fixed initializing locally connected player in single player mode
[rocksndiamonds.git] / src / game.c
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // game.c
10 // ============================================================================
11
12 #include "libgame/libgame.h"
13
14 #include "game.h"
15 #include "init.h"
16 #include "tools.h"
17 #include "screens.h"
18 #include "events.h"
19 #include "files.h"
20 #include "tape.h"
21 #include "network.h"
22 #include "anim.h"
23
24
25 // DEBUG SETTINGS
26 #define DEBUG_INIT_PLAYER       1
27 #define DEBUG_PLAYER_ACTIONS    0
28
29 // EXPERIMENTAL STUFF
30 #define USE_NEW_AMOEBA_CODE     FALSE
31
32 // EXPERIMENTAL STUFF
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX    0
34 #define USE_QUICKSAND_IMPACT_BUGFIX     0
35 #define USE_DELAYED_GFX_REDRAW          0
36 #define USE_NEW_PLAYER_ASSIGNMENTS      1
37
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y)                               \
40         GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
42         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
44         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y)                           \
46         GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #else
48 #define TEST_DrawLevelField(x, y)                               \
49              DrawLevelField(x, y)
50 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
51              DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
53              DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y)                           \
55              DrawTwinkleOnField(x, y)
56 #endif
57
58
59 // for DigField()
60 #define DF_NO_PUSH              0
61 #define DF_DIG                  1
62 #define DF_SNAP                 2
63
64 // for MovePlayer()
65 #define MP_NO_ACTION            0
66 #define MP_MOVING               1
67 #define MP_ACTION               2
68 #define MP_DONT_RUN_INTO        (MP_MOVING | MP_ACTION)
69
70 // for ScrollPlayer()
71 #define SCROLL_INIT             0
72 #define SCROLL_GO_ON            1
73
74 // for Bang()/Explode()
75 #define EX_PHASE_START          0
76 #define EX_TYPE_NONE            0
77 #define EX_TYPE_NORMAL          (1 << 0)
78 #define EX_TYPE_CENTER          (1 << 1)
79 #define EX_TYPE_BORDER          (1 << 2)
80 #define EX_TYPE_CROSS           (1 << 3)
81 #define EX_TYPE_DYNA            (1 << 4)
82 #define EX_TYPE_SINGLE_TILE     (EX_TYPE_CENTER | EX_TYPE_BORDER)
83
84 #define PANEL_OFF()             (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p)           (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p)           (DY + ALIGNED_TEXT_YPOS(p))
88
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER                 0
91 #define GAME_PANEL_GEMS                         1
92 #define GAME_PANEL_INVENTORY_COUNT              2
93 #define GAME_PANEL_INVENTORY_FIRST_1            3
94 #define GAME_PANEL_INVENTORY_FIRST_2            4
95 #define GAME_PANEL_INVENTORY_FIRST_3            5
96 #define GAME_PANEL_INVENTORY_FIRST_4            6
97 #define GAME_PANEL_INVENTORY_FIRST_5            7
98 #define GAME_PANEL_INVENTORY_FIRST_6            8
99 #define GAME_PANEL_INVENTORY_FIRST_7            9
100 #define GAME_PANEL_INVENTORY_FIRST_8            10
101 #define GAME_PANEL_INVENTORY_LAST_1             11
102 #define GAME_PANEL_INVENTORY_LAST_2             12
103 #define GAME_PANEL_INVENTORY_LAST_3             13
104 #define GAME_PANEL_INVENTORY_LAST_4             14
105 #define GAME_PANEL_INVENTORY_LAST_5             15
106 #define GAME_PANEL_INVENTORY_LAST_6             16
107 #define GAME_PANEL_INVENTORY_LAST_7             17
108 #define GAME_PANEL_INVENTORY_LAST_8             18
109 #define GAME_PANEL_KEY_1                        19
110 #define GAME_PANEL_KEY_2                        20
111 #define GAME_PANEL_KEY_3                        21
112 #define GAME_PANEL_KEY_4                        22
113 #define GAME_PANEL_KEY_5                        23
114 #define GAME_PANEL_KEY_6                        24
115 #define GAME_PANEL_KEY_7                        25
116 #define GAME_PANEL_KEY_8                        26
117 #define GAME_PANEL_KEY_WHITE                    27
118 #define GAME_PANEL_KEY_WHITE_COUNT              28
119 #define GAME_PANEL_SCORE                        29
120 #define GAME_PANEL_HIGHSCORE                    30
121 #define GAME_PANEL_TIME                         31
122 #define GAME_PANEL_TIME_HH                      32
123 #define GAME_PANEL_TIME_MM                      33
124 #define GAME_PANEL_TIME_SS                      34
125 #define GAME_PANEL_TIME_ANIM                    35
126 #define GAME_PANEL_HEALTH                       36
127 #define GAME_PANEL_HEALTH_ANIM                  37
128 #define GAME_PANEL_FRAME                        38
129 #define GAME_PANEL_SHIELD_NORMAL                39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME           40
131 #define GAME_PANEL_SHIELD_DEADLY                41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME           42
133 #define GAME_PANEL_EXIT                         43
134 #define GAME_PANEL_EMC_MAGIC_BALL               44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH        45
136 #define GAME_PANEL_LIGHT_SWITCH                 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME            47
138 #define GAME_PANEL_TIMEGATE_SWITCH              48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME         49
140 #define GAME_PANEL_SWITCHGATE_SWITCH            50
141 #define GAME_PANEL_EMC_LENSES                   51
142 #define GAME_PANEL_EMC_LENSES_TIME              52
143 #define GAME_PANEL_EMC_MAGNIFIER                53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME           54
145 #define GAME_PANEL_BALLOON_SWITCH               55
146 #define GAME_PANEL_DYNABOMB_NUMBER              56
147 #define GAME_PANEL_DYNABOMB_SIZE                57
148 #define GAME_PANEL_DYNABOMB_POWER               58
149 #define GAME_PANEL_PENGUINS                     59
150 #define GAME_PANEL_SOKOBAN_OBJECTS              60
151 #define GAME_PANEL_SOKOBAN_FIELDS               61
152 #define GAME_PANEL_ROBOT_WHEEL                  62
153 #define GAME_PANEL_CONVEYOR_BELT_1              63
154 #define GAME_PANEL_CONVEYOR_BELT_2              64
155 #define GAME_PANEL_CONVEYOR_BELT_3              65
156 #define GAME_PANEL_CONVEYOR_BELT_4              66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH       67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH       68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH       69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH       70
161 #define GAME_PANEL_MAGIC_WALL                   71
162 #define GAME_PANEL_MAGIC_WALL_TIME              72
163 #define GAME_PANEL_GRAVITY_STATE                73
164 #define GAME_PANEL_GRAPHIC_1                    74
165 #define GAME_PANEL_GRAPHIC_2                    75
166 #define GAME_PANEL_GRAPHIC_3                    76
167 #define GAME_PANEL_GRAPHIC_4                    77
168 #define GAME_PANEL_GRAPHIC_5                    78
169 #define GAME_PANEL_GRAPHIC_6                    79
170 #define GAME_PANEL_GRAPHIC_7                    80
171 #define GAME_PANEL_GRAPHIC_8                    81
172 #define GAME_PANEL_ELEMENT_1                    82
173 #define GAME_PANEL_ELEMENT_2                    83
174 #define GAME_PANEL_ELEMENT_3                    84
175 #define GAME_PANEL_ELEMENT_4                    85
176 #define GAME_PANEL_ELEMENT_5                    86
177 #define GAME_PANEL_ELEMENT_6                    87
178 #define GAME_PANEL_ELEMENT_7                    88
179 #define GAME_PANEL_ELEMENT_8                    89
180 #define GAME_PANEL_ELEMENT_COUNT_1              90
181 #define GAME_PANEL_ELEMENT_COUNT_2              91
182 #define GAME_PANEL_ELEMENT_COUNT_3              92
183 #define GAME_PANEL_ELEMENT_COUNT_4              93
184 #define GAME_PANEL_ELEMENT_COUNT_5              94
185 #define GAME_PANEL_ELEMENT_COUNT_6              95
186 #define GAME_PANEL_ELEMENT_COUNT_7              96
187 #define GAME_PANEL_ELEMENT_COUNT_8              97
188 #define GAME_PANEL_CE_SCORE_1                   98
189 #define GAME_PANEL_CE_SCORE_2                   99
190 #define GAME_PANEL_CE_SCORE_3                   100
191 #define GAME_PANEL_CE_SCORE_4                   101
192 #define GAME_PANEL_CE_SCORE_5                   102
193 #define GAME_PANEL_CE_SCORE_6                   103
194 #define GAME_PANEL_CE_SCORE_7                   104
195 #define GAME_PANEL_CE_SCORE_8                   105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT           106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT           107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT           108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT           109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT           110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT           111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT           112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT           113
204 #define GAME_PANEL_PLAYER_NAME                  114
205 #define GAME_PANEL_LEVEL_NAME                   115
206 #define GAME_PANEL_LEVEL_AUTHOR                 116
207
208 #define NUM_GAME_PANEL_CONTROLS                 117
209
210 struct GamePanelOrderInfo
211 {
212   int nr;
213   int sort_priority;
214 };
215
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
217
218 struct GamePanelControlInfo
219 {
220   int nr;
221
222   struct TextPosInfo *pos;
223   int type;
224
225   int graphic, graphic_active;
226
227   int value, last_value;
228   int frame, last_frame;
229   int gfx_frame;
230   int gfx_random;
231 };
232
233 static struct GamePanelControlInfo game_panel_controls[] =
234 {
235   {
236     GAME_PANEL_LEVEL_NUMBER,
237     &game.panel.level_number,
238     TYPE_INTEGER,
239   },
240   {
241     GAME_PANEL_GEMS,
242     &game.panel.gems,
243     TYPE_INTEGER,
244   },
245   {
246     GAME_PANEL_INVENTORY_COUNT,
247     &game.panel.inventory_count,
248     TYPE_INTEGER,
249   },
250   {
251     GAME_PANEL_INVENTORY_FIRST_1,
252     &game.panel.inventory_first[0],
253     TYPE_ELEMENT,
254   },
255   {
256     GAME_PANEL_INVENTORY_FIRST_2,
257     &game.panel.inventory_first[1],
258     TYPE_ELEMENT,
259   },
260   {
261     GAME_PANEL_INVENTORY_FIRST_3,
262     &game.panel.inventory_first[2],
263     TYPE_ELEMENT,
264   },
265   {
266     GAME_PANEL_INVENTORY_FIRST_4,
267     &game.panel.inventory_first[3],
268     TYPE_ELEMENT,
269   },
270   {
271     GAME_PANEL_INVENTORY_FIRST_5,
272     &game.panel.inventory_first[4],
273     TYPE_ELEMENT,
274   },
275   {
276     GAME_PANEL_INVENTORY_FIRST_6,
277     &game.panel.inventory_first[5],
278     TYPE_ELEMENT,
279   },
280   {
281     GAME_PANEL_INVENTORY_FIRST_7,
282     &game.panel.inventory_first[6],
283     TYPE_ELEMENT,
284   },
285   {
286     GAME_PANEL_INVENTORY_FIRST_8,
287     &game.panel.inventory_first[7],
288     TYPE_ELEMENT,
289   },
290   {
291     GAME_PANEL_INVENTORY_LAST_1,
292     &game.panel.inventory_last[0],
293     TYPE_ELEMENT,
294   },
295   {
296     GAME_PANEL_INVENTORY_LAST_2,
297     &game.panel.inventory_last[1],
298     TYPE_ELEMENT,
299   },
300   {
301     GAME_PANEL_INVENTORY_LAST_3,
302     &game.panel.inventory_last[2],
303     TYPE_ELEMENT,
304   },
305   {
306     GAME_PANEL_INVENTORY_LAST_4,
307     &game.panel.inventory_last[3],
308     TYPE_ELEMENT,
309   },
310   {
311     GAME_PANEL_INVENTORY_LAST_5,
312     &game.panel.inventory_last[4],
313     TYPE_ELEMENT,
314   },
315   {
316     GAME_PANEL_INVENTORY_LAST_6,
317     &game.panel.inventory_last[5],
318     TYPE_ELEMENT,
319   },
320   {
321     GAME_PANEL_INVENTORY_LAST_7,
322     &game.panel.inventory_last[6],
323     TYPE_ELEMENT,
324   },
325   {
326     GAME_PANEL_INVENTORY_LAST_8,
327     &game.panel.inventory_last[7],
328     TYPE_ELEMENT,
329   },
330   {
331     GAME_PANEL_KEY_1,
332     &game.panel.key[0],
333     TYPE_ELEMENT,
334   },
335   {
336     GAME_PANEL_KEY_2,
337     &game.panel.key[1],
338     TYPE_ELEMENT,
339   },
340   {
341     GAME_PANEL_KEY_3,
342     &game.panel.key[2],
343     TYPE_ELEMENT,
344   },
345   {
346     GAME_PANEL_KEY_4,
347     &game.panel.key[3],
348     TYPE_ELEMENT,
349   },
350   {
351     GAME_PANEL_KEY_5,
352     &game.panel.key[4],
353     TYPE_ELEMENT,
354   },
355   {
356     GAME_PANEL_KEY_6,
357     &game.panel.key[5],
358     TYPE_ELEMENT,
359   },
360   {
361     GAME_PANEL_KEY_7,
362     &game.panel.key[6],
363     TYPE_ELEMENT,
364   },
365   {
366     GAME_PANEL_KEY_8,
367     &game.panel.key[7],
368     TYPE_ELEMENT,
369   },
370   {
371     GAME_PANEL_KEY_WHITE,
372     &game.panel.key_white,
373     TYPE_ELEMENT,
374   },
375   {
376     GAME_PANEL_KEY_WHITE_COUNT,
377     &game.panel.key_white_count,
378     TYPE_INTEGER,
379   },
380   {
381     GAME_PANEL_SCORE,
382     &game.panel.score,
383     TYPE_INTEGER,
384   },
385   {
386     GAME_PANEL_HIGHSCORE,
387     &game.panel.highscore,
388     TYPE_INTEGER,
389   },
390   {
391     GAME_PANEL_TIME,
392     &game.panel.time,
393     TYPE_INTEGER,
394   },
395   {
396     GAME_PANEL_TIME_HH,
397     &game.panel.time_hh,
398     TYPE_INTEGER,
399   },
400   {
401     GAME_PANEL_TIME_MM,
402     &game.panel.time_mm,
403     TYPE_INTEGER,
404   },
405   {
406     GAME_PANEL_TIME_SS,
407     &game.panel.time_ss,
408     TYPE_INTEGER,
409   },
410   {
411     GAME_PANEL_TIME_ANIM,
412     &game.panel.time_anim,
413     TYPE_GRAPHIC,
414
415     IMG_GFX_GAME_PANEL_TIME_ANIM,
416     IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
417   },
418   {
419     GAME_PANEL_HEALTH,
420     &game.panel.health,
421     TYPE_INTEGER,
422   },
423   {
424     GAME_PANEL_HEALTH_ANIM,
425     &game.panel.health_anim,
426     TYPE_GRAPHIC,
427
428     IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429     IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
430   },
431   {
432     GAME_PANEL_FRAME,
433     &game.panel.frame,
434     TYPE_INTEGER,
435   },
436   {
437     GAME_PANEL_SHIELD_NORMAL,
438     &game.panel.shield_normal,
439     TYPE_ELEMENT,
440   },
441   {
442     GAME_PANEL_SHIELD_NORMAL_TIME,
443     &game.panel.shield_normal_time,
444     TYPE_INTEGER,
445   },
446   {
447     GAME_PANEL_SHIELD_DEADLY,
448     &game.panel.shield_deadly,
449     TYPE_ELEMENT,
450   },
451   {
452     GAME_PANEL_SHIELD_DEADLY_TIME,
453     &game.panel.shield_deadly_time,
454     TYPE_INTEGER,
455   },
456   {
457     GAME_PANEL_EXIT,
458     &game.panel.exit,
459     TYPE_ELEMENT,
460   },
461   {
462     GAME_PANEL_EMC_MAGIC_BALL,
463     &game.panel.emc_magic_ball,
464     TYPE_ELEMENT,
465   },
466   {
467     GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468     &game.panel.emc_magic_ball_switch,
469     TYPE_ELEMENT,
470   },
471   {
472     GAME_PANEL_LIGHT_SWITCH,
473     &game.panel.light_switch,
474     TYPE_ELEMENT,
475   },
476   {
477     GAME_PANEL_LIGHT_SWITCH_TIME,
478     &game.panel.light_switch_time,
479     TYPE_INTEGER,
480   },
481   {
482     GAME_PANEL_TIMEGATE_SWITCH,
483     &game.panel.timegate_switch,
484     TYPE_ELEMENT,
485   },
486   {
487     GAME_PANEL_TIMEGATE_SWITCH_TIME,
488     &game.panel.timegate_switch_time,
489     TYPE_INTEGER,
490   },
491   {
492     GAME_PANEL_SWITCHGATE_SWITCH,
493     &game.panel.switchgate_switch,
494     TYPE_ELEMENT,
495   },
496   {
497     GAME_PANEL_EMC_LENSES,
498     &game.panel.emc_lenses,
499     TYPE_ELEMENT,
500   },
501   {
502     GAME_PANEL_EMC_LENSES_TIME,
503     &game.panel.emc_lenses_time,
504     TYPE_INTEGER,
505   },
506   {
507     GAME_PANEL_EMC_MAGNIFIER,
508     &game.panel.emc_magnifier,
509     TYPE_ELEMENT,
510   },
511   {
512     GAME_PANEL_EMC_MAGNIFIER_TIME,
513     &game.panel.emc_magnifier_time,
514     TYPE_INTEGER,
515   },
516   {
517     GAME_PANEL_BALLOON_SWITCH,
518     &game.panel.balloon_switch,
519     TYPE_ELEMENT,
520   },
521   {
522     GAME_PANEL_DYNABOMB_NUMBER,
523     &game.panel.dynabomb_number,
524     TYPE_INTEGER,
525   },
526   {
527     GAME_PANEL_DYNABOMB_SIZE,
528     &game.panel.dynabomb_size,
529     TYPE_INTEGER,
530   },
531   {
532     GAME_PANEL_DYNABOMB_POWER,
533     &game.panel.dynabomb_power,
534     TYPE_ELEMENT,
535   },
536   {
537     GAME_PANEL_PENGUINS,
538     &game.panel.penguins,
539     TYPE_INTEGER,
540   },
541   {
542     GAME_PANEL_SOKOBAN_OBJECTS,
543     &game.panel.sokoban_objects,
544     TYPE_INTEGER,
545   },
546   {
547     GAME_PANEL_SOKOBAN_FIELDS,
548     &game.panel.sokoban_fields,
549     TYPE_INTEGER,
550   },
551   {
552     GAME_PANEL_ROBOT_WHEEL,
553     &game.panel.robot_wheel,
554     TYPE_ELEMENT,
555   },
556   {
557     GAME_PANEL_CONVEYOR_BELT_1,
558     &game.panel.conveyor_belt[0],
559     TYPE_ELEMENT,
560   },
561   {
562     GAME_PANEL_CONVEYOR_BELT_2,
563     &game.panel.conveyor_belt[1],
564     TYPE_ELEMENT,
565   },
566   {
567     GAME_PANEL_CONVEYOR_BELT_3,
568     &game.panel.conveyor_belt[2],
569     TYPE_ELEMENT,
570   },
571   {
572     GAME_PANEL_CONVEYOR_BELT_4,
573     &game.panel.conveyor_belt[3],
574     TYPE_ELEMENT,
575   },
576   {
577     GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578     &game.panel.conveyor_belt_switch[0],
579     TYPE_ELEMENT,
580   },
581   {
582     GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583     &game.panel.conveyor_belt_switch[1],
584     TYPE_ELEMENT,
585   },
586   {
587     GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588     &game.panel.conveyor_belt_switch[2],
589     TYPE_ELEMENT,
590   },
591   {
592     GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593     &game.panel.conveyor_belt_switch[3],
594     TYPE_ELEMENT,
595   },
596   {
597     GAME_PANEL_MAGIC_WALL,
598     &game.panel.magic_wall,
599     TYPE_ELEMENT,
600   },
601   {
602     GAME_PANEL_MAGIC_WALL_TIME,
603     &game.panel.magic_wall_time,
604     TYPE_INTEGER,
605   },
606   {
607     GAME_PANEL_GRAVITY_STATE,
608     &game.panel.gravity_state,
609     TYPE_STRING,
610   },
611   {
612     GAME_PANEL_GRAPHIC_1,
613     &game.panel.graphic[0],
614     TYPE_ELEMENT,
615   },
616   {
617     GAME_PANEL_GRAPHIC_2,
618     &game.panel.graphic[1],
619     TYPE_ELEMENT,
620   },
621   {
622     GAME_PANEL_GRAPHIC_3,
623     &game.panel.graphic[2],
624     TYPE_ELEMENT,
625   },
626   {
627     GAME_PANEL_GRAPHIC_4,
628     &game.panel.graphic[3],
629     TYPE_ELEMENT,
630   },
631   {
632     GAME_PANEL_GRAPHIC_5,
633     &game.panel.graphic[4],
634     TYPE_ELEMENT,
635   },
636   {
637     GAME_PANEL_GRAPHIC_6,
638     &game.panel.graphic[5],
639     TYPE_ELEMENT,
640   },
641   {
642     GAME_PANEL_GRAPHIC_7,
643     &game.panel.graphic[6],
644     TYPE_ELEMENT,
645   },
646   {
647     GAME_PANEL_GRAPHIC_8,
648     &game.panel.graphic[7],
649     TYPE_ELEMENT,
650   },
651   {
652     GAME_PANEL_ELEMENT_1,
653     &game.panel.element[0],
654     TYPE_ELEMENT,
655   },
656   {
657     GAME_PANEL_ELEMENT_2,
658     &game.panel.element[1],
659     TYPE_ELEMENT,
660   },
661   {
662     GAME_PANEL_ELEMENT_3,
663     &game.panel.element[2],
664     TYPE_ELEMENT,
665   },
666   {
667     GAME_PANEL_ELEMENT_4,
668     &game.panel.element[3],
669     TYPE_ELEMENT,
670   },
671   {
672     GAME_PANEL_ELEMENT_5,
673     &game.panel.element[4],
674     TYPE_ELEMENT,
675   },
676   {
677     GAME_PANEL_ELEMENT_6,
678     &game.panel.element[5],
679     TYPE_ELEMENT,
680   },
681   {
682     GAME_PANEL_ELEMENT_7,
683     &game.panel.element[6],
684     TYPE_ELEMENT,
685   },
686   {
687     GAME_PANEL_ELEMENT_8,
688     &game.panel.element[7],
689     TYPE_ELEMENT,
690   },
691   {
692     GAME_PANEL_ELEMENT_COUNT_1,
693     &game.panel.element_count[0],
694     TYPE_INTEGER,
695   },
696   {
697     GAME_PANEL_ELEMENT_COUNT_2,
698     &game.panel.element_count[1],
699     TYPE_INTEGER,
700   },
701   {
702     GAME_PANEL_ELEMENT_COUNT_3,
703     &game.panel.element_count[2],
704     TYPE_INTEGER,
705   },
706   {
707     GAME_PANEL_ELEMENT_COUNT_4,
708     &game.panel.element_count[3],
709     TYPE_INTEGER,
710   },
711   {
712     GAME_PANEL_ELEMENT_COUNT_5,
713     &game.panel.element_count[4],
714     TYPE_INTEGER,
715   },
716   {
717     GAME_PANEL_ELEMENT_COUNT_6,
718     &game.panel.element_count[5],
719     TYPE_INTEGER,
720   },
721   {
722     GAME_PANEL_ELEMENT_COUNT_7,
723     &game.panel.element_count[6],
724     TYPE_INTEGER,
725   },
726   {
727     GAME_PANEL_ELEMENT_COUNT_8,
728     &game.panel.element_count[7],
729     TYPE_INTEGER,
730   },
731   {
732     GAME_PANEL_CE_SCORE_1,
733     &game.panel.ce_score[0],
734     TYPE_INTEGER,
735   },
736   {
737     GAME_PANEL_CE_SCORE_2,
738     &game.panel.ce_score[1],
739     TYPE_INTEGER,
740   },
741   {
742     GAME_PANEL_CE_SCORE_3,
743     &game.panel.ce_score[2],
744     TYPE_INTEGER,
745   },
746   {
747     GAME_PANEL_CE_SCORE_4,
748     &game.panel.ce_score[3],
749     TYPE_INTEGER,
750   },
751   {
752     GAME_PANEL_CE_SCORE_5,
753     &game.panel.ce_score[4],
754     TYPE_INTEGER,
755   },
756   {
757     GAME_PANEL_CE_SCORE_6,
758     &game.panel.ce_score[5],
759     TYPE_INTEGER,
760   },
761   {
762     GAME_PANEL_CE_SCORE_7,
763     &game.panel.ce_score[6],
764     TYPE_INTEGER,
765   },
766   {
767     GAME_PANEL_CE_SCORE_8,
768     &game.panel.ce_score[7],
769     TYPE_INTEGER,
770   },
771   {
772     GAME_PANEL_CE_SCORE_1_ELEMENT,
773     &game.panel.ce_score_element[0],
774     TYPE_ELEMENT,
775   },
776   {
777     GAME_PANEL_CE_SCORE_2_ELEMENT,
778     &game.panel.ce_score_element[1],
779     TYPE_ELEMENT,
780   },
781   {
782     GAME_PANEL_CE_SCORE_3_ELEMENT,
783     &game.panel.ce_score_element[2],
784     TYPE_ELEMENT,
785   },
786   {
787     GAME_PANEL_CE_SCORE_4_ELEMENT,
788     &game.panel.ce_score_element[3],
789     TYPE_ELEMENT,
790   },
791   {
792     GAME_PANEL_CE_SCORE_5_ELEMENT,
793     &game.panel.ce_score_element[4],
794     TYPE_ELEMENT,
795   },
796   {
797     GAME_PANEL_CE_SCORE_6_ELEMENT,
798     &game.panel.ce_score_element[5],
799     TYPE_ELEMENT,
800   },
801   {
802     GAME_PANEL_CE_SCORE_7_ELEMENT,
803     &game.panel.ce_score_element[6],
804     TYPE_ELEMENT,
805   },
806   {
807     GAME_PANEL_CE_SCORE_8_ELEMENT,
808     &game.panel.ce_score_element[7],
809     TYPE_ELEMENT,
810   },
811   {
812     GAME_PANEL_PLAYER_NAME,
813     &game.panel.player_name,
814     TYPE_STRING,
815   },
816   {
817     GAME_PANEL_LEVEL_NAME,
818     &game.panel.level_name,
819     TYPE_STRING,
820   },
821   {
822     GAME_PANEL_LEVEL_AUTHOR,
823     &game.panel.level_author,
824     TYPE_STRING,
825   },
826
827   {
828     -1,
829     NULL,
830     -1,
831   }
832 };
833
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING      3
836 #define CHECK_DELAY_FALLING     CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION   2
838 #define CHECK_DELAY_IMPACT      CHECK_DELAY_COLLISION
839
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF  -1
842 #define INITIAL_MOVE_DELAY_ON   0
843
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED    32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED   4
848 #define MOVE_DELAY_MAX_SPEED    1
849
850 #define DOUBLE_MOVE_DELAY(x)    (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x)     (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
852
853 #define DOUBLE_PLAYER_SPEED(p)  (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p)   (DOUBLE_MOVE_DELAY((p)->move_delay_value))
855
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x)    ((x) < SBX_Left  + MIDPOSX ? SBX_Left : \
858                                  (x) > SBX_Right + MIDPOSX ? SBX_Right :\
859                                  (x) - MIDPOSX)
860 #define SCROLL_POSITION_Y(y)    ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861                                  (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
862                                  (y) - MIDPOSY)
863
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL    (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN       (1)
867 #define MOVE_STEPSIZE_MAX       (TILEX)
868
869 #define GET_DX_FROM_DIR(d)      ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d)      ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
871
872 #define INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
873
874 #define GET_NEW_PUSH_DELAY(e)   (   (element_info[e].push_delay_fixed) + \
875                                  RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e)   (   (element_info[e].drop_delay_fixed) + \
877                                  RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
879                                  RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
881                                     (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e)     (   (element_info[e].ce_value_fixed_initial) +\
883                                  RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e)         (   (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c)     (   ((c)->delay_fixed  * (c)->delay_frames) + \
886                                  RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c)   (   ((c)->delay_fixed) + \
888                                  RND((c)->delay_random))
889
890
891 #define GET_VALID_RUNTIME_ELEMENT(e)                                    \
892          ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
893
894 #define RESOLVED_REFERENCE_ELEMENT(be, e)                               \
895         ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
896          (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
897          (be) + (e) - EL_SELF)
898
899 #define GET_PLAYER_FROM_BITS(p)                                         \
900         (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
901
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                           \
903         ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
904          (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
905          (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
906          (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
907          (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
908          (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
909          (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
910          RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
911          (e))
912
913 #define CAN_GROW_INTO(e)                                                \
914         ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
915
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                 \
917                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
918                                         (condition)))
919
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)              \
921                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
922                                         (CAN_MOVE_INTO_ACID(e) &&       \
923                                          Feld[x][y] == EL_ACID) ||      \
924                                         (condition)))
925
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)              \
927                 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
928                                         (CAN_MOVE_INTO_ACID(e) &&       \
929                                          Feld[x][y] == EL_ACID) ||      \
930                                         (condition)))
931
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)              \
933                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
934                                         (condition) ||                  \
935                                         (CAN_MOVE_INTO_ACID(e) &&       \
936                                          Feld[x][y] == EL_ACID) ||      \
937                                         (DONT_COLLIDE_WITH(e) &&        \
938                                          IS_PLAYER(x, y) &&             \
939                                          !PLAYER_ENEMY_PROTECTED(x, y))))
940
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
942         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
943
944 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                 \
945         ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
946
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y)                                \
948         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
949
950 #define ANDROID_CAN_CLONE_FIELD(x, y)                                   \
951         (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952                                 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
953
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                  \
955         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
956
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                 \
958         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
959
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                            \
961         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
962
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                 \
964         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
965
966 #define PIG_CAN_ENTER_FIELD(e, x, y)                                    \
967         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
968
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                                \
970         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971                                                  Feld[x][y] == EL_EM_EXIT_OPEN || \
972                                                  Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973                                                  Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974                                                  IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                 \
976         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
977
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                        \
979         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
980
981 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                 \
982         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
983
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y)                                \
985         (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
986                                 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
987
988 #define MOVE_ENTER_EL(e)        (element_info[e].move_enter_element)
989
990 #define CE_ENTER_FIELD_COND(e, x, y)                                    \
991                 (!IS_PLAYER(x, y) &&                                    \
992                  IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
993
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                         \
995         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
996
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
999
1000 #define ACCESS_FROM(e, d)               (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d)          (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d)          (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d)        (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1004
1005 #define MM_HEALTH(x)            (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1006
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP               0
1009 #define GAME_CTRL_ID_PAUSE              1
1010 #define GAME_CTRL_ID_PLAY               2
1011 #define GAME_CTRL_ID_UNDO               3
1012 #define GAME_CTRL_ID_REDO               4
1013 #define GAME_CTRL_ID_SAVE               5
1014 #define GAME_CTRL_ID_PAUSE2             6
1015 #define GAME_CTRL_ID_LOAD               7
1016 #define GAME_CTRL_ID_PANEL_STOP         8
1017 #define GAME_CTRL_ID_PANEL_PAUSE        9
1018 #define GAME_CTRL_ID_PANEL_PLAY         10
1019 #define GAME_CTRL_ID_TOUCH_STOP         11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE        12
1021 #define SOUND_CTRL_ID_MUSIC             13
1022 #define SOUND_CTRL_ID_LOOPS             14
1023 #define SOUND_CTRL_ID_SIMPLE            15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC       16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS       17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE      18
1027
1028 #define NUM_GAME_BUTTONS                19
1029
1030
1031 // forward declaration for internal use
1032
1033 static void CreateField(int, int, int);
1034
1035 static void ResetGfxAnimation(int, int);
1036
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1039
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1044
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1049
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1056
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1060
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1064
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev)                        \
1067         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)          \
1069         CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)               \
1071         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)               \
1073         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1074
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev)                             \
1077         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                   \
1079         CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s)                    \
1081         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1082
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1092
1093 static void HandleGameButtons(struct GadgetInfo *);
1094
1095 int AmoebeNachbarNr(int, int);
1096 void AmoebeUmwandeln(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1102
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1113
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1118
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1121
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1123
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1127
1128 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1129 {                                                                       \
1130   if (recursion_loop_detected)                                          \
1131     return (rc);                                                        \
1132                                                                         \
1133   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1134   {                                                                     \
1135     recursion_loop_detected = TRUE;                                     \
1136     recursion_loop_element = (e);                                       \
1137   }                                                                     \
1138                                                                         \
1139   recursion_loop_depth++;                                               \
1140 }
1141
1142 #define RECURSION_LOOP_DETECTION_END()                                  \
1143 {                                                                       \
1144   recursion_loop_depth--;                                               \
1145 }
1146
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1150
1151 static int map_player_action[MAX_PLAYERS];
1152
1153
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1158
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1162
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1166
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1170
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1173
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1176
1177 struct ChangingElementInfo
1178 {
1179   int element;
1180   int target_element;
1181   int change_delay;
1182   void (*pre_change_function)(int x, int y);
1183   void (*change_function)(int x, int y);
1184   void (*post_change_function)(int x, int y);
1185 };
1186
1187 static struct ChangingElementInfo change_delay_list[] =
1188 {
1189   {
1190     EL_NUT_BREAKING,
1191     EL_EMERALD,
1192     6,
1193     NULL,
1194     NULL,
1195     NULL
1196   },
1197   {
1198     EL_PEARL_BREAKING,
1199     EL_EMPTY,
1200     8,
1201     NULL,
1202     NULL,
1203     NULL
1204   },
1205   {
1206     EL_EXIT_OPENING,
1207     EL_EXIT_OPEN,
1208     29,
1209     NULL,
1210     NULL,
1211     NULL
1212   },
1213   {
1214     EL_EXIT_CLOSING,
1215     EL_EXIT_CLOSED,
1216     29,
1217     NULL,
1218     NULL,
1219     NULL
1220   },
1221   {
1222     EL_STEEL_EXIT_OPENING,
1223     EL_STEEL_EXIT_OPEN,
1224     29,
1225     NULL,
1226     NULL,
1227     NULL
1228   },
1229   {
1230     EL_STEEL_EXIT_CLOSING,
1231     EL_STEEL_EXIT_CLOSED,
1232     29,
1233     NULL,
1234     NULL,
1235     NULL
1236   },
1237   {
1238     EL_EM_EXIT_OPENING,
1239     EL_EM_EXIT_OPEN,
1240     29,
1241     NULL,
1242     NULL,
1243     NULL
1244   },
1245   {
1246     EL_EM_EXIT_CLOSING,
1247     EL_EMPTY,
1248     29,
1249     NULL,
1250     NULL,
1251     NULL
1252   },
1253   {
1254     EL_EM_STEEL_EXIT_OPENING,
1255     EL_EM_STEEL_EXIT_OPEN,
1256     29,
1257     NULL,
1258     NULL,
1259     NULL
1260   },
1261   {
1262     EL_EM_STEEL_EXIT_CLOSING,
1263     EL_STEELWALL,
1264     29,
1265     NULL,
1266     NULL,
1267     NULL
1268   },
1269   {
1270     EL_SP_EXIT_OPENING,
1271     EL_SP_EXIT_OPEN,
1272     29,
1273     NULL,
1274     NULL,
1275     NULL
1276   },
1277   {
1278     EL_SP_EXIT_CLOSING,
1279     EL_SP_EXIT_CLOSED,
1280     29,
1281     NULL,
1282     NULL,
1283     NULL
1284   },
1285   {
1286     EL_SWITCHGATE_OPENING,
1287     EL_SWITCHGATE_OPEN,
1288     29,
1289     NULL,
1290     NULL,
1291     NULL
1292   },
1293   {
1294     EL_SWITCHGATE_CLOSING,
1295     EL_SWITCHGATE_CLOSED,
1296     29,
1297     NULL,
1298     NULL,
1299     NULL
1300   },
1301   {
1302     EL_TIMEGATE_OPENING,
1303     EL_TIMEGATE_OPEN,
1304     29,
1305     NULL,
1306     NULL,
1307     NULL
1308   },
1309   {
1310     EL_TIMEGATE_CLOSING,
1311     EL_TIMEGATE_CLOSED,
1312     29,
1313     NULL,
1314     NULL,
1315     NULL
1316   },
1317
1318   {
1319     EL_ACID_SPLASH_LEFT,
1320     EL_EMPTY,
1321     8,
1322     NULL,
1323     NULL,
1324     NULL
1325   },
1326   {
1327     EL_ACID_SPLASH_RIGHT,
1328     EL_EMPTY,
1329     8,
1330     NULL,
1331     NULL,
1332     NULL
1333   },
1334   {
1335     EL_SP_BUGGY_BASE,
1336     EL_SP_BUGGY_BASE_ACTIVATING,
1337     0,
1338     InitBuggyBase,
1339     NULL,
1340     NULL
1341   },
1342   {
1343     EL_SP_BUGGY_BASE_ACTIVATING,
1344     EL_SP_BUGGY_BASE_ACTIVE,
1345     0,
1346     InitBuggyBase,
1347     NULL,
1348     NULL
1349   },
1350   {
1351     EL_SP_BUGGY_BASE_ACTIVE,
1352     EL_SP_BUGGY_BASE,
1353     0,
1354     InitBuggyBase,
1355     WarnBuggyBase,
1356     NULL
1357   },
1358   {
1359     EL_TRAP,
1360     EL_TRAP_ACTIVE,
1361     0,
1362     InitTrap,
1363     NULL,
1364     ActivateTrap
1365   },
1366   {
1367     EL_TRAP_ACTIVE,
1368     EL_TRAP,
1369     31,
1370     NULL,
1371     ChangeActiveTrap,
1372     NULL
1373   },
1374   {
1375     EL_ROBOT_WHEEL_ACTIVE,
1376     EL_ROBOT_WHEEL,
1377     0,
1378     InitRobotWheel,
1379     RunRobotWheel,
1380     StopRobotWheel
1381   },
1382   {
1383     EL_TIMEGATE_SWITCH_ACTIVE,
1384     EL_TIMEGATE_SWITCH,
1385     0,
1386     InitTimegateWheel,
1387     RunTimegateWheel,
1388     NULL
1389   },
1390   {
1391     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392     EL_DC_TIMEGATE_SWITCH,
1393     0,
1394     InitTimegateWheel,
1395     RunTimegateWheel,
1396     NULL
1397   },
1398   {
1399     EL_EMC_MAGIC_BALL_ACTIVE,
1400     EL_EMC_MAGIC_BALL_ACTIVE,
1401     0,
1402     InitMagicBallDelay,
1403     NULL,
1404     ActivateMagicBall
1405   },
1406   {
1407     EL_EMC_SPRING_BUMPER_ACTIVE,
1408     EL_EMC_SPRING_BUMPER,
1409     8,
1410     NULL,
1411     NULL,
1412     NULL
1413   },
1414   {
1415     EL_DIAGONAL_SHRINKING,
1416     EL_UNDEFINED,
1417     0,
1418     NULL,
1419     NULL,
1420     NULL
1421   },
1422   {
1423     EL_DIAGONAL_GROWING,
1424     EL_UNDEFINED,
1425     0,
1426     NULL,
1427     NULL,
1428     NULL,
1429   },
1430
1431   {
1432     EL_UNDEFINED,
1433     EL_UNDEFINED,
1434     -1,
1435     NULL,
1436     NULL,
1437     NULL
1438   }
1439 };
1440
1441 struct
1442 {
1443   int element;
1444   int push_delay_fixed, push_delay_random;
1445 }
1446 push_delay_list[] =
1447 {
1448   { EL_SPRING,                  0, 0 },
1449   { EL_BALLOON,                 0, 0 },
1450
1451   { EL_SOKOBAN_OBJECT,          2, 0 },
1452   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1453   { EL_SATELLITE,               2, 0 },
1454   { EL_SP_DISK_YELLOW,          2, 0 },
1455
1456   { EL_UNDEFINED,               0, 0 },
1457 };
1458
1459 struct
1460 {
1461   int element;
1462   int move_stepsize;
1463 }
1464 move_stepsize_list[] =
1465 {
1466   { EL_AMOEBA_DROP,             2 },
1467   { EL_AMOEBA_DROPPING,         2 },
1468   { EL_QUICKSAND_FILLING,       1 },
1469   { EL_QUICKSAND_EMPTYING,      1 },
1470   { EL_QUICKSAND_FAST_FILLING,  2 },
1471   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472   { EL_MAGIC_WALL_FILLING,      2 },
1473   { EL_MAGIC_WALL_EMPTYING,     2 },
1474   { EL_BD_MAGIC_WALL_FILLING,   2 },
1475   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1476   { EL_DC_MAGIC_WALL_FILLING,   2 },
1477   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1478
1479   { EL_UNDEFINED,               0 },
1480 };
1481
1482 struct
1483 {
1484   int element;
1485   int count;
1486 }
1487 collect_count_list[] =
1488 {
1489   { EL_EMERALD,                 1 },
1490   { EL_BD_DIAMOND,              1 },
1491   { EL_EMERALD_YELLOW,          1 },
1492   { EL_EMERALD_RED,             1 },
1493   { EL_EMERALD_PURPLE,          1 },
1494   { EL_DIAMOND,                 3 },
1495   { EL_SP_INFOTRON,             1 },
1496   { EL_PEARL,                   5 },
1497   { EL_CRYSTAL,                 8 },
1498
1499   { EL_UNDEFINED,               0 },
1500 };
1501
1502 struct
1503 {
1504   int element;
1505   int direction;
1506 }
1507 access_direction_list[] =
1508 {
1509   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1511   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1512   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1513   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1514   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1515   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1516   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1517   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1518   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1519   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1520
1521   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1522   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1523   { EL_SP_PORT_UP,                                                   MV_DOWN },
1524   { EL_SP_PORT_DOWN,                                         MV_UP           },
1525   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1526   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1527   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1529   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1530   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1531   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1532   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1533   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1534   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1535   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1536   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1537   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1538   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1539   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1540
1541   { EL_UNDEFINED,                       MV_NONE                              }
1542 };
1543
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1545
1546 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Feld[x][y]) || \
1549                                  IS_JUST_CHANGING(x, y))
1550
1551 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1552
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1558
1559 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1560                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1561                                      (y) += playfield_scan_delta_y)     \
1562                                 for ((x) = playfield_scan_start_x;      \
1563                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1564                                      (x) += playfield_scan_delta_x)
1565
1566 #ifdef DEBUG
1567 void DEBUG_SetMaximumDynamite(void)
1568 {
1569   int i;
1570
1571   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573       local_player->inventory_element[local_player->inventory_size++] =
1574         EL_DYNAMITE;
1575 }
1576 #endif
1577
1578 static void InitPlayfieldScanModeVars(void)
1579 {
1580   if (game.use_reverse_scan_direction)
1581   {
1582     playfield_scan_start_x = lev_fieldx - 1;
1583     playfield_scan_start_y = lev_fieldy - 1;
1584
1585     playfield_scan_delta_x = -1;
1586     playfield_scan_delta_y = -1;
1587   }
1588   else
1589   {
1590     playfield_scan_start_x = 0;
1591     playfield_scan_start_y = 0;
1592
1593     playfield_scan_delta_x = 1;
1594     playfield_scan_delta_y = 1;
1595   }
1596 }
1597
1598 static void InitPlayfieldScanMode(int mode)
1599 {
1600   game.use_reverse_scan_direction =
1601     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1602
1603   InitPlayfieldScanModeVars();
1604 }
1605
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1607 {
1608   move_stepsize =
1609     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1610
1611   // make sure that stepsize value is always a power of 2
1612   move_stepsize = (1 << log_2(move_stepsize));
1613
1614   return TILEX / move_stepsize;
1615 }
1616
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618                                boolean init_game)
1619 {
1620   int player_nr = player->index_nr;
1621   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1623
1624   // do no immediately change move delay -- the player might just be moving
1625   player->move_delay_value_next = move_delay;
1626
1627   // information if player can move must be set separately
1628   player->cannot_move = cannot_move;
1629
1630   if (init_game)
1631   {
1632     player->move_delay       = game.initial_move_delay[player_nr];
1633     player->move_delay_value = game.initial_move_delay_value[player_nr];
1634
1635     player->move_delay_value_next = -1;
1636
1637     player->move_delay_reset_counter = 0;
1638   }
1639 }
1640
1641 void GetPlayerConfig(void)
1642 {
1643   GameFrameDelay = setup.game_frame_delay;
1644
1645   if (!audio.sound_available)
1646     setup.sound_simple = FALSE;
1647
1648   if (!audio.loops_available)
1649     setup.sound_loops = FALSE;
1650
1651   if (!audio.music_available)
1652     setup.sound_music = FALSE;
1653
1654   if (!video.fullscreen_available)
1655     setup.fullscreen = FALSE;
1656
1657   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1658
1659   SetAudioMode(setup.sound);
1660 }
1661
1662 int GetElementFromGroupElement(int element)
1663 {
1664   if (IS_GROUP_ELEMENT(element))
1665   {
1666     struct ElementGroupInfo *group = element_info[element].group;
1667     int last_anim_random_frame = gfx.anim_random_frame;
1668     int element_pos;
1669
1670     if (group->choice_mode == ANIM_RANDOM)
1671       gfx.anim_random_frame = RND(group->num_elements_resolved);
1672
1673     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674                                     group->choice_mode, 0,
1675                                     group->choice_pos);
1676
1677     if (group->choice_mode == ANIM_RANDOM)
1678       gfx.anim_random_frame = last_anim_random_frame;
1679
1680     group->choice_pos++;
1681
1682     element = group->element_resolved[element_pos];
1683   }
1684
1685   return element;
1686 }
1687
1688 static void IncrementSokobanFieldsNeeded(void)
1689 {
1690   if (level.sb_fields_needed)
1691     game.sokoban_fields_still_needed++;
1692 }
1693
1694 static void IncrementSokobanObjectsNeeded(void)
1695 {
1696   if (level.sb_objects_needed)
1697     game.sokoban_objects_still_needed++;
1698 }
1699
1700 static void DecrementSokobanFieldsNeeded(void)
1701 {
1702   if (game.sokoban_fields_still_needed > 0)
1703     game.sokoban_fields_still_needed--;
1704 }
1705
1706 static void DecrementSokobanObjectsNeeded(void)
1707 {
1708   if (game.sokoban_objects_still_needed > 0)
1709     game.sokoban_objects_still_needed--;
1710 }
1711
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1713 {
1714   if (element == EL_SP_MURPHY)
1715   {
1716     if (init_game)
1717     {
1718       if (stored_player[0].present)
1719       {
1720         Feld[x][y] = EL_SP_MURPHY_CLONE;
1721
1722         return;
1723       }
1724       else
1725       {
1726         stored_player[0].initial_element = element;
1727         stored_player[0].use_murphy = TRUE;
1728
1729         if (!level.use_artwork_element[0])
1730           stored_player[0].artwork_element = EL_SP_MURPHY;
1731       }
1732
1733       Feld[x][y] = EL_PLAYER_1;
1734     }
1735   }
1736
1737   if (init_game)
1738   {
1739     struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1740     int jx = player->jx, jy = player->jy;
1741
1742     player->present = TRUE;
1743
1744     player->block_last_field = (element == EL_SP_MURPHY ?
