4424                          level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4425                          game_mm.score :
4426                          player->score);
4427   player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4428                           MM_HEALTH(game_mm.laser_overload_value) :
4429                           player->health);
4430
4431   player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4432                                       TimeLeft);
4433   player->LevelSolved_CountingScore = player->score_final;
4434   player->LevelSolved_CountingHealth = player->health_final;
4435 }
4436
4437 void GameWon()
4438 {
4439   static int time_count_steps;
4440   static int time, time_final;
4441   static int score, score_final;
4442   static int health, health_final;
4443   static int game_over_delay_1 = 0;
4444   static int game_over_delay_2 = 0;
4445   static int game_over_delay_3 = 0;
4446   int game_over_delay_value_1 = 50;
4447   int game_over_delay_value_2 = 25;
4448   int game_over_delay_value_3 = 50;
4449
4450   if (!local_player->LevelSolved_GameWon)
4451   {
4452     int i;
4453
4454     /* do not start end game actions before the player stops moving (to exit) */
4455     if (local_player->MovPos)
4456       return;
4457
4458     local_player->LevelSolved_GameWon = TRUE;
4459     local_player->LevelSolved_SaveTape = tape.recording;
4460     local_player->LevelSolved_SaveScore = !tape.playing;
4461
4462     if (!tape.playing)
4463     {
4464       LevelStats_incSolved(level_nr);
4465
4466       SaveLevelSetup_SeriesInfo();
4467     }
4468
4469     if (tape.auto_play)         /* tape might already be stopped here */
4470       tape.auto_play_level_solved = TRUE;
4471
4472     TapeStop();
4473
4474     game_over_delay_1 = 0;
4475     game_over_delay_2 = 0;
4476     game_over_delay_3 = game_over_delay_value_3;
4477
4478     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4479     score = score_final = local_player->score_final;
4480     health = health_final = local_player->health_final;
4481
4482     if (level.score[SC_TIME_BONUS] > 0)
4483     {
4484       if (TimeLeft > 0)
4485       {
4486         time_final = 0;
4487         score_final += TimeLeft * level.score[SC_TIME_BONUS];
4488       }
4489       else if (game.no_time_limit && TimePlayed < 999)
4490       {
4491         time_final = 999;
4492         score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4493       }
4494
4495       time_count_steps = MAX(1, ABS(time_final - time) / 100);
4496
4497       game_over_delay_1 = game_over_delay_value_1;
4498
4499       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4500       {
4501         health_final = 0;
4502         score_final += health * level.score[SC_TIME_BONUS];
4503
4504         game_over_delay_2 = game_over_delay_value_2;
4505       }
4506
4507       local_player->score_final = score_final;
4508       local_player->health_final = health_final;
4509     }
4510
4511     if (level_editor_test_game)
4512     {
4513       time = time_final;
4514       score = score_final;
4515
4516       local_player->LevelSolved_CountingTime = time;
4517       local_player->LevelSolved_CountingScore = score;
4518
4519       game_panel_controls[GAME_PANEL_TIME].value = time;
4520       game_panel_controls[GAME_PANEL_SCORE].value = score;
4521
4522       DisplayGameControlValues();
4523     }
4524
4525     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4526     {
4527       if (ExitX >= 0 && ExitY >= 0)     /* local player has left the level */
4528       {
4529         /* close exit door after last player */
4530         if ((AllPlayersGone &&
4531              (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4532               Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4533               Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4534             Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4535             Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4536         {
4537           int element = Feld[ExitX][ExitY];
4538
4539           Feld[ExitX][ExitY] =
4540             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4541              element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4542              element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4543              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4544              EL_EM_STEEL_EXIT_CLOSING);
4545
4546           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4547         }
4548
4549         /* player disappears */
4550         DrawLevelField(ExitX, ExitY);
4551       }
4552
4553       for (i = 0; i < MAX_PLAYERS; i++)
4554       {
4555         struct PlayerInfo *player = &stored_player[i];
4556
4557         if (player->present)
4558         {
4559           RemovePlayer(player);
4560
4561           /* player disappears */
4562           DrawLevelField(player->jx, player->jy);
4563         }
4564       }
4565     }
4566
4567     PlaySound(SND_GAME_WINNING);
4568   }
4569
4570   if (game_over_delay_1 > 0)
4571   {
4572     game_over_delay_1--;
4573
4574     return;
4575   }
4576
4577   if (time != time_final)
4578   {
4579     int time_to_go = ABS(time_final - time);
4580     int time_count_dir = (time < time_final ? +1 : -1);
4581
4582     if (time_to_go < time_count_steps)
4583       time_count_steps = 1;
4584
4585     time  += time_count_steps * time_count_dir;
4586     score += time_count_steps * level.score[SC_TIME_BONUS];
4587
4588     local_player->LevelSolved_CountingTime = time;
4589     local_player->LevelSolved_CountingScore = score;
4590
4591     game_panel_controls[GAME_PANEL_TIME].value = time;
4592     game_panel_controls[GAME_PANEL_SCORE].value = score;
4593
4594     DisplayGameControlValues();
4595
4596     if (time == time_final)
4597       StopSound(SND_GAME_LEVELTIME_BONUS);
4598     else if (setup.sound_loops)
4599       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4600     else
4601       PlaySound(SND_GAME_LEVELTIME_BONUS);
4602
4603     return;
4604   }
4605
4606   if (game_over_delay_2 > 0)
4607   {
4608     game_over_delay_2--;
4609
4610     return;
4611   }
4612
4613   if (health != health_final)
4614   {
4615     int health_count_dir = (health < health_final ? +1 : -1);
4616
4617     health += health_count_dir;
4618     score  += level.score[SC_TIME_BONUS];
4619
4620     local_player->LevelSolved_CountingHealth = health;
4621     local_player->LevelSolved_CountingScore = score;
4622
4623     game_panel_controls[GAME_PANEL_HEALTH].value = health;
4624     game_panel_controls[GAME_PANEL_SCORE].value = score;
4625
4626     DisplayGameControlValues();
4627
4628     if (health == health_final)
4629       StopSound(SND_GAME_LEVELTIME_BONUS);
4630     else if (setup.sound_loops)
4631       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4632     else
4633       PlaySound(SND_GAME_LEVELTIME_BONUS);
4634
4635     return;
4636   }
4637
4638   local_player->LevelSolved_PanelOff = TRUE;
4639
4640   if (game_over_delay_3 > 0)
4641   {
4642     game_over_delay_3--;
4643
4644     return;
4645   }
4646
4647   GameEnd();
4648 }
4649
4650 void GameEnd()
4651 {
4652   int hi_pos;