cleanup of some common and specific game engine function calls
[rocksndiamonds.git] / src / game.c
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // game.c
10 // ============================================================================
11
12 #include "libgame/libgame.h"
13
14 #include "game.h"
15 #include "init.h"
16 #include "tools.h"
17 #include "screens.h"
18 #include "events.h"
19 #include "files.h"
20 #include "tape.h"
21 #include "network.h"
22
23
24 /* DEBUG SETTINGS */
25 #define DEBUG_INIT_PLAYER       1
26 #define DEBUG_PLAYER_ACTIONS    0
27
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE     FALSE
30
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX    0
33 #define USE_QUICKSAND_IMPACT_BUGFIX     0
34 #define USE_DELAYED_GFX_REDRAW          0
35 #define USE_NEW_PLAYER_ASSIGNMENTS      1
36
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y)                               \
39         GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
41         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
43         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y)                           \
45         GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
46 #else
47 #define TEST_DrawLevelField(x, y)                               \
48              DrawLevelField(x, y)
49 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
50              DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
52              DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y)                           \
54              DrawTwinkleOnField(x, y)
55 #endif
56
57
58 /* for DigField() */
59 #define DF_NO_PUSH              0
60 #define DF_DIG                  1
61 #define DF_SNAP                 2
62
63 /* for MovePlayer() */
64 #define MP_NO_ACTION            0
65 #define MP_MOVING               1
66 #define MP_ACTION               2
67 #define MP_DONT_RUN_INTO        (MP_MOVING | MP_ACTION)
68
69 /* for ScrollPlayer() */
70 #define SCROLL_INIT             0
71 #define SCROLL_GO_ON            1
72
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START          0
75 #define EX_TYPE_NONE            0
76 #define EX_TYPE_NORMAL          (1 << 0)
77 #define EX_TYPE_CENTER          (1 << 1)
78 #define EX_TYPE_BORDER          (1 << 2)
79 #define EX_TYPE_CROSS           (1 << 3)
80 #define EX_TYPE_DYNA            (1 << 4)
81 #define EX_TYPE_SINGLE_TILE     (EX_TYPE_CENTER | EX_TYPE_BORDER)
82
83 #define PANEL_OFF()             (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p)           (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p)           (DY + ALIGNED_TEXT_YPOS(p))
87
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER                 0
90 #define GAME_PANEL_GEMS                         1
91 #define GAME_PANEL_INVENTORY_COUNT              2
92 #define GAME_PANEL_INVENTORY_FIRST_1            3
93 #define GAME_PANEL_INVENTORY_FIRST_2            4
94 #define GAME_PANEL_INVENTORY_FIRST_3            5
95 #define GAME_PANEL_INVENTORY_FIRST_4            6
96 #define GAME_PANEL_INVENTORY_FIRST_5            7
97 #define GAME_PANEL_INVENTORY_FIRST_6            8
98 #define GAME_PANEL_INVENTORY_FIRST_7            9
99 #define GAME_PANEL_INVENTORY_FIRST_8            10
100 #define GAME_PANEL_INVENTORY_LAST_1             11
101 #define GAME_PANEL_INVENTORY_LAST_2             12
102 #define GAME_PANEL_INVENTORY_LAST_3             13
103 #define GAME_PANEL_INVENTORY_LAST_4             14
104 #define GAME_PANEL_INVENTORY_LAST_5             15
105 #define GAME_PANEL_INVENTORY_LAST_6             16
106 #define GAME_PANEL_INVENTORY_LAST_7             17
107 #define GAME_PANEL_INVENTORY_LAST_8             18
108 #define GAME_PANEL_KEY_1                        19
109 #define GAME_PANEL_KEY_2                        20
110 #define GAME_PANEL_KEY_3                        21
111 #define GAME_PANEL_KEY_4                        22
112 #define GAME_PANEL_KEY_5                        23
113 #define GAME_PANEL_KEY_6                        24
114 #define GAME_PANEL_KEY_7                        25
115 #define GAME_PANEL_KEY_8                        26
116 #define GAME_PANEL_KEY_WHITE                    27
117 #define GAME_PANEL_KEY_WHITE_COUNT              28
118 #define GAME_PANEL_SCORE                        29
119 #define GAME_PANEL_HIGHSCORE                    30
120 #define GAME_PANEL_TIME                         31
121 #define GAME_PANEL_TIME_HH                      32
122 #define GAME_PANEL_TIME_MM                      33
123 #define GAME_PANEL_TIME_SS                      34
124 #define GAME_PANEL_FRAME                        35
125 #define GAME_PANEL_SHIELD_NORMAL                36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME           37
127 #define GAME_PANEL_SHIELD_DEADLY                38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME           39
129 #define GAME_PANEL_EXIT                         40
130 #define GAME_PANEL_EMC_MAGIC_BALL               41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH        42
132 #define GAME_PANEL_LIGHT_SWITCH                 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME            44
134 #define GAME_PANEL_TIMEGATE_SWITCH              45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME         46
136 #define GAME_PANEL_SWITCHGATE_SWITCH            47
137 #define GAME_PANEL_EMC_LENSES                   48
138 #define GAME_PANEL_EMC_LENSES_TIME              49
139 #define GAME_PANEL_EMC_MAGNIFIER                50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME           51
141 #define GAME_PANEL_BALLOON_SWITCH               52
142 #define GAME_PANEL_DYNABOMB_NUMBER              53
143 #define GAME_PANEL_DYNABOMB_SIZE                54
144 #define GAME_PANEL_DYNABOMB_POWER               55
145 #define GAME_PANEL_PENGUINS                     56
146 #define GAME_PANEL_SOKOBAN_OBJECTS              57
147 #define GAME_PANEL_SOKOBAN_FIELDS               58
148 #define GAME_PANEL_ROBOT_WHEEL                  59
149 #define GAME_PANEL_CONVEYOR_BELT_1              60
150 #define GAME_PANEL_CONVEYOR_BELT_2              61
151 #define GAME_PANEL_CONVEYOR_BELT_3              62
152 #define GAME_PANEL_CONVEYOR_BELT_4              63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH       64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH       65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH       66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH       67
157 #define GAME_PANEL_MAGIC_WALL                   68
158 #define GAME_PANEL_MAGIC_WALL_TIME              69
159 #define GAME_PANEL_GRAVITY_STATE                70
160 #define GAME_PANEL_GRAPHIC_1                    71
161 #define GAME_PANEL_GRAPHIC_2                    72
162 #define GAME_PANEL_GRAPHIC_3                    73
163 #define GAME_PANEL_GRAPHIC_4                    74
164 #define GAME_PANEL_GRAPHIC_5                    75
165 #define GAME_PANEL_GRAPHIC_6                    76
166 #define GAME_PANEL_GRAPHIC_7                    77
167 #define GAME_PANEL_GRAPHIC_8                    78
168 #define GAME_PANEL_ELEMENT_1                    79
169 #define GAME_PANEL_ELEMENT_2                    80
170 #define GAME_PANEL_ELEMENT_3                    81
171 #define GAME_PANEL_ELEMENT_4                    82
172 #define GAME_PANEL_ELEMENT_5                    83
173 #define GAME_PANEL_ELEMENT_6                    84
174 #define GAME_PANEL_ELEMENT_7                    85
175 #define GAME_PANEL_ELEMENT_8                    86
176 #define GAME_PANEL_ELEMENT_COUNT_1              87
177 #define GAME_PANEL_ELEMENT_COUNT_2              88
178 #define GAME_PANEL_ELEMENT_COUNT_3              89
179 #define GAME_PANEL_ELEMENT_COUNT_4              90
180 #define GAME_PANEL_ELEMENT_COUNT_5              91
181 #define GAME_PANEL_ELEMENT_COUNT_6              92
182 #define GAME_PANEL_ELEMENT_COUNT_7              93
183 #define GAME_PANEL_ELEMENT_COUNT_8              94
184 #define GAME_PANEL_CE_SCORE_1                   95
185 #define GAME_PANEL_CE_SCORE_2                   96
186 #define GAME_PANEL_CE_SCORE_3                   97
187 #define GAME_PANEL_CE_SCORE_4                   98
188 #define GAME_PANEL_CE_SCORE_5                   99
189 #define GAME_PANEL_CE_SCORE_6                   100
190 #define GAME_PANEL_CE_SCORE_7                   101
191 #define GAME_PANEL_CE_SCORE_8                   102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT           103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT           104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT           105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT           106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT           107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT           108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT           109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT           110
200 #define GAME_PANEL_PLAYER_NAME                  111
201 #define GAME_PANEL_LEVEL_NAME                   112
202 #define GAME_PANEL_LEVEL_AUTHOR                 113
203
204 #define NUM_GAME_PANEL_CONTROLS                 114
205
206 struct GamePanelOrderInfo
207 {
208   int nr;
209   int sort_priority;
210 };
211
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
213
214 struct GamePanelControlInfo
215 {
216   int nr;
217
218   struct TextPosInfo *pos;
219   int type;
220
221   int value, last_value;
222   int frame, last_frame;
223   int gfx_frame;
224   int gfx_random;
225 };
226
227 static struct GamePanelControlInfo game_panel_controls[] =
228 {
229   {
230     GAME_PANEL_LEVEL_NUMBER,
231     &game.panel.level_number,
232     TYPE_INTEGER,
233   },
234   {
235     GAME_PANEL_GEMS,
236     &game.panel.gems,
237     TYPE_INTEGER,
238   },
239   {
240     GAME_PANEL_INVENTORY_COUNT,
241     &game.panel.inventory_count,
242     TYPE_INTEGER,
243   },
244   {
245     GAME_PANEL_INVENTORY_FIRST_1,
246     &game.panel.inventory_first[0],
247     TYPE_ELEMENT,
248   },
249   {
250     GAME_PANEL_INVENTORY_FIRST_2,
251     &game.panel.inventory_first[1],
252     TYPE_ELEMENT,
253   },
254   {
255     GAME_PANEL_INVENTORY_FIRST_3,
256     &game.panel.inventory_first[2],
257     TYPE_ELEMENT,
258   },
259   {
260     GAME_PANEL_INVENTORY_FIRST_4,
261     &game.panel.inventory_first[3],
262     TYPE_ELEMENT,
263   },
264   {
265     GAME_PANEL_INVENTORY_FIRST_5,
266     &game.panel.inventory_first[4],
267     TYPE_ELEMENT,
268   },
269   {
270     GAME_PANEL_INVENTORY_FIRST_6,
271     &game.panel.inventory_first[5],
272     TYPE_ELEMENT,
273   },
274   {
275     GAME_PANEL_INVENTORY_FIRST_7,
276     &game.panel.inventory_first[6],
277     TYPE_ELEMENT,
278   },
279   {
280     GAME_PANEL_INVENTORY_FIRST_8,
281     &game.panel.inventory_first[7],
282     TYPE_ELEMENT,
283   },
284   {
285     GAME_PANEL_INVENTORY_LAST_1,
286     &game.panel.inventory_last[0],
287     TYPE_ELEMENT,
288   },
289   {
290     GAME_PANEL_INVENTORY_LAST_2,
291     &game.panel.inventory_last[1],
292     TYPE_ELEMENT,
293   },
294   {
295     GAME_PANEL_INVENTORY_LAST_3,
296     &game.panel.inventory_last[2],
297     TYPE_ELEMENT,
298   },
299   {
300     GAME_PANEL_INVENTORY_LAST_4,
301     &game.panel.inventory_last[3],
302     TYPE_ELEMENT,
303   },
304   {
305     GAME_PANEL_INVENTORY_LAST_5,
306     &game.panel.inventory_last[4],
307     TYPE_ELEMENT,
308   },
309   {
310     GAME_PANEL_INVENTORY_LAST_6,
311     &game.panel.inventory_last[5],
312     TYPE_ELEMENT,
313   },
314   {
315     GAME_PANEL_INVENTORY_LAST_7,
316     &game.panel.inventory_last[6],
317     TYPE_ELEMENT,
318   },
319   {
320     GAME_PANEL_INVENTORY_LAST_8,
321     &game.panel.inventory_last[7],
322     TYPE_ELEMENT,
323   },
324   {
325     GAME_PANEL_KEY_1,
326     &game.panel.key[0],
327     TYPE_ELEMENT,
328   },
329   {
330     GAME_PANEL_KEY_2,
331     &game.panel.key[1],
332     TYPE_ELEMENT,
333   },
334   {
335     GAME_PANEL_KEY_3,
336     &game.panel.key[2],
337     TYPE_ELEMENT,
338   },
339   {
340     GAME_PANEL_KEY_4,
341     &game.panel.key[3],
342     TYPE_ELEMENT,
343   },
344   {
345     GAME_PANEL_KEY_5,
346     &game.panel.key[4],
347     TYPE_ELEMENT,
348   },
349   {
350     GAME_PANEL_KEY_6,
351     &game.panel.key[5],
352     TYPE_ELEMENT,
353   },
354   {
355     GAME_PANEL_KEY_7,
356     &game.panel.key[6],
357     TYPE_ELEMENT,
358   },
359   {
360     GAME_PANEL_KEY_8,
361     &game.panel.key[7],
362     TYPE_ELEMENT,
363   },
364   {
365     GAME_PANEL_KEY_WHITE,
366     &game.panel.key_white,
367     TYPE_ELEMENT,
368   },
369   {
370     GAME_PANEL_KEY_WHITE_COUNT,
371     &game.panel.key_white_count,
372     TYPE_INTEGER,
373   },
374   {
375     GAME_PANEL_SCORE,
376     &game.panel.score,
377     TYPE_INTEGER,
378   },
379   {
380     GAME_PANEL_HIGHSCORE,
381     &game.panel.highscore,
382     TYPE_INTEGER,
383   },
384   {
385     GAME_PANEL_TIME,
386     &game.panel.time,
387     TYPE_INTEGER,
388   },
389   {
390     GAME_PANEL_TIME_HH,
391     &game.panel.time_hh,
392     TYPE_INTEGER,
393   },
394   {
395     GAME_PANEL_TIME_MM,
396     &game.panel.time_mm,
397     TYPE_INTEGER,
398   },
399   {
400     GAME_PANEL_TIME_SS,
401     &game.panel.time_ss,
402     TYPE_INTEGER,
403   },
404   {
405     GAME_PANEL_FRAME,
406     &game.panel.frame,
407     TYPE_INTEGER,
408   },
409   {
410     GAME_PANEL_SHIELD_NORMAL,
411     &game.panel.shield_normal,
412     TYPE_ELEMENT,
413   },
414   {
415     GAME_PANEL_SHIELD_NORMAL_TIME,
416     &game.panel.shield_normal_time,
417     TYPE_INTEGER,
418   },
419   {
420     GAME_PANEL_SHIELD_DEADLY,
421     &game.panel.shield_deadly,
422     TYPE_ELEMENT,
423   },
424   {
425     GAME_PANEL_SHIELD_DEADLY_TIME,
426     &game.panel.shield_deadly_time,
427     TYPE_INTEGER,
428   },
429   {
430     GAME_PANEL_EXIT,
431     &game.panel.exit,
432     TYPE_ELEMENT,
433   },
434   {
435     GAME_PANEL_EMC_MAGIC_BALL,
436     &game.panel.emc_magic_ball,
437     TYPE_ELEMENT,
438   },
439   {
440     GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441     &game.panel.emc_magic_ball_switch,
442     TYPE_ELEMENT,
443   },
444   {
445     GAME_PANEL_LIGHT_SWITCH,
446     &game.panel.light_switch,
447     TYPE_ELEMENT,
448   },
449   {
450     GAME_PANEL_LIGHT_SWITCH_TIME,
451     &game.panel.light_switch_time,
452     TYPE_INTEGER,
453   },
454   {
455     GAME_PANEL_TIMEGATE_SWITCH,
456     &game.panel.timegate_switch,
457     TYPE_ELEMENT,
458   },
459   {
460     GAME_PANEL_TIMEGATE_SWITCH_TIME,
461     &game.panel.timegate_switch_time,
462     TYPE_INTEGER,
463   },
464   {
465     GAME_PANEL_SWITCHGATE_SWITCH,
466     &game.panel.switchgate_switch,
467     TYPE_ELEMENT,
468   },
469   {
470     GAME_PANEL_EMC_LENSES,
471     &game.panel.emc_lenses,
472     TYPE_ELEMENT,
473   },
474   {
475     GAME_PANEL_EMC_LENSES_TIME,
476     &game.panel.emc_lenses_time,
477     TYPE_INTEGER,
478   },
479   {
480     GAME_PANEL_EMC_MAGNIFIER,
481     &game.panel.emc_magnifier,
482     TYPE_ELEMENT,
483   },
484   {
485     GAME_PANEL_EMC_MAGNIFIER_TIME,
486     &game.panel.emc_magnifier_time,
487     TYPE_INTEGER,
488   },
489   {
490     GAME_PANEL_BALLOON_SWITCH,
491     &game.panel.balloon_switch,
492     TYPE_ELEMENT,
493   },
494   {
495     GAME_PANEL_DYNABOMB_NUMBER,
496     &game.panel.dynabomb_number,
497     TYPE_INTEGER,
498   },
499   {
500     GAME_PANEL_DYNABOMB_SIZE,
501     &game.panel.dynabomb_size,
502     TYPE_INTEGER,
503   },
504   {
505     GAME_PANEL_DYNABOMB_POWER,
506     &game.panel.dynabomb_power,
507     TYPE_ELEMENT,
508   },
509   {
510     GAME_PANEL_PENGUINS,
511     &game.panel.penguins,
512     TYPE_INTEGER,
513   },
514   {
515     GAME_PANEL_SOKOBAN_OBJECTS,
516     &game.panel.sokoban_objects,
517     TYPE_INTEGER,
518   },
519   {
520     GAME_PANEL_SOKOBAN_FIELDS,
521     &game.panel.sokoban_fields,
522     TYPE_INTEGER,
523   },
524   {
525     GAME_PANEL_ROBOT_WHEEL,
526     &game.panel.robot_wheel,
527     TYPE_ELEMENT,
528   },
529   {
530     GAME_PANEL_CONVEYOR_BELT_1,
531     &game.panel.conveyor_belt[0],
532     TYPE_ELEMENT,
533   },
534   {
535     GAME_PANEL_CONVEYOR_BELT_2,
536     &game.panel.conveyor_belt[1],
537     TYPE_ELEMENT,
538   },
539   {
540     GAME_PANEL_CONVEYOR_BELT_3,
541     &game.panel.conveyor_belt[2],
542     TYPE_ELEMENT,
543   },
544   {
545     GAME_PANEL_CONVEYOR_BELT_4,
546     &game.panel.conveyor_belt[3],
547     TYPE_ELEMENT,
548   },
549   {
550     GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551     &game.panel.conveyor_belt_switch[0],
552     TYPE_ELEMENT,
553   },
554   {
555     GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556     &game.panel.conveyor_belt_switch[1],
557     TYPE_ELEMENT,
558   },
559   {
560     GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561     &game.panel.conveyor_belt_switch[2],
562     TYPE_ELEMENT,
563   },
564   {
565     GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566     &game.panel.conveyor_belt_switch[3],
567     TYPE_ELEMENT,
568   },
569   {
570     GAME_PANEL_MAGIC_WALL,
571     &game.panel.magic_wall,
572     TYPE_ELEMENT,
573   },
574   {
575     GAME_PANEL_MAGIC_WALL_TIME,
576     &game.panel.magic_wall_time,
577     TYPE_INTEGER,
578   },
579   {
580     GAME_PANEL_GRAVITY_STATE,
581     &game.panel.gravity_state,
582     TYPE_STRING,
583   },
584   {
585     GAME_PANEL_GRAPHIC_1,
586     &game.panel.graphic[0],
587     TYPE_ELEMENT,
588   },
589   {
590     GAME_PANEL_GRAPHIC_2,
591     &game.panel.graphic[1],
592     TYPE_ELEMENT,
593   },
594   {
595     GAME_PANEL_GRAPHIC_3,
596     &game.panel.graphic[2],
597     TYPE_ELEMENT,
598   },
599   {
600     GAME_PANEL_GRAPHIC_4,
601     &game.panel.graphic[3],
602     TYPE_ELEMENT,
603   },
604   {
605     GAME_PANEL_GRAPHIC_5,
606     &game.panel.graphic[4],
607     TYPE_ELEMENT,
608   },
609   {
610     GAME_PANEL_GRAPHIC_6,
611     &game.panel.graphic[5],
612     TYPE_ELEMENT,
613   },
614   {
615     GAME_PANEL_GRAPHIC_7,
616     &game.panel.graphic[6],
617     TYPE_ELEMENT,
618   },
619   {
620     GAME_PANEL_GRAPHIC_8,
621     &game.panel.graphic[7],
622     TYPE_ELEMENT,
623   },
624   {
625     GAME_PANEL_ELEMENT_1,
626     &game.panel.element[0],
627     TYPE_ELEMENT,
628   },
629   {
630     GAME_PANEL_ELEMENT_2,
631     &game.panel.element[1],
632     TYPE_ELEMENT,
633   },
634   {
635     GAME_PANEL_ELEMENT_3,
636     &game.panel.element[2],
637     TYPE_ELEMENT,
638   },
639   {
640     GAME_PANEL_ELEMENT_4,
641     &game.panel.element[3],
642     TYPE_ELEMENT,
643   },
644   {
645     GAME_PANEL_ELEMENT_5,
646     &game.panel.element[4],
647     TYPE_ELEMENT,
648   },
649   {
650     GAME_PANEL_ELEMENT_6,
651     &game.panel.element[5],
652     TYPE_ELEMENT,
653   },
654   {
655     GAME_PANEL_ELEMENT_7,
656     &game.panel.element[6],
657     TYPE_ELEMENT,
658   },
659   {
660     GAME_PANEL_ELEMENT_8,
661     &game.panel.element[7],
662     TYPE_ELEMENT,
663   },
664   {
665     GAME_PANEL_ELEMENT_COUNT_1,
666     &game.panel.element_count[0],
667     TYPE_INTEGER,
668   },
669   {
670     GAME_PANEL_ELEMENT_COUNT_2,
671     &game.panel.element_count[1],
672     TYPE_INTEGER,
673   },
674   {
675     GAME_PANEL_ELEMENT_COUNT_3,
676     &game.panel.element_count[2],
677     TYPE_INTEGER,
678   },
679   {
680     GAME_PANEL_ELEMENT_COUNT_4,
681     &game.panel.element_count[3],
682     TYPE_INTEGER,
683   },
684   {
685     GAME_PANEL_ELEMENT_COUNT_5,
686     &game.panel.element_count[4],
687     TYPE_INTEGER,
688   },
689   {
690     GAME_PANEL_ELEMENT_COUNT_6,
691     &game.panel.element_count[5],
692     TYPE_INTEGER,
693   },
694   {
695     GAME_PANEL_ELEMENT_COUNT_7,
696     &game.panel.element_count[6],
697     TYPE_INTEGER,
698   },
699   {
700     GAME_PANEL_ELEMENT_COUNT_8,
701     &game.panel.element_count[7],
702     TYPE_INTEGER,
703   },
704   {
705     GAME_PANEL_CE_SCORE_1,
706     &game.panel.ce_score[0],
707     TYPE_INTEGER,
708   },
709   {
710     GAME_PANEL_CE_SCORE_2,
711     &game.panel.ce_score[1],
712     TYPE_INTEGER,
713   },
714   {
715     GAME_PANEL_CE_SCORE_3,
716     &game.panel.ce_score[2],
717     TYPE_INTEGER,
718   },
719   {
720     GAME_PANEL_CE_SCORE_4,
721     &game.panel.ce_score[3],
722     TYPE_INTEGER,
723   },
724   {
725     GAME_PANEL_CE_SCORE_5,
726     &game.panel.ce_score[4],
727     TYPE_INTEGER,
728   },
729   {
730     GAME_PANEL_CE_SCORE_6,
731     &game.panel.ce_score[5],
732     TYPE_INTEGER,
733   },
734   {
735     GAME_PANEL_CE_SCORE_7,
736     &game.panel.ce_score[6],
737     TYPE_INTEGER,
738   },
739   {
740     GAME_PANEL_CE_SCORE_8,
741     &game.panel.ce_score[7],
742     TYPE_INTEGER,
743   },
744   {
745     GAME_PANEL_CE_SCORE_1_ELEMENT,
746     &game.panel.ce_score_element[0],
747     TYPE_ELEMENT,
748   },
749   {
750     GAME_PANEL_CE_SCORE_2_ELEMENT,
751     &game.panel.ce_score_element[1],
752     TYPE_ELEMENT,
753   },
754   {
755     GAME_PANEL_CE_SCORE_3_ELEMENT,
756     &game.panel.ce_score_element[2],
757     TYPE_ELEMENT,
758   },
759   {
760     GAME_PANEL_CE_SCORE_4_ELEMENT,
761     &game.panel.ce_score_element[3],
762     TYPE_ELEMENT,
763   },
764   {
765     GAME_PANEL_CE_SCORE_5_ELEMENT,
766     &game.panel.ce_score_element[4],
767     TYPE_ELEMENT,
768   },
769   {
770     GAME_PANEL_CE_SCORE_6_ELEMENT,
771     &game.panel.ce_score_element[5],
772     TYPE_ELEMENT,
773   },
774   {
775     GAME_PANEL_CE_SCORE_7_ELEMENT,
776     &game.panel.ce_score_element[6],
777     TYPE_ELEMENT,
778   },
779   {
780     GAME_PANEL_CE_SCORE_8_ELEMENT,
781     &game.panel.ce_score_element[7],
782     TYPE_ELEMENT,
783   },
784   {
785     GAME_PANEL_PLAYER_NAME,
786     &game.panel.player_name,
787     TYPE_STRING,
788   },
789   {
790     GAME_PANEL_LEVEL_NAME,
791     &game.panel.level_name,
792     TYPE_STRING,
793   },
794   {
795     GAME_PANEL_LEVEL_AUTHOR,
796     &game.panel.level_author,
797     TYPE_STRING,
798   },
799
800   {
801     -1,
802     NULL,
803     -1,
804   }
805 };
806
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING      3
809 #define CHECK_DELAY_FALLING     CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION   2
811 #define CHECK_DELAY_IMPACT      CHECK_DELAY_COLLISION
812
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF  -1
815 #define INITIAL_MOVE_DELAY_ON   0
816
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED    32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED   4
821 #define MOVE_DELAY_MAX_SPEED    1
822
823 #define DOUBLE_MOVE_DELAY(x)    (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x)     (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
825
826 #define DOUBLE_PLAYER_SPEED(p)  (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p)   (DOUBLE_MOVE_DELAY((p)->move_delay_value))
828
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL    (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN       (1)
832 #define MOVE_STEPSIZE_MAX       (TILEX)
833
834 #define GET_DX_FROM_DIR(d)      ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d)      ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
836
837 #define INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
838
839 #define GET_NEW_PUSH_DELAY(e)   (   (element_info[e].push_delay_fixed) + \
840                                  RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e)   (   (element_info[e].drop_delay_fixed) + \
842                                  RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
844                                  RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
846                                     (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e)     (   (element_info[e].ce_value_fixed_initial) +\
848                                  RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e)         (   (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c)     (   ((c)->delay_fixed  * (c)->delay_frames) + \
851                                  RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c)   (   ((c)->delay_fixed) + \
853                                  RND((c)->delay_random))
854
855
856 #define GET_VALID_RUNTIME_ELEMENT(e)                                    \
857          ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
858
859 #define RESOLVED_REFERENCE_ELEMENT(be, e)                               \
860         ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
861          (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
862          (be) + (e) - EL_SELF)
863
864 #define GET_PLAYER_FROM_BITS(p)                                         \
865         (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
866
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                           \
868         ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
869          (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
870          (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
871          (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
872          (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
873          (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
874          (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
875          RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
876          (e))
877
878 #define CAN_GROW_INTO(e)                                                \
879         ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
880
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                 \
882                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
883                                         (condition)))
884
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)              \
886                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
887                                         (CAN_MOVE_INTO_ACID(e) &&       \
888                                          Feld[x][y] == EL_ACID) ||      \
889                                         (condition)))
890
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)              \
892                 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
893                                         (CAN_MOVE_INTO_ACID(e) &&       \
894                                          Feld[x][y] == EL_ACID) ||      \
895                                         (condition)))
896
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)              \
898                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
899                                         (condition) ||                  \
900                                         (CAN_MOVE_INTO_ACID(e) &&       \
901                                          Feld[x][y] == EL_ACID) ||      \
902                                         (DONT_COLLIDE_WITH(e) &&        \
903                                          IS_PLAYER(x, y) &&             \
904                                          !PLAYER_ENEMY_PROTECTED(x, y))))
905
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
907         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
908
909 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                 \
910         ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
911
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y)                                \
913         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
914
915 #define ANDROID_CAN_CLONE_FIELD(x, y)                                   \
916         (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917                                 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
918
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                  \
920         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
921
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                 \
923         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
924
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                            \
926         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
927
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                 \
929         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
930
931 #define PIG_CAN_ENTER_FIELD(e, x, y)                                    \
932         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
933
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                                \
935         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936                                                  Feld[x][y] == EL_EM_EXIT_OPEN || \
937                                                  Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938                                                  Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939                                                  IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                 \
941         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
942
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                        \
944         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
945
946 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                 \
947         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
948
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y)                                \
950         (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
951                                 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
952
953 #define MOVE_ENTER_EL(e)        (element_info[e].move_enter_element)
954
955 #define CE_ENTER_FIELD_COND(e, x, y)                                    \
956                 (!IS_PLAYER(x, y) &&                                    \
957                  IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
958
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                         \
960         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
961
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
964
965 #define ACCESS_FROM(e, d)               (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d)          (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d)          (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d)        (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
969
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP               0
972 #define GAME_CTRL_ID_PAUSE              1
973 #define GAME_CTRL_ID_PLAY               2
974 #define GAME_CTRL_ID_UNDO               3
975 #define GAME_CTRL_ID_REDO               4
976 #define GAME_CTRL_ID_SAVE               5
977 #define GAME_CTRL_ID_LOAD               6
978 #define SOUND_CTRL_ID_MUSIC             7
979 #define SOUND_CTRL_ID_LOOPS             8
980 #define SOUND_CTRL_ID_SIMPLE            9
981
982 #define NUM_GAME_BUTTONS                10
983
984
985 /* forward declaration for internal use */
986
987 static void CreateField(int, int, int);
988
989 static void ResetGfxAnimation(int, int);
990
991 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
992 static void AdvanceFrameAndPlayerCounters(int);
993
994 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
995 static boolean MovePlayer(struct PlayerInfo *, int, int);
996 static void ScrollPlayer(struct PlayerInfo *, int);
997 static void ScrollScreen(struct PlayerInfo *, int);
998
999 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1000 static boolean DigFieldByCE(int, int, int);
1001 static boolean SnapField(struct PlayerInfo *, int, int);
1002 static boolean DropElement(struct PlayerInfo *);
1003
1004 static void InitBeltMovement(void);
1005 static void CloseAllOpenTimegates(void);
1006 static void CheckGravityMovement(struct PlayerInfo *);
1007 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1008 static void KillPlayerUnlessEnemyProtected(int, int);
1009 static void KillPlayerUnlessExplosionProtected(int, int);
1010
1011 static void TestIfPlayerTouchesCustomElement(int, int);
1012 static void TestIfElementTouchesCustomElement(int, int);
1013 static void TestIfElementHitsCustomElement(int, int, int);
1014
1015 static void HandleElementChange(int, int, int);
1016 static void ExecuteCustomElementAction(int, int, int, int);
1017 static boolean ChangeElement(int, int, int, int);
1018
1019 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1020 #define CheckTriggeredElementChange(x, y, e, ev)                        \
1021         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1022 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)          \
1023         CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1024 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)               \
1025         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1026 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)               \
1027         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1028
1029 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1030 #define CheckElementChange(x, y, e, te, ev)                             \
1031         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1032 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                   \
1033         CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1034 #define CheckElementChangeBySide(x, y, e, te, ev, s)                    \
1035         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1036
1037 static void PlayLevelSound(int, int, int);
1038 static void PlayLevelSoundNearest(int, int, int);
1039 static void PlayLevelSoundAction(int, int, int);
1040 static void PlayLevelSoundElementAction(int, int, int, int);
1041 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1042 static void PlayLevelSoundActionIfLoop(int, int, int);
1043 static void StopLevelSoundActionIfLoop(int, int, int);
1044 static void PlayLevelMusic();
1045
1046 static void HandleGameButtons(struct GadgetInfo *);
1047
1048 int AmoebeNachbarNr(int, int);
1049 void AmoebeUmwandeln(int, int);
1050 void ContinueMoving(int, int);
1051 void Bang(int, int);
1052 void InitMovDir(int, int);
1053 void InitAmoebaNr(int, int);
1054 int NewHiScore(void);
1055
1056 void TestIfGoodThingHitsBadThing(int, int, int);
1057 void TestIfBadThingHitsGoodThing(int, int, int);
1058 void TestIfPlayerTouchesBadThing(int, int);
1059 void TestIfPlayerRunsIntoBadThing(int, int, int);
1060 void TestIfBadThingTouchesPlayer(int, int);
1061 void TestIfBadThingRunsIntoPlayer(int, int, int);
1062 void TestIfFriendTouchesBadThing(int, int);
1063 void TestIfBadThingTouchesFriend(int, int);
1064 void TestIfBadThingTouchesOtherBadThing(int, int);
1065 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1066
1067 void KillPlayer(struct PlayerInfo *);
1068 void BuryPlayer(struct PlayerInfo *);
1069 void RemovePlayer(struct PlayerInfo *);
1070
1071 static int getInvisibleActiveFromInvisibleElement(int);
1072 static int getInvisibleFromInvisibleActiveElement(int);
1073
1074 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1075
1076 /* for detection of endless loops, caused by custom element programming */
1077 /* (using maximal playfield width x 10 is just a rough approximation) */
1078 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1079
1080 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1081 {                                                                       \
1082   if (recursion_loop_detected)                                          \
1083     return (rc);                                                        \
1084                                                                         \
1085   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1086   {                                                                     \
1087     recursion_loop_detected = TRUE;                                     \
1088     recursion_loop_element = (e);                                       \
1089   }                                                                     \
1090                                                                         \
1091   recursion_loop_depth++;                                               \
1092 }
1093
1094 #define RECURSION_LOOP_DETECTION_END()                                  \
1095 {                                                                       \
1096   recursion_loop_depth--;                                               \
1097 }
1098
1099 static int recursion_loop_depth;
1100 static boolean recursion_loop_detected;
1101 static boolean recursion_loop_element;
1102
1103 static int map_player_action[MAX_PLAYERS];
1104
1105
1106 /* ------------------------------------------------------------------------- */
1107 /* definition of elements that automatically change to other elements after  */
1108 /* a specified time, eventually calling a function when changing             */
1109 /* ------------------------------------------------------------------------- */
1110
1111 /* forward declaration for changer functions */
1112 static void InitBuggyBase(int, int);
1113 static void WarnBuggyBase(int, int);
1114
1115 static void InitTrap(int, int);
1116 static void ActivateTrap(int, int);
1117 static void ChangeActiveTrap(int, int);
1118
1119 static void InitRobotWheel(int, int);
1120 static void RunRobotWheel(int, int);
1121 static void StopRobotWheel(int, int);
1122
1123 static void InitTimegateWheel(int, int);
1124 static void RunTimegateWheel(int, int);
1125
1126 static void InitMagicBallDelay(int, int);
1127 static void ActivateMagicBall(int, int);
1128
1129 struct ChangingElementInfo
1130 {
1131   int element;
1132   int target_element;
1133   int change_delay;
1134   void (*pre_change_function)(int x, int y);
1135   void (*change_function)(int x, int y);
1136   void (*post_change_function)(int x, int y);
1137 };
1138
1139 static struct ChangingElementInfo change_delay_list[] =
1140 {
1141   {
1142     EL_NUT_BREAKING,
1143     EL_EMERALD,
1144     6,
1145     NULL,
1146     NULL,
1147     NULL
1148   },
1149   {
1150     EL_PEARL_BREAKING,
1151     EL_EMPTY,
1152     8,
1153     NULL,
1154     NULL,
1155     NULL
1156   },
1157   {
1158     EL_EXIT_OPENING,
1159     EL_EXIT_OPEN,
1160     29,
1161     NULL,
1162     NULL,
1163     NULL
1164   },
1165   {
1166     EL_EXIT_CLOSING,
1167     EL_EXIT_CLOSED,
1168     29,
1169     NULL,
1170     NULL,
1171     NULL
1172   },
1173   {
1174     EL_STEEL_EXIT_OPENING,
1175     EL_STEEL_EXIT_OPEN,
1176     29,
1177     NULL,
1178     NULL,
1179     NULL
1180   },
1181   {
1182     EL_STEEL_EXIT_CLOSING,
1183     EL_STEEL_EXIT_CLOSED,
1184     29,
1185     NULL,
1186     NULL,
1187     NULL
1188   },
1189   {
1190     EL_EM_EXIT_OPENING,
1191     EL_EM_EXIT_OPEN,
1192     29,
1193     NULL,
1194     NULL,
1195     NULL
1196   },
1197   {
1198     EL_EM_EXIT_CLOSING,
1199     EL_EMPTY,
1200     29,
1201     NULL,
1202     NULL,
1203     NULL
1204   },
1205   {
1206     EL_EM_STEEL_EXIT_OPENING,
1207     EL_EM_STEEL_EXIT_OPEN,
1208     29,
1209     NULL,
1210     NULL,
1211     NULL
1212   },
1213   {
1214     EL_EM_STEEL_EXIT_CLOSING,
1215     EL_STEELWALL,
1216     29,
1217     NULL,
1218     NULL,
1219     NULL
1220   },
1221   {
1222     EL_SP_EXIT_OPENING,
1223     EL_SP_EXIT_OPEN,
1224     29,
1225     NULL,
1226     NULL,
1227     NULL
1228   },
1229   {
1230     EL_SP_EXIT_CLOSING,
1231     EL_SP_EXIT_CLOSED,
1232     29,
1233     NULL,
1234     NULL,
1235     NULL
1236   },
1237   {
1238     EL_SWITCHGATE_OPENING,
1239     EL_SWITCHGATE_OPEN,
1240     29,
1241     NULL,
1242     NULL,
1243     NULL
1244   },
1245   {
1246     EL_SWITCHGATE_CLOSING,
1247     EL_SWITCHGATE_CLOSED,
1248     29,
1249     NULL,
1250     NULL,
1251     NULL
1252   },
1253   {
1254     EL_TIMEGATE_OPENING,
1255     EL_TIMEGATE_OPEN,
1256     29,
1257     NULL,
1258     NULL,
1259     NULL
1260   },
1261   {
1262     EL_TIMEGATE_CLOSING,
1263     EL_TIMEGATE_CLOSED,
1264     29,
1265     NULL,
1266     NULL,
1267     NULL
1268   },
1269
1270   {
1271     EL_ACID_SPLASH_LEFT,
1272     EL_EMPTY,
1273     8,
1274     NULL,
1275     NULL,
1276     NULL
1277   },
1278   {
1279     EL_ACID_SPLASH_RIGHT,
1280     EL_EMPTY,
1281     8,
1282     NULL,
1283     NULL,
1284     NULL
1285   },
1286   {
1287     EL_SP_BUGGY_BASE,
1288     EL_SP_BUGGY_BASE_ACTIVATING,
1289     0,
1290     InitBuggyBase,
1291     NULL,
1292     NULL
1293   },
1294   {
1295     EL_SP_BUGGY_BASE_ACTIVATING,
1296     EL_SP_BUGGY_BASE_ACTIVE,
1297     0,
1298     InitBuggyBase,
1299     NULL,
1300     NULL
1301   },
1302   {
1303     EL_SP_BUGGY_BASE_ACTIVE,
1304     EL_SP_BUGGY_BASE,
1305     0,
1306     InitBuggyBase,
1307     WarnBuggyBase,
1308     NULL
1309   },
1310   {
1311     EL_TRAP,
1312     EL_TRAP_ACTIVE,
1313     0,
1314     InitTrap,
1315     NULL,
1316     ActivateTrap
1317   },
1318   {
1319     EL_TRAP_ACTIVE,
1320     EL_TRAP,
1321     31,
1322     NULL,
1323     ChangeActiveTrap,
1324     NULL
1325   },
1326   {
1327     EL_ROBOT_WHEEL_ACTIVE,
1328     EL_ROBOT_WHEEL,
1329     0,
1330     InitRobotWheel,
1331     RunRobotWheel,
1332     StopRobotWheel
1333   },
1334   {
1335     EL_TIMEGATE_SWITCH_ACTIVE,
1336     EL_TIMEGATE_SWITCH,
1337     0,
1338     InitTimegateWheel,
1339     RunTimegateWheel,
1340     NULL
1341   },
1342   {
1343     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1344     EL_DC_TIMEGATE_SWITCH,
1345     0,
1346     InitTimegateWheel,
1347     RunTimegateWheel,
1348     NULL
1349   },
1350   {
1351     EL_EMC_MAGIC_BALL_ACTIVE,
1352     EL_EMC_MAGIC_BALL_ACTIVE,
1353     0,
1354     InitMagicBallDelay,
1355     NULL,
1356     ActivateMagicBall
1357   },
1358   {
1359     EL_EMC_SPRING_BUMPER_ACTIVE,
1360     EL_EMC_SPRING_BUMPER,
1361     8,
1362     NULL,
1363     NULL,
1364     NULL
1365   },
1366   {
1367     EL_DIAGONAL_SHRINKING,
1368     EL_UNDEFINED,
1369     0,
1370     NULL,
1371     NULL,
1372     NULL
1373   },
1374   {
1375     EL_DIAGONAL_GROWING,
1376     EL_UNDEFINED,
1377     0,
1378     NULL,
1379     NULL,
1380     NULL,
1381   },
1382
1383   {
1384     EL_UNDEFINED,
1385     EL_UNDEFINED,
1386     -1,
1387     NULL,
1388     NULL,
1389     NULL
1390   }
1391 };
1392
1393 struct
1394 {
1395   int element;
1396   int push_delay_fixed, push_delay_random;
1397 }
1398 push_delay_list[] =
1399 {
1400   { EL_SPRING,                  0, 0 },
1401   { EL_BALLOON,                 0, 0 },
1402
1403   { EL_SOKOBAN_OBJECT,          2, 0 },
1404   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1405   { EL_SATELLITE,               2, 0 },
1406   { EL_SP_DISK_YELLOW,          2, 0 },
1407
1408   { EL_UNDEFINED,               0, 0 },
1409 };
1410
1411 struct
1412 {
1413   int element;
1414   int move_stepsize;
1415 }
1416 move_stepsize_list[] =
1417 {
1418   { EL_AMOEBA_DROP,             2 },
1419   { EL_AMOEBA_DROPPING,         2 },
1420   { EL_QUICKSAND_FILLING,       1 },
1421   { EL_QUICKSAND_EMPTYING,      1 },
1422   { EL_QUICKSAND_FAST_FILLING,  2 },
1423   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1424   { EL_MAGIC_WALL_FILLING,      2 },
1425   { EL_MAGIC_WALL_EMPTYING,     2 },
1426   { EL_BD_MAGIC_WALL_FILLING,   2 },
1427   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1428   { EL_DC_MAGIC_WALL_FILLING,   2 },
1429   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1430
1431   { EL_UNDEFINED,               0 },
1432 };
1433
1434 struct
1435 {
1436   int element;
1437   int count;
1438 }
1439 collect_count_list[] =
1440 {
1441   { EL_EMERALD,                 1 },
1442   { EL_BD_DIAMOND,              1 },
1443   { EL_EMERALD_YELLOW,          1 },
1444   { EL_EMERALD_RED,             1 },
1445   { EL_EMERALD_PURPLE,          1 },
1446   { EL_DIAMOND,                 3 },
1447   { EL_SP_INFOTRON,             1 },
1448   { EL_PEARL,                   5 },
1449   { EL_CRYSTAL,                 8 },
1450
1451   { EL_UNDEFINED,               0 },
1452 };
1453
1454 struct
1455 {
1456   int element;
1457   int direction;
1458 }
1459 access_direction_list[] =
1460 {
1461   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1462   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1463   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1464   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1465   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1466   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1467   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1468   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1469   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1470   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1471   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1472
1473   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1474   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1475   { EL_SP_PORT_UP,                                                   MV_DOWN },
1476   { EL_SP_PORT_DOWN,                                         MV_UP           },
1477   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1478   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1479   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1480   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1481   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1482   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1483   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1484   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1485   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1486   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1487   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1488   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1489   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1490   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1491   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1492
1493   { EL_UNDEFINED,                       MV_NONE                              }
1494 };
1495
1496 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1497
1498 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1499 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1500 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Feld[x][y]) || \
1501                                  IS_JUST_CHANGING(x, y))
1502
1503 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1504
1505 /* static variables for playfield scan mode (scanning forward or backward) */
1506 static int playfield_scan_start_x = 0;
1507 static int playfield_scan_start_y = 0;
1508 static int playfield_scan_delta_x = 1;
1509 static int playfield_scan_delta_y = 1;
1510
1511 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1512                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1513                                      (y) += playfield_scan_delta_y)     \
1514                                 for ((x) = playfield_scan_start_x;      \
1515                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1516                                      (x) += playfield_scan_delta_x)
1517
1518 #ifdef DEBUG
1519 void DEBUG_SetMaximumDynamite()
1520 {
1521   int i;
1522
1523   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1524     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1525       local_player->inventory_element[local_player->inventory_size++] =
1526         EL_DYNAMITE;
1527 }
1528 #endif
1529
1530 static void InitPlayfieldScanModeVars()
1531 {
1532   if (game.use_reverse_scan_direction)
1533   {
1534     playfield_scan_start_x = lev_fieldx - 1;
1535     playfield_scan_start_y = lev_fieldy - 1;
1536
1537     playfield_scan_delta_x = -1;
1538     playfield_scan_delta_y = -1;
1539   }
1540   else
1541   {
1542     playfield_scan_start_x = 0;
1543     playfield_scan_start_y = 0;
1544
1545     playfield_scan_delta_x = 1;
1546     playfield_scan_delta_y = 1;
1547   }
1548 }
1549
1550 static void InitPlayfieldScanMode(int mode)
1551 {
1552   game.use_reverse_scan_direction =
1553     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1554
1555   InitPlayfieldScanModeVars();
1556 }
1557
1558 static int get_move_delay_from_stepsize(int move_stepsize)
1559 {
1560   move_stepsize =
1561     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1562
1563   /* make sure that stepsize value is always a power of 2 */
1564   move_stepsize = (1 << log_2(move_stepsize));
1565
1566   return TILEX / move_stepsize;
1567 }
1568
1569 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1570                                boolean init_game)
1571 {
1572   int player_nr = player->index_nr;
1573   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1574   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1575
1576   /* do no immediately change move delay -- the player might just be moving */
1577   player->move_delay_value_next = move_delay;
1578
1579   /* information if player can move must be set separately */
1580   player->cannot_move = cannot_move;
1581
1582   if (init_game)
1583   {
1584     player->move_delay       = game.initial_move_delay[player_nr];
1585     player->move_delay_value = game.initial_move_delay_value[player_nr];
1586
1587     player->move_delay_value_next = -1;
1588
1589     player->move_delay_reset_counter = 0;
1590   }
1591 }
1592
1593 void GetPlayerConfig()
1594 {
1595   GameFrameDelay = setup.game_frame_delay;
1596
1597   if (!audio.sound_available)
1598     setup.sound_simple = FALSE;
1599
1600   if (!audio.loops_available)
1601     setup.sound_loops = FALSE;
1602
1603   if (!audio.music_available)
1604     setup.sound_music = FALSE;
1605
1606   if (!video.fullscreen_available)
1607     setup.fullscreen = FALSE;
1608
1609   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1610
1611   SetAudioMode(setup.sound);
1612   InitJoysticks();
1613 }
1614
1615 int GetElementFromGroupElement(int element)
1616 {
1617   if (IS_GROUP_ELEMENT(element))
1618   {
1619     struct ElementGroupInfo *group = element_info[element].group;
1620     int last_anim_random_frame = gfx.anim_random_frame;
1621     int element_pos;
1622
1623     if (group->choice_mode == ANIM_RANDOM)
1624       gfx.anim_random_frame = RND(group->num_elements_resolved);
1625
1626     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1627                                     group->choice_mode, 0,
1628                                     group->choice_pos);
1629
1630     if (group->choice_mode == ANIM_RANDOM)
1631       gfx.anim_random_frame = last_anim_random_frame;
1632
1633     group->choice_pos++;
1634
1635     element = group->element_resolved[element_pos];
1636   }
1637
1638   return element;
1639 }
1640
1641 static void InitPlayerField(int x, int y, int element, boolean init_game)
1642 {
1643   if (element == EL_SP_MURPHY)
1644   {
1645     if (init_game)
1646     {
1647       if (stored_player[0].present)
1648       {
1649         Feld[x][y] = EL_SP_MURPHY_CLONE;
1650
1651         return;
1652       }
1653       else
1654       {
1655         stored_player[0].initial_element = element;
1656         stored_player[0].use_murphy = TRUE;
1657
1658         if (!level.use_artwork_element[0])
1659           stored_player[0].artwork_element = EL_SP_MURPHY;
1660       }
1661
1662       Feld[x][y] = EL_PLAYER_1;
1663     }
1664   }
1665
1666   if (init_game)
1667   {
1668     struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1669     int jx = player->jx, jy = player->jy;
1670
1671     player->present = TRUE;
1672
1673     player->block_last_field = (element == EL_SP_MURPHY ?