1745                                 level.sp_block_last_field :
1746                                 level.block_last_field);
1747
1748     // ---------- initialize player's last field block delay ------------------
1749
1750     // always start with reliable default value (no adjustment needed)
1751     player->block_delay_adjustment = 0;
1752
1753     // special case 1: in Supaplex, Murphy blocks last field one more frame
1754     if (player->block_last_field && element == EL_SP_MURPHY)
1755       player->block_delay_adjustment = 1;
1756
1757     // special case 2: in game engines before 3.1.1, blocking was different
1758     if (game.use_block_last_field_bug)
1759       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1760
1761     if (!network.enabled || player->connected_network)
1762     {
1763       player->active = TRUE;
1764
1765       // remove potentially duplicate players
1766       if (StorePlayer[jx][jy] == Feld[x][y])
1767         StorePlayer[jx][jy] = 0;
1768
1769       StorePlayer[x][y] = Feld[x][y];
1770
1771 #if DEBUG_INIT_PLAYER
1772       if (options.debug)
1773       {
1774         printf("- player element %d activated", player->element_nr);
1775         printf(" (local player is %d and currently %s)\n",
1776                local_player->element_nr,
1777                local_player->active ? "active" : "not active");
1778       }
1779     }
1780 #endif
1781
1782     Feld[x][y] = EL_EMPTY;
1783
1784     player->jx = player->last_jx = x;
1785     player->jy = player->last_jy = y;
1786   }
1787
1788   if (!init_game)
1789   {
1790     int player_nr = GET_PLAYER_NR(element);
1791     struct PlayerInfo *player = &stored_player[player_nr];
1792
1793     if (player->active && player->killed)
1794       player->reanimated = TRUE; // if player was just killed, reanimate him
1795   }
1796 }
1797
1798 static void InitField(int x, int y, boolean init_game)
1799 {
1800   int element = Feld[x][y];
1801
1802   switch (element)
1803   {
1804     case EL_SP_MURPHY:
1805     case EL_PLAYER_1:
1806     case EL_PLAYER_2:
1807     case EL_PLAYER_3:
1808     case EL_PLAYER_4:
1809       InitPlayerField(x, y, element, init_game);
1810       break;
1811
1812     case EL_SOKOBAN_FIELD_PLAYER:
1813       element = Feld[x][y] = EL_PLAYER_1;
1814       InitField(x, y, init_game);
1815
1816       element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1817       InitField(x, y, init_game);
1818       break;
1819
1820     case EL_SOKOBAN_FIELD_EMPTY:
1821       IncrementSokobanFieldsNeeded();
1822       break;
1823
1824     case EL_SOKOBAN_OBJECT:
1825       IncrementSokobanObjectsNeeded();
1826       break;
1827
1828     case EL_STONEBLOCK:
1829       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1830         Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1831       else if (x > 0 && Feld[x-1][y] == EL_ACID)
1832         Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1833       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1834         Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1835       else if (y > 0 && Feld[x][y-1] == EL_ACID)
1836         Feld[x][y] = EL_ACID_POOL_BOTTOM;
1837       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1838         Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1839       break;
1840
1841     case EL_BUG:
1842     case EL_BUG_RIGHT:
1843     case EL_BUG_UP:
1844     case EL_BUG_LEFT:
1845     case EL_BUG_DOWN:
1846     case EL_SPACESHIP:
1847     case EL_SPACESHIP_RIGHT:
1848     case EL_SPACESHIP_UP:
1849     case EL_SPACESHIP_LEFT:
1850     case EL_SPACESHIP_DOWN:
1851     case EL_BD_BUTTERFLY:
1852     case EL_BD_BUTTERFLY_RIGHT:
1853     case EL_BD_BUTTERFLY_UP:
1854     case EL_BD_BUTTERFLY_LEFT:
1855     case EL_BD_BUTTERFLY_DOWN:
1856     case EL_BD_FIREFLY:
1857     case EL_BD_FIREFLY_RIGHT:
1858     case EL_BD_FIREFLY_UP:
1859     case EL_BD_FIREFLY_LEFT:
1860     case EL_BD_FIREFLY_DOWN:
1861     case EL_PACMAN_RIGHT:
1862     case EL_PACMAN_UP:
1863     case EL_PACMAN_LEFT:
1864     case EL_PACMAN_DOWN:
1865     case EL_YAMYAM:
1866     case EL_YAMYAM_LEFT:
1867     case EL_YAMYAM_RIGHT:
1868     case EL_YAMYAM_UP:
1869     case EL_YAMYAM_DOWN:
1870     case EL_DARK_YAMYAM:
1871     case EL_ROBOT:
1872     case EL_PACMAN:
1873     case EL_SP_SNIKSNAK:
1874     case EL_SP_ELECTRON:
1875     case EL_MOLE:
1876     case EL_MOLE_LEFT:
1877     case EL_MOLE_RIGHT:
1878     case EL_MOLE_UP:
1879     case EL_MOLE_DOWN:
1880       InitMovDir(x, y);
1881       break;
1882
1883     case EL_AMOEBA_FULL:
1884     case EL_BD_AMOEBA:
1885       InitAmoebaNr(x, y);
1886       break;
1887
1888     case EL_AMOEBA_DROP:
1889       if (y == lev_fieldy - 1)
1890       {
1891         Feld[x][y] = EL_AMOEBA_GROWING;
1892         Store[x][y] = EL_AMOEBA_WET;
1893       }
1894       break;
1895
1896     case EL_DYNAMITE_ACTIVE:
1897     case EL_SP_DISK_RED_ACTIVE:
1898     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1899     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1900     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1901     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1902       MovDelay[x][y] = 96;
1903       break;
1904
1905     case EL_EM_DYNAMITE_ACTIVE:
1906       MovDelay[x][y] = 32;
1907       break;
1908
1909     case EL_LAMP:
1910       game.lights_still_needed++;
1911       break;
1912
1913     case EL_PENGUIN:
1914       game.friends_still_needed++;
1915       break;
1916
1917     case EL_PIG:
1918     case EL_DRAGON:
1919       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920       break;
1921
1922     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1923     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1924     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1925     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1926     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1927     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1928     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1929     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1930     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1931     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1932     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1933     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934       if (init_game)
1935       {
1936         int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1937         int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1938         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1939
1940         if (game.belt_dir_nr[belt_nr] == 3)     // initial value
1941         {
1942           game.belt_dir[belt_nr] = belt_dir;
1943           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1944         }
1945         else    // more than one switch -- set it like the first switch
1946         {
1947           Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1948         }
1949       }
1950       break;
1951
1952     case EL_LIGHT_SWITCH_ACTIVE:
1953       if (init_game)
1954         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955       break;
1956
1957     case EL_INVISIBLE_STEELWALL:
1958     case EL_INVISIBLE_WALL:
1959     case EL_INVISIBLE_SAND:
1960       if (game.light_time_left > 0 ||
1961           game.lenses_time_left > 0)
1962         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963       break;
1964
1965     case EL_EMC_MAGIC_BALL:
1966       if (game.ball_active)
1967         Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968       break;
1969
1970     case EL_EMC_MAGIC_BALL_SWITCH:
1971       if (game.ball_active)
1972         Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973       break;
1974
1975     case EL_TRIGGER_PLAYER:
1976     case EL_TRIGGER_ELEMENT:
1977     case EL_TRIGGER_CE_VALUE:
1978     case EL_TRIGGER_CE_SCORE:
1979     case EL_SELF:
1980     case EL_ANY_ELEMENT:
1981     case EL_CURRENT_CE_VALUE:
1982     case EL_CURRENT_CE_SCORE:
1983     case EL_PREV_CE_1:
1984     case EL_PREV_CE_2:
1985     case EL_PREV_CE_3:
1986     case EL_PREV_CE_4:
1987     case EL_PREV_CE_5:
1988     case EL_PREV_CE_6:
1989     case EL_PREV_CE_7:
1990     case EL_PREV_CE_8:
1991     case EL_NEXT_CE_1:
1992     case EL_NEXT_CE_2:
1993     case EL_NEXT_CE_3:
1994     case EL_NEXT_CE_4:
1995     case EL_NEXT_CE_5:
1996     case EL_NEXT_CE_6:
1997     case EL_NEXT_CE_7:
1998     case EL_NEXT_CE_8:
1999       // reference elements should not be used on the playfield
2000       Feld[x][y] = EL_EMPTY;
2001       break;
2002
2003     default:
2004       if (IS_CUSTOM_ELEMENT(element))
2005       {
2006         if (CAN_MOVE(element))
2007           InitMovDir(x, y);
2008
2009         if (!element_info[element].use_last_ce_value || init_game)
2010           CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2011       }
2012       else if (IS_GROUP_ELEMENT(element))
2013       {
2014         Feld[x][y] = GetElementFromGroupElement(element);
2015
2016         InitField(x, y, init_game);
2017       }
2018
2019       break;
2020   }
2021
2022   if (!init_game)
2023     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 }
2025
2026 static void InitField_WithBug1(int x, int y, boolean init_game)
2027 {
2028   InitField(x, y, init_game);
2029
2030   // not needed to call InitMovDir() -- already done by InitField()!
2031   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2032       CAN_MOVE(Feld[x][y]))
2033     InitMovDir(x, y);
2034 }
2035
2036 static void InitField_WithBug2(int x, int y, boolean init_game)
2037 {
2038   int old_element = Feld[x][y];
2039
2040   InitField(x, y, init_game);
2041
2042   // not needed to call InitMovDir() -- already done by InitField()!
2043   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2044       CAN_MOVE(old_element) &&
2045       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046     InitMovDir(x, y);
2047
2048   /* this case is in fact a combination of not less than three bugs:
2049      first, it calls InitMovDir() for elements that can move, although this is
2050      already done by InitField(); then, it checks the element that was at this
2051      field _before_ the call to InitField() (which can change it); lastly, it
2052      was not called for "mole with direction" elements, which were treated as
2053      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2054   */
2055 }
2056
2057 static int get_key_element_from_nr(int key_nr)
2058 {
2059   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2060                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2061                           EL_EM_KEY_1 : EL_KEY_1);
2062
2063   return key_base_element + key_nr;
2064 }
2065
2066 static int get_next_dropped_element(struct PlayerInfo *player)
2067 {
2068   return (player->inventory_size > 0 ?
2069           player->inventory_element[player->inventory_size - 1] :
2070           player->inventory_infinite_element != EL_UNDEFINED ?
2071           player->inventory_infinite_element :
2072           player->dynabombs_left > 0 ?
2073           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2074           EL_UNDEFINED);
2075 }
2076
2077 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2078 {
2079   // pos >= 0: get element from bottom of the stack;
2080   // pos <  0: get element from top of the stack
2081
2082   if (pos < 0)
2083   {
2084     int min_inventory_size = -pos;
2085     int inventory_pos = player->inventory_size - min_inventory_size;
2086     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2087
2088     return (player->inventory_size >= min_inventory_size ?
2089             player->inventory_element[inventory_pos] :
2090             player->inventory_infinite_element != EL_UNDEFINED ?
2091             player->inventory_infinite_element :
2092             player->dynabombs_left >= min_dynabombs_left ?
2093             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2094             EL_UNDEFINED);
2095   }
2096   else
2097   {
2098     int min_dynabombs_left = pos + 1;
2099     int min_inventory_size = pos + 1 - player->dynabombs_left;
2100     int inventory_pos = pos - player->dynabombs_left;
2101
2102     return (player->inventory_infinite_element != EL_UNDEFINED ?
2103             player->inventory_infinite_element :
2104             player->dynabombs_left >= min_dynabombs_left ?
2105             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2106             player->inventory_size >= min_inventory_size ?
2107             player->inventory_element[inventory_pos] :
2108             EL_UNDEFINED);
2109   }
2110 }
2111
2112 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2113 {
2114   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2115   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116   int compare_result;
2117
2118   if (gpo1->sort_priority != gpo2->sort_priority)
2119     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2120   else
2121     compare_result = gpo1->nr - gpo2->nr;
2122
2123   return compare_result;
2124 }
2125
2126 int getPlayerInventorySize(int player_nr)
2127 {
2128   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2129     return game_em.ply[player_nr]->dynamite;
2130   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2131     return game_sp.red_disk_count;
2132   else
2133     return stored_player[player_nr].inventory_size;
2134 }
2135
2136 static void InitGameControlValues(void)
2137 {
2138   int i;
2139
2140   for (i = 0; game_panel_controls[i].nr != -1; i++)
2141   {
2142     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2143     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2144     struct TextPosInfo *pos = gpc->pos;
2145     int nr = gpc->nr;
2146     int type = gpc->type;
2147
2148     if (nr != i)
2149     {
2150       Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2151       Error(ERR_EXIT, "this should not happen -- please debug");
2152     }
2153
2154     // force update of game controls after initialization
2155     gpc->value = gpc->last_value = -1;
2156     gpc->frame = gpc->last_frame = -1;
2157     gpc->gfx_frame = -1;
2158
2159     // determine panel value width for later calculation of alignment
2160     if (type == TYPE_INTEGER || type == TYPE_STRING)
2161     {
2162       pos->width = pos->size * getFontWidth(pos->font);
2163       pos->height = getFontHeight(pos->font);
2164     }
2165     else if (type == TYPE_ELEMENT)
2166     {
2167       pos->width = pos->size;
2168       pos->height = pos->size;
2169     }
2170
2171     // fill structure for game panel draw order
2172     gpo->nr = gpc->nr;
2173     gpo->sort_priority = pos->sort_priority;
2174   }
2175
2176   // sort game panel controls according to sort_priority and control number
2177   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2178         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 }
2180
2181 static void UpdatePlayfieldElementCount(void)
2182 {
2183   boolean use_element_count = FALSE;
2184   int i, j, x, y;
2185
2186   // first check if it is needed at all to calculate playfield element count
2187   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2188     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2189       use_element_count = TRUE;
2190
2191   if (!use_element_count)
2192     return;
2193
2194   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2195     element_info[i].element_count = 0;
2196
2197   SCAN_PLAYFIELD(x, y)
2198   {
2199     element_info[Feld[x][y]].element_count++;
2200   }
2201
2202   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2203     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2204       if (IS_IN_GROUP(j, i))
2205         element_info[EL_GROUP_START + i].element_count +=
2206           element_info[j].element_count;
2207 }
2208
2209 static void UpdateGameControlValues(void)
2210 {
2211   int i, k;
2212   int time = (game.LevelSolved ?
2213               game.LevelSolved_CountingTime :
2214               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2215               game_em.lev->time :
2216               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2217               game_sp.time_played :
2218               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2219               game_mm.energy_left :
2220               game.no_time_limit ? TimePlayed : TimeLeft);
2221   int score = (game.LevelSolved ?
2222                game.LevelSolved_CountingScore :
2223                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2224                game_em.lev->score :
2225                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2226                game_sp.score :
2227                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2228                game_mm.score :
2229                game.score);
2230   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2231               game_em.lev->gems_needed :
2232               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2233               game_sp.infotrons_still_needed :
2234               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2235               game_mm.kettles_still_needed :
2236               game.gems_still_needed);
2237   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2238                      game_em.lev->gems_needed > 0 :
2239                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2240                      game_sp.infotrons_still_needed > 0 :
2241                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2242                      game_mm.kettles_still_needed > 0 ||
2243                      game_mm.lights_still_needed > 0 :
2244                      game.gems_still_needed > 0 ||
2245                      game.sokoban_fields_still_needed > 0 ||
2246                      game.sokoban_objects_still_needed > 0 ||
2247                      game.lights_still_needed > 0);
2248   int health = (game.LevelSolved ?
2249                 game.LevelSolved_CountingHealth :
2250                 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2251                 MM_HEALTH(game_mm.laser_overload_value) :
2252                 game.health);
2253
2254   UpdatePlayfieldElementCount();
2255
2256   // update game panel control values
2257
2258   // used instead of "level_nr" (for network games)
2259   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2260   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2261
2262   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2263   for (i = 0; i < MAX_NUM_KEYS; i++)
2264     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2265   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2266   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2267
2268   if (game.centered_player_nr == -1)
2269   {
2270     for (i = 0; i < MAX_PLAYERS; i++)
2271     {
2272       // only one player in Supaplex game engine
2273       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274         break;
2275
2276       for (k = 0; k < MAX_NUM_KEYS; k++)
2277       {
2278         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2279         {
2280           if (game_em.ply[i]->keys & (1 << k))
2281             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2282               get_key_element_from_nr(k);
2283         }
2284         else if (stored_player[i].key[k])
2285           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2286             get_key_element_from_nr(k);
2287       }
2288
2289       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2290         getPlayerInventorySize(i);
2291
2292       if (stored_player[i].num_white_keys > 0)
2293         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294           EL_DC_KEY_WHITE;
2295
2296       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2297         stored_player[i].num_white_keys;
2298     }
2299   }
2300   else
2301   {
2302     int player_nr = game.centered_player_nr;
2303
2304     for (k = 0; k < MAX_NUM_KEYS; k++)
2305     {
2306       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2307       {
2308         if (game_em.ply[player_nr]->keys & (1 << k))
2309           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2310             get_key_element_from_nr(k);
2311       }
2312       else if (stored_player[player_nr].key[k])
2313         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2314           get_key_element_from_nr(k);
2315     }
2316
2317     game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2318       getPlayerInventorySize(player_nr);
2319
2320     if (stored_player[player_nr].num_white_keys > 0)
2321       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2322
2323     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2324       stored_player[player_nr].num_white_keys;
2325   }
2326
2327   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2328   {
2329     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2330       get_inventory_element_from_pos(local_player, i);
2331     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2332       get_inventory_element_from_pos(local_player, -i - 1);
2333   }
2334
2335   game_panel_controls[GAME_PANEL_SCORE].value = score;
2336   game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2337
2338   game_panel_controls[GAME_PANEL_TIME].value = time;
2339
2340   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2341   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2342   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2343
2344   if (level.time == 0)
2345     game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2346   else
2347     game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2348
2349   game_panel_controls[GAME_PANEL_HEALTH].value = health;
2350   game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2351
2352   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2353
2354   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2355     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2356      EL_EMPTY);
2357   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2358     local_player->shield_normal_time_left;
2359   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2360     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2361      EL_EMPTY);
2362   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2363     local_player->shield_deadly_time_left;
2364
2365   game_panel_controls[GAME_PANEL_EXIT].value =
2366     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2367
2368   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2369     (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2370   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2371     (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2372      EL_EMC_MAGIC_BALL_SWITCH);
2373
2374   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2375     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2376   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2377     game.light_time_left;
2378
2379   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2380     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2381   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2382     game.timegate_time_left;
2383
2384   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2385     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2386
2387   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2388     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2389   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2390     game.lenses_time_left;
2391
2392   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2393     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2394   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2395     game.magnify_time_left;
2396
2397   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2398     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2399      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2400      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2401      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2402      EL_BALLOON_SWITCH_NONE);
2403
2404   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2405     local_player->dynabomb_count;
2406   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2407     local_player->dynabomb_size;
2408   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2409     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2410
2411   game_panel_controls[GAME_PANEL_PENGUINS].value =
2412     game.friends_still_needed;
2413
2414   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2415     game.sokoban_objects_still_needed;
2416   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2417     game.sokoban_fields_still_needed;
2418
2419   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2420     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2421
2422   for (i = 0; i < NUM_BELTS; i++)
2423   {
2424     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2425       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2426        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2427     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2428       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429   }
2430
2431   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2432     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2433   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2434     game.magic_wall_time_left;
2435
2436   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2437     local_player->gravity;
2438
2439   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2440     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2441
2442   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2443     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2444       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2445        game.panel.element[i].id : EL_UNDEFINED);
2446
2447   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2448     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2449       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2450        element_info[game.panel.element_count[i].id].element_count : 0);
2451
2452   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2453     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2454       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2455        element_info[game.panel.ce_score[i].id].collect_score : 0);
2456
2457   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2458     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2459       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2460        element_info[game.panel.ce_score_element[i].id].collect_score :
2461        EL_UNDEFINED);
2462
2463   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2464   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2465   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2466
2467   // update game panel control frames
2468
2469   for (i = 0; game_panel_controls[i].nr != -1; i++)
2470   {
2471     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2472
2473     if (gpc->type == TYPE_ELEMENT)
2474     {
2475       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2476       {
2477         int last_anim_random_frame = gfx.anim_random_frame;
2478         int element = gpc->value;
2479         int graphic = el2panelimg(element);
2480
2481         if (gpc->value != gpc->last_value)
2482         {
2483           gpc->gfx_frame = 0;
2484           gpc->gfx_random = INIT_GFX_RANDOM();
2485         }
2486         else
2487         {
2488           gpc->gfx_frame++;
2489
2490           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2491               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2492             gpc->gfx_random = INIT_GFX_RANDOM();
2493         }
2494
2495         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2496           gfx.anim_random_frame = gpc->gfx_random;
2497
2498         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2499           gpc->gfx_frame = element_info[element].collect_score;
2500
2501         gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502                                               gpc->gfx_frame);
2503
2504         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2505           gfx.anim_random_frame = last_anim_random_frame;
2506       }
2507     }
2508     else if (gpc->type == TYPE_GRAPHIC)
2509     {
2510       if (gpc->graphic != IMG_UNDEFINED)
2511       {
2512         int last_anim_random_frame = gfx.anim_random_frame;
2513         int graphic = gpc->graphic;
2514
2515         if (gpc->value != gpc->last_value)
2516         {
2517           gpc->gfx_frame = 0;
2518           gpc->gfx_random = INIT_GFX_RANDOM();
2519         }
2520         else
2521         {
2522           gpc->gfx_frame++;
2523
2524           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2525               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2526             gpc->gfx_random = INIT_GFX_RANDOM();
2527         }
2528
2529         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2530           gfx.anim_random_frame = gpc->gfx_random;
2531
2532         gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2533
2534         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2535           gfx.anim_random_frame = last_anim_random_frame;
2536       }
2537     }
2538   }
2539 }
2540
2541 static void DisplayGameControlValues(void)
2542 {
2543   boolean redraw_panel = FALSE;
2544   int i;
2545
2546   for (i = 0; game_panel_controls[i].nr != -1; i++)
2547   {
2548     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2549
2550     if (PANEL_DEACTIVATED(gpc->pos))
2551       continue;
2552
2553     if (gpc->value == gpc->last_value &&
2554         gpc->frame == gpc->last_frame)
2555       continue;
2556
2557     redraw_panel = TRUE;
2558   }
2559
2560   if (!redraw_panel)
2561     return;
2562
2563   // copy default game door content to main double buffer
2564
2565   // !!! CHECK AGAIN !!!
2566   SetPanelBackground();
2567   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2568   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2569
2570   // redraw game control buttons
2571   RedrawGameButtons();
2572
2573   SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2574
2575   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2576   {
2577     int nr = game_panel_order[i].nr;
2578     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2579     struct TextPosInfo *pos = gpc->pos;
2580     int type = gpc->type;
2581     int value = gpc->value;
2582     int frame = gpc->frame;
2583     int size = pos->size;
2584     int font = pos->font;
2585     boolean draw_masked = pos->draw_masked;
2586     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2587
2588     if (PANEL_DEACTIVATED(pos))
2589       continue;
2590
2591     gpc->last_value = value;
2592     gpc->last_frame = frame;
2593
2594     if (type == TYPE_INTEGER)
2595     {
2596       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2597           nr == GAME_PANEL_TIME)
2598       {
2599         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2600
2601         if (use_dynamic_size)           // use dynamic number of digits
2602         {
2603           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2604           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2605           int size2 = size1 + 1;
2606           int font1 = pos->font;
2607           int font2 = pos->font_alt;
2608
2609           size = (value < value_change ? size1 : size2);
2610           font = (value < value_change ? font1 : font2);
2611         }
2612       }
2613
2614       // correct text size if "digits" is zero or less
2615       if (size <= 0)
2616         size = strlen(int2str(value, size));
2617
2618       // dynamically correct text alignment
2619       pos->width = size * getFontWidth(font);
2620
2621       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2622                   int2str(value, size), font, mask_mode);
2623     }
2624     else if (type == TYPE_ELEMENT)
2625     {
2626       int element, graphic;
2627       Bitmap *src_bitmap;
2628       int src_x, src_y;
2629       int width, height;
2630       int dst_x = PANEL_XPOS(pos);
2631       int dst_y = PANEL_YPOS(pos);
2632
2633       if (value != EL_UNDEFINED && value != EL_EMPTY)
2634       {
2635         element = value;
2636         graphic = el2panelimg(value);
2637
2638         // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2639
2640         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641           size = TILESIZE;
2642
2643         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644                               &src_x, &src_y);
2645
2646         width  = graphic_info[graphic].width  * size / TILESIZE;
2647         height = graphic_info[graphic].height * size / TILESIZE;
2648
2649         if (draw_masked)
2650           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651                            dst_x, dst_y);
2652         else
2653           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2654                      dst_x, dst_y);
2655       }
2656     }
2657     else if (type == TYPE_GRAPHIC)
2658     {
2659       int graphic        = gpc->graphic;
2660       int graphic_active = gpc->graphic_active;
2661       Bitmap *src_bitmap;
2662       int src_x, src_y;
2663       int width, height;
2664       int dst_x = PANEL_XPOS(pos);
2665       int dst_y = PANEL_YPOS(pos);
2666       boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2667                       level.game_engine_type != GAME_ENGINE_TYPE_MM);
2668
2669       if (graphic != IMG_UNDEFINED && !skip)
2670       {
2671         if (pos->style == STYLE_REVERSE)
2672           value = 100 - value;
2673
2674         getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2675
2676         if (pos->direction & MV_HORIZONTAL)
2677         {
2678           width  = graphic_info[graphic_active].width * value / 100;
2679           height = graphic_info[graphic_active].height;
2680
2681           if (pos->direction == MV_LEFT)
2682           {
2683             src_x += graphic_info[graphic_active].width - width;
2684             dst_x += graphic_info[graphic_active].width - width;
2685           }
2686         }
2687         else
2688         {
2689           width  = graphic_info[graphic_active].width;
2690           height = graphic_info[graphic_active].height * value / 100;
2691
2692           if (pos->direction == MV_UP)
2693           {
2694             src_y += graphic_info[graphic_active].height - height;
2695             dst_y += graphic_info[graphic_active].height - height;
2696           }
2697         }
2698
2699         if (draw_masked)
2700           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701                            dst_x, dst_y);
2702         else
2703           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704                      dst_x, dst_y);
2705
2706         getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2707
2708         if (pos->direction & MV_HORIZONTAL)
2709         {
2710           if (pos->direction == MV_RIGHT)
2711           {
2712             src_x += width;
2713             dst_x += width;
2714           }
2715           else
2716           {
2717             dst_x = PANEL_XPOS(pos);
2718           }
2719
2720           width = graphic_info[graphic].width - width;
2721         }
2722         else
2723         {
2724           if (pos->direction == MV_DOWN)
2725           {
2726             src_y += height;
2727             dst_y += height;
2728           }
2729           else
2730           {
2731             dst_y = PANEL_YPOS(pos);
2732           }
2733
2734           height = graphic_info[graphic].height - height;
2735         }
2736
2737         if (draw_masked)
2738           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739                            dst_x, dst_y);
2740         else
2741           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2742                      dst_x, dst_y);
2743       }
2744     }
2745     else if (type == TYPE_STRING)
2746     {
2747       boolean active = (value != 0);
2748       char *state_normal = "off";
2749       char *state_active = "on";
2750       char *state = (active ? state_active : state_normal);
2751       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2752                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2753                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2754                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2755
2756       if (nr == GAME_PANEL_GRAVITY_STATE)
2757       {
2758         int font1 = pos->font;          // (used for normal state)
2759         int font2 = pos->font_alt;      // (used for active state)
2760
2761         font = (active ? font2 : font1);
2762       }
2763
2764       if (s != NULL)
2765       {
2766         char *s_cut;
2767
2768         if (size <= 0)
2769         {
2770           // don't truncate output if "chars" is zero or less
2771           size = strlen(s);
2772
2773           // dynamically correct text alignment
2774           pos->width = size * getFontWidth(font);
2775         }
2776
2777         s_cut = getStringCopyN(s, size);
2778
2779         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2780                     s_cut, font, mask_mode);
2781
2782         free(s_cut);
2783       }
2784     }
2785
2786     redraw_mask |= REDRAW_DOOR_1;
2787   }
2788
2789   SetGameStatus(GAME_MODE_PLAYING);
2790 }
2791
2792 void UpdateAndDisplayGameControlValues(void)
2793 {
2794   if (tape.deactivate_display)
2795     return;
2796
2797   UpdateGameControlValues();
2798   DisplayGameControlValues();
2799 }
2800
2801 #if 0
2802 static void UpdateGameDoorValues(void)
2803 {
2804   UpdateGameControlValues();
2805 }
2806 #endif
2807
2808 void DrawGameDoorValues(void)
2809 {
2810   DisplayGameControlValues();
2811 }
2812
2813
2814 // ============================================================================
2815 // InitGameEngine()
2816 // ----------------------------------------------------------------------------
2817 // initialize game engine due to level / tape version number
2818 // ============================================================================
2819
2820 static void InitGameEngine(void)
2821 {
2822   int i, j, k, l, x, y;
2823
2824   // set game engine from tape file when re-playing, else from level file
2825   game.engine_version = (tape.playing ? tape.engine_version :
2826                          level.game_version);
2827
2828   // set single or multi-player game mode (needed for re-playing tapes)
2829   game.team_mode = setup.team_mode;
2830
2831   if (tape.playing)
2832   {
2833     int num_players = 0;
2834
2835     for (i = 0; i < MAX_PLAYERS; i++)
2836       if (tape.player_participates[i])
2837         num_players++;
2838
2839     // multi-player tapes contain input data for more than one player
2840     game.team_mode = (num_players > 1);
2841   }
2842
2843   // --------------------------------------------------------------------------
2844   // set flags for bugs and changes according to active game engine version
2845   // --------------------------------------------------------------------------
2846
2847   /*
2848     Summary of bugfix/change:
2849     Fixed handling for custom elements that change when pushed by the player.
2850
2851     Fixed/changed in version:
2852     3.1.0
2853
2854     Description:
2855     Before 3.1.0, custom elements that "change when pushing" changed directly
2856     after the player started pushing them (until then handled in "DigField()").
2857     Since 3.1.0, these custom elements are not changed until the "pushing"
2858     move of the element is finished (now handled in "ContinueMoving()").
2859
2860     Affected levels/tapes:
2861     The first condition is generally needed for all levels/tapes before version
2862     3.1.0, which might use the old behaviour before it was changed; known tapes
2863     that are affected are some tapes from the level set "Walpurgis Gardens" by
2864     Jamie Cullen.
2865     The second condition is an exception from the above case and is needed for
2866     the special case of tapes recorded with game (not engine!) version 3.1.0 or
2867     above (including some development versions of 3.1.0), but before it was
2868     known that this change would break tapes like the above and was fixed in
2869     3.1.1, so that the changed behaviour was active although the engine version
2870     while recording maybe was before 3.1.0. There is at least one tape that is
2871     affected by this exception, which is the tape for the one-level set "Bug
2872     Machine" by Juergen Bonhagen.
2873   */
2874
2875   game.use_change_when_pushing_bug =
2876     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2877      !(tape.playing &&
2878        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2879        tape.game_version <  VERSION_IDENT(3,1,1,0)));
2880
2881   /*
2882     Summary of bugfix/change:
2883     Fixed handling for blocking the field the player leaves when moving.
2884
2885     Fixed/changed in version:
2886     3.1.1
2887
2888     Description:
2889     Before 3.1.1, when "block last field when moving" was enabled, the field
2890     the player is leaving when moving was blocked for the time of the move,
2891     and was directly unblocked afterwards. This resulted in the last field
2892     being blocked for exactly one less than the number of frames of one player
2893     move. Additionally, even when blocking was disabled, the last field was
2894     blocked for exactly one frame.
2895     Since 3.1.1, due to changes in player movement handling, the last field
2896     is not blocked at all when blocking is disabled. When blocking is enabled,
2897     the last field is blocked for exactly the number of frames of one player
2898     move. Additionally, if the player is Murphy, the hero of Supaplex, the
2899     last field is blocked for exactly one more than the number of frames of
2900     one player move.
2901
2902     Affected levels/tapes:
2903     (!!! yet to be determined -- probably many !!!)
