4c4619c1e5bbc9e24ad51be93c846de9fa6b0a10
[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 //                  https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // game.c
10 // ============================================================================
11
12 #include "libgame/libgame.h"
13
14 #include "game.h"
15 #include "init.h"
16 #include "tools.h"
17 #include "screens.h"
18 #include "events.h"
19 #include "files.h"
20 #include "tape.h"
21 #include "network.h"
22 #include "anim.h"
23
24
25 // DEBUG SETTINGS
26 #define DEBUG_INIT_PLAYER       1
27 #define DEBUG_PLAYER_ACTIONS    0
28
29 // EXPERIMENTAL STUFF
30 #define USE_NEW_AMOEBA_CODE     FALSE
31
32 // EXPERIMENTAL STUFF
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX    0
34 #define USE_QUICKSAND_IMPACT_BUGFIX     0
35 #define USE_DELAYED_GFX_REDRAW          0
36 #define USE_NEW_PLAYER_ASSIGNMENTS      1
37
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y)                               \
40         GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
42         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
44         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y)                           \
46         GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #else
48 #define TEST_DrawLevelField(x, y)                               \
49              DrawLevelField(x, y)
50 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
51              DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
53              DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y)                           \
55              DrawTwinkleOnField(x, y)
56 #endif
57
58
59 // for DigField()
60 #define DF_NO_PUSH              0
61 #define DF_DIG                  1
62 #define DF_SNAP                 2
63
64 // for MovePlayer()
65 #define MP_NO_ACTION            0
66 #define MP_MOVING               1
67 #define MP_ACTION               2
68 #define MP_DONT_RUN_INTO        (MP_MOVING | MP_ACTION)
69
70 // for ScrollPlayer()
71 #define SCROLL_INIT             0
72 #define SCROLL_GO_ON            1
73
74 // for Bang()/Explode()
75 #define EX_PHASE_START          0
76 #define EX_TYPE_NONE            0
77 #define EX_TYPE_NORMAL          (1 << 0)
78 #define EX_TYPE_CENTER          (1 << 1)
79 #define EX_TYPE_BORDER          (1 << 2)
80 #define EX_TYPE_CROSS           (1 << 3)
81 #define EX_TYPE_DYNA            (1 << 4)
82 #define EX_TYPE_SINGLE_TILE     (EX_TYPE_CENTER | EX_TYPE_BORDER)
83
84 #define PANEL_OFF()             (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p)           (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p)           (DY + ALIGNED_TEXT_YPOS(p))
88
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER                 0
91 #define GAME_PANEL_GEMS                         1
92 #define GAME_PANEL_INVENTORY_COUNT              2
93 #define GAME_PANEL_INVENTORY_FIRST_1            3
94 #define GAME_PANEL_INVENTORY_FIRST_2            4
95 #define GAME_PANEL_INVENTORY_FIRST_3            5
96 #define GAME_PANEL_INVENTORY_FIRST_4            6
97 #define GAME_PANEL_INVENTORY_FIRST_5            7
98 #define GAME_PANEL_INVENTORY_FIRST_6            8
99 #define GAME_PANEL_INVENTORY_FIRST_7            9
100 #define GAME_PANEL_INVENTORY_FIRST_8            10
101 #define GAME_PANEL_INVENTORY_LAST_1             11
102 #define GAME_PANEL_INVENTORY_LAST_2             12
103 #define GAME_PANEL_INVENTORY_LAST_3             13
104 #define GAME_PANEL_INVENTORY_LAST_4             14
105 #define GAME_PANEL_INVENTORY_LAST_5             15
106 #define GAME_PANEL_INVENTORY_LAST_6             16
107 #define GAME_PANEL_INVENTORY_LAST_7             17
108 #define GAME_PANEL_INVENTORY_LAST_8             18
109 #define GAME_PANEL_KEY_1                        19
110 #define GAME_PANEL_KEY_2                        20
111 #define GAME_PANEL_KEY_3                        21
112 #define GAME_PANEL_KEY_4                        22
113 #define GAME_PANEL_KEY_5                        23
114 #define GAME_PANEL_KEY_6                        24
115 #define GAME_PANEL_KEY_7                        25
116 #define GAME_PANEL_KEY_8                        26
117 #define GAME_PANEL_KEY_WHITE                    27
118 #define GAME_PANEL_KEY_WHITE_COUNT              28
119 #define GAME_PANEL_SCORE                        29
120 #define GAME_PANEL_HIGHSCORE                    30
121 #define GAME_PANEL_TIME                         31
122 #define GAME_PANEL_TIME_HH                      32
123 #define GAME_PANEL_TIME_MM                      33
124 #define GAME_PANEL_TIME_SS                      34
125 #define GAME_PANEL_TIME_ANIM                    35
126 #define GAME_PANEL_HEALTH                       36
127 #define GAME_PANEL_HEALTH_ANIM                  37
128 #define GAME_PANEL_FRAME                        38
129 #define GAME_PANEL_SHIELD_NORMAL                39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME           40
131 #define GAME_PANEL_SHIELD_DEADLY                41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME           42
133 #define GAME_PANEL_EXIT                         43
134 #define GAME_PANEL_EMC_MAGIC_BALL               44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH        45
136 #define GAME_PANEL_LIGHT_SWITCH                 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME            47
138 #define GAME_PANEL_TIMEGATE_SWITCH              48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME         49
140 #define GAME_PANEL_SWITCHGATE_SWITCH            50
141 #define GAME_PANEL_EMC_LENSES                   51
142 #define GAME_PANEL_EMC_LENSES_TIME              52
143 #define GAME_PANEL_EMC_MAGNIFIER                53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME           54
145 #define GAME_PANEL_BALLOON_SWITCH               55
146 #define GAME_PANEL_DYNABOMB_NUMBER              56
147 #define GAME_PANEL_DYNABOMB_SIZE                57
148 #define GAME_PANEL_DYNABOMB_POWER               58
149 #define GAME_PANEL_PENGUINS                     59
150 #define GAME_PANEL_SOKOBAN_OBJECTS              60
151 #define GAME_PANEL_SOKOBAN_FIELDS               61
152 #define GAME_PANEL_ROBOT_WHEEL                  62
153 #define GAME_PANEL_CONVEYOR_BELT_1              63
154 #define GAME_PANEL_CONVEYOR_BELT_2              64
155 #define GAME_PANEL_CONVEYOR_BELT_3              65
156 #define GAME_PANEL_CONVEYOR_BELT_4              66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH       67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH       68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH       69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH       70
161 #define GAME_PANEL_MAGIC_WALL                   71
162 #define GAME_PANEL_MAGIC_WALL_TIME              72
163 #define GAME_PANEL_GRAVITY_STATE                73
164 #define GAME_PANEL_GRAPHIC_1                    74
165 #define GAME_PANEL_GRAPHIC_2                    75
166 #define GAME_PANEL_GRAPHIC_3                    76
167 #define GAME_PANEL_GRAPHIC_4                    77
168 #define GAME_PANEL_GRAPHIC_5                    78
169 #define GAME_PANEL_GRAPHIC_6                    79
170 #define GAME_PANEL_GRAPHIC_7                    80
171 #define GAME_PANEL_GRAPHIC_8                    81
172 #define GAME_PANEL_ELEMENT_1                    82
173 #define GAME_PANEL_ELEMENT_2                    83
174 #define GAME_PANEL_ELEMENT_3                    84
175 #define GAME_PANEL_ELEMENT_4                    85
176 #define GAME_PANEL_ELEMENT_5                    86
177 #define GAME_PANEL_ELEMENT_6                    87
178 #define GAME_PANEL_ELEMENT_7                    88
179 #define GAME_PANEL_ELEMENT_8                    89
180 #define GAME_PANEL_ELEMENT_COUNT_1              90
181 #define GAME_PANEL_ELEMENT_COUNT_2              91
182 #define GAME_PANEL_ELEMENT_COUNT_3              92
183 #define GAME_PANEL_ELEMENT_COUNT_4              93
184 #define GAME_PANEL_ELEMENT_COUNT_5              94
185 #define GAME_PANEL_ELEMENT_COUNT_6              95
186 #define GAME_PANEL_ELEMENT_COUNT_7              96
187 #define GAME_PANEL_ELEMENT_COUNT_8              97
188 #define GAME_PANEL_CE_SCORE_1                   98
189 #define GAME_PANEL_CE_SCORE_2                   99
190 #define GAME_PANEL_CE_SCORE_3                   100
191 #define GAME_PANEL_CE_SCORE_4                   101
192 #define GAME_PANEL_CE_SCORE_5                   102
193 #define GAME_PANEL_CE_SCORE_6                   103
194 #define GAME_PANEL_CE_SCORE_7                   104
195 #define GAME_PANEL_CE_SCORE_8                   105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT           106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT           107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT           108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT           109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT           110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT           111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT           112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT           113
204 #define GAME_PANEL_PLAYER_NAME                  114
205 #define GAME_PANEL_LEVEL_NAME                   115
206 #define GAME_PANEL_LEVEL_AUTHOR                 116
207
208 #define NUM_GAME_PANEL_CONTROLS                 117
209
210 struct GamePanelOrderInfo
211 {
212   int nr;
213   int sort_priority;
214 };
215
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
217
218 struct GamePanelControlInfo
219 {
220   int nr;
221
222   struct TextPosInfo *pos;
223   int type;
224
225   int graphic, graphic_active;
226
227   int value, last_value;
228   int frame, last_frame;
229   int gfx_frame;
230   int gfx_random;
231 };
232
233 static struct GamePanelControlInfo game_panel_controls[] =
234 {
235   {
236     GAME_PANEL_LEVEL_NUMBER,
237     &game.panel.level_number,
238     TYPE_INTEGER,
239   },
240   {
241     GAME_PANEL_GEMS,
242     &game.panel.gems,
243     TYPE_INTEGER,
244   },
245   {
246     GAME_PANEL_INVENTORY_COUNT,
247     &game.panel.inventory_count,
248     TYPE_INTEGER,
249   },
250   {
251     GAME_PANEL_INVENTORY_FIRST_1,
252     &game.panel.inventory_first[0],
253     TYPE_ELEMENT,
254   },
255   {
256     GAME_PANEL_INVENTORY_FIRST_2,
257     &game.panel.inventory_first[1],
258     TYPE_ELEMENT,
259   },
260   {
261     GAME_PANEL_INVENTORY_FIRST_3,
262     &game.panel.inventory_first[2],
263     TYPE_ELEMENT,
264   },
265   {
266     GAME_PANEL_INVENTORY_FIRST_4,
267     &game.panel.inventory_first[3],
268     TYPE_ELEMENT,
269   },
270   {
271     GAME_PANEL_INVENTORY_FIRST_5,
272     &game.panel.inventory_first[4],
273     TYPE_ELEMENT,
274   },
275   {
276     GAME_PANEL_INVENTORY_FIRST_6,
277     &game.panel.inventory_first[5],
278     TYPE_ELEMENT,
279   },
280   {
281     GAME_PANEL_INVENTORY_FIRST_7,
282     &game.panel.inventory_first[6],
283     TYPE_ELEMENT,
284   },
285   {
286     GAME_PANEL_INVENTORY_FIRST_8,
287     &game.panel.inventory_first[7],
288     TYPE_ELEMENT,
289   },
290   {
291     GAME_PANEL_INVENTORY_LAST_1,
292     &game.panel.inventory_last[0],
293     TYPE_ELEMENT,
294   },
295   {
296     GAME_PANEL_INVENTORY_LAST_2,
297     &game.panel.inventory_last[1],
298     TYPE_ELEMENT,
299   },
300   {
301     GAME_PANEL_INVENTORY_LAST_3,
302     &game.panel.inventory_last[2],
303     TYPE_ELEMENT,
304   },
305   {
306     GAME_PANEL_INVENTORY_LAST_4,
307     &game.panel.inventory_last[3],
308     TYPE_ELEMENT,
309   },
310   {
311     GAME_PANEL_INVENTORY_LAST_5,
312     &game.panel.inventory_last[4],
313     TYPE_ELEMENT,
314   },
315   {
316     GAME_PANEL_INVENTORY_LAST_6,
317     &game.panel.inventory_last[5],
318     TYPE_ELEMENT,
319   },
320   {
321     GAME_PANEL_INVENTORY_LAST_7,
322     &game.panel.inventory_last[6],
323     TYPE_ELEMENT,
324   },
325   {
326     GAME_PANEL_INVENTORY_LAST_8,
327     &game.panel.inventory_last[7],
328     TYPE_ELEMENT,
329   },
330   {
331     GAME_PANEL_KEY_1,
332     &game.panel.key[0],
333     TYPE_ELEMENT,
334   },
335   {
336     GAME_PANEL_KEY_2,
337     &game.panel.key[1],
338     TYPE_ELEMENT,
339   },
340   {
341     GAME_PANEL_KEY_3,
342     &game.panel.key[2],
343     TYPE_ELEMENT,
344   },
345   {
346     GAME_PANEL_KEY_4,
347     &game.panel.key[3],
348     TYPE_ELEMENT,
349   },
350   {
351     GAME_PANEL_KEY_5,
352     &game.panel.key[4],
353     TYPE_ELEMENT,
354   },
355   {
356     GAME_PANEL_KEY_6,
357     &game.panel.key[5],
358     TYPE_ELEMENT,
359   },
360   {
361     GAME_PANEL_KEY_7,
362     &game.panel.key[6],
363     TYPE_ELEMENT,
364   },
365   {
366     GAME_PANEL_KEY_8,
367     &game.panel.key[7],
368     TYPE_ELEMENT,
369   },
370   {
371     GAME_PANEL_KEY_WHITE,
372     &game.panel.key_white,
373     TYPE_ELEMENT,
374   },
375   {
376     GAME_PANEL_KEY_WHITE_COUNT,
377     &game.panel.key_white_count,
378     TYPE_INTEGER,
379   },
380   {
381     GAME_PANEL_SCORE,
382     &game.panel.score,
383     TYPE_INTEGER,
384   },
385   {
386     GAME_PANEL_HIGHSCORE,
387     &game.panel.highscore,
388     TYPE_INTEGER,
389   },
390   {
391     GAME_PANEL_TIME,
392     &game.panel.time,
393     TYPE_INTEGER,
394   },
395   {
396     GAME_PANEL_TIME_HH,
397     &game.panel.time_hh,
398     TYPE_INTEGER,
399   },
400   {
401     GAME_PANEL_TIME_MM,
402     &game.panel.time_mm,
403     TYPE_INTEGER,
404   },
405   {
406     GAME_PANEL_TIME_SS,
407     &game.panel.time_ss,
408     TYPE_INTEGER,
409   },
410   {
411     GAME_PANEL_TIME_ANIM,
412     &game.panel.time_anim,
413     TYPE_GRAPHIC,
414
415     IMG_GFX_GAME_PANEL_TIME_ANIM,
416     IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
417   },
418   {
419     GAME_PANEL_HEALTH,
420     &game.panel.health,
421     TYPE_INTEGER,
422   },
423   {
424     GAME_PANEL_HEALTH_ANIM,
425     &game.panel.health_anim,
426     TYPE_GRAPHIC,
427
428     IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429     IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
430   },
431   {
432     GAME_PANEL_FRAME,
433     &game.panel.frame,
434     TYPE_INTEGER,
435   },
436   {
437     GAME_PANEL_SHIELD_NORMAL,
438     &game.panel.shield_normal,
439     TYPE_ELEMENT,
440   },
441   {
442     GAME_PANEL_SHIELD_NORMAL_TIME,
443     &game.panel.shield_normal_time,
444     TYPE_INTEGER,
445   },
446   {
447     GAME_PANEL_SHIELD_DEADLY,
448     &game.panel.shield_deadly,
449     TYPE_ELEMENT,
450   },
451   {
452     GAME_PANEL_SHIELD_DEADLY_TIME,
453     &game.panel.shield_deadly_time,
454     TYPE_INTEGER,
455   },
456   {
457     GAME_PANEL_EXIT,
458     &game.panel.exit,
459     TYPE_ELEMENT,
460   },
461   {
462     GAME_PANEL_EMC_MAGIC_BALL,
463     &game.panel.emc_magic_ball,
464     TYPE_ELEMENT,
465   },
466   {
467     GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468     &game.panel.emc_magic_ball_switch,
469     TYPE_ELEMENT,
470   },
471   {
472     GAME_PANEL_LIGHT_SWITCH,
473     &game.panel.light_switch,
474     TYPE_ELEMENT,
475   },
476   {
477     GAME_PANEL_LIGHT_SWITCH_TIME,
478     &game.panel.light_switch_time,
479     TYPE_INTEGER,
480   },
481   {
482     GAME_PANEL_TIMEGATE_SWITCH,
483     &game.panel.timegate_switch,
484     TYPE_ELEMENT,
485   },
486   {
487     GAME_PANEL_TIMEGATE_SWITCH_TIME,
488     &game.panel.timegate_switch_time,
489     TYPE_INTEGER,
490   },
491   {
492     GAME_PANEL_SWITCHGATE_SWITCH,
493     &game.panel.switchgate_switch,
494     TYPE_ELEMENT,
495   },
496   {
497     GAME_PANEL_EMC_LENSES,
498     &game.panel.emc_lenses,
499     TYPE_ELEMENT,
500   },
501   {
502     GAME_PANEL_EMC_LENSES_TIME,
503     &game.panel.emc_lenses_time,
504     TYPE_INTEGER,
505   },
506   {
507     GAME_PANEL_EMC_MAGNIFIER,
508     &game.panel.emc_magnifier,
509     TYPE_ELEMENT,
510   },
511   {
512     GAME_PANEL_EMC_MAGNIFIER_TIME,
513     &game.panel.emc_magnifier_time,
514     TYPE_INTEGER,
515   },
516   {
517     GAME_PANEL_BALLOON_SWITCH,
518     &game.panel.balloon_switch,
519     TYPE_ELEMENT,
520   },
521   {
522     GAME_PANEL_DYNABOMB_NUMBER,
523     &game.panel.dynabomb_number,
524     TYPE_INTEGER,
525   },
526   {
527     GAME_PANEL_DYNABOMB_SIZE,
528     &game.panel.dynabomb_size,
529     TYPE_INTEGER,
530   },
531   {
532     GAME_PANEL_DYNABOMB_POWER,
533     &game.panel.dynabomb_power,
534     TYPE_ELEMENT,
535   },
536   {
537     GAME_PANEL_PENGUINS,
538     &game.panel.penguins,
539     TYPE_INTEGER,
540   },
541   {
542     GAME_PANEL_SOKOBAN_OBJECTS,
543     &game.panel.sokoban_objects,
544     TYPE_INTEGER,
545   },
546   {
547     GAME_PANEL_SOKOBAN_FIELDS,
548     &game.panel.sokoban_fields,
549     TYPE_INTEGER,
550   },
551   {
552     GAME_PANEL_ROBOT_WHEEL,
553     &game.panel.robot_wheel,
554     TYPE_ELEMENT,
555   },
556   {
557     GAME_PANEL_CONVEYOR_BELT_1,
558     &game.panel.conveyor_belt[0],
559     TYPE_ELEMENT,
560   },
561   {
562     GAME_PANEL_CONVEYOR_BELT_2,
563     &game.panel.conveyor_belt[1],
564     TYPE_ELEMENT,
565   },
566   {
567     GAME_PANEL_CONVEYOR_BELT_3,
568     &game.panel.conveyor_belt[2],
569     TYPE_ELEMENT,
570   },
571   {
572     GAME_PANEL_CONVEYOR_BELT_4,
573     &game.panel.conveyor_belt[3],
574     TYPE_ELEMENT,
575   },
576   {
577     GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578     &game.panel.conveyor_belt_switch[0],
579     TYPE_ELEMENT,
580   },
581   {
582     GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583     &game.panel.conveyor_belt_switch[1],
584     TYPE_ELEMENT,
585   },
586   {
587     GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588     &game.panel.conveyor_belt_switch[2],
589     TYPE_ELEMENT,
590   },
591   {
592     GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593     &game.panel.conveyor_belt_switch[3],
594     TYPE_ELEMENT,
595   },
596   {
597     GAME_PANEL_MAGIC_WALL,
598     &game.panel.magic_wall,
599     TYPE_ELEMENT,
600   },
601   {
602     GAME_PANEL_MAGIC_WALL_TIME,
603     &game.panel.magic_wall_time,
604     TYPE_INTEGER,
605   },
606   {
607     GAME_PANEL_GRAVITY_STATE,
608     &game.panel.gravity_state,
609     TYPE_STRING,
610   },
611   {
612     GAME_PANEL_GRAPHIC_1,
613     &game.panel.graphic[0],
614     TYPE_ELEMENT,
615   },
616   {
617     GAME_PANEL_GRAPHIC_2,
618     &game.panel.graphic[1],
619     TYPE_ELEMENT,
620   },
621   {
622     GAME_PANEL_GRAPHIC_3,
623     &game.panel.graphic[2],
624     TYPE_ELEMENT,
625   },
626   {
627     GAME_PANEL_GRAPHIC_4,
628     &game.panel.graphic[3],
629     TYPE_ELEMENT,
630   },
631   {
632     GAME_PANEL_GRAPHIC_5,
633     &game.panel.graphic[4],
634     TYPE_ELEMENT,
635   },
636   {
637     GAME_PANEL_GRAPHIC_6,
638     &game.panel.graphic[5],
639     TYPE_ELEMENT,
640   },
641   {
642     GAME_PANEL_GRAPHIC_7,
643     &game.panel.graphic[6],
644     TYPE_ELEMENT,
645   },
646   {
647     GAME_PANEL_GRAPHIC_8,
648     &game.panel.graphic[7],
649     TYPE_ELEMENT,
650   },
651   {
652     GAME_PANEL_ELEMENT_1,
653     &game.panel.element[0],
654     TYPE_ELEMENT,
655   },
656   {
657     GAME_PANEL_ELEMENT_2,
658     &game.panel.element[1],
659     TYPE_ELEMENT,
660   },
661   {
662     GAME_PANEL_ELEMENT_3,
663     &game.panel.element[2],
664     TYPE_ELEMENT,
665   },
666   {
667     GAME_PANEL_ELEMENT_4,
668     &game.panel.element[3],
669     TYPE_ELEMENT,
670   },
671   {
672     GAME_PANEL_ELEMENT_5,
673     &game.panel.element[4],
674     TYPE_ELEMENT,
675   },
676   {
677     GAME_PANEL_ELEMENT_6,
678     &game.panel.element[5],
679     TYPE_ELEMENT,
680   },
681   {
682     GAME_PANEL_ELEMENT_7,
683     &game.panel.element[6],
684     TYPE_ELEMENT,
685   },
686   {
687     GAME_PANEL_ELEMENT_8,
688     &game.panel.element[7],
689     TYPE_ELEMENT,
690   },
691   {
692     GAME_PANEL_ELEMENT_COUNT_1,
693     &game.panel.element_count[0],
694     TYPE_INTEGER,
695   },
696   {
697     GAME_PANEL_ELEMENT_COUNT_2,
698     &game.panel.element_count[1],
699     TYPE_INTEGER,
700   },
701   {
702     GAME_PANEL_ELEMENT_COUNT_3,
703     &game.panel.element_count[2],
704     TYPE_INTEGER,
705   },
706   {
707     GAME_PANEL_ELEMENT_COUNT_4,
708     &game.panel.element_count[3],
709     TYPE_INTEGER,
710   },
711   {
712     GAME_PANEL_ELEMENT_COUNT_5,
713     &game.panel.element_count[4],
714     TYPE_INTEGER,
715   },
716   {
717     GAME_PANEL_ELEMENT_COUNT_6,
718     &game.panel.element_count[5],
719     TYPE_INTEGER,
720   },
721   {
722     GAME_PANEL_ELEMENT_COUNT_7,
723     &game.panel.element_count[6],
724     TYPE_INTEGER,
725   },
726   {
727     GAME_PANEL_ELEMENT_COUNT_8,
728     &game.panel.element_count[7],
729     TYPE_INTEGER,
730   },
731   {
732     GAME_PANEL_CE_SCORE_1,
733     &game.panel.ce_score[0],
734     TYPE_INTEGER,
735   },
736   {
737     GAME_PANEL_CE_SCORE_2,
738     &game.panel.ce_score[1],
739     TYPE_INTEGER,
740   },
741   {
742     GAME_PANEL_CE_SCORE_3,
743     &game.panel.ce_score[2],
744     TYPE_INTEGER,
745   },
746   {
747     GAME_PANEL_CE_SCORE_4,
748     &game.panel.ce_score[3],
749     TYPE_INTEGER,
750   },
751   {
752     GAME_PANEL_CE_SCORE_5,
753     &game.panel.ce_score[4],
754     TYPE_INTEGER,
755   },
756   {
757     GAME_PANEL_CE_SCORE_6,
758     &game.panel.ce_score[5],
759     TYPE_INTEGER,
760   },
761   {
762     GAME_PANEL_CE_SCORE_7,
763     &game.panel.ce_score[6],
764     TYPE_INTEGER,
765   },
766   {
767     GAME_PANEL_CE_SCORE_8,
768     &game.panel.ce_score[7],
769     TYPE_INTEGER,
770   },
771   {
772     GAME_PANEL_CE_SCORE_1_ELEMENT,
773     &game.panel.ce_score_element[0],
774     TYPE_ELEMENT,
775   },
776   {
777     GAME_PANEL_CE_SCORE_2_ELEMENT,
778     &game.panel.ce_score_element[1],
779     TYPE_ELEMENT,
780   },
781   {
782     GAME_PANEL_CE_SCORE_3_ELEMENT,
783     &game.panel.ce_score_element[2],
784     TYPE_ELEMENT,
785   },
786   {
787     GAME_PANEL_CE_SCORE_4_ELEMENT,
788     &game.panel.ce_score_element[3],
789     TYPE_ELEMENT,
790   },
791   {
792     GAME_PANEL_CE_SCORE_5_ELEMENT,
793     &game.panel.ce_score_element[4],
794     TYPE_ELEMENT,
795   },
796   {
797     GAME_PANEL_CE_SCORE_6_ELEMENT,
798     &game.panel.ce_score_element[5],
799     TYPE_ELEMENT,
800   },
801   {
802     GAME_PANEL_CE_SCORE_7_ELEMENT,
803     &game.panel.ce_score_element[6],
804     TYPE_ELEMENT,
805   },
806   {
807     GAME_PANEL_CE_SCORE_8_ELEMENT,
808     &game.panel.ce_score_element[7],
809     TYPE_ELEMENT,
810   },
811   {
812     GAME_PANEL_PLAYER_NAME,
813     &game.panel.player_name,
814     TYPE_STRING,
815   },
816   {
817     GAME_PANEL_LEVEL_NAME,
818     &game.panel.level_name,
819     TYPE_STRING,
820   },
821   {
822     GAME_PANEL_LEVEL_AUTHOR,
823     &game.panel.level_author,
824     TYPE_STRING,
825   },
826
827   {
828     -1,
829     NULL,
830     -1,
831   }
832 };
833
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING      3
836 #define CHECK_DELAY_FALLING     CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION   2
838 #define CHECK_DELAY_IMPACT      CHECK_DELAY_COLLISION
839
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF  -1
842 #define INITIAL_MOVE_DELAY_ON   0
843
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED    32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED   4
848 #define MOVE_DELAY_MAX_SPEED    1
849
850 #define DOUBLE_MOVE_DELAY(x)    (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x)     (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
852
853 #define DOUBLE_PLAYER_SPEED(p)  (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p)   (DOUBLE_MOVE_DELAY((p)->move_delay_value))
855
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x)    ((x) < SBX_Left  + MIDPOSX ? SBX_Left : \
858                                  (x) > SBX_Right + MIDPOSX ? SBX_Right :\
859                                  (x) - MIDPOSX)
860 #define SCROLL_POSITION_Y(y)    ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861                                  (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
862                                  (y) - MIDPOSY)
863
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL    (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN       (1)
867 #define MOVE_STEPSIZE_MAX       (TILEX)
868
869 #define GET_DX_FROM_DIR(d)      ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d)      ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
871
872 #define INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
873
874 #define GET_NEW_PUSH_DELAY(e)   (   (element_info[e].push_delay_fixed) + \
875                                  RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e)   (   (element_info[e].drop_delay_fixed) + \
877                                  RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
879                                  RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
881                                     (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e)   (   (element_info[e].step_delay_fixed) + \
883                                  RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e)   (   (element_info[e].step_delay_fixed) + \
885                                     (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e)     (   (element_info[e].ce_value_fixed_initial) +\
887                                  RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e)         (   (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c)     (   ((c)->delay_fixed  * (c)->delay_frames) + \
890                                  RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c)   (   ((c)->delay_fixed) + \
892                                  RND((c)->delay_random))
893
894
895 #define GET_VALID_RUNTIME_ELEMENT(e)                                    \
896          ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
897
898 #define RESOLVED_REFERENCE_ELEMENT(be, e)                               \
899         ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
900          (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
901          (be) + (e) - EL_SELF)
902
903 #define GET_PLAYER_FROM_BITS(p)                                         \
904         (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
905
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                           \
907         ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
908          (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
909          (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
910          (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
911          (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
912          (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
913          (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
914          RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
915          (e))
916
917 #define CAN_GROW_INTO(e)                                                \
918         ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
919
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                 \
921                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
922                                         (condition)))
923
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)              \
925                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
926                                         (CAN_MOVE_INTO_ACID(e) &&       \
927                                          Tile[x][y] == EL_ACID) ||      \
928                                         (condition)))
929
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)              \
931                 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
932                                         (CAN_MOVE_INTO_ACID(e) &&       \
933                                          Tile[x][y] == EL_ACID) ||      \
934                                         (condition)))
935
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)              \
937                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
938                                         (condition) ||                  \
939                                         (CAN_MOVE_INTO_ACID(e) &&       \
940                                          Tile[x][y] == EL_ACID) ||      \
941                                         (DONT_COLLIDE_WITH(e) &&        \
942                                          IS_PLAYER(x, y) &&             \
943                                          !PLAYER_ENEMY_PROTECTED(x, y))))
944
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
946         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
947
948 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                 \
949         ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
950
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y)                                \
952         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
953
954 #define ANDROID_CAN_CLONE_FIELD(x, y)                                   \
955         (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956                                 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
957
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                  \
959         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
960
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                 \
962         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
963
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                            \
965         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
966
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                 \
968         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
969
970 #define PIG_CAN_ENTER_FIELD(e, x, y)                                    \
971         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
972
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                                \
974         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975                                                  Tile[x][y] == EL_EM_EXIT_OPEN || \
976                                                  Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977                                                  Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978                                                  IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                 \
980         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
981
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                        \
983         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
984
985 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                 \
986         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
987
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y)                                \
989         (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER ||   \
990                                 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
991
992 #define MOVE_ENTER_EL(e)        (element_info[e].move_enter_element)
993
994 #define CE_ENTER_FIELD_COND(e, x, y)                                    \
995                 (!IS_PLAYER(x, y) &&                                    \
996                  IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
997
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                         \
999         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1000
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1003
1004 #define ACCESS_FROM(e, d)               (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d)          (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d)          (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d)        (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1008
1009 #define MM_HEALTH(x)            (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1010
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP               0
1013 #define GAME_CTRL_ID_PAUSE              1
1014 #define GAME_CTRL_ID_PLAY               2
1015 #define GAME_CTRL_ID_UNDO               3
1016 #define GAME_CTRL_ID_REDO               4
1017 #define GAME_CTRL_ID_SAVE               5
1018 #define GAME_CTRL_ID_PAUSE2             6
1019 #define GAME_CTRL_ID_LOAD               7
1020 #define GAME_CTRL_ID_PANEL_STOP         8
1021 #define GAME_CTRL_ID_PANEL_PAUSE        9
1022 #define GAME_CTRL_ID_PANEL_PLAY         10
1023 #define GAME_CTRL_ID_TOUCH_STOP         11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE        12
1025 #define SOUND_CTRL_ID_MUSIC             13
1026 #define SOUND_CTRL_ID_LOOPS             14
1027 #define SOUND_CTRL_ID_SIMPLE            15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC       16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS       17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE      18
1031
1032 #define NUM_GAME_BUTTONS                19
1033
1034
1035 // forward declaration for internal use
1036
1037 static void CreateField(int, int, int);
1038
1039 static void ResetGfxAnimation(int, int);
1040
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1043
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1048
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1053
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1060
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1067
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1071
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1073 #define CheckTriggeredElementChange(x, y, e, ev)                        \
1074         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)          \
1076         CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)               \
1078         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)               \
1080         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s)              \
1082         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1083
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev)                             \
1086         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                   \
1088         CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s)                    \
1090         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s)                       \
1092         CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1093
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1103
1104 static void HandleGameButtons(struct GadgetInfo *);
1105
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1113
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1124
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1129
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1132
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1134
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1136
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1140
1141 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1142 {                                                                       \
1143   if (recursion_loop_detected)                                          \
1144     return (rc);                                                        \
1145                                                                         \
1146   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1147   {                                                                     \
1148     recursion_loop_detected = TRUE;                                     \
1149     recursion_loop_element = (e);                                       \
1150   }                                                                     \
1151                                                                         \
1152   recursion_loop_depth++;                                               \
1153 }
1154
1155 #define RECURSION_LOOP_DETECTION_END()                                  \
1156 {                                                                       \
1157   recursion_loop_depth--;                                               \
1158 }
1159
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1163
1164 static int map_player_action[MAX_PLAYERS];
1165
1166
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1171
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1175
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1179
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1183
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1186
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1189
1190 struct ChangingElementInfo
1191 {
1192   int element;
1193   int target_element;
1194   int change_delay;
1195   void (*pre_change_function)(int x, int y);
1196   void (*change_function)(int x, int y);
1197   void (*post_change_function)(int x, int y);
1198 };
1199
1200 static struct ChangingElementInfo change_delay_list[] =
1201 {
1202   {
1203     EL_NUT_BREAKING,
1204     EL_EMERALD,
1205     6,
1206     NULL,
1207     NULL,
1208     NULL
1209   },
1210   {
1211     EL_PEARL_BREAKING,
1212     EL_EMPTY,
1213     8,
1214     NULL,
1215     NULL,
1216     NULL
1217   },
1218   {
1219     EL_EXIT_OPENING,
1220     EL_EXIT_OPEN,
1221     29,
1222     NULL,
1223     NULL,
1224     NULL
1225   },
1226   {
1227     EL_EXIT_CLOSING,
1228     EL_EXIT_CLOSED,
1229     29,
1230     NULL,
1231     NULL,
1232     NULL
1233   },
1234   {
1235     EL_STEEL_EXIT_OPENING,
1236     EL_STEEL_EXIT_OPEN,
1237     29,
1238     NULL,
1239     NULL,
1240     NULL
1241   },
1242   {
1243     EL_STEEL_EXIT_CLOSING,
1244     EL_STEEL_EXIT_CLOSED,
1245     29,
1246     NULL,
1247     NULL,
1248     NULL
1249   },
1250   {
1251     EL_EM_EXIT_OPENING,
1252     EL_EM_EXIT_OPEN,
1253     29,
1254     NULL,
1255     NULL,
1256     NULL
1257   },
1258   {
1259     EL_EM_EXIT_CLOSING,
1260     EL_EMPTY,
1261     29,
1262     NULL,
1263     NULL,
1264     NULL
1265   },
1266   {
1267     EL_EM_STEEL_EXIT_OPENING,
1268     EL_EM_STEEL_EXIT_OPEN,
1269     29,
1270     NULL,
1271     NULL,
1272     NULL
1273   },
1274   {
1275     EL_EM_STEEL_EXIT_CLOSING,
1276     EL_STEELWALL,
1277     29,
1278     NULL,
1279     NULL,
1280     NULL
1281   },
1282   {
1283     EL_SP_EXIT_OPENING,
1284     EL_SP_EXIT_OPEN,
1285     29,
1286     NULL,
1287     NULL,
1288     NULL
1289   },
1290   {
1291     EL_SP_EXIT_CLOSING,
1292     EL_SP_EXIT_CLOSED,
1293     29,
1294     NULL,
1295     NULL,
1296     NULL
1297   },
1298   {
1299     EL_SWITCHGATE_OPENING,
1300     EL_SWITCHGATE_OPEN,
1301     29,
1302     NULL,
1303     NULL,
1304     NULL
1305   },
1306   {
1307     EL_SWITCHGATE_CLOSING,
1308     EL_SWITCHGATE_CLOSED,
1309     29,
1310     NULL,
1311     NULL,
1312     NULL
1313   },
1314   {
1315     EL_TIMEGATE_OPENING,
1316     EL_TIMEGATE_OPEN,
1317     29,
1318     NULL,
1319     NULL,
1320     NULL
1321   },
1322   {
1323     EL_TIMEGATE_CLOSING,
1324     EL_TIMEGATE_CLOSED,
1325     29,
1326     NULL,
1327     NULL,
1328     NULL
1329   },
1330
1331   {
1332     EL_ACID_SPLASH_LEFT,
1333     EL_EMPTY,
1334     8,
1335     NULL,
1336     NULL,
1337     NULL
1338   },
1339   {
1340     EL_ACID_SPLASH_RIGHT,
1341     EL_EMPTY,
1342     8,
1343     NULL,
1344     NULL,
1345     NULL
1346   },
1347   {
1348     EL_SP_BUGGY_BASE,
1349     EL_SP_BUGGY_BASE_ACTIVATING,
1350     0,
1351     InitBuggyBase,
1352     NULL,
1353     NULL
1354   },
1355   {
1356     EL_SP_BUGGY_BASE_ACTIVATING,
1357     EL_SP_BUGGY_BASE_ACTIVE,
1358     0,
1359     InitBuggyBase,
1360     NULL,
1361     NULL
1362   },
1363   {
1364     EL_SP_BUGGY_BASE_ACTIVE,
1365     EL_SP_BUGGY_BASE,
1366     0,
1367     InitBuggyBase,
1368     WarnBuggyBase,
1369     NULL
1370   },
1371   {
1372     EL_TRAP,
1373     EL_TRAP_ACTIVE,
1374     0,
1375     InitTrap,
1376     NULL,
1377     ActivateTrap
1378   },
1379   {
1380     EL_TRAP_ACTIVE,
1381     EL_TRAP,
1382     31,
1383     NULL,
1384     ChangeActiveTrap,
1385     NULL
1386   },
1387   {
1388     EL_ROBOT_WHEEL_ACTIVE,
1389     EL_ROBOT_WHEEL,
1390     0,
1391     InitRobotWheel,
1392     RunRobotWheel,
1393     StopRobotWheel
1394   },
1395   {
1396     EL_TIMEGATE_SWITCH_ACTIVE,
1397     EL_TIMEGATE_SWITCH,
1398     0,
1399     InitTimegateWheel,
1400     RunTimegateWheel,
1401     NULL
1402   },
1403   {
1404     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405     EL_DC_TIMEGATE_SWITCH,
1406     0,
1407     InitTimegateWheel,
1408     RunTimegateWheel,
1409     NULL
1410   },
1411   {
1412     EL_EMC_MAGIC_BALL_ACTIVE,
1413     EL_EMC_MAGIC_BALL_ACTIVE,
1414     0,
1415     InitMagicBallDelay,
1416     NULL,
1417     ActivateMagicBall
1418   },
1419   {
1420     EL_EMC_SPRING_BUMPER_ACTIVE,
1421     EL_EMC_SPRING_BUMPER,
1422     8,
1423     NULL,
1424     NULL,
1425     NULL
1426   },
1427   {
1428     EL_DIAGONAL_SHRINKING,
1429     EL_UNDEFINED,
1430     0,
1431     NULL,
1432     NULL,
1433     NULL
1434   },
1435   {
1436     EL_DIAGONAL_GROWING,
1437     EL_UNDEFINED,
1438     0,
1439     NULL,
1440     NULL,
1441     NULL,
1442   },
1443
1444   {
1445     EL_UNDEFINED,
1446     EL_UNDEFINED,
1447     -1,
1448     NULL,
1449     NULL,
1450     NULL
1451   }
1452 };
1453
1454 struct
1455 {
1456   int element;
1457   int push_delay_fixed, push_delay_random;
1458 }
1459 push_delay_list[] =
1460 {
1461   { EL_SPRING,                  0, 0 },
1462   { EL_BALLOON,                 0, 0 },
1463
1464   { EL_SOKOBAN_OBJECT,          2, 0 },
1465   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1466   { EL_SATELLITE,               2, 0 },
1467   { EL_SP_DISK_YELLOW,          2, 0 },
1468
1469   { EL_UNDEFINED,               0, 0 },
1470 };
1471
1472 struct
1473 {
1474   int element;
1475   int move_stepsize;
1476 }
1477 move_stepsize_list[] =
1478 {
1479   { EL_AMOEBA_DROP,             2 },
1480   { EL_AMOEBA_DROPPING,         2 },
1481   { EL_QUICKSAND_FILLING,       1 },
1482   { EL_QUICKSAND_EMPTYING,      1 },
1483   { EL_QUICKSAND_FAST_FILLING,  2 },
1484   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485   { EL_MAGIC_WALL_FILLING,      2 },
1486   { EL_MAGIC_WALL_EMPTYING,     2 },
1487   { EL_BD_MAGIC_WALL_FILLING,   2 },
1488   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1489   { EL_DC_MAGIC_WALL_FILLING,   2 },
1490   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1491
1492   { EL_UNDEFINED,               0 },
1493 };
1494
1495 struct
1496 {
1497   int element;
1498   int count;
1499 }
1500 collect_count_list[] =
1501 {
1502   { EL_EMERALD,                 1 },
1503   { EL_BD_DIAMOND,              1 },
1504   { EL_EMERALD_YELLOW,          1 },
1505   { EL_EMERALD_RED,             1 },
1506   { EL_EMERALD_PURPLE,          1 },
1507   { EL_DIAMOND,                 3 },
1508   { EL_SP_INFOTRON,             1 },
1509   { EL_PEARL,                   5 },
1510   { EL_CRYSTAL,                 8 },
1511
1512   { EL_UNDEFINED,               0 },
1513 };
1514
1515 struct
1516 {
1517   int element;
1518   int direction;
1519 }
1520 access_direction_list[] =
1521 {
1522   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1524   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1525   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1526   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1527   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1528   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1529   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1530   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1531   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1532   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1533
1534   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1535   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1536   { EL_SP_PORT_UP,                                                   MV_DOWN },
1537   { EL_SP_PORT_DOWN,                                         MV_UP           },
1538   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1539   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1540   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1542   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1543   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1544   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1545   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1546   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1547   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1548   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1549   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1550   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1551   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1552   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1553
1554   { EL_UNDEFINED,                       MV_NONE                              }
1555 };
1556
1557 static struct XY xy_topdown[] =
1558 {
1559   {  0, -1 },
1560   { -1,  0 },
1561   { +1,  0 },
1562   {  0, +1 }
1563 };
1564
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1566
1567 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Tile[x][y]) || \
1570                                  IS_JUST_CHANGING(x, y))
1571
1572 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1573
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1579
1580 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1581                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1582                                      (y) += playfield_scan_delta_y)     \
1583                                 for ((x) = playfield_scan_start_x;      \
1584                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1585                                      (x) += playfield_scan_delta_x)
1586
1587 #ifdef DEBUG
1588 void DEBUG_SetMaximumDynamite(void)
1589 {
1590   int i;
1591
1592   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594       local_player->inventory_element[local_player->inventory_size++] =
1595         EL_DYNAMITE;
1596 }
1597 #endif
1598
1599 static void InitPlayfieldScanModeVars(void)
1600 {
1601   if (game.use_reverse_scan_direction)
1602   {
1603     playfield_scan_start_x = lev_fieldx - 1;
1604     playfield_scan_start_y = lev_fieldy - 1;
1605
1606     playfield_scan_delta_x = -1;
1607     playfield_scan_delta_y = -1;
1608   }
1609   else
1610   {
1611     playfield_scan_start_x = 0;
1612     playfield_scan_start_y = 0;
1613
1614     playfield_scan_delta_x = 1;
1615     playfield_scan_delta_y = 1;
1616   }
1617 }
1618
1619 static void InitPlayfieldScanMode(int mode)
1620 {
1621   game.use_reverse_scan_direction =
1622     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1623
1624   InitPlayfieldScanModeVars();
1625 }
1626
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1628 {
1629   move_stepsize =
1630     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1631
1632   // make sure that stepsize value is always a power of 2
1633   move_stepsize = (1 << log_2(move_stepsize));
1634
1635   return TILEX / move_stepsize;
1636 }
1637
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1639                                boolean init_game)
1640 {
1641   int player_nr = player->index_nr;
1642   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1644
1645   // do no immediately change move delay -- the player might just be moving
1646   player->move_delay_value_next = move_delay;
1647
1648   // information if player can move must be set separately
1649   player->cannot_move = cannot_move;
1650
1651   if (init_game)
1652   {
1653     player->move_delay       = game.initial_move_delay[player_nr];
1654     player->move_delay_value = game.initial_move_delay_value[player_nr];
1655
1656     player->move_delay_value_next = -1;
1657
1658     player->move_delay_reset_counter = 0;
1659   }
1660 }
1661
1662 void GetPlayerConfig(void)
1663 {
1664   GameFrameDelay = setup.game_frame_delay;
1665
1666   if (!audio.sound_available)
1667     setup.sound_simple = FALSE;
1668
1669   if (!audio.loops_available)
1670     setup.sound_loops = FALSE;
1671
1672   if (!audio.music_available)
1673     setup.sound_music = FALSE;
1674
1675   if (!video.fullscreen_available)
1676     setup.fullscreen = FALSE;
1677
1678   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1679
1680   SetAudioMode(setup.sound);
1681 }
1682
1683 int GetElementFromGroupElement(int element)
1684 {
1685   if (IS_GROUP_ELEMENT(element))
1686   {
1687     struct ElementGroupInfo *group = element_info[element].group;
1688     int last_anim_random_frame = gfx.anim_random_frame;
1689     int element_pos;
1690
1691     if (group->choice_mode == ANIM_RANDOM)
1692       gfx.anim_random_frame = RND(group->num_elements_resolved);
1693
1694     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695                                     group->choice_mode, 0,
1696                                     group->choice_pos);
1697
1698     if (group->choice_mode == ANIM_RANDOM)
1699       gfx.anim_random_frame = last_anim_random_frame;
1700
1701     group->choice_pos++;
1702
1703     element = group->element_resolved[element_pos];
1704   }
1705
1706   return element;
1707 }
1708
1709 static void IncrementSokobanFieldsNeeded(void)
1710 {
1711   if (level.sb_fields_needed)
1712     game.sokoban_fields_still_needed++;
1713 }
1714
1715 static void IncrementSokobanObjectsNeeded(void)
1716 {
1717   if (level.sb_objects_needed)
1718     game.sokoban_objects_still_needed++;
1719 }
1720
1721 static void DecrementSokobanFieldsNeeded(void)
1722 {
1723   if (game.sokoban_fields_still_needed > 0)
1724     game.sokoban_fields_still_needed--;
1725 }
1726
1727 static void DecrementSokobanObjectsNeeded(void)
1728 {
1729   if (game.sokoban_objects_still_needed > 0)
1730     game.sokoban_objects_still_needed--;
1731 }
1732
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1734 {
1735   if (element == EL_SP_MURPHY)
1736   {
1737     if (init_game)
1738     {
1739       if (stored_player[0].present)
1740       {
1741         Tile[x][y] = EL_SP_MURPHY_CLONE;
1742
1743         return;
1744       }
1745       else
1746       {
1747         stored_player[0].initial_element = element;
1748         stored_player[0].use_murphy = TRUE;
1749
1750         if (!level.use_artwork_element[0])
1751           stored_player[0].artwork_element = EL_SP_MURPHY;
1752       }
1753
1754       Tile[x][y] = EL_PLAYER_1;
1755     }
1756   }
1757
1758   if (init_game)
1759   {
1760     struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761     int jx = player->jx, jy = player->jy;
1762
1763     player->present = TRUE;
1764
1765     player->block_last_field = (element == EL_SP_MURPHY ?
1766                                 level.sp_block_last_field :
1767                                 level.block_last_field);
1768
1769     // ---------- initialize player's last field block delay ------------------
1770
1771     // always start with reliable default value (no adjustment needed)
1772     player->block_delay_adjustment = 0;
1773
1774     // special case 1: in Supaplex, Murphy blocks last field one more frame
1775     if (player->block_last_field && element == EL_SP_MURPHY)
1776       player->block_delay_adjustment = 1;
1777
1778     // special case 2: in game engines before 3.1.1, blocking was different
1779     if (game.use_block_last_field_bug)
1780       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1781
1782     if (!network.enabled || player->connected_network)
1783     {
1784       player->active = TRUE;
1785
1786       // remove potentially duplicate players
1787       if (StorePlayer[jx][jy] == Tile[x][y])
1788         StorePlayer[jx][jy] = 0;
1789
1790       StorePlayer[x][y] = Tile[x][y];
1791
1792 #if DEBUG_INIT_PLAYER
1793       Debug("game:init:player", "- player element %d activated",
1794             player->element_nr);
1795       Debug("game:init:player", "  (local player is %d and currently %s)",
1796             local_player->element_nr,
1797             local_player->active ? "active" : "not active");
1798     }
1799 #endif
1800
1801     Tile[x][y] = EL_EMPTY;
1802
1803     player->jx = player->last_jx = x;
1804     player->jy = player->last_jy = y;
1805   }
1806
1807   // always check if player was just killed and should be reanimated
1808   {
1809     int player_nr = GET_PLAYER_NR(element);
1810     struct PlayerInfo *player = &stored_player[player_nr];
1811
1812     if (player->active && player->killed)
1813       player->reanimated = TRUE; // if player was just killed, reanimate him
1814   }
1815 }
1816
1817 static void InitField(int x, int y, boolean init_game)
1818 {
1819   int element = Tile[x][y];
1820
1821   switch (element)
1822   {
1823     case EL_SP_MURPHY:
1824     case EL_PLAYER_1:
1825     case EL_PLAYER_2:
1826     case EL_PLAYER_3:
1827     case EL_PLAYER_4:
1828       InitPlayerField(x, y, element, init_game);
1829       break;
1830
1831     case EL_SOKOBAN_FIELD_PLAYER:
1832       element = Tile[x][y] = EL_PLAYER_1;
1833       InitField(x, y, init_game);
1834
1835       element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836       InitField(x, y, init_game);
1837       break;
1838
1839     case EL_SOKOBAN_FIELD_EMPTY:
1840       IncrementSokobanFieldsNeeded();
1841       break;
1842
1843     case EL_SOKOBAN_OBJECT:
1844       IncrementSokobanObjectsNeeded();
1845       break;
1846
1847     case EL_STONEBLOCK:
1848       if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849         Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850       else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851         Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852       else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853         Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854       else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855         Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856       else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857         Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1858       break;
1859
1860     case EL_BUG:
1861     case EL_BUG_RIGHT:
1862     case EL_BUG_UP:
1863     case EL_BUG_LEFT:
1864     case EL_BUG_DOWN:
1865     case EL_SPACESHIP:
1866     case EL_SPACESHIP_RIGHT:
1867     case EL_SPACESHIP_UP:
1868     case EL_SPACESHIP_LEFT:
1869     case EL_SPACESHIP_DOWN:
1870     case EL_BD_BUTTERFLY:
1871     case EL_BD_BUTTERFLY_RIGHT:
1872     case EL_BD_BUTTERFLY_UP:
1873     case EL_BD_BUTTERFLY_LEFT:
1874     case EL_BD_BUTTERFLY_DOWN:
1875     case EL_BD_FIREFLY:
1876     case EL_BD_FIREFLY_RIGHT:
1877     case EL_BD_FIREFLY_UP:
1878     case EL_BD_FIREFLY_LEFT:
1879     case EL_BD_FIREFLY_DOWN:
1880     case EL_PACMAN_RIGHT:
1881     case EL_PACMAN_UP:
1882     case EL_PACMAN_LEFT:
1883     case EL_PACMAN_DOWN:
1884     case EL_YAMYAM:
1885     case EL_YAMYAM_LEFT:
1886     case EL_YAMYAM_RIGHT:
1887     case EL_YAMYAM_UP:
1888     case EL_YAMYAM_DOWN:
1889     case EL_DARK_YAMYAM:
1890     case EL_ROBOT:
1891     case EL_PACMAN:
1892     case EL_SP_SNIKSNAK:
1893     case EL_SP_ELECTRON:
1894     case EL_MOLE:
1895     case EL_MOLE_LEFT:
1896     case EL_MOLE_RIGHT:
1897     case EL_MOLE_UP:
1898     case EL_MOLE_DOWN:
1899     case EL_SPRING_LEFT:
1900     case EL_SPRING_RIGHT:
1901       InitMovDir(x, y);
1902       break;
1903
1904     case EL_AMOEBA_FULL:
1905     case EL_BD_AMOEBA:
1906       InitAmoebaNr(x, y);
1907       break;
1908
1909     case EL_AMOEBA_DROP:
1910       if (y == lev_fieldy - 1)
1911       {
1912         Tile[x][y] = EL_AMOEBA_GROWING;
1913         Store[x][y] = EL_AMOEBA_WET;
1914       }
1915       break;
1916
1917     case EL_DYNAMITE_ACTIVE:
1918     case EL_SP_DISK_RED_ACTIVE:
1919     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923       MovDelay[x][y] = 96;
1924       break;
1925
1926     case EL_EM_DYNAMITE_ACTIVE:
1927       MovDelay[x][y] = 32;
1928       break;
1929
1930     case EL_LAMP:
1931       game.lights_still_needed++;
1932       break;
1933
1934     case EL_PENGUIN:
1935       game.friends_still_needed++;
1936       break;
1937
1938     case EL_PIG:
1939     case EL_DRAGON:
1940       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1941       break;
1942
1943     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1955       if (init_game)
1956       {
1957         int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958         int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1960
1961         if (game.belt_dir_nr[belt_nr] == 3)     // initial value
1962         {
1963           game.belt_dir[belt_nr] = belt_dir;
1964           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1965         }
1966         else    // more than one switch -- set it like the first switch
1967         {
1968           Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1969         }
1970       }
1971       break;
1972
1973     case EL_LIGHT_SWITCH_ACTIVE:
1974       if (init_game)
1975         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1976       break;
1977
1978     case EL_INVISIBLE_STEELWALL:
1979     case EL_INVISIBLE_WALL:
1980     case EL_INVISIBLE_SAND:
1981       if (game.light_time_left > 0 ||
1982           game.lenses_time_left > 0)
1983         Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1984       break;
1985
1986     case EL_EMC_MAGIC_BALL:
1987       if (game.ball_active)
1988         Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1989       break;
1990
1991     case EL_EMC_MAGIC_BALL_SWITCH:
1992       if (game.ball_active)
1993         Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1994       break;
1995
1996     case EL_TRIGGER_PLAYER:
1997     case EL_TRIGGER_ELEMENT:
1998     case EL_TRIGGER_CE_VALUE:
1999     case EL_TRIGGER_CE_SCORE:
2000     case EL_SELF:
2001     case EL_ANY_ELEMENT:
2002     case EL_CURRENT_CE_VALUE:
2003     case EL_CURRENT_CE_SCORE:
2004     case EL_PREV_CE_1:
2005     case EL_PREV_CE_2:
2006     case EL_PREV_CE_3:
2007     case EL_PREV_CE_4:
2008     case EL_PREV_CE_5:
2009     case EL_PREV_CE_6:
2010     case EL_PREV_CE_7:
2011     case EL_PREV_CE_8:
2012     case EL_NEXT_CE_1:
2013     case EL_NEXT_CE_2:
2014     case EL_NEXT_CE_3:
2015     case EL_NEXT_CE_4:
2016     case EL_NEXT_CE_5:
2017     case EL_NEXT_CE_6:
2018     case EL_NEXT_CE_7:
2019     case EL_NEXT_CE_8:
2020       // reference elements should not be used on the playfield
2021       Tile[x][y] = EL_EMPTY;
2022       break;
2023
2024     default:
2025       if (IS_CUSTOM_ELEMENT(element))
2026       {
2027         if (CAN_MOVE(element))
2028           InitMovDir(x, y);
2029
2030         if (!element_info[element].use_last_ce_value || init_game)
2031           CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2032       }
2033       else if (IS_GROUP_ELEMENT(element))
2034       {
2035         Tile[x][y] = GetElementFromGroupElement(element);
2036
2037         InitField(x, y, init_game);
2038       }
2039       else if (IS_EMPTY_ELEMENT(element))
2040       {
2041         GfxElementEmpty[x][y] = element;
2042         Tile[x][y] = EL_EMPTY;
2043
2044         if (element_info[element].use_gfx_element)
2045           game.use_masked_elements = TRUE;
2046       }
2047
2048       break;
2049   }
2050
2051   if (!init_game)
2052     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2053 }
2054
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2056 {
2057   InitField(x, y, init_game);
2058
2059   // not needed to call InitMovDir() -- already done by InitField()!
2060   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061       CAN_MOVE(Tile[x][y]))
2062     InitMovDir(x, y);
2063 }
2064
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2066 {
2067   int old_element = Tile[x][y];
2068
2069   InitField(x, y, init_game);
2070
2071   // not needed to call InitMovDir() -- already done by InitField()!
2072   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073       CAN_MOVE(old_element) &&
2074       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2075     InitMovDir(x, y);
2076
2077   /* this case is in fact a combination of not less than three bugs:
2078      first, it calls InitMovDir() for elements that can move, although this is
2079      already done by InitField(); then, it checks the element that was at this
2080      field _before_ the call to InitField() (which can change it); lastly, it
2081      was not called for "mole with direction" elements, which were treated as
2082      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2083   */
2084 }
2085
2086 static int get_key_element_from_nr(int key_nr)
2087 {
2088   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090                           EL_EM_KEY_1 : EL_KEY_1);
2091
2092   return key_base_element + key_nr;
2093 }
2094
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2096 {
2097   return (player->inventory_size > 0 ?
2098           player->inventory_element[player->inventory_size - 1] :
2099           player->inventory_infinite_element != EL_UNDEFINED ?
2100           player->inventory_infinite_element :
2101           player->dynabombs_left > 0 ?
2102           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2103           EL_UNDEFINED);
2104 }
2105
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2107 {
2108   // pos >= 0: get element from bottom of the stack;
2109   // pos <  0: get element from top of the stack
2110
2111   if (pos < 0)
2112   {
2113     int min_inventory_size = -pos;
2114     int inventory_pos = player->inventory_size - min_inventory_size;
2115     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2116
2117     return (player->inventory_size >= min_inventory_size ?
2118             player->inventory_element[inventory_pos] :
2119             player->inventory_infinite_element != EL_UNDEFINED ?
2120             player->inventory_infinite_element :
2121             player->dynabombs_left >= min_dynabombs_left ?
2122             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2123             EL_UNDEFINED);
2124   }
2125   else
2126   {
2127     int min_dynabombs_left = pos + 1;
2128     int min_inventory_size = pos + 1 - player->dynabombs_left;
2129     int inventory_pos = pos - player->dynabombs_left;
2130
2131     return (player->inventory_infinite_element != EL_UNDEFINED ?
2132             player->inventory_infinite_element :
2133             player->dynabombs_left >= min_dynabombs_left ?
2134             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135             player->inventory_size >= min_inventory_size ?