1674                                 level.sp_block_last_field :
1675                                 level.block_last_field);
1676
1677     /* ---------- initialize player's last field block delay --------------- */
1678
1679     /* always start with reliable default value (no adjustment needed) */
1680     player->block_delay_adjustment = 0;
1681
1682     /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1683     if (player->block_last_field && element == EL_SP_MURPHY)
1684       player->block_delay_adjustment = 1;
1685
1686     /* special case 2: in game engines before 3.1.1, blocking was different */
1687     if (game.use_block_last_field_bug)
1688       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1689
1690     if (!options.network || player->connected)
1691     {
1692       player->active = TRUE;
1693
1694       /* remove potentially duplicate players */
1695       if (StorePlayer[jx][jy] == Feld[x][y])
1696         StorePlayer[jx][jy] = 0;
1697
1698       StorePlayer[x][y] = Feld[x][y];
1699
1700 #if DEBUG_INIT_PLAYER
1701       if (options.debug)
1702       {
1703         printf("- player element %d activated", player->element_nr);
1704         printf(" (local player is %d and currently %s)\n",
1705                local_player->element_nr,
1706                local_player->active ? "active" : "not active");
1707       }
1708     }
1709 #endif
1710
1711     Feld[x][y] = EL_EMPTY;
1712
1713     player->jx = player->last_jx = x;
1714     player->jy = player->last_jy = y;
1715   }
1716
1717   if (!init_game)
1718   {
1719     int player_nr = GET_PLAYER_NR(element);
1720     struct PlayerInfo *player = &stored_player[player_nr];
1721
1722     if (player->active && player->killed)
1723       player->reanimated = TRUE; /* if player was just killed, reanimate him */
1724   }
1725 }
1726
1727 static void InitField(int x, int y, boolean init_game)
1728 {
1729   int element = Feld[x][y];
1730
1731   switch (element)
1732   {
1733     case EL_SP_MURPHY:
1734     case EL_PLAYER_1:
1735     case EL_PLAYER_2:
1736     case EL_PLAYER_3:
1737     case EL_PLAYER_4:
1738       InitPlayerField(x, y, element, init_game);
1739       break;
1740
1741     case EL_SOKOBAN_FIELD_PLAYER:
1742       element = Feld[x][y] = EL_PLAYER_1;
1743       InitField(x, y, init_game);
1744
1745       element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1746       InitField(x, y, init_game);
1747       break;
1748
1749     case EL_SOKOBAN_FIELD_EMPTY:
1750       local_player->sokobanfields_still_needed++;
1751       break;
1752
1753     case EL_STONEBLOCK:
1754       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1755         Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1756       else if (x > 0 && Feld[x-1][y] == EL_ACID)
1757         Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1758       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1759         Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1760       else if (y > 0 && Feld[x][y-1] == EL_ACID)
1761         Feld[x][y] = EL_ACID_POOL_BOTTOM;
1762       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1763         Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1764       break;
1765
1766     case EL_BUG:
1767     case EL_BUG_RIGHT:
1768     case EL_BUG_UP:
1769     case EL_BUG_LEFT:
1770     case EL_BUG_DOWN:
1771     case EL_SPACESHIP:
1772     case EL_SPACESHIP_RIGHT:
1773     case EL_SPACESHIP_UP:
1774     case EL_SPACESHIP_LEFT:
1775     case EL_SPACESHIP_DOWN:
1776     case EL_BD_BUTTERFLY:
1777     case EL_BD_BUTTERFLY_RIGHT:
1778     case EL_BD_BUTTERFLY_UP:
1779     case EL_BD_BUTTERFLY_LEFT:
1780     case EL_BD_BUTTERFLY_DOWN:
1781     case EL_BD_FIREFLY:
1782     case EL_BD_FIREFLY_RIGHT:
1783     case EL_BD_FIREFLY_UP:
1784     case EL_BD_FIREFLY_LEFT:
1785     case EL_BD_FIREFLY_DOWN:
1786     case EL_PACMAN_RIGHT:
1787     case EL_PACMAN_UP:
1788     case EL_PACMAN_LEFT:
1789     case EL_PACMAN_DOWN:
1790     case EL_YAMYAM:
1791     case EL_YAMYAM_LEFT:
1792     case EL_YAMYAM_RIGHT:
1793     case EL_YAMYAM_UP:
1794     case EL_YAMYAM_DOWN:
1795     case EL_DARK_YAMYAM:
1796     case EL_ROBOT:
1797     case EL_PACMAN:
1798     case EL_SP_SNIKSNAK:
1799     case EL_SP_ELECTRON:
1800     case EL_MOLE:
1801     case EL_MOLE_LEFT:
1802     case EL_MOLE_RIGHT:
1803     case EL_MOLE_UP:
1804     case EL_MOLE_DOWN:
1805       InitMovDir(x, y);
1806       break;
1807
1808     case EL_AMOEBA_FULL:
1809     case EL_BD_AMOEBA:
1810       InitAmoebaNr(x, y);
1811       break;
1812
1813     case EL_AMOEBA_DROP:
1814       if (y == lev_fieldy - 1)
1815       {
1816         Feld[x][y] = EL_AMOEBA_GROWING;
1817         Store[x][y] = EL_AMOEBA_WET;
1818       }
1819       break;
1820
1821     case EL_DYNAMITE_ACTIVE:
1822     case EL_SP_DISK_RED_ACTIVE:
1823     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1824     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1825     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1826     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1827       MovDelay[x][y] = 96;
1828       break;
1829
1830     case EL_EM_DYNAMITE_ACTIVE:
1831       MovDelay[x][y] = 32;
1832       break;
1833
1834     case EL_LAMP:
1835       local_player->lights_still_needed++;
1836       break;
1837
1838     case EL_PENGUIN:
1839       local_player->friends_still_needed++;
1840       break;
1841
1842     case EL_PIG:
1843     case EL_DRAGON:
1844       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1845       break;
1846
1847     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1848     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1849     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1850     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1851     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1852     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1853     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1854     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1855     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1856     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1857     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1858     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1859       if (init_game)
1860       {
1861         int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1862         int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1863         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1864
1865         if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
1866         {
1867           game.belt_dir[belt_nr] = belt_dir;
1868           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1869         }
1870         else    /* more than one switch -- set it like the first switch */
1871         {
1872           Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1873         }
1874       }
1875       break;
1876
1877     case EL_LIGHT_SWITCH_ACTIVE:
1878       if (init_game)
1879         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1880       break;
1881
1882     case EL_INVISIBLE_STEELWALL:
1883     case EL_INVISIBLE_WALL:
1884     case EL_INVISIBLE_SAND:
1885       if (game.light_time_left > 0 ||
1886           game.lenses_time_left > 0)
1887         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1888       break;
1889
1890     case EL_EMC_MAGIC_BALL:
1891       if (game.ball_state)
1892         Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1893       break;
1894
1895     case EL_EMC_MAGIC_BALL_SWITCH:
1896       if (game.ball_state)
1897         Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1898       break;
1899
1900     case EL_TRIGGER_PLAYER:
1901     case EL_TRIGGER_ELEMENT:
1902     case EL_TRIGGER_CE_VALUE:
1903     case EL_TRIGGER_CE_SCORE:
1904     case EL_SELF:
1905     case EL_ANY_ELEMENT:
1906     case EL_CURRENT_CE_VALUE:
1907     case EL_CURRENT_CE_SCORE:
1908     case EL_PREV_CE_1:
1909     case EL_PREV_CE_2:
1910     case EL_PREV_CE_3:
1911     case EL_PREV_CE_4:
1912     case EL_PREV_CE_5:
1913     case EL_PREV_CE_6:
1914     case EL_PREV_CE_7:
1915     case EL_PREV_CE_8:
1916     case EL_NEXT_CE_1:
1917     case EL_NEXT_CE_2:
1918     case EL_NEXT_CE_3:
1919     case EL_NEXT_CE_4:
1920     case EL_NEXT_CE_5:
1921     case EL_NEXT_CE_6:
1922     case EL_NEXT_CE_7:
1923     case EL_NEXT_CE_8:
1924       /* reference elements should not be used on the playfield */
1925       Feld[x][y] = EL_EMPTY;
1926       break;
1927
1928     default:
1929       if (IS_CUSTOM_ELEMENT(element))
1930       {
1931         if (CAN_MOVE(element))
1932           InitMovDir(x, y);
1933
1934         if (!element_info[element].use_last_ce_value || init_game)
1935           CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1936       }
1937       else if (IS_GROUP_ELEMENT(element))
1938       {
1939         Feld[x][y] = GetElementFromGroupElement(element);
1940
1941         InitField(x, y, init_game);
1942       }
1943
1944       break;
1945   }
1946
1947   if (!init_game)
1948     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1949 }
1950
1951 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1952 {
1953   InitField(x, y, init_game);
1954
1955   /* not needed to call InitMovDir() -- already done by InitField()! */
1956   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1957       CAN_MOVE(Feld[x][y]))
1958     InitMovDir(x, y);
1959 }
1960
1961 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1962 {
1963   int old_element = Feld[x][y];
1964
1965   InitField(x, y, init_game);
1966
1967   /* not needed to call InitMovDir() -- already done by InitField()! */
1968   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1969       CAN_MOVE(old_element) &&
1970       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1971     InitMovDir(x, y);
1972
1973   /* this case is in fact a combination of not less than three bugs:
1974      first, it calls InitMovDir() for elements that can move, although this is
1975      already done by InitField(); then, it checks the element that was at this
1976      field _before_ the call to InitField() (which can change it); lastly, it
1977      was not called for "mole with direction" elements, which were treated as
1978      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1979   */
1980 }
1981
1982 static int get_key_element_from_nr(int key_nr)
1983 {
1984   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1985                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1986                           EL_EM_KEY_1 : EL_KEY_1);
1987
1988   return key_base_element + key_nr;
1989 }
1990
1991 static int get_next_dropped_element(struct PlayerInfo *player)
1992 {
1993   return (player->inventory_size > 0 ?
1994           player->inventory_element[player->inventory_size - 1] :
1995           player->inventory_infinite_element != EL_UNDEFINED ?
1996           player->inventory_infinite_element :
1997           player->dynabombs_left > 0 ?
1998           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
1999           EL_UNDEFINED);
2000 }
2001
2002 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2003 {
2004   /* pos >= 0: get element from bottom of the stack;
2005      pos <  0: get element from top of the stack */
2006
2007   if (pos < 0)
2008   {
2009     int min_inventory_size = -pos;
2010     int inventory_pos = player->inventory_size - min_inventory_size;
2011     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2012
2013     return (player->inventory_size >= min_inventory_size ?
2014             player->inventory_element[inventory_pos] :
2015             player->inventory_infinite_element != EL_UNDEFINED ?
2016             player->inventory_infinite_element :
2017             player->dynabombs_left >= min_dynabombs_left ?
2018             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2019             EL_UNDEFINED);
2020   }
2021   else
2022   {
2023     int min_dynabombs_left = pos + 1;
2024     int min_inventory_size = pos + 1 - player->dynabombs_left;
2025     int inventory_pos = pos - player->dynabombs_left;
2026
2027     return (player->inventory_infinite_element != EL_UNDEFINED ?
2028             player->inventory_infinite_element :
2029             player->dynabombs_left >= min_dynabombs_left ?
2030             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2031             player->inventory_size >= min_inventory_size ?
2032             player->inventory_element[inventory_pos] :
2033             EL_UNDEFINED);
2034   }
2035 }
2036
2037 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2038 {
2039   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2040   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2041   int compare_result;
2042
2043   if (gpo1->sort_priority != gpo2->sort_priority)
2044     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2045   else
2046     compare_result = gpo1->nr - gpo2->nr;
2047
2048   return compare_result;
2049 }
2050
2051 void InitGameControlValues()
2052 {
2053   int i;
2054
2055   for (i = 0; game_panel_controls[i].nr != -1; i++)
2056   {
2057     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2058     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2059     struct TextPosInfo *pos = gpc->pos;
2060     int nr = gpc->nr;
2061     int type = gpc->type;
2062
2063     if (nr != i)
2064     {
2065       Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2066       Error(ERR_EXIT, "this should not happen -- please debug");
2067     }
2068
2069     /* force update of game controls after initialization */
2070     gpc->value = gpc->last_value = -1;
2071     gpc->frame = gpc->last_frame = -1;
2072     gpc->gfx_frame = -1;
2073
2074     /* determine panel value width for later calculation of alignment */
2075     if (type == TYPE_INTEGER || type == TYPE_STRING)
2076     {
2077       pos->width = pos->size * getFontWidth(pos->font);
2078       pos->height = getFontHeight(pos->font);
2079     }
2080     else if (type == TYPE_ELEMENT)
2081     {
2082       pos->width = pos->size;
2083       pos->height = pos->size;
2084     }
2085
2086     /* fill structure for game panel draw order */
2087     gpo->nr = gpc->nr;
2088     gpo->sort_priority = pos->sort_priority;
2089   }
2090
2091   /* sort game panel controls according to sort_priority and control number */
2092   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2093         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2094 }
2095
2096 void UpdatePlayfieldElementCount()
2097 {
2098   boolean use_element_count = FALSE;
2099   int i, j, x, y;
2100
2101   /* first check if it is needed at all to calculate playfield element count */
2102   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2103     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2104       use_element_count = TRUE;
2105
2106   if (!use_element_count)
2107     return;
2108
2109   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2110     element_info[i].element_count = 0;
2111
2112   SCAN_PLAYFIELD(x, y)
2113   {
2114     element_info[Feld[x][y]].element_count++;
2115   }
2116
2117   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2118     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2119       if (IS_IN_GROUP(j, i))
2120         element_info[EL_GROUP_START + i].element_count +=
2121           element_info[j].element_count;
2122 }
2123
2124 void UpdateGameControlValues()
2125 {
2126   int i, k;
2127   int time = (local_player->LevelSolved ?
2128               local_player->LevelSolved_CountingTime :
2129               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2130               level.native_em_level->lev->time :
2131               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2132               level.native_sp_level->game_sp->time_played :
2133               game.no_time_limit ? TimePlayed : TimeLeft);
2134   int score = (local_player->LevelSolved ?
2135                local_player->LevelSolved_CountingScore :
2136                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2137                level.native_em_level->lev->score :
2138                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2139                level.native_sp_level->game_sp->score :
2140                local_player->score);
2141   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2142               level.native_em_level->lev->required :
2143               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2144               level.native_sp_level->game_sp->infotrons_still_needed :
2145               local_player->gems_still_needed);
2146   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2147                      level.native_em_level->lev->required > 0 :
2148                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2149                      level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2150                      local_player->gems_still_needed > 0 ||
2151                      local_player->sokobanfields_still_needed > 0 ||
2152                      local_player->lights_still_needed > 0);
2153
2154   UpdatePlayfieldElementCount();
2155
2156   /* update game panel control values */
2157
2158   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2159   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2160
2161   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2162   for (i = 0; i < MAX_NUM_KEYS; i++)
2163     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2164   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2165   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2166
2167   if (game.centered_player_nr == -1)
2168   {
2169     for (i = 0; i < MAX_PLAYERS; i++)
2170     {
2171       /* only one player in Supaplex game engine */
2172       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2173         break;
2174
2175       for (k = 0; k < MAX_NUM_KEYS; k++)
2176       {
2177         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2178         {
2179           if (level.native_em_level->ply[i]->keys & (1 << k))
2180             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2181               get_key_element_from_nr(k);
2182         }
2183         else if (stored_player[i].key[k])
2184           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2185             get_key_element_from_nr(k);
2186       }
2187
2188       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2189         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2190           level.native_em_level->ply[i]->dynamite;
2191       else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2192         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2193           level.native_sp_level->game_sp->red_disk_count;
2194       else
2195         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2196           stored_player[i].inventory_size;
2197
2198       if (stored_player[i].num_white_keys > 0)
2199         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2200           EL_DC_KEY_WHITE;
2201
2202       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2203         stored_player[i].num_white_keys;
2204     }
2205   }
2206   else
2207   {
2208     int player_nr = game.centered_player_nr;
2209
2210     for (k = 0; k < MAX_NUM_KEYS; k++)
2211     {
2212       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2213       {
2214         if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2215           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2216             get_key_element_from_nr(k);
2217       }
2218       else if (stored_player[player_nr].key[k])
2219         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2220           get_key_element_from_nr(k);
2221     }
2222
2223     if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2224       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2225         level.native_em_level->ply[player_nr]->dynamite;
2226     else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2227       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2228         level.native_sp_level->game_sp->red_disk_count;
2229     else
2230       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2231         stored_player[player_nr].inventory_size;
2232
2233     if (stored_player[player_nr].num_white_keys > 0)
2234       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2235
2236     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2237       stored_player[player_nr].num_white_keys;
2238   }
2239
2240   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2241   {
2242     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2243       get_inventory_element_from_pos(local_player, i);
2244     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2245       get_inventory_element_from_pos(local_player, -i - 1);
2246   }
2247
2248   game_panel_controls[GAME_PANEL_SCORE].value = score;
2249   game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2250
2251   game_panel_controls[GAME_PANEL_TIME].value = time;
2252
2253   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2254   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2255   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2256
2257   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2258
2259   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2260     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2261      EL_EMPTY);
2262   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2263     local_player->shield_normal_time_left;
2264   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2265     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2266      EL_EMPTY);
2267   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2268     local_player->shield_deadly_time_left;
2269
2270   game_panel_controls[GAME_PANEL_EXIT].value =
2271     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2272
2273   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2274     (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2275   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2276     (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2277      EL_EMC_MAGIC_BALL_SWITCH);
2278
2279   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2280     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2281   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2282     game.light_time_left;
2283
2284   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2285     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2286   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2287     game.timegate_time_left;
2288
2289   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2290     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2291
2292   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2293     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2294   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2295     game.lenses_time_left;
2296
2297   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2298     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2299   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2300     game.magnify_time_left;
2301
2302   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2303     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2304      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2305      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2306      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2307      EL_BALLOON_SWITCH_NONE);
2308
2309   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2310     local_player->dynabomb_count;
2311   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2312     local_player->dynabomb_size;
2313   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2314     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2315
2316   game_panel_controls[GAME_PANEL_PENGUINS].value =
2317     local_player->friends_still_needed;
2318
2319   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2320     local_player->sokobanfields_still_needed;
2321   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2322     local_player->sokobanfields_still_needed;
2323
2324   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2325     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2326
2327   for (i = 0; i < NUM_BELTS; i++)
2328   {
2329     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2330       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2331        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2332     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2333       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2334   }
2335
2336   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2337     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2338   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2339     game.magic_wall_time_left;
2340
2341   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2342     local_player->gravity;
2343
2344   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2345     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2346
2347   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2348     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2349       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2350        game.panel.element[i].id : EL_UNDEFINED);
2351
2352   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2353     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2354       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2355        element_info[game.panel.element_count[i].id].element_count : 0);
2356
2357   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2358     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2359       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2360        element_info[game.panel.ce_score[i].id].collect_score : 0);
2361
2362   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2363     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2364       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2365        element_info[game.panel.ce_score_element[i].id].collect_score :
2366        EL_UNDEFINED);
2367
2368   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2369   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2370   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2371
2372   /* update game panel control frames */
2373
2374   for (i = 0; game_panel_controls[i].nr != -1; i++)
2375   {
2376     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2377
2378     if (gpc->type == TYPE_ELEMENT)
2379     {
2380       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2381       {
2382         int last_anim_random_frame = gfx.anim_random_frame;
2383         int element = gpc->value;
2384         int graphic = el2panelimg(element);
2385
2386         if (gpc->value != gpc->last_value)
2387         {
2388           gpc->gfx_frame = 0;
2389           gpc->gfx_random = INIT_GFX_RANDOM();
2390         }
2391         else
2392         {
2393           gpc->gfx_frame++;
2394
2395           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2396               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2397             gpc->gfx_random = INIT_GFX_RANDOM();
2398         }
2399
2400         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2401           gfx.anim_random_frame = gpc->gfx_random;
2402
2403         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2404           gpc->gfx_frame = element_info[element].collect_score;
2405
2406         gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2407                                               gpc->gfx_frame);
2408
2409         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2410           gfx.anim_random_frame = last_anim_random_frame;
2411       }
2412     }
2413   }
2414 }
2415
2416 void DisplayGameControlValues()
2417 {
2418   boolean redraw_panel = FALSE;
2419   int i;
2420
2421   for (i = 0; game_panel_controls[i].nr != -1; i++)
2422   {
2423     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2424
2425     if (PANEL_DEACTIVATED(gpc->pos))
2426       continue;
2427
2428     if (gpc->value == gpc->last_value &&
2429         gpc->frame == gpc->last_frame)
2430       continue;
2431
2432     redraw_panel = TRUE;
2433   }
2434
2435   if (!redraw_panel)
2436     return;
2437
2438   /* copy default game door content to main double buffer */
2439
2440   /* !!! CHECK AGAIN !!! */
2441   SetPanelBackground();
2442   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2443   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2444
2445   /* redraw game control buttons */
2446   RedrawGameButtons();
2447
2448   game_status = GAME_MODE_PSEUDO_PANEL;
2449
2450   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2451   {
2452     int nr = game_panel_order[i].nr;
2453     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2454     struct TextPosInfo *pos = gpc->pos;
2455     int type = gpc->type;
2456     int value = gpc->value;
2457     int frame = gpc->frame;
2458     int size = pos->size;
2459     int font = pos->font;
2460     boolean draw_masked = pos->draw_masked;
2461     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2462
2463     if (PANEL_DEACTIVATED(pos))
2464       continue;
2465
2466     gpc->last_value = value;
2467     gpc->last_frame = frame;
2468
2469     if (type == TYPE_INTEGER)
2470     {
2471       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2472           nr == GAME_PANEL_TIME)
2473       {
2474         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2475
2476         if (use_dynamic_size)           /* use dynamic number of digits */
2477         {
2478           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2479           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2480           int size2 = size1 + 1;
2481           int font1 = pos->font;
2482           int font2 = pos->font_alt;
2483
2484           size = (value < value_change ? size1 : size2);
2485           font = (value < value_change ? font1 : font2);
2486         }
2487       }
2488
2489       /* correct text size if "digits" is zero or less */
2490       if (size <= 0)
2491         size = strlen(int2str(value, size));
2492
2493       /* dynamically correct text alignment */
2494       pos->width = size * getFontWidth(font);
2495
2496       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2497                   int2str(value, size), font, mask_mode);
2498     }
2499     else if (type == TYPE_ELEMENT)
2500     {
2501       int element, graphic;
2502       Bitmap *src_bitmap;
2503       int src_x, src_y;
2504       int width, height;
2505       int dst_x = PANEL_XPOS(pos);
2506       int dst_y = PANEL_YPOS(pos);
2507
2508       if (value != EL_UNDEFINED && value != EL_EMPTY)
2509       {
2510         element = value;
2511         graphic = el2panelimg(value);
2512
2513         // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2514
2515         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2516           size = TILESIZE;
2517
2518         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2519                               &src_x, &src_y);
2520
2521         width  = graphic_info[graphic].width  * size / TILESIZE;
2522         height = graphic_info[graphic].height * size / TILESIZE;
2523
2524         if (draw_masked)
2525           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2526                            dst_x, dst_y);
2527         else
2528           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2529                      dst_x, dst_y);
2530       }
2531     }
2532     else if (type == TYPE_STRING)
2533     {
2534       boolean active = (value != 0);
2535       char *state_normal = "off";
2536       char *state_active = "on";
2537       char *state = (active ? state_active : state_normal);
2538       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2539                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2540                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2541                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2542
2543       if (nr == GAME_PANEL_GRAVITY_STATE)
2544       {
2545         int font1 = pos->font;          /* (used for normal state) */
2546         int font2 = pos->font_alt;      /* (used for active state) */
2547
2548         font = (active ? font2 : font1);
2549       }
2550
2551       if (s != NULL)
2552       {
2553         char *s_cut;
2554
2555         if (size <= 0)
2556         {
2557           /* don't truncate output if "chars" is zero or less */
2558           size = strlen(s);
2559
2560           /* dynamically correct text alignment */
2561           pos->width = size * getFontWidth(font);
2562         }
2563
2564         s_cut = getStringCopyN(s, size);
2565
2566         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2567                     s_cut, font, mask_mode);
2568
2569         free(s_cut);
2570       }
2571     }
2572
2573     redraw_mask |= REDRAW_DOOR_1;
2574   }
2575
2576   game_status = GAME_MODE_PLAYING;
2577 }
2578
2579 void UpdateAndDisplayGameControlValues()
2580 {
2581   if (tape.deactivate_display)
2582     return;
2583
2584   UpdateGameControlValues();
2585   DisplayGameControlValues();
2586 }
2587
2588 void UpdateGameDoorValues()
2589 {
2590   UpdateGameControlValues();
2591 }
2592
2593 void DrawGameDoorValues()
2594 {
2595   DisplayGameControlValues();
2596 }
2597
2598
2599 /*
2600   =============================================================================
2601   InitGameEngine()
2602   -----------------------------------------------------------------------------
2603   initialize game engine due to level / tape version number
2604   =============================================================================
2605 */
2606
2607 static void InitGameEngine()
2608 {
2609   int i, j, k, l, x, y;
2610
2611   /* set game engine from tape file when re-playing, else from level file */
2612   game.engine_version = (tape.playing ? tape.engine_version :
2613                          level.game_version);
2614
2615   /* set single or multi-player game mode (needed for re-playing tapes) */
2616   game.team_mode = setup.team_mode;
2617
2618   if (tape.playing)
2619   {
2620     int num_players = 0;
2621
2622     for (i = 0; i < MAX_PLAYERS; i++)
2623       if (tape.player_participates[i])
2624         num_players++;
2625
2626     /* multi-player tapes contain input data for more than one player */
2627     game.team_mode = (num_players > 1);
2628   }
2629
2630   /* ---------------------------------------------------------------------- */
2631   /* set flags for bugs and changes according to active game engine version */
2632   /* ---------------------------------------------------------------------- */
2633
2634   /*
2635     Summary of bugfix/change:
2636     Fixed handling for custom elements that change when pushed by the player.
2637
2638     Fixed/changed in version:
2639     3.1.0
2640
2641     Description:
2642     Before 3.1.0, custom elements that "change when pushing" changed directly
2643     after the player started pushing them (until then handled in "DigField()").
2644     Since 3.1.0, these custom elements are not changed until the "pushing"
2645     move of the element is finished (now handled in "ContinueMoving()").
2646
2647     Affected levels/tapes:
2648     The first condition is generally needed for all levels/tapes before version
2649     3.1.0, which might use the old behaviour before it was changed; known tapes
2650     that are affected are some tapes from the level set "Walpurgis Gardens" by
2651     Jamie Cullen.
2652     The second condition is an exception from the above case and is needed for
2653     the special case of tapes recorded with game (not engine!) version 3.1.0 or
2654     above (including some development versions of 3.1.0), but before it was
2655     known that this change would break tapes like the above and was fixed in
2656     3.1.1, so that the changed behaviour was active although the engine version
2657     while recording maybe was before 3.1.0. There is at least one tape that is
2658     affected by this exception, which is the tape for the one-level set "Bug
2659     Machine" by Juergen Bonhagen.
2660   */
2661
2662   game.use_change_when_pushing_bug =
2663     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2664      !(tape.playing &&
2665        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2666        tape.game_version <  VERSION_IDENT(3,1,1,0)));
2667
2668   /*
2669     Summary of bugfix/change:
2670     Fixed handling for blocking the field the player leaves when moving.
2671
2672     Fixed/changed in version:
2673     3.1.1
2674
2675     Description:
2676     Before 3.1.1, when "block last field when moving" was enabled, the field
2677     the player is leaving when moving was blocked for the time of the move,
2678     and was directly unblocked afterwards. This resulted in the last field
2679     being blocked for exactly one less than the number of frames of one player
2680     move. Additionally, even when blocking was disabled, the last field was
2681     blocked for exactly one frame.
2682     Since 3.1.1, due to changes in player movement handling, the last field
2683     is not blocked at all when blocking is disabled. When blocking is enabled,
2684     the last field is blocked for exactly the number of frames of one player
2685     move. Additionally, if the player is Murphy, the hero of Supaplex, the
2686     last field is blocked for exactly one more than the number of frames of
2687     one player move.
2688
2689     Affected levels/tapes:
2690     (!!! yet to be determined -- probably many !!!)
2691   */
2692
2693   game.use_block_last_field_bug =
2694     (game.engine_version < VERSION_IDENT(3,1,1,0));
2695
2696   /* ---------------------------------------------------------------------- */
2697
2698   /* set maximal allowed number of custom element changes per game frame */
2699   game.max_num_changes_per_frame = 1;
2700
2701   /* default scan direction: scan playfield from top/left to bottom/right */
2702   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2703
2704   /* dynamically adjust element properties according to game engine version */
2705   InitElementPropertiesEngine(game.engine_version);
2706
2707 #if 0
2708   printf("level %d: level version == %06d\n", level_nr, level.game_version);
2709   printf("          tape version == %06d [%s] [file: %06d]\n",
2710          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2711          tape.file_version);
2712   printf("       => game.engine_version == %06d\n", game.engine_version);
2713 #endif
2714
2715   /* ---------- initialize player's initial move delay --------------------- */
2716
2717   /* dynamically adjust player properties according to level information */
2718   for (i = 0; i < MAX_PLAYERS; i++)
2719     game.initial_move_delay_value[i] =
2720       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2721
2722   /* dynamically adjust player properties according to game engine version */
2723   for (i = 0; i < MAX_PLAYERS; i++)
2724     game.initial_move_delay[i] =
2725       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2726        game.initial_move_delay_value[i] : 0);
2727
2728   /* ---------- initialize player's initial push delay --------------------- */
2729
2730   /* dynamically adjust player properties according to game engine version */
2731   game.initial_push_delay_value =
2732     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2733
2734   /* ---------- initialize changing elements ------------------------------- */
2735
2736   /* initialize changing elements information */
2737   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2738   {
2739     struct ElementInfo *ei = &element_info[i];
2740
2741     /* this pointer might have been changed in the level editor */
2742     ei->change = &ei->change_page[0];
2743
2744     if (!IS_CUSTOM_ELEMENT(i))
2745     {
2746       ei->change->target_element = EL_EMPTY_SPACE;
2747       ei->change->delay_fixed = 0;
2748       ei->change->delay_random = 0;
2749       ei->change->delay_frames = 1;
2750     }
2751
2752     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2753     {
2754       ei->has_change_event[j] = FALSE;
2755
2756       ei->event_page_nr[j] = 0;
2757       ei->event_page[j] = &ei->change_page[0];
2758     }
2759   }
2760
2761   /* add changing elements from pre-defined list */
2762   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2763   {
2764     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2765     struct ElementInfo *ei = &element_info[ch_delay->element];
2766
2767     ei->change->target_element       = ch_delay->target_element;
2768     ei->change->delay_fixed          = ch_delay->change_delay;
2769
2770     ei->change->pre_change_function  = ch_delay->pre_change_function;
2771     ei->change->change_function      = ch_delay->change_function;
2772     ei->change->post_change_function = ch_delay->post_change_function;
2773
2774     ei->change->can_change = TRUE;
2775     ei->change->can_change_or_has_action = TRUE;
2776
2777     ei->has_change_event[CE_DELAY] = TRUE;
2778
2779     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2780     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2781   }
2782
2783   /* ---------- initialize internal run-time variables --------------------- */
2784
2785   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2786   {
2787     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2788
2789     for (j = 0; j < ei->num_change_pages; j++)
2790     {
2791       ei->change_page[j].can_change_or_has_action =
2792         (ei->change_page[j].can_change |
2793          ei->change_page[j].has_action);
2794     }
2795   }
2796
2797   /* add change events from custom element configuration */
2798   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2799   {
2800     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2801
2802     for (j = 0; j < ei->num_change_pages; j++)
2803     {
2804       if (!ei->change_page[j].can_change_or_has_action)
2805         continue;
2806
2807       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2808       {
2809         /* only add event page for the first page found with this event */
2810         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2811         {
2812           ei->has_change_event[k] = TRUE;
2813
2814           ei->event_page_nr[k] = j;
2815           ei->event_page[k] = &ei->change_page[j];
2816         }
2817       }
2818     }
2819   }
2820
2821   /* ---------- initialize reference elements in change conditions --------- */
2822
2823   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2824   {
2825     int element = EL_CUSTOM_START + i;
2826     struct ElementInfo *ei = &element_info[element];
2827
2828     for (j = 0; j < ei->num_change_pages; j++)
2829     {
2830       int trigger_element = ei->change_page[j].initial_trigger_element;
2831
2832       if (trigger_element >= EL_PREV_CE_8 &&
2833           trigger_element <= EL_NEXT_CE_8)
2834         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2835
2836       ei->change_page[j].trigger_element = trigger_element;
2837     }
2838   }
2839
2840   /* ---------- initialize run-time trigger player and element ------------- */
2841
2842   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2843   {
2844     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2845
2846     for (j = 0; j < ei->num_change_pages; j++)
2847     {
2848       ei->change_page[j].actual_trigger_element = EL_EMPTY;
2849       ei->change_page[j].actual_trigger_player = EL_EMPTY;
2850       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2851       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2852       ei->change_page[j].actual_trigger_ce_value = 0;
2853       ei->change_page[j].actual_trigger_ce_score = 0;
2854     }
2855   }
2856
2857   /* ---------- initialize trigger events ---------------------------------- */
2858
2859   /* initialize trigger events information */
2860   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2861     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2862       trigger_events[i][j] = FALSE;
2863
2864   /* add trigger events from element change event properties */
2865   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2866   {
2867     struct ElementInfo *ei = &element_info[i];
2868
2869     for (j = 0; j < ei->num_change_pages; j++)
2870     {
2871       if (!ei->change_page[j].can_change_or_has_action)
2872         continue;
2873
2874       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2875       {
2876         int trigger_element = ei->change_page[j].trigger_element;
2877
2878         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2879         {
2880           if (ei->change_page[j].has_event[k])
2881           {
2882             if (IS_GROUP_ELEMENT(trigger_element))
2883             {
2884               struct ElementGroupInfo *group =
2885                 element_info[trigger_element].group;
2886
2887               for (l = 0; l < group->num_elements_resolved; l++)
2888                 trigger_events[group->element_resolved[l]][k] = TRUE;
2889             }
2890             else if (trigger_element == EL_ANY_ELEMENT)
2891               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2892                 trigger_events[l][k] = TRUE;
2893             else
2894               trigger_events[trigger_element][k] = TRUE;
2895           }
2896         }
2897       }
2898     }
2899   }
2900
2901   /* ---------- initialize push delay -------------------------------------- */
2902
2903   /* initialize push delay values to default */
2904   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2905   {
2906     if (!IS_CUSTOM_ELEMENT(i))
2907     {
2908       /* set default push delay values (corrected since version 3.0.7-1) */
2909       if (game.engine_version < VERSION_IDENT(3,0,7,1))
2910       {
2911         element_info[i].push_delay_fixed = 2;
2912         element_info[i].push_delay_random = 8;
2913       }
2914       else
2915       {
2916         element_info[i].push_delay_fixed = 8;
2917         element_info[i].push_delay_random = 8;
2918       }
2919     }
2920   }
2921
2922   /* set push delay value for certain elements from pre-defined list */
2923   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2924   {
2925     int e = push_delay_list[i].element;
2926
2927     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
2928     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2929   }
2930
2931   /* set push delay value for Supaplex elements for newer engine versions */
2932   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2933   {
2934     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2935     {
2936       if (IS_SP_ELEMENT(i))
2937       {
2938         /* set SP push delay to just enough to push under a falling zonk */
2939         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2940
2941         element_info[i].push_delay_fixed  = delay;
2942         element_info[i].push_delay_random = 0;
2943       }
2944     }
2945   }
2946
2947   /* ---------- initialize move stepsize ----------------------------------- */
2948
2949   /* initialize move stepsize values to default */
2950   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2951     if (!IS_CUSTOM_ELEMENT(i))
2952       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2953
2954   /* set move stepsize value for certain elements from pre-defined list */
2955   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2956   {
2957     int e = move_stepsize_list[i].element;
2958
2959     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2960   }
2961
2962   /* ---------- initialize collect score ----------------------------------- */
2963
2964   /* initialize collect score values for custom elements from initial value */
2965   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2966     if (IS_CUSTOM_ELEMENT(i))
2967       element_info[i].collect_score = element_info[i].collect_score_initial;
2968
2969   /* ---------- initialize collect count ----------------------------------- */
2970
2971   /* initialize collect count values for non-custom elements */
2972   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2973     if (!IS_CUSTOM_ELEMENT(i))
2974       element_info[i].collect_count_initial = 0;
2975
2976   /* add collect count values for all elements from pre-defined list */
2977   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2978     element_info[collect_count_list[i].element].collect_count_initial =
2979       collect_count_list[i].count;
2980
2981   /* ---------- initialize access direction -------------------------------- */
2982
2983   /* initialize access direction values to default (access from every side) */
2984   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985     if (!IS_CUSTOM_ELEMENT(i))
2986       element_info[i].access_direction = MV_ALL_DIRECTIONS;
2987
2988   /* set access direction value for certain elements from pre-defined list */
2989   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2990     element_info[access_direction_list[i].element].access_direction =
2991       access_direction_list[i].direction;
2992
2993   /* ---------- initialize explosion content ------------------------------- */
2994   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2995   {
2996     if (IS_CUSTOM_ELEMENT(i))
2997       continue;
2998
2999     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3000     {
3001       /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3002
3003       element_info[i].content.e[x][y] =
3004         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3005          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3006          i == EL_PLAYER_3 ? EL_EMERALD :
3007          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3008          i == EL_MOLE ? EL_EMERALD_RED :
3009          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3010          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3011          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3012          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3013          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3014          i == EL_WALL_EMERALD ? EL_EMERALD :
3015          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3016          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3017          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3018          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3019          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3020          i == EL_WALL_PEARL ? EL_PEARL :
3021          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3022          EL_EMPTY);
3023     }
3024   }
3025
3026   /* ---------- initialize recursion detection ------------------------------ */
3027   recursion_loop_depth = 0;
3028   recursion_loop_detected = FALSE;
3029   recursion_loop_element = EL_UNDEFINED;
3030
3031   /* ---------- initialize graphics engine ---------------------------------- */
3032   game.scroll_delay_value =
3033     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3034      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3035   game.scroll_delay_value =
3036     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3037
3038   /* ---------- initialize game engine snapshots ---------------------------- */
3039   for (i = 0; i < MAX_PLAYERS; i++)
3040     game.snapshot.last_action[i] = 0;
3041   game.snapshot.changed_action = FALSE;
3042   game.snapshot.mode =
3043     (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3044      SNAPSHOT_MODE_EVERY_STEP :
3045      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3046      SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3047 }
3048
3049 int get_num_special_action(int element, int action_first, int action_last)
3050 {
3051   int num_special_action = 0;
3052   int i, j;
3053
3054   for (i = action_first; i <= action_last; i++)
3055   {
3056     boolean found = FALSE;
3057
3058     for (j = 0; j < NUM_DIRECTIONS; j++)
3059       if (el_act_dir2img(element, i, j) !=
3060           el_act_dir2img(element, ACTION_DEFAULT, j))
3061         found = TRUE;
3062
3063     if (found)
3064       num_special_action++;
3065     else
3066       break;
3067   }
3068
3069   return num_special_action;
3070 }
3071
3072
3073 /*
3074   =============================================================================
3075   InitGame()
3076   -----------------------------------------------------------------------------
3077   initialize and start new game
3078   =============================================================================
3079 */
3080
3081 void InitGame()
3082 {
3083   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3084   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3085
3086   boolean emulate_bd = TRUE;    /* unless non-BOULDERDASH elements found */
3087   boolean emulate_sb = TRUE;    /* unless non-SOKOBAN     elements found */
3088   boolean emulate_sp = TRUE;    /* unless non-SUPAPLEX    elements found */
3089   int initial_move_dir = MV_DOWN;
3090   int i, j, x, y;
3091
3092   game_status = GAME_MODE_PLAYING;
3093
3094   StopAnimation();
3095
3096   if (!game.restart_level)
3097     CloseDoor(DOOR_CLOSE_1);
3098
3099   if (level_editor_test_game)
3100     FadeSkipNextFadeIn();
3101   else
3102     FadeSetEnterScreen();
3103
3104   FadeOut(REDRAW_FIELD);
3105
3106   /* needed if different viewport properties defined for playing */
3107   ChangeViewportPropertiesIfNeeded();
3108
3109   DrawCompleteVideoDisplay();
3110
3111   InitGameEngine();
3112   InitGameControlValues();
3113
3114   /* don't play tapes over network */
3115   network_playing = (options.network && !tape.playing);
3116
3117   for (i = 0; i < MAX_PLAYERS; i++)
3118   {
3119     struct PlayerInfo *player = &stored_player[i];
3120
3121     player->index_nr = i;
3122     player->index_bit = (1 << i);
3123     player->element_nr = EL_PLAYER_1 + i;
3124
3125     player->present = FALSE;
3126     player->active = FALSE;
3127     player->mapped = FALSE;
3128
3129     player->killed = FALSE;
3130     player->reanimated = FALSE;
3131
3132     player->action = 0;
3133     player->effective_action = 0;
3134     player->programmed_action = 0;
3135
3136     player->score = 0;
3137     player->score_final = 0;
3138
3139     player->gems_still_needed = level.gems_needed;
3140     player->sokobanfields_still_needed = 0;
3141     player->lights_still_needed = 0;
3142     player->friends_still_needed = 0;
3143
3144     for (j = 0; j < MAX_NUM_KEYS; j++)
3145       player->key[j] = FALSE;
3146
3147     player->num_white_keys = 0;
3148
3149     player->dynabomb_count = 0;
3150     player->dynabomb_size = 1;
3151     player->dynabombs_left = 0;
3152     player->dynabomb_xl = FALSE;
3153
3154     player->MovDir = initial_move_dir;
3155     player->MovPos = 0;
3156     player->GfxPos = 0;
3157     player->GfxDir = initial_move_dir;
3158     player->GfxAction = ACTION_DEFAULT;
3159     player->Frame = 0;
3160     player->StepFrame = 0;
3161
3162     player->initial_element = player->element_nr;
3163     player->artwork_element =
3164       (level.use_artwork_element[i] ? level.artwork_element[i] :
3165        player->element_nr);
3166     player->use_murphy = FALSE;
3167
3168     player->block_last_field = FALSE;   /* initialized in InitPlayerField() */
3169     player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3170
3171     player->gravity = level.initial_player_gravity[i];
3172
3173     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3174
3175     player->actual_frame_counter = 0;
3176
3177     player->step_counter = 0;
3178
3179     player->last_move_dir = initial_move_dir;
3180
3181     player->is_active = FALSE;
3182
3183     player->is_waiting = FALSE;
3184     player->is_moving = FALSE;
3185     player->is_auto_moving = FALSE;
3186     player->is_digging = FALSE;
3187     player->is_snapping = FALSE;
3188     player->is_collecting = FALSE;
3189     player->is_pushing = FALSE;
3190     player->is_switching = FALSE;
3191     player->is_dropping = FALSE;
3192     player->is_dropping_pressed = FALSE;
3193
3194     player->is_bored = FALSE;
3195     player->is_sleeping = FALSE;
3196
3197     player->frame_counter_bored = -1;
3198     player->frame_counter_sleeping = -1;
3199
3200     player->anim_delay_counter = 0;
3201     player->post_delay_counter = 0;
3202
3203     player->dir_waiting = initial_move_dir;
3204     player->action_waiting = ACTION_DEFAULT;
3205     player->last_action_waiting = ACTION_DEFAULT;
3206     player->special_action_bored = ACTION_DEFAULT;
3207     player->special_action_sleeping = ACTION_DEFAULT;
3208
3209     player->switch_x = -1;
3210     player->switch_y = -1;
3211
3212     player->drop_x = -1;
3213     player->drop_y = -1;
3214
3215     player->show_envelope = 0;
3216
3217     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3218
3219     player->push_delay       = -1;      /* initialized when pushing starts */
3220     player->push_delay_value = game.initial_push_delay_value;
3221
3222     player->drop_delay = 0;
3223     player->drop_pressed_delay = 0;
3224
3225     player->last_jx = -1;
3226     player->last_jy = -1;
3227     player->jx = -1;
3228     player->jy = -1;
3229
3230     player->shield_normal_time_left = 0;
3231     player->shield_deadly_time_left = 0;
3232
3233     player->inventory_infinite_element = EL_UNDEFINED;
3234     player->inventory_size = 0;
3235
3236     if (level.use_initial_inventory[i])
3237     {
3238       for (j = 0; j < level.initial_inventory_size[i]; j++)
3239       {
3240         int element = level.initial_inventory_content[i][j];
3241         int collect_count = element_info[element].collect_count_initial;
3242         int k;
3243
3244         if (!IS_CUSTOM_ELEMENT(element))
3245           collect_count = 1;
3246
3247         if (collect_count == 0)
3248           player->inventory_infinite_element = element;
3249         else
3250           for (k = 0; k < collect_count; k++)
3251             if (player->inventory_size < MAX_INVENTORY_SIZE)
3252               player->inventory_element[player->inventory_size++] = element;
3253       }
3254     }
3255
3256     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3257     SnapField(player, 0, 0);
3258
3259     player->LevelSolved = FALSE;
3260     player->GameOver = FALSE;
3261
3262     player->LevelSolved_GameWon = FALSE;
3263     player->LevelSolved_GameEnd = FALSE;
3264     player->LevelSolved_PanelOff = FALSE;
3265     player->LevelSolved_SaveTape = FALSE;
3266     player->LevelSolved_SaveScore = FALSE;
3267     player->LevelSolved_CountingTime = 0;
3268     player->LevelSolved_CountingScore = 0;
3269
3270     map_player_action[i] = i;
3271   }
3272
3273   network_player_action_received = FALSE;
3274
3275 #if defined(NETWORK_AVALIABLE)
3276   /* initial null action */
3277   if (network_playing)
3278     SendToServer_MovePlayer(MV_NONE);
3279 #endif
3280
3281   ZX = ZY = -1;
3282   ExitX = ExitY = -1;
3283
3284   FrameCounter = 0;
3285   TimeFrames = 0;
3286   TimePlayed = 0;
3287   TimeLeft = level.time;
3288   TapeTime = 0;
3289
3290   ScreenMovDir = MV_NONE;
3291   ScreenMovPos = 0;
3292   ScreenGfxPos = 0;
3293
3294   ScrollStepSize = 0;   /* will be correctly initialized by ScrollScreen() */
3295
3296   AllPlayersGone = FALSE;
3297
3298   game.no_time_limit = (level.time == 0);
3299
3300   game.yamyam_content_nr = 0;
3301   game.robot_wheel_active = FALSE;
3302   game.magic_wall_active = FALSE;
3303   game.magic_wall_time_left = 0;
3304   game.light_time_left = 0;
3305   game.timegate_time_left = 0;
3306   game.switchgate_pos = 0;
3307   game.wind_direction = level.wind_direction_initial;
3308
3309   game.lenses_time_left = 0;
3310   game.magnify_time_left = 0;
3311
3312   game.ball_state = level.ball_state_initial;
3313   game.ball_content_nr = 0;
3314
3315   game.envelope_active = FALSE;
3316
3317   /* set focus to local player for network games, else to all players */
3318   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3319   game.centered_player_nr_next = game.centered_player_nr;
3320   game.set_centered_player = FALSE;
3321
3322   if (network_playing && tape.recording)
3323   {
3324     /* store client dependent player focus when recording network games */
3325     tape.centered_player_nr_next = game.centered_player_nr_next;
3326     tape.set_centered_player = TRUE;
3327   }
3328
3329   for (i = 0; i < NUM_BELTS; i++)
3330   {
3331     game.belt_dir[i] = MV_NONE;
3332     game.belt_dir_nr[i] = 3;            /* not moving, next moving left */
3333   }
3334
3335   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3336     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3337
3338 #if DEBUG_INIT_PLAYER
3339   if (options.debug)
3340   {
3341     printf("Player status at level initialization:\n");
3342   }
3343 #endif
3344
3345   SCAN_PLAYFIELD(x, y)
3346   {
3347     Feld[x][y] = level.field[x][y];
3348     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3349     ChangeDelay[x][y] = 0;
3350     ChangePage[x][y] = -1;
3351     CustomValue[x][y] = 0;              /* initialized in InitField() */
3352     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3353     AmoebaNr[x][y] = 0;
3354     WasJustMoving[x][y] = 0;
3355     WasJustFalling[x][y] = 0;
3356     CheckCollision[x][y] = 0;
3357     CheckImpact[x][y] = 0;
3358     Stop[x][y] = FALSE;
3359     Pushed[x][y] = FALSE;
3360
3361     ChangeCount[x][y] = 0;
3362     ChangeEvent[x][y] = -1;
3363
3364     ExplodePhase[x][y] = 0;
3365     ExplodeDelay[x][y] = 0;
3366     ExplodeField[x][y] = EX_TYPE_NONE;
3367
3368     RunnerVisit[x][y] = 0;
3369     PlayerVisit[x][y] = 0;
3370
3371     GfxFrame[x][y] = 0;
3372     GfxRandom[x][y] = INIT_GFX_RANDOM();
3373     GfxElement[x][y] = EL_UNDEFINED;
3374     GfxAction[x][y] = ACTION_DEFAULT;
3375     GfxDir[x][y] = MV_NONE;
3376     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3377   }
3378
3379   SCAN_PLAYFIELD(x, y)
3380   {
3381     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3382       emulate_bd = FALSE;
3383     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3384       emulate_sb = FALSE;
3385     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3386       emulate_sp = FALSE;
3387
3388     InitField(x, y, TRUE);
3389
3390     ResetGfxAnimation(x, y);
3391   }
3392
3393   InitBeltMovement();
3394
3395   for (i = 0; i < MAX_PLAYERS; i++)
3396   {
3397     struct PlayerInfo *player = &stored_player[i];
3398
3399     /* set number of special actions for bored and sleeping animation */
3400     player->num_special_action_bored =
3401       get_num_special_action(player->artwork_element,
3402                              ACTION_BORING_1, ACTION_BORING_LAST);
3403     player->num_special_action_sleeping =
3404       get_num_special_action(player->artwork_element,
3405                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3406   }
3407
3408   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3409                     emulate_sb ? EMU_SOKOBAN :
3410                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3411
3412   /* initialize type of slippery elements */
3413   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3414   {
3415     if (!IS_CUSTOM_ELEMENT(i))
3416     {
3417       /* default: elements slip down either to the left or right randomly */
3418       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3419
3420       /* SP style elements prefer to slip down on the left side */
3421       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3422         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3423
3424       /* BD style elements prefer to slip down on the left side */
3425       if (game.emulation == EMU_BOULDERDASH)
3426         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3427     }
3428   }
3429
3430   /* initialize explosion and ignition delay */
3431   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3432   {
3433     if (!IS_CUSTOM_ELEMENT(i))
3434     {
3435       int num_phase = 8;
3436       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3437                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3438                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3439       int last_phase = (num_phase + 1) * delay;
3440       int half_phase = (num_phase / 2) * delay;
3441
3442       element_info[i].explosion_delay = last_phase - 1;
3443       element_info[i].ignition_delay = half_phase;
3444
3445       if (i == EL_BLACK_ORB)
3446         element_info[i].ignition_delay = 1;
3447     }
3448   }
3449
3450   /* correct non-moving belts to start moving left */
3451   for (i = 0; i < NUM_BELTS; i++)
3452     if (game.belt_dir[i] == MV_NONE)
3453       game.belt_dir_nr[i] = 3;          /* not moving, next moving left */
3454
3455 #if USE_NEW_PLAYER_ASSIGNMENTS
3456   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3457   /* choose default local player */
3458   local_player = &stored_player[0];
3459
3460   for (i = 0; i < MAX_PLAYERS; i++)
3461     stored_player[i].connected = FALSE;
3462
3463   local_player->connected = TRUE;
3464   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3465
3466   if (tape.playing)
3467   {
3468     for (i = 0; i < MAX_PLAYERS; i++)
3469       stored_player[i].connected = tape.player_participates[i];
3470   }
3471   else if (game.team_mode && !options.network)
3472   {
3473     /* try to guess locally connected team mode players (needed for correct
3474        assignment of player figures from level to locally playing players) */
3475
3476     for (i = 0; i < MAX_PLAYERS; i++)
3477       if (setup.input[i].use_joystick ||
3478           setup.input[i].key.left != KSYM_UNDEFINED)
3479         stored_player[i].connected = TRUE;
3480   }
3481
3482 #if DEBUG_INIT_PLAYER
3483   if (options.debug)
3484   {
3485     printf("Player status after level initialization:\n");
3486
3487     for (i = 0; i < MAX_PLAYERS; i++)
3488     {
3489       struct PlayerInfo *player = &stored_player[i];
3490
3491       printf("- player %d: present == %d, connected == %d, active == %d",
3492              i + 1,
3493              player->present,
3494              player->connected,
3495              player->active);
3496
3497       if (local_player == player)
3498         printf(" (local player)");
3499
3500       printf("\n");
3501     }
3502   }
3503 #endif
3504
3505 #if DEBUG_INIT_PLAYER
3506   if (options.debug)
3507     printf("Reassigning players ...\n");
3508 #endif
3509
3510   /* check if any connected player was not found in playfield */
3511   for (i = 0; i < MAX_PLAYERS; i++)
3512   {
3513     struct PlayerInfo *player = &stored_player[i];
3514
3515     if (player->connected && !player->present)
3516     {
3517       struct PlayerInfo *field_player = NULL;
3518
3519 #if DEBUG_INIT_PLAYER
3520       if (options.debug)
3521         printf("- looking for field player for player %d ...\n", i + 1);
3522 #endif
3523
3524       /* assign first free player found that is present in the playfield */
3525
3526       /* first try: look for unmapped playfield player that is not connected */
3527       for (j = 0; j < MAX_PLAYERS; j++)
3528         if (field_player == NULL &&
3529             stored_player[j].present &&
3530             !stored_player[j].mapped &&
3531             !stored_player[j].connected)
3532           field_player = &stored_player[j];
3533
3534       /* second try: look for *any* unmapped playfield player */
3535       for (j = 0; j < MAX_PLAYERS; j++)
3536         if (field_player == NULL &&
3537             stored_player[j].present &&
3538             !stored_player[j].mapped)
3539           field_player = &stored_player[j];
3540
3541       if (field_player != NULL)
3542       {
3543         int jx = field_player->jx, jy = field_player->jy;
3544
3545 #if DEBUG_INIT_PLAYER
3546         if (options.debug)
3547           printf("- found player %d\n", field_player->index_nr + 1);
3548 #endif
3549
3550         player->present = FALSE;
3551         player->active = FALSE;
3552
3553         field_player->present = TRUE;
3554         field_player->active = TRUE;
3555
3556         /*
3557         player->initial_element = field_player->initial_element;
3558         player->artwork_element = field_player->artwork_element;
3559
3560         player->block_last_field       = field_player->block_last_field;
3561         player->block_delay_adjustment = field_player->block_delay_adjustment;
3562         */
3563
3564         StorePlayer[jx][jy] = field_player->element_nr;
3565
3566         field_player->jx = field_player->last_jx = jx;
3567         field_player->jy = field_player->last_jy = jy;
3568
3569         if (local_player == player)
3570           local_player = field_player;
3571
3572         map_player_action[field_player->index_nr] = i;
3573
3574         field_player->mapped = TRUE;
3575
3576 #if DEBUG_INIT_PLAYER
3577         if (options.debug)
3578           printf("- map_player_action[%d] == %d\n",
3579                  field_player->index_nr + 1, i + 1);
3580 #endif
3581       }
3582     }
3583
3584     if (player->connected && player->present)
3585       player->mapped = TRUE;
3586   }
3587
3588 #if DEBUG_INIT_PLAYER
3589   if (options.debug)
3590   {
3591     printf("Player status after player assignment (first stage):\n");
3592
3593     for (i = 0; i < MAX_PLAYERS; i++)
3594     {
3595       struct PlayerInfo *player = &stored_player[i];
3596
3597       printf("- player %d: present == %d, connected == %d, active == %d",
3598              i + 1,
3599              player->present,
3600              player->connected,
3601              player->active);
3602
3603       if (local_player == player)
3604         printf(" (local player)");
3605
3606       printf("\n");
3607     }
3608   }
3609 #endif
3610
3611 #else
3612
3613   /* check if any connected player was not found in playfield */
3614   for (i = 0; i < MAX_PLAYERS; i++)
3615   {
3616     struct PlayerInfo *player = &stored_player[i];
3617
3618     if (player->connected && !player->present)
3619     {
3620       for (j = 0; j < MAX_PLAYERS; j++)
3621       {
3622         struct PlayerInfo *field_player = &stored_player[j];
3623         int jx = field_player->jx, jy = field_player->jy;
3624
3625         /* assign first free player found that is present in the playfield */
3626         if (field_player->present && !field_player->connected)
3627         {
3628           player->present = TRUE;
3629           player->active = TRUE;
3630
3631           field_player->present = FALSE;
3632           field_player->active = FALSE;
3633
3634           player->initial_element = field_player->initial_element;
3635           player->artwork_element = field_player->artwork_element;
3636
3637           player->block_last_field       = field_player->block_last_field;
3638           player->block_delay_adjustment = field_player->block_delay_adjustment;
3639
3640           StorePlayer[jx][jy] = player->element_nr;
3641
3642           player->jx = player->last_jx = jx;
3643           player->jy = player->last_jy = jy;
3644
3645           break;
3646         }
3647       }
3648     }
3649   }
3650 #endif
3651
3652 #if 0
3653   printf("::: local_player->present == %d\n", local_player->present);
3654 #endif
3655
3656   if (tape.playing)
3657   {
3658     /* when playing a tape, eliminate all players who do not participate */
3659
3660 #if USE_NEW_PLAYER_ASSIGNMENTS
3661
3662     if (!game.team_mode)
3663     {
3664       for (i = 0; i < MAX_PLAYERS; i++)
3665       {
3666         if (stored_player[i].active &&
3667             !tape.player_participates[map_player_action[i]])
3668         {
3669           struct PlayerInfo *player = &stored_player[i];
3670           int jx = player->jx, jy = player->jy;
3671
3672 #if DEBUG_INIT_PLAYER
3673           if (options.debug)
3674             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3675 #endif
3676
3677           player->active = FALSE;
3678           StorePlayer[jx][jy] = 0;
3679           Feld[jx][jy] = EL_EMPTY;
3680         }
3681       }
3682     }
3683
3684 #else
3685
3686     for (i = 0; i < MAX_PLAYERS; i++)
3687     {
3688       if (stored_player[i].active &&
3689           !tape.player_participates[i])
3690       {
3691         struct PlayerInfo *player = &stored_player[i];
3692         int jx = player->jx, jy = player->jy;
3693