2904   */
2905
2906   game.use_block_last_field_bug =
2907     (game.engine_version < VERSION_IDENT(3,1,1,0));
2908
2909   /* various special flags and settings for native Emerald Mine game engine */
2910
2911   game_em.use_single_button =
2912     (game.engine_version > VERSION_IDENT(4,0,0,2));
2913
2914   game_em.use_snap_key_bug =
2915     (game.engine_version < VERSION_IDENT(4,0,1,0));
2916
2917   game_em.use_old_explosions =
2918     (game.engine_version < VERSION_IDENT(4,1,4,2));
2919
2920   // --------------------------------------------------------------------------
2921
2922   // set maximal allowed number of custom element changes per game frame
2923   game.max_num_changes_per_frame = 1;
2924
2925   // default scan direction: scan playfield from top/left to bottom/right
2926   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2927
2928   // dynamically adjust element properties according to game engine version
2929   InitElementPropertiesEngine(game.engine_version);
2930
2931 #if 0
2932   printf("level %d: level version == %06d\n", level_nr, level.game_version);
2933   printf("          tape version == %06d [%s] [file: %06d]\n",
2934          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2935          tape.file_version);
2936   printf("       => game.engine_version == %06d\n", game.engine_version);
2937 #endif
2938
2939   // ---------- initialize player's initial move delay ------------------------
2940
2941   // dynamically adjust player properties according to level information
2942   for (i = 0; i < MAX_PLAYERS; i++)
2943     game.initial_move_delay_value[i] =
2944       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2945
2946   // dynamically adjust player properties according to game engine version
2947   for (i = 0; i < MAX_PLAYERS; i++)
2948     game.initial_move_delay[i] =
2949       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2950        game.initial_move_delay_value[i] : 0);
2951
2952   // ---------- initialize player's initial push delay ------------------------
2953
2954   // dynamically adjust player properties according to game engine version
2955   game.initial_push_delay_value =
2956     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2957
2958   // ---------- initialize changing elements ----------------------------------
2959
2960   // initialize changing elements information
2961   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2962   {
2963     struct ElementInfo *ei = &element_info[i];
2964
2965     // this pointer might have been changed in the level editor
2966     ei->change = &ei->change_page[0];
2967
2968     if (!IS_CUSTOM_ELEMENT(i))
2969     {
2970       ei->change->target_element = EL_EMPTY_SPACE;
2971       ei->change->delay_fixed = 0;
2972       ei->change->delay_random = 0;
2973       ei->change->delay_frames = 1;
2974     }
2975
2976     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2977     {
2978       ei->has_change_event[j] = FALSE;
2979
2980       ei->event_page_nr[j] = 0;
2981       ei->event_page[j] = &ei->change_page[0];
2982     }
2983   }
2984
2985   // add changing elements from pre-defined list
2986   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2987   {
2988     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2989     struct ElementInfo *ei = &element_info[ch_delay->element];
2990
2991     ei->change->target_element       = ch_delay->target_element;
2992     ei->change->delay_fixed          = ch_delay->change_delay;
2993
2994     ei->change->pre_change_function  = ch_delay->pre_change_function;
2995     ei->change->change_function      = ch_delay->change_function;
2996     ei->change->post_change_function = ch_delay->post_change_function;
2997
2998     ei->change->can_change = TRUE;
2999     ei->change->can_change_or_has_action = TRUE;
3000
3001     ei->has_change_event[CE_DELAY] = TRUE;
3002
3003     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3004     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3005   }
3006
3007   // ---------- initialize internal run-time variables ------------------------
3008
3009   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3010   {
3011     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3012
3013     for (j = 0; j < ei->num_change_pages; j++)
3014     {
3015       ei->change_page[j].can_change_or_has_action =
3016         (ei->change_page[j].can_change |
3017          ei->change_page[j].has_action);
3018     }
3019   }
3020
3021   // add change events from custom element configuration
3022   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3023   {
3024     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3025
3026     for (j = 0; j < ei->num_change_pages; j++)
3027     {
3028       if (!ei->change_page[j].can_change_or_has_action)
3029         continue;
3030
3031       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3032       {
3033         // only add event page for the first page found with this event
3034         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3035         {
3036           ei->has_change_event[k] = TRUE;
3037
3038           ei->event_page_nr[k] = j;
3039           ei->event_page[k] = &ei->change_page[j];
3040         }
3041       }
3042     }
3043   }
3044
3045   // ---------- initialize reference elements in change conditions ------------
3046
3047   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3048   {
3049     int element = EL_CUSTOM_START + i;
3050     struct ElementInfo *ei = &element_info[element];
3051
3052     for (j = 0; j < ei->num_change_pages; j++)
3053     {
3054       int trigger_element = ei->change_page[j].initial_trigger_element;
3055
3056       if (trigger_element >= EL_PREV_CE_8 &&
3057           trigger_element <= EL_NEXT_CE_8)
3058         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3059
3060       ei->change_page[j].trigger_element = trigger_element;
3061     }
3062   }
3063
3064   // ---------- initialize run-time trigger player and element ----------------
3065
3066   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3067   {
3068     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3069
3070     for (j = 0; j < ei->num_change_pages; j++)
3071     {
3072       ei->change_page[j].actual_trigger_element = EL_EMPTY;
3073       ei->change_page[j].actual_trigger_player = EL_EMPTY;
3074       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3075       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3076       ei->change_page[j].actual_trigger_ce_value = 0;
3077       ei->change_page[j].actual_trigger_ce_score = 0;
3078     }
3079   }
3080
3081   // ---------- initialize trigger events -------------------------------------
3082
3083   // initialize trigger events information
3084   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3085     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3086       trigger_events[i][j] = FALSE;
3087
3088   // add trigger events from element change event properties
3089   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3090   {
3091     struct ElementInfo *ei = &element_info[i];
3092
3093     for (j = 0; j < ei->num_change_pages; j++)
3094     {
3095       if (!ei->change_page[j].can_change_or_has_action)
3096         continue;
3097
3098       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3099       {
3100         int trigger_element = ei->change_page[j].trigger_element;
3101
3102         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3103         {
3104           if (ei->change_page[j].has_event[k])
3105           {
3106             if (IS_GROUP_ELEMENT(trigger_element))
3107             {
3108               struct ElementGroupInfo *group =
3109                 element_info[trigger_element].group;
3110
3111               for (l = 0; l < group->num_elements_resolved; l++)
3112                 trigger_events[group->element_resolved[l]][k] = TRUE;
3113             }
3114             else if (trigger_element == EL_ANY_ELEMENT)
3115               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3116                 trigger_events[l][k] = TRUE;
3117             else
3118               trigger_events[trigger_element][k] = TRUE;
3119           }
3120         }
3121       }
3122     }
3123   }
3124
3125   // ---------- initialize push delay -----------------------------------------
3126
3127   // initialize push delay values to default
3128   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3129   {
3130     if (!IS_CUSTOM_ELEMENT(i))
3131     {
3132       // set default push delay values (corrected since version 3.0.7-1)
3133       if (game.engine_version < VERSION_IDENT(3,0,7,1))
3134       {
3135         element_info[i].push_delay_fixed = 2;
3136         element_info[i].push_delay_random = 8;
3137       }
3138       else
3139       {
3140         element_info[i].push_delay_fixed = 8;
3141         element_info[i].push_delay_random = 8;
3142       }
3143     }
3144   }
3145
3146   // set push delay value for certain elements from pre-defined list
3147   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3148   {
3149     int e = push_delay_list[i].element;
3150
3151     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
3152     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3153   }
3154
3155   // set push delay value for Supaplex elements for newer engine versions
3156   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3157   {
3158     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3159     {
3160       if (IS_SP_ELEMENT(i))
3161       {
3162         // set SP push delay to just enough to push under a falling zonk
3163         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3164
3165         element_info[i].push_delay_fixed  = delay;
3166         element_info[i].push_delay_random = 0;
3167       }
3168     }
3169   }
3170
3171   // ---------- initialize move stepsize --------------------------------------
3172
3173   // initialize move stepsize values to default
3174   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175     if (!IS_CUSTOM_ELEMENT(i))
3176       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3177
3178   // set move stepsize value for certain elements from pre-defined list
3179   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3180   {
3181     int e = move_stepsize_list[i].element;
3182
3183     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3184   }
3185
3186   // ---------- initialize collect score --------------------------------------
3187
3188   // initialize collect score values for custom elements from initial value
3189   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190     if (IS_CUSTOM_ELEMENT(i))
3191       element_info[i].collect_score = element_info[i].collect_score_initial;
3192
3193   // ---------- initialize collect count --------------------------------------
3194
3195   // initialize collect count values for non-custom elements
3196   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3197     if (!IS_CUSTOM_ELEMENT(i))
3198       element_info[i].collect_count_initial = 0;
3199
3200   // add collect count values for all elements from pre-defined list
3201   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3202     element_info[collect_count_list[i].element].collect_count_initial =
3203       collect_count_list[i].count;
3204
3205   // ---------- initialize access direction -----------------------------------
3206
3207   // initialize access direction values to default (access from every side)
3208   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3209     if (!IS_CUSTOM_ELEMENT(i))
3210       element_info[i].access_direction = MV_ALL_DIRECTIONS;
3211
3212   // set access direction value for certain elements from pre-defined list
3213   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3214     element_info[access_direction_list[i].element].access_direction =
3215       access_direction_list[i].direction;
3216
3217   // ---------- initialize explosion content ----------------------------------
3218   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3219   {
3220     if (IS_CUSTOM_ELEMENT(i))
3221       continue;
3222
3223     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3224     {
3225       // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3226
3227       element_info[i].content.e[x][y] =
3228         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3229          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3230          i == EL_PLAYER_3 ? EL_EMERALD :
3231          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3232          i == EL_MOLE ? EL_EMERALD_RED :
3233          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3234          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3235          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3236          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3237          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3238          i == EL_WALL_EMERALD ? EL_EMERALD :
3239          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3240          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3241          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3242          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3243          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3244          i == EL_WALL_PEARL ? EL_PEARL :
3245          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3246          EL_EMPTY);
3247     }
3248   }
3249
3250   // ---------- initialize recursion detection --------------------------------
3251   recursion_loop_depth = 0;
3252   recursion_loop_detected = FALSE;
3253   recursion_loop_element = EL_UNDEFINED;
3254
3255   // ---------- initialize graphics engine ------------------------------------
3256   game.scroll_delay_value =
3257     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3258      level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3259      !setup.forced_scroll_delay           ? 0 :
3260      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3261   game.scroll_delay_value =
3262     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3263
3264   // ---------- initialize game engine snapshots ------------------------------
3265   for (i = 0; i < MAX_PLAYERS; i++)
3266     game.snapshot.last_action[i] = 0;
3267   game.snapshot.changed_action = FALSE;
3268   game.snapshot.collected_item = FALSE;
3269   game.snapshot.mode =
3270     (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3271      SNAPSHOT_MODE_EVERY_STEP :
3272      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3273      SNAPSHOT_MODE_EVERY_MOVE :
3274      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3275      SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3276   game.snapshot.save_snapshot = FALSE;
3277
3278   // ---------- initialize level time for Supaplex engine ---------------------
3279   // Supaplex levels with time limit currently unsupported -- should be added
3280   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3281     level.time = 0;
3282 }
3283
3284 static int get_num_special_action(int element, int action_first,
3285                                   int action_last)
3286 {
3287   int num_special_action = 0;
3288   int i, j;
3289
3290   for (i = action_first; i <= action_last; i++)
3291   {
3292     boolean found = FALSE;
3293
3294     for (j = 0; j < NUM_DIRECTIONS; j++)
3295       if (el_act_dir2img(element, i, j) !=
3296           el_act_dir2img(element, ACTION_DEFAULT, j))
3297         found = TRUE;
3298
3299     if (found)
3300       num_special_action++;
3301     else
3302       break;
3303   }
3304
3305   return num_special_action;
3306 }
3307
3308
3309 // ============================================================================
3310 // InitGame()
3311 // ----------------------------------------------------------------------------
3312 // initialize and start new game
3313 // ============================================================================
3314
3315 #if DEBUG_INIT_PLAYER
3316 static void DebugPrintPlayerStatus(char *message)
3317 {
3318   int i;
3319
3320   if (!options.debug)
3321     return;
3322
3323   printf("%s:\n", message);
3324
3325   for (i = 0; i < MAX_PLAYERS; i++)
3326   {
3327     struct PlayerInfo *player = &stored_player[i];
3328
3329     printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3330            i + 1,
3331            player->present,
3332            player->connected,
3333            player->connected_locally,
3334            player->connected_network,
3335            player->active);
3336
3337     if (local_player == player)
3338       printf(" (local player)");
3339
3340     printf("\n");
3341   }
3342 }
3343 #endif
3344
3345 void InitGame(void)
3346 {
3347   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3348   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3349   int fade_mask = REDRAW_FIELD;
3350
3351   boolean emulate_bd = TRUE;    // unless non-BOULDERDASH elements found
3352   boolean emulate_sb = TRUE;    // unless non-SOKOBAN     elements found
3353   boolean emulate_sp = TRUE;    // unless non-SUPAPLEX    elements found
3354   int initial_move_dir = MV_DOWN;
3355   int i, j, x, y;
3356
3357   // required here to update video display before fading (FIX THIS)
3358   DrawMaskedBorder(REDRAW_DOOR_2);
3359
3360   if (!game.restart_level)
3361     CloseDoor(DOOR_CLOSE_1);
3362
3363   SetGameStatus(GAME_MODE_PLAYING);
3364
3365   if (level_editor_test_game)
3366     FadeSkipNextFadeOut();
3367   else
3368     FadeSetEnterScreen();
3369
3370   if (CheckFadeAll())
3371     fade_mask = REDRAW_ALL;
3372
3373   FadeLevelSoundsAndMusic();
3374
3375   ExpireSoundLoops(TRUE);
3376
3377   FadeOut(fade_mask);
3378
3379   if (level_editor_test_game)
3380     FadeSkipNextFadeIn();
3381
3382   // needed if different viewport properties defined for playing
3383   ChangeViewportPropertiesIfNeeded();
3384
3385   ClearField();
3386
3387   DrawCompleteVideoDisplay();
3388
3389   OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3390
3391   InitGameEngine();
3392   InitGameControlValues();
3393
3394   // don't play tapes over network
3395   network_playing = (network.enabled && !tape.playing);
3396
3397   for (i = 0; i < MAX_PLAYERS; i++)
3398   {
3399     struct PlayerInfo *player = &stored_player[i];
3400
3401     player->index_nr = i;
3402     player->index_bit = (1 << i);
3403     player->element_nr = EL_PLAYER_1 + i;
3404
3405     player->present = FALSE;
3406     player->active = FALSE;
3407     player->mapped = FALSE;
3408
3409     player->killed = FALSE;
3410     player->reanimated = FALSE;
3411     player->buried = FALSE;
3412
3413     player->action = 0;
3414     player->effective_action = 0;
3415     player->programmed_action = 0;
3416     player->snap_action = 0;
3417
3418     player->mouse_action.lx = 0;
3419     player->mouse_action.ly = 0;
3420     player->mouse_action.button = 0;
3421     player->mouse_action.button_hint = 0;
3422
3423     player->effective_mouse_action.lx = 0;
3424     player->effective_mouse_action.ly = 0;
3425     player->effective_mouse_action.button = 0;
3426     player->effective_mouse_action.button_hint = 0;
3427
3428     for (j = 0; j < MAX_NUM_KEYS; j++)
3429       player->key[j] = FALSE;
3430
3431     player->num_white_keys = 0;
3432
3433     player->dynabomb_count = 0;
3434     player->dynabomb_size = 1;
3435     player->dynabombs_left = 0;
3436     player->dynabomb_xl = FALSE;
3437
3438     player->MovDir = initial_move_dir;
3439     player->MovPos = 0;
3440     player->GfxPos = 0;
3441     player->GfxDir = initial_move_dir;
3442     player->GfxAction = ACTION_DEFAULT;
3443     player->Frame = 0;
3444     player->StepFrame = 0;
3445
3446     player->initial_element = player->element_nr;
3447     player->artwork_element =
3448       (level.use_artwork_element[i] ? level.artwork_element[i] :
3449        player->element_nr);
3450     player->use_murphy = FALSE;
3451
3452     player->block_last_field = FALSE;   // initialized in InitPlayerField()
3453     player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3454
3455     player->gravity = level.initial_player_gravity[i];
3456
3457     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3458
3459     player->actual_frame_counter = 0;
3460
3461     player->step_counter = 0;
3462
3463     player->last_move_dir = initial_move_dir;
3464
3465     player->is_active = FALSE;
3466
3467     player->is_waiting = FALSE;
3468     player->is_moving = FALSE;
3469     player->is_auto_moving = FALSE;
3470     player->is_digging = FALSE;
3471     player->is_snapping = FALSE;
3472     player->is_collecting = FALSE;
3473     player->is_pushing = FALSE;
3474     player->is_switching = FALSE;
3475     player->is_dropping = FALSE;
3476     player->is_dropping_pressed = FALSE;
3477
3478     player->is_bored = FALSE;
3479     player->is_sleeping = FALSE;
3480
3481     player->was_waiting = TRUE;
3482     player->was_moving = FALSE;
3483     player->was_snapping = FALSE;
3484     player->was_dropping = FALSE;
3485
3486     player->force_dropping = FALSE;
3487
3488     player->frame_counter_bored = -1;
3489     player->frame_counter_sleeping = -1;
3490
3491     player->anim_delay_counter = 0;
3492     player->post_delay_counter = 0;
3493
3494     player->dir_waiting = initial_move_dir;
3495     player->action_waiting = ACTION_DEFAULT;
3496     player->last_action_waiting = ACTION_DEFAULT;
3497     player->special_action_bored = ACTION_DEFAULT;
3498     player->special_action_sleeping = ACTION_DEFAULT;
3499
3500     player->switch_x = -1;
3501     player->switch_y = -1;
3502
3503     player->drop_x = -1;
3504     player->drop_y = -1;
3505
3506     player->show_envelope = 0;
3507
3508     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3509
3510     player->push_delay       = -1;      // initialized when pushing starts
3511     player->push_delay_value = game.initial_push_delay_value;
3512
3513     player->drop_delay = 0;
3514     player->drop_pressed_delay = 0;
3515
3516     player->last_jx = -1;
3517     player->last_jy = -1;
3518     player->jx = -1;
3519     player->jy = -1;
3520
3521     player->shield_normal_time_left = 0;
3522     player->shield_deadly_time_left = 0;
3523
3524     player->inventory_infinite_element = EL_UNDEFINED;
3525     player->inventory_size = 0;
3526
3527     if (level.use_initial_inventory[i])
3528     {
3529       for (j = 0; j < level.initial_inventory_size[i]; j++)
3530       {
3531         int element = level.initial_inventory_content[i][j];
3532         int collect_count = element_info[element].collect_count_initial;
3533         int k;
3534
3535         if (!IS_CUSTOM_ELEMENT(element))
3536           collect_count = 1;
3537
3538         if (collect_count == 0)
3539           player->inventory_infinite_element = element;
3540         else
3541           for (k = 0; k < collect_count; k++)
3542             if (player->inventory_size < MAX_INVENTORY_SIZE)
3543               player->inventory_element[player->inventory_size++] = element;
3544       }
3545     }
3546
3547     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3548     SnapField(player, 0, 0);
3549
3550     map_player_action[i] = i;
3551   }
3552
3553   network_player_action_received = FALSE;
3554
3555   // initial null action
3556   if (network_playing)
3557     SendToServer_MovePlayer(MV_NONE);
3558
3559   FrameCounter = 0;
3560   TimeFrames = 0;
3561   TimePlayed = 0;
3562   TimeLeft = level.time;
3563   TapeTime = 0;
3564
3565   ScreenMovDir = MV_NONE;
3566   ScreenMovPos = 0;
3567   ScreenGfxPos = 0;
3568
3569   ScrollStepSize = 0;   // will be correctly initialized by ScrollScreen()
3570
3571   game.robot_wheel_x = -1;
3572   game.robot_wheel_y = -1;
3573
3574   game.exit_x = -1;
3575   game.exit_y = -1;
3576
3577   game.all_players_gone = FALSE;
3578
3579   game.LevelSolved = FALSE;
3580   game.GameOver = FALSE;
3581
3582   game.GamePlayed = !tape.playing;
3583
3584   game.LevelSolved_GameWon = FALSE;
3585   game.LevelSolved_GameEnd = FALSE;
3586   game.LevelSolved_SaveTape = FALSE;
3587   game.LevelSolved_SaveScore = FALSE;
3588
3589   game.LevelSolved_CountingTime = 0;
3590   game.LevelSolved_CountingScore = 0;
3591   game.LevelSolved_CountingHealth = 0;
3592
3593   game.panel.active = TRUE;
3594
3595   game.no_time_limit = (level.time == 0);
3596
3597   game.yamyam_content_nr = 0;
3598   game.robot_wheel_active = FALSE;
3599   game.magic_wall_active = FALSE;
3600   game.magic_wall_time_left = 0;
3601   game.light_time_left = 0;
3602   game.timegate_time_left = 0;
3603   game.switchgate_pos = 0;
3604   game.wind_direction = level.wind_direction_initial;
3605
3606   game.score = 0;
3607   game.score_final = 0;
3608
3609   game.health = MAX_HEALTH;
3610   game.health_final = MAX_HEALTH;
3611
3612   game.gems_still_needed = level.gems_needed;
3613   game.sokoban_fields_still_needed = 0;
3614   game.sokoban_objects_still_needed = 0;
3615   game.lights_still_needed = 0;
3616   game.players_still_needed = 0;
3617   game.friends_still_needed = 0;
3618
3619   game.lenses_time_left = 0;
3620   game.magnify_time_left = 0;
3621
3622   game.ball_active = level.ball_active_initial;
3623   game.ball_content_nr = 0;
3624
3625   game.explosions_delayed = TRUE;
3626
3627   game.envelope_active = FALSE;
3628
3629   for (i = 0; i < NUM_BELTS; i++)
3630   {
3631     game.belt_dir[i] = MV_NONE;
3632     game.belt_dir_nr[i] = 3;            // not moving, next moving left
3633   }
3634
3635   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3636     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3637
3638 #if DEBUG_INIT_PLAYER
3639   DebugPrintPlayerStatus("Player status at level initialization");
3640 #endif
3641
3642   SCAN_PLAYFIELD(x, y)
3643   {
3644     Feld[x][y] = Last[x][y] = level.field[x][y];
3645     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3646     ChangeDelay[x][y] = 0;
3647     ChangePage[x][y] = -1;
3648     CustomValue[x][y] = 0;              // initialized in InitField()
3649     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3650     AmoebaNr[x][y] = 0;
3651     WasJustMoving[x][y] = 0;
3652     WasJustFalling[x][y] = 0;
3653     CheckCollision[x][y] = 0;
3654     CheckImpact[x][y] = 0;
3655     Stop[x][y] = FALSE;
3656     Pushed[x][y] = FALSE;
3657
3658     ChangeCount[x][y] = 0;
3659     ChangeEvent[x][y] = -1;
3660
3661     ExplodePhase[x][y] = 0;
3662     ExplodeDelay[x][y] = 0;
3663     ExplodeField[x][y] = EX_TYPE_NONE;
3664
3665     RunnerVisit[x][y] = 0;
3666     PlayerVisit[x][y] = 0;
3667
3668     GfxFrame[x][y] = 0;
3669     GfxRandom[x][y] = INIT_GFX_RANDOM();
3670     GfxElement[x][y] = EL_UNDEFINED;
3671     GfxAction[x][y] = ACTION_DEFAULT;
3672     GfxDir[x][y] = MV_NONE;
3673     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3674   }
3675
3676   SCAN_PLAYFIELD(x, y)
3677   {
3678     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3679       emulate_bd = FALSE;
3680     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3681       emulate_sb = FALSE;
3682     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3683       emulate_sp = FALSE;
3684
3685     InitField(x, y, TRUE);
3686
3687     ResetGfxAnimation(x, y);
3688   }
3689
3690   InitBeltMovement();
3691
3692   for (i = 0; i < MAX_PLAYERS; i++)
3693   {
3694     struct PlayerInfo *player = &stored_player[i];
3695
3696     // set number of special actions for bored and sleeping animation
3697     player->num_special_action_bored =
3698       get_num_special_action(player->artwork_element,
3699                              ACTION_BORING_1, ACTION_BORING_LAST);
3700     player->num_special_action_sleeping =
3701       get_num_special_action(player->artwork_element,
3702                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3703   }
3704
3705   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3706                     emulate_sb ? EMU_SOKOBAN :
3707                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3708
3709   // initialize type of slippery elements
3710   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3711   {
3712     if (!IS_CUSTOM_ELEMENT(i))
3713     {
3714       // default: elements slip down either to the left or right randomly
3715       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3716
3717       // SP style elements prefer to slip down on the left side
3718       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3719         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3720
3721       // BD style elements prefer to slip down on the left side
3722       if (game.emulation == EMU_BOULDERDASH)
3723         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3724     }
3725   }
3726
3727   // initialize explosion and ignition delay
3728   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3729   {
3730     if (!IS_CUSTOM_ELEMENT(i))
3731     {
3732       int num_phase = 8;
3733       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3734                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3735                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3736       int last_phase = (num_phase + 1) * delay;
3737       int half_phase = (num_phase / 2) * delay;
3738
3739       element_info[i].explosion_delay = last_phase - 1;
3740       element_info[i].ignition_delay = half_phase;
3741
3742       if (i == EL_BLACK_ORB)
3743         element_info[i].ignition_delay = 1;
3744     }
3745   }
3746
3747   // correct non-moving belts to start moving left
3748   for (i = 0; i < NUM_BELTS; i++)
3749     if (game.belt_dir[i] == MV_NONE)
3750       game.belt_dir_nr[i] = 3;          // not moving, next moving left
3751
3752 #if USE_NEW_PLAYER_ASSIGNMENTS
3753   // use preferred player also in local single-player mode
3754   if (!network.enabled && !game.team_mode)
3755   {
3756     int new_index_nr = setup.network_player_nr;
3757
3758     if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3759     {
3760       for (i = 0; i < MAX_PLAYERS; i++)
3761         stored_player[i].connected_locally = FALSE;
3762
3763       stored_player[new_index_nr].connected_locally = TRUE;
3764     }
3765   }
3766
3767   for (i = 0; i < MAX_PLAYERS; i++)
3768   {
3769     stored_player[i].connected = FALSE;
3770
3771     // in network game mode, the local player might not be the first player
3772     if (stored_player[i].connected_locally)
3773       local_player = &stored_player[i];
3774   }
3775
3776   if (!network.enabled)
3777     local_player->connected = TRUE;
3778
3779   if (tape.playing)
3780   {
3781     for (i = 0; i < MAX_PLAYERS; i++)
3782       stored_player[i].connected = tape.player_participates[i];
3783   }
3784   else if (network.enabled)
3785   {
3786     // add team mode players connected over the network (needed for correct
3787     // assignment of player figures from level to locally playing players)
3788
3789     for (i = 0; i < MAX_PLAYERS; i++)
3790       if (stored_player[i].connected_network)
3791         stored_player[i].connected = TRUE;
3792   }
3793   else if (game.team_mode)
3794   {
3795     // try to guess locally connected team mode players (needed for correct
3796     // assignment of player figures from level to locally playing players)
3797
3798     for (i = 0; i < MAX_PLAYERS; i++)
3799       if (setup.input[i].use_joystick ||
3800           setup.input[i].key.left != KSYM_UNDEFINED)
3801         stored_player[i].connected = TRUE;
3802   }
3803
3804 #if DEBUG_INIT_PLAYER
3805   DebugPrintPlayerStatus("Player status after level initialization");
3806 #endif
3807
3808 #if DEBUG_INIT_PLAYER
3809   if (options.debug)
3810     printf("Reassigning players ...\n");
3811 #endif
3812
3813   // check if any connected player was not found in playfield
3814   for (i = 0; i < MAX_PLAYERS; i++)
3815   {
3816     struct PlayerInfo *player = &stored_player[i];
3817
3818     if (player->connected && !player->present)
3819     {
3820       struct PlayerInfo *field_player = NULL;
3821
3822 #if DEBUG_INIT_PLAYER
3823       if (options.debug)
3824         printf("- looking for field player for player %d ...\n", i + 1);
3825 #endif
3826
3827       // assign first free player found that is present in the playfield
3828
3829       // first try: look for unmapped playfield player that is not connected
3830       for (j = 0; j < MAX_PLAYERS; j++)
3831         if (field_player == NULL &&
3832             stored_player[j].present &&
3833             !stored_player[j].mapped &&
3834             !stored_player[j].connected)
3835           field_player = &stored_player[j];
3836
3837       // second try: look for *any* unmapped playfield player
3838       for (j = 0; j < MAX_PLAYERS; j++)
3839         if (field_player == NULL &&
3840             stored_player[j].present &&
3841             !stored_player[j].mapped)
3842           field_player = &stored_player[j];
3843
3844       if (field_player != NULL)
3845       {
3846         int jx = field_player->jx, jy = field_player->jy;
3847
3848 #if DEBUG_INIT_PLAYER
3849         if (options.debug)
3850           printf("- found player %d\n", field_player->index_nr + 1);
3851 #endif
3852
3853         player->present = FALSE;
3854         player->active = FALSE;
3855
3856         field_player->present = TRUE;
3857         field_player->active = TRUE;
3858
3859         /*
3860         player->initial_element = field_player->initial_element;
3861         player->artwork_element = field_player->artwork_element;
3862
3863         player->block_last_field       = field_player->block_last_field;
3864         player->block_delay_adjustment = field_player->block_delay_adjustment;
3865         */
3866
3867         StorePlayer[jx][jy] = field_player->element_nr;
3868
3869         field_player->jx = field_player->last_jx = jx;
3870         field_player->jy = field_player->last_jy = jy;
3871
3872         if (local_player == player)
3873           local_player = field_player;
3874
3875         map_player_action[field_player->index_nr] = i;
3876
3877         field_player->mapped = TRUE;
3878
3879 #if DEBUG_INIT_PLAYER
3880         if (options.debug)
3881           printf("- map_player_action[%d] == %d\n",
3882                  field_player->index_nr + 1, i + 1);
3883 #endif
3884       }
3885     }
3886
3887     if (player->connected && player->present)
3888       player->mapped = TRUE;
3889   }
3890
3891 #if DEBUG_INIT_PLAYER
3892   DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3893 #endif
3894
3895 #else
3896
3897   // check if any connected player was not found in playfield
3898   for (i = 0; i < MAX_PLAYERS; i++)
3899   {
3900     struct PlayerInfo *player = &stored_player[i];
3901
3902     if (player->connected && !player->present)
3903     {
3904       for (j = 0; j < MAX_PLAYERS; j++)
3905       {
3906         struct PlayerInfo *field_player = &stored_player[j];
3907         int jx = field_player->jx, jy = field_player->jy;
3908
3909         // assign first free player found that is present in the playfield
3910         if (field_player->present && !field_player->connected)
3911         {
3912           player->present = TRUE;
3913           player->active = TRUE;
3914
3915           field_player->present = FALSE;
3916           field_player->active = FALSE;
3917
3918           player->initial_element = field_player->initial_element;
3919           player->artwork_element = field_player->artwork_element;
3920
3921           player->block_last_field       = field_player->block_last_field;
3922           player->block_delay_adjustment = field_player->block_delay_adjustment;
3923
3924           StorePlayer[jx][jy] = player->element_nr;
3925
3926           player->jx = player->last_jx = jx;
3927           player->jy = player->last_jy = jy;
3928
3929           break;
3930         }
3931       }
3932     }
3933   }
3934 #endif
3935
3936 #if 0
3937   printf("::: local_player->present == %d\n", local_player->present);
3938 #endif
3939
3940   // set focus to local player for network games, else to all players
3941   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3942   game.centered_player_nr_next = game.centered_player_nr;
3943   game.set_centered_player = FALSE;
3944   game.set_centered_player_wrap = FALSE;
3945
3946   if (network_playing && tape.recording)
3947   {
3948     // store client dependent player focus when recording network games
3949     tape.centered_player_nr_next = game.centered_player_nr_next;
3950     tape.set_centered_player = TRUE;
3951   }
3952
3953   if (tape.playing)
3954   {
3955     // when playing a tape, eliminate all players who do not participate
3956
3957 #if USE_NEW_PLAYER_ASSIGNMENTS
3958
3959     if (!game.team_mode)
3960     {
3961       for (i = 0; i < MAX_PLAYERS; i++)
3962       {
3963         if (stored_player[i].active &&
3964             !tape.player_participates[map_player_action[i]])
3965         {
3966           struct PlayerInfo *player = &stored_player[i];
3967           int jx = player->jx, jy = player->jy;
3968
3969 #if DEBUG_INIT_PLAYER
3970           if (options.debug)
3971             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3972 #endif
3973
3974           player->active = FALSE;
3975           StorePlayer[jx][jy] = 0;
3976           Feld[jx][jy] = EL_EMPTY;
3977         }
3978       }
3979     }
3980
3981 #else
3982
3983     for (i = 0; i < MAX_PLAYERS; i++)
3984     {
3985       if (stored_player[i].active &&
3986           !tape.player_participates[i])
3987       {
3988         struct PlayerInfo *player = &stored_player[i];
3989         int jx = player->jx, jy = player->jy;
3990
3991         player->active = FALSE;
3992         StorePlayer[jx][jy] = 0;
3993         Feld[jx][jy] = EL_EMPTY;
3994       }
3995     }
3996 #endif
3997   }
3998   else if (!network.enabled && !game.team_mode)         // && !tape.playing
3999   {
4000     // when in single player mode, eliminate all but the local player
4001
4002     for (i = 0; i < MAX_PLAYERS; i++)
4003     {
4004       struct PlayerInfo *player = &stored_player[i];
4005
4006       if (player->active && player != local_player)
4007       {
4008         int jx = player->jx, jy = player->jy;
4009
4010         player->active = FALSE;
4011         player->present = FALSE;
4012
4013         StorePlayer[jx][jy] = 0;
4014         Feld[jx][jy] = EL_EMPTY;
4015       }
4016     }
4017   }
4018
4019   for (i = 0; i < MAX_PLAYERS; i++)
4020     if (stored_player[i].active)
4021       game.players_still_needed++;
4022
4023   if (level.solved_by_one_player)
4024     game.players_still_needed = 1;
4025
4026   // when recording the game, store which players take part in the game
4027   if (tape.recording)
4028   {
4029 #if USE_NEW_PLAYER_ASSIGNMENTS
4030     for (i = 0; i < MAX_PLAYERS; i++)
4031       if (stored_player[i].connected)
4032         tape.player_participates[i] = TRUE;
4033 #else
4034     for (i = 0; i < MAX_PLAYERS; i++)
4035       if (stored_player[i].active)
4036         tape.player_participates[i] = TRUE;
4037 #endif
4038   }
4039
4040 #if DEBUG_INIT_PLAYER
4041   DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4042 #endif
4043
4044   if (BorderElement == EL_EMPTY)
4045   {
4046     SBX_Left = 0;
4047     SBX_Right = lev_fieldx - SCR_FIELDX;
4048     SBY_Upper = 0;
4049     SBY_Lower = lev_fieldy - SCR_FIELDY;
4050   }
4051   else
4052   {
4053     SBX_Left = -1;
4054     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4055     SBY_Upper = -1;
4056     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4057   }
4058
4059   if (full_lev_fieldx <= SCR_FIELDX)
4060     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4061   if (full_lev_fieldy <= SCR_FIELDY)
4062     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4063
4064   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4065     SBX_Left--;
4066   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4067     SBY_Upper--;
4068
4069   // if local player not found, look for custom element that might create
4070   // the player (make some assumptions about the right custom element)
4071   if (!local_player->present)
4072   {
4073     int start_x = 0, start_y = 0;
4074     int found_rating = 0;
4075     int found_element = EL_UNDEFINED;
4076     int player_nr = local_player->index_nr;
4077
4078     SCAN_PLAYFIELD(x, y)
4079     {
4080       int element = Feld[x][y];
4081       int content;
4082       int xx, yy;
4083       boolean is_player;
4084
4085       if (level.use_start_element[player_nr] &&
4086           level.start_element[player_nr] == element &&
4087           found_rating < 4)
4088       {
4089         start_x = x;
4090         start_y = y;
4091
4092         found_rating = 4;
4093         found_element = element;
4094       }
4095
4096       if (!IS_CUSTOM_ELEMENT(element))
4097         continue;
4098
4099       if (CAN_CHANGE(element))
4100       {
4101         for (i = 0; i < element_info[element].num_change_pages; i++)
4102         {
4103           // check for player created from custom element as single target
4104           content = element_info[element].change_page[i].target_element;
4105           is_player = ELEM_IS_PLAYER(content);
4106
4107           if (is_player && (found_rating < 3 ||
4108                             (found_rating == 3 && element < found_element)))
4109           {
4110             start_x = x;
4111             start_y = y;
4112
4113             found_rating = 3;
4114             found_element = element;
4115           }
4116         }
4117       }
4118
4119       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4120       {
4121         // check for player created from custom element as explosion content
4122         content = element_info[element].content.e[xx][yy];
4123         is_player = ELEM_IS_PLAYER(content);
4124
4125         if (is_player && (found_rating < 2 ||
4126                           (found_rating == 2 && element < found_element)))
4127         {
4128           start_x = x + xx - 1;
4129           start_y = y + yy - 1;
4130
4131           found_rating = 2;
4132           found_element = element;
4133         }
4134
4135         if (!CAN_CHANGE(element))
4136           continue;
4137
4138         for (i = 0; i < element_info[element].num_change_pages; i++)
4139         {
4140           // check for player created from custom element as extended target
4141           content =
4142             element_info[element].change_page[i].target_content.e[xx][yy];
4143
4144           is_player = ELEM_IS_PLAYER(content);
4145
4146           if (is_player && (found_rating < 1 ||
4147                             (found_rating == 1 && element < found_element)))
4148           {
4149             start_x = x + xx - 1;
4150             start_y = y + yy - 1;
4151
4152             found_rating = 1;
4153             found_element = element;
4154           }
4155         }
4156       }
4157     }
4158
4159     scroll_x = SCROLL_POSITION_X(start_x);
4160     scroll_y = SCROLL_POSITION_Y(start_y);
4161   }
4162   else
4163   {
4164     scroll_x = SCROLL_POSITION_X(local_player->jx);
4165     scroll_y = SCROLL_POSITION_Y(local_player->jy);
4166   }
4167
4168   // !!! FIX THIS (START) !!!
4169   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4170   {
4171     InitGameEngine_EM();
4172   }
4173   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4174   {
4175     InitGameEngine_SP();
4176   }
4177   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4178   {
4179     InitGameEngine_MM();
4180   }
4181   else
4182   {
4183     DrawLevel(REDRAW_FIELD);
4184     DrawAllPlayers();
4185
4186     // after drawing the level, correct some elements
4187     if (game.timegate_time_left == 0)
4188       CloseAllOpenTimegates();
4189   }
4190
4191   // blit playfield from scroll buffer to normal back buffer for fading in
4192   BlitScreenToBitmap(backbuffer);
4193   // !!! FIX THIS (END) !!!
4194
4195   DrawMaskedBorder(fade_mask);
4196
4197   FadeIn(fade_mask);
4198
4199 #if 1
4200   // full screen redraw is required at this point in the following cases:
4201   // - special editor door undrawn when game was started from level editor
4202   // - drawing area (playfield) was changed and has to be removed completely
4203   redraw_mask = REDRAW_ALL;
4204   BackToFront();
4205 #endif
4206
4207   if (!game.restart_level)
4208   {
4209     // copy default game door content to main double buffer
4210
4211     // !!! CHECK AGAIN !!!
4212     SetPanelBackground();
4213     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4214     DrawBackground(DX, DY, DXSIZE, DYSIZE);
4215   }
4216
4217   SetPanelBackground();
4218   SetDrawBackgroundMask(REDRAW_DOOR_1);
4219
4220   UpdateAndDisplayGameControlValues();
4221
4222   if (!game.restart_level)
4223   {
4224     UnmapGameButtons();
4225     UnmapTapeButtons();
4226
4227     FreeGameButtons();
4228     CreateGameButtons();
4229
4230     MapGameButtons();
4231     MapTapeButtons();
4232
4233     // copy actual game door content to door double buffer for OpenDoor()
4234     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4235
4236     OpenDoor(DOOR_OPEN_ALL);
4237
4238     KeyboardAutoRepeatOffUnlessAutoplay();
4239
4240 #if DEBUG_INIT_PLAYER
4241     DebugPrintPlayerStatus("Player status (final)");
4242 #endif
4243   }
4244
4245   UnmapAllGadgets();
4246
4247   MapGameButtons();
4248   MapTapeButtons();
4249
4250   if (!game.restart_level && !tape.playing)
4251   {
4252     LevelStats_incPlayed(level_nr);
4253
4254     SaveLevelSetup_SeriesInfo();
4255   }
4256
4257   game.restart_level = FALSE;
4258   game.restart_game_message = NULL;
4259   game.request_active = FALSE;
4260
4261   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4262     InitGameActions_MM();
4263
4264   SaveEngineSnapshotToListInitial();
4265
4266   if (!game.restart_level)
4267   {
4268     PlaySound(SND_GAME_STARTING);
4269
4270     if (setup.sound_music)
4271       PlayLevelMusic();
4272   }
4273 }
4274
4275 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4276                         int actual_player_x, int actual_player_y)
4277 {
4278   // this is used for non-R'n'D game engines to update certain engine values
4279
4280   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4281   {
4282     actual_player_x = correctLevelPosX_EM(actual_player_x);
4283     actual_player_y = correctLevelPosY_EM(actual_player_y);
4284   }
4285
4286   // needed to determine if sounds are played within the visible screen area
4287   scroll_x = actual_scroll_x;
4288   scroll_y = actual_scroll_y;
4289
4290   // needed to get player position for "follow finger" playing input method
4291   local_player->jx = actual_player_x;
4292   local_player->jy = actual_player_y;
4293 }
4294
4295 void InitMovDir(int x, int y)
4296 {
4297   int i, element = Feld[x][y];
4298   static int xy[4][2] =
4299   {
4300     {  0, +1 },
4301     { +1,  0 },
4302     {  0, -1 },
4303     { -1,  0 }
4304   };
4305   static int direction[3][4] =
4306   {
4307     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4308     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4309     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4310   };
4311
4312   switch (element)
4313   {
4314     case EL_BUG_RIGHT:
4315     case EL_BUG_UP:
4316     case EL_BUG_LEFT:
4317     case EL_BUG_DOWN:
4318       Feld[x][y] = EL_BUG;
4319       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4320       break;
4321
4322     case EL_SPACESHIP_RIGHT:
4323     case EL_SPACESHIP_UP:
4324     case EL_SPACESHIP_LEFT:
4325     case EL_SPACESHIP_DOWN:
4326       Feld[x][y] = EL_SPACESHIP;
4327       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4328       break;
4329
4330     case EL_BD_BUTTERFLY_RIGHT:
4331     case EL_BD_BUTTERFLY_UP:
4332     case EL_BD_BUTTERFLY_LEFT:
4333     case EL_BD_BUTTERFLY_DOWN:
4334       Feld[x][y] = EL_BD_BUTTERFLY;
4335       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4336       break;
4337
4338     case EL_BD_FIREFLY_RIGHT:
4339     case EL_BD_FIREFLY_UP:
4340     case EL_BD_FIREFLY_LEFT:
4341     case EL_BD_FIREFLY_DOWN:
4342       Feld[x][y] = EL_BD_FIREFLY;
4343       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4344       break;
4345
4346     case EL_PACMAN_RIGHT:
4347     case EL_PACMAN_UP:
4348     case EL_PACMAN_LEFT:
4349     case EL_PACMAN_DOWN:
4350       Feld[x][y] = EL_PACMAN;
4351       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4352       break;
4353
4354     case EL_YAMYAM_LEFT:
4355     case EL_YAMYAM_RIGHT:
4356     case EL_YAMYAM_UP:
4357     case EL_YAMYAM_DOWN:
4358       Feld[x][y] = EL_YAMYAM;
4359       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4360       break;
4361
4362     case EL_SP_SNIKSNAK:
4363       MovDir[x][y] = MV_UP;
4364       break;
4365
4366     case EL_SP_ELECTRON:
4367       MovDir[x][y] = MV_LEFT;
4368       break;
4369
4370     case EL_MOLE_LEFT:
4371     case EL_MOLE_RIGHT:
4372     case EL_MOLE_UP:
4373     case EL_MOLE_DOWN:
4374       Feld[x][y] = EL_MOLE;
4375       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4376       break;
4377
4378     default:
4379       if (IS_CUSTOM_ELEMENT(element))
4380       {
4381         struct ElementInfo *ei = &element_info[element];
4382         int move_direction_initial = ei->move_direction_initial;
4383         int move_pattern = ei->move_pattern;
4384
4385         if (move_direction_initial == MV_START_PREVIOUS)
4386         {
4387           if (MovDir[x][y] != MV_NONE)
4388             return;
4389
4390           move_direction_initial = MV_START_AUTOMATIC;
4391         }
4392
4393         if (move_direction_initial == MV_START_RANDOM)
4394           MovDir[x][y] = 1 << RND(4);
4395         else if (move_direction_initial & MV_ANY_DIRECTION)
4396           MovDir[x][y] = move_direction_initial;
4397         else if (move_pattern == MV_ALL_DIRECTIONS ||
4398                  move_pattern == MV_TURNING_LEFT ||
4399                  move_pattern == MV_TURNING_RIGHT ||
4400                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4401                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4402                  move_pattern == MV_TURNING_RANDOM)
4403           MovDir[x][y] = 1 << RND(4);
4404         else if (move_pattern == MV_HORIZONTAL)
4405           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4406         else if (move_pattern == MV_VERTICAL)
4407           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4408         else if (move_pattern & MV_ANY_DIRECTION)
4409           MovDir[x][y] = element_info[element].move_pattern;
4410         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4411                  move_pattern == MV_ALONG_RIGHT_SIDE)
4412         {
4413           // use random direction as default start direction
4414           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4415             MovDir[x][y] = 1 << RND(4);
4416
4417           for (i = 0; i < NUM_DIRECTIONS; i++)
4418           {
4419             int x1 = x + xy[i][0];
4420             int y1 = y + xy[i][1];
4421
4422             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4423             {
4424               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4425                 MovDir[x][y] = direction[0][i];
4426               else
4427                 MovDir[x][y] = direction[1][i];
4428
4429               break;
4430             }
4431           }
4432         }                
4433       }
4434       else
4435       {
4436         MovDir[x][y] = 1 << RND(4);
4437
4438         if (element != EL_BUG &&
4439             element != EL_SPACESHIP &&
4440             element != EL_BD_BUTTERFLY &&
4441             element != EL_BD_FIREFLY)
4442           break;
4443
4444         for (i = 0; i < NUM_DIRECTIONS; i++)
4445         {
4446           int x1 = x + xy[i][0];
4447           int y1 = y + xy[i][1];
4448
4449           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4450           {
4451             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4452             {
4453               MovDir[x][y] = direction[0][i];
4454               break;
4455             }
4456             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4457                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4458             {
4459               MovDir[x][y] = direction[1][i];
4460               break;
4461             }
4462           }
4463         }
4464       }
4465       break;
4466   }
4467
4468   GfxDir[x][y] = MovDir[x][y];
4469 }
4470
4471 void InitAmoebaNr(int x, int y)
4472 {
4473   int i;
4474   int group_nr = AmoebeNachbarNr(x, y);
4475
4476   if (group_nr == 0)
4477   {
4478     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4479     {
4480       if (AmoebaCnt[i] == 0)
4481       {
4482         group_nr = i;
4483         break;
4484       }
4485     }
4486   }
4487
4488   AmoebaNr[x][y] = group_nr;
4489   AmoebaCnt[group_nr]++;
4490   AmoebaCnt2[group_nr]++;
4491 }
4492
4493 static void LevelSolved(void)
4494 {
4495   if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4496       game.players_still_needed > 0)
4497     return;
4498
4499   game.LevelSolved = TRUE;
4500   game.GameOver = TRUE;
4501
4502   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4503                       game_em.lev->score :
4504                       level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4505                       game_mm.score :
4506                       game.score);
4507   game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4508                        MM_HEALTH(game_mm.laser_overload_value) :
4509                        game.health);
4510
4511   game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4512   game.LevelSolved_CountingScore = game.score_final;
4513   game.LevelSolved_CountingHealth = game.health_final;
4514 }
4515
4516 void GameWon(void)
4517 {
4518   static int time_count_steps;
4519   static int time, time_final;
4520   static int score, score_final;
4521   static int health, health_final;
4522   static int game_over_delay_1 = 0;
4523   static int game_over_delay_2 = 0;
4524   static int game_over_delay_3 = 0;
4525   int game_over_delay_value_1 = 50;
4526   int game_over_delay_value_2 = 25;
4527   int game_over_delay_value_3 = 50;
4528
4529   if (!game.LevelSolved_GameWon)
4530   {
4531     int i;
4532
4533     // do not start end game actions before the player stops moving (to exit)
4534     if (local_player->active && local_player->MovPos)
4535       return;
4536
4537     game.LevelSolved_GameWon = TRUE;
4538     game.LevelSolved_SaveTape = tape.recording;
4539     game.LevelSolved_SaveScore = !tape.playing;
4540
4541     if (!tape.playing)
4542     {
4543       LevelStats_incSolved(level_nr);
4544
4545       SaveLevelSetup_SeriesInfo();
4546     }
4547
4548     if (tape.auto_play)         // tape might already be stopped here
4549       tape.auto_play_level_solved = TRUE;
4550
4551     TapeStop();
4552
4553     game_over_delay_1 = 0;
4554     game_over_delay_2 = 0;
4555     game_over_delay_3 = game_over_delay_value_3;
4556
4557     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4558     score = score_final = game.score_final;
4559     health = health_final = game.health_final;
4560
4561     if (level.score[SC_TIME_BONUS] > 0)
4562     {
4563       if (TimeLeft > 0)
4564       {
4565         time_final = 0;
4566         score_final += TimeLeft * level.score[SC_TIME_BONUS];
4567       }
4568       else if (game.no_time_limit && TimePlayed < 999)
4569       {
4570         time_final = 999;
4571         score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4572       }
4573
4574       time_count_steps = MAX(1, ABS(time_final - time) / 100);
4575
4576       game_over_delay_1 = game_over_delay_value_1;
4577
4578       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4579       {
4580         health_final = 0;
4581         score_final += health * level.score[SC_TIME_BONUS];
4582
4583         game_over_delay_2 = game_over_delay_value_2;
4584       }
4585
4586       game.score_final = score_final;
4587       game.health_final = health_final;
4588     }
4589
4590     if (level_editor_test_game)
4591     {
4592       time = time_final;
4593       score = score_final;
4594
4595       game.LevelSolved_CountingTime = time;
4596       game.LevelSolved_CountingScore = score;
4597
4598       game_panel_controls[GAME_PANEL_TIME].value = time;
4599       game_panel_controls[GAME_PANEL_SCORE].value = score;
4600
4601       DisplayGameControlValues();
4602     }
4603
4604     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4605     {
4606       // check if last player has left the level
4607       if (game.exit_x >= 0 &&
4608           game.exit_y >= 0)
4609       {
4610         int x = game.exit_x;
4611         int y = game.exit_y;
4612         int element = Feld[x][y];
4613
4614         // close exit door after last player
4615         if ((game.all_players_gone &&
4616              (element == EL_EXIT_OPEN ||
4617               element == EL_SP_EXIT_OPEN ||
4618               element == EL_STEEL_EXIT_OPEN)) ||
4619             element == EL_EM_EXIT_OPEN ||
4620             element == EL_EM_STEEL_EXIT_OPEN)
4621         {
4622
4623           Feld[x][y] =
4624             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4625              element == EL_EM_EXIT_OPEN         ? EL_EM_EXIT_CLOSING :
4626              element == EL_SP_EXIT_OPEN         ? EL_SP_EXIT_CLOSING:
4627              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4628              EL_EM_STEEL_EXIT_CLOSING);
4629
4630           PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4631         }
4632
4633         // player disappears
4634         DrawLevelField(x, y);
4635       }
4636
4637       for (i = 0; i < MAX_PLAYERS; i++)
4638       {
4639         struct PlayerInfo *player = &stored_player[i];
4640
4641         if (player->present)
4642         {
4643           RemovePlayer(player);
4644
4645           // player disappears
4646           DrawLevelField(player->jx, player->jy);
4647         }
4648       }
4649     }
4650
4651     PlaySound(SND_GAME_WINNING);
4652   }
4653
4654   if (game_over_delay_1 > 0)
4655   {
4656     game_over_delay_1--;
4657
4658     return;
4659   }
4660
4661   if (time != time_final)
4662   {
4663     int time_to_go = ABS(time_final - time);
4664     int time_count_dir = (time < time_final ? +1 : -1);
4665
4666     if (time_to_go < time_count_steps)
4667       time_count_steps = 1;
4668
4669     time  += time_count_steps * time_count_dir;
4670     score += time_count_steps * level.score[SC_TIME_BONUS];
4671
4672     game.LevelSolved_CountingTime = time;
4673     game.LevelSolved_CountingScore = score;
4674
4675     game_panel_controls[GAME_PANEL_TIME].value = time;
4676     game_panel_controls[GAME_PANEL_SCORE].value = score;
4677
4678     DisplayGameControlValues();
4679
4680     if (time == time_final)
4681       StopSound(SND_GAME_LEVELTIME_BONUS);
4682     else if (setup.sound_loops)
4683       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4684     else
4685       PlaySound(SND_GAME_LEVELTIME_BONUS);
4686
4687     return;
4688   }
4689
4690   if (game_over_delay_2 > 0)
4691   {
4692     game_over_delay_2--;
4693
4694     return;
4695   }
4696
4697   if (health != health_final)
4698   {
4699     int health_count_dir = (health < health_final ? +1 : -1);
4700
4701     health += health_count_dir;
4702     score  += level.score[SC_TIME_BONUS];
4703
4704     game.LevelSolved_CountingHealth = health;
4705     game.LevelSolved_CountingScore = score;
4706
4707     game_panel_controls[GAME_PANEL_HEALTH].value = health;
4708     game_panel_controls[GAME_PANEL_SCORE].value = score;
4709
4710     DisplayGameControlValues();
4711
4712     if (health == health_final)
4713       StopSound(SND_GAME_LEVELTIME_BONUS);
4714     else if (setup.sound_loops)
4715       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4716     else
4717       PlaySound(SND_GAME_LEVELTIME_BONUS);
4718
4719     return;
4720   }
4721
4722   game.panel.active = FALSE;
4723
4724   if (game_over_delay_3 > 0)
4725   {
4726     game_over_delay_3--;
4727
4728     return;
4729   }
4730
4731   GameEnd();
4732 }
4733
4734 void GameEnd(void)
4735 {
4736   // used instead of "level_nr" (needed for network games)
4737   int last_level_nr = levelset.level_nr;
4738   int hi_pos;
4739
4740   game.LevelSolved_GameEnd = TRUE;
4741
4742   if (game.LevelSolved_SaveTape)
4743   {
4744     // make sure that request dialog to save tape does not open door again
4745     if (!global.use_envelope_request)
4746       CloseDoor(DOOR_CLOSE_1);
4747
4748     SaveTapeChecked_LevelSolved(tape.level_nr);         // ask to save tape
4749   }
4750
4751   // if no tape is to be saved, close both doors simultaneously
4752   CloseDoor(DOOR_CLOSE_ALL);
4753
4754   if (level_editor_test_game)
4755   {
4756     SetGameStatus(GAME_MODE_MAIN);
4757
4758     DrawMainMenu();
4759
4760     return;
4761   }
4762
4763   if (!game.LevelSolved_SaveScore)
4764   {
4765     SetGameStatus(GAME_MODE_MAIN);
4766
4767     DrawMainMenu();
4768
4769     return;
4770   }
4771
4772   if (level_nr == leveldir_current->handicap_level)
4773   {
4774     leveldir_current->handicap_level++;
4775
4776     SaveLevelSetup_SeriesInfo();
4777   }
4778
4779   if (setup.increment_levels &&
4780       level_nr < leveldir_current->last_level &&
4781       !network_playing)
4782   {
4783     level_nr++;         // advance to next level
4784     TapeErase();        // start with empty tape
4785
4786     if (setup.auto_play_next_level)
4787     {
4788       LoadLevel(level_nr);
4789
4790       SaveLevelSetup_SeriesInfo();
4791     }
4792   }
4793
4794   hi_pos = NewHiScore(last_level_nr);
4795
4796   if (hi_pos >= 0 && !setup.skip_scores_after_game)
4797   {
4798     SetGameStatus(GAME_MODE_SCORES);
4799
4800     DrawHallOfFame(last_level_nr, hi_pos);
4801   }
4802   else if (setup.auto_play_next_level && setup.increment_levels &&
4803            last_level_nr < leveldir_current->last_level &&
4804            !network_playing)
4805   {
4806     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4807   }
4808   else
4809   {
4810     SetGameStatus(GAME_MODE_MAIN);
4811
4812     DrawMainMenu();
4813   }
4814 }
4815
4816 int NewHiScore(int level_nr)
4817 {
4818   int k, l;
4819   int position = -1;
4820   boolean one_score_entry_per_name = !program.many_scores_per_name;
4821
4822   LoadScore(level_nr);
4823
4824   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4825       game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4826     return -1;
4827
4828   for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4829   {
4830     if (game.score_final > highscore[k].Score)
4831     {
4832       // player has made it to the hall of fame
4833
4834       if (k < MAX_SCORE_ENTRIES - 1)
4835       {
4836         int m = MAX_SCORE_ENTRIES - 1;
4837
4838         if (one_score_entry_per_name)
4839         {
4840           for (l = k; l < MAX_SCORE_ENTRIES; l++)
4841             if (strEqual(setup.player_name, highscore[l].Name))
4842               m = l;
4843
4844           if (m == k)   // player's new highscore overwrites his old one
4845             goto put_into_list;
4846         }
4847
4848         for (l = m; l > k; l--)
4849         {
4850           strcpy(highscore[l].Name, highscore[l - 1].Name);
4851           highscore[l].Score = highscore[l - 1].Score;
4852         }
4853       }
4854
4855       put_into_list:
4856
4857       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4858       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4859       highscore[k].Score = game.score_final;
4860       position = k;
4861
4862       break;
4863     }
4864     else if (one_score_entry_per_name &&
4865              !strncmp(setup.player_name, highscore[k].Name,
4866                       MAX_PLAYER_NAME_LEN))
4867       break;    // player already there with a higher score
4868   }
4869
4870   if (position >= 0) 
4871     SaveScore(level_nr);
4872
4873   return position;
4874 }
4875
4876 static int getElementMoveStepsizeExt(int x, int y, int direction)
4877 {
4878   int element = Feld[x][y];
4879   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4880   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4881   int horiz_move = (dx != 0);
4882   int sign = (horiz_move ? dx : dy);
4883   int step = sign * element_info[element].move_stepsize;
4884
4885   // special values for move stepsize for spring and things on conveyor belt
4886   if (horiz_move)
4887   {
4888     if (CAN_FALL(element) &&
4889         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4890       step = sign * MOVE_STEPSIZE_NORMAL / 2;
4891     else if (element == EL_SPRING)
4892       step = sign * MOVE_STEPSIZE_NORMAL * 2;
4893   }
4894
4895   return step;
4896 }
4897
4898 static int getElementMoveStepsize(int x, int y)
4899 {
4900   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4901 }
4902
4903 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4904 {
4905   if (player->GfxAction != action || player->GfxDir != dir)
4906   {
4907     player->GfxAction = action;
4908     player->GfxDir = dir;
4909     player->Frame = 0;
4910     player->StepFrame = 0;
4911   }
4912 }
4913
4914 static void ResetGfxFrame(int x, int y)
4915 {
4916   // profiling showed that "autotest" spends 10~20% of its time in this function
4917   if (DrawingDeactivatedField())
4918     return;
4919
4920   int element = Feld[x][y];
4921   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4922
4923   if (graphic_info[graphic].anim_global_sync)
4924     GfxFrame[x][y] = FrameCounter;
4925   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4926     GfxFrame[x][y] = CustomValue[x][y];
4927   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4928     GfxFrame[x][y] = element_info[element].collect_score;
4929   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4930     GfxFrame[x][y] = ChangeDelay[x][y];
4931 }
4932
4933 static void ResetGfxAnimation(int x, int y)
4934 {
4935   GfxAction[x][y] = ACTION_DEFAULT;
4936   GfxDir[x][y] = MovDir[x][y];
4937   GfxFrame[x][y] = 0;
4938
4939   ResetGfxFrame(x, y);
4940 }
4941
4942 static void ResetRandomAnimationValue(int x, int y)
4943 {
4944   GfxRandom[x][y] = INIT_GFX_RANDOM();
4945 }
4946
4947 static void InitMovingField(int x, int y, int direction)
4948 {
4949   int element = Feld[x][y];
4950   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4951   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4952   int newx = x + dx;
4953   int newy = y + dy;
4954   boolean is_moving_before, is_moving_after;
4955
4956   // check if element was/is moving or being moved before/after mode change
4957   is_moving_before = (WasJustMoving[x][y] != 0);
4958   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
4959
4960   // reset animation only for moving elements which change direction of moving
4961   // or which just started or stopped moving
4962   // (else CEs with property "can move" / "not moving" are reset each frame)
4963   if (is_moving_before != is_moving_after ||
4964       direction != MovDir[x][y])
4965     ResetGfxAnimation(x, y);
4966
4967   MovDir[x][y] = direction;
4968   GfxDir[x][y] = direction;
4969
4970   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4971                      direction == MV_DOWN && CAN_FALL(element) ?