2136             player->inventory_element[inventory_pos] :
2137             EL_UNDEFINED);
2138   }
2139 }
2140
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2142 {
2143   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2145   int compare_result;
2146
2147   if (gpo1->sort_priority != gpo2->sort_priority)
2148     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2149   else
2150     compare_result = gpo1->nr - gpo2->nr;
2151
2152   return compare_result;
2153 }
2154
2155 int getPlayerInventorySize(int player_nr)
2156 {
2157   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158     return game_em.ply[player_nr]->dynamite;
2159   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160     return game_sp.red_disk_count;
2161   else
2162     return stored_player[player_nr].inventory_size;
2163 }
2164
2165 static void InitGameControlValues(void)
2166 {
2167   int i;
2168
2169   for (i = 0; game_panel_controls[i].nr != -1; i++)
2170   {
2171     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173     struct TextPosInfo *pos = gpc->pos;
2174     int nr = gpc->nr;
2175     int type = gpc->type;
2176
2177     if (nr != i)
2178     {
2179       Error("'game_panel_controls' structure corrupted at %d", i);
2180
2181       Fail("this should not happen -- please debug");
2182     }
2183
2184     // force update of game controls after initialization
2185     gpc->value = gpc->last_value = -1;
2186     gpc->frame = gpc->last_frame = -1;
2187     gpc->gfx_frame = -1;
2188
2189     // determine panel value width for later calculation of alignment
2190     if (type == TYPE_INTEGER || type == TYPE_STRING)
2191     {
2192       pos->width = pos->size * getFontWidth(pos->font);
2193       pos->height = getFontHeight(pos->font);
2194     }
2195     else if (type == TYPE_ELEMENT)
2196     {
2197       pos->width = pos->size;
2198       pos->height = pos->size;
2199     }
2200
2201     // fill structure for game panel draw order
2202     gpo->nr = gpc->nr;
2203     gpo->sort_priority = pos->sort_priority;
2204   }
2205
2206   // sort game panel controls according to sort_priority and control number
2207   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2209 }
2210
2211 static void UpdatePlayfieldElementCount(void)
2212 {
2213   boolean use_element_count = FALSE;
2214   int i, j, x, y;
2215
2216   // first check if it is needed at all to calculate playfield element count
2217   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219       use_element_count = TRUE;
2220
2221   if (!use_element_count)
2222     return;
2223
2224   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225     element_info[i].element_count = 0;
2226
2227   SCAN_PLAYFIELD(x, y)
2228   {
2229     element_info[Tile[x][y]].element_count++;
2230   }
2231
2232   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234       if (IS_IN_GROUP(j, i))
2235         element_info[EL_GROUP_START + i].element_count +=
2236           element_info[j].element_count;
2237 }
2238
2239 static void UpdateGameControlValues(void)
2240 {
2241   int i, k;
2242   int time = (game.LevelSolved ?
2243               game.LevelSolved_CountingTime :
2244               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2245               game_em.lev->time :
2246               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247               game_sp.time_played :
2248               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249               game_mm.energy_left :
2250               game.no_level_time_limit ? TimePlayed : TimeLeft);
2251   int score = (game.LevelSolved ?
2252                game.LevelSolved_CountingScore :
2253                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254                game_em.lev->score :
2255                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2256                game_sp.score :
2257                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2258                game_mm.score :
2259                game.score);
2260   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261               game_em.lev->gems_needed :
2262               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263               game_sp.infotrons_still_needed :
2264               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265               game_mm.kettles_still_needed :
2266               game.gems_still_needed);
2267   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268                      game_em.lev->gems_needed > 0 :
2269                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270                      game_sp.infotrons_still_needed > 0 :
2271                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272                      game_mm.kettles_still_needed > 0 ||
2273                      game_mm.lights_still_needed > 0 :
2274                      game.gems_still_needed > 0 ||
2275                      game.sokoban_fields_still_needed > 0 ||
2276                      game.sokoban_objects_still_needed > 0 ||
2277                      game.lights_still_needed > 0);
2278   int health = (game.LevelSolved ?
2279                 game.LevelSolved_CountingHealth :
2280                 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281                 MM_HEALTH(game_mm.laser_overload_value) :
2282                 game.health);
2283   int sync_random_frame = INIT_GFX_RANDOM();    // random, but synchronized
2284
2285   UpdatePlayfieldElementCount();
2286
2287   // update game panel control values
2288
2289   // used instead of "level_nr" (for network games)
2290   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2292
2293   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294   for (i = 0; i < MAX_NUM_KEYS; i++)
2295     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2298
2299   if (game.centered_player_nr == -1)
2300   {
2301     for (i = 0; i < MAX_PLAYERS; i++)
2302     {
2303       // only one player in Supaplex game engine
2304       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2305         break;
2306
2307       for (k = 0; k < MAX_NUM_KEYS; k++)
2308       {
2309         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2310         {
2311           if (game_em.ply[i]->keys & (1 << k))
2312             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313               get_key_element_from_nr(k);
2314         }
2315         else if (stored_player[i].key[k])
2316           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317             get_key_element_from_nr(k);
2318       }
2319
2320       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321         getPlayerInventorySize(i);
2322
2323       if (stored_player[i].num_white_keys > 0)
2324         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2325           EL_DC_KEY_WHITE;
2326
2327       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328         stored_player[i].num_white_keys;
2329     }
2330   }
2331   else
2332   {
2333     int player_nr = game.centered_player_nr;
2334
2335     for (k = 0; k < MAX_NUM_KEYS; k++)
2336     {
2337       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2338       {
2339         if (game_em.ply[player_nr]->keys & (1 << k))
2340           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341             get_key_element_from_nr(k);
2342       }
2343       else if (stored_player[player_nr].key[k])
2344         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345           get_key_element_from_nr(k);
2346     }
2347
2348     game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349       getPlayerInventorySize(player_nr);
2350
2351     if (stored_player[player_nr].num_white_keys > 0)
2352       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2353
2354     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355       stored_player[player_nr].num_white_keys;
2356   }
2357
2358   // re-arrange keys on game panel, if needed or if defined by style settings
2359   for (i = 0; i < MAX_NUM_KEYS + 1; i++)        // all normal keys + white key
2360   {
2361     int nr = GAME_PANEL_KEY_1 + i;
2362     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363     struct TextPosInfo *pos = gpc->pos;
2364
2365     // skip check if key is not in the player's inventory
2366     if (gpc->value == EL_EMPTY)
2367       continue;
2368
2369     // check if keys should be arranged on panel from left to right
2370     if (pos->style == STYLE_LEFTMOST_POSITION)
2371     {
2372       // check previous key positions (left from current key)
2373       for (k = 0; k < i; k++)
2374       {
2375         int nr_new = GAME_PANEL_KEY_1 + k;
2376
2377         if (game_panel_controls[nr_new].value == EL_EMPTY)
2378         {
2379           game_panel_controls[nr_new].value = gpc->value;
2380           gpc->value = EL_EMPTY;
2381
2382           break;
2383         }
2384       }
2385     }
2386
2387     // check if "undefined" keys can be placed at some other position
2388     if (pos->x == -1 && pos->y == -1)
2389     {
2390       int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2391
2392       // 1st try: display key at the same position as normal or EM keys
2393       if (game_panel_controls[nr_new].value == EL_EMPTY)
2394       {
2395         game_panel_controls[nr_new].value = gpc->value;
2396       }
2397       else
2398       {
2399         // 2nd try: display key at the next free position in the key panel
2400         for (k = 0; k < STD_NUM_KEYS; k++)
2401         {
2402           nr_new = GAME_PANEL_KEY_1 + k;
2403
2404           if (game_panel_controls[nr_new].value == EL_EMPTY)
2405           {
2406             game_panel_controls[nr_new].value = gpc->value;
2407
2408             break;
2409           }
2410         }
2411       }
2412     }
2413   }
2414
2415   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2416   {
2417     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418       get_inventory_element_from_pos(local_player, i);
2419     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420       get_inventory_element_from_pos(local_player, -i - 1);
2421   }
2422
2423   game_panel_controls[GAME_PANEL_SCORE].value = score;
2424   game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2425
2426   game_panel_controls[GAME_PANEL_TIME].value = time;
2427
2428   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2431
2432   if (level.time == 0)
2433     game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2434   else
2435     game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2436
2437   game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438   game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2439
2440   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2441
2442   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2444      EL_EMPTY);
2445   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446     local_player->shield_normal_time_left;
2447   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2449      EL_EMPTY);
2450   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451     local_player->shield_deadly_time_left;
2452
2453   game_panel_controls[GAME_PANEL_EXIT].value =
2454     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2455
2456   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457     (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459     (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460      EL_EMC_MAGIC_BALL_SWITCH);
2461
2462   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465     game.light_time_left;
2466
2467   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470     game.timegate_time_left;
2471
2472   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2474
2475   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478     game.lenses_time_left;
2479
2480   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483     game.magnify_time_left;
2484
2485   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2487      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2489      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2490      EL_BALLOON_SWITCH_NONE);
2491
2492   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493     local_player->dynabomb_count;
2494   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495     local_player->dynabomb_size;
2496   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2498
2499   game_panel_controls[GAME_PANEL_PENGUINS].value =
2500     game.friends_still_needed;
2501
2502   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503     game.sokoban_objects_still_needed;
2504   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505     game.sokoban_fields_still_needed;
2506
2507   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2509
2510   for (i = 0; i < NUM_BELTS; i++)
2511   {
2512     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2517   }
2518
2519   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522     game.magic_wall_time_left;
2523
2524   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525     local_player->gravity;
2526
2527   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2529
2530   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533        game.panel.element[i].id : EL_UNDEFINED);
2534
2535   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538        element_info[game.panel.element_count[i].id].element_count : 0);
2539
2540   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543        element_info[game.panel.ce_score[i].id].collect_score : 0);
2544
2545   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548        element_info[game.panel.ce_score_element[i].id].collect_score :
2549        EL_UNDEFINED);
2550
2551   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2554
2555   // update game panel control frames
2556
2557   for (i = 0; game_panel_controls[i].nr != -1; i++)
2558   {
2559     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2560
2561     if (gpc->type == TYPE_ELEMENT)
2562     {
2563       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2564       {
2565         int last_anim_random_frame = gfx.anim_random_frame;
2566         int element = gpc->value;
2567         int graphic = el2panelimg(element);
2568         int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2569                                sync_random_frame : INIT_GFX_RANDOM());
2570
2571         if (gpc->value != gpc->last_value)
2572         {
2573           gpc->gfx_frame = 0;
2574           gpc->gfx_random = init_gfx_random;
2575         }
2576         else
2577         {
2578           gpc->gfx_frame++;
2579
2580           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2581               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2582             gpc->gfx_random = init_gfx_random;
2583         }
2584
2585         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586           gfx.anim_random_frame = gpc->gfx_random;
2587
2588         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2589           gpc->gfx_frame = element_info[element].collect_score;
2590
2591         gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2592
2593         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594           gfx.anim_random_frame = last_anim_random_frame;
2595       }
2596     }
2597     else if (gpc->type == TYPE_GRAPHIC)
2598     {
2599       if (gpc->graphic != IMG_UNDEFINED)
2600       {
2601         int last_anim_random_frame = gfx.anim_random_frame;
2602         int graphic = gpc->graphic;
2603         int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2604                                sync_random_frame : INIT_GFX_RANDOM());
2605
2606         if (gpc->value != gpc->last_value)
2607         {
2608           gpc->gfx_frame = 0;
2609           gpc->gfx_random = init_gfx_random;
2610         }
2611         else
2612         {
2613           gpc->gfx_frame++;
2614
2615           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2616               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2617             gpc->gfx_random = init_gfx_random;
2618         }
2619
2620         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2621           gfx.anim_random_frame = gpc->gfx_random;
2622
2623         gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2624
2625         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2626           gfx.anim_random_frame = last_anim_random_frame;
2627       }
2628     }
2629   }
2630 }
2631
2632 static void DisplayGameControlValues(void)
2633 {
2634   boolean redraw_panel = FALSE;
2635   int i;
2636
2637   for (i = 0; game_panel_controls[i].nr != -1; i++)
2638   {
2639     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2640
2641     if (PANEL_DEACTIVATED(gpc->pos))
2642       continue;
2643
2644     if (gpc->value == gpc->last_value &&
2645         gpc->frame == gpc->last_frame)
2646       continue;
2647
2648     redraw_panel = TRUE;
2649   }
2650
2651   if (!redraw_panel)
2652     return;
2653
2654   // copy default game door content to main double buffer
2655
2656   // !!! CHECK AGAIN !!!
2657   SetPanelBackground();
2658   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2659   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2660
2661   // redraw game control buttons
2662   RedrawGameButtons();
2663
2664   SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2665
2666   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2667   {
2668     int nr = game_panel_order[i].nr;
2669     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2670     struct TextPosInfo *pos = gpc->pos;
2671     int type = gpc->type;
2672     int value = gpc->value;
2673     int frame = gpc->frame;
2674     int size = pos->size;
2675     int font = pos->font;
2676     boolean draw_masked = pos->draw_masked;
2677     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2678
2679     if (PANEL_DEACTIVATED(pos))
2680       continue;
2681
2682     if (pos->class == get_hash_from_key("extra_panel_items") &&
2683         !setup.prefer_extra_panel_items)
2684       continue;
2685
2686     gpc->last_value = value;
2687     gpc->last_frame = frame;
2688
2689     if (type == TYPE_INTEGER)
2690     {
2691       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2692           nr == GAME_PANEL_INVENTORY_COUNT ||
2693           nr == GAME_PANEL_SCORE ||
2694           nr == GAME_PANEL_HIGHSCORE ||
2695           nr == GAME_PANEL_TIME)
2696       {
2697         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2698
2699         if (use_dynamic_size)           // use dynamic number of digits
2700         {
2701           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2702                               nr == GAME_PANEL_INVENTORY_COUNT ||
2703                               nr == GAME_PANEL_TIME ? 1000 : 100000);
2704           int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2705                           nr == GAME_PANEL_INVENTORY_COUNT ||
2706                           nr == GAME_PANEL_TIME ? 1 : 2);
2707           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2708                        nr == GAME_PANEL_INVENTORY_COUNT ||
2709                        nr == GAME_PANEL_TIME ? 3 : 5);
2710           int size2 = size1 + size_add;
2711           int font1 = pos->font;
2712           int font2 = pos->font_alt;
2713
2714           size = (value < value_change ? size1 : size2);
2715           font = (value < value_change ? font1 : font2);
2716         }
2717       }
2718
2719       // correct text size if "digits" is zero or less
2720       if (size <= 0)
2721         size = strlen(int2str(value, size));
2722
2723       // dynamically correct text alignment
2724       pos->width = size * getFontWidth(font);
2725
2726       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2727                   int2str(value, size), font, mask_mode);
2728     }
2729     else if (type == TYPE_ELEMENT)
2730     {
2731       int element, graphic;
2732       Bitmap *src_bitmap;
2733       int src_x, src_y;
2734       int width, height;
2735       int dst_x = PANEL_XPOS(pos);
2736       int dst_y = PANEL_YPOS(pos);
2737
2738       if (value != EL_UNDEFINED && value != EL_EMPTY)
2739       {
2740         element = value;
2741         graphic = el2panelimg(value);
2742
2743 #if 0
2744         Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2745               element, EL_NAME(element), size);
2746 #endif
2747
2748         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2749           size = TILESIZE;
2750
2751         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2752                               &src_x, &src_y);
2753
2754         width  = graphic_info[graphic].width  * size / TILESIZE;
2755         height = graphic_info[graphic].height * size / TILESIZE;
2756
2757         if (draw_masked)
2758           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2759                            dst_x, dst_y);
2760         else
2761           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2762                      dst_x, dst_y);
2763       }
2764     }
2765     else if (type == TYPE_GRAPHIC)
2766     {
2767       int graphic        = gpc->graphic;
2768       int graphic_active = gpc->graphic_active;
2769       Bitmap *src_bitmap;
2770       int src_x, src_y;
2771       int width, height;
2772       int dst_x = PANEL_XPOS(pos);
2773       int dst_y = PANEL_YPOS(pos);
2774       boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2775                       level.game_engine_type != GAME_ENGINE_TYPE_MM);
2776
2777       if (graphic != IMG_UNDEFINED && !skip)
2778       {
2779         if (pos->style == STYLE_REVERSE)
2780           value = 100 - value;
2781
2782         getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2783
2784         if (pos->direction & MV_HORIZONTAL)
2785         {
2786           width  = graphic_info[graphic_active].width * value / 100;
2787           height = graphic_info[graphic_active].height;
2788
2789           if (pos->direction == MV_LEFT)
2790           {
2791             src_x += graphic_info[graphic_active].width - width;
2792             dst_x += graphic_info[graphic_active].width - width;
2793           }
2794         }
2795         else
2796         {
2797           width  = graphic_info[graphic_active].width;
2798           height = graphic_info[graphic_active].height * value / 100;
2799
2800           if (pos->direction == MV_UP)
2801           {
2802             src_y += graphic_info[graphic_active].height - height;
2803             dst_y += graphic_info[graphic_active].height - height;
2804           }
2805         }
2806
2807         if (draw_masked)
2808           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2809                            dst_x, dst_y);
2810         else
2811           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2812                      dst_x, dst_y);
2813
2814         getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2815
2816         if (pos->direction & MV_HORIZONTAL)
2817         {
2818           if (pos->direction == MV_RIGHT)
2819           {
2820             src_x += width;
2821             dst_x += width;
2822           }
2823           else
2824           {
2825             dst_x = PANEL_XPOS(pos);
2826           }
2827
2828           width = graphic_info[graphic].width - width;
2829         }
2830         else
2831         {
2832           if (pos->direction == MV_DOWN)
2833           {
2834             src_y += height;
2835             dst_y += height;
2836           }
2837           else
2838           {
2839             dst_y = PANEL_YPOS(pos);
2840           }
2841
2842           height = graphic_info[graphic].height - height;
2843         }
2844
2845         if (draw_masked)
2846           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2847                            dst_x, dst_y);
2848         else
2849           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2850                      dst_x, dst_y);
2851       }
2852     }
2853     else if (type == TYPE_STRING)
2854     {
2855       boolean active = (value != 0);
2856       char *state_normal = "off";
2857       char *state_active = "on";
2858       char *state = (active ? state_active : state_normal);
2859       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2860                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2861                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2862                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2863
2864       if (nr == GAME_PANEL_GRAVITY_STATE)
2865       {
2866         int font1 = pos->font;          // (used for normal state)
2867         int font2 = pos->font_alt;      // (used for active state)
2868
2869         font = (active ? font2 : font1);
2870       }
2871
2872       if (s != NULL)
2873       {
2874         char *s_cut;
2875
2876         if (size <= 0)
2877         {
2878           // don't truncate output if "chars" is zero or less
2879           size = strlen(s);
2880
2881           // dynamically correct text alignment
2882           pos->width = size * getFontWidth(font);
2883         }
2884
2885         s_cut = getStringCopyN(s, size);
2886
2887         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2888                     s_cut, font, mask_mode);
2889
2890         free(s_cut);
2891       }
2892     }
2893
2894     redraw_mask |= REDRAW_DOOR_1;
2895   }
2896
2897   SetGameStatus(GAME_MODE_PLAYING);
2898 }
2899
2900 void UpdateAndDisplayGameControlValues(void)
2901 {
2902   if (tape.deactivate_display)
2903     return;
2904
2905   UpdateGameControlValues();
2906   DisplayGameControlValues();
2907 }
2908
2909 void UpdateGameDoorValues(void)
2910 {
2911   UpdateGameControlValues();
2912 }
2913
2914 void DrawGameDoorValues(void)
2915 {
2916   DisplayGameControlValues();
2917 }
2918
2919
2920 // ============================================================================
2921 // InitGameEngine()
2922 // ----------------------------------------------------------------------------
2923 // initialize game engine due to level / tape version number
2924 // ============================================================================
2925
2926 static void InitGameEngine(void)
2927 {
2928   int i, j, k, l, x, y;
2929
2930   // set game engine from tape file when re-playing, else from level file
2931   game.engine_version = (tape.playing ? tape.engine_version :
2932                          level.game_version);
2933
2934   // set single or multi-player game mode (needed for re-playing tapes)
2935   game.team_mode = setup.team_mode;
2936
2937   if (tape.playing)
2938   {
2939     int num_players = 0;
2940
2941     for (i = 0; i < MAX_PLAYERS; i++)
2942       if (tape.player_participates[i])
2943         num_players++;
2944
2945     // multi-player tapes contain input data for more than one player
2946     game.team_mode = (num_players > 1);
2947   }
2948
2949 #if 0
2950   Debug("game:init:level", "level %d: level.game_version  == %06d", level_nr,
2951         level.game_version);
2952   Debug("game:init:level", "          tape.file_version   == %06d",
2953         tape.file_version);
2954   Debug("game:init:level", "          tape.game_version   == %06d",
2955         tape.game_version);
2956   Debug("game:init:level", "          tape.engine_version == %06d",
2957         tape.engine_version);
2958   Debug("game:init:level", "       => game.engine_version == %06d [tape mode: %s]",
2959         game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2960 #endif
2961
2962   // --------------------------------------------------------------------------
2963   // set flags for bugs and changes according to active game engine version
2964   // --------------------------------------------------------------------------
2965
2966   /*
2967     Summary of bugfix:
2968     Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2969
2970     Bug was introduced in version:
2971     2.0.1
2972
2973     Bug was fixed in version:
2974     4.2.0.0
2975
2976     Description:
2977     In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2978     but the property "can fall" was missing, which caused some levels to be
2979     unsolvable. This was fixed in version 4.2.0.0.
2980
2981     Affected levels/tapes:
2982     An example for a tape that was fixed by this bugfix is tape 029 from the
2983     level set "rnd_sam_bateman".
2984     The wrong behaviour will still be used for all levels or tapes that were
2985     created/recorded with it. An example for this is tape 023 from the level
2986     set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2987   */
2988
2989   boolean use_amoeba_dropping_cannot_fall_bug =
2990     ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2991       game.engine_version <  VERSION_IDENT(4,2,0,0)) ||
2992      (tape.playing &&
2993       tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2994       tape.game_version <  VERSION_IDENT(4,2,0,0)));
2995
2996   /*
2997     Summary of bugfix/change:
2998     Fixed move speed of elements entering or leaving magic wall.
2999
3000     Fixed/changed in version:
3001     2.0.1
3002
3003     Description:
3004     Before 2.0.1, move speed of elements entering or leaving magic wall was
3005     twice as fast as it is now.
3006     Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3007
3008     Affected levels/tapes:
3009     The first condition is generally needed for all levels/tapes before version
3010     2.0.1, which might use the old behaviour before it was changed; known tapes
3011     that are affected: Tape 014 from the level set "rnd_conor_mancone".
3012     The second condition is an exception from the above case and is needed for
3013     the special case of tapes recorded with game (not engine!) version 2.0.1 or
3014     above, but before it was known that this change would break tapes like the
3015     above and was fixed in 4.2.0.0, so that the changed behaviour was active
3016     although the engine version while recording maybe was before 2.0.1. There
3017     are a lot of tapes that are affected by this exception, like tape 006 from
3018     the level set "rnd_conor_mancone".
3019   */
3020
3021   boolean use_old_move_stepsize_for_magic_wall =
3022     (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3023      !(tape.playing &&
3024        tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3025        tape.game_version <  VERSION_IDENT(4,2,0,0)));
3026
3027   /*
3028     Summary of bugfix/change:
3029     Fixed handling for custom elements that change when pushed by the player.
3030
3031     Fixed/changed in version:
3032     3.1.0
3033
3034     Description:
3035     Before 3.1.0, custom elements that "change when pushing" changed directly
3036     after the player started pushing them (until then handled in "DigField()").
3037     Since 3.1.0, these custom elements are not changed until the "pushing"
3038     move of the element is finished (now handled in "ContinueMoving()").
3039
3040     Affected levels/tapes:
3041     The first condition is generally needed for all levels/tapes before version
3042     3.1.0, which might use the old behaviour before it was changed; known tapes
3043     that are affected are some tapes from the level set "Walpurgis Gardens" by
3044     Jamie Cullen.
3045     The second condition is an exception from the above case and is needed for
3046     the special case of tapes recorded with game (not engine!) version 3.1.0 or
3047     above (including some development versions of 3.1.0), but before it was
3048     known that this change would break tapes like the above and was fixed in
3049     3.1.1, so that the changed behaviour was active although the engine version
3050     while recording maybe was before 3.1.0. There is at least one tape that is
3051     affected by this exception, which is the tape for the one-level set "Bug
3052     Machine" by Juergen Bonhagen.
3053   */
3054
3055   game.use_change_when_pushing_bug =
3056     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3057      !(tape.playing &&
3058        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3059        tape.game_version <  VERSION_IDENT(3,1,1,0)));
3060
3061   /*
3062     Summary of bugfix/change:
3063     Fixed handling for blocking the field the player leaves when moving.
3064
3065     Fixed/changed in version:
3066     3.1.1
3067
3068     Description:
3069     Before 3.1.1, when "block last field when moving" was enabled, the field
3070     the player is leaving when moving was blocked for the time of the move,
3071     and was directly unblocked afterwards. This resulted in the last field
3072     being blocked for exactly one less than the number of frames of one player
3073     move. Additionally, even when blocking was disabled, the last field was
3074     blocked for exactly one frame.
3075     Since 3.1.1, due to changes in player movement handling, the last field
3076     is not blocked at all when blocking is disabled. When blocking is enabled,
3077     the last field is blocked for exactly the number of frames of one player
3078     move. Additionally, if the player is Murphy, the hero of Supaplex, the
3079     last field is blocked for exactly one more than the number of frames of
3080     one player move.
3081
3082     Affected levels/tapes:
3083     (!!! yet to be determined -- probably many !!!)
3084   */
3085
3086   game.use_block_last_field_bug =
3087     (game.engine_version < VERSION_IDENT(3,1,1,0));
3088
3089   /* various special flags and settings for native Emerald Mine game engine */
3090
3091   game_em.use_single_button =
3092     (game.engine_version > VERSION_IDENT(4,0,0,2));
3093
3094   game_em.use_snap_key_bug =
3095     (game.engine_version < VERSION_IDENT(4,0,1,0));
3096
3097   game_em.use_random_bug =
3098     (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3099
3100   boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3101
3102   game_em.use_old_explosions            = use_old_em_engine;
3103   game_em.use_old_android               = use_old_em_engine;
3104   game_em.use_old_push_elements         = use_old_em_engine;
3105   game_em.use_old_push_into_acid        = use_old_em_engine;
3106
3107   game_em.use_wrap_around               = !use_old_em_engine;
3108
3109   // --------------------------------------------------------------------------
3110
3111   // set maximal allowed number of custom element changes per game frame
3112   game.max_num_changes_per_frame = 1;
3113
3114   // default scan direction: scan playfield from top/left to bottom/right
3115   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3116
3117   // dynamically adjust element properties according to game engine version
3118   InitElementPropertiesEngine(game.engine_version);
3119
3120   // ---------- initialize special element properties -------------------------
3121
3122   // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3123   if (use_amoeba_dropping_cannot_fall_bug)
3124     SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3125
3126   // ---------- initialize player's initial move delay ------------------------
3127
3128   // dynamically adjust player properties according to level information
3129   for (i = 0; i < MAX_PLAYERS; i++)
3130     game.initial_move_delay_value[i] =
3131       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3132
3133   // dynamically adjust player properties according to game engine version
3134   for (i = 0; i < MAX_PLAYERS; i++)
3135     game.initial_move_delay[i] =
3136       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3137        game.initial_move_delay_value[i] : 0);
3138
3139   // ---------- initialize player's initial push delay ------------------------
3140
3141   // dynamically adjust player properties according to game engine version
3142   game.initial_push_delay_value =
3143     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3144
3145   // ---------- initialize changing elements ----------------------------------
3146
3147   // initialize changing elements information
3148   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3149   {
3150     struct ElementInfo *ei = &element_info[i];
3151
3152     // this pointer might have been changed in the level editor
3153     ei->change = &ei->change_page[0];
3154
3155     if (!IS_CUSTOM_ELEMENT(i))
3156     {
3157       ei->change->target_element = EL_EMPTY_SPACE;
3158       ei->change->delay_fixed = 0;
3159       ei->change->delay_random = 0;
3160       ei->change->delay_frames = 1;
3161     }
3162
3163     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3164     {
3165       ei->has_change_event[j] = FALSE;
3166
3167       ei->event_page_nr[j] = 0;
3168       ei->event_page[j] = &ei->change_page[0];
3169     }
3170   }
3171
3172   // add changing elements from pre-defined list
3173   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3174   {
3175     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3176     struct ElementInfo *ei = &element_info[ch_delay->element];
3177
3178     ei->change->target_element       = ch_delay->target_element;
3179     ei->change->delay_fixed          = ch_delay->change_delay;
3180
3181     ei->change->pre_change_function  = ch_delay->pre_change_function;
3182     ei->change->change_function      = ch_delay->change_function;
3183     ei->change->post_change_function = ch_delay->post_change_function;
3184
3185     ei->change->can_change = TRUE;
3186     ei->change->can_change_or_has_action = TRUE;
3187
3188     ei->has_change_event[CE_DELAY] = TRUE;
3189
3190     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3191     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3192   }
3193
3194   // ---------- initialize internal run-time variables ------------------------
3195
3196   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3197   {
3198     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3199
3200     for (j = 0; j < ei->num_change_pages; j++)
3201     {
3202       ei->change_page[j].can_change_or_has_action =
3203         (ei->change_page[j].can_change |
3204          ei->change_page[j].has_action);
3205     }
3206   }
3207
3208   // add change events from custom element configuration
3209   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3210   {
3211     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3212
3213     for (j = 0; j < ei->num_change_pages; j++)
3214     {
3215       if (!ei->change_page[j].can_change_or_has_action)
3216         continue;
3217
3218       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3219       {
3220         // only add event page for the first page found with this event
3221         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3222         {
3223           ei->has_change_event[k] = TRUE;
3224
3225           ei->event_page_nr[k] = j;
3226           ei->event_page[k] = &ei->change_page[j];
3227         }
3228       }
3229     }
3230   }
3231
3232   // ---------- initialize reference elements in change conditions ------------
3233
3234   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3235   {
3236     int element = EL_CUSTOM_START + i;
3237     struct ElementInfo *ei = &element_info[element];
3238
3239     for (j = 0; j < ei->num_change_pages; j++)
3240     {
3241       int trigger_element = ei->change_page[j].initial_trigger_element;
3242
3243       if (trigger_element >= EL_PREV_CE_8 &&
3244           trigger_element <= EL_NEXT_CE_8)
3245         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3246
3247       ei->change_page[j].trigger_element = trigger_element;
3248     }
3249   }
3250
3251   // ---------- initialize run-time trigger player and element ----------------
3252
3253   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3254   {
3255     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3256
3257     for (j = 0; j < ei->num_change_pages; j++)
3258     {
3259       ei->change_page[j].actual_trigger_element = EL_EMPTY;
3260       ei->change_page[j].actual_trigger_player = EL_EMPTY;
3261       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3262       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3263       ei->change_page[j].actual_trigger_ce_value = 0;
3264       ei->change_page[j].actual_trigger_ce_score = 0;
3265     }
3266   }
3267
3268   // ---------- initialize trigger events -------------------------------------
3269
3270   // initialize trigger events information
3271   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3273       trigger_events[i][j] = FALSE;
3274
3275   // add trigger events from element change event properties
3276   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3277   {
3278     struct ElementInfo *ei = &element_info[i];
3279
3280     for (j = 0; j < ei->num_change_pages; j++)
3281     {
3282       if (!ei->change_page[j].can_change_or_has_action)
3283         continue;
3284
3285       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3286       {
3287         int trigger_element = ei->change_page[j].trigger_element;
3288
3289         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3290         {
3291           if (ei->change_page[j].has_event[k])
3292           {
3293             if (IS_GROUP_ELEMENT(trigger_element))
3294             {
3295               struct ElementGroupInfo *group =
3296                 element_info[trigger_element].group;
3297
3298               for (l = 0; l < group->num_elements_resolved; l++)
3299                 trigger_events[group->element_resolved[l]][k] = TRUE;
3300             }
3301             else if (trigger_element == EL_ANY_ELEMENT)
3302               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3303                 trigger_events[l][k] = TRUE;
3304             else
3305               trigger_events[trigger_element][k] = TRUE;
3306           }
3307         }
3308       }
3309     }
3310   }
3311
3312   // ---------- initialize push delay -----------------------------------------
3313
3314   // initialize push delay values to default
3315   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3316   {
3317     if (!IS_CUSTOM_ELEMENT(i))
3318     {
3319       // set default push delay values (corrected since version 3.0.7-1)
3320       if (game.engine_version < VERSION_IDENT(3,0,7,1))
3321       {
3322         element_info[i].push_delay_fixed = 2;
3323         element_info[i].push_delay_random = 8;
3324       }
3325       else
3326       {
3327         element_info[i].push_delay_fixed = 8;
3328         element_info[i].push_delay_random = 8;
3329       }
3330     }
3331   }
3332
3333   // set push delay value for certain elements from pre-defined list
3334   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3335   {
3336     int e = push_delay_list[i].element;
3337
3338     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
3339     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3340   }
3341
3342   // set push delay value for Supaplex elements for newer engine versions
3343   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3344   {
3345     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3346     {
3347       if (IS_SP_ELEMENT(i))
3348       {
3349         // set SP push delay to just enough to push under a falling zonk
3350         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3351
3352         element_info[i].push_delay_fixed  = delay;
3353         element_info[i].push_delay_random = 0;
3354       }
3355     }
3356   }
3357
3358   // ---------- initialize move stepsize --------------------------------------
3359
3360   // initialize move stepsize values to default
3361   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3362     if (!IS_CUSTOM_ELEMENT(i))
3363       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3364
3365   // set move stepsize value for certain elements from pre-defined list
3366   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3367   {
3368     int e = move_stepsize_list[i].element;
3369
3370     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3371
3372     // set move stepsize value for certain elements for older engine versions
3373     if (use_old_move_stepsize_for_magic_wall)
3374     {
3375       if (e == EL_MAGIC_WALL_FILLING ||
3376           e == EL_MAGIC_WALL_EMPTYING ||
3377           e == EL_BD_MAGIC_WALL_FILLING ||
3378           e == EL_BD_MAGIC_WALL_EMPTYING)
3379         element_info[e].move_stepsize *= 2;
3380     }
3381   }
3382
3383   // ---------- initialize collect score --------------------------------------
3384
3385   // initialize collect score values for custom elements from initial value
3386   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3387     if (IS_CUSTOM_ELEMENT(i))
3388       element_info[i].collect_score = element_info[i].collect_score_initial;
3389
3390   // ---------- initialize collect count --------------------------------------
3391
3392   // initialize collect count values for non-custom elements
3393   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3394     if (!IS_CUSTOM_ELEMENT(i))
3395       element_info[i].collect_count_initial = 0;
3396
3397   // add collect count values for all elements from pre-defined list
3398   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3399     element_info[collect_count_list[i].element].collect_count_initial =
3400       collect_count_list[i].count;
3401
3402   // ---------- initialize access direction -----------------------------------
3403
3404   // initialize access direction values to default (access from every side)
3405   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406     if (!IS_CUSTOM_ELEMENT(i))
3407       element_info[i].access_direction = MV_ALL_DIRECTIONS;
3408
3409   // set access direction value for certain elements from pre-defined list
3410   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3411     element_info[access_direction_list[i].element].access_direction =
3412       access_direction_list[i].direction;
3413
3414   // ---------- initialize explosion content ----------------------------------
3415   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3416   {
3417     if (IS_CUSTOM_ELEMENT(i))
3418       continue;
3419
3420     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3421     {
3422       // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3423
3424       element_info[i].content.e[x][y] =
3425         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3426          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3427          i == EL_PLAYER_3 ? EL_EMERALD :
3428          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3429          i == EL_MOLE ? EL_EMERALD_RED :
3430          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3431          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3432          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3433          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3434          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3435          i == EL_WALL_EMERALD ? EL_EMERALD :
3436          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3437          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3438          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3439          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3440          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3441          i == EL_WALL_PEARL ? EL_PEARL :
3442          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3443          EL_EMPTY);
3444     }
3445   }
3446
3447   // ---------- initialize recursion detection --------------------------------
3448   recursion_loop_depth = 0;
3449   recursion_loop_detected = FALSE;
3450   recursion_loop_element = EL_UNDEFINED;
3451
3452   // ---------- initialize graphics engine ------------------------------------
3453   game.scroll_delay_value =
3454     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3455      level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3456      !setup.forced_scroll_delay           ? 0 :
3457      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3458   game.scroll_delay_value =
3459     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3460
3461   // ---------- initialize game engine snapshots ------------------------------
3462   for (i = 0; i < MAX_PLAYERS; i++)
3463     game.snapshot.last_action[i] = 0;
3464   game.snapshot.changed_action = FALSE;
3465   game.snapshot.collected_item = FALSE;
3466   game.snapshot.mode =
3467     (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3468      SNAPSHOT_MODE_EVERY_STEP :
3469      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3470      SNAPSHOT_MODE_EVERY_MOVE :
3471      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3472      SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3473   game.snapshot.save_snapshot = FALSE;
3474
3475   // ---------- initialize level time for Supaplex engine ---------------------
3476   // Supaplex levels with time limit currently unsupported -- should be added
3477   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3478     level.time = 0;
3479
3480   // ---------- initialize flags for handling game actions --------------------
3481
3482   // set flags for game actions to default values
3483   game.use_key_actions = TRUE;
3484   game.use_mouse_actions = FALSE;
3485
3486   // when using Mirror Magic game engine, handle mouse events only
3487   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3488   {
3489     game.use_key_actions = FALSE;
3490     game.use_mouse_actions = TRUE;
3491   }
3492
3493   // check for custom elements with mouse click events
3494   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3495   {
3496     for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3497     {
3498       int element = EL_CUSTOM_START + i;
3499
3500       if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3501           HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3502           HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3503           HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3504         game.use_mouse_actions = TRUE;
3505     }
3506   }
3507 }
3508
3509 static int get_num_special_action(int element, int action_first,
3510                                   int action_last)
3511 {
3512   int num_special_action = 0;
3513   int i, j;
3514
3515   for (i = action_first; i <= action_last; i++)
3516   {
3517     boolean found = FALSE;
3518
3519     for (j = 0; j < NUM_DIRECTIONS; j++)
3520       if (el_act_dir2img(element, i, j) !=
3521           el_act_dir2img(element, ACTION_DEFAULT, j))
3522         found = TRUE;
3523
3524     if (found)
3525       num_special_action++;
3526     else
3527       break;
3528   }
3529
3530   return num_special_action;
3531 }
3532
3533
3534 // ============================================================================
3535 // InitGame()
3536 // ----------------------------------------------------------------------------
3537 // initialize and start new game
3538 // ============================================================================
3539
3540 #if DEBUG_INIT_PLAYER
3541 static void DebugPrintPlayerStatus(char *message)
3542 {
3543   int i;
3544
3545   if (!options.debug)
3546     return;
3547
3548   Debug("game:init:player", "%s:", message);
3549
3550   for (i = 0; i < MAX_PLAYERS; i++)
3551   {
3552     struct PlayerInfo *player = &stored_player[i];
3553
3554     Debug("game:init:player",
3555           "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3556           i + 1,
3557           player->present,
3558           player->connected,
3559           player->connected_locally,
3560           player->connected_network,
3561           player->active,
3562           (local_player == player ? " (local player)" : ""));
3563   }
3564 }
3565 #endif
3566
3567 void InitGame(void)
3568 {
3569   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3570   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3571   int fade_mask = REDRAW_FIELD;
3572
3573   boolean emulate_bd = TRUE;    // unless non-BOULDERDASH elements found
3574   boolean emulate_sp = TRUE;    // unless non-SUPAPLEX    elements found
3575   int initial_move_dir = MV_DOWN;
3576   int i, j, x, y;
3577
3578   // required here to update video display before fading (FIX THIS)
3579   DrawMaskedBorder(REDRAW_DOOR_2);
3580
3581   if (!game.restart_level)
3582     CloseDoor(DOOR_CLOSE_1);
3583
3584   SetGameStatus(GAME_MODE_PLAYING);
3585
3586   if (level_editor_test_game)
3587     FadeSkipNextFadeOut();
3588   else
3589     FadeSetEnterScreen();
3590
3591   if (CheckFadeAll())
3592     fade_mask = REDRAW_ALL;
3593
3594   FadeLevelSoundsAndMusic();
3595
3596   ExpireSoundLoops(TRUE);
3597
3598   FadeOut(fade_mask);
3599
3600   if (level_editor_test_game)
3601     FadeSkipNextFadeIn();
3602
3603   // needed if different viewport properties defined for playing
3604   ChangeViewportPropertiesIfNeeded();
3605
3606   ClearField();
3607
3608   DrawCompleteVideoDisplay();
3609
3610   OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3611
3612   InitGameEngine();
3613   InitGameControlValues();
3614
3615   if (tape.recording)
3616   {
3617     // initialize tape actions from game when recording tape
3618     tape.use_key_actions   = game.use_key_actions;
3619     tape.use_mouse_actions = game.use_mouse_actions;
3620
3621     // initialize visible playfield size when recording tape (for team mode)
3622     tape.scr_fieldx = SCR_FIELDX;
3623     tape.scr_fieldy = SCR_FIELDY;
3624   }
3625
3626   // don't play tapes over network
3627   network_playing = (network.enabled && !tape.playing);
3628
3629   for (i = 0; i < MAX_PLAYERS; i++)
3630   {
3631     struct PlayerInfo *player = &stored_player[i];
3632
3633     player->index_nr = i;
3634     player->index_bit = (1 << i);
3635     player->element_nr = EL_PLAYER_1 + i;
3636
3637     player->present = FALSE;
3638     player->active = FALSE;
3639     player->mapped = FALSE;
3640
3641     player->killed = FALSE;
3642     player->reanimated = FALSE;
3643     player->buried = FALSE;
3644
3645     player->action = 0;
3646     player->effective_action = 0;
3647     player->programmed_action = 0;
3648     player->snap_action = 0;
3649
3650     player->mouse_action.lx = 0;
3651     player->mouse_action.ly = 0;
3652     player->mouse_action.button = 0;
3653     player->mouse_action.button_hint = 0;
3654
3655     player->effective_mouse_action.lx = 0;
3656     player->effective_mouse_action.ly = 0;
3657     player->effective_mouse_action.button = 0;
3658     player->effective_mouse_action.button_hint = 0;
3659
3660     for (j = 0; j < MAX_NUM_KEYS; j++)
3661       player->key[j] = FALSE;
3662
3663     player->num_white_keys = 0;
3664
3665     player->dynabomb_count = 0;
3666     player->dynabomb_size = 1;
3667     player->dynabombs_left = 0;
3668     player->dynabomb_xl = FALSE;
3669
3670     player->MovDir = initial_move_dir;
3671     player->MovPos = 0;
3672     player->GfxPos = 0;
3673     player->GfxDir = initial_move_dir;
3674     player->GfxAction = ACTION_DEFAULT;
3675     player->Frame = 0;
3676     player->StepFrame = 0;
3677
3678     player->initial_element = player->element_nr;
3679     player->artwork_element =
3680       (level.use_artwork_element[i] ? level.artwork_element[i] :
3681        player->element_nr);
3682     player->use_murphy = FALSE;
3683
3684     player->block_last_field = FALSE;   // initialized in InitPlayerField()
3685     player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3686
3687     player->gravity = level.initial_player_gravity[i];
3688
3689     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3690
3691     player->actual_frame_counter.count = 0;
3692     player->actual_frame_counter.value = 1;
3693
3694     player->step_counter = 0;
3695
3696     player->last_move_dir = initial_move_dir;
3697
3698     player->is_active = FALSE;
3699
3700     player->is_waiting = FALSE;
3701     player->is_moving = FALSE;
3702     player->is_auto_moving = FALSE;
3703     player->is_digging = FALSE;
3704     player->is_snapping = FALSE;
3705     player->is_collecting = FALSE;
3706     player->is_pushing = FALSE;
3707     player->is_switching = FALSE;
3708     player->is_dropping = FALSE;
3709     player->is_dropping_pressed = FALSE;
3710
3711     player->is_bored = FALSE;
3712     player->is_sleeping = FALSE;
3713
3714     player->was_waiting = TRUE;
3715     player->was_moving = FALSE;
3716     player->was_snapping = FALSE;
3717     player->was_dropping = FALSE;
3718
3719     player->force_dropping = FALSE;
3720
3721     player->frame_counter_bored = -1;
3722     player->frame_counter_sleeping = -1;
3723
3724     player->anim_delay_counter = 0;
3725     player->post_delay_counter = 0;
3726
3727     player->dir_waiting = initial_move_dir;
3728     player->action_waiting = ACTION_DEFAULT;
3729     player->last_action_waiting = ACTION_DEFAULT;
3730     player->special_action_bored = ACTION_DEFAULT;
3731     player->special_action_sleeping = ACTION_DEFAULT;
3732
3733     player->switch_x = -1;
3734     player->switch_y = -1;
3735
3736     player->drop_x = -1;
3737     player->drop_y = -1;
3738
3739     player->show_envelope = 0;
3740
3741     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3742
3743     player->push_delay       = -1;      // initialized when pushing starts
3744     player->push_delay_value = game.initial_push_delay_value;
3745
3746     player->drop_delay = 0;
3747     player->drop_pressed_delay = 0;
3748
3749     player->last_jx = -1;
3750     player->last_jy = -1;
3751     player->jx = -1;
3752     player->jy = -1;
3753
3754     player->shield_normal_time_left = 0;
3755     player->shield_deadly_time_left = 0;
3756
3757     player->last_removed_element = EL_UNDEFINED;
3758
3759     player->inventory_infinite_element = EL_UNDEFINED;
3760     player->inventory_size = 0;
3761
3762     if (level.use_initial_inventory[i])
3763     {
3764       for (j = 0; j < level.initial_inventory_size[i]; j++)
3765       {
3766         int element = level.initial_inventory_content[i][j];
3767         int collect_count = element_info[element].collect_count_initial;
3768         int k;
3769
3770         if (!IS_CUSTOM_ELEMENT(element))
3771           collect_count = 1;
3772
3773         if (collect_count == 0)
3774           player->inventory_infinite_element = element;
3775         else
3776           for (k = 0; k < collect_count; k++)
3777             if (player->inventory_size < MAX_INVENTORY_SIZE)
3778               player->inventory_element[player->inventory_size++] = element;
3779       }
3780     }
3781
3782     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3783     SnapField(player, 0, 0);
3784
3785     map_player_action[i] = i;
3786   }
3787
3788   network_player_action_received = FALSE;
3789
3790   // initial null action
3791   if (network_playing)
3792     SendToServer_MovePlayer(MV_NONE);
3793
3794   FrameCounter = 0;
3795   TimeFrames = 0;
3796   TimePlayed = 0;
3797   TimeLeft = level.time;
3798   TapeTime = 0;
3799
3800   ScreenMovDir = MV_NONE;
3801   ScreenMovPos = 0;
3802   ScreenGfxPos = 0;
3803
3804   ScrollStepSize = 0;   // will be correctly initialized by ScrollScreen()
3805
3806   game.robot_wheel_x = -1;
3807   game.robot_wheel_y = -1;
3808
3809   game.exit_x = -1;
3810   game.exit_y = -1;
3811
3812   game.all_players_gone = FALSE;
3813
3814   game.LevelSolved = FALSE;
3815   game.GameOver = FALSE;
3816
3817   game.GamePlayed = !tape.playing;
3818
3819   game.LevelSolved_GameWon = FALSE;
3820   game.LevelSolved_GameEnd = FALSE;
3821   game.LevelSolved_SaveTape = FALSE;
3822   game.LevelSolved_SaveScore = FALSE;
3823
3824   game.LevelSolved_CountingTime = 0;
3825   game.LevelSolved_CountingScore = 0;
3826   game.LevelSolved_CountingHealth = 0;
3827
3828   game.panel.active = TRUE;
3829
3830   game.no_level_time_limit = (level.time == 0);
3831   game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3832
3833   game.yamyam_content_nr = 0;
3834   game.robot_wheel_active = FALSE;
3835   game.magic_wall_active = FALSE;
3836   game.magic_wall_time_left = 0;
3837   game.light_time_left = 0;
3838   game.timegate_time_left = 0;
3839   game.switchgate_pos = 0;
3840   game.wind_direction = level.wind_direction_initial;
3841
3842   game.time_final = 0;
3843   game.score_time_final = 0;
3844
3845   game.score = 0;
3846   game.score_final = 0;
3847
3848   game.health = MAX_HEALTH;
3849   game.health_final = MAX_HEALTH;
3850
3851   game.gems_still_needed = level.gems_needed;
3852   game.sokoban_fields_still_needed = 0;
3853   game.sokoban_objects_still_needed = 0;
3854   game.lights_still_needed = 0;
3855   game.players_still_needed = 0;
3856   game.friends_still_needed = 0;
3857
3858   game.lenses_time_left = 0;
3859   game.magnify_time_left = 0;
3860
3861   game.ball_active = level.ball_active_initial;
3862   game.ball_content_nr = 0;
3863
3864   game.explosions_delayed = TRUE;
3865
3866   game.envelope_active = FALSE;
3867
3868   // special case: set custom artwork setting to initial value
3869   game.use_masked_elements = game.use_masked_elements_initial;
3870
3871   for (i = 0; i < NUM_BELTS; i++)
3872   {
3873     game.belt_dir[i] = MV_NONE;
3874     game.belt_dir_nr[i] = 3;            // not moving, next moving left
3875   }
3876
3877   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3878     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3879
3880 #if DEBUG_INIT_PLAYER
3881   DebugPrintPlayerStatus("Player status at level initialization");
3882 #endif
3883
3884   SCAN_PLAYFIELD(x, y)
3885   {
3886     Tile[x][y] = Last[x][y] = level.field[x][y];
3887     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3888     ChangeDelay[x][y] = 0;
3889     ChangePage[x][y] = -1;
3890     CustomValue[x][y] = 0;              // initialized in InitField()
3891     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3892     AmoebaNr[x][y] = 0;
3893     WasJustMoving[x][y] = 0;
3894     WasJustFalling[x][y] = 0;
3895     CheckCollision[x][y] = 0;
3896     CheckImpact[x][y] = 0;
3897     Stop[x][y] = FALSE;
3898     Pushed[x][y] = FALSE;
3899
3900     ChangeCount[x][y] = 0;
3901     ChangeEvent[x][y] = -1;
3902
3903     ExplodePhase[x][y] = 0;
3904     ExplodeDelay[x][y] = 0;
3905     ExplodeField[x][y] = EX_TYPE_NONE;
3906
3907     RunnerVisit[x][y] = 0;
3908     PlayerVisit[x][y] = 0;
3909
3910     GfxFrame[x][y] = 0;
3911     GfxRandom[x][y] = INIT_GFX_RANDOM();
3912     GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3913     GfxElement[x][y] = EL_UNDEFINED;
3914     GfxElementEmpty[x][y] = EL_EMPTY;
3915     GfxAction[x][y] = ACTION_DEFAULT;
3916     GfxDir[x][y] = MV_NONE;
3917     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3918   }
3919
3920   SCAN_PLAYFIELD(x, y)
3921   {
3922     if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3923       emulate_bd = FALSE;
3924     if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3925       emulate_sp = FALSE;
3926
3927     InitField(x, y, TRUE);
3928
3929     ResetGfxAnimation(x, y);
3930   }
3931
3932   InitBeltMovement();
3933
3934   for (i = 0; i < MAX_PLAYERS; i++)
3935   {
3936     struct PlayerInfo *player = &stored_player[i];
3937
3938     // set number of special actions for bored and sleeping animation
3939     player->num_special_action_bored =
3940       get_num_special_action(player->artwork_element,
3941                              ACTION_BORING_1, ACTION_BORING_LAST);
3942     player->num_special_action_sleeping =
3943       get_num_special_action(player->artwork_element,
3944                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3945   }
3946
3947   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3948                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3949
3950   // initialize type of slippery elements
3951   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3952   {
3953     if (!IS_CUSTOM_ELEMENT(i))
3954     {
3955       // default: elements slip down either to the left or right randomly
3956       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3957
3958       // SP style elements prefer to slip down on the left side
3959       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3960         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3961
3962       // BD style elements prefer to slip down on the left side
3963       if (game.emulation == EMU_BOULDERDASH)
3964         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3965     }
3966   }
3967
3968   // initialize explosion and ignition delay
3969   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3970   {
3971     if (!IS_CUSTOM_ELEMENT(i))
3972     {
3973       int num_phase = 8;
3974       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977       int last_phase = (num_phase + 1) * delay;
3978       int half_phase = (num_phase / 2) * delay;
3979
3980       element_info[i].explosion_delay = last_phase - 1;
3981       element_info[i].ignition_delay = half_phase;
3982
3983       if (i == EL_BLACK_ORB)
3984         element_info[i].ignition_delay = 1;
3985     }
3986   }
3987
3988   // correct non-moving belts to start moving left
3989   for (i = 0; i < NUM_BELTS; i++)
3990     if (game.belt_dir[i] == MV_NONE)
3991       game.belt_dir_nr[i] = 3;          // not moving, next moving left
3992
3993 #if USE_NEW_PLAYER_ASSIGNMENTS
3994   // use preferred player also in local single-player mode
3995   if (!network.enabled && !game.team_mode)
3996   {
3997     int new_index_nr = setup.network_player_nr;
3998
3999     if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4000     {
4001       for (i = 0; i < MAX_PLAYERS; i++)
4002         stored_player[i].connected_locally = FALSE;
4003
4004       stored_player[new_index_nr].connected_locally = TRUE;
4005     }
4006   }
4007
4008   for (i = 0; i < MAX_PLAYERS; i++)
4009   {
4010     stored_player[i].connected = FALSE;
4011
4012     // in network game mode, the local player might not be the first player
4013     if (stored_player[i].connected_locally)
4014       local_player = &stored_player[i];
4015   }
4016
4017   if (!network.enabled)
4018     local_player->connected = TRUE;
4019
4020   if (tape.playing)
4021   {
4022     for (i = 0; i < MAX_PLAYERS; i++)
4023       stored_player[i].connected = tape.player_participates[i];
4024   }
4025   else if (network.enabled)
4026   {
4027     // add team mode players connected over the network (needed for correct
4028     // assignment of player figures from level to locally playing players)
4029
4030     for (i = 0; i < MAX_PLAYERS; i++)
4031       if (stored_player[i].connected_network)
4032         stored_player[i].connected = TRUE;
4033   }
4034   else if (game.team_mode)
4035   {
4036     // try to guess locally connected team mode players (needed for correct
4037     // assignment of player figures from level to locally playing players)
4038
4039     for (i = 0; i < MAX_PLAYERS; i++)
4040       if (setup.input[i].use_joystick ||
4041           setup.input[i].key.left != KSYM_UNDEFINED)
4042         stored_player[i].connected = TRUE;
4043   }
4044
4045 #if DEBUG_INIT_PLAYER
4046   DebugPrintPlayerStatus("Player status after level initialization");
4047 #endif
4048
4049 #if DEBUG_INIT_PLAYER
4050   Debug("game:init:player", "Reassigning players ...");
4051 #endif
4052
4053   // check if any connected player was not found in playfield
4054   for (i = 0; i < MAX_PLAYERS; i++)
4055   {
4056     struct PlayerInfo *player = &stored_player[i];
4057
4058     if (player->connected && !player->present)
4059     {
4060       struct PlayerInfo *field_player = NULL;
4061
4062 #if DEBUG_INIT_PLAYER
4063       Debug("game:init:player",
4064             "- looking for field player for player %d ...", i + 1);
4065 #endif
4066
4067       // assign first free player found that is present in the playfield
4068
4069       // first try: look for unmapped playfield player that is not connected
4070       for (j = 0; j < MAX_PLAYERS; j++)
4071         if (field_player == NULL &&
4072             stored_player[j].present &&
4073             !stored_player[j].mapped &&
4074             !stored_player[j].connected)
4075           field_player = &stored_player[j];
4076
4077       // second try: look for *any* unmapped playfield player
4078       for (j = 0; j < MAX_PLAYERS; j++)
4079         if (field_player == NULL &&
4080             stored_player[j].present &&
4081             !stored_player[j].mapped)
4082           field_player = &stored_player[j];
4083
4084       if (field_player != NULL)
4085       {
4086         int jx = field_player->jx, jy = field_player->jy;
4087
4088 #if DEBUG_INIT_PLAYER
4089         Debug("game:init:player", "- found player %d",
4090               field_player->index_nr + 1);
4091 #endif
4092
4093         player->present = FALSE;
4094         player->active = FALSE;
4095
4096         field_player->present = TRUE;
4097         field_player->active = TRUE;
4098
4099         /*
4100         player->initial_element = field_player->initial_element;
4101         player->artwork_element = field_player->artwork_element;
4102
4103         player->block_last_field       = field_player->block_last_field;
4104         player->block_delay_adjustment = field_player->block_delay_adjustment;
4105         */
4106
4107         StorePlayer[jx][jy] = field_player->element_nr;
4108
4109         field_player->jx = field_player->last_jx = jx;
4110         field_player->jy = field_player->last_jy = jy;
4111
4112         if (local_player == player)
4113           local_player = field_player;
4114
4115         map_player_action[field_player->index_nr] = i;
4116
4117         field_player->mapped = TRUE;
4118
4119 #if DEBUG_INIT_PLAYER
4120         Debug("game:init:player", "- map_player_action[%d] == %d",
4121               field_player->index_nr + 1, i + 1);
4122 #endif
4123       }
4124     }
4125
4126     if (player->connected && player->present)
4127       player->mapped = TRUE;
4128   }
4129
4130 #if DEBUG_INIT_PLAYER
4131   DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4132 #endif
4133
4134 #else
4135
4136   // check if any connected player was not found in playfield
4137   for (i = 0; i < MAX_PLAYERS; i++)
4138   {
4139     struct PlayerInfo *player = &stored_player[i];
4140
4141     if (player->connected && !player->present)
4142     {
4143       for (j = 0; j < MAX_PLAYERS; j++)
4144       {
4145         struct PlayerInfo *field_player = &stored_player[j];
4146         int jx = field_player->jx, jy = field_player->jy;
4147
4148         // assign first free player found that is present in the playfield
4149         if (field_player->present && !field_player->connected)
4150         {
4151           player->present = TRUE;
4152           player->active = TRUE;
4153
4154           field_player->present = FALSE;
4155           field_player->active = FALSE;
4156
4157           player->initial_element = field_player->initial_element;
4158           player->artwork_element = field_player->artwork_element;
4159
4160           player->block_last_field       = field_player->block_last_field;
4161           player->block_delay_adjustment = field_player->block_delay_adjustment;
4162
4163           StorePlayer[jx][jy] = player->element_nr;
4164
4165           player->jx = player->last_jx = jx;
4166           player->jy = player->last_jy = jy;
4167
4168           break;
4169         }
4170       }
4171     }
4172   }
4173 #endif
4174
4175 #if 0
4176   Debug("game:init:player", "local_player->present == %d",
4177         local_player->present);
4178 #endif
4179
4180   // set focus to local player for network games, else to all players
4181   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4182   game.centered_player_nr_next = game.centered_player_nr;
4183   game.set_centered_player = FALSE;
4184   game.set_centered_player_wrap = FALSE;
4185
4186   if (network_playing && tape.recording)
4187   {
4188     // store client dependent player focus when recording network games
4189     tape.centered_player_nr_next = game.centered_player_nr_next;
4190     tape.set_centered_player = TRUE;
4191   }
4192
4193   if (tape.playing)
4194   {
4195     // when playing a tape, eliminate all players who do not participate
4196
4197 #if USE_NEW_PLAYER_ASSIGNMENTS
4198
4199     if (!game.team_mode)
4200     {
4201       for (i = 0; i < MAX_PLAYERS; i++)
4202       {
4203         if (stored_player[i].active &&
4204             !tape.player_participates[map_player_action[i]])
4205         {
4206           struct PlayerInfo *player = &stored_player[i];
4207           int jx = player->jx, jy = player->jy;
4208
4209 #if DEBUG_INIT_PLAYER
4210           Debug("game:init:player", "Removing player %d at (%d, %d)",
4211                 i + 1, jx, jy);
4212 #endif
4213
4214           player->active = FALSE;
4215           StorePlayer[jx][jy] = 0;
4216           Tile[jx][jy] = EL_EMPTY;
4217         }
4218       }
4219     }
4220
4221 #else
4222
4223     for (i = 0; i < MAX_PLAYERS; i++)
4224     {
4225       if (stored_player[i].active &&
4226           !tape.player_participates[i])
4227       {
4228         struct PlayerInfo *player = &stored_player[i];
4229         int jx = player->jx, jy = player->jy;
4230
4231         player->active = FALSE;
4232         StorePlayer[jx][jy] = 0;
4233         Tile[jx][jy] = EL_EMPTY;
4234       }
4235     }
4236 #endif
4237   }
4238   else if (!network.enabled && !game.team_mode)         // && !tape.playing
4239   {
4240     // when in single player mode, eliminate all but the local player
4241
4242     for (i = 0; i < MAX_PLAYERS; i++)
4243     {
4244       struct PlayerInfo *player = &stored_player[i];
4245
4246       if (player->active && player != local_player)
4247       {
4248         int jx = player->jx, jy = player->jy;
4249
4250         player->active = FALSE;
4251         player->present = FALSE;
4252
4253         StorePlayer[jx][jy] = 0;
4254         Tile[jx][jy] = EL_EMPTY;
4255       }
4256     }
4257   }
4258
4259   for (i = 0; i < MAX_PLAYERS; i++)
4260     if (stored_player[i].active)
4261       game.players_still_needed++;
4262
4263   if (level.solved_by_one_player)
4264     game.players_still_needed = 1;
4265
4266   // when recording the game, store which players take part in the game
4267   if (tape.recording)
4268   {
4269 #if USE_NEW_PLAYER_ASSIGNMENTS
4270     for (i = 0; i < MAX_PLAYERS; i++)
4271       if (stored_player[i].connected)
4272         tape.player_participates[i] = TRUE;
4273 #else
4274     for (i = 0; i < MAX_PLAYERS; i++)
4275       if (stored_player[i].active)
4276         tape.player_participates[i] = TRUE;
4277 #endif
4278   }
4279
4280 #if DEBUG_INIT_PLAYER
4281   DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4282 #endif
4283
4284   if (BorderElement == EL_EMPTY)
4285   {
4286     SBX_Left = 0;
4287     SBX_Right = lev_fieldx - SCR_FIELDX;
4288     SBY_Upper = 0;
4289     SBY_Lower = lev_fieldy - SCR_FIELDY;
4290   }
4291   else
4292   {
4293     SBX_Left = -1;
4294     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4295     SBY_Upper = -1;
4296     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4297   }
4298
4299   if (full_lev_fieldx <= SCR_FIELDX)
4300     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4301   if (full_lev_fieldy <= SCR_FIELDY)
4302     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4303
4304   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4305     SBX_Left--;
4306   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4307     SBY_Upper--;
4308
4309   // if local player not found, look for custom element that might create
4310   // the player (make some assumptions about the right custom element)
4311   if (!local_player->present)
4312   {
4313     int start_x = 0, start_y = 0;
4314     int found_rating = 0;
4315     int found_element = EL_UNDEFINED;
4316     int player_nr = local_player->index_nr;
4317
4318     SCAN_PLAYFIELD(x, y)
4319     {
4320       int element = Tile[x][y];
4321       int content;
4322       int xx, yy;
4323       boolean is_player;
4324
4325       if (level.use_start_element[player_nr] &&
4326           level.start_element[player_nr] == element &&
4327           found_rating < 4)
4328       {
4329         start_x = x;
4330         start_y = y;
4331
4332         found_rating = 4;
4333         found_element = element;
4334       }
4335
4336       if (!IS_CUSTOM_ELEMENT(element))
4337         continue;
4338
4339       if (CAN_CHANGE(element))
4340       {
4341         for (i = 0; i < element_info[element].num_change_pages; i++)
4342         {
4343           // check for player created from custom element as single target
4344           content = element_info[element].change_page[i].target_element;
4345           is_player = IS_PLAYER_ELEMENT(content);
4346
4347           if (is_player && (found_rating < 3 ||
4348                             (found_rating == 3 && element < found_element)))
4349           {
4350             start_x = x;
4351             start_y = y;
4352
4353             found_rating = 3;
4354             found_element = element;
4355           }
4356         }
4357       }
4358
4359       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4360       {
4361         // check for player created from custom element as explosion content
4362         content = element_info[element].content.e[xx][yy];
4363         is_player = IS_PLAYER_ELEMENT(content);
4364
4365         if (is_player && (found_rating < 2 ||
4366                           (found_rating == 2 && element < found_element)))
4367         {
4368           start_x = x + xx - 1;
4369           start_y = y + yy - 1;
4370
4371           found_rating = 2;
4372           found_element = element;
4373         }
4374
4375         if (!CAN_CHANGE(element))
4376           continue;
4377
4378         for (i = 0; i < element_info[element].num_change_pages; i++)
4379         {
4380           // check for player created from custom element as extended target
4381           content =
4382             element_info[element].change_page[i].target_content.e[xx][yy];
4383
4384           is_player = IS_PLAYER_ELEMENT(content);
4385
4386           if (is_player && (found_rating < 1 ||
4387                             (found_rating == 1 && element < found_element)))
4388           {
4389             start_x = x + xx - 1;
4390             start_y = y + yy - 1;
4391
4392             found_rating = 1;
4393             found_element = element;
4394           }
4395         }
4396       }
4397     }
4398
4399     scroll_x = SCROLL_POSITION_X(start_x);
4400     scroll_y = SCROLL_POSITION_Y(start_y);
4401   }
4402   else
4403   {
4404     scroll_x = SCROLL_POSITION_X(local_player->jx);
4405     scroll_y = SCROLL_POSITION_Y(local_player->jy);
4406   }
4407
4408   // !!! FIX THIS (START) !!!