3694         player->active = FALSE;
3695         StorePlayer[jx][jy] = 0;
3696         Feld[jx][jy] = EL_EMPTY;
3697       }
3698     }
3699 #endif
3700   }
3701   else if (!options.network && !game.team_mode)         /* && !tape.playing */
3702   {
3703     /* when in single player mode, eliminate all but the first active player */
3704
3705     for (i = 0; i < MAX_PLAYERS; i++)
3706     {
3707       if (stored_player[i].active)
3708       {
3709         for (j = i + 1; j < MAX_PLAYERS; j++)
3710         {
3711           if (stored_player[j].active)
3712           {
3713             struct PlayerInfo *player = &stored_player[j];
3714             int jx = player->jx, jy = player->jy;
3715
3716             player->active = FALSE;
3717             player->present = FALSE;
3718
3719             StorePlayer[jx][jy] = 0;
3720             Feld[jx][jy] = EL_EMPTY;
3721           }
3722         }
3723       }
3724     }
3725   }
3726
3727   /* when recording the game, store which players take part in the game */
3728   if (tape.recording)
3729   {
3730 #if USE_NEW_PLAYER_ASSIGNMENTS
3731     for (i = 0; i < MAX_PLAYERS; i++)
3732       if (stored_player[i].connected)
3733         tape.player_participates[i] = TRUE;
3734 #else
3735     for (i = 0; i < MAX_PLAYERS; i++)
3736       if (stored_player[i].active)
3737         tape.player_participates[i] = TRUE;
3738 #endif
3739   }
3740
3741 #if DEBUG_INIT_PLAYER
3742   if (options.debug)
3743   {
3744     printf("Player status after player assignment (final stage):\n");
3745
3746     for (i = 0; i < MAX_PLAYERS; i++)
3747     {
3748       struct PlayerInfo *player = &stored_player[i];
3749
3750       printf("- player %d: present == %d, connected == %d, active == %d",
3751              i + 1,
3752              player->present,
3753              player->connected,
3754              player->active);
3755
3756       if (local_player == player)
3757         printf(" (local player)");
3758
3759       printf("\n");
3760     }
3761   }
3762 #endif
3763
3764   if (BorderElement == EL_EMPTY)
3765   {
3766     SBX_Left = 0;
3767     SBX_Right = lev_fieldx - SCR_FIELDX;
3768     SBY_Upper = 0;
3769     SBY_Lower = lev_fieldy - SCR_FIELDY;
3770   }
3771   else
3772   {
3773     SBX_Left = -1;
3774     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3775     SBY_Upper = -1;
3776     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3777   }
3778
3779   if (full_lev_fieldx <= SCR_FIELDX)
3780     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3781   if (full_lev_fieldy <= SCR_FIELDY)
3782     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3783
3784   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3785     SBX_Left--;
3786   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3787     SBY_Upper--;
3788
3789   /* if local player not found, look for custom element that might create
3790      the player (make some assumptions about the right custom element) */
3791   if (!local_player->present)
3792   {
3793     int start_x = 0, start_y = 0;
3794     int found_rating = 0;
3795     int found_element = EL_UNDEFINED;
3796     int player_nr = local_player->index_nr;
3797
3798     SCAN_PLAYFIELD(x, y)
3799     {
3800       int element = Feld[x][y];
3801       int content;
3802       int xx, yy;
3803       boolean is_player;
3804
3805       if (level.use_start_element[player_nr] &&
3806           level.start_element[player_nr] == element &&
3807           found_rating < 4)
3808       {
3809         start_x = x;
3810         start_y = y;
3811
3812         found_rating = 4;
3813         found_element = element;
3814       }
3815
3816       if (!IS_CUSTOM_ELEMENT(element))
3817         continue;
3818
3819       if (CAN_CHANGE(element))
3820       {
3821         for (i = 0; i < element_info[element].num_change_pages; i++)
3822         {
3823           /* check for player created from custom element as single target */
3824           content = element_info[element].change_page[i].target_element;
3825           is_player = ELEM_IS_PLAYER(content);
3826
3827           if (is_player && (found_rating < 3 ||
3828                             (found_rating == 3 && element < found_element)))
3829           {
3830             start_x = x;
3831             start_y = y;
3832
3833             found_rating = 3;
3834             found_element = element;
3835           }
3836         }
3837       }
3838
3839       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3840       {
3841         /* check for player created from custom element as explosion content */
3842         content = element_info[element].content.e[xx][yy];
3843         is_player = ELEM_IS_PLAYER(content);
3844
3845         if (is_player && (found_rating < 2 ||
3846                           (found_rating == 2 && element < found_element)))
3847         {
3848           start_x = x + xx - 1;
3849           start_y = y + yy - 1;
3850
3851           found_rating = 2;
3852           found_element = element;
3853         }
3854
3855         if (!CAN_CHANGE(element))
3856           continue;
3857
3858         for (i = 0; i < element_info[element].num_change_pages; i++)
3859         {
3860           /* check for player created from custom element as extended target */
3861           content =
3862             element_info[element].change_page[i].target_content.e[xx][yy];
3863
3864           is_player = ELEM_IS_PLAYER(content);
3865
3866           if (is_player && (found_rating < 1 ||
3867                             (found_rating == 1 && element < found_element)))
3868           {
3869             start_x = x + xx - 1;
3870             start_y = y + yy - 1;
3871
3872             found_rating = 1;
3873             found_element = element;
3874           }
3875         }
3876       }
3877     }
3878
3879     scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
3880                 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3881                 start_x - MIDPOSX);
3882
3883     scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3884                 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3885                 start_y - MIDPOSY);
3886   }
3887   else
3888   {
3889     scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
3890                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3891                 local_player->jx - MIDPOSX);
3892
3893     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3894                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3895                 local_player->jy - MIDPOSY);
3896   }
3897
3898   /* !!! FIX THIS (START) !!! */
3899   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3900   {
3901     InitGameEngine_EM();
3902   }
3903   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3904   {
3905     InitGameEngine_SP();
3906   }
3907   else
3908   {
3909     DrawLevel(REDRAW_FIELD);
3910     DrawAllPlayers();
3911
3912     /* after drawing the level, correct some elements */
3913     if (game.timegate_time_left == 0)
3914       CloseAllOpenTimegates();
3915   }
3916
3917   /* blit playfield from scroll buffer to normal back buffer for fading in */
3918   BlitScreenToBitmap(backbuffer);
3919
3920   redraw_mask |= REDRAW_FROM_BACKBUFFER;
3921   /* !!! FIX THIS (END) !!! */
3922
3923   FadeIn(REDRAW_FIELD);
3924
3925 #if 1
3926   // full screen redraw is required at this point in the following cases:
3927   // - special editor door undrawn when game was started from level editor
3928   // - drawing area (playfield) was changed and has to be removed completely
3929   redraw_mask = REDRAW_ALL;
3930   BackToFront();
3931 #endif
3932
3933   if (!game.restart_level)
3934   {
3935     /* copy default game door content to main double buffer */
3936
3937     /* !!! CHECK AGAIN !!! */
3938     SetPanelBackground();
3939     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3940     DrawBackground(DX, DY, DXSIZE, DYSIZE);
3941   }
3942
3943   SetPanelBackground();
3944   SetDrawBackgroundMask(REDRAW_DOOR_1);
3945
3946   UpdateAndDisplayGameControlValues();
3947
3948   if (!game.restart_level)
3949   {
3950     UnmapGameButtons();
3951     UnmapTapeButtons();
3952     game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3953     game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3954     game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3955     MapGameButtons();
3956     MapTapeButtons();
3957
3958     /* copy actual game door content to door double buffer for OpenDoor() */
3959     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3960
3961     OpenDoor(DOOR_OPEN_ALL);
3962
3963     PlaySound(SND_GAME_STARTING);
3964
3965     if (setup.sound_music)
3966       PlayLevelMusic();
3967
3968     KeyboardAutoRepeatOffUnlessAutoplay();
3969
3970 #if DEBUG_INIT_PLAYER
3971     if (options.debug)
3972     {
3973       printf("Player status (final):\n");
3974
3975       for (i = 0; i < MAX_PLAYERS; i++)
3976       {
3977         struct PlayerInfo *player = &stored_player[i];
3978
3979         printf("- player %d: present == %d, connected == %d, active == %d",
3980                i + 1,
3981                player->present,
3982                player->connected,
3983                player->active);
3984
3985         if (local_player == player)
3986           printf(" (local player)");
3987
3988         printf("\n");
3989       }
3990     }
3991 #endif
3992   }
3993
3994   UnmapAllGadgets();
3995
3996   MapGameButtons();
3997   MapTapeButtons();
3998
3999   if (!game.restart_level && !tape.playing)
4000   {
4001     LevelStats_incPlayed(level_nr);
4002
4003     SaveLevelSetup_SeriesInfo();
4004   }
4005
4006   game.restart_level = FALSE;
4007
4008   SaveEngineSnapshotToListInitial();
4009 }
4010
4011 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4012 {
4013   /* this is used for non-R'n'D game engines to update certain engine values */
4014
4015   /* needed to determine if sounds are played within the visible screen area */
4016   scroll_x = actual_scroll_x;
4017   scroll_y = actual_scroll_y;
4018 }
4019
4020 void InitMovDir(int x, int y)
4021 {
4022   int i, element = Feld[x][y];
4023   static int xy[4][2] =
4024   {
4025     {  0, +1 },
4026     { +1,  0 },
4027     {  0, -1 },
4028     { -1,  0 }
4029   };
4030   static int direction[3][4] =
4031   {
4032     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4033     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4034     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4035   };
4036
4037   switch (element)
4038   {
4039     case EL_BUG_RIGHT:
4040     case EL_BUG_UP:
4041     case EL_BUG_LEFT:
4042     case EL_BUG_DOWN:
4043       Feld[x][y] = EL_BUG;
4044       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4045       break;
4046
4047     case EL_SPACESHIP_RIGHT:
4048     case EL_SPACESHIP_UP:
4049     case EL_SPACESHIP_LEFT:
4050     case EL_SPACESHIP_DOWN:
4051       Feld[x][y] = EL_SPACESHIP;
4052       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4053       break;
4054
4055     case EL_BD_BUTTERFLY_RIGHT:
4056     case EL_BD_BUTTERFLY_UP:
4057     case EL_BD_BUTTERFLY_LEFT:
4058     case EL_BD_BUTTERFLY_DOWN:
4059       Feld[x][y] = EL_BD_BUTTERFLY;
4060       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4061       break;
4062
4063     case EL_BD_FIREFLY_RIGHT:
4064     case EL_BD_FIREFLY_UP:
4065     case EL_BD_FIREFLY_LEFT:
4066     case EL_BD_FIREFLY_DOWN:
4067       Feld[x][y] = EL_BD_FIREFLY;
4068       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4069       break;
4070
4071     case EL_PACMAN_RIGHT:
4072     case EL_PACMAN_UP:
4073     case EL_PACMAN_LEFT:
4074     case EL_PACMAN_DOWN:
4075       Feld[x][y] = EL_PACMAN;
4076       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4077       break;
4078
4079     case EL_YAMYAM_LEFT:
4080     case EL_YAMYAM_RIGHT:
4081     case EL_YAMYAM_UP:
4082     case EL_YAMYAM_DOWN:
4083       Feld[x][y] = EL_YAMYAM;
4084       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4085       break;
4086
4087     case EL_SP_SNIKSNAK:
4088       MovDir[x][y] = MV_UP;
4089       break;
4090
4091     case EL_SP_ELECTRON:
4092       MovDir[x][y] = MV_LEFT;
4093       break;
4094
4095     case EL_MOLE_LEFT:
4096     case EL_MOLE_RIGHT:
4097     case EL_MOLE_UP:
4098     case EL_MOLE_DOWN:
4099       Feld[x][y] = EL_MOLE;
4100       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4101       break;
4102
4103     default:
4104       if (IS_CUSTOM_ELEMENT(element))
4105       {
4106         struct ElementInfo *ei = &element_info[element];
4107         int move_direction_initial = ei->move_direction_initial;
4108         int move_pattern = ei->move_pattern;
4109
4110         if (move_direction_initial == MV_START_PREVIOUS)
4111         {
4112           if (MovDir[x][y] != MV_NONE)
4113             return;
4114
4115           move_direction_initial = MV_START_AUTOMATIC;
4116         }
4117
4118         if (move_direction_initial == MV_START_RANDOM)
4119           MovDir[x][y] = 1 << RND(4);
4120         else if (move_direction_initial & MV_ANY_DIRECTION)
4121           MovDir[x][y] = move_direction_initial;
4122         else if (move_pattern == MV_ALL_DIRECTIONS ||
4123                  move_pattern == MV_TURNING_LEFT ||
4124                  move_pattern == MV_TURNING_RIGHT ||
4125                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4126                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4127                  move_pattern == MV_TURNING_RANDOM)
4128           MovDir[x][y] = 1 << RND(4);
4129         else if (move_pattern == MV_HORIZONTAL)
4130           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4131         else if (move_pattern == MV_VERTICAL)
4132           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4133         else if (move_pattern & MV_ANY_DIRECTION)
4134           MovDir[x][y] = element_info[element].move_pattern;
4135         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4136                  move_pattern == MV_ALONG_RIGHT_SIDE)
4137         {
4138           /* use random direction as default start direction */
4139           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4140             MovDir[x][y] = 1 << RND(4);
4141
4142           for (i = 0; i < NUM_DIRECTIONS; i++)
4143           {
4144             int x1 = x + xy[i][0];
4145             int y1 = y + xy[i][1];
4146
4147             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4148             {
4149               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4150                 MovDir[x][y] = direction[0][i];
4151               else
4152                 MovDir[x][y] = direction[1][i];
4153
4154               break;
4155             }
4156           }
4157         }                
4158       }
4159       else
4160       {
4161         MovDir[x][y] = 1 << RND(4);
4162
4163         if (element != EL_BUG &&
4164             element != EL_SPACESHIP &&
4165             element != EL_BD_BUTTERFLY &&
4166             element != EL_BD_FIREFLY)
4167           break;
4168
4169         for (i = 0; i < NUM_DIRECTIONS; i++)
4170         {
4171           int x1 = x + xy[i][0];
4172           int y1 = y + xy[i][1];
4173
4174           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4175           {
4176             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4177             {
4178               MovDir[x][y] = direction[0][i];
4179               break;
4180             }
4181             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4182                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4183             {
4184               MovDir[x][y] = direction[1][i];
4185               break;
4186             }
4187           }
4188         }
4189       }
4190       break;
4191   }
4192
4193   GfxDir[x][y] = MovDir[x][y];
4194 }
4195
4196 void InitAmoebaNr(int x, int y)
4197 {
4198   int i;
4199   int group_nr = AmoebeNachbarNr(x, y);
4200
4201   if (group_nr == 0)
4202   {
4203     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4204     {
4205       if (AmoebaCnt[i] == 0)
4206       {
4207         group_nr = i;
4208         break;
4209       }
4210     }
4211   }
4212
4213   AmoebaNr[x][y] = group_nr;
4214   AmoebaCnt[group_nr]++;
4215   AmoebaCnt2[group_nr]++;
4216 }
4217
4218 static void PlayerWins(struct PlayerInfo *player)
4219 {
4220   player->LevelSolved = TRUE;
4221   player->GameOver = TRUE;
4222
4223   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4224                          level.native_em_level->lev->score : player->score);
4225
4226   player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4227                                       TimeLeft);
4228   player->LevelSolved_CountingScore = player->score_final;
4229 }
4230
4231 void GameWon()
4232 {
4233   static int time, time_final;
4234   static int score, score_final;
4235   static int game_over_delay_1 = 0;
4236   static int game_over_delay_2 = 0;
4237   int game_over_delay_value_1 = 50;
4238   int game_over_delay_value_2 = 50;
4239
4240   if (!local_player->LevelSolved_GameWon)
4241   {
4242     int i;
4243
4244     /* do not start end game actions before the player stops moving (to exit) */
4245     if (local_player->MovPos)
4246       return;
4247
4248     local_player->LevelSolved_GameWon = TRUE;
4249     local_player->LevelSolved_SaveTape = tape.recording;
4250     local_player->LevelSolved_SaveScore = !tape.playing;
4251
4252     if (!tape.playing)
4253     {
4254       LevelStats_incSolved(level_nr);
4255
4256       SaveLevelSetup_SeriesInfo();
4257     }
4258
4259     if (tape.auto_play)         /* tape might already be stopped here */
4260       tape.auto_play_level_solved = TRUE;
4261
4262     TapeStop();
4263
4264     game_over_delay_1 = game_over_delay_value_1;
4265     game_over_delay_2 = game_over_delay_value_2;
4266
4267     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4268     score = score_final = local_player->score_final;
4269
4270     if (TimeLeft > 0)
4271     {
4272       time_final = 0;
4273       score_final += TimeLeft * level.score[SC_TIME_BONUS];
4274     }
4275     else if (game.no_time_limit && TimePlayed < 999)
4276     {
4277       time_final = 999;
4278       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4279     }
4280
4281     local_player->score_final = score_final;
4282
4283     if (level_editor_test_game)
4284     {
4285       time = time_final;
4286       score = score_final;
4287
4288       local_player->LevelSolved_CountingTime = time;
4289       local_player->LevelSolved_CountingScore = score;
4290
4291       game_panel_controls[GAME_PANEL_TIME].value = time;
4292       game_panel_controls[GAME_PANEL_SCORE].value = score;
4293
4294       DisplayGameControlValues();
4295     }
4296
4297     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4298     {
4299       if (ExitX >= 0 && ExitY >= 0)     /* local player has left the level */
4300       {
4301         /* close exit door after last player */
4302         if ((AllPlayersGone &&
4303              (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4304               Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4305               Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4306             Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4307             Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4308         {
4309           int element = Feld[ExitX][ExitY];
4310
4311           Feld[ExitX][ExitY] =
4312             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4313              element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4314              element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4315              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4316              EL_EM_STEEL_EXIT_CLOSING);
4317
4318           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4319         }
4320
4321         /* player disappears */
4322         DrawLevelField(ExitX, ExitY);
4323       }
4324
4325       for (i = 0; i < MAX_PLAYERS; i++)
4326       {
4327         struct PlayerInfo *player = &stored_player[i];
4328
4329         if (player->present)
4330         {
4331           RemovePlayer(player);
4332
4333           /* player disappears */
4334           DrawLevelField(player->jx, player->jy);
4335         }
4336       }
4337     }
4338
4339     PlaySound(SND_GAME_WINNING);
4340   }
4341
4342   if (game_over_delay_1 > 0)
4343   {
4344     game_over_delay_1--;
4345
4346     return;
4347   }
4348
4349   if (time != time_final)
4350   {
4351     int time_to_go = ABS(time_final - time);
4352     int time_count_dir = (time < time_final ? +1 : -1);
4353     int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4354
4355     time  += time_count_steps * time_count_dir;
4356     score += time_count_steps * level.score[SC_TIME_BONUS];
4357
4358     local_player->LevelSolved_CountingTime = time;
4359     local_player->LevelSolved_CountingScore = score;
4360
4361     game_panel_controls[GAME_PANEL_TIME].value = time;
4362     game_panel_controls[GAME_PANEL_SCORE].value = score;
4363
4364     DisplayGameControlValues();
4365
4366     if (time == time_final)
4367       StopSound(SND_GAME_LEVELTIME_BONUS);
4368     else if (setup.sound_loops)
4369       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4370     else
4371       PlaySound(SND_GAME_LEVELTIME_BONUS);
4372
4373     return;
4374   }
4375
4376   local_player->LevelSolved_PanelOff = TRUE;
4377
4378   if (game_over_delay_2 > 0)
4379   {
4380     game_over_delay_2--;
4381
4382     return;
4383   }
4384
4385   GameEnd();
4386 }
4387
4388 void GameEnd()
4389 {
4390   int hi_pos;
4391   boolean raise_level = FALSE;
4392
4393   local_player->LevelSolved_GameEnd = TRUE;
4394
4395   if (!global.use_envelope_request)
4396     CloseDoor(DOOR_CLOSE_1);
4397
4398   if (local_player->LevelSolved_SaveTape)
4399   {
4400     SaveTapeChecked(tape.level_nr);     /* ask to save tape */
4401   }
4402
4403   CloseDoor(DOOR_CLOSE_ALL);
4404
4405   if (level_editor_test_game)
4406   {
4407     game_status = GAME_MODE_MAIN;
4408
4409     DrawAndFadeInMainMenu(REDRAW_FIELD);
4410
4411     return;
4412   }
4413
4414   if (!local_player->LevelSolved_SaveScore)
4415   {
4416     FadeOut(REDRAW_FIELD);
4417
4418     game_status = GAME_MODE_MAIN;
4419
4420     DrawAndFadeInMainMenu(REDRAW_FIELD);
4421
4422     return;
4423   }
4424
4425   if (level_nr == leveldir_current->handicap_level)
4426   {
4427     leveldir_current->handicap_level++;
4428
4429     SaveLevelSetup_SeriesInfo();
4430   }
4431
4432   if (level_nr < leveldir_current->last_level)
4433     raise_level = TRUE;                 /* advance to next level */
4434
4435   if ((hi_pos = NewHiScore()) >= 0) 
4436   {
4437     game_status = GAME_MODE_SCORES;
4438
4439     /* needed if different viewport properties defined for scores */
4440     ChangeViewportPropertiesIfNeeded();
4441
4442     DrawHallOfFame(hi_pos);
4443
4444     if (raise_level)
4445     {
4446       level_nr++;
4447       TapeErase();
4448     }
4449   }
4450   else
4451   {
4452     FadeOut(REDRAW_FIELD);
4453
4454     game_status = GAME_MODE_MAIN;
4455
4456     if (raise_level)
4457     {
4458       level_nr++;
4459       TapeErase();
4460     }
4461
4462     DrawAndFadeInMainMenu(REDRAW_FIELD);
4463   }
4464 }
4465
4466 int NewHiScore()
4467 {
4468   int k, l;
4469   int position = -1;
4470
4471   LoadScore(level_nr);
4472
4473   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4474       local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
4475     return -1;
4476
4477   for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
4478   {
4479     if (local_player->score_final > highscore[k].Score)
4480     {
4481       /* player has made it to the hall of fame */
4482
4483       if (k < MAX_SCORE_ENTRIES - 1)
4484       {
4485         int m = MAX_SCORE_ENTRIES - 1;
4486
4487 #ifdef ONE_PER_NAME
4488         for (l = k; l < MAX_SCORE_ENTRIES; l++)
4489           if (strEqual(setup.player_name, highscore[l].Name))
4490             m = l;
4491         if (m == k)     /* player's new highscore overwrites his old one */
4492           goto put_into_list;
4493 #endif
4494
4495         for (l = m; l > k; l--)
4496         {
4497           strcpy(highscore[l].Name, highscore[l - 1].Name);
4498           highscore[l].Score = highscore[l - 1].Score;
4499         }
4500       }
4501
4502 #ifdef ONE_PER_NAME
4503       put_into_list:
4504 #endif
4505       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4506       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4507       highscore[k].Score = local_player->score_final; 
4508       position = k;
4509       break;
4510     }
4511
4512 #ifdef ONE_PER_NAME
4513     else if (!strncmp(setup.player_name, highscore[k].Name,
4514                       MAX_PLAYER_NAME_LEN))
4515       break;    /* player already there with a higher score */
4516 #endif
4517
4518   }
4519
4520   if (position >= 0) 
4521     SaveScore(level_nr);
4522
4523   return position;
4524 }
4525
4526 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4527 {
4528   int element = Feld[x][y];
4529   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4530   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4531   int horiz_move = (dx != 0);
4532   int sign = (horiz_move ? dx : dy);
4533   int step = sign * element_info[element].move_stepsize;
4534
4535   /* special values for move stepsize for spring and things on conveyor belt */
4536   if (horiz_move)
4537   {
4538     if (CAN_FALL(element) &&
4539         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4540       step = sign * MOVE_STEPSIZE_NORMAL / 2;
4541     else if (element == EL_SPRING)
4542       step = sign * MOVE_STEPSIZE_NORMAL * 2;
4543   }
4544
4545   return step;
4546 }
4547
4548 inline static int getElementMoveStepsize(int x, int y)
4549 {
4550   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4551 }
4552
4553 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4554 {
4555   if (player->GfxAction != action || player->GfxDir != dir)
4556   {
4557     player->GfxAction = action;
4558     player->GfxDir = dir;
4559     player->Frame = 0;
4560     player->StepFrame = 0;
4561   }
4562 }
4563
4564 static void ResetGfxFrame(int x, int y, boolean redraw)
4565 {
4566   int element = Feld[x][y];
4567   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4568   int last_gfx_frame = GfxFrame[x][y];
4569
4570   if (graphic_info[graphic].anim_global_sync)
4571     GfxFrame[x][y] = FrameCounter;
4572   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4573     GfxFrame[x][y] = CustomValue[x][y];
4574   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4575     GfxFrame[x][y] = element_info[element].collect_score;
4576   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4577     GfxFrame[x][y] = ChangeDelay[x][y];
4578
4579   if (redraw && GfxFrame[x][y] != last_gfx_frame)
4580     DrawLevelGraphicAnimation(x, y, graphic);
4581 }
4582
4583 static void ResetGfxAnimation(int x, int y)
4584 {
4585   GfxAction[x][y] = ACTION_DEFAULT;
4586   GfxDir[x][y] = MovDir[x][y];
4587   GfxFrame[x][y] = 0;
4588
4589   ResetGfxFrame(x, y, FALSE);
4590 }
4591
4592 static void ResetRandomAnimationValue(int x, int y)
4593 {
4594   GfxRandom[x][y] = INIT_GFX_RANDOM();
4595 }
4596
4597 void InitMovingField(int x, int y, int direction)
4598 {
4599   int element = Feld[x][y];
4600   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4601   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4602   int newx = x + dx;
4603   int newy = y + dy;
4604   boolean is_moving_before, is_moving_after;
4605
4606   /* check if element was/is moving or being moved before/after mode change */
4607   is_moving_before = (WasJustMoving[x][y] != 0);
4608   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
4609
4610   /* reset animation only for moving elements which change direction of moving
4611      or which just started or stopped moving
4612      (else CEs with property "can move" / "not moving" are reset each frame) */
4613   if (is_moving_before != is_moving_after ||
4614       direction != MovDir[x][y])
4615     ResetGfxAnimation(x, y);
4616
4617   MovDir[x][y] = direction;
4618   GfxDir[x][y] = direction;
4619
4620   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4621                      direction == MV_DOWN && CAN_FALL(element) ?
4622                      ACTION_FALLING : ACTION_MOVING);
4623
4624   /* this is needed for CEs with property "can move" / "not moving" */
4625
4626   if (is_moving_after)
4627   {
4628     if (Feld[newx][newy] == EL_EMPTY)
4629       Feld[newx][newy] = EL_BLOCKED;
4630
4631     MovDir[newx][newy] = MovDir[x][y];
4632
4633     CustomValue[newx][newy] = CustomValue[x][y];
4634
4635     GfxFrame[newx][newy] = GfxFrame[x][y];
4636     GfxRandom[newx][newy] = GfxRandom[x][y];
4637     GfxAction[newx][newy] = GfxAction[x][y];
4638     GfxDir[newx][newy] = GfxDir[x][y];
4639   }
4640 }
4641
4642 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4643 {
4644   int direction = MovDir[x][y];
4645   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4646   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
4647
4648   *goes_to_x = newx;
4649   *goes_to_y = newy;
4650 }
4651
4652 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4653 {
4654   int oldx = x, oldy = y;
4655   int direction = MovDir[x][y];
4656
4657   if (direction == MV_LEFT)
4658     oldx++;
4659   else if (direction == MV_RIGHT)
4660     oldx--;
4661   else if (direction == MV_UP)
4662     oldy++;
4663   else if (direction == MV_DOWN)
4664     oldy--;
4665
4666   *comes_from_x = oldx;
4667   *comes_from_y = oldy;
4668 }
4669
4670 int MovingOrBlocked2Element(int x, int y)
4671 {
4672   int element = Feld[x][y];
4673
4674   if (element == EL_BLOCKED)
4675   {
4676     int oldx, oldy;
4677
4678     Blocked2Moving(x, y, &oldx, &oldy);
4679     return Feld[oldx][oldy];
4680   }
4681   else
4682     return element;
4683 }
4684
4685 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4686 {
4687   /* like MovingOrBlocked2Element(), but if element is moving
4688      and (x,y) is the field the moving element is just leaving,
4689      return EL_BLOCKED instead of the element value */
4690   int element = Feld[x][y];
4691
4692   if (IS_MOVING(x, y))
4693   {
4694     if (element == EL_BLOCKED)
4695     {
4696       int oldx, oldy;
4697
4698       Blocked2Moving(x, y, &oldx, &oldy);
4699       return Feld[oldx][oldy];
4700     }
4701     else
4702       return EL_BLOCKED;
4703   }
4704   else
4705     return element;
4706 }
4707
4708 static void RemoveField(int x, int y)
4709 {
4710   Feld[x][y] = EL_EMPTY;
4711
4712   MovPos[x][y] = 0;
4713   MovDir[x][y] = 0;
4714   MovDelay[x][y] = 0;
4715
4716   CustomValue[x][y] = 0;
4717
4718   AmoebaNr[x][y] = 0;
4719   ChangeDelay[x][y] = 0;
4720   ChangePage[x][y] = -1;
4721   Pushed[x][y] = FALSE;
4722
4723   GfxElement[x][y] = EL_UNDEFINED;
4724   GfxAction[x][y] = ACTION_DEFAULT;
4725   GfxDir[x][y] = MV_NONE;
4726 }
4727
4728 void RemoveMovingField(int x, int y)
4729 {
4730   int oldx = x, oldy = y, newx = x, newy = y;
4731   int element = Feld[x][y];
4732   int next_element = EL_UNDEFINED;
4733
4734   if (element != EL_BLOCKED && !IS_MOVING(x, y))
4735     return;
4736
4737   if (IS_MOVING(x, y))
4738   {
4739     Moving2Blocked(x, y, &newx, &newy);
4740
4741     if (Feld[newx][newy] != EL_BLOCKED)
4742     {
4743       /* element is moving, but target field is not free (blocked), but
4744          already occupied by something different (example: acid pool);
4745          in this case, only remove the moving field, but not the target */
4746
4747       RemoveField(oldx, oldy);
4748
4749       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4750
4751       TEST_DrawLevelField(oldx, oldy);
4752
4753       return;
4754     }
4755   }
4756   else if (element == EL_BLOCKED)
4757   {
4758     Blocked2Moving(x, y, &oldx, &oldy);
4759     if (!IS_MOVING(oldx, oldy))
4760       return;
4761   }
4762
4763   if (element == EL_BLOCKED &&
4764       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4765        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4766        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4767        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4768        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4769        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4770     next_element = get_next_element(Feld[oldx][oldy]);
4771
4772   RemoveField(oldx, oldy);
4773   RemoveField(newx, newy);
4774
4775   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4776
4777   if (next_element != EL_UNDEFINED)
4778     Feld[oldx][oldy] = next_element;
4779
4780   TEST_DrawLevelField(oldx, oldy);
4781   TEST_DrawLevelField(newx, newy);
4782 }
4783
4784 void DrawDynamite(int x, int y)
4785 {
4786   int sx = SCREENX(x), sy = SCREENY(y);
4787   int graphic = el2img(Feld[x][y]);
4788   int frame;
4789
4790   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4791     return;
4792
4793   if (IS_WALKABLE_INSIDE(Back[x][y]))
4794     return;
4795
4796   if (Back[x][y])
4797     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4798   else if (Store[x][y])
4799     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4800
4801   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4802
4803   if (Back[x][y] || Store[x][y])
4804     DrawGraphicThruMask(sx, sy, graphic, frame);
4805   else
4806     DrawGraphic(sx, sy, graphic, frame);
4807 }
4808
4809 void CheckDynamite(int x, int y)
4810 {
4811   if (MovDelay[x][y] != 0)      /* dynamite is still waiting to explode */
4812   {
4813     MovDelay[x][y]--;
4814
4815     if (MovDelay[x][y] != 0)
4816     {
4817       DrawDynamite(x, y);
4818       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4819
4820       return;
4821     }
4822   }
4823
4824   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4825
4826   Bang(x, y);
4827 }
4828
4829 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4830 {
4831   boolean num_checked_players = 0;
4832   int i;
4833
4834   for (i = 0; i < MAX_PLAYERS; i++)
4835   {
4836     if (stored_player[i].active)
4837     {
4838       int sx = stored_player[i].jx;
4839       int sy = stored_player[i].jy;
4840
4841       if (num_checked_players == 0)
4842       {
4843         *sx1 = *sx2 = sx;
4844         *sy1 = *sy2 = sy;
4845       }
4846       else
4847       {
4848         *sx1 = MIN(*sx1, sx);
4849         *sy1 = MIN(*sy1, sy);
4850         *sx2 = MAX(*sx2, sx);
4851         *sy2 = MAX(*sy2, sy);
4852       }
4853
4854       num_checked_players++;
4855     }
4856   }
4857 }
4858
4859 static boolean checkIfAllPlayersFitToScreen_RND()
4860 {
4861   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4862
4863   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4864
4865   return (sx2 - sx1 < SCR_FIELDX &&
4866           sy2 - sy1 < SCR_FIELDY);
4867 }
4868
4869 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4870 {
4871   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4872
4873   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4874
4875   *sx = (sx1 + sx2) / 2;
4876   *sy = (sy1 + sy2) / 2;
4877 }
4878
4879 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4880                         boolean center_screen, boolean quick_relocation)
4881 {
4882   boolean ffwd_delay = (tape.playing && tape.fast_forward);
4883   boolean no_delay = (tape.warp_forward);
4884   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4885   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4886
4887   if (quick_relocation)
4888   {
4889     if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4890     {
4891       if (!level.shifted_relocation || center_screen)
4892       {
4893         /* quick relocation (without scrolling), with centering of screen */
4894
4895         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4896                     x > SBX_Right + MIDPOSX ? SBX_Right :
4897                     x - MIDPOSX);
4898
4899         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4900                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
4901                     y - MIDPOSY);
4902       }
4903       else
4904       {
4905         /* quick relocation (without scrolling), but do not center screen */
4906
4907         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4908                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
4909                                old_x - MIDPOSX);
4910
4911         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4912                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4913                                old_y - MIDPOSY);
4914
4915         int offset_x = x + (scroll_x - center_scroll_x);
4916         int offset_y = y + (scroll_y - center_scroll_y);
4917
4918         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
4919                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4920                     offset_x - MIDPOSX);
4921
4922         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4923                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4924                     offset_y - MIDPOSY);
4925       }
4926     }
4927     else
4928     {
4929       if (!level.shifted_relocation || center_screen)
4930       {
4931         /* quick relocation (without scrolling), with centering of screen */
4932
4933         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4934                     x > SBX_Right + MIDPOSX ? SBX_Right :
4935                     x - MIDPOSX);
4936
4937         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4938                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
4939                     y - MIDPOSY);
4940       }
4941       else
4942       {
4943         /* quick relocation (without scrolling), but do not center screen */
4944
4945         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4946                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
4947                                old_x - MIDPOSX);
4948
4949         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4950                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4951                                old_y - MIDPOSY);
4952
4953         int offset_x = x + (scroll_x - center_scroll_x);
4954         int offset_y = y + (scroll_y - center_scroll_y);
4955
4956         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
4957                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4958                     offset_x - MIDPOSX);
4959
4960         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4961                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4962                     offset_y - MIDPOSY);
4963       }
4964     }
4965
4966     RedrawPlayfield(TRUE, 0,0,0,0);
4967   }
4968   else
4969   {
4970     int scroll_xx, scroll_yy;
4971
4972     if (!level.shifted_relocation || center_screen)
4973     {
4974       /* visible relocation (with scrolling), with centering of screen */
4975
4976       scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4977                    x > SBX_Right + MIDPOSX ? SBX_Right :
4978                    x - MIDPOSX);
4979
4980       scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4981                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
4982                    y - MIDPOSY);
4983     }
4984     else
4985     {
4986       /* visible relocation (with scrolling), but do not center screen */
4987
4988       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4989                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
4990                              old_x - MIDPOSX);
4991
4992       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4993                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4994                              old_y - MIDPOSY);
4995
4996       int offset_x = x + (scroll_x - center_scroll_x);
4997       int offset_y = y + (scroll_y - center_scroll_y);
4998
4999       scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
5000                    offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5001                    offset_x - MIDPOSX);
5002
5003       scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5004                    offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5005                    offset_y - MIDPOSY);
5006     }
5007
5008
5009     ScrollScreen(NULL, SCROLL_GO_ON);   /* scroll last frame to full tile */
5010
5011     while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5012     {
5013       int dx = 0, dy = 0;
5014       int fx = FX, fy = FY;
5015
5016       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5017       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5018
5019       if (dx == 0 && dy == 0)           /* no scrolling needed at all */
5020         break;
5021
5022       scroll_x -= dx;
5023       scroll_y -= dy;
5024
5025       fx += dx * TILEX / 2;
5026       fy += dy * TILEY / 2;
5027
5028       ScrollLevel(dx, dy);
5029       DrawAllPlayers();
5030
5031       /* scroll in two steps of half tile size to make things smoother */
5032       BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5033       Delay(wait_delay_value);
5034
5035       /* scroll second step to align at full tile size */
5036       BackToFront();
5037       Delay(wait_delay_value);
5038     }
5039
5040     DrawAllPlayers();
5041     BackToFront();
5042     Delay(wait_delay_value);
5043   }
5044 }
5045
5046 void RelocatePlayer(int jx, int jy, int el_player_raw)
5047 {
5048   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5049   int player_nr = GET_PLAYER_NR(el_player);
5050   struct PlayerInfo *player = &stored_player[player_nr];
5051   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5052   boolean no_delay = (tape.warp_forward);
5053   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5054   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5055   int old_jx = player->jx;
5056   int old_jy = player->jy;
5057   int old_element = Feld[old_jx][old_jy];
5058   int element = Feld[jx][jy];
5059   boolean player_relocated = (old_jx != jx || old_jy != jy);
5060
5061   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5062   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5063   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5064   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5065   int leave_side_horiz = move_dir_horiz;
5066   int leave_side_vert  = move_dir_vert;
5067   int enter_side = enter_side_horiz | enter_side_vert;
5068   int leave_side = leave_side_horiz | leave_side_vert;
5069
5070   if (player->GameOver)         /* do not reanimate dead player */
5071     return;
5072
5073   if (!player_relocated)        /* no need to relocate the player */
5074     return;
5075
5076   if (IS_PLAYER(jx, jy))        /* player already placed at new position */
5077   {
5078     RemoveField(jx, jy);        /* temporarily remove newly placed player */
5079     DrawLevelField(jx, jy);
5080   }
5081
5082   if (player->present)
5083   {
5084     while (player->MovPos)
5085     {
5086       ScrollPlayer(player, SCROLL_GO_ON);
5087       ScrollScreen(NULL, SCROLL_GO_ON);
5088
5089       AdvanceFrameAndPlayerCounters(player->index_nr);
5090
5091       DrawPlayer(player);
5092
5093       BackToFront();
5094       Delay(wait_delay_value);
5095     }
5096
5097     DrawPlayer(player);         /* needed here only to cleanup last field */
5098     DrawLevelField(player->jx, player->jy);     /* remove player graphic */
5099
5100     player->is_moving = FALSE;
5101   }
5102
5103   if (IS_CUSTOM_ELEMENT(old_element))
5104     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5105                                CE_LEFT_BY_PLAYER,
5106                                player->index_bit, leave_side);
5107
5108   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5109                                       CE_PLAYER_LEAVES_X,
5110                                       player->index_bit, leave_side);
5111
5112   Feld[jx][jy] = el_player;
5113   InitPlayerField(jx, jy, el_player, TRUE);
5114
5115   /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5116      possible that the relocation target field did not contain a player element,
5117      but a walkable element, to which the new player was relocated -- in this
5118      case, restore that (already initialized!) element on the player field */
5119   if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5120   {
5121     Feld[jx][jy] = element;     /* restore previously existing element */
5122   }
5123
5124   /* only visually relocate centered player */
5125   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5126                      FALSE, level.instant_relocation);
5127
5128   TestIfPlayerTouchesBadThing(jx, jy);
5129   TestIfPlayerTouchesCustomElement(jx, jy);
5130
5131   if (IS_CUSTOM_ELEMENT(element))
5132     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5133                                player->index_bit, enter_side);
5134
5135   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5136                                       player->index_bit, enter_side);
5137
5138   if (player->is_switching)
5139   {
5140     /* ensure that relocation while still switching an element does not cause
5141        a new element to be treated as also switched directly after relocation
5142        (this is important for teleporter switches that teleport the player to
5143        a place where another teleporter switch is in the same direction, which
5144        would then incorrectly be treated as immediately switched before the
5145        direction key that caused the switch was released) */
5146
5147     player->switch_x += jx - old_jx;
5148     player->switch_y += jy - old_jy;
5149   }
5150 }
5151
5152 void Explode(int ex, int ey, int phase, int mode)
5153 {
5154   int x, y;
5155   int last_phase;
5156   int border_element;
5157
5158   /* !!! eliminate this variable !!! */
5159   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5160
5161   if (game.explosions_delayed)
5162   {
5163     ExplodeField[ex][ey] = mode;
5164     return;
5165   }
5166
5167   if (phase == EX_PHASE_START)          /* initialize 'Store[][]' field */
5168   {
5169     int center_element = Feld[ex][ey];
5170     int artwork_element, explosion_element;     /* set these values later */
5171
5172     /* remove things displayed in background while burning dynamite */
5173     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5174       Back[ex][ey] = 0;
5175
5176     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5177     {
5178       /* put moving element to center field (and let it explode there) */
5179       center_element = MovingOrBlocked2Element(ex, ey);
5180       RemoveMovingField(ex, ey);
5181       Feld[ex][ey] = center_element;
5182     }
5183
5184     /* now "center_element" is finally determined -- set related values now */
5185     artwork_element = center_element;           /* for custom player artwork */
5186     explosion_element = center_element;         /* for custom player artwork */
5187
5188     if (IS_PLAYER(ex, ey))
5189     {
5190       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5191
5192       artwork_element = stored_player[player_nr].artwork_element;
5193
5194       if (level.use_explosion_element[player_nr])
5195       {
5196         explosion_element = level.explosion_element[player_nr];
5197         artwork_element = explosion_element;
5198       }
5199     }
5200
5201     if (mode == EX_TYPE_NORMAL ||
5202         mode == EX_TYPE_CENTER ||
5203         mode == EX_TYPE_CROSS)
5204       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5205
5206     last_phase = element_info[explosion_element].explosion_delay + 1;
5207
5208     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5209     {
5210       int xx = x - ex + 1;
5211       int yy = y - ey + 1;
5212       int element;
5213
5214       if (!IN_LEV_FIELD(x, y) ||
5215           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5216           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5217         continue;
5218
5219       element = Feld[x][y];
5220
5221       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5222       {
5223         element = MovingOrBlocked2Element(x, y);
5224
5225         if (!IS_EXPLOSION_PROOF(element))
5226           RemoveMovingField(x, y);
5227       }
5228
5229       /* indestructible elements can only explode in center (but not flames) */
5230       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5231                                            mode == EX_TYPE_BORDER)) ||
5232           element == EL_FLAMES)
5233         continue;
5234
5235       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5236          behaviour, for example when touching a yamyam that explodes to rocks
5237          with active deadly shield, a rock is created under the player !!! */
5238       /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5239 #if 0
5240       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5241           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5242            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5243 #else
5244       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5245 #endif
5246       {
5247         if (IS_ACTIVE_BOMB(element))
5248         {
5249           /* re-activate things under the bomb like gate or penguin */
5250           Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5251           Back[x][y] = 0;
5252         }
5253
5254         continue;
5255       }
5256
5257       /* save walkable background elements while explosion on same tile */
5258       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5259           (x != ex || y != ey || mode == EX_TYPE_BORDER))
5260         Back[x][y] = element;
5261
5262       /* ignite explodable elements reached by other explosion */
5263       if (element == EL_EXPLOSION)
5264         element = Store2[x][y];
5265
5266       if (AmoebaNr[x][y] &&
5267           (element == EL_AMOEBA_FULL ||
5268            element == EL_BD_AMOEBA ||
5269            element == EL_AMOEBA_GROWING))
5270       {
5271         AmoebaCnt[AmoebaNr[x][y]]--;
5272         AmoebaCnt2[AmoebaNr[x][y]]--;
5273       }
5274
5275       RemoveField(x, y);
5276
5277       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5278       {
5279         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5280
5281         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5282
5283         if (PLAYERINFO(ex, ey)->use_murphy)
5284           Store[x][y] = EL_EMPTY;
5285       }
5286
5287       /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5288          !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5289       else if (ELEM_IS_PLAYER(center_element))
5290         Store[x][y] = EL_EMPTY;
5291       else if (center_element == EL_YAMYAM)
5292         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5293       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5294         Store[x][y] = element_info[center_element].content.e[xx][yy];
5295 #if 1
5296       /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5297          (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5298          otherwise) -- FIX THIS !!! */
5299       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5300         Store[x][y] = element_info[element].content.e[1][1];
5301 #else
5302       else if (!CAN_EXPLODE(element))
5303         Store[x][y] = element_info[element].content.e[1][1];
5304 #endif
5305       else
5306         Store[x][y] = EL_EMPTY;
5307
5308       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5309           center_element == EL_AMOEBA_TO_DIAMOND)
5310         Store2[x][y] = element;
5311
5312       Feld[x][y] = EL_EXPLOSION;
5313       GfxElement[x][y] = artwork_element;
5314
5315       ExplodePhase[x][y] = 1;
5316       ExplodeDelay[x][y] = last_phase;
5317
5318       Stop[x][y] = TRUE;
5319     }
5320
5321     if (center_element == EL_YAMYAM)
5322       game.yamyam_content_nr =
5323         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5324
5325     return;
5326   }
5327
5328   if (Stop[ex][ey])
5329     return;
5330
5331   x = ex;
5332   y = ey;
5333
5334   if (phase == 1)
5335     GfxFrame[x][y] = 0;         /* restart explosion animation */
5336
5337   last_phase = ExplodeDelay[x][y];
5338
5339   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5340
5341   /* this can happen if the player leaves an explosion just in time */
5342   if (GfxElement[x][y] == EL_UNDEFINED)
5343     GfxElement[x][y] = EL_EMPTY;
5344
5345   border_element = Store2[x][y];
5346   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5347     border_element = StorePlayer[x][y];
5348
5349   if (phase == element_info[border_element].ignition_delay ||
5350       phase == last_phase)
5351   {
5352     boolean border_explosion = FALSE;
5353
5354     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5355         !PLAYER_EXPLOSION_PROTECTED(x, y))
5356     {
5357       KillPlayerUnlessExplosionProtected(x, y);
5358       border_explosion = TRUE;
5359     }
5360     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5361     {
5362       Feld[x][y] = Store2[x][y];
5363       Store2[x][y] = 0;
5364       Bang(x, y);
5365       border_explosion = TRUE;
5366     }
5367     else if (border_element == EL_AMOEBA_TO_DIAMOND)
5368     {
5369       AmoebeUmwandeln(x, y);
5370       Store2[x][y] = 0;
5371       border_explosion = TRUE;
5372     }
5373
5374     /* if an element just explodes due to another explosion (chain-reaction),
5375        do not immediately end the new explosion when it was the last frame of
5376        the explosion (as it would be done in the following "if"-statement!) */
5377     if (border_explosion && phase == last_phase)
5378       return;
5379   }
5380
5381   if (phase == last_phase)
5382   {
5383     int element;
5384
5385     element = Feld[x][y] = Store[x][y];
5386     Store[x][y] = Store2[x][y] = 0;
5387     GfxElement[x][y] = EL_UNDEFINED;
5388
5389     /* player can escape from explosions and might therefore be still alive */
5390     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5391         element <= EL_PLAYER_IS_EXPLODING_4)
5392     {
5393       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5394       int explosion_element = EL_PLAYER_1 + player_nr;
5395       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5396       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5397
5398       if (level.use_explosion_element[player_nr])
5399         explosion_element = level.explosion_element[player_nr];
5400
5401       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5402                     element_info[explosion_element].content.e[xx][yy]);
5403     }
5404
5405     /* restore probably existing indestructible background element */
5406     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5407       element = Feld[x][y] = Back[x][y];
5408     Back[x][y] = 0;
5409
5410     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5411     GfxDir[x][y] = MV_NONE;
5412     ChangeDelay[x][y] = 0;
5413     ChangePage[x][y] = -1;
5414
5415     CustomValue[x][y] = 0;
5416
5417     InitField_WithBug2(x, y, FALSE);
5418
5419     TEST_DrawLevelField(x, y);
5420
5421     TestIfElementTouchesCustomElement(x, y);
5422
5423     if (GFX_CRUMBLED(element))
5424       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5425
5426     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5427       StorePlayer[x][y] = 0;
5428
5429     if (ELEM_IS_PLAYER(element))
5430       RelocatePlayer(x, y, element);
5431   }
5432   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5433   {
5434     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5435     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5436
5437     if (phase == delay)
5438       TEST_DrawLevelFieldCrumbled(x, y);
5439
5440     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5441     {
5442       DrawLevelElement(x, y, Back[x][y]);
5443       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5444     }
5445     else if (IS_WALKABLE_UNDER(Back[x][y]))
5446     {
5447       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5448       DrawLevelElementThruMask(x, y, Back[x][y]);
5449     }
5450     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5451       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5452   }
5453 }
5454
5455 void DynaExplode(int ex, int ey)
5456 {
5457   int i, j;
5458   int dynabomb_element = Feld[ex][ey];
5459   int dynabomb_size = 1;
5460   boolean dynabomb_xl = FALSE;
5461   struct PlayerInfo *player;
5462   static int xy[4][2] =
5463   {
5464     { 0, -1 },
5465     { -1, 0 },
5466     { +1, 0 },
5467     { 0, +1 }
5468   };
5469
5470   if (IS_ACTIVE_BOMB(dynabomb_element))
5471   {
5472     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5473     dynabomb_size = player->dynabomb_size;
5474     dynabomb_xl = player->dynabomb_xl;
5475     player->dynabombs_left++;
5476   }
5477
5478   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5479
5480   for (i = 0; i < NUM_DIRECTIONS; i++)
5481   {
5482     for (j = 1; j <= dynabomb_size; j++)
5483     {
5484       int x = ex + j * xy[i][0];
5485       int y = ey + j * xy[i][1];
5486       int element;
5487
5488       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5489         break;
5490
5491       element = Feld[x][y];
5492
5493       /* do not restart explosions of fields with active bombs */
5494       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5495         continue;
5496
5497       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5498
5499       if (element != EL_EMPTY && element != EL_EXPLOSION &&
5500           !IS_DIGGABLE(element) && !dynabomb_xl)
5501         break;
5502     }
5503   }
5504 }
5505
5506 void Bang(int x, int y)
5507 {
5508   int element = MovingOrBlocked2Element(x, y);
5509   int explosion_type = EX_TYPE_NORMAL;
5510
5511   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5512   {
5513     struct PlayerInfo *player = PLAYERINFO(x, y);
5514
5515     element = Feld[x][y] = player->initial_element;
5516
5517     if (level.use_explosion_element[player->index_nr])
5518     {
5519       int explosion_element = level.explosion_element[player->index_nr];
5520
5521       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5522         explosion_type = EX_TYPE_CROSS;
5523       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5524         explosion_type = EX_TYPE_CENTER;
5525     }
5526   }
5527
5528   switch (element)
5529   {
5530     case EL_BUG:
5531     case EL_SPACESHIP:
5532     case EL_BD_BUTTERFLY:
5533     case EL_BD_FIREFLY:
5534     case EL_YAMYAM:
5535     case EL_DARK_YAMYAM:
5536     case EL_ROBOT:
5537     case EL_PACMAN:
5538     case EL_MOLE:
5539       RaiseScoreElement(element);
5540       break;
5541
5542     case EL_DYNABOMB_PLAYER_1_ACTIVE:
5543     case EL_DYNABOMB_PLAYER_2_ACTIVE:
5544     case EL_DYNABOMB_PLAYER_3_ACTIVE:
5545     case EL_DYNABOMB_PLAYER_4_ACTIVE:
5546     case EL_DYNABOMB_INCREASE_NUMBER:
5547     case EL_DYNABOMB_INCREASE_SIZE:
5548     case EL_DYNABOMB_INCREASE_POWER:
5549       explosion_type = EX_TYPE_DYNA;
5550       break;
5551
5552     case EL_DC_LANDMINE:
5553       explosion_type = EX_TYPE_CENTER;
5554       break;
5555
5556     case EL_PENGUIN:
5557     case EL_LAMP:
5558     case EL_LAMP_ACTIVE:
5559     case EL_AMOEBA_TO_DIAMOND:
5560       if (!IS_PLAYER(x, y))     /* penguin and player may be at same field */
5561         explosion_type = EX_TYPE_CENTER;
5562       break;
5563
5564     default:
5565       if (element_info[element].explosion_type == EXPLODES_CROSS)
5566         explosion_type = EX_TYPE_CROSS;
5567       else if (element_info[element].explosion_type == EXPLODES_1X1)
5568         explosion_type = EX_TYPE_CENTER;
5569       break;
5570   }
5571
5572   if (explosion_type == EX_TYPE_DYNA)
5573     DynaExplode(x, y);
5574   else
5575     Explode(x, y, EX_PHASE_START, explosion_type);
5576
5577   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5578 }
5579
5580 void SplashAcid(int x, int y)
5581 {
5582   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5583       (!IN_LEV_FIELD(x - 1, y - 2) ||
5584        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5585     Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5586
5587   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5588       (!IN_LEV_FIELD(x + 1, y - 2) ||
5589        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5590     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5591
5592   PlayLevelSound(x, y, SND_ACID_SPLASHING);
5593 }
5594
5595 static void InitBeltMovement()
5596 {
5597   static int belt_base_element[4] =
5598   {
5599     EL_CONVEYOR_BELT_1_LEFT,
5600     EL_CONVEYOR_BELT_2_LEFT,
5601     EL_CONVEYOR_BELT_3_LEFT,
5602     EL_CONVEYOR_BELT_4_LEFT
5603   };
5604   static int belt_base_active_element[4] =
5605   {
5606     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5607     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5608     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5609     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5610   };
5611
5612   int x, y, i, j;
5613
5614   /* set frame order for belt animation graphic according to belt direction */
5615   for (i = 0; i < NUM_BELTS; i++)
5616   {
5617     int belt_nr = i;
5618
5619     for (j = 0; j < NUM_BELT_PARTS; j++)
5620     {
5621       int element = belt_base_active_element[belt_nr] + j;
5622       int graphic_1 = el2img(element);
5623       int graphic_2 = el2panelimg(element);
5624
5625       if (game.belt_dir[i] == MV_LEFT)
5626       {
5627         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5628         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5629       }
5630       else
5631       {
5632         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5633         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5634       }
5635     }
5636   }
5637
5638   SCAN_PLAYFIELD(x, y)
5639   {
5640     int element = Feld[x][y];
5641
5642     for (i = 0; i < NUM_BELTS; i++)
5643     {
5644       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5645       {
5646         int e_belt_nr = getBeltNrFromBeltElement(element);
5647         int belt_nr = i;
5648
5649         if (e_belt_nr == belt_nr)
5650         {
5651           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5652
5653           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5654         }
5655       }
5656     }
5657   }
5658 }
5659
5660 static void ToggleBeltSwitch(int x, int y)
5661 {
5662   static int belt_base_element[4] =
5663   {
5664     EL_CONVEYOR_BELT_1_LEFT,
5665     EL_CONVEYOR_BELT_2_LEFT,
5666     EL_CONVEYOR_BELT_3_LEFT,
5667     EL_CONVEYOR_BELT_4_LEFT
5668   };
5669   static int belt_base_active_element[4] =
5670   {
5671     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5672     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5673     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5674     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5675   };
5676   static int belt_base_switch_element[4] =
5677   {
5678     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5679     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5680     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5681     EL_CONVEYOR_BELT_4_SWITCH_LEFT
5682   };
5683   static int belt_move_dir[4] =
5684   {
5685     MV_LEFT,
5686     MV_NONE,
5687     MV_RIGHT,
5688     MV_NONE,
5689   };
5690
5691   int element = Feld[x][y];
5692   int belt_nr = getBeltNrFromBeltSwitchElement(element);
5693   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5694   int belt_dir = belt_move_dir[belt_dir_nr];
5695   int xx, yy, i;
5696
5697   if (!IS_BELT_SWITCH(element))
5698     return;
5699
5700   game.belt_dir_nr[belt_nr] = belt_dir_nr;
5701   game.belt_dir[belt_nr] = belt_dir;
5702
5703   if (belt_dir_nr == 3)
5704     belt_dir_nr = 1;
5705
5706   /* set frame order for belt animation graphic according to belt direction */
5707   for (i = 0; i < NUM_BELT_PARTS; i++)
5708   {
5709     int element = belt_base_active_element[belt_nr] + i;
5710     int graphic_1 = el2img(element);
5711     int graphic_2 = el2panelimg(element);
5712
5713     if (belt_dir == MV_LEFT)
5714     {
5715       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5716       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5717     }
5718     else
5719     {
5720       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5721       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5722     }
5723   }
5724
5725   SCAN_PLAYFIELD(xx, yy)
5726   {
5727     int element = Feld[xx][yy];
5728
5729     if (IS_BELT_SWITCH(element))
5730     {
5731       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5732
5733       if (e_belt_nr == belt_nr)
5734       {
5735         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5736         TEST_DrawLevelField(xx, yy);
5737       }
5738     }
5739     else if (IS_BELT(element) && belt_dir != MV_NONE)
5740     {
5741       int e_belt_nr = getBeltNrFromBeltElement(element);
5742
5743       if (e_belt_nr == belt_nr)
5744       {
5745         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5746
5747         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5748         TEST_DrawLevelField(xx, yy);
5749       }
5750     }
5751     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5752     {
5753       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5754
5755       if (e_belt_nr == belt_nr)
5756       {
5757         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5758
5759         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5760         TEST_DrawLevelField(xx, yy);
5761       }
5762     }
5763   }
5764 }
5765
5766 static void ToggleSwitchgateSwitch(int x, int y)
5767 {
5768   int xx, yy;
5769
5770   game.switchgate_pos = !game.switchgate_pos;
5771
5772   SCAN_PLAYFIELD(xx, yy)
5773   {
5774     int element = Feld[xx][yy];
5775
5776     if (element == EL_SWITCHGATE_SWITCH_UP)
5777     {
5778       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5779       TEST_DrawLevelField(xx, yy);
5780     }
5781     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5782     {
5783       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5784       TEST_DrawLevelField(xx, yy);
5785     }
5786     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5787     {
5788       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5789       TEST_DrawLevelField(xx, yy);
5790     }
5791     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5792     {
5793       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5794       TEST_DrawLevelField(xx, yy);
5795     }
5796     else if (element == EL_SWITCHGATE_OPEN ||
5797              element == EL_SWITCHGATE_OPENING)
5798     {
5799       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5800
5801       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5802     }
5803     else if (element == EL_SWITCHGATE_CLOSED ||
5804              element == EL_SWITCHGATE_CLOSING)
5805     {
5806       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5807
5808       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5809     }
5810   }
5811 }
5812
5813 static int getInvisibleActiveFromInvisibleElement(int element)
5814 {
5815   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5816           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
5817           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
5818           element);
5819 }
5820
5821 static int getInvisibleFromInvisibleActiveElement(int element)
5822 {
5823   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5824           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
5825           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
5826           element);
5827 }
5828
5829 static void RedrawAllLightSwitchesAndInvisibleElements()
5830 {
5831   int x, y;
5832
5833   SCAN_PLAYFIELD(x, y)
5834   {
5835     int element = Feld[x][y];
5836
5837     if (element == EL_LIGHT_SWITCH &&
5838         game.light_time_left > 0)
5839     {
5840       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5841       TEST_DrawLevelField(x, y);
5842     }
5843     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5844              game.light_time_left == 0)
5845     {
5846       Feld[x][y] = EL_LIGHT_SWITCH;
5847       TEST_DrawLevelField(x, y);
5848     }
5849     else if (element == EL_EMC_DRIPPER &&
5850              game.light_time_left > 0)
5851     {
5852       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5853       TEST_DrawLevelField(x, y);
5854     }
5855     else if (element == EL_EMC_DRIPPER_ACTIVE &&
5856              game.light_time_left == 0)
5857     {
5858       Feld[x][y] = EL_EMC_DRIPPER;
5859       TEST_DrawLevelField(x, y);
5860     }
5861     else if (element == EL_INVISIBLE_STEELWALL ||
5862              element == EL_INVISIBLE_WALL ||
5863              element == EL_INVISIBLE_SAND)
5864     {
5865       if (game.light_time_left > 0)
5866         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5867
5868       TEST_DrawLevelField(x, y);
5869
5870       /* uncrumble neighbour fields, if needed */
5871       if (element == EL_INVISIBLE_SAND)
5872         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5873     }
5874     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5875              element == EL_INVISIBLE_WALL_ACTIVE ||
5876              element == EL_INVISIBLE_SAND_ACTIVE)
5877     {
5878       if (game.light_time_left == 0)
5879         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5880
5881       TEST_DrawLevelField(x, y);
5882
5883       /* re-crumble neighbour fields, if needed */
5884       if (element == EL_INVISIBLE_SAND)
5885         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5886     }
5887   }
5888 }
5889
5890 static void RedrawAllInvisibleElementsForLenses()
5891 {
5892   int x, y;
5893
5894   SCAN_PLAYFIELD(x, y)
5895   {
5896     int element = Feld[x][y];
5897
5898     if (element == EL_EMC_DRIPPER &&
5899         game.lenses_time_left > 0)
5900     {
5901       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5902       TEST_DrawLevelField(x, y);
5903     }
5904     else if (element == EL_EMC_DRIPPER_ACTIVE &&
5905              game.lenses_time_left == 0)
5906     {
5907       Feld[x][y] = EL_EMC_DRIPPER;
5908       TEST_DrawLevelField(x, y);
5909     }
5910     else if (element == EL_INVISIBLE_STEELWALL ||
5911              element == EL_INVISIBLE_WALL ||
5912              element == EL_INVISIBLE_SAND)
5913     {
5914       if (game.lenses_time_left > 0)
5915         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5916
5917       TEST_DrawLevelField(x, y);
5918
5919       /* uncrumble neighbour fields, if needed */
5920       if (element == EL_INVISIBLE_SAND)
5921         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5922     }
5923     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5924              element == EL_INVISIBLE_WALL_ACTIVE ||
5925              element == EL_INVISIBLE_SAND_ACTIVE)
5926     {
5927       if (game.lenses_time_left == 0)
5928         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5929
5930       TEST_DrawLevelField(x, y);
5931
5932       /* re-crumble neighbour fields, if needed */
5933       if (element == EL_INVISIBLE_SAND)
5934         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5935     }
5936   }
5937 }
5938
5939 static void RedrawAllInvisibleElementsForMagnifier()
5940 {
5941   int x, y;
5942
5943   SCAN_PLAYFIELD(x, y)
5944   {
5945     int element = Feld[x][y];
5946
5947     if (element == EL_EMC_FAKE_GRASS &&
5948         game.magnify_time_left > 0)
5949     {
5950       Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5951       TEST_DrawLevelField(x, y);
5952     }
5953     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5954              game.magnify_time_left == 0)
5955     {
5956       Feld[x][y] = EL_EMC_FAKE_GRASS;
5957       TEST_DrawLevelField(x, y);
5958     }
5959     else if (IS_GATE_GRAY(element) &&
5960              game.magnify_time_left > 0)
5961     {
5962       Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5963                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5964                     IS_EM_GATE_GRAY(element) ?