4972                      ACTION_FALLING : ACTION_MOVING);
4973
4974   // this is needed for CEs with property "can move" / "not moving"
4975
4976   if (is_moving_after)
4977   {
4978     if (Feld[newx][newy] == EL_EMPTY)
4979       Feld[newx][newy] = EL_BLOCKED;
4980
4981     MovDir[newx][newy] = MovDir[x][y];
4982
4983     CustomValue[newx][newy] = CustomValue[x][y];
4984
4985     GfxFrame[newx][newy] = GfxFrame[x][y];
4986     GfxRandom[newx][newy] = GfxRandom[x][y];
4987     GfxAction[newx][newy] = GfxAction[x][y];
4988     GfxDir[newx][newy] = GfxDir[x][y];
4989   }
4990 }
4991
4992 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4993 {
4994   int direction = MovDir[x][y];
4995   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4996   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
4997
4998   *goes_to_x = newx;
4999   *goes_to_y = newy;
5000 }
5001
5002 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5003 {
5004   int oldx = x, oldy = y;
5005   int direction = MovDir[x][y];
5006
5007   if (direction == MV_LEFT)
5008     oldx++;
5009   else if (direction == MV_RIGHT)
5010     oldx--;
5011   else if (direction == MV_UP)
5012     oldy++;
5013   else if (direction == MV_DOWN)
5014     oldy--;
5015
5016   *comes_from_x = oldx;
5017   *comes_from_y = oldy;
5018 }
5019
5020 static int MovingOrBlocked2Element(int x, int y)
5021 {
5022   int element = Feld[x][y];
5023
5024   if (element == EL_BLOCKED)
5025   {
5026     int oldx, oldy;
5027
5028     Blocked2Moving(x, y, &oldx, &oldy);
5029     return Feld[oldx][oldy];
5030   }
5031   else
5032     return element;
5033 }
5034
5035 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5036 {
5037   // like MovingOrBlocked2Element(), but if element is moving
5038   // and (x,y) is the field the moving element is just leaving,
5039   // return EL_BLOCKED instead of the element value
5040   int element = Feld[x][y];
5041
5042   if (IS_MOVING(x, y))
5043   {
5044     if (element == EL_BLOCKED)
5045     {
5046       int oldx, oldy;
5047
5048       Blocked2Moving(x, y, &oldx, &oldy);
5049       return Feld[oldx][oldy];
5050     }
5051     else
5052       return EL_BLOCKED;
5053   }
5054   else
5055     return element;
5056 }
5057
5058 static void RemoveField(int x, int y)
5059 {
5060   Feld[x][y] = EL_EMPTY;
5061
5062   MovPos[x][y] = 0;
5063   MovDir[x][y] = 0;
5064   MovDelay[x][y] = 0;
5065
5066   CustomValue[x][y] = 0;
5067
5068   AmoebaNr[x][y] = 0;
5069   ChangeDelay[x][y] = 0;
5070   ChangePage[x][y] = -1;
5071   Pushed[x][y] = FALSE;
5072
5073   GfxElement[x][y] = EL_UNDEFINED;
5074   GfxAction[x][y] = ACTION_DEFAULT;
5075   GfxDir[x][y] = MV_NONE;
5076 }
5077
5078 static void RemoveMovingField(int x, int y)
5079 {
5080   int oldx = x, oldy = y, newx = x, newy = y;
5081   int element = Feld[x][y];
5082   int next_element = EL_UNDEFINED;
5083
5084   if (element != EL_BLOCKED && !IS_MOVING(x, y))
5085     return;
5086
5087   if (IS_MOVING(x, y))
5088   {
5089     Moving2Blocked(x, y, &newx, &newy);
5090
5091     if (Feld[newx][newy] != EL_BLOCKED)
5092     {
5093       // element is moving, but target field is not free (blocked), but
5094       // already occupied by something different (example: acid pool);
5095       // in this case, only remove the moving field, but not the target
5096
5097       RemoveField(oldx, oldy);
5098
5099       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5100
5101       TEST_DrawLevelField(oldx, oldy);
5102
5103       return;
5104     }
5105   }
5106   else if (element == EL_BLOCKED)
5107   {
5108     Blocked2Moving(x, y, &oldx, &oldy);
5109     if (!IS_MOVING(oldx, oldy))
5110       return;
5111   }
5112
5113   if (element == EL_BLOCKED &&
5114       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5115        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5116        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5117        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5118        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5119        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5120     next_element = get_next_element(Feld[oldx][oldy]);
5121
5122   RemoveField(oldx, oldy);
5123   RemoveField(newx, newy);
5124
5125   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5126
5127   if (next_element != EL_UNDEFINED)
5128     Feld[oldx][oldy] = next_element;
5129
5130   TEST_DrawLevelField(oldx, oldy);
5131   TEST_DrawLevelField(newx, newy);
5132 }
5133
5134 void DrawDynamite(int x, int y)
5135 {
5136   int sx = SCREENX(x), sy = SCREENY(y);
5137   int graphic = el2img(Feld[x][y]);
5138   int frame;
5139
5140   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5141     return;
5142
5143   if (IS_WALKABLE_INSIDE(Back[x][y]))
5144     return;
5145
5146   if (Back[x][y])
5147     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5148   else if (Store[x][y])
5149     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5150
5151   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5152
5153   if (Back[x][y] || Store[x][y])
5154     DrawGraphicThruMask(sx, sy, graphic, frame);
5155   else
5156     DrawGraphic(sx, sy, graphic, frame);
5157 }
5158
5159 static void CheckDynamite(int x, int y)
5160 {
5161   if (MovDelay[x][y] != 0)      // dynamite is still waiting to explode
5162   {
5163     MovDelay[x][y]--;
5164
5165     if (MovDelay[x][y] != 0)
5166     {
5167       DrawDynamite(x, y);
5168       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5169
5170       return;
5171     }
5172   }
5173
5174   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5175
5176   Bang(x, y);
5177 }
5178
5179 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5180 {
5181   boolean num_checked_players = 0;
5182   int i;
5183
5184   for (i = 0; i < MAX_PLAYERS; i++)
5185   {
5186     if (stored_player[i].active)
5187     {
5188       int sx = stored_player[i].jx;
5189       int sy = stored_player[i].jy;
5190
5191       if (num_checked_players == 0)
5192       {
5193         *sx1 = *sx2 = sx;
5194         *sy1 = *sy2 = sy;
5195       }
5196       else
5197       {
5198         *sx1 = MIN(*sx1, sx);
5199         *sy1 = MIN(*sy1, sy);
5200         *sx2 = MAX(*sx2, sx);
5201         *sy2 = MAX(*sy2, sy);
5202       }
5203
5204       num_checked_players++;
5205     }
5206   }
5207 }
5208
5209 static boolean checkIfAllPlayersFitToScreen_RND(void)
5210 {
5211   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5212
5213   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5214
5215   return (sx2 - sx1 < SCR_FIELDX &&
5216           sy2 - sy1 < SCR_FIELDY);
5217 }
5218
5219 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5220 {
5221   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5222
5223   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5224
5225   *sx = (sx1 + sx2) / 2;
5226   *sy = (sy1 + sy2) / 2;
5227 }
5228
5229 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5230                                boolean center_screen, boolean quick_relocation)
5231 {
5232   unsigned int frame_delay_value_old = GetVideoFrameDelay();
5233   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5234   boolean no_delay = (tape.warp_forward);
5235   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5236   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5237   int new_scroll_x, new_scroll_y;
5238
5239   if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5240   {
5241     // case 1: quick relocation inside visible screen (without scrolling)
5242
5243     RedrawPlayfield();
5244
5245     return;
5246   }
5247
5248   if (!level.shifted_relocation || center_screen)
5249   {
5250     // relocation _with_ centering of screen
5251
5252     new_scroll_x = SCROLL_POSITION_X(x);
5253     new_scroll_y = SCROLL_POSITION_Y(y);
5254   }
5255   else
5256   {
5257     // relocation _without_ centering of screen
5258
5259     int center_scroll_x = SCROLL_POSITION_X(old_x);
5260     int center_scroll_y = SCROLL_POSITION_Y(old_y);
5261     int offset_x = x + (scroll_x - center_scroll_x);
5262     int offset_y = y + (scroll_y - center_scroll_y);
5263
5264     // for new screen position, apply previous offset to center position
5265     new_scroll_x = SCROLL_POSITION_X(offset_x);
5266     new_scroll_y = SCROLL_POSITION_Y(offset_y);
5267   }
5268
5269   if (quick_relocation)
5270   {
5271     // case 2: quick relocation (redraw without visible scrolling)
5272
5273     scroll_x = new_scroll_x;
5274     scroll_y = new_scroll_y;
5275
5276     RedrawPlayfield();
5277
5278     return;
5279   }
5280
5281   // case 3: visible relocation (with scrolling to new position)
5282
5283   ScrollScreen(NULL, SCROLL_GO_ON);     // scroll last frame to full tile
5284
5285   SetVideoFrameDelay(wait_delay_value);
5286
5287   while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5288   {
5289     int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5290     int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5291
5292     if (dx == 0 && dy == 0)             // no scrolling needed at all
5293       break;
5294
5295     scroll_x -= dx;
5296     scroll_y -= dy;
5297
5298     // set values for horizontal/vertical screen scrolling (half tile size)
5299     int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5300     int dir_y = (dy != 0 ? MV_VERTICAL   : 0);
5301     int pos_x = dx * TILEX / 2;
5302     int pos_y = dy * TILEY / 2;
5303     int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5304     int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5305
5306     ScrollLevel(dx, dy);
5307     DrawAllPlayers();
5308
5309     // scroll in two steps of half tile size to make things smoother
5310     BlitScreenToBitmapExt_RND(window, fx, fy);
5311
5312     // scroll second step to align at full tile size
5313     BlitScreenToBitmap(window);
5314   }
5315
5316   DrawAllPlayers();
5317   BackToFront();
5318
5319   SetVideoFrameDelay(frame_delay_value_old);
5320 }
5321
5322 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5323 {
5324   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5325   int player_nr = GET_PLAYER_NR(el_player);
5326   struct PlayerInfo *player = &stored_player[player_nr];
5327   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5328   boolean no_delay = (tape.warp_forward);
5329   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5330   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5331   int old_jx = player->jx;
5332   int old_jy = player->jy;
5333   int old_element = Feld[old_jx][old_jy];
5334   int element = Feld[jx][jy];
5335   boolean player_relocated = (old_jx != jx || old_jy != jy);
5336
5337   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5338   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5339   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5340   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5341   int leave_side_horiz = move_dir_horiz;
5342   int leave_side_vert  = move_dir_vert;
5343   int enter_side = enter_side_horiz | enter_side_vert;
5344   int leave_side = leave_side_horiz | leave_side_vert;
5345
5346   if (player->buried)           // do not reanimate dead player
5347     return;
5348
5349   if (!player_relocated)        // no need to relocate the player
5350     return;
5351
5352   if (IS_PLAYER(jx, jy))        // player already placed at new position
5353   {
5354     RemoveField(jx, jy);        // temporarily remove newly placed player
5355     DrawLevelField(jx, jy);
5356   }
5357
5358   if (player->present)
5359   {
5360     while (player->MovPos)
5361     {
5362       ScrollPlayer(player, SCROLL_GO_ON);
5363       ScrollScreen(NULL, SCROLL_GO_ON);
5364
5365       AdvanceFrameAndPlayerCounters(player->index_nr);
5366
5367       DrawPlayer(player);
5368
5369       BackToFront_WithFrameDelay(wait_delay_value);
5370     }
5371
5372     DrawPlayer(player);         // needed here only to cleanup last field
5373     DrawLevelField(player->jx, player->jy);     // remove player graphic
5374
5375     player->is_moving = FALSE;
5376   }
5377
5378   if (IS_CUSTOM_ELEMENT(old_element))
5379     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5380                                CE_LEFT_BY_PLAYER,
5381                                player->index_bit, leave_side);
5382
5383   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5384                                       CE_PLAYER_LEAVES_X,
5385                                       player->index_bit, leave_side);
5386
5387   Feld[jx][jy] = el_player;
5388   InitPlayerField(jx, jy, el_player, TRUE);
5389
5390   /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5391      possible that the relocation target field did not contain a player element,
5392      but a walkable element, to which the new player was relocated -- in this
5393      case, restore that (already initialized!) element on the player field */
5394   if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5395   {
5396     Feld[jx][jy] = element;     // restore previously existing element
5397   }
5398
5399   // only visually relocate centered player
5400   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5401                      FALSE, level.instant_relocation);
5402
5403   TestIfPlayerTouchesBadThing(jx, jy);
5404   TestIfPlayerTouchesCustomElement(jx, jy);
5405
5406   if (IS_CUSTOM_ELEMENT(element))
5407     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5408                                player->index_bit, enter_side);
5409
5410   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5411                                       player->index_bit, enter_side);
5412
5413   if (player->is_switching)
5414   {
5415     /* ensure that relocation while still switching an element does not cause
5416        a new element to be treated as also switched directly after relocation
5417        (this is important for teleporter switches that teleport the player to
5418        a place where another teleporter switch is in the same direction, which
5419        would then incorrectly be treated as immediately switched before the
5420        direction key that caused the switch was released) */
5421
5422     player->switch_x += jx - old_jx;
5423     player->switch_y += jy - old_jy;
5424   }
5425 }
5426
5427 static void Explode(int ex, int ey, int phase, int mode)
5428 {
5429   int x, y;
5430   int last_phase;
5431   int border_element;
5432
5433   // !!! eliminate this variable !!!
5434   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5435
5436   if (game.explosions_delayed)
5437   {
5438     ExplodeField[ex][ey] = mode;
5439     return;
5440   }
5441
5442   if (phase == EX_PHASE_START)          // initialize 'Store[][]' field
5443   {
5444     int center_element = Feld[ex][ey];
5445     int artwork_element, explosion_element;     // set these values later
5446
5447     // remove things displayed in background while burning dynamite
5448     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5449       Back[ex][ey] = 0;
5450
5451     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5452     {
5453       // put moving element to center field (and let it explode there)
5454       center_element = MovingOrBlocked2Element(ex, ey);
5455       RemoveMovingField(ex, ey);
5456       Feld[ex][ey] = center_element;
5457     }
5458
5459     // now "center_element" is finally determined -- set related values now
5460     artwork_element = center_element;           // for custom player artwork
5461     explosion_element = center_element;         // for custom player artwork
5462
5463     if (IS_PLAYER(ex, ey))
5464     {
5465       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5466
5467       artwork_element = stored_player[player_nr].artwork_element;
5468
5469       if (level.use_explosion_element[player_nr])
5470       {
5471         explosion_element = level.explosion_element[player_nr];
5472         artwork_element = explosion_element;
5473       }
5474     }
5475
5476     if (mode == EX_TYPE_NORMAL ||
5477         mode == EX_TYPE_CENTER ||
5478         mode == EX_TYPE_CROSS)
5479       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5480
5481     last_phase = element_info[explosion_element].explosion_delay + 1;
5482
5483     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5484     {
5485       int xx = x - ex + 1;
5486       int yy = y - ey + 1;
5487       int element;
5488
5489       if (!IN_LEV_FIELD(x, y) ||
5490           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5491           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5492         continue;
5493
5494       element = Feld[x][y];
5495
5496       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5497       {
5498         element = MovingOrBlocked2Element(x, y);
5499
5500         if (!IS_EXPLOSION_PROOF(element))
5501           RemoveMovingField(x, y);
5502       }
5503
5504       // indestructible elements can only explode in center (but not flames)
5505       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5506                                            mode == EX_TYPE_BORDER)) ||
5507           element == EL_FLAMES)
5508         continue;
5509
5510       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5511          behaviour, for example when touching a yamyam that explodes to rocks
5512          with active deadly shield, a rock is created under the player !!! */
5513       // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5514 #if 0
5515       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5516           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5517            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5518 #else
5519       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5520 #endif
5521       {
5522         if (IS_ACTIVE_BOMB(element))
5523         {
5524           // re-activate things under the bomb like gate or penguin
5525           Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5526           Back[x][y] = 0;
5527         }
5528
5529         continue;
5530       }
5531
5532       // save walkable background elements while explosion on same tile
5533       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5534           (x != ex || y != ey || mode == EX_TYPE_BORDER))
5535         Back[x][y] = element;
5536
5537       // ignite explodable elements reached by other explosion
5538       if (element == EL_EXPLOSION)
5539         element = Store2[x][y];
5540
5541       if (AmoebaNr[x][y] &&
5542           (element == EL_AMOEBA_FULL ||
5543            element == EL_BD_AMOEBA ||
5544            element == EL_AMOEBA_GROWING))
5545       {
5546         AmoebaCnt[AmoebaNr[x][y]]--;
5547         AmoebaCnt2[AmoebaNr[x][y]]--;
5548       }
5549
5550       RemoveField(x, y);
5551
5552       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5553       {
5554         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5555
5556         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5557
5558         if (PLAYERINFO(ex, ey)->use_murphy)
5559           Store[x][y] = EL_EMPTY;
5560       }
5561
5562       // !!! check this case -- currently needed for rnd_rado_negundo_v,
5563       // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5564       else if (ELEM_IS_PLAYER(center_element))
5565         Store[x][y] = EL_EMPTY;
5566       else if (center_element == EL_YAMYAM)
5567         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5568       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5569         Store[x][y] = element_info[center_element].content.e[xx][yy];
5570 #if 1
5571       // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5572       // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5573       // otherwise) -- FIX THIS !!!
5574       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5575         Store[x][y] = element_info[element].content.e[1][1];
5576 #else
5577       else if (!CAN_EXPLODE(element))
5578         Store[x][y] = element_info[element].content.e[1][1];
5579 #endif
5580       else
5581         Store[x][y] = EL_EMPTY;
5582
5583       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5584           center_element == EL_AMOEBA_TO_DIAMOND)
5585         Store2[x][y] = element;
5586
5587       Feld[x][y] = EL_EXPLOSION;
5588       GfxElement[x][y] = artwork_element;
5589
5590       ExplodePhase[x][y] = 1;
5591       ExplodeDelay[x][y] = last_phase;
5592
5593       Stop[x][y] = TRUE;
5594     }
5595
5596     if (center_element == EL_YAMYAM)
5597       game.yamyam_content_nr =
5598         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5599
5600     return;
5601   }
5602
5603   if (Stop[ex][ey])
5604     return;
5605
5606   x = ex;
5607   y = ey;
5608
5609   if (phase == 1)
5610     GfxFrame[x][y] = 0;         // restart explosion animation
5611
5612   last_phase = ExplodeDelay[x][y];
5613
5614   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5615
5616   // this can happen if the player leaves an explosion just in time
5617   if (GfxElement[x][y] == EL_UNDEFINED)
5618     GfxElement[x][y] = EL_EMPTY;
5619
5620   border_element = Store2[x][y];
5621   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5622     border_element = StorePlayer[x][y];
5623
5624   if (phase == element_info[border_element].ignition_delay ||
5625       phase == last_phase)
5626   {
5627     boolean border_explosion = FALSE;
5628
5629     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5630         !PLAYER_EXPLOSION_PROTECTED(x, y))
5631     {
5632       KillPlayerUnlessExplosionProtected(x, y);
5633       border_explosion = TRUE;
5634     }
5635     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5636     {
5637       Feld[x][y] = Store2[x][y];
5638       Store2[x][y] = 0;
5639       Bang(x, y);
5640       border_explosion = TRUE;
5641     }
5642     else if (border_element == EL_AMOEBA_TO_DIAMOND)
5643     {
5644       AmoebeUmwandeln(x, y);
5645       Store2[x][y] = 0;
5646       border_explosion = TRUE;
5647     }
5648
5649     // if an element just explodes due to another explosion (chain-reaction),
5650     // do not immediately end the new explosion when it was the last frame of
5651     // the explosion (as it would be done in the following "if"-statement!)
5652     if (border_explosion && phase == last_phase)
5653       return;
5654   }
5655
5656   if (phase == last_phase)
5657   {
5658     int element;
5659
5660     element = Feld[x][y] = Store[x][y];
5661     Store[x][y] = Store2[x][y] = 0;
5662     GfxElement[x][y] = EL_UNDEFINED;
5663
5664     // player can escape from explosions and might therefore be still alive
5665     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5666         element <= EL_PLAYER_IS_EXPLODING_4)
5667     {
5668       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5669       int explosion_element = EL_PLAYER_1 + player_nr;
5670       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5671       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5672
5673       if (level.use_explosion_element[player_nr])
5674         explosion_element = level.explosion_element[player_nr];
5675
5676       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5677                     element_info[explosion_element].content.e[xx][yy]);
5678     }
5679
5680     // restore probably existing indestructible background element
5681     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5682       element = Feld[x][y] = Back[x][y];
5683     Back[x][y] = 0;
5684
5685     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5686     GfxDir[x][y] = MV_NONE;
5687     ChangeDelay[x][y] = 0;
5688     ChangePage[x][y] = -1;
5689
5690     CustomValue[x][y] = 0;
5691
5692     InitField_WithBug2(x, y, FALSE);
5693
5694     TEST_DrawLevelField(x, y);
5695
5696     TestIfElementTouchesCustomElement(x, y);
5697
5698     if (GFX_CRUMBLED(element))
5699       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5700
5701     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5702       StorePlayer[x][y] = 0;
5703
5704     if (ELEM_IS_PLAYER(element))
5705       RelocatePlayer(x, y, element);
5706   }
5707   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5708   {
5709     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5710     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5711
5712     if (phase == delay)
5713       TEST_DrawLevelFieldCrumbled(x, y);
5714
5715     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5716     {
5717       DrawLevelElement(x, y, Back[x][y]);
5718       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5719     }
5720     else if (IS_WALKABLE_UNDER(Back[x][y]))
5721     {
5722       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5723       DrawLevelElementThruMask(x, y, Back[x][y]);
5724     }
5725     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5726       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5727   }
5728 }
5729
5730 static void DynaExplode(int ex, int ey)
5731 {
5732   int i, j;
5733   int dynabomb_element = Feld[ex][ey];
5734   int dynabomb_size = 1;
5735   boolean dynabomb_xl = FALSE;
5736   struct PlayerInfo *player;
5737   static int xy[4][2] =
5738   {
5739     { 0, -1 },
5740     { -1, 0 },
5741     { +1, 0 },
5742     { 0, +1 }
5743   };
5744
5745   if (IS_ACTIVE_BOMB(dynabomb_element))
5746   {
5747     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5748     dynabomb_size = player->dynabomb_size;
5749     dynabomb_xl = player->dynabomb_xl;
5750     player->dynabombs_left++;
5751   }
5752
5753   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5754
5755   for (i = 0; i < NUM_DIRECTIONS; i++)
5756   {
5757     for (j = 1; j <= dynabomb_size; j++)
5758     {
5759       int x = ex + j * xy[i][0];
5760       int y = ey + j * xy[i][1];
5761       int element;
5762
5763       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5764         break;
5765
5766       element = Feld[x][y];
5767
5768       // do not restart explosions of fields with active bombs
5769       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5770         continue;
5771
5772       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5773
5774       if (element != EL_EMPTY && element != EL_EXPLOSION &&
5775           !IS_DIGGABLE(element) && !dynabomb_xl)
5776         break;
5777     }
5778   }
5779 }
5780
5781 void Bang(int x, int y)
5782 {
5783   int element = MovingOrBlocked2Element(x, y);
5784   int explosion_type = EX_TYPE_NORMAL;
5785
5786   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5787   {
5788     struct PlayerInfo *player = PLAYERINFO(x, y);
5789
5790     element = Feld[x][y] = player->initial_element;
5791
5792     if (level.use_explosion_element[player->index_nr])
5793     {
5794       int explosion_element = level.explosion_element[player->index_nr];
5795
5796       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5797         explosion_type = EX_TYPE_CROSS;
5798       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5799         explosion_type = EX_TYPE_CENTER;
5800     }
5801   }
5802
5803   switch (element)
5804   {
5805     case EL_BUG:
5806     case EL_SPACESHIP:
5807     case EL_BD_BUTTERFLY:
5808     case EL_BD_FIREFLY:
5809     case EL_YAMYAM:
5810     case EL_DARK_YAMYAM:
5811     case EL_ROBOT:
5812     case EL_PACMAN:
5813     case EL_MOLE:
5814       RaiseScoreElement(element);
5815       break;
5816
5817     case EL_DYNABOMB_PLAYER_1_ACTIVE:
5818     case EL_DYNABOMB_PLAYER_2_ACTIVE:
5819     case EL_DYNABOMB_PLAYER_3_ACTIVE:
5820     case EL_DYNABOMB_PLAYER_4_ACTIVE:
5821     case EL_DYNABOMB_INCREASE_NUMBER:
5822     case EL_DYNABOMB_INCREASE_SIZE:
5823     case EL_DYNABOMB_INCREASE_POWER:
5824       explosion_type = EX_TYPE_DYNA;
5825       break;
5826
5827     case EL_DC_LANDMINE:
5828       explosion_type = EX_TYPE_CENTER;
5829       break;
5830
5831     case EL_PENGUIN:
5832     case EL_LAMP:
5833     case EL_LAMP_ACTIVE:
5834     case EL_AMOEBA_TO_DIAMOND:
5835       if (!IS_PLAYER(x, y))     // penguin and player may be at same field
5836         explosion_type = EX_TYPE_CENTER;
5837       break;
5838
5839     default:
5840       if (element_info[element].explosion_type == EXPLODES_CROSS)
5841         explosion_type = EX_TYPE_CROSS;
5842       else if (element_info[element].explosion_type == EXPLODES_1X1)
5843         explosion_type = EX_TYPE_CENTER;
5844       break;
5845   }
5846
5847   if (explosion_type == EX_TYPE_DYNA)
5848     DynaExplode(x, y);
5849   else
5850     Explode(x, y, EX_PHASE_START, explosion_type);
5851
5852   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5853 }
5854
5855 static void SplashAcid(int x, int y)
5856 {
5857   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5858       (!IN_LEV_FIELD(x - 1, y - 2) ||
5859        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5860     Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5861
5862   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5863       (!IN_LEV_FIELD(x + 1, y - 2) ||
5864        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5865     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5866
5867   PlayLevelSound(x, y, SND_ACID_SPLASHING);
5868 }
5869
5870 static void InitBeltMovement(void)
5871 {
5872   static int belt_base_element[4] =
5873   {
5874     EL_CONVEYOR_BELT_1_LEFT,
5875     EL_CONVEYOR_BELT_2_LEFT,
5876     EL_CONVEYOR_BELT_3_LEFT,
5877     EL_CONVEYOR_BELT_4_LEFT
5878   };
5879   static int belt_base_active_element[4] =
5880   {
5881     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5882     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5883     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5884     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5885   };
5886
5887   int x, y, i, j;
5888
5889   // set frame order for belt animation graphic according to belt direction
5890   for (i = 0; i < NUM_BELTS; i++)
5891   {
5892     int belt_nr = i;
5893
5894     for (j = 0; j < NUM_BELT_PARTS; j++)
5895     {
5896       int element = belt_base_active_element[belt_nr] + j;
5897       int graphic_1 = el2img(element);
5898       int graphic_2 = el2panelimg(element);
5899
5900       if (game.belt_dir[i] == MV_LEFT)
5901       {
5902         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5903         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5904       }
5905       else
5906       {
5907         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5908         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5909       }
5910     }
5911   }
5912
5913   SCAN_PLAYFIELD(x, y)
5914   {
5915     int element = Feld[x][y];
5916
5917     for (i = 0; i < NUM_BELTS; i++)
5918     {
5919       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5920       {
5921         int e_belt_nr = getBeltNrFromBeltElement(element);
5922         int belt_nr = i;
5923
5924         if (e_belt_nr == belt_nr)
5925         {
5926           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5927
5928           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5929         }
5930       }
5931     }
5932   }
5933 }
5934
5935 static void ToggleBeltSwitch(int x, int y)
5936 {
5937   static int belt_base_element[4] =
5938   {
5939     EL_CONVEYOR_BELT_1_LEFT,
5940     EL_CONVEYOR_BELT_2_LEFT,
5941     EL_CONVEYOR_BELT_3_LEFT,
5942     EL_CONVEYOR_BELT_4_LEFT
5943   };
5944   static int belt_base_active_element[4] =
5945   {
5946     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5947     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5948     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5949     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5950   };
5951   static int belt_base_switch_element[4] =
5952   {
5953     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5954     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5955     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5956     EL_CONVEYOR_BELT_4_SWITCH_LEFT
5957   };
5958   static int belt_move_dir[4] =
5959   {
5960     MV_LEFT,
5961     MV_NONE,
5962     MV_RIGHT,
5963     MV_NONE,
5964   };
5965
5966   int element = Feld[x][y];
5967   int belt_nr = getBeltNrFromBeltSwitchElement(element);
5968   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5969   int belt_dir = belt_move_dir[belt_dir_nr];
5970   int xx, yy, i;
5971
5972   if (!IS_BELT_SWITCH(element))
5973     return;
5974
5975   game.belt_dir_nr[belt_nr] = belt_dir_nr;
5976   game.belt_dir[belt_nr] = belt_dir;
5977
5978   if (belt_dir_nr == 3)
5979     belt_dir_nr = 1;
5980
5981   // set frame order for belt animation graphic according to belt direction
5982   for (i = 0; i < NUM_BELT_PARTS; i++)
5983   {
5984     int element = belt_base_active_element[belt_nr] + i;
5985     int graphic_1 = el2img(element);
5986     int graphic_2 = el2panelimg(element);
5987
5988     if (belt_dir == MV_LEFT)
5989     {
5990       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5991       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5992     }
5993     else
5994     {
5995       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5996       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5997     }
5998   }
5999
6000   SCAN_PLAYFIELD(xx, yy)
6001   {
6002     int element = Feld[xx][yy];
6003
6004     if (IS_BELT_SWITCH(element))
6005     {
6006       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6007
6008       if (e_belt_nr == belt_nr)
6009       {
6010         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6011         TEST_DrawLevelField(xx, yy);
6012       }
6013     }
6014     else if (IS_BELT(element) && belt_dir != MV_NONE)
6015     {
6016       int e_belt_nr = getBeltNrFromBeltElement(element);
6017
6018       if (e_belt_nr == belt_nr)
6019       {
6020         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6021
6022         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6023         TEST_DrawLevelField(xx, yy);
6024       }
6025     }
6026     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6027     {
6028       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6029
6030       if (e_belt_nr == belt_nr)
6031       {
6032         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6033
6034         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6035         TEST_DrawLevelField(xx, yy);
6036       }
6037     }
6038   }
6039 }
6040
6041 static void ToggleSwitchgateSwitch(int x, int y)
6042 {
6043   int xx, yy;
6044
6045   game.switchgate_pos = !game.switchgate_pos;
6046
6047   SCAN_PLAYFIELD(xx, yy)
6048   {
6049     int element = Feld[xx][yy];
6050
6051     if (element == EL_SWITCHGATE_SWITCH_UP)
6052     {
6053       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6054       TEST_DrawLevelField(xx, yy);
6055     }
6056     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6057     {
6058       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6059       TEST_DrawLevelField(xx, yy);
6060     }
6061     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6062     {
6063       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6064       TEST_DrawLevelField(xx, yy);
6065     }
6066     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6067     {
6068       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6069       TEST_DrawLevelField(xx, yy);
6070     }
6071     else if (element == EL_SWITCHGATE_OPEN ||
6072              element == EL_SWITCHGATE_OPENING)
6073     {
6074       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6075
6076       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6077     }
6078     else if (element == EL_SWITCHGATE_CLOSED ||
6079              element == EL_SWITCHGATE_CLOSING)
6080     {
6081       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6082
6083       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6084     }
6085   }
6086 }
6087
6088 static int getInvisibleActiveFromInvisibleElement(int element)
6089 {
6090   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6091           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
6092           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
6093           element);
6094 }
6095
6096 static int getInvisibleFromInvisibleActiveElement(int element)
6097 {
6098   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6099           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
6100           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
6101           element);
6102 }
6103
6104 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6105 {
6106   int x, y;
6107
6108   SCAN_PLAYFIELD(x, y)
6109   {
6110     int element = Feld[x][y];
6111
6112     if (element == EL_LIGHT_SWITCH &&
6113         game.light_time_left > 0)
6114     {
6115       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6116       TEST_DrawLevelField(x, y);
6117     }
6118     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6119              game.light_time_left == 0)
6120     {
6121       Feld[x][y] = EL_LIGHT_SWITCH;
6122       TEST_DrawLevelField(x, y);
6123     }
6124     else if (element == EL_EMC_DRIPPER &&
6125              game.light_time_left > 0)
6126     {
6127       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6128       TEST_DrawLevelField(x, y);
6129     }
6130     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6131              game.light_time_left == 0)
6132     {
6133       Feld[x][y] = EL_EMC_DRIPPER;
6134       TEST_DrawLevelField(x, y);
6135     }
6136     else if (element == EL_INVISIBLE_STEELWALL ||
6137              element == EL_INVISIBLE_WALL ||
6138              element == EL_INVISIBLE_SAND)
6139     {
6140       if (game.light_time_left > 0)
6141         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6142
6143       TEST_DrawLevelField(x, y);
6144
6145       // uncrumble neighbour fields, if needed
6146       if (element == EL_INVISIBLE_SAND)
6147         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6148     }
6149     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6150              element == EL_INVISIBLE_WALL_ACTIVE ||
6151              element == EL_INVISIBLE_SAND_ACTIVE)
6152     {
6153       if (game.light_time_left == 0)
6154         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6155
6156       TEST_DrawLevelField(x, y);
6157
6158       // re-crumble neighbour fields, if needed
6159       if (element == EL_INVISIBLE_SAND)
6160         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6161     }
6162   }
6163 }
6164
6165 static void RedrawAllInvisibleElementsForLenses(void)
6166 {
6167   int x, y;
6168
6169   SCAN_PLAYFIELD(x, y)
6170   {
6171     int element = Feld[x][y];
6172
6173     if (element == EL_EMC_DRIPPER &&
6174         game.lenses_time_left > 0)
6175     {
6176       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6177       TEST_DrawLevelField(x, y);
6178     }
6179     else if (element == EL_EMC_DRIPPER_ACTIVE &&
6180              game.lenses_time_left == 0)
6181     {
6182       Feld[x][y] = EL_EMC_DRIPPER;
6183       TEST_DrawLevelField(x, y);
6184     }
6185     else if (element == EL_INVISIBLE_STEELWALL ||
6186              element == EL_INVISIBLE_WALL ||
6187              element == EL_INVISIBLE_SAND)
6188     {
6189       if (game.lenses_time_left > 0)
6190         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6191
6192       TEST_DrawLevelField(x, y);
6193
6194       // uncrumble neighbour fields, if needed
6195       if (element == EL_INVISIBLE_SAND)
6196         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6197     }
6198     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6199              element == EL_INVISIBLE_WALL_ACTIVE ||
6200              element == EL_INVISIBLE_SAND_ACTIVE)
6201     {
6202       if (game.lenses_time_left == 0)
6203         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6204
6205       TEST_DrawLevelField(x, y);
6206
6207       // re-crumble neighbour fields, if needed
6208       if (element == EL_INVISIBLE_SAND)
6209         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6210     }
6211   }
6212 }
6213
6214 static void RedrawAllInvisibleElementsForMagnifier(void)
6215 {
6216   int x, y;
6217
6218   SCAN_PLAYFIELD(x, y)
6219   {
6220     int element = Feld[x][y];
6221
6222     if (element == EL_EMC_FAKE_GRASS &&
6223         game.magnify_time_left > 0)
6224     {
6225       Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6226       TEST_DrawLevelField(x, y);
6227     }
6228     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6229              game.magnify_time_left == 0)
6230     {
6231       Feld[x][y] = EL_EMC_FAKE_GRASS;
6232       TEST_DrawLevelField(x, y);
6233     }
6234     else if (IS_GATE_GRAY(element) &&
6235              game.magnify_time_left > 0)
6236     {
6237       Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6238                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6239                     IS_EM_GATE_GRAY(element) ?
6240                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6241                     IS_EMC_GATE_GRAY(element) ?
6242                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6243                     IS_DC_GATE_GRAY(element) ?