4409   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4410   {
4411     InitGameEngine_EM();
4412   }
4413   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4414   {
4415     InitGameEngine_SP();
4416   }
4417   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4418   {
4419     InitGameEngine_MM();
4420   }
4421   else
4422   {
4423     DrawLevel(REDRAW_FIELD);
4424     DrawAllPlayers();
4425
4426     // after drawing the level, correct some elements
4427     if (game.timegate_time_left == 0)
4428       CloseAllOpenTimegates();
4429   }
4430
4431   // blit playfield from scroll buffer to normal back buffer for fading in
4432   BlitScreenToBitmap(backbuffer);
4433   // !!! FIX THIS (END) !!!
4434
4435   DrawMaskedBorder(fade_mask);
4436
4437   FadeIn(fade_mask);
4438
4439 #if 1
4440   // full screen redraw is required at this point in the following cases:
4441   // - special editor door undrawn when game was started from level editor
4442   // - drawing area (playfield) was changed and has to be removed completely
4443   redraw_mask = REDRAW_ALL;
4444   BackToFront();
4445 #endif
4446
4447   if (!game.restart_level)
4448   {
4449     // copy default game door content to main double buffer
4450
4451     // !!! CHECK AGAIN !!!
4452     SetPanelBackground();
4453     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4454     DrawBackground(DX, DY, DXSIZE, DYSIZE);
4455   }
4456
4457   SetPanelBackground();
4458   SetDrawBackgroundMask(REDRAW_DOOR_1);
4459
4460   UpdateAndDisplayGameControlValues();
4461
4462   if (!game.restart_level)
4463   {
4464     UnmapGameButtons();
4465     UnmapTapeButtons();
4466
4467     FreeGameButtons();
4468     CreateGameButtons();
4469
4470     MapGameButtons();
4471     MapTapeButtons();
4472
4473     // copy actual game door content to door double buffer for OpenDoor()
4474     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4475
4476     OpenDoor(DOOR_OPEN_ALL);
4477
4478     KeyboardAutoRepeatOffUnlessAutoplay();
4479
4480 #if DEBUG_INIT_PLAYER
4481     DebugPrintPlayerStatus("Player status (final)");
4482 #endif
4483   }
4484
4485   UnmapAllGadgets();
4486
4487   MapGameButtons();
4488   MapTapeButtons();
4489
4490   if (!game.restart_level && !tape.playing)
4491   {
4492     LevelStats_incPlayed(level_nr);
4493
4494     SaveLevelSetup_SeriesInfo();
4495   }
4496
4497   game.restart_level = FALSE;
4498   game.restart_game_message = NULL;
4499
4500   game.request_active = FALSE;
4501   game.request_active_or_moving = FALSE;
4502
4503   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4504     InitGameActions_MM();
4505
4506   SaveEngineSnapshotToListInitial();
4507
4508   if (!game.restart_level)
4509   {
4510     PlaySound(SND_GAME_STARTING);
4511
4512     if (setup.sound_music)
4513       PlayLevelMusic();
4514   }
4515
4516   SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4517 }
4518
4519 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4520                         int actual_player_x, int actual_player_y)
4521 {
4522   // this is used for non-R'n'D game engines to update certain engine values
4523
4524   // needed to determine if sounds are played within the visible screen area
4525   scroll_x = actual_scroll_x;
4526   scroll_y = actual_scroll_y;
4527
4528   // needed to get player position for "follow finger" playing input method
4529   local_player->jx = actual_player_x;
4530   local_player->jy = actual_player_y;
4531 }
4532
4533 void InitMovDir(int x, int y)
4534 {
4535   int i, element = Tile[x][y];
4536   static int xy[4][2] =
4537   {
4538     {  0, +1 },
4539     { +1,  0 },
4540     {  0, -1 },
4541     { -1,  0 }
4542   };
4543   static int direction[3][4] =
4544   {
4545     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4546     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4547     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4548   };
4549
4550   switch (element)
4551   {
4552     case EL_BUG_RIGHT:
4553     case EL_BUG_UP:
4554     case EL_BUG_LEFT:
4555     case EL_BUG_DOWN:
4556       Tile[x][y] = EL_BUG;
4557       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4558       break;
4559
4560     case EL_SPACESHIP_RIGHT:
4561     case EL_SPACESHIP_UP:
4562     case EL_SPACESHIP_LEFT:
4563     case EL_SPACESHIP_DOWN:
4564       Tile[x][y] = EL_SPACESHIP;
4565       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4566       break;
4567
4568     case EL_BD_BUTTERFLY_RIGHT:
4569     case EL_BD_BUTTERFLY_UP:
4570     case EL_BD_BUTTERFLY_LEFT:
4571     case EL_BD_BUTTERFLY_DOWN:
4572       Tile[x][y] = EL_BD_BUTTERFLY;
4573       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4574       break;
4575
4576     case EL_BD_FIREFLY_RIGHT:
4577     case EL_BD_FIREFLY_UP:
4578     case EL_BD_FIREFLY_LEFT:
4579     case EL_BD_FIREFLY_DOWN:
4580       Tile[x][y] = EL_BD_FIREFLY;
4581       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4582       break;
4583
4584     case EL_PACMAN_RIGHT:
4585     case EL_PACMAN_UP:
4586     case EL_PACMAN_LEFT:
4587     case EL_PACMAN_DOWN:
4588       Tile[x][y] = EL_PACMAN;
4589       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4590       break;
4591
4592     case EL_YAMYAM_LEFT:
4593     case EL_YAMYAM_RIGHT:
4594     case EL_YAMYAM_UP:
4595     case EL_YAMYAM_DOWN:
4596       Tile[x][y] = EL_YAMYAM;
4597       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4598       break;
4599
4600     case EL_SP_SNIKSNAK:
4601       MovDir[x][y] = MV_UP;
4602       break;
4603
4604     case EL_SP_ELECTRON:
4605       MovDir[x][y] = MV_LEFT;
4606       break;
4607
4608     case EL_MOLE_LEFT:
4609     case EL_MOLE_RIGHT:
4610     case EL_MOLE_UP:
4611     case EL_MOLE_DOWN:
4612       Tile[x][y] = EL_MOLE;
4613       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4614       break;
4615
4616     case EL_SPRING_LEFT:
4617     case EL_SPRING_RIGHT:
4618       Tile[x][y] = EL_SPRING;
4619       MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4620       break;
4621
4622     default:
4623       if (IS_CUSTOM_ELEMENT(element))
4624       {
4625         struct ElementInfo *ei = &element_info[element];
4626         int move_direction_initial = ei->move_direction_initial;
4627         int move_pattern = ei->move_pattern;
4628
4629         if (move_direction_initial == MV_START_PREVIOUS)
4630         {
4631           if (MovDir[x][y] != MV_NONE)
4632             return;
4633
4634           move_direction_initial = MV_START_AUTOMATIC;
4635         }
4636
4637         if (move_direction_initial == MV_START_RANDOM)
4638           MovDir[x][y] = 1 << RND(4);
4639         else if (move_direction_initial & MV_ANY_DIRECTION)
4640           MovDir[x][y] = move_direction_initial;
4641         else if (move_pattern == MV_ALL_DIRECTIONS ||
4642                  move_pattern == MV_TURNING_LEFT ||
4643                  move_pattern == MV_TURNING_RIGHT ||
4644                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4645                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4646                  move_pattern == MV_TURNING_RANDOM)
4647           MovDir[x][y] = 1 << RND(4);
4648         else if (move_pattern == MV_HORIZONTAL)
4649           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4650         else if (move_pattern == MV_VERTICAL)
4651           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4652         else if (move_pattern & MV_ANY_DIRECTION)
4653           MovDir[x][y] = element_info[element].move_pattern;
4654         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4655                  move_pattern == MV_ALONG_RIGHT_SIDE)
4656         {
4657           // use random direction as default start direction
4658           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4659             MovDir[x][y] = 1 << RND(4);
4660
4661           for (i = 0; i < NUM_DIRECTIONS; i++)
4662           {
4663             int x1 = x + xy[i][0];
4664             int y1 = y + xy[i][1];
4665
4666             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4667             {
4668               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4669                 MovDir[x][y] = direction[0][i];
4670               else
4671                 MovDir[x][y] = direction[1][i];
4672
4673               break;
4674             }
4675           }
4676         }                
4677       }
4678       else
4679       {
4680         MovDir[x][y] = 1 << RND(4);
4681
4682         if (element != EL_BUG &&
4683             element != EL_SPACESHIP &&
4684             element != EL_BD_BUTTERFLY &&
4685             element != EL_BD_FIREFLY)
4686           break;
4687
4688         for (i = 0; i < NUM_DIRECTIONS; i++)
4689         {
4690           int x1 = x + xy[i][0];
4691           int y1 = y + xy[i][1];
4692
4693           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4694           {
4695             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4696             {
4697               MovDir[x][y] = direction[0][i];
4698               break;
4699             }
4700             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4701                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4702             {
4703               MovDir[x][y] = direction[1][i];
4704               break;
4705             }
4706           }
4707         }
4708       }
4709       break;
4710   }
4711
4712   GfxDir[x][y] = MovDir[x][y];
4713 }
4714
4715 void InitAmoebaNr(int x, int y)
4716 {
4717   int i;
4718   int group_nr = AmoebaNeighbourNr(x, y);
4719
4720   if (group_nr == 0)
4721   {
4722     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4723     {
4724       if (AmoebaCnt[i] == 0)
4725       {
4726         group_nr = i;
4727         break;
4728       }
4729     }
4730   }
4731
4732   AmoebaNr[x][y] = group_nr;
4733   AmoebaCnt[group_nr]++;
4734   AmoebaCnt2[group_nr]++;
4735 }
4736
4737 static void LevelSolved_SetFinalGameValues(void)
4738 {
4739   game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4740   game.score_time_final = (level.use_step_counter ? TimePlayed :
4741                            TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4742
4743   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4744                       game_em.lev->score :
4745                       level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4746                       game_mm.score :
4747                       game.score);
4748
4749   game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4750                        MM_HEALTH(game_mm.laser_overload_value) :
4751                        game.health);
4752
4753   game.LevelSolved_CountingTime = game.time_final;
4754   game.LevelSolved_CountingScore = game.score_final;
4755   game.LevelSolved_CountingHealth = game.health_final;
4756 }
4757
4758 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4759 {
4760   game.LevelSolved_CountingTime = time;
4761   game.LevelSolved_CountingScore = score;
4762   game.LevelSolved_CountingHealth = health;
4763
4764   game_panel_controls[GAME_PANEL_TIME].value = time;
4765   game_panel_controls[GAME_PANEL_SCORE].value = score;
4766   game_panel_controls[GAME_PANEL_HEALTH].value = health;
4767
4768   DisplayGameControlValues();
4769 }
4770
4771 static void LevelSolved(void)
4772 {
4773   if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4774       game.players_still_needed > 0)
4775     return;
4776
4777   game.LevelSolved = TRUE;
4778   game.GameOver = TRUE;
4779
4780   // needed here to display correct panel values while player walks into exit
4781   LevelSolved_SetFinalGameValues();
4782 }
4783
4784 void GameWon(void)
4785 {
4786   static int time_count_steps;
4787   static int time, time_final;
4788   static float score, score_final; // needed for time score < 10 for 10 seconds
4789   static int health, health_final;
4790   static int game_over_delay_1 = 0;
4791   static int game_over_delay_2 = 0;
4792   static int game_over_delay_3 = 0;
4793   int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4794   float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4795
4796   if (!game.LevelSolved_GameWon)
4797   {
4798     int i;
4799
4800     // do not start end game actions before the player stops moving (to exit)
4801     if (local_player->active && local_player->MovPos)
4802       return;
4803
4804     // calculate final game values after player finished walking into exit
4805     LevelSolved_SetFinalGameValues();
4806
4807     game.LevelSolved_GameWon = TRUE;
4808     game.LevelSolved_SaveTape = tape.recording;
4809     game.LevelSolved_SaveScore = !tape.playing;
4810
4811     if (!tape.playing)
4812     {
4813       LevelStats_incSolved(level_nr);
4814
4815       SaveLevelSetup_SeriesInfo();
4816     }
4817
4818     if (tape.auto_play)         // tape might already be stopped here
4819       tape.auto_play_level_solved = TRUE;
4820
4821     TapeStop();
4822
4823     game_over_delay_1 = FRAMES_PER_SECOND;      // delay before counting time
4824     game_over_delay_2 = FRAMES_PER_SECOND / 2;  // delay before counting health
4825     game_over_delay_3 = FRAMES_PER_SECOND;      // delay before ending the game
4826
4827     time = time_final = game.time_final;
4828     score = score_final = game.score_final;
4829     health = health_final = game.health_final;
4830
4831     // update game panel values before (delayed) counting of score (if any)
4832     LevelSolved_DisplayFinalGameValues(time, score, health);
4833
4834     // if level has time score defined, calculate new final game values
4835     if (time_score > 0)
4836     {
4837       int time_final_max = 999;
4838       int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4839       int time_frames = 0;
4840       int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4841       int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4842
4843       if (TimeLeft > 0)
4844       {
4845         time_final = 0;
4846         time_frames = time_frames_left;
4847       }
4848       else if (game.no_level_time_limit && TimePlayed < time_final_max)
4849       {
4850         time_final = time_final_max;
4851         time_frames = time_frames_final_max - time_frames_played;
4852       }
4853
4854       score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4855
4856       time_count_steps = MAX(1, ABS(time_final - time) / 100);
4857
4858       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4859       {
4860         health_final = 0;
4861         score_final += health * time_score;
4862       }
4863
4864       game.score_final = score_final;
4865       game.health_final = health_final;
4866     }
4867
4868     // if not counting score after game, immediately update game panel values
4869     if (level_editor_test_game || !setup.count_score_after_game)
4870     {
4871       time = time_final;
4872       score = score_final;
4873
4874       LevelSolved_DisplayFinalGameValues(time, score, health);
4875     }
4876
4877     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4878     {
4879       // check if last player has left the level
4880       if (game.exit_x >= 0 &&
4881           game.exit_y >= 0)
4882       {
4883         int x = game.exit_x;
4884         int y = game.exit_y;
4885         int element = Tile[x][y];
4886
4887         // close exit door after last player
4888         if ((game.all_players_gone &&
4889              (element == EL_EXIT_OPEN ||
4890               element == EL_SP_EXIT_OPEN ||
4891               element == EL_STEEL_EXIT_OPEN)) ||
4892             element == EL_EM_EXIT_OPEN ||
4893             element == EL_EM_STEEL_EXIT_OPEN)
4894         {
4895
4896           Tile[x][y] =
4897             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4898              element == EL_EM_EXIT_OPEN         ? EL_EM_EXIT_CLOSING :
4899              element == EL_SP_EXIT_OPEN         ? EL_SP_EXIT_CLOSING:
4900              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4901              EL_EM_STEEL_EXIT_CLOSING);
4902
4903           PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4904         }
4905
4906         // player disappears
4907         DrawLevelField(x, y);
4908       }
4909
4910       for (i = 0; i < MAX_PLAYERS; i++)
4911       {
4912         struct PlayerInfo *player = &stored_player[i];
4913
4914         if (player->present)
4915         {
4916           RemovePlayer(player);
4917
4918           // player disappears
4919           DrawLevelField(player->jx, player->jy);
4920         }
4921       }
4922     }
4923
4924     PlaySound(SND_GAME_WINNING);
4925   }
4926
4927   if (setup.count_score_after_game)
4928   {
4929     if (time != time_final)
4930     {
4931       if (game_over_delay_1 > 0)
4932       {
4933         game_over_delay_1--;
4934
4935         return;
4936       }
4937
4938       int time_to_go = ABS(time_final - time);
4939       int time_count_dir = (time < time_final ? +1 : -1);
4940
4941       if (time_to_go < time_count_steps)
4942         time_count_steps = 1;
4943
4944       time  += time_count_steps * time_count_dir;
4945       score += time_count_steps * time_score;
4946
4947       // set final score to correct rounding differences after counting score
4948       if (time == time_final)
4949         score = score_final;
4950
4951       LevelSolved_DisplayFinalGameValues(time, score, health);
4952
4953       if (time == time_final)
4954         StopSound(SND_GAME_LEVELTIME_BONUS);
4955       else if (setup.sound_loops)
4956         PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4957       else
4958         PlaySound(SND_GAME_LEVELTIME_BONUS);
4959
4960       return;
4961     }
4962
4963     if (health != health_final)
4964     {
4965       if (game_over_delay_2 > 0)
4966       {
4967         game_over_delay_2--;
4968
4969         return;
4970       }
4971
4972       int health_count_dir = (health < health_final ? +1 : -1);
4973
4974       health += health_count_dir;
4975       score  += time_score;
4976
4977       LevelSolved_DisplayFinalGameValues(time, score, health);
4978
4979       if (health == health_final)
4980         StopSound(SND_GAME_LEVELTIME_BONUS);
4981       else if (setup.sound_loops)
4982         PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4983       else
4984         PlaySound(SND_GAME_LEVELTIME_BONUS);
4985
4986       return;
4987     }
4988   }
4989
4990   game.panel.active = FALSE;
4991
4992   if (game_over_delay_3 > 0)
4993   {
4994     game_over_delay_3--;
4995
4996     return;
4997   }
4998
4999   GameEnd();
5000 }
5001
5002 void GameEnd(void)
5003 {
5004   // used instead of "level_nr" (needed for network games)
5005   int last_level_nr = levelset.level_nr;
5006   boolean tape_saved = FALSE;
5007
5008   game.LevelSolved_GameEnd = TRUE;
5009
5010   if (game.LevelSolved_SaveTape && !score_info_tape_play)
5011   {
5012     // make sure that request dialog to save tape does not open door again
5013     if (!global.use_envelope_request)
5014       CloseDoor(DOOR_CLOSE_1);
5015
5016     // ask to save tape
5017     tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5018
5019     // set unique basename for score tape (also saved in high score table)
5020     strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5021   }
5022
5023   // if no tape is to be saved, close both doors simultaneously
5024   CloseDoor(DOOR_CLOSE_ALL);
5025
5026   if (level_editor_test_game || score_info_tape_play)
5027   {
5028     SetGameStatus(GAME_MODE_MAIN);
5029
5030     DrawMainMenu();
5031
5032     return;
5033   }
5034
5035   if (!game.LevelSolved_SaveScore)
5036   {
5037     SetGameStatus(GAME_MODE_MAIN);
5038
5039     DrawMainMenu();
5040
5041     return;
5042   }
5043
5044   if (level_nr == leveldir_current->handicap_level)
5045   {
5046     leveldir_current->handicap_level++;
5047
5048     SaveLevelSetup_SeriesInfo();
5049   }
5050
5051   // save score and score tape before potentially erasing tape below
5052   NewHighScore(last_level_nr, tape_saved);
5053
5054   if (setup.increment_levels &&
5055       level_nr < leveldir_current->last_level &&
5056       !network_playing)
5057   {
5058     level_nr++;         // advance to next level
5059     TapeErase();        // start with empty tape
5060
5061     if (setup.auto_play_next_level)
5062     {
5063       scores.continue_playing = TRUE;
5064       scores.next_level_nr = level_nr;
5065
5066       LoadLevel(level_nr);
5067
5068       SaveLevelSetup_SeriesInfo();
5069     }
5070   }
5071
5072   if (scores.last_added >= 0 && setup.show_scores_after_game)
5073   {
5074     SetGameStatus(GAME_MODE_SCORES);
5075
5076     DrawHallOfFame(last_level_nr);
5077   }
5078   else if (scores.continue_playing)
5079   {
5080     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5081   }
5082   else
5083   {
5084     SetGameStatus(GAME_MODE_MAIN);
5085
5086     DrawMainMenu();
5087   }
5088 }
5089
5090 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5091                          boolean one_score_entry_per_name)
5092 {
5093   int i;
5094
5095   if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5096     return -1;
5097
5098   for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5099   {
5100     struct ScoreEntry *entry = &list->entry[i];
5101     boolean score_is_better = (new_entry->score >  entry->score);
5102     boolean score_is_equal  = (new_entry->score == entry->score);
5103     boolean time_is_better  = (new_entry->time  <  entry->time);
5104     boolean time_is_equal   = (new_entry->time  == entry->time);
5105     boolean better_by_score = (score_is_better ||
5106                                (score_is_equal && time_is_better));
5107     boolean better_by_time  = (time_is_better ||
5108                                (time_is_equal && score_is_better));
5109     boolean is_better = (level.rate_time_over_score ? better_by_time :
5110                          better_by_score);
5111     boolean entry_is_empty = (entry->score == 0 &&
5112                               entry->time == 0);
5113
5114     // prevent adding server score entries if also existing in local score file
5115     // (special case: historic score entries have an empty tape basename entry)
5116     if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5117         !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5118     {
5119       // add fields from server score entry not stored in local score entry
5120       // (currently, this means setting platform, version and country fields;
5121       // in rare cases, this may also correct an invalid score value, as
5122       // historic scores might have been truncated to 16-bit values locally)
5123       *entry = *new_entry;
5124
5125       return -1;
5126     }
5127
5128     if (is_better || entry_is_empty)
5129     {
5130       // player has made it to the hall of fame
5131
5132       if (i < MAX_SCORE_ENTRIES - 1)
5133       {
5134         int m = MAX_SCORE_ENTRIES - 1;
5135         int l;
5136
5137         if (one_score_entry_per_name)
5138         {
5139           for (l = i; l < MAX_SCORE_ENTRIES; l++)
5140             if (strEqual(list->entry[l].name, new_entry->name))
5141               m = l;
5142
5143           if (m == i)   // player's new highscore overwrites his old one
5144             goto put_into_list;
5145         }
5146
5147         for (l = m; l > i; l--)
5148           list->entry[l] = list->entry[l - 1];
5149       }
5150
5151       put_into_list:
5152
5153       *entry = *new_entry;
5154
5155       return i;
5156     }
5157     else if (one_score_entry_per_name &&
5158              strEqual(entry->name, new_entry->name))
5159     {
5160       // player already in high score list with better score or time
5161
5162       return -1;
5163     }
5164   }
5165
5166   // special case: new score is beyond the last high score list position
5167   return MAX_SCORE_ENTRIES;
5168 }
5169
5170 void NewHighScore(int level_nr, boolean tape_saved)
5171 {
5172   struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5173   boolean one_per_name = FALSE;
5174
5175   strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5176   strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5177
5178   new_entry.score = game.score_final;
5179   new_entry.time = game.score_time_final;
5180
5181   LoadScore(level_nr);
5182
5183   scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5184
5185   if (scores.last_added >= MAX_SCORE_ENTRIES)
5186   {
5187     scores.last_added = MAX_SCORE_ENTRIES - 1;
5188     scores.force_last_added = TRUE;
5189
5190     scores.entry[scores.last_added] = new_entry;
5191
5192     // store last added local score entry (before merging server scores)
5193     scores.last_added_local = scores.last_added;
5194
5195     return;
5196   }
5197
5198   if (scores.last_added < 0)
5199     return;
5200
5201   SaveScore(level_nr);
5202
5203   // store last added local score entry (before merging server scores)
5204   scores.last_added_local = scores.last_added;
5205
5206   if (!game.LevelSolved_SaveTape)
5207     return;
5208
5209   SaveScoreTape(level_nr);
5210
5211   if (setup.ask_for_using_api_server)
5212   {
5213     setup.use_api_server =
5214       Request("Upload your score and tape to the high score server?", REQ_ASK);
5215
5216     if (!setup.use_api_server)
5217       Request("Not using high score server! Use setup menu to enable again!",
5218               REQ_CONFIRM);
5219
5220     runtime.use_api_server = setup.use_api_server;
5221
5222     // after asking for using API server once, do not ask again
5223     setup.ask_for_using_api_server = FALSE;
5224
5225     SaveSetup_ServerSetup();
5226   }
5227
5228   SaveServerScore(level_nr, tape_saved);
5229 }
5230
5231 void MergeServerScore(void)
5232 {
5233   struct ScoreEntry last_added_entry;
5234   boolean one_per_name = FALSE;
5235   int i;
5236
5237   if (scores.last_added >= 0)
5238     last_added_entry = scores.entry[scores.last_added];
5239
5240   for (i = 0; i < server_scores.num_entries; i++)
5241   {
5242     int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5243
5244     if (pos >= 0 && pos <= scores.last_added)
5245       scores.last_added++;
5246   }
5247
5248   if (scores.last_added >= MAX_SCORE_ENTRIES)
5249   {
5250     scores.last_added = MAX_SCORE_ENTRIES - 1;
5251     scores.force_last_added = TRUE;
5252
5253     scores.entry[scores.last_added] = last_added_entry;
5254   }
5255 }
5256
5257 static int getElementMoveStepsizeExt(int x, int y, int direction)
5258 {
5259   int element = Tile[x][y];
5260   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5261   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
5262   int horiz_move = (dx != 0);
5263   int sign = (horiz_move ? dx : dy);
5264   int step = sign * element_info[element].move_stepsize;
5265
5266   // special values for move stepsize for spring and things on conveyor belt
5267   if (horiz_move)
5268   {
5269     if (CAN_FALL(element) &&
5270         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5271       step = sign * MOVE_STEPSIZE_NORMAL / 2;
5272     else if (element == EL_SPRING)
5273       step = sign * MOVE_STEPSIZE_NORMAL * 2;
5274   }
5275
5276   return step;
5277 }
5278
5279 static int getElementMoveStepsize(int x, int y)
5280 {
5281   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5282 }
5283
5284 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5285 {
5286   if (player->GfxAction != action || player->GfxDir != dir)
5287   {
5288     player->GfxAction = action;
5289     player->GfxDir = dir;
5290     player->Frame = 0;
5291     player->StepFrame = 0;
5292   }
5293 }
5294
5295 static void ResetGfxFrame(int x, int y)
5296 {
5297   // profiling showed that "autotest" spends 10~20% of its time in this function
5298   if (DrawingDeactivatedField())
5299     return;
5300
5301   int element = Tile[x][y];
5302   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5303
5304   if (graphic_info[graphic].anim_global_sync)
5305     GfxFrame[x][y] = FrameCounter;
5306   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5307     GfxFrame[x][y] = CustomValue[x][y];
5308   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5309     GfxFrame[x][y] = element_info[element].collect_score;
5310   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5311     GfxFrame[x][y] = ChangeDelay[x][y];
5312 }
5313
5314 static void ResetGfxAnimation(int x, int y)
5315 {
5316   GfxAction[x][y] = ACTION_DEFAULT;
5317   GfxDir[x][y] = MovDir[x][y];
5318   GfxFrame[x][y] = 0;
5319
5320   ResetGfxFrame(x, y);
5321 }
5322
5323 static void ResetRandomAnimationValue(int x, int y)
5324 {
5325   GfxRandom[x][y] = INIT_GFX_RANDOM();
5326 }
5327
5328 static void InitMovingField(int x, int y, int direction)
5329 {
5330   int element = Tile[x][y];
5331   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5332   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
5333   int newx = x + dx;
5334   int newy = y + dy;
5335   boolean is_moving_before, is_moving_after;
5336
5337   // check if element was/is moving or being moved before/after mode change
5338   is_moving_before = (WasJustMoving[x][y] != 0);
5339   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
5340
5341   // reset animation only for moving elements which change direction of moving
5342   // or which just started or stopped moving
5343   // (else CEs with property "can move" / "not moving" are reset each frame)
5344   if (is_moving_before != is_moving_after ||
5345       direction != MovDir[x][y])
5346     ResetGfxAnimation(x, y);
5347
5348   MovDir[x][y] = direction;
5349   GfxDir[x][y] = direction;
5350
5351   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5352                      direction == MV_DOWN && CAN_FALL(element) ?
5353                      ACTION_FALLING : ACTION_MOVING);
5354
5355   // this is needed for CEs with property "can move" / "not moving"
5356
5357   if (is_moving_after)
5358   {
5359     if (Tile[newx][newy] == EL_EMPTY)
5360       Tile[newx][newy] = EL_BLOCKED;
5361
5362     MovDir[newx][newy] = MovDir[x][y];
5363
5364     CustomValue[newx][newy] = CustomValue[x][y];
5365
5366     GfxFrame[newx][newy] = GfxFrame[x][y];
5367     GfxRandom[newx][newy] = GfxRandom[x][y];
5368     GfxAction[newx][newy] = GfxAction[x][y];
5369     GfxDir[newx][newy] = GfxDir[x][y];
5370   }
5371 }
5372
5373 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5374 {
5375   int direction = MovDir[x][y];
5376   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5377   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
5378
5379   *goes_to_x = newx;
5380   *goes_to_y = newy;
5381 }
5382
5383 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5384 {
5385   int oldx = x, oldy = y;
5386   int direction = MovDir[x][y];
5387
5388   if (direction == MV_LEFT)
5389     oldx++;
5390   else if (direction == MV_RIGHT)
5391     oldx--;
5392   else if (direction == MV_UP)
5393     oldy++;
5394   else if (direction == MV_DOWN)
5395     oldy--;
5396
5397   *comes_from_x = oldx;
5398   *comes_from_y = oldy;
5399 }
5400
5401 static int MovingOrBlocked2Element(int x, int y)
5402 {
5403   int element = Tile[x][y];
5404
5405   if (element == EL_BLOCKED)
5406   {
5407     int oldx, oldy;
5408
5409     Blocked2Moving(x, y, &oldx, &oldy);
5410     return Tile[oldx][oldy];
5411   }
5412   else
5413     return element;
5414 }
5415
5416 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5417 {
5418   // like MovingOrBlocked2Element(), but if element is moving
5419   // and (x,y) is the field the moving element is just leaving,
5420   // return EL_BLOCKED instead of the element value
5421   int element = Tile[x][y];
5422
5423   if (IS_MOVING(x, y))
5424   {
5425     if (element == EL_BLOCKED)
5426     {
5427       int oldx, oldy;
5428
5429       Blocked2Moving(x, y, &oldx, &oldy);
5430       return Tile[oldx][oldy];
5431     }
5432     else
5433       return EL_BLOCKED;
5434   }
5435   else
5436     return element;
5437 }
5438
5439 static void RemoveField(int x, int y)
5440 {
5441   Tile[x][y] = EL_EMPTY;
5442
5443   MovPos[x][y] = 0;
5444   MovDir[x][y] = 0;
5445   MovDelay[x][y] = 0;
5446
5447   CustomValue[x][y] = 0;
5448
5449   AmoebaNr[x][y] = 0;
5450   ChangeDelay[x][y] = 0;
5451   ChangePage[x][y] = -1;
5452   Pushed[x][y] = FALSE;
5453
5454   GfxElement[x][y] = EL_UNDEFINED;
5455   GfxAction[x][y] = ACTION_DEFAULT;
5456   GfxDir[x][y] = MV_NONE;
5457 }
5458
5459 static void RemoveMovingField(int x, int y)
5460 {
5461   int oldx = x, oldy = y, newx = x, newy = y;
5462   int element = Tile[x][y];
5463   int next_element = EL_UNDEFINED;
5464
5465   if (element != EL_BLOCKED && !IS_MOVING(x, y))
5466     return;
5467
5468   if (IS_MOVING(x, y))
5469   {
5470     Moving2Blocked(x, y, &newx, &newy);
5471
5472     if (Tile[newx][newy] != EL_BLOCKED)
5473     {
5474       // element is moving, but target field is not free (blocked), but
5475       // already occupied by something different (example: acid pool);
5476       // in this case, only remove the moving field, but not the target
5477
5478       RemoveField(oldx, oldy);
5479
5480       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5481
5482       TEST_DrawLevelField(oldx, oldy);
5483
5484       return;
5485     }
5486   }
5487   else if (element == EL_BLOCKED)
5488   {
5489     Blocked2Moving(x, y, &oldx, &oldy);
5490     if (!IS_MOVING(oldx, oldy))
5491       return;
5492   }
5493
5494   if (element == EL_BLOCKED &&
5495       (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5496        Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5497        Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5498        Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5499        Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5500        Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5501     next_element = get_next_element(Tile[oldx][oldy]);
5502
5503   RemoveField(oldx, oldy);
5504   RemoveField(newx, newy);
5505
5506   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5507
5508   if (next_element != EL_UNDEFINED)
5509     Tile[oldx][oldy] = next_element;
5510
5511   TEST_DrawLevelField(oldx, oldy);
5512   TEST_DrawLevelField(newx, newy);
5513 }
5514
5515 void DrawDynamite(int x, int y)
5516 {
5517   int sx = SCREENX(x), sy = SCREENY(y);
5518   int graphic = el2img(Tile[x][y]);
5519   int frame;
5520
5521   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5522     return;
5523
5524   if (IS_WALKABLE_INSIDE(Back[x][y]))
5525     return;
5526
5527   if (Back[x][y])
5528     DrawLevelElement(x, y, Back[x][y]);
5529   else if (Store[x][y])
5530     DrawLevelElement(x, y, Store[x][y]);
5531   else if (game.use_masked_elements)
5532     DrawLevelElement(x, y, EL_EMPTY);
5533
5534   frame = getGraphicAnimationFrameXY(graphic, x, y);
5535
5536   if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5537     DrawGraphicThruMask(sx, sy, graphic, frame);
5538   else
5539     DrawGraphic(sx, sy, graphic, frame);
5540 }
5541
5542 static void CheckDynamite(int x, int y)
5543 {
5544   if (MovDelay[x][y] != 0)      // dynamite is still waiting to explode
5545   {
5546     MovDelay[x][y]--;
5547
5548     if (MovDelay[x][y] != 0)
5549     {
5550       DrawDynamite(x, y);
5551       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5552
5553       return;
5554     }
5555   }
5556
5557   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5558
5559   Bang(x, y);
5560 }
5561
5562 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5563 {
5564   boolean num_checked_players = 0;
5565   int i;
5566
5567   for (i = 0; i < MAX_PLAYERS; i++)
5568   {
5569     if (stored_player[i].active)
5570     {
5571       int sx = stored_player[i].jx;
5572       int sy = stored_player[i].jy;
5573
5574       if (num_checked_players == 0)
5575       {
5576         *sx1 = *sx2 = sx;
5577         *sy1 = *sy2 = sy;
5578       }
5579       else
5580       {
5581         *sx1 = MIN(*sx1, sx);
5582         *sy1 = MIN(*sy1, sy);
5583         *sx2 = MAX(*sx2, sx);
5584         *sy2 = MAX(*sy2, sy);
5585       }
5586
5587       num_checked_players++;
5588     }
5589   }
5590 }
5591
5592 static boolean checkIfAllPlayersFitToScreen_RND(void)
5593 {
5594   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5595
5596   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5597
5598   return (sx2 - sx1 < SCR_FIELDX &&
5599           sy2 - sy1 < SCR_FIELDY);
5600 }
5601
5602 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5603 {
5604   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5605
5606   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5607
5608   *sx = (sx1 + sx2) / 2;
5609   *sy = (sy1 + sy2) / 2;
5610 }
5611
5612 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5613                                boolean center_screen, boolean quick_relocation)
5614 {
5615   unsigned int frame_delay_value_old = GetVideoFrameDelay();
5616   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5617   boolean no_delay = (tape.warp_forward);
5618   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5619   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5620   int new_scroll_x, new_scroll_y;
5621
5622   if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5623   {
5624     // case 1: quick relocation inside visible screen (without scrolling)
5625
5626     RedrawPlayfield();
5627
5628     return;
5629   }
5630
5631   if (!level.shifted_relocation || center_screen)
5632   {
5633     // relocation _with_ centering of screen
5634
5635     new_scroll_x = SCROLL_POSITION_X(x);
5636     new_scroll_y = SCROLL_POSITION_Y(y);
5637   }
5638   else
5639   {
5640     // relocation _without_ centering of screen
5641
5642     int center_scroll_x = SCROLL_POSITION_X(old_x);
5643     int center_scroll_y = SCROLL_POSITION_Y(old_y);
5644     int offset_x = x + (scroll_x - center_scroll_x);
5645     int offset_y = y + (scroll_y - center_scroll_y);
5646
5647     // for new screen position, apply previous offset to center position
5648     new_scroll_x = SCROLL_POSITION_X(offset_x);
5649     new_scroll_y = SCROLL_POSITION_Y(offset_y);
5650   }
5651
5652   if (quick_relocation)
5653   {
5654     // case 2: quick relocation (redraw without visible scrolling)
5655
5656     scroll_x = new_scroll_x;
5657     scroll_y = new_scroll_y;
5658
5659     RedrawPlayfield();
5660
5661     return;
5662   }
5663
5664   // case 3: visible relocation (with scrolling to new position)
5665
5666   ScrollScreen(NULL, SCROLL_GO_ON);     // scroll last frame to full tile
5667
5668   SetVideoFrameDelay(wait_delay_value);
5669
5670   while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5671   {
5672     int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5673     int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5674
5675     if (dx == 0 && dy == 0)             // no scrolling needed at all
5676       break;
5677
5678     scroll_x -= dx;
5679     scroll_y -= dy;
5680
5681     // set values for horizontal/vertical screen scrolling (half tile size)
5682     int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5683     int dir_y = (dy != 0 ? MV_VERTICAL   : 0);
5684     int pos_x = dx * TILEX / 2;
5685     int pos_y = dy * TILEY / 2;
5686     int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5687     int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5688
5689     ScrollLevel(dx, dy);
5690     DrawAllPlayers();
5691
5692     // scroll in two steps of half tile size to make things smoother
5693     BlitScreenToBitmapExt_RND(window, fx, fy);
5694
5695     // scroll second step to align at full tile size
5696     BlitScreenToBitmap(window);
5697   }
5698
5699   DrawAllPlayers();
5700   BackToFront();
5701
5702   SetVideoFrameDelay(frame_delay_value_old);
5703 }
5704
5705 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5706 {
5707   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5708   int player_nr = GET_PLAYER_NR(el_player);
5709   struct PlayerInfo *player = &stored_player[player_nr];
5710   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5711   boolean no_delay = (tape.warp_forward);
5712   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5713   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5714   int old_jx = player->jx;
5715   int old_jy = player->jy;
5716   int old_element = Tile[old_jx][old_jy];
5717   int element = Tile[jx][jy];
5718   boolean player_relocated = (old_jx != jx || old_jy != jy);
5719
5720   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5721   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5722   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5723   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5724   int leave_side_horiz = move_dir_horiz;
5725   int leave_side_vert  = move_dir_vert;
5726   int enter_side = enter_side_horiz | enter_side_vert;
5727   int leave_side = leave_side_horiz | leave_side_vert;
5728
5729   if (player->buried)           // do not reanimate dead player
5730     return;
5731
5732   if (!player_relocated)        // no need to relocate the player
5733     return;
5734
5735   if (IS_PLAYER(jx, jy))        // player already placed at new position
5736   {
5737     RemoveField(jx, jy);        // temporarily remove newly placed player
5738     DrawLevelField(jx, jy);
5739   }
5740
5741   if (player->present)
5742   {
5743     while (player->MovPos)
5744     {
5745       ScrollPlayer(player, SCROLL_GO_ON);
5746       ScrollScreen(NULL, SCROLL_GO_ON);
5747
5748       AdvanceFrameAndPlayerCounters(player->index_nr);
5749
5750       DrawPlayer(player);
5751
5752       BackToFront_WithFrameDelay(wait_delay_value);
5753     }
5754
5755     DrawPlayer(player);         // needed here only to cleanup last field
5756     DrawLevelField(player->jx, player->jy);     // remove player graphic
5757
5758     player->is_moving = FALSE;
5759   }
5760
5761   if (IS_CUSTOM_ELEMENT(old_element))
5762     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5763                                CE_LEFT_BY_PLAYER,
5764                                player->index_bit, leave_side);
5765
5766   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5767                                       CE_PLAYER_LEAVES_X,
5768                                       player->index_bit, leave_side);
5769
5770   Tile[jx][jy] = el_player;
5771   InitPlayerField(jx, jy, el_player, TRUE);
5772
5773   /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5774      possible that the relocation target field did not contain a player element,
5775      but a walkable element, to which the new player was relocated -- in this
5776      case, restore that (already initialized!) element on the player field */
5777   if (!IS_PLAYER_ELEMENT(element))      // player may be set on walkable element
5778   {
5779     Tile[jx][jy] = element;     // restore previously existing element
5780   }
5781
5782   // only visually relocate centered player
5783   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5784                      FALSE, level.instant_relocation);
5785
5786   TestIfPlayerTouchesBadThing(jx, jy);
5787   TestIfPlayerTouchesCustomElement(jx, jy);
5788
5789   if (IS_CUSTOM_ELEMENT(element))
5790     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5791                                player->index_bit, enter_side);
5792
5793   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5794                                       player->index_bit, enter_side);
5795
5796   if (player->is_switching)
5797   {
5798     /* ensure that relocation while still switching an element does not cause
5799        a new element to be treated as also switched directly after relocation
5800        (this is important for teleporter switches that teleport the player to
5801        a place where another teleporter switch is in the same direction, which
5802        would then incorrectly be treated as immediately switched before the
5803        direction key that caused the switch was released) */
5804
5805     player->switch_x += jx - old_jx;
5806     player->switch_y += jy - old_jy;
5807   }
5808 }
5809
5810 static void Explode(int ex, int ey, int phase, int mode)
5811 {
5812   int x, y;
5813   int last_phase;
5814   int border_element;
5815
5816   // !!! eliminate this variable !!!
5817   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5818
5819   if (game.explosions_delayed)
5820   {
5821     ExplodeField[ex][ey] = mode;
5822     return;
5823   }
5824
5825   if (phase == EX_PHASE_START)          // initialize 'Store[][]' field
5826   {
5827     int center_element = Tile[ex][ey];
5828     int artwork_element, explosion_element;     // set these values later
5829
5830     // remove things displayed in background while burning dynamite
5831     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5832       Back[ex][ey] = 0;
5833
5834     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5835     {
5836       // put moving element to center field (and let it explode there)
5837       center_element = MovingOrBlocked2Element(ex, ey);
5838       RemoveMovingField(ex, ey);
5839       Tile[ex][ey] = center_element;
5840     }
5841
5842     // now "center_element" is finally determined -- set related values now
5843     artwork_element = center_element;           // for custom player artwork
5844     explosion_element = center_element;         // for custom player artwork
5845
5846     if (IS_PLAYER(ex, ey))
5847     {
5848       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5849
5850       artwork_element = stored_player[player_nr].artwork_element;
5851
5852       if (level.use_explosion_element[player_nr])
5853       {
5854         explosion_element = level.explosion_element[player_nr];
5855         artwork_element = explosion_element;
5856       }
5857     }
5858
5859     if (mode == EX_TYPE_NORMAL ||
5860         mode == EX_TYPE_CENTER ||
5861         mode == EX_TYPE_CROSS)
5862       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5863
5864     last_phase = element_info[explosion_element].explosion_delay + 1;
5865
5866     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5867     {
5868       int xx = x - ex + 1;
5869       int yy = y - ey + 1;
5870       int element;
5871
5872       if (!IN_LEV_FIELD(x, y) ||
5873           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5874           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5875         continue;
5876
5877       element = Tile[x][y];
5878
5879       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5880       {
5881         element = MovingOrBlocked2Element(x, y);
5882
5883         if (!IS_EXPLOSION_PROOF(element))
5884           RemoveMovingField(x, y);
5885       }
5886
5887       // indestructible elements can only explode in center (but not flames)
5888       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5889                                            mode == EX_TYPE_BORDER)) ||
5890           element == EL_FLAMES)
5891         continue;
5892
5893       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5894          behaviour, for example when touching a yamyam that explodes to rocks
5895          with active deadly shield, a rock is created under the player !!! */
5896       // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5897 #if 0
5898       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5899           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5900            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5901 #else
5902       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5903 #endif
5904       {
5905         if (IS_ACTIVE_BOMB(element))
5906         {
5907           // re-activate things under the bomb like gate or penguin
5908           Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5909           Back[x][y] = 0;
5910         }
5911
5912         continue;
5913       }
5914
5915       // save walkable background elements while explosion on same tile
5916       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5917           (x != ex || y != ey || mode == EX_TYPE_BORDER))
5918         Back[x][y] = element;
5919
5920       // ignite explodable elements reached by other explosion
5921       if (element == EL_EXPLOSION)
5922         element = Store2[x][y];
5923
5924       if (AmoebaNr[x][y] &&
5925           (element == EL_AMOEBA_FULL ||
5926            element == EL_BD_AMOEBA ||
5927            element == EL_AMOEBA_GROWING))
5928       {
5929         AmoebaCnt[AmoebaNr[x][y]]--;
5930         AmoebaCnt2[AmoebaNr[x][y]]--;
5931       }
5932
5933       RemoveField(x, y);
5934
5935       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5936       {
5937         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5938
5939         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5940
5941         if (PLAYERINFO(ex, ey)->use_murphy)
5942           Store[x][y] = EL_EMPTY;
5943       }
5944
5945       // !!! check this case -- currently needed for rnd_rado_negundo_v,
5946       // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5947       else if (IS_PLAYER_ELEMENT(center_element))
5948         Store[x][y] = EL_EMPTY;
5949       else if (center_element == EL_YAMYAM)
5950         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5951       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5952         Store[x][y] = element_info[center_element].content.e[xx][yy];
5953 #if 1
5954       // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5955       // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5956       // otherwise) -- FIX THIS !!!
5957       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5958         Store[x][y] = element_info[element].content.e[1][1];
5959 #else
5960       else if (!CAN_EXPLODE(element))
5961         Store[x][y] = element_info[element].content.e[1][1];
5962 #endif
5963       else
5964         Store[x][y] = EL_EMPTY;
5965
5966       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5967           center_element == EL_AMOEBA_TO_DIAMOND)
5968         Store2[x][y] = element;
5969
5970       Tile[x][y] = EL_EXPLOSION;
5971       GfxElement[x][y] = artwork_element;
5972
5973       ExplodePhase[x][y] = 1;
5974       ExplodeDelay[x][y] = last_phase;
5975
5976       Stop[x][y] = TRUE;
5977     }
5978
5979     if (center_element == EL_YAMYAM)
5980       game.yamyam_content_nr =
5981         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5982
5983     return;
5984   }
5985
5986   if (Stop[ex][ey])
5987     return;
5988
5989   x = ex;
5990   y = ey;
5991
5992   if (phase == 1)
5993     GfxFrame[x][y] = 0;         // restart explosion animation
5994
5995   last_phase = ExplodeDelay[x][y];
5996
5997   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5998
5999   // this can happen if the player leaves an explosion just in time
6000   if (GfxElement[x][y] == EL_UNDEFINED)
6001     GfxElement[x][y] = EL_EMPTY;
6002
6003   border_element = Store2[x][y];
6004   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6005     border_element = StorePlayer[x][y];
6006
6007   if (phase == element_info[border_element].ignition_delay ||
6008       phase == last_phase)
6009   {
6010     boolean border_explosion = FALSE;
6011
6012     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6013         !PLAYER_EXPLOSION_PROTECTED(x, y))
6014     {
6015       KillPlayerUnlessExplosionProtected(x, y);
6016       border_explosion = TRUE;
6017     }
6018     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6019     {
6020       Tile[x][y] = Store2[x][y];
6021       Store2[x][y] = 0;
6022       Bang(x, y);
6023       border_explosion = TRUE;
6024     }
6025     else if (border_element == EL_AMOEBA_TO_DIAMOND)
6026     {
6027       AmoebaToDiamond(x, y);
6028       Store2[x][y] = 0;
6029       border_explosion = TRUE;
6030     }
6031
6032     // if an element just explodes due to another explosion (chain-reaction),
6033     // do not immediately end the new explosion when it was the last frame of
6034     // the explosion (as it would be done in the following "if"-statement!)