5965                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5966                     IS_EMC_GATE_GRAY(element) ?
5967                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5968                     IS_DC_GATE_GRAY(element) ?
5969                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
5970                     element);
5971       TEST_DrawLevelField(x, y);
5972     }
5973     else if (IS_GATE_GRAY_ACTIVE(element) &&
5974              game.magnify_time_left == 0)
5975     {
5976       Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5977                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5978                     IS_EM_GATE_GRAY_ACTIVE(element) ?
5979                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5980                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
5981                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5982                     IS_DC_GATE_GRAY_ACTIVE(element) ?
5983                     EL_DC_GATE_WHITE_GRAY :
5984                     element);
5985       TEST_DrawLevelField(x, y);
5986     }
5987   }
5988 }
5989
5990 static void ToggleLightSwitch(int x, int y)
5991 {
5992   int element = Feld[x][y];
5993
5994   game.light_time_left =
5995     (element == EL_LIGHT_SWITCH ?
5996      level.time_light * FRAMES_PER_SECOND : 0);
5997
5998   RedrawAllLightSwitchesAndInvisibleElements();
5999 }
6000
6001 static void ActivateTimegateSwitch(int x, int y)
6002 {
6003   int xx, yy;
6004
6005   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6006
6007   SCAN_PLAYFIELD(xx, yy)
6008   {
6009     int element = Feld[xx][yy];
6010
6011     if (element == EL_TIMEGATE_CLOSED ||
6012         element == EL_TIMEGATE_CLOSING)
6013     {
6014       Feld[xx][yy] = EL_TIMEGATE_OPENING;
6015       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6016     }
6017
6018     /*
6019     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6020     {
6021       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6022       TEST_DrawLevelField(xx, yy);
6023     }
6024     */
6025
6026   }
6027
6028   Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6029                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6030 }
6031
6032 void Impact(int x, int y)
6033 {
6034   boolean last_line = (y == lev_fieldy - 1);
6035   boolean object_hit = FALSE;
6036   boolean impact = (last_line || object_hit);
6037   int element = Feld[x][y];
6038   int smashed = EL_STEELWALL;
6039
6040   if (!last_line)       /* check if element below was hit */
6041   {
6042     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6043       return;
6044
6045     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6046                                          MovDir[x][y + 1] != MV_DOWN ||
6047                                          MovPos[x][y + 1] <= TILEY / 2));
6048
6049     /* do not smash moving elements that left the smashed field in time */
6050     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6051         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6052       object_hit = FALSE;
6053
6054 #if USE_QUICKSAND_IMPACT_BUGFIX
6055     if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6056     {
6057       RemoveMovingField(x, y + 1);
6058       Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6059       Feld[x][y + 2] = EL_ROCK;
6060       TEST_DrawLevelField(x, y + 2);
6061
6062       object_hit = TRUE;
6063     }
6064
6065     if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6066     {
6067       RemoveMovingField(x, y + 1);
6068       Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6069       Feld[x][y + 2] = EL_ROCK;
6070       TEST_DrawLevelField(x, y + 2);
6071
6072       object_hit = TRUE;
6073     }
6074 #endif
6075
6076     if (object_hit)
6077       smashed = MovingOrBlocked2Element(x, y + 1);
6078
6079     impact = (last_line || object_hit);
6080   }
6081
6082   if (!last_line && smashed == EL_ACID) /* element falls into acid */
6083   {
6084     SplashAcid(x, y + 1);
6085     return;
6086   }
6087
6088   /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6089   /* only reset graphic animation if graphic really changes after impact */
6090   if (impact &&
6091       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6092   {
6093     ResetGfxAnimation(x, y);
6094     TEST_DrawLevelField(x, y);
6095   }
6096
6097   if (impact && CAN_EXPLODE_IMPACT(element))
6098   {
6099     Bang(x, y);
6100     return;
6101   }
6102   else if (impact && element == EL_PEARL &&
6103            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6104   {
6105     ResetGfxAnimation(x, y);
6106
6107     Feld[x][y] = EL_PEARL_BREAKING;
6108     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6109     return;
6110   }
6111   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6112   {
6113     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6114
6115     return;
6116   }
6117
6118   if (impact && element == EL_AMOEBA_DROP)
6119   {
6120     if (object_hit && IS_PLAYER(x, y + 1))
6121       KillPlayerUnlessEnemyProtected(x, y + 1);
6122     else if (object_hit && smashed == EL_PENGUIN)
6123       Bang(x, y + 1);
6124     else
6125     {
6126       Feld[x][y] = EL_AMOEBA_GROWING;
6127       Store[x][y] = EL_AMOEBA_WET;
6128
6129       ResetRandomAnimationValue(x, y);
6130     }
6131     return;
6132   }
6133
6134   if (object_hit)               /* check which object was hit */
6135   {
6136     if ((CAN_PASS_MAGIC_WALL(element) && 
6137          (smashed == EL_MAGIC_WALL ||
6138           smashed == EL_BD_MAGIC_WALL)) ||
6139         (CAN_PASS_DC_MAGIC_WALL(element) &&
6140          smashed == EL_DC_MAGIC_WALL))
6141     {
6142       int xx, yy;
6143       int activated_magic_wall =
6144         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6145          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6146          EL_DC_MAGIC_WALL_ACTIVE);
6147
6148       /* activate magic wall / mill */
6149       SCAN_PLAYFIELD(xx, yy)
6150       {
6151         if (Feld[xx][yy] == smashed)
6152           Feld[xx][yy] = activated_magic_wall;
6153       }
6154
6155       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6156       game.magic_wall_active = TRUE;
6157
6158       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6159                             SND_MAGIC_WALL_ACTIVATING :
6160                             smashed == EL_BD_MAGIC_WALL ?
6161                             SND_BD_MAGIC_WALL_ACTIVATING :
6162                             SND_DC_MAGIC_WALL_ACTIVATING));
6163     }
6164
6165     if (IS_PLAYER(x, y + 1))
6166     {
6167       if (CAN_SMASH_PLAYER(element))
6168       {
6169         KillPlayerUnlessEnemyProtected(x, y + 1);
6170         return;
6171       }
6172     }
6173     else if (smashed == EL_PENGUIN)
6174     {
6175       if (CAN_SMASH_PLAYER(element))
6176       {
6177         Bang(x, y + 1);
6178         return;
6179       }
6180     }
6181     else if (element == EL_BD_DIAMOND)
6182     {
6183       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6184       {
6185         Bang(x, y + 1);
6186         return;
6187       }
6188     }
6189     else if (((element == EL_SP_INFOTRON ||
6190                element == EL_SP_ZONK) &&
6191               (smashed == EL_SP_SNIKSNAK ||
6192                smashed == EL_SP_ELECTRON ||
6193                smashed == EL_SP_DISK_ORANGE)) ||
6194              (element == EL_SP_INFOTRON &&
6195               smashed == EL_SP_DISK_YELLOW))
6196     {
6197       Bang(x, y + 1);
6198       return;
6199     }
6200     else if (CAN_SMASH_EVERYTHING(element))
6201     {
6202       if (IS_CLASSIC_ENEMY(smashed) ||
6203           CAN_EXPLODE_SMASHED(smashed))
6204       {
6205         Bang(x, y + 1);
6206         return;
6207       }
6208       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6209       {
6210         if (smashed == EL_LAMP ||
6211             smashed == EL_LAMP_ACTIVE)
6212         {
6213           Bang(x, y + 1);
6214           return;
6215         }
6216         else if (smashed == EL_NUT)
6217         {
6218           Feld[x][y + 1] = EL_NUT_BREAKING;
6219           PlayLevelSound(x, y, SND_NUT_BREAKING);
6220           RaiseScoreElement(EL_NUT);
6221           return;
6222         }
6223         else if (smashed == EL_PEARL)
6224         {
6225           ResetGfxAnimation(x, y);
6226
6227           Feld[x][y + 1] = EL_PEARL_BREAKING;
6228           PlayLevelSound(x, y, SND_PEARL_BREAKING);
6229           return;
6230         }
6231         else if (smashed == EL_DIAMOND)
6232         {
6233           Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6234           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6235           return;
6236         }
6237         else if (IS_BELT_SWITCH(smashed))
6238         {
6239           ToggleBeltSwitch(x, y + 1);
6240         }
6241         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6242                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6243                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6244                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6245         {
6246           ToggleSwitchgateSwitch(x, y + 1);
6247         }
6248         else if (smashed == EL_LIGHT_SWITCH ||
6249                  smashed == EL_LIGHT_SWITCH_ACTIVE)
6250         {
6251           ToggleLightSwitch(x, y + 1);
6252         }
6253         else
6254         {
6255           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6256
6257           CheckElementChangeBySide(x, y + 1, smashed, element,
6258                                    CE_SWITCHED, CH_SIDE_TOP);
6259           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6260                                             CH_SIDE_TOP);
6261         }
6262       }
6263       else
6264       {
6265         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6266       }
6267     }
6268   }
6269
6270   /* play sound of magic wall / mill */
6271   if (!last_line &&
6272       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6273        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6274        Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6275   {
6276     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6277       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6278     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6279       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6280     else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6281       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6282
6283     return;
6284   }
6285
6286   /* play sound of object that hits the ground */
6287   if (last_line || object_hit)
6288     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6289 }
6290
6291 inline static void TurnRoundExt(int x, int y)
6292 {
6293   static struct
6294   {
6295     int dx, dy;
6296   } move_xy[] =
6297   {
6298     {  0,  0 },
6299     { -1,  0 },
6300     { +1,  0 },
6301     {  0,  0 },
6302     {  0, -1 },
6303     {  0,  0 }, { 0, 0 }, { 0, 0 },
6304     {  0, +1 }
6305   };
6306   static struct
6307   {
6308     int left, right, back;
6309   } turn[] =
6310   {
6311     { 0,        0,              0        },
6312     { MV_DOWN,  MV_UP,          MV_RIGHT },
6313     { MV_UP,    MV_DOWN,        MV_LEFT  },
6314     { 0,        0,              0        },
6315     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
6316     { 0,        0,              0        },
6317     { 0,        0,              0        },
6318     { 0,        0,              0        },
6319     { MV_RIGHT, MV_LEFT,        MV_UP    }
6320   };
6321
6322   int element = Feld[x][y];
6323   int move_pattern = element_info[element].move_pattern;
6324
6325   int old_move_dir = MovDir[x][y];
6326   int left_dir  = turn[old_move_dir].left;
6327   int right_dir = turn[old_move_dir].right;
6328   int back_dir  = turn[old_move_dir].back;
6329
6330   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
6331   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
6332   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
6333   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
6334
6335   int left_x  = x + left_dx,  left_y  = y + left_dy;
6336   int right_x = x + right_dx, right_y = y + right_dy;
6337   int move_x  = x + move_dx,  move_y  = y + move_dy;
6338
6339   int xx, yy;
6340
6341   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6342   {
6343     TestIfBadThingTouchesOtherBadThing(x, y);
6344
6345     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6346       MovDir[x][y] = right_dir;
6347     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6348       MovDir[x][y] = left_dir;
6349
6350     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6351       MovDelay[x][y] = 9;
6352     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
6353       MovDelay[x][y] = 1;
6354   }
6355   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6356   {
6357     TestIfBadThingTouchesOtherBadThing(x, y);
6358
6359     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6360       MovDir[x][y] = left_dir;
6361     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6362       MovDir[x][y] = right_dir;
6363
6364     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6365       MovDelay[x][y] = 9;
6366     else if (element == EL_BD_FIREFLY)      /* && MovDir[x][y] == right_dir) */
6367       MovDelay[x][y] = 1;
6368   }
6369   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6370   {
6371     TestIfBadThingTouchesOtherBadThing(x, y);
6372
6373     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6374       MovDir[x][y] = left_dir;
6375     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6376       MovDir[x][y] = right_dir;
6377
6378     if (MovDir[x][y] != old_move_dir)
6379       MovDelay[x][y] = 9;
6380   }
6381   else if (element == EL_YAMYAM)
6382   {
6383     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6384     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6385
6386     if (can_turn_left && can_turn_right)
6387       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6388     else if (can_turn_left)
6389       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6390     else if (can_turn_right)
6391       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6392     else
6393       MovDir[x][y] = back_dir;
6394
6395     MovDelay[x][y] = 16 + 16 * RND(3);
6396   }
6397   else if (element == EL_DARK_YAMYAM)
6398   {
6399     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6400                                                          left_x, left_y);
6401     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6402                                                          right_x, right_y);
6403
6404     if (can_turn_left && can_turn_right)
6405       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6406     else if (can_turn_left)
6407       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6408     else if (can_turn_right)
6409       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6410     else
6411       MovDir[x][y] = back_dir;
6412
6413     MovDelay[x][y] = 16 + 16 * RND(3);
6414   }
6415   else if (element == EL_PACMAN)
6416   {
6417     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6418     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6419
6420     if (can_turn_left && can_turn_right)
6421       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6422     else if (can_turn_left)
6423       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6424     else if (can_turn_right)
6425       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6426     else
6427       MovDir[x][y] = back_dir;
6428
6429     MovDelay[x][y] = 6 + RND(40);
6430   }
6431   else if (element == EL_PIG)
6432   {
6433     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6434     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6435     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6436     boolean should_turn_left, should_turn_right, should_move_on;
6437     int rnd_value = 24;
6438     int rnd = RND(rnd_value);
6439
6440     should_turn_left = (can_turn_left &&
6441                         (!can_move_on ||
6442                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6443                                                    y + back_dy + left_dy)));
6444     should_turn_right = (can_turn_right &&
6445                          (!can_move_on ||
6446                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6447                                                     y + back_dy + right_dy)));
6448     should_move_on = (can_move_on &&
6449                       (!can_turn_left ||
6450                        !can_turn_right ||
6451                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6452                                                  y + move_dy + left_dy) ||
6453                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6454                                                  y + move_dy + right_dy)));
6455
6456     if (should_turn_left || should_turn_right || should_move_on)
6457     {
6458       if (should_turn_left && should_turn_right && should_move_on)
6459         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
6460                         rnd < 2 * rnd_value / 3 ? right_dir :
6461                         old_move_dir);
6462       else if (should_turn_left && should_turn_right)
6463         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6464       else if (should_turn_left && should_move_on)
6465         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6466       else if (should_turn_right && should_move_on)
6467         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6468       else if (should_turn_left)
6469         MovDir[x][y] = left_dir;
6470       else if (should_turn_right)
6471         MovDir[x][y] = right_dir;
6472       else if (should_move_on)
6473         MovDir[x][y] = old_move_dir;
6474     }
6475     else if (can_move_on && rnd > rnd_value / 8)
6476       MovDir[x][y] = old_move_dir;
6477     else if (can_turn_left && can_turn_right)
6478       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6479     else if (can_turn_left && rnd > rnd_value / 8)
6480       MovDir[x][y] = left_dir;
6481     else if (can_turn_right && rnd > rnd_value/8)
6482       MovDir[x][y] = right_dir;
6483     else
6484       MovDir[x][y] = back_dir;
6485
6486     xx = x + move_xy[MovDir[x][y]].dx;
6487     yy = y + move_xy[MovDir[x][y]].dy;
6488
6489     if (!IN_LEV_FIELD(xx, yy) ||
6490         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6491       MovDir[x][y] = old_move_dir;
6492
6493     MovDelay[x][y] = 0;
6494   }
6495   else if (element == EL_DRAGON)
6496   {
6497     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6498     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6499     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6500     int rnd_value = 24;
6501     int rnd = RND(rnd_value);
6502
6503     if (can_move_on && rnd > rnd_value / 8)
6504       MovDir[x][y] = old_move_dir;
6505     else if (can_turn_left && can_turn_right)
6506       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6507     else if (can_turn_left && rnd > rnd_value / 8)
6508       MovDir[x][y] = left_dir;
6509     else if (can_turn_right && rnd > rnd_value / 8)
6510       MovDir[x][y] = right_dir;
6511     else
6512       MovDir[x][y] = back_dir;
6513
6514     xx = x + move_xy[MovDir[x][y]].dx;
6515     yy = y + move_xy[MovDir[x][y]].dy;
6516
6517     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6518       MovDir[x][y] = old_move_dir;
6519
6520     MovDelay[x][y] = 0;
6521   }
6522   else if (element == EL_MOLE)
6523   {
6524     boolean can_move_on =
6525       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6526                             IS_AMOEBOID(Feld[move_x][move_y]) ||
6527                             Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6528     if (!can_move_on)
6529     {
6530       boolean can_turn_left =
6531         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6532                               IS_AMOEBOID(Feld[left_x][left_y])));
6533
6534       boolean can_turn_right =
6535         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6536                               IS_AMOEBOID(Feld[right_x][right_y])));
6537
6538       if (can_turn_left && can_turn_right)
6539         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6540       else if (can_turn_left)
6541         MovDir[x][y] = left_dir;
6542       else
6543         MovDir[x][y] = right_dir;
6544     }
6545
6546     if (MovDir[x][y] != old_move_dir)
6547       MovDelay[x][y] = 9;
6548   }
6549   else if (element == EL_BALLOON)
6550   {
6551     MovDir[x][y] = game.wind_direction;
6552     MovDelay[x][y] = 0;
6553   }
6554   else if (element == EL_SPRING)
6555   {
6556     if (MovDir[x][y] & MV_HORIZONTAL)
6557     {
6558       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6559           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6560       {
6561         Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6562         ResetGfxAnimation(move_x, move_y);
6563         TEST_DrawLevelField(move_x, move_y);
6564
6565         MovDir[x][y] = back_dir;
6566       }
6567       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6568                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6569         MovDir[x][y] = MV_NONE;
6570     }
6571
6572     MovDelay[x][y] = 0;
6573   }
6574   else if (element == EL_ROBOT ||
6575            element == EL_SATELLITE ||
6576            element == EL_PENGUIN ||
6577            element == EL_EMC_ANDROID)
6578   {
6579     int attr_x = -1, attr_y = -1;
6580
6581     if (AllPlayersGone)
6582     {
6583       attr_x = ExitX;
6584       attr_y = ExitY;
6585     }
6586     else
6587     {
6588       int i;
6589
6590       for (i = 0; i < MAX_PLAYERS; i++)
6591       {
6592         struct PlayerInfo *player = &stored_player[i];
6593         int jx = player->jx, jy = player->jy;
6594
6595         if (!player->active)
6596           continue;
6597
6598         if (attr_x == -1 ||
6599             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6600         {
6601           attr_x = jx;
6602           attr_y = jy;
6603         }
6604       }
6605     }
6606
6607     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6608         (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6609          game.engine_version < VERSION_IDENT(3,1,0,0)))
6610     {
6611       attr_x = ZX;
6612       attr_y = ZY;
6613     }
6614
6615     if (element == EL_PENGUIN)
6616     {
6617       int i;
6618       static int xy[4][2] =
6619       {
6620         { 0, -1 },
6621         { -1, 0 },
6622         { +1, 0 },
6623         { 0, +1 }
6624       };
6625
6626       for (i = 0; i < NUM_DIRECTIONS; i++)
6627       {
6628         int ex = x + xy[i][0];
6629         int ey = y + xy[i][1];
6630
6631         if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6632                                      Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6633                                      Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6634                                      Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6635         {
6636           attr_x = ex;
6637           attr_y = ey;
6638           break;
6639         }
6640       }
6641     }
6642
6643     MovDir[x][y] = MV_NONE;
6644     if (attr_x < x)
6645       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6646     else if (attr_x > x)
6647       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6648     if (attr_y < y)
6649       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6650     else if (attr_y > y)
6651       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6652
6653     if (element == EL_ROBOT)
6654     {
6655       int newx, newy;
6656
6657       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6658         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6659       Moving2Blocked(x, y, &newx, &newy);
6660
6661       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6662         MovDelay[x][y] = 8 + 8 * !RND(3);
6663       else
6664         MovDelay[x][y] = 16;
6665     }
6666     else if (element == EL_PENGUIN)
6667     {
6668       int newx, newy;
6669
6670       MovDelay[x][y] = 1;
6671
6672       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6673       {
6674         boolean first_horiz = RND(2);
6675         int new_move_dir = MovDir[x][y];
6676
6677         MovDir[x][y] =
6678           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6679         Moving2Blocked(x, y, &newx, &newy);
6680
6681         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6682           return;
6683
6684         MovDir[x][y] =
6685           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6686         Moving2Blocked(x, y, &newx, &newy);
6687
6688         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6689           return;
6690
6691         MovDir[x][y] = old_move_dir;
6692         return;
6693       }
6694     }
6695     else if (element == EL_SATELLITE)
6696     {
6697       int newx, newy;
6698
6699       MovDelay[x][y] = 1;
6700
6701       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6702       {
6703         boolean first_horiz = RND(2);
6704         int new_move_dir = MovDir[x][y];
6705
6706         MovDir[x][y] =
6707           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6708         Moving2Blocked(x, y, &newx, &newy);
6709
6710         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6711           return;
6712
6713         MovDir[x][y] =
6714           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6715         Moving2Blocked(x, y, &newx, &newy);
6716
6717         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6718           return;
6719
6720         MovDir[x][y] = old_move_dir;
6721         return;
6722       }
6723     }
6724     else if (element == EL_EMC_ANDROID)
6725     {
6726       static int check_pos[16] =
6727       {
6728         -1,             /*  0 => (invalid)          */
6729         7,              /*  1 => MV_LEFT            */
6730         3,              /*  2 => MV_RIGHT           */
6731         -1,             /*  3 => (invalid)          */
6732         1,              /*  4 =>            MV_UP   */
6733         0,              /*  5 => MV_LEFT  | MV_UP   */
6734         2,              /*  6 => MV_RIGHT | MV_UP   */
6735         -1,             /*  7 => (invalid)          */
6736         5,              /*  8 =>            MV_DOWN */
6737         6,              /*  9 => MV_LEFT  | MV_DOWN */
6738         4,              /* 10 => MV_RIGHT | MV_DOWN */
6739         -1,             /* 11 => (invalid)          */
6740         -1,             /* 12 => (invalid)          */
6741         -1,             /* 13 => (invalid)          */
6742         -1,             /* 14 => (invalid)          */
6743         -1,             /* 15 => (invalid)          */
6744       };
6745       static struct
6746       {
6747         int dx, dy;
6748         int dir;
6749       } check_xy[8] =
6750       {
6751         { -1, -1,       MV_LEFT  | MV_UP   },
6752         {  0, -1,                  MV_UP   },
6753         { +1, -1,       MV_RIGHT | MV_UP   },
6754         { +1,  0,       MV_RIGHT           },
6755         { +1, +1,       MV_RIGHT | MV_DOWN },
6756         {  0, +1,                  MV_DOWN },
6757         { -1, +1,       MV_LEFT  | MV_DOWN },
6758         { -1,  0,       MV_LEFT            },
6759       };
6760       int start_pos, check_order;
6761       boolean can_clone = FALSE;
6762       int i;
6763
6764       /* check if there is any free field around current position */
6765       for (i = 0; i < 8; i++)
6766       {
6767         int newx = x + check_xy[i].dx;
6768         int newy = y + check_xy[i].dy;
6769
6770         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6771         {
6772           can_clone = TRUE;
6773
6774           break;
6775         }
6776       }
6777
6778       if (can_clone)            /* randomly find an element to clone */
6779       {
6780         can_clone = FALSE;
6781
6782         start_pos = check_pos[RND(8)];
6783         check_order = (RND(2) ? -1 : +1);
6784
6785         for (i = 0; i < 8; i++)
6786         {
6787           int pos_raw = start_pos + i * check_order;
6788           int pos = (pos_raw + 8) % 8;
6789           int newx = x + check_xy[pos].dx;
6790           int newy = y + check_xy[pos].dy;
6791
6792           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6793           {
6794             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6795             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6796
6797             Store[x][y] = Feld[newx][newy];
6798
6799             can_clone = TRUE;
6800
6801             break;
6802           }
6803         }
6804       }
6805
6806       if (can_clone)            /* randomly find a direction to move */
6807       {
6808         can_clone = FALSE;
6809
6810         start_pos = check_pos[RND(8)];
6811         check_order = (RND(2) ? -1 : +1);
6812
6813         for (i = 0; i < 8; i++)
6814         {
6815           int pos_raw = start_pos + i * check_order;
6816           int pos = (pos_raw + 8) % 8;
6817           int newx = x + check_xy[pos].dx;
6818           int newy = y + check_xy[pos].dy;
6819           int new_move_dir = check_xy[pos].dir;
6820
6821           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6822           {
6823             MovDir[x][y] = new_move_dir;
6824             MovDelay[x][y] = level.android_clone_time * 8 + 1;
6825
6826             can_clone = TRUE;
6827
6828             break;
6829           }
6830         }
6831       }
6832
6833       if (can_clone)            /* cloning and moving successful */
6834         return;
6835
6836       /* cannot clone -- try to move towards player */
6837
6838       start_pos = check_pos[MovDir[x][y] & 0x0f];
6839       check_order = (RND(2) ? -1 : +1);
6840
6841       for (i = 0; i < 3; i++)
6842       {
6843         /* first check start_pos, then previous/next or (next/previous) pos */
6844         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6845         int pos = (pos_raw + 8) % 8;
6846         int newx = x + check_xy[pos].dx;
6847         int newy = y + check_xy[pos].dy;
6848         int new_move_dir = check_xy[pos].dir;
6849
6850         if (IS_PLAYER(newx, newy))
6851           break;
6852
6853         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6854         {
6855           MovDir[x][y] = new_move_dir;
6856           MovDelay[x][y] = level.android_move_time * 8 + 1;
6857
6858           break;
6859         }
6860       }
6861     }
6862   }
6863   else if (move_pattern == MV_TURNING_LEFT ||
6864            move_pattern == MV_TURNING_RIGHT ||
6865            move_pattern == MV_TURNING_LEFT_RIGHT ||
6866            move_pattern == MV_TURNING_RIGHT_LEFT ||
6867            move_pattern == MV_TURNING_RANDOM ||
6868            move_pattern == MV_ALL_DIRECTIONS)
6869   {
6870     boolean can_turn_left =
6871       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6872     boolean can_turn_right =
6873       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6874
6875     if (element_info[element].move_stepsize == 0)       /* "not moving" */
6876       return;
6877
6878     if (move_pattern == MV_TURNING_LEFT)
6879       MovDir[x][y] = left_dir;
6880     else if (move_pattern == MV_TURNING_RIGHT)
6881       MovDir[x][y] = right_dir;
6882     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6883       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6884     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6885       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6886     else if (move_pattern == MV_TURNING_RANDOM)
6887       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6888                       can_turn_right && !can_turn_left ? right_dir :
6889                       RND(2) ? left_dir : right_dir);
6890     else if (can_turn_left && can_turn_right)
6891       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6892     else if (can_turn_left)
6893       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6894     else if (can_turn_right)
6895       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6896     else
6897       MovDir[x][y] = back_dir;
6898
6899     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6900   }
6901   else if (move_pattern == MV_HORIZONTAL ||
6902            move_pattern == MV_VERTICAL)
6903   {
6904     if (move_pattern & old_move_dir)
6905       MovDir[x][y] = back_dir;
6906     else if (move_pattern == MV_HORIZONTAL)
6907       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6908     else if (move_pattern == MV_VERTICAL)
6909       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6910
6911     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6912   }
6913   else if (move_pattern & MV_ANY_DIRECTION)
6914   {
6915     MovDir[x][y] = move_pattern;
6916     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6917   }
6918   else if (move_pattern & MV_WIND_DIRECTION)
6919   {
6920     MovDir[x][y] = game.wind_direction;
6921     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6922   }
6923   else if (move_pattern == MV_ALONG_LEFT_SIDE)
6924   {
6925     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6926       MovDir[x][y] = left_dir;
6927     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6928       MovDir[x][y] = right_dir;
6929
6930     if (MovDir[x][y] != old_move_dir)
6931       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6932   }
6933   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6934   {
6935     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6936       MovDir[x][y] = right_dir;
6937     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6938       MovDir[x][y] = left_dir;
6939
6940     if (MovDir[x][y] != old_move_dir)
6941       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6942   }
6943   else if (move_pattern == MV_TOWARDS_PLAYER ||
6944            move_pattern == MV_AWAY_FROM_PLAYER)
6945   {
6946     int attr_x = -1, attr_y = -1;
6947     int newx, newy;
6948     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6949
6950     if (AllPlayersGone)
6951     {
6952       attr_x = ExitX;
6953       attr_y = ExitY;
6954     }
6955     else
6956     {
6957       int i;
6958
6959       for (i = 0; i < MAX_PLAYERS; i++)
6960       {
6961         struct PlayerInfo *player = &stored_player[i];
6962         int jx = player->jx, jy = player->jy;
6963
6964         if (!player->active)
6965           continue;
6966
6967         if (attr_x == -1 ||
6968             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6969         {
6970           attr_x = jx;
6971           attr_y = jy;
6972         }
6973       }
6974     }
6975
6976     MovDir[x][y] = MV_NONE;
6977     if (attr_x < x)
6978       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6979     else if (attr_x > x)
6980       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6981     if (attr_y < y)
6982       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6983     else if (attr_y > y)
6984       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6985
6986     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6987
6988     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6989     {
6990       boolean first_horiz = RND(2);
6991       int new_move_dir = MovDir[x][y];
6992
6993       if (element_info[element].move_stepsize == 0)     /* "not moving" */
6994       {
6995         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6996         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6997
6998         return;
6999       }
7000
7001       MovDir[x][y] =
7002         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7003       Moving2Blocked(x, y, &newx, &newy);
7004
7005       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7006         return;
7007
7008       MovDir[x][y] =
7009         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7010       Moving2Blocked(x, y, &newx, &newy);
7011
7012       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7013         return;
7014
7015       MovDir[x][y] = old_move_dir;
7016     }
7017   }
7018   else if (move_pattern == MV_WHEN_PUSHED ||
7019            move_pattern == MV_WHEN_DROPPED)
7020   {
7021     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7022       MovDir[x][y] = MV_NONE;
7023
7024     MovDelay[x][y] = 0;
7025   }
7026   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7027   {
7028     static int test_xy[7][2] =
7029     {
7030       { 0, -1 },
7031       { -1, 0 },
7032       { +1, 0 },
7033       { 0, +1 },
7034       { 0, -1 },
7035       { -1, 0 },
7036       { +1, 0 },
7037     };
7038     static int test_dir[7] =
7039     {
7040       MV_UP,
7041       MV_LEFT,
7042       MV_RIGHT,
7043       MV_DOWN,
7044       MV_UP,
7045       MV_LEFT,
7046       MV_RIGHT,
7047     };
7048     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7049     int move_preference = -1000000;     /* start with very low preference */
7050     int new_move_dir = MV_NONE;
7051     int start_test = RND(4);
7052     int i;
7053
7054     for (i = 0; i < NUM_DIRECTIONS; i++)
7055     {
7056       int move_dir = test_dir[start_test + i];
7057       int move_dir_preference;
7058
7059       xx = x + test_xy[start_test + i][0];
7060       yy = y + test_xy[start_test + i][1];
7061
7062       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7063           (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7064       {
7065         new_move_dir = move_dir;
7066
7067         break;
7068       }
7069
7070       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7071         continue;
7072
7073       move_dir_preference = -1 * RunnerVisit[xx][yy];
7074       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7075         move_dir_preference = PlayerVisit[xx][yy];
7076
7077       if (move_dir_preference > move_preference)
7078       {
7079         /* prefer field that has not been visited for the longest time */
7080         move_preference = move_dir_preference;
7081         new_move_dir = move_dir;
7082       }
7083       else if (move_dir_preference == move_preference &&
7084                move_dir == old_move_dir)
7085       {
7086         /* prefer last direction when all directions are preferred equally */
7087         move_preference = move_dir_preference;
7088         new_move_dir = move_dir;
7089       }
7090     }
7091
7092     MovDir[x][y] = new_move_dir;
7093     if (old_move_dir != new_move_dir)
7094       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7095   }
7096 }
7097
7098 static void TurnRound(int x, int y)
7099 {
7100   int direction = MovDir[x][y];
7101
7102   TurnRoundExt(x, y);
7103
7104   GfxDir[x][y] = MovDir[x][y];
7105
7106   if (direction != MovDir[x][y])
7107     GfxFrame[x][y] = 0;
7108
7109   if (MovDelay[x][y])
7110     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7111
7112   ResetGfxFrame(x, y, FALSE);
7113 }
7114
7115 static boolean JustBeingPushed(int x, int y)
7116 {
7117   int i;
7118
7119   for (i = 0; i < MAX_PLAYERS; i++)
7120   {
7121     struct PlayerInfo *player = &stored_player[i];
7122
7123     if (player->active && player->is_pushing && player->MovPos)
7124     {
7125       int next_jx = player->jx + (player->jx - player->last_jx);
7126       int next_jy = player->jy + (player->jy - player->last_jy);
7127
7128       if (x == next_jx && y == next_jy)
7129         return TRUE;
7130     }
7131   }
7132
7133   return FALSE;
7134 }
7135
7136 void StartMoving(int x, int y)
7137 {
7138   boolean started_moving = FALSE;       /* some elements can fall _and_ move */
7139   int element = Feld[x][y];
7140
7141   if (Stop[x][y])
7142     return;
7143
7144   if (MovDelay[x][y] == 0)
7145     GfxAction[x][y] = ACTION_DEFAULT;
7146
7147   if (CAN_FALL(element) && y < lev_fieldy - 1)
7148   {
7149     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7150         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7151       if (JustBeingPushed(x, y))
7152         return;
7153
7154     if (element == EL_QUICKSAND_FULL)
7155     {
7156       if (IS_FREE(x, y + 1))
7157       {
7158         InitMovingField(x, y, MV_DOWN);
7159         started_moving = TRUE;
7160
7161         Feld[x][y] = EL_QUICKSAND_EMPTYING;
7162 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7163         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7164           Store[x][y] = EL_ROCK;
7165 #else
7166         Store[x][y] = EL_ROCK;
7167 #endif
7168
7169         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7170       }
7171       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7172       {
7173         if (!MovDelay[x][y])
7174         {
7175           MovDelay[x][y] = TILEY + 1;
7176
7177           ResetGfxAnimation(x, y);
7178           ResetGfxAnimation(x, y + 1);
7179         }
7180
7181         if (MovDelay[x][y])
7182         {
7183           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7184           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7185
7186           MovDelay[x][y]--;
7187           if (MovDelay[x][y])
7188             return;
7189         }
7190
7191         Feld[x][y] = EL_QUICKSAND_EMPTY;
7192         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7193         Store[x][y + 1] = Store[x][y];
7194         Store[x][y] = 0;
7195
7196         PlayLevelSoundAction(x, y, ACTION_FILLING);
7197       }
7198       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7199       {
7200         if (!MovDelay[x][y])
7201         {
7202           MovDelay[x][y] = TILEY + 1;
7203
7204           ResetGfxAnimation(x, y);
7205           ResetGfxAnimation(x, y + 1);
7206         }
7207
7208         if (MovDelay[x][y])
7209         {
7210           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7211           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7212
7213           MovDelay[x][y]--;
7214           if (MovDelay[x][y])
7215             return;
7216         }
7217
7218         Feld[x][y] = EL_QUICKSAND_EMPTY;
7219         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7220         Store[x][y + 1] = Store[x][y];
7221         Store[x][y] = 0;
7222
7223         PlayLevelSoundAction(x, y, ACTION_FILLING);
7224       }
7225     }
7226     else if (element == EL_QUICKSAND_FAST_FULL)
7227     {
7228       if (IS_FREE(x, y + 1))
7229       {
7230         InitMovingField(x, y, MV_DOWN);
7231         started_moving = TRUE;
7232
7233         Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7234 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7235         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7236           Store[x][y] = EL_ROCK;
7237 #else
7238         Store[x][y] = EL_ROCK;
7239 #endif
7240
7241         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7242       }
7243       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7244       {
7245         if (!MovDelay[x][y])
7246         {
7247           MovDelay[x][y] = TILEY + 1;
7248
7249           ResetGfxAnimation(x, y);
7250           ResetGfxAnimation(x, y + 1);
7251         }
7252
7253         if (MovDelay[x][y])
7254         {
7255           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7256           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7257
7258           MovDelay[x][y]--;
7259           if (MovDelay[x][y])
7260             return;
7261         }
7262
7263         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7264         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7265         Store[x][y + 1] = Store[x][y];
7266         Store[x][y] = 0;
7267
7268         PlayLevelSoundAction(x, y, ACTION_FILLING);
7269       }
7270       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7271       {
7272         if (!MovDelay[x][y])
7273         {
7274           MovDelay[x][y] = TILEY + 1;
7275
7276           ResetGfxAnimation(x, y);
7277           ResetGfxAnimation(x, y + 1);
7278         }
7279
7280         if (MovDelay[x][y])
7281         {
7282           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7283           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7284
7285           MovDelay[x][y]--;
7286           if (MovDelay[x][y])
7287             return;
7288         }
7289
7290         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7291         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7292         Store[x][y + 1] = Store[x][y];
7293         Store[x][y] = 0;
7294
7295         PlayLevelSoundAction(x, y, ACTION_FILLING);
7296       }
7297     }
7298     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7299              Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7300     {
7301       InitMovingField(x, y, MV_DOWN);
7302       started_moving = TRUE;
7303
7304       Feld[x][y] = EL_QUICKSAND_FILLING;
7305       Store[x][y] = element;
7306
7307       PlayLevelSoundAction(x, y, ACTION_FILLING);
7308     }
7309     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7310              Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7311     {
7312       InitMovingField(x, y, MV_DOWN);
7313       started_moving = TRUE;
7314
7315       Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7316       Store[x][y] = element;
7317
7318       PlayLevelSoundAction(x, y, ACTION_FILLING);
7319     }
7320     else if (element == EL_MAGIC_WALL_FULL)
7321     {
7322       if (IS_FREE(x, y + 1))
7323       {
7324         InitMovingField(x, y, MV_DOWN);
7325         started_moving = TRUE;
7326
7327         Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7328         Store[x][y] = EL_CHANGED(Store[x][y]);
7329       }
7330       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7331       {
7332         if (!MovDelay[x][y])
7333           MovDelay[x][y] = TILEY / 4 + 1;
7334
7335         if (MovDelay[x][y])
7336         {
7337           MovDelay[x][y]--;
7338           if (MovDelay[x][y])
7339             return;
7340         }
7341
7342         Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7343         Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7344         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7345         Store[x][y] = 0;
7346       }
7347     }
7348     else if (element == EL_BD_MAGIC_WALL_FULL)
7349     {
7350       if (IS_FREE(x, y + 1))
7351       {
7352         InitMovingField(x, y, MV_DOWN);
7353         started_moving = TRUE;
7354
7355         Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7356         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7357       }
7358       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7359       {
7360         if (!MovDelay[x][y])
7361           MovDelay[x][y] = TILEY / 4 + 1;
7362
7363         if (MovDelay[x][y])
7364         {
7365           MovDelay[x][y]--;
7366           if (MovDelay[x][y])
7367             return;
7368         }
7369
7370         Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7371         Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7372         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7373         Store[x][y] = 0;
7374       }
7375     }
7376     else if (element == EL_DC_MAGIC_WALL_FULL)
7377     {
7378       if (IS_FREE(x, y + 1))
7379       {
7380         InitMovingField(x, y, MV_DOWN);
7381         started_moving = TRUE;
7382
7383         Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7384         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7385       }
7386       else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7387       {
7388         if (!MovDelay[x][y])
7389           MovDelay[x][y] = TILEY / 4 + 1;
7390
7391         if (MovDelay[x][y])
7392         {
7393           MovDelay[x][y]--;
7394           if (MovDelay[x][y])
7395             return;
7396         }
7397
7398         Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7399         Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7400         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7401         Store[x][y] = 0;
7402       }
7403     }
7404     else if ((CAN_PASS_MAGIC_WALL(element) &&
7405               (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7406                Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7407              (CAN_PASS_DC_MAGIC_WALL(element) &&
7408               (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7409
7410     {
7411       InitMovingField(x, y, MV_DOWN);
7412       started_moving = TRUE;
7413
7414       Feld[x][y] =
7415         (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7416          Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7417          EL_DC_MAGIC_WALL_FILLING);
7418       Store[x][y] = element;
7419     }
7420     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7421     {
7422       SplashAcid(x, y + 1);
7423
7424       InitMovingField(x, y, MV_DOWN);
7425       started_moving = TRUE;
7426
7427       Store[x][y] = EL_ACID;
7428     }
7429     else if (
7430              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7431               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7432              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7433               CAN_FALL(element) && WasJustFalling[x][y] &&
7434               (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7435
7436              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7437               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7438               (Feld[x][y + 1] == EL_BLOCKED)))
7439     {
7440       /* this is needed for a special case not covered by calling "Impact()"
7441          from "ContinueMoving()": if an element moves to a tile directly below
7442          another element which was just falling on that tile (which was empty
7443          in the previous frame), the falling element above would just stop
7444          instead of smashing the element below (in previous version, the above
7445          element was just checked for "moving" instead of "falling", resulting
7446          in incorrect smashes caused by horizontal movement of the above
7447          element; also, the case of the player being the element to smash was
7448          simply not covered here... :-/ ) */
7449
7450       CheckCollision[x][y] = 0;
7451       CheckImpact[x][y] = 0;
7452
7453       Impact(x, y);
7454     }
7455     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7456     {
7457       if (MovDir[x][y] == MV_NONE)
7458       {
7459         InitMovingField(x, y, MV_DOWN);
7460         started_moving = TRUE;
7461       }
7462     }
7463     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7464     {
7465       if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7466         MovDir[x][y] = MV_DOWN;
7467
7468       InitMovingField(x, y, MV_DOWN);
7469       started_moving = TRUE;
7470     }
7471     else if (element == EL_AMOEBA_DROP)
7472     {
7473       Feld[x][y] = EL_AMOEBA_GROWING;
7474       Store[x][y] = EL_AMOEBA_WET;
7475     }
7476     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7477               (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7478              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7479              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7480     {
7481       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
7482                                 (IS_FREE(x - 1, y + 1) ||
7483                                  Feld[x - 1][y + 1] == EL_ACID));
7484       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7485                                 (IS_FREE(x + 1, y + 1) ||
7486                                  Feld[x + 1][y + 1] == EL_ACID));
7487       boolean can_fall_any  = (can_fall_left || can_fall_right);
7488       boolean can_fall_both = (can_fall_left && can_fall_right);
7489       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7490
7491       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7492       {
7493         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7494           can_fall_right = FALSE;
7495         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7496           can_fall_left = FALSE;
7497         else if (slippery_type == SLIPPERY_ONLY_LEFT)
7498           can_fall_right = FALSE;
7499         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7500           can_fall_left = FALSE;
7501
7502         can_fall_any  = (can_fall_left || can_fall_right);
7503         can_fall_both = FALSE;
7504       }
7505
7506       if (can_fall_both)
7507       {
7508         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7509           can_fall_right = FALSE;       /* slip down on left side */
7510         else
7511           can_fall_left = !(can_fall_right = RND(2));
7512
7513         can_fall_both = FALSE;
7514       }
7515
7516       if (can_fall_any)
7517       {
7518         /* if not determined otherwise, prefer left side for slipping down */
7519         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7520         started_moving = TRUE;
7521       }
7522     }
7523     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7524     {
7525       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
7526       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7527       int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7528       int belt_dir = game.belt_dir[belt_nr];
7529
7530       if ((belt_dir == MV_LEFT  && left_is_free) ||
7531           (belt_dir == MV_RIGHT && right_is_free))
7532       {
7533         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7534
7535         InitMovingField(x, y, belt_dir);
7536         started_moving = TRUE;
7537
7538         Pushed[x][y] = TRUE;
7539         Pushed[nextx][y] = TRUE;
7540
7541         GfxAction[x][y] = ACTION_DEFAULT;
7542       }
7543       else
7544       {
7545         MovDir[x][y] = 0;       /* if element was moving, stop it */
7546       }
7547     }
7548   }
7549
7550   /* not "else if" because of elements that can fall and move (EL_SPRING) */
7551   if (CAN_MOVE(element) && !started_moving)
7552   {
7553     int move_pattern = element_info[element].move_pattern;
7554     int newx, newy;
7555
7556     Moving2Blocked(x, y, &newx, &newy);
7557
7558     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7559       return;
7560
7561     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7562         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7563     {
7564       WasJustMoving[x][y] = 0;
7565       CheckCollision[x][y] = 0;
7566
7567       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7568
7569       if (Feld[x][y] != element)        /* element has changed */
7570         return;
7571     }
7572
7573     if (!MovDelay[x][y])        /* start new movement phase */
7574     {
7575       /* all objects that can change their move direction after each step
7576          (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7577
7578       if (element != EL_YAMYAM &&
7579           element != EL_DARK_YAMYAM &&
7580           element != EL_PACMAN &&
7581           !(move_pattern & MV_ANY_DIRECTION) &&
7582           move_pattern != MV_TURNING_LEFT &&
7583           move_pattern != MV_TURNING_RIGHT &&
7584           move_pattern != MV_TURNING_LEFT_RIGHT &&
7585           move_pattern != MV_TURNING_RIGHT_LEFT &&
7586           move_pattern != MV_TURNING_RANDOM)
7587       {
7588         TurnRound(x, y);
7589
7590         if (MovDelay[x][y] && (element == EL_BUG ||
7591                                element == EL_SPACESHIP ||
7592                                element == EL_SP_SNIKSNAK ||
7593                                element == EL_SP_ELECTRON ||
7594                                element == EL_MOLE))
7595           TEST_DrawLevelField(x, y);
7596       }
7597     }
7598
7599     if (MovDelay[x][y])         /* wait some time before next movement */
7600     {
7601       MovDelay[x][y]--;
7602
7603       if (element == EL_ROBOT ||
7604           element == EL_YAMYAM ||
7605           element == EL_DARK_YAMYAM)
7606       {
7607         DrawLevelElementAnimationIfNeeded(x, y, element);
7608         PlayLevelSoundAction(x, y, ACTION_WAITING);
7609       }
7610       else if (element == EL_SP_ELECTRON)
7611         DrawLevelElementAnimationIfNeeded(x, y, element);
7612       else if (element == EL_DRAGON)
7613       {
7614         int i;
7615         int dir = MovDir[x][y];
7616         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7617         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
7618         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
7619                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
7620                        dir == MV_UP     ? IMG_FLAMES_1_UP :