6244                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
6245                     element);
6246       TEST_DrawLevelField(x, y);
6247     }
6248     else if (IS_GATE_GRAY_ACTIVE(element) &&
6249              game.magnify_time_left == 0)
6250     {
6251       Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6252                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6253                     IS_EM_GATE_GRAY_ACTIVE(element) ?
6254                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6255                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
6256                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6257                     IS_DC_GATE_GRAY_ACTIVE(element) ?
6258                     EL_DC_GATE_WHITE_GRAY :
6259                     element);
6260       TEST_DrawLevelField(x, y);
6261     }
6262   }
6263 }
6264
6265 static void ToggleLightSwitch(int x, int y)
6266 {
6267   int element = Feld[x][y];
6268
6269   game.light_time_left =
6270     (element == EL_LIGHT_SWITCH ?
6271      level.time_light * FRAMES_PER_SECOND : 0);
6272
6273   RedrawAllLightSwitchesAndInvisibleElements();
6274 }
6275
6276 static void ActivateTimegateSwitch(int x, int y)
6277 {
6278   int xx, yy;
6279
6280   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6281
6282   SCAN_PLAYFIELD(xx, yy)
6283   {
6284     int element = Feld[xx][yy];
6285
6286     if (element == EL_TIMEGATE_CLOSED ||
6287         element == EL_TIMEGATE_CLOSING)
6288     {
6289       Feld[xx][yy] = EL_TIMEGATE_OPENING;
6290       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6291     }
6292
6293     /*
6294     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6295     {
6296       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6297       TEST_DrawLevelField(xx, yy);
6298     }
6299     */
6300
6301   }
6302
6303   Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6304                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6305 }
6306
6307 static void Impact(int x, int y)
6308 {
6309   boolean last_line = (y == lev_fieldy - 1);
6310   boolean object_hit = FALSE;
6311   boolean impact = (last_line || object_hit);
6312   int element = Feld[x][y];
6313   int smashed = EL_STEELWALL;
6314
6315   if (!last_line)       // check if element below was hit
6316   {
6317     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6318       return;
6319
6320     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6321                                          MovDir[x][y + 1] != MV_DOWN ||
6322                                          MovPos[x][y + 1] <= TILEY / 2));
6323
6324     // do not smash moving elements that left the smashed field in time
6325     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6326         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6327       object_hit = FALSE;
6328
6329 #if USE_QUICKSAND_IMPACT_BUGFIX
6330     if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6331     {
6332       RemoveMovingField(x, y + 1);
6333       Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6334       Feld[x][y + 2] = EL_ROCK;
6335       TEST_DrawLevelField(x, y + 2);
6336
6337       object_hit = TRUE;
6338     }
6339
6340     if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6341     {
6342       RemoveMovingField(x, y + 1);
6343       Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6344       Feld[x][y + 2] = EL_ROCK;
6345       TEST_DrawLevelField(x, y + 2);
6346
6347       object_hit = TRUE;
6348     }
6349 #endif
6350
6351     if (object_hit)
6352       smashed = MovingOrBlocked2Element(x, y + 1);
6353
6354     impact = (last_line || object_hit);
6355   }
6356
6357   if (!last_line && smashed == EL_ACID) // element falls into acid
6358   {
6359     SplashAcid(x, y + 1);
6360     return;
6361   }
6362
6363   // !!! not sufficient for all cases -- see EL_PEARL below !!!
6364   // only reset graphic animation if graphic really changes after impact
6365   if (impact &&
6366       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6367   {
6368     ResetGfxAnimation(x, y);
6369     TEST_DrawLevelField(x, y);
6370   }
6371
6372   if (impact && CAN_EXPLODE_IMPACT(element))
6373   {
6374     Bang(x, y);
6375     return;
6376   }
6377   else if (impact && element == EL_PEARL &&
6378            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6379   {
6380     ResetGfxAnimation(x, y);
6381
6382     Feld[x][y] = EL_PEARL_BREAKING;
6383     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6384     return;
6385   }
6386   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6387   {
6388     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6389
6390     return;
6391   }
6392
6393   if (impact && element == EL_AMOEBA_DROP)
6394   {
6395     if (object_hit && IS_PLAYER(x, y + 1))
6396       KillPlayerUnlessEnemyProtected(x, y + 1);
6397     else if (object_hit && smashed == EL_PENGUIN)
6398       Bang(x, y + 1);
6399     else
6400     {
6401       Feld[x][y] = EL_AMOEBA_GROWING;
6402       Store[x][y] = EL_AMOEBA_WET;
6403
6404       ResetRandomAnimationValue(x, y);
6405     }
6406     return;
6407   }
6408
6409   if (object_hit)               // check which object was hit
6410   {
6411     if ((CAN_PASS_MAGIC_WALL(element) && 
6412          (smashed == EL_MAGIC_WALL ||
6413           smashed == EL_BD_MAGIC_WALL)) ||
6414         (CAN_PASS_DC_MAGIC_WALL(element) &&
6415          smashed == EL_DC_MAGIC_WALL))
6416     {
6417       int xx, yy;
6418       int activated_magic_wall =
6419         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6420          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6421          EL_DC_MAGIC_WALL_ACTIVE);
6422
6423       // activate magic wall / mill
6424       SCAN_PLAYFIELD(xx, yy)
6425       {
6426         if (Feld[xx][yy] == smashed)
6427           Feld[xx][yy] = activated_magic_wall;
6428       }
6429
6430       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6431       game.magic_wall_active = TRUE;
6432
6433       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6434                             SND_MAGIC_WALL_ACTIVATING :
6435                             smashed == EL_BD_MAGIC_WALL ?
6436                             SND_BD_MAGIC_WALL_ACTIVATING :
6437                             SND_DC_MAGIC_WALL_ACTIVATING));
6438     }
6439
6440     if (IS_PLAYER(x, y + 1))
6441     {
6442       if (CAN_SMASH_PLAYER(element))
6443       {
6444         KillPlayerUnlessEnemyProtected(x, y + 1);
6445         return;
6446       }
6447     }
6448     else if (smashed == EL_PENGUIN)
6449     {
6450       if (CAN_SMASH_PLAYER(element))
6451       {
6452         Bang(x, y + 1);
6453         return;
6454       }
6455     }
6456     else if (element == EL_BD_DIAMOND)
6457     {
6458       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6459       {
6460         Bang(x, y + 1);
6461         return;
6462       }
6463     }
6464     else if (((element == EL_SP_INFOTRON ||
6465                element == EL_SP_ZONK) &&
6466               (smashed == EL_SP_SNIKSNAK ||
6467                smashed == EL_SP_ELECTRON ||
6468                smashed == EL_SP_DISK_ORANGE)) ||
6469              (element == EL_SP_INFOTRON &&
6470               smashed == EL_SP_DISK_YELLOW))
6471     {
6472       Bang(x, y + 1);
6473       return;
6474     }
6475     else if (CAN_SMASH_EVERYTHING(element))
6476     {
6477       if (IS_CLASSIC_ENEMY(smashed) ||
6478           CAN_EXPLODE_SMASHED(smashed))
6479       {
6480         Bang(x, y + 1);
6481         return;
6482       }
6483       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6484       {
6485         if (smashed == EL_LAMP ||
6486             smashed == EL_LAMP_ACTIVE)
6487         {
6488           Bang(x, y + 1);
6489           return;
6490         }
6491         else if (smashed == EL_NUT)
6492         {
6493           Feld[x][y + 1] = EL_NUT_BREAKING;
6494           PlayLevelSound(x, y, SND_NUT_BREAKING);
6495           RaiseScoreElement(EL_NUT);
6496           return;
6497         }
6498         else if (smashed == EL_PEARL)
6499         {
6500           ResetGfxAnimation(x, y);
6501
6502           Feld[x][y + 1] = EL_PEARL_BREAKING;
6503           PlayLevelSound(x, y, SND_PEARL_BREAKING);
6504           return;
6505         }
6506         else if (smashed == EL_DIAMOND)
6507         {
6508           Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6509           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6510           return;
6511         }
6512         else if (IS_BELT_SWITCH(smashed))
6513         {
6514           ToggleBeltSwitch(x, y + 1);
6515         }
6516         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6517                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6518                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6519                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6520         {
6521           ToggleSwitchgateSwitch(x, y + 1);
6522         }
6523         else if (smashed == EL_LIGHT_SWITCH ||
6524                  smashed == EL_LIGHT_SWITCH_ACTIVE)
6525         {
6526           ToggleLightSwitch(x, y + 1);
6527         }
6528         else
6529         {
6530           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6531
6532           CheckElementChangeBySide(x, y + 1, smashed, element,
6533                                    CE_SWITCHED, CH_SIDE_TOP);
6534           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6535                                             CH_SIDE_TOP);
6536         }
6537       }
6538       else
6539       {
6540         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6541       }
6542     }
6543   }
6544
6545   // play sound of magic wall / mill
6546   if (!last_line &&
6547       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6548        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6549        Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6550   {
6551     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6552       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6553     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6554       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6555     else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6556       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6557
6558     return;
6559   }
6560
6561   // play sound of object that hits the ground
6562   if (last_line || object_hit)
6563     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6564 }
6565
6566 static void TurnRoundExt(int x, int y)
6567 {
6568   static struct
6569   {
6570     int dx, dy;
6571   } move_xy[] =
6572   {
6573     {  0,  0 },
6574     { -1,  0 },
6575     { +1,  0 },
6576     {  0,  0 },
6577     {  0, -1 },
6578     {  0,  0 }, { 0, 0 }, { 0, 0 },
6579     {  0, +1 }
6580   };
6581   static struct
6582   {
6583     int left, right, back;
6584   } turn[] =
6585   {
6586     { 0,        0,              0        },
6587     { MV_DOWN,  MV_UP,          MV_RIGHT },
6588     { MV_UP,    MV_DOWN,        MV_LEFT  },
6589     { 0,        0,              0        },
6590     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
6591     { 0,        0,              0        },
6592     { 0,        0,              0        },
6593     { 0,        0,              0        },
6594     { MV_RIGHT, MV_LEFT,        MV_UP    }
6595   };
6596
6597   int element = Feld[x][y];
6598   int move_pattern = element_info[element].move_pattern;
6599
6600   int old_move_dir = MovDir[x][y];
6601   int left_dir  = turn[old_move_dir].left;
6602   int right_dir = turn[old_move_dir].right;
6603   int back_dir  = turn[old_move_dir].back;
6604
6605   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
6606   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
6607   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
6608   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
6609
6610   int left_x  = x + left_dx,  left_y  = y + left_dy;
6611   int right_x = x + right_dx, right_y = y + right_dy;
6612   int move_x  = x + move_dx,  move_y  = y + move_dy;
6613
6614   int xx, yy;
6615
6616   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6617   {
6618     TestIfBadThingTouchesOtherBadThing(x, y);
6619
6620     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6621       MovDir[x][y] = right_dir;
6622     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6623       MovDir[x][y] = left_dir;
6624
6625     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6626       MovDelay[x][y] = 9;
6627     else if (element == EL_BD_BUTTERFLY)     // && MovDir[x][y] == left_dir)
6628       MovDelay[x][y] = 1;
6629   }
6630   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6631   {
6632     TestIfBadThingTouchesOtherBadThing(x, y);
6633
6634     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6635       MovDir[x][y] = left_dir;
6636     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6637       MovDir[x][y] = right_dir;
6638
6639     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6640       MovDelay[x][y] = 9;
6641     else if (element == EL_BD_FIREFLY)      // && MovDir[x][y] == right_dir)
6642       MovDelay[x][y] = 1;
6643   }
6644   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6645   {
6646     TestIfBadThingTouchesOtherBadThing(x, y);
6647
6648     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6649       MovDir[x][y] = left_dir;
6650     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6651       MovDir[x][y] = right_dir;
6652
6653     if (MovDir[x][y] != old_move_dir)
6654       MovDelay[x][y] = 9;
6655   }
6656   else if (element == EL_YAMYAM)
6657   {
6658     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6659     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6660
6661     if (can_turn_left && can_turn_right)
6662       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6663     else if (can_turn_left)
6664       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6665     else if (can_turn_right)
6666       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6667     else
6668       MovDir[x][y] = back_dir;
6669
6670     MovDelay[x][y] = 16 + 16 * RND(3);
6671   }
6672   else if (element == EL_DARK_YAMYAM)
6673   {
6674     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6675                                                          left_x, left_y);
6676     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6677                                                          right_x, right_y);
6678
6679     if (can_turn_left && can_turn_right)
6680       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6681     else if (can_turn_left)
6682       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6683     else if (can_turn_right)
6684       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6685     else
6686       MovDir[x][y] = back_dir;
6687
6688     MovDelay[x][y] = 16 + 16 * RND(3);
6689   }
6690   else if (element == EL_PACMAN)
6691   {
6692     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6693     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6694
6695     if (can_turn_left && can_turn_right)
6696       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6697     else if (can_turn_left)
6698       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6699     else if (can_turn_right)
6700       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6701     else
6702       MovDir[x][y] = back_dir;
6703
6704     MovDelay[x][y] = 6 + RND(40);
6705   }
6706   else if (element == EL_PIG)
6707   {
6708     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6709     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6710     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6711     boolean should_turn_left, should_turn_right, should_move_on;
6712     int rnd_value = 24;
6713     int rnd = RND(rnd_value);
6714
6715     should_turn_left = (can_turn_left &&
6716                         (!can_move_on ||
6717                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6718                                                    y + back_dy + left_dy)));
6719     should_turn_right = (can_turn_right &&
6720                          (!can_move_on ||
6721                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6722                                                     y + back_dy + right_dy)));
6723     should_move_on = (can_move_on &&
6724                       (!can_turn_left ||
6725                        !can_turn_right ||
6726                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6727                                                  y + move_dy + left_dy) ||
6728                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6729                                                  y + move_dy + right_dy)));
6730
6731     if (should_turn_left || should_turn_right || should_move_on)
6732     {
6733       if (should_turn_left && should_turn_right && should_move_on)
6734         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
6735                         rnd < 2 * rnd_value / 3 ? right_dir :
6736                         old_move_dir);
6737       else if (should_turn_left && should_turn_right)
6738         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6739       else if (should_turn_left && should_move_on)
6740         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6741       else if (should_turn_right && should_move_on)
6742         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6743       else if (should_turn_left)
6744         MovDir[x][y] = left_dir;
6745       else if (should_turn_right)
6746         MovDir[x][y] = right_dir;
6747       else if (should_move_on)
6748         MovDir[x][y] = old_move_dir;
6749     }
6750     else if (can_move_on && rnd > rnd_value / 8)
6751       MovDir[x][y] = old_move_dir;
6752     else if (can_turn_left && can_turn_right)
6753       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6754     else if (can_turn_left && rnd > rnd_value / 8)
6755       MovDir[x][y] = left_dir;
6756     else if (can_turn_right && rnd > rnd_value/8)
6757       MovDir[x][y] = right_dir;
6758     else
6759       MovDir[x][y] = back_dir;
6760
6761     xx = x + move_xy[MovDir[x][y]].dx;
6762     yy = y + move_xy[MovDir[x][y]].dy;
6763
6764     if (!IN_LEV_FIELD(xx, yy) ||
6765         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6766       MovDir[x][y] = old_move_dir;
6767
6768     MovDelay[x][y] = 0;
6769   }
6770   else if (element == EL_DRAGON)
6771   {
6772     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6773     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6774     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6775     int rnd_value = 24;
6776     int rnd = RND(rnd_value);
6777
6778     if (can_move_on && rnd > rnd_value / 8)
6779       MovDir[x][y] = old_move_dir;
6780     else if (can_turn_left && can_turn_right)
6781       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6782     else if (can_turn_left && rnd > rnd_value / 8)
6783       MovDir[x][y] = left_dir;
6784     else if (can_turn_right && rnd > rnd_value / 8)
6785       MovDir[x][y] = right_dir;
6786     else
6787       MovDir[x][y] = back_dir;
6788
6789     xx = x + move_xy[MovDir[x][y]].dx;
6790     yy = y + move_xy[MovDir[x][y]].dy;
6791
6792     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6793       MovDir[x][y] = old_move_dir;
6794
6795     MovDelay[x][y] = 0;
6796   }
6797   else if (element == EL_MOLE)
6798   {
6799     boolean can_move_on =
6800       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6801                             IS_AMOEBOID(Feld[move_x][move_y]) ||
6802                             Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6803     if (!can_move_on)
6804     {
6805       boolean can_turn_left =
6806         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6807                               IS_AMOEBOID(Feld[left_x][left_y])));
6808
6809       boolean can_turn_right =
6810         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6811                               IS_AMOEBOID(Feld[right_x][right_y])));
6812
6813       if (can_turn_left && can_turn_right)
6814         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6815       else if (can_turn_left)
6816         MovDir[x][y] = left_dir;
6817       else
6818         MovDir[x][y] = right_dir;
6819     }
6820
6821     if (MovDir[x][y] != old_move_dir)
6822       MovDelay[x][y] = 9;
6823   }
6824   else if (element == EL_BALLOON)
6825   {
6826     MovDir[x][y] = game.wind_direction;
6827     MovDelay[x][y] = 0;
6828   }
6829   else if (element == EL_SPRING)
6830   {
6831     if (MovDir[x][y] & MV_HORIZONTAL)
6832     {
6833       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6834           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6835       {
6836         Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6837         ResetGfxAnimation(move_x, move_y);
6838         TEST_DrawLevelField(move_x, move_y);
6839
6840         MovDir[x][y] = back_dir;
6841       }
6842       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6843                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6844         MovDir[x][y] = MV_NONE;
6845     }
6846
6847     MovDelay[x][y] = 0;
6848   }
6849   else if (element == EL_ROBOT ||
6850            element == EL_SATELLITE ||
6851            element == EL_PENGUIN ||
6852            element == EL_EMC_ANDROID)
6853   {
6854     int attr_x = -1, attr_y = -1;
6855
6856     if (game.all_players_gone)
6857     {
6858       attr_x = game.exit_x;
6859       attr_y = game.exit_y;
6860     }
6861     else
6862     {
6863       int i;
6864
6865       for (i = 0; i < MAX_PLAYERS; i++)
6866       {
6867         struct PlayerInfo *player = &stored_player[i];
6868         int jx = player->jx, jy = player->jy;
6869
6870         if (!player->active)
6871           continue;
6872
6873         if (attr_x == -1 ||
6874             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6875         {
6876           attr_x = jx;
6877           attr_y = jy;
6878         }
6879       }
6880     }
6881
6882     if (element == EL_ROBOT &&
6883         game.robot_wheel_x >= 0 &&
6884         game.robot_wheel_y >= 0 &&
6885         (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6886          game.engine_version < VERSION_IDENT(3,1,0,0)))
6887     {
6888       attr_x = game.robot_wheel_x;
6889       attr_y = game.robot_wheel_y;
6890     }
6891
6892     if (element == EL_PENGUIN)
6893     {
6894       int i;
6895       static int xy[4][2] =
6896       {
6897         { 0, -1 },
6898         { -1, 0 },
6899         { +1, 0 },
6900         { 0, +1 }
6901       };
6902
6903       for (i = 0; i < NUM_DIRECTIONS; i++)
6904       {
6905         int ex = x + xy[i][0];
6906         int ey = y + xy[i][1];
6907
6908         if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6909                                      Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6910                                      Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6911                                      Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6912         {
6913           attr_x = ex;
6914           attr_y = ey;
6915           break;
6916         }
6917       }
6918     }
6919
6920     MovDir[x][y] = MV_NONE;
6921     if (attr_x < x)
6922       MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6923     else if (attr_x > x)
6924       MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6925     if (attr_y < y)
6926       MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6927     else if (attr_y > y)
6928       MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6929
6930     if (element == EL_ROBOT)
6931     {
6932       int newx, newy;
6933
6934       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6935         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6936       Moving2Blocked(x, y, &newx, &newy);
6937
6938       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6939         MovDelay[x][y] = 8 + 8 * !RND(3);
6940       else
6941         MovDelay[x][y] = 16;
6942     }
6943     else if (element == EL_PENGUIN)
6944     {
6945       int newx, newy;
6946
6947       MovDelay[x][y] = 1;
6948
6949       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6950       {
6951         boolean first_horiz = RND(2);
6952         int new_move_dir = MovDir[x][y];
6953
6954         MovDir[x][y] =
6955           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6956         Moving2Blocked(x, y, &newx, &newy);
6957
6958         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6959           return;
6960
6961         MovDir[x][y] =
6962           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6963         Moving2Blocked(x, y, &newx, &newy);
6964
6965         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6966           return;
6967
6968         MovDir[x][y] = old_move_dir;
6969         return;
6970       }
6971     }
6972     else if (element == EL_SATELLITE)
6973     {
6974       int newx, newy;
6975
6976       MovDelay[x][y] = 1;
6977
6978       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6979       {
6980         boolean first_horiz = RND(2);
6981         int new_move_dir = MovDir[x][y];
6982
6983         MovDir[x][y] =
6984           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6985         Moving2Blocked(x, y, &newx, &newy);
6986
6987         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6988           return;
6989
6990         MovDir[x][y] =
6991           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6992         Moving2Blocked(x, y, &newx, &newy);
6993
6994         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6995           return;
6996
6997         MovDir[x][y] = old_move_dir;
6998         return;
6999       }
7000     }
7001     else if (element == EL_EMC_ANDROID)
7002     {
7003       static int check_pos[16] =
7004       {
7005         -1,             //  0 => (invalid)
7006         7,              //  1 => MV_LEFT
7007         3,              //  2 => MV_RIGHT
7008         -1,             //  3 => (invalid)
7009         1,              //  4 =>            MV_UP
7010         0,              //  5 => MV_LEFT  | MV_UP
7011         2,              //  6 => MV_RIGHT | MV_UP
7012         -1,             //  7 => (invalid)
7013         5,              //  8 =>            MV_DOWN
7014         6,              //  9 => MV_LEFT  | MV_DOWN
7015         4,              // 10 => MV_RIGHT | MV_DOWN
7016         -1,             // 11 => (invalid)
7017         -1,             // 12 => (invalid)
7018         -1,             // 13 => (invalid)
7019         -1,             // 14 => (invalid)
7020         -1,             // 15 => (invalid)
7021       };
7022       static struct
7023       {
7024         int dx, dy;
7025         int dir;
7026       } check_xy[8] =
7027       {
7028         { -1, -1,       MV_LEFT  | MV_UP   },
7029         {  0, -1,                  MV_UP   },
7030         { +1, -1,       MV_RIGHT | MV_UP   },
7031         { +1,  0,       MV_RIGHT           },
7032         { +1, +1,       MV_RIGHT | MV_DOWN },
7033         {  0, +1,                  MV_DOWN },
7034         { -1, +1,       MV_LEFT  | MV_DOWN },
7035         { -1,  0,       MV_LEFT            },
7036       };
7037       int start_pos, check_order;
7038       boolean can_clone = FALSE;
7039       int i;
7040
7041       // check if there is any free field around current position
7042       for (i = 0; i < 8; i++)
7043       {
7044         int newx = x + check_xy[i].dx;
7045         int newy = y + check_xy[i].dy;
7046
7047         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7048         {
7049           can_clone = TRUE;
7050
7051           break;
7052         }
7053       }
7054
7055       if (can_clone)            // randomly find an element to clone
7056       {
7057         can_clone = FALSE;
7058
7059         start_pos = check_pos[RND(8)];
7060         check_order = (RND(2) ? -1 : +1);
7061
7062         for (i = 0; i < 8; i++)
7063         {
7064           int pos_raw = start_pos + i * check_order;
7065           int pos = (pos_raw + 8) % 8;
7066           int newx = x + check_xy[pos].dx;
7067           int newy = y + check_xy[pos].dy;
7068
7069           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7070           {
7071             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7072             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7073
7074             Store[x][y] = Feld[newx][newy];
7075
7076             can_clone = TRUE;
7077
7078             break;
7079           }
7080         }
7081       }
7082
7083       if (can_clone)            // randomly find a direction to move
7084       {
7085         can_clone = FALSE;
7086
7087         start_pos = check_pos[RND(8)];
7088         check_order = (RND(2) ? -1 : +1);
7089
7090         for (i = 0; i < 8; i++)
7091         {
7092           int pos_raw = start_pos + i * check_order;
7093           int pos = (pos_raw + 8) % 8;
7094           int newx = x + check_xy[pos].dx;
7095           int newy = y + check_xy[pos].dy;
7096           int new_move_dir = check_xy[pos].dir;
7097
7098           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7099           {
7100             MovDir[x][y] = new_move_dir;
7101             MovDelay[x][y] = level.android_clone_time * 8 + 1;
7102
7103             can_clone = TRUE;
7104
7105             break;
7106           }
7107         }
7108       }
7109
7110       if (can_clone)            // cloning and moving successful
7111         return;
7112
7113       // cannot clone -- try to move towards player
7114
7115       start_pos = check_pos[MovDir[x][y] & 0x0f];
7116       check_order = (RND(2) ? -1 : +1);
7117
7118       for (i = 0; i < 3; i++)
7119       {
7120         // first check start_pos, then previous/next or (next/previous) pos
7121         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7122         int pos = (pos_raw + 8) % 8;
7123         int newx = x + check_xy[pos].dx;
7124         int newy = y + check_xy[pos].dy;
7125         int new_move_dir = check_xy[pos].dir;
7126
7127         if (IS_PLAYER(newx, newy))
7128           break;
7129
7130         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7131         {
7132           MovDir[x][y] = new_move_dir;
7133           MovDelay[x][y] = level.android_move_time * 8 + 1;
7134
7135           break;
7136         }
7137       }
7138     }
7139   }
7140   else if (move_pattern == MV_TURNING_LEFT ||
7141            move_pattern == MV_TURNING_RIGHT ||
7142            move_pattern == MV_TURNING_LEFT_RIGHT ||
7143            move_pattern == MV_TURNING_RIGHT_LEFT ||
7144            move_pattern == MV_TURNING_RANDOM ||
7145            move_pattern == MV_ALL_DIRECTIONS)
7146   {
7147     boolean can_turn_left =
7148       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7149     boolean can_turn_right =
7150       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7151
7152     if (element_info[element].move_stepsize == 0)       // "not moving"
7153       return;
7154
7155     if (move_pattern == MV_TURNING_LEFT)
7156       MovDir[x][y] = left_dir;
7157     else if (move_pattern == MV_TURNING_RIGHT)
7158       MovDir[x][y] = right_dir;
7159     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7160       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7161     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7162       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7163     else if (move_pattern == MV_TURNING_RANDOM)
7164       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7165                       can_turn_right && !can_turn_left ? right_dir :
7166                       RND(2) ? left_dir : right_dir);
7167     else if (can_turn_left && can_turn_right)
7168       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7169     else if (can_turn_left)
7170       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7171     else if (can_turn_right)
7172       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7173     else
7174       MovDir[x][y] = back_dir;
7175
7176     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7177   }
7178   else if (move_pattern == MV_HORIZONTAL ||
7179            move_pattern == MV_VERTICAL)
7180   {
7181     if (move_pattern & old_move_dir)
7182       MovDir[x][y] = back_dir;
7183     else if (move_pattern == MV_HORIZONTAL)
7184       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7185     else if (move_pattern == MV_VERTICAL)
7186       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7187
7188     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7189   }
7190   else if (move_pattern & MV_ANY_DIRECTION)
7191   {
7192     MovDir[x][y] = move_pattern;
7193     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7194   }
7195   else if (move_pattern & MV_WIND_DIRECTION)
7196   {
7197     MovDir[x][y] = game.wind_direction;
7198     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7199   }
7200   else if (move_pattern == MV_ALONG_LEFT_SIDE)
7201   {
7202     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7203       MovDir[x][y] = left_dir;
7204     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7205       MovDir[x][y] = right_dir;
7206
7207     if (MovDir[x][y] != old_move_dir)
7208       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7209   }
7210   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7211   {
7212     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7213       MovDir[x][y] = right_dir;
7214     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7215       MovDir[x][y] = left_dir;
7216
7217     if (MovDir[x][y] != old_move_dir)
7218       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7219   }
7220   else if (move_pattern == MV_TOWARDS_PLAYER ||
7221            move_pattern == MV_AWAY_FROM_PLAYER)
7222   {
7223     int attr_x = -1, attr_y = -1;
7224     int newx, newy;
7225     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7226
7227     if (game.all_players_gone)
7228     {
7229       attr_x = game.exit_x;
7230       attr_y = game.exit_y;
7231     }
7232     else
7233     {
7234       int i;
7235
7236       for (i = 0; i < MAX_PLAYERS; i++)
7237       {
7238         struct PlayerInfo *player = &stored_player[i];
7239         int jx = player->jx, jy = player->jy;
7240
7241         if (!player->active)
7242           continue;
7243
7244         if (attr_x == -1 ||
7245             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7246         {
7247           attr_x = jx;
7248           attr_y = jy;
7249         }
7250       }
7251     }
7252
7253     MovDir[x][y] = MV_NONE;
7254     if (attr_x < x)
7255       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7256     else if (attr_x > x)
7257       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7258     if (attr_y < y)
7259       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7260     else if (attr_y > y)
7261       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7262
7263     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7264
7265     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7266     {
7267       boolean first_horiz = RND(2);
7268       int new_move_dir = MovDir[x][y];
7269
7270       if (element_info[element].move_stepsize == 0)     // "not moving"
7271       {
7272         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7273         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7274
7275         return;
7276       }
7277
7278       MovDir[x][y] =
7279         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7280       Moving2Blocked(x, y, &newx, &newy);
7281
7282       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7283         return;
7284
7285       MovDir[x][y] =
7286         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7287       Moving2Blocked(x, y, &newx, &newy);
7288
7289       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7290         return;
7291
7292       MovDir[x][y] = old_move_dir;
7293     }
7294   }
7295   else if (move_pattern == MV_WHEN_PUSHED ||
7296            move_pattern == MV_WHEN_DROPPED)
7297   {
7298     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7299       MovDir[x][y] = MV_NONE;
7300
7301     MovDelay[x][y] = 0;
7302   }
7303   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7304   {
7305     static int test_xy[7][2] =
7306     {
7307       { 0, -1 },
7308       { -1, 0 },
7309       { +1, 0 },
7310       { 0, +1 },
7311       { 0, -1 },
7312       { -1, 0 },
7313       { +1, 0 },
7314     };
7315     static int test_dir[7] =
7316     {
7317       MV_UP,
7318       MV_LEFT,
7319       MV_RIGHT,
7320       MV_DOWN,
7321       MV_UP,
7322       MV_LEFT,
7323       MV_RIGHT,
7324     };
7325     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7326     int move_preference = -1000000;     // start with very low preference
7327     int new_move_dir = MV_NONE;
7328     int start_test = RND(4);
7329     int i;
7330
7331     for (i = 0; i < NUM_DIRECTIONS; i++)
7332     {
7333       int move_dir = test_dir[start_test + i];
7334       int move_dir_preference;
7335
7336       xx = x + test_xy[start_test + i][0];
7337       yy = y + test_xy[start_test + i][1];
7338
7339       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7340           (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7341       {
7342         new_move_dir = move_dir;
7343
7344         break;
7345       }
7346
7347       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7348         continue;
7349
7350       move_dir_preference = -1 * RunnerVisit[xx][yy];
7351       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7352         move_dir_preference = PlayerVisit[xx][yy];
7353
7354       if (move_dir_preference > move_preference)
7355       {
7356         // prefer field that has not been visited for the longest time
7357         move_preference = move_dir_preference;
7358         new_move_dir = move_dir;
7359       }
7360       else if (move_dir_preference == move_preference &&
7361                move_dir == old_move_dir)
7362       {
7363         // prefer last direction when all directions are preferred equally
7364         move_preference = move_dir_preference;
7365         new_move_dir = move_dir;
7366       }
7367     }
7368
7369     MovDir[x][y] = new_move_dir;
7370     if (old_move_dir != new_move_dir)
7371       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7372   }
7373 }
7374
7375 static void TurnRound(int x, int y)
7376 {
7377   int direction = MovDir[x][y];
7378
7379   TurnRoundExt(x, y);
7380
7381   GfxDir[x][y] = MovDir[x][y];
7382
7383   if (direction != MovDir[x][y])
7384     GfxFrame[x][y] = 0;
7385
7386   if (MovDelay[x][y])
7387     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7388
7389   ResetGfxFrame(x, y);
7390 }
7391
7392 static boolean JustBeingPushed(int x, int y)
7393 {
7394   int i;
7395
7396   for (i = 0; i < MAX_PLAYERS; i++)
7397   {
7398     struct PlayerInfo *player = &stored_player[i];
7399
7400     if (player->active && player->is_pushing && player->MovPos)
7401     {
7402       int next_jx = player->jx + (player->jx - player->last_jx);
7403       int next_jy = player->jy + (player->jy - player->last_jy);
7404
7405       if (x == next_jx && y == next_jy)
7406         return TRUE;
7407     }
7408   }
7409
7410   return FALSE;
7411 }
7412
7413 static void StartMoving(int x, int y)
7414 {
7415   boolean started_moving = FALSE;       // some elements can fall _and_ move
7416   int element = Feld[x][y];
7417
7418   if (Stop[x][y])
7419     return;
7420
7421   if (MovDelay[x][y] == 0)
7422     GfxAction[x][y] = ACTION_DEFAULT;
7423
7424   if (CAN_FALL(element) && y < lev_fieldy - 1)
7425   {
7426     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7427         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7428       if (JustBeingPushed(x, y))
7429         return;
7430
7431     if (element == EL_QUICKSAND_FULL)
7432     {
7433       if (IS_FREE(x, y + 1))
7434       {
7435         InitMovingField(x, y, MV_DOWN);
7436         started_moving = TRUE;
7437
7438         Feld[x][y] = EL_QUICKSAND_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441           Store[x][y] = EL_ROCK;
7442 #else
7443         Store[x][y] = EL_ROCK;
7444 #endif
7445
7446         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7447       }
7448       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7449       {
7450         if (!MovDelay[x][y])
7451         {
7452           MovDelay[x][y] = TILEY + 1;
7453
7454           ResetGfxAnimation(x, y);
7455           ResetGfxAnimation(x, y + 1);
7456         }
7457
7458         if (MovDelay[x][y])
7459         {
7460           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7461           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7462
7463           MovDelay[x][y]--;
7464           if (MovDelay[x][y])
7465             return;
7466         }
7467
7468         Feld[x][y] = EL_QUICKSAND_EMPTY;
7469         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7470         Store[x][y + 1] = Store[x][y];
7471         Store[x][y] = 0;
7472
7473         PlayLevelSoundAction(x, y, ACTION_FILLING);
7474       }
7475       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7476       {
7477         if (!MovDelay[x][y])
7478         {
7479           MovDelay[x][y] = TILEY + 1;
7480
7481           ResetGfxAnimation(x, y);
7482           ResetGfxAnimation(x, y + 1);
7483         }
7484
7485         if (MovDelay[x][y])
7486         {
7487           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7488           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7489
7490           MovDelay[x][y]--;
7491           if (MovDelay[x][y])
7492             return;
7493         }
7494
7495         Feld[x][y] = EL_QUICKSAND_EMPTY;
7496         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7497         Store[x][y + 1] = Store[x][y];
7498         Store[x][y] = 0;
7499
7500         PlayLevelSoundAction(x, y, ACTION_FILLING);
7501       }
7502     }
7503     else if (element == EL_QUICKSAND_FAST_FULL)
7504     {
7505       if (IS_FREE(x, y + 1))
7506       {
7507         InitMovingField(x, y, MV_DOWN);
7508         started_moving = TRUE;
7509
7510         Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7511 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7512         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7513           Store[x][y] = EL_ROCK;
7514 #else
7515         Store[x][y] = EL_ROCK;
7516 #endif
7517
7518         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7519       }
7520       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7521       {
7522         if (!MovDelay[x][y])
7523         {
7524           MovDelay[x][y] = TILEY + 1;
7525
7526           ResetGfxAnimation(x, y);
7527           ResetGfxAnimation(x, y + 1);
7528         }
7529
7530         if (MovDelay[x][y])
7531         {
7532           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7533           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7534
7535           MovDelay[x][y]--;
7536           if (MovDelay[x][y])
7537             return;
7538         }
7539
7540         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7541         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7542         Store[x][y + 1] = Store[x][y];
7543         Store[x][y] = 0;
7544
7545         PlayLevelSoundAction(x, y, ACTION_FILLING);
7546       }
7547       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7548       {
7549         if (!MovDelay[x][y])
7550         {
7551           MovDelay[x][y] = TILEY + 1;
7552
7553           ResetGfxAnimation(x, y);
7554           ResetGfxAnimation(x, y + 1);
7555         }
7556
7557         if (MovDelay[x][y])
7558         {
7559           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7560           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7561
7562           MovDelay[x][y]--;
7563           if (MovDelay[x][y])
7564             return;
7565         }
7566
7567         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7568         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7569         Store[x][y + 1] = Store[x][y];
7570         Store[x][y] = 0;
7571
7572         PlayLevelSoundAction(x, y, ACTION_FILLING);
7573       }
7574     }
7575     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7576              Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7577     {
7578       InitMovingField(x, y, MV_DOWN);
7579       started_moving = TRUE;
7580
7581       Feld[x][y] = EL_QUICKSAND_FILLING;
7582       Store[x][y] = element;
7583
7584       PlayLevelSoundAction(x, y, ACTION_FILLING);
7585     }
7586     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7587              Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7588     {
7589       InitMovingField(x, y, MV_DOWN);
7590       started_moving = TRUE;
7591
7592       Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7593       Store[x][y] = element;
7594
7595       PlayLevelSoundAction(x, y, ACTION_FILLING);
7596     }
7597     else if (element == EL_MAGIC_WALL_FULL)
7598     {
7599       if (IS_FREE(x, y + 1))
7600       {
7601         InitMovingField(x, y, MV_DOWN);
7602         started_moving = TRUE;
7603
7604         Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7605         Store[x][y] = EL_CHANGED(Store[x][y]);
7606       }
7607       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7608       {
7609         if (!MovDelay[x][y])
7610           MovDelay[x][y] = TILEY / 4 + 1;
7611
7612         if (MovDelay[x][y])
7613         {
7614           MovDelay[x][y]--;
7615           if (MovDelay[x][y])
7616             return;
7617         }
7618
7619         Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7620         Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7621         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7622         Store[x][y] = 0;
7623       }
7624     }
7625     else if (element == EL_BD_MAGIC_WALL_FULL)
7626     {
7627       if (IS_FREE(x, y + 1))
7628       {
7629         InitMovingField(x, y, MV_DOWN);
7630         started_moving = TRUE;
7631
7632         Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7633         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7634       }
7635       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7636       {
7637         if (!MovDelay[x][y])
7638           MovDelay[x][y] = TILEY / 4 + 1;
7639
7640         if (MovDelay[x][y])
7641         {
7642           MovDelay[x][y]--;
7643           if (MovDelay[x][y])
7644             return;
7645         }
7646
7647         Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7648         Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7649         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7650         Store[x][y] = 0;
7651       }
7652     }
7653     else if (element == EL_DC_MAGIC_WALL_FULL)
7654     {
7655       if (IS_FREE(x, y + 1))
7656       {
7657         InitMovingField(x, y, MV_DOWN);
7658         started_moving = TRUE;
7659
7660         Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7661         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7662       }
7663       else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7664       {
7665         if (!MovDelay[x][y])
7666           MovDelay[x][y] = TILEY / 4 + 1;
7667
7668         if (MovDelay[x][y])
7669         {
7670           MovDelay[x][y]--;
7671           if (MovDelay[x][y])
7672             return;
7673         }
7674
7675         Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7676         Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7677         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7678         Store[x][y] = 0;
7679       }
7680     }
7681     else if ((CAN_PASS_MAGIC_WALL(element) &&
7682               (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7683                Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7684              (CAN_PASS_DC_MAGIC_WALL(element) &&
7685               (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7686
7687     {
7688       InitMovingField(x, y, MV_DOWN);
7689       started_moving = TRUE;
7690
7691       Feld[x][y] =
7692         (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7693          Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7694          EL_DC_MAGIC_WALL_FILLING);
7695       Store[x][y] = element;
7696     }
7697     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7698     {
7699       SplashAcid(x, y + 1);
7700
7701       InitMovingField(x, y, MV_DOWN);
7702       started_moving = TRUE;
7703
7704       Store[x][y] = EL_ACID;
7705     }
7706     else if (
7707              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7708               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7709              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7710               CAN_FALL(element) && WasJustFalling[x][y] &&
7711               (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7712
7713              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7714               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7715               (Feld[x][y + 1] == EL_BLOCKED)))
7716     {
7717       /* this is needed for a special case not covered by calling "Impact()"
7718          from "ContinueMoving()": if an element moves to a tile directly below
7719          another element which was just falling on that tile (which was empty
7720          in the previous frame), the falling element above would just stop
7721          instead of smashing the element below (in previous version, the above
7722          element was just checked for "moving" instead of "falling", resulting
7723          in incorrect smashes caused by horizontal movement of the above
7724          element; also, the case of the player being the element to smash was
7725          simply not covered here... :-/ ) */
7726
7727       CheckCollision[x][y] = 0;
7728       CheckImpact[x][y] = 0;
7729
7730       Impact(x, y);
7731     }
7732     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7733     {
7734       if (MovDir[x][y] == MV_NONE)
7735       {
7736         InitMovingField(x, y, MV_DOWN);
7737         started_moving = TRUE;
7738       }
7739     }
7740     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7741     {
7742       if (WasJustFalling[x][y]) // prevent animation from being restarted
7743         MovDir[x][y] = MV_DOWN;
7744
7745       InitMovingField(x, y, MV_DOWN);
7746       started_moving = TRUE;
7747     }
7748     else if (element == EL_AMOEBA_DROP)
7749     {
7750       Feld[x][y] = EL_AMOEBA_GROWING;
7751       Store[x][y] = EL_AMOEBA_WET;
7752     }
7753     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7754               (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7755              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7756              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7757     {
7758       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
7759                                 (IS_FREE(x - 1, y + 1) ||
7760                                  Feld[x - 1][y + 1] == EL_ACID));
7761       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7762                                 (IS_FREE(x + 1, y + 1) ||
7763                                  Feld[x + 1][y + 1] == EL_ACID));
7764       boolean can_fall_any  = (can_fall_left || can_fall_right);
7765       boolean can_fall_both = (can_fall_left && can_fall_right);
7766       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7767
7768       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7769       {
7770         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7771           can_fall_right = FALSE;
7772         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7773           can_fall_left = FALSE;
7774         else if (slippery_type == SLIPPERY_ONLY_LEFT)
7775           can_fall_right = FALSE;
7776         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7777           can_fall_left = FALSE;
7778
7779         can_fall_any  = (can_fall_left || can_fall_right);
7780         can_fall_both = FALSE;
7781       }
7782
7783       if (can_fall_both)
7784       {
7785         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7786           can_fall_right = FALSE;       // slip down on left side
7787         else
7788           can_fall_left = !(can_fall_right = RND(2));
7789
7790         can_fall_both = FALSE;
7791       }
7792
7793       if (can_fall_any)
7794       {
7795         // if not determined otherwise, prefer left side for slipping down
7796         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7797         started_moving = TRUE;
7798       }
7799     }
7800     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7801     {
7802       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
7803       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7804       int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7805       int belt_dir = game.belt_dir[belt_nr];
7806
7807       if ((belt_dir == MV_LEFT  && left_is_free) ||
7808           (belt_dir == MV_RIGHT && right_is_free))
7809       {
7810         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7811
7812         InitMovingField(x, y, belt_dir);
7813         started_moving = TRUE;
7814
7815         Pushed[x][y] = TRUE;
7816         Pushed[nextx][y] = TRUE;
7817
7818         GfxAction[x][y] = ACTION_DEFAULT;
7819       }
7820       else
7821       {
7822         MovDir[x][y] = 0;       // if element was moving, stop it
7823       }
7824     }
7825   }
7826
7827   // not "else if" because of elements that can fall and move (EL_SPRING)
7828   if (CAN_MOVE(element) && !started_moving)
7829   {
7830     int move_pattern = element_info[element].move_pattern;
7831     int newx, newy;
7832
7833     Moving2Blocked(x, y, &newx, &newy);
7834
7835     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7836       return;
7837
7838     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7839         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7840     {
7841       WasJustMoving[x][y] = 0;
7842       CheckCollision[x][y] = 0;
7843
7844       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7845
7846       if (Feld[x][y] != element)        // element has changed
7847         return;
7848     }
7849
7850     if (!MovDelay[x][y])        // start new movement phase
7851     {
7852       // all objects that can change their move direction after each step
7853       // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7854
7855       if (element != EL_YAMYAM &&
7856           element != EL_DARK_YAMYAM &&
7857           element != EL_PACMAN &&
7858           !(move_pattern & MV_ANY_DIRECTION) &&
7859           move_pattern != MV_TURNING_LEFT &&
7860           move_pattern != MV_TURNING_RIGHT &&
7861           move_pattern != MV_TURNING_LEFT_RIGHT &&
7862           move_pattern != MV_TURNING_RIGHT_LEFT &&
7863           move_pattern != MV_TURNING_RANDOM)
7864       {
7865         TurnRound(x, y);
7866
7867         if (MovDelay[x][y] && (element == EL_BUG ||
7868                                element == EL_SPACESHIP ||
7869                                element == EL_SP_SNIKSNAK ||
7870                                element == EL_SP_ELECTRON ||
7871                                element == EL_MOLE))
7872           TEST_DrawLevelField(x, y);
7873       }
7874     }
7875
7876     if (MovDelay[x][y])         // wait some time before next movement
7877     {
7878       MovDelay[x][y]--;
7879
7880       if (element == EL_ROBOT ||
7881           element == EL_YAMYAM ||
7882           element == EL_DARK_YAMYAM)
7883       {
7884         DrawLevelElementAnimationIfNeeded(x, y, element);
7885         PlayLevelSoundAction(x, y, ACTION_WAITING);
7886       }
7887       else if (element == EL_SP_ELECTRON)
7888         DrawLevelElementAnimationIfNeeded(x, y, element);
7889       else if (element == EL_DRAGON)
7890       {
7891         int i;
7892         int dir = MovDir[x][y];
7893         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7894         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
7895         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
7896                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
7897                        dir == MV_UP     ? IMG_FLAMES_1_UP :
7898                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7899         int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7900
7901         GfxAction[x][y] = ACTION_ATTACKING;
7902
7903         if (IS_PLAYER(x, y))
7904           DrawPlayerField(x, y);
7905         else
7906           TEST_DrawLevelField(x, y);
7907
7908         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7909
7910         for (i = 1; i <= 3; i++)
7911         {
7912           int xx = x + i * dx;
7913           int yy = y + i * dy;
7914           int sx = SCREENX(xx);
7915           int sy = SCREENY(yy);
7916           int flame_graphic = graphic + (i - 1);
7917
7918           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7919             break;
7920
7921           if (MovDelay[x][y])
7922           {
7923             int flamed = MovingOrBlocked2Element(xx, yy);
7924
7925             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7926               Bang(xx, yy);
7927             else
7928               RemoveMovingField(xx, yy);
7929
7930             ChangeDelay[xx][yy] = 0;
7931
7932             Feld[xx][yy] = EL_FLAMES;
7933
7934             if (IN_SCR_FIELD(sx, sy))
7935             {
7936               TEST_DrawLevelFieldCrumbled(xx, yy);
7937               DrawGraphic(sx, sy, flame_graphic, frame);
7938             }
7939           }
7940           else
7941           {
7942             if (Feld[xx][yy] == EL_FLAMES)
7943               Feld[xx][yy] = EL_EMPTY;
7944             TEST_DrawLevelField(xx, yy);
7945           }
7946         }
7947       }
7948
7949       if (MovDelay[x][y])       // element still has to wait some time
7950       {
7951         PlayLevelSoundAction(x, y, ACTION_WAITING);
7952
7953         return;
7954       }
7955     }
7956
7957     // now make next step
7958
7959     Moving2Blocked(x, y, &newx, &newy); // get next screen position
7960
7961     if (DONT_COLLIDE_WITH(element) &&
7962         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7963         !PLAYER_ENEMY_PROTECTED(newx, newy))
7964     {
7965       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7966
7967       return;
7968     }
7969
7970     else if (CAN_MOVE_INTO_ACID(element) &&
7971              IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7972              !IS_MV_DIAGONAL(MovDir[x][y]) &&
7973              (MovDir[x][y] == MV_DOWN ||
7974               game.engine_version >= VERSION_IDENT(3,1,0,0)))
7975     {
7976       SplashAcid(newx, newy);
7977       Store[x][y] = EL_ACID;
7978     }
7979     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7980     {
7981       if (Feld[newx][newy] == EL_EXIT_OPEN ||
7982           Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7983           Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7984           Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7985       {
7986         RemoveField(x, y);
7987         TEST_DrawLevelField(x, y);
7988
7989         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7990         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7991           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7992
7993         game.friends_still_needed--;
7994         if (!game.friends_still_needed &&
7995             !game.GameOver &&
7996             game.all_players_gone)
7997           LevelSolved();
7998
7999         return;
8000       }
8001       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8002       {
8003         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8004           TEST_DrawLevelField(newx, newy);
8005         else
8006           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8007       }
8008       else if (!IS_FREE(newx, newy))
8009       {
8010         GfxAction[x][y] = ACTION_WAITING;
8011
8012         if (IS_PLAYER(x, y))
8013           DrawPlayerField(x, y);
8014         else
8015           TEST_DrawLevelField(x, y);
8016
8017         return;
8018       }
8019     }
8020     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8021     {
8022       if (IS_FOOD_PIG(Feld[newx][newy]))
8023       {
8024         if (IS_MOVING(newx, newy))
8025           RemoveMovingField(newx, newy);
8026         else
8027         {
8028           Feld[newx][newy] = EL_EMPTY;
8029           TEST_DrawLevelField(newx, newy);
8030         }
8031
8032         PlayLevelSound(x, y, SND_PIG_DIGGING);
8033       }
8034       else if (!IS_FREE(newx, newy))
8035       {
8036         if (IS_PLAYER(x, y))
8037           DrawPlayerField(x, y);
8038         else
8039           TEST_DrawLevelField(x, y);
8040
8041         return;
8042       }
8043     }
8044     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8045     {
8046       if (Store[x][y] != EL_EMPTY)
8047       {
8048         boolean can_clone = FALSE;
8049         int xx, yy;
8050
8051         // check if element to clone is still there
8052         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8053         {
8054           if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8055           {
8056             can_clone = TRUE;
8057
8058             break;
8059           }
8060         }
8061
8062         // cannot clone or target field not free anymore -- do not clone
8063         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8064           Store[x][y] = EL_EMPTY;
8065       }
8066
8067       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8068       {
8069         if (IS_MV_DIAGONAL(MovDir[x][y]))
8070         {
8071           int diagonal_move_dir = MovDir[x][y];
8072           int stored = Store[x][y];
8073           int change_delay = 8;
8074           int graphic;
8075
8076           // android is moving diagonally
8077
8078           CreateField(x, y, EL_DIAGONAL_SHRINKING);
8079
8080           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8081           GfxElement[x][y] = EL_EMC_ANDROID;
8082           GfxAction[x][y] = ACTION_SHRINKING;
8083           GfxDir[x][y] = diagonal_move_dir;
8084           ChangeDelay[x][y] = change_delay;
8085
8086           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8087                                    GfxDir[x][y]);
8088
8089           DrawLevelGraphicAnimation(x, y, graphic);
8090           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8091
8092           if (Feld[newx][newy] == EL_ACID)
8093           {
8094             SplashAcid(newx, newy);
8095
8096             return;
8097           }
8098
8099           CreateField(newx, newy, EL_DIAGONAL_GROWING);
8100
8101           Store[newx][newy] = EL_EMC_ANDROID;
8102           GfxElement[newx][newy] = EL_EMC_ANDROID;
8103           GfxAction[newx][newy] = ACTION_GROWING;
8104           GfxDir[newx][newy] = diagonal_move_dir;
8105           ChangeDelay[newx][newy] = change_delay;
8106
8107           graphic = el_act_dir2img(GfxElement[newx][newy],
8108                                    GfxAction[newx][newy], GfxDir[newx][newy]);
8109
8110           DrawLevelGraphicAnimation(newx, newy, graphic);
8111           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8112
8113           return;
8114         }
8115         else
8116         {
8117           Feld[newx][newy] = EL_EMPTY;
8118           TEST_DrawLevelField(newx, newy);
8119
8120           PlayLevelSoundAction(x, y, ACTION_DIGGING);
8121         }
8122       }
8123       else if (!IS_FREE(newx, newy))
8124       {
8125         return;
8126       }
8127     }
8128     else if (IS_CUSTOM_ELEMENT(element) &&
8129              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8130     {
8131       if (!DigFieldByCE(newx, newy, element))
8132         return;
8133
8134       if (move_pattern & MV_MAZE_RUNNER_STYLE)
8135       {
8136         RunnerVisit[x][y] = FrameCounter;
8137         PlayerVisit[x][y] /= 8;         // expire player visit path
8138       }
8139     }
8140     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8141     {
8142       if (!IS_FREE(newx, newy))
8143       {
8144         if (IS_PLAYER(x, y))
8145           DrawPlayerField(x, y);
8146         else
8147           TEST_DrawLevelField(x, y);
8148
8149         return;
8150       }
8151       else
8152       {
8153         boolean wanna_flame = !RND(10);
8154         int dx = newx - x, dy = newy - y;
8155         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8156         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8157         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8158                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8159         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8160                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8161
8162         if ((wanna_flame ||
8163              IS_CLASSIC_ENEMY(element1) ||
8164              IS_CLASSIC_ENEMY(element2)) &&
8165             element1 != EL_DRAGON && element2 != EL_DRAGON &&
8166             element1 != EL_FLAMES && element2 != EL_FLAMES)
8167         {
8168           ResetGfxAnimation(x, y);
8169           GfxAction[x][y] = ACTION_ATTACKING;
8170
8171           if (IS_PLAYER(x, y))
8172             DrawPlayerField(x, y);
8173           else
8174             TEST_DrawLevelField(x, y);
8175
8176           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8177
8178           MovDelay[x][y] = 50;
8179
8180           Feld[newx][newy] = EL_FLAMES;
8181           if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8182             Feld[newx1][newy1] = EL_FLAMES;
8183           if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8184             Feld[newx2][newy2] = EL_FLAMES;
8185
8186           return;
8187         }
8188       }
8189     }
8190     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8191              Feld[newx][newy] == EL_DIAMOND)
8192     {
8193       if (IS_MOVING(newx, newy))
8194         RemoveMovingField(newx, newy);
8195       else
8196       {
8197         Feld[newx][newy] = EL_EMPTY;
8198         TEST_DrawLevelField(newx, newy);
8199       }
8200
8201       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8202     }
8203     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8204              IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8205     {
8206       if (AmoebaNr[newx][newy])
8207       {
8208         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8209         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8210             Feld[newx][newy] == EL_BD_AMOEBA)
8211           AmoebaCnt[AmoebaNr[newx][newy]]--;
8212       }
8213
8214       if (IS_MOVING(newx, newy))
8215       {
8216         RemoveMovingField(newx, newy);
8217       }
8218       else
8219       {
8220         Feld[newx][newy] = EL_EMPTY;
8221         TEST_DrawLevelField(newx, newy);
8222       }
8223
8224       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8225     }
8226     else if ((element == EL_PACMAN || element == EL_MOLE)
8227              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8228     {
8229       if (AmoebaNr[newx][newy])
8230       {
8231         AmoebaCnt2[AmoebaNr[newx][newy]]--;
8232         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8233             Feld[newx][newy] == EL_BD_AMOEBA)
8234           AmoebaCnt[AmoebaNr[newx][newy]]--;
8235       }
8236
8237       if (element == EL_MOLE)
8238       {
8239         Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8240         PlayLevelSound(x, y, SND_MOLE_DIGGING);
8241
8242         ResetGfxAnimation(x, y);
8243         GfxAction[x][y] = ACTION_DIGGING;
8244         TEST_DrawLevelField(x, y);
8245
8246         MovDelay[newx][newy] = 0;       // start amoeba shrinking delay
8247
8248         return;                         // wait for shrinking amoeba
8249       }
8250       else      // element == EL_PACMAN
8251       {
8252         Feld[newx][newy] = EL_EMPTY;
8253         TEST_DrawLevelField(newx, newy);
8254         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8255       }
8256     }
8257     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8258              (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8259               (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8260     {
8261       // wait for shrinking amoeba to completely disappear
8262       return;
8263     }
8264     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8265     {
8266       // object was running against a wall
8267
8268       TurnRound(x, y);
8269
8270       if (GFX_ELEMENT(element) != EL_SAND)     // !!! FIX THIS (crumble) !!!