6035     if (border_explosion && phase == last_phase)
6036       return;
6037   }
6038
6039   // this can happen if the player was just killed by an explosion
6040   if (GfxElement[x][y] == EL_UNDEFINED)
6041     GfxElement[x][y] = EL_EMPTY;
6042
6043   if (phase == last_phase)
6044   {
6045     int element;
6046
6047     element = Tile[x][y] = Store[x][y];
6048     Store[x][y] = Store2[x][y] = 0;
6049     GfxElement[x][y] = EL_UNDEFINED;
6050
6051     // player can escape from explosions and might therefore be still alive
6052     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6053         element <= EL_PLAYER_IS_EXPLODING_4)
6054     {
6055       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6056       int explosion_element = EL_PLAYER_1 + player_nr;
6057       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6058       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6059
6060       if (level.use_explosion_element[player_nr])
6061         explosion_element = level.explosion_element[player_nr];
6062
6063       Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6064                     element_info[explosion_element].content.e[xx][yy]);
6065     }
6066
6067     // restore probably existing indestructible background element
6068     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6069       element = Tile[x][y] = Back[x][y];
6070     Back[x][y] = 0;
6071
6072     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6073     GfxDir[x][y] = MV_NONE;
6074     ChangeDelay[x][y] = 0;
6075     ChangePage[x][y] = -1;
6076
6077     CustomValue[x][y] = 0;
6078
6079     InitField_WithBug2(x, y, FALSE);
6080
6081     TEST_DrawLevelField(x, y);
6082
6083     TestIfElementTouchesCustomElement(x, y);
6084
6085     if (GFX_CRUMBLED(element))
6086       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6087
6088     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6089       StorePlayer[x][y] = 0;
6090
6091     if (IS_PLAYER_ELEMENT(element))
6092       RelocatePlayer(x, y, element);
6093   }
6094   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6095   {
6096     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6097     int frame = getGraphicAnimationFrameXY(graphic, x, y);
6098
6099     if (phase == delay)
6100       TEST_DrawLevelFieldCrumbled(x, y);
6101
6102     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6103     {
6104       DrawLevelElement(x, y, Back[x][y]);
6105       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6106     }
6107     else if (IS_WALKABLE_UNDER(Back[x][y]))
6108     {
6109       DrawLevelGraphic(x, y, graphic, frame);
6110       DrawLevelElementThruMask(x, y, Back[x][y]);
6111     }
6112     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6113       DrawLevelGraphic(x, y, graphic, frame);
6114   }
6115 }
6116
6117 static void DynaExplode(int ex, int ey)
6118 {
6119   int i, j;
6120   int dynabomb_element = Tile[ex][ey];
6121   int dynabomb_size = 1;
6122   boolean dynabomb_xl = FALSE;
6123   struct PlayerInfo *player;
6124   struct XY *xy = xy_topdown;
6125
6126   if (IS_ACTIVE_BOMB(dynabomb_element))
6127   {
6128     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6129     dynabomb_size = player->dynabomb_size;
6130     dynabomb_xl = player->dynabomb_xl;
6131     player->dynabombs_left++;
6132   }
6133
6134   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6135
6136   for (i = 0; i < NUM_DIRECTIONS; i++)
6137   {
6138     for (j = 1; j <= dynabomb_size; j++)
6139     {
6140       int x = ex + j * xy[i].x;
6141       int y = ey + j * xy[i].y;
6142       int element;
6143
6144       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6145         break;
6146
6147       element = Tile[x][y];
6148
6149       // do not restart explosions of fields with active bombs
6150       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6151         continue;
6152
6153       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6154
6155       if (element != EL_EMPTY && element != EL_EXPLOSION &&
6156           !IS_DIGGABLE(element) && !dynabomb_xl)
6157         break;
6158     }
6159   }
6160 }
6161
6162 void Bang(int x, int y)
6163 {
6164   int element = MovingOrBlocked2Element(x, y);
6165   int explosion_type = EX_TYPE_NORMAL;
6166
6167   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6168   {
6169     struct PlayerInfo *player = PLAYERINFO(x, y);
6170
6171     element = Tile[x][y] = player->initial_element;
6172
6173     if (level.use_explosion_element[player->index_nr])
6174     {
6175       int explosion_element = level.explosion_element[player->index_nr];
6176
6177       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6178         explosion_type = EX_TYPE_CROSS;
6179       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6180         explosion_type = EX_TYPE_CENTER;
6181     }
6182   }
6183
6184   switch (element)
6185   {
6186     case EL_BUG:
6187     case EL_SPACESHIP:
6188     case EL_BD_BUTTERFLY:
6189     case EL_BD_FIREFLY:
6190     case EL_YAMYAM:
6191     case EL_DARK_YAMYAM:
6192     case EL_ROBOT:
6193     case EL_PACMAN:
6194     case EL_MOLE:
6195       RaiseScoreElement(element);
6196       break;
6197
6198     case EL_DYNABOMB_PLAYER_1_ACTIVE:
6199     case EL_DYNABOMB_PLAYER_2_ACTIVE:
6200     case EL_DYNABOMB_PLAYER_3_ACTIVE:
6201     case EL_DYNABOMB_PLAYER_4_ACTIVE:
6202     case EL_DYNABOMB_INCREASE_NUMBER:
6203     case EL_DYNABOMB_INCREASE_SIZE:
6204     case EL_DYNABOMB_INCREASE_POWER:
6205       explosion_type = EX_TYPE_DYNA;
6206       break;
6207
6208     case EL_DC_LANDMINE:
6209       explosion_type = EX_TYPE_CENTER;
6210       break;
6211
6212     case EL_PENGUIN:
6213     case EL_LAMP:
6214     case EL_LAMP_ACTIVE:
6215     case EL_AMOEBA_TO_DIAMOND:
6216       if (!IS_PLAYER(x, y))     // penguin and player may be at same field
6217         explosion_type = EX_TYPE_CENTER;
6218       break;
6219
6220     default:
6221       if (element_info[element].explosion_type == EXPLODES_CROSS)
6222         explosion_type = EX_TYPE_CROSS;
6223       else if (element_info[element].explosion_type == EXPLODES_1X1)
6224         explosion_type = EX_TYPE_CENTER;
6225       break;
6226   }
6227
6228   if (explosion_type == EX_TYPE_DYNA)
6229     DynaExplode(x, y);
6230   else
6231     Explode(x, y, EX_PHASE_START, explosion_type);
6232
6233   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6234 }
6235
6236 static void SplashAcid(int x, int y)
6237 {
6238   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6239       (!IN_LEV_FIELD(x - 1, y - 2) ||
6240        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6241     Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6242
6243   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6244       (!IN_LEV_FIELD(x + 1, y - 2) ||
6245        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6246     Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6247
6248   PlayLevelSound(x, y, SND_ACID_SPLASHING);
6249 }
6250
6251 static void InitBeltMovement(void)
6252 {
6253   static int belt_base_element[4] =
6254   {
6255     EL_CONVEYOR_BELT_1_LEFT,
6256     EL_CONVEYOR_BELT_2_LEFT,
6257     EL_CONVEYOR_BELT_3_LEFT,
6258     EL_CONVEYOR_BELT_4_LEFT
6259   };
6260   static int belt_base_active_element[4] =
6261   {
6262     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6263     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6264     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6265     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6266   };
6267
6268   int x, y, i, j;
6269
6270   // set frame order for belt animation graphic according to belt direction
6271   for (i = 0; i < NUM_BELTS; i++)
6272   {
6273     int belt_nr = i;
6274
6275     for (j = 0; j < NUM_BELT_PARTS; j++)
6276     {
6277       int element = belt_base_active_element[belt_nr] + j;
6278       int graphic_1 = el2img(element);
6279       int graphic_2 = el2panelimg(element);
6280
6281       if (game.belt_dir[i] == MV_LEFT)
6282       {
6283         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6284         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6285       }
6286       else
6287       {
6288         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
6289         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
6290       }
6291     }
6292   }
6293
6294   SCAN_PLAYFIELD(x, y)
6295   {
6296     int element = Tile[x][y];
6297
6298     for (i = 0; i < NUM_BELTS; i++)
6299     {
6300       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6301       {
6302         int e_belt_nr = getBeltNrFromBeltElement(element);
6303         int belt_nr = i;
6304
6305         if (e_belt_nr == belt_nr)
6306         {
6307           int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6308
6309           Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6310         }
6311       }
6312     }
6313   }
6314 }
6315
6316 static void ToggleBeltSwitch(int x, int y)
6317 {
6318   static int belt_base_element[4] =
6319   {
6320     EL_CONVEYOR_BELT_1_LEFT,
6321     EL_CONVEYOR_BELT_2_LEFT,
6322     EL_CONVEYOR_BELT_3_LEFT,
6323     EL_CONVEYOR_BELT_4_LEFT
6324   };
6325   static int belt_base_active_element[4] =
6326   {
6327     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6328     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6329     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6330     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6331   };
6332   static int belt_base_switch_element[4] =
6333   {
6334     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6335     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6336     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6337     EL_CONVEYOR_BELT_4_SWITCH_LEFT
6338   };
6339   static int belt_move_dir[4] =
6340   {
6341     MV_LEFT,
6342     MV_NONE,
6343     MV_RIGHT,
6344     MV_NONE,
6345   };
6346
6347   int element = Tile[x][y];
6348   int belt_nr = getBeltNrFromBeltSwitchElement(element);
6349   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6350   int belt_dir = belt_move_dir[belt_dir_nr];
6351   int xx, yy, i;
6352
6353   if (!IS_BELT_SWITCH(element))
6354     return;
6355
6356   game.belt_dir_nr[belt_nr] = belt_dir_nr;
6357   game.belt_dir[belt_nr] = belt_dir;
6358
6359   if (belt_dir_nr == 3)
6360     belt_dir_nr = 1;
6361
6362   // set frame order for belt animation graphic according to belt direction
6363   for (i = 0; i < NUM_BELT_PARTS; i++)
6364   {
6365     int element = belt_base_active_element[belt_nr] + i;
6366     int graphic_1 = el2img(element);
6367     int graphic_2 = el2panelimg(element);
6368
6369     if (belt_dir == MV_LEFT)
6370     {
6371       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6372       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6373     }
6374     else
6375     {
6376       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
6377       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
6378     }
6379   }
6380
6381   SCAN_PLAYFIELD(xx, yy)
6382   {
6383     int element = Tile[xx][yy];
6384
6385     if (IS_BELT_SWITCH(element))
6386     {
6387       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6388
6389       if (e_belt_nr == belt_nr)
6390       {
6391         Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6392         TEST_DrawLevelField(xx, yy);
6393       }
6394     }
6395     else if (IS_BELT(element) && belt_dir != MV_NONE)
6396     {
6397       int e_belt_nr = getBeltNrFromBeltElement(element);
6398
6399       if (e_belt_nr == belt_nr)
6400       {
6401         int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6402
6403         Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6404         TEST_DrawLevelField(xx, yy);
6405       }
6406     }
6407     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6408     {
6409       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6410
6411       if (e_belt_nr == belt_nr)
6412       {
6413         int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6414
6415         Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6416         TEST_DrawLevelField(xx, yy);
6417       }
6418     }
6419   }
6420 }
6421
6422 static void ToggleSwitchgateSwitch(int x, int y)
6423 {
6424   int xx, yy;
6425
6426   game.switchgate_pos = !game.switchgate_pos;
6427
6428   SCAN_PLAYFIELD(xx, yy)
6429   {
6430     int element = Tile[xx][yy];
6431
6432     if (element == EL_SWITCHGATE_SWITCH_UP)
6433     {
6434       Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6435       TEST_DrawLevelField(xx, yy);
6436     }
6437     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6438     {
6439       Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6440       TEST_DrawLevelField(xx, yy);
6441     }
6442     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6443     {
6444       Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6445       TEST_DrawLevelField(xx, yy);
6446     }
6447     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6448     {
6449       Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6450       TEST_DrawLevelField(xx, yy);
6451     }
6452     else if (element == EL_SWITCHGATE_OPEN ||
6453              element == EL_SWITCHGATE_OPENING)
6454     {
6455       Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6456
6457       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6458     }
6459     else if (element == EL_SWITCHGATE_CLOSED ||
6460              element == EL_SWITCHGATE_CLOSING)
6461     {
6462       Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6463
6464       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6465     }
6466   }
6467 }
6468
6469 static int getInvisibleActiveFromInvisibleElement(int element)
6470 {
6471   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6472           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
6473           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
6474           element);
6475 }
6476
6477 static int getInvisibleFromInvisibleActiveElement(int element)
6478 {
6479   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6480           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
6481           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
6482           element);
6483 }
6484
6485 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6486 {
6487   int x, y;
6488
6489   SCAN_PLAYFIELD(x, y)
6490   {
6491     int element = Tile[x][y];
6492
6493     if (element == EL_LIGHT_SWITCH &&
6494         game.light_time_left > 0)
6495     {
6496       Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6497       TEST_DrawLevelField(x, y);
6498     }
6499     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6500              game.light_time_left == 0)
6501     {
6502       Tile[x][y] = EL_LIGHT_SWITCH;
6503       TEST_DrawLevelField(x, y);
6504     }
6505     else if (element == EL_EMC_DRIPPER &&
6506              game.light_time_left > 0)
6507     {
6508       Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6509       TEST_DrawLevelField(x, y);
6510     }
6511     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6512              game.light_time_left == 0)
6513     {
6514       Tile[x][y] = EL_EMC_DRIPPER;
6515       TEST_DrawLevelField(x, y);
6516     }
6517     else if (element == EL_INVISIBLE_STEELWALL ||
6518              element == EL_INVISIBLE_WALL ||
6519              element == EL_INVISIBLE_SAND)
6520     {
6521       if (game.light_time_left > 0)
6522         Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6523
6524       TEST_DrawLevelField(x, y);
6525
6526       // uncrumble neighbour fields, if needed
6527       if (element == EL_INVISIBLE_SAND)
6528         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6529     }
6530     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6531              element == EL_INVISIBLE_WALL_ACTIVE ||
6532              element == EL_INVISIBLE_SAND_ACTIVE)
6533     {
6534       if (game.light_time_left == 0)
6535         Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6536
6537       TEST_DrawLevelField(x, y);
6538
6539       // re-crumble neighbour fields, if needed
6540       if (element == EL_INVISIBLE_SAND)
6541         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6542     }
6543   }
6544 }
6545
6546 static void RedrawAllInvisibleElementsForLenses(void)
6547 {
6548   int x, y;
6549
6550   SCAN_PLAYFIELD(x, y)
6551   {
6552     int element = Tile[x][y];
6553
6554     if (element == EL_EMC_DRIPPER &&
6555         game.lenses_time_left > 0)
6556     {
6557       Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6558       TEST_DrawLevelField(x, y);
6559     }
6560     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6561              game.lenses_time_left == 0)
6562     {
6563       Tile[x][y] = EL_EMC_DRIPPER;
6564       TEST_DrawLevelField(x, y);
6565     }
6566     else if (element == EL_INVISIBLE_STEELWALL ||
6567              element == EL_INVISIBLE_WALL ||
6568              element == EL_INVISIBLE_SAND)
6569     {
6570       if (game.lenses_time_left > 0)
6571         Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6572
6573       TEST_DrawLevelField(x, y);
6574
6575       // uncrumble neighbour fields, if needed
6576       if (element == EL_INVISIBLE_SAND)
6577         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6578     }
6579     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6580              element == EL_INVISIBLE_WALL_ACTIVE ||
6581              element == EL_INVISIBLE_SAND_ACTIVE)
6582     {
6583       if (game.lenses_time_left == 0)
6584         Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6585
6586       TEST_DrawLevelField(x, y);
6587
6588       // re-crumble neighbour fields, if needed
6589       if (element == EL_INVISIBLE_SAND)
6590         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6591     }
6592   }
6593 }
6594
6595 static void RedrawAllInvisibleElementsForMagnifier(void)
6596 {
6597   int x, y;
6598
6599   SCAN_PLAYFIELD(x, y)
6600   {
6601     int element = Tile[x][y];
6602
6603     if (element == EL_EMC_FAKE_GRASS &&
6604         game.magnify_time_left > 0)
6605     {
6606       Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6607       TEST_DrawLevelField(x, y);
6608     }
6609     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6610              game.magnify_time_left == 0)
6611     {
6612       Tile[x][y] = EL_EMC_FAKE_GRASS;
6613       TEST_DrawLevelField(x, y);
6614     }
6615     else if (IS_GATE_GRAY(element) &&
6616              game.magnify_time_left > 0)
6617     {
6618       Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6619                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6620                     IS_EM_GATE_GRAY(element) ?
6621                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6622                     IS_EMC_GATE_GRAY(element) ?
6623                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6624                     IS_DC_GATE_GRAY(element) ?
6625                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
6626                     element);
6627       TEST_DrawLevelField(x, y);
6628     }
6629     else if (IS_GATE_GRAY_ACTIVE(element) &&
6630              game.magnify_time_left == 0)
6631     {
6632       Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6633                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6634                     IS_EM_GATE_GRAY_ACTIVE(element) ?
6635                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6636                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
6637                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6638                     IS_DC_GATE_GRAY_ACTIVE(element) ?
6639                     EL_DC_GATE_WHITE_GRAY :
6640                     element);
6641       TEST_DrawLevelField(x, y);
6642     }
6643   }
6644 }
6645
6646 static void ToggleLightSwitch(int x, int y)
6647 {
6648   int element = Tile[x][y];
6649
6650   game.light_time_left =
6651     (element == EL_LIGHT_SWITCH ?
6652      level.time_light * FRAMES_PER_SECOND : 0);
6653
6654   RedrawAllLightSwitchesAndInvisibleElements();
6655 }
6656
6657 static void ActivateTimegateSwitch(int x, int y)
6658 {
6659   int xx, yy;
6660
6661   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6662
6663   SCAN_PLAYFIELD(xx, yy)
6664   {
6665     int element = Tile[xx][yy];
6666
6667     if (element == EL_TIMEGATE_CLOSED ||
6668         element == EL_TIMEGATE_CLOSING)
6669     {
6670       Tile[xx][yy] = EL_TIMEGATE_OPENING;
6671       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6672     }
6673
6674     /*
6675     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6676     {
6677       Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6678       TEST_DrawLevelField(xx, yy);
6679     }
6680     */
6681
6682   }
6683
6684   Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6685                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6686 }
6687
6688 static void Impact(int x, int y)
6689 {
6690   boolean last_line = (y == lev_fieldy - 1);
6691   boolean object_hit = FALSE;
6692   boolean impact = (last_line || object_hit);
6693   int element = Tile[x][y];
6694   int smashed = EL_STEELWALL;
6695
6696   if (!last_line)       // check if element below was hit
6697   {
6698     if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6699       return;
6700
6701     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6702                                          MovDir[x][y + 1] != MV_DOWN ||
6703                                          MovPos[x][y + 1] <= TILEY / 2));
6704
6705     // do not smash moving elements that left the smashed field in time
6706     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6707         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6708       object_hit = FALSE;
6709
6710 #if USE_QUICKSAND_IMPACT_BUGFIX
6711     if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6712     {
6713       RemoveMovingField(x, y + 1);
6714       Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6715       Tile[x][y + 2] = EL_ROCK;
6716       TEST_DrawLevelField(x, y + 2);
6717
6718       object_hit = TRUE;
6719     }
6720
6721     if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6722     {
6723       RemoveMovingField(x, y + 1);
6724       Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6725       Tile[x][y + 2] = EL_ROCK;
6726       TEST_DrawLevelField(x, y + 2);
6727
6728       object_hit = TRUE;
6729     }
6730 #endif
6731
6732     if (object_hit)
6733       smashed = MovingOrBlocked2Element(x, y + 1);
6734
6735     impact = (last_line || object_hit);
6736   }
6737
6738   if (!last_line && smashed == EL_ACID) // element falls into acid
6739   {
6740     SplashAcid(x, y + 1);
6741     return;
6742   }
6743
6744   // !!! not sufficient for all cases -- see EL_PEARL below !!!
6745   // only reset graphic animation if graphic really changes after impact
6746   if (impact &&
6747       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6748   {
6749     ResetGfxAnimation(x, y);
6750     TEST_DrawLevelField(x, y);
6751   }
6752
6753   if (impact && CAN_EXPLODE_IMPACT(element))
6754   {
6755     Bang(x, y);
6756     return;
6757   }
6758   else if (impact && element == EL_PEARL &&
6759            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6760   {
6761     ResetGfxAnimation(x, y);
6762
6763     Tile[x][y] = EL_PEARL_BREAKING;
6764     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6765     return;
6766   }
6767   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6768   {
6769     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6770
6771     return;
6772   }
6773
6774   if (impact && element == EL_AMOEBA_DROP)
6775   {
6776     if (object_hit && IS_PLAYER(x, y + 1))
6777       KillPlayerUnlessEnemyProtected(x, y + 1);
6778     else if (object_hit && smashed == EL_PENGUIN)
6779       Bang(x, y + 1);
6780     else
6781     {
6782       Tile[x][y] = EL_AMOEBA_GROWING;
6783       Store[x][y] = EL_AMOEBA_WET;
6784
6785       ResetRandomAnimationValue(x, y);
6786     }
6787     return;
6788   }
6789
6790   if (object_hit)               // check which object was hit
6791   {
6792     if ((CAN_PASS_MAGIC_WALL(element) && 
6793          (smashed == EL_MAGIC_WALL ||
6794           smashed == EL_BD_MAGIC_WALL)) ||
6795         (CAN_PASS_DC_MAGIC_WALL(element) &&
6796          smashed == EL_DC_MAGIC_WALL))
6797     {
6798       int xx, yy;
6799       int activated_magic_wall =
6800         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6801          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6802          EL_DC_MAGIC_WALL_ACTIVE);
6803
6804       // activate magic wall / mill
6805       SCAN_PLAYFIELD(xx, yy)
6806       {
6807         if (Tile[xx][yy] == smashed)
6808           Tile[xx][yy] = activated_magic_wall;
6809       }
6810
6811       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6812       game.magic_wall_active = TRUE;
6813
6814       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6815                             SND_MAGIC_WALL_ACTIVATING :
6816                             smashed == EL_BD_MAGIC_WALL ?
6817                             SND_BD_MAGIC_WALL_ACTIVATING :
6818                             SND_DC_MAGIC_WALL_ACTIVATING));
6819     }
6820
6821     if (IS_PLAYER(x, y + 1))
6822     {
6823       if (CAN_SMASH_PLAYER(element))
6824       {
6825         KillPlayerUnlessEnemyProtected(x, y + 1);
6826         return;
6827       }
6828     }
6829     else if (smashed == EL_PENGUIN)
6830     {
6831       if (CAN_SMASH_PLAYER(element))
6832       {
6833         Bang(x, y + 1);
6834         return;
6835       }
6836     }
6837     else if (element == EL_BD_DIAMOND)
6838     {
6839       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6840       {
6841         Bang(x, y + 1);
6842         return;
6843       }
6844     }
6845     else if (((element == EL_SP_INFOTRON ||
6846                element == EL_SP_ZONK) &&
6847               (smashed == EL_SP_SNIKSNAK ||
6848                smashed == EL_SP_ELECTRON ||
6849                smashed == EL_SP_DISK_ORANGE)) ||
6850              (element == EL_SP_INFOTRON &&
6851               smashed == EL_SP_DISK_YELLOW))
6852     {
6853       Bang(x, y + 1);
6854       return;
6855     }
6856     else if (CAN_SMASH_EVERYTHING(element))
6857     {
6858       if (IS_CLASSIC_ENEMY(smashed) ||
6859           CAN_EXPLODE_SMASHED(smashed))
6860       {
6861         Bang(x, y + 1);
6862         return;
6863       }
6864       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6865       {
6866         if (smashed == EL_LAMP ||
6867             smashed == EL_LAMP_ACTIVE)
6868         {
6869           Bang(x, y + 1);
6870           return;
6871         }
6872         else if (smashed == EL_NUT)
6873         {
6874           Tile[x][y + 1] = EL_NUT_BREAKING;
6875           PlayLevelSound(x, y, SND_NUT_BREAKING);
6876           RaiseScoreElement(EL_NUT);
6877           return;
6878         }
6879         else if (smashed == EL_PEARL)
6880         {
6881           ResetGfxAnimation(x, y);
6882
6883           Tile[x][y + 1] = EL_PEARL_BREAKING;
6884           PlayLevelSound(x, y, SND_PEARL_BREAKING);
6885           return;
6886         }
6887         else if (smashed == EL_DIAMOND)
6888         {
6889           Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6890           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6891           return;
6892         }
6893         else if (IS_BELT_SWITCH(smashed))
6894         {
6895           ToggleBeltSwitch(x, y + 1);
6896         }
6897         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6898                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6899                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6900                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6901         {
6902           ToggleSwitchgateSwitch(x, y + 1);
6903         }
6904         else if (smashed == EL_LIGHT_SWITCH ||
6905                  smashed == EL_LIGHT_SWITCH_ACTIVE)
6906         {
6907           ToggleLightSwitch(x, y + 1);
6908         }
6909         else
6910         {
6911           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6912
6913           CheckElementChangeBySide(x, y + 1, smashed, element,
6914                                    CE_SWITCHED, CH_SIDE_TOP);
6915           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6916                                             CH_SIDE_TOP);
6917         }
6918       }
6919       else
6920       {
6921         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6922       }
6923     }
6924   }
6925
6926   // play sound of magic wall / mill
6927   if (!last_line &&
6928       (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6929        Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6930        Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6931   {
6932     if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6933       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6934     else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6935       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6936     else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6937       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6938
6939     return;
6940   }
6941
6942   // play sound of object that hits the ground
6943   if (last_line || object_hit)
6944     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6945 }
6946
6947 static void TurnRoundExt(int x, int y)
6948 {
6949   static struct
6950   {
6951     int dx, dy;
6952   } move_xy[] =
6953   {
6954     {  0,  0 },
6955     { -1,  0 },
6956     { +1,  0 },
6957     {  0,  0 },
6958     {  0, -1 },
6959     {  0,  0 }, { 0, 0 }, { 0, 0 },
6960     {  0, +1 }
6961   };
6962   static struct
6963   {
6964     int left, right, back;
6965   } turn[] =
6966   {
6967     { 0,        0,              0        },
6968     { MV_DOWN,  MV_UP,          MV_RIGHT },
6969     { MV_UP,    MV_DOWN,        MV_LEFT  },
6970     { 0,        0,              0        },
6971     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
6972     { 0,        0,              0        },
6973     { 0,        0,              0        },
6974     { 0,        0,              0        },
6975     { MV_RIGHT, MV_LEFT,        MV_UP    }
6976   };
6977
6978   int element = Tile[x][y];
6979   int move_pattern = element_info[element].move_pattern;
6980
6981   int old_move_dir = MovDir[x][y];
6982   int left_dir  = turn[old_move_dir].left;
6983   int right_dir = turn[old_move_dir].right;
6984   int back_dir  = turn[old_move_dir].back;
6985
6986   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
6987   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
6988   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
6989   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
6990
6991   int left_x  = x + left_dx,  left_y  = y + left_dy;
6992   int right_x = x + right_dx, right_y = y + right_dy;
6993   int move_x  = x + move_dx,  move_y  = y + move_dy;
6994
6995   int xx, yy;
6996
6997   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6998   {
6999     TestIfBadThingTouchesOtherBadThing(x, y);
7000
7001     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7002       MovDir[x][y] = right_dir;
7003     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7004       MovDir[x][y] = left_dir;
7005
7006     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7007       MovDelay[x][y] = 9;
7008     else if (element == EL_BD_BUTTERFLY)     // && MovDir[x][y] == left_dir)
7009       MovDelay[x][y] = 1;
7010   }
7011   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7012   {
7013     TestIfBadThingTouchesOtherBadThing(x, y);
7014
7015     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7016       MovDir[x][y] = left_dir;
7017     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7018       MovDir[x][y] = right_dir;
7019
7020     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7021       MovDelay[x][y] = 9;
7022     else if (element == EL_BD_FIREFLY)      // && MovDir[x][y] == right_dir)
7023       MovDelay[x][y] = 1;
7024   }
7025   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7026   {
7027     TestIfBadThingTouchesOtherBadThing(x, y);
7028
7029     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7030       MovDir[x][y] = left_dir;
7031     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7032       MovDir[x][y] = right_dir;
7033
7034     if (MovDir[x][y] != old_move_dir)
7035       MovDelay[x][y] = 9;
7036   }
7037   else if (element == EL_YAMYAM)
7038   {
7039     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7040     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7041
7042     if (can_turn_left && can_turn_right)
7043       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7044     else if (can_turn_left)
7045       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7046     else if (can_turn_right)
7047       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7048     else
7049       MovDir[x][y] = back_dir;
7050
7051     MovDelay[x][y] = 16 + 16 * RND(3);
7052   }
7053   else if (element == EL_DARK_YAMYAM)
7054   {
7055     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7056                                                          left_x, left_y);
7057     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7058                                                          right_x, right_y);
7059
7060     if (can_turn_left && can_turn_right)
7061       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7062     else if (can_turn_left)
7063       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7064     else if (can_turn_right)
7065       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7066     else
7067       MovDir[x][y] = back_dir;
7068
7069     MovDelay[x][y] = 16 + 16 * RND(3);
7070   }
7071   else if (element == EL_PACMAN)
7072   {
7073     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7074     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7075
7076     if (can_turn_left && can_turn_right)
7077       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7078     else if (can_turn_left)
7079       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7080     else if (can_turn_right)
7081       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7082     else
7083       MovDir[x][y] = back_dir;
7084
7085     MovDelay[x][y] = 6 + RND(40);
7086   }
7087   else if (element == EL_PIG)
7088   {
7089     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7090     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7091     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7092     boolean should_turn_left, should_turn_right, should_move_on;
7093     int rnd_value = 24;
7094     int rnd = RND(rnd_value);
7095
7096     should_turn_left = (can_turn_left &&
7097                         (!can_move_on ||
7098                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7099                                                    y + back_dy + left_dy)));
7100     should_turn_right = (can_turn_right &&
7101                          (!can_move_on ||
7102                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7103                                                     y + back_dy + right_dy)));
7104     should_move_on = (can_move_on &&
7105                       (!can_turn_left ||
7106                        !can_turn_right ||
7107                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7108                                                  y + move_dy + left_dy) ||
7109                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7110                                                  y + move_dy + right_dy)));
7111
7112     if (should_turn_left || should_turn_right || should_move_on)
7113     {
7114       if (should_turn_left && should_turn_right && should_move_on)
7115         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
7116                         rnd < 2 * rnd_value / 3 ? right_dir :
7117                         old_move_dir);
7118       else if (should_turn_left && should_turn_right)
7119         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7120       else if (should_turn_left && should_move_on)
7121         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7122       else if (should_turn_right && should_move_on)
7123         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7124       else if (should_turn_left)
7125         MovDir[x][y] = left_dir;
7126       else if (should_turn_right)
7127         MovDir[x][y] = right_dir;
7128       else if (should_move_on)
7129         MovDir[x][y] = old_move_dir;
7130     }
7131     else if (can_move_on && rnd > rnd_value / 8)
7132       MovDir[x][y] = old_move_dir;
7133     else if (can_turn_left && can_turn_right)
7134       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7135     else if (can_turn_left && rnd > rnd_value / 8)
7136       MovDir[x][y] = left_dir;
7137     else if (can_turn_right && rnd > rnd_value/8)
7138       MovDir[x][y] = right_dir;
7139     else
7140       MovDir[x][y] = back_dir;
7141
7142     xx = x + move_xy[MovDir[x][y]].dx;
7143     yy = y + move_xy[MovDir[x][y]].dy;
7144
7145     if (!IN_LEV_FIELD(xx, yy) ||
7146         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7147       MovDir[x][y] = old_move_dir;
7148
7149     MovDelay[x][y] = 0;
7150   }
7151   else if (element == EL_DRAGON)
7152   {
7153     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7154     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7155     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7156     int rnd_value = 24;
7157     int rnd = RND(rnd_value);
7158
7159     if (can_move_on && rnd > rnd_value / 8)
7160       MovDir[x][y] = old_move_dir;
7161     else if (can_turn_left && can_turn_right)
7162       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7163     else if (can_turn_left && rnd > rnd_value / 8)
7164       MovDir[x][y] = left_dir;
7165     else if (can_turn_right && rnd > rnd_value / 8)
7166       MovDir[x][y] = right_dir;
7167     else
7168       MovDir[x][y] = back_dir;
7169
7170     xx = x + move_xy[MovDir[x][y]].dx;
7171     yy = y + move_xy[MovDir[x][y]].dy;
7172
7173     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7174       MovDir[x][y] = old_move_dir;
7175
7176     MovDelay[x][y] = 0;
7177   }
7178   else if (element == EL_MOLE)
7179   {
7180     boolean can_move_on =
7181       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7182                             IS_AMOEBOID(Tile[move_x][move_y]) ||
7183                             Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7184     if (!can_move_on)
7185     {
7186       boolean can_turn_left =
7187         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7188                               IS_AMOEBOID(Tile[left_x][left_y])));
7189
7190       boolean can_turn_right =
7191         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7192                               IS_AMOEBOID(Tile[right_x][right_y])));
7193
7194       if (can_turn_left && can_turn_right)
7195         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7196       else if (can_turn_left)
7197         MovDir[x][y] = left_dir;
7198       else
7199         MovDir[x][y] = right_dir;
7200     }
7201
7202     if (MovDir[x][y] != old_move_dir)
7203       MovDelay[x][y] = 9;
7204   }
7205   else if (element == EL_BALLOON)
7206   {
7207     MovDir[x][y] = game.wind_direction;
7208     MovDelay[x][y] = 0;
7209   }
7210   else if (element == EL_SPRING)
7211   {
7212     if (MovDir[x][y] & MV_HORIZONTAL)
7213     {
7214       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7215           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7216       {
7217         Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7218         ResetGfxAnimation(move_x, move_y);
7219         TEST_DrawLevelField(move_x, move_y);
7220
7221         MovDir[x][y] = back_dir;
7222       }
7223       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7224                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7225         MovDir[x][y] = MV_NONE;
7226     }
7227
7228     MovDelay[x][y] = 0;
7229   }
7230   else if (element == EL_ROBOT ||
7231            element == EL_SATELLITE ||
7232            element == EL_PENGUIN ||
7233            element == EL_EMC_ANDROID)
7234   {
7235     int attr_x = -1, attr_y = -1;
7236
7237     if (game.all_players_gone)
7238     {
7239       attr_x = game.exit_x;
7240       attr_y = game.exit_y;
7241     }
7242     else
7243     {
7244       int i;
7245
7246       for (i = 0; i < MAX_PLAYERS; i++)
7247       {
7248         struct PlayerInfo *player = &stored_player[i];
7249         int jx = player->jx, jy = player->jy;
7250
7251         if (!player->active)
7252           continue;
7253
7254         if (attr_x == -1 ||
7255             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7256         {
7257           attr_x = jx;
7258           attr_y = jy;
7259         }
7260       }
7261     }
7262
7263     if (element == EL_ROBOT &&
7264         game.robot_wheel_x >= 0 &&
7265         game.robot_wheel_y >= 0 &&
7266         (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7267          game.engine_version < VERSION_IDENT(3,1,0,0)))
7268     {
7269       attr_x = game.robot_wheel_x;
7270       attr_y = game.robot_wheel_y;
7271     }
7272
7273     if (element == EL_PENGUIN)
7274     {
7275       int i;
7276       struct XY *xy = xy_topdown;
7277
7278       for (i = 0; i < NUM_DIRECTIONS; i++)
7279       {
7280         int ex = x + xy[i].x;
7281         int ey = y + xy[i].y;
7282
7283         if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7284                                      Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7285                                      Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7286                                      Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7287         {
7288           attr_x = ex;
7289           attr_y = ey;
7290           break;
7291         }
7292       }
7293     }
7294
7295     MovDir[x][y] = MV_NONE;
7296     if (attr_x < x)
7297       MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7298     else if (attr_x > x)
7299       MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7300     if (attr_y < y)
7301       MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7302     else if (attr_y > y)
7303       MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7304
7305     if (element == EL_ROBOT)
7306     {
7307       int newx, newy;
7308
7309       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7310         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7311       Moving2Blocked(x, y, &newx, &newy);
7312
7313       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7314         MovDelay[x][y] = 8 + 8 * !RND(3);
7315       else
7316         MovDelay[x][y] = 16;
7317     }
7318     else if (element == EL_PENGUIN)
7319     {
7320       int newx, newy;
7321
7322       MovDelay[x][y] = 1;
7323
7324       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7325       {
7326         boolean first_horiz = RND(2);
7327         int new_move_dir = MovDir[x][y];
7328
7329         MovDir[x][y] =
7330           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7331         Moving2Blocked(x, y, &newx, &newy);
7332
7333         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7334           return;
7335
7336         MovDir[x][y] =
7337           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7338         Moving2Blocked(x, y, &newx, &newy);
7339
7340         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7341           return;
7342
7343         MovDir[x][y] = old_move_dir;
7344         return;
7345       }
7346     }
7347     else if (element == EL_SATELLITE)
7348     {
7349       int newx, newy;
7350
7351       MovDelay[x][y] = 1;
7352
7353       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7354       {
7355         boolean first_horiz = RND(2);
7356         int new_move_dir = MovDir[x][y];
7357
7358         MovDir[x][y] =
7359           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7360         Moving2Blocked(x, y, &newx, &newy);
7361
7362         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7363           return;
7364
7365         MovDir[x][y] =
7366           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7367         Moving2Blocked(x, y, &newx, &newy);
7368
7369         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7370           return;
7371
7372         MovDir[x][y] = old_move_dir;
7373         return;
7374       }
7375     }
7376     else if (element == EL_EMC_ANDROID)
7377     {
7378       static int check_pos[16] =
7379       {
7380         -1,             //  0 => (invalid)
7381         7,              //  1 => MV_LEFT
7382         3,              //  2 => MV_RIGHT
7383         -1,             //  3 => (invalid)
7384         1,              //  4 =>            MV_UP
7385         0,              //  5 => MV_LEFT  | MV_UP
7386         2,              //  6 => MV_RIGHT | MV_UP
7387         -1,             //  7 => (invalid)
7388         5,              //  8 =>            MV_DOWN
7389         6,              //  9 => MV_LEFT  | MV_DOWN
7390         4,              // 10 => MV_RIGHT | MV_DOWN
7391         -1,             // 11 => (invalid)
7392         -1,             // 12 => (invalid)
7393         -1,             // 13 => (invalid)
7394         -1,             // 14 => (invalid)
7395         -1,             // 15 => (invalid)
7396       };
7397       static struct
7398       {
7399         int dx, dy;
7400         int dir;
7401       } check_xy[8] =
7402       {
7403         { -1, -1,       MV_LEFT  | MV_UP   },
7404         {  0, -1,                  MV_UP   },
7405         { +1, -1,       MV_RIGHT | MV_UP   },
7406         { +1,  0,       MV_RIGHT           },
7407         { +1, +1,       MV_RIGHT | MV_DOWN },
7408         {  0, +1,                  MV_DOWN },
7409         { -1, +1,       MV_LEFT  | MV_DOWN },
7410         { -1,  0,       MV_LEFT            },
7411       };
7412       int start_pos, check_order;
7413       boolean can_clone = FALSE;
7414       int i;
7415
7416       // check if there is any free field around current position
7417       for (i = 0; i < 8; i++)
7418       {
7419         int newx = x + check_xy[i].dx;
7420         int newy = y + check_xy[i].dy;
7421
7422         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7423         {
7424           can_clone = TRUE;
7425
7426           break;
7427         }
7428       }
7429
7430       if (can_clone)            // randomly find an element to clone
7431       {
7432         can_clone = FALSE;
7433
7434         start_pos = check_pos[RND(8)];
7435         check_order = (RND(2) ? -1 : +1);
7436
7437         for (i = 0; i < 8; i++)
7438         {
7439           int pos_raw = start_pos + i * check_order;
7440           int pos = (pos_raw + 8) % 8;
7441           int newx = x + check_xy[pos].dx;
7442           int newy = y + check_xy[pos].dy;
7443
7444           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7445           {
7446             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7447             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7448
7449             Store[x][y] = Tile[newx][newy];
7450
7451             can_clone = TRUE;
7452
7453             break;
7454           }
7455         }
7456       }
7457
7458       if (can_clone)            // randomly find a direction to move
7459       {
7460         can_clone = FALSE;
7461
7462         start_pos = check_pos[RND(8)];
7463         check_order = (RND(2) ? -1 : +1);
7464
7465         for (i = 0; i < 8; i++)
7466         {
7467           int pos_raw = start_pos + i * check_order;
7468           int pos = (pos_raw + 8) % 8;
7469           int newx = x + check_xy[pos].dx;
7470           int newy = y + check_xy[pos].dy;
7471           int new_move_dir = check_xy[pos].dir;
7472
7473           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7474           {
7475             MovDir[x][y] = new_move_dir;
7476             MovDelay[x][y] = level.android_clone_time * 8 + 1;
7477
7478             can_clone = TRUE;
7479
7480             break;
7481           }
7482         }
7483       }
7484
7485       if (can_clone)            // cloning and moving successful
7486         return;
7487
7488       // cannot clone -- try to move towards player
7489
7490       start_pos = check_pos[MovDir[x][y] & 0x0f];
7491       check_order = (RND(2) ? -1 : +1);
7492
7493       for (i = 0; i < 3; i++)
7494       {
7495         // first check start_pos, then previous/next or (next/previous) pos
7496         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7497         int pos = (pos_raw + 8) % 8;
7498         int newx = x + check_xy[pos].dx;
7499         int newy = y + check_xy[pos].dy;
7500         int new_move_dir = check_xy[pos].dir;
7501
7502         if (IS_PLAYER(newx, newy))
7503           break;
7504
7505         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7506         {
7507           MovDir[x][y] = new_move_dir;
7508           MovDelay[x][y] = level.android_move_time * 8 + 1;
7509
7510           break;
7511         }
7512       }
7513     }
7514   }
7515   else if (move_pattern == MV_TURNING_LEFT ||
7516            move_pattern == MV_TURNING_RIGHT ||
7517            move_pattern == MV_TURNING_LEFT_RIGHT ||
7518            move_pattern == MV_TURNING_RIGHT_LEFT ||
7519            move_pattern == MV_TURNING_RANDOM ||
7520            move_pattern == MV_ALL_DIRECTIONS)
7521   {
7522     boolean can_turn_left =
7523       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7524     boolean can_turn_right =
7525       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7526
7527     if (element_info[element].move_stepsize == 0)       // "not moving"
7528       return;
7529
7530     if (move_pattern == MV_TURNING_LEFT)
7531       MovDir[x][y] = left_dir;
7532     else if (move_pattern == MV_TURNING_RIGHT)
7533       MovDir[x][y] = right_dir;
7534     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7535       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7536     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7537       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7538     else if (move_pattern == MV_TURNING_RANDOM)
7539       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7540                       can_turn_right && !can_turn_left ? right_dir :
7541                       RND(2) ? left_dir : right_dir);
7542     else if (can_turn_left && can_turn_right)
7543       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7544     else if (can_turn_left)
7545       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7546     else if (can_turn_right)
7547       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7548     else
7549       MovDir[x][y] = back_dir;
7550
7551     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7552   }
7553   else if (move_pattern == MV_HORIZONTAL ||
7554            move_pattern == MV_VERTICAL)
7555   {
7556     if (move_pattern & old_move_dir)
7557       MovDir[x][y] = back_dir;
7558     else if (move_pattern == MV_HORIZONTAL)
7559       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7560     else if (move_pattern == MV_VERTICAL)
7561       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7562
7563     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7564   }
7565   else if (move_pattern & MV_ANY_DIRECTION)
7566   {
7567     MovDir[x][y] = move_pattern;
7568     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7569   }
7570   else if (move_pattern & MV_WIND_DIRECTION)
7571   {
7572     MovDir[x][y] = game.wind_direction;
7573     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7574   }
7575   else if (move_pattern == MV_ALONG_LEFT_SIDE)
7576   {
7577     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7578       MovDir[x][y] = left_dir;
7579     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7580       MovDir[x][y] = right_dir;
7581
7582     if (MovDir[x][y] != old_move_dir)
7583       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7584   }
7585   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7586   {
7587     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7588       MovDir[x][y] = right_dir;
7589     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7590       MovDir[x][y] = left_dir;
7591
7592     if (MovDir[x][y] != old_move_dir)
7593       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7594   }
7595   else if (move_pattern == MV_TOWARDS_PLAYER ||
7596            move_pattern == MV_AWAY_FROM_PLAYER)
7597   {
7598     int attr_x = -1, attr_y = -1;
7599     int newx, newy;
7600     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7601
7602     if (game.all_players_gone)
7603     {
7604       attr_x = game.exit_x;
7605       attr_y = game.exit_y;
7606     }
7607     else
7608     {
7609       int i;
7610
7611       for (i = 0; i < MAX_PLAYERS; i++)
7612       {
7613         struct PlayerInfo *player = &stored_player[i];
7614         int jx = player->jx, jy = player->jy;
7615
7616         if (!player->active)
7617           continue;
7618
7619         if (attr_x == -1 ||
7620             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7621         {
7622           attr_x = jx;
7623           attr_y = jy;
7624         }
7625       }
7626     }
7627
7628     MovDir[x][y] = MV_NONE;
7629     if (attr_x < x)
7630       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7631     else if (attr_x > x)
7632       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7633     if (attr_y < y)
7634       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7635     else if (attr_y > y)
7636       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7637
7638     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7639
7640     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7641     {
7642       boolean first_horiz = RND(2);
7643       int new_move_dir = MovDir[x][y];
7644
7645       if (element_info[element].move_stepsize == 0)     // "not moving"
7646       {
7647         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7648         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7649
7650         return;
7651       }
7652
7653       MovDir[x][y] =
7654         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7655       Moving2Blocked(x, y, &newx, &newy);
7656
7657       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7658         return;
7659
7660       MovDir[x][y] =
7661         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7662       Moving2Blocked(x, y, &newx, &newy);
7663
7664       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7665         return;
7666
7667       MovDir[x][y] = old_move_dir;
7668     }
7669   }
7670   else if (move_pattern == MV_WHEN_PUSHED ||
7671            move_pattern == MV_WHEN_DROPPED)
7672   {
7673     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7674       MovDir[x][y] = MV_NONE;
7675
7676     MovDelay[x][y] = 0;
7677   }
7678   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7679   {
7680     struct XY *test_xy = xy_topdown;
7681     static int test_dir[4] =
7682     {
7683       MV_UP,
7684       MV_LEFT,
7685       MV_RIGHT,
7686       MV_DOWN
7687     };
7688     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7689     int move_preference = -1000000;     // start with very low preference
7690     int new_move_dir = MV_NONE;
7691     int start_test = RND(4);
7692     int i;
7693
7694     for (i = 0; i < NUM_DIRECTIONS; i++)
7695     {
7696       int j = (start_test + i) % 4;
7697       int move_dir = test_dir[j];
7698       int move_dir_preference;
7699
7700       xx = x + test_xy[j].x;
7701       yy = y + test_xy[j].y;
7702
7703       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7704           (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7705       {
7706         new_move_dir = move_dir;
7707
7708         break;
7709       }
7710
7711       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7712         continue;
7713
7714       move_dir_preference = -1 * RunnerVisit[xx][yy];
7715       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7716         move_dir_preference = PlayerVisit[xx][yy];
7717
7718       if (move_dir_preference > move_preference)
7719       {
7720         // prefer field that has not been visited for the longest time
7721         move_preference = move_dir_preference;
7722         new_move_dir = move_dir;
7723       }
7724       else if (move_dir_preference == move_preference &&
7725                move_dir == old_move_dir)
7726       {
7727         // prefer last direction when all directions are preferred equally
7728         move_preference = move_dir_preference;
7729         new_move_dir = move_dir;
7730       }
7731     }
7732
7733     MovDir[x][y] = new_move_dir;
7734     if (old_move_dir != new_move_dir)
7735       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7736   }
7737 }
7738
7739 static void TurnRound(int x, int y)
7740 {
7741   int direction = MovDir[x][y];
7742
7743   TurnRoundExt(x, y);
7744
7745   GfxDir[x][y] = MovDir[x][y];
7746
7747   if (direction != MovDir[x][y])
7748     GfxFrame[x][y] = 0;
7749
7750   if (MovDelay[x][y])
7751     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7752
7753   ResetGfxFrame(x, y);
7754 }
7755
7756 static boolean JustBeingPushed(int x, int y)
7757 {
7758   int i;
7759
7760   for (i = 0; i < MAX_PLAYERS; i++)
7761   {
7762     struct PlayerInfo *player = &stored_player[i];
7763
7764     if (player->active && player->is_pushing && player->MovPos)
7765     {
7766       int next_jx = player->jx + (player->jx - player->last_jx);
7767       int next_jy = player->jy + (player->jy - player->last_jy);
7768
7769       if (x == next_jx && y == next_jy)
7770         return TRUE;
7771     }
7772   }
7773
7774   return FALSE;
7775 }
7776
7777 static void StartMoving(int x, int y)
7778 {
7779   boolean started_moving = FALSE;       // some elements can fall _and_ move
7780   int element = Tile[x][y];
7781
7782   if (Stop[x][y])
7783     return;
7784
7785   if (MovDelay[x][y] == 0)
7786     GfxAction[x][y] = ACTION_DEFAULT;
7787
7788   if (CAN_FALL(element) && y < lev_fieldy - 1)
7789   {
7790     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7791         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7792       if (JustBeingPushed(x, y))
7793         return;
7794
7795     if (element == EL_QUICKSAND_FULL)
7796     {
7797       if (IS_FREE(x, y + 1))
7798       {
7799         InitMovingField(x, y, MV_DOWN);
7800         started_moving = TRUE;
7801
7802         Tile[x][y] = EL_QUICKSAND_EMPTYING;
7803 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7804         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7805           Store[x][y] = EL_ROCK;
7806 #else
7807         Store[x][y] = EL_ROCK;
7808 #endif
7809
7810         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7811       }
7812       else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7813       {
7814         if (!MovDelay[x][y])
7815         {
7816           MovDelay[x][y] = TILEY + 1;
7817
7818           ResetGfxAnimation(x, y);
7819           ResetGfxAnimation(x, y + 1);
7820         }
7821
7822         if (MovDelay[x][y])
7823         {
7824           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7825           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7826
7827           MovDelay[x][y]--;
7828           if (MovDelay[x][y])
7829             return;
7830         }
7831
7832         Tile[x][y] = EL_QUICKSAND_EMPTY;
7833         Tile[x][y + 1] = EL_QUICKSAND_FULL;
7834         Store[x][y + 1] = Store[x][y];
7835         Store[x][y] = 0;
7836
7837         PlayLevelSoundAction(x, y, ACTION_FILLING);
7838       }
7839       else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7840       {
7841         if (!MovDelay[x][y])
7842         {
7843           MovDelay[x][y] = TILEY + 1;
7844
7845           ResetGfxAnimation(x, y);
7846           ResetGfxAnimation(x, y + 1);
7847         }
7848
7849         if (MovDelay[x][y])
7850         {
7851           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7852           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7853
7854           MovDelay[x][y]--;
7855           if (MovDelay[x][y])
7856             return;
7857         }
7858
7859         Tile[x][y] = EL_QUICKSAND_EMPTY;
7860         Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7861         Store[x][y + 1] = Store[x][y];
7862         Store[x][y] = 0;
7863
7864         PlayLevelSoundAction(x, y, ACTION_FILLING);
7865       }
7866     }
7867     else if (element == EL_QUICKSAND_FAST_FULL)
7868     {
7869       if (IS_FREE(x, y + 1))
7870       {
7871         InitMovingField(x, y, MV_DOWN);
7872         started_moving = TRUE;
7873
7874         Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7875 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7876         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7877           Store[x][y] = EL_ROCK;
7878 #else
7879         Store[x][y] = EL_ROCK;
7880 #endif
7881
7882         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7883       }
7884       else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7885       {
7886         if (!MovDelay[x][y])
7887         {
7888           MovDelay[x][y] = TILEY + 1;
7889
7890           ResetGfxAnimation(x, y);
7891           ResetGfxAnimation(x, y + 1);
7892         }
7893
7894         if (MovDelay[x][y])
7895         {
7896           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7897           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7898
7899           MovDelay[x][y]--;
7900           if (MovDelay[x][y])
7901             return;
7902         }
7903
7904         Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7905         Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7906         Store[x][y + 1] = Store[x][y];
7907         Store[x][y] = 0;
7908
7909         PlayLevelSoundAction(x, y, ACTION_FILLING);
7910       }
7911       else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7912       {
7913         if (!MovDelay[x][y])
7914         {
7915           MovDelay[x][y] = TILEY + 1;
7916
7917           ResetGfxAnimation(x, y);
7918           ResetGfxAnimation(x, y + 1);
7919         }
7920
7921         if (MovDelay[x][y])
7922         {
7923           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7924           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7925
7926           MovDelay[x][y]--;
7927           if (MovDelay[x][y])
7928             return;
7929         }
7930
7931         Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7932         Tile[x][y + 1] = EL_QUICKSAND_FULL;
7933         Store[x][y + 1] = Store[x][y];
7934         Store[x][y] = 0;
7935
7936         PlayLevelSoundAction(x, y, ACTION_FILLING);
7937       }
7938     }
7939     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7940              Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7941     {
7942       InitMovingField(x, y, MV_DOWN);
7943       started_moving = TRUE;
7944
7945       Tile[x][y] = EL_QUICKSAND_FILLING;
7946       Store[x][y] = element;
7947
7948       PlayLevelSoundAction(x, y, ACTION_FILLING);
7949     }
7950     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7951              Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7952     {
7953       InitMovingField(x, y, MV_DOWN);
7954       started_moving = TRUE;
7955
7956       Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7957       Store[x][y] = element;
7958
7959       PlayLevelSoundAction(x, y, ACTION_FILLING);
7960     }
7961     else if (element == EL_MAGIC_WALL_FULL)
7962     {
7963       if (IS_FREE(x, y + 1))
7964       {
7965         InitMovingField(x, y, MV_DOWN);
7966         started_moving = TRUE;
7967
7968         Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7969         Store[x][y] = EL_CHANGED(Store[x][y]);
7970       }
7971       else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7972       {
7973         if (!MovDelay[x][y])
7974           MovDelay[x][y] = TILEY / 4 + 1;
7975
7976         if (MovDelay[x][y])
7977         {
7978           MovDelay[x][y]--;
7979           if (MovDelay[x][y])
7980             return;
7981         }
7982
7983         Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7984         Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7985         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7986         Store[x][y] = 0;
7987       }
7988     }
7989     else if (element == EL_BD_MAGIC_WALL_FULL)
7990     {
7991       if (IS_FREE(x, y + 1))
7992       {
7993         InitMovingField(x, y, MV_DOWN);
7994         started_moving = TRUE;
7995
7996         Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7997         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7998       }
7999       else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8000       {
8001         if (!MovDelay[x][y])
8002           MovDelay[x][y] = TILEY / 4 + 1;
8003
8004         if (MovDelay[x][y])
8005         {
8006           MovDelay[x][y]--;
8007           if (MovDelay[x][y])
8008             return;
8009         }
8010
8011         Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8012         Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8013         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8014         Store[x][y] = 0;
8015       }
8016     }
8017     else if (element == EL_DC_MAGIC_WALL_FULL)
8018     {
8019       if (IS_FREE(x, y + 1))
8020       {
8021         InitMovingField(x, y, MV_DOWN);
8022         started_moving = TRUE;
8023
8024         Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8025         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8026       }
8027       else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8028       {
8029         if (!MovDelay[x][y])
8030           MovDelay[x][y] = TILEY / 4 + 1;
8031
8032         if (MovDelay[x][y])
8033         {
8034           MovDelay[x][y]--;
8035           if (MovDelay[x][y])
8036             return;
8037         }
8038
8039         Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8040         Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8041         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8042         Store[x][y] = 0;
8043       }
8044     }
8045     else if ((CAN_PASS_MAGIC_WALL(element) &&
8046               (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8047                Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8048              (CAN_PASS_DC_MAGIC_WALL(element) &&
8049               (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8050
8051     {
8052       InitMovingField(x, y, MV_DOWN);
8053       started_moving = TRUE;
8054
8055       Tile[x][y] =
8056         (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8057          Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8058          EL_DC_MAGIC_WALL_FILLING);
8059       Store[x][y] = element;
8060     }
8061     else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8062     {
8063       SplashAcid(x, y + 1);
8064
8065       InitMovingField(x, y, MV_DOWN);
8066       started_moving = TRUE;
8067
8068       Store[x][y] = EL_ACID;
8069     }
8070     else if (
8071              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8072               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8073              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8074               CAN_FALL(element) && WasJustFalling[x][y] &&
8075               (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8076
8077              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8078               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8079               (Tile[x][y + 1] == EL_BLOCKED)))
8080     {
8081       /* this is needed for a special case not covered by calling "Impact()"
8082          from "ContinueMoving()": if an element moves to a tile directly below
8083          another element which was just falling on that tile (which was empty
8084          in the previous frame), the falling element above would just stop
8085          instead of smashing the element below (in previous version, the above
8086          element was just checked for "moving" instead of "falling", resulting
8087          in incorrect smashes caused by horizontal movement of the above
8088          element; also, the case of the player being the element to smash was
8089          simply not covered here... :-/ ) */
8090
8091       CheckCollision[x][y] = 0;
8092       CheckImpact[x][y] = 0;
8093
8094       Impact(x, y);
8095     }
8096     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8097     {
8098       if (MovDir[x][y] == MV_NONE)
8099       {
8100         InitMovingField(x, y, MV_DOWN);
8101         started_moving = TRUE;
8102       }
8103     }
8104     else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8105     {
8106       if (WasJustFalling[x][y]) // prevent animation from being restarted
8107         MovDir[x][y] = MV_DOWN;
8108
8109       InitMovingField(x, y, MV_DOWN);
8110       started_moving = TRUE;
8111     }
8112     else if (element == EL_AMOEBA_DROP)
8113     {
8114       Tile[x][y] = EL_AMOEBA_GROWING;
8115       Store[x][y] = EL_AMOEBA_WET;
8116     }
8117     else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8118               (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8119              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8120              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8121     {
8122       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
8123                                 (IS_FREE(x - 1, y + 1) ||
8124                                  Tile[x - 1][y + 1] == EL_ACID));
8125       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8126                                 (IS_FREE(x + 1, y + 1) ||
8127                                  Tile[x + 1][y + 1] == EL_ACID));
8128       boolean can_fall_any  = (can_fall_left || can_fall_right);
8129       boolean can_fall_both = (can_fall_left && can_fall_right);
8130       int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8131
8132       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8133       {
8134         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8135           can_fall_right = FALSE;
8136         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8137           can_fall_left = FALSE;
8138         else if (slippery_type == SLIPPERY_ONLY_LEFT)
8139           can_fall_right = FALSE;
8140         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8141           can_fall_left = FALSE;
8142
8143         can_fall_any  = (can_fall_left || can_fall_right);
8144         can_fall_both = FALSE;
8145       }
8146
8147       if (can_fall_both)
8148       {
8149         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8150           can_fall_right = FALSE;       // slip down on left side
8151         else
8152           can_fall_left = !(can_fall_right = RND(2));
8153
8154         can_fall_both = FALSE;
8155       }
8156
8157       if (can_fall_any)
8158       {
8159         // if not determined otherwise, prefer left side for slipping down
8160         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8161         started_moving = TRUE;
8162       }
8163     }
8164     else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8165     {
8166       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
8167       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8168       int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8169       int belt_dir = game.belt_dir[belt_nr];
8170
8171       if ((belt_dir == MV_LEFT  && left_is_free) ||
8172           (belt_dir == MV_RIGHT && right_is_free))
8173       {
8174         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8175
8176         InitMovingField(x, y, belt_dir);
8177         started_moving = TRUE;
8178
8179         Pushed[x][y] = TRUE;
8180         Pushed[nextx][y] = TRUE;
8181
8182         GfxAction[x][y] = ACTION_DEFAULT;
8183       }
8184       else
8185       {
8186         MovDir[x][y] = 0;       // if element was moving, stop it
8187       }
8188     }
8189   }
8190
8191   // not "else if" because of elements that can fall and move (EL_SPRING)
8192   if (CAN_MOVE(element) && !started_moving)
8193   {
8194     int move_pattern = element_info[element].move_pattern;
8195     int newx, newy;
8196
8197     Moving2Blocked(x, y, &newx, &newy);
8198
8199     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8200       return;
8201
8202     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8203         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8204     {
8205       WasJustMoving[x][y] = 0;
8206       CheckCollision[x][y] = 0;
8207
8208       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8209
8210       if (Tile[x][y] != element)        // element has changed
8211         return;
8212     }
8213
8214     if (!MovDelay[x][y])        // start new movement phase
8215     {
8216       // all objects that can change their move direction after each step
8217       // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8218
8219       if (element != EL_YAMYAM &&
8220           element != EL_DARK_YAMYAM &&
8221           element != EL_PACMAN &&
8222           !(move_pattern & MV_ANY_DIRECTION) &&
8223           move_pattern != MV_TURNING_LEFT &&
8224           move_pattern != MV_TURNING_RIGHT &&
8225           move_pattern != MV_TURNING_LEFT_RIGHT &&
8226           move_pattern != MV_TURNING_RIGHT_LEFT &&
8227           move_pattern != MV_TURNING_RANDOM)
8228       {
8229         TurnRound(x, y);
8230
8231         if (MovDelay[x][y] && (element == EL_BUG ||
8232                                element == EL_SPACESHIP ||
8233                                element == EL_SP_SNIKSNAK ||
8234                                element == EL_SP_ELECTRON ||
8235                                element == EL_MOLE))
8236           TEST_DrawLevelField(x, y);
8237       }
8238     }
8239
8240     if (MovDelay[x][y])         // wait some time before next movement
8241     {
8242       MovDelay[x][y]--;
8243
8244       if (element == EL_ROBOT ||
8245           element == EL_YAMYAM ||
8246           element == EL_DARK_YAMYAM)
8247       {
8248         DrawLevelElementAnimationIfNeeded(x, y, element);
8249         PlayLevelSoundAction(x, y, ACTION_WAITING);
8250       }
8251       else if (element == EL_SP_ELECTRON)
8252         DrawLevelElementAnimationIfNeeded(x, y, element);
8253       else if (element == EL_DRAGON)
8254       {
8255         int i;
8256         int dir = MovDir[x][y];
8257         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8258         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
8259         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
8260                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
8261                        dir == MV_UP     ? IMG_FLAMES_1_UP :
8262                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8263         int frame = getGraphicAnimationFrameXY(graphic, x, y);
8264
8265         GfxAction[x][y] = ACTION_ATTACKING;
8266
8267         if (IS_PLAYER(x, y))
8268           DrawPlayerField(x, y);
8269         else
8270           TEST_DrawLevelField(x, y);
8271
8272         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8273
8274         for (i = 1; i <= 3; i++)
8275         {
8276           int xx = x + i * dx;
8277           int yy = y + i * dy;
8278           int sx = SCREENX(xx);
8279           int sy = SCREENY(yy);
8280           int flame_graphic = graphic + (i - 1);
8281
8282           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8283             break;
8284
8285           if (MovDelay[x][y])
8286           {
8287             int flamed = MovingOrBlocked2Element(xx, yy);
8288
8289             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8290               Bang(xx, yy);
8291             else
8292               RemoveMovingField(xx, yy);
8293
8294             ChangeDelay[xx][yy] = 0;
8295
8296             Tile[xx][yy] = EL_FLAMES;
8297
8298             if (IN_SCR_FIELD(sx, sy))
8299             {
8300               TEST_DrawLevelFieldCrumbled(xx, yy);
8301               DrawScreenGraphic(sx, sy, flame_graphic, frame);
8302             }
8303           }
8304           else
8305           {
8306             if (Tile[xx][yy] == EL_FLAMES)
8307               Tile[xx][yy] = EL_EMPTY;
8308             TEST_DrawLevelField(xx, yy);
8309           }
8310         }
8311       }
8312
8313       if (MovDelay[x][y])       // element still has to wait some time
8314       {
8315         PlayLevelSoundAction(x, y, ACTION_WAITING);
8316
8317         return;
8318       }
8319     }
8320
8321     // now make next step
8322
8323     Moving2Blocked(x, y, &newx, &newy); // get next screen position
8324
8325     if (DONT_COLLIDE_WITH(element) &&
8326         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8327         !PLAYER_ENEMY_PROTECTED(newx, newy))
8328     {
8329       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8330
8331       return;
8332     }
8333
8334     else if (CAN_MOVE_INTO_ACID(element) &&
8335              IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8336              !IS_MV_DIAGONAL(MovDir[x][y]) &&
8337              (MovDir[x][y] == MV_DOWN ||
8338               game.engine_version >= VERSION_IDENT(3,1,0,0)))
8339     {
8340       SplashAcid(newx, newy);
8341       Store[x][y] = EL_ACID;
8342     }
8343     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8344     {
8345       if (Tile[newx][newy] == EL_EXIT_OPEN ||
8346           Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8347           Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8348           Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8349       {
8350         RemoveField(x, y);
8351         TEST_DrawLevelField(x, y);
8352
8353         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8354         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8355           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8356
8357         game.friends_still_needed--;
8358         if (!game.friends_still_needed &&
8359             !game.GameOver &&
8360             game.all_players_gone)
8361           LevelSolved();
8362
8363         return;
8364       }
8365       else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8366       {
8367         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8368           TEST_DrawLevelField(newx, newy);
8369         else
8370           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8371       }
8372       else if (!IS_FREE(newx, newy))
8373       {
8374         GfxAction[x][y] = ACTION_WAITING;
8375
8376         if (IS_PLAYER(x, y))
8377           DrawPlayerField(x, y);
8378         else
8379           TEST_DrawLevelField(x, y);
8380
8381         return;
8382       }
8383     }
8384     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8385     {
8386       if (IS_FOOD_PIG(Tile[newx][newy]))
8387       {
8388         if (IS_MOVING(newx, newy))
8389           RemoveMovingField(newx, newy);
8390         else
8391         {
8392           Tile[newx][newy] = EL_EMPTY;
8393           TEST_DrawLevelField(newx, newy);
8394         }
8395
8396         PlayLevelSound(x, y, SND_PIG_DIGGING);
8397       }
8398       else if (!IS_FREE(newx, newy))
8399       {
8400         if (IS_PLAYER(x, y))
8401           DrawPlayerField(x, y);
8402         else
8403           TEST_DrawLevelField(x, y);
8404
8405         return;
8406       }
8407     }
8408     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8409     {
8410       if (Store[x][y] != EL_EMPTY)
8411       {
8412         boolean can_clone = FALSE;
8413         int xx, yy;
8414
8415         // check if element to clone is still there
8416         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8417         {
8418           if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8419           {
8420             can_clone = TRUE;
8421
8422             break;
8423           }
8424         }
8425
8426         // cannot clone or target field not free anymore -- do not clone
8427         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8428           Store[x][y] = EL_EMPTY;
8429       }
8430
8431       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8432       {
8433         if (IS_MV_DIAGONAL(MovDir[x][y]))
8434         {
8435           int diagonal_move_dir = MovDir[x][y];
8436           int stored = Store[x][y];
8437           int change_delay = 8;
8438           int graphic;
8439
8440           // android is moving diagonally
8441
8442           CreateField(x, y, EL_DIAGONAL_SHRINKING);
8443
8444           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8445           GfxElement[x][y] = EL_EMC_ANDROID;
8446           GfxAction[x][y] = ACTION_SHRINKING;
8447           GfxDir[x][y] = diagonal_move_dir;
8448           ChangeDelay[x][y] = change_delay;
8449
8450           if (Store[x][y] == EL_EMPTY)
8451             Store[x][y] = GfxElementEmpty[x][y];
8452
8453           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8454                                    GfxDir[x][y]);
8455
8456           DrawLevelGraphicAnimation(x, y, graphic);
8457           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8458
8459           if (Tile[newx][newy] == EL_ACID)
8460           {
8461             SplashAcid(newx, newy);
8462
8463             return;
8464           }
8465
8466           CreateField(newx, newy, EL_DIAGONAL_GROWING);
8467
8468           Store[newx][newy] = EL_EMC_ANDROID;
8469           GfxElement[newx][newy] = EL_EMC_ANDROID;
8470           GfxAction[newx][newy] = ACTION_GROWING;
8471           GfxDir[newx][newy] = diagonal_move_dir;
8472           ChangeDelay[newx][newy] = change_delay;
8473
8474           graphic = el_act_dir2img(GfxElement[newx][newy],
8475                                    GfxAction[newx][newy], GfxDir[newx][newy]);
8476
8477           DrawLevelGraphicAnimation(newx, newy, graphic);
8478           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8479
8480           return;
8481         }
8482         else
8483         {
8484           Tile[newx][newy] = EL_EMPTY;
8485           TEST_DrawLevelField(newx, newy);
8486
8487           PlayLevelSoundAction(x, y, ACTION_DIGGING);
8488         }
8489       }
8490       else if (!IS_FREE(newx, newy))
8491       {
8492         return;
8493       }
8494     }
8495     else if (IS_CUSTOM_ELEMENT(element) &&
8496              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8497     {
8498       if (!DigFieldByCE(newx, newy, element))
8499         return;
8500
8501       if (move_pattern & MV_MAZE_RUNNER_STYLE)
8502       {
8503         RunnerVisit[x][y] = FrameCounter;
8504         PlayerVisit[x][y] /= 8;         // expire player visit path
8505       }
8506     }
8507     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8508     {
8509       if (!IS_FREE(newx, newy))
8510       {
8511         if (IS_PLAYER(x, y))
8512           DrawPlayerField(x, y);
8513         else
8514           TEST_DrawLevelField(x, y);
8515
8516         return;
8517       }
8518       else
8519       {
8520         boolean wanna_flame = !RND(10);
8521         int dx = newx - x, dy = newy - y;
8522         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8523         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8524         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8525                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8526         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8527                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8528
8529         if ((wanna_flame ||
8530              IS_CLASSIC_ENEMY(element1) ||
8531              IS_CLASSIC_ENEMY(element2)) &&
8532             element1 != EL_DRAGON && element2 != EL_DRAGON &&
8533             element1 != EL_FLAMES && element2 != EL_FLAMES)
8534         {
8535           ResetGfxAnimation(x, y);
8536           GfxAction[x][y] = ACTION_ATTACKING;
8537
8538           if (IS_PLAYER(x, y))
8539             DrawPlayerField(x, y);
8540           else
8541             TEST_DrawLevelField(x, y);
8542
8543           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8544
8545           MovDelay[x][y] = 50;
8546
8547           Tile[newx][newy] = EL_FLAMES;
8548           if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8549             Tile[newx1][newy1] = EL_FLAMES;
8550           if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8551             Tile[newx2][newy2] = EL_FLAMES;
8552
8553           return;
8554         }
8555       }
8556     }
8557     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8558              Tile[newx][newy] == EL_DIAMOND)
8559     {
8560       if (IS_MOVING(newx, newy))
8561         RemoveMovingField(newx, newy);
8562       else
8563       {
8564         Tile[newx][newy] = EL_EMPTY;
8565         TEST_DrawLevelField(newx, newy);
8566       }
8567
8568       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8569     }
8570     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8571              IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8572     {
8573       if (AmoebaNr[newx][newy])
8574       {
8575         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8576         if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8577             Tile[newx][newy] == EL_BD_AMOEBA)
8578           AmoebaCnt[AmoebaNr[newx][newy]]--;
8579       }
8580
8581       if (IS_MOVING(newx, newy))
8582       {
8583         RemoveMovingField(newx, newy);
8584       }
8585       else
8586       {
8587         Tile[newx][newy] = EL_EMPTY;
8588         TEST_DrawLevelField(newx, newy);
8589       }
8590
8591       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8592     }
8593     else if ((element == EL_PACMAN || element == EL_MOLE)
8594              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8595     {
8596       if (AmoebaNr[newx][newy])
8597       {
8598         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8599         if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8600             Tile[newx][newy] == EL_BD_AMOEBA)
8601           AmoebaCnt[AmoebaNr[newx][newy]]--;
8602       }
8603
8604       if (element == EL_MOLE)
8605       {
8606         Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8607         PlayLevelSound(x, y, SND_MOLE_DIGGING);
8608
8609         ResetGfxAnimation(x, y);
8610         GfxAction[x][y] = ACTION_DIGGING;
8611         TEST_DrawLevelField(x, y);
8612
8613         MovDelay[newx][newy] = 0;       // start amoeba shrinking delay
8614
8615         return;                         // wait for shrinking amoeba
8616       }
8617       else      // element == EL_PACMAN
8618       {
8619         Tile[newx][newy] = EL_EMPTY;
8620         TEST_DrawLevelField(newx, newy);
8621         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8622       }
8623     }
8624     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8625              (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8626               (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8627     {
8628       // wait for shrinking amoeba to completely disappear
8629       return;
8630     }
8631     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8632     {
8633       // object was running against a wall
8634
8635       TurnRound(x, y);
8636
8637       if (GFX_ELEMENT(element) != EL_SAND)     // !!! FIX THIS (crumble) !!!