7621                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7622         int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7623
7624         GfxAction[x][y] = ACTION_ATTACKING;
7625
7626         if (IS_PLAYER(x, y))
7627           DrawPlayerField(x, y);
7628         else
7629           TEST_DrawLevelField(x, y);
7630
7631         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7632
7633         for (i = 1; i <= 3; i++)
7634         {
7635           int xx = x + i * dx;
7636           int yy = y + i * dy;
7637           int sx = SCREENX(xx);
7638           int sy = SCREENY(yy);
7639           int flame_graphic = graphic + (i - 1);
7640
7641           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7642             break;
7643
7644           if (MovDelay[x][y])
7645           {
7646             int flamed = MovingOrBlocked2Element(xx, yy);
7647
7648             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7649               Bang(xx, yy);
7650             else
7651               RemoveMovingField(xx, yy);
7652
7653             ChangeDelay[xx][yy] = 0;
7654
7655             Feld[xx][yy] = EL_FLAMES;
7656
7657             if (IN_SCR_FIELD(sx, sy))
7658             {
7659               TEST_DrawLevelFieldCrumbled(xx, yy);
7660               DrawGraphic(sx, sy, flame_graphic, frame);
7661             }
7662           }
7663           else
7664           {
7665             if (Feld[xx][yy] == EL_FLAMES)
7666               Feld[xx][yy] = EL_EMPTY;
7667             TEST_DrawLevelField(xx, yy);
7668           }
7669         }
7670       }
7671
7672       if (MovDelay[x][y])       /* element still has to wait some time */
7673       {
7674         PlayLevelSoundAction(x, y, ACTION_WAITING);
7675
7676         return;
7677       }
7678     }
7679
7680     /* now make next step */
7681
7682     Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7683
7684     if (DONT_COLLIDE_WITH(element) &&
7685         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7686         !PLAYER_ENEMY_PROTECTED(newx, newy))
7687     {
7688       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7689
7690       return;
7691     }
7692
7693     else if (CAN_MOVE_INTO_ACID(element) &&
7694              IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7695              !IS_MV_DIAGONAL(MovDir[x][y]) &&
7696              (MovDir[x][y] == MV_DOWN ||
7697               game.engine_version >= VERSION_IDENT(3,1,0,0)))
7698     {
7699       SplashAcid(newx, newy);
7700       Store[x][y] = EL_ACID;
7701     }
7702     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7703     {
7704       if (Feld[newx][newy] == EL_EXIT_OPEN ||
7705           Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7706           Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7707           Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7708       {
7709         RemoveField(x, y);
7710         TEST_DrawLevelField(x, y);
7711
7712         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7713         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7714           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7715
7716         local_player->friends_still_needed--;
7717         if (!local_player->friends_still_needed &&
7718             !local_player->GameOver && AllPlayersGone)
7719           PlayerWins(local_player);
7720
7721         return;
7722       }
7723       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7724       {
7725         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7726           TEST_DrawLevelField(newx, newy);
7727         else
7728           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7729       }
7730       else if (!IS_FREE(newx, newy))
7731       {
7732         GfxAction[x][y] = ACTION_WAITING;
7733
7734         if (IS_PLAYER(x, y))
7735           DrawPlayerField(x, y);
7736         else
7737           TEST_DrawLevelField(x, y);
7738
7739         return;
7740       }
7741     }
7742     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7743     {
7744       if (IS_FOOD_PIG(Feld[newx][newy]))
7745       {
7746         if (IS_MOVING(newx, newy))
7747           RemoveMovingField(newx, newy);
7748         else
7749         {
7750           Feld[newx][newy] = EL_EMPTY;
7751           TEST_DrawLevelField(newx, newy);
7752         }
7753
7754         PlayLevelSound(x, y, SND_PIG_DIGGING);
7755       }
7756       else if (!IS_FREE(newx, newy))
7757       {
7758         if (IS_PLAYER(x, y))
7759           DrawPlayerField(x, y);
7760         else
7761           TEST_DrawLevelField(x, y);
7762
7763         return;
7764       }
7765     }
7766     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7767     {
7768       if (Store[x][y] != EL_EMPTY)
7769       {
7770         boolean can_clone = FALSE;
7771         int xx, yy;
7772
7773         /* check if element to clone is still there */
7774         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7775         {
7776           if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7777           {
7778             can_clone = TRUE;
7779
7780             break;
7781           }
7782         }
7783
7784         /* cannot clone or target field not free anymore -- do not clone */
7785         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7786           Store[x][y] = EL_EMPTY;
7787       }
7788
7789       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7790       {
7791         if (IS_MV_DIAGONAL(MovDir[x][y]))
7792         {
7793           int diagonal_move_dir = MovDir[x][y];
7794           int stored = Store[x][y];
7795           int change_delay = 8;
7796           int graphic;
7797
7798           /* android is moving diagonally */
7799
7800           CreateField(x, y, EL_DIAGONAL_SHRINKING);
7801
7802           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7803           GfxElement[x][y] = EL_EMC_ANDROID;
7804           GfxAction[x][y] = ACTION_SHRINKING;
7805           GfxDir[x][y] = diagonal_move_dir;
7806           ChangeDelay[x][y] = change_delay;
7807
7808           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7809                                    GfxDir[x][y]);
7810
7811           DrawLevelGraphicAnimation(x, y, graphic);
7812           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7813
7814           if (Feld[newx][newy] == EL_ACID)
7815           {
7816             SplashAcid(newx, newy);
7817
7818             return;
7819           }
7820
7821           CreateField(newx, newy, EL_DIAGONAL_GROWING);
7822
7823           Store[newx][newy] = EL_EMC_ANDROID;
7824           GfxElement[newx][newy] = EL_EMC_ANDROID;
7825           GfxAction[newx][newy] = ACTION_GROWING;
7826           GfxDir[newx][newy] = diagonal_move_dir;
7827           ChangeDelay[newx][newy] = change_delay;
7828
7829           graphic = el_act_dir2img(GfxElement[newx][newy],
7830                                    GfxAction[newx][newy], GfxDir[newx][newy]);
7831
7832           DrawLevelGraphicAnimation(newx, newy, graphic);
7833           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7834
7835           return;
7836         }
7837         else
7838         {
7839           Feld[newx][newy] = EL_EMPTY;
7840           TEST_DrawLevelField(newx, newy);
7841
7842           PlayLevelSoundAction(x, y, ACTION_DIGGING);
7843         }
7844       }
7845       else if (!IS_FREE(newx, newy))
7846       {
7847         return;
7848       }
7849     }
7850     else if (IS_CUSTOM_ELEMENT(element) &&
7851              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7852     {
7853       if (!DigFieldByCE(newx, newy, element))
7854         return;
7855
7856       if (move_pattern & MV_MAZE_RUNNER_STYLE)
7857       {
7858         RunnerVisit[x][y] = FrameCounter;
7859         PlayerVisit[x][y] /= 8;         /* expire player visit path */
7860       }
7861     }
7862     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7863     {
7864       if (!IS_FREE(newx, newy))
7865       {
7866         if (IS_PLAYER(x, y))
7867           DrawPlayerField(x, y);
7868         else
7869           TEST_DrawLevelField(x, y);
7870
7871         return;
7872       }
7873       else
7874       {
7875         boolean wanna_flame = !RND(10);
7876         int dx = newx - x, dy = newy - y;
7877         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7878         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7879         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7880                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7881         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7882                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7883
7884         if ((wanna_flame ||
7885              IS_CLASSIC_ENEMY(element1) ||
7886              IS_CLASSIC_ENEMY(element2)) &&
7887             element1 != EL_DRAGON && element2 != EL_DRAGON &&
7888             element1 != EL_FLAMES && element2 != EL_FLAMES)
7889         {
7890           ResetGfxAnimation(x, y);
7891           GfxAction[x][y] = ACTION_ATTACKING;
7892
7893           if (IS_PLAYER(x, y))
7894             DrawPlayerField(x, y);
7895           else
7896             TEST_DrawLevelField(x, y);
7897
7898           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7899
7900           MovDelay[x][y] = 50;
7901
7902           Feld[newx][newy] = EL_FLAMES;
7903           if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7904             Feld[newx1][newy1] = EL_FLAMES;
7905           if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7906             Feld[newx2][newy2] = EL_FLAMES;
7907
7908           return;
7909         }
7910       }
7911     }
7912     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7913              Feld[newx][newy] == EL_DIAMOND)
7914     {
7915       if (IS_MOVING(newx, newy))
7916         RemoveMovingField(newx, newy);
7917       else
7918       {
7919         Feld[newx][newy] = EL_EMPTY;
7920         TEST_DrawLevelField(newx, newy);
7921       }
7922
7923       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7924     }
7925     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7926              IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7927     {
7928       if (AmoebaNr[newx][newy])
7929       {
7930         AmoebaCnt2[AmoebaNr[newx][newy]]--;
7931         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7932             Feld[newx][newy] == EL_BD_AMOEBA)
7933           AmoebaCnt[AmoebaNr[newx][newy]]--;
7934       }
7935
7936       if (IS_MOVING(newx, newy))
7937       {
7938         RemoveMovingField(newx, newy);
7939       }
7940       else
7941       {
7942         Feld[newx][newy] = EL_EMPTY;
7943         TEST_DrawLevelField(newx, newy);
7944       }
7945
7946       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7947     }
7948     else if ((element == EL_PACMAN || element == EL_MOLE)
7949              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7950     {
7951       if (AmoebaNr[newx][newy])
7952       {
7953         AmoebaCnt2[AmoebaNr[newx][newy]]--;
7954         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7955             Feld[newx][newy] == EL_BD_AMOEBA)
7956           AmoebaCnt[AmoebaNr[newx][newy]]--;
7957       }
7958
7959       if (element == EL_MOLE)
7960       {
7961         Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7962         PlayLevelSound(x, y, SND_MOLE_DIGGING);
7963
7964         ResetGfxAnimation(x, y);
7965         GfxAction[x][y] = ACTION_DIGGING;
7966         TEST_DrawLevelField(x, y);
7967
7968         MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
7969
7970         return;                         /* wait for shrinking amoeba */
7971       }
7972       else      /* element == EL_PACMAN */
7973       {
7974         Feld[newx][newy] = EL_EMPTY;
7975         TEST_DrawLevelField(newx, newy);
7976         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7977       }
7978     }
7979     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7980              (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7981               (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7982     {
7983       /* wait for shrinking amoeba to completely disappear */
7984       return;
7985     }
7986     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7987     {
7988       /* object was running against a wall */
7989
7990       TurnRound(x, y);
7991
7992       if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
7993         DrawLevelElementAnimation(x, y, element);
7994
7995       if (DONT_TOUCH(element))
7996         TestIfBadThingTouchesPlayer(x, y);
7997
7998       return;
7999     }
8000
8001     InitMovingField(x, y, MovDir[x][y]);
8002
8003     PlayLevelSoundAction(x, y, ACTION_MOVING);
8004   }
8005
8006   if (MovDir[x][y])
8007     ContinueMoving(x, y);
8008 }
8009
8010 void ContinueMoving(int x, int y)
8011 {
8012   int element = Feld[x][y];
8013   struct ElementInfo *ei = &element_info[element];
8014   int direction = MovDir[x][y];
8015   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8016   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
8017   int newx = x + dx, newy = y + dy;
8018   int stored = Store[x][y];
8019   int stored_new = Store[newx][newy];
8020   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
8021   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8022   boolean last_line = (newy == lev_fieldy - 1);
8023
8024   MovPos[x][y] += getElementMoveStepsize(x, y);
8025
8026   if (pushed_by_player) /* special case: moving object pushed by player */
8027     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8028
8029   if (ABS(MovPos[x][y]) < TILEX)
8030   {
8031     TEST_DrawLevelField(x, y);
8032
8033     return;     /* element is still moving */
8034   }
8035
8036   /* element reached destination field */
8037
8038   Feld[x][y] = EL_EMPTY;
8039   Feld[newx][newy] = element;
8040   MovPos[x][y] = 0;     /* force "not moving" for "crumbled sand" */
8041
8042   if (Store[x][y] == EL_ACID)   /* element is moving into acid pool */
8043   {
8044     element = Feld[newx][newy] = EL_ACID;
8045   }
8046   else if (element == EL_MOLE)
8047   {
8048     Feld[x][y] = EL_SAND;
8049
8050     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8051   }
8052   else if (element == EL_QUICKSAND_FILLING)
8053   {
8054     element = Feld[newx][newy] = get_next_element(element);
8055     Store[newx][newy] = Store[x][y];
8056   }
8057   else if (element == EL_QUICKSAND_EMPTYING)
8058   {
8059     Feld[x][y] = get_next_element(element);
8060     element = Feld[newx][newy] = Store[x][y];
8061   }
8062   else if (element == EL_QUICKSAND_FAST_FILLING)
8063   {
8064     element = Feld[newx][newy] = get_next_element(element);
8065     Store[newx][newy] = Store[x][y];
8066   }
8067   else if (element == EL_QUICKSAND_FAST_EMPTYING)
8068   {
8069     Feld[x][y] = get_next_element(element);
8070     element = Feld[newx][newy] = Store[x][y];
8071   }
8072   else if (element == EL_MAGIC_WALL_FILLING)
8073   {
8074     element = Feld[newx][newy] = get_next_element(element);
8075     if (!game.magic_wall_active)
8076       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8077     Store[newx][newy] = Store[x][y];
8078   }
8079   else if (element == EL_MAGIC_WALL_EMPTYING)
8080   {
8081     Feld[x][y] = get_next_element(element);
8082     if (!game.magic_wall_active)
8083       Feld[x][y] = EL_MAGIC_WALL_DEAD;
8084     element = Feld[newx][newy] = Store[x][y];
8085
8086     InitField(newx, newy, FALSE);
8087   }
8088   else if (element == EL_BD_MAGIC_WALL_FILLING)
8089   {
8090     element = Feld[newx][newy] = get_next_element(element);
8091     if (!game.magic_wall_active)
8092       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8093     Store[newx][newy] = Store[x][y];
8094   }
8095   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8096   {
8097     Feld[x][y] = get_next_element(element);
8098     if (!game.magic_wall_active)
8099       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8100     element = Feld[newx][newy] = Store[x][y];
8101
8102     InitField(newx, newy, FALSE);
8103   }
8104   else if (element == EL_DC_MAGIC_WALL_FILLING)
8105   {
8106     element = Feld[newx][newy] = get_next_element(element);
8107     if (!game.magic_wall_active)
8108       element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8109     Store[newx][newy] = Store[x][y];
8110   }
8111   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8112   {
8113     Feld[x][y] = get_next_element(element);
8114     if (!game.magic_wall_active)
8115       Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8116     element = Feld[newx][newy] = Store[x][y];
8117
8118     InitField(newx, newy, FALSE);
8119   }
8120   else if (element == EL_AMOEBA_DROPPING)
8121   {
8122     Feld[x][y] = get_next_element(element);
8123     element = Feld[newx][newy] = Store[x][y];
8124   }
8125   else if (element == EL_SOKOBAN_OBJECT)
8126   {
8127     if (Back[x][y])
8128       Feld[x][y] = Back[x][y];
8129
8130     if (Back[newx][newy])
8131       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8132
8133     Back[x][y] = Back[newx][newy] = 0;
8134   }
8135
8136   Store[x][y] = EL_EMPTY;
8137   MovPos[x][y] = 0;
8138   MovDir[x][y] = 0;
8139   MovDelay[x][y] = 0;
8140
8141   MovDelay[newx][newy] = 0;
8142
8143   if (CAN_CHANGE_OR_HAS_ACTION(element))
8144   {
8145     /* copy element change control values to new field */
8146     ChangeDelay[newx][newy] = ChangeDelay[x][y];
8147     ChangePage[newx][newy]  = ChangePage[x][y];
8148     ChangeCount[newx][newy] = ChangeCount[x][y];
8149     ChangeEvent[newx][newy] = ChangeEvent[x][y];
8150   }
8151
8152   CustomValue[newx][newy] = CustomValue[x][y];
8153
8154   ChangeDelay[x][y] = 0;
8155   ChangePage[x][y] = -1;
8156   ChangeCount[x][y] = 0;
8157   ChangeEvent[x][y] = -1;
8158
8159   CustomValue[x][y] = 0;
8160
8161   /* copy animation control values to new field */
8162   GfxFrame[newx][newy]  = GfxFrame[x][y];
8163   GfxRandom[newx][newy] = GfxRandom[x][y];      /* keep same random value */
8164   GfxAction[newx][newy] = GfxAction[x][y];      /* keep action one frame  */
8165   GfxDir[newx][newy]    = GfxDir[x][y];         /* keep element direction */
8166
8167   Pushed[x][y] = Pushed[newx][newy] = FALSE;
8168
8169   /* some elements can leave other elements behind after moving */
8170   if (ei->move_leave_element != EL_EMPTY &&
8171       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8172       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8173   {
8174     int move_leave_element = ei->move_leave_element;
8175
8176     /* this makes it possible to leave the removed element again */
8177     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8178       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8179
8180     Feld[x][y] = move_leave_element;
8181
8182     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8183       MovDir[x][y] = direction;
8184
8185     InitField(x, y, FALSE);
8186
8187     if (GFX_CRUMBLED(Feld[x][y]))
8188       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8189
8190     if (ELEM_IS_PLAYER(move_leave_element))
8191       RelocatePlayer(x, y, move_leave_element);
8192   }
8193
8194   /* do this after checking for left-behind element */
8195   ResetGfxAnimation(x, y);      /* reset animation values for old field */
8196
8197   if (!CAN_MOVE(element) ||
8198       (CAN_FALL(element) && direction == MV_DOWN &&
8199        (element == EL_SPRING ||
8200         element_info[element].move_pattern == MV_WHEN_PUSHED ||
8201         element_info[element].move_pattern == MV_WHEN_DROPPED)))
8202     GfxDir[x][y] = MovDir[newx][newy] = 0;
8203
8204   TEST_DrawLevelField(x, y);
8205   TEST_DrawLevelField(newx, newy);
8206
8207   Stop[newx][newy] = TRUE;      /* ignore this element until the next frame */
8208
8209   /* prevent pushed element from moving on in pushed direction */
8210   if (pushed_by_player && CAN_MOVE(element) &&
8211       element_info[element].move_pattern & MV_ANY_DIRECTION &&
8212       !(element_info[element].move_pattern & direction))
8213     TurnRound(newx, newy);
8214
8215   /* prevent elements on conveyor belt from moving on in last direction */
8216   if (pushed_by_conveyor && CAN_FALL(element) &&
8217       direction & MV_HORIZONTAL)
8218     MovDir[newx][newy] = 0;
8219
8220   if (!pushed_by_player)
8221   {
8222     int nextx = newx + dx, nexty = newy + dy;
8223     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8224
8225     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8226
8227     if (CAN_FALL(element) && direction == MV_DOWN)
8228       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8229
8230     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8231       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8232
8233     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8234       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8235   }
8236
8237   if (DONT_TOUCH(element))      /* object may be nasty to player or others */
8238   {
8239     TestIfBadThingTouchesPlayer(newx, newy);
8240     TestIfBadThingTouchesFriend(newx, newy);
8241
8242     if (!IS_CUSTOM_ELEMENT(element))
8243       TestIfBadThingTouchesOtherBadThing(newx, newy);
8244   }
8245   else if (element == EL_PENGUIN)
8246     TestIfFriendTouchesBadThing(newx, newy);
8247
8248   if (DONT_GET_HIT_BY(element))
8249   {
8250     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8251   }
8252
8253   /* give the player one last chance (one more frame) to move away */
8254   if (CAN_FALL(element) && direction == MV_DOWN &&
8255       (last_line || (!IS_FREE(x, newy + 1) &&
8256                      (!IS_PLAYER(x, newy + 1) ||
8257                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
8258     Impact(x, newy);
8259
8260   if (pushed_by_player && !game.use_change_when_pushing_bug)
8261   {
8262     int push_side = MV_DIR_OPPOSITE(direction);
8263     struct PlayerInfo *player = PLAYERINFO(x, y);
8264
8265     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8266                                player->index_bit, push_side);
8267     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8268                                         player->index_bit, push_side);
8269   }
8270
8271   if (element == EL_EMC_ANDROID && pushed_by_player)    /* make another move */
8272     MovDelay[newx][newy] = 1;
8273
8274   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8275
8276   TestIfElementTouchesCustomElement(x, y);      /* empty or new element */
8277   TestIfElementHitsCustomElement(newx, newy, direction);
8278   TestIfPlayerTouchesCustomElement(newx, newy);
8279   TestIfElementTouchesCustomElement(newx, newy);
8280
8281   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8282       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8283     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8284                              MV_DIR_OPPOSITE(direction));
8285 }
8286
8287 int AmoebeNachbarNr(int ax, int ay)
8288 {
8289   int i;
8290   int element = Feld[ax][ay];
8291   int group_nr = 0;
8292   static int xy[4][2] =
8293   {
8294     { 0, -1 },
8295     { -1, 0 },
8296     { +1, 0 },
8297     { 0, +1 }
8298   };
8299
8300   for (i = 0; i < NUM_DIRECTIONS; i++)
8301   {
8302     int x = ax + xy[i][0];
8303     int y = ay + xy[i][1];
8304
8305     if (!IN_LEV_FIELD(x, y))
8306       continue;
8307
8308     if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8309       group_nr = AmoebaNr[x][y];
8310   }
8311
8312   return group_nr;
8313 }
8314
8315 void AmoebenVereinigen(int ax, int ay)
8316 {
8317   int i, x, y, xx, yy;
8318   int new_group_nr = AmoebaNr[ax][ay];
8319   static int xy[4][2] =
8320   {
8321     { 0, -1 },
8322     { -1, 0 },
8323     { +1, 0 },
8324     { 0, +1 }
8325   };
8326
8327   if (new_group_nr == 0)
8328     return;
8329
8330   for (i = 0; i < NUM_DIRECTIONS; i++)
8331   {
8332     x = ax + xy[i][0];
8333     y = ay + xy[i][1];
8334
8335     if (!IN_LEV_FIELD(x, y))
8336       continue;
8337
8338     if ((Feld[x][y] == EL_AMOEBA_FULL ||
8339          Feld[x][y] == EL_BD_AMOEBA ||
8340          Feld[x][y] == EL_AMOEBA_DEAD) &&
8341         AmoebaNr[x][y] != new_group_nr)
8342     {
8343       int old_group_nr = AmoebaNr[x][y];
8344
8345       if (old_group_nr == 0)
8346         return;
8347
8348       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8349       AmoebaCnt[old_group_nr] = 0;
8350       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8351       AmoebaCnt2[old_group_nr] = 0;
8352
8353       SCAN_PLAYFIELD(xx, yy)
8354       {
8355         if (AmoebaNr[xx][yy] == old_group_nr)
8356           AmoebaNr[xx][yy] = new_group_nr;
8357       }
8358     }
8359   }
8360 }
8361
8362 void AmoebeUmwandeln(int ax, int ay)
8363 {
8364   int i, x, y;
8365
8366   if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8367   {
8368     int group_nr = AmoebaNr[ax][ay];
8369
8370 #ifdef DEBUG
8371     if (group_nr == 0)
8372     {
8373       printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8374       printf("AmoebeUmwandeln(): This should never happen!\n");
8375       return;
8376     }
8377 #endif
8378
8379     SCAN_PLAYFIELD(x, y)
8380     {
8381       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8382       {
8383         AmoebaNr[x][y] = 0;
8384         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8385       }
8386     }
8387
8388     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8389                             SND_AMOEBA_TURNING_TO_GEM :
8390                             SND_AMOEBA_TURNING_TO_ROCK));
8391     Bang(ax, ay);
8392   }
8393   else
8394   {
8395     static int xy[4][2] =
8396     {
8397       { 0, -1 },
8398       { -1, 0 },
8399       { +1, 0 },
8400       { 0, +1 }
8401     };
8402
8403     for (i = 0; i < NUM_DIRECTIONS; i++)
8404     {
8405       x = ax + xy[i][0];
8406       y = ay + xy[i][1];
8407
8408       if (!IN_LEV_FIELD(x, y))
8409         continue;
8410
8411       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8412       {
8413         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8414                               SND_AMOEBA_TURNING_TO_GEM :
8415                               SND_AMOEBA_TURNING_TO_ROCK));
8416         Bang(x, y);
8417       }
8418     }
8419   }
8420 }
8421
8422 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8423 {
8424   int x, y;
8425   int group_nr = AmoebaNr[ax][ay];
8426   boolean done = FALSE;
8427
8428 #ifdef DEBUG
8429   if (group_nr == 0)
8430   {
8431     printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8432     printf("AmoebeUmwandelnBD(): This should never happen!\n");
8433     return;
8434   }
8435 #endif
8436
8437   SCAN_PLAYFIELD(x, y)
8438   {
8439     if (AmoebaNr[x][y] == group_nr &&
8440         (Feld[x][y] == EL_AMOEBA_DEAD ||
8441          Feld[x][y] == EL_BD_AMOEBA ||
8442          Feld[x][y] == EL_AMOEBA_GROWING))
8443     {
8444       AmoebaNr[x][y] = 0;
8445       Feld[x][y] = new_element;
8446       InitField(x, y, FALSE);
8447       TEST_DrawLevelField(x, y);
8448       done = TRUE;
8449     }
8450   }
8451
8452   if (done)
8453     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8454                             SND_BD_AMOEBA_TURNING_TO_ROCK :
8455                             SND_BD_AMOEBA_TURNING_TO_GEM));
8456 }
8457
8458 void AmoebeWaechst(int x, int y)
8459 {
8460   static unsigned int sound_delay = 0;
8461   static unsigned int sound_delay_value = 0;
8462
8463   if (!MovDelay[x][y])          /* start new growing cycle */
8464   {
8465     MovDelay[x][y] = 7;
8466
8467     if (DelayReached(&sound_delay, sound_delay_value))
8468     {
8469       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8470       sound_delay_value = 30;
8471     }
8472   }
8473
8474   if (MovDelay[x][y])           /* wait some time before growing bigger */
8475   {
8476     MovDelay[x][y]--;
8477     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8478     {
8479       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8480                                            6 - MovDelay[x][y]);
8481
8482       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8483     }
8484
8485     if (!MovDelay[x][y])
8486     {
8487       Feld[x][y] = Store[x][y];
8488       Store[x][y] = 0;
8489       TEST_DrawLevelField(x, y);
8490     }
8491   }
8492 }
8493
8494 void AmoebaDisappearing(int x, int y)
8495 {
8496   static unsigned int sound_delay = 0;
8497   static unsigned int sound_delay_value = 0;
8498
8499   if (!MovDelay[x][y])          /* start new shrinking cycle */
8500   {
8501     MovDelay[x][y] = 7;
8502
8503     if (DelayReached(&sound_delay, sound_delay_value))
8504       sound_delay_value = 30;
8505   }
8506
8507   if (MovDelay[x][y])           /* wait some time before shrinking */
8508   {
8509     MovDelay[x][y]--;
8510     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8511     {
8512       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8513                                            6 - MovDelay[x][y]);
8514
8515       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8516     }
8517
8518     if (!MovDelay[x][y])
8519     {
8520       Feld[x][y] = EL_EMPTY;
8521       TEST_DrawLevelField(x, y);
8522
8523       /* don't let mole enter this field in this cycle;
8524          (give priority to objects falling to this field from above) */
8525       Stop[x][y] = TRUE;
8526     }
8527   }
8528 }
8529
8530 void AmoebeAbleger(int ax, int ay)
8531 {
8532   int i;
8533   int element = Feld[ax][ay];
8534   int graphic = el2img(element);
8535   int newax = ax, neway = ay;
8536   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8537   static int xy[4][2] =
8538   {
8539     { 0, -1 },
8540     { -1, 0 },
8541     { +1, 0 },
8542     { 0, +1 }
8543   };
8544
8545   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8546   {
8547     Feld[ax][ay] = EL_AMOEBA_DEAD;
8548     TEST_DrawLevelField(ax, ay);
8549     return;
8550   }
8551
8552   if (IS_ANIMATED(graphic))
8553     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8554
8555   if (!MovDelay[ax][ay])        /* start making new amoeba field */
8556     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8557
8558   if (MovDelay[ax][ay])         /* wait some time before making new amoeba */
8559   {
8560     MovDelay[ax][ay]--;
8561     if (MovDelay[ax][ay])
8562       return;
8563   }
8564
8565   if (can_drop)                 /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8566   {
8567     int start = RND(4);
8568     int x = ax + xy[start][0];
8569     int y = ay + xy[start][1];
8570
8571     if (!IN_LEV_FIELD(x, y))
8572       return;
8573
8574     if (IS_FREE(x, y) ||
8575         CAN_GROW_INTO(Feld[x][y]) ||
8576         Feld[x][y] == EL_QUICKSAND_EMPTY ||
8577         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8578     {
8579       newax = x;
8580       neway = y;
8581     }
8582
8583     if (newax == ax && neway == ay)
8584       return;
8585   }
8586   else                          /* normal or "filled" (BD style) amoeba */
8587   {
8588     int start = RND(4);
8589     boolean waiting_for_player = FALSE;
8590
8591     for (i = 0; i < NUM_DIRECTIONS; i++)
8592     {
8593       int j = (start + i) % 4;
8594       int x = ax + xy[j][0];
8595       int y = ay + xy[j][1];
8596
8597       if (!IN_LEV_FIELD(x, y))
8598         continue;
8599
8600       if (IS_FREE(x, y) ||
8601           CAN_GROW_INTO(Feld[x][y]) ||
8602           Feld[x][y] == EL_QUICKSAND_EMPTY ||
8603           Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8604       {
8605         newax = x;
8606         neway = y;
8607         break;
8608       }
8609       else if (IS_PLAYER(x, y))
8610         waiting_for_player = TRUE;
8611     }
8612
8613     if (newax == ax && neway == ay)             /* amoeba cannot grow */
8614     {
8615       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8616       {
8617         Feld[ax][ay] = EL_AMOEBA_DEAD;
8618         TEST_DrawLevelField(ax, ay);
8619         AmoebaCnt[AmoebaNr[ax][ay]]--;
8620
8621         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
8622         {
8623           if (element == EL_AMOEBA_FULL)
8624             AmoebeUmwandeln(ax, ay);
8625           else if (element == EL_BD_AMOEBA)
8626             AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8627         }
8628       }
8629       return;
8630     }
8631     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8632     {
8633       /* amoeba gets larger by growing in some direction */
8634
8635       int new_group_nr = AmoebaNr[ax][ay];
8636
8637 #ifdef DEBUG
8638   if (new_group_nr == 0)
8639   {
8640     printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8641     printf("AmoebeAbleger(): This should never happen!\n");
8642     return;
8643   }
8644 #endif
8645
8646       AmoebaNr[newax][neway] = new_group_nr;
8647       AmoebaCnt[new_group_nr]++;
8648       AmoebaCnt2[new_group_nr]++;
8649
8650       /* if amoeba touches other amoeba(s) after growing, unify them */
8651       AmoebenVereinigen(newax, neway);
8652
8653       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8654       {
8655         AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8656         return;
8657       }
8658     }
8659   }
8660
8661   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8662       (neway == lev_fieldy - 1 && newax != ax))
8663   {
8664     Feld[newax][neway] = EL_AMOEBA_GROWING;     /* creation of new amoeba */
8665     Store[newax][neway] = element;
8666   }
8667   else if (neway == ay || element == EL_EMC_DRIPPER)
8668   {
8669     Feld[newax][neway] = EL_AMOEBA_DROP;        /* drop left/right of amoeba */
8670
8671     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8672   }
8673   else
8674   {
8675     InitMovingField(ax, ay, MV_DOWN);           /* drop dripping from amoeba */
8676     Feld[ax][ay] = EL_AMOEBA_DROPPING;
8677     Store[ax][ay] = EL_AMOEBA_DROP;
8678     ContinueMoving(ax, ay);
8679     return;
8680   }
8681
8682   TEST_DrawLevelField(newax, neway);
8683 }
8684
8685 void Life(int ax, int ay)
8686 {
8687   int x1, y1, x2, y2;
8688   int life_time = 40;
8689   int element = Feld[ax][ay];
8690   int graphic = el2img(element);
8691   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8692                          level.biomaze);
8693   boolean changed = FALSE;
8694
8695   if (IS_ANIMATED(graphic))
8696     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8697
8698   if (Stop[ax][ay])
8699     return;
8700
8701   if (!MovDelay[ax][ay])        /* start new "game of life" cycle */
8702     MovDelay[ax][ay] = life_time;
8703
8704   if (MovDelay[ax][ay])         /* wait some time before next cycle */
8705   {
8706     MovDelay[ax][ay]--;
8707     if (MovDelay[ax][ay])
8708       return;
8709   }
8710
8711   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8712   {
8713     int xx = ax+x1, yy = ay+y1;
8714     int nachbarn = 0;
8715
8716     if (!IN_LEV_FIELD(xx, yy))
8717       continue;
8718
8719     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8720     {
8721       int x = xx+x2, y = yy+y2;
8722
8723       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8724         continue;
8725
8726       if (((Feld[x][y] == element ||
8727             (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8728            !Stop[x][y]) ||
8729           (IS_FREE(x, y) && Stop[x][y]))
8730         nachbarn++;
8731     }
8732
8733     if (xx == ax && yy == ay)           /* field in the middle */
8734     {
8735       if (nachbarn < life_parameter[0] ||
8736           nachbarn > life_parameter[1])
8737       {
8738         Feld[xx][yy] = EL_EMPTY;
8739         if (!Stop[xx][yy])
8740           TEST_DrawLevelField(xx, yy);
8741         Stop[xx][yy] = TRUE;
8742         changed = TRUE;
8743       }
8744     }
8745     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8746     {                                   /* free border field */
8747       if (nachbarn >= life_parameter[2] &&
8748           nachbarn <= life_parameter[3])
8749       {
8750         Feld[xx][yy] = element;
8751         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8752         if (!Stop[xx][yy])
8753           TEST_DrawLevelField(xx, yy);
8754         Stop[xx][yy] = TRUE;
8755         changed = TRUE;
8756       }
8757     }
8758   }
8759
8760   if (changed)
8761     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8762                    SND_GAME_OF_LIFE_GROWING);
8763 }
8764
8765 static void InitRobotWheel(int x, int y)
8766 {
8767   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8768 }
8769
8770 static void RunRobotWheel(int x, int y)
8771 {
8772   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8773 }
8774
8775 static void StopRobotWheel(int x, int y)
8776 {
8777   if (ZX == x && ZY == y)
8778   {
8779     ZX = ZY = -1;
8780
8781     game.robot_wheel_active = FALSE;
8782   }
8783 }
8784
8785 static void InitTimegateWheel(int x, int y)
8786 {
8787   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8788 }
8789
8790 static void RunTimegateWheel(int x, int y)
8791 {
8792   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8793 }
8794
8795 static void InitMagicBallDelay(int x, int y)
8796 {
8797   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8798 }
8799
8800 static void ActivateMagicBall(int bx, int by)
8801 {
8802   int x, y;
8803
8804   if (level.ball_random)
8805   {
8806     int pos_border = RND(8);    /* select one of the eight border elements */
8807     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8808     int xx = pos_content % 3;
8809     int yy = pos_content / 3;
8810
8811     x = bx - 1 + xx;
8812     y = by - 1 + yy;
8813
8814     if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8815       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8816   }
8817   else
8818   {
8819     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8820     {
8821       int xx = x - bx + 1;
8822       int yy = y - by + 1;
8823
8824       if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8825         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8826     }
8827   }
8828
8829   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8830 }
8831
8832 void CheckExit(int x, int y)
8833 {
8834   if (local_player->gems_still_needed > 0 ||
8835       local_player->sokobanfields_still_needed > 0 ||
8836       local_player->lights_still_needed > 0)
8837   {
8838     int element = Feld[x][y];
8839     int graphic = el2img(element);
8840
8841     if (IS_ANIMATED(graphic))
8842       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8843
8844     return;
8845   }
8846
8847   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8848     return;
8849
8850   Feld[x][y] = EL_EXIT_OPENING;
8851
8852   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8853 }
8854
8855 void CheckExitEM(int x, int y)
8856 {
8857   if (local_player->gems_still_needed > 0 ||
8858       local_player->sokobanfields_still_needed > 0 ||
8859       local_player->lights_still_needed > 0)
8860   {
8861     int element = Feld[x][y];
8862     int graphic = el2img(element);
8863
8864     if (IS_ANIMATED(graphic))
8865       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8866
8867     return;
8868   }
8869
8870   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8871     return;
8872
8873   Feld[x][y] = EL_EM_EXIT_OPENING;
8874
8875   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8876 }
8877
8878 void CheckExitSteel(int x, int y)
8879 {
8880   if (local_player->gems_still_needed > 0 ||
8881       local_player->sokobanfields_still_needed > 0 ||
8882       local_player->lights_still_needed > 0)
8883   {
8884     int element = Feld[x][y];
8885     int graphic = el2img(element);
8886
8887     if (IS_ANIMATED(graphic))
8888       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8889
8890     return;
8891   }
8892
8893   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8894     return;
8895
8896   Feld[x][y] = EL_STEEL_EXIT_OPENING;
8897
8898   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8899 }
8900
8901 void CheckExitSteelEM(int x, int y)
8902 {
8903   if (local_player->gems_still_needed > 0 ||
8904       local_player->sokobanfields_still_needed > 0 ||
8905       local_player->lights_still_needed > 0)
8906   {
8907     int element = Feld[x][y];
8908     int graphic = el2img(element);
8909
8910     if (IS_ANIMATED(graphic))
8911       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8912
8913     return;
8914   }
8915
8916   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8917     return;
8918
8919   Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8920
8921   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8922 }
8923
8924 void CheckExitSP(int x, int y)
8925 {
8926   if (local_player->gems_still_needed > 0)
8927   {
8928     int element = Feld[x][y];
8929     int graphic = el2img(element);
8930
8931     if (IS_ANIMATED(graphic))
8932       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8933
8934     return;
8935   }
8936
8937   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8938     return;
8939
8940   Feld[x][y] = EL_SP_EXIT_OPENING;
8941
8942   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8943 }
8944
8945 static void CloseAllOpenTimegates()
8946 {
8947   int x, y;
8948
8949   SCAN_PLAYFIELD(x, y)
8950   {
8951     int element = Feld[x][y];
8952
8953     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8954     {
8955       Feld[x][y] = EL_TIMEGATE_CLOSING;
8956
8957       PlayLevelSoundAction(x, y, ACTION_CLOSING);
8958     }
8959   }
8960 }
8961
8962 void DrawTwinkleOnField(int x, int y)
8963 {
8964   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8965     return;
8966
8967   if (Feld[x][y] == EL_BD_DIAMOND)
8968     return;
8969
8970   if (MovDelay[x][y] == 0)      /* next animation frame */
8971     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8972
8973   if (MovDelay[x][y] != 0)      /* wait some time before next frame */
8974   {
8975     MovDelay[x][y]--;
8976
8977     DrawLevelElementAnimation(x, y, Feld[x][y]);
8978
8979     if (MovDelay[x][y] != 0)
8980     {
8981       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8982                                            10 - MovDelay[x][y]);
8983
8984       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8985     }
8986   }
8987 }
8988
8989 void MauerWaechst(int x, int y)
8990 {
8991   int delay = 6;
8992
8993   if (!MovDelay[x][y])          /* next animation frame */
8994     MovDelay[x][y] = 3 * delay;
8995
8996   if (MovDelay[x][y])           /* wait some time before next frame */
8997   {
8998     MovDelay[x][y]--;
8999
9000     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9001     {
9002       int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9003       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9004
9005       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9006     }
9007
9008     if (!MovDelay[x][y])
9009     {
9010       if (MovDir[x][y] == MV_LEFT)
9011       {
9012         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9013           TEST_DrawLevelField(x - 1, y);
9014       }
9015       else if (MovDir[x][y] == MV_RIGHT)
9016       {
9017         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9018           TEST_DrawLevelField(x + 1, y);
9019       }
9020       else if (MovDir[x][y] == MV_UP)
9021       {
9022         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9023           TEST_DrawLevelField(x, y - 1);
9024       }
9025       else
9026       {
9027         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9028           TEST_DrawLevelField(x, y + 1);
9029       }
9030
9031       Feld[x][y] = Store[x][y];
9032       Store[x][y] = 0;
9033       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9034       TEST_DrawLevelField(x, y);
9035     }
9036   }
9037 }
9038
9039 void MauerAbleger(int ax, int ay)
9040 {
9041   int element = Feld[ax][ay];
9042   int graphic = el2img(element);
9043   boolean oben_frei = FALSE, unten_frei = FALSE;
9044   boolean links_frei = FALSE, rechts_frei = FALSE;
9045   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9046   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9047   boolean new_wall = FALSE;
9048
9049   if (IS_ANIMATED(graphic))
9050     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9051
9052   if (!MovDelay[ax][ay])        /* start building new wall */
9053     MovDelay[ax][ay] = 6;
9054
9055   if (MovDelay[ax][ay])         /* wait some time before building new wall */
9056   {
9057     MovDelay[ax][ay]--;
9058     if (MovDelay[ax][ay])
9059       return;
9060   }
9061
9062   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9063     oben_frei = TRUE;
9064   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9065     unten_frei = TRUE;
9066   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9067     links_frei = TRUE;
9068   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9069     rechts_frei = TRUE;
9070
9071   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9072       element == EL_EXPANDABLE_WALL_ANY)
9073   {
9074     if (oben_frei)
9075     {
9076       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9077       Store[ax][ay-1] = element;
9078       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9079       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9080         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9081                     IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9082       new_wall = TRUE;
9083     }
9084     if (unten_frei)
9085     {
9086       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9087       Store[ax][ay+1] = element;
9088       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9089       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9090         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9091                     IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9092       new_wall = TRUE;
9093     }
9094   }
9095
9096   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9097       element == EL_EXPANDABLE_WALL_ANY ||
9098       element == EL_EXPANDABLE_WALL ||
9099       element == EL_BD_EXPANDABLE_WALL)
9100   {
9101     if (links_frei)
9102     {
9103       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9104       Store[ax-1][ay] = element;
9105       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9106       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9107         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9108                     IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9109       new_wall = TRUE;
9110     }
9111
9112     if (rechts_frei)
9113     {
9114       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9115       Store[ax+1][ay] = element;
9116       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9117       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9118         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9119                     IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9120       new_wall = TRUE;
9121     }
9122   }
9123
9124   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9125     TEST_DrawLevelField(ax, ay);
9126
9127   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9128     oben_massiv = TRUE;
9129   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9130     unten_massiv = TRUE;
9131   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9132     links_massiv = TRUE;
9133   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9134     rechts_massiv = TRUE;
9135
9136   if (((oben_massiv && unten_massiv) ||
9137        element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9138        element == EL_EXPANDABLE_WALL) &&
9139       ((links_massiv && rechts_massiv) ||
9140        element == EL_EXPANDABLE_WALL_VERTICAL))
9141     Feld[ax][ay] = EL_WALL;
9142
9143   if (new_wall)
9144     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9145 }
9146
9147 void MauerAblegerStahl(int ax, int ay)
9148 {
9149   int element = Feld[ax][ay];
9150   int graphic = el2img(element);
9151   boolean oben_frei = FALSE, unten_frei = FALSE;
9152   boolean links_frei = FALSE, rechts_frei = FALSE;
9153   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9154   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9155   boolean new_wall = FALSE;
9156
9157   if (IS_ANIMATED(graphic))
9158     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9159
9160   if (!MovDelay[ax][ay])        /* start building new wall */
9161     MovDelay[ax][ay] = 6;
9162
9163   if (MovDelay[ax][ay])         /* wait some time before building new wall */
9164   {
9165     MovDelay[ax][ay]--;
9166     if (MovDelay[ax][ay])
9167       return;
9168   }
9169
9170   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9171     oben_frei = TRUE;
9172   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9173     unten_frei = TRUE;
9174   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9175     links_frei = TRUE;
9176   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9177     rechts_frei = TRUE;
9178
9179   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9180       element == EL_EXPANDABLE_STEELWALL_ANY)
9181   {
9182     if (oben_frei)
9183     {
9184       Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9185       Store[ax][ay-1] = element;
9186       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9187       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9188         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9189                     IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9190       new_wall = TRUE;
9191     }
9192     if (unten_frei)
9193     {
9194       Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9195       Store[ax][ay+1] = element;
9196       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9197       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9198         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9199                     IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9200       new_wall = TRUE;
9201     }
9202   }
9203
9204   if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9205       element == EL_EXPANDABLE_STEELWALL_ANY)
9206   {
9207     if (links_frei)
9208     {
9209       Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9210       Store[ax-1][ay] = element;
9211       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9212       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9213         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9214                     IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9215       new_wall = TRUE;
9216     }
9217
9218     if (rechts_frei)
9219     {
9220       Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9221       Store[ax+1][ay] = element;
9222       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9223       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9224         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9225                     IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9226       new_wall = TRUE;
9227     }
9228   }
9229
9230   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9231     oben_massiv = TRUE;
9232   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9233     unten_massiv = TRUE;
9234   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9235     links_massiv = TRUE;
9236   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9237     rechts_massiv = TRUE;
9238
9239   if (((oben_massiv && unten_massiv) ||
9240        element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9241       ((links_massiv && rechts_massiv) ||
9242        element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9243     Feld[ax][ay] = EL_STEELWALL;
9244
9245   if (new_wall)
9246     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9247 }
9248
9249 void CheckForDragon(int x, int y)
9250 {
9251   int i, j;
9252   boolean dragon_found = FALSE;
9253   static int xy[4][2] =
9254   {
9255     { 0, -1 },
9256     { -1, 0 },
9257     { +1, 0 },
9258     { 0, +1 }
9259   };
9260
9261   for (i = 0; i < NUM_DIRECTIONS; i++)
9262   {
9263     for (j = 0; j < 4; j++)
9264     {
9265       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9266
9267       if (IN_LEV_FIELD(xx, yy) &&
9268           (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9269       {
9270         if (Feld[xx][yy] == EL_DRAGON)
9271           dragon_found = TRUE;
9272       }
9273       else
9274         break;
9275     }
9276   }
9277
9278   if (!dragon_found)
9279   {
9280     for (i = 0; i < NUM_DIRECTIONS; i++)
9281     {
9282       for (j = 0; j < 3; j++)
9283       {
9284         int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9285   
9286         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9287         {
9288           Feld[xx][yy] = EL_EMPTY;
9289           TEST_DrawLevelField(xx, yy);
9290         }
9291         else
9292           break;
9293       }
9294     }
9295   }
9296 }
9297
9298 static void InitBuggyBase(int x, int y)
9299 {
9300   int element = Feld[x][y];
9301   int activating_delay = FRAMES_PER_SECOND / 4;
9302
9303   ChangeDelay[x][y] =
9304     (element == EL_SP_BUGGY_BASE ?
9305      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9306      element == EL_SP_BUGGY_BASE_ACTIVATING ?
9307      activating_delay :
9308      element == EL_SP_BUGGY_BASE_ACTIVE ?
9309      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9310 }
9311
9312 static void WarnBuggyBase(int x, int y)
9313 {
9314   int i;
9315   static int xy[4][2] =
9316   {
9317     { 0, -1 },
9318     { -1, 0 },
9319     { +1, 0 },
9320     { 0, +1 }
9321   };
9322
9323   for (i = 0; i < NUM_DIRECTIONS; i++)
9324   {
9325     int xx = x + xy[i][0];
9326     int yy = y + xy[i][1];
9327
9328     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9329     {
9330       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9331
9332       break;
9333     }
9334   }
9335 }
9336
9337 static void InitTrap(int x, int y)
9338 {
9339   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9340 }
9341
9342 static void ActivateTrap(int x, int y)
9343 {
9344   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9345 }
9346
9347 static void ChangeActiveTrap(int x, int y)
9348 {
9349   int graphic = IMG_TRAP_ACTIVE;
9350
9351   /* if new animation frame was drawn, correct crumbled sand border */
9352   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9353     TEST_DrawLevelFieldCrumbled(x, y);
9354 }
9355
9356 static int getSpecialActionElement(int element, int number, int base_element)
9357 {
9358   return (element != EL_EMPTY ? element :
9359           number != -1 ? base_element + number - 1 :
9360           EL_EMPTY);
9361 }
9362
9363 static int getModifiedActionNumber(int value_old, int operator, int operand,
9364                                    int value_min, int value_max)
9365 {
9366   int value_new = (operator == CA_MODE_SET      ? operand :
9367                    operator == CA_MODE_ADD      ? value_old + operand :
9368                    operator == CA_MODE_SUBTRACT ? value_old - operand :
9369                    operator == CA_MODE_MULTIPLY ? value_old * operand :
9370                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
9371                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
9372                    value_old);
9373
9374   return (value_new < value_min ? value_min :
9375           value_new > value_max ? value_max :
9376           value_new);
9377 }
9378
9379 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9380 {
9381   struct ElementInfo *ei = &element_info[element];
9382   struct ElementChangeInfo *change = &ei->change_page[page];
9383   int target_element = change->target_element;
9384   int action_type = change->action_type;
9385   int action_mode = change->action_mode;
9386   int action_arg = change->action_arg;
9387   int action_element = change->action_element;
9388   int i;
9389
9390   if (!change->has_action)
9391     return;
9392
9393   /* ---------- determine action paramater values -------------------------- */
9394
9395   int level_time_value =
9396     (level.time > 0 ? TimeLeft :
9397      TimePlayed);
9398
9399   int action_arg_element_raw =
9400     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
9401      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9402      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
9403      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
9404      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9405      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
9406      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
9407      EL_EMPTY);
9408   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9409
9410   int action_arg_direction =
9411     (action_arg >= CA_ARG_DIRECTION_LEFT &&
9412      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9413      action_arg == CA_ARG_DIRECTION_TRIGGER ?