8271         DrawLevelElementAnimation(x, y, element);
8272
8273       if (DONT_TOUCH(element))
8274         TestIfBadThingTouchesPlayer(x, y);
8275
8276       return;
8277     }
8278
8279     InitMovingField(x, y, MovDir[x][y]);
8280
8281     PlayLevelSoundAction(x, y, ACTION_MOVING);
8282   }
8283
8284   if (MovDir[x][y])
8285     ContinueMoving(x, y);
8286 }
8287
8288 void ContinueMoving(int x, int y)
8289 {
8290   int element = Feld[x][y];
8291   struct ElementInfo *ei = &element_info[element];
8292   int direction = MovDir[x][y];
8293   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8294   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
8295   int newx = x + dx, newy = y + dy;
8296   int stored = Store[x][y];
8297   int stored_new = Store[newx][newy];
8298   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
8299   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8300   boolean last_line = (newy == lev_fieldy - 1);
8301
8302   MovPos[x][y] += getElementMoveStepsize(x, y);
8303
8304   if (pushed_by_player) // special case: moving object pushed by player
8305     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8306
8307   if (ABS(MovPos[x][y]) < TILEX)
8308   {
8309     TEST_DrawLevelField(x, y);
8310
8311     return;     // element is still moving
8312   }
8313
8314   // element reached destination field
8315
8316   Feld[x][y] = EL_EMPTY;
8317   Feld[newx][newy] = element;
8318   MovPos[x][y] = 0;     // force "not moving" for "crumbled sand"
8319
8320   if (Store[x][y] == EL_ACID)   // element is moving into acid pool
8321   {
8322     element = Feld[newx][newy] = EL_ACID;
8323   }
8324   else if (element == EL_MOLE)
8325   {
8326     Feld[x][y] = EL_SAND;
8327
8328     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8329   }
8330   else if (element == EL_QUICKSAND_FILLING)
8331   {
8332     element = Feld[newx][newy] = get_next_element(element);
8333     Store[newx][newy] = Store[x][y];
8334   }
8335   else if (element == EL_QUICKSAND_EMPTYING)
8336   {
8337     Feld[x][y] = get_next_element(element);
8338     element = Feld[newx][newy] = Store[x][y];
8339   }
8340   else if (element == EL_QUICKSAND_FAST_FILLING)
8341   {
8342     element = Feld[newx][newy] = get_next_element(element);
8343     Store[newx][newy] = Store[x][y];
8344   }
8345   else if (element == EL_QUICKSAND_FAST_EMPTYING)
8346   {
8347     Feld[x][y] = get_next_element(element);
8348     element = Feld[newx][newy] = Store[x][y];
8349   }
8350   else if (element == EL_MAGIC_WALL_FILLING)
8351   {
8352     element = Feld[newx][newy] = get_next_element(element);
8353     if (!game.magic_wall_active)
8354       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8355     Store[newx][newy] = Store[x][y];
8356   }
8357   else if (element == EL_MAGIC_WALL_EMPTYING)
8358   {
8359     Feld[x][y] = get_next_element(element);
8360     if (!game.magic_wall_active)
8361       Feld[x][y] = EL_MAGIC_WALL_DEAD;
8362     element = Feld[newx][newy] = Store[x][y];
8363
8364     InitField(newx, newy, FALSE);
8365   }
8366   else if (element == EL_BD_MAGIC_WALL_FILLING)
8367   {
8368     element = Feld[newx][newy] = get_next_element(element);
8369     if (!game.magic_wall_active)
8370       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8371     Store[newx][newy] = Store[x][y];
8372   }
8373   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8374   {
8375     Feld[x][y] = get_next_element(element);
8376     if (!game.magic_wall_active)
8377       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8378     element = Feld[newx][newy] = Store[x][y];
8379
8380     InitField(newx, newy, FALSE);
8381   }
8382   else if (element == EL_DC_MAGIC_WALL_FILLING)
8383   {
8384     element = Feld[newx][newy] = get_next_element(element);
8385     if (!game.magic_wall_active)
8386       element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8387     Store[newx][newy] = Store[x][y];
8388   }
8389   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8390   {
8391     Feld[x][y] = get_next_element(element);
8392     if (!game.magic_wall_active)
8393       Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8394     element = Feld[newx][newy] = Store[x][y];
8395
8396     InitField(newx, newy, FALSE);
8397   }
8398   else if (element == EL_AMOEBA_DROPPING)
8399   {
8400     Feld[x][y] = get_next_element(element);
8401     element = Feld[newx][newy] = Store[x][y];
8402   }
8403   else if (element == EL_SOKOBAN_OBJECT)
8404   {
8405     if (Back[x][y])
8406       Feld[x][y] = Back[x][y];
8407
8408     if (Back[newx][newy])
8409       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8410
8411     Back[x][y] = Back[newx][newy] = 0;
8412   }
8413
8414   Store[x][y] = EL_EMPTY;
8415   MovPos[x][y] = 0;
8416   MovDir[x][y] = 0;
8417   MovDelay[x][y] = 0;
8418
8419   MovDelay[newx][newy] = 0;
8420
8421   if (CAN_CHANGE_OR_HAS_ACTION(element))
8422   {
8423     // copy element change control values to new field
8424     ChangeDelay[newx][newy] = ChangeDelay[x][y];
8425     ChangePage[newx][newy]  = ChangePage[x][y];
8426     ChangeCount[newx][newy] = ChangeCount[x][y];
8427     ChangeEvent[newx][newy] = ChangeEvent[x][y];
8428   }
8429
8430   CustomValue[newx][newy] = CustomValue[x][y];
8431
8432   ChangeDelay[x][y] = 0;
8433   ChangePage[x][y] = -1;
8434   ChangeCount[x][y] = 0;
8435   ChangeEvent[x][y] = -1;
8436
8437   CustomValue[x][y] = 0;
8438
8439   // copy animation control values to new field
8440   GfxFrame[newx][newy]  = GfxFrame[x][y];
8441   GfxRandom[newx][newy] = GfxRandom[x][y];      // keep same random value
8442   GfxAction[newx][newy] = GfxAction[x][y];      // keep action one frame
8443   GfxDir[newx][newy]    = GfxDir[x][y];         // keep element direction
8444
8445   Pushed[x][y] = Pushed[newx][newy] = FALSE;
8446
8447   // some elements can leave other elements behind after moving
8448   if (ei->move_leave_element != EL_EMPTY &&
8449       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8450       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8451   {
8452     int move_leave_element = ei->move_leave_element;
8453
8454     // this makes it possible to leave the removed element again
8455     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8456       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8457
8458     Feld[x][y] = move_leave_element;
8459
8460     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8461       MovDir[x][y] = direction;
8462
8463     InitField(x, y, FALSE);
8464
8465     if (GFX_CRUMBLED(Feld[x][y]))
8466       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8467
8468     if (ELEM_IS_PLAYER(move_leave_element))
8469       RelocatePlayer(x, y, move_leave_element);
8470   }
8471
8472   // do this after checking for left-behind element
8473   ResetGfxAnimation(x, y);      // reset animation values for old field
8474
8475   if (!CAN_MOVE(element) ||
8476       (CAN_FALL(element) && direction == MV_DOWN &&
8477        (element == EL_SPRING ||
8478         element_info[element].move_pattern == MV_WHEN_PUSHED ||
8479         element_info[element].move_pattern == MV_WHEN_DROPPED)))
8480     GfxDir[x][y] = MovDir[newx][newy] = 0;
8481
8482   TEST_DrawLevelField(x, y);
8483   TEST_DrawLevelField(newx, newy);
8484
8485   Stop[newx][newy] = TRUE;      // ignore this element until the next frame
8486
8487   // prevent pushed element from moving on in pushed direction
8488   if (pushed_by_player && CAN_MOVE(element) &&
8489       element_info[element].move_pattern & MV_ANY_DIRECTION &&
8490       !(element_info[element].move_pattern & direction))
8491     TurnRound(newx, newy);
8492
8493   // prevent elements on conveyor belt from moving on in last direction
8494   if (pushed_by_conveyor && CAN_FALL(element) &&
8495       direction & MV_HORIZONTAL)
8496     MovDir[newx][newy] = 0;
8497
8498   if (!pushed_by_player)
8499   {
8500     int nextx = newx + dx, nexty = newy + dy;
8501     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8502
8503     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8504
8505     if (CAN_FALL(element) && direction == MV_DOWN)
8506       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8507
8508     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8509       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8510
8511     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8512       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8513   }
8514
8515   if (DONT_TOUCH(element))      // object may be nasty to player or others
8516   {
8517     TestIfBadThingTouchesPlayer(newx, newy);
8518     TestIfBadThingTouchesFriend(newx, newy);
8519
8520     if (!IS_CUSTOM_ELEMENT(element))
8521       TestIfBadThingTouchesOtherBadThing(newx, newy);
8522   }
8523   else if (element == EL_PENGUIN)
8524     TestIfFriendTouchesBadThing(newx, newy);
8525
8526   if (DONT_GET_HIT_BY(element))
8527   {
8528     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8529   }
8530
8531   // give the player one last chance (one more frame) to move away
8532   if (CAN_FALL(element) && direction == MV_DOWN &&
8533       (last_line || (!IS_FREE(x, newy + 1) &&
8534                      (!IS_PLAYER(x, newy + 1) ||
8535                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
8536     Impact(x, newy);
8537
8538   if (pushed_by_player && !game.use_change_when_pushing_bug)
8539   {
8540     int push_side = MV_DIR_OPPOSITE(direction);
8541     struct PlayerInfo *player = PLAYERINFO(x, y);
8542
8543     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8544                                player->index_bit, push_side);
8545     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8546                                         player->index_bit, push_side);
8547   }
8548
8549   if (element == EL_EMC_ANDROID && pushed_by_player)    // make another move
8550     MovDelay[newx][newy] = 1;
8551
8552   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8553
8554   TestIfElementTouchesCustomElement(x, y);      // empty or new element
8555   TestIfElementHitsCustomElement(newx, newy, direction);
8556   TestIfPlayerTouchesCustomElement(newx, newy);
8557   TestIfElementTouchesCustomElement(newx, newy);
8558
8559   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8560       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8561     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8562                              MV_DIR_OPPOSITE(direction));
8563 }
8564
8565 int AmoebeNachbarNr(int ax, int ay)
8566 {
8567   int i;
8568   int element = Feld[ax][ay];
8569   int group_nr = 0;
8570   static int xy[4][2] =
8571   {
8572     { 0, -1 },
8573     { -1, 0 },
8574     { +1, 0 },
8575     { 0, +1 }
8576   };
8577
8578   for (i = 0; i < NUM_DIRECTIONS; i++)
8579   {
8580     int x = ax + xy[i][0];
8581     int y = ay + xy[i][1];
8582
8583     if (!IN_LEV_FIELD(x, y))
8584       continue;
8585
8586     if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8587       group_nr = AmoebaNr[x][y];
8588   }
8589
8590   return group_nr;
8591 }
8592
8593 static void AmoebenVereinigen(int ax, int ay)
8594 {
8595   int i, x, y, xx, yy;
8596   int new_group_nr = AmoebaNr[ax][ay];
8597   static int xy[4][2] =
8598   {
8599     { 0, -1 },
8600     { -1, 0 },
8601     { +1, 0 },
8602     { 0, +1 }
8603   };
8604
8605   if (new_group_nr == 0)
8606     return;
8607
8608   for (i = 0; i < NUM_DIRECTIONS; i++)
8609   {
8610     x = ax + xy[i][0];
8611     y = ay + xy[i][1];
8612
8613     if (!IN_LEV_FIELD(x, y))
8614       continue;
8615
8616     if ((Feld[x][y] == EL_AMOEBA_FULL ||
8617          Feld[x][y] == EL_BD_AMOEBA ||
8618          Feld[x][y] == EL_AMOEBA_DEAD) &&
8619         AmoebaNr[x][y] != new_group_nr)
8620     {
8621       int old_group_nr = AmoebaNr[x][y];
8622
8623       if (old_group_nr == 0)
8624         return;
8625
8626       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8627       AmoebaCnt[old_group_nr] = 0;
8628       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8629       AmoebaCnt2[old_group_nr] = 0;
8630
8631       SCAN_PLAYFIELD(xx, yy)
8632       {
8633         if (AmoebaNr[xx][yy] == old_group_nr)
8634           AmoebaNr[xx][yy] = new_group_nr;
8635       }
8636     }
8637   }
8638 }
8639
8640 void AmoebeUmwandeln(int ax, int ay)
8641 {
8642   int i, x, y;
8643
8644   if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8645   {
8646     int group_nr = AmoebaNr[ax][ay];
8647
8648 #ifdef DEBUG
8649     if (group_nr == 0)
8650     {
8651       printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8652       printf("AmoebeUmwandeln(): This should never happen!\n");
8653       return;
8654     }
8655 #endif
8656
8657     SCAN_PLAYFIELD(x, y)
8658     {
8659       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8660       {
8661         AmoebaNr[x][y] = 0;
8662         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8663       }
8664     }
8665
8666     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8667                             SND_AMOEBA_TURNING_TO_GEM :
8668                             SND_AMOEBA_TURNING_TO_ROCK));
8669     Bang(ax, ay);
8670   }
8671   else
8672   {
8673     static int xy[4][2] =
8674     {
8675       { 0, -1 },
8676       { -1, 0 },
8677       { +1, 0 },
8678       { 0, +1 }
8679     };
8680
8681     for (i = 0; i < NUM_DIRECTIONS; i++)
8682     {
8683       x = ax + xy[i][0];
8684       y = ay + xy[i][1];
8685
8686       if (!IN_LEV_FIELD(x, y))
8687         continue;
8688
8689       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8690       {
8691         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8692                               SND_AMOEBA_TURNING_TO_GEM :
8693                               SND_AMOEBA_TURNING_TO_ROCK));
8694         Bang(x, y);
8695       }
8696     }
8697   }
8698 }
8699
8700 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8701 {
8702   int x, y;
8703   int group_nr = AmoebaNr[ax][ay];
8704   boolean done = FALSE;
8705
8706 #ifdef DEBUG
8707   if (group_nr == 0)
8708   {
8709     printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8710     printf("AmoebeUmwandelnBD(): This should never happen!\n");
8711     return;
8712   }
8713 #endif
8714
8715   SCAN_PLAYFIELD(x, y)
8716   {
8717     if (AmoebaNr[x][y] == group_nr &&
8718         (Feld[x][y] == EL_AMOEBA_DEAD ||
8719          Feld[x][y] == EL_BD_AMOEBA ||
8720          Feld[x][y] == EL_AMOEBA_GROWING))
8721     {
8722       AmoebaNr[x][y] = 0;
8723       Feld[x][y] = new_element;
8724       InitField(x, y, FALSE);
8725       TEST_DrawLevelField(x, y);
8726       done = TRUE;
8727     }
8728   }
8729
8730   if (done)
8731     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8732                             SND_BD_AMOEBA_TURNING_TO_ROCK :
8733                             SND_BD_AMOEBA_TURNING_TO_GEM));
8734 }
8735
8736 static void AmoebeWaechst(int x, int y)
8737 {
8738   static unsigned int sound_delay = 0;
8739   static unsigned int sound_delay_value = 0;
8740
8741   if (!MovDelay[x][y])          // start new growing cycle
8742   {
8743     MovDelay[x][y] = 7;
8744
8745     if (DelayReached(&sound_delay, sound_delay_value))
8746     {
8747       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8748       sound_delay_value = 30;
8749     }
8750   }
8751
8752   if (MovDelay[x][y])           // wait some time before growing bigger
8753   {
8754     MovDelay[x][y]--;
8755     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8756     {
8757       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8758                                            6 - MovDelay[x][y]);
8759
8760       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8761     }
8762
8763     if (!MovDelay[x][y])
8764     {
8765       Feld[x][y] = Store[x][y];
8766       Store[x][y] = 0;
8767       TEST_DrawLevelField(x, y);
8768     }
8769   }
8770 }
8771
8772 static void AmoebaDisappearing(int x, int y)
8773 {
8774   static unsigned int sound_delay = 0;
8775   static unsigned int sound_delay_value = 0;
8776
8777   if (!MovDelay[x][y])          // start new shrinking cycle
8778   {
8779     MovDelay[x][y] = 7;
8780
8781     if (DelayReached(&sound_delay, sound_delay_value))
8782       sound_delay_value = 30;
8783   }
8784
8785   if (MovDelay[x][y])           // wait some time before shrinking
8786   {
8787     MovDelay[x][y]--;
8788     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8789     {
8790       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8791                                            6 - MovDelay[x][y]);
8792
8793       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8794     }
8795
8796     if (!MovDelay[x][y])
8797     {
8798       Feld[x][y] = EL_EMPTY;
8799       TEST_DrawLevelField(x, y);
8800
8801       // don't let mole enter this field in this cycle;
8802       // (give priority to objects falling to this field from above)
8803       Stop[x][y] = TRUE;
8804     }
8805   }
8806 }
8807
8808 static void AmoebeAbleger(int ax, int ay)
8809 {
8810   int i;
8811   int element = Feld[ax][ay];
8812   int graphic = el2img(element);
8813   int newax = ax, neway = ay;
8814   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8815   static int xy[4][2] =
8816   {
8817     { 0, -1 },
8818     { -1, 0 },
8819     { +1, 0 },
8820     { 0, +1 }
8821   };
8822
8823   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8824   {
8825     Feld[ax][ay] = EL_AMOEBA_DEAD;
8826     TEST_DrawLevelField(ax, ay);
8827     return;
8828   }
8829
8830   if (IS_ANIMATED(graphic))
8831     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8832
8833   if (!MovDelay[ax][ay])        // start making new amoeba field
8834     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8835
8836   if (MovDelay[ax][ay])         // wait some time before making new amoeba
8837   {
8838     MovDelay[ax][ay]--;
8839     if (MovDelay[ax][ay])
8840       return;
8841   }
8842
8843   if (can_drop)                 // EL_AMOEBA_WET or EL_EMC_DRIPPER
8844   {
8845     int start = RND(4);
8846     int x = ax + xy[start][0];
8847     int y = ay + xy[start][1];
8848
8849     if (!IN_LEV_FIELD(x, y))
8850       return;
8851
8852     if (IS_FREE(x, y) ||
8853         CAN_GROW_INTO(Feld[x][y]) ||
8854         Feld[x][y] == EL_QUICKSAND_EMPTY ||
8855         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8856     {
8857       newax = x;
8858       neway = y;
8859     }
8860
8861     if (newax == ax && neway == ay)
8862       return;
8863   }
8864   else                          // normal or "filled" (BD style) amoeba
8865   {
8866     int start = RND(4);
8867     boolean waiting_for_player = FALSE;
8868
8869     for (i = 0; i < NUM_DIRECTIONS; i++)
8870     {
8871       int j = (start + i) % 4;
8872       int x = ax + xy[j][0];
8873       int y = ay + xy[j][1];
8874
8875       if (!IN_LEV_FIELD(x, y))
8876         continue;
8877
8878       if (IS_FREE(x, y) ||
8879           CAN_GROW_INTO(Feld[x][y]) ||
8880           Feld[x][y] == EL_QUICKSAND_EMPTY ||
8881           Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8882       {
8883         newax = x;
8884         neway = y;
8885         break;
8886       }
8887       else if (IS_PLAYER(x, y))
8888         waiting_for_player = TRUE;
8889     }
8890
8891     if (newax == ax && neway == ay)             // amoeba cannot grow
8892     {
8893       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8894       {
8895         Feld[ax][ay] = EL_AMOEBA_DEAD;
8896         TEST_DrawLevelField(ax, ay);
8897         AmoebaCnt[AmoebaNr[ax][ay]]--;
8898
8899         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   // amoeba is completely dead
8900         {
8901           if (element == EL_AMOEBA_FULL)
8902             AmoebeUmwandeln(ax, ay);
8903           else if (element == EL_BD_AMOEBA)
8904             AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8905         }
8906       }
8907       return;
8908     }
8909     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8910     {
8911       // amoeba gets larger by growing in some direction
8912
8913       int new_group_nr = AmoebaNr[ax][ay];
8914
8915 #ifdef DEBUG
8916   if (new_group_nr == 0)
8917   {
8918     printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8919     printf("AmoebeAbleger(): This should never happen!\n");
8920     return;
8921   }
8922 #endif
8923
8924       AmoebaNr[newax][neway] = new_group_nr;
8925       AmoebaCnt[new_group_nr]++;
8926       AmoebaCnt2[new_group_nr]++;
8927
8928       // if amoeba touches other amoeba(s) after growing, unify them
8929       AmoebenVereinigen(newax, neway);
8930
8931       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8932       {
8933         AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8934         return;
8935       }
8936     }
8937   }
8938
8939   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8940       (neway == lev_fieldy - 1 && newax != ax))
8941   {
8942     Feld[newax][neway] = EL_AMOEBA_GROWING;     // creation of new amoeba
8943     Store[newax][neway] = element;
8944   }
8945   else if (neway == ay || element == EL_EMC_DRIPPER)
8946   {
8947     Feld[newax][neway] = EL_AMOEBA_DROP;        // drop left/right of amoeba
8948
8949     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8950   }
8951   else
8952   {
8953     InitMovingField(ax, ay, MV_DOWN);           // drop dripping from amoeba
8954     Feld[ax][ay] = EL_AMOEBA_DROPPING;
8955     Store[ax][ay] = EL_AMOEBA_DROP;
8956     ContinueMoving(ax, ay);
8957     return;
8958   }
8959
8960   TEST_DrawLevelField(newax, neway);
8961 }
8962
8963 static void Life(int ax, int ay)
8964 {
8965   int x1, y1, x2, y2;
8966   int life_time = 40;
8967   int element = Feld[ax][ay];
8968   int graphic = el2img(element);
8969   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8970                          level.biomaze);
8971   boolean changed = FALSE;
8972
8973   if (IS_ANIMATED(graphic))
8974     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8975
8976   if (Stop[ax][ay])
8977     return;
8978
8979   if (!MovDelay[ax][ay])        // start new "game of life" cycle
8980     MovDelay[ax][ay] = life_time;
8981
8982   if (MovDelay[ax][ay])         // wait some time before next cycle
8983   {
8984     MovDelay[ax][ay]--;
8985     if (MovDelay[ax][ay])
8986       return;
8987   }
8988
8989   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8990   {
8991     int xx = ax+x1, yy = ay+y1;
8992     int old_element = Feld[xx][yy];
8993     int num_neighbours = 0;
8994
8995     if (!IN_LEV_FIELD(xx, yy))
8996       continue;
8997
8998     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8999     {
9000       int x = xx+x2, y = yy+y2;
9001
9002       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9003         continue;
9004
9005       boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9006       boolean is_neighbour = FALSE;
9007
9008       if (level.use_life_bugs)
9009         is_neighbour =
9010           (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9011            (IS_FREE(x, y)                             &&  Stop[x][y]));
9012       else
9013         is_neighbour =
9014           (Last[x][y] == element || is_player_cell);
9015
9016       if (is_neighbour)
9017         num_neighbours++;
9018     }
9019
9020     boolean is_free = FALSE;
9021
9022     if (level.use_life_bugs)
9023       is_free = (IS_FREE(xx, yy));
9024     else
9025       is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9026
9027     if (xx == ax && yy == ay)           // field in the middle
9028     {
9029       if (num_neighbours < life_parameter[0] ||
9030           num_neighbours > life_parameter[1])
9031       {
9032         Feld[xx][yy] = EL_EMPTY;
9033         if (Feld[xx][yy] != old_element)
9034           TEST_DrawLevelField(xx, yy);
9035         Stop[xx][yy] = TRUE;
9036         changed = TRUE;
9037       }
9038     }
9039     else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9040     {                                   // free border field
9041       if (num_neighbours >= life_parameter[2] &&
9042           num_neighbours <= life_parameter[3])
9043       {
9044         Feld[xx][yy] = element;
9045         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9046         if (Feld[xx][yy] != old_element)
9047           TEST_DrawLevelField(xx, yy);
9048         Stop[xx][yy] = TRUE;
9049         changed = TRUE;
9050       }
9051     }
9052   }
9053
9054   if (changed)
9055     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9056                    SND_GAME_OF_LIFE_GROWING);
9057 }
9058
9059 static void InitRobotWheel(int x, int y)
9060 {
9061   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9062 }
9063
9064 static void RunRobotWheel(int x, int y)
9065 {
9066   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9067 }
9068
9069 static void StopRobotWheel(int x, int y)
9070 {
9071   if (game.robot_wheel_x == x &&
9072       game.robot_wheel_y == y)
9073   {
9074     game.robot_wheel_x = -1;
9075     game.robot_wheel_y = -1;
9076     game.robot_wheel_active = FALSE;
9077   }
9078 }
9079
9080 static void InitTimegateWheel(int x, int y)
9081 {
9082   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9083 }
9084
9085 static void RunTimegateWheel(int x, int y)
9086 {
9087   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9088 }
9089
9090 static void InitMagicBallDelay(int x, int y)
9091 {
9092   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9093 }
9094
9095 static void ActivateMagicBall(int bx, int by)
9096 {
9097   int x, y;
9098
9099   if (level.ball_random)
9100   {
9101     int pos_border = RND(8);    // select one of the eight border elements
9102     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9103     int xx = pos_content % 3;
9104     int yy = pos_content / 3;
9105
9106     x = bx - 1 + xx;
9107     y = by - 1 + yy;
9108
9109     if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9110       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9111   }
9112   else
9113   {
9114     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9115     {
9116       int xx = x - bx + 1;
9117       int yy = y - by + 1;
9118
9119       if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9120         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9121     }
9122   }
9123
9124   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9125 }
9126
9127 static void CheckExit(int x, int y)
9128 {
9129   if (game.gems_still_needed > 0 ||
9130       game.sokoban_fields_still_needed > 0 ||
9131       game.sokoban_objects_still_needed > 0 ||
9132       game.lights_still_needed > 0)
9133   {
9134     int element = Feld[x][y];
9135     int graphic = el2img(element);
9136
9137     if (IS_ANIMATED(graphic))
9138       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9139
9140     return;
9141   }
9142
9143   // do not re-open exit door closed after last player
9144   if (game.all_players_gone)
9145     return;
9146
9147   Feld[x][y] = EL_EXIT_OPENING;
9148
9149   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9150 }
9151
9152 static void CheckExitEM(int x, int y)
9153 {
9154   if (game.gems_still_needed > 0 ||
9155       game.sokoban_fields_still_needed > 0 ||
9156       game.sokoban_objects_still_needed > 0 ||
9157       game.lights_still_needed > 0)
9158   {
9159     int element = Feld[x][y];
9160     int graphic = el2img(element);
9161
9162     if (IS_ANIMATED(graphic))
9163       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9164
9165     return;
9166   }
9167
9168   // do not re-open exit door closed after last player
9169   if (game.all_players_gone)
9170     return;
9171
9172   Feld[x][y] = EL_EM_EXIT_OPENING;
9173
9174   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9175 }
9176
9177 static void CheckExitSteel(int x, int y)
9178 {
9179   if (game.gems_still_needed > 0 ||
9180       game.sokoban_fields_still_needed > 0 ||
9181       game.sokoban_objects_still_needed > 0 ||
9182       game.lights_still_needed > 0)
9183   {
9184     int element = Feld[x][y];
9185     int graphic = el2img(element);
9186
9187     if (IS_ANIMATED(graphic))
9188       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9189
9190     return;
9191   }
9192
9193   // do not re-open exit door closed after last player
9194   if (game.all_players_gone)
9195     return;
9196
9197   Feld[x][y] = EL_STEEL_EXIT_OPENING;
9198
9199   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9200 }
9201
9202 static void CheckExitSteelEM(int x, int y)
9203 {
9204   if (game.gems_still_needed > 0 ||
9205       game.sokoban_fields_still_needed > 0 ||
9206       game.sokoban_objects_still_needed > 0 ||
9207       game.lights_still_needed > 0)
9208   {
9209     int element = Feld[x][y];
9210     int graphic = el2img(element);
9211
9212     if (IS_ANIMATED(graphic))
9213       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9214
9215     return;
9216   }
9217
9218   // do not re-open exit door closed after last player
9219   if (game.all_players_gone)
9220     return;
9221
9222   Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9223
9224   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9225 }
9226
9227 static void CheckExitSP(int x, int y)
9228 {
9229   if (game.gems_still_needed > 0)
9230   {
9231     int element = Feld[x][y];
9232     int graphic = el2img(element);
9233
9234     if (IS_ANIMATED(graphic))
9235       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9236
9237     return;
9238   }
9239
9240   // do not re-open exit door closed after last player
9241   if (game.all_players_gone)
9242     return;
9243
9244   Feld[x][y] = EL_SP_EXIT_OPENING;
9245
9246   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9247 }
9248
9249 static void CloseAllOpenTimegates(void)
9250 {
9251   int x, y;
9252
9253   SCAN_PLAYFIELD(x, y)
9254   {
9255     int element = Feld[x][y];
9256
9257     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9258     {
9259       Feld[x][y] = EL_TIMEGATE_CLOSING;
9260
9261       PlayLevelSoundAction(x, y, ACTION_CLOSING);
9262     }
9263   }
9264 }
9265
9266 static void DrawTwinkleOnField(int x, int y)
9267 {
9268   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9269     return;
9270
9271   if (Feld[x][y] == EL_BD_DIAMOND)
9272     return;
9273
9274   if (MovDelay[x][y] == 0)      // next animation frame
9275     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9276
9277   if (MovDelay[x][y] != 0)      // wait some time before next frame
9278   {
9279     MovDelay[x][y]--;
9280
9281     DrawLevelElementAnimation(x, y, Feld[x][y]);
9282
9283     if (MovDelay[x][y] != 0)
9284     {
9285       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9286                                            10 - MovDelay[x][y]);
9287
9288       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9289     }
9290   }
9291 }
9292
9293 static void MauerWaechst(int x, int y)
9294 {
9295   int delay = 6;
9296
9297   if (!MovDelay[x][y])          // next animation frame
9298     MovDelay[x][y] = 3 * delay;
9299
9300   if (MovDelay[x][y])           // wait some time before next frame
9301   {
9302     MovDelay[x][y]--;
9303
9304     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9305     {
9306       int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9307       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9308
9309       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9310     }
9311
9312     if (!MovDelay[x][y])
9313     {
9314       if (MovDir[x][y] == MV_LEFT)
9315       {
9316         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9317           TEST_DrawLevelField(x - 1, y);
9318       }
9319       else if (MovDir[x][y] == MV_RIGHT)
9320       {
9321         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9322           TEST_DrawLevelField(x + 1, y);
9323       }
9324       else if (MovDir[x][y] == MV_UP)
9325       {
9326         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9327           TEST_DrawLevelField(x, y - 1);
9328       }
9329       else
9330       {
9331         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9332           TEST_DrawLevelField(x, y + 1);
9333       }
9334
9335       Feld[x][y] = Store[x][y];
9336       Store[x][y] = 0;
9337       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9338       TEST_DrawLevelField(x, y);
9339     }
9340   }
9341 }
9342
9343 static void MauerAbleger(int ax, int ay)
9344 {
9345   int element = Feld[ax][ay];
9346   int graphic = el2img(element);
9347   boolean oben_frei = FALSE, unten_frei = FALSE;
9348   boolean links_frei = FALSE, rechts_frei = FALSE;
9349   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9350   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9351   boolean new_wall = FALSE;
9352
9353   if (IS_ANIMATED(graphic))
9354     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9355
9356   if (!MovDelay[ax][ay])        // start building new wall
9357     MovDelay[ax][ay] = 6;
9358
9359   if (MovDelay[ax][ay])         // wait some time before building new wall
9360   {
9361     MovDelay[ax][ay]--;
9362     if (MovDelay[ax][ay])
9363       return;
9364   }
9365
9366   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9367     oben_frei = TRUE;
9368   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9369     unten_frei = TRUE;
9370   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9371     links_frei = TRUE;
9372   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9373     rechts_frei = TRUE;
9374
9375   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9376       element == EL_EXPANDABLE_WALL_ANY)
9377   {
9378     if (oben_frei)
9379     {
9380       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9381       Store[ax][ay-1] = element;
9382       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9383       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9384         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9385                     IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9386       new_wall = TRUE;
9387     }
9388     if (unten_frei)
9389     {
9390       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9391       Store[ax][ay+1] = element;
9392       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9393       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9394         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9395                     IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9396       new_wall = TRUE;
9397     }
9398   }
9399
9400   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9401       element == EL_EXPANDABLE_WALL_ANY ||
9402       element == EL_EXPANDABLE_WALL ||
9403       element == EL_BD_EXPANDABLE_WALL)
9404   {
9405     if (links_frei)
9406     {
9407       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9408       Store[ax-1][ay] = element;
9409       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9410       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9411         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9412                     IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9413       new_wall = TRUE;
9414     }
9415
9416     if (rechts_frei)
9417     {
9418       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9419       Store[ax+1][ay] = element;
9420       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9421       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9422         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9423                     IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9424       new_wall = TRUE;
9425     }
9426   }
9427
9428   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9429     TEST_DrawLevelField(ax, ay);
9430
9431   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9432     oben_massiv = TRUE;
9433   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9434     unten_massiv = TRUE;
9435   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9436     links_massiv = TRUE;
9437   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9438     rechts_massiv = TRUE;
9439
9440   if (((oben_massiv && unten_massiv) ||
9441        element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9442        element == EL_EXPANDABLE_WALL) &&
9443       ((links_massiv && rechts_massiv) ||
9444        element == EL_EXPANDABLE_WALL_VERTICAL))
9445     Feld[ax][ay] = EL_WALL;
9446
9447   if (new_wall)
9448     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9449 }
9450
9451 static void MauerAblegerStahl(int ax, int ay)
9452 {
9453   int element = Feld[ax][ay];
9454   int graphic = el2img(element);
9455   boolean oben_frei = FALSE, unten_frei = FALSE;
9456   boolean links_frei = FALSE, rechts_frei = FALSE;
9457   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9458   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9459   boolean new_wall = FALSE;
9460
9461   if (IS_ANIMATED(graphic))
9462     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9463
9464   if (!MovDelay[ax][ay])        // start building new wall
9465     MovDelay[ax][ay] = 6;
9466
9467   if (MovDelay[ax][ay])         // wait some time before building new wall
9468   {
9469     MovDelay[ax][ay]--;
9470     if (MovDelay[ax][ay])
9471       return;
9472   }
9473
9474   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9475     oben_frei = TRUE;
9476   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9477     unten_frei = TRUE;
9478   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9479     links_frei = TRUE;
9480   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9481     rechts_frei = TRUE;
9482
9483   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9484       element == EL_EXPANDABLE_STEELWALL_ANY)
9485   {
9486     if (oben_frei)
9487     {
9488       Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9489       Store[ax][ay-1] = element;
9490       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9491       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9492         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9493                     IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9494       new_wall = TRUE;
9495     }
9496     if (unten_frei)
9497     {
9498       Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9499       Store[ax][ay+1] = element;
9500       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9501       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9502         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9503                     IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9504       new_wall = TRUE;
9505     }
9506   }
9507
9508   if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9509       element == EL_EXPANDABLE_STEELWALL_ANY)
9510   {
9511     if (links_frei)
9512     {
9513       Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9514       Store[ax-1][ay] = element;
9515       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9516       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9517         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9518                     IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9519       new_wall = TRUE;
9520     }
9521
9522     if (rechts_frei)
9523     {
9524       Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9525       Store[ax+1][ay] = element;
9526       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9527       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9528         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9529                     IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9530       new_wall = TRUE;
9531     }
9532   }
9533
9534   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9535     oben_massiv = TRUE;
9536   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9537     unten_massiv = TRUE;
9538   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9539     links_massiv = TRUE;
9540   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9541     rechts_massiv = TRUE;
9542
9543   if (((oben_massiv && unten_massiv) ||
9544        element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9545       ((links_massiv && rechts_massiv) ||
9546        element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9547     Feld[ax][ay] = EL_STEELWALL;
9548
9549   if (new_wall)
9550     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9551 }
9552
9553 static void CheckForDragon(int x, int y)
9554 {
9555   int i, j;
9556   boolean dragon_found = FALSE;
9557   static int xy[4][2] =
9558   {
9559     { 0, -1 },
9560     { -1, 0 },
9561     { +1, 0 },
9562     { 0, +1 }
9563   };
9564
9565   for (i = 0; i < NUM_DIRECTIONS; i++)
9566   {
9567     for (j = 0; j < 4; j++)
9568     {
9569       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9570
9571       if (IN_LEV_FIELD(xx, yy) &&
9572           (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9573       {
9574         if (Feld[xx][yy] == EL_DRAGON)
9575           dragon_found = TRUE;
9576       }
9577       else
9578         break;
9579     }
9580   }
9581
9582   if (!dragon_found)
9583   {
9584     for (i = 0; i < NUM_DIRECTIONS; i++)
9585     {
9586       for (j = 0; j < 3; j++)
9587       {
9588         int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9589   
9590         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9591         {
9592           Feld[xx][yy] = EL_EMPTY;
9593           TEST_DrawLevelField(xx, yy);
9594         }
9595         else
9596           break;
9597       }
9598     }
9599   }
9600 }
9601
9602 static void InitBuggyBase(int x, int y)
9603 {
9604   int element = Feld[x][y];
9605   int activating_delay = FRAMES_PER_SECOND / 4;
9606
9607   ChangeDelay[x][y] =
9608     (element == EL_SP_BUGGY_BASE ?