8638         DrawLevelElementAnimation(x, y, element);
8639
8640       if (DONT_TOUCH(element))
8641         TestIfBadThingTouchesPlayer(x, y);
8642
8643       return;
8644     }
8645
8646     InitMovingField(x, y, MovDir[x][y]);
8647
8648     PlayLevelSoundAction(x, y, ACTION_MOVING);
8649   }
8650
8651   if (MovDir[x][y])
8652     ContinueMoving(x, y);
8653 }
8654
8655 void ContinueMoving(int x, int y)
8656 {
8657   int element = Tile[x][y];
8658   struct ElementInfo *ei = &element_info[element];
8659   int direction = MovDir[x][y];
8660   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8661   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
8662   int newx = x + dx, newy = y + dy;
8663   int stored = Store[x][y];
8664   int stored_new = Store[newx][newy];
8665   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
8666   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8667   boolean last_line = (newy == lev_fieldy - 1);
8668   boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8669
8670   if (pushed_by_player)         // special case: moving object pushed by player
8671   {
8672     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8673   }
8674   else if (use_step_delay)      // special case: moving object has step delay
8675   {
8676     if (!MovDelay[x][y])
8677       MovPos[x][y] += getElementMoveStepsize(x, y);
8678
8679     if (MovDelay[x][y])
8680       MovDelay[x][y]--;
8681     else
8682       MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8683
8684     if (MovDelay[x][y])
8685     {
8686       TEST_DrawLevelField(x, y);
8687
8688       return;   // element is still waiting
8689     }
8690   }
8691   else                          // normal case: generically moving object
8692   {
8693     MovPos[x][y] += getElementMoveStepsize(x, y);
8694   }
8695
8696   if (ABS(MovPos[x][y]) < TILEX)
8697   {
8698     TEST_DrawLevelField(x, y);
8699
8700     return;     // element is still moving
8701   }
8702
8703   // element reached destination field
8704
8705   Tile[x][y] = EL_EMPTY;
8706   Tile[newx][newy] = element;
8707   MovPos[x][y] = 0;     // force "not moving" for "crumbled sand"
8708
8709   if (Store[x][y] == EL_ACID)   // element is moving into acid pool
8710   {
8711     element = Tile[newx][newy] = EL_ACID;
8712   }
8713   else if (element == EL_MOLE)
8714   {
8715     Tile[x][y] = EL_SAND;
8716
8717     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8718   }
8719   else if (element == EL_QUICKSAND_FILLING)
8720   {
8721     element = Tile[newx][newy] = get_next_element(element);
8722     Store[newx][newy] = Store[x][y];
8723   }
8724   else if (element == EL_QUICKSAND_EMPTYING)
8725   {
8726     Tile[x][y] = get_next_element(element);
8727     element = Tile[newx][newy] = Store[x][y];
8728   }
8729   else if (element == EL_QUICKSAND_FAST_FILLING)
8730   {
8731     element = Tile[newx][newy] = get_next_element(element);
8732     Store[newx][newy] = Store[x][y];
8733   }
8734   else if (element == EL_QUICKSAND_FAST_EMPTYING)
8735   {
8736     Tile[x][y] = get_next_element(element);
8737     element = Tile[newx][newy] = Store[x][y];
8738   }
8739   else if (element == EL_MAGIC_WALL_FILLING)
8740   {
8741     element = Tile[newx][newy] = get_next_element(element);
8742     if (!game.magic_wall_active)
8743       element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8744     Store[newx][newy] = Store[x][y];
8745   }
8746   else if (element == EL_MAGIC_WALL_EMPTYING)
8747   {
8748     Tile[x][y] = get_next_element(element);
8749     if (!game.magic_wall_active)
8750       Tile[x][y] = EL_MAGIC_WALL_DEAD;
8751     element = Tile[newx][newy] = Store[x][y];
8752
8753     InitField(newx, newy, FALSE);
8754   }
8755   else if (element == EL_BD_MAGIC_WALL_FILLING)
8756   {
8757     element = Tile[newx][newy] = get_next_element(element);
8758     if (!game.magic_wall_active)
8759       element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8760     Store[newx][newy] = Store[x][y];
8761   }
8762   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8763   {
8764     Tile[x][y] = get_next_element(element);
8765     if (!game.magic_wall_active)
8766       Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8767     element = Tile[newx][newy] = Store[x][y];
8768
8769     InitField(newx, newy, FALSE);
8770   }
8771   else if (element == EL_DC_MAGIC_WALL_FILLING)
8772   {
8773     element = Tile[newx][newy] = get_next_element(element);
8774     if (!game.magic_wall_active)
8775       element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8776     Store[newx][newy] = Store[x][y];
8777   }
8778   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8779   {
8780     Tile[x][y] = get_next_element(element);
8781     if (!game.magic_wall_active)
8782       Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8783     element = Tile[newx][newy] = Store[x][y];
8784
8785     InitField(newx, newy, FALSE);
8786   }
8787   else if (element == EL_AMOEBA_DROPPING)
8788   {
8789     Tile[x][y] = get_next_element(element);
8790     element = Tile[newx][newy] = Store[x][y];
8791   }
8792   else if (element == EL_SOKOBAN_OBJECT)
8793   {
8794     if (Back[x][y])
8795       Tile[x][y] = Back[x][y];
8796
8797     if (Back[newx][newy])
8798       Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8799
8800     Back[x][y] = Back[newx][newy] = 0;
8801   }
8802
8803   Store[x][y] = EL_EMPTY;
8804   MovPos[x][y] = 0;
8805   MovDir[x][y] = 0;
8806   MovDelay[x][y] = 0;
8807
8808   MovDelay[newx][newy] = 0;
8809
8810   if (CAN_CHANGE_OR_HAS_ACTION(element))
8811   {
8812     // copy element change control values to new field
8813     ChangeDelay[newx][newy] = ChangeDelay[x][y];
8814     ChangePage[newx][newy]  = ChangePage[x][y];
8815     ChangeCount[newx][newy] = ChangeCount[x][y];
8816     ChangeEvent[newx][newy] = ChangeEvent[x][y];
8817   }
8818
8819   CustomValue[newx][newy] = CustomValue[x][y];
8820
8821   ChangeDelay[x][y] = 0;
8822   ChangePage[x][y] = -1;
8823   ChangeCount[x][y] = 0;
8824   ChangeEvent[x][y] = -1;
8825
8826   CustomValue[x][y] = 0;
8827
8828   // copy animation control values to new field
8829   GfxFrame[newx][newy]  = GfxFrame[x][y];
8830   GfxRandom[newx][newy] = GfxRandom[x][y];      // keep same random value
8831   GfxAction[newx][newy] = GfxAction[x][y];      // keep action one frame
8832   GfxDir[newx][newy]    = GfxDir[x][y];         // keep element direction
8833
8834   Pushed[x][y] = Pushed[newx][newy] = FALSE;
8835
8836   // some elements can leave other elements behind after moving
8837   if (ei->move_leave_element != EL_EMPTY &&
8838       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8839       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8840   {
8841     int move_leave_element = ei->move_leave_element;
8842
8843     // this makes it possible to leave the removed element again
8844     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8845       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8846
8847     Tile[x][y] = move_leave_element;
8848
8849     if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8850       MovDir[x][y] = direction;
8851
8852     InitField(x, y, FALSE);
8853
8854     if (GFX_CRUMBLED(Tile[x][y]))
8855       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8856
8857     if (IS_PLAYER_ELEMENT(move_leave_element))
8858       RelocatePlayer(x, y, move_leave_element);
8859   }
8860
8861   // do this after checking for left-behind element
8862   ResetGfxAnimation(x, y);      // reset animation values for old field
8863
8864   if (!CAN_MOVE(element) ||
8865       (CAN_FALL(element) && direction == MV_DOWN &&
8866        (element == EL_SPRING ||
8867         element_info[element].move_pattern == MV_WHEN_PUSHED ||
8868         element_info[element].move_pattern == MV_WHEN_DROPPED)))
8869     GfxDir[x][y] = MovDir[newx][newy] = 0;
8870
8871   TEST_DrawLevelField(x, y);
8872   TEST_DrawLevelField(newx, newy);
8873
8874   Stop[newx][newy] = TRUE;      // ignore this element until the next frame
8875
8876   // prevent pushed element from moving on in pushed direction
8877   if (pushed_by_player && CAN_MOVE(element) &&
8878       element_info[element].move_pattern & MV_ANY_DIRECTION &&
8879       !(element_info[element].move_pattern & direction))
8880     TurnRound(newx, newy);
8881
8882   // prevent elements on conveyor belt from moving on in last direction
8883   if (pushed_by_conveyor && CAN_FALL(element) &&
8884       direction & MV_HORIZONTAL)
8885     MovDir[newx][newy] = 0;
8886
8887   if (!pushed_by_player)
8888   {
8889     int nextx = newx + dx, nexty = newy + dy;
8890     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8891
8892     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8893
8894     if (CAN_FALL(element) && direction == MV_DOWN)
8895       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8896
8897     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8898       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8899
8900     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8901       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8902   }
8903
8904   if (DONT_TOUCH(element))      // object may be nasty to player or others
8905   {
8906     TestIfBadThingTouchesPlayer(newx, newy);
8907     TestIfBadThingTouchesFriend(newx, newy);
8908
8909     if (!IS_CUSTOM_ELEMENT(element))
8910       TestIfBadThingTouchesOtherBadThing(newx, newy);
8911   }
8912   else if (element == EL_PENGUIN)
8913     TestIfFriendTouchesBadThing(newx, newy);
8914
8915   if (DONT_GET_HIT_BY(element))
8916   {
8917     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8918   }
8919
8920   // give the player one last chance (one more frame) to move away
8921   if (CAN_FALL(element) && direction == MV_DOWN &&
8922       (last_line || (!IS_FREE(x, newy + 1) &&
8923                      (!IS_PLAYER(x, newy + 1) ||
8924                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
8925     Impact(x, newy);
8926
8927   if (pushed_by_player && !game.use_change_when_pushing_bug)
8928   {
8929     int push_side = MV_DIR_OPPOSITE(direction);
8930     struct PlayerInfo *player = PLAYERINFO(x, y);
8931
8932     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8933                                player->index_bit, push_side);
8934     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8935                                         player->index_bit, push_side);
8936   }
8937
8938   if (element == EL_EMC_ANDROID && pushed_by_player)    // make another move
8939     MovDelay[newx][newy] = 1;
8940
8941   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8942
8943   TestIfElementTouchesCustomElement(x, y);      // empty or new element
8944   TestIfElementHitsCustomElement(newx, newy, direction);
8945   TestIfPlayerTouchesCustomElement(newx, newy);
8946   TestIfElementTouchesCustomElement(newx, newy);
8947
8948   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8949       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8950     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8951                              MV_DIR_OPPOSITE(direction));
8952 }
8953
8954 int AmoebaNeighbourNr(int ax, int ay)
8955 {
8956   int i;
8957   int element = Tile[ax][ay];
8958   int group_nr = 0;
8959   struct XY *xy = xy_topdown;
8960
8961   for (i = 0; i < NUM_DIRECTIONS; i++)
8962   {
8963     int x = ax + xy[i].x;
8964     int y = ay + xy[i].y;
8965
8966     if (!IN_LEV_FIELD(x, y))
8967       continue;
8968
8969     if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8970       group_nr = AmoebaNr[x][y];
8971   }
8972
8973   return group_nr;
8974 }
8975
8976 static void AmoebaMerge(int ax, int ay)
8977 {
8978   int i, x, y, xx, yy;
8979   int new_group_nr = AmoebaNr[ax][ay];
8980   struct XY *xy = xy_topdown;
8981
8982   if (new_group_nr == 0)
8983     return;
8984
8985   for (i = 0; i < NUM_DIRECTIONS; i++)
8986   {
8987     x = ax + xy[i].x;
8988     y = ay + xy[i].y;
8989
8990     if (!IN_LEV_FIELD(x, y))
8991       continue;
8992
8993     if ((Tile[x][y] == EL_AMOEBA_FULL ||
8994          Tile[x][y] == EL_BD_AMOEBA ||
8995          Tile[x][y] == EL_AMOEBA_DEAD) &&
8996         AmoebaNr[x][y] != new_group_nr)
8997     {
8998       int old_group_nr = AmoebaNr[x][y];
8999
9000       if (old_group_nr == 0)
9001         return;
9002
9003       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9004       AmoebaCnt[old_group_nr] = 0;
9005       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9006       AmoebaCnt2[old_group_nr] = 0;
9007
9008       SCAN_PLAYFIELD(xx, yy)
9009       {
9010         if (AmoebaNr[xx][yy] == old_group_nr)
9011           AmoebaNr[xx][yy] = new_group_nr;
9012       }
9013     }
9014   }
9015 }
9016
9017 void AmoebaToDiamond(int ax, int ay)
9018 {
9019   int i, x, y;
9020
9021   if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9022   {
9023     int group_nr = AmoebaNr[ax][ay];
9024
9025 #ifdef DEBUG
9026     if (group_nr == 0)
9027     {
9028       Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9029       Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9030
9031       return;
9032     }
9033 #endif
9034
9035     SCAN_PLAYFIELD(x, y)
9036     {
9037       if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9038       {
9039         AmoebaNr[x][y] = 0;
9040         Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9041       }
9042     }
9043
9044     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9045                             SND_AMOEBA_TURNING_TO_GEM :
9046                             SND_AMOEBA_TURNING_TO_ROCK));
9047     Bang(ax, ay);
9048   }
9049   else
9050   {
9051     struct XY *xy = xy_topdown;
9052
9053     for (i = 0; i < NUM_DIRECTIONS; i++)
9054     {
9055       x = ax + xy[i].x;
9056       y = ay + xy[i].y;
9057
9058       if (!IN_LEV_FIELD(x, y))
9059         continue;
9060
9061       if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9062       {
9063         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9064                               SND_AMOEBA_TURNING_TO_GEM :
9065                               SND_AMOEBA_TURNING_TO_ROCK));
9066         Bang(x, y);
9067       }
9068     }
9069   }
9070 }
9071
9072 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9073 {
9074   int x, y;
9075   int group_nr = AmoebaNr[ax][ay];
9076   boolean done = FALSE;
9077
9078 #ifdef DEBUG
9079   if (group_nr == 0)
9080   {
9081     Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9082     Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9083
9084     return;
9085   }
9086 #endif
9087
9088   SCAN_PLAYFIELD(x, y)
9089   {
9090     if (AmoebaNr[x][y] == group_nr &&
9091         (Tile[x][y] == EL_AMOEBA_DEAD ||
9092          Tile[x][y] == EL_BD_AMOEBA ||
9093          Tile[x][y] == EL_AMOEBA_GROWING))
9094     {
9095       AmoebaNr[x][y] = 0;
9096       Tile[x][y] = new_element;
9097       InitField(x, y, FALSE);
9098       TEST_DrawLevelField(x, y);
9099       done = TRUE;
9100     }
9101   }
9102
9103   if (done)
9104     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9105                             SND_BD_AMOEBA_TURNING_TO_ROCK :
9106                             SND_BD_AMOEBA_TURNING_TO_GEM));
9107 }
9108
9109 static void AmoebaGrowing(int x, int y)
9110 {
9111   static DelayCounter sound_delay = { 0 };
9112
9113   if (!MovDelay[x][y])          // start new growing cycle
9114   {
9115     MovDelay[x][y] = 7;
9116
9117     if (DelayReached(&sound_delay))
9118     {
9119       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9120       sound_delay.value = 30;
9121     }
9122   }
9123
9124   if (MovDelay[x][y])           // wait some time before growing bigger
9125   {
9126     MovDelay[x][y]--;
9127     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9128     {
9129       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9130                                            6 - MovDelay[x][y]);
9131
9132       DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9133     }
9134
9135     if (!MovDelay[x][y])
9136     {
9137       Tile[x][y] = Store[x][y];
9138       Store[x][y] = 0;
9139       TEST_DrawLevelField(x, y);
9140     }
9141   }
9142 }
9143
9144 static void AmoebaShrinking(int x, int y)
9145 {
9146   static DelayCounter sound_delay = { 0 };
9147
9148   if (!MovDelay[x][y])          // start new shrinking cycle
9149   {
9150     MovDelay[x][y] = 7;
9151
9152     if (DelayReached(&sound_delay))
9153       sound_delay.value = 30;
9154   }
9155
9156   if (MovDelay[x][y])           // wait some time before shrinking
9157   {
9158     MovDelay[x][y]--;
9159     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9160     {
9161       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9162                                            6 - MovDelay[x][y]);
9163
9164       DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9165     }
9166
9167     if (!MovDelay[x][y])
9168     {
9169       Tile[x][y] = EL_EMPTY;
9170       TEST_DrawLevelField(x, y);
9171
9172       // don't let mole enter this field in this cycle;
9173       // (give priority to objects falling to this field from above)
9174       Stop[x][y] = TRUE;
9175     }
9176   }
9177 }
9178
9179 static void AmoebaReproduce(int ax, int ay)
9180 {
9181   int i;
9182   int element = Tile[ax][ay];
9183   int graphic = el2img(element);
9184   int newax = ax, neway = ay;
9185   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9186   struct XY *xy = xy_topdown;
9187
9188   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9189   {
9190     Tile[ax][ay] = EL_AMOEBA_DEAD;
9191     TEST_DrawLevelField(ax, ay);
9192     return;
9193   }
9194
9195   if (IS_ANIMATED(graphic))
9196     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9197
9198   if (!MovDelay[ax][ay])        // start making new amoeba field
9199     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9200
9201   if (MovDelay[ax][ay])         // wait some time before making new amoeba
9202   {
9203     MovDelay[ax][ay]--;
9204     if (MovDelay[ax][ay])
9205       return;
9206   }
9207
9208   if (can_drop)                 // EL_AMOEBA_WET or EL_EMC_DRIPPER
9209   {
9210     int start = RND(4);
9211     int x = ax + xy[start].x;
9212     int y = ay + xy[start].y;
9213
9214     if (!IN_LEV_FIELD(x, y))
9215       return;
9216
9217     if (IS_FREE(x, y) ||
9218         CAN_GROW_INTO(Tile[x][y]) ||
9219         Tile[x][y] == EL_QUICKSAND_EMPTY ||
9220         Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9221     {
9222       newax = x;
9223       neway = y;
9224     }
9225
9226     if (newax == ax && neway == ay)
9227       return;
9228   }
9229   else                          // normal or "filled" (BD style) amoeba
9230   {
9231     int start = RND(4);
9232     boolean waiting_for_player = FALSE;
9233
9234     for (i = 0; i < NUM_DIRECTIONS; i++)
9235     {
9236       int j = (start + i) % 4;
9237       int x = ax + xy[j].x;
9238       int y = ay + xy[j].y;
9239
9240       if (!IN_LEV_FIELD(x, y))
9241         continue;
9242
9243       if (IS_FREE(x, y) ||
9244           CAN_GROW_INTO(Tile[x][y]) ||
9245           Tile[x][y] == EL_QUICKSAND_EMPTY ||
9246           Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9247       {
9248         newax = x;
9249         neway = y;
9250         break;
9251       }
9252       else if (IS_PLAYER(x, y))
9253         waiting_for_player = TRUE;
9254     }
9255
9256     if (newax == ax && neway == ay)             // amoeba cannot grow
9257     {
9258       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9259       {
9260         Tile[ax][ay] = EL_AMOEBA_DEAD;
9261         TEST_DrawLevelField(ax, ay);
9262         AmoebaCnt[AmoebaNr[ax][ay]]--;
9263
9264         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   // amoeba is completely dead
9265         {
9266           if (element == EL_AMOEBA_FULL)
9267             AmoebaToDiamond(ax, ay);
9268           else if (element == EL_BD_AMOEBA)
9269             AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9270         }
9271       }
9272       return;
9273     }
9274     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9275     {
9276       // amoeba gets larger by growing in some direction
9277
9278       int new_group_nr = AmoebaNr[ax][ay];
9279
9280 #ifdef DEBUG
9281   if (new_group_nr == 0)
9282   {
9283     Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9284           newax, neway);
9285     Debug("game:playing:AmoebaReproduce", "This should never happen!");
9286
9287     return;
9288   }
9289 #endif
9290
9291       AmoebaNr[newax][neway] = new_group_nr;
9292       AmoebaCnt[new_group_nr]++;
9293       AmoebaCnt2[new_group_nr]++;
9294
9295       // if amoeba touches other amoeba(s) after growing, unify them
9296       AmoebaMerge(newax, neway);
9297
9298       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9299       {
9300         AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9301         return;
9302       }
9303     }
9304   }
9305
9306   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9307       (neway == lev_fieldy - 1 && newax != ax))
9308   {
9309     Tile[newax][neway] = EL_AMOEBA_GROWING;     // creation of new amoeba
9310     Store[newax][neway] = element;
9311   }
9312   else if (neway == ay || element == EL_EMC_DRIPPER)
9313   {
9314     Tile[newax][neway] = EL_AMOEBA_DROP;        // drop left/right of amoeba
9315
9316     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9317   }
9318   else
9319   {
9320     InitMovingField(ax, ay, MV_DOWN);           // drop dripping from amoeba
9321     Tile[ax][ay] = EL_AMOEBA_DROPPING;
9322     Store[ax][ay] = EL_AMOEBA_DROP;
9323     ContinueMoving(ax, ay);
9324     return;
9325   }
9326
9327   TEST_DrawLevelField(newax, neway);
9328 }
9329
9330 static void Life(int ax, int ay)
9331 {
9332   int x1, y1, x2, y2;
9333   int life_time = 40;
9334   int element = Tile[ax][ay];
9335   int graphic = el2img(element);
9336   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9337                          level.biomaze);
9338   boolean changed = FALSE;
9339
9340   if (IS_ANIMATED(graphic))
9341     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9342
9343   if (Stop[ax][ay])
9344     return;
9345
9346   if (!MovDelay[ax][ay])        // start new "game of life" cycle
9347     MovDelay[ax][ay] = life_time;
9348
9349   if (MovDelay[ax][ay])         // wait some time before next cycle
9350   {
9351     MovDelay[ax][ay]--;
9352     if (MovDelay[ax][ay])
9353       return;
9354   }
9355
9356   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9357   {
9358     int xx = ax+x1, yy = ay+y1;
9359     int old_element = Tile[xx][yy];
9360     int num_neighbours = 0;
9361
9362     if (!IN_LEV_FIELD(xx, yy))
9363       continue;
9364
9365     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9366     {
9367       int x = xx+x2, y = yy+y2;
9368
9369       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9370         continue;
9371
9372       boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9373       boolean is_neighbour = FALSE;
9374
9375       if (level.use_life_bugs)
9376         is_neighbour =
9377           (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9378            (IS_FREE(x, y)                             &&  Stop[x][y]));
9379       else
9380         is_neighbour =
9381           (Last[x][y] == element || is_player_cell);
9382
9383       if (is_neighbour)
9384         num_neighbours++;
9385     }
9386
9387     boolean is_free = FALSE;
9388
9389     if (level.use_life_bugs)
9390       is_free = (IS_FREE(xx, yy));
9391     else
9392       is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9393
9394     if (xx == ax && yy == ay)           // field in the middle
9395     {
9396       if (num_neighbours < life_parameter[0] ||
9397           num_neighbours > life_parameter[1])
9398       {
9399         Tile[xx][yy] = EL_EMPTY;
9400         if (Tile[xx][yy] != old_element)
9401           TEST_DrawLevelField(xx, yy);
9402         Stop[xx][yy] = TRUE;
9403         changed = TRUE;
9404       }
9405     }
9406     else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9407     {                                   // free border field
9408       if (num_neighbours >= life_parameter[2] &&
9409           num_neighbours <= life_parameter[3])
9410       {
9411         Tile[xx][yy] = element;
9412         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9413         if (Tile[xx][yy] != old_element)
9414           TEST_DrawLevelField(xx, yy);
9415         Stop[xx][yy] = TRUE;
9416         changed = TRUE;
9417       }
9418     }
9419   }
9420
9421   if (changed)
9422     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9423                    SND_GAME_OF_LIFE_GROWING);
9424 }
9425
9426 static void InitRobotWheel(int x, int y)
9427 {
9428   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9429 }
9430
9431 static void RunRobotWheel(int x, int y)
9432 {
9433   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9434 }
9435
9436 static void StopRobotWheel(int x, int y)
9437 {
9438   if (game.robot_wheel_x == x &&
9439       game.robot_wheel_y == y)
9440   {
9441     game.robot_wheel_x = -1;
9442     game.robot_wheel_y = -1;
9443     game.robot_wheel_active = FALSE;
9444   }
9445 }
9446
9447 static void InitTimegateWheel(int x, int y)
9448 {
9449   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9450 }
9451
9452 static void RunTimegateWheel(int x, int y)
9453 {
9454   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9455 }
9456
9457 static void InitMagicBallDelay(int x, int y)
9458 {
9459   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9460 }
9461
9462 static void ActivateMagicBall(int bx, int by)
9463 {
9464   int x, y;
9465
9466   if (level.ball_random)
9467   {
9468     int pos_border = RND(8);    // select one of the eight border elements
9469     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9470     int xx = pos_content % 3;
9471     int yy = pos_content / 3;
9472
9473     x = bx - 1 + xx;
9474     y = by - 1 + yy;
9475
9476     if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9477       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9478   }
9479   else
9480   {
9481     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9482     {
9483       int xx = x - bx + 1;
9484       int yy = y - by + 1;
9485
9486       if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9487         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9488     }
9489   }
9490
9491   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9492 }
9493
9494 static void CheckExit(int x, int y)
9495 {
9496   if (game.gems_still_needed > 0 ||
9497       game.sokoban_fields_still_needed > 0 ||
9498       game.sokoban_objects_still_needed > 0 ||
9499       game.lights_still_needed > 0)
9500   {
9501     int element = Tile[x][y];
9502     int graphic = el2img(element);
9503
9504     if (IS_ANIMATED(graphic))
9505       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9506
9507     return;
9508   }
9509
9510   // do not re-open exit door closed after last player
9511   if (game.all_players_gone)
9512     return;
9513
9514   Tile[x][y] = EL_EXIT_OPENING;
9515
9516   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9517 }
9518
9519 static void CheckExitEM(int x, int y)
9520 {
9521   if (game.gems_still_needed > 0 ||
9522       game.sokoban_fields_still_needed > 0 ||
9523       game.sokoban_objects_still_needed > 0 ||
9524       game.lights_still_needed > 0)
9525   {
9526     int element = Tile[x][y];
9527     int graphic = el2img(element);
9528
9529     if (IS_ANIMATED(graphic))
9530       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9531
9532     return;
9533   }
9534
9535   // do not re-open exit door closed after last player
9536   if (game.all_players_gone)
9537     return;
9538
9539   Tile[x][y] = EL_EM_EXIT_OPENING;
9540
9541   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9542 }
9543
9544 static void CheckExitSteel(int x, int y)
9545 {
9546   if (game.gems_still_needed > 0 ||
9547       game.sokoban_fields_still_needed > 0 ||
9548       game.sokoban_objects_still_needed > 0 ||
9549       game.lights_still_needed > 0)
9550   {
9551     int element = Tile[x][y];
9552     int graphic = el2img(element);
9553
9554     if (IS_ANIMATED(graphic))
9555       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9556
9557     return;
9558   }
9559
9560   // do not re-open exit door closed after last player
9561   if (game.all_players_gone)
9562     return;
9563
9564   Tile[x][y] = EL_STEEL_EXIT_OPENING;
9565
9566   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9567 }
9568
9569 static void CheckExitSteelEM(int x, int y)
9570 {
9571   if (game.gems_still_needed > 0 ||
9572       game.sokoban_fields_still_needed > 0 ||
9573       game.sokoban_objects_still_needed > 0 ||
9574       game.lights_still_needed > 0)
9575   {
9576     int element = Tile[x][y];
9577     int graphic = el2img(element);
9578
9579     if (IS_ANIMATED(graphic))
9580       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9581
9582     return;
9583   }
9584
9585   // do not re-open exit door closed after last player
9586   if (game.all_players_gone)
9587     return;
9588
9589   Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9590
9591   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9592 }
9593
9594 static void CheckExitSP(int x, int y)
9595 {
9596   if (game.gems_still_needed > 0)
9597   {
9598     int element = Tile[x][y];
9599     int graphic = el2img(element);
9600
9601     if (IS_ANIMATED(graphic))
9602       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9603
9604     return;
9605   }
9606
9607   // do not re-open exit door closed after last player
9608   if (game.all_players_gone)
9609     return;
9610
9611   Tile[x][y] = EL_SP_EXIT_OPENING;
9612
9613   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9614 }
9615
9616 static void CloseAllOpenTimegates(void)
9617 {
9618   int x, y;
9619
9620   SCAN_PLAYFIELD(x, y)
9621   {
9622     int element = Tile[x][y];
9623
9624     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9625     {
9626       Tile[x][y] = EL_TIMEGATE_CLOSING;
9627
9628       PlayLevelSoundAction(x, y, ACTION_CLOSING);
9629     }
9630   }
9631 }
9632
9633 static void DrawTwinkleOnField(int x, int y)
9634 {
9635   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9636     return;
9637
9638   if (Tile[x][y] == EL_BD_DIAMOND)
9639     return;
9640
9641   if (MovDelay[x][y] == 0)      // next animation frame
9642     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9643
9644   if (MovDelay[x][y] != 0)      // wait some time before next frame
9645   {
9646     MovDelay[x][y]--;
9647
9648     DrawLevelElementAnimation(x, y, Tile[x][y]);
9649
9650     if (MovDelay[x][y] != 0)
9651     {
9652       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9653                                            10 - MovDelay[x][y]);
9654
9655       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9656     }
9657   }
9658 }
9659
9660 static void WallGrowing(int x, int y)
9661 {
9662   int delay = 6;
9663
9664   if (!MovDelay[x][y])          // next animation frame
9665     MovDelay[x][y] = 3 * delay;
9666
9667   if (MovDelay[x][y])           // wait some time before next frame
9668   {
9669     MovDelay[x][y]--;
9670
9671     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9672     {
9673       int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9674       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9675
9676       DrawLevelGraphic(x, y, graphic, frame);
9677     }
9678
9679     if (!MovDelay[x][y])
9680     {
9681       if (MovDir[x][y] == MV_LEFT)
9682       {
9683         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9684           TEST_DrawLevelField(x - 1, y);
9685       }
9686       else if (MovDir[x][y] == MV_RIGHT)
9687       {
9688         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9689           TEST_DrawLevelField(x + 1, y);
9690       }
9691       else if (MovDir[x][y] == MV_UP)
9692       {
9693         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9694           TEST_DrawLevelField(x, y - 1);
9695       }
9696       else
9697       {
9698         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9699           TEST_DrawLevelField(x, y + 1);
9700       }
9701
9702       Tile[x][y] = Store[x][y];
9703       Store[x][y] = 0;
9704       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9705       TEST_DrawLevelField(x, y);
9706     }
9707   }
9708 }
9709
9710 static void CheckWallGrowing(int ax, int ay)
9711 {
9712   int element = Tile[ax][ay];
9713   int graphic = el2img(element);
9714   boolean free_top    = FALSE;
9715   boolean free_bottom = FALSE;
9716   boolean free_left   = FALSE;
9717   boolean free_right  = FALSE;
9718   boolean stop_top    = FALSE;
9719   boolean stop_bottom = FALSE;
9720   boolean stop_left   = FALSE;
9721   boolean stop_right  = FALSE;
9722   boolean new_wall    = FALSE;
9723
9724   boolean is_steelwall  = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9725                            element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9726                            element == EL_EXPANDABLE_STEELWALL_ANY);
9727
9728   boolean grow_vertical   = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9729                              element == EL_EXPANDABLE_WALL_ANY ||
9730                              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9731                              element == EL_EXPANDABLE_STEELWALL_ANY);
9732
9733   boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9734                              element == EL_EXPANDABLE_WALL_ANY ||
9735                              element == EL_EXPANDABLE_WALL ||
9736                              element == EL_BD_EXPANDABLE_WALL ||
9737                              element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9738                              element == EL_EXPANDABLE_STEELWALL_ANY);
9739
9740   boolean stop_vertical   = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9741                              element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9742
9743   boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9744                              element == EL_EXPANDABLE_WALL ||
9745                              element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9746
9747   int wall_growing = (is_steelwall ?
9748                       EL_EXPANDABLE_STEELWALL_GROWING :
9749                       EL_EXPANDABLE_WALL_GROWING);
9750
9751   int gfx_wall_growing_up    = (is_steelwall ?
9752                                 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9753                                 IMG_EXPANDABLE_WALL_GROWING_UP);
9754   int gfx_wall_growing_down  = (is_steelwall ?
9755                                 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9756                                 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9757   int gfx_wall_growing_left  = (is_steelwall ?
9758                                 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9759                                 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9760   int gfx_wall_growing_right = (is_steelwall ?
9761                                 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9762                                 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9763
9764   if (IS_ANIMATED(graphic))
9765     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9766
9767   if (!MovDelay[ax][ay])        // start building new wall
9768     MovDelay[ax][ay] = 6;
9769
9770   if (MovDelay[ax][ay])         // wait some time before building new wall
9771   {
9772     MovDelay[ax][ay]--;
9773     if (MovDelay[ax][ay])
9774       return;
9775   }
9776
9777   if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9778     free_top = TRUE;
9779   if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9780     free_bottom = TRUE;
9781   if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9782     free_left = TRUE;
9783   if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9784     free_right = TRUE;
9785
9786   if (grow_vertical)
9787   {
9788     if (free_top)
9789     {
9790       Tile[ax][ay - 1] = wall_growing;
9791       Store[ax][ay - 1] = element;
9792       GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9793
9794       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9795         DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9796
9797       new_wall = TRUE;
9798     }
9799
9800     if (free_bottom)
9801     {
9802       Tile[ax][ay + 1] = wall_growing;
9803       Store[ax][ay + 1] = element;
9804       GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9805
9806       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9807         DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9808
9809       new_wall = TRUE;
9810     }
9811   }
9812
9813   if (grow_horizontal)
9814   {
9815     if (free_left)
9816     {
9817       Tile[ax - 1][ay] = wall_growing;
9818       Store[ax - 1][ay] = element;
9819       GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9820
9821       if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9822         DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9823
9824       new_wall = TRUE;
9825     }
9826
9827     if (free_right)
9828     {
9829       Tile[ax + 1][ay] = wall_growing;
9830       Store[ax + 1][ay] = element;
9831       GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9832
9833       if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9834         DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9835
9836       new_wall = TRUE;
9837     }
9838   }
9839
9840   if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9841     TEST_DrawLevelField(ax, ay);
9842
9843   if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9844     stop_top = TRUE;
9845   if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9846     stop_bottom = TRUE;
9847   if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9848     stop_left = TRUE;
9849   if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9850     stop_right = TRUE;
9851
9852   if (((stop_top && stop_bottom) || stop_horizontal) &&
9853       ((stop_left && stop_right) || stop_vertical))
9854     Tile[ax][ay] = EL_WALL;
9855
9856   if (new_wall)
9857     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9858 }
9859
9860 static void CheckForDragon(int x, int y)
9861 {
9862   int i, j;
9863   boolean dragon_found = FALSE;
9864   struct XY *xy = xy_topdown;
9865
9866   for (i = 0; i < NUM_DIRECTIONS; i++)
9867   {
9868     for (j = 0; j < 4; j++)
9869     {
9870       int xx = x + j * xy[i].x;
9871       int yy = y + j * xy[i].y;
9872
9873       if (IN_LEV_FIELD(xx, yy) &&
9874           (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9875       {
9876         if (Tile[xx][yy] == EL_DRAGON)
9877           dragon_found = TRUE;
9878       }
9879       else
9880         break;
9881     }
9882   }
9883
9884   if (!dragon_found)
9885   {
9886     for (i = 0; i < NUM_DIRECTIONS; i++)
9887     {
9888       for (j = 0; j < 3; j++)
9889       {
9890         int xx = x + j * xy[i].x;
9891         int yy = y + j * xy[i].y;
9892
9893         if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9894         {
9895           Tile[xx][yy] = EL_EMPTY;
9896           TEST_DrawLevelField(xx, yy);
9897         }
9898         else
9899           break;
9900       }
9901     }
9902   }
9903 }
9904
9905 static void InitBuggyBase(int x, int y)
9906 {
9907   int element = Tile[x][y];
9908   int activating_delay = FRAMES_PER_SECOND / 4;
9909
9910   ChangeDelay[x][y] =
9911     (element == EL_SP_BUGGY_BASE ?
9912      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9913      element == EL_SP_BUGGY_BASE_ACTIVATING ?
9914      activating_delay :
9915      element == EL_SP_BUGGY_BASE_ACTIVE ?
9916      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9917 }
9918
9919 static void WarnBuggyBase(int x, int y)
9920 {
9921   int i;
9922   struct XY *xy = xy_topdown;
9923
9924   for (i = 0; i < NUM_DIRECTIONS; i++)
9925   {
9926     int xx = x + xy[i].x;
9927     int yy = y + xy[i].y;
9928
9929     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9930     {
9931       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9932
9933       break;
9934     }
9935   }
9936 }
9937
9938 static void InitTrap(int x, int y)
9939 {
9940   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9941 }
9942
9943 static void ActivateTrap(int x, int y)
9944 {
9945   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9946 }
9947
9948 static void ChangeActiveTrap(int x, int y)
9949 {
9950   int graphic = IMG_TRAP_ACTIVE;
9951
9952   // if new animation frame was drawn, correct crumbled sand border
9953   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9954     TEST_DrawLevelFieldCrumbled(x, y);
9955 }
9956
9957 static int getSpecialActionElement(int element, int number, int base_element)
9958 {
9959   return (element != EL_EMPTY ? element :
9960           number != -1 ? base_element + number - 1 :
9961           EL_EMPTY);
9962 }
9963
9964 static int getModifiedActionNumber(int value_old, int operator, int operand,
9965                                    int value_min, int value_max)
9966 {
9967   int value_new = (operator == CA_MODE_SET      ? operand :
9968                    operator == CA_MODE_ADD      ? value_old + operand :
9969                    operator == CA_MODE_SUBTRACT ? value_old - operand :
9970                    operator == CA_MODE_MULTIPLY ? value_old * operand :
9971                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
9972                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
9973                    value_old);
9974
9975   return (value_new < value_min ? value_min :
9976           value_new > value_max ? value_max :
9977           value_new);
9978 }
9979
9980 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9981 {
9982   struct ElementInfo *ei = &element_info[element];
9983   struct ElementChangeInfo *change = &ei->change_page[page];
9984   int target_element = change->target_element;
9985   int action_type = change->action_type;
9986   int action_mode = change->action_mode;
9987   int action_arg = change->action_arg;
9988   int action_element = change->action_element;
9989   int i;
9990
9991   if (!change->has_action)
9992     return;
9993
9994   // ---------- determine action paramater values -----------------------------
9995
9996   int level_time_value =
9997     (level.time > 0 ? TimeLeft :
9998      TimePlayed);
9999
10000   int action_arg_element_raw =
10001     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
10002      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10003      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
10004      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
10005      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10006      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
10007      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
10008      EL_EMPTY);
10009   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10010
10011   int action_arg_direction =
10012     (action_arg >= CA_ARG_DIRECTION_LEFT &&
10013      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10014      action_arg == CA_ARG_DIRECTION_TRIGGER ?
10015      change->actual_trigger_side :
10016      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10017      MV_DIR_OPPOSITE(change->actual_trigger_side) :
10018      MV_NONE);
10019
10020   int action_arg_number_min =
10021     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10022      CA_ARG_MIN);
10023
10024   int action_arg_number_max =
10025     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10026      action_type == CA_SET_LEVEL_GEMS ? 999 :
10027      action_type == CA_SET_LEVEL_TIME ? 9999 :
10028      action_type == CA_SET_LEVEL_SCORE ? 99999 :
10029      action_type == CA_SET_CE_VALUE ? 9999 :
10030      action_type == CA_SET_CE_SCORE ? 9999 :
10031      CA_ARG_MAX);
10032
10033   int action_arg_number_reset =
10034     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10035      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10036      action_type == CA_SET_LEVEL_TIME ? level.time :
10037      action_type == CA_SET_LEVEL_SCORE ? 0 :
10038      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10039      action_type == CA_SET_CE_SCORE ? 0 :
10040      0);
10041
10042   int action_arg_number =
10043     (action_arg <= CA_ARG_MAX ? action_arg :
10044      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10045      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10046      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10047      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10048      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10049      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10050      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10051      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10052      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10053      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10054      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10055      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10056      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10057      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10058      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10059      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10060      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10061      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10062      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
10063      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10064      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
10065      -1);
10066
10067   int action_arg_number_old =
10068     (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10069      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10070      action_type == CA_SET_LEVEL_SCORE ? game.score :
10071      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10072      action_type == CA_SET_CE_SCORE ? ei->collect_score :
10073      0);
10074
10075   int action_arg_number_new =
10076     getModifiedActionNumber(action_arg_number_old,
10077                             action_mode, action_arg_number,
10078                             action_arg_number_min, action_arg_number_max);
10079
10080   int trigger_player_bits =
10081     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10082      change->actual_trigger_player_bits : change->trigger_player);
10083
10084   int action_arg_player_bits =
10085     (action_arg >= CA_ARG_PLAYER_1 &&
10086      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10087      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10088      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10089      PLAYER_BITS_ANY);
10090
10091   // ---------- execute action  -----------------------------------------------
10092
10093   switch (action_type)
10094   {
10095     case CA_NO_ACTION:
10096     {
10097       return;
10098     }
10099
10100     // ---------- level actions  ----------------------------------------------
10101
10102     case CA_RESTART_LEVEL:
10103     {
10104       game.restart_level = TRUE;
10105
10106       break;
10107     }
10108
10109     case CA_SHOW_ENVELOPE:
10110     {
10111       int element = getSpecialActionElement(action_arg_element,
10112                                             action_arg_number, EL_ENVELOPE_1);
10113
10114       if (IS_ENVELOPE(element))
10115         local_player->show_envelope = element;
10116
10117       break;
10118     }
10119
10120     case CA_SET_LEVEL_TIME:
10121     {
10122       if (level.time > 0)       // only modify limited time value
10123       {
10124         TimeLeft = action_arg_number_new;
10125
10126         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10127
10128         DisplayGameControlValues();
10129
10130         if (!TimeLeft && game.time_limit)
10131           for (i = 0; i < MAX_PLAYERS; i++)
10132             KillPlayer(&stored_player[i]);
10133       }
10134
10135       break;
10136     }
10137
10138     case CA_SET_LEVEL_SCORE:
10139     {
10140       game.score = action_arg_number_new;
10141
10142       game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10143
10144       DisplayGameControlValues();
10145
10146       break;
10147     }
10148
10149     case CA_SET_LEVEL_GEMS:
10150     {
10151       game.gems_still_needed = action_arg_number_new;
10152
10153       game.snapshot.collected_item = TRUE;
10154
10155       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10156
10157       DisplayGameControlValues();
10158
10159       break;
10160     }
10161
10162     case CA_SET_LEVEL_WIND:
10163     {
10164       game.wind_direction = action_arg_direction;
10165
10166       break;
10167     }
10168
10169     case CA_SET_LEVEL_RANDOM_SEED:
10170     {
10171       // ensure that setting a new random seed while playing is predictable
10172       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10173
10174       break;
10175     }
10176
10177     // ---------- player actions  ---------------------------------------------
10178
10179     case CA_MOVE_PLAYER:
10180     case CA_MOVE_PLAYER_NEW:
10181     {
10182       // automatically move to the next field in specified direction
10183       for (i = 0; i < MAX_PLAYERS; i++)
10184         if (trigger_player_bits & (1 << i))
10185           if (action_type == CA_MOVE_PLAYER ||
10186               stored_player[i].MovPos == 0)
10187             stored_player[i].programmed_action = action_arg_direction;
10188
10189       break;
10190     }
10191
10192     case CA_EXIT_PLAYER:
10193     {
10194       for (i = 0; i < MAX_PLAYERS; i++)
10195         if (action_arg_player_bits & (1 << i))
10196           ExitPlayer(&stored_player[i]);
10197
10198       if (game.players_still_needed == 0)
10199         LevelSolved();
10200
10201       break;
10202     }
10203
10204     case CA_KILL_PLAYER:
10205     {
10206       for (i = 0; i < MAX_PLAYERS; i++)
10207         if (action_arg_player_bits & (1 << i))
10208           KillPlayer(&stored_player[i]);
10209
10210       break;
10211     }
10212
10213     case CA_SET_PLAYER_KEYS:
10214     {
10215       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10216       int element = getSpecialActionElement(action_arg_element,
10217                                             action_arg_number, EL_KEY_1);
10218
10219       if (IS_KEY(element))
10220       {
10221         for (i = 0; i < MAX_PLAYERS; i++)
10222         {
10223           if (trigger_player_bits & (1 << i))
10224           {
10225             stored_player[i].key[KEY_NR(element)] = key_state;
10226
10227             DrawGameDoorValues();
10228           }
10229         }
10230       }
10231
10232       break;
10233     }
10234
10235     case CA_SET_PLAYER_SPEED:
10236     {
10237       for (i = 0; i < MAX_PLAYERS; i++)
10238       {
10239         if (trigger_player_bits & (1 << i))
10240         {
10241           int move_stepsize = TILEX / stored_player[i].move_delay_value;
10242
10243           if (action_arg == CA_ARG_SPEED_FASTER &&
10244               stored_player[i].cannot_move)
10245           {
10246             action_arg_number = STEPSIZE_VERY_SLOW;
10247           }
10248           else if (action_arg == CA_ARG_SPEED_SLOWER ||
10249                    action_arg == CA_ARG_SPEED_FASTER)
10250           {
10251             action_arg_number = 2;
10252             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10253                            CA_MODE_MULTIPLY);
10254           }
10255           else if (action_arg == CA_ARG_NUMBER_RESET)
10256           {
10257             action_arg_number = level.initial_player_stepsize[i];
10258           }
10259
10260           move_stepsize =
10261             getModifiedActionNumber(move_stepsize,
10262                                     action_mode,
10263                                     action_arg_number,
10264                                     action_arg_number_min,
10265                                     action_arg_number_max);
10266
10267           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10268         }
10269       }
10270
10271       break;
10272     }
10273
10274     case CA_SET_PLAYER_SHIELD:
10275     {
10276       for (i = 0; i < MAX_PLAYERS; i++)
10277       {
10278         if (trigger_player_bits & (1 << i))
10279         {
10280           if (action_arg == CA_ARG_SHIELD_OFF)
10281           {
10282             stored_player[i].shield_normal_time_left = 0;
10283             stored_player[i].shield_deadly_time_left = 0;
10284           }
10285           else if (action_arg == CA_ARG_SHIELD_NORMAL)
10286           {
10287             stored_player[i].shield_normal_time_left = 999999;
10288           }
10289           else if (action_arg == CA_ARG_SHIELD_DEADLY)
10290           {
10291             stored_player[i].shield_normal_time_left = 999999;
10292             stored_player[i].shield_deadly_time_left = 999999;
10293           }
10294         }
10295       }
10296
10297       break;
10298     }
10299
10300     case CA_SET_PLAYER_GRAVITY:
10301     {
10302       for (i = 0; i < MAX_PLAYERS; i++)
10303       {
10304         if (trigger_player_bits & (1 << i))
10305         {
10306           stored_player[i].gravity =
10307             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
10308              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
10309              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10310              stored_player[i].gravity);
10311         }
10312       }
10313
10314       break;
10315     }
10316
10317     case CA_SET_PLAYER_ARTWORK:
10318     {
10319       for (i = 0; i < MAX_PLAYERS; i++)
10320       {
10321         if (trigger_player_bits & (1 << i))
10322         {
10323           int artwork_element = action_arg_element;
10324
10325           if (action_arg == CA_ARG_ELEMENT_RESET)
10326             artwork_element =
10327               (level.use_artwork_element[i] ? level.artwork_element[i] :
10328                stored_player[i].element_nr);
10329
10330           if (stored_player[i].artwork_element != artwork_element)
10331             stored_player[i].Frame = 0;
10332
10333           stored_player[i].artwork_element = artwork_element;
10334
10335           SetPlayerWaiting(&stored_player[i], FALSE);
10336
10337           // set number of special actions for bored and sleeping animation
10338           stored_player[i].num_special_action_bored =
10339             get_num_special_action(artwork_element,
10340                                    ACTION_BORING_1, ACTION_BORING_LAST);
10341           stored_player[i].num_special_action_sleeping =
10342             get_num_special_action(artwork_element,
10343                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10344         }
10345       }
10346
10347       break;
10348     }
10349
10350     case CA_SET_PLAYER_INVENTORY:
10351     {
10352       for (i = 0; i < MAX_PLAYERS; i++)
10353       {
10354         struct PlayerInfo *player = &stored_player[i];
10355         int j, k;
10356
10357         if (trigger_player_bits & (1 << i))
10358         {
10359           int inventory_element = action_arg_element;
10360
10361           if (action_arg == CA_ARG_ELEMENT_TARGET ||
10362               action_arg == CA_ARG_ELEMENT_TRIGGER ||
10363               action_arg == CA_ARG_ELEMENT_ACTION)
10364           {
10365             int element = inventory_element;
10366             int collect_count = element_info[element].collect_count_initial;
10367
10368             if (!IS_CUSTOM_ELEMENT(element))
10369               collect_count = 1;
10370
10371             if (collect_count == 0)
10372               player->inventory_infinite_element = element;
10373             else
10374               for (k = 0; k < collect_count; k++)
10375                 if (player->inventory_size < MAX_INVENTORY_SIZE)
10376                   player->inventory_element[player->inventory_size++] =
10377                     element;
10378           }
10379           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10380                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10381                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
10382           {
10383             if (player->inventory_infinite_element != EL_UNDEFINED &&
10384                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10385                                      action_arg_element_raw))
10386               player->inventory_infinite_element = EL_UNDEFINED;
10387
10388             for (k = 0, j = 0; j < player->inventory_size; j++)
10389             {
10390               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10391                                         action_arg_element_raw))
10392                 player->inventory_element[k++] = player->inventory_element[j];
10393             }
10394
10395             player->inventory_size = k;
10396           }
10397           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10398           {
10399             if (player->inventory_size > 0)
10400             {
10401               for (j = 0; j < player->inventory_size - 1; j++)
10402                 player->inventory_element[j] = player->inventory_element[j + 1];
10403
10404               player->inventory_size--;
10405             }
10406           }
10407           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10408           {
10409             if (player->inventory_size > 0)
10410               player->inventory_size--;
10411           }
10412           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10413           {
10414             player->inventory_infinite_element = EL_UNDEFINED;
10415             player->inventory_size = 0;
10416           }
10417           else if (action_arg == CA_ARG_INVENTORY_RESET)
10418           {
10419             player->inventory_infinite_element = EL_UNDEFINED;
10420             player->inventory_size = 0;
10421
10422             if (level.use_initial_inventory[i])
10423             {
10424               for (j = 0; j < level.initial_inventory_size[i]; j++)
10425               {
10426                 int element = level.initial_inventory_content[i][j];
10427                 int collect_count = element_info[element].collect_count_initial;
10428
10429                 if (!IS_CUSTOM_ELEMENT(element))
10430                   collect_count = 1;
10431
10432                 if (collect_count == 0)
10433                   player->inventory_infinite_element = element;
10434                 else
10435                   for (k = 0; k < collect_count; k++)
10436                     if (player->inventory_size < MAX_INVENTORY_SIZE)
10437                       player->inventory_element[player->inventory_size++] =
10438                         element;
10439               }
10440             }
10441           }
10442         }
10443       }
10444
10445       break;
10446     }
10447
10448     // ---------- CE actions  -------------------------------------------------
10449
10450     case CA_SET_CE_VALUE:
10451     {
10452       int last_ce_value = CustomValue[x][y];
10453
10454       CustomValue[x][y] = action_arg_number_new;
10455
10456       if (CustomValue[x][y] != last_ce_value)
10457       {
10458         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10459         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10460
10461         if (CustomValue[x][y] == 0)
10462         {
10463           // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10464           ChangeCount[x][y] = 0;        // allow at least one more change
10465
10466           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10467           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10468         }
10469       }
10470
10471       break;
10472     }
10473
10474     case CA_SET_CE_SCORE:
10475     {
10476       int last_ce_score = ei->collect_score;
10477
10478       ei->collect_score = action_arg_number_new;
10479
10480       if (ei->collect_score != last_ce_score)
10481       {
10482         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10483         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10484
10485         if (ei->collect_score == 0)
10486         {
10487           int xx, yy;
10488
10489           // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10490           ChangeCount[x][y] = 0;        // allow at least one more change
10491
10492           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10493           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10494
10495           /*
10496             This is a very special case that seems to be a mixture between
10497             CheckElementChange() and CheckTriggeredElementChange(): while
10498             the first one only affects single elements that are triggered
10499             directly, the second one affects multiple elements in the playfield
10500             that are triggered indirectly by another element. This is a third
10501             case: Changing the CE score always affects multiple identical CEs,
10502             so every affected CE must be checked, not only the single CE for
10503             which the CE score was changed in the first place (as every instance
10504             of that CE shares the same CE score, and therefore also can change)!