9414      change->actual_trigger_side :
9415      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9416      MV_DIR_OPPOSITE(change->actual_trigger_side) :
9417      MV_NONE);
9418
9419   int action_arg_number_min =
9420     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9421      CA_ARG_MIN);
9422
9423   int action_arg_number_max =
9424     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9425      action_type == CA_SET_LEVEL_GEMS ? 999 :
9426      action_type == CA_SET_LEVEL_TIME ? 9999 :
9427      action_type == CA_SET_LEVEL_SCORE ? 99999 :
9428      action_type == CA_SET_CE_VALUE ? 9999 :
9429      action_type == CA_SET_CE_SCORE ? 9999 :
9430      CA_ARG_MAX);
9431
9432   int action_arg_number_reset =
9433     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9434      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9435      action_type == CA_SET_LEVEL_TIME ? level.time :
9436      action_type == CA_SET_LEVEL_SCORE ? 0 :
9437      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9438      action_type == CA_SET_CE_SCORE ? 0 :
9439      0);
9440
9441   int action_arg_number =
9442     (action_arg <= CA_ARG_MAX ? action_arg :
9443      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9444      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9445      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9446      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9447      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9448      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9449      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9450      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9451      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9452      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9453      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9454      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9455      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9456      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9457      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9458      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9459      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9460      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9461      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
9462      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9463      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
9464      -1);
9465
9466   int action_arg_number_old =
9467     (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9468      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9469      action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9470      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9471      action_type == CA_SET_CE_SCORE ? ei->collect_score :
9472      0);
9473
9474   int action_arg_number_new =
9475     getModifiedActionNumber(action_arg_number_old,
9476                             action_mode, action_arg_number,
9477                             action_arg_number_min, action_arg_number_max);
9478
9479   int trigger_player_bits =
9480     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9481      change->actual_trigger_player_bits : change->trigger_player);
9482
9483   int action_arg_player_bits =
9484     (action_arg >= CA_ARG_PLAYER_1 &&
9485      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9486      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9487      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9488      PLAYER_BITS_ANY);
9489
9490   /* ---------- execute action  -------------------------------------------- */
9491
9492   switch (action_type)
9493   {
9494     case CA_NO_ACTION:
9495     {
9496       return;
9497     }
9498
9499     /* ---------- level actions  ------------------------------------------- */
9500
9501     case CA_RESTART_LEVEL:
9502     {
9503       game.restart_level = TRUE;
9504
9505       break;
9506     }
9507
9508     case CA_SHOW_ENVELOPE:
9509     {
9510       int element = getSpecialActionElement(action_arg_element,
9511                                             action_arg_number, EL_ENVELOPE_1);
9512
9513       if (IS_ENVELOPE(element))
9514         local_player->show_envelope = element;
9515
9516       break;
9517     }
9518
9519     case CA_SET_LEVEL_TIME:
9520     {
9521       if (level.time > 0)       /* only modify limited time value */
9522       {
9523         TimeLeft = action_arg_number_new;
9524
9525         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9526
9527         DisplayGameControlValues();
9528
9529         if (!TimeLeft && setup.time_limit)
9530           for (i = 0; i < MAX_PLAYERS; i++)
9531             KillPlayer(&stored_player[i]);
9532       }
9533
9534       break;
9535     }
9536
9537     case CA_SET_LEVEL_SCORE:
9538     {
9539       local_player->score = action_arg_number_new;
9540
9541       game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9542
9543       DisplayGameControlValues();
9544
9545       break;
9546     }
9547
9548     case CA_SET_LEVEL_GEMS:
9549     {
9550       local_player->gems_still_needed = action_arg_number_new;
9551
9552       game_panel_controls[GAME_PANEL_GEMS].value =
9553         local_player->gems_still_needed;
9554
9555       DisplayGameControlValues();
9556
9557       break;
9558     }
9559
9560     case CA_SET_LEVEL_WIND:
9561     {
9562       game.wind_direction = action_arg_direction;
9563
9564       break;
9565     }
9566
9567     case CA_SET_LEVEL_RANDOM_SEED:
9568     {
9569       /* ensure that setting a new random seed while playing is predictable */
9570       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9571
9572       break;
9573     }
9574
9575     /* ---------- player actions  ------------------------------------------ */
9576
9577     case CA_MOVE_PLAYER:
9578     {
9579       /* automatically move to the next field in specified direction */
9580       for (i = 0; i < MAX_PLAYERS; i++)
9581         if (trigger_player_bits & (1 << i))
9582           stored_player[i].programmed_action = action_arg_direction;
9583
9584       break;
9585     }
9586
9587     case CA_EXIT_PLAYER:
9588     {
9589       for (i = 0; i < MAX_PLAYERS; i++)
9590         if (action_arg_player_bits & (1 << i))
9591           PlayerWins(&stored_player[i]);
9592
9593       break;
9594     }
9595
9596     case CA_KILL_PLAYER:
9597     {
9598       for (i = 0; i < MAX_PLAYERS; i++)
9599         if (action_arg_player_bits & (1 << i))
9600           KillPlayer(&stored_player[i]);
9601
9602       break;
9603     }
9604
9605     case CA_SET_PLAYER_KEYS:
9606     {
9607       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9608       int element = getSpecialActionElement(action_arg_element,
9609                                             action_arg_number, EL_KEY_1);
9610
9611       if (IS_KEY(element))
9612       {
9613         for (i = 0; i < MAX_PLAYERS; i++)
9614         {
9615           if (trigger_player_bits & (1 << i))
9616           {
9617             stored_player[i].key[KEY_NR(element)] = key_state;
9618
9619             DrawGameDoorValues();
9620           }
9621         }
9622       }
9623
9624       break;
9625     }
9626
9627     case CA_SET_PLAYER_SPEED:
9628     {
9629       for (i = 0; i < MAX_PLAYERS; i++)
9630       {
9631         if (trigger_player_bits & (1 << i))
9632         {
9633           int move_stepsize = TILEX / stored_player[i].move_delay_value;
9634
9635           if (action_arg == CA_ARG_SPEED_FASTER &&
9636               stored_player[i].cannot_move)
9637           {
9638             action_arg_number = STEPSIZE_VERY_SLOW;
9639           }
9640           else if (action_arg == CA_ARG_SPEED_SLOWER ||
9641                    action_arg == CA_ARG_SPEED_FASTER)
9642           {
9643             action_arg_number = 2;
9644             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9645                            CA_MODE_MULTIPLY);
9646           }
9647           else if (action_arg == CA_ARG_NUMBER_RESET)
9648           {
9649             action_arg_number = level.initial_player_stepsize[i];
9650           }
9651
9652           move_stepsize =
9653             getModifiedActionNumber(move_stepsize,
9654                                     action_mode,
9655                                     action_arg_number,
9656                                     action_arg_number_min,
9657                                     action_arg_number_max);
9658
9659           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9660         }
9661       }
9662
9663       break;
9664     }
9665
9666     case CA_SET_PLAYER_SHIELD:
9667     {
9668       for (i = 0; i < MAX_PLAYERS; i++)
9669       {
9670         if (trigger_player_bits & (1 << i))
9671         {
9672           if (action_arg == CA_ARG_SHIELD_OFF)
9673           {
9674             stored_player[i].shield_normal_time_left = 0;
9675             stored_player[i].shield_deadly_time_left = 0;
9676           }
9677           else if (action_arg == CA_ARG_SHIELD_NORMAL)
9678           {
9679             stored_player[i].shield_normal_time_left = 999999;
9680           }
9681           else if (action_arg == CA_ARG_SHIELD_DEADLY)
9682           {
9683             stored_player[i].shield_normal_time_left = 999999;
9684             stored_player[i].shield_deadly_time_left = 999999;
9685           }
9686         }
9687       }
9688
9689       break;
9690     }
9691
9692     case CA_SET_PLAYER_GRAVITY:
9693     {
9694       for (i = 0; i < MAX_PLAYERS; i++)
9695       {
9696         if (trigger_player_bits & (1 << i))
9697         {
9698           stored_player[i].gravity =
9699             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
9700              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
9701              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9702              stored_player[i].gravity);
9703         }
9704       }
9705
9706       break;
9707     }
9708
9709     case CA_SET_PLAYER_ARTWORK:
9710     {
9711       for (i = 0; i < MAX_PLAYERS; i++)
9712       {
9713         if (trigger_player_bits & (1 << i))
9714         {
9715           int artwork_element = action_arg_element;
9716
9717           if (action_arg == CA_ARG_ELEMENT_RESET)
9718             artwork_element =
9719               (level.use_artwork_element[i] ? level.artwork_element[i] :
9720                stored_player[i].element_nr);
9721
9722           if (stored_player[i].artwork_element != artwork_element)
9723             stored_player[i].Frame = 0;
9724
9725           stored_player[i].artwork_element = artwork_element;
9726
9727           SetPlayerWaiting(&stored_player[i], FALSE);
9728
9729           /* set number of special actions for bored and sleeping animation */
9730           stored_player[i].num_special_action_bored =
9731             get_num_special_action(artwork_element,
9732                                    ACTION_BORING_1, ACTION_BORING_LAST);
9733           stored_player[i].num_special_action_sleeping =
9734             get_num_special_action(artwork_element,
9735                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9736         }
9737       }
9738
9739       break;
9740     }
9741
9742     case CA_SET_PLAYER_INVENTORY:
9743     {
9744       for (i = 0; i < MAX_PLAYERS; i++)
9745       {
9746         struct PlayerInfo *player = &stored_player[i];
9747         int j, k;
9748
9749         if (trigger_player_bits & (1 << i))
9750         {
9751           int inventory_element = action_arg_element;
9752
9753           if (action_arg == CA_ARG_ELEMENT_TARGET ||
9754               action_arg == CA_ARG_ELEMENT_TRIGGER ||
9755               action_arg == CA_ARG_ELEMENT_ACTION)
9756           {
9757             int element = inventory_element;
9758             int collect_count = element_info[element].collect_count_initial;
9759
9760             if (!IS_CUSTOM_ELEMENT(element))
9761               collect_count = 1;
9762
9763             if (collect_count == 0)
9764               player->inventory_infinite_element = element;
9765             else
9766               for (k = 0; k < collect_count; k++)
9767                 if (player->inventory_size < MAX_INVENTORY_SIZE)
9768                   player->inventory_element[player->inventory_size++] =
9769                     element;
9770           }
9771           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9772                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9773                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
9774           {
9775             if (player->inventory_infinite_element != EL_UNDEFINED &&
9776                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9777                                      action_arg_element_raw))
9778               player->inventory_infinite_element = EL_UNDEFINED;
9779
9780             for (k = 0, j = 0; j < player->inventory_size; j++)
9781             {
9782               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9783                                         action_arg_element_raw))
9784                 player->inventory_element[k++] = player->inventory_element[j];
9785             }
9786
9787             player->inventory_size = k;
9788           }
9789           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9790           {
9791             if (player->inventory_size > 0)
9792             {
9793               for (j = 0; j < player->inventory_size - 1; j++)
9794                 player->inventory_element[j] = player->inventory_element[j + 1];
9795
9796               player->inventory_size--;
9797             }
9798           }
9799           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9800           {
9801             if (player->inventory_size > 0)
9802               player->inventory_size--;
9803           }
9804           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9805           {
9806             player->inventory_infinite_element = EL_UNDEFINED;
9807             player->inventory_size = 0;
9808           }
9809           else if (action_arg == CA_ARG_INVENTORY_RESET)
9810           {
9811             player->inventory_infinite_element = EL_UNDEFINED;
9812             player->inventory_size = 0;
9813
9814             if (level.use_initial_inventory[i])
9815             {
9816               for (j = 0; j < level.initial_inventory_size[i]; j++)
9817               {
9818                 int element = level.initial_inventory_content[i][j];
9819                 int collect_count = element_info[element].collect_count_initial;
9820
9821                 if (!IS_CUSTOM_ELEMENT(element))
9822                   collect_count = 1;
9823
9824                 if (collect_count == 0)
9825                   player->inventory_infinite_element = element;
9826                 else
9827                   for (k = 0; k < collect_count; k++)
9828                     if (player->inventory_size < MAX_INVENTORY_SIZE)
9829                       player->inventory_element[player->inventory_size++] =
9830                         element;
9831               }
9832             }
9833           }
9834         }
9835       }
9836
9837       break;
9838     }
9839
9840     /* ---------- CE actions  ---------------------------------------------- */
9841
9842     case CA_SET_CE_VALUE:
9843     {
9844       int last_ce_value = CustomValue[x][y];
9845
9846       CustomValue[x][y] = action_arg_number_new;
9847
9848       if (CustomValue[x][y] != last_ce_value)
9849       {
9850         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9851         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9852
9853         if (CustomValue[x][y] == 0)
9854         {
9855           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9856           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9857         }
9858       }
9859
9860       break;
9861     }
9862
9863     case CA_SET_CE_SCORE:
9864     {
9865       int last_ce_score = ei->collect_score;
9866
9867       ei->collect_score = action_arg_number_new;
9868
9869       if (ei->collect_score != last_ce_score)
9870       {
9871         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9872         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9873
9874         if (ei->collect_score == 0)
9875         {
9876           int xx, yy;
9877
9878           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9879           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9880
9881           /*
9882             This is a very special case that seems to be a mixture between
9883             CheckElementChange() and CheckTriggeredElementChange(): while
9884             the first one only affects single elements that are triggered
9885             directly, the second one affects multiple elements in the playfield
9886             that are triggered indirectly by another element. This is a third
9887             case: Changing the CE score always affects multiple identical CEs,
9888             so every affected CE must be checked, not only the single CE for
9889             which the CE score was changed in the first place (as every instance
9890             of that CE shares the same CE score, and therefore also can change)!
9891           */
9892           SCAN_PLAYFIELD(xx, yy)
9893           {
9894             if (Feld[xx][yy] == element)
9895               CheckElementChange(xx, yy, element, EL_UNDEFINED,
9896                                  CE_SCORE_GETS_ZERO);
9897           }
9898         }
9899       }
9900
9901       break;
9902     }
9903
9904     case CA_SET_CE_ARTWORK:
9905     {
9906       int artwork_element = action_arg_element;
9907       boolean reset_frame = FALSE;
9908       int xx, yy;
9909
9910       if (action_arg == CA_ARG_ELEMENT_RESET)
9911         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9912                            element);
9913
9914       if (ei->gfx_element != artwork_element)
9915         reset_frame = TRUE;
9916
9917       ei->gfx_element = artwork_element;
9918
9919       SCAN_PLAYFIELD(xx, yy)
9920       {
9921         if (Feld[xx][yy] == element)
9922         {
9923           if (reset_frame)
9924           {
9925             ResetGfxAnimation(xx, yy);
9926             ResetRandomAnimationValue(xx, yy);
9927           }
9928
9929           TEST_DrawLevelField(xx, yy);
9930         }
9931       }
9932
9933       break;
9934     }
9935
9936     /* ---------- engine actions  ------------------------------------------ */
9937
9938     case CA_SET_ENGINE_SCAN_MODE:
9939     {
9940       InitPlayfieldScanMode(action_arg);
9941
9942       break;
9943     }
9944
9945     default:
9946       break;
9947   }
9948 }
9949
9950 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9951 {
9952   int old_element = Feld[x][y];
9953   int new_element = GetElementFromGroupElement(element);
9954   int previous_move_direction = MovDir[x][y];
9955   int last_ce_value = CustomValue[x][y];
9956   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9957   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9958   boolean add_player_onto_element = (new_element_is_player &&
9959                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
9960                                      IS_WALKABLE(old_element));
9961
9962   if (!add_player_onto_element)
9963   {
9964     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9965       RemoveMovingField(x, y);
9966     else
9967       RemoveField(x, y);
9968
9969     Feld[x][y] = new_element;
9970
9971     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9972       MovDir[x][y] = previous_move_direction;
9973
9974     if (element_info[new_element].use_last_ce_value)
9975       CustomValue[x][y] = last_ce_value;
9976
9977     InitField_WithBug1(x, y, FALSE);
9978
9979     new_element = Feld[x][y];   /* element may have changed */
9980
9981     ResetGfxAnimation(x, y);
9982     ResetRandomAnimationValue(x, y);
9983
9984     TEST_DrawLevelField(x, y);
9985
9986     if (GFX_CRUMBLED(new_element))
9987       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9988   }
9989
9990   /* check if element under the player changes from accessible to unaccessible
9991      (needed for special case of dropping element which then changes) */
9992   /* (must be checked after creating new element for walkable group elements) */
9993   if (IS_PLAYER(x, y) && !player_explosion_protected &&
9994       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9995   {
9996     Bang(x, y);
9997
9998     return;
9999   }
10000
10001   /* "ChangeCount" not set yet to allow "entered by player" change one time */
10002   if (new_element_is_player)
10003     RelocatePlayer(x, y, new_element);
10004
10005   if (is_change)
10006     ChangeCount[x][y]++;        /* count number of changes in the same frame */
10007
10008   TestIfBadThingTouchesPlayer(x, y);
10009   TestIfPlayerTouchesCustomElement(x, y);
10010   TestIfElementTouchesCustomElement(x, y);
10011 }
10012
10013 static void CreateField(int x, int y, int element)
10014 {
10015   CreateFieldExt(x, y, element, FALSE);
10016 }
10017
10018 static void CreateElementFromChange(int x, int y, int element)
10019 {
10020   element = GET_VALID_RUNTIME_ELEMENT(element);
10021
10022   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10023   {
10024     int old_element = Feld[x][y];
10025
10026     /* prevent changed element from moving in same engine frame
10027        unless both old and new element can either fall or move */
10028     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10029         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10030       Stop[x][y] = TRUE;
10031   }
10032
10033   CreateFieldExt(x, y, element, TRUE);
10034 }
10035
10036 static boolean ChangeElement(int x, int y, int element, int page)
10037 {
10038   struct ElementInfo *ei = &element_info[element];
10039   struct ElementChangeInfo *change = &ei->change_page[page];
10040   int ce_value = CustomValue[x][y];
10041   int ce_score = ei->collect_score;
10042   int target_element;
10043   int old_element = Feld[x][y];
10044
10045   /* always use default change event to prevent running into a loop */
10046   if (ChangeEvent[x][y] == -1)
10047     ChangeEvent[x][y] = CE_DELAY;
10048
10049   if (ChangeEvent[x][y] == CE_DELAY)
10050   {
10051     /* reset actual trigger element, trigger player and action element */
10052     change->actual_trigger_element = EL_EMPTY;
10053     change->actual_trigger_player = EL_EMPTY;
10054     change->actual_trigger_player_bits = CH_PLAYER_NONE;
10055     change->actual_trigger_side = CH_SIDE_NONE;
10056     change->actual_trigger_ce_value = 0;
10057     change->actual_trigger_ce_score = 0;
10058   }
10059
10060   /* do not change elements more than a specified maximum number of changes */
10061   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10062     return FALSE;
10063
10064   ChangeCount[x][y]++;          /* count number of changes in the same frame */
10065
10066   if (change->explode)
10067   {
10068     Bang(x, y);
10069
10070     return TRUE;
10071   }
10072
10073   if (change->use_target_content)
10074   {
10075     boolean complete_replace = TRUE;
10076     boolean can_replace[3][3];
10077     int xx, yy;
10078
10079     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10080     {
10081       boolean is_empty;
10082       boolean is_walkable;
10083       boolean is_diggable;
10084       boolean is_collectible;
10085       boolean is_removable;
10086       boolean is_destructible;
10087       int ex = x + xx - 1;
10088       int ey = y + yy - 1;
10089       int content_element = change->target_content.e[xx][yy];
10090       int e;
10091
10092       can_replace[xx][yy] = TRUE;
10093
10094       if (ex == x && ey == y)   /* do not check changing element itself */
10095         continue;
10096
10097       if (content_element == EL_EMPTY_SPACE)
10098       {
10099         can_replace[xx][yy] = FALSE;    /* do not replace border with space */
10100
10101         continue;
10102       }
10103
10104       if (!IN_LEV_FIELD(ex, ey))
10105       {
10106         can_replace[xx][yy] = FALSE;
10107         complete_replace = FALSE;
10108
10109         continue;
10110       }
10111
10112       e = Feld[ex][ey];
10113
10114       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10115         e = MovingOrBlocked2Element(ex, ey);
10116
10117       is_empty = (IS_FREE(ex, ey) ||
10118                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10119
10120       is_walkable     = (is_empty || IS_WALKABLE(e));
10121       is_diggable     = (is_empty || IS_DIGGABLE(e));
10122       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
10123       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10124       is_removable    = (is_diggable || is_collectible);
10125
10126       can_replace[xx][yy] =
10127         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
10128           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
10129           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
10130           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
10131           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
10132           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10133          !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10134
10135       if (!can_replace[xx][yy])
10136         complete_replace = FALSE;
10137     }
10138
10139     if (!change->only_if_complete || complete_replace)
10140     {
10141       boolean something_has_changed = FALSE;
10142
10143       if (change->only_if_complete && change->use_random_replace &&
10144           RND(100) < change->random_percentage)
10145         return FALSE;
10146
10147       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10148       {
10149         int ex = x + xx - 1;
10150         int ey = y + yy - 1;
10151         int content_element;
10152
10153         if (can_replace[xx][yy] && (!change->use_random_replace ||
10154                                     RND(100) < change->random_percentage))
10155         {
10156           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10157             RemoveMovingField(ex, ey);
10158
10159           ChangeEvent[ex][ey] = ChangeEvent[x][y];
10160
10161           content_element = change->target_content.e[xx][yy];
10162           target_element = GET_TARGET_ELEMENT(element, content_element, change,
10163                                               ce_value, ce_score);
10164
10165           CreateElementFromChange(ex, ey, target_element);
10166
10167           something_has_changed = TRUE;
10168
10169           /* for symmetry reasons, freeze newly created border elements */
10170           if (ex != x || ey != y)
10171             Stop[ex][ey] = TRUE;        /* no more moving in this frame */
10172         }
10173       }
10174
10175       if (something_has_changed)
10176       {
10177         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10178         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10179       }
10180     }
10181   }
10182   else
10183   {
10184     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10185                                         ce_value, ce_score);
10186
10187     if (element == EL_DIAGONAL_GROWING ||
10188         element == EL_DIAGONAL_SHRINKING)
10189     {
10190       target_element = Store[x][y];
10191
10192       Store[x][y] = EL_EMPTY;
10193     }
10194
10195     CreateElementFromChange(x, y, target_element);
10196
10197     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10198     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10199   }
10200
10201   /* this uses direct change before indirect change */
10202   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10203
10204   return TRUE;
10205 }
10206
10207 static void HandleElementChange(int x, int y, int page)
10208 {
10209   int element = MovingOrBlocked2Element(x, y);
10210   struct ElementInfo *ei = &element_info[element];
10211   struct ElementChangeInfo *change = &ei->change_page[page];
10212   boolean handle_action_before_change = FALSE;
10213
10214 #ifdef DEBUG
10215   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10216       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10217   {
10218     printf("\n\n");
10219     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10220            x, y, element, element_info[element].token_name);
10221     printf("HandleElementChange(): This should never happen!\n");
10222     printf("\n\n");
10223   }
10224 #endif
10225
10226   /* this can happen with classic bombs on walkable, changing elements */
10227   if (!CAN_CHANGE_OR_HAS_ACTION(element))
10228   {
10229     return;
10230   }
10231
10232   if (ChangeDelay[x][y] == 0)           /* initialize element change */
10233   {
10234     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10235
10236     if (change->can_change)
10237     {
10238       /* !!! not clear why graphic animation should be reset at all here !!! */
10239       /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10240       /* when a custom element is about to change (for example by change delay),
10241          do not reset graphic animation when the custom element is moving */
10242       if (!IS_MOVING(x, y))
10243       {
10244         ResetGfxAnimation(x, y);
10245         ResetRandomAnimationValue(x, y);
10246       }
10247
10248       if (change->pre_change_function)
10249         change->pre_change_function(x, y);
10250     }
10251   }
10252
10253   ChangeDelay[x][y]--;
10254
10255   if (ChangeDelay[x][y] != 0)           /* continue element change */
10256   {
10257     if (change->can_change)
10258     {
10259       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10260
10261       if (IS_ANIMATED(graphic))
10262         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10263
10264       if (change->change_function)
10265         change->change_function(x, y);
10266     }
10267   }
10268   else                                  /* finish element change */
10269   {
10270     if (ChangePage[x][y] != -1)         /* remember page from delayed change */
10271     {
10272       page = ChangePage[x][y];
10273       ChangePage[x][y] = -1;
10274
10275       change = &ei->change_page[page];
10276     }
10277
10278     if (IS_MOVING(x, y))                /* never change a running system ;-) */
10279     {
10280       ChangeDelay[x][y] = 1;            /* try change after next move step */
10281       ChangePage[x][y] = page;          /* remember page to use for change */
10282
10283       return;
10284     }
10285
10286     /* special case: set new level random seed before changing element */
10287     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10288       handle_action_before_change = TRUE;
10289
10290     if (change->has_action && handle_action_before_change)
10291       ExecuteCustomElementAction(x, y, element, page);
10292
10293     if (change->can_change)
10294     {
10295       if (ChangeElement(x, y, element, page))
10296       {
10297         if (change->post_change_function)
10298           change->post_change_function(x, y);
10299       }
10300     }
10301
10302     if (change->has_action && !handle_action_before_change)
10303       ExecuteCustomElementAction(x, y, element, page);
10304   }
10305 }
10306
10307 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10308                                               int trigger_element,
10309                                               int trigger_event,
10310                                               int trigger_player,
10311                                               int trigger_side,
10312                                               int trigger_page)
10313 {
10314   boolean change_done_any = FALSE;
10315   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10316   int i;
10317
10318   if (!(trigger_events[trigger_element][trigger_event]))
10319     return FALSE;
10320
10321   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10322
10323   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10324   {
10325     int element = EL_CUSTOM_START + i;
10326     boolean change_done = FALSE;
10327     int p;
10328
10329     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10330         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10331       continue;
10332
10333     for (p = 0; p < element_info[element].num_change_pages; p++)
10334     {
10335       struct ElementChangeInfo *change = &element_info[element].change_page[p];
10336
10337       if (change->can_change_or_has_action &&
10338           change->has_event[trigger_event] &&
10339           change->trigger_side & trigger_side &&
10340           change->trigger_player & trigger_player &&
10341           change->trigger_page & trigger_page_bits &&
10342           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10343       {
10344         change->actual_trigger_element = trigger_element;
10345         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10346         change->actual_trigger_player_bits = trigger_player;
10347         change->actual_trigger_side = trigger_side;
10348         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10349         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10350
10351         if ((change->can_change && !change_done) || change->has_action)
10352         {
10353           int x, y;
10354
10355           SCAN_PLAYFIELD(x, y)
10356           {
10357             if (Feld[x][y] == element)
10358             {
10359               if (change->can_change && !change_done)
10360               {
10361                 /* if element already changed in this frame, not only prevent
10362                    another element change (checked in ChangeElement()), but
10363                    also prevent additional element actions for this element */
10364
10365                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10366                     !level.use_action_after_change_bug)
10367                   continue;
10368
10369                 ChangeDelay[x][y] = 1;
10370                 ChangeEvent[x][y] = trigger_event;
10371
10372                 HandleElementChange(x, y, p);
10373               }
10374               else if (change->has_action)
10375               {
10376                 /* if element already changed in this frame, not only prevent
10377                    another element change (checked in ChangeElement()), but
10378                    also prevent additional element actions for this element */
10379
10380                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10381                     !level.use_action_after_change_bug)
10382                   continue;
10383
10384                 ExecuteCustomElementAction(x, y, element, p);
10385                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10386               }
10387             }
10388           }
10389
10390           if (change->can_change)
10391           {
10392             change_done = TRUE;
10393             change_done_any = TRUE;
10394           }
10395         }
10396       }
10397     }
10398   }
10399
10400   RECURSION_LOOP_DETECTION_END();
10401
10402   return change_done_any;
10403 }
10404
10405 static boolean CheckElementChangeExt(int x, int y,
10406                                      int element,
10407                                      int trigger_element,
10408                                      int trigger_event,
10409                                      int trigger_player,
10410                                      int trigger_side)
10411 {
10412   boolean change_done = FALSE;
10413   int p;
10414
10415   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10416       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10417     return FALSE;
10418
10419   if (Feld[x][y] == EL_BLOCKED)
10420   {
10421     Blocked2Moving(x, y, &x, &y);
10422     element = Feld[x][y];
10423   }
10424
10425   /* check if element has already changed or is about to change after moving */
10426   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10427        Feld[x][y] != element) ||
10428
10429       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10430        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10431         ChangePage[x][y] != -1)))
10432     return FALSE;
10433
10434   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10435
10436   for (p = 0; p < element_info[element].num_change_pages; p++)
10437   {
10438     struct ElementChangeInfo *change = &element_info[element].change_page[p];
10439
10440     /* check trigger element for all events where the element that is checked
10441        for changing interacts with a directly adjacent element -- this is
10442        different to element changes that affect other elements to change on the
10443        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10444     boolean check_trigger_element =
10445       (trigger_event == CE_TOUCHING_X ||
10446        trigger_event == CE_HITTING_X ||
10447        trigger_event == CE_HIT_BY_X ||
10448        trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10449
10450     if (change->can_change_or_has_action &&
10451         change->has_event[trigger_event] &&
10452         change->trigger_side & trigger_side &&
10453         change->trigger_player & trigger_player &&
10454         (!check_trigger_element ||
10455          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10456     {
10457       change->actual_trigger_element = trigger_element;
10458       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10459       change->actual_trigger_player_bits = trigger_player;
10460       change->actual_trigger_side = trigger_side;
10461       change->actual_trigger_ce_value = CustomValue[x][y];
10462       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10463
10464       /* special case: trigger element not at (x,y) position for some events */
10465       if (check_trigger_element)
10466       {
10467         static struct
10468         {
10469           int dx, dy;
10470         } move_xy[] =
10471           {
10472             {  0,  0 },
10473             { -1,  0 },
10474             { +1,  0 },
10475             {  0,  0 },
10476             {  0, -1 },
10477             {  0,  0 }, { 0, 0 }, { 0, 0 },
10478             {  0, +1 }
10479           };
10480
10481         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10482         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10483
10484         change->actual_trigger_ce_value = CustomValue[xx][yy];
10485         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10486       }
10487
10488       if (change->can_change && !change_done)
10489       {
10490         ChangeDelay[x][y] = 1;
10491         ChangeEvent[x][y] = trigger_event;
10492
10493         HandleElementChange(x, y, p);
10494
10495         change_done = TRUE;
10496       }
10497       else if (change->has_action)
10498       {
10499         ExecuteCustomElementAction(x, y, element, p);
10500         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10501       }
10502     }
10503   }
10504
10505   RECURSION_LOOP_DETECTION_END();
10506
10507   return change_done;
10508 }
10509
10510 static void PlayPlayerSound(struct PlayerInfo *player)
10511 {
10512   int jx = player->jx, jy = player->jy;
10513   int sound_element = player->artwork_element;
10514   int last_action = player->last_action_waiting;
10515   int action = player->action_waiting;
10516
10517   if (player->is_waiting)
10518   {
10519     if (action != last_action)
10520       PlayLevelSoundElementAction(jx, jy, sound_element, action);
10521     else
10522       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10523   }
10524   else
10525   {
10526     if (action != last_action)
10527       StopSound(element_info[sound_element].sound[last_action]);
10528
10529     if (last_action == ACTION_SLEEPING)
10530       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10531   }
10532 }
10533
10534 static void PlayAllPlayersSound()
10535 {
10536   int i;
10537
10538   for (i = 0; i < MAX_PLAYERS; i++)
10539     if (stored_player[i].active)
10540       PlayPlayerSound(&stored_player[i]);
10541 }
10542
10543 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10544 {
10545   boolean last_waiting = player->is_waiting;
10546   int move_dir = player->MovDir;
10547
10548   player->dir_waiting = move_dir;
10549   player->last_action_waiting = player->action_waiting;
10550
10551   if (is_waiting)
10552   {
10553     if (!last_waiting)          /* not waiting -> waiting */
10554     {
10555       player->is_waiting = TRUE;
10556
10557       player->frame_counter_bored =
10558         FrameCounter +
10559         game.player_boring_delay_fixed +
10560         GetSimpleRandom(game.player_boring_delay_random);
10561       player->frame_counter_sleeping =
10562         FrameCounter +
10563         game.player_sleeping_delay_fixed +
10564         GetSimpleRandom(game.player_sleeping_delay_random);
10565
10566       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10567     }
10568
10569     if (game.player_sleeping_delay_fixed +
10570         game.player_sleeping_delay_random > 0 &&
10571         player->anim_delay_counter == 0 &&
10572         player->post_delay_counter == 0 &&
10573         FrameCounter >= player->frame_counter_sleeping)
10574       player->is_sleeping = TRUE;
10575     else if (game.player_boring_delay_fixed +
10576              game.player_boring_delay_random > 0 &&
10577              FrameCounter >= player->frame_counter_bored)
10578       player->is_bored = TRUE;
10579
10580     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10581                               player->is_bored ? ACTION_BORING :
10582                               ACTION_WAITING);
10583
10584     if (player->is_sleeping && player->use_murphy)
10585     {
10586       /* special case for sleeping Murphy when leaning against non-free tile */
10587
10588       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10589           (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10590            !IS_MOVING(player->jx - 1, player->jy)))
10591         move_dir = MV_LEFT;
10592       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10593                (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10594                 !IS_MOVING(player->jx + 1, player->jy)))
10595         move_dir = MV_RIGHT;
10596       else
10597         player->is_sleeping = FALSE;
10598
10599       player->dir_waiting = move_dir;
10600     }
10601
10602     if (player->is_sleeping)
10603     {
10604       if (player->num_special_action_sleeping > 0)
10605       {
10606         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10607         {
10608           int last_special_action = player->special_action_sleeping;
10609           int num_special_action = player->num_special_action_sleeping;
10610           int special_action =
10611             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10612              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10613              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10614              last_special_action + 1 : ACTION_SLEEPING);
10615           int special_graphic =
10616             el_act_dir2img(player->artwork_element, special_action, move_dir);
10617
10618           player->anim_delay_counter =
10619             graphic_info[special_graphic].anim_delay_fixed +
10620             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10621           player->post_delay_counter =
10622             graphic_info[special_graphic].post_delay_fixed +
10623             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10624
10625           player->special_action_sleeping = special_action;
10626         }
10627
10628         if (player->anim_delay_counter > 0)
10629         {
10630           player->action_waiting = player->special_action_sleeping;
10631           player->anim_delay_counter--;
10632         }
10633         else if (player->post_delay_counter > 0)
10634         {
10635           player->post_delay_counter--;
10636         }
10637       }
10638     }
10639     else if (player->is_bored)
10640     {
10641       if (player->num_special_action_bored > 0)
10642       {
10643         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10644         {
10645           int special_action =
10646             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10647           int special_graphic =
10648             el_act_dir2img(player->artwork_element, special_action, move_dir);
10649
10650           player->anim_delay_counter =
10651             graphic_info[special_graphic].anim_delay_fixed +
10652             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10653           player->post_delay_counter =
10654             graphic_info[special_graphic].post_delay_fixed +
10655             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10656
10657           player->special_action_bored = special_action;
10658         }
10659
10660         if (player->anim_delay_counter > 0)
10661         {
10662           player->action_waiting = player->special_action_bored;
10663           player->anim_delay_counter--;
10664         }
10665         else if (player->post_delay_counter > 0)
10666         {
10667           player->post_delay_counter--;
10668         }
10669       }
10670     }
10671   }
10672   else if (last_waiting)        /* waiting -> not waiting */
10673   {
10674     player->is_waiting = FALSE;
10675     player->is_bored = FALSE;
10676     player->is_sleeping = FALSE;
10677
10678     player->frame_counter_bored = -1;
10679     player->frame_counter_sleeping = -1;
10680
10681     player->anim_delay_counter = 0;
10682     player->post_delay_counter = 0;
10683
10684     player->dir_waiting = player->MovDir;
10685     player->action_waiting = ACTION_DEFAULT;
10686
10687     player->special_action_bored = ACTION_DEFAULT;
10688     player->special_action_sleeping = ACTION_DEFAULT;
10689   }
10690 }
10691
10692 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10693 {
10694   static boolean player_was_moving = FALSE;
10695   static boolean player_was_snapping = FALSE;
10696   static boolean player_was_dropping = FALSE;
10697
10698   if ((!player->is_moving  && player_was_moving) ||
10699       (player->MovPos == 0 && player_was_moving) ||
10700       (player->is_snapping && !player_was_snapping) ||
10701       (player->is_dropping && !player_was_dropping))
10702   {
10703     if (!SaveEngineSnapshotToList())
10704       return;
10705
10706     player_was_moving = FALSE;
10707     player_was_snapping = TRUE;
10708     player_was_dropping = TRUE;
10709   }
10710   else
10711   {
10712     if (player->is_moving)
10713       player_was_moving = TRUE;
10714
10715     if (!player->is_snapping)
10716       player_was_snapping = FALSE;
10717
10718     if (!player->is_dropping)
10719       player_was_dropping = FALSE;
10720   }
10721 }
10722
10723 static void CheckSingleStepMode(struct PlayerInfo *player)
10724 {
10725   if (tape.single_step && tape.recording && !tape.pausing)
10726   {
10727     /* as it is called "single step mode", just return to pause mode when the
10728        player stopped moving after one tile (or never starts moving at all) */
10729     if (!player->is_moving && !player->is_pushing)
10730     {
10731       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10732       SnapField(player, 0, 0);                  /* stop snapping */
10733     }
10734   }
10735
10736   CheckSaveEngineSnapshot(player);
10737 }
10738
10739 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10740 {
10741   int left      = player_action & JOY_LEFT;
10742   int right     = player_action & JOY_RIGHT;
10743   int up        = player_action & JOY_UP;
10744   int down      = player_action & JOY_DOWN;
10745   int button1   = player_action & JOY_BUTTON_1;
10746   int button2   = player_action & JOY_BUTTON_2;
10747   int dx        = (left ? -1 : right ? 1 : 0);
10748   int dy        = (up   ? -1 : down  ? 1 : 0);
10749
10750   if (!player->active || tape.pausing)
10751     return 0;
10752
10753   if (player_action)
10754   {
10755     if (button1)
10756       SnapField(player, dx, dy);
10757     else
10758     {
10759       if (button2)
10760         DropElement(player);
10761
10762       MovePlayer(player, dx, dy);
10763     }
10764
10765     CheckSingleStepMode(player);
10766
10767     SetPlayerWaiting(player, FALSE);
10768
10769     return player_action;
10770   }
10771   else
10772   {
10773     /* no actions for this player (no input at player's configured device) */
10774
10775     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10776     SnapField(player, 0, 0);
10777     CheckGravityMovementWhenNotMoving(player);
10778
10779     if (player->MovPos == 0)
10780       SetPlayerWaiting(player, TRUE);
10781
10782     if (player->MovPos == 0)    /* needed for tape.playing */
10783       player->is_moving = FALSE;
10784
10785     player->is_dropping = FALSE;
10786     player->is_dropping_pressed = FALSE;
10787     player->drop_pressed_delay = 0;
10788
10789     CheckSingleStepMode(player);
10790
10791     return 0;
10792   }
10793 }
10794
10795 static void CheckLevelTime()
10796 {
10797   int i;
10798
10799   /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10800   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10801   {
10802     if (level.native_em_level->lev->home == 0)  /* all players at home */
10803     {
10804       PlayerWins(local_player);
10805
10806       AllPlayersGone = TRUE;
10807
10808       level.native_em_level->lev->home = -1;
10809     }
10810
10811     if (level.native_em_level->ply[0]->alive == 0 &&
10812         level.native_em_level->ply[1]->alive == 0 &&
10813         level.native_em_level->ply[2]->alive == 0 &&
10814         level.native_em_level->ply[3]->alive == 0)      /* all dead */
10815       AllPlayersGone = TRUE;
10816   }
10817   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10818   {
10819     if (game_sp.LevelSolved &&
10820         !game_sp.GameOver)                              /* game won */
10821     {
10822       PlayerWins(local_player);
10823
10824       game_sp.GameOver = TRUE;
10825
10826       AllPlayersGone = TRUE;
10827     }
10828
10829     if (game_sp.GameOver)                               /* game lost */
10830       AllPlayersGone = TRUE;
10831   }
10832
10833   if (TimeFrames >= FRAMES_PER_SECOND)
10834   {
10835     TimeFrames = 0;
10836     TapeTime++;
10837
10838     for (i = 0; i < MAX_PLAYERS; i++)
10839     {
10840       struct PlayerInfo *player = &stored_player[i];
10841
10842       if (SHIELD_ON(player))
10843       {
10844         player->shield_normal_time_left--;
10845
10846         if (player->shield_deadly_time_left > 0)
10847           player->shield_deadly_time_left--;
10848       }
10849     }
10850
10851     if (!local_player->LevelSolved && !level.use_step_counter)
10852     {
10853       TimePlayed++;
10854
10855       if (TimeLeft > 0)
10856       {
10857         TimeLeft--;
10858
10859         if (TimeLeft <= 10 && setup.time_limit)
10860           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10861
10862         /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10863            is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10864
10865         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10866
10867         if (!TimeLeft && setup.time_limit)
10868         {
10869           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10870             level.native_em_level->lev->killed_out_of_time = TRUE;
10871           else
10872             for (i = 0; i < MAX_PLAYERS; i++)
10873               KillPlayer(&stored_player[i]);
10874         }
10875       }
10876       else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10877       {
10878         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10879       }
10880
10881       level.native_em_level->lev->time =
10882         (game.no_time_limit ? TimePlayed : TimeLeft);
10883     }
10884
10885     if (tape.recording || tape.playing)
10886       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10887   }
10888
10889   if (tape.recording || tape.playing)
10890     DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10891
10892   UpdateAndDisplayGameControlValues();
10893 }
10894
10895 void AdvanceFrameAndPlayerCounters(int player_nr)
10896 {
10897   int i;
10898
10899   /* advance frame counters (global frame counter and time frame counter) */
10900   FrameCounter++;
10901   TimeFrames++;
10902
10903   /* advance player counters (counters for move delay, move animation etc.) */
10904   for (i = 0; i < MAX_PLAYERS; i++)
10905   {
10906     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10907     int move_delay_value = stored_player[i].move_delay_value;
10908     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10909
10910     if (!advance_player_counters)       /* not all players may be affected */
10911       continue;
10912
10913     if (move_frames == 0)       /* less than one move per game frame */
10914     {
10915       int stepsize = TILEX / move_delay_value;
10916       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10917       int count = (stored_player[i].is_moving ?
10918                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10919
10920       if (count % delay == 0)
10921         move_frames = 1;
10922     }
10923
10924     stored_player[i].Frame += move_frames;
10925
10926     if (stored_player[i].MovPos != 0)
10927       stored_player[i].StepFrame += move_frames;
10928
10929     if (stored_player[i].move_delay > 0)
10930       stored_player[i].move_delay--;
10931
10932     /* due to bugs in previous versions, counter must count up, not down */
10933     if (stored_player[i].push_delay != -1)
10934       stored_player[i].push_delay++;
10935
10936     if (stored_player[i].drop_delay > 0)
10937       stored_player[i].drop_delay--;
10938
10939     if (stored_player[i].is_dropping_pressed)
10940       stored_player[i].drop_pressed_delay++;
10941   }
10942 }
10943
10944 void StartGameActions(boolean init_network_game, boolean record_tape,
10945                       int random_seed)
10946 {
10947   unsigned int new_random_seed = InitRND(random_seed);
10948
10949   if (record_tape)
10950     TapeStartRecording(new_random_seed);
10951
10952 #if defined(NETWORK_AVALIABLE)
10953   if (init_network_game)
10954   {
10955     SendToServer_StartPlaying();
10956
10957     return;
10958   }
10959 #endif
10960
10961   InitGame();
10962 }
10963
10964 void GameActions()
10965 {
10966   static unsigned int game_frame_delay = 0;
10967   unsigned int game_frame_delay_value;
10968   byte *recorded_player_action;
10969   byte summarized_player_action = 0;
10970   byte tape_action[MAX_PLAYERS];
10971   int i;
10972
10973   for (i = 0; i < MAX_PLAYERS; i++)
10974   {
10975     struct PlayerInfo *player = &stored_player[i];
10976
10977     // allow engine snapshot if movement attempt was stopped
10978     if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10979         (player->action & KEY_MOTION) == 0)
10980       game.snapshot.changed_action = TRUE;
10981
10982     // allow engine snapshot in case of snapping/dropping attempt
10983     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10984         (player->action & KEY_BUTTON) != 0)
10985       game.snapshot.changed_action = TRUE;
10986
10987     game.snapshot.last_action[i] = player->action;
10988   }
10989
10990   /* detect endless loops, caused by custom element programming */
10991   if (recursion_loop_detected && recursion_loop_depth == 0)
10992   {
10993     char *message = getStringCat3("Internal Error! Element ",
10994                                   EL_NAME(recursion_loop_element),
10995                                   " caused endless loop! Quit the game?");
10996
10997     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10998           EL_NAME(recursion_loop_element));
10999
11000     RequestQuitGameExt(FALSE, level_editor_test_game, message);
11001
11002     recursion_loop_detected = FALSE;    /* if game should be continued */
11003
11004     free(message);
11005
11006     return;
11007   }
11008
11009   if (game.restart_level)
11010     StartGameActions(options.network, setup.autorecord, level.random_seed);
11011
11012   /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11013   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11014   {
11015     if (level.native_em_level->lev->home == 0)  /* all players at home */
11016     {
11017       PlayerWins(local_player);
11018
11019       AllPlayersGone = TRUE;
11020
11021       level.native_em_level->lev->home = -1;
11022     }
11023
11024     if (level.native_em_level->ply[0]->alive == 0 &&
11025         level.native_em_level->ply[1]->alive == 0 &&
11026         level.native_em_level->ply[2]->alive == 0 &&
11027         level.native_em_level->ply[3]->alive == 0)      /* all dead */
11028       AllPlayersGone = TRUE;
11029   }
11030   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11031   {
11032     if (game_sp.LevelSolved &&
11033         !game_sp.GameOver)                              /* game won */
11034     {
11035       PlayerWins(local_player);
11036
11037       game_sp.GameOver = TRUE;
11038
11039       AllPlayersGone = TRUE;
11040     }
11041
11042     if (game_sp.GameOver)                               /* game lost */
11043       AllPlayersGone = TRUE;
11044   }
11045
11046   if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11047     GameWon();
11048
11049   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11050     TapeStop();
11051
11052   if (game_status != GAME_MODE_PLAYING)         /* status might have changed */
11053     return;
11054
11055   game_frame_delay_value =
11056     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11057
11058   if (tape.playing && tape.warp_forward && !tape.pausing)
11059     game_frame_delay_value = 0;
11060
11061   /* ---------- main game synchronization point ---------- */
11062
11063   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11064
11065   if (network_playing && !network_player_action_received)
11066   {
11067     /* try to get network player actions in time */
11068
11069 #if defined(NETWORK_AVALIABLE)
11070     /* last chance to get network player actions without main loop delay */
11071     HandleNetworking();
11072 #endif
11073
11074     /* game was quit by network peer */
11075     if (game_status != GAME_MODE_PLAYING)
11076       return;
11077
11078     if (!network_player_action_received)
11079       return;           /* failed to get network player actions in time */
11080
11081     /* do not yet reset "network_player_action_received" (for tape.pausing) */
11082   }
11083
11084   if (tape.pausing)
11085     return;
11086
11087   /* at this point we know that we really continue executing the game */
11088
11089   network_player_action_received = FALSE;
11090
11091   /* when playing tape, read previously recorded player input from tape data */
11092   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11093
11094   /* TapePlayAction() may return NULL when toggling to "pause before death" */
11095   if (tape.pausing)
11096     return;
11097
11098   if (tape.set_centered_player)
11099   {
11100     game.centered_player_nr_next = tape.centered_player_nr_next;
11101     game.set_centered_player = TRUE;
11102   }
11103
11104   for (i = 0; i < MAX_PLAYERS; i++)
11105   {
11106     summarized_player_action |= stored_player[i].action;
11107
11108     if (!network_playing && (game.team_mode || tape.playing))
11109       stored_player[i].effective_action = stored_player[i].action;
11110   }
11111
11112 #if defined(NETWORK_AVALIABLE)
11113   if (network_playing)
11114     SendToServer_MovePlayer(summarized_player_action);
11115 #endif
11116
11117   if (!options.network && !game.team_mode)
11118     local_player->effective_action = summarized_player_action;
11119
11120   if (tape.recording &&
11121       setup.team_mode &&
11122       setup.input_on_focus &&
11123       game.centered_player_nr != -1)
11124   {
11125     for (i = 0; i < MAX_PLAYERS; i++)
11126       stored_player[i].effective_action =
11127         (i == game.centered_player_nr ? summarized_player_action : 0);
11128   }
11129
11130   if (recorded_player_action != NULL)
11131     for (i = 0; i < MAX_PLAYERS; i++)
11132       stored_player[i].effective_action = recorded_player_action[i];
11133
11134   for (i = 0; i < MAX_PLAYERS; i++)
11135   {
11136     tape_action[i] = stored_player[i].effective_action;
11137
11138     /* (this may happen in the RND game engine if a player was not present on
11139        the playfield on level start, but appeared later from a custom element */
11140     if (setup.team_mode &&
11141         tape.recording &&
11142         tape_action[i] &&
11143         !tape.player_participates[i])
11144       tape.player_participates[i] = TRUE;
11145   }
11146
11147   /* only record actions from input devices, but not programmed actions */
11148   if (tape.recording)
11149     TapeRecordAction(tape_action);
11150
11151 #if USE_NEW_PLAYER_ASSIGNMENTS
11152   // !!! also map player actions in single player mode !!!