9609      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9610      element == EL_SP_BUGGY_BASE_ACTIVATING ?
9611      activating_delay :
9612      element == EL_SP_BUGGY_BASE_ACTIVE ?
9613      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9614 }
9615
9616 static void WarnBuggyBase(int x, int y)
9617 {
9618   int i;
9619   static int xy[4][2] =
9620   {
9621     { 0, -1 },
9622     { -1, 0 },
9623     { +1, 0 },
9624     { 0, +1 }
9625   };
9626
9627   for (i = 0; i < NUM_DIRECTIONS; i++)
9628   {
9629     int xx = x + xy[i][0];
9630     int yy = y + xy[i][1];
9631
9632     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9633     {
9634       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9635
9636       break;
9637     }
9638   }
9639 }
9640
9641 static void InitTrap(int x, int y)
9642 {
9643   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9644 }
9645
9646 static void ActivateTrap(int x, int y)
9647 {
9648   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9649 }
9650
9651 static void ChangeActiveTrap(int x, int y)
9652 {
9653   int graphic = IMG_TRAP_ACTIVE;
9654
9655   // if new animation frame was drawn, correct crumbled sand border
9656   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9657     TEST_DrawLevelFieldCrumbled(x, y);
9658 }
9659
9660 static int getSpecialActionElement(int element, int number, int base_element)
9661 {
9662   return (element != EL_EMPTY ? element :
9663           number != -1 ? base_element + number - 1 :
9664           EL_EMPTY);
9665 }
9666
9667 static int getModifiedActionNumber(int value_old, int operator, int operand,
9668                                    int value_min, int value_max)
9669 {
9670   int value_new = (operator == CA_MODE_SET      ? operand :
9671                    operator == CA_MODE_ADD      ? value_old + operand :
9672                    operator == CA_MODE_SUBTRACT ? value_old - operand :
9673                    operator == CA_MODE_MULTIPLY ? value_old * operand :
9674                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
9675                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
9676                    value_old);
9677
9678   return (value_new < value_min ? value_min :
9679           value_new > value_max ? value_max :
9680           value_new);
9681 }
9682
9683 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9684 {
9685   struct ElementInfo *ei = &element_info[element];
9686   struct ElementChangeInfo *change = &ei->change_page[page];
9687   int target_element = change->target_element;
9688   int action_type = change->action_type;
9689   int action_mode = change->action_mode;
9690   int action_arg = change->action_arg;
9691   int action_element = change->action_element;
9692   int i;
9693
9694   if (!change->has_action)
9695     return;
9696
9697   // ---------- determine action paramater values -----------------------------
9698
9699   int level_time_value =
9700     (level.time > 0 ? TimeLeft :
9701      TimePlayed);
9702
9703   int action_arg_element_raw =
9704     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
9705      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9706      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
9707      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
9708      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9709      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
9710      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
9711      EL_EMPTY);
9712   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9713
9714   int action_arg_direction =
9715     (action_arg >= CA_ARG_DIRECTION_LEFT &&
9716      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9717      action_arg == CA_ARG_DIRECTION_TRIGGER ?
9718      change->actual_trigger_side :
9719      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9720      MV_DIR_OPPOSITE(change->actual_trigger_side) :
9721      MV_NONE);
9722
9723   int action_arg_number_min =
9724     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9725      CA_ARG_MIN);
9726
9727   int action_arg_number_max =
9728     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9729      action_type == CA_SET_LEVEL_GEMS ? 999 :
9730      action_type == CA_SET_LEVEL_TIME ? 9999 :
9731      action_type == CA_SET_LEVEL_SCORE ? 99999 :
9732      action_type == CA_SET_CE_VALUE ? 9999 :
9733      action_type == CA_SET_CE_SCORE ? 9999 :
9734      CA_ARG_MAX);
9735
9736   int action_arg_number_reset =
9737     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9738      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9739      action_type == CA_SET_LEVEL_TIME ? level.time :
9740      action_type == CA_SET_LEVEL_SCORE ? 0 :
9741      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9742      action_type == CA_SET_CE_SCORE ? 0 :
9743      0);
9744
9745   int action_arg_number =
9746     (action_arg <= CA_ARG_MAX ? action_arg :
9747      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9748      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9749      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9750      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9751      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9752      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9753      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9754      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9755      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9756      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9757      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9758      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9759      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9760      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9761      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9762      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9763      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9764      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9765      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
9766      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9767      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
9768      -1);
9769
9770   int action_arg_number_old =
9771     (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9772      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9773      action_type == CA_SET_LEVEL_SCORE ? game.score :
9774      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9775      action_type == CA_SET_CE_SCORE ? ei->collect_score :
9776      0);
9777
9778   int action_arg_number_new =
9779     getModifiedActionNumber(action_arg_number_old,
9780                             action_mode, action_arg_number,
9781                             action_arg_number_min, action_arg_number_max);
9782
9783   int trigger_player_bits =
9784     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9785      change->actual_trigger_player_bits : change->trigger_player);
9786
9787   int action_arg_player_bits =
9788     (action_arg >= CA_ARG_PLAYER_1 &&
9789      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9790      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9791      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9792      PLAYER_BITS_ANY);
9793
9794   // ---------- execute action  -----------------------------------------------
9795
9796   switch (action_type)
9797   {
9798     case CA_NO_ACTION:
9799     {
9800       return;
9801     }
9802
9803     // ---------- level actions  ----------------------------------------------
9804
9805     case CA_RESTART_LEVEL:
9806     {
9807       game.restart_level = TRUE;
9808
9809       break;
9810     }
9811
9812     case CA_SHOW_ENVELOPE:
9813     {
9814       int element = getSpecialActionElement(action_arg_element,
9815                                             action_arg_number, EL_ENVELOPE_1);
9816
9817       if (IS_ENVELOPE(element))
9818         local_player->show_envelope = element;
9819
9820       break;
9821     }
9822
9823     case CA_SET_LEVEL_TIME:
9824     {
9825       if (level.time > 0)       // only modify limited time value
9826       {
9827         TimeLeft = action_arg_number_new;
9828
9829         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9830
9831         DisplayGameControlValues();
9832
9833         if (!TimeLeft && setup.time_limit)
9834           for (i = 0; i < MAX_PLAYERS; i++)
9835             KillPlayer(&stored_player[i]);
9836       }
9837
9838       break;
9839     }
9840
9841     case CA_SET_LEVEL_SCORE:
9842     {
9843       game.score = action_arg_number_new;
9844
9845       game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9846
9847       DisplayGameControlValues();
9848
9849       break;
9850     }
9851
9852     case CA_SET_LEVEL_GEMS:
9853     {
9854       game.gems_still_needed = action_arg_number_new;
9855
9856       game.snapshot.collected_item = TRUE;
9857
9858       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9859
9860       DisplayGameControlValues();
9861
9862       break;
9863     }
9864
9865     case CA_SET_LEVEL_WIND:
9866     {
9867       game.wind_direction = action_arg_direction;
9868
9869       break;
9870     }
9871
9872     case CA_SET_LEVEL_RANDOM_SEED:
9873     {
9874       // ensure that setting a new random seed while playing is predictable
9875       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9876
9877       break;
9878     }
9879
9880     // ---------- player actions  ---------------------------------------------
9881
9882     case CA_MOVE_PLAYER:
9883     {
9884       // automatically move to the next field in specified direction
9885       for (i = 0; i < MAX_PLAYERS; i++)
9886         if (trigger_player_bits & (1 << i))
9887           stored_player[i].programmed_action = action_arg_direction;
9888
9889       break;
9890     }
9891
9892     case CA_EXIT_PLAYER:
9893     {
9894       for (i = 0; i < MAX_PLAYERS; i++)
9895         if (action_arg_player_bits & (1 << i))
9896           ExitPlayer(&stored_player[i]);
9897
9898       if (game.players_still_needed == 0)
9899         LevelSolved();
9900
9901       break;
9902     }
9903
9904     case CA_KILL_PLAYER:
9905     {
9906       for (i = 0; i < MAX_PLAYERS; i++)
9907         if (action_arg_player_bits & (1 << i))
9908           KillPlayer(&stored_player[i]);
9909
9910       break;
9911     }
9912
9913     case CA_SET_PLAYER_KEYS:
9914     {
9915       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9916       int element = getSpecialActionElement(action_arg_element,
9917                                             action_arg_number, EL_KEY_1);
9918
9919       if (IS_KEY(element))
9920       {
9921         for (i = 0; i < MAX_PLAYERS; i++)
9922         {
9923           if (trigger_player_bits & (1 << i))
9924           {
9925             stored_player[i].key[KEY_NR(element)] = key_state;
9926
9927             DrawGameDoorValues();
9928           }
9929         }
9930       }
9931
9932       break;
9933     }
9934
9935     case CA_SET_PLAYER_SPEED:
9936     {
9937       for (i = 0; i < MAX_PLAYERS; i++)
9938       {
9939         if (trigger_player_bits & (1 << i))
9940         {
9941           int move_stepsize = TILEX / stored_player[i].move_delay_value;
9942
9943           if (action_arg == CA_ARG_SPEED_FASTER &&
9944               stored_player[i].cannot_move)
9945           {
9946             action_arg_number = STEPSIZE_VERY_SLOW;
9947           }
9948           else if (action_arg == CA_ARG_SPEED_SLOWER ||
9949                    action_arg == CA_ARG_SPEED_FASTER)
9950           {
9951             action_arg_number = 2;
9952             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9953                            CA_MODE_MULTIPLY);
9954           }
9955           else if (action_arg == CA_ARG_NUMBER_RESET)
9956           {
9957             action_arg_number = level.initial_player_stepsize[i];
9958           }
9959
9960           move_stepsize =
9961             getModifiedActionNumber(move_stepsize,
9962                                     action_mode,
9963                                     action_arg_number,
9964                                     action_arg_number_min,
9965                                     action_arg_number_max);
9966
9967           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9968         }
9969       }
9970
9971       break;
9972     }
9973
9974     case CA_SET_PLAYER_SHIELD:
9975     {
9976       for (i = 0; i < MAX_PLAYERS; i++)
9977       {
9978         if (trigger_player_bits & (1 << i))
9979         {
9980           if (action_arg == CA_ARG_SHIELD_OFF)
9981           {
9982             stored_player[i].shield_normal_time_left = 0;
9983             stored_player[i].shield_deadly_time_left = 0;
9984           }
9985           else if (action_arg == CA_ARG_SHIELD_NORMAL)
9986           {
9987             stored_player[i].shield_normal_time_left = 999999;
9988           }
9989           else if (action_arg == CA_ARG_SHIELD_DEADLY)
9990           {
9991             stored_player[i].shield_normal_time_left = 999999;
9992             stored_player[i].shield_deadly_time_left = 999999;
9993           }
9994         }
9995       }
9996
9997       break;
9998     }
9999
10000     case CA_SET_PLAYER_GRAVITY:
10001     {
10002       for (i = 0; i < MAX_PLAYERS; i++)
10003       {
10004         if (trigger_player_bits & (1 << i))
10005         {
10006           stored_player[i].gravity =
10007             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
10008              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
10009              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10010              stored_player[i].gravity);
10011         }
10012       }
10013
10014       break;
10015     }
10016
10017     case CA_SET_PLAYER_ARTWORK:
10018     {
10019       for (i = 0; i < MAX_PLAYERS; i++)
10020       {
10021         if (trigger_player_bits & (1 << i))
10022         {
10023           int artwork_element = action_arg_element;
10024
10025           if (action_arg == CA_ARG_ELEMENT_RESET)
10026             artwork_element =
10027               (level.use_artwork_element[i] ? level.artwork_element[i] :
10028                stored_player[i].element_nr);
10029
10030           if (stored_player[i].artwork_element != artwork_element)
10031             stored_player[i].Frame = 0;
10032
10033           stored_player[i].artwork_element = artwork_element;
10034
10035           SetPlayerWaiting(&stored_player[i], FALSE);
10036
10037           // set number of special actions for bored and sleeping animation
10038           stored_player[i].num_special_action_bored =
10039             get_num_special_action(artwork_element,
10040                                    ACTION_BORING_1, ACTION_BORING_LAST);
10041           stored_player[i].num_special_action_sleeping =
10042             get_num_special_action(artwork_element,
10043                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10044         }
10045       }
10046
10047       break;
10048     }
10049
10050     case CA_SET_PLAYER_INVENTORY:
10051     {
10052       for (i = 0; i < MAX_PLAYERS; i++)
10053       {
10054         struct PlayerInfo *player = &stored_player[i];
10055         int j, k;
10056
10057         if (trigger_player_bits & (1 << i))
10058         {
10059           int inventory_element = action_arg_element;
10060
10061           if (action_arg == CA_ARG_ELEMENT_TARGET ||
10062               action_arg == CA_ARG_ELEMENT_TRIGGER ||
10063               action_arg == CA_ARG_ELEMENT_ACTION)
10064           {
10065             int element = inventory_element;
10066             int collect_count = element_info[element].collect_count_initial;
10067
10068             if (!IS_CUSTOM_ELEMENT(element))
10069               collect_count = 1;
10070
10071             if (collect_count == 0)
10072               player->inventory_infinite_element = element;
10073             else
10074               for (k = 0; k < collect_count; k++)
10075                 if (player->inventory_size < MAX_INVENTORY_SIZE)
10076                   player->inventory_element[player->inventory_size++] =
10077                     element;
10078           }
10079           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10080                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10081                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
10082           {
10083             if (player->inventory_infinite_element != EL_UNDEFINED &&
10084                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10085                                      action_arg_element_raw))
10086               player->inventory_infinite_element = EL_UNDEFINED;
10087
10088             for (k = 0, j = 0; j < player->inventory_size; j++)
10089             {
10090               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10091                                         action_arg_element_raw))
10092                 player->inventory_element[k++] = player->inventory_element[j];
10093             }
10094
10095             player->inventory_size = k;
10096           }
10097           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10098           {
10099             if (player->inventory_size > 0)
10100             {
10101               for (j = 0; j < player->inventory_size - 1; j++)
10102                 player->inventory_element[j] = player->inventory_element[j + 1];
10103
10104               player->inventory_size--;
10105             }
10106           }
10107           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10108           {
10109             if (player->inventory_size > 0)
10110               player->inventory_size--;
10111           }
10112           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10113           {
10114             player->inventory_infinite_element = EL_UNDEFINED;
10115             player->inventory_size = 0;
10116           }
10117           else if (action_arg == CA_ARG_INVENTORY_RESET)
10118           {
10119             player->inventory_infinite_element = EL_UNDEFINED;
10120             player->inventory_size = 0;
10121
10122             if (level.use_initial_inventory[i])
10123             {
10124               for (j = 0; j < level.initial_inventory_size[i]; j++)
10125               {
10126                 int element = level.initial_inventory_content[i][j];
10127                 int collect_count = element_info[element].collect_count_initial;
10128
10129                 if (!IS_CUSTOM_ELEMENT(element))
10130                   collect_count = 1;
10131
10132                 if (collect_count == 0)
10133                   player->inventory_infinite_element = element;
10134                 else
10135                   for (k = 0; k < collect_count; k++)
10136                     if (player->inventory_size < MAX_INVENTORY_SIZE)
10137                       player->inventory_element[player->inventory_size++] =
10138                         element;
10139               }
10140             }
10141           }
10142         }
10143       }
10144
10145       break;
10146     }
10147
10148     // ---------- CE actions  -------------------------------------------------
10149
10150     case CA_SET_CE_VALUE:
10151     {
10152       int last_ce_value = CustomValue[x][y];
10153
10154       CustomValue[x][y] = action_arg_number_new;
10155
10156       if (CustomValue[x][y] != last_ce_value)
10157       {
10158         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10159         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10160
10161         if (CustomValue[x][y] == 0)
10162         {
10163           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10164           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10165         }
10166       }
10167
10168       break;
10169     }
10170
10171     case CA_SET_CE_SCORE:
10172     {
10173       int last_ce_score = ei->collect_score;
10174
10175       ei->collect_score = action_arg_number_new;
10176
10177       if (ei->collect_score != last_ce_score)
10178       {
10179         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10180         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10181
10182         if (ei->collect_score == 0)
10183         {
10184           int xx, yy;
10185
10186           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10187           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10188
10189           /*
10190             This is a very special case that seems to be a mixture between
10191             CheckElementChange() and CheckTriggeredElementChange(): while
10192             the first one only affects single elements that are triggered
10193             directly, the second one affects multiple elements in the playfield
10194             that are triggered indirectly by another element. This is a third
10195             case: Changing the CE score always affects multiple identical CEs,
10196             so every affected CE must be checked, not only the single CE for
10197             which the CE score was changed in the first place (as every instance
10198             of that CE shares the same CE score, and therefore also can change)!
10199           */
10200           SCAN_PLAYFIELD(xx, yy)
10201           {
10202             if (Feld[xx][yy] == element)
10203               CheckElementChange(xx, yy, element, EL_UNDEFINED,
10204                                  CE_SCORE_GETS_ZERO);
10205           }
10206         }
10207       }
10208
10209       break;
10210     }
10211
10212     case CA_SET_CE_ARTWORK:
10213     {
10214       int artwork_element = action_arg_element;
10215       boolean reset_frame = FALSE;
10216       int xx, yy;
10217
10218       if (action_arg == CA_ARG_ELEMENT_RESET)
10219         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10220                            element);
10221
10222       if (ei->gfx_element != artwork_element)
10223         reset_frame = TRUE;
10224
10225       ei->gfx_element = artwork_element;
10226
10227       SCAN_PLAYFIELD(xx, yy)
10228       {
10229         if (Feld[xx][yy] == element)
10230         {
10231           if (reset_frame)
10232           {
10233             ResetGfxAnimation(xx, yy);
10234             ResetRandomAnimationValue(xx, yy);
10235           }
10236
10237           TEST_DrawLevelField(xx, yy);
10238         }
10239       }
10240
10241       break;
10242     }
10243
10244     // ---------- engine actions  ---------------------------------------------
10245
10246     case CA_SET_ENGINE_SCAN_MODE:
10247     {
10248       InitPlayfieldScanMode(action_arg);
10249
10250       break;
10251     }
10252
10253     default:
10254       break;
10255   }
10256 }
10257
10258 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10259 {
10260   int old_element = Feld[x][y];
10261   int new_element = GetElementFromGroupElement(element);
10262   int previous_move_direction = MovDir[x][y];
10263   int last_ce_value = CustomValue[x][y];
10264   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10265   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10266   boolean add_player_onto_element = (new_element_is_player &&
10267                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
10268                                      IS_WALKABLE(old_element));
10269
10270   if (!add_player_onto_element)
10271   {
10272     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10273       RemoveMovingField(x, y);
10274     else
10275       RemoveField(x, y);
10276
10277     Feld[x][y] = new_element;
10278
10279     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10280       MovDir[x][y] = previous_move_direction;
10281
10282     if (element_info[new_element].use_last_ce_value)
10283       CustomValue[x][y] = last_ce_value;
10284
10285     InitField_WithBug1(x, y, FALSE);
10286
10287     new_element = Feld[x][y];   // element may have changed
10288
10289     ResetGfxAnimation(x, y);
10290     ResetRandomAnimationValue(x, y);
10291
10292     TEST_DrawLevelField(x, y);
10293
10294     if (GFX_CRUMBLED(new_element))
10295       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10296   }
10297
10298   // check if element under the player changes from accessible to unaccessible
10299   // (needed for special case of dropping element which then changes)
10300   // (must be checked after creating new element for walkable group elements)
10301   if (IS_PLAYER(x, y) && !player_explosion_protected &&
10302       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10303   {
10304     Bang(x, y);
10305
10306     return;
10307   }
10308
10309   // "ChangeCount" not set yet to allow "entered by player" change one time
10310   if (new_element_is_player)
10311     RelocatePlayer(x, y, new_element);
10312
10313   if (is_change)
10314     ChangeCount[x][y]++;        // count number of changes in the same frame
10315
10316   TestIfBadThingTouchesPlayer(x, y);
10317   TestIfPlayerTouchesCustomElement(x, y);
10318   TestIfElementTouchesCustomElement(x, y);
10319 }
10320
10321 static void CreateField(int x, int y, int element)
10322 {
10323   CreateFieldExt(x, y, element, FALSE);
10324 }
10325
10326 static void CreateElementFromChange(int x, int y, int element)
10327 {
10328   element = GET_VALID_RUNTIME_ELEMENT(element);
10329
10330   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10331   {
10332     int old_element = Feld[x][y];
10333
10334     // prevent changed element from moving in same engine frame
10335     // unless both old and new element can either fall or move
10336     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10337         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10338       Stop[x][y] = TRUE;
10339   }
10340
10341   CreateFieldExt(x, y, element, TRUE);
10342 }
10343
10344 static boolean ChangeElement(int x, int y, int element, int page)
10345 {
10346   struct ElementInfo *ei = &element_info[element];
10347   struct ElementChangeInfo *change = &ei->change_page[page];
10348   int ce_value = CustomValue[x][y];
10349   int ce_score = ei->collect_score;
10350   int target_element;
10351   int old_element = Feld[x][y];
10352
10353   // always use default change event to prevent running into a loop
10354   if (ChangeEvent[x][y] == -1)
10355     ChangeEvent[x][y] = CE_DELAY;
10356
10357   if (ChangeEvent[x][y] == CE_DELAY)
10358   {
10359     // reset actual trigger element, trigger player and action element
10360     change->actual_trigger_element = EL_EMPTY;
10361     change->actual_trigger_player = EL_EMPTY;
10362     change->actual_trigger_player_bits = CH_PLAYER_NONE;
10363     change->actual_trigger_side = CH_SIDE_NONE;
10364     change->actual_trigger_ce_value = 0;
10365     change->actual_trigger_ce_score = 0;
10366   }
10367
10368   // do not change elements more than a specified maximum number of changes
10369   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10370     return FALSE;
10371
10372   ChangeCount[x][y]++;          // count number of changes in the same frame
10373
10374   if (change->explode)
10375   {
10376     Bang(x, y);
10377
10378     return TRUE;
10379   }
10380
10381   if (change->use_target_content)
10382   {
10383     boolean complete_replace = TRUE;
10384     boolean can_replace[3][3];
10385     int xx, yy;
10386
10387     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10388     {
10389       boolean is_empty;
10390       boolean is_walkable;
10391       boolean is_diggable;
10392       boolean is_collectible;
10393       boolean is_removable;
10394       boolean is_destructible;
10395       int ex = x + xx - 1;
10396       int ey = y + yy - 1;
10397       int content_element = change->target_content.e[xx][yy];
10398       int e;
10399
10400       can_replace[xx][yy] = TRUE;
10401
10402       if (ex == x && ey == y)   // do not check changing element itself
10403         continue;
10404
10405       if (content_element == EL_EMPTY_SPACE)
10406       {
10407         can_replace[xx][yy] = FALSE;    // do not replace border with space
10408
10409         continue;
10410       }
10411
10412       if (!IN_LEV_FIELD(ex, ey))
10413       {
10414         can_replace[xx][yy] = FALSE;
10415         complete_replace = FALSE;
10416
10417         continue;
10418       }
10419
10420       e = Feld[ex][ey];
10421
10422       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10423         e = MovingOrBlocked2Element(ex, ey);
10424
10425       is_empty = (IS_FREE(ex, ey) ||
10426                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10427
10428       is_walkable     = (is_empty || IS_WALKABLE(e));
10429       is_diggable     = (is_empty || IS_DIGGABLE(e));
10430       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
10431       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10432       is_removable    = (is_diggable || is_collectible);
10433
10434       can_replace[xx][yy] =
10435         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
10436           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
10437           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
10438           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
10439           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
10440           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10441          !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10442
10443       if (!can_replace[xx][yy])
10444         complete_replace = FALSE;
10445     }
10446
10447     if (!change->only_if_complete || complete_replace)
10448     {
10449       boolean something_has_changed = FALSE;
10450
10451       if (change->only_if_complete && change->use_random_replace &&
10452           RND(100) < change->random_percentage)
10453         return FALSE;
10454
10455       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10456       {
10457         int ex = x + xx - 1;
10458         int ey = y + yy - 1;
10459         int content_element;
10460
10461         if (can_replace[xx][yy] && (!change->use_random_replace ||
10462                                     RND(100) < change->random_percentage))
10463         {
10464           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10465             RemoveMovingField(ex, ey);
10466
10467           ChangeEvent[ex][ey] = ChangeEvent[x][y];
10468
10469           content_element = change->target_content.e[xx][yy];
10470           target_element = GET_TARGET_ELEMENT(element, content_element, change,
10471                                               ce_value, ce_score);
10472
10473           CreateElementFromChange(ex, ey, target_element);
10474
10475           something_has_changed = TRUE;
10476
10477           // for symmetry reasons, freeze newly created border elements
10478           if (ex != x || ey != y)
10479             Stop[ex][ey] = TRUE;        // no more moving in this frame
10480         }
10481       }
10482
10483       if (something_has_changed)
10484       {
10485         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10486         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10487       }
10488     }
10489   }
10490   else
10491   {
10492     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10493                                         ce_value, ce_score);
10494
10495     if (element == EL_DIAGONAL_GROWING ||
10496         element == EL_DIAGONAL_SHRINKING)
10497     {
10498       target_element = Store[x][y];
10499
10500       Store[x][y] = EL_EMPTY;
10501     }
10502
10503     CreateElementFromChange(x, y, target_element);
10504
10505     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10506     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10507   }
10508
10509   // this uses direct change before indirect change
10510   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10511
10512   return TRUE;
10513 }
10514
10515 static void HandleElementChange(int x, int y, int page)
10516 {
10517   int element = MovingOrBlocked2Element(x, y);
10518   struct ElementInfo *ei = &element_info[element];
10519   struct ElementChangeInfo *change = &ei->change_page[page];
10520   boolean handle_action_before_change = FALSE;
10521
10522 #ifdef DEBUG
10523   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10524       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10525   {
10526     printf("\n\n");
10527     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10528            x, y, element, element_info[element].token_name);
10529     printf("HandleElementChange(): This should never happen!\n");
10530     printf("\n\n");
10531   }
10532 #endif
10533
10534   // this can happen with classic bombs on walkable, changing elements
10535   if (!CAN_CHANGE_OR_HAS_ACTION(element))
10536   {
10537     return;
10538   }
10539
10540   if (ChangeDelay[x][y] == 0)           // initialize element change
10541   {
10542     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10543
10544     if (change->can_change)
10545     {
10546       // !!! not clear why graphic animation should be reset at all here !!!
10547       // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10548       // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10549
10550       /*
10551         GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10552
10553         When using an animation frame delay of 1 (this only happens with
10554         "sp_zonk.moving.left/right" in the classic graphics), the default
10555         (non-moving) animation shows wrong animation frames (while the
10556         moving animation, like "sp_zonk.moving.left/right", is correct,
10557         so this graphical bug never shows up with the classic graphics).
10558         For an animation with 4 frames, this causes wrong frames 0,0,1,2
10559         be drawn instead of the correct frames 0,1,2,3. This is caused by
10560         "GfxFrame[][]" being reset *twice* (in two successive frames) after
10561         an element change: First when the change delay ("ChangeDelay[][]")
10562         counter has reached zero after decrementing, then a second time in
10563         the next frame (after "GfxFrame[][]" was already incremented) when
10564         "ChangeDelay[][]" is reset to the initial delay value again.
10565
10566         This causes frame 0 to be drawn twice, while the last frame won't
10567         be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10568
10569         As some animations may already be cleverly designed around this bug
10570         (at least the "Snake Bite" snake tail animation does this), it cannot
10571         simply be fixed here without breaking such existing animations.
10572         Unfortunately, it cannot easily be detected if a graphics set was
10573         designed "before" or "after" the bug was fixed. As a workaround,
10574         a new graphics set option "game.graphics_engine_version" was added
10575         to be able to specify the game's major release version for which the
10576         graphics set was designed, which can then be used to decide if the
10577         bugfix should be used (version 4 and above) or not (version 3 or
10578         below, or if no version was specified at all, as with old sets).
10579
10580         (The wrong/fixed animation frames can be tested with the test level set
10581         "test_gfxframe" and level "000", which contains a specially prepared
10582         custom element at level position (x/y) == (11/9) which uses the zonk
10583         animation mentioned above. Using "game.graphics_engine_version: 4"
10584         fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10585         This can also be seen from the debug output for this test element.)
10586       */
10587
10588       // when a custom element is about to change (for example by change delay),
10589       // do not reset graphic animation when the custom element is moving
10590       if (game.graphics_engine_version < 4 &&
10591           !IS_MOVING(x, y))
10592       {
10593         ResetGfxAnimation(x, y);
10594         ResetRandomAnimationValue(x, y);
10595       }
10596
10597       if (change->pre_change_function)
10598         change->pre_change_function(x, y);
10599     }
10600   }
10601
10602   ChangeDelay[x][y]--;
10603
10604   if (ChangeDelay[x][y] != 0)           // continue element change
10605   {
10606     if (change->can_change)
10607     {
10608       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10609
10610       if (IS_ANIMATED(graphic))
10611         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10612
10613       if (change->change_function)
10614         change->change_function(x, y);
10615     }
10616   }
10617   else                                  // finish element change
10618   {
10619     if (ChangePage[x][y] != -1)         // remember page from delayed change
10620     {
10621       page = ChangePage[x][y];
10622       ChangePage[x][y] = -1;
10623
10624       change = &ei->change_page[page];
10625     }
10626
10627     if (IS_MOVING(x, y))                // never change a running system ;-)
10628     {
10629       ChangeDelay[x][y] = 1;            // try change after next move step
10630       ChangePage[x][y] = page;          // remember page to use for change
10631
10632       return;
10633     }
10634
10635     // special case: set new level random seed before changing element
10636     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10637       handle_action_before_change = TRUE;
10638
10639     if (change->has_action && handle_action_before_change)
10640       ExecuteCustomElementAction(x, y, element, page);
10641
10642     if (change->can_change)
10643     {
10644       if (ChangeElement(x, y, element, page))
10645       {
10646         if (change->post_change_function)
10647           change->post_change_function(x, y);
10648       }
10649     }
10650
10651     if (change->has_action && !handle_action_before_change)
10652       ExecuteCustomElementAction(x, y, element, page);
10653   }
10654 }
10655
10656 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10657                                               int trigger_element,
10658                                               int trigger_event,
10659                                               int trigger_player,
10660                                               int trigger_side,
10661                                               int trigger_page)
10662 {
10663   boolean change_done_any = FALSE;
10664   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10665   int i;
10666
10667   if (!(trigger_events[trigger_element][trigger_event]))
10668     return FALSE;
10669
10670   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10671
10672   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10673   {
10674     int element = EL_CUSTOM_START + i;
10675     boolean change_done = FALSE;
10676     int p;
10677
10678     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10679         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10680       continue;
10681
10682     for (p = 0; p < element_info[element].num_change_pages; p++)
10683     {
10684       struct ElementChangeInfo *change = &element_info[element].change_page[p];
10685
10686       if (change->can_change_or_has_action &&
10687           change->has_event[trigger_event] &&
10688           change->trigger_side & trigger_side &&
10689           change->trigger_player & trigger_player &&
10690           change->trigger_page & trigger_page_bits &&
10691           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10692       {
10693         change->actual_trigger_element = trigger_element;
10694         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10695         change->actual_trigger_player_bits = trigger_player;
10696         change->actual_trigger_side = trigger_side;
10697         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10698         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10699
10700         if ((change->can_change && !change_done) || change->has_action)
10701         {
10702           int x, y;
10703
10704           SCAN_PLAYFIELD(x, y)
10705           {
10706             if (Feld[x][y] == element)
10707             {
10708               if (change->can_change && !change_done)
10709               {
10710                 // if element already changed in this frame, not only prevent
10711                 // another element change (checked in ChangeElement()), but
10712                 // also prevent additional element actions for this element
10713
10714                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10715                     !level.use_action_after_change_bug)
10716                   continue;
10717
10718                 ChangeDelay[x][y] = 1;
10719                 ChangeEvent[x][y] = trigger_event;
10720
10721                 HandleElementChange(x, y, p);
10722               }
10723               else if (change->has_action)
10724               {
10725                 // if element already changed in this frame, not only prevent
10726                 // another element change (checked in ChangeElement()), but
10727                 // also prevent additional element actions for this element
10728
10729                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10730                     !level.use_action_after_change_bug)
10731                   continue;
10732
10733                 ExecuteCustomElementAction(x, y, element, p);
10734                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10735               }
10736             }
10737           }
10738
10739           if (change->can_change)
10740           {
10741             change_done = TRUE;
10742             change_done_any = TRUE;
10743           }
10744         }
10745       }
10746     }
10747   }
10748
10749   RECURSION_LOOP_DETECTION_END();
10750
10751   return change_done_any;
10752 }
10753
10754 static boolean CheckElementChangeExt(int x, int y,
10755                                      int element,
10756                                      int trigger_element,
10757                                      int trigger_event,
10758                                      int trigger_player,
10759                                      int trigger_side)
10760 {
10761   boolean change_done = FALSE;
10762   int p;
10763
10764   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10765       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10766     return FALSE;
10767
10768   if (Feld[x][y] == EL_BLOCKED)
10769   {
10770     Blocked2Moving(x, y, &x, &y);
10771     element = Feld[x][y];
10772   }
10773
10774   // check if element has already changed or is about to change after moving
10775   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10776        Feld[x][y] != element) ||
10777
10778       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10779        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10780         ChangePage[x][y] != -1)))
10781     return FALSE;
10782
10783   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10784
10785   for (p = 0; p < element_info[element].num_change_pages; p++)
10786   {
10787     struct ElementChangeInfo *change = &element_info[element].change_page[p];
10788
10789     /* check trigger element for all events where the element that is checked
10790        for changing interacts with a directly adjacent element -- this is
10791        different to element changes that affect other elements to change on the
10792        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10793     boolean check_trigger_element =
10794       (trigger_event == CE_TOUCHING_X ||
10795        trigger_event == CE_HITTING_X ||
10796        trigger_event == CE_HIT_BY_X ||
10797        trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10798
10799     if (change->can_change_or_has_action &&
10800         change->has_event[trigger_event] &&
10801         change->trigger_side & trigger_side &&
10802         change->trigger_player & trigger_player &&
10803         (!check_trigger_element ||
10804          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10805     {
10806       change->actual_trigger_element = trigger_element;
10807       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10808       change->actual_trigger_player_bits = trigger_player;
10809       change->actual_trigger_side = trigger_side;
10810       change->actual_trigger_ce_value = CustomValue[x][y];
10811       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10812
10813       // special case: trigger element not at (x,y) position for some events
10814       if (check_trigger_element)
10815       {
10816         static struct
10817         {
10818           int dx, dy;
10819         } move_xy[] =
10820           {
10821             {  0,  0 },
10822             { -1,  0 },
10823             { +1,  0 },
10824             {  0,  0 },
10825             {  0, -1 },
10826             {  0,  0 }, { 0, 0 }, { 0, 0 },
10827             {  0, +1 }
10828           };
10829
10830         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10831         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10832
10833         change->actual_trigger_ce_value = CustomValue[xx][yy];
10834         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10835       }
10836
10837       if (change->can_change && !change_done)
10838       {
10839         ChangeDelay[x][y] = 1;
10840         ChangeEvent[x][y] = trigger_event;
10841
10842         HandleElementChange(x, y, p);
10843
10844         change_done = TRUE;
10845       }
10846       else if (change->has_action)
10847       {
10848         ExecuteCustomElementAction(x, y, element, p);
10849         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10850       }
10851     }
10852   }
10853
10854   RECURSION_LOOP_DETECTION_END();
10855
10856   return change_done;
10857 }
10858
10859 static void PlayPlayerSound(struct PlayerInfo *player)
10860 {
10861   int jx = player->jx, jy = player->jy;
10862   int sound_element = player->artwork_element;
10863   int last_action = player->last_action_waiting;
10864   int action = player->action_waiting;
10865
10866   if (player->is_waiting)
10867   {
10868     if (action != last_action)
10869       PlayLevelSoundElementAction(jx, jy, sound_element, action);
10870     else
10871       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10872   }
10873   else
10874   {
10875     if (action != last_action)
10876       StopSound(element_info[sound_element].sound[last_action]);
10877
10878     if (last_action == ACTION_SLEEPING)
10879       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10880   }
10881 }
10882
10883 static void PlayAllPlayersSound(void)
10884 {
10885   int i;
10886
10887   for (i = 0; i < MAX_PLAYERS; i++)
10888     if (stored_player[i].active)
10889       PlayPlayerSound(&stored_player[i]);
10890 }
10891
10892 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10893 {
10894   boolean last_waiting = player->is_waiting;
10895   int move_dir = player->MovDir;
10896
10897   player->dir_waiting = move_dir;
10898   player->last_action_waiting = player->action_waiting;
10899
10900   if (is_waiting)
10901   {
10902     if (!last_waiting)          // not waiting -> waiting
10903     {
10904       player->is_waiting = TRUE;
10905
10906       player->frame_counter_bored =
10907         FrameCounter +
10908         game.player_boring_delay_fixed +
10909         GetSimpleRandom(game.player_boring_delay_random);
10910       player->frame_counter_sleeping =
10911         FrameCounter +
10912         game.player_sleeping_delay_fixed +
10913         GetSimpleRandom(game.player_sleeping_delay_random);
10914
10915       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10916     }
10917
10918     if (game.player_sleeping_delay_fixed +
10919         game.player_sleeping_delay_random > 0 &&
10920         player->anim_delay_counter == 0 &&
10921         player->post_delay_counter == 0 &&
10922         FrameCounter >= player->frame_counter_sleeping)
10923       player->is_sleeping = TRUE;
10924     else if (game.player_boring_delay_fixed +
10925              game.player_boring_delay_random > 0 &&
10926              FrameCounter >= player->frame_counter_bored)
10927       player->is_bored = TRUE;
10928
10929     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10930                               player->is_bored ? ACTION_BORING :
10931                               ACTION_WAITING);
10932
10933     if (player->is_sleeping && player->use_murphy)
10934     {
10935       // special case for sleeping Murphy when leaning against non-free tile
10936
10937       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10938           (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10939            !IS_MOVING(player->jx - 1, player->jy)))
10940         move_dir = MV_LEFT;
10941       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10942                (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10943                 !IS_MOVING(player->jx + 1, player->jy)))
10944         move_dir = MV_RIGHT;
10945       else
10946         player->is_sleeping = FALSE;
10947
10948       player->dir_waiting = move_dir;
10949     }
10950
10951     if (player->is_sleeping)
10952     {
10953       if (player->num_special_action_sleeping > 0)
10954       {
10955         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10956         {
10957           int last_special_action = player->special_action_sleeping;
10958           int num_special_action = player->num_special_action_sleeping;
10959           int special_action =
10960             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10961              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10962              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10963              last_special_action + 1 : ACTION_SLEEPING);
10964           int special_graphic =
10965             el_act_dir2img(player->artwork_element, special_action, move_dir);
10966
10967           player->anim_delay_counter =
10968             graphic_info[special_graphic].anim_delay_fixed +
10969             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10970           player->post_delay_counter =
10971             graphic_info[special_graphic].post_delay_fixed +
10972             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10973
10974           player->special_action_sleeping = special_action;
10975         }
10976
10977         if (player->anim_delay_counter > 0)
10978         {
10979           player->action_waiting = player->special_action_sleeping;
10980           player->anim_delay_counter--;
10981         }
10982         else if (player->post_delay_counter > 0)
10983         {
10984           player->post_delay_counter--;
10985         }
10986       }
10987     }
10988     else if (player->is_bored)
10989     {
10990       if (player->num_special_action_bored > 0)
10991       {
10992         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10993         {
10994           int special_action =
10995             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10996           int special_graphic =
10997             el_act_dir2img(player->artwork_element, special_action, move_dir);
10998
10999           player->anim_delay_counter =
11000             graphic_info[special_graphic].anim_delay_fixed +
11001             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11002           player->post_delay_counter =
11003             graphic_info[special_graphic].post_delay_fixed +
11004             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11005
11006           player->special_action_bored = special_action;
11007         }
11008
11009         if (player->anim_delay_counter > 0)
11010         {
11011           player->action_waiting = player->special_action_bored;
11012           player->anim_delay_counter--;
11013         }
11014         else if (player->post_delay_counter > 0)
11015         {
11016           player->post_delay_counter--;
11017         }
11018       }
11019     }
11020   }
11021   else if (last_waiting)        // waiting -> not waiting
11022   {
11023     player->is_waiting = FALSE;
11024     player->is_bored = FALSE;
11025     player->is_sleeping = FALSE;
11026
11027     player->frame_counter_bored = -1;
11028     player->frame_counter_sleeping = -1;
11029
11030     player->anim_delay_counter = 0;
11031     player->post_delay_counter = 0;
11032
11033     player->dir_waiting = player->MovDir;
11034     player->action_waiting = ACTION_DEFAULT;
11035
11036     player->special_action_bored = ACTION_DEFAULT;
11037     player->special_action_sleeping = ACTION_DEFAULT;
11038   }
11039 }
11040
11041 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11042 {
11043   if ((!player->is_moving  && player->was_moving) ||
11044       (player->MovPos == 0 && player->was_moving) ||
11045       (player->is_snapping && !player->was_snapping) ||
11046       (player->is_dropping && !player->was_dropping))
11047   {
11048     if (!CheckSaveEngineSnapshotToList())
11049       return;
11050
11051     player->was_moving = FALSE;
11052     player->was_snapping = TRUE;
11053     player->was_dropping = TRUE;
11054   }
11055   else
11056   {
11057     if (player->is_moving)
11058       player->was_moving = TRUE;
11059
11060     if (!player->is_snapping)
11061       player->was_snapping = FALSE;
11062
11063     if (!player->is_dropping)
11064       player->was_dropping = FALSE;
11065   }
11066 }
11067
11068 static void CheckSingleStepMode(struct PlayerInfo *player)
11069 {
11070   if (tape.single_step && tape.recording && !tape.pausing)
11071   {
11072     /* as it is called "single step mode", just return to pause mode when the
11073        player stopped moving after one tile (or never starts moving at all) */
11074     if (!player->is_moving &&
11075         !player->is_pushing &&
11076         !player->is_dropping_pressed)
11077       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11078   }
11079
11080   CheckSaveEngineSnapshot(player);
11081 }
11082
11083 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11084 {
11085   int left      = player_action & JOY_LEFT;
11086   int right     = player_action & JOY_RIGHT;
11087   int up        = player_action & JOY_UP;
11088   int down      = player_action & JOY_DOWN;
11089   int button1   = player_action & JOY_BUTTON_1;
11090   int button2   = player_action & JOY_BUTTON_2;
11091   int dx        = (left ? -1 : right ? 1 : 0);
11092   int dy        = (up   ? -1 : down  ? 1 : 0);
11093
11094   if (!player->active || tape.pausing)
11095     return 0;
11096
11097   if (player_action)
11098   {
11099     if (button1)
11100       SnapField(player, dx, dy);
11101     else
11102     {
11103       if (button2)
11104         DropElement(player);
11105
11106       MovePlayer(player, dx, dy);
11107     }
11108
11109     CheckSingleStepMode(player);
11110
11111     SetPlayerWaiting(player, FALSE);
11112
11113     return player_action;
11114   }
11115   else
11116   {
11117     // no actions for this player (no input at player's configured device)
11118
11119     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11120     SnapField(player, 0, 0);
11121     CheckGravityMovementWhenNotMoving(player);
11122
11123     if (player->MovPos == 0)
11124       SetPlayerWaiting(player, TRUE);
11125
11126     if (player->MovPos == 0)    // needed for tape.playing
11127       player->is_moving = FALSE;
11128
11129     player->is_dropping = FALSE;
11130     player->is_dropping_pressed = FALSE;
11131     player->drop_pressed_delay = 0;
11132
11133     CheckSingleStepMode(player);
11134
11135     return 0;
11136   }
11137 }
11138
11139 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11140                                          byte *tape_action)
11141 {
11142   if (!tape.use_mouse)
11143     return;
11144
11145   mouse_action->lx     = tape_action[TAPE_ACTION_LX];
11146   mouse_action->ly     = tape_action[TAPE_ACTION_LY];
11147   mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11148 }
11149
11150 static void SetTapeActionFromMouseAction(byte *tape_action,
11151                                          struct MouseActionInfo *mouse_action)
11152 {
11153   if (!tape.use_mouse)
11154     return;
11155
11156   tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
11157   tape_action[TAPE_ACTION_LY]     = mouse_action->ly;
11158   tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11159 }
11160
11161 static void CheckLevelSolved(void)
11162 {
11163   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11164   {
11165     if (game_em.level_solved &&
11166         !game_em.game_over)                             // game won
11167     {
11168       LevelSolved();
11169
11170       game_em.game_over = TRUE;
11171
11172       game.all_players_gone = TRUE;
11173     }
11174
11175     if (game_em.game_over)                              // game lost
11176       game.all_players_gone = TRUE;
11177   }
11178   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11179   {
11180     if (game_sp.level_solved &&
11181         !game_sp.game_over)                             // game won
11182     {
11183       LevelSolved();
11184
11185       game_sp.game_over = TRUE;
11186
11187       game.all_players_gone = TRUE;
11188     }
11189
11190     if (game_sp.game_over)                              // game lost
11191       game.all_players_gone = TRUE;
11192   }
11193   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11194   {
11195     if (game_mm.level_solved &&
11196         !game_mm.game_over)                             // game won
11197     {
11198       LevelSolved();
11199
11200       game_mm.game_over = TRUE;
11201
11202       game.all_players_gone = TRUE;
11203     }
11204
11205     if (game_mm.game_over)                              // game lost
11206       game.all_players_gone = TRUE;
11207   }
11208 }
11209
11210 static void CheckLevelTime(void)
11211 {
11212   int i;
11213
11214   if (TimeFrames >= FRAMES_PER_SECOND)
11215   {
11216     TimeFrames = 0;
11217     TapeTime++;
11218
11219     for (i = 0; i < MAX_PLAYERS; i++)
11220     {
11221       struct PlayerInfo *player = &stored_player[i];
11222
11223       if (SHIELD_ON(player))
11224       {
11225         player->shield_normal_time_left--;
11226
11227         if (player->shield_deadly_time_left > 0)
11228           player->shield_deadly_time_left--;
11229       }
11230     }
11231
11232     if (!game.LevelSolved && !level.use_step_counter)
11233     {
11234       TimePlayed++;
11235
11236       if (TimeLeft > 0)
11237       {
11238         TimeLeft--;
11239
11240         if (TimeLeft <= 10 && setup.time_limit)
11241           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11242
11243         /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11244            is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11245
11246         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11247
11248         if (!TimeLeft && setup.time_limit)
11249         {
11250           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11251             game_em.lev->killed_out_of_time = TRUE;
11252           else
11253             for (i = 0; i < MAX_PLAYERS; i++)
11254               KillPlayer(&stored_player[i]);
11255         }
11256       }
11257       else if (game.no_time_limit && !game.all_players_gone)
11258       {
11259         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11260       }
11261
11262       game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11263     }
11264
11265     if (tape.recording || tape.playing)
11266       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11267   }
11268
11269   if (tape.recording || tape.playing)
11270     DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11271
11272   UpdateAndDisplayGameControlValues();
11273 }
11274
11275 void AdvanceFrameAndPlayerCounters(int player_nr)
11276 {
11277   int i;
11278
11279   // advance frame counters (global frame counter and time frame counter)
11280   FrameCounter++;
11281   TimeFrames++;
11282
11283   // advance player counters (counters for move delay, move animation etc.)