10505           */
10506           SCAN_PLAYFIELD(xx, yy)
10507           {
10508             if (Tile[xx][yy] == element)
10509               CheckElementChange(xx, yy, element, EL_UNDEFINED,
10510                                  CE_SCORE_GETS_ZERO);
10511           }
10512         }
10513       }
10514
10515       break;
10516     }
10517
10518     case CA_SET_CE_ARTWORK:
10519     {
10520       int artwork_element = action_arg_element;
10521       boolean reset_frame = FALSE;
10522       int xx, yy;
10523
10524       if (action_arg == CA_ARG_ELEMENT_RESET)
10525         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10526                            element);
10527
10528       if (ei->gfx_element != artwork_element)
10529         reset_frame = TRUE;
10530
10531       ei->gfx_element = artwork_element;
10532
10533       SCAN_PLAYFIELD(xx, yy)
10534       {
10535         if (Tile[xx][yy] == element)
10536         {
10537           if (reset_frame)
10538           {
10539             ResetGfxAnimation(xx, yy);
10540             ResetRandomAnimationValue(xx, yy);
10541           }
10542
10543           TEST_DrawLevelField(xx, yy);
10544         }
10545       }
10546
10547       break;
10548     }
10549
10550     // ---------- engine actions  ---------------------------------------------
10551
10552     case CA_SET_ENGINE_SCAN_MODE:
10553     {
10554       InitPlayfieldScanMode(action_arg);
10555
10556       break;
10557     }
10558
10559     default:
10560       break;
10561   }
10562 }
10563
10564 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10565 {
10566   int old_element = Tile[x][y];
10567   int new_element = GetElementFromGroupElement(element);
10568   int previous_move_direction = MovDir[x][y];
10569   int last_ce_value = CustomValue[x][y];
10570   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10571   boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10572   boolean add_player_onto_element = (new_element_is_player &&
10573                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
10574                                      IS_WALKABLE(old_element));
10575
10576   if (!add_player_onto_element)
10577   {
10578     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10579       RemoveMovingField(x, y);
10580     else
10581       RemoveField(x, y);
10582
10583     Tile[x][y] = new_element;
10584
10585     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10586       MovDir[x][y] = previous_move_direction;
10587
10588     if (element_info[new_element].use_last_ce_value)
10589       CustomValue[x][y] = last_ce_value;
10590
10591     InitField_WithBug1(x, y, FALSE);
10592
10593     new_element = Tile[x][y];   // element may have changed
10594
10595     ResetGfxAnimation(x, y);
10596     ResetRandomAnimationValue(x, y);
10597
10598     TEST_DrawLevelField(x, y);
10599
10600     if (GFX_CRUMBLED(new_element))
10601       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10602   }
10603
10604   // check if element under the player changes from accessible to unaccessible
10605   // (needed for special case of dropping element which then changes)
10606   // (must be checked after creating new element for walkable group elements)
10607   if (IS_PLAYER(x, y) && !player_explosion_protected &&
10608       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10609   {
10610     Bang(x, y);
10611
10612     return;
10613   }
10614
10615   // "ChangeCount" not set yet to allow "entered by player" change one time
10616   if (new_element_is_player)
10617     RelocatePlayer(x, y, new_element);
10618
10619   if (is_change)
10620     ChangeCount[x][y]++;        // count number of changes in the same frame
10621
10622   TestIfBadThingTouchesPlayer(x, y);
10623   TestIfPlayerTouchesCustomElement(x, y);
10624   TestIfElementTouchesCustomElement(x, y);
10625 }
10626
10627 static void CreateField(int x, int y, int element)
10628 {
10629   CreateFieldExt(x, y, element, FALSE);
10630 }
10631
10632 static void CreateElementFromChange(int x, int y, int element)
10633 {
10634   element = GET_VALID_RUNTIME_ELEMENT(element);
10635
10636   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10637   {
10638     int old_element = Tile[x][y];
10639
10640     // prevent changed element from moving in same engine frame
10641     // unless both old and new element can either fall or move
10642     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10643         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10644       Stop[x][y] = TRUE;
10645   }
10646
10647   CreateFieldExt(x, y, element, TRUE);
10648 }
10649
10650 static boolean ChangeElement(int x, int y, int element, int page)
10651 {
10652   struct ElementInfo *ei = &element_info[element];
10653   struct ElementChangeInfo *change = &ei->change_page[page];
10654   int ce_value = CustomValue[x][y];
10655   int ce_score = ei->collect_score;
10656   int target_element;
10657   int old_element = Tile[x][y];
10658
10659   // always use default change event to prevent running into a loop
10660   if (ChangeEvent[x][y] == -1)
10661     ChangeEvent[x][y] = CE_DELAY;
10662
10663   if (ChangeEvent[x][y] == CE_DELAY)
10664   {
10665     // reset actual trigger element, trigger player and action element
10666     change->actual_trigger_element = EL_EMPTY;
10667     change->actual_trigger_player = EL_EMPTY;
10668     change->actual_trigger_player_bits = CH_PLAYER_NONE;
10669     change->actual_trigger_side = CH_SIDE_NONE;
10670     change->actual_trigger_ce_value = 0;
10671     change->actual_trigger_ce_score = 0;
10672   }
10673
10674   // do not change elements more than a specified maximum number of changes
10675   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10676     return FALSE;
10677
10678   ChangeCount[x][y]++;          // count number of changes in the same frame
10679
10680   if (change->explode)
10681   {
10682     Bang(x, y);
10683
10684     return TRUE;
10685   }
10686
10687   if (change->use_target_content)
10688   {
10689     boolean complete_replace = TRUE;
10690     boolean can_replace[3][3];
10691     int xx, yy;
10692
10693     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10694     {
10695       boolean is_empty;
10696       boolean is_walkable;
10697       boolean is_diggable;
10698       boolean is_collectible;
10699       boolean is_removable;
10700       boolean is_destructible;
10701       int ex = x + xx - 1;
10702       int ey = y + yy - 1;
10703       int content_element = change->target_content.e[xx][yy];
10704       int e;
10705
10706       can_replace[xx][yy] = TRUE;
10707
10708       if (ex == x && ey == y)   // do not check changing element itself
10709         continue;
10710
10711       if (content_element == EL_EMPTY_SPACE)
10712       {
10713         can_replace[xx][yy] = FALSE;    // do not replace border with space
10714
10715         continue;
10716       }
10717
10718       if (!IN_LEV_FIELD(ex, ey))
10719       {
10720         can_replace[xx][yy] = FALSE;
10721         complete_replace = FALSE;
10722
10723         continue;
10724       }
10725
10726       e = Tile[ex][ey];
10727
10728       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10729         e = MovingOrBlocked2Element(ex, ey);
10730
10731       is_empty = (IS_FREE(ex, ey) ||
10732                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10733
10734       is_walkable     = (is_empty || IS_WALKABLE(e));
10735       is_diggable     = (is_empty || IS_DIGGABLE(e));
10736       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
10737       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10738       is_removable    = (is_diggable || is_collectible);
10739
10740       can_replace[xx][yy] =
10741         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
10742           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
10743           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
10744           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
10745           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
10746           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10747          !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10748
10749       if (!can_replace[xx][yy])
10750         complete_replace = FALSE;
10751     }
10752
10753     if (!change->only_if_complete || complete_replace)
10754     {
10755       boolean something_has_changed = FALSE;
10756
10757       if (change->only_if_complete && change->use_random_replace &&
10758           RND(100) < change->random_percentage)
10759         return FALSE;
10760
10761       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10762       {
10763         int ex = x + xx - 1;
10764         int ey = y + yy - 1;
10765         int content_element;
10766
10767         if (can_replace[xx][yy] && (!change->use_random_replace ||
10768                                     RND(100) < change->random_percentage))
10769         {
10770           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10771             RemoveMovingField(ex, ey);
10772
10773           ChangeEvent[ex][ey] = ChangeEvent[x][y];
10774
10775           content_element = change->target_content.e[xx][yy];
10776           target_element = GET_TARGET_ELEMENT(element, content_element, change,
10777                                               ce_value, ce_score);
10778
10779           CreateElementFromChange(ex, ey, target_element);
10780
10781           something_has_changed = TRUE;
10782
10783           // for symmetry reasons, freeze newly created border elements
10784           if (ex != x || ey != y)
10785             Stop[ex][ey] = TRUE;        // no more moving in this frame
10786         }
10787       }
10788
10789       if (something_has_changed)
10790       {
10791         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10792         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10793       }
10794     }
10795   }
10796   else
10797   {
10798     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10799                                         ce_value, ce_score);
10800
10801     if (element == EL_DIAGONAL_GROWING ||
10802         element == EL_DIAGONAL_SHRINKING)
10803     {
10804       target_element = Store[x][y];
10805
10806       Store[x][y] = EL_EMPTY;
10807     }
10808
10809     // special case: element changes to player (and may be kept if walkable)
10810     if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10811       CreateElementFromChange(x, y, EL_EMPTY);
10812
10813     CreateElementFromChange(x, y, target_element);
10814
10815     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10816     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10817   }
10818
10819   // this uses direct change before indirect change
10820   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10821
10822   return TRUE;
10823 }
10824
10825 static void HandleElementChange(int x, int y, int page)
10826 {
10827   int element = MovingOrBlocked2Element(x, y);
10828   struct ElementInfo *ei = &element_info[element];
10829   struct ElementChangeInfo *change = &ei->change_page[page];
10830   boolean handle_action_before_change = FALSE;
10831
10832 #ifdef DEBUG
10833   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10834       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10835   {
10836     Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10837           x, y, element, element_info[element].token_name);
10838     Debug("game:playing:HandleElementChange", "This should never happen!");
10839   }
10840 #endif
10841
10842   // this can happen with classic bombs on walkable, changing elements
10843   if (!CAN_CHANGE_OR_HAS_ACTION(element))
10844   {
10845     return;
10846   }
10847
10848   if (ChangeDelay[x][y] == 0)           // initialize element change
10849   {
10850     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10851
10852     if (change->can_change)
10853     {
10854       // !!! not clear why graphic animation should be reset at all here !!!
10855       // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10856       // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10857
10858       /*
10859         GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10860
10861         When using an animation frame delay of 1 (this only happens with
10862         "sp_zonk.moving.left/right" in the classic graphics), the default
10863         (non-moving) animation shows wrong animation frames (while the
10864         moving animation, like "sp_zonk.moving.left/right", is correct,
10865         so this graphical bug never shows up with the classic graphics).
10866         For an animation with 4 frames, this causes wrong frames 0,0,1,2
10867         be drawn instead of the correct frames 0,1,2,3. This is caused by
10868         "GfxFrame[][]" being reset *twice* (in two successive frames) after
10869         an element change: First when the change delay ("ChangeDelay[][]")
10870         counter has reached zero after decrementing, then a second time in
10871         the next frame (after "GfxFrame[][]" was already incremented) when
10872         "ChangeDelay[][]" is reset to the initial delay value again.
10873
10874         This causes frame 0 to be drawn twice, while the last frame won't
10875         be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10876
10877         As some animations may already be cleverly designed around this bug
10878         (at least the "Snake Bite" snake tail animation does this), it cannot
10879         simply be fixed here without breaking such existing animations.
10880         Unfortunately, it cannot easily be detected if a graphics set was
10881         designed "before" or "after" the bug was fixed. As a workaround,
10882         a new graphics set option "game.graphics_engine_version" was added
10883         to be able to specify the game's major release version for which the
10884         graphics set was designed, which can then be used to decide if the
10885         bugfix should be used (version 4 and above) or not (version 3 or
10886         below, or if no version was specified at all, as with old sets).
10887
10888         (The wrong/fixed animation frames can be tested with the test level set
10889         "test_gfxframe" and level "000", which contains a specially prepared
10890         custom element at level position (x/y) == (11/9) which uses the zonk
10891         animation mentioned above. Using "game.graphics_engine_version: 4"
10892         fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10893         This can also be seen from the debug output for this test element.)
10894       */
10895
10896       // when a custom element is about to change (for example by change delay),
10897       // do not reset graphic animation when the custom element is moving
10898       if (game.graphics_engine_version < 4 &&
10899           !IS_MOVING(x, y))
10900       {
10901         ResetGfxAnimation(x, y);
10902         ResetRandomAnimationValue(x, y);
10903       }
10904
10905       if (change->pre_change_function)
10906         change->pre_change_function(x, y);
10907     }
10908   }
10909
10910   ChangeDelay[x][y]--;
10911
10912   if (ChangeDelay[x][y] != 0)           // continue element change
10913   {
10914     if (change->can_change)
10915     {
10916       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10917
10918       if (IS_ANIMATED(graphic))
10919         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10920
10921       if (change->change_function)
10922         change->change_function(x, y);
10923     }
10924   }
10925   else                                  // finish element change
10926   {
10927     if (ChangePage[x][y] != -1)         // remember page from delayed change
10928     {
10929       page = ChangePage[x][y];
10930       ChangePage[x][y] = -1;
10931
10932       change = &ei->change_page[page];
10933     }
10934
10935     if (IS_MOVING(x, y))                // never change a running system ;-)
10936     {
10937       ChangeDelay[x][y] = 1;            // try change after next move step
10938       ChangePage[x][y] = page;          // remember page to use for change
10939
10940       return;
10941     }
10942
10943     // special case: set new level random seed before changing element
10944     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10945       handle_action_before_change = TRUE;
10946
10947     if (change->has_action && handle_action_before_change)
10948       ExecuteCustomElementAction(x, y, element, page);
10949
10950     if (change->can_change)
10951     {
10952       if (ChangeElement(x, y, element, page))
10953       {
10954         if (change->post_change_function)
10955           change->post_change_function(x, y);
10956       }
10957     }
10958
10959     if (change->has_action && !handle_action_before_change)
10960       ExecuteCustomElementAction(x, y, element, page);
10961   }
10962 }
10963
10964 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10965                                               int trigger_element,
10966                                               int trigger_event,
10967                                               int trigger_player,
10968                                               int trigger_side,
10969                                               int trigger_page)
10970 {
10971   boolean change_done_any = FALSE;
10972   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10973   int i;
10974
10975   if (!(trigger_events[trigger_element][trigger_event]))
10976     return FALSE;
10977
10978   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10979
10980   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10981   {
10982     int element = EL_CUSTOM_START + i;
10983     boolean change_done = FALSE;
10984     int p;
10985
10986     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10987         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10988       continue;
10989
10990     for (p = 0; p < element_info[element].num_change_pages; p++)
10991     {
10992       struct ElementChangeInfo *change = &element_info[element].change_page[p];
10993
10994       if (change->can_change_or_has_action &&
10995           change->has_event[trigger_event] &&
10996           change->trigger_side & trigger_side &&
10997           change->trigger_player & trigger_player &&
10998           change->trigger_page & trigger_page_bits &&
10999           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11000       {
11001         change->actual_trigger_element = trigger_element;
11002         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11003         change->actual_trigger_player_bits = trigger_player;
11004         change->actual_trigger_side = trigger_side;
11005         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11006         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11007
11008         if ((change->can_change && !change_done) || change->has_action)
11009         {
11010           int x, y;
11011
11012           SCAN_PLAYFIELD(x, y)
11013           {
11014             if (Tile[x][y] == element)
11015             {
11016               if (change->can_change && !change_done)
11017               {
11018                 // if element already changed in this frame, not only prevent
11019                 // another element change (checked in ChangeElement()), but
11020                 // also prevent additional element actions for this element
11021
11022                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11023                     !level.use_action_after_change_bug)
11024                   continue;
11025
11026                 ChangeDelay[x][y] = 1;
11027                 ChangeEvent[x][y] = trigger_event;
11028
11029                 HandleElementChange(x, y, p);
11030               }
11031               else if (change->has_action)
11032               {
11033                 // if element already changed in this frame, not only prevent
11034                 // another element change (checked in ChangeElement()), but
11035                 // also prevent additional element actions for this element
11036
11037                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11038                     !level.use_action_after_change_bug)
11039                   continue;
11040
11041                 ExecuteCustomElementAction(x, y, element, p);
11042                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11043               }
11044             }
11045           }
11046
11047           if (change->can_change)
11048           {
11049             change_done = TRUE;
11050             change_done_any = TRUE;
11051           }
11052         }
11053       }
11054     }
11055   }
11056
11057   RECURSION_LOOP_DETECTION_END();
11058
11059   return change_done_any;
11060 }
11061
11062 static boolean CheckElementChangeExt(int x, int y,
11063                                      int element,
11064                                      int trigger_element,
11065                                      int trigger_event,
11066                                      int trigger_player,
11067                                      int trigger_side)
11068 {
11069   boolean change_done = FALSE;
11070   int p;
11071
11072   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11073       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11074     return FALSE;
11075
11076   if (Tile[x][y] == EL_BLOCKED)
11077   {
11078     Blocked2Moving(x, y, &x, &y);
11079     element = Tile[x][y];
11080   }
11081
11082   // check if element has already changed or is about to change after moving
11083   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11084        Tile[x][y] != element) ||
11085
11086       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11087        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11088         ChangePage[x][y] != -1)))
11089     return FALSE;
11090
11091   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11092
11093   for (p = 0; p < element_info[element].num_change_pages; p++)
11094   {
11095     struct ElementChangeInfo *change = &element_info[element].change_page[p];
11096
11097     /* check trigger element for all events where the element that is checked
11098        for changing interacts with a directly adjacent element -- this is
11099        different to element changes that affect other elements to change on the
11100        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11101     boolean check_trigger_element =
11102       (trigger_event == CE_NEXT_TO_X ||
11103        trigger_event == CE_TOUCHING_X ||
11104        trigger_event == CE_HITTING_X ||
11105        trigger_event == CE_HIT_BY_X ||
11106        trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11107
11108     if (change->can_change_or_has_action &&
11109         change->has_event[trigger_event] &&
11110         change->trigger_side & trigger_side &&
11111         change->trigger_player & trigger_player &&
11112         (!check_trigger_element ||
11113          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11114     {
11115       change->actual_trigger_element = trigger_element;
11116       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11117       change->actual_trigger_player_bits = trigger_player;
11118       change->actual_trigger_side = trigger_side;
11119       change->actual_trigger_ce_value = CustomValue[x][y];
11120       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11121
11122       // special case: trigger element not at (x,y) position for some events
11123       if (check_trigger_element)
11124       {
11125         static struct
11126         {
11127           int dx, dy;
11128         } move_xy[] =
11129           {
11130             {  0,  0 },
11131             { -1,  0 },
11132             { +1,  0 },
11133             {  0,  0 },
11134             {  0, -1 },
11135             {  0,  0 }, { 0, 0 }, { 0, 0 },
11136             {  0, +1 }
11137           };
11138
11139         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11140         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11141
11142         change->actual_trigger_ce_value = CustomValue[xx][yy];
11143         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11144       }
11145
11146       if (change->can_change && !change_done)
11147       {
11148         ChangeDelay[x][y] = 1;
11149         ChangeEvent[x][y] = trigger_event;
11150
11151         HandleElementChange(x, y, p);
11152
11153         change_done = TRUE;
11154       }
11155       else if (change->has_action)
11156       {
11157         ExecuteCustomElementAction(x, y, element, p);
11158         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11159       }
11160     }
11161   }
11162
11163   RECURSION_LOOP_DETECTION_END();
11164
11165   return change_done;
11166 }
11167
11168 static void PlayPlayerSound(struct PlayerInfo *player)
11169 {
11170   int jx = player->jx, jy = player->jy;
11171   int sound_element = player->artwork_element;
11172   int last_action = player->last_action_waiting;
11173   int action = player->action_waiting;
11174
11175   if (player->is_waiting)
11176   {
11177     if (action != last_action)
11178       PlayLevelSoundElementAction(jx, jy, sound_element, action);
11179     else
11180       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11181   }
11182   else
11183   {
11184     if (action != last_action)
11185       StopSound(element_info[sound_element].sound[last_action]);
11186
11187     if (last_action == ACTION_SLEEPING)
11188       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11189   }
11190 }
11191
11192 static void PlayAllPlayersSound(void)
11193 {
11194   int i;
11195
11196   for (i = 0; i < MAX_PLAYERS; i++)
11197     if (stored_player[i].active)
11198       PlayPlayerSound(&stored_player[i]);
11199 }
11200
11201 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11202 {
11203   boolean last_waiting = player->is_waiting;
11204   int move_dir = player->MovDir;
11205
11206   player->dir_waiting = move_dir;
11207   player->last_action_waiting = player->action_waiting;
11208
11209   if (is_waiting)
11210   {
11211     if (!last_waiting)          // not waiting -> waiting
11212     {
11213       player->is_waiting = TRUE;
11214
11215       player->frame_counter_bored =
11216         FrameCounter +
11217         game.player_boring_delay_fixed +
11218         GetSimpleRandom(game.player_boring_delay_random);
11219       player->frame_counter_sleeping =
11220         FrameCounter +
11221         game.player_sleeping_delay_fixed +
11222         GetSimpleRandom(game.player_sleeping_delay_random);
11223
11224       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11225     }
11226
11227     if (game.player_sleeping_delay_fixed +
11228         game.player_sleeping_delay_random > 0 &&
11229         player->anim_delay_counter == 0 &&
11230         player->post_delay_counter == 0 &&
11231         FrameCounter >= player->frame_counter_sleeping)
11232       player->is_sleeping = TRUE;
11233     else if (game.player_boring_delay_fixed +
11234              game.player_boring_delay_random > 0 &&
11235              FrameCounter >= player->frame_counter_bored)
11236       player->is_bored = TRUE;
11237
11238     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11239                               player->is_bored ? ACTION_BORING :
11240                               ACTION_WAITING);
11241
11242     if (player->is_sleeping && player->use_murphy)
11243     {
11244       // special case for sleeping Murphy when leaning against non-free tile
11245
11246       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11247           (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11248            !IS_MOVING(player->jx - 1, player->jy)))
11249         move_dir = MV_LEFT;
11250       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11251                (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11252                 !IS_MOVING(player->jx + 1, player->jy)))
11253         move_dir = MV_RIGHT;
11254       else
11255         player->is_sleeping = FALSE;
11256
11257       player->dir_waiting = move_dir;
11258     }
11259
11260     if (player->is_sleeping)
11261     {
11262       if (player->num_special_action_sleeping > 0)
11263       {
11264         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11265         {
11266           int last_special_action = player->special_action_sleeping;
11267           int num_special_action = player->num_special_action_sleeping;
11268           int special_action =
11269             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11270              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11271              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11272              last_special_action + 1 : ACTION_SLEEPING);
11273           int special_graphic =
11274             el_act_dir2img(player->artwork_element, special_action, move_dir);
11275
11276           player->anim_delay_counter =
11277             graphic_info[special_graphic].anim_delay_fixed +
11278             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11279           player->post_delay_counter =
11280             graphic_info[special_graphic].post_delay_fixed +
11281             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11282
11283           player->special_action_sleeping = special_action;
11284         }
11285
11286         if (player->anim_delay_counter > 0)
11287         {
11288           player->action_waiting = player->special_action_sleeping;
11289           player->anim_delay_counter--;
11290         }
11291         else if (player->post_delay_counter > 0)
11292         {
11293           player->post_delay_counter--;
11294         }
11295       }
11296     }
11297     else if (player->is_bored)
11298     {
11299       if (player->num_special_action_bored > 0)
11300       {
11301         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11302         {
11303           int special_action =
11304             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11305           int special_graphic =
11306             el_act_dir2img(player->artwork_element, special_action, move_dir);
11307
11308           player->anim_delay_counter =
11309             graphic_info[special_graphic].anim_delay_fixed +
11310             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11311           player->post_delay_counter =
11312             graphic_info[special_graphic].post_delay_fixed +
11313             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11314
11315           player->special_action_bored = special_action;
11316         }
11317
11318         if (player->anim_delay_counter > 0)
11319         {
11320           player->action_waiting = player->special_action_bored;
11321           player->anim_delay_counter--;
11322         }
11323         else if (player->post_delay_counter > 0)
11324         {
11325           player->post_delay_counter--;
11326         }
11327       }
11328     }
11329   }
11330   else if (last_waiting)        // waiting -> not waiting
11331   {
11332     player->is_waiting = FALSE;
11333     player->is_bored = FALSE;
11334     player->is_sleeping = FALSE;
11335
11336     player->frame_counter_bored = -1;
11337     player->frame_counter_sleeping = -1;
11338
11339     player->anim_delay_counter = 0;
11340     player->post_delay_counter = 0;
11341
11342     player->dir_waiting = player->MovDir;
11343     player->action_waiting = ACTION_DEFAULT;
11344
11345     player->special_action_bored = ACTION_DEFAULT;
11346     player->special_action_sleeping = ACTION_DEFAULT;
11347   }
11348 }
11349
11350 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11351 {
11352   if ((!player->is_moving  && player->was_moving) ||
11353       (player->MovPos == 0 && player->was_moving) ||
11354       (player->is_snapping && !player->was_snapping) ||
11355       (player->is_dropping && !player->was_dropping))
11356   {
11357     if (!CheckSaveEngineSnapshotToList())
11358       return;
11359
11360     player->was_moving = FALSE;
11361     player->was_snapping = TRUE;
11362     player->was_dropping = TRUE;
11363   }
11364   else
11365   {
11366     if (player->is_moving)
11367       player->was_moving = TRUE;
11368
11369     if (!player->is_snapping)
11370       player->was_snapping = FALSE;
11371
11372     if (!player->is_dropping)
11373       player->was_dropping = FALSE;
11374   }
11375
11376   static struct MouseActionInfo mouse_action_last = { 0 };
11377   struct MouseActionInfo mouse_action = player->effective_mouse_action;
11378   boolean new_released = (!mouse_action.button && mouse_action_last.button);
11379
11380   if (new_released)
11381     CheckSaveEngineSnapshotToList();
11382
11383   mouse_action_last = mouse_action;
11384 }
11385
11386 static void CheckSingleStepMode(struct PlayerInfo *player)
11387 {
11388   if (tape.single_step && tape.recording && !tape.pausing)
11389   {
11390     // as it is called "single step mode", just return to pause mode when the
11391     // player stopped moving after one tile (or never starts moving at all)
11392     // (reverse logic needed here in case single step mode used in team mode)
11393     if (player->is_moving ||
11394         player->is_pushing ||
11395         player->is_dropping_pressed ||
11396         player->effective_mouse_action.button)
11397       game.enter_single_step_mode = FALSE;
11398   }
11399
11400   CheckSaveEngineSnapshot(player);
11401 }
11402
11403 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11404 {
11405   int left      = player_action & JOY_LEFT;
11406   int right     = player_action & JOY_RIGHT;
11407   int up        = player_action & JOY_UP;
11408   int down      = player_action & JOY_DOWN;
11409   int button1   = player_action & JOY_BUTTON_1;
11410   int button2   = player_action & JOY_BUTTON_2;
11411   int dx        = (left ? -1 : right ? 1 : 0);
11412   int dy        = (up   ? -1 : down  ? 1 : 0);
11413
11414   if (!player->active || tape.pausing)
11415     return 0;
11416
11417   if (player_action)
11418   {
11419     if (button1)
11420       SnapField(player, dx, dy);
11421     else
11422     {
11423       if (button2)
11424         DropElement(player);
11425
11426       MovePlayer(player, dx, dy);
11427     }
11428
11429     CheckSingleStepMode(player);
11430
11431     SetPlayerWaiting(player, FALSE);
11432
11433     return player_action;
11434   }
11435   else
11436   {
11437     // no actions for this player (no input at player's configured device)
11438
11439     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11440     SnapField(player, 0, 0);
11441     CheckGravityMovementWhenNotMoving(player);
11442
11443     if (player->MovPos == 0)
11444       SetPlayerWaiting(player, TRUE);
11445
11446     if (player->MovPos == 0)    // needed for tape.playing
11447       player->is_moving = FALSE;
11448
11449     player->is_dropping = FALSE;
11450     player->is_dropping_pressed = FALSE;
11451     player->drop_pressed_delay = 0;
11452
11453     CheckSingleStepMode(player);
11454
11455     return 0;
11456   }
11457 }
11458
11459 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11460                                          byte *tape_action)
11461 {
11462   if (!tape.use_mouse_actions)
11463     return;
11464
11465   mouse_action->lx     = tape_action[TAPE_ACTION_LX];
11466   mouse_action->ly     = tape_action[TAPE_ACTION_LY];
11467   mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11468 }
11469
11470 static void SetTapeActionFromMouseAction(byte *tape_action,
11471                                          struct MouseActionInfo *mouse_action)
11472 {
11473   if (!tape.use_mouse_actions)
11474     return;
11475
11476   tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
11477   tape_action[TAPE_ACTION_LY]     = mouse_action->ly;
11478   tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11479 }
11480
11481 static void CheckLevelSolved(void)
11482 {
11483   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11484   {
11485     if (game_em.level_solved &&
11486         !game_em.game_over)                             // game won
11487     {
11488       LevelSolved();
11489
11490       game_em.game_over = TRUE;
11491
11492       game.all_players_gone = TRUE;
11493     }
11494
11495     if (game_em.game_over)                              // game lost
11496       game.all_players_gone = TRUE;
11497   }
11498   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11499   {
11500     if (game_sp.level_solved &&
11501         !game_sp.game_over)                             // game won
11502     {
11503       LevelSolved();
11504
11505       game_sp.game_over = TRUE;
11506
11507       game.all_players_gone = TRUE;
11508     }
11509
11510     if (game_sp.game_over)                              // game lost
11511       game.all_players_gone = TRUE;
11512   }
11513   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11514   {
11515     if (game_mm.level_solved &&
11516         !game_mm.game_over)                             // game won
11517     {
11518       LevelSolved();
11519
11520       game_mm.game_over = TRUE;
11521
11522       game.all_players_gone = TRUE;
11523     }
11524
11525     if (game_mm.game_over)                              // game lost
11526       game.all_players_gone = TRUE;
11527   }
11528 }
11529
11530 static void CheckLevelTime_StepCounter(void)
11531 {
11532   int i;
11533
11534   TimePlayed++;
11535
11536   if (TimeLeft > 0)
11537   {
11538     TimeLeft--;
11539
11540     if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11541       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11542
11543     game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11544
11545     DisplayGameControlValues();
11546
11547     if (!TimeLeft && game.time_limit && !game.LevelSolved)
11548       for (i = 0; i < MAX_PLAYERS; i++)
11549         KillPlayer(&stored_player[i]);
11550   }
11551   else if (game.no_level_time_limit && !game.all_players_gone)
11552   {
11553     game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11554
11555     DisplayGameControlValues();
11556   }
11557 }
11558
11559 static void CheckLevelTime(void)
11560 {
11561   int i;
11562
11563   if (TimeFrames >= FRAMES_PER_SECOND)
11564   {
11565     TimeFrames = 0;
11566     TapeTime++;
11567
11568     for (i = 0; i < MAX_PLAYERS; i++)
11569     {
11570       struct PlayerInfo *player = &stored_player[i];
11571
11572       if (SHIELD_ON(player))
11573       {
11574         player->shield_normal_time_left--;
11575
11576         if (player->shield_deadly_time_left > 0)
11577           player->shield_deadly_time_left--;
11578       }
11579     }
11580
11581     if (!game.LevelSolved && !level.use_step_counter)
11582     {
11583       TimePlayed++;
11584
11585       if (TimeLeft > 0)
11586       {
11587         TimeLeft--;
11588
11589         if (TimeLeft <= 10 && game.time_limit)
11590           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11591
11592         /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11593            is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11594
11595         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11596
11597         if (!TimeLeft && game.time_limit)
11598         {
11599           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11600             game_em.lev->killed_out_of_time = TRUE;
11601           else
11602             for (i = 0; i < MAX_PLAYERS; i++)
11603               KillPlayer(&stored_player[i]);
11604         }
11605       }
11606       else if (game.no_level_time_limit && !game.all_players_gone)
11607       {
11608         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11609       }
11610
11611       game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11612     }
11613
11614     if (tape.recording || tape.playing)
11615       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11616   }
11617
11618   if (tape.recording || tape.playing)
11619     DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11620
11621   UpdateAndDisplayGameControlValues();
11622 }
11623
11624 void AdvanceFrameAndPlayerCounters(int player_nr)
11625 {
11626   int i;
11627
11628   // advance frame counters (global frame counter and time frame counter)
11629   FrameCounter++;
11630   TimeFrames++;
11631
11632   // advance player counters (counters for move delay, move animation etc.)
11633   for (i = 0; i < MAX_PLAYERS; i++)
11634   {
11635     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11636     int move_delay_value = stored_player[i].move_delay_value;
11637     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11638
11639     if (!advance_player_counters)       // not all players may be affected
11640       continue;
11641
11642     if (move_frames == 0)       // less than one move per game frame
11643     {
11644       int stepsize = TILEX / move_delay_value;
11645       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11646       int count = (stored_player[i].is_moving ?
11647                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11648
11649       if (count % delay == 0)
11650         move_frames = 1;
11651     }
11652
11653     stored_player[i].Frame += move_frames;
11654
11655     if (stored_player[i].MovPos != 0)
11656       stored_player[i].StepFrame += move_frames;
11657
11658     if (stored_player[i].move_delay > 0)
11659       stored_player[i].move_delay--;
11660
11661     // due to bugs in previous versions, counter must count up, not down
11662     if (stored_player[i].push_delay != -1)
11663       stored_player[i].push_delay++;
11664
11665     if (stored_player[i].drop_delay > 0)
11666       stored_player[i].drop_delay--;
11667
11668     if (stored_player[i].is_dropping_pressed)
11669       stored_player[i].drop_pressed_delay++;
11670   }
11671 }
11672
11673 void StartGameActions(boolean init_network_game, boolean record_tape,
11674                       int random_seed)
11675 {
11676   unsigned int new_random_seed = InitRND(random_seed);
11677
11678   if (record_tape)
11679     TapeStartRecording(new_random_seed);
11680
11681   if (setup.auto_pause_on_start && !tape.pausing)
11682     TapeTogglePause(TAPE_TOGGLE_MANUAL);
11683
11684   if (init_network_game)
11685   {
11686     SendToServer_LevelFile();
11687     SendToServer_StartPlaying();
11688
11689     return;
11690   }
11691
11692   InitGame();
11693 }
11694
11695 static void GameActionsExt(void)
11696 {
11697 #if 0
11698   static unsigned int game_frame_delay = 0;
11699 #endif
11700   unsigned int game_frame_delay_value;
11701   byte *recorded_player_action;
11702   byte summarized_player_action = 0;
11703   byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11704   int i;
11705
11706   // detect endless loops, caused by custom element programming
11707   if (recursion_loop_detected && recursion_loop_depth == 0)
11708   {
11709     char *message = getStringCat3("Internal Error! Element ",
11710                                   EL_NAME(recursion_loop_element),
11711                                   " caused endless loop! Quit the game?");
11712
11713     Warn("element '%s' caused endless loop in game engine",
11714          EL_NAME(recursion_loop_element));
11715
11716     RequestQuitGameExt(program.headless, level_editor_test_game, message);
11717
11718     recursion_loop_detected = FALSE;    // if game should be continued
11719
11720     free(message);
11721
11722     return;
11723   }
11724
11725   if (game.restart_level)
11726     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11727
11728   CheckLevelSolved();
11729
11730   if (game.LevelSolved && !game.LevelSolved_GameEnd)
11731     GameWon();
11732
11733   if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11734     TapeStop();
11735
11736   if (game_status != GAME_MODE_PLAYING)         // status might have changed
11737     return;
11738
11739   game_frame_delay_value =
11740     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11741
11742   if (tape.playing && tape.warp_forward && !tape.pausing)
11743     game_frame_delay_value = 0;
11744
11745   SetVideoFrameDelay(game_frame_delay_value);
11746
11747   // (de)activate virtual buttons depending on current game status
11748   if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11749   {
11750     if (game.all_players_gone)  // if no players there to be controlled anymore
11751       SetOverlayActive(FALSE);
11752     else if (!tape.playing)     // if game continues after tape stopped playing
11753       SetOverlayActive(TRUE);
11754   }
11755
11756 #if 0
11757 #if 0
11758   // ---------- main game synchronization point ----------
11759
11760   int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11761
11762   Debug("game:playing:skip", "skip == %d", skip);
11763
11764 #else
11765   // ---------- main game synchronization point ----------
11766
11767   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11768 #endif
11769 #endif
11770
11771   if (network_playing && !network_player_action_received)
11772   {
11773     // try to get network player actions in time
11774
11775     // last chance to get network player actions without main loop delay
11776     HandleNetworking();
11777
11778     // game was quit by network peer
11779     if (game_status != GAME_MODE_PLAYING)
11780       return;
11781
11782     // check if network player actions still missing and game still running
11783     if (!network_player_action_received && !checkGameEnded())
11784       return;           // failed to get network player actions in time
11785
11786     // do not yet reset "network_player_action_received" (for tape.pausing)
11787   }
11788
11789   if (tape.pausing)
11790     return;
11791
11792   // at this point we know that we really continue executing the game
11793
11794   network_player_action_received = FALSE;
11795
11796   // when playing tape, read previously recorded player input from tape data
11797   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11798
11799   local_player->effective_mouse_action = local_player->mouse_action;
11800
11801   if (recorded_player_action != NULL)
11802     SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11803                                  recorded_player_action);
11804
11805   // TapePlayAction() may return NULL when toggling to "pause before death"
11806   if (tape.pausing)
11807     return;
11808
11809   if (tape.set_centered_player)
11810   {
11811     game.centered_player_nr_next = tape.centered_player_nr_next;
11812     game.set_centered_player = TRUE;
11813   }
11814
11815   for (i = 0; i < MAX_PLAYERS; i++)
11816   {
11817     summarized_player_action |= stored_player[i].action;
11818
11819     if (!network_playing && (game.team_mode || tape.playing))
11820       stored_player[i].effective_action = stored_player[i].action;
11821   }
11822
11823   if (network_playing && !checkGameEnded())
11824     SendToServer_MovePlayer(summarized_player_action);
11825
11826   // summarize all actions at local players mapped input device position
11827   // (this allows using different input devices in single player mode)
11828   if (!network.enabled && !game.team_mode)
11829     stored_player[map_player_action[local_player->index_nr]].effective_action =
11830       summarized_player_action;
11831
11832   // summarize all actions at centered player in local team mode
11833   if (tape.recording &&
11834       setup.team_mode && !network.enabled &&
11835       setup.input_on_focus &&
11836       game.centered_player_nr != -1)
11837   {
11838     for (i = 0; i < MAX_PLAYERS; i++)
11839       stored_player[map_player_action[i]].effective_action =
11840         (i == game.centered_player_nr ? summarized_player_action : 0);
11841   }
11842
11843   if (recorded_player_action != NULL)
11844     for (i = 0; i < MAX_PLAYERS; i++)
11845       stored_player[i].effective_action = recorded_player_action[i];
11846
11847   for (i = 0; i < MAX_PLAYERS; i++)
11848   {
11849     tape_action[i] = stored_player[i].effective_action;
11850
11851     /* (this may happen in the RND game engine if a player was not present on
11852        the playfield on level start, but appeared later from a custom element */
11853     if (setup.team_mode &&
11854         tape.recording &&
11855         tape_action[i] &&
11856         !tape.player_participates[i])
11857       tape.player_participates[i] = TRUE;
11858   }
11859
11860   SetTapeActionFromMouseAction(tape_action,
11861                                &local_player->effective_mouse_action);
11862
11863   // only record actions from input devices, but not programmed actions
11864   if (tape.recording)
11865     TapeRecordAction(tape_action);
11866
11867   // remember if game was played (especially after tape stopped playing)
11868   if (!tape.playing && summarized_player_action)
11869     game.GamePlayed = TRUE;
11870
11871 #if USE_NEW_PLAYER_ASSIGNMENTS
11872   // !!! also map player actions in single player mode !!!