11153   // if (game.team_mode)
11154   {
11155     byte mapped_action[MAX_PLAYERS];
11156
11157 #if DEBUG_PLAYER_ACTIONS
11158     printf(":::");
11159     for (i = 0; i < MAX_PLAYERS; i++)
11160       printf(" %d, ", stored_player[i].effective_action);
11161 #endif
11162
11163     for (i = 0; i < MAX_PLAYERS; i++)
11164       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11165
11166     for (i = 0; i < MAX_PLAYERS; i++)
11167       stored_player[i].effective_action = mapped_action[i];
11168
11169 #if DEBUG_PLAYER_ACTIONS
11170     printf(" =>");
11171     for (i = 0; i < MAX_PLAYERS; i++)
11172       printf(" %d, ", stored_player[i].effective_action);
11173     printf("\n");
11174 #endif
11175   }
11176 #if DEBUG_PLAYER_ACTIONS
11177   else
11178   {
11179     printf(":::");
11180     for (i = 0; i < MAX_PLAYERS; i++)
11181       printf(" %d, ", stored_player[i].effective_action);
11182     printf("\n");
11183   }
11184 #endif
11185 #endif
11186
11187   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11188   {
11189     GameActions_EM_Main();
11190   }
11191   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11192   {
11193     GameActions_SP_Main();
11194   }
11195   else
11196   {
11197     GameActions_RND_Main();
11198   }
11199
11200   BlitScreenToBitmap(backbuffer);
11201
11202   CheckLevelTime();
11203
11204   AdvanceFrameAndPlayerCounters(-1);    /* advance counters for all players */
11205 }
11206
11207 void GameActions_EM_Main()
11208 {
11209   byte effective_action[MAX_PLAYERS];
11210   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11211   int i;
11212
11213   for (i = 0; i < MAX_PLAYERS; i++)
11214     effective_action[i] = stored_player[i].effective_action;
11215
11216   GameActions_EM(effective_action, warp_mode);
11217 }
11218
11219 void GameActions_SP_Main()
11220 {
11221   byte effective_action[MAX_PLAYERS];
11222   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11223   int i;
11224
11225   for (i = 0; i < MAX_PLAYERS; i++)
11226     effective_action[i] = stored_player[i].effective_action;
11227
11228   GameActions_SP(effective_action, warp_mode);
11229 }
11230
11231 void GameActions_RND_Main()
11232 {
11233   GameActions_RND();
11234 }
11235
11236 void GameActions_RND()
11237 {
11238   int magic_wall_x = 0, magic_wall_y = 0;
11239   int i, x, y, element, graphic;
11240
11241   InitPlayfieldScanModeVars();
11242
11243   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11244   {
11245     SCAN_PLAYFIELD(x, y)
11246     {
11247       ChangeCount[x][y] = 0;
11248       ChangeEvent[x][y] = -1;
11249     }
11250   }
11251
11252   if (game.set_centered_player)
11253   {
11254     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11255
11256     /* switching to "all players" only possible if all players fit to screen */
11257     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11258     {
11259       game.centered_player_nr_next = game.centered_player_nr;
11260       game.set_centered_player = FALSE;
11261     }
11262
11263     /* do not switch focus to non-existing (or non-active) player */
11264     if (game.centered_player_nr_next >= 0 &&
11265         !stored_player[game.centered_player_nr_next].active)
11266     {
11267       game.centered_player_nr_next = game.centered_player_nr;
11268       game.set_centered_player = FALSE;
11269     }
11270   }
11271
11272   if (game.set_centered_player &&
11273       ScreenMovPos == 0)        /* screen currently aligned at tile position */
11274   {
11275     int sx, sy;
11276
11277     if (game.centered_player_nr_next == -1)
11278     {
11279       setScreenCenteredToAllPlayers(&sx, &sy);
11280     }
11281     else
11282     {
11283       sx = stored_player[game.centered_player_nr_next].jx;
11284       sy = stored_player[game.centered_player_nr_next].jy;
11285     }
11286
11287     game.centered_player_nr = game.centered_player_nr_next;
11288     game.set_centered_player = FALSE;
11289
11290     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11291     DrawGameDoorValues();
11292   }
11293
11294   for (i = 0; i < MAX_PLAYERS; i++)
11295   {
11296     int actual_player_action = stored_player[i].effective_action;
11297
11298 #if 1
11299     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11300        - rnd_equinox_tetrachloride 048
11301        - rnd_equinox_tetrachloride_ii 096
11302        - rnd_emanuel_schmieg 002
11303        - doctor_sloan_ww 001, 020
11304     */
11305     if (stored_player[i].MovPos == 0)
11306       CheckGravityMovement(&stored_player[i]);
11307 #endif
11308
11309     /* overwrite programmed action with tape action */
11310     if (stored_player[i].programmed_action)
11311       actual_player_action = stored_player[i].programmed_action;
11312
11313     PlayerActions(&stored_player[i], actual_player_action);
11314
11315     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11316   }
11317
11318   ScrollScreen(NULL, SCROLL_GO_ON);
11319
11320   /* for backwards compatibility, the following code emulates a fixed bug that
11321      occured when pushing elements (causing elements that just made their last
11322      pushing step to already (if possible) make their first falling step in the
11323      same game frame, which is bad); this code is also needed to use the famous
11324      "spring push bug" which is used in older levels and might be wanted to be
11325      used also in newer levels, but in this case the buggy pushing code is only
11326      affecting the "spring" element and no other elements */
11327
11328   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11329   {
11330     for (i = 0; i < MAX_PLAYERS; i++)
11331     {
11332       struct PlayerInfo *player = &stored_player[i];
11333       int x = player->jx;
11334       int y = player->jy;
11335
11336       if (player->active && player->is_pushing && player->is_moving &&
11337           IS_MOVING(x, y) &&
11338           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11339            Feld[x][y] == EL_SPRING))
11340       {
11341         ContinueMoving(x, y);
11342
11343         /* continue moving after pushing (this is actually a bug) */
11344         if (!IS_MOVING(x, y))
11345           Stop[x][y] = FALSE;
11346       }
11347     }
11348   }
11349
11350   SCAN_PLAYFIELD(x, y)
11351   {
11352     ChangeCount[x][y] = 0;
11353     ChangeEvent[x][y] = -1;
11354
11355     /* this must be handled before main playfield loop */
11356     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11357     {
11358       MovDelay[x][y]--;
11359       if (MovDelay[x][y] <= 0)
11360         RemoveField(x, y);
11361     }
11362
11363     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11364     {
11365       MovDelay[x][y]--;
11366       if (MovDelay[x][y] <= 0)
11367       {
11368         RemoveField(x, y);
11369         TEST_DrawLevelField(x, y);
11370
11371         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
11372       }
11373     }
11374
11375 #if DEBUG
11376     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11377     {
11378       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11379       printf("GameActions(): This should never happen!\n");
11380
11381       ChangePage[x][y] = -1;
11382     }
11383 #endif
11384
11385     Stop[x][y] = FALSE;
11386     if (WasJustMoving[x][y] > 0)
11387       WasJustMoving[x][y]--;
11388     if (WasJustFalling[x][y] > 0)
11389       WasJustFalling[x][y]--;
11390     if (CheckCollision[x][y] > 0)
11391       CheckCollision[x][y]--;
11392     if (CheckImpact[x][y] > 0)
11393       CheckImpact[x][y]--;
11394
11395     GfxFrame[x][y]++;
11396
11397     /* reset finished pushing action (not done in ContinueMoving() to allow
11398        continuous pushing animation for elements with zero push delay) */
11399     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11400     {
11401       ResetGfxAnimation(x, y);
11402       TEST_DrawLevelField(x, y);
11403     }
11404
11405 #if DEBUG
11406     if (IS_BLOCKED(x, y))
11407     {
11408       int oldx, oldy;
11409
11410       Blocked2Moving(x, y, &oldx, &oldy);
11411       if (!IS_MOVING(oldx, oldy))
11412       {
11413         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11414         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11415         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11416         printf("GameActions(): This should never happen!\n");
11417       }
11418     }
11419 #endif
11420   }
11421
11422   SCAN_PLAYFIELD(x, y)
11423   {
11424     element = Feld[x][y];
11425     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11426
11427     ResetGfxFrame(x, y, TRUE);
11428
11429     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11430         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11431       ResetRandomAnimationValue(x, y);
11432
11433     SetRandomAnimationValue(x, y);
11434
11435     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11436
11437     if (IS_INACTIVE(element))
11438     {
11439       if (IS_ANIMATED(graphic))
11440         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11441
11442       continue;
11443     }
11444
11445     /* this may take place after moving, so 'element' may have changed */
11446     if (IS_CHANGING(x, y) &&
11447         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11448     {
11449       int page = element_info[element].event_page_nr[CE_DELAY];
11450
11451       HandleElementChange(x, y, page);
11452
11453       element = Feld[x][y];
11454       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11455     }
11456
11457     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11458     {
11459       StartMoving(x, y);
11460
11461       element = Feld[x][y];
11462       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11463
11464       if (IS_ANIMATED(graphic) &&
11465           !IS_MOVING(x, y) &&
11466           !Stop[x][y])
11467         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11468
11469       if (IS_GEM(element) || element == EL_SP_INFOTRON)
11470         TEST_DrawTwinkleOnField(x, y);
11471     }
11472     else if ((element == EL_ACID ||
11473               element == EL_EXIT_OPEN ||
11474               element == EL_EM_EXIT_OPEN ||
11475               element == EL_SP_EXIT_OPEN ||
11476               element == EL_STEEL_EXIT_OPEN ||
11477               element == EL_EM_STEEL_EXIT_OPEN ||
11478               element == EL_SP_TERMINAL ||
11479               element == EL_SP_TERMINAL_ACTIVE ||
11480               element == EL_EXTRA_TIME ||
11481               element == EL_SHIELD_NORMAL ||
11482               element == EL_SHIELD_DEADLY) &&
11483              IS_ANIMATED(graphic))
11484       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11485     else if (IS_MOVING(x, y))
11486       ContinueMoving(x, y);
11487     else if (IS_ACTIVE_BOMB(element))
11488       CheckDynamite(x, y);
11489     else if (element == EL_AMOEBA_GROWING)
11490       AmoebeWaechst(x, y);
11491     else if (element == EL_AMOEBA_SHRINKING)
11492       AmoebaDisappearing(x, y);
11493
11494 #if !USE_NEW_AMOEBA_CODE
11495     else if (IS_AMOEBALIVE(element))
11496       AmoebeAbleger(x, y);
11497 #endif
11498
11499     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11500       Life(x, y);
11501     else if (element == EL_EXIT_CLOSED)
11502       CheckExit(x, y);
11503     else if (element == EL_EM_EXIT_CLOSED)
11504       CheckExitEM(x, y);
11505     else if (element == EL_STEEL_EXIT_CLOSED)
11506       CheckExitSteel(x, y);
11507     else if (element == EL_EM_STEEL_EXIT_CLOSED)
11508       CheckExitSteelEM(x, y);
11509     else if (element == EL_SP_EXIT_CLOSED)
11510       CheckExitSP(x, y);
11511     else if (element == EL_EXPANDABLE_WALL_GROWING ||
11512              element == EL_EXPANDABLE_STEELWALL_GROWING)
11513       MauerWaechst(x, y);
11514     else if (element == EL_EXPANDABLE_WALL ||
11515              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11516              element == EL_EXPANDABLE_WALL_VERTICAL ||
11517              element == EL_EXPANDABLE_WALL_ANY ||
11518              element == EL_BD_EXPANDABLE_WALL)
11519       MauerAbleger(x, y);
11520     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11521              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11522              element == EL_EXPANDABLE_STEELWALL_ANY)
11523       MauerAblegerStahl(x, y);
11524     else if (element == EL_FLAMES)
11525       CheckForDragon(x, y);
11526     else if (element == EL_EXPLOSION)
11527       ; /* drawing of correct explosion animation is handled separately */
11528     else if (element == EL_ELEMENT_SNAPPING ||
11529              element == EL_DIAGONAL_SHRINKING ||
11530              element == EL_DIAGONAL_GROWING)
11531     {
11532       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11533
11534       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11535     }
11536     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11537       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11538
11539     if (IS_BELT_ACTIVE(element))
11540       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11541
11542     if (game.magic_wall_active)
11543     {
11544       int jx = local_player->jx, jy = local_player->jy;
11545
11546       /* play the element sound at the position nearest to the player */
11547       if ((element == EL_MAGIC_WALL_FULL ||
11548            element == EL_MAGIC_WALL_ACTIVE ||
11549            element == EL_MAGIC_WALL_EMPTYING ||
11550            element == EL_BD_MAGIC_WALL_FULL ||
11551            element == EL_BD_MAGIC_WALL_ACTIVE ||
11552            element == EL_BD_MAGIC_WALL_EMPTYING ||
11553            element == EL_DC_MAGIC_WALL_FULL ||
11554            element == EL_DC_MAGIC_WALL_ACTIVE ||
11555            element == EL_DC_MAGIC_WALL_EMPTYING) &&
11556           ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11557       {
11558         magic_wall_x = x;
11559         magic_wall_y = y;
11560       }
11561     }
11562   }
11563
11564 #if USE_NEW_AMOEBA_CODE
11565   /* new experimental amoeba growth stuff */
11566   if (!(FrameCounter % 8))
11567   {
11568     static unsigned int random = 1684108901;
11569
11570     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11571     {
11572       x = RND(lev_fieldx);
11573       y = RND(lev_fieldy);
11574       element = Feld[x][y];
11575
11576       if (!IS_PLAYER(x,y) &&
11577           (element == EL_EMPTY ||
11578            CAN_GROW_INTO(element) ||
11579            element == EL_QUICKSAND_EMPTY ||
11580            element == EL_QUICKSAND_FAST_EMPTY ||
11581            element == EL_ACID_SPLASH_LEFT ||
11582            element == EL_ACID_SPLASH_RIGHT))
11583       {
11584         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11585             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11586             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11587             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11588           Feld[x][y] = EL_AMOEBA_DROP;
11589       }
11590
11591       random = random * 129 + 1;
11592     }
11593   }
11594 #endif
11595
11596   game.explosions_delayed = FALSE;
11597
11598   SCAN_PLAYFIELD(x, y)
11599   {
11600     element = Feld[x][y];
11601
11602     if (ExplodeField[x][y])
11603       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11604     else if (element == EL_EXPLOSION)
11605       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11606
11607     ExplodeField[x][y] = EX_TYPE_NONE;
11608   }
11609
11610   game.explosions_delayed = TRUE;
11611
11612   if (game.magic_wall_active)
11613   {
11614     if (!(game.magic_wall_time_left % 4))
11615     {
11616       int element = Feld[magic_wall_x][magic_wall_y];
11617
11618       if (element == EL_BD_MAGIC_WALL_FULL ||
11619           element == EL_BD_MAGIC_WALL_ACTIVE ||
11620           element == EL_BD_MAGIC_WALL_EMPTYING)
11621         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11622       else if (element == EL_DC_MAGIC_WALL_FULL ||
11623                element == EL_DC_MAGIC_WALL_ACTIVE ||
11624                element == EL_DC_MAGIC_WALL_EMPTYING)
11625         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11626       else
11627         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11628     }
11629
11630     if (game.magic_wall_time_left > 0)
11631     {
11632       game.magic_wall_time_left--;
11633
11634       if (!game.magic_wall_time_left)
11635       {
11636         SCAN_PLAYFIELD(x, y)
11637         {
11638           element = Feld[x][y];
11639
11640           if (element == EL_MAGIC_WALL_ACTIVE ||
11641               element == EL_MAGIC_WALL_FULL)
11642           {
11643             Feld[x][y] = EL_MAGIC_WALL_DEAD;
11644             TEST_DrawLevelField(x, y);
11645           }
11646           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11647                    element == EL_BD_MAGIC_WALL_FULL)
11648           {
11649             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11650             TEST_DrawLevelField(x, y);
11651           }
11652           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11653                    element == EL_DC_MAGIC_WALL_FULL)
11654           {
11655             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11656             TEST_DrawLevelField(x, y);
11657           }
11658         }
11659
11660         game.magic_wall_active = FALSE;
11661       }
11662     }
11663   }
11664
11665   if (game.light_time_left > 0)
11666   {
11667     game.light_time_left--;
11668
11669     if (game.light_time_left == 0)
11670       RedrawAllLightSwitchesAndInvisibleElements();
11671   }
11672
11673   if (game.timegate_time_left > 0)
11674   {
11675     game.timegate_time_left--;
11676
11677     if (game.timegate_time_left == 0)
11678       CloseAllOpenTimegates();
11679   }
11680
11681   if (game.lenses_time_left > 0)
11682   {
11683     game.lenses_time_left--;
11684
11685     if (game.lenses_time_left == 0)
11686       RedrawAllInvisibleElementsForLenses();
11687   }
11688
11689   if (game.magnify_time_left > 0)
11690   {
11691     game.magnify_time_left--;
11692
11693     if (game.magnify_time_left == 0)
11694       RedrawAllInvisibleElementsForMagnifier();
11695   }
11696
11697   for (i = 0; i < MAX_PLAYERS; i++)
11698   {
11699     struct PlayerInfo *player = &stored_player[i];
11700
11701     if (SHIELD_ON(player))
11702     {
11703       if (player->shield_deadly_time_left)
11704         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11705       else if (player->shield_normal_time_left)
11706         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11707     }
11708   }
11709
11710 #if USE_DELAYED_GFX_REDRAW
11711   SCAN_PLAYFIELD(x, y)
11712   {
11713     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11714     {
11715       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11716          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11717
11718       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11719         DrawLevelField(x, y);
11720
11721       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11722         DrawLevelFieldCrumbled(x, y);
11723
11724       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11725         DrawLevelFieldCrumbledNeighbours(x, y);
11726
11727       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11728         DrawTwinkleOnField(x, y);
11729     }
11730
11731     GfxRedraw[x][y] = GFX_REDRAW_NONE;
11732   }
11733 #endif
11734
11735   DrawAllPlayers();
11736   PlayAllPlayersSound();
11737
11738   if (options.debug)                    /* calculate frames per second */
11739   {
11740     static unsigned int fps_counter = 0;
11741     static int fps_frames = 0;
11742     unsigned int fps_delay_ms = Counter() - fps_counter;
11743
11744     fps_frames++;
11745
11746     if (fps_delay_ms >= 500)    /* calculate fps every 0.5 seconds */
11747     {
11748       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11749
11750       fps_frames = 0;
11751       fps_counter = Counter();
11752     }
11753
11754     redraw_mask |= REDRAW_FPS;
11755   }
11756
11757   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11758   {
11759     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11760
11761     local_player->show_envelope = 0;
11762   }
11763
11764   /* use random number generator in every frame to make it less predictable */
11765   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11766     RND(1);
11767 }
11768
11769 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11770 {
11771   int min_x = x, min_y = y, max_x = x, max_y = y;
11772   int i;
11773
11774   for (i = 0; i < MAX_PLAYERS; i++)
11775   {
11776     int jx = stored_player[i].jx, jy = stored_player[i].jy;
11777
11778     if (!stored_player[i].active || &stored_player[i] == player)
11779       continue;
11780
11781     min_x = MIN(min_x, jx);
11782     min_y = MIN(min_y, jy);
11783     max_x = MAX(max_x, jx);
11784     max_y = MAX(max_y, jy);
11785   }
11786
11787   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11788 }
11789
11790 static boolean AllPlayersInVisibleScreen()
11791 {
11792   int i;
11793
11794   for (i = 0; i < MAX_PLAYERS; i++)
11795   {
11796     int jx = stored_player[i].jx, jy = stored_player[i].jy;
11797
11798     if (!stored_player[i].active)
11799       continue;
11800
11801     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11802       return FALSE;
11803   }
11804
11805   return TRUE;
11806 }
11807
11808 void ScrollLevel(int dx, int dy)
11809 {
11810   int scroll_offset = 2 * TILEX_VAR;
11811   int x, y;
11812
11813   BlitBitmap(drawto_field, drawto_field,
11814              FX + TILEX_VAR * (dx == -1) - scroll_offset,
11815              FY + TILEY_VAR * (dy == -1) - scroll_offset,
11816              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11817              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11818              FX + TILEX_VAR * (dx == 1) - scroll_offset,
11819              FY + TILEY_VAR * (dy == 1) - scroll_offset);
11820
11821   if (dx != 0)
11822   {
11823     x = (dx == 1 ? BX1 : BX2);
11824     for (y = BY1; y <= BY2; y++)
11825       DrawScreenField(x, y);
11826   }
11827
11828   if (dy != 0)
11829   {
11830     y = (dy == 1 ? BY1 : BY2);
11831     for (x = BX1; x <= BX2; x++)
11832       DrawScreenField(x, y);
11833   }
11834
11835   redraw_mask |= REDRAW_FIELD;
11836 }
11837
11838 static boolean canFallDown(struct PlayerInfo *player)
11839 {
11840   int jx = player->jx, jy = player->jy;
11841
11842   return (IN_LEV_FIELD(jx, jy + 1) &&
11843           (IS_FREE(jx, jy + 1) ||
11844            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11845           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11846           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11847 }
11848
11849 static boolean canPassField(int x, int y, int move_dir)
11850 {
11851   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11852   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11853   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
11854   int nextx = x + dx;
11855   int nexty = y + dy;
11856   int element = Feld[x][y];
11857
11858   return (IS_PASSABLE_FROM(element, opposite_dir) &&
11859           !CAN_MOVE(element) &&
11860           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11861           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11862           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11863 }
11864
11865 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11866 {
11867   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11868   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11869   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
11870   int newx = x + dx;
11871   int newy = y + dy;
11872
11873   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11874           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11875           (IS_DIGGABLE(Feld[newx][newy]) ||
11876            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11877            canPassField(newx, newy, move_dir)));
11878 }
11879
11880 static void CheckGravityMovement(struct PlayerInfo *player)
11881 {
11882   if (player->gravity && !player->programmed_action)
11883   {
11884     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11885     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
11886     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11887     int jx = player->jx, jy = player->jy;
11888     boolean player_is_moving_to_valid_field =
11889       (!player_is_snapping &&
11890        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11891         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11892     boolean player_can_fall_down = canFallDown(player);
11893
11894     if (player_can_fall_down &&
11895         !player_is_moving_to_valid_field)
11896       player->programmed_action = MV_DOWN;
11897   }
11898 }
11899
11900 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11901 {
11902   return CheckGravityMovement(player);
11903
11904   if (player->gravity && !player->programmed_action)
11905   {
11906     int jx = player->jx, jy = player->jy;
11907     boolean field_under_player_is_free =
11908       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11909     boolean player_is_standing_on_valid_field =
11910       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11911        (IS_WALKABLE(Feld[jx][jy]) &&
11912         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11913
11914     if (field_under_player_is_free && !player_is_standing_on_valid_field)
11915       player->programmed_action = MV_DOWN;
11916   }
11917 }
11918
11919 /*
11920   MovePlayerOneStep()
11921   -----------------------------------------------------------------------------
11922   dx, dy:               direction (non-diagonal) to try to move the player to
11923   real_dx, real_dy:     direction as read from input device (can be diagonal)
11924 */
11925
11926 boolean MovePlayerOneStep(struct PlayerInfo *player,
11927                           int dx, int dy, int real_dx, int real_dy)
11928 {
11929   int jx = player->jx, jy = player->jy;
11930   int new_jx = jx + dx, new_jy = jy + dy;
11931   int can_move;
11932   boolean player_can_move = !player->cannot_move;
11933
11934   if (!player->active || (!dx && !dy))
11935     return MP_NO_ACTION;
11936
11937   player->MovDir = (dx < 0 ? MV_LEFT :
11938                     dx > 0 ? MV_RIGHT :
11939                     dy < 0 ? MV_UP :
11940                     dy > 0 ? MV_DOWN :  MV_NONE);
11941
11942   if (!IN_LEV_FIELD(new_jx, new_jy))
11943     return MP_NO_ACTION;
11944
11945   if (!player_can_move)
11946   {
11947     if (player->MovPos == 0)
11948     {
11949       player->is_moving = FALSE;
11950       player->is_digging = FALSE;
11951       player->is_collecting = FALSE;
11952       player->is_snapping = FALSE;
11953       player->is_pushing = FALSE;
11954     }
11955   }
11956
11957   if (!options.network && game.centered_player_nr == -1 &&
11958       !AllPlayersInSight(player, new_jx, new_jy))
11959     return MP_NO_ACTION;
11960
11961   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11962   if (can_move != MP_MOVING)
11963     return can_move;
11964
11965   /* check if DigField() has caused relocation of the player */
11966   if (player->jx != jx || player->jy != jy)
11967     return MP_NO_ACTION;        /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11968
11969   StorePlayer[jx][jy] = 0;
11970   player->last_jx = jx;
11971   player->last_jy = jy;
11972   player->jx = new_jx;
11973   player->jy = new_jy;
11974   StorePlayer[new_jx][new_jy] = player->element_nr;
11975
11976   if (player->move_delay_value_next != -1)
11977   {
11978     player->move_delay_value = player->move_delay_value_next;
11979     player->move_delay_value_next = -1;
11980   }
11981
11982   player->MovPos =
11983     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11984
11985   player->step_counter++;
11986
11987   PlayerVisit[jx][jy] = FrameCounter;
11988
11989   player->is_moving = TRUE;
11990
11991 #if 1
11992   /* should better be called in MovePlayer(), but this breaks some tapes */
11993   ScrollPlayer(player, SCROLL_INIT);
11994 #endif
11995
11996   return MP_MOVING;
11997 }
11998
11999 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12000 {
12001   int jx = player->jx, jy = player->jy;
12002   int old_jx = jx, old_jy = jy;
12003   int moved = MP_NO_ACTION;
12004
12005   if (!player->active)
12006     return FALSE;
12007
12008   if (!dx && !dy)
12009   {
12010     if (player->MovPos == 0)
12011     {
12012       player->is_moving = FALSE;
12013       player->is_digging = FALSE;
12014       player->is_collecting = FALSE;
12015       player->is_snapping = FALSE;
12016       player->is_pushing = FALSE;
12017     }
12018
12019     return FALSE;
12020   }
12021
12022   if (player->move_delay > 0)
12023     return FALSE;
12024
12025   player->move_delay = -1;              /* set to "uninitialized" value */
12026
12027   /* store if player is automatically moved to next field */
12028   player->is_auto_moving = (player->programmed_action != MV_NONE);
12029
12030   /* remove the last programmed player action */
12031   player->programmed_action = 0;
12032
12033   if (player->MovPos)
12034   {
12035     /* should only happen if pre-1.2 tape recordings are played */
12036     /* this is only for backward compatibility */
12037
12038     int original_move_delay_value = player->move_delay_value;
12039
12040 #if DEBUG
12041     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12042            tape.counter);
12043 #endif
12044
12045     /* scroll remaining steps with finest movement resolution */
12046     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12047
12048     while (player->MovPos)
12049     {
12050       ScrollPlayer(player, SCROLL_GO_ON);
12051       ScrollScreen(NULL, SCROLL_GO_ON);
12052
12053       AdvanceFrameAndPlayerCounters(player->index_nr);
12054
12055       DrawAllPlayers();
12056       BackToFront();
12057     }
12058
12059     player->move_delay_value = original_move_delay_value;
12060   }
12061
12062   player->is_active = FALSE;
12063
12064   if (player->last_move_dir & MV_HORIZONTAL)
12065   {
12066     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12067       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12068   }
12069   else
12070   {
12071     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12072       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12073   }
12074
12075   if (!moved && !player->is_active)
12076   {
12077     player->is_moving = FALSE;
12078     player->is_digging = FALSE;
12079     player->is_collecting = FALSE;
12080     player->is_snapping = FALSE;
12081     player->is_pushing = FALSE;
12082   }
12083
12084   jx = player->jx;
12085   jy = player->jy;
12086
12087   if (moved & MP_MOVING && !ScreenMovPos &&
12088       (player->index_nr == game.centered_player_nr ||
12089        game.centered_player_nr == -1))
12090   {
12091     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12092     int offset = game.scroll_delay_value;
12093
12094     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12095     {
12096       /* actual player has left the screen -- scroll in that direction */
12097       if (jx != old_jx)         /* player has moved horizontally */
12098         scroll_x += (jx - old_jx);
12099       else                      /* player has moved vertically */
12100         scroll_y += (jy - old_jy);
12101     }
12102     else
12103     {
12104       if (jx != old_jx)         /* player has moved horizontally */
12105       {
12106         if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
12107             (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12108           scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12109
12110         /* don't scroll over playfield boundaries */
12111         if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12112           scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12113
12114         /* don't scroll more than one field at a time */
12115         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12116
12117         /* don't scroll against the player's moving direction */
12118         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12119             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12120           scroll_x = old_scroll_x;
12121       }
12122       else                      /* player has moved vertically */
12123       {
12124         if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
12125             (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12126           scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12127
12128         /* don't scroll over playfield boundaries */
12129         if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12130           scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12131
12132         /* don't scroll more than one field at a time */
12133         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12134
12135         /* don't scroll against the player's moving direction */
12136         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
12137             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12138           scroll_y = old_scroll_y;
12139       }
12140     }
12141
12142     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12143     {
12144       if (!options.network && game.centered_player_nr == -1 &&
12145           !AllPlayersInVisibleScreen())
12146       {
12147         scroll_x = old_scroll_x;
12148         scroll_y = old_scroll_y;
12149       }
12150       else
12151       {
12152         ScrollScreen(player, SCROLL_INIT);
12153         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12154       }
12155     }
12156   }
12157
12158   player->StepFrame = 0;
12159
12160   if (moved & MP_MOVING)
12161   {
12162     if (old_jx != jx && old_jy == jy)
12163       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12164     else if (old_jx == jx && old_jy != jy)
12165       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12166
12167     TEST_DrawLevelField(jx, jy);        /* for "crumbled sand" */
12168
12169     player->last_move_dir = player->MovDir;
12170     player->is_moving = TRUE;
12171     player->is_snapping = FALSE;
12172     player->is_switching = FALSE;
12173     player->is_dropping = FALSE;
12174     player->is_dropping_pressed = FALSE;
12175     player->drop_pressed_delay = 0;
12176
12177 #if 0
12178     /* should better be called here than above, but this breaks some tapes */
12179     ScrollPlayer(player, SCROLL_INIT);
12180 #endif
12181   }
12182   else
12183   {
12184     CheckGravityMovementWhenNotMoving(player);
12185
12186     player->is_moving = FALSE;
12187
12188     /* at this point, the player is allowed to move, but cannot move right now
12189        (e.g. because of something blocking the way) -- ensure that the player
12190        is also allowed to move in the next frame (in old versions before 3.1.1,
12191        the player was forced to wait again for eight frames before next try) */
12192
12193     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12194       player->move_delay = 0;   /* allow direct movement in the next frame */
12195   }
12196
12197   if (player->move_delay == -1)         /* not yet initialized by DigField() */
12198     player->move_delay = player->move_delay_value;
12199
12200   if (game.engine_version < VERSION_IDENT(3,0,7,0))
12201   {
12202     TestIfPlayerTouchesBadThing(jx, jy);
12203     TestIfPlayerTouchesCustomElement(jx, jy);
12204   }
12205
12206   if (!player->active)
12207     RemovePlayer(player);
12208
12209   return moved;
12210 }
12211
12212 void ScrollPlayer(struct PlayerInfo *player, int mode)
12213 {
12214   int jx = player->jx, jy = player->jy;
12215   int last_jx = player->last_jx, last_jy = player->last_jy;
12216   int move_stepsize = TILEX / player->move_delay_value;
12217
12218   if (!player->active)
12219     return;
12220
12221   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      /* player not moving */
12222     return;
12223
12224   if (mode == SCROLL_INIT)
12225   {
12226     player->actual_frame_counter = FrameCounter;
12227     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12228
12229     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12230         Feld[last_jx][last_jy] == EL_EMPTY)
12231     {
12232       int last_field_block_delay = 0;   /* start with no blocking at all */
12233       int block_delay_adjustment = player->block_delay_adjustment;
12234
12235       /* if player blocks last field, add delay for exactly one move */
12236       if (player->block_last_field)
12237       {
12238         last_field_block_delay += player->move_delay_value;
12239
12240         /* when blocking enabled, prevent moving up despite gravity */
12241         if (player->gravity && player->MovDir == MV_UP)
12242           block_delay_adjustment = -1;
12243       }
12244
12245       /* add block delay adjustment (also possible when not blocking) */
12246       last_field_block_delay += block_delay_adjustment;
12247
12248       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12249       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12250     }
12251
12252     if (player->MovPos != 0)    /* player has not yet reached destination */
12253       return;
12254   }
12255   else if (!FrameReached(&player->actual_frame_counter, 1))
12256     return;
12257
12258   if (player->MovPos != 0)
12259   {
12260     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12261     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12262
12263     /* before DrawPlayer() to draw correct player graphic for this case */
12264     if (player->MovPos == 0)
12265       CheckGravityMovement(player);
12266   }
12267
12268   if (player->MovPos == 0)      /* player reached destination field */
12269   {
12270     if (player->move_delay_reset_counter > 0)
12271     {
12272       player->move_delay_reset_counter--;
12273
12274       if (player->move_delay_reset_counter == 0)
12275       {
12276         /* continue with normal speed after quickly moving through gate */
12277         HALVE_PLAYER_SPEED(player);
12278
12279         /* be able to make the next move without delay */
12280         player->move_delay = 0;
12281       }
12282     }
12283
12284     player->last_jx = jx;
12285     player->last_jy = jy;
12286
12287     if (Feld[jx][jy] == EL_EXIT_OPEN ||
12288         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12289         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12290         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12291         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12292         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12293         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12294         Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
12295     {
12296       DrawPlayer(player);       /* needed here only to cleanup last field */
12297       RemovePlayer(player);
12298
12299       if (local_player->friends_still_needed == 0 ||
12300           IS_SP_ELEMENT(Feld[jx][jy]))
12301         PlayerWins(player);
12302     }
12303
12304     /* this breaks one level: "machine", level 000 */
12305     {
12306       int move_direction = player->MovDir;
12307       int enter_side = MV_DIR_OPPOSITE(move_direction);
12308       int leave_side = move_direction;
12309       int old_jx = last_jx;
12310       int old_jy = last_jy;
12311       int old_element = Feld[old_jx][old_jy];
12312       int new_element = Feld[jx][jy];
12313
12314       if (IS_CUSTOM_ELEMENT(old_element))
12315         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12316                                    CE_LEFT_BY_PLAYER,
12317                                    player->index_bit, leave_side);
12318
12319       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12320                                           CE_PLAYER_LEAVES_X,
12321                                           player->index_bit, leave_side);
12322
12323       if (IS_CUSTOM_ELEMENT(new_element))
12324         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12325                                    player->index_bit, enter_side);
12326
12327       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12328                                           CE_PLAYER_ENTERS_X,
12329                                           player->index_bit, enter_side);
12330
12331       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12332                                         CE_MOVE_OF_X, move_direction);
12333     }
12334
12335     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12336     {
12337       TestIfPlayerTouchesBadThing(jx, jy);
12338       TestIfPlayerTouchesCustomElement(jx, jy);
12339
12340       /* needed because pushed element has not yet reached its destination,
12341          so it would trigger a change event at its previous field location */
12342       if (!player->is_pushing)
12343         TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
12344
12345       if (!player->active)
12346         RemovePlayer(player);
12347     }
12348
12349     if (!local_player->LevelSolved && level.use_step_counter)
12350     {
12351       int i;
12352
12353       TimePlayed++;
12354
12355       if (TimeLeft > 0)
12356       {
12357         TimeLeft--;
12358
12359         if (TimeLeft <= 10 && setup.time_limit)
12360           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12361
12362         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12363
12364         DisplayGameControlValues();
12365
12366         if (!TimeLeft && setup.time_limit)
12367           for (i = 0; i < MAX_PLAYERS; i++)
12368             KillPlayer(&stored_player[i]);
12369       }
12370       else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12371       {
12372         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12373
12374         DisplayGameControlValues();
12375       }
12376     }
12377
12378     if (tape.single_step && tape.recording && !tape.pausing &&
12379         !player->programmed_action)
12380       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12381
12382     if (!player->programmed_action)
12383       CheckSaveEngineSnapshot(player);
12384   }
12385 }
12386
12387 void ScrollScreen(struct PlayerInfo *player, int mode)
12388 {
12389   static unsigned int screen_frame_counter = 0;
12390
12391   if (mode == SCROLL_INIT)
12392   {
12393     /* set scrolling step size according to actual player's moving speed */
12394     ScrollStepSize = TILEX / player->move_delay_value;
12395
12396     screen_frame_counter = FrameCounter;
12397     ScreenMovDir = player->MovDir;
12398     ScreenMovPos = player->MovPos;
12399     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12400     return;
12401   }
12402   else if (!FrameReached(&screen_frame_counter, 1))
12403     return;
12404
12405   if (ScreenMovPos)
12406   {
12407     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12408     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12409     redraw_mask |= REDRAW_FIELD;
12410   }
12411   else
12412     ScreenMovDir = MV_NONE;
12413 }
12414
12415 void TestIfPlayerTouchesCustomElement(int x, int y)
12416 {
12417   static int xy[4][2] =
12418   {
12419     { 0, -1 },
12420     { -1, 0 },
12421     { +1, 0 },
12422     { 0, +1 }
12423   };
12424   static int trigger_sides[4][2] =
12425   {
12426     /* center side       border side */
12427     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
12428     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
12429     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
12430     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
12431   };
12432   static int touch_dir[4] =
12433   {
12434     MV_LEFT | MV_RIGHT,
12435     MV_UP   | MV_DOWN,
12436     MV_UP   | MV_DOWN,
12437     MV_LEFT | MV_RIGHT
12438   };
12439   int center_element = Feld[x][y];      /* should always be non-moving! */
12440   int i;
12441
12442   for (i = 0; i < NUM_DIRECTIONS; i++)
12443   {
12444     int xx = x + xy[i][0];
12445     int yy = y + xy[i][1];
12446     int center_side = trigger_sides[i][0];
12447     int border_side = trigger_sides[i][1];
12448     int border_element;
12449
12450     if (!IN_LEV_FIELD(xx, yy))
12451       continue;
12452
12453     if (IS_PLAYER(x, y))                /* player found at center element */
12454     {
12455       struct PlayerInfo *player = PLAYERINFO(x, y);
12456
12457       if (game.engine_version < VERSION_IDENT(3,0,7,0))
12458         border_element = Feld[xx][yy];          /* may be moving! */
12459       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12460         border_element = Feld[xx][yy];
12461       else if (MovDir[xx][yy] & touch_dir[i])   /* elements are touching */
12462         border_element = MovingOrBlocked2Element(xx, yy);
12463       else
12464         continue;               /* center and border element do not touch */
12465
12466       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12467                                  player->index_bit, border_side);
12468       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12469                                           CE_PLAYER_TOUCHES_X,
12470                                           player->index_bit, border_side);
12471
12472       {
12473         /* use player element that is initially defined in the level playfield,
12474            not the player element that corresponds to the runtime player number
12475            (example: a level that contains EL_PLAYER_3 as the only player would
12476            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12477         int player_element = PLAYERINFO(x, y)->initial_element;
12478
12479         CheckElementChangeBySide(xx, yy, border_element, player_element,
12480                                  CE_TOUCHING_X, border_side);
12481       }
12482     }
12483     else if (IS_PLAYER(xx, yy))         /* player found at border element */
12484     {
12485       struct PlayerInfo *player = PLAYERINFO(xx, yy);
12486
12487       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12488       {
12489         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12490           continue;             /* center and border element do not touch */
12491       }
12492
12493       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12494                                  player->index_bit, center_side);
12495       CheckTriggeredElementChangeByPlayer(x, y, center_element,
12496                                           CE_PLAYER_TOUCHES_X,
12497                                           player->index_bit, center_side);
12498
12499       {
12500         /* use player element that is initially defined in the level playfield,
12501            not the player element that corresponds to the runtime player number
12502            (example: a level that contains EL_PLAYER_3 as the only player would
12503            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12504         int player_element = PLAYERINFO(xx, yy)->initial_element;
12505
12506         CheckElementChangeBySide(x, y, center_element, player_element,
12507                                  CE_TOUCHING_X, center_side);
12508       }
12509
12510       break;
12511     }
12512   }
12513 }
12514
12515 void TestIfElementTouchesCustomElement(int x, int y)
12516 {
12517   static int xy[4][2] =
12518   {
12519     { 0, -1 },
12520     { -1, 0 },
12521     { +1, 0 },
12522     { 0, +1 }
12523   };
12524   static int trigger_sides[4][2] =
12525   {
12526     /* center side      border side */
12527     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
12528     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
12529     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
12530     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
12531   };
12532   static int touch_dir[4] =
12533   {
12534     MV_LEFT | MV_RIGHT,
12535     MV_UP   | MV_DOWN,
12536     MV_UP   | MV_DOWN,
12537     MV_LEFT | MV_RIGHT
12538   };
12539   boolean change_center_element = FALSE;
12540   int center_element = Feld[x][y];      /* should always be non-moving! */
12541   int border_element_old[NUM_DIRECTIONS];
12542   int i;
12543
12544   for (i = 0; i < NUM_DIRECTIONS; i++)
12545   {
12546     int xx = x + xy[i][0];
12547     int yy = y + xy[i][1];
12548     int border_element;
12549
12550     border_element_old[i] = -1;
12551
12552     if (!IN_LEV_FIELD(xx, yy))
12553       continue;
12554
12555     if (game.engine_version < VERSION_IDENT(3,0,7,0))
12556       border_element = Feld[xx][yy];    /* may be moving! */
12557     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12558       border_element = Feld[xx][yy];
12559     else if (MovDir[xx][yy] & touch_dir[i])     /* elements are touching */
12560       border_element = MovingOrBlocked2Element(xx, yy);
12561     else
12562       continue;                 /* center and border element do not touch */
12563
12564     border_element_old[i] = border_element;
12565   }
12566
12567   for (i = 0; i < NUM_DIRECTIONS; i++)
12568   {
12569     int xx = x + xy[i][0];
12570     int yy = y + xy[i][1];
12571     int center_side = trigger_sides[i][0];
12572     int border_element = border_element_old[i];
12573
12574     if (border_element == -1)
12575       continue;
12576
12577     /* check for change of border element */
12578     CheckElementChangeBySide(xx, yy, border_element, center_element,
12579                              CE_TOUCHING_X, center_side);
12580
12581     /* (center element cannot be player, so we dont have to check this here) */
12582   }
12583
12584   for (i = 0; i < NUM_DIRECTIONS; i++)
12585   {
12586     int xx = x + xy[i][0];
12587     int yy = y + xy[i][1];
12588     int border_side = trigger_sides[i][1];
12589     int border_element = border_element_old[i];
12590
12591     if (border_element == -1)
12592       continue;
12593
12594     /* check for change of center element (but change it only once) */
12595     if (!change_center_element)
12596       change_center_element =
12597         CheckElementChangeBySide(x, y, center_element, border_element,
12598                                  CE_TOUCHING_X, border_side);
12599
12600     if (IS_PLAYER(xx, yy))
12601     {
12602       /* use player element that is initially defined in the level playfield,
12603          not the player element that corresponds to the runtime player number
12604          (example: a level that contains EL_PLAYER_3 as the only player would
12605          incorrectly give EL_PLAYER_1 for "player->element_nr") */
12606       int player_element = PLAYERINFO(xx, yy)->initial_element;
12607
12608       CheckElementChangeBySide(x, y, center_element, player_element,
12609                                CE_TOUCHING_X, border_side);
12610     }
12611   }
12612 }
12613
12614 void TestIfElementHitsCustomElement(int x, int y, int direction)
12615 {
12616   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12617   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
12618   int hitx = x + dx, hity = y + dy;
12619   int hitting_element = Feld[x][y];
12620   int touched_element;
12621
12622   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12623     return;
12624
12625   touched_element = (IN_LEV_FIELD(hitx, hity) ?
12626                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12627
12628   if (IN_LEV_FIELD(hitx, hity))
12629   {
12630     int opposite_direction = MV_DIR_OPPOSITE(direction);
12631     int hitting_side = direction;
12632     int touched_side = opposite_direction;
12633     boolean object_hit = (!IS_MOVING(hitx, hity) ||
12634                           MovDir[hitx][hity] != direction ||
12635                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
12636
12637     object_hit = TRUE;
12638
12639     if (object_hit)
12640     {
12641       CheckElementChangeBySide(x, y, hitting_element, touched_element,
12642                                CE_HITTING_X, touched_side);
12643
12644       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12645                                CE_HIT_BY_X, hitting_side);
12646
12647       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12648                                CE_HIT_BY_SOMETHING, opposite_direction);
12649
12650       if (IS_PLAYER(hitx, hity))
12651       {
12652         /* use player element that is initially defined in the level playfield,
12653            not the player element that corresponds to the runtime player number
12654            (example: a level that contains EL_PLAYER_3 as the only player would
12655            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12656         int player_element = PLAYERINFO(hitx, hity)->initial_element;
12657
12658         CheckElementChangeBySide(x, y, hitting_element, player_element,
12659                                  CE_HITTING_X, touched_side);
12660       }
12661     }
12662   }
12663
12664   /* "hitting something" is also true when hitting the playfield border */
12665   CheckElementChangeBySide(x, y, hitting_element, touched_element,
12666                            CE_HITTING_SOMETHING, direction);
12667 }
12668
12669 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12670 {
12671   int i, kill_x = -1, kill_y = -1;
12672
12673   int bad_element = -1;
12674   static int test_xy[4][2] =
12675   {
12676     { 0, -1 },
12677     { -1, 0 },
12678     { +1, 0 },
12679     { 0, +1 }
12680   };
12681   static int test_dir[4] =
12682   {
12683     MV_UP,
12684     MV_LEFT,
12685     MV_RIGHT,
12686     MV_DOWN
12687   };
12688
12689   for (i = 0; i < NUM_DIRECTIONS; i++)
12690   {
12691     int test_x, test_y, test_move_dir, test_element;
12692
12693     test_x = good_x + test_xy[i][0];
12694     test_y = good_y + test_xy[i][1];
12695
12696     if (!IN_LEV_FIELD(test_x, test_y))
12697       continue;
12698
12699     test_move_dir =
12700       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12701
12702     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12703
12704     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12705        2nd case: DONT_TOUCH style bad thing does not move away from good thing
12706     */
12707     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12708         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
12709     {
12710       kill_x = test_x;
12711       kill_y = test_y;
12712       bad_element = test_element;
12713
12714       break;
12715     }
12716   }
12717
12718   if (kill_x != -1 || kill_y != -1)
12719   {
12720     if (IS_PLAYER(good_x, good_y))
12721     {
12722       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12723
12724       if (player->shield_deadly_time_left > 0 &&
12725           !IS_INDESTRUCTIBLE(bad_element))
12726         Bang(kill_x, kill_y);
12727       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12728         KillPlayer(player);
12729     }
12730     else
12731       Bang(good_x, good_y);
12732   }
12733 }
12734
12735 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12736 {
12737   int i, kill_x = -1, kill_y = -1;
12738   int bad_element = Feld[bad_x][bad_y];
12739   static int test_xy[4][2] =
12740   {
12741     { 0, -1 },
12742     { -1, 0 },
12743     { +1, 0 },
12744     { 0, +1 }
12745   };
12746   static int touch_dir[4] =
12747   {
12748     MV_LEFT | MV_RIGHT,
12749     MV_UP   | MV_DOWN,
12750     MV_UP   | MV_DOWN,
12751     MV_LEFT | MV_RIGHT
12752   };
12753   static int test_dir[4] =
12754   {
12755     MV_UP,
12756     MV_LEFT,
12757     MV_RIGHT,
12758     MV_DOWN
12759   };
12760
12761   if (bad_element == EL_EXPLOSION)      /* skip just exploding bad things */
12762     return;
12763
12764   for (i = 0; i < NUM_DIRECTIONS; i++)
12765   {
12766     int test_x, test_y, test_move_dir, test_element;
12767
12768     test_x = bad_x + test_xy[i][0];
12769     test_y = bad_y + test_xy[i][1];
12770
12771     if (!IN_LEV_FIELD(test_x, test_y))
12772       continue;
12773
12774     test_move_dir =
12775       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12776
12777     test_element = Feld[test_x][test_y];
12778
12779     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12780        2nd case: DONT_TOUCH style bad thing does not move away from good thing
12781     */
12782     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
12783         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
12784     {
12785       /* good thing is player or penguin that does not move away */
12786       if (IS_PLAYER(test_x, test_y))
12787       {
12788         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12789
12790         if (bad_element == EL_ROBOT && player->is_moving)
12791           continue;     /* robot does not kill player if he is moving */
12792
12793         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12794         {
12795           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12796             continue;           /* center and border element do not touch */
12797         }
12798
12799         kill_x = test_x;
12800         kill_y = test_y;
12801
12802         break;
12803       }
12804       else if (test_element == EL_PENGUIN)
12805       {
12806         kill_x = test_x;
12807         kill_y = test_y;
12808
12809         break;
12810       }
12811     }
12812   }
12813
12814   if (kill_x != -1 || kill_y != -1)
12815   {
12816     if (IS_PLAYER(kill_x, kill_y))
12817     {
12818       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12819
12820       if (player->shield_deadly_time_left > 0 &&
12821           !IS_INDESTRUCTIBLE(bad_element))
12822         Bang(bad_x, bad_y);
12823       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12824         KillPlayer(player);
12825     }
12826     else
12827       Bang(kill_x, kill_y);
12828   }
12829 }
12830
12831 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12832 {
12833   int bad_element = Feld[bad_x][bad_y];
12834   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12835   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
12836   int test_x = bad_x + dx, test_y = bad_y + dy;
12837   int test_move_dir, test_element;
12838   int kill_x = -1, kill_y = -1;
12839
12840   if (!IN_LEV_FIELD(test_x, test_y))
12841     return;
12842
12843   test_move_dir =
12844     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12845
12846   test_element = Feld[test_x][test_y];
12847
12848   if (test_move_dir != bad_move_dir)
12849   {
12850     /* good thing can be player or penguin that does not move away */
12851     if (IS_PLAYER(test_x, test_y))
12852     {
12853       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12854
12855       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12856          player as being hit when he is moving towards the bad thing, because
12857          the "get hit by" condition would be lost after the player stops) */
12858       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12859         return;         /* player moves away from bad thing */
12860
12861       kill_x = test_x;
12862       kill_y = test_y;
12863     }
12864     else if (test_element == EL_PENGUIN)
12865     {
12866       kill_x = test_x;
12867       kill_y = test_y;
12868     }
12869   }
12870
12871   if (kill_x != -1 || kill_y != -1)
12872   {
12873     if (IS_PLAYER(kill_x, kill_y))
12874     {
12875       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12876
12877       if (player->shield_deadly_time_left > 0 &&
12878           !IS_INDESTRUCTIBLE(bad_element))
12879         Bang(bad_x, bad_y);
12880       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12881         KillPlayer(player);
12882     }
12883     else
12884       Bang(kill_x, kill_y);
12885   }
12886 }
12887
12888 void TestIfPlayerTouchesBadThing(int x, int y)
12889 {
12890   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12891 }
12892
12893 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12894 {
12895   TestIfGoodThingHitsBadThing(x, y, move_dir);
12896 }
12897
12898 void TestIfBadThingTouchesPlayer(int x, int y)
12899 {
12900   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12901 }
12902
12903 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12904 {
12905   TestIfBadThingHitsGoodThing(x, y, move_dir);
12906 }
12907
12908 void TestIfFriendTouchesBadThing(int x, int y)
12909 {
12910   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12911 }
12912
12913 void TestIfBadThingTouchesFriend(int x, int y)
12914 {
12915   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12916 }
12917
12918 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12919 {
12920   int i, kill_x = bad_x, kill_y = bad_y;
12921   static int xy[4][2] =
12922   {
12923     { 0, -1 },
12924     { -1, 0 },
12925     { +1, 0 },
12926     { 0, +1 }
12927   };
12928
12929   for (i = 0; i < NUM_DIRECTIONS; i++)
12930   {
12931     int x, y, element;
12932
12933     x = bad_x + xy[i][0];
12934     y = bad_y + xy[i][1];
12935     if (!IN_LEV_FIELD(x, y))
12936       continue;
12937
12938     element = Feld[x][y];
12939     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12940         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12941     {
12942       kill_x = x;
12943       kill_y = y;
12944       break;
12945     }
12946   }
12947
12948   if (kill_x != bad_x || kill_y != bad_y)
12949     Bang(bad_x, bad_y);
12950 }
12951
12952 void KillPlayer(struct PlayerInfo *player)
12953 {
12954   int jx = player->jx, jy = player->jy;
12955
12956   if (!player->active)
12957     return;
12958
12959 #if 0
12960   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12961          player->killed, player->active, player->reanimated);
12962 #endif
12963
12964   /* the following code was introduced to prevent an infinite loop when calling
12965      -> Bang()
12966      -> CheckTriggeredElementChangeExt()
12967      -> ExecuteCustomElementAction()
12968      -> KillPlayer()
12969      -> (infinitely repeating the above sequence of function calls)
12970      which occurs when killing the player while having a CE with the setting
12971      "kill player X when explosion of <player X>"; the solution using a new
12972      field "player->killed" was chosen for backwards compatibility, although
12973      clever use of the fields "player->active" etc. would probably also work */
12974 #if 1
12975   if (player->killed)
12976     return;
12977 #endif
12978
12979   player->killed = TRUE;
12980
12981   /* remove accessible field at the player's position */
12982   Feld[jx][jy] = EL_EMPTY;
12983
12984   /* deactivate shield (else Bang()/Explode() would not work right) */
12985   player->shield_normal_time_left = 0;
12986   player->shield_deadly_time_left = 0;
12987
12988 #if 0
12989   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
12990          player->killed, player->active, player->reanimated);
12991 #endif
12992
12993   Bang(jx, jy);
12994
12995 #if 0
12996   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
12997          player->killed, player->active, player->reanimated);
12998 #endif
12999
13000   if (player->reanimated)       /* killed player may have been reanimated */
13001     player->killed = player->reanimated = FALSE;
13002   else
13003     BuryPlayer(player);
13004 }
13005
13006 static void KillPlayerUnlessEnemyProtected(int x, int y)
13007 {
13008   if (!PLAYER_ENEMY_PROTECTED(x, y))
13009     KillPlayer(PLAYERINFO(x, y));
13010 }
13011
13012 static void KillPlayerUnlessExplosionProtected(int x, int y)
13013 {
13014   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13015     KillPlayer(PLAYERINFO(x, y));
13016 }
13017
13018 void BuryPlayer(struct PlayerInfo *player)
13019 {
13020   int jx = player->jx, jy = player->jy;
13021
13022   if (!player->active)
13023     return;
13024
13025   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13026   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13027
13028   player->GameOver = TRUE;
13029   RemovePlayer(player);
13030 }
13031
13032 void RemovePlayer(struct PlayerInfo *player)
13033 {
13034   int jx = player->jx, jy = player->jy;
13035   int i, found = FALSE;
13036
13037   player->present = FALSE;
13038   player->active = FALSE;
13039
13040   if (!ExplodeField[jx][jy])
13041     StorePlayer[jx][jy] = 0;
13042
13043   if (player->is_moving)
13044     TEST_DrawLevelField(player->last_jx, player->last_jy);
13045
13046   for (i = 0; i < MAX_PLAYERS; i++)
13047     if (stored_player[i].active)
13048       found = TRUE;
13049
13050   if (!found)
13051     AllPlayersGone = TRUE;
13052
13053   ExitX = ZX = jx;
13054   ExitY = ZY = jy;
13055 }
13056
13057 static void setFieldForSnapping(int x, int y, int element, int direction)
13058 {
13059   struct ElementInfo *ei = &element_info[element];
13060   int direction_bit = MV_DIR_TO_BIT(direction);
13061   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13062   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13063                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13064
13065   Feld[x][y] = EL_ELEMENT_SNAPPING;
13066   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13067
13068   ResetGfxAnimation(x, y);
13069
13070   GfxElement[x][y] = element;
13071   GfxAction[x][y] = action;
13072   GfxDir[x][y] = direction;
13073   GfxFrame[x][y] = -1;
13074 }
13075
13076 /*
13077   =============================================================================
13078   checkDiagonalPushing()
13079   -----------------------------------------------------------------------------
13080   check if diagonal input device direction results in pushing of object
13081   (by checking if the alternative direction is walkable, diggable, ...)