11873   // if (game.team_mode)
11874   if (1)
11875   {
11876     byte mapped_action[MAX_PLAYERS];
11877
11878 #if DEBUG_PLAYER_ACTIONS
11879     for (i = 0; i < MAX_PLAYERS; i++)
11880       DebugContinued("", "%d, ", stored_player[i].effective_action);
11881 #endif
11882
11883     for (i = 0; i < MAX_PLAYERS; i++)
11884       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11885
11886     for (i = 0; i < MAX_PLAYERS; i++)
11887       stored_player[i].effective_action = mapped_action[i];
11888
11889 #if DEBUG_PLAYER_ACTIONS
11890     DebugContinued("", "=> ");
11891     for (i = 0; i < MAX_PLAYERS; i++)
11892       DebugContinued("", "%d, ", stored_player[i].effective_action);
11893     DebugContinued("game:playing:player", "\n");
11894 #endif
11895   }
11896 #if DEBUG_PLAYER_ACTIONS
11897   else
11898   {
11899     for (i = 0; i < MAX_PLAYERS; i++)
11900       DebugContinued("", "%d, ", stored_player[i].effective_action);
11901     DebugContinued("game:playing:player", "\n");
11902   }
11903 #endif
11904 #endif
11905
11906   for (i = 0; i < MAX_PLAYERS; i++)
11907   {
11908     // allow engine snapshot in case of changed movement attempt
11909     if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11910         (stored_player[i].effective_action & KEY_MOTION))
11911       game.snapshot.changed_action = TRUE;
11912
11913     // allow engine snapshot in case of snapping/dropping attempt
11914     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11915         (stored_player[i].effective_action & KEY_BUTTON) != 0)
11916       game.snapshot.changed_action = TRUE;
11917
11918     game.snapshot.last_action[i] = stored_player[i].effective_action;
11919   }
11920
11921   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11922   {
11923     GameActions_EM_Main();
11924   }
11925   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11926   {
11927     GameActions_SP_Main();
11928   }
11929   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11930   {
11931     GameActions_MM_Main();
11932   }
11933   else
11934   {
11935     GameActions_RND_Main();
11936   }
11937
11938   BlitScreenToBitmap(backbuffer);
11939
11940   CheckLevelSolved();
11941   CheckLevelTime();
11942
11943   AdvanceFrameAndPlayerCounters(-1);    // advance counters for all players
11944
11945   if (global.show_frames_per_second)
11946   {
11947     static unsigned int fps_counter = 0;
11948     static int fps_frames = 0;
11949     unsigned int fps_delay_ms = Counter() - fps_counter;
11950
11951     fps_frames++;
11952
11953     if (fps_delay_ms >= 500)    // calculate FPS every 0.5 seconds
11954     {
11955       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11956
11957       fps_frames = 0;
11958       fps_counter = Counter();
11959
11960       // always draw FPS to screen after FPS value was updated
11961       redraw_mask |= REDRAW_FPS;
11962     }
11963
11964     // only draw FPS if no screen areas are deactivated (invisible warp mode)
11965     if (GetDrawDeactivationMask() == REDRAW_NONE)
11966       redraw_mask |= REDRAW_FPS;
11967   }
11968 }
11969
11970 static void GameActions_CheckSaveEngineSnapshot(void)
11971 {
11972   if (!game.snapshot.save_snapshot)
11973     return;
11974
11975   // clear flag for saving snapshot _before_ saving snapshot
11976   game.snapshot.save_snapshot = FALSE;
11977
11978   SaveEngineSnapshotToList();
11979 }
11980
11981 void GameActions(void)
11982 {
11983   GameActionsExt();
11984
11985   GameActions_CheckSaveEngineSnapshot();
11986 }
11987
11988 void GameActions_EM_Main(void)
11989 {
11990   byte effective_action[MAX_PLAYERS];
11991   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11992   int i;
11993
11994   for (i = 0; i < MAX_PLAYERS; i++)
11995     effective_action[i] = stored_player[i].effective_action;
11996
11997   GameActions_EM(effective_action, warp_mode);
11998 }
11999
12000 void GameActions_SP_Main(void)
12001 {
12002   byte effective_action[MAX_PLAYERS];
12003   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12004   int i;
12005
12006   for (i = 0; i < MAX_PLAYERS; i++)
12007     effective_action[i] = stored_player[i].effective_action;
12008
12009   GameActions_SP(effective_action, warp_mode);
12010
12011   for (i = 0; i < MAX_PLAYERS; i++)
12012   {
12013     if (stored_player[i].force_dropping)
12014       stored_player[i].action |= KEY_BUTTON_DROP;
12015
12016     stored_player[i].force_dropping = FALSE;
12017   }
12018 }
12019
12020 void GameActions_MM_Main(void)
12021 {
12022   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12023
12024   GameActions_MM(local_player->effective_mouse_action, warp_mode);
12025 }
12026
12027 void GameActions_RND_Main(void)
12028 {
12029   GameActions_RND();
12030 }
12031
12032 void GameActions_RND(void)
12033 {
12034   static struct MouseActionInfo mouse_action_last = { 0 };
12035   struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12036   int magic_wall_x = 0, magic_wall_y = 0;
12037   int i, x, y, element, graphic, last_gfx_frame;
12038
12039   InitPlayfieldScanModeVars();
12040
12041   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12042   {
12043     SCAN_PLAYFIELD(x, y)
12044     {
12045       ChangeCount[x][y] = 0;
12046       ChangeEvent[x][y] = -1;
12047     }
12048   }
12049
12050   if (game.set_centered_player)
12051   {
12052     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12053
12054     // switching to "all players" only possible if all players fit to screen
12055     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12056     {
12057       game.centered_player_nr_next = game.centered_player_nr;
12058       game.set_centered_player = FALSE;
12059     }
12060
12061     // do not switch focus to non-existing (or non-active) player
12062     if (game.centered_player_nr_next >= 0 &&
12063         !stored_player[game.centered_player_nr_next].active)
12064     {
12065       game.centered_player_nr_next = game.centered_player_nr;
12066       game.set_centered_player = FALSE;
12067     }
12068   }
12069
12070   if (game.set_centered_player &&
12071       ScreenMovPos == 0)        // screen currently aligned at tile position
12072   {
12073     int sx, sy;
12074
12075     if (game.centered_player_nr_next == -1)
12076     {
12077       setScreenCenteredToAllPlayers(&sx, &sy);
12078     }
12079     else
12080     {
12081       sx = stored_player[game.centered_player_nr_next].jx;
12082       sy = stored_player[game.centered_player_nr_next].jy;
12083     }
12084
12085     game.centered_player_nr = game.centered_player_nr_next;
12086     game.set_centered_player = FALSE;
12087
12088     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12089     DrawGameDoorValues();
12090   }
12091
12092   // check single step mode (set flag and clear again if any player is active)
12093   game.enter_single_step_mode =
12094     (tape.single_step && tape.recording && !tape.pausing);
12095
12096   for (i = 0; i < MAX_PLAYERS; i++)
12097   {
12098     int actual_player_action = stored_player[i].effective_action;
12099
12100 #if 1
12101     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12102        - rnd_equinox_tetrachloride 048
12103        - rnd_equinox_tetrachloride_ii 096
12104        - rnd_emanuel_schmieg 002
12105        - doctor_sloan_ww 001, 020
12106     */
12107     if (stored_player[i].MovPos == 0)
12108       CheckGravityMovement(&stored_player[i]);
12109 #endif
12110
12111     // overwrite programmed action with tape action
12112     if (stored_player[i].programmed_action)
12113       actual_player_action = stored_player[i].programmed_action;
12114
12115     PlayerActions(&stored_player[i], actual_player_action);
12116
12117     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12118   }
12119
12120   // single step pause mode may already have been toggled by "ScrollPlayer()"
12121   if (game.enter_single_step_mode && !tape.pausing)
12122     TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12123
12124   ScrollScreen(NULL, SCROLL_GO_ON);
12125
12126   /* for backwards compatibility, the following code emulates a fixed bug that
12127      occured when pushing elements (causing elements that just made their last
12128      pushing step to already (if possible) make their first falling step in the
12129      same game frame, which is bad); this code is also needed to use the famous
12130      "spring push bug" which is used in older levels and might be wanted to be
12131      used also in newer levels, but in this case the buggy pushing code is only
12132      affecting the "spring" element and no other elements */
12133
12134   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12135   {
12136     for (i = 0; i < MAX_PLAYERS; i++)
12137     {
12138       struct PlayerInfo *player = &stored_player[i];
12139       int x = player->jx;
12140       int y = player->jy;
12141
12142       if (player->active && player->is_pushing && player->is_moving &&
12143           IS_MOVING(x, y) &&
12144           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12145            Tile[x][y] == EL_SPRING))
12146       {
12147         ContinueMoving(x, y);
12148
12149         // continue moving after pushing (this is actually a bug)
12150         if (!IS_MOVING(x, y))
12151           Stop[x][y] = FALSE;
12152       }
12153     }
12154   }
12155
12156   SCAN_PLAYFIELD(x, y)
12157   {
12158     Last[x][y] = Tile[x][y];
12159
12160     ChangeCount[x][y] = 0;
12161     ChangeEvent[x][y] = -1;
12162
12163     // this must be handled before main playfield loop
12164     if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12165     {
12166       MovDelay[x][y]--;
12167       if (MovDelay[x][y] <= 0)
12168         RemoveField(x, y);
12169     }
12170
12171     if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12172     {
12173       MovDelay[x][y]--;
12174       if (MovDelay[x][y] <= 0)
12175       {
12176         int element = Store[x][y];
12177         int move_direction = MovDir[x][y];
12178         int player_index_bit = Store2[x][y];
12179
12180         Store[x][y] = 0;
12181         Store2[x][y] = 0;
12182
12183         RemoveField(x, y);
12184         TEST_DrawLevelField(x, y);
12185
12186         TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12187
12188         if (IS_ENVELOPE(element))
12189           local_player->show_envelope = element;
12190       }
12191     }
12192
12193 #if DEBUG
12194     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12195     {
12196       Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12197             x, y);
12198       Debug("game:playing:GameActions_RND", "This should never happen!");
12199
12200       ChangePage[x][y] = -1;
12201     }
12202 #endif
12203
12204     Stop[x][y] = FALSE;
12205     if (WasJustMoving[x][y] > 0)
12206       WasJustMoving[x][y]--;
12207     if (WasJustFalling[x][y] > 0)
12208       WasJustFalling[x][y]--;
12209     if (CheckCollision[x][y] > 0)
12210       CheckCollision[x][y]--;
12211     if (CheckImpact[x][y] > 0)
12212       CheckImpact[x][y]--;
12213
12214     GfxFrame[x][y]++;
12215
12216     /* reset finished pushing action (not done in ContinueMoving() to allow
12217        continuous pushing animation for elements with zero push delay) */
12218     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12219     {
12220       ResetGfxAnimation(x, y);
12221       TEST_DrawLevelField(x, y);
12222     }
12223
12224 #if DEBUG
12225     if (IS_BLOCKED(x, y))
12226     {
12227       int oldx, oldy;
12228
12229       Blocked2Moving(x, y, &oldx, &oldy);
12230       if (!IS_MOVING(oldx, oldy))
12231       {
12232         Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12233         Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12234         Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12235         Debug("game:playing:GameActions_RND", "This should never happen!");
12236       }
12237     }
12238 #endif
12239   }
12240
12241   if (mouse_action.button)
12242   {
12243     int new_button = (mouse_action.button && mouse_action_last.button == 0);
12244     int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12245
12246     x = mouse_action.lx;
12247     y = mouse_action.ly;
12248     element = Tile[x][y];
12249
12250     if (new_button)
12251     {
12252       CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12253       CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12254                                          ch_button);
12255     }
12256
12257     CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12258     CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12259                                        ch_button);
12260
12261     if (level.use_step_counter)
12262     {
12263       boolean counted_click = FALSE;
12264
12265       // element clicked that can change when clicked/pressed
12266       if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12267           (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12268            HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12269         counted_click = TRUE;
12270
12271       // element clicked that can trigger change when clicked/pressed
12272       if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12273           trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12274         counted_click = TRUE;
12275
12276       if (new_button && counted_click)
12277         CheckLevelTime_StepCounter();
12278     }
12279   }
12280
12281   SCAN_PLAYFIELD(x, y)
12282   {
12283     element = Tile[x][y];
12284     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12285     last_gfx_frame = GfxFrame[x][y];
12286
12287     if (element == EL_EMPTY)
12288       graphic = el2img(GfxElementEmpty[x][y]);
12289
12290     ResetGfxFrame(x, y);
12291
12292     if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12293       DrawLevelGraphicAnimation(x, y, graphic);
12294
12295     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12296         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12297       ResetRandomAnimationValue(x, y);
12298
12299     SetRandomAnimationValue(x, y);
12300
12301     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12302
12303     if (IS_INACTIVE(element))
12304     {
12305       if (IS_ANIMATED(graphic))
12306         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12307
12308       continue;
12309     }
12310
12311     // this may take place after moving, so 'element' may have changed
12312     if (IS_CHANGING(x, y) &&
12313         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12314     {
12315       int page = element_info[element].event_page_nr[CE_DELAY];
12316
12317       HandleElementChange(x, y, page);
12318
12319       element = Tile[x][y];
12320       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12321     }
12322
12323     CheckNextToConditions(x, y);
12324
12325     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12326     {
12327       StartMoving(x, y);
12328
12329       element = Tile[x][y];
12330       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12331
12332       if (IS_ANIMATED(graphic) &&
12333           !IS_MOVING(x, y) &&
12334           !Stop[x][y])
12335         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12336
12337       if (IS_GEM(element) || element == EL_SP_INFOTRON)
12338         TEST_DrawTwinkleOnField(x, y);
12339     }
12340     else if (element == EL_ACID)
12341     {
12342       if (!Stop[x][y])
12343         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12344     }
12345     else if ((element == EL_EXIT_OPEN ||
12346               element == EL_EM_EXIT_OPEN ||
12347               element == EL_SP_EXIT_OPEN ||
12348               element == EL_STEEL_EXIT_OPEN ||
12349               element == EL_EM_STEEL_EXIT_OPEN ||
12350               element == EL_SP_TERMINAL ||
12351               element == EL_SP_TERMINAL_ACTIVE ||
12352               element == EL_EXTRA_TIME ||
12353               element == EL_SHIELD_NORMAL ||
12354               element == EL_SHIELD_DEADLY) &&
12355              IS_ANIMATED(graphic))
12356       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12357     else if (IS_MOVING(x, y))
12358       ContinueMoving(x, y);
12359     else if (IS_ACTIVE_BOMB(element))
12360       CheckDynamite(x, y);
12361     else if (element == EL_AMOEBA_GROWING)
12362       AmoebaGrowing(x, y);
12363     else if (element == EL_AMOEBA_SHRINKING)
12364       AmoebaShrinking(x, y);
12365
12366 #if !USE_NEW_AMOEBA_CODE
12367     else if (IS_AMOEBALIVE(element))
12368       AmoebaReproduce(x, y);
12369 #endif
12370
12371     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12372       Life(x, y);
12373     else if (element == EL_EXIT_CLOSED)
12374       CheckExit(x, y);
12375     else if (element == EL_EM_EXIT_CLOSED)
12376       CheckExitEM(x, y);
12377     else if (element == EL_STEEL_EXIT_CLOSED)
12378       CheckExitSteel(x, y);
12379     else if (element == EL_EM_STEEL_EXIT_CLOSED)
12380       CheckExitSteelEM(x, y);
12381     else if (element == EL_SP_EXIT_CLOSED)
12382       CheckExitSP(x, y);
12383     else if (element == EL_EXPANDABLE_WALL_GROWING ||
12384              element == EL_EXPANDABLE_STEELWALL_GROWING)
12385       WallGrowing(x, y);
12386     else if (element == EL_EXPANDABLE_WALL ||
12387              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12388              element == EL_EXPANDABLE_WALL_VERTICAL ||
12389              element == EL_EXPANDABLE_WALL_ANY ||
12390              element == EL_BD_EXPANDABLE_WALL ||
12391              element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12392              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12393              element == EL_EXPANDABLE_STEELWALL_ANY)
12394       CheckWallGrowing(x, y);
12395     else if (element == EL_FLAMES)
12396       CheckForDragon(x, y);
12397     else if (element == EL_EXPLOSION)
12398       ; // drawing of correct explosion animation is handled separately
12399     else if (element == EL_ELEMENT_SNAPPING ||
12400              element == EL_DIAGONAL_SHRINKING ||
12401              element == EL_DIAGONAL_GROWING)
12402     {
12403       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12404
12405       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12406     }
12407     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12408       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12409
12410     if (IS_BELT_ACTIVE(element))
12411       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12412
12413     if (game.magic_wall_active)
12414     {
12415       int jx = local_player->jx, jy = local_player->jy;
12416
12417       // play the element sound at the position nearest to the player
12418       if ((element == EL_MAGIC_WALL_FULL ||
12419            element == EL_MAGIC_WALL_ACTIVE ||
12420            element == EL_MAGIC_WALL_EMPTYING ||
12421            element == EL_BD_MAGIC_WALL_FULL ||
12422            element == EL_BD_MAGIC_WALL_ACTIVE ||
12423            element == EL_BD_MAGIC_WALL_EMPTYING ||
12424            element == EL_DC_MAGIC_WALL_FULL ||
12425            element == EL_DC_MAGIC_WALL_ACTIVE ||
12426            element == EL_DC_MAGIC_WALL_EMPTYING) &&
12427           ABS(x - jx) + ABS(y - jy) <
12428           ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12429       {
12430         magic_wall_x = x;
12431         magic_wall_y = y;
12432       }
12433     }
12434   }
12435
12436 #if USE_NEW_AMOEBA_CODE
12437   // new experimental amoeba growth stuff
12438   if (!(FrameCounter % 8))
12439   {
12440     static unsigned int random = 1684108901;
12441
12442     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12443     {
12444       x = RND(lev_fieldx);
12445       y = RND(lev_fieldy);
12446       element = Tile[x][y];
12447
12448       if (!IS_PLAYER(x,y) &&
12449           (element == EL_EMPTY ||
12450            CAN_GROW_INTO(element) ||
12451            element == EL_QUICKSAND_EMPTY ||
12452            element == EL_QUICKSAND_FAST_EMPTY ||
12453            element == EL_ACID_SPLASH_LEFT ||
12454            element == EL_ACID_SPLASH_RIGHT))
12455       {
12456         if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12457             (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12458             (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12459             (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12460           Tile[x][y] = EL_AMOEBA_DROP;
12461       }
12462
12463       random = random * 129 + 1;
12464     }
12465   }
12466 #endif
12467
12468   game.explosions_delayed = FALSE;
12469
12470   SCAN_PLAYFIELD(x, y)
12471   {
12472     element = Tile[x][y];
12473
12474     if (ExplodeField[x][y])
12475       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12476     else if (element == EL_EXPLOSION)
12477       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12478
12479     ExplodeField[x][y] = EX_TYPE_NONE;
12480   }
12481
12482   game.explosions_delayed = TRUE;
12483
12484   if (game.magic_wall_active)
12485   {
12486     if (!(game.magic_wall_time_left % 4))
12487     {
12488       int element = Tile[magic_wall_x][magic_wall_y];
12489
12490       if (element == EL_BD_MAGIC_WALL_FULL ||
12491           element == EL_BD_MAGIC_WALL_ACTIVE ||
12492           element == EL_BD_MAGIC_WALL_EMPTYING)
12493         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12494       else if (element == EL_DC_MAGIC_WALL_FULL ||
12495                element == EL_DC_MAGIC_WALL_ACTIVE ||
12496                element == EL_DC_MAGIC_WALL_EMPTYING)
12497         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12498       else
12499         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12500     }
12501
12502     if (game.magic_wall_time_left > 0)
12503     {
12504       game.magic_wall_time_left--;
12505
12506       if (!game.magic_wall_time_left)
12507       {
12508         SCAN_PLAYFIELD(x, y)
12509         {
12510           element = Tile[x][y];
12511
12512           if (element == EL_MAGIC_WALL_ACTIVE ||
12513               element == EL_MAGIC_WALL_FULL)
12514           {
12515             Tile[x][y] = EL_MAGIC_WALL_DEAD;
12516             TEST_DrawLevelField(x, y);
12517           }
12518           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12519                    element == EL_BD_MAGIC_WALL_FULL)
12520           {
12521             Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12522             TEST_DrawLevelField(x, y);
12523           }
12524           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12525                    element == EL_DC_MAGIC_WALL_FULL)
12526           {
12527             Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12528             TEST_DrawLevelField(x, y);
12529           }
12530         }
12531
12532         game.magic_wall_active = FALSE;
12533       }
12534     }
12535   }
12536
12537   if (game.light_time_left > 0)
12538   {
12539     game.light_time_left--;
12540
12541     if (game.light_time_left == 0)
12542       RedrawAllLightSwitchesAndInvisibleElements();
12543   }
12544
12545   if (game.timegate_time_left > 0)
12546   {
12547     game.timegate_time_left--;
12548
12549     if (game.timegate_time_left == 0)
12550       CloseAllOpenTimegates();
12551   }
12552
12553   if (game.lenses_time_left > 0)
12554   {
12555     game.lenses_time_left--;
12556
12557     if (game.lenses_time_left == 0)
12558       RedrawAllInvisibleElementsForLenses();
12559   }
12560
12561   if (game.magnify_time_left > 0)
12562   {
12563     game.magnify_time_left--;
12564
12565     if (game.magnify_time_left == 0)
12566       RedrawAllInvisibleElementsForMagnifier();
12567   }
12568
12569   for (i = 0; i < MAX_PLAYERS; i++)
12570   {
12571     struct PlayerInfo *player = &stored_player[i];
12572
12573     if (SHIELD_ON(player))
12574     {
12575       if (player->shield_deadly_time_left)
12576         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12577       else if (player->shield_normal_time_left)
12578         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12579     }
12580   }
12581
12582 #if USE_DELAYED_GFX_REDRAW
12583   SCAN_PLAYFIELD(x, y)
12584   {
12585     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12586     {
12587       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12588          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12589
12590       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12591         DrawLevelField(x, y);
12592
12593       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12594         DrawLevelFieldCrumbled(x, y);
12595
12596       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12597         DrawLevelFieldCrumbledNeighbours(x, y);
12598
12599       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12600         DrawTwinkleOnField(x, y);
12601     }
12602
12603     GfxRedraw[x][y] = GFX_REDRAW_NONE;
12604   }
12605 #endif
12606
12607   DrawAllPlayers();
12608   PlayAllPlayersSound();
12609
12610   for (i = 0; i < MAX_PLAYERS; i++)
12611   {
12612     struct PlayerInfo *player = &stored_player[i];
12613
12614     if (player->show_envelope != 0 && (!player->active ||
12615                                        player->MovPos == 0))
12616     {
12617       ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12618
12619       player->show_envelope = 0;
12620     }
12621   }
12622
12623   // use random number generator in every frame to make it less predictable
12624   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12625     RND(1);
12626
12627   mouse_action_last = mouse_action;
12628 }
12629
12630 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12631 {
12632   int min_x = x, min_y = y, max_x = x, max_y = y;
12633   int scr_fieldx = getScreenFieldSizeX();
12634   int scr_fieldy = getScreenFieldSizeY();
12635   int i;
12636
12637   for (i = 0; i < MAX_PLAYERS; i++)
12638   {
12639     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12640
12641     if (!stored_player[i].active || &stored_player[i] == player)
12642       continue;
12643
12644     min_x = MIN(min_x, jx);
12645     min_y = MIN(min_y, jy);
12646     max_x = MAX(max_x, jx);
12647     max_y = MAX(max_y, jy);
12648   }
12649
12650   return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12651 }
12652
12653 static boolean AllPlayersInVisibleScreen(void)
12654 {
12655   int i;
12656
12657   for (i = 0; i < MAX_PLAYERS; i++)
12658   {
12659     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12660
12661     if (!stored_player[i].active)
12662       continue;
12663
12664     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12665       return FALSE;
12666   }
12667
12668   return TRUE;
12669 }
12670
12671 void ScrollLevel(int dx, int dy)
12672 {
12673   int scroll_offset = 2 * TILEX_VAR;
12674   int x, y;
12675
12676   BlitBitmap(drawto_field, drawto_field,
12677              FX + TILEX_VAR * (dx == -1) - scroll_offset,
12678              FY + TILEY_VAR * (dy == -1) - scroll_offset,
12679              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12680              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12681              FX + TILEX_VAR * (dx == 1) - scroll_offset,
12682              FY + TILEY_VAR * (dy == 1) - scroll_offset);
12683
12684   if (dx != 0)
12685   {
12686     x = (dx == 1 ? BX1 : BX2);
12687     for (y = BY1; y <= BY2; y++)
12688       DrawScreenField(x, y);
12689   }
12690
12691   if (dy != 0)
12692   {
12693     y = (dy == 1 ? BY1 : BY2);
12694     for (x = BX1; x <= BX2; x++)
12695       DrawScreenField(x, y);
12696   }
12697
12698   redraw_mask |= REDRAW_FIELD;
12699 }
12700
12701 static boolean canFallDown(struct PlayerInfo *player)
12702 {
12703   int jx = player->jx, jy = player->jy;
12704
12705   return (IN_LEV_FIELD(jx, jy + 1) &&
12706           (IS_FREE(jx, jy + 1) ||
12707            (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12708           IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12709           !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12710 }
12711
12712 static boolean canPassField(int x, int y, int move_dir)
12713 {
12714   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12715   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12716   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12717   int nextx = x + dx;
12718   int nexty = y + dy;
12719   int element = Tile[x][y];
12720
12721   return (IS_PASSABLE_FROM(element, opposite_dir) &&
12722           !CAN_MOVE(element) &&
12723           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12724           IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12725           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12726 }
12727
12728 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12729 {
12730   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12731   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12732   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12733   int newx = x + dx;
12734   int newy = y + dy;
12735
12736   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12737           IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12738           (IS_DIGGABLE(Tile[newx][newy]) ||
12739            IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12740            canPassField(newx, newy, move_dir)));
12741 }
12742
12743 static void CheckGravityMovement(struct PlayerInfo *player)
12744 {
12745   if (player->gravity && !player->programmed_action)
12746   {
12747     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12748     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
12749     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12750     int jx = player->jx, jy = player->jy;
12751     boolean player_is_moving_to_valid_field =
12752       (!player_is_snapping &&
12753        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12754         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12755     boolean player_can_fall_down = canFallDown(player);
12756
12757     if (player_can_fall_down &&
12758         !player_is_moving_to_valid_field)
12759       player->programmed_action = MV_DOWN;
12760   }
12761 }
12762
12763 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12764 {
12765   return CheckGravityMovement(player);
12766
12767   if (player->gravity && !player->programmed_action)
12768   {
12769     int jx = player->jx, jy = player->jy;
12770     boolean field_under_player_is_free =
12771       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12772     boolean player_is_standing_on_valid_field =
12773       (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12774        (IS_WALKABLE(Tile[jx][jy]) &&
12775         !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12776
12777     if (field_under_player_is_free && !player_is_standing_on_valid_field)
12778       player->programmed_action = MV_DOWN;
12779   }
12780 }
12781
12782 /*
12783   MovePlayerOneStep()
12784   -----------------------------------------------------------------------------
12785   dx, dy:               direction (non-diagonal) to try to move the player to
12786   real_dx, real_dy:     direction as read from input device (can be diagonal)
12787 */
12788
12789 boolean MovePlayerOneStep(struct PlayerInfo *player,
12790                           int dx, int dy, int real_dx, int real_dy)
12791 {
12792   int jx = player->jx, jy = player->jy;
12793   int new_jx = jx + dx, new_jy = jy + dy;
12794   int can_move;
12795   boolean player_can_move = !player->cannot_move;
12796
12797   if (!player->active || (!dx && !dy))
12798     return MP_NO_ACTION;
12799
12800   player->MovDir = (dx < 0 ? MV_LEFT :
12801                     dx > 0 ? MV_RIGHT :
12802                     dy < 0 ? MV_UP :
12803                     dy > 0 ? MV_DOWN :  MV_NONE);
12804
12805   if (!IN_LEV_FIELD(new_jx, new_jy))
12806     return MP_NO_ACTION;
12807
12808   if (!player_can_move)
12809   {
12810     if (player->MovPos == 0)
12811     {
12812       player->is_moving = FALSE;
12813       player->is_digging = FALSE;
12814       player->is_collecting = FALSE;
12815       player->is_snapping = FALSE;
12816       player->is_pushing = FALSE;
12817     }
12818   }
12819
12820   if (!network.enabled && game.centered_player_nr == -1 &&
12821       !AllPlayersInSight(player, new_jx, new_jy))
12822     return MP_NO_ACTION;
12823
12824   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12825   if (can_move != MP_MOVING)
12826     return can_move;
12827
12828   // check if DigField() has caused relocation of the player
12829   if (player->jx != jx || player->jy != jy)
12830     return MP_NO_ACTION;        // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12831
12832   StorePlayer[jx][jy] = 0;
12833   player->last_jx = jx;
12834   player->last_jy = jy;
12835   player->jx = new_jx;
12836   player->jy = new_jy;
12837   StorePlayer[new_jx][new_jy] = player->element_nr;
12838
12839   if (player->move_delay_value_next != -1)
12840   {
12841     player->move_delay_value = player->move_delay_value_next;
12842     player->move_delay_value_next = -1;
12843   }
12844
12845   player->MovPos =
12846     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12847
12848   player->step_counter++;
12849
12850   PlayerVisit[jx][jy] = FrameCounter;
12851
12852   player->is_moving = TRUE;
12853
12854 #if 1
12855   // should better be called in MovePlayer(), but this breaks some tapes
12856   ScrollPlayer(player, SCROLL_INIT);
12857 #endif
12858
12859   return MP_MOVING;
12860 }
12861
12862 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12863 {
12864   int jx = player->jx, jy = player->jy;
12865   int old_jx = jx, old_jy = jy;
12866   int moved = MP_NO_ACTION;
12867
12868   if (!player->active)
12869     return FALSE;
12870
12871   if (!dx && !dy)
12872   {
12873     if (player->MovPos == 0)
12874     {
12875       player->is_moving = FALSE;
12876       player->is_digging = FALSE;
12877       player->is_collecting = FALSE;
12878       player->is_snapping = FALSE;
12879       player->is_pushing = FALSE;
12880     }
12881
12882     return FALSE;
12883   }
12884
12885   if (player->move_delay > 0)
12886     return FALSE;
12887
12888   player->move_delay = -1;              // set to "uninitialized" value
12889
12890   // store if player is automatically moved to next field
12891   player->is_auto_moving = (player->programmed_action != MV_NONE);
12892
12893   // remove the last programmed player action
12894   player->programmed_action = 0;
12895
12896   if (player->MovPos)
12897   {
12898     // should only happen if pre-1.2 tape recordings are played
12899     // this is only for backward compatibility
12900
12901     int original_move_delay_value = player->move_delay_value;
12902
12903 #if DEBUG
12904     Debug("game:playing:MovePlayer",
12905           "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12906           tape.counter);
12907 #endif
12908
12909     // scroll remaining steps with finest movement resolution
12910     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12911
12912     while (player->MovPos)
12913     {
12914       ScrollPlayer(player, SCROLL_GO_ON);
12915       ScrollScreen(NULL, SCROLL_GO_ON);
12916
12917       AdvanceFrameAndPlayerCounters(player->index_nr);
12918
12919       DrawAllPlayers();
12920       BackToFront_WithFrameDelay(0);
12921     }
12922
12923     player->move_delay_value = original_move_delay_value;
12924   }
12925
12926   player->is_active = FALSE;
12927
12928   if (player->last_move_dir & MV_HORIZONTAL)
12929   {
12930     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12931       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12932   }
12933   else
12934   {
12935     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12936       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12937   }
12938
12939   if (!moved && !player->is_active)
12940   {
12941     player->is_moving = FALSE;
12942     player->is_digging = FALSE;
12943     player->is_collecting = FALSE;
12944     player->is_snapping = FALSE;
12945     player->is_pushing = FALSE;
12946   }
12947
12948   jx = player->jx;
12949   jy = player->jy;
12950
12951   if (moved & MP_MOVING && !ScreenMovPos &&
12952       (player->index_nr == game.centered_player_nr ||
12953        game.centered_player_nr == -1))
12954   {
12955     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12956
12957     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12958     {
12959       // actual player has left the screen -- scroll in that direction
12960       if (jx != old_jx)         // player has moved horizontally
12961         scroll_x += (jx - old_jx);
12962       else                      // player has moved vertically
12963         scroll_y += (jy - old_jy);
12964     }
12965     else
12966     {
12967       int offset_raw = game.scroll_delay_value;
12968
12969       if (jx != old_jx)         // player has moved horizontally
12970       {
12971         int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12972         int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12973         int new_scroll_x = jx - MIDPOSX + offset_x;
12974
12975         if ((player->MovDir == MV_LEFT  && scroll_x > new_scroll_x) ||
12976             (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12977           scroll_x = new_scroll_x;
12978
12979         // don't scroll over playfield boundaries
12980         scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12981
12982         // don't scroll more than one field at a time
12983         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12984
12985         // don't scroll against the player's moving direction
12986         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12987             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12988           scroll_x = old_scroll_x;
12989       }
12990       else                      // player has moved vertically
12991       {
12992         int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12993         int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12994         int new_scroll_y = jy - MIDPOSY + offset_y;
12995
12996         if ((player->MovDir == MV_UP   && scroll_y > new_scroll_y) ||
12997             (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12998           scroll_y = new_scroll_y;
12999
13000         // don't scroll over playfield boundaries
13001         scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13002
13003         // don't scroll more than one field at a time
13004         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13005
13006         // don't scroll against the player's moving direction
13007         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
13008             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13009           scroll_y = old_scroll_y;
13010       }
13011     }
13012
13013     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13014     {
13015       if (!network.enabled && game.centered_player_nr == -1 &&
13016           !AllPlayersInVisibleScreen())
13017       {
13018         scroll_x = old_scroll_x;
13019         scroll_y = old_scroll_y;
13020       }
13021       else
13022       {
13023         ScrollScreen(player, SCROLL_INIT);
13024         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13025       }
13026     }
13027   }
13028
13029   player->StepFrame = 0;
13030
13031   if (moved & MP_MOVING)
13032   {
13033     if (old_jx != jx && old_jy == jy)
13034       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13035     else if (old_jx == jx && old_jy != jy)
13036       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13037
13038     TEST_DrawLevelField(jx, jy);        // for "crumbled sand"
13039
13040     player->last_move_dir = player->MovDir;
13041     player->is_moving = TRUE;
13042     player->is_snapping = FALSE;
13043     player->is_switching = FALSE;
13044     player->is_dropping = FALSE;
13045     player->is_dropping_pressed = FALSE;
13046     player->drop_pressed_delay = 0;
13047
13048 #if 0
13049     // should better be called here than above, but this breaks some tapes
13050     ScrollPlayer(player, SCROLL_INIT);
13051 #endif
13052   }
13053   else
13054   {
13055     CheckGravityMovementWhenNotMoving(player);
13056
13057     player->is_moving = FALSE;
13058
13059     /* at this point, the player is allowed to move, but cannot move right now
13060        (e.g. because of something blocking the way) -- ensure that the player
13061        is also allowed to move in the next frame (in old versions before 3.1.1,
13062        the player was forced to wait again for eight frames before next try) */
13063
13064     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13065       player->move_delay = 0;   // allow direct movement in the next frame
13066   }
13067
13068   if (player->move_delay == -1)         // not yet initialized by DigField()
13069     player->move_delay = player->move_delay_value;
13070
13071   if (game.engine_version < VERSION_IDENT(3,0,7,0))
13072   {
13073     TestIfPlayerTouchesBadThing(jx, jy);
13074     TestIfPlayerTouchesCustomElement(jx, jy);
13075   }
13076
13077   if (!player->active)
13078     RemovePlayer(player);
13079
13080   return moved;
13081 }
13082
13083 void ScrollPlayer(struct PlayerInfo *player, int mode)
13084 {
13085   int jx = player->jx, jy = player->jy;
13086   int last_jx = player->last_jx, last_jy = player->last_jy;
13087   int move_stepsize = TILEX / player->move_delay_value;
13088
13089   if (!player->active)
13090     return;
13091
13092   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      // player not moving
13093     return;
13094
13095   if (mode == SCROLL_INIT)
13096   {
13097     player->actual_frame_counter.count = FrameCounter;
13098     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13099
13100     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13101         Tile[last_jx][last_jy] == EL_EMPTY)
13102     {
13103       int last_field_block_delay = 0;   // start with no blocking at all
13104       int block_delay_adjustment = player->block_delay_adjustment;
13105
13106       // if player blocks last field, add delay for exactly one move
13107       if (player->block_last_field)
13108       {
13109         last_field_block_delay += player->move_delay_value;
13110
13111         // when blocking enabled, prevent moving up despite gravity
13112         if (player->gravity && player->MovDir == MV_UP)
13113           block_delay_adjustment = -1;
13114       }
13115
13116       // add block delay adjustment (also possible when not blocking)
13117       last_field_block_delay += block_delay_adjustment;
13118
13119       Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13120       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13121     }
13122
13123     if (player->MovPos != 0)    // player has not yet reached destination
13124       return;
13125   }
13126   else if (!FrameReached(&player->actual_frame_counter))
13127     return;
13128
13129   if (player->MovPos != 0)
13130   {
13131     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13132     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13133
13134     // before DrawPlayer() to draw correct player graphic for this case
13135     if (player->MovPos == 0)
13136       CheckGravityMovement(player);
13137   }
13138
13139   if (player->MovPos == 0)      // player reached destination field
13140   {
13141     if (player->move_delay_reset_counter > 0)
13142     {
13143       player->move_delay_reset_counter--;
13144
13145       if (player->move_delay_reset_counter == 0)
13146       {
13147         // continue with normal speed after quickly moving through gate
13148         HALVE_PLAYER_SPEED(player);
13149
13150         // be able to make the next move without delay
13151         player->move_delay = 0;
13152       }
13153     }
13154
13155     if (Tile[jx][jy] == EL_EXIT_OPEN ||
13156         Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13157         Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13158         Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13159         Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13160         Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13161         Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13162         Tile[jx][jy] == EL_SP_EXIT_OPENING)     // <-- special case
13163     {
13164       ExitPlayer(player);
13165
13166       if (game.players_still_needed == 0 &&
13167           (game.friends_still_needed == 0 ||
13168            IS_SP_ELEMENT(Tile[jx][jy])))
13169         LevelSolved();
13170     }
13171
13172     player->last_jx = jx;
13173     player->last_jy = jy;
13174
13175     // this breaks one level: "machine", level 000
13176     {
13177       int move_direction = player->MovDir;
13178       int enter_side = MV_DIR_OPPOSITE(move_direction);
13179       int leave_side = move_direction;
13180       int old_jx = last_jx;
13181       int old_jy = last_jy;
13182       int old_element = Tile[old_jx][old_jy];
13183       int new_element = Tile[jx][jy];
13184
13185       if (IS_CUSTOM_ELEMENT(old_element))
13186         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13187                                    CE_LEFT_BY_PLAYER,
13188                                    player->index_bit, leave_side);
13189
13190       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13191                                           CE_PLAYER_LEAVES_X,
13192                                           player->index_bit, leave_side);
13193
13194       if (IS_CUSTOM_ELEMENT(new_element))
13195         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13196                                    player->index_bit, enter_side);
13197
13198       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13199                                           CE_PLAYER_ENTERS_X,
13200                                           player->index_bit, enter_side);
13201
13202       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13203                                         CE_MOVE_OF_X, move_direction);
13204     }
13205
13206     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13207     {
13208       TestIfPlayerTouchesBadThing(jx, jy);
13209       TestIfPlayerTouchesCustomElement(jx, jy);
13210
13211       /* needed because pushed element has not yet reached its destination,
13212          so it would trigger a change event at its previous field location */
13213       if (!player->is_pushing)
13214         TestIfElementTouchesCustomElement(jx, jy);      // for empty space
13215
13216       if (level.finish_dig_collect &&
13217           (player->is_digging || player->is_collecting))
13218       {
13219         int last_element = player->last_removed_element;
13220         int move_direction = player->MovDir;
13221         int enter_side = MV_DIR_OPPOSITE(move_direction);
13222         int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13223                             CE_PLAYER_COLLECTS_X);
13224
13225         CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13226                                             player->index_bit, enter_side);
13227
13228         player->last_removed_element = EL_UNDEFINED;
13229       }
13230
13231       if (!player->active)
13232         RemovePlayer(player);
13233     }
13234
13235     if (level.use_step_counter)
13236       CheckLevelTime_StepCounter();
13237
13238     if (tape.single_step && tape.recording && !tape.pausing &&
13239         !player->programmed_action)
13240       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13241
13242     if (!player->programmed_action)
13243       CheckSaveEngineSnapshot(player);
13244   }
13245 }
13246
13247 void ScrollScreen(struct PlayerInfo *player, int mode)
13248 {
13249   static DelayCounter screen_frame_counter = { 0 };
13250
13251   if (mode == SCROLL_INIT)
13252   {
13253     // set scrolling step size according to actual player's moving speed
13254     ScrollStepSize = TILEX / player->move_delay_value;
13255
13256     screen_frame_counter.count = FrameCounter;
13257     screen_frame_counter.value = 1;
13258
13259     ScreenMovDir = player->MovDir;
13260     ScreenMovPos = player->MovPos;
13261     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13262     return;
13263   }
13264   else if (!FrameReached(&screen_frame_counter))
13265     return;
13266
13267   if (ScreenMovPos)
13268   {
13269     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13270     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13271     redraw_mask |= REDRAW_FIELD;
13272   }
13273   else
13274     ScreenMovDir = MV_NONE;
13275 }
13276
13277 void CheckNextToConditions(int x, int y)
13278 {
13279   int element = Tile[x][y];
13280
13281   if (IS_PLAYER(x, y))
13282     TestIfPlayerNextToCustomElement(x, y);
13283
13284   if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13285       HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13286     TestIfElementNextToCustomElement(x, y);
13287 }
13288
13289 void TestIfPlayerNextToCustomElement(int x, int y)
13290 {
13291   struct XY *xy = xy_topdown;
13292   static int trigger_sides[4][2] =
13293   {
13294     // center side       border side
13295     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
13296     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
13297     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
13298     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
13299   };
13300   int i;
13301
13302   if (!IS_PLAYER(x, y))
13303     return;
13304
13305   struct PlayerInfo *player = PLAYERINFO(x, y);
13306
13307   if (player->is_moving)
13308     return;
13309
13310   for (i = 0; i < NUM_DIRECTIONS; i++)
13311   {
13312     int xx = x + xy[i].x;
13313     int yy = y + xy[i].y;
13314     int border_side = trigger_sides[i][1];
13315     int border_element;
13316
13317     if (!IN_LEV_FIELD(xx, yy))
13318       continue;
13319
13320     if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13321       continue;         // center and border element not connected
13322
13323     border_element = Tile[xx][yy];
13324
13325     CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13326                                player->index_bit, border_side);
13327     CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13328                                         CE_PLAYER_NEXT_TO_X,
13329                                         player->index_bit, border_side);
13330
13331     /* use player element that is initially defined in the level playfield,
13332        not the player element that corresponds to the runtime player number
13333        (example: a level that contains EL_PLAYER_3 as the only player would
13334        incorrectly give EL_PLAYER_1 for "player->element_nr") */
13335
13336     CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13337                              CE_NEXT_TO_X, border_side);
13338   }
13339 }
13340
13341 void TestIfPlayerTouchesCustomElement(int x, int y)
13342 {
13343   struct XY *xy = xy_topdown;
13344   static int trigger_sides[4][2] =
13345   {
13346     // center side       border side
13347     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
13348     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
13349     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
13350     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
13351   };
13352   static int touch_dir[4] =
13353   {
13354     MV_LEFT | MV_RIGHT,
13355     MV_UP   | MV_DOWN,
13356     MV_UP   | MV_DOWN,
13357     MV_LEFT | MV_RIGHT
13358   };
13359   int center_element = Tile[x][y];      // should always be non-moving!
13360   int i;
13361
13362   for (i = 0; i < NUM_DIRECTIONS; i++)
13363   {
13364     int xx = x + xy[i].x;
13365     int yy = y + xy[i].y;
13366     int center_side = trigger_sides[i][0];
13367     int border_side = trigger_sides[i][1];
13368     int border_element;
13369
13370     if (!IN_LEV_FIELD(xx, yy))
13371       continue;
13372
13373     if (IS_PLAYER(x, y))                // player found at center element
13374     {
13375       struct PlayerInfo *player = PLAYERINFO(x, y);
13376
13377       if (game.engine_version < VERSION_IDENT(3,0,7,0))
13378         border_element = Tile[xx][yy];          // may be moving!
13379       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13380         border_element = Tile[xx][yy];
13381       else if (MovDir[xx][yy] & touch_dir[i])   // elements are touching
13382         border_element = MovingOrBlocked2Element(xx, yy);
13383       else
13384         continue;               // center and border element do not touch
13385
13386       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13387                                  player->index_bit, border_side);
13388       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13389                                           CE_PLAYER_TOUCHES_X,
13390                                           player->index_bit, border_side);
13391
13392       {
13393         /* use player element that is initially defined in the level playfield,
13394            not the player element that corresponds to the runtime player number
13395            (example: a level that contains EL_PLAYER_3 as the only player would
13396            incorrectly give EL_PLAYER_1 for "player->element_nr") */
13397         int player_element = PLAYERINFO(x, y)->initial_element;
13398
13399         CheckElementChangeBySide(xx, yy, border_element, player_element,
13400                                  CE_TOUCHING_X, border_side);
13401       }
13402     }
13403     else if (IS_PLAYER(xx, yy))         // player found at border element
13404     {
13405       struct PlayerInfo *player = PLAYERINFO(xx, yy);
13406
13407       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13408       {
13409         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13410           continue;             // center and border element do not touch
13411       }
13412
13413       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13414                                  player->index_bit, center_side);
13415       CheckTriggeredElementChangeByPlayer(x, y, center_element,
13416                                           CE_PLAYER_TOUCHES_X,
13417                                           player->index_bit, center_side);
13418
13419       {
13420         /* use player element that is initially defined in the level playfield,
13421            not the player element that corresponds to the runtime player number
13422            (example: a level that contains EL_PLAYER_3 as the only player would
13423            incorrectly give EL_PLAYER_1 for "player->element_nr") */
13424         int player_element = PLAYERINFO(xx, yy)->initial_element;
13425
13426         CheckElementChangeBySide(x, y, center_element, player_element,
13427                                  CE_TOUCHING_X, center_side);
13428       }
13429
13430       break;
13431     }
13432   }
13433 }
13434
13435 void TestIfElementNextToCustomElement(int x, int y)
13436 {
13437   struct XY *xy = xy_topdown;
13438   static int trigger_sides[4][2] =
13439   {
13440     // center side      border side
13441     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
13442     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
13443     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
13444     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
13445   };
13446   int center_element = Tile[x][y];      // should always be non-moving!
13447   int i;
13448
13449   if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13450     return;
13451
13452   for (i = 0; i < NUM_DIRECTIONS; i++)
13453   {
13454     int xx = x + xy[i].x;
13455     int yy = y + xy[i].y;
13456     int border_side = trigger_sides[i][1];
13457     int border_element;
13458
13459     if (!IN_LEV_FIELD(xx, yy))
13460       continue;
13461
13462     if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13463       continue;                 // center and border element not connected
13464
13465     border_element = Tile[xx][yy];
13466
13467     // check for change of center element (but change it only once)
13468     if (CheckElementChangeBySide(x, y, center_element, border_element,
13469                                  CE_NEXT_TO_X, border_side))
13470       break;
13471   }
13472 }
13473
13474 void TestIfElementTouchesCustomElement(int x, int y)
13475 {
13476   struct XY *xy = xy_topdown;
13477   static int trigger_sides[4][2] =
13478   {
13479     // center side      border side
13480     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
13481     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
13482     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
13483     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
13484   };
13485   static int touch_dir[4] =
13486   {
13487     MV_LEFT | MV_RIGHT,
13488     MV_UP   | MV_DOWN,
13489     MV_UP   | MV_DOWN,
13490     MV_LEFT | MV_RIGHT
13491   };
13492   boolean change_center_element = FALSE;
13493   int center_element = Tile[x][y];      // should always be non-moving!
13494   int border_element_old[NUM_DIRECTIONS];
13495   int i;
13496
13497   for (i = 0; i < NUM_DIRECTIONS; i++)
13498   {
13499     int xx = x + xy[i].x;
13500     int yy = y + xy[i].y;
13501     int border_element;
13502
13503     border_element_old[i] = -1;
13504
13505     if (!IN_LEV_FIELD(xx, yy))
13506       continue;
13507
13508     if (game.engine_version < VERSION_IDENT(3,0,7,0))
13509       border_element = Tile[xx][yy];    // may be moving!
13510     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13511       border_element = Tile[xx][yy];
13512     else if (MovDir[xx][yy] & touch_dir[i])     // elements are touching
13513       border_element = MovingOrBlocked2Element(xx, yy);
13514     else
13515       continue;                 // center and border element do not touch
13516
13517     border_element_old[i] = border_element;
13518   }
13519
13520   for (i = 0; i < NUM_DIRECTIONS; i++)
13521   {
13522     int xx = x + xy[i].x;
13523     int yy = y + xy[i].y;
13524     int center_side = trigger_sides[i][0];
13525     int border_element = border_element_old[i];
13526
13527     if (border_element == -1)
13528       continue;
13529
13530     // check for change of border element
13531     CheckElementChangeBySide(xx, yy, border_element, center_element,
13532                              CE_TOUCHING_X, center_side);
13533
13534     // (center element cannot be player, so we dont have to check this here)
13535   }
13536
13537   for (i = 0; i < NUM_DIRECTIONS; i++)
13538   {
13539     int xx = x + xy[i].x;
13540     int yy = y + xy[i].y;
13541     int border_side = trigger_sides[i][1];
13542     int border_element = border_element_old[i];
13543
13544     if (border_element == -1)
13545       continue;
13546
13547     // check for change of center element (but change it only once)
13548     if (!change_center_element)
13549       change_center_element =
13550         CheckElementChangeBySide(x, y, center_element, border_element,
13551                                  CE_TOUCHING_X, border_side);
13552
13553     if (IS_PLAYER(xx, yy))
13554     {
13555       /* use player element that is initially defined in the level playfield,
13556          not the player element that corresponds to the runtime player number
13557          (example: a level that contains EL_PLAYER_3 as the only player would
13558          incorrectly give EL_PLAYER_1 for "player->element_nr") */
13559       int player_element = PLAYERINFO(xx, yy)->initial_element;
13560
13561       CheckElementChangeBySide(x, y, center_element, player_element,
13562                                CE_TOUCHING_X, border_side);
13563     }
13564   }
13565 }
13566
13567 void TestIfElementHitsCustomElement(int x, int y, int direction)
13568 {
13569   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13570   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
13571   int hitx = x + dx, hity = y + dy;
13572   int hitting_element = Tile[x][y];
13573   int touched_element;
13574
13575   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13576     return;
13577
13578   touched_element = (IN_LEV_FIELD(hitx, hity) ?
13579                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13580
13581   if (IN_LEV_FIELD(hitx, hity))
13582   {
13583     int opposite_direction = MV_DIR_OPPOSITE(direction);
13584     int hitting_side = direction;
13585     int touched_side = opposite_direction;
13586     boolean object_hit = (!IS_MOVING(hitx, hity) ||
13587                           MovDir[hitx][hity] != direction ||
13588                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
13589
13590     object_hit = TRUE;
13591
13592     if (object_hit)
13593     {
13594       CheckElementChangeBySide(x, y, hitting_element, touched_element,
13595                                CE_HITTING_X, touched_side);
13596
13597       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13598                                CE_HIT_BY_X, hitting_side);
13599
13600       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13601                                CE_HIT_BY_SOMETHING, opposite_direction);
13602
13603       if (IS_PLAYER(hitx, hity))
13604       {
13605         /* use player element that is initially defined in the level playfield,
13606            not the player element that corresponds to the runtime player number
13607            (example: a level that contains EL_PLAYER_3 as the only player would
13608            incorrectly give EL_PLAYER_1 for "player->element_nr") */
13609         int player_element = PLAYERINFO(hitx, hity)->initial_element;
13610
13611         CheckElementChangeBySide(x, y, hitting_element, player_element,
13612                                  CE_HITTING_X, touched_side);
13613       }
13614     }
13615   }
13616
13617   // "hitting something" is also true when hitting the playfield border
13618   CheckElementChangeBySide(x, y, hitting_element, touched_element,
13619                            CE_HITTING_SOMETHING, direction);
13620 }
13621
13622 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13623 {
13624   int i, kill_x = -1, kill_y = -1;
13625
13626   int bad_element = -1;
13627   struct XY *test_xy = xy_topdown;
13628   static int test_dir[4] =
13629   {
13630     MV_UP,
13631     MV_LEFT,
13632     MV_RIGHT,
13633     MV_DOWN
13634   };
13635
13636   for (i = 0; i < NUM_DIRECTIONS; i++)
13637   {
13638     int test_x, test_y, test_move_dir, test_element;
13639
13640     test_x = good_x + test_xy[i].x;
13641     test_y = good_y + test_xy[i].y;
13642
13643     if (!IN_LEV_FIELD(test_x, test_y))
13644       continue;
13645
13646     test_move_dir =
13647       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13648
13649     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13650
13651     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13652        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13653     */
13654     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13655         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
13656     {
13657       kill_x = test_x;
13658       kill_y = test_y;
13659       bad_element = test_element;
13660
13661       break;
13662     }
13663   }
13664
13665   if (kill_x != -1 || kill_y != -1)
13666   {
13667     if (IS_PLAYER(good_x, good_y))
13668     {
13669       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13670
13671       if (player->shield_deadly_time_left > 0 &&
13672           !IS_INDESTRUCTIBLE(bad_element))
13673         Bang(kill_x, kill_y);
13674       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13675         KillPlayer(player);
13676     }
13677     else
13678       Bang(good_x, good_y);
13679   }
13680 }
13681
13682 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13683 {
13684   int i, kill_x = -1, kill_y = -1;
13685   int bad_element = Tile[bad_x][bad_y];
13686   struct XY *test_xy = xy_topdown;
13687   static int touch_dir[4] =
13688   {
13689     MV_LEFT | MV_RIGHT,
13690     MV_UP   | MV_DOWN,
13691     MV_UP   | MV_DOWN,
13692     MV_LEFT | MV_RIGHT
13693   };
13694   static int test_dir[4] =
13695   {
13696     MV_UP,
13697     MV_LEFT,
13698     MV_RIGHT,
13699     MV_DOWN
13700   };
13701
13702   if (bad_element == EL_EXPLOSION)      // skip just exploding bad things
13703     return;
13704
13705   for (i = 0; i < NUM_DIRECTIONS; i++)
13706   {
13707     int test_x, test_y, test_move_dir, test_element;
13708
13709     test_x = bad_x + test_xy[i].x;
13710     test_y = bad_y + test_xy[i].y;
13711
13712     if (!IN_LEV_FIELD(test_x, test_y))
13713       continue;
13714
13715     test_move_dir =
13716       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13717
13718     test_element = Tile[test_x][test_y];
13719
13720     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13721        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13722     */
13723     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
13724         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
13725     {
13726       // good thing is player or penguin that does not move away
13727       if (IS_PLAYER(test_x, test_y))
13728       {
13729         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13730
13731         if (bad_element == EL_ROBOT && player->is_moving)
13732           continue;     // robot does not kill player if he is moving
13733
13734         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13735         {
13736           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13737             continue;           // center and border element do not touch
13738         }
13739
13740         kill_x = test_x;
13741         kill_y = test_y;
13742
13743         break;
13744       }
13745       else if (test_element == EL_PENGUIN)
13746       {
13747         kill_x = test_x;
13748         kill_y = test_y;
13749
13750         break;
13751       }
13752     }
13753   }
13754
13755   if (kill_x != -1 || kill_y != -1)
13756   {
13757     if (IS_PLAYER(kill_x, kill_y))
13758     {
13759       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13760
13761       if (player->shield_deadly_time_left > 0 &&
13762           !IS_INDESTRUCTIBLE(bad_element))
13763         Bang(bad_x, bad_y);
13764       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13765         KillPlayer(player);
13766     }
13767     else
13768       Bang(kill_x, kill_y);
13769   }
13770 }
13771
13772 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13773 {
13774   int bad_element = Tile[bad_x][bad_y];
13775   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13776   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
13777   int test_x = bad_x + dx, test_y = bad_y + dy;
13778   int test_move_dir, test_element;
13779   int kill_x = -1, kill_y = -1;
13780
13781   if (!IN_LEV_FIELD(test_x, test_y))
13782     return;
13783
13784   test_move_dir =
13785     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13786
13787   test_element = Tile[test_x][test_y];
13788
13789   if (test_move_dir != bad_move_dir)
13790   {
13791     // good thing can be player or penguin that does not move away
13792     if (IS_PLAYER(test_x, test_y))
13793     {
13794       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13795
13796       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13797          player as being hit when he is moving towards the bad thing, because
13798          the "get hit by" condition would be lost after the player stops) */
13799       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13800         return;         // player moves away from bad thing
13801
13802       kill_x = test_x;
13803       kill_y = test_y;
13804     }
13805     else if (test_element == EL_PENGUIN)
13806     {
13807       kill_x = test_x;
13808       kill_y = test_y;
13809     }
13810   }
13811
13812   if (kill_x != -1 || kill_y != -1)
13813   {
13814     if (IS_PLAYER(kill_x, kill_y))
13815     {
13816       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13817
13818       if (player->shield_deadly_time_left > 0 &&
13819           !IS_INDESTRUCTIBLE(bad_element))
13820         Bang(bad_x, bad_y);
13821       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13822         KillPlayer(player);
13823     }
13824     else
13825       Bang(kill_x, kill_y);
13826   }
13827 }
13828
13829 void TestIfPlayerTouchesBadThing(int x, int y)
13830 {
13831   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13832 }
13833
13834 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13835 {
13836   TestIfGoodThingHitsBadThing(x, y, move_dir);
13837 }
13838
13839 void TestIfBadThingTouchesPlayer(int x, int y)
13840 {
13841   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13842 }
13843
13844 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13845 {
13846   TestIfBadThingHitsGoodThing(x, y, move_dir);
13847 }
13848
13849 void TestIfFriendTouchesBadThing(int x, int y)
13850 {
13851   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13852 }
13853
13854 void TestIfBadThingTouchesFriend(int x, int y)
13855 {
13856   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13857 }
13858
13859 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13860 {
13861   int i, kill_x = bad_x, kill_y = bad_y;
13862   struct XY *xy = xy_topdown;
13863
13864   for (i = 0; i < NUM_DIRECTIONS; i++)
13865   {
13866     int x, y, element;
13867
13868     x = bad_x + xy[i].x;
13869     y = bad_y + xy[i].y;
13870     if (!IN_LEV_FIELD(x, y))
13871       continue;
13872
13873     element = Tile[x][y];
13874     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13875         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13876     {
13877       kill_x = x;
13878       kill_y = y;
13879       break;
13880     }
13881   }
13882
13883   if (kill_x != bad_x || kill_y != bad_y)
13884     Bang(bad_x, bad_y);
13885 }
13886
13887 void KillPlayer(struct PlayerInfo *player)
13888 {
13889   int jx = player->jx, jy = player->jy;
13890
13891   if (!player->active)
13892     return;
13893
13894 #if 0
13895   Debug("game:playing:KillPlayer",
13896         "0: killed == %d, active == %d, reanimated == %d",
13897         player->killed, player->active, player->reanimated);
13898 #endif
13899
13900   /* the following code was introduced to prevent an infinite loop when calling
13901      -> Bang()
13902      -> CheckTriggeredElementChangeExt()
13903      -> ExecuteCustomElementAction()
13904      -> KillPlayer()
13905      -> (infinitely repeating the above sequence of function calls)
13906      which occurs when killing the player while having a CE with the setting
13907      "kill player X when explosion of <player X>"; the solution using a new
13908      field "player->killed" was chosen for backwards compatibility, although
13909      clever use of the fields "player->active" etc. would probably also work */
13910 #if 1
13911   if (player->killed)
13912     return;
13913 #endif
13914
13915   player->killed = TRUE;
13916
13917   // remove accessible field at the player's position
13918   Tile[jx][jy] = EL_EMPTY;
13919
13920   // deactivate shield (else Bang()/Explode() would not work right)
13921   player->shield_normal_time_left = 0;
13922   player->shield_deadly_time_left = 0;
13923
13924 #if 0
13925   Debug("game:playing:KillPlayer",
13926         "1: killed == %d, active == %d, reanimated == %d",
13927         player->killed, player->active, player->reanimated);
13928 #endif
13929
13930   Bang(jx, jy);
13931
13932 #if 0
13933   Debug("game:playing:KillPlayer",
13934         "2: killed == %d, active == %d, reanimated == %d",
13935         player->killed, player->active, player->reanimated);
13936 #endif
13937
13938   if (player->reanimated)       // killed player may have been reanimated
13939     player->killed = player->reanimated = FALSE;
13940   else
13941     BuryPlayer(player);
13942 }
13943
13944 static void KillPlayerUnlessEnemyProtected(int x, int y)
13945 {
13946   if (!PLAYER_ENEMY_PROTECTED(x, y))
13947     KillPlayer(PLAYERINFO(x, y));
13948 }
13949
13950 static void KillPlayerUnlessExplosionProtected(int x, int y)
13951 {
13952   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13953     KillPlayer(PLAYERINFO(x, y));
13954 }
13955
13956 void BuryPlayer(struct PlayerInfo *player)
13957 {
13958   int jx = player->jx, jy = player->jy;
13959
13960   if (!player->active)
13961     return;
13962
13963   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13964   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13965
13966   RemovePlayer(player);
13967
13968   player->buried = TRUE;
13969
13970   if (game.all_players_gone)
13971     game.GameOver = TRUE;
13972 }
13973
13974 void RemovePlayer(struct PlayerInfo *player)
13975 {
13976   int jx = player->jx, jy = player->jy;
13977   int i, found = FALSE;
13978
13979   player->present = FALSE;
13980   player->active = FALSE;
13981
13982   // required for some CE actions (even if the player is not active anymore)
13983   player->MovPos = 0;
13984
13985   if (!ExplodeField[jx][jy])
13986     StorePlayer[jx][jy] = 0;
13987
13988   if (player->is_moving)
13989     TEST_DrawLevelField(player->last_jx, player->last_jy);
13990
13991   for (i = 0; i < MAX_PLAYERS; i++)
13992     if (stored_player[i].active)
13993       found = TRUE;
13994
13995   if (!found)
13996   {
13997     game.all_players_gone = TRUE;
13998     game.GameOver = TRUE;
13999   }
14000
14001   game.exit_x = game.robot_wheel_x = jx;
14002   game.exit_y = game.robot_wheel_y = jy;
14003 }
14004
14005 void ExitPlayer(struct PlayerInfo *player)
14006 {
14007   DrawPlayer(player);   // needed here only to cleanup last field
14008   RemovePlayer(player);
14009
14010   if (game.players_still_needed > 0)
14011     game.players_still_needed--;
14012 }
14013
14014 static void SetFieldForSnapping(int x, int y, int element, int direction,
14015                                 int player_index_bit)
14016 {
14017   struct ElementInfo *ei = &element_info[element];
14018   int direction_bit = MV_DIR_TO_BIT(direction);
14019   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14020   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14021                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14022
14023   Tile[x][y] = EL_ELEMENT_SNAPPING;
14024   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14025   MovDir[x][y] = direction;
14026   Store[x][y] = element;
14027   Store2[x][y] = player_index_bit;
14028
14029   ResetGfxAnimation(x, y);
14030
14031   GfxElement[x][y] = element;
14032   GfxAction[x][y] = action;
14033   GfxDir[x][y] = direction;
14034   GfxFrame[x][y] = -1;
14035 }
14036
14037 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14038                                    int player_index_bit)
14039 {
14040   TestIfElementTouchesCustomElement(x, y);      // for empty space
14041
14042   if (level.finish_dig_collect)
14043   {
14044     int dig_side = MV_DIR_OPPOSITE(direction);
14045     int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14046                         CE_PLAYER_COLLECTS_X);
14047
14048     CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14049                                         player_index_bit, dig_side);
14050     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14051                                         player_index_bit, dig_side);
14052   }
14053 }
14054
14055 /*
14056   =============================================================================
14057   checkDiagonalPushing()
14058   -----------------------------------------------------------------------------
14059   check if diagonal input device direction results in pushing of object
14060   (by checking if the alternative direction is walkable, diggable, ...)
14061   =============================================================================
14062 */
14063
14064 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14065                                     int x, int y, int real_dx, int real_dy)
14066 {
14067   int jx, jy, dx, dy, xx, yy;
14068
14069   if (real_dx == 0 || real_dy == 0)     // no diagonal direction => push
14070     return TRUE;
14071
14072   // diagonal direction: check alternative direction
14073   jx = player->jx;
14074   jy = player->jy;
14075   dx = x - jx;
14076   dy = y - jy;
14077   xx = jx + (dx == 0 ? real_dx : 0);
14078   yy = jy + (dy == 0 ? real_dy : 0);
14079
14080   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14081 }
14082
14083 /*
14084   =============================================================================
14085   DigField()
14086   -----------------------------------------------------------------------------
14087   x, y:                 field next to player (non-diagonal) to try to dig to
14088   real_dx, real_dy:     direction as read from input device (can be diagonal)
14089   =============================================================================
14090 */
14091
14092 static int DigField(struct PlayerInfo *player,
14093                     int oldx, int oldy, int x, int y,
14094                     int real_dx, int real_dy, int mode)
14095 {
14096   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14097   boolean player_was_pushing = player->is_pushing;
14098   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14099   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14100   int jx = oldx, jy = oldy;
14101   int dx = x - jx, dy = y - jy;
14102   int nextx = x + dx, nexty = y + dy;
14103   int move_direction = (dx == -1 ? MV_LEFT  :
14104                         dx == +1 ? MV_RIGHT :
14105                         dy == -1 ? MV_UP    :
14106                         dy == +1 ? MV_DOWN  : MV_NONE);
14107   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14108   int dig_side = MV_DIR_OPPOSITE(move_direction);
14109   int old_element = Tile[jx][jy];
14110   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14111   int collect_count;
14112
14113   if (is_player)                // function can also be called by EL_PENGUIN
14114   {
14115     if (player->MovPos == 0)
14116     {
14117       player->is_digging = FALSE;
14118       player->is_collecting = FALSE;
14119     }
14120
14121     if (player->MovPos == 0)    // last pushing move finished
14122       player->is_pushing = FALSE;
14123
14124     if (mode == DF_NO_PUSH)     // player just stopped pushing
14125     {
14126       player->is_switching = FALSE;
14127       player->push_delay = -1;
14128
14129       return MP_NO_ACTION;
14130     }
14131   }
14132   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14133     old_element = Back[jx][jy];
14134
14135   // in case of element dropped at player position, check background
14136   else if (Back[jx][jy] != EL_EMPTY &&
14137            game.engine_version >= VERSION_IDENT(2,2,0,0))
14138     old_element = Back[jx][jy];
14139
14140   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14141     return MP_NO_ACTION;        // field has no opening in this direction
14142
14143   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14144     return MP_NO_ACTION;        // field has no opening in this direction
14145
14146   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14147   {
14148     SplashAcid(x, y);
14149
14150     Tile[jx][jy] = player->artwork_element;
14151     InitMovingField(jx, jy, MV_DOWN);
14152     Store[jx][jy] = EL_ACID;
14153     ContinueMoving(jx, jy);
14154     BuryPlayer(player);
14155
14156     return MP_DONT_RUN_INTO;
14157   }
14158
14159   if (player_can_move && DONT_RUN_INTO(element))
14160   {
14161     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14162
14163     return MP_DONT_RUN_INTO;
14164   }
14165
14166   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14167     return MP_NO_ACTION;
14168
14169   collect_count = element_info[element].collect_count_initial;
14170
14171   if (!is_player && !IS_COLLECTIBLE(element))   // penguin cannot collect it
14172     return MP_NO_ACTION;
14173
14174   if (game.engine_version < VERSION_IDENT(2,2,0,0))
14175     player_can_move = player_can_move_or_snap;
14176
14177   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14178       game.engine_version >= VERSION_IDENT(2,2,0,0))
14179   {
14180     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14181                                player->index_bit, dig_side);
14182     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14183                                         player->index_bit, dig_side);
14184
14185     if (element == EL_DC_LANDMINE)
14186       Bang(x, y);
14187
14188     if (Tile[x][y] != element)          // field changed by snapping
14189       return MP_ACTION;
14190
14191     return MP_NO_ACTION;
14192   }
14193
14194   if (player->gravity && is_player && !player->is_auto_moving &&
14195       canFallDown(player) && move_direction != MV_DOWN &&
14196       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14197     return MP_NO_ACTION;        // player cannot walk here due to gravity
14198
14199   if (player_can_move &&
14200       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14201   {
14202     int sound_element = SND_ELEMENT(element);
14203     int sound_action = ACTION_WALKING;
14204
14205     if (IS_RND_GATE(element))
14206     {
14207       if (!player->key[RND_GATE_NR(element)])
14208         return MP_NO_ACTION;
14209     }
14210     else if (IS_RND_GATE_GRAY(element))
14211     {
14212       if (!player->key[RND_GATE_GRAY_NR(element)])
14213         return MP_NO_ACTION;
14214     }
14215     else if (IS_RND_GATE_GRAY_ACTIVE(element))
14216     {
14217       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14218         return MP_NO_ACTION;
14219     }
14220     else if (element == EL_EXIT_OPEN ||
14221              element == EL_EM_EXIT_OPEN ||
14222              element == EL_EM_EXIT_OPENING ||
14223              element == EL_STEEL_EXIT_OPEN ||
14224              element == EL_EM_STEEL_EXIT_OPEN ||
14225              element == EL_EM_STEEL_EXIT_OPENING ||
14226              element == EL_SP_EXIT_OPEN ||
14227              element == EL_SP_EXIT_OPENING)
14228     {
14229       sound_action = ACTION_PASSING;    // player is passing exit
14230     }
14231     else if (element == EL_EMPTY)
14232     {
14233       sound_action = ACTION_MOVING;             // nothing to walk on
14234     }
14235
14236     // play sound from background or player, whatever is available
14237     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14238       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14239     else
14240       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14241   }
14242   else if (player_can_move &&
14243            IS_PASSABLE(element) && canPassField(x, y, move_direction))
14244   {
14245     if (!ACCESS_FROM(element, opposite_direction))
14246       return MP_NO_ACTION;      // field not accessible from this direction
14247
14248     if (CAN_MOVE(element))      // only fixed elements can be passed!
14249       return MP_NO_ACTION;
14250
14251     if (IS_EM_GATE(element))
14252     {
14253       if (!player->key[EM_GATE_NR(element)])
14254         return MP_NO_ACTION;
14255     }
14256     else if (IS_EM_GATE_GRAY(element))
14257     {
14258       if (!player->key[EM_GATE_GRAY_NR(element)])
14259         return MP_NO_ACTION;
14260     }
14261     else if (IS_EM_GATE_GRAY_ACTIVE(element))
14262     {
14263       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14264         return MP_NO_ACTION;
14265     }
14266     else if (IS_EMC_GATE(element))
14267     {
14268       if (!player->key[EMC_GATE_NR(element)])
14269         return MP_NO_ACTION;
14270     }
14271     else if (IS_EMC_GATE_GRAY(element))
14272     {
14273       if (!player->key[EMC_GATE_GRAY_NR(element)])
14274         return MP_NO_ACTION;
14275     }
14276     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14277     {
14278       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14279         return MP_NO_ACTION;
14280     }
14281     else if (element == EL_DC_GATE_WHITE ||
14282              element == EL_DC_GATE_WHITE_GRAY ||
14283              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14284     {
14285       if (player->num_white_keys == 0)
14286         return MP_NO_ACTION;
14287
14288       player->num_white_keys--;
14289     }
14290     else if (IS_SP_PORT(element))
14291     {
14292       if (element == EL_SP_GRAVITY_PORT_LEFT ||
14293           element == EL_SP_GRAVITY_PORT_RIGHT ||
14294           element == EL_SP_GRAVITY_PORT_UP ||
14295           element == EL_SP_GRAVITY_PORT_DOWN)
14296         player->gravity = !player->gravity;
14297       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14298                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14299                element == EL_SP_GRAVITY_ON_PORT_UP ||
14300                element == EL_SP_GRAVITY_ON_PORT_DOWN)
14301         player->gravity = TRUE;
14302       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14303                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14304                element == EL_SP_GRAVITY_OFF_PORT_UP ||
14305                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14306         player->gravity = FALSE;
14307     }
14308
14309     // automatically move to the next field with double speed
14310     player->programmed_action = move_direction;
14311
14312     if (player->move_delay_reset_counter == 0)
14313     {
14314       player->move_delay_reset_counter = 2;     // two double speed steps
14315
14316       DOUBLE_PLAYER_SPEED(player);
14317     }
14318
14319     PlayLevelSoundAction(x, y, ACTION_PASSING);
14320   }
14321   else if (player_can_move_or_snap && IS_DIGGABLE(element))
14322   {
14323     RemoveField(x, y);
14324
14325     if (mode != DF_SNAP)
14326     {
14327       GfxElement[x][y] = GFX_ELEMENT(element);
14328       player->is_digging = TRUE;
14329     }
14330
14331     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14332
14333     // use old behaviour for old levels (digging)
14334     if (!level.finish_dig_collect)
14335     {
14336       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14337                                           player->index_bit, dig_side);
14338
14339       // if digging triggered player relocation, finish digging tile
14340       if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14341         SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14342     }
14343
14344     if (mode == DF_SNAP)
14345     {
14346       if (level.block_snap_field)
14347         SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14348       else
14349         TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14350
14351       // use old behaviour for old levels (snapping)
14352       if (!level.finish_dig_collect)
14353         CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14354                                             player->index_bit, dig_side);
14355     }
14356   }
14357   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14358   {
14359     RemoveField(x, y);
14360
14361     if (is_player && mode != DF_SNAP)
14362     {
14363       GfxElement[x][y] = element;
14364       player->is_collecting = TRUE;
14365     }
14366
14367     if (element == EL_SPEED_PILL)
14368     {
14369       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14370     }
14371     else if (element == EL_EXTRA_TIME && level.time > 0)
14372     {
14373       TimeLeft += level.extra_time;
14374
14375       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14376
14377       DisplayGameControlValues();
14378     }
14379     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14380     {
14381       int shield_time = (element == EL_SHIELD_DEADLY ?
14382                          level.shield_deadly_time :
14383                          level.shield_normal_time);
14384
14385       player->shield_normal_time_left += shield_time;
14386       if (element == EL_SHIELD_DEADLY)
14387         player->shield_deadly_time_left += shield_time;
14388     }
14389     else if (element == EL_DYNAMITE ||
14390              element == EL_EM_DYNAMITE ||
14391              element == EL_SP_DISK_RED)
14392     {
14393       if (player->inventory_size < MAX_INVENTORY_SIZE)
14394         player->inventory_element[player->inventory_size++] = element;
14395
14396       DrawGameDoorValues();
14397     }
14398     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14399     {
14400       player->dynabomb_count++;
14401       player->dynabombs_left++;
14402     }
14403     else if (element == EL_DYNABOMB_INCREASE_SIZE)
14404     {
14405       player->dynabomb_size++;
14406     }
14407     else if (element == EL_DYNABOMB_INCREASE_POWER)
14408     {
14409       player->dynabomb_xl = TRUE;
14410     }
14411     else if (IS_KEY(element))
14412     {
14413       player->key[KEY_NR(element)] = TRUE;
14414
14415       DrawGameDoorValues();
14416     }
14417     else if (element == EL_DC_KEY_WHITE)
14418     {
14419       player->num_white_keys++;
14420
14421       // display white keys?
14422       // DrawGameDoorValues();
14423     }
14424     else if (IS_ENVELOPE(element))
14425     {
14426       boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14427
14428       if (!wait_for_snapping)
14429         player->show_envelope = element;
14430     }
14431     else if (element == EL_EMC_LENSES)
14432     {
14433       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14434
14435       RedrawAllInvisibleElementsForLenses();
14436     }
14437     else if (element == EL_EMC_MAGNIFIER)
14438     {
14439       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14440
14441       RedrawAllInvisibleElementsForMagnifier();
14442     }
14443     else if (IS_DROPPABLE(element) ||
14444              IS_THROWABLE(element))     // can be collected and dropped
14445     {
14446       int i;
14447
14448       if (collect_count == 0)
14449         player->inventory_infinite_element = element;
14450       else
14451         for (i = 0; i < collect_count; i++)
14452           if (player->inventory_size < MAX_INVENTORY_SIZE)
14453             player->inventory_element[player->inventory_size++] = element;
14454
14455       DrawGameDoorValues();
14456     }
14457     else if (collect_count > 0)
14458     {
14459       game.gems_still_needed -= collect_count;
14460       if (game.gems_still_needed < 0)
14461         game.gems_still_needed = 0;
14462
14463       game.snapshot.collected_item = TRUE;
14464
14465       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14466
14467       DisplayGameControlValues();
14468     }
14469
14470     RaiseScoreElement(element);
14471     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14472
14473     // use old behaviour for old levels (collecting)
14474     if (!level.finish_dig_collect && is_player)
14475     {
14476       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14477                                           player->index_bit, dig_side);
14478
14479       // if collecting triggered player relocation, finish collecting tile
14480       if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14481         SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14482     }
14483
14484     if (mode == DF_SNAP)
14485     {
14486       if (level.block_snap_field)
14487         SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14488       else
14489         TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14490
14491       // use old behaviour for old levels (snapping)
14492       if (!level.finish_dig_collect)
14493         CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14494                                             player->index_bit, dig_side);
14495     }
14496   }
14497   else if (player_can_move_or_snap && IS_PUSHABLE(element))
14498   {
14499     if (mode == DF_SNAP && element != EL_BD_ROCK)
14500       return MP_NO_ACTION;
14501
14502     if (CAN_FALL(element) && dy)
14503       return MP_NO_ACTION;
14504
14505     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14506         !(element == EL_SPRING && level.use_spring_bug))
14507       return MP_NO_ACTION;
14508
14509     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14510         ((move_direction & MV_VERTICAL &&
14511           ((element_info[element].move_pattern & MV_LEFT &&
14512             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14513            (element_info[element].move_pattern & MV_RIGHT &&
14514             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14515          (move_direction & MV_HORIZONTAL &&
14516           ((element_info[element].move_pattern & MV_UP &&
14517             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14518            (element_info[element].move_pattern & MV_DOWN &&
14519             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14520       return MP_NO_ACTION;
14521
14522     // do not push elements already moving away faster than player
14523     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14524         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14525       return MP_NO_ACTION;
14526
14527     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14528     {
14529       if (player->push_delay_value == -1 || !player_was_pushing)
14530         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14531     }
14532     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14533     {
14534       if (player->push_delay_value == -1)
14535         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14536     }
14537     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14538     {
14539       if (!player->is_pushing)
14540         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14541     }
14542
14543     player->is_pushing = TRUE;
14544     player->is_active = TRUE;
14545
14546     if (!(IN_LEV_FIELD(nextx, nexty) &&
14547           (IS_FREE(nextx, nexty) ||
14548            (IS_SB_ELEMENT(element) &&
14549             Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14550            (IS_CUSTOM_ELEMENT(element) &&
14551             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14552       return MP_NO_ACTION;
14553
14554     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14555       return MP_NO_ACTION;
14556
14557     if (player->push_delay == -1)       // new pushing; restart delay
14558       player->push_delay = 0;
14559
14560     if (player->push_delay < player->push_delay_value &&
14561         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14562         element != EL_SPRING && element != EL_BALLOON)
14563     {
14564       // make sure that there is no move delay before next try to push
14565       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14566         player->move_delay = 0;
14567
14568       return MP_NO_ACTION;
14569     }
14570
14571     if (IS_CUSTOM_ELEMENT(element) &&
14572         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14573     {
14574       if (!DigFieldByCE(nextx, nexty, element))
14575         return MP_NO_ACTION;
14576     }
14577
14578     if (IS_SB_ELEMENT(element))
14579     {
14580       boolean sokoban_task_solved = FALSE;
14581
14582       if (element == EL_SOKOBAN_FIELD_FULL)
14583       {
14584         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14585
14586         IncrementSokobanFieldsNeeded();
14587         IncrementSokobanObjectsNeeded();
14588       }
14589
14590       if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14591       {
14592         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14593
14594         DecrementSokobanFieldsNeeded();
14595         DecrementSokobanObjectsNeeded();
14596
14597         // sokoban object was pushed from empty field to sokoban field
14598         if (Back[x][y] == EL_EMPTY)
14599           sokoban_task_solved = TRUE;
14600       }
14601
14602       Tile[x][y] = EL_SOKOBAN_OBJECT;
14603
14604       if (Back[x][y] == Back[nextx][nexty])
14605         PlayLevelSoundAction(x, y, ACTION_PUSHING);
14606       else if (Back[x][y] != 0)
14607         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14608                                     ACTION_EMPTYING);
14609       else
14610         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14611                                     ACTION_FILLING);
14612
14613       if (sokoban_task_solved &&
14614           game.sokoban_fields_still_needed == 0 &&
14615           game.sokoban_objects_still_needed == 0 &&
14616           level.auto_exit_sokoban)
14617       {
14618         game.players_still_needed = 0;
14619
14620         LevelSolved();
14621
14622         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14623       }
14624     }
14625     else
14626       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14627
14628     InitMovingField(x, y, move_direction);
14629     GfxAction[x][y] = ACTION_PUSHING;
14630
14631     if (mode == DF_SNAP)
14632       ContinueMoving(x, y);
14633     else
14634       MovPos[x][y] = (dx != 0 ? dx : dy);
14635
14636     Pushed[x][y] = TRUE;
14637     Pushed[nextx][nexty] = TRUE;
14638
14639     if (game.engine_version < VERSION_IDENT(2,2,0,7))
14640       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14641     else
14642       player->push_delay_value = -1;    // get new value later
14643
14644     // check for element change _after_ element has been pushed
14645     if (game.use_change_when_pushing_bug)
14646     {
14647       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14648                                  player->index_bit, dig_side);
14649       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14650                                           player->index_bit, dig_side);
14651     }
14652   }
14653   else if (IS_SWITCHABLE(element))
14654   {
14655     if (PLAYER_SWITCHING(player, x, y))
14656     {
14657       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14658                                           player->index_bit, dig_side);
14659
14660       return MP_ACTION;
14661     }
14662
14663     player->is_switching = TRUE;
14664     player->switch_x = x;
14665     player->switch_y = y;
14666
14667     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14668
14669     if (element == EL_ROBOT_WHEEL)
14670     {
14671       Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14672
14673       game.robot_wheel_x = x;
14674       game.robot_wheel_y = y;
14675       game.robot_wheel_active = TRUE;
14676
14677       TEST_DrawLevelField(x, y);
14678     }
14679     else if (element == EL_SP_TERMINAL)
14680     {
14681       int xx, yy;
14682
14683       SCAN_PLAYFIELD(xx, yy)
14684       {
14685         if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14686         {
14687           Bang(xx, yy);
14688         }
14689         else if (Tile[xx][yy] == EL_SP_TERMINAL)
14690         {
14691           Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14692
14693           ResetGfxAnimation(xx, yy);
14694           TEST_DrawLevelField(xx, yy);
14695         }
14696       }
14697     }
14698     else if (IS_BELT_SWITCH(element))
14699     {
14700       ToggleBeltSwitch(x, y);
14701     }
14702     else if (element == EL_SWITCHGATE_SWITCH_UP ||
14703              element == EL_SWITCHGATE_SWITCH_DOWN ||
14704              element == EL_DC_SWITCHGATE_SWITCH_UP ||
14705              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14706     {
14707       ToggleSwitchgateSwitch(x, y);
14708     }
14709     else if (element == EL_LIGHT_SWITCH ||
14710              element == EL_LIGHT_SWITCH_ACTIVE)
14711     {
14712       ToggleLightSwitch(x, y);
14713     }
14714     else if (element == EL_TIMEGATE_SWITCH ||
14715              element == EL_DC_TIMEGATE_SWITCH)
14716     {
14717       ActivateTimegateSwitch(x, y);
14718     }
14719     else if (element == EL_BALLOON_SWITCH_LEFT  ||
14720              element == EL_BALLOON_SWITCH_RIGHT ||
14721              element == EL_BALLOON_SWITCH_UP    ||
14722              element == EL_BALLOON_SWITCH_DOWN  ||
14723              element == EL_BALLOON_SWITCH_NONE  ||
14724              element == EL_BALLOON_SWITCH_ANY)
14725     {
14726       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
14727                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14728                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
14729                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
14730                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
14731                              move_direction);
14732     }
14733     else if (element == EL_LAMP)
14734     {
14735       Tile[x][y] = EL_LAMP_ACTIVE;
14736       game.lights_still_needed--;
14737
14738       ResetGfxAnimation(x, y);
14739       TEST_DrawLevelField(x, y);
14740     }
14741     else if (element == EL_TIME_ORB_FULL)
14742     {
14743       Tile[x][y] = EL_TIME_ORB_EMPTY;
14744
14745       if (level.time > 0 || level.use_time_orb_bug)
14746       {
14747         TimeLeft += level.time_orb_time;
14748         game.no_level_time_limit = FALSE;
14749
14750         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14751
14752         DisplayGameControlValues();
14753       }
14754
14755       ResetGfxAnimation(x, y);
14756       TEST_DrawLevelField(x, y);
14757     }
14758     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14759              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14760     {
14761       int xx, yy;
14762
14763       game.ball_active = !game.ball_active;
14764
14765       SCAN_PLAYFIELD(xx, yy)
14766       {
14767         int e = Tile[xx][yy];
14768
14769         if (game.ball_active)
14770         {
14771           if (e == EL_EMC_MAGIC_BALL)
14772             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14773           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14774             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14775         }
14776         else
14777         {
14778           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14779             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14780           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14781             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14782         }
14783       }
14784     }
14785
14786     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14787                                         player->index_bit, dig_side);
14788
14789     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14790                                         player->index_bit, dig_side);
14791
14792     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14793                                         player->index_bit, dig_side);
14794
14795     return MP_ACTION;
14796   }
14797   else
14798   {
14799     if (!PLAYER_SWITCHING(player, x, y))
14800     {
14801       player->is_switching = TRUE;
14802       player->switch_x = x;
14803       player->switch_y = y;
14804
14805       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14806                                  player->index_bit, dig_side);
14807       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14808                                           player->index_bit, dig_side);
14809
14810       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14811                                  player->index_bit, dig_side);
14812       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14813                                           player->index_bit, dig_side);
14814     }
14815
14816     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14817                                player->index_bit, dig_side);
14818     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14819                                         player->index_bit, dig_side);
14820
14821     return MP_NO_ACTION;
14822   }
14823
14824   player->push_delay = -1;
14825
14826   if (is_player)                // function can also be called by EL_PENGUIN
14827   {
14828     if (Tile[x][y] != element)          // really digged/collected something
14829     {
14830       player->is_collecting = !player->is_digging;
14831       player->is_active = TRUE;
14832
14833       player->last_removed_element = element;
14834     }
14835   }
14836
14837   return MP_MOVING;
14838 }
14839
14840 static boolean DigFieldByCE(int x, int y, int digging_element)
14841 {
14842   int element = Tile[x][y];
14843
14844   if (!IS_FREE(x, y))
14845   {
14846     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14847                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14848                   ACTION_BREAKING);
14849
14850     // no element can dig solid indestructible elements
14851     if (IS_INDESTRUCTIBLE(element) &&
14852         !IS_DIGGABLE(element) &&
14853         !IS_COLLECTIBLE(element))
14854       return FALSE;
14855
14856     if (AmoebaNr[x][y] &&
14857         (element == EL_AMOEBA_FULL ||
14858          element == EL_BD_AMOEBA ||
14859          element == EL_AMOEBA_GROWING))
14860     {
14861       AmoebaCnt[AmoebaNr[x][y]]--;
14862       AmoebaCnt2[AmoebaNr[x][y]]--;
14863     }
14864
14865     if (IS_MOVING(x, y))
14866       RemoveMovingField(x, y);
14867     else
14868     {
14869       RemoveField(x, y);
14870       TEST_DrawLevelField(x, y);
14871     }
14872
14873     // if digged element was about to explode, prevent the explosion
14874     ExplodeField[x][y] = EX_TYPE_NONE;
14875
14876     PlayLevelSoundAction(x, y, action);
14877   }
14878
14879   Store[x][y] = EL_EMPTY;
14880
14881   // this makes it possible to leave the removed element again
14882   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14883     Store[x][y] = element;
14884
14885   return TRUE;
14886 }
14887
14888 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14889 {
14890   int jx = player->jx, jy = player->jy;
14891   int x = jx + dx, y = jy + dy;
14892   int snap_direction = (dx == -1 ? MV_LEFT  :
14893                         dx == +1 ? MV_RIGHT :
14894                         dy == -1 ? MV_UP    :
14895                         dy == +1 ? MV_DOWN  : MV_NONE);
14896   boolean can_continue_snapping = (level.continuous_snapping &&
14897                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14898
14899   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14900     return FALSE;
14901
14902   if (!player->active || !IN_LEV_FIELD(x, y))
14903     return FALSE;
14904
14905   if (dx && dy)
14906     return FALSE;
14907
14908   if (!dx && !dy)
14909   {
14910     if (player->MovPos == 0)
14911       player->is_pushing = FALSE;
14912
14913     player->is_snapping = FALSE;
14914
14915     if (player->MovPos == 0)
14916     {
14917       player->is_moving = FALSE;
14918       player->is_digging = FALSE;
14919       player->is_collecting = FALSE;
14920     }
14921
14922     return FALSE;
14923   }
14924
14925   // prevent snapping with already pressed snap key when not allowed
14926   if (player->is_snapping && !can_continue_snapping)
14927     return FALSE;
14928
14929   player->MovDir = snap_direction;
14930
14931   if (player->MovPos == 0)
14932   {
14933     player->is_moving = FALSE;
14934     player->is_digging = FALSE;
14935     player->is_collecting = FALSE;
14936   }
14937
14938   player->is_dropping = FALSE;
14939   player->is_dropping_pressed = FALSE;
14940   player->drop_pressed_delay = 0;
14941
14942   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14943     return FALSE;
14944
14945   player->is_snapping = TRUE;
14946   player->is_active = TRUE;
14947
14948   if (player->MovPos == 0)
14949   {
14950     player->is_moving = FALSE;
14951     player->is_digging = FALSE;
14952     player->is_collecting = FALSE;
14953   }
14954
14955   if (player->MovPos != 0)      // prevent graphic bugs in versions < 2.2.0
14956     TEST_DrawLevelField(player->last_jx, player->last_jy);
14957
14958   TEST_DrawLevelField(x, y);
14959
14960   return TRUE;
14961 }
14962
14963 static boolean DropElement(struct PlayerInfo *player)
14964 {
14965   int old_element, new_element;
14966   int dropx = player->jx, dropy = player->jy;
14967   int drop_direction = player->MovDir;
14968   int drop_side = drop_direction;
14969   int drop_element = get_next_dropped_element(player);
14970
14971   /* do not drop an element on top of another element; when holding drop key
14972      pressed without moving, dropped element must move away before the next
14973      element can be dropped (this is especially important if the next element
14974      is dynamite, which can be placed on background for historical reasons) */
14975   if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14976     return MP_ACTION;
14977
14978   if (IS_THROWABLE(drop_element))
14979   {
14980     dropx += GET_DX_FROM_DIR(drop_direction);
14981     dropy += GET_DY_FROM_DIR(drop_direction);
14982
14983     if (!IN_LEV_FIELD(dropx, dropy))
14984       return FALSE;
14985   }
14986
14987   old_element = Tile[dropx][dropy];     // old element at dropping position
14988   new_element = drop_element;           // default: no change when dropping
14989
14990   // check if player is active, not moving and ready to drop
14991   if (!player->active || player->MovPos || player->drop_delay > 0)
14992     return FALSE;
14993
14994   // check if player has anything that can be dropped
14995   if (new_element == EL_UNDEFINED)
14996     return FALSE;
14997
14998   // only set if player has anything that can be dropped
14999   player->is_dropping_pressed = TRUE;
15000
15001   // check if drop key was pressed long enough for EM style dynamite
15002   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15003     return FALSE;
15004
15005   // check if anything can be dropped at the current position
15006   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15007     return FALSE;
15008
15009   // collected custom elements can only be dropped on empty fields
15010   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15011     return FALSE;
15012
15013   if (old_element != EL_EMPTY)
15014     Back[dropx][dropy] = old_element;   // store old element on this field
15015
15016   ResetGfxAnimation(dropx, dropy);
15017   ResetRandomAnimationValue(dropx, dropy);
15018
15019   if (player->inventory_size > 0 ||
15020       player->inventory_infinite_element != EL_UNDEFINED)
15021   {
15022     if (player->inventory_size > 0)
15023     {
15024       player->inventory_size--;
15025
15026       DrawGameDoorValues();
15027
15028       if (new_element == EL_DYNAMITE)
15029         new_element = EL_DYNAMITE_ACTIVE;
15030       else if (new_element == EL_EM_DYNAMITE)
15031         new_element = EL_EM_DYNAMITE_ACTIVE;
15032       else if (new_element == EL_SP_DISK_RED)
15033         new_element = EL_SP_DISK_RED_ACTIVE;
15034     }
15035
15036     Tile[dropx][dropy] = new_element;
15037
15038     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15039       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15040                           el2img(Tile[dropx][dropy]), 0);
15041
15042     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15043
15044     // needed if previous element just changed to "empty" in the last frame
15045     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
15046
15047     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15048                                player->index_bit, drop_side);
15049     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15050                                         CE_PLAYER_DROPS_X,
15051                                         player->index_bit, drop_side);
15052
15053     TestIfElementTouchesCustomElement(dropx, dropy);
15054   }
15055   else          // player is dropping a dyna bomb
15056   {
15057     player->dynabombs_left--;
15058
15059     Tile[dropx][dropy] = new_element;
15060
15061     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15062       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15063                           el2img(Tile[dropx][dropy]), 0);
15064
15065     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15066   }
15067
15068   if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15069     InitField_WithBug1(dropx, dropy, FALSE);
15070
15071   new_element = Tile[dropx][dropy];     // element might have changed
15072
15073   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15074       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15075   {
15076     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15077       MovDir[dropx][dropy] = drop_direction;
15078
15079     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
15080
15081     // do not cause impact style collision by dropping elements that can fall
15082     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15083   }
15084
15085   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15086   player->is_dropping = TRUE;
15087
15088   player->drop_pressed_delay = 0;
15089   player->is_dropping_pressed = FALSE;
15090
15091   player->drop_x = dropx;
15092   player->drop_y = dropy;
15093
15094   return TRUE;
15095 }
15096
15097 // ----------------------------------------------------------------------------
15098 // game sound playing functions
15099 // ----------------------------------------------------------------------------
15100
15101 static int *loop_sound_frame = NULL;
15102 static int *loop_sound_volume = NULL;
15103
15104 void InitPlayLevelSound(void)
15105 {
15106   int num_sounds = getSoundListSize();
15107
15108   checked_free(loop_sound_frame);
15109   checked_free(loop_sound_volume);
15110
15111   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
15112   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15113 }
15114
15115 static void PlayLevelSound(int x, int y, int nr)
15116 {
15117   int sx = SCREENX(x), sy = SCREENY(y);
15118   int volume, stereo_position;
15119   int max_distance = 8;
15120   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15121
15122   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15123       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15124     return;
15125
15126   if (!IN_LEV_FIELD(x, y) ||
15127       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15128       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15129     return;
15130
15131   volume = SOUND_MAX_VOLUME;
15132
15133   if (!IN_SCR_FIELD(sx, sy))
15134   {
15135     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15136     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15137
15138     volume -= volume * (dx > dy ? dx : dy) / max_distance;
15139   }
15140
15141   stereo_position = (SOUND_MAX_LEFT +
15142                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15143                      (SCR_FIELDX + 2 * max_distance));
15144
15145   if (IS_LOOP_SOUND(nr))
15146   {
15147     /* This assures that quieter loop sounds do not overwrite louder ones,
15148        while restarting sound volume comparison with each new game frame. */
15149
15150     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15151       return;
15152
15153     loop_sound_volume[nr] = volume;
15154     loop_sound_frame[nr] = FrameCounter;
15155   }
15156
15157   PlaySoundExt(nr, volume, stereo_position, type);
15158 }
15159
15160 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15161 {
15162   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15163                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
15164                  y < LEVELY(BY1) ? LEVELY(BY1) :
15165                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
15166                  sound_action);
15167 }
15168
15169 static void PlayLevelSoundAction(int x, int y, int action)
15170 {
15171   PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15172 }
15173
15174 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15175 {
15176   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15177
15178   if (sound_effect != SND_UNDEFINED)
15179     PlayLevelSound(x, y, sound_effect);
15180 }
15181
15182 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15183                                               int action)
15184 {
15185   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15186
15187   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15188     PlayLevelSound(x, y, sound_effect);
15189 }
15190
15191 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15192 {
15193   int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15194
15195   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15196     PlayLevelSound(x, y, sound_effect);
15197 }
15198
15199 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15200 {
15201   int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15202
15203   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15204     StopSound(sound_effect);
15205 }
15206
15207 static int getLevelMusicNr(void)
15208 {
15209   if (levelset.music[level_nr] != MUS_UNDEFINED)
15210     return levelset.music[level_nr];            // from config file
15211   else
15212     return MAP_NOCONF_MUSIC(level_nr);          // from music dir
15213 }
15214
15215 static void FadeLevelSounds(void)
15216 {
15217   FadeSounds();
15218 }
15219
15220 static void FadeLevelMusic(void)
15221 {
15222   int music_nr = getLevelMusicNr();
15223   char *curr_music = getCurrentlyPlayingMusicFilename();
15224   char *next_music = getMusicInfoEntryFilename(music_nr);
15225
15226   if (!strEqual(curr_music, next_music))
15227     FadeMusic();
15228 }
15229
15230 void FadeLevelSoundsAndMusic(void)
15231 {
15232   FadeLevelSounds();
15233   FadeLevelMusic();
15234 }
15235
15236 static void PlayLevelMusic(void)
15237 {
15238   int music_nr = getLevelMusicNr();
15239   char *curr_music = getCurrentlyPlayingMusicFilename();
15240   char *next_music = getMusicInfoEntryFilename(music_nr);
15241
15242   if (!strEqual(curr_music, next_music))
15243     PlayMusicLoop(music_nr);
15244 }
15245
15246 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15247 {
15248   int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15249   int offset = 0;
15250   int x = xx - offset;
15251   int y = yy - offset;
15252
15253   switch (sample)
15254   {
15255     case SOUND_blank:
15256       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15257       break;
15258
15259     case SOUND_roll:
15260       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15261       break;
15262
15263     case SOUND_stone:
15264       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15265       break;
15266
15267     case SOUND_nut:
15268       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15269       break;
15270
15271     case SOUND_crack:
15272       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15273       break;
15274
15275     case SOUND_bug:
15276       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15277       break;
15278
15279     case SOUND_tank:
15280       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15281       break;
15282
15283     case SOUND_android_clone:
15284       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15285       break;
15286
15287     case SOUND_android_move:
15288       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15289       break;
15290
15291     case SOUND_spring:
15292       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15293       break;
15294
15295     case SOUND_slurp:
15296       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15297       break;
15298
15299     case SOUND_eater:
15300       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15301       break;
15302
15303     case SOUND_eater_eat:
15304       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15305       break;
15306
15307     case SOUND_alien:
15308       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15309       break;
15310
15311     case SOUND_collect:
15312       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15313       break;
15314
15315     case SOUND_diamond:
15316       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15317       break;
15318
15319     case SOUND_squash:
15320       // !!! CHECK THIS !!!
15321 #if 1
15322       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15323 #else
15324       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15325 #endif
15326       break;
15327
15328     case SOUND_wonderfall:
15329       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15330       break;
15331
15332     case SOUND_drip:
15333       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15334       break;
15335
15336     case SOUND_push:
15337       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15338       break;
15339
15340     case SOUND_dirt:
15341       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15342       break;
15343
15344     case SOUND_acid:
15345       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15346       break;
15347
15348     case SOUND_ball:
15349       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15350       break;
15351
15352     case SOUND_slide:
15353       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15354       break;
15355
15356     case SOUND_wonder:
15357       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15358       break;
15359
15360     case SOUND_door:
15361       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15362       break;
15363
15364     case SOUND_exit_open:
15365       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15366       break;
15367
15368     case SOUND_exit_leave:
15369       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15370       break;
15371
15372     case SOUND_dynamite:
15373       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15374       break;
15375
15376     case SOUND_tick:
15377       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15378       break;
15379
15380     case SOUND_press:
15381       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15382       break;
15383
15384     case SOUND_wheel:
15385       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15386       break;
15387
15388     case SOUND_boom:
15389       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15390       break;
15391
15392     case SOUND_die:
15393       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15394       break;
15395
15396     case SOUND_time:
15397       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15398       break;
15399
15400     default:
15401       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15402       break;
15403   }
15404 }
15405
15406 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15407 {
15408   int element = map_element_SP_to_RND(element_sp);
15409   int action = map_action_SP_to_RND(action_sp);
15410   int offset = (setup.sp_show_border_elements ? 0 : 1);
15411   int x = xx - offset;
15412   int y = yy - offset;
15413
15414   PlayLevelSoundElementAction(x, y, element, action);
15415 }
15416
15417 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15418 {
15419   int element = map_element_MM_to_RND(element_mm);
15420   int action = map_action_MM_to_RND(action_mm);
15421   int offset = 0;
15422   int x = xx - offset;
15423   int y = yy - offset;
15424
15425   if (!IS_MM_ELEMENT(element))
15426     element = EL_MM_DEFAULT;
15427
15428   PlayLevelSoundElementAction(x, y, element, action);
15429 }
15430
15431 void PlaySound_MM(int sound_mm)
15432 {
15433   int sound = map_sound_MM_to_RND(sound_mm);
15434
15435   if (sound == SND_UNDEFINED)
15436     return;
15437
15438   PlaySound(sound);
15439 }
15440
15441 void PlaySoundLoop_MM(int sound_mm)
15442 {
15443   int sound = map_sound_MM_to_RND(sound_mm);
15444
15445   if (sound == SND_UNDEFINED)
15446     return;
15447
15448   PlaySoundLoop(sound);
15449 }
15450
15451 void StopSound_MM(int sound_mm)
15452 {
15453   int sound = map_sound_MM_to_RND(sound_mm);
15454
15455   if (sound == SND_UNDEFINED)
15456     return;
15457
15458   StopSound(sound);
15459 }
15460
15461 void RaiseScore(int value)
15462 {
15463   game.score += value;
15464
15465   game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15466
15467   DisplayGameControlValues();
15468 }
15469
15470 void RaiseScoreElement(int element)
15471 {
15472   switch (element)
15473   {
15474     case EL_EMERALD:
15475     case EL_BD_DIAMOND:
15476     case EL_EMERALD_YELLOW:
15477     case EL_EMERALD_RED:
15478     case EL_EMERALD_PURPLE:
15479     case EL_SP_INFOTRON:
15480       RaiseScore(level.score[SC_EMERALD]);
15481       break;
15482     case EL_DIAMOND:
15483       RaiseScore(level.score[SC_DIAMOND]);
15484       break;
15485     case EL_CRYSTAL:
15486       RaiseScore(level.score[SC_CRYSTAL]);
15487       break;
15488     case EL_PEARL:
15489       RaiseScore(level.score[SC_PEARL]);
15490       break;
15491     case EL_BUG:
15492     case EL_BD_BUTTERFLY:
15493     case EL_SP_ELECTRON:
15494       RaiseScore(level.score[SC_BUG]);
15495       break;
15496     case EL_SPACESHIP:
15497     case EL_BD_FIREFLY:
15498     case EL_SP_SNIKSNAK:
15499       RaiseScore(level.score[SC_SPACESHIP]);
15500       break;
15501     case EL_YAMYAM:
15502     case EL_DARK_YAMYAM:
15503       RaiseScore(level.score[SC_YAMYAM]);
15504       break;
15505     case EL_ROBOT:
15506       RaiseScore(level.score[SC_ROBOT]);
15507       break;
15508     case EL_PACMAN:
15509       RaiseScore(level.score[SC_PACMAN]);
15510       break;
15511     case EL_NUT:
15512       RaiseScore(level.score[SC_NUT]);
15513       break;
15514     case EL_DYNAMITE:
15515     case EL_EM_DYNAMITE:
15516     case EL_SP_DISK_RED:
15517     case EL_DYNABOMB_INCREASE_NUMBER:
15518     case EL_DYNABOMB_INCREASE_SIZE:
15519     case EL_DYNABOMB_INCREASE_POWER:
15520       RaiseScore(level.score[SC_DYNAMITE]);
15521       break;
15522     case EL_SHIELD_NORMAL:
15523     case EL_SHIELD_DEADLY:
15524       RaiseScore(level.score[SC_SHIELD]);
15525       break;
15526     case EL_EXTRA_TIME:
15527       RaiseScore(level.extra_time_score);
15528       break;
15529     case EL_KEY_1:
15530     case EL_KEY_2:
15531     case EL_KEY_3:
15532     case EL_KEY_4:
15533     case EL_EM_KEY_1:
15534     case EL_EM_KEY_2:
15535     case EL_EM_KEY_3:
15536     case EL_EM_KEY_4:
15537     case EL_EMC_KEY_5:
15538     case EL_EMC_KEY_6:
15539     case EL_EMC_KEY_7:
15540     case EL_EMC_KEY_8:
15541     case EL_DC_KEY_WHITE:
15542       RaiseScore(level.score[SC_KEY]);
15543       break;
15544     default:
15545       RaiseScore(element_info[element].collect_score);
15546       break;
15547   }
15548 }
15549
15550 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15551 {
15552   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15553   {
15554     if (!quick_quit)
15555     {
15556       // prevent short reactivation of overlay buttons while closing door
15557       SetOverlayActive(FALSE);
15558       UnmapGameButtons();
15559
15560       // door may still be open due to skipped or envelope style request
15561       CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15562     }
15563
15564     if (network.enabled)
15565       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15566     else
15567     {
15568       if (quick_quit)
15569         FadeSkipNextFadeIn();
15570
15571       SetGameStatus(GAME_MODE_MAIN);
15572
15573       DrawMainMenu();
15574     }
15575   }
15576   else          // continue playing the game
15577   {
15578     if (tape.playing && tape.deactivate_display)
15579       TapeDeactivateDisplayOff(TRUE);
15580
15581     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15582
15583     if (tape.playing && tape.deactivate_display)
15584       TapeDeactivateDisplayOn();
15585   }
15586 }
15587
15588 void RequestQuitGame(boolean escape_key_pressed)
15589 {
15590   boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15591   boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15592                         level_editor_test_game);
15593   boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15594                           quick_quit || score_info_tape_play);
15595
15596   RequestQuitGameExt(skip_request, quick_quit,
15597                      "Do you really want to quit the game?");
15598 }
15599
15600 void RequestRestartGame(char *message)
15601 {
15602   game.restart_game_message = NULL;
15603
15604   boolean has_started_game = hasStartedNetworkGame();
15605   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15606
15607   if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15608   {
15609     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15610   }
15611   else
15612   {
15613     // needed in case of envelope request to close game panel
15614     CloseDoor(DOOR_CLOSE_1);
15615
15616     SetGameStatus(GAME_MODE_MAIN);
15617
15618     DrawMainMenu();
15619   }
15620 }
15621
15622 void CheckGameOver(void)
15623 {
15624   static boolean last_game_over = FALSE;
15625   static int game_over_delay = 0;
15626   int game_over_delay_value = 50;
15627   boolean game_over = checkGameFailed();
15628
15629   // do not handle game over if request dialog is already active
15630   if (game.request_active)
15631     return;
15632
15633   // do not ask to play again if game was never actually played
15634   if (!game.GamePlayed)
15635     return;
15636
15637   if (!game_over)
15638   {
15639     last_game_over = FALSE;
15640     game_over_delay = game_over_delay_value;
15641
15642     return;
15643   }
15644
15645   if (game_over_delay > 0)
15646   {
15647     game_over_delay--;
15648
15649     return;
15650   }
15651
15652   if (last_game_over != game_over)
15653     game.restart_game_message = (hasStartedNetworkGame() ?
15654                                  "Game over! Play it again?" :
15655                                  "Game over!");
15656
15657   last_game_over = game_over;
15658 }
15659
15660 boolean checkGameSolved(void)
15661 {
15662   // set for all game engines if level was solved
15663   return game.LevelSolved_GameEnd;
15664 }
15665
15666 boolean checkGameFailed(void)
15667 {
15668   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15669     return (game_em.game_over && !game_em.level_solved);
15670   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15671     return (game_sp.game_over && !game_sp.level_solved);
15672   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15673     return (game_mm.game_over && !game_mm.level_solved);
15674   else                          // GAME_ENGINE_TYPE_RND
15675     return (game.GameOver && !game.LevelSolved);
15676 }
15677
15678 boolean checkGameEnded(void)
15679 {
15680   return (checkGameSolved() || checkGameFailed());
15681 }
15682
15683
15684 // ----------------------------------------------------------------------------
15685 // random generator functions
15686 // ----------------------------------------------------------------------------
15687
15688 unsigned int InitEngineRandom_RND(int seed)
15689 {
15690   game.num_random_calls = 0;
15691
15692   return InitEngineRandom(seed);
15693 }
15694
15695 unsigned int RND(int max)
15696 {
15697   if (max > 0)
15698   {
15699     game.num_random_calls++;
15700
15701     return GetEngineRandom(max);
15702   }
15703
15704   return 0;
15705 }
15706
15707
15708 // ----------------------------------------------------------------------------
15709 // game engine snapshot handling functions
15710 // ----------------------------------------------------------------------------
15711
15712 struct EngineSnapshotInfo
15713 {
15714   // runtime values for custom element collect score
15715   int collect_score[NUM_CUSTOM_ELEMENTS];
15716
15717   // runtime values for group element choice position
15718   int choice_pos[NUM_GROUP_ELEMENTS];
15719
15720   // runtime values for belt position animations
15721   int belt_graphic[4][NUM_BELT_PARTS];
15722   int belt_anim_mode[4][NUM_BELT_PARTS];
15723 };
15724
15725 static struct EngineSnapshotInfo engine_snapshot_rnd;
15726 static char *snapshot_level_identifier = NULL;
15727 static int snapshot_level_nr = -1;
15728
15729 static void SaveEngineSnapshotValues_RND(void)
15730 {
15731   static int belt_base_active_element[4] =
15732   {
15733     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15734     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15735     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15736     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15737   };
15738   int i, j;
15739
15740   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15741   {
15742     int element = EL_CUSTOM_START + i;
15743
15744     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15745   }
15746
15747   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15748   {
15749     int element = EL_GROUP_START + i;
15750
15751     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15752   }
15753
15754   for (i = 0; i < 4; i++)
15755   {
15756     for (j = 0; j < NUM_BELT_PARTS; j++)
15757     {
15758       int element = belt_base_active_element[i] + j;
15759       int graphic = el2img(element);
15760       int anim_mode = graphic_info[graphic].anim_mode;
15761
15762       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15763       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15764     }
15765   }
15766 }
15767
15768 static void LoadEngineSnapshotValues_RND(void)
15769 {
15770   unsigned int num_random_calls = game.num_random_calls;
15771   int i, j;
15772
15773   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15774   {
15775     int element = EL_CUSTOM_START + i;
15776
15777     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15778   }
15779
15780   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15781   {
15782     int element = EL_GROUP_START + i;
15783
15784     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15785   }
15786
15787   for (i = 0; i < 4; i++)
15788   {
15789     for (j = 0; j < NUM_BELT_PARTS; j++)
15790     {
15791       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15792       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15793
15794       graphic_info[graphic].anim_mode = anim_mode;
15795     }
15796   }
15797
15798   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15799   {
15800     InitRND(tape.random_seed);
15801     for (i = 0; i < num_random_calls; i++)
15802       RND(1);
15803   }
15804
15805   if (game.num_random_calls != num_random_calls)
15806   {
15807     Error("number of random calls out of sync");
15808     Error("number of random calls should be %d", num_random_calls);
15809     Error("number of random calls is %d", game.num_random_calls);
15810
15811     Fail("this should not happen -- please debug");
15812   }
15813 }
15814
15815 void FreeEngineSnapshotSingle(void)
15816 {
15817   FreeSnapshotSingle();
15818
15819   setString(&snapshot_level_identifier, NULL);
15820   snapshot_level_nr = -1;
15821 }
15822
15823 void FreeEngineSnapshotList(void)
15824 {
15825   FreeSnapshotList();
15826 }
15827
15828 static ListNode *SaveEngineSnapshotBuffers(void)
15829 {
15830   ListNode *buffers = NULL;
15831
15832   // copy some special values to a structure better suited for the snapshot
15833
15834   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15835     SaveEngineSnapshotValues_RND();
15836   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15837     SaveEngineSnapshotValues_EM();
15838   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15839     SaveEngineSnapshotValues_SP(&buffers);
15840   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15841     SaveEngineSnapshotValues_MM(&buffers);
15842
15843   // save values stored in special snapshot structure
15844
15845   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15846     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15847   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15848     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15849   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15850     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15851   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15852     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15853
15854   // save further RND engine values
15855
15856   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15857   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15858   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15859
15860   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15861   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15862   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15863   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15864   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15865
15866   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15867   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15868   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15869
15870   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15871
15872   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15873   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15874
15875   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15876   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15877   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15878   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15879   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15880   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15881   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15882   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15883   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15884   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15885   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15886   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15887   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15888   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15889   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15890   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15891   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15892   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15893
15894   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15895   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15896
15897   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15898   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15899   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15900
15901   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15902   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15903
15904   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15905   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15906   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15907   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15908   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15909   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15910
15911   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15912   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15913
15914 #if 0
15915   ListNode *node = engine_snapshot_list_rnd;
15916   int num_bytes = 0;
15917
15918   while (node != NULL)
15919   {
15920     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15921
15922     node = node->next;
15923   }
15924
15925   Debug("game:playing:SaveEngineSnapshotBuffers",
15926         "size of engine snapshot: %d bytes", num_bytes);
15927 #endif
15928
15929   return buffers;
15930 }
15931
15932 void SaveEngineSnapshotSingle(void)
15933 {
15934   ListNode *buffers = SaveEngineSnapshotBuffers();
15935
15936   // finally save all snapshot buffers to single snapshot
15937   SaveSnapshotSingle(buffers);
15938
15939   // save level identification information
15940   setString(&snapshot_level_identifier, leveldir_current->identifier);
15941   snapshot_level_nr = level_nr;
15942 }
15943
15944 boolean CheckSaveEngineSnapshotToList(void)
15945 {
15946   boolean save_snapshot =
15947     ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15948      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15949       game.snapshot.changed_action) ||
15950      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15951       game.snapshot.collected_item));
15952
15953   game.snapshot.changed_action = FALSE;
15954   game.snapshot.collected_item = FALSE;
15955   game.snapshot.save_snapshot = save_snapshot;
15956
15957   return save_snapshot;
15958 }
15959
15960 void SaveEngineSnapshotToList(void)
15961 {
15962   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15963       tape.quick_resume)
15964     return;
15965
15966   ListNode *buffers = SaveEngineSnapshotBuffers();
15967
15968   // finally save all snapshot buffers to snapshot list
15969   SaveSnapshotToList(buffers);
15970 }
15971
15972 void SaveEngineSnapshotToListInitial(void)
15973 {
15974   FreeEngineSnapshotList();
15975
15976   SaveEngineSnapshotToList();
15977 }
15978
15979 static void LoadEngineSnapshotValues(void)
15980 {
15981   // restore special values from snapshot structure
15982
15983   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15984     LoadEngineSnapshotValues_RND();
15985   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15986     LoadEngineSnapshotValues_EM();
15987   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15988     LoadEngineSnapshotValues_SP();
15989   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15990     LoadEngineSnapshotValues_MM();
15991 }
15992
15993 void LoadEngineSnapshotSingle(void)
15994 {
15995   LoadSnapshotSingle();
15996
15997   LoadEngineSnapshotValues();
15998 }
15999
16000 static void LoadEngineSnapshot_Undo(int steps)
16001 {
16002   LoadSnapshotFromList_Older(steps);
16003
16004   LoadEngineSnapshotValues();
16005 }
16006
16007 static void LoadEngineSnapshot_Redo(int steps)
16008 {
16009   LoadSnapshotFromList_Newer(steps);
16010
16011   LoadEngineSnapshotValues();
16012 }
16013
16014 boolean CheckEngineSnapshotSingle(void)
16015 {
16016   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16017           snapshot_level_nr == level_nr);
16018 }
16019
16020 boolean CheckEngineSnapshotList(void)
16021 {
16022   return CheckSnapshotList();
16023 }
16024
16025
16026 // ---------- new game button stuff -------------------------------------------
16027
16028 static struct
16029 {
16030   int graphic;
16031   struct XY *pos;
16032   int gadget_id;
16033   boolean *setup_value;
16034   boolean allowed_on_tape;
16035   boolean is_touch_button;
16036   char *infotext;
16037 } gamebutton_info[NUM_GAME_BUTTONS] =
16038 {
16039   {
16040     IMG_GFX_GAME_BUTTON_STOP,                   &game.button.stop,
16041     GAME_CTRL_ID_STOP,                          NULL,
16042     TRUE, FALSE,                                "stop game"
16043   },
16044   {
16045     IMG_GFX_GAME_BUTTON_PAUSE,                  &game.button.pause,
16046     GAME_CTRL_ID_PAUSE,                         NULL,
16047     TRUE, FALSE,                                "pause game"
16048   },
16049   {
16050     IMG_GFX_GAME_BUTTON_PLAY,                   &game.button.play,
16051     GAME_CTRL_ID_PLAY,                          NULL,
16052     TRUE, FALSE,                                "play game"
16053   },
16054   {
16055     IMG_GFX_GAME_BUTTON_UNDO,                   &game.button.undo,
16056     GAME_CTRL_ID_UNDO,                          NULL,
16057     TRUE, FALSE,                                "undo step"
16058   },
16059   {
16060     IMG_GFX_GAME_BUTTON_REDO,                   &game.button.redo,
16061     GAME_CTRL_ID_REDO,                          NULL,
16062     TRUE, FALSE,                                "redo step"
16063   },
16064   {
16065     IMG_GFX_GAME_BUTTON_SAVE,                   &game.button.save,
16066     GAME_CTRL_ID_SAVE,                          NULL,
16067     TRUE, FALSE,                                "save game"
16068   },
16069   {
16070     IMG_GFX_GAME_BUTTON_PAUSE2,                 &game.button.pause2,
16071     GAME_CTRL_ID_PAUSE2,                        NULL,
16072     TRUE, FALSE,                                "pause game"
16073   },
16074   {
16075     IMG_GFX_GAME_BUTTON_LOAD,                   &game.button.load,
16076     GAME_CTRL_ID_LOAD,                          NULL,
16077     TRUE, FALSE,                                "load game"
16078   },
16079   {
16080     IMG_GFX_GAME_BUTTON_PANEL_STOP,             &game.button.panel_stop,
16081     GAME_CTRL_ID_PANEL_STOP,                    NULL,
16082     FALSE, FALSE,                               "stop game"
16083   },
16084   {
16085     IMG_GFX_GAME_BUTTON_PANEL_PAUSE,            &game.button.panel_pause,
16086     GAME_CTRL_ID_PANEL_PAUSE,                   NULL,
16087     FALSE, FALSE,                               "pause game"
16088   },
16089   {
16090     IMG_GFX_GAME_BUTTON_PANEL_PLAY,             &game.button.panel_play,
16091     GAME_CTRL_ID_PANEL_PLAY,                    NULL,
16092     FALSE, FALSE,                               "play game"
16093   },
16094   {
16095     IMG_GFX_GAME_BUTTON_TOUCH_STOP,             &game.button.touch_stop,
16096     GAME_CTRL_ID_TOUCH_STOP,                    NULL,
16097     FALSE, TRUE,                                "stop game"
16098   },
16099   {
16100     IMG_GFX_GAME_BUTTON_TOUCH_PAUSE,            &game.button.touch_pause,
16101     GAME_CTRL_ID_TOUCH_PAUSE,                   NULL,
16102     FALSE, TRUE,                                "pause game"
16103   },
16104   {
16105     IMG_GFX_GAME_BUTTON_SOUND_MUSIC,            &game.button.sound_music,
16106     SOUND_CTRL_ID_MUSIC,                        &setup.sound_music,
16107     TRUE, FALSE,                                "background music on/off"
16108   },
16109   {
16110     IMG_GFX_GAME_BUTTON_SOUND_LOOPS,            &game.button.sound_loops,
16111     SOUND_CTRL_ID_LOOPS,                        &setup.sound_loops,
16112     TRUE, FALSE,                                "sound loops on/off"
16113   },
16114   {
16115     IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,           &game.button.sound_simple,
16116     SOUND_CTRL_ID_SIMPLE,                       &setup.sound_simple,
16117     TRUE, FALSE,                                "normal sounds on/off"
16118   },
16119   {
16120     IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,      &game.button.panel_sound_music,
16121     SOUND_CTRL_ID_PANEL_MUSIC,                  &setup.sound_music,
16122     FALSE, FALSE,                               "background music on/off"
16123   },
16124   {
16125     IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,      &game.button.panel_sound_loops,
16126     SOUND_CTRL_ID_PANEL_LOOPS,                  &setup.sound_loops,
16127     FALSE, FALSE,                               "sound loops on/off"
16128   },
16129   {
16130     IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,     &game.button.panel_sound_simple,
16131     SOUND_CTRL_ID_PANEL_SIMPLE,                 &setup.sound_simple,
16132     FALSE, FALSE,                               "normal sounds on/off"
16133   }
16134 };
16135
16136 void CreateGameButtons(void)
16137 {
16138   int i;
16139
16140   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16141   {
16142     int graphic = gamebutton_info[i].graphic;
16143     struct GraphicInfo *gfx = &graphic_info[graphic];
16144     struct XY *pos = gamebutton_info[i].pos;
16145     struct GadgetInfo *gi;
16146     int button_type;
16147     boolean checked;
16148     unsigned int event_mask;
16149     boolean is_touch_button = gamebutton_info[i].is_touch_button;
16150     boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16151     boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16152     int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16153     int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16154     int gd_x   = gfx->src_x;
16155     int gd_y   = gfx->src_y;
16156     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
16157     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
16158     int gd_xa  = gfx->src_x + gfx->active_xoffset;
16159     int gd_ya  = gfx->src_y + gfx->active_yoffset;
16160     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16161     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16162     int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16163     int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16164     int id = i;
16165
16166     // do not use touch buttons if overlay touch buttons are disabled
16167     if (is_touch_button && !setup.touch.overlay_buttons)
16168       continue;
16169
16170     if (gfx->bitmap == NULL)
16171     {
16172       game_gadget[id] = NULL;
16173
16174       continue;
16175     }
16176
16177     if (id == GAME_CTRL_ID_STOP ||
16178         id == GAME_CTRL_ID_PANEL_STOP ||
16179         id == GAME_CTRL_ID_TOUCH_STOP ||
16180         id == GAME_CTRL_ID_PLAY ||
16181         id == GAME_CTRL_ID_PANEL_PLAY ||
16182         id == GAME_CTRL_ID_SAVE ||
16183         id == GAME_CTRL_ID_LOAD)
16184     {
16185       button_type = GD_TYPE_NORMAL_BUTTON;
16186       checked = FALSE;
16187       event_mask = GD_EVENT_RELEASED;
16188     }
16189     else if (id == GAME_CTRL_ID_UNDO ||
16190              id == GAME_CTRL_ID_REDO)
16191     {
16192       button_type = GD_TYPE_NORMAL_BUTTON;
16193       checked = FALSE;
16194       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16195     }
16196     else
16197     {
16198       button_type = GD_TYPE_CHECK_BUTTON;
16199       checked = (gamebutton_info[i].setup_value != NULL ?
16200                  *gamebutton_info[i].setup_value : FALSE);
16201       event_mask = GD_EVENT_PRESSED;
16202     }
16203
16204     gi = CreateGadget(GDI_CUSTOM_ID, id,
16205                       GDI_IMAGE_ID, graphic,
16206                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
16207                       GDI_X, base_x + x,
16208                       GDI_Y, base_y + y,
16209                       GDI_WIDTH, gfx->width,
16210                       GDI_HEIGHT, gfx->height,
16211                       GDI_TYPE, button_type,
16212                       GDI_STATE, GD_BUTTON_UNPRESSED,
16213                       GDI_CHECKED, checked,
16214                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16215                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16216                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16217                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16218                       GDI_DIRECT_DRAW, FALSE,
16219                       GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16220                       GDI_EVENT_MASK, event_mask,
16221                       GDI_CALLBACK_ACTION, HandleGameButtons,
16222                       GDI_END);
16223
16224     if (gi == NULL)
16225       Fail("cannot create gadget");
16226
16227     game_gadget[id] = gi;
16228   }
16229 }
16230
16231 void FreeGameButtons(void)
16232 {
16233   int i;
16234
16235   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16236     FreeGadget(game_gadget[i]);
16237 }
16238
16239 static void UnmapGameButtonsAtSamePosition(int id)
16240 {
16241   int i;
16242
16243   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16244     if (i != id &&
16245         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16246         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16247       UnmapGadget(game_gadget[i]);
16248 }
16249
16250 static void UnmapGameButtonsAtSamePosition_All(void)
16251 {
16252   if (setup.show_load_save_buttons)
16253   {
16254     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16255     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16256     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16257   }
16258   else if (setup.show_undo_redo_buttons)
16259   {
16260     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16261     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16262     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16263   }
16264   else
16265   {
16266     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16267     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16268     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16269
16270     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16271     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16272     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16273   }
16274 }
16275
16276 void MapLoadSaveButtons(void)
16277 {
16278   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16279   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16280
16281   MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16282   MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16283 }
16284
16285 void MapUndoRedoButtons(void)
16286 {
16287   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16288   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16289
16290   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16291   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16292 }
16293
16294 void ModifyPauseButtons(void)
16295 {
16296   static int ids[] =
16297   {
16298     GAME_CTRL_ID_PAUSE,
16299     GAME_CTRL_ID_PAUSE2,
16300     GAME_CTRL_ID_PANEL_PAUSE,
16301     GAME_CTRL_ID_TOUCH_PAUSE,
16302     -1
16303   };
16304   int i;
16305
16306   for (i = 0; ids[i] > -1; i++)
16307     ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16308 }
16309
16310 static void MapGameButtonsExt(boolean on_tape)
16311 {
16312   int i;
16313
16314   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16315   {
16316     if ((i == GAME_CTRL_ID_UNDO ||
16317          i == GAME_CTRL_ID_REDO) &&
16318         game_status != GAME_MODE_PLAYING)
16319       continue;
16320
16321     if (!on_tape || gamebutton_info[i].allowed_on_tape)
16322       MapGadget(game_gadget[i]);
16323   }
16324
16325   UnmapGameButtonsAtSamePosition_All();
16326
16327   RedrawGameButtons();
16328 }
16329
16330 static void UnmapGameButtonsExt(boolean on_tape)
16331 {
16332   int i;
16333
16334   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16335     if (!on_tape || gamebutton_info[i].allowed_on_tape)
16336       UnmapGadget(game_gadget[i]);
16337 }
16338
16339 static void RedrawGameButtonsExt(boolean on_tape)
16340 {
16341   int i;
16342
16343   for (i = 0; i < NUM_GAME_BUTTONS; i++)
16344     if (!on_tape || gamebutton_info[i].allowed_on_tape)
16345       RedrawGadget(game_gadget[i]);
16346 }
16347
16348 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16349 {
16350   if (gi == NULL)
16351     return;
16352
16353   gi->checked = state;
16354 }
16355
16356 static void RedrawSoundButtonGadget(int id)
16357 {
16358   int id2 = (id == SOUND_CTRL_ID_MUSIC        ? SOUND_CTRL_ID_PANEL_MUSIC :
16359              id == SOUND_CTRL_ID_LOOPS        ? SOUND_CTRL_ID_PANEL_LOOPS :
16360              id == SOUND_CTRL_ID_SIMPLE       ? SOUND_CTRL_ID_PANEL_SIMPLE :
16361              id == SOUND_CTRL_ID_PANEL_MUSIC  ? SOUND_CTRL_ID_MUSIC :
16362              id == SOUND_CTRL_ID_PANEL_LOOPS  ? SOUND_CTRL_ID_LOOPS :
16363              id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16364              id);
16365
16366   SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16367   RedrawGadget(game_gadget[id2]);
16368 }
16369
16370 void MapGameButtons(void)
16371 {
16372   MapGameButtonsExt(FALSE);
16373 }
16374
16375 void UnmapGameButtons(void)
16376 {
16377   UnmapGameButtonsExt(FALSE);
16378 }
16379
16380 void RedrawGameButtons(void)
16381 {
16382   RedrawGameButtonsExt(FALSE);
16383 }
16384
16385 void MapGameButtonsOnTape(void)
16386 {
16387   MapGameButtonsExt(TRUE);
16388 }
16389
16390 void UnmapGameButtonsOnTape(void)
16391 {
16392   UnmapGameButtonsExt(TRUE);
16393 }
16394
16395 void RedrawGameButtonsOnTape(void)
16396 {
16397   RedrawGameButtonsExt(TRUE);
16398 }
16399
16400 static void GameUndoRedoExt(void)
16401 {
16402   ClearPlayerAction();
16403
16404   tape.pausing = TRUE;
16405
16406   RedrawPlayfield();
16407   UpdateAndDisplayGameControlValues();
16408
16409   DrawCompleteVideoDisplay();
16410   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16411   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16412   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16413
16414   ModifyPauseButtons();
16415
16416   BackToFront();
16417 }
16418
16419 static void GameUndo(int steps)
16420 {
16421   if (!CheckEngineSnapshotList())
16422     return;
16423
16424   int tape_property_bits = tape.property_bits;
16425
16426   LoadEngineSnapshot_Undo(steps);
16427
16428   tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16429
16430   GameUndoRedoExt();
16431 }
16432
16433 static void GameRedo(int steps)
16434 {
16435   if (!CheckEngineSnapshotList())
16436     return;
16437
16438   int tape_property_bits = tape.property_bits;
16439
16440   LoadEngineSnapshot_Redo(steps);
16441
16442   tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16443
16444   GameUndoRedoExt();
16445 }
16446
16447 static void HandleGameButtonsExt(int id, int button)
16448 {
16449   static boolean game_undo_executed = FALSE;
16450   int steps = BUTTON_STEPSIZE(button);
16451   boolean handle_game_buttons =
16452     (game_status == GAME_MODE_PLAYING ||
16453      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16454
16455   if (!handle_game_buttons)
16456     return;
16457
16458   switch (id)
16459   {
16460     case GAME_CTRL_ID_STOP:
16461     case GAME_CTRL_ID_PANEL_STOP:
16462     case GAME_CTRL_ID_TOUCH_STOP:
16463       TapeStopGame();
16464
16465       break;
16466
16467     case GAME_CTRL_ID_PAUSE:
16468     case GAME_CTRL_ID_PAUSE2:
16469     case GAME_CTRL_ID_PANEL_PAUSE:
16470     case GAME_CTRL_ID_TOUCH_PAUSE:
16471       if (network.enabled && game_status == GAME_MODE_PLAYING)
16472       {
16473         if (tape.pausing)
16474           SendToServer_ContinuePlaying();
16475         else
16476           SendToServer_PausePlaying();
16477       }
16478       else
16479         TapeTogglePause(TAPE_TOGGLE_MANUAL);
16480
16481       game_undo_executed = FALSE;
16482
16483       break;
16484
16485     case GAME_CTRL_ID_PLAY:
16486     case GAME_CTRL_ID_PANEL_PLAY:
16487       if (game_status == GAME_MODE_MAIN)
16488       {
16489         StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16490       }
16491       else if (tape.pausing)
16492       {
16493         if (network.enabled)
16494           SendToServer_ContinuePlaying();
16495         else
16496           TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16497       }
16498       break;
16499
16500     case GAME_CTRL_ID_UNDO:
16501       // Important: When using "save snapshot when collecting an item" mode,
16502       // load last (current) snapshot for first "undo" after pressing "pause"
16503       // (else the last-but-one snapshot would be loaded, because the snapshot
16504       // pointer already points to the last snapshot when pressing "pause",
16505       // which is fine for "every step/move" mode, but not for "every collect")
16506       if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16507           !game_undo_executed)
16508         steps--;
16509
16510       game_undo_executed = TRUE;
16511
16512       GameUndo(steps);
16513       break;
16514
16515     case GAME_CTRL_ID_REDO:
16516       GameRedo(steps);
16517       break;
16518
16519     case GAME_CTRL_ID_SAVE:
16520       TapeQuickSave();
16521       break;
16522
16523     case GAME_CTRL_ID_LOAD:
16524       TapeQuickLoad();
16525       break;
16526
16527     case SOUND_CTRL_ID_MUSIC:
16528     case SOUND_CTRL_ID_PANEL_MUSIC:
16529       if (setup.sound_music)
16530       { 
16531         setup.sound_music = FALSE;
16532
16533         FadeMusic();
16534       }
16535       else if (audio.music_available)
16536       { 
16537         setup.sound = setup.sound_music = TRUE;
16538
16539         SetAudioMode(setup.sound);
16540
16541         if (game_status == GAME_MODE_PLAYING)
16542           PlayLevelMusic();
16543       }
16544
16545       RedrawSoundButtonGadget(id);
16546
16547       break;
16548
16549     case SOUND_CTRL_ID_LOOPS:
16550     case SOUND_CTRL_ID_PANEL_LOOPS:
16551       if (setup.sound_loops)
16552         setup.sound_loops = FALSE;
16553       else if (audio.loops_available)
16554       {
16555         setup.sound = setup.sound_loops = TRUE;
16556
16557         SetAudioMode(setup.sound);
16558       }
16559
16560       RedrawSoundButtonGadget(id);
16561
16562       break;
16563
16564     case SOUND_CTRL_ID_SIMPLE:
16565     case SOUND_CTRL_ID_PANEL_SIMPLE:
16566       if (setup.sound_simple)
16567         setup.sound_simple = FALSE;
16568       else if (audio.sound_available)
16569       {
16570         setup.sound = setup.sound_simple = TRUE;
16571
16572         SetAudioMode(setup.sound);
16573       }
16574
16575       RedrawSoundButtonGadget(id);
16576
16577       break;
16578
16579     default:
16580       break;
16581   }
16582 }
16583
16584 static void HandleGameButtons(struct GadgetInfo *gi)
16585 {
16586   HandleGameButtonsExt(gi->custom_id, gi->event.button);
16587 }
16588
16589 void HandleSoundButtonKeys(Key key)
16590 {
16591   if (key == setup.shortcut.sound_simple)
16592     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16593   else if (key == setup.shortcut.sound_loops)
16594     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16595   else if (key == setup.shortcut.sound_music)
16596     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
16597 }