13082   =============================================================================
13083 */
13084
13085 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13086                                     int x, int y, int real_dx, int real_dy)
13087 {
13088   int jx, jy, dx, dy, xx, yy;
13089
13090   if (real_dx == 0 || real_dy == 0)     /* no diagonal direction => push */
13091     return TRUE;
13092
13093   /* diagonal direction: check alternative direction */
13094   jx = player->jx;
13095   jy = player->jy;
13096   dx = x - jx;
13097   dy = y - jy;
13098   xx = jx + (dx == 0 ? real_dx : 0);
13099   yy = jy + (dy == 0 ? real_dy : 0);
13100
13101   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13102 }
13103
13104 /*
13105   =============================================================================
13106   DigField()
13107   -----------------------------------------------------------------------------
13108   x, y:                 field next to player (non-diagonal) to try to dig to
13109   real_dx, real_dy:     direction as read from input device (can be diagonal)
13110   =============================================================================
13111 */
13112
13113 static int DigField(struct PlayerInfo *player,
13114                     int oldx, int oldy, int x, int y,
13115                     int real_dx, int real_dy, int mode)
13116 {
13117   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13118   boolean player_was_pushing = player->is_pushing;
13119   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13120   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13121   int jx = oldx, jy = oldy;
13122   int dx = x - jx, dy = y - jy;
13123   int nextx = x + dx, nexty = y + dy;
13124   int move_direction = (dx == -1 ? MV_LEFT  :
13125                         dx == +1 ? MV_RIGHT :
13126                         dy == -1 ? MV_UP    :
13127                         dy == +1 ? MV_DOWN  : MV_NONE);
13128   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13129   int dig_side = MV_DIR_OPPOSITE(move_direction);
13130   int old_element = Feld[jx][jy];
13131   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13132   int collect_count;
13133
13134   if (is_player)                /* function can also be called by EL_PENGUIN */
13135   {
13136     if (player->MovPos == 0)
13137     {
13138       player->is_digging = FALSE;
13139       player->is_collecting = FALSE;
13140     }
13141
13142     if (player->MovPos == 0)    /* last pushing move finished */
13143       player->is_pushing = FALSE;
13144
13145     if (mode == DF_NO_PUSH)     /* player just stopped pushing */
13146     {
13147       player->is_switching = FALSE;
13148       player->push_delay = -1;
13149
13150       return MP_NO_ACTION;
13151     }
13152   }
13153
13154   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13155     old_element = Back[jx][jy];
13156
13157   /* in case of element dropped at player position, check background */
13158   else if (Back[jx][jy] != EL_EMPTY &&
13159            game.engine_version >= VERSION_IDENT(2,2,0,0))
13160     old_element = Back[jx][jy];
13161
13162   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13163     return MP_NO_ACTION;        /* field has no opening in this direction */
13164
13165   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13166     return MP_NO_ACTION;        /* field has no opening in this direction */
13167
13168   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13169   {
13170     SplashAcid(x, y);
13171
13172     Feld[jx][jy] = player->artwork_element;
13173     InitMovingField(jx, jy, MV_DOWN);
13174     Store[jx][jy] = EL_ACID;
13175     ContinueMoving(jx, jy);
13176     BuryPlayer(player);
13177
13178     return MP_DONT_RUN_INTO;
13179   }
13180
13181   if (player_can_move && DONT_RUN_INTO(element))
13182   {
13183     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13184
13185     return MP_DONT_RUN_INTO;
13186   }
13187
13188   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13189     return MP_NO_ACTION;
13190
13191   collect_count = element_info[element].collect_count_initial;
13192
13193   if (!is_player && !IS_COLLECTIBLE(element))   /* penguin cannot collect it */
13194     return MP_NO_ACTION;
13195
13196   if (game.engine_version < VERSION_IDENT(2,2,0,0))
13197     player_can_move = player_can_move_or_snap;
13198
13199   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13200       game.engine_version >= VERSION_IDENT(2,2,0,0))
13201   {
13202     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13203                                player->index_bit, dig_side);
13204     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13205                                         player->index_bit, dig_side);
13206
13207     if (element == EL_DC_LANDMINE)
13208       Bang(x, y);
13209
13210     if (Feld[x][y] != element)          /* field changed by snapping */
13211       return MP_ACTION;
13212
13213     return MP_NO_ACTION;
13214   }
13215
13216   if (player->gravity && is_player && !player->is_auto_moving &&
13217       canFallDown(player) && move_direction != MV_DOWN &&
13218       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13219     return MP_NO_ACTION;        /* player cannot walk here due to gravity */
13220
13221   if (player_can_move &&
13222       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13223   {
13224     int sound_element = SND_ELEMENT(element);
13225     int sound_action = ACTION_WALKING;
13226
13227     if (IS_RND_GATE(element))
13228     {
13229       if (!player->key[RND_GATE_NR(element)])
13230         return MP_NO_ACTION;
13231     }
13232     else if (IS_RND_GATE_GRAY(element))
13233     {
13234       if (!player->key[RND_GATE_GRAY_NR(element)])
13235         return MP_NO_ACTION;
13236     }
13237     else if (IS_RND_GATE_GRAY_ACTIVE(element))
13238     {
13239       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13240         return MP_NO_ACTION;
13241     }
13242     else if (element == EL_EXIT_OPEN ||
13243              element == EL_EM_EXIT_OPEN ||
13244              element == EL_EM_EXIT_OPENING ||
13245              element == EL_STEEL_EXIT_OPEN ||
13246              element == EL_EM_STEEL_EXIT_OPEN ||
13247              element == EL_EM_STEEL_EXIT_OPENING ||
13248              element == EL_SP_EXIT_OPEN ||
13249              element == EL_SP_EXIT_OPENING)
13250     {
13251       sound_action = ACTION_PASSING;    /* player is passing exit */
13252     }
13253     else if (element == EL_EMPTY)
13254     {
13255       sound_action = ACTION_MOVING;             /* nothing to walk on */
13256     }
13257
13258     /* play sound from background or player, whatever is available */
13259     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13260       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13261     else
13262       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13263   }
13264   else if (player_can_move &&
13265            IS_PASSABLE(element) && canPassField(x, y, move_direction))
13266   {
13267     if (!ACCESS_FROM(element, opposite_direction))
13268       return MP_NO_ACTION;      /* field not accessible from this direction */
13269
13270     if (CAN_MOVE(element))      /* only fixed elements can be passed! */
13271       return MP_NO_ACTION;
13272
13273     if (IS_EM_GATE(element))
13274     {
13275       if (!player->key[EM_GATE_NR(element)])
13276         return MP_NO_ACTION;
13277     }
13278     else if (IS_EM_GATE_GRAY(element))
13279     {
13280       if (!player->key[EM_GATE_GRAY_NR(element)])
13281         return MP_NO_ACTION;
13282     }
13283     else if (IS_EM_GATE_GRAY_ACTIVE(element))
13284     {
13285       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13286         return MP_NO_ACTION;
13287     }
13288     else if (IS_EMC_GATE(element))
13289     {
13290       if (!player->key[EMC_GATE_NR(element)])
13291         return MP_NO_ACTION;
13292     }
13293     else if (IS_EMC_GATE_GRAY(element))
13294     {
13295       if (!player->key[EMC_GATE_GRAY_NR(element)])
13296         return MP_NO_ACTION;
13297     }
13298     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13299     {
13300       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13301         return MP_NO_ACTION;
13302     }
13303     else if (element == EL_DC_GATE_WHITE ||
13304              element == EL_DC_GATE_WHITE_GRAY ||
13305              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13306     {
13307       if (player->num_white_keys == 0)
13308         return MP_NO_ACTION;
13309
13310       player->num_white_keys--;
13311     }
13312     else if (IS_SP_PORT(element))
13313     {
13314       if (element == EL_SP_GRAVITY_PORT_LEFT ||
13315           element == EL_SP_GRAVITY_PORT_RIGHT ||
13316           element == EL_SP_GRAVITY_PORT_UP ||
13317           element == EL_SP_GRAVITY_PORT_DOWN)
13318         player->gravity = !player->gravity;
13319       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13320                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13321                element == EL_SP_GRAVITY_ON_PORT_UP ||
13322                element == EL_SP_GRAVITY_ON_PORT_DOWN)
13323         player->gravity = TRUE;
13324       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13325                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13326                element == EL_SP_GRAVITY_OFF_PORT_UP ||
13327                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13328         player->gravity = FALSE;
13329     }
13330
13331     /* automatically move to the next field with double speed */
13332     player->programmed_action = move_direction;
13333
13334     if (player->move_delay_reset_counter == 0)
13335     {
13336       player->move_delay_reset_counter = 2;     /* two double speed steps */
13337
13338       DOUBLE_PLAYER_SPEED(player);
13339     }
13340
13341     PlayLevelSoundAction(x, y, ACTION_PASSING);
13342   }
13343   else if (player_can_move_or_snap && IS_DIGGABLE(element))
13344   {
13345     RemoveField(x, y);
13346
13347     if (mode != DF_SNAP)
13348     {
13349       GfxElement[x][y] = GFX_ELEMENT(element);
13350       player->is_digging = TRUE;
13351     }
13352
13353     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13354
13355     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13356                                         player->index_bit, dig_side);
13357
13358     if (mode == DF_SNAP)
13359     {
13360       if (level.block_snap_field)
13361         setFieldForSnapping(x, y, element, move_direction);
13362       else
13363         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
13364
13365       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13366                                           player->index_bit, dig_side);
13367     }
13368   }
13369   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13370   {
13371     RemoveField(x, y);
13372
13373     if (is_player && mode != DF_SNAP)
13374     {
13375       GfxElement[x][y] = element;
13376       player->is_collecting = TRUE;
13377     }
13378
13379     if (element == EL_SPEED_PILL)
13380     {
13381       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13382     }
13383     else if (element == EL_EXTRA_TIME && level.time > 0)
13384     {
13385       TimeLeft += level.extra_time;
13386
13387       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13388
13389       DisplayGameControlValues();
13390     }
13391     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13392     {
13393       player->shield_normal_time_left += level.shield_normal_time;
13394       if (element == EL_SHIELD_DEADLY)
13395         player->shield_deadly_time_left += level.shield_deadly_time;
13396     }
13397     else if (element == EL_DYNAMITE ||
13398              element == EL_EM_DYNAMITE ||
13399              element == EL_SP_DISK_RED)
13400     {
13401       if (player->inventory_size < MAX_INVENTORY_SIZE)
13402         player->inventory_element[player->inventory_size++] = element;
13403
13404       DrawGameDoorValues();
13405     }
13406     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13407     {
13408       player->dynabomb_count++;
13409       player->dynabombs_left++;
13410     }
13411     else if (element == EL_DYNABOMB_INCREASE_SIZE)
13412     {
13413       player->dynabomb_size++;
13414     }
13415     else if (element == EL_DYNABOMB_INCREASE_POWER)
13416     {
13417       player->dynabomb_xl = TRUE;
13418     }
13419     else if (IS_KEY(element))
13420     {
13421       player->key[KEY_NR(element)] = TRUE;
13422
13423       DrawGameDoorValues();
13424     }
13425     else if (element == EL_DC_KEY_WHITE)
13426     {
13427       player->num_white_keys++;
13428
13429       /* display white keys? */
13430       /* DrawGameDoorValues(); */
13431     }
13432     else if (IS_ENVELOPE(element))
13433     {
13434       player->show_envelope = element;
13435     }
13436     else if (element == EL_EMC_LENSES)
13437     {
13438       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13439
13440       RedrawAllInvisibleElementsForLenses();
13441     }
13442     else if (element == EL_EMC_MAGNIFIER)
13443     {
13444       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13445
13446       RedrawAllInvisibleElementsForMagnifier();
13447     }
13448     else if (IS_DROPPABLE(element) ||
13449              IS_THROWABLE(element))     /* can be collected and dropped */
13450     {
13451       int i;
13452
13453       if (collect_count == 0)
13454         player->inventory_infinite_element = element;
13455       else
13456         for (i = 0; i < collect_count; i++)
13457           if (player->inventory_size < MAX_INVENTORY_SIZE)
13458             player->inventory_element[player->inventory_size++] = element;
13459
13460       DrawGameDoorValues();
13461     }
13462     else if (collect_count > 0)
13463     {
13464       local_player->gems_still_needed -= collect_count;
13465       if (local_player->gems_still_needed < 0)
13466         local_player->gems_still_needed = 0;
13467
13468       game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13469
13470       DisplayGameControlValues();
13471     }
13472
13473     RaiseScoreElement(element);
13474     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13475
13476     if (is_player)
13477       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13478                                           player->index_bit, dig_side);
13479
13480     if (mode == DF_SNAP)
13481     {
13482       if (level.block_snap_field)
13483         setFieldForSnapping(x, y, element, move_direction);
13484       else
13485         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
13486
13487       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13488                                           player->index_bit, dig_side);
13489     }
13490   }
13491   else if (player_can_move_or_snap && IS_PUSHABLE(element))
13492   {
13493     if (mode == DF_SNAP && element != EL_BD_ROCK)
13494       return MP_NO_ACTION;
13495
13496     if (CAN_FALL(element) && dy)
13497       return MP_NO_ACTION;
13498
13499     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13500         !(element == EL_SPRING && level.use_spring_bug))
13501       return MP_NO_ACTION;
13502
13503     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13504         ((move_direction & MV_VERTICAL &&
13505           ((element_info[element].move_pattern & MV_LEFT &&
13506             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13507            (element_info[element].move_pattern & MV_RIGHT &&
13508             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13509          (move_direction & MV_HORIZONTAL &&
13510           ((element_info[element].move_pattern & MV_UP &&
13511             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13512            (element_info[element].move_pattern & MV_DOWN &&
13513             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13514       return MP_NO_ACTION;
13515
13516     /* do not push elements already moving away faster than player */
13517     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13518         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13519       return MP_NO_ACTION;
13520
13521     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13522     {
13523       if (player->push_delay_value == -1 || !player_was_pushing)
13524         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13525     }
13526     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13527     {
13528       if (player->push_delay_value == -1)
13529         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13530     }
13531     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13532     {
13533       if (!player->is_pushing)
13534         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13535     }
13536
13537     player->is_pushing = TRUE;
13538     player->is_active = TRUE;
13539
13540     if (!(IN_LEV_FIELD(nextx, nexty) &&
13541           (IS_FREE(nextx, nexty) ||
13542            (IS_SB_ELEMENT(element) &&
13543             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13544            (IS_CUSTOM_ELEMENT(element) &&
13545             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13546       return MP_NO_ACTION;
13547
13548     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13549       return MP_NO_ACTION;
13550
13551     if (player->push_delay == -1)       /* new pushing; restart delay */
13552       player->push_delay = 0;
13553
13554     if (player->push_delay < player->push_delay_value &&
13555         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13556         element != EL_SPRING && element != EL_BALLOON)
13557     {
13558       /* make sure that there is no move delay before next try to push */
13559       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13560         player->move_delay = 0;
13561
13562       return MP_NO_ACTION;
13563     }
13564
13565     if (IS_CUSTOM_ELEMENT(element) &&
13566         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13567     {
13568       if (!DigFieldByCE(nextx, nexty, element))
13569         return MP_NO_ACTION;
13570     }
13571
13572     if (IS_SB_ELEMENT(element))
13573     {
13574       if (element == EL_SOKOBAN_FIELD_FULL)
13575       {
13576         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13577         local_player->sokobanfields_still_needed++;
13578       }
13579
13580       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13581       {
13582         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13583         local_player->sokobanfields_still_needed--;
13584       }
13585
13586       Feld[x][y] = EL_SOKOBAN_OBJECT;
13587
13588       if (Back[x][y] == Back[nextx][nexty])
13589         PlayLevelSoundAction(x, y, ACTION_PUSHING);
13590       else if (Back[x][y] != 0)
13591         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13592                                     ACTION_EMPTYING);
13593       else
13594         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13595                                     ACTION_FILLING);
13596
13597       if (local_player->sokobanfields_still_needed == 0 &&
13598           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13599       {
13600         PlayerWins(player);
13601
13602         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13603       }
13604     }
13605     else
13606       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13607
13608     InitMovingField(x, y, move_direction);
13609     GfxAction[x][y] = ACTION_PUSHING;
13610
13611     if (mode == DF_SNAP)
13612       ContinueMoving(x, y);
13613     else
13614       MovPos[x][y] = (dx != 0 ? dx : dy);
13615
13616     Pushed[x][y] = TRUE;
13617     Pushed[nextx][nexty] = TRUE;
13618
13619     if (game.engine_version < VERSION_IDENT(2,2,0,7))
13620       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13621     else
13622       player->push_delay_value = -1;    /* get new value later */
13623
13624     /* check for element change _after_ element has been pushed */
13625     if (game.use_change_when_pushing_bug)
13626     {
13627       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13628                                  player->index_bit, dig_side);
13629       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13630                                           player->index_bit, dig_side);
13631     }
13632   }
13633   else if (IS_SWITCHABLE(element))
13634   {
13635     if (PLAYER_SWITCHING(player, x, y))
13636     {
13637       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13638                                           player->index_bit, dig_side);
13639
13640       return MP_ACTION;
13641     }
13642
13643     player->is_switching = TRUE;
13644     player->switch_x = x;
13645     player->switch_y = y;
13646
13647     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13648
13649     if (element == EL_ROBOT_WHEEL)
13650     {
13651       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13652       ZX = x;
13653       ZY = y;
13654
13655       game.robot_wheel_active = TRUE;
13656
13657       TEST_DrawLevelField(x, y);
13658     }
13659     else if (element == EL_SP_TERMINAL)
13660     {
13661       int xx, yy;
13662
13663       SCAN_PLAYFIELD(xx, yy)
13664       {
13665         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13666           Bang(xx, yy);
13667         else if (Feld[xx][yy] == EL_SP_TERMINAL)
13668           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13669       }
13670     }
13671     else if (IS_BELT_SWITCH(element))
13672     {
13673       ToggleBeltSwitch(x, y);
13674     }
13675     else if (element == EL_SWITCHGATE_SWITCH_UP ||
13676              element == EL_SWITCHGATE_SWITCH_DOWN ||
13677              element == EL_DC_SWITCHGATE_SWITCH_UP ||
13678              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13679     {
13680       ToggleSwitchgateSwitch(x, y);
13681     }
13682     else if (element == EL_LIGHT_SWITCH ||
13683              element == EL_LIGHT_SWITCH_ACTIVE)
13684     {
13685       ToggleLightSwitch(x, y);
13686     }
13687     else if (element == EL_TIMEGATE_SWITCH ||
13688              element == EL_DC_TIMEGATE_SWITCH)
13689     {
13690       ActivateTimegateSwitch(x, y);
13691     }
13692     else if (element == EL_BALLOON_SWITCH_LEFT  ||
13693              element == EL_BALLOON_SWITCH_RIGHT ||
13694              element == EL_BALLOON_SWITCH_UP    ||
13695              element == EL_BALLOON_SWITCH_DOWN  ||
13696              element == EL_BALLOON_SWITCH_NONE  ||
13697              element == EL_BALLOON_SWITCH_ANY)
13698     {
13699       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
13700                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13701                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
13702                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
13703                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
13704                              move_direction);
13705     }
13706     else if (element == EL_LAMP)
13707     {
13708       Feld[x][y] = EL_LAMP_ACTIVE;
13709       local_player->lights_still_needed--;
13710
13711       ResetGfxAnimation(x, y);
13712       TEST_DrawLevelField(x, y);
13713     }
13714     else if (element == EL_TIME_ORB_FULL)
13715     {
13716       Feld[x][y] = EL_TIME_ORB_EMPTY;
13717
13718       if (level.time > 0 || level.use_time_orb_bug)
13719       {
13720         TimeLeft += level.time_orb_time;
13721         game.no_time_limit = FALSE;
13722
13723         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13724
13725         DisplayGameControlValues();
13726       }
13727
13728       ResetGfxAnimation(x, y);
13729       TEST_DrawLevelField(x, y);
13730     }
13731     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13732              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13733     {
13734       int xx, yy;
13735
13736       game.ball_state = !game.ball_state;
13737
13738       SCAN_PLAYFIELD(xx, yy)
13739       {
13740         int e = Feld[xx][yy];
13741
13742         if (game.ball_state)
13743         {
13744           if (e == EL_EMC_MAGIC_BALL)
13745             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13746           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13747             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13748         }
13749         else
13750         {
13751           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13752             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13753           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13754             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13755         }
13756       }
13757     }
13758
13759     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13760                                         player->index_bit, dig_side);
13761
13762     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13763                                         player->index_bit, dig_side);
13764
13765     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13766                                         player->index_bit, dig_side);
13767
13768     return MP_ACTION;
13769   }
13770   else
13771   {
13772     if (!PLAYER_SWITCHING(player, x, y))
13773     {
13774       player->is_switching = TRUE;
13775       player->switch_x = x;
13776       player->switch_y = y;
13777
13778       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13779                                  player->index_bit, dig_side);
13780       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13781                                           player->index_bit, dig_side);
13782
13783       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13784                                  player->index_bit, dig_side);
13785       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13786                                           player->index_bit, dig_side);
13787     }
13788
13789     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13790                                player->index_bit, dig_side);
13791     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13792                                         player->index_bit, dig_side);
13793
13794     return MP_NO_ACTION;
13795   }
13796
13797   player->push_delay = -1;
13798
13799   if (is_player)                /* function can also be called by EL_PENGUIN */
13800   {
13801     if (Feld[x][y] != element)          /* really digged/collected something */
13802     {
13803       player->is_collecting = !player->is_digging;
13804       player->is_active = TRUE;
13805     }
13806   }
13807
13808   return MP_MOVING;
13809 }
13810
13811 static boolean DigFieldByCE(int x, int y, int digging_element)
13812 {
13813   int element = Feld[x][y];
13814
13815   if (!IS_FREE(x, y))
13816   {
13817     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13818                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13819                   ACTION_BREAKING);
13820
13821     /* no element can dig solid indestructible elements */
13822     if (IS_INDESTRUCTIBLE(element) &&
13823         !IS_DIGGABLE(element) &&
13824         !IS_COLLECTIBLE(element))
13825       return FALSE;
13826
13827     if (AmoebaNr[x][y] &&
13828         (element == EL_AMOEBA_FULL ||
13829          element == EL_BD_AMOEBA ||
13830          element == EL_AMOEBA_GROWING))
13831     {
13832       AmoebaCnt[AmoebaNr[x][y]]--;
13833       AmoebaCnt2[AmoebaNr[x][y]]--;
13834     }
13835
13836     if (IS_MOVING(x, y))
13837       RemoveMovingField(x, y);
13838     else
13839     {
13840       RemoveField(x, y);
13841       TEST_DrawLevelField(x, y);
13842     }
13843
13844     /* if digged element was about to explode, prevent the explosion */
13845     ExplodeField[x][y] = EX_TYPE_NONE;
13846
13847     PlayLevelSoundAction(x, y, action);
13848   }
13849
13850   Store[x][y] = EL_EMPTY;
13851
13852   /* this makes it possible to leave the removed element again */
13853   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13854     Store[x][y] = element;
13855
13856   return TRUE;
13857 }
13858
13859 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13860 {
13861   int jx = player->jx, jy = player->jy;
13862   int x = jx + dx, y = jy + dy;
13863   int snap_direction = (dx == -1 ? MV_LEFT  :
13864                         dx == +1 ? MV_RIGHT :
13865                         dy == -1 ? MV_UP    :
13866                         dy == +1 ? MV_DOWN  : MV_NONE);
13867   boolean can_continue_snapping = (level.continuous_snapping &&
13868                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13869
13870   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13871     return FALSE;
13872
13873   if (!player->active || !IN_LEV_FIELD(x, y))
13874     return FALSE;
13875
13876   if (dx && dy)
13877     return FALSE;
13878
13879   if (!dx && !dy)
13880   {
13881     if (player->MovPos == 0)
13882       player->is_pushing = FALSE;
13883
13884     player->is_snapping = FALSE;
13885
13886     if (player->MovPos == 0)
13887     {
13888       player->is_moving = FALSE;
13889       player->is_digging = FALSE;
13890       player->is_collecting = FALSE;
13891     }
13892
13893     return FALSE;
13894   }
13895
13896   /* prevent snapping with already pressed snap key when not allowed */
13897   if (player->is_snapping && !can_continue_snapping)
13898     return FALSE;
13899
13900   player->MovDir = snap_direction;
13901
13902   if (player->MovPos == 0)
13903   {
13904     player->is_moving = FALSE;
13905     player->is_digging = FALSE;
13906     player->is_collecting = FALSE;
13907   }
13908
13909   player->is_dropping = FALSE;
13910   player->is_dropping_pressed = FALSE;
13911   player->drop_pressed_delay = 0;
13912
13913   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13914     return FALSE;
13915
13916   player->is_snapping = TRUE;
13917   player->is_active = TRUE;
13918
13919   if (player->MovPos == 0)
13920   {
13921     player->is_moving = FALSE;
13922     player->is_digging = FALSE;
13923     player->is_collecting = FALSE;
13924   }
13925
13926   if (player->MovPos != 0)      /* prevent graphic bugs in versions < 2.2.0 */
13927     TEST_DrawLevelField(player->last_jx, player->last_jy);
13928
13929   TEST_DrawLevelField(x, y);
13930
13931   return TRUE;
13932 }
13933
13934 static boolean DropElement(struct PlayerInfo *player)
13935 {
13936   int old_element, new_element;
13937   int dropx = player->jx, dropy = player->jy;
13938   int drop_direction = player->MovDir;
13939   int drop_side = drop_direction;
13940   int drop_element = get_next_dropped_element(player);
13941
13942   player->is_dropping_pressed = TRUE;
13943
13944   /* do not drop an element on top of another element; when holding drop key
13945      pressed without moving, dropped element must move away before the next
13946      element can be dropped (this is especially important if the next element
13947      is dynamite, which can be placed on background for historical reasons) */
13948   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13949     return MP_ACTION;
13950
13951   if (IS_THROWABLE(drop_element))
13952   {
13953     dropx += GET_DX_FROM_DIR(drop_direction);
13954     dropy += GET_DY_FROM_DIR(drop_direction);
13955
13956     if (!IN_LEV_FIELD(dropx, dropy))
13957       return FALSE;
13958   }
13959
13960   old_element = Feld[dropx][dropy];     /* old element at dropping position */
13961   new_element = drop_element;           /* default: no change when dropping */
13962
13963   /* check if player is active, not moving and ready to drop */
13964   if (!player->active || player->MovPos || player->drop_delay > 0)
13965     return FALSE;
13966
13967   /* check if player has anything that can be dropped */
13968   if (new_element == EL_UNDEFINED)
13969     return FALSE;
13970
13971   /* check if drop key was pressed long enough for EM style dynamite */
13972   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13973     return FALSE;
13974
13975   /* check if anything can be dropped at the current position */
13976   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13977     return FALSE;
13978
13979   /* collected custom elements can only be dropped on empty fields */
13980   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13981     return FALSE;
13982
13983   if (old_element != EL_EMPTY)
13984     Back[dropx][dropy] = old_element;   /* store old element on this field */
13985
13986   ResetGfxAnimation(dropx, dropy);
13987   ResetRandomAnimationValue(dropx, dropy);
13988
13989   if (player->inventory_size > 0 ||
13990       player->inventory_infinite_element != EL_UNDEFINED)
13991   {
13992     if (player->inventory_size > 0)
13993     {
13994       player->inventory_size--;
13995
13996       DrawGameDoorValues();
13997
13998       if (new_element == EL_DYNAMITE)
13999         new_element = EL_DYNAMITE_ACTIVE;
14000       else if (new_element == EL_EM_DYNAMITE)
14001         new_element = EL_EM_DYNAMITE_ACTIVE;
14002       else if (new_element == EL_SP_DISK_RED)
14003         new_element = EL_SP_DISK_RED_ACTIVE;
14004     }
14005
14006     Feld[dropx][dropy] = new_element;
14007
14008     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14009       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14010                           el2img(Feld[dropx][dropy]), 0);
14011
14012     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14013
14014     /* needed if previous element just changed to "empty" in the last frame */
14015     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
14016
14017     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14018                                player->index_bit, drop_side);
14019     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14020                                         CE_PLAYER_DROPS_X,
14021                                         player->index_bit, drop_side);
14022
14023     TestIfElementTouchesCustomElement(dropx, dropy);
14024   }
14025   else          /* player is dropping a dyna bomb */
14026   {
14027     player->dynabombs_left--;
14028
14029     Feld[dropx][dropy] = new_element;
14030
14031     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14032       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14033                           el2img(Feld[dropx][dropy]), 0);
14034
14035     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14036   }
14037
14038   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14039     InitField_WithBug1(dropx, dropy, FALSE);
14040
14041   new_element = Feld[dropx][dropy];     /* element might have changed */
14042
14043   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14044       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14045   {
14046     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14047       MovDir[dropx][dropy] = drop_direction;
14048
14049     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
14050
14051     /* do not cause impact style collision by dropping elements that can fall */
14052     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14053   }
14054
14055   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14056   player->is_dropping = TRUE;
14057
14058   player->drop_pressed_delay = 0;
14059   player->is_dropping_pressed = FALSE;
14060
14061   player->drop_x = dropx;
14062   player->drop_y = dropy;
14063
14064   return TRUE;
14065 }
14066
14067 /* ------------------------------------------------------------------------- */
14068 /* game sound playing functions                                              */
14069 /* ------------------------------------------------------------------------- */
14070
14071 static int *loop_sound_frame = NULL;
14072 static int *loop_sound_volume = NULL;
14073
14074 void InitPlayLevelSound()
14075 {
14076   int num_sounds = getSoundListSize();
14077
14078   checked_free(loop_sound_frame);
14079   checked_free(loop_sound_volume);
14080
14081   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
14082   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14083 }
14084
14085 static void PlayLevelSound(int x, int y, int nr)
14086 {
14087   int sx = SCREENX(x), sy = SCREENY(y);
14088   int volume, stereo_position;
14089   int max_distance = 8;
14090   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14091
14092   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14093       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14094     return;
14095
14096   if (!IN_LEV_FIELD(x, y) ||
14097       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14098       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14099     return;
14100
14101   volume = SOUND_MAX_VOLUME;
14102
14103   if (!IN_SCR_FIELD(sx, sy))
14104   {
14105     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14106     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14107
14108     volume -= volume * (dx > dy ? dx : dy) / max_distance;
14109   }
14110
14111   stereo_position = (SOUND_MAX_LEFT +
14112                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14113                      (SCR_FIELDX + 2 * max_distance));
14114
14115   if (IS_LOOP_SOUND(nr))
14116   {
14117     /* This assures that quieter loop sounds do not overwrite louder ones,
14118        while restarting sound volume comparison with each new game frame. */
14119
14120     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14121       return;
14122
14123     loop_sound_volume[nr] = volume;
14124     loop_sound_frame[nr] = FrameCounter;
14125   }
14126
14127   PlaySoundExt(nr, volume, stereo_position, type);
14128 }
14129
14130 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14131 {
14132   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14133                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
14134                  y < LEVELY(BY1) ? LEVELY(BY1) :
14135                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
14136                  sound_action);
14137 }
14138
14139 static void PlayLevelSoundAction(int x, int y, int action)
14140 {
14141   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14142 }
14143
14144 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14145 {
14146   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14147
14148   if (sound_effect != SND_UNDEFINED)
14149     PlayLevelSound(x, y, sound_effect);
14150 }
14151
14152 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14153                                               int action)
14154 {
14155   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14156
14157   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14158     PlayLevelSound(x, y, sound_effect);
14159 }
14160
14161 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14162 {
14163   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14164
14165   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14166     PlayLevelSound(x, y, sound_effect);
14167 }
14168
14169 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14170 {
14171   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14172
14173   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14174     StopSound(sound_effect);
14175 }
14176
14177 static void PlayLevelMusic()
14178 {
14179   if (levelset.music[level_nr] != MUS_UNDEFINED)
14180     PlayMusic(levelset.music[level_nr]);        /* from config file */
14181   else
14182     PlayMusic(MAP_NOCONF_MUSIC(level_nr));      /* from music dir */
14183 }
14184
14185 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14186 {
14187   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14188   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14189   int x = xx - 1 - offset;
14190   int y = yy - 1 - offset;
14191
14192   switch (sample)
14193   {
14194     case SAMPLE_blank:
14195       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14196       break;
14197
14198     case SAMPLE_roll:
14199       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14200       break;
14201
14202     case SAMPLE_stone:
14203       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14204       break;
14205
14206     case SAMPLE_nut:
14207       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14208       break;
14209
14210     case SAMPLE_crack:
14211       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14212       break;
14213
14214     case SAMPLE_bug:
14215       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14216       break;
14217
14218     case SAMPLE_tank:
14219       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14220       break;
14221
14222     case SAMPLE_android_clone:
14223       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14224       break;
14225
14226     case SAMPLE_android_move:
14227       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14228       break;
14229
14230     case SAMPLE_spring:
14231       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14232       break;
14233
14234     case SAMPLE_slurp:
14235       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14236       break;
14237
14238     case SAMPLE_eater:
14239       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14240       break;
14241
14242     case SAMPLE_eater_eat:
14243       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14244       break;
14245
14246     case SAMPLE_alien:
14247       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14248       break;
14249
14250     case SAMPLE_collect:
14251       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14252       break;
14253
14254     case SAMPLE_diamond:
14255       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14256       break;
14257
14258     case SAMPLE_squash:
14259       /* !!! CHECK THIS !!! */
14260 #if 1
14261       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14262 #else
14263       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14264 #endif
14265       break;
14266
14267     case SAMPLE_wonderfall:
14268       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14269       break;
14270
14271     case SAMPLE_drip:
14272       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14273       break;
14274
14275     case SAMPLE_push:
14276       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14277       break;
14278
14279     case SAMPLE_dirt:
14280       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14281       break;
14282
14283     case SAMPLE_acid:
14284       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14285       break;
14286
14287     case SAMPLE_ball:
14288       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14289       break;
14290
14291     case SAMPLE_grow:
14292       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14293       break;
14294
14295     case SAMPLE_wonder:
14296       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14297       break;
14298
14299     case SAMPLE_door:
14300       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14301       break;
14302
14303     case SAMPLE_exit_open:
14304       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14305       break;
14306
14307     case SAMPLE_exit_leave:
14308       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14309       break;
14310
14311     case SAMPLE_dynamite:
14312       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14313       break;
14314
14315     case SAMPLE_tick:
14316       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14317       break;
14318
14319     case SAMPLE_press:
14320       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14321       break;
14322
14323     case SAMPLE_wheel:
14324       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14325       break;
14326
14327     case SAMPLE_boom:
14328       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14329       break;
14330
14331     case SAMPLE_die:
14332       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14333       break;
14334
14335     case SAMPLE_time:
14336       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14337       break;
14338
14339     default:
14340       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14341       break;
14342   }
14343 }
14344
14345 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14346 {
14347   int element = map_element_SP_to_RND(element_sp);
14348   int action = map_action_SP_to_RND(action_sp);
14349   int offset = (setup.sp_show_border_elements ? 0 : 1);
14350   int x = xx - offset;
14351   int y = yy - offset;
14352
14353   PlayLevelSoundElementAction(x, y, element, action);
14354 }
14355
14356 void RaiseScore(int value)
14357 {
14358   local_player->score += value;
14359
14360   game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14361
14362   DisplayGameControlValues();
14363 }
14364
14365 void RaiseScoreElement(int element)
14366 {
14367   switch (element)
14368   {
14369     case EL_EMERALD:
14370     case EL_BD_DIAMOND:
14371     case EL_EMERALD_YELLOW:
14372     case EL_EMERALD_RED:
14373     case EL_EMERALD_PURPLE:
14374     case EL_SP_INFOTRON:
14375       RaiseScore(level.score[SC_EMERALD]);
14376       break;
14377     case EL_DIAMOND:
14378       RaiseScore(level.score[SC_DIAMOND]);
14379       break;
14380     case EL_CRYSTAL:
14381       RaiseScore(level.score[SC_CRYSTAL]);
14382       break;
14383     case EL_PEARL:
14384       RaiseScore(level.score[SC_PEARL]);
14385       break;
14386     case EL_BUG:
14387     case EL_BD_BUTTERFLY:
14388     case EL_SP_ELECTRON:
14389       RaiseScore(level.score[SC_BUG]);
14390       break;
14391     case EL_SPACESHIP:
14392     case EL_BD_FIREFLY:
14393     case EL_SP_SNIKSNAK:
14394       RaiseScore(level.score[SC_SPACESHIP]);
14395       break;
14396     case EL_YAMYAM:
14397     case EL_DARK_YAMYAM:
14398       RaiseScore(level.score[SC_YAMYAM]);
14399       break;
14400     case EL_ROBOT:
14401       RaiseScore(level.score[SC_ROBOT]);
14402       break;
14403     case EL_PACMAN:
14404       RaiseScore(level.score[SC_PACMAN]);
14405       break;
14406     case EL_NUT:
14407       RaiseScore(level.score[SC_NUT]);
14408       break;
14409     case EL_DYNAMITE:
14410     case EL_EM_DYNAMITE:
14411     case EL_SP_DISK_RED:
14412     case EL_DYNABOMB_INCREASE_NUMBER:
14413     case EL_DYNABOMB_INCREASE_SIZE:
14414     case EL_DYNABOMB_INCREASE_POWER:
14415       RaiseScore(level.score[SC_DYNAMITE]);
14416       break;
14417     case EL_SHIELD_NORMAL:
14418     case EL_SHIELD_DEADLY:
14419       RaiseScore(level.score[SC_SHIELD]);
14420       break;
14421     case EL_EXTRA_TIME:
14422       RaiseScore(level.extra_time_score);
14423       break;
14424     case EL_KEY_1:
14425     case EL_KEY_2:
14426     case EL_KEY_3:
14427     case EL_KEY_4:
14428     case EL_EM_KEY_1:
14429     case EL_EM_KEY_2:
14430     case EL_EM_KEY_3:
14431     case EL_EM_KEY_4:
14432     case EL_EMC_KEY_5:
14433     case EL_EMC_KEY_6:
14434     case EL_EMC_KEY_7:
14435     case EL_EMC_KEY_8:
14436     case EL_DC_KEY_WHITE:
14437       RaiseScore(level.score[SC_KEY]);
14438       break;
14439     default:
14440       RaiseScore(element_info[element].collect_score);
14441       break;
14442   }
14443 }
14444
14445 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14446 {
14447   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14448   {
14449     /* closing door required in case of envelope style request dialogs */
14450     if (!skip_request)
14451       CloseDoor(DOOR_CLOSE_1);
14452
14453 #if defined(NETWORK_AVALIABLE)
14454     if (options.network)
14455       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14456     else
14457 #endif
14458     {
14459       if (quick_quit)
14460       {
14461         FadeSkipNextFadeIn();
14462
14463         game_status = GAME_MODE_MAIN;
14464
14465         DrawAndFadeInMainMenu(REDRAW_FIELD);
14466       }
14467       else
14468       {
14469         game_status = GAME_MODE_MAIN;
14470
14471         DrawAndFadeInMainMenu(REDRAW_FIELD);
14472       }
14473     }
14474   }
14475   else          /* continue playing the game */
14476   {
14477     if (tape.playing && tape.deactivate_display)
14478       TapeDeactivateDisplayOff(TRUE);
14479
14480     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14481
14482     if (tape.playing && tape.deactivate_display)
14483       TapeDeactivateDisplayOn();
14484   }
14485 }
14486
14487 void RequestQuitGame(boolean ask_if_really_quit)
14488 {
14489   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14490   boolean skip_request = AllPlayersGone || quick_quit;
14491
14492   RequestQuitGameExt(skip_request, quick_quit,
14493                      "Do you really want to quit the game?");
14494 }
14495
14496
14497 /* ------------------------------------------------------------------------- */
14498 /* random generator functions                                                */
14499 /* ------------------------------------------------------------------------- */
14500
14501 unsigned int InitEngineRandom_RND(int seed)
14502 {
14503   game.num_random_calls = 0;
14504
14505   return InitEngineRandom(seed);
14506 }
14507
14508 unsigned int RND(int max)
14509 {
14510   if (max > 0)
14511   {
14512     game.num_random_calls++;
14513
14514     return GetEngineRandom(max);
14515   }
14516
14517   return 0;
14518 }
14519
14520
14521 /* ------------------------------------------------------------------------- */
14522 /* game engine snapshot handling functions                                   */
14523 /* ------------------------------------------------------------------------- */
14524
14525 struct EngineSnapshotInfo
14526 {
14527   /* runtime values for custom element collect score */
14528   int collect_score[NUM_CUSTOM_ELEMENTS];
14529
14530   /* runtime values for group element choice position */
14531   int choice_pos[NUM_GROUP_ELEMENTS];
14532
14533   /* runtime values for belt position animations */
14534   int belt_graphic[4][NUM_BELT_PARTS];
14535   int belt_anim_mode[4][NUM_BELT_PARTS];
14536 };
14537
14538 static struct EngineSnapshotInfo engine_snapshot_rnd;
14539 static char *snapshot_level_identifier = NULL;
14540 static int snapshot_level_nr = -1;
14541
14542 static void SaveEngineSnapshotValues_RND()
14543 {
14544   static int belt_base_active_element[4] =
14545   {
14546     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14547     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14548     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14549     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14550   };
14551   int i, j;
14552
14553   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14554   {
14555     int element = EL_CUSTOM_START + i;
14556
14557     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14558   }
14559
14560   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14561   {
14562     int element = EL_GROUP_START + i;
14563
14564     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14565   }
14566
14567   for (i = 0; i < 4; i++)
14568   {
14569     for (j = 0; j < NUM_BELT_PARTS; j++)
14570     {
14571       int element = belt_base_active_element[i] + j;
14572       int graphic = el2img(element);
14573       int anim_mode = graphic_info[graphic].anim_mode;
14574
14575       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14576       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14577     }
14578   }
14579 }
14580
14581 static void LoadEngineSnapshotValues_RND()
14582 {
14583   unsigned int num_random_calls = game.num_random_calls;
14584   int i, j;
14585
14586   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14587   {
14588     int element = EL_CUSTOM_START + i;
14589
14590     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14591   }
14592
14593   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14594   {
14595     int element = EL_GROUP_START + i;
14596
14597     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14598   }
14599
14600   for (i = 0; i < 4; i++)
14601   {
14602     for (j = 0; j < NUM_BELT_PARTS; j++)
14603     {
14604       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14605       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14606
14607       graphic_info[graphic].anim_mode = anim_mode;
14608     }
14609   }
14610
14611   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14612   {
14613     InitRND(tape.random_seed);
14614     for (i = 0; i < num_random_calls; i++)
14615       RND(1);
14616   }
14617
14618   if (game.num_random_calls != num_random_calls)
14619   {
14620     Error(ERR_INFO, "number of random calls out of sync");
14621     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14622     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14623     Error(ERR_EXIT, "this should not happen -- please debug");
14624   }
14625 }
14626
14627 void FreeEngineSnapshotSingle()
14628 {
14629   FreeSnapshotSingle();
14630
14631   setString(&snapshot_level_identifier, NULL);
14632   snapshot_level_nr = -1;
14633 }
14634
14635 void FreeEngineSnapshotList()
14636 {
14637   FreeSnapshotList();
14638 }
14639
14640 ListNode *SaveEngineSnapshotBuffers()
14641 {
14642   ListNode *buffers = NULL;
14643
14644   /* copy some special values to a structure better suited for the snapshot */
14645
14646   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14647     SaveEngineSnapshotValues_RND();
14648   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14649     SaveEngineSnapshotValues_EM();
14650   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14651     SaveEngineSnapshotValues_SP(&buffers);
14652
14653   /* save values stored in special snapshot structure */
14654
14655   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14656     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14657   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14658     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14659   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14660     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14661
14662   /* save further RND engine values */
14663
14664   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14665   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14666   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14667
14668   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14669   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14670   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14671   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14672
14673   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14674   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14675   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14676   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14677   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14678
14679   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14680   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14681   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14682
14683   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14684
14685   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14686
14687   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14688   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14689
14690   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14691   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14692   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14693   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14694   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14695   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14696   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14697   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14698   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14699   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14700   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14701   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14702   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14703   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14704   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14705   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14706   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14707   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14708
14709   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14710   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14711
14712   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14713   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14714   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14715
14716   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14717   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14718
14719   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14720   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14721   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14722   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14723   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14724
14725   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14726   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14727
14728 #if 0
14729   ListNode *node = engine_snapshot_list_rnd;
14730   int num_bytes = 0;
14731
14732   while (node != NULL)
14733   {
14734     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14735
14736     node = node->next;
14737   }
14738
14739   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14740 #endif
14741
14742   return buffers;
14743 }
14744
14745 void SaveEngineSnapshotSingle()
14746 {
14747   ListNode *buffers = SaveEngineSnapshotBuffers();
14748
14749   /* finally save all snapshot buffers to single snapshot */
14750   SaveSnapshotSingle(buffers);
14751
14752   /* save level identification information */
14753   setString(&snapshot_level_identifier, leveldir_current->identifier);
14754   snapshot_level_nr = level_nr;
14755 }
14756
14757 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14758 {
14759   boolean save_snapshot =
14760     (initial_snapshot ||
14761      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14762      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14763       game.snapshot.changed_action));
14764
14765   game.snapshot.changed_action = FALSE;
14766
14767   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14768       tape.quick_resume ||
14769       !save_snapshot)
14770     return FALSE;
14771
14772   ListNode *buffers = SaveEngineSnapshotBuffers();
14773
14774   /* finally save all snapshot buffers to snapshot list */
14775   SaveSnapshotToList(buffers);
14776
14777   return TRUE;
14778 }
14779
14780 boolean SaveEngineSnapshotToList()
14781 {
14782   return SaveEngineSnapshotToListExt(FALSE);
14783 }
14784
14785 void SaveEngineSnapshotToListInitial()
14786 {
14787   FreeEngineSnapshotList();
14788
14789   SaveEngineSnapshotToListExt(TRUE);
14790 }
14791
14792 void LoadEngineSnapshotValues()
14793 {
14794   /* restore special values from snapshot structure */
14795
14796   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14797     LoadEngineSnapshotValues_RND();
14798   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14799     LoadEngineSnapshotValues_EM();
14800   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14801     LoadEngineSnapshotValues_SP();
14802 }
14803
14804 void LoadEngineSnapshotSingle()
14805 {
14806   LoadSnapshotSingle();
14807
14808   LoadEngineSnapshotValues();
14809 }
14810
14811 void LoadEngineSnapshot_Undo(int steps)
14812 {
14813   LoadSnapshotFromList_Older(steps);
14814
14815   LoadEngineSnapshotValues();
14816 }
14817
14818 void LoadEngineSnapshot_Redo(int steps)
14819 {
14820   LoadSnapshotFromList_Newer(steps);
14821
14822   LoadEngineSnapshotValues();
14823 }
14824
14825 boolean CheckEngineSnapshotSingle()
14826 {
14827   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14828           snapshot_level_nr == level_nr);
14829 }
14830
14831 boolean CheckEngineSnapshotList()
14832 {
14833   return CheckSnapshotList();
14834 }
14835
14836
14837 /* ---------- new game button stuff ---------------------------------------- */
14838
14839 static struct
14840 {
14841   int graphic;
14842   struct XY *pos;
14843   int gadget_id;
14844   char *infotext;
14845 } gamebutton_info[NUM_GAME_BUTTONS] =
14846 {
14847   {
14848     IMG_GAME_BUTTON_GFX_STOP,           &game.button.stop,
14849     GAME_CTRL_ID_STOP,                  "stop game"
14850   },
14851   {
14852     IMG_GAME_BUTTON_GFX_PAUSE,          &game.button.pause,
14853     GAME_CTRL_ID_PAUSE,                 "pause game"
14854   },
14855   {
14856     IMG_GAME_BUTTON_GFX_PLAY,           &game.button.play,
14857     GAME_CTRL_ID_PLAY,                  "play game"
14858   },
14859   {
14860     IMG_GAME_BUTTON_GFX_UNDO,           &game.button.undo,
14861     GAME_CTRL_ID_UNDO,                  "undo step"
14862   },
14863   {
14864     IMG_GAME_BUTTON_GFX_REDO,           &game.button.redo,
14865     GAME_CTRL_ID_REDO,                  "redo step"
14866   },
14867   {
14868     IMG_GAME_BUTTON_GFX_SAVE,           &game.button.save,
14869     GAME_CTRL_ID_SAVE,                  "save game"
14870   },
14871   {
14872     IMG_GAME_BUTTON_GFX_LOAD,           &game.button.load,
14873     GAME_CTRL_ID_LOAD,                  "load game"
14874   },
14875   {
14876     IMG_GAME_BUTTON_GFX_SOUND_MUSIC,    &game.button.sound_music,
14877     SOUND_CTRL_ID_MUSIC,                "background music on/off"
14878   },
14879   {
14880     IMG_GAME_BUTTON_GFX_SOUND_LOOPS,    &game.button.sound_loops,
14881     SOUND_CTRL_ID_LOOPS,                "sound loops on/off"
14882   },
14883   {
14884     IMG_GAME_BUTTON_GFX_SOUND_SIMPLE,   &game.button.sound_simple,
14885     SOUND_CTRL_ID_SIMPLE,               "normal sounds on/off"
14886   }
14887 };
14888
14889 void CreateGameButtons()
14890 {
14891   int i;
14892
14893   for (i = 0; i < NUM_GAME_BUTTONS; i++)
14894   {
14895     struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14896     struct XY *pos = gamebutton_info[i].pos;
14897     struct GadgetInfo *gi;
14898     int button_type;
14899     boolean checked;
14900     unsigned int event_mask;
14901     int base_x = (tape.show_game_buttons ? VX : DX);
14902     int base_y = (tape.show_game_buttons ? VY : DY);
14903     int gd_x   = gfx->src_x;
14904     int gd_y   = gfx->src_y;
14905     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
14906     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
14907     int gd_xa  = gfx->src_x + gfx->active_xoffset;
14908     int gd_ya  = gfx->src_y + gfx->active_yoffset;
14909     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14910     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14911     int id = i;
14912
14913     if (gfx->bitmap == NULL)
14914     {
14915       game_gadget[id] = NULL;
14916
14917       continue;
14918     }
14919
14920     if (id == GAME_CTRL_ID_STOP ||
14921         id == GAME_CTRL_ID_PAUSE ||
14922         id == GAME_CTRL_ID_PLAY ||
14923         id == GAME_CTRL_ID_SAVE ||
14924         id == GAME_CTRL_ID_LOAD)
14925     {
14926       button_type = GD_TYPE_NORMAL_BUTTON;
14927       checked = FALSE;
14928       event_mask = GD_EVENT_RELEASED;
14929     }
14930     else if (id == GAME_CTRL_ID_UNDO ||
14931              id == GAME_CTRL_ID_REDO)
14932     {
14933       button_type = GD_TYPE_NORMAL_BUTTON;
14934       checked = FALSE;
14935       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14936     }
14937     else
14938     {
14939       button_type = GD_TYPE_CHECK_BUTTON;
14940       checked =
14941         ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14942          (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14943          (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14944       event_mask = GD_EVENT_PRESSED;
14945     }
14946
14947     gi = CreateGadget(GDI_CUSTOM_ID, id,
14948                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
14949                       GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14950                       GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14951                       GDI_WIDTH, gfx->width,
14952                       GDI_HEIGHT, gfx->height,
14953                       GDI_TYPE, button_type,
14954                       GDI_STATE, GD_BUTTON_UNPRESSED,
14955                       GDI_CHECKED, checked,
14956                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14957                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14958                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14959                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14960                       GDI_DIRECT_DRAW, FALSE,
14961                       GDI_EVENT_MASK, event_mask,
14962                       GDI_CALLBACK_ACTION, HandleGameButtons,
14963                       GDI_END);
14964
14965     if (gi == NULL)
14966       Error(ERR_EXIT, "cannot create gadget");
14967
14968     game_gadget[id] = gi;
14969   }
14970 }
14971
14972 void FreeGameButtons()
14973 {
14974   int i;
14975
14976   for (i = 0; i < NUM_GAME_BUTTONS; i++)
14977     FreeGadget(game_gadget[i]);
14978 }
14979
14980 static void MapGameButtonsAtSamePosition(int id)
14981 {
14982   int i;
14983
14984   for (i = 0; i < NUM_GAME_BUTTONS; i++)
14985     if (i != id &&
14986         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14987         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14988       MapGadget(game_gadget[i]);
14989 }
14990
14991 static void UnmapGameButtonsAtSamePosition(int id)
14992 {
14993   int i;
14994
14995   for (i = 0; i < NUM_GAME_BUTTONS; i++)
14996     if (i != id &&
14997         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
14998         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
14999       UnmapGadget(game_gadget[i]);
15000 }
15001
15002 void MapUndoRedoButtons()
15003 {
15004   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15005   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15006   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15007
15008   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15009   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15010   MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15011 }
15012
15013 void UnmapUndoRedoButtons()
15014 {
15015   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15016   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15017   UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
15018
15019   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15020   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15021   MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15022 }
15023
15024 void MapGameButtons()
15025 {
15026   int i;
15027
15028   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15029     if (i != GAME_CTRL_ID_UNDO &&
15030         i != GAME_CTRL_ID_REDO &&
15031         i != GAME_CTRL_ID_PLAY)
15032       MapGadget(game_gadget[i]);
15033 }
15034
15035 void UnmapGameButtons()
15036 {
15037   int i;
15038
15039   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15040     UnmapGadget(game_gadget[i]);
15041 }
15042
15043 void RedrawGameButtons()
15044 {
15045   int i;
15046
15047   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15048     RedrawGadget(game_gadget[i]);
15049
15050   // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15051   redraw_mask &= ~REDRAW_ALL;
15052 }
15053
15054 void GameUndoRedoExt()
15055 {
15056   ClearPlayerAction();
15057
15058   tape.pausing = TRUE;
15059
15060   RedrawPlayfield();
15061   UpdateAndDisplayGameControlValues();
15062
15063   DrawCompleteVideoDisplay();
15064   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15065   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15066   DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15067                     VIDEO_STATE_1STEP_OFF), 0);
15068
15069   BackToFront();
15070 }
15071
15072 void GameUndo(int steps)
15073 {
15074   if (!CheckEngineSnapshotList())
15075     return;
15076
15077   LoadEngineSnapshot_Undo(steps);
15078
15079   GameUndoRedoExt();
15080 }
15081
15082 void GameRedo(int steps)
15083 {
15084   if (!CheckEngineSnapshotList())
15085     return;
15086
15087   LoadEngineSnapshot_Redo(steps);
15088
15089   GameUndoRedoExt();
15090 }
15091
15092 static void HandleGameButtonsExt(int id, int button)
15093 {
15094   int steps = BUTTON_STEPSIZE(button);
15095   boolean handle_game_buttons =
15096     (game_status == GAME_MODE_PLAYING ||
15097      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15098
15099   if (!handle_game_buttons)
15100     return;
15101
15102   switch (id)
15103   {
15104     case GAME_CTRL_ID_STOP:
15105       if (game_status == GAME_MODE_MAIN)
15106         break;
15107
15108       if (tape.playing)
15109         TapeStop();
15110       else
15111         RequestQuitGame(TRUE);
15112
15113       break;
15114
15115     case GAME_CTRL_ID_PAUSE:
15116       if (options.network && game_status == GAME_MODE_PLAYING)
15117       {
15118 #if defined(NETWORK_AVALIABLE)
15119         if (tape.pausing)
15120           SendToServer_ContinuePlaying();
15121         else
15122           SendToServer_PausePlaying();
15123 #endif
15124       }
15125       else
15126         TapeTogglePause(TAPE_TOGGLE_MANUAL);
15127       break;
15128
15129     case GAME_CTRL_ID_PLAY:
15130       if (game_status == GAME_MODE_MAIN)
15131       {
15132         StartGameActions(options.network, setup.autorecord, level.random_seed);
15133       }
15134       else if (tape.pausing)
15135       {
15136 #if defined(NETWORK_AVALIABLE)
15137         if (options.network)
15138           SendToServer_ContinuePlaying();
15139         else
15140 #endif
15141           TapeTogglePause(TAPE_TOGGLE_MANUAL);
15142       }
15143       break;
15144
15145     case GAME_CTRL_ID_UNDO:
15146       GameUndo(steps);
15147       break;
15148
15149     case GAME_CTRL_ID_REDO:
15150       GameRedo(steps);
15151       break;
15152
15153     case GAME_CTRL_ID_SAVE:
15154       TapeQuickSave();
15155       break;
15156
15157     case GAME_CTRL_ID_LOAD:
15158       TapeQuickLoad();
15159       break;
15160
15161     case SOUND_CTRL_ID_MUSIC:
15162       if (setup.sound_music)
15163       { 
15164         setup.sound_music = FALSE;
15165
15166         FadeMusic();
15167       }
15168       else if (audio.music_available)
15169       { 
15170         setup.sound = setup.sound_music = TRUE;
15171
15172         SetAudioMode(setup.sound);
15173
15174         PlayLevelMusic();
15175       }
15176       break;
15177
15178     case SOUND_CTRL_ID_LOOPS:
15179       if (setup.sound_loops)
15180         setup.sound_loops = FALSE;
15181       else if (audio.loops_available)
15182       {
15183         setup.sound = setup.sound_loops = TRUE;
15184
15185         SetAudioMode(setup.sound);
15186       }
15187       break;
15188
15189     case SOUND_CTRL_ID_SIMPLE:
15190       if (setup.sound_simple)
15191         setup.sound_simple = FALSE;
15192       else if (audio.sound_available)
15193       {
15194         setup.sound = setup.sound_simple = TRUE;
15195
15196         SetAudioMode(setup.sound);
15197       }
15198       break;
15199
15200     default:
15201       break;
15202   }
15203 }
15204
15205 static void HandleGameButtons(struct GadgetInfo *gi)
15206 {
15207   HandleGameButtonsExt(gi->custom_id, gi->event.button);
15208 }
15209
15210 void HandleSoundButtonKeys(Key key)
15211 {
15212
15213   if (key == setup.shortcut.sound_simple)
15214     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15215   else if (key == setup.shortcut.sound_loops)
15216     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15217   else if (key == setup.shortcut.sound_music)
15218     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
15219 }