11284   for (i = 0; i < MAX_PLAYERS; i++)
11285   {
11286     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11287     int move_delay_value = stored_player[i].move_delay_value;
11288     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11289
11290     if (!advance_player_counters)       // not all players may be affected
11291       continue;
11292
11293     if (move_frames == 0)       // less than one move per game frame
11294     {
11295       int stepsize = TILEX / move_delay_value;
11296       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11297       int count = (stored_player[i].is_moving ?
11298                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11299
11300       if (count % delay == 0)
11301         move_frames = 1;
11302     }
11303
11304     stored_player[i].Frame += move_frames;
11305
11306     if (stored_player[i].MovPos != 0)
11307       stored_player[i].StepFrame += move_frames;
11308
11309     if (stored_player[i].move_delay > 0)
11310       stored_player[i].move_delay--;
11311
11312     // due to bugs in previous versions, counter must count up, not down
11313     if (stored_player[i].push_delay != -1)
11314       stored_player[i].push_delay++;
11315
11316     if (stored_player[i].drop_delay > 0)
11317       stored_player[i].drop_delay--;
11318
11319     if (stored_player[i].is_dropping_pressed)
11320       stored_player[i].drop_pressed_delay++;
11321   }
11322 }
11323
11324 void StartGameActions(boolean init_network_game, boolean record_tape,
11325                       int random_seed)
11326 {
11327   unsigned int new_random_seed = InitRND(random_seed);
11328
11329   if (record_tape)
11330     TapeStartRecording(new_random_seed);
11331
11332   if (init_network_game)
11333   {
11334     SendToServer_LevelFile();
11335     SendToServer_StartPlaying();
11336
11337     return;
11338   }
11339
11340   InitGame();
11341 }
11342
11343 static void GameActionsExt(void)
11344 {
11345 #if 0
11346   static unsigned int game_frame_delay = 0;
11347 #endif
11348   unsigned int game_frame_delay_value;
11349   byte *recorded_player_action;
11350   byte summarized_player_action = 0;
11351   byte tape_action[MAX_PLAYERS];
11352   int i;
11353
11354   // detect endless loops, caused by custom element programming
11355   if (recursion_loop_detected && recursion_loop_depth == 0)
11356   {
11357     char *message = getStringCat3("Internal Error! Element ",
11358                                   EL_NAME(recursion_loop_element),
11359                                   " caused endless loop! Quit the game?");
11360
11361     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11362           EL_NAME(recursion_loop_element));
11363
11364     RequestQuitGameExt(FALSE, level_editor_test_game, message);
11365
11366     recursion_loop_detected = FALSE;    // if game should be continued
11367
11368     free(message);
11369
11370     return;
11371   }
11372
11373   if (game.restart_level)
11374     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11375
11376   CheckLevelSolved();
11377
11378   if (game.LevelSolved && !game.LevelSolved_GameEnd)
11379     GameWon();
11380
11381   if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11382     TapeStop();
11383
11384   if (game_status != GAME_MODE_PLAYING)         // status might have changed
11385     return;
11386
11387   game_frame_delay_value =
11388     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11389
11390   if (tape.playing && tape.warp_forward && !tape.pausing)
11391     game_frame_delay_value = 0;
11392
11393   SetVideoFrameDelay(game_frame_delay_value);
11394
11395   // (de)activate virtual buttons depending on current game status
11396   if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11397   {
11398     if (game.all_players_gone)  // if no players there to be controlled anymore
11399       SetOverlayActive(FALSE);
11400     else if (!tape.playing)     // if game continues after tape stopped playing
11401       SetOverlayActive(TRUE);
11402   }
11403
11404 #if 0
11405 #if 0
11406   // ---------- main game synchronization point ----------
11407
11408   int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11409
11410   printf("::: skip == %d\n", skip);
11411
11412 #else
11413   // ---------- main game synchronization point ----------
11414
11415   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11416 #endif
11417 #endif
11418
11419   if (network_playing && !network_player_action_received)
11420   {
11421     // try to get network player actions in time
11422
11423     // last chance to get network player actions without main loop delay
11424     HandleNetworking();
11425
11426     // game was quit by network peer
11427     if (game_status != GAME_MODE_PLAYING)
11428       return;
11429
11430     // check if network player actions still missing and game still running
11431     if (!network_player_action_received && !checkGameEnded())
11432       return;           // failed to get network player actions in time
11433
11434     // do not yet reset "network_player_action_received" (for tape.pausing)
11435   }
11436
11437   if (tape.pausing)
11438     return;
11439
11440   // at this point we know that we really continue executing the game
11441
11442   network_player_action_received = FALSE;
11443
11444   // when playing tape, read previously recorded player input from tape data
11445   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11446
11447   local_player->effective_mouse_action = local_player->mouse_action;
11448
11449   if (recorded_player_action != NULL)
11450     SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11451                                  recorded_player_action);
11452
11453   // TapePlayAction() may return NULL when toggling to "pause before death"
11454   if (tape.pausing)
11455     return;
11456
11457   if (tape.set_centered_player)
11458   {
11459     game.centered_player_nr_next = tape.centered_player_nr_next;
11460     game.set_centered_player = TRUE;
11461   }
11462
11463   for (i = 0; i < MAX_PLAYERS; i++)
11464   {
11465     summarized_player_action |= stored_player[i].action;
11466
11467     if (!network_playing && (game.team_mode || tape.playing))
11468       stored_player[i].effective_action = stored_player[i].action;
11469   }
11470
11471   if (network_playing && !checkGameEnded())
11472     SendToServer_MovePlayer(summarized_player_action);
11473
11474   // summarize all actions at local players mapped input device position
11475   // (this allows using different input devices in single player mode)
11476   if (!network.enabled && !game.team_mode)
11477     stored_player[map_player_action[local_player->index_nr]].effective_action =
11478       summarized_player_action;
11479
11480   // summarize all actions at centered player in local team mode
11481   if (tape.recording &&
11482       setup.team_mode && !network.enabled &&
11483       setup.input_on_focus &&
11484       game.centered_player_nr != -1)
11485   {
11486     for (i = 0; i < MAX_PLAYERS; i++)
11487       stored_player[map_player_action[i]].effective_action =
11488         (i == game.centered_player_nr ? summarized_player_action : 0);
11489   }
11490
11491   if (recorded_player_action != NULL)
11492     for (i = 0; i < MAX_PLAYERS; i++)
11493       stored_player[i].effective_action = recorded_player_action[i];
11494
11495   for (i = 0; i < MAX_PLAYERS; i++)
11496   {
11497     tape_action[i] = stored_player[i].effective_action;
11498
11499     /* (this may happen in the RND game engine if a player was not present on
11500        the playfield on level start, but appeared later from a custom element */
11501     if (setup.team_mode &&
11502         tape.recording &&
11503         tape_action[i] &&
11504         !tape.player_participates[i])
11505       tape.player_participates[i] = TRUE;
11506   }
11507
11508   SetTapeActionFromMouseAction(tape_action,
11509                                &local_player->effective_mouse_action);
11510
11511   // only record actions from input devices, but not programmed actions
11512   if (tape.recording)
11513     TapeRecordAction(tape_action);
11514
11515   // remember if game was played (especially after tape stopped playing)
11516   if (!tape.playing && summarized_player_action)
11517     game.GamePlayed = TRUE;
11518
11519 #if USE_NEW_PLAYER_ASSIGNMENTS
11520   // !!! also map player actions in single player mode !!!
11521   // if (game.team_mode)
11522   if (1)
11523   {
11524     byte mapped_action[MAX_PLAYERS];
11525
11526 #if DEBUG_PLAYER_ACTIONS
11527     printf(":::");
11528     for (i = 0; i < MAX_PLAYERS; i++)
11529       printf(" %d, ", stored_player[i].effective_action);
11530 #endif
11531
11532     for (i = 0; i < MAX_PLAYERS; i++)
11533       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11534
11535     for (i = 0; i < MAX_PLAYERS; i++)
11536       stored_player[i].effective_action = mapped_action[i];
11537
11538 #if DEBUG_PLAYER_ACTIONS
11539     printf(" =>");
11540     for (i = 0; i < MAX_PLAYERS; i++)
11541       printf(" %d, ", stored_player[i].effective_action);
11542     printf("\n");
11543 #endif
11544   }
11545 #if DEBUG_PLAYER_ACTIONS
11546   else
11547   {
11548     printf(":::");
11549     for (i = 0; i < MAX_PLAYERS; i++)
11550       printf(" %d, ", stored_player[i].effective_action);
11551     printf("\n");
11552   }
11553 #endif
11554 #endif
11555
11556   for (i = 0; i < MAX_PLAYERS; i++)
11557   {
11558     // allow engine snapshot in case of changed movement attempt
11559     if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11560         (stored_player[i].effective_action & KEY_MOTION))
11561       game.snapshot.changed_action = TRUE;
11562
11563     // allow engine snapshot in case of snapping/dropping attempt
11564     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11565         (stored_player[i].effective_action & KEY_BUTTON) != 0)
11566       game.snapshot.changed_action = TRUE;
11567
11568     game.snapshot.last_action[i] = stored_player[i].effective_action;
11569   }
11570
11571   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11572   {
11573     GameActions_EM_Main();
11574   }
11575   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11576   {
11577     GameActions_SP_Main();
11578   }
11579   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11580   {
11581     GameActions_MM_Main();
11582   }
11583   else
11584   {
11585     GameActions_RND_Main();
11586   }
11587
11588   BlitScreenToBitmap(backbuffer);
11589
11590   CheckLevelSolved();
11591   CheckLevelTime();
11592
11593   AdvanceFrameAndPlayerCounters(-1);    // advance counters for all players
11594
11595   if (global.show_frames_per_second)
11596   {
11597     static unsigned int fps_counter = 0;
11598     static int fps_frames = 0;
11599     unsigned int fps_delay_ms = Counter() - fps_counter;
11600
11601     fps_frames++;
11602
11603     if (fps_delay_ms >= 500)    // calculate FPS every 0.5 seconds
11604     {
11605       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11606
11607       fps_frames = 0;
11608       fps_counter = Counter();
11609
11610       // always draw FPS to screen after FPS value was updated
11611       redraw_mask |= REDRAW_FPS;
11612     }
11613
11614     // only draw FPS if no screen areas are deactivated (invisible warp mode)
11615     if (GetDrawDeactivationMask() == REDRAW_NONE)
11616       redraw_mask |= REDRAW_FPS;
11617   }
11618 }
11619
11620 static void GameActions_CheckSaveEngineSnapshot(void)
11621 {
11622   if (!game.snapshot.save_snapshot)
11623     return;
11624
11625   // clear flag for saving snapshot _before_ saving snapshot
11626   game.snapshot.save_snapshot = FALSE;
11627
11628   SaveEngineSnapshotToList();
11629 }
11630
11631 void GameActions(void)
11632 {
11633   GameActionsExt();
11634
11635   GameActions_CheckSaveEngineSnapshot();
11636 }
11637
11638 void GameActions_EM_Main(void)
11639 {
11640   byte effective_action[MAX_PLAYERS];
11641   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11642   int i;
11643
11644   for (i = 0; i < MAX_PLAYERS; i++)
11645     effective_action[i] = stored_player[i].effective_action;
11646
11647   GameActions_EM(effective_action, warp_mode);
11648 }
11649
11650 void GameActions_SP_Main(void)
11651 {
11652   byte effective_action[MAX_PLAYERS];
11653   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11654   int i;
11655
11656   for (i = 0; i < MAX_PLAYERS; i++)
11657     effective_action[i] = stored_player[i].effective_action;
11658
11659   GameActions_SP(effective_action, warp_mode);
11660
11661   for (i = 0; i < MAX_PLAYERS; i++)
11662   {
11663     if (stored_player[i].force_dropping)
11664       stored_player[i].action |= KEY_BUTTON_DROP;
11665
11666     stored_player[i].force_dropping = FALSE;
11667   }
11668 }
11669
11670 void GameActions_MM_Main(void)
11671 {
11672   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11673
11674   GameActions_MM(local_player->effective_mouse_action, warp_mode);
11675 }
11676
11677 void GameActions_RND_Main(void)
11678 {
11679   GameActions_RND();
11680 }
11681
11682 void GameActions_RND(void)
11683 {
11684   int magic_wall_x = 0, magic_wall_y = 0;
11685   int i, x, y, element, graphic, last_gfx_frame;
11686
11687   InitPlayfieldScanModeVars();
11688
11689   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11690   {
11691     SCAN_PLAYFIELD(x, y)
11692     {
11693       ChangeCount[x][y] = 0;
11694       ChangeEvent[x][y] = -1;
11695     }
11696   }
11697
11698   if (game.set_centered_player)
11699   {
11700     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11701
11702     // switching to "all players" only possible if all players fit to screen
11703     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11704     {
11705       game.centered_player_nr_next = game.centered_player_nr;
11706       game.set_centered_player = FALSE;
11707     }
11708
11709     // do not switch focus to non-existing (or non-active) player
11710     if (game.centered_player_nr_next >= 0 &&
11711         !stored_player[game.centered_player_nr_next].active)
11712     {
11713       game.centered_player_nr_next = game.centered_player_nr;
11714       game.set_centered_player = FALSE;
11715     }
11716   }
11717
11718   if (game.set_centered_player &&
11719       ScreenMovPos == 0)        // screen currently aligned at tile position
11720   {
11721     int sx, sy;
11722
11723     if (game.centered_player_nr_next == -1)
11724     {
11725       setScreenCenteredToAllPlayers(&sx, &sy);
11726     }
11727     else
11728     {
11729       sx = stored_player[game.centered_player_nr_next].jx;
11730       sy = stored_player[game.centered_player_nr_next].jy;
11731     }
11732
11733     game.centered_player_nr = game.centered_player_nr_next;
11734     game.set_centered_player = FALSE;
11735
11736     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11737     DrawGameDoorValues();
11738   }
11739
11740   for (i = 0; i < MAX_PLAYERS; i++)
11741   {
11742     int actual_player_action = stored_player[i].effective_action;
11743
11744 #if 1
11745     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11746        - rnd_equinox_tetrachloride 048
11747        - rnd_equinox_tetrachloride_ii 096
11748        - rnd_emanuel_schmieg 002
11749        - doctor_sloan_ww 001, 020
11750     */
11751     if (stored_player[i].MovPos == 0)
11752       CheckGravityMovement(&stored_player[i]);
11753 #endif
11754
11755     // overwrite programmed action with tape action
11756     if (stored_player[i].programmed_action)
11757       actual_player_action = stored_player[i].programmed_action;
11758
11759     PlayerActions(&stored_player[i], actual_player_action);
11760
11761     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11762   }
11763
11764   ScrollScreen(NULL, SCROLL_GO_ON);
11765
11766   /* for backwards compatibility, the following code emulates a fixed bug that
11767      occured when pushing elements (causing elements that just made their last
11768      pushing step to already (if possible) make their first falling step in the
11769      same game frame, which is bad); this code is also needed to use the famous
11770      "spring push bug" which is used in older levels and might be wanted to be
11771      used also in newer levels, but in this case the buggy pushing code is only
11772      affecting the "spring" element and no other elements */
11773
11774   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11775   {
11776     for (i = 0; i < MAX_PLAYERS; i++)
11777     {
11778       struct PlayerInfo *player = &stored_player[i];
11779       int x = player->jx;
11780       int y = player->jy;
11781
11782       if (player->active && player->is_pushing && player->is_moving &&
11783           IS_MOVING(x, y) &&
11784           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11785            Feld[x][y] == EL_SPRING))
11786       {
11787         ContinueMoving(x, y);
11788
11789         // continue moving after pushing (this is actually a bug)
11790         if (!IS_MOVING(x, y))
11791           Stop[x][y] = FALSE;
11792       }
11793     }
11794   }
11795
11796   SCAN_PLAYFIELD(x, y)
11797   {
11798     Last[x][y] = Feld[x][y];
11799
11800     ChangeCount[x][y] = 0;
11801     ChangeEvent[x][y] = -1;
11802
11803     // this must be handled before main playfield loop
11804     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11805     {
11806       MovDelay[x][y]--;
11807       if (MovDelay[x][y] <= 0)
11808         RemoveField(x, y);
11809     }
11810
11811     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11812     {
11813       MovDelay[x][y]--;
11814       if (MovDelay[x][y] <= 0)
11815       {
11816         RemoveField(x, y);
11817         TEST_DrawLevelField(x, y);
11818
11819         TestIfElementTouchesCustomElement(x, y);        // for empty space
11820       }
11821     }
11822
11823 #if DEBUG
11824     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11825     {
11826       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11827       printf("GameActions(): This should never happen!\n");
11828
11829       ChangePage[x][y] = -1;
11830     }
11831 #endif
11832
11833     Stop[x][y] = FALSE;
11834     if (WasJustMoving[x][y] > 0)
11835       WasJustMoving[x][y]--;
11836     if (WasJustFalling[x][y] > 0)
11837       WasJustFalling[x][y]--;
11838     if (CheckCollision[x][y] > 0)
11839       CheckCollision[x][y]--;
11840     if (CheckImpact[x][y] > 0)
11841       CheckImpact[x][y]--;
11842
11843     GfxFrame[x][y]++;
11844
11845     /* reset finished pushing action (not done in ContinueMoving() to allow
11846        continuous pushing animation for elements with zero push delay) */
11847     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11848     {
11849       ResetGfxAnimation(x, y);
11850       TEST_DrawLevelField(x, y);
11851     }
11852
11853 #if DEBUG
11854     if (IS_BLOCKED(x, y))
11855     {
11856       int oldx, oldy;
11857
11858       Blocked2Moving(x, y, &oldx, &oldy);
11859       if (!IS_MOVING(oldx, oldy))
11860       {
11861         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11862         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11863         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11864         printf("GameActions(): This should never happen!\n");
11865       }
11866     }
11867 #endif
11868   }
11869
11870   SCAN_PLAYFIELD(x, y)
11871   {
11872     element = Feld[x][y];
11873     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11874     last_gfx_frame = GfxFrame[x][y];
11875
11876     ResetGfxFrame(x, y);
11877
11878     if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11879       DrawLevelGraphicAnimation(x, y, graphic);
11880
11881     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11882         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11883       ResetRandomAnimationValue(x, y);
11884
11885     SetRandomAnimationValue(x, y);
11886
11887     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11888
11889     if (IS_INACTIVE(element))
11890     {
11891       if (IS_ANIMATED(graphic))
11892         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11893
11894       continue;
11895     }
11896
11897     // this may take place after moving, so 'element' may have changed
11898     if (IS_CHANGING(x, y) &&
11899         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11900     {
11901       int page = element_info[element].event_page_nr[CE_DELAY];
11902
11903       HandleElementChange(x, y, page);
11904
11905       element = Feld[x][y];
11906       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11907     }
11908
11909     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11910     {
11911       StartMoving(x, y);
11912
11913       element = Feld[x][y];
11914       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11915
11916       if (IS_ANIMATED(graphic) &&
11917           !IS_MOVING(x, y) &&
11918           !Stop[x][y])
11919         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11920
11921       if (IS_GEM(element) || element == EL_SP_INFOTRON)
11922         TEST_DrawTwinkleOnField(x, y);
11923     }
11924     else if (element == EL_ACID)
11925     {
11926       if (!Stop[x][y])
11927         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11928     }
11929     else if ((element == EL_EXIT_OPEN ||
11930               element == EL_EM_EXIT_OPEN ||
11931               element == EL_SP_EXIT_OPEN ||
11932               element == EL_STEEL_EXIT_OPEN ||
11933               element == EL_EM_STEEL_EXIT_OPEN ||
11934               element == EL_SP_TERMINAL ||
11935               element == EL_SP_TERMINAL_ACTIVE ||
11936               element == EL_EXTRA_TIME ||
11937               element == EL_SHIELD_NORMAL ||
11938               element == EL_SHIELD_DEADLY) &&
11939              IS_ANIMATED(graphic))
11940       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11941     else if (IS_MOVING(x, y))
11942       ContinueMoving(x, y);
11943     else if (IS_ACTIVE_BOMB(element))
11944       CheckDynamite(x, y);
11945     else if (element == EL_AMOEBA_GROWING)
11946       AmoebeWaechst(x, y);
11947     else if (element == EL_AMOEBA_SHRINKING)
11948       AmoebaDisappearing(x, y);
11949
11950 #if !USE_NEW_AMOEBA_CODE
11951     else if (IS_AMOEBALIVE(element))
11952       AmoebeAbleger(x, y);
11953 #endif
11954
11955     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11956       Life(x, y);
11957     else if (element == EL_EXIT_CLOSED)
11958       CheckExit(x, y);
11959     else if (element == EL_EM_EXIT_CLOSED)
11960       CheckExitEM(x, y);
11961     else if (element == EL_STEEL_EXIT_CLOSED)
11962       CheckExitSteel(x, y);
11963     else if (element == EL_EM_STEEL_EXIT_CLOSED)
11964       CheckExitSteelEM(x, y);
11965     else if (element == EL_SP_EXIT_CLOSED)
11966       CheckExitSP(x, y);
11967     else if (element == EL_EXPANDABLE_WALL_GROWING ||
11968              element == EL_EXPANDABLE_STEELWALL_GROWING)
11969       MauerWaechst(x, y);
11970     else if (element == EL_EXPANDABLE_WALL ||
11971              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11972              element == EL_EXPANDABLE_WALL_VERTICAL ||
11973              element == EL_EXPANDABLE_WALL_ANY ||
11974              element == EL_BD_EXPANDABLE_WALL)
11975       MauerAbleger(x, y);
11976     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11977              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11978              element == EL_EXPANDABLE_STEELWALL_ANY)
11979       MauerAblegerStahl(x, y);
11980     else if (element == EL_FLAMES)
11981       CheckForDragon(x, y);
11982     else if (element == EL_EXPLOSION)
11983       ; // drawing of correct explosion animation is handled separately
11984     else if (element == EL_ELEMENT_SNAPPING ||
11985              element == EL_DIAGONAL_SHRINKING ||
11986              element == EL_DIAGONAL_GROWING)
11987     {
11988       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11989
11990       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11991     }
11992     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11993       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11994
11995     if (IS_BELT_ACTIVE(element))
11996       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11997
11998     if (game.magic_wall_active)
11999     {
12000       int jx = local_player->jx, jy = local_player->jy;
12001
12002       // play the element sound at the position nearest to the player
12003       if ((element == EL_MAGIC_WALL_FULL ||
12004            element == EL_MAGIC_WALL_ACTIVE ||
12005            element == EL_MAGIC_WALL_EMPTYING ||
12006            element == EL_BD_MAGIC_WALL_FULL ||
12007            element == EL_BD_MAGIC_WALL_ACTIVE ||
12008            element == EL_BD_MAGIC_WALL_EMPTYING ||
12009            element == EL_DC_MAGIC_WALL_FULL ||
12010            element == EL_DC_MAGIC_WALL_ACTIVE ||
12011            element == EL_DC_MAGIC_WALL_EMPTYING) &&
12012           ABS(x - jx) + ABS(y - jy) <
12013           ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12014       {
12015         magic_wall_x = x;
12016         magic_wall_y = y;
12017       }
12018     }
12019   }
12020
12021 #if USE_NEW_AMOEBA_CODE
12022   // new experimental amoeba growth stuff
12023   if (!(FrameCounter % 8))
12024   {
12025     static unsigned int random = 1684108901;
12026
12027     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12028     {
12029       x = RND(lev_fieldx);
12030       y = RND(lev_fieldy);
12031       element = Feld[x][y];
12032
12033       if (!IS_PLAYER(x,y) &&
12034           (element == EL_EMPTY ||
12035            CAN_GROW_INTO(element) ||
12036            element == EL_QUICKSAND_EMPTY ||
12037            element == EL_QUICKSAND_FAST_EMPTY ||
12038            element == EL_ACID_SPLASH_LEFT ||
12039            element == EL_ACID_SPLASH_RIGHT))
12040       {
12041         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12042             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12043             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12044             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12045           Feld[x][y] = EL_AMOEBA_DROP;
12046       }
12047
12048       random = random * 129 + 1;
12049     }
12050   }
12051 #endif
12052
12053   game.explosions_delayed = FALSE;
12054
12055   SCAN_PLAYFIELD(x, y)
12056   {
12057     element = Feld[x][y];
12058
12059     if (ExplodeField[x][y])
12060       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12061     else if (element == EL_EXPLOSION)
12062       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12063
12064     ExplodeField[x][y] = EX_TYPE_NONE;
12065   }
12066
12067   game.explosions_delayed = TRUE;
12068
12069   if (game.magic_wall_active)
12070   {
12071     if (!(game.magic_wall_time_left % 4))
12072     {
12073       int element = Feld[magic_wall_x][magic_wall_y];
12074
12075       if (element == EL_BD_MAGIC_WALL_FULL ||
12076           element == EL_BD_MAGIC_WALL_ACTIVE ||
12077           element == EL_BD_MAGIC_WALL_EMPTYING)
12078         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12079       else if (element == EL_DC_MAGIC_WALL_FULL ||
12080                element == EL_DC_MAGIC_WALL_ACTIVE ||
12081                element == EL_DC_MAGIC_WALL_EMPTYING)
12082         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12083       else
12084         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12085     }
12086
12087     if (game.magic_wall_time_left > 0)
12088     {
12089       game.magic_wall_time_left--;
12090
12091       if (!game.magic_wall_time_left)
12092       {
12093         SCAN_PLAYFIELD(x, y)
12094         {
12095           element = Feld[x][y];
12096
12097           if (element == EL_MAGIC_WALL_ACTIVE ||
12098               element == EL_MAGIC_WALL_FULL)
12099           {
12100             Feld[x][y] = EL_MAGIC_WALL_DEAD;
12101             TEST_DrawLevelField(x, y);
12102           }
12103           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12104                    element == EL_BD_MAGIC_WALL_FULL)
12105           {
12106             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12107             TEST_DrawLevelField(x, y);
12108           }
12109           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12110                    element == EL_DC_MAGIC_WALL_FULL)
12111           {
12112             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12113             TEST_DrawLevelField(x, y);
12114           }
12115         }
12116
12117         game.magic_wall_active = FALSE;
12118       }
12119     }
12120   }
12121
12122   if (game.light_time_left > 0)
12123   {
12124     game.light_time_left--;
12125
12126     if (game.light_time_left == 0)
12127       RedrawAllLightSwitchesAndInvisibleElements();
12128   }
12129
12130   if (game.timegate_time_left > 0)
12131   {
12132     game.timegate_time_left--;
12133
12134     if (game.timegate_time_left == 0)
12135       CloseAllOpenTimegates();
12136   }
12137
12138   if (game.lenses_time_left > 0)
12139   {
12140     game.lenses_time_left--;
12141
12142     if (game.lenses_time_left == 0)
12143       RedrawAllInvisibleElementsForLenses();
12144   }
12145
12146   if (game.magnify_time_left > 0)
12147   {
12148     game.magnify_time_left--;
12149
12150     if (game.magnify_time_left == 0)
12151       RedrawAllInvisibleElementsForMagnifier();
12152   }
12153
12154   for (i = 0; i < MAX_PLAYERS; i++)
12155   {
12156     struct PlayerInfo *player = &stored_player[i];
12157
12158     if (SHIELD_ON(player))
12159     {
12160       if (player->shield_deadly_time_left)
12161         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12162       else if (player->shield_normal_time_left)
12163         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12164     }
12165   }
12166
12167 #if USE_DELAYED_GFX_REDRAW
12168   SCAN_PLAYFIELD(x, y)
12169   {
12170     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12171     {
12172       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12173          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12174
12175       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12176         DrawLevelField(x, y);
12177
12178       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12179         DrawLevelFieldCrumbled(x, y);
12180
12181       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12182         DrawLevelFieldCrumbledNeighbours(x, y);
12183
12184       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12185         DrawTwinkleOnField(x, y);
12186     }
12187
12188     GfxRedraw[x][y] = GFX_REDRAW_NONE;
12189   }
12190 #endif
12191
12192   DrawAllPlayers();
12193   PlayAllPlayersSound();
12194
12195   for (i = 0; i < MAX_PLAYERS; i++)
12196   {
12197     struct PlayerInfo *player = &stored_player[i];
12198
12199     if (player->show_envelope != 0 && (!player->active ||
12200                                        player->MovPos == 0))
12201     {
12202       ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12203
12204       player->show_envelope = 0;
12205     }
12206   }
12207
12208   // use random number generator in every frame to make it less predictable
12209   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12210     RND(1);
12211 }
12212
12213 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12214 {
12215   int min_x = x, min_y = y, max_x = x, max_y = y;
12216   int i;
12217
12218   for (i = 0; i < MAX_PLAYERS; i++)
12219   {
12220     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12221
12222     if (!stored_player[i].active || &stored_player[i] == player)
12223       continue;
12224
12225     min_x = MIN(min_x, jx);
12226     min_y = MIN(min_y, jy);
12227     max_x = MAX(max_x, jx);
12228     max_y = MAX(max_y, jy);
12229   }
12230
12231   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12232 }
12233
12234 static boolean AllPlayersInVisibleScreen(void)
12235 {
12236   int i;
12237
12238   for (i = 0; i < MAX_PLAYERS; i++)
12239   {
12240     int jx = stored_player[i].jx, jy = stored_player[i].jy;
12241
12242     if (!stored_player[i].active)
12243       continue;
12244
12245     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12246       return FALSE;
12247   }
12248
12249   return TRUE;
12250 }
12251
12252 void ScrollLevel(int dx, int dy)
12253 {
12254   int scroll_offset = 2 * TILEX_VAR;
12255   int x, y;
12256
12257   BlitBitmap(drawto_field, drawto_field,
12258              FX + TILEX_VAR * (dx == -1) - scroll_offset,
12259              FY + TILEY_VAR * (dy == -1) - scroll_offset,
12260              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12261              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12262              FX + TILEX_VAR * (dx == 1) - scroll_offset,
12263              FY + TILEY_VAR * (dy == 1) - scroll_offset);
12264
12265   if (dx != 0)
12266   {
12267     x = (dx == 1 ? BX1 : BX2);
12268     for (y = BY1; y <= BY2; y++)
12269       DrawScreenField(x, y);
12270   }
12271
12272   if (dy != 0)
12273   {
12274     y = (dy == 1 ? BY1 : BY2);
12275     for (x = BX1; x <= BX2; x++)
12276       DrawScreenField(x, y);
12277   }
12278
12279   redraw_mask |= REDRAW_FIELD;
12280 }
12281
12282 static boolean canFallDown(struct PlayerInfo *player)
12283 {
12284   int jx = player->jx, jy = player->jy;
12285
12286   return (IN_LEV_FIELD(jx, jy + 1) &&
12287           (IS_FREE(jx, jy + 1) ||
12288            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12289           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12290           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12291 }
12292
12293 static boolean canPassField(int x, int y, int move_dir)
12294 {
12295   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12296   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12297   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12298   int nextx = x + dx;
12299   int nexty = y + dy;
12300   int element = Feld[x][y];
12301
12302   return (IS_PASSABLE_FROM(element, opposite_dir) &&
12303           !CAN_MOVE(element) &&
12304           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12305           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12306           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12307 }
12308
12309 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12310 {
12311   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12312   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12313   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
12314   int newx = x + dx;
12315   int newy = y + dy;
12316
12317   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12318           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12319           (IS_DIGGABLE(Feld[newx][newy]) ||
12320            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12321            canPassField(newx, newy, move_dir)));
12322 }
12323
12324 static void CheckGravityMovement(struct PlayerInfo *player)
12325 {
12326   if (player->gravity && !player->programmed_action)
12327   {
12328     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12329     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
12330     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12331     int jx = player->jx, jy = player->jy;
12332     boolean player_is_moving_to_valid_field =
12333       (!player_is_snapping &&
12334        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12335         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12336     boolean player_can_fall_down = canFallDown(player);
12337
12338     if (player_can_fall_down &&
12339         !player_is_moving_to_valid_field)
12340       player->programmed_action = MV_DOWN;
12341   }
12342 }
12343
12344 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12345 {
12346   return CheckGravityMovement(player);
12347
12348   if (player->gravity && !player->programmed_action)
12349   {
12350     int jx = player->jx, jy = player->jy;
12351     boolean field_under_player_is_free =
12352       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12353     boolean player_is_standing_on_valid_field =
12354       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12355        (IS_WALKABLE(Feld[jx][jy]) &&
12356         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12357
12358     if (field_under_player_is_free && !player_is_standing_on_valid_field)
12359       player->programmed_action = MV_DOWN;
12360   }
12361 }
12362
12363 /*
12364   MovePlayerOneStep()
12365   -----------------------------------------------------------------------------
12366   dx, dy:               direction (non-diagonal) to try to move the player to
12367   real_dx, real_dy:     direction as read from input device (can be diagonal)
12368 */
12369
12370 boolean MovePlayerOneStep(struct PlayerInfo *player,
12371                           int dx, int dy, int real_dx, int real_dy)
12372 {
12373   int jx = player->jx, jy = player->jy;
12374   int new_jx = jx + dx, new_jy = jy + dy;
12375   int can_move;
12376   boolean player_can_move = !player->cannot_move;
12377
12378   if (!player->active || (!dx && !dy))
12379     return MP_NO_ACTION;
12380
12381   player->MovDir = (dx < 0 ? MV_LEFT :
12382                     dx > 0 ? MV_RIGHT :
12383                     dy < 0 ? MV_UP :
12384                     dy > 0 ? MV_DOWN :  MV_NONE);
12385
12386   if (!IN_LEV_FIELD(new_jx, new_jy))
12387     return MP_NO_ACTION;
12388
12389   if (!player_can_move)
12390   {
12391     if (player->MovPos == 0)
12392     {
12393       player->is_moving = FALSE;
12394       player->is_digging = FALSE;
12395       player->is_collecting = FALSE;
12396       player->is_snapping = FALSE;
12397       player->is_pushing = FALSE;
12398     }
12399   }
12400
12401   if (!network.enabled && game.centered_player_nr == -1 &&
12402       !AllPlayersInSight(player, new_jx, new_jy))
12403     return MP_NO_ACTION;
12404
12405   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12406   if (can_move != MP_MOVING)
12407     return can_move;
12408
12409   // check if DigField() has caused relocation of the player
12410   if (player->jx != jx || player->jy != jy)
12411     return MP_NO_ACTION;        // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12412
12413   StorePlayer[jx][jy] = 0;
12414   player->last_jx = jx;
12415   player->last_jy = jy;
12416   player->jx = new_jx;
12417   player->jy = new_jy;
12418   StorePlayer[new_jx][new_jy] = player->element_nr;
12419
12420   if (player->move_delay_value_next != -1)
12421   {
12422     player->move_delay_value = player->move_delay_value_next;
12423     player->move_delay_value_next = -1;
12424   }
12425
12426   player->MovPos =
12427     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12428
12429   player->step_counter++;
12430
12431   PlayerVisit[jx][jy] = FrameCounter;
12432
12433   player->is_moving = TRUE;
12434
12435 #if 1
12436   // should better be called in MovePlayer(), but this breaks some tapes
12437   ScrollPlayer(player, SCROLL_INIT);
12438 #endif
12439
12440   return MP_MOVING;
12441 }
12442
12443 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12444 {
12445   int jx = player->jx, jy = player->jy;
12446   int old_jx = jx, old_jy = jy;
12447   int moved = MP_NO_ACTION;
12448
12449   if (!player->active)
12450     return FALSE;
12451
12452   if (!dx && !dy)
12453   {
12454     if (player->MovPos == 0)
12455     {
12456       player->is_moving = FALSE;
12457       player->is_digging = FALSE;
12458       player->is_collecting = FALSE;
12459       player->is_snapping = FALSE;
12460       player->is_pushing = FALSE;
12461     }
12462
12463     return FALSE;
12464   }
12465
12466   if (player->move_delay > 0)
12467     return FALSE;
12468
12469   player->move_delay = -1;              // set to "uninitialized" value
12470
12471   // store if player is automatically moved to next field
12472   player->is_auto_moving = (player->programmed_action != MV_NONE);
12473
12474   // remove the last programmed player action
12475   player->programmed_action = 0;
12476
12477   if (player->MovPos)
12478   {
12479     // should only happen if pre-1.2 tape recordings are played
12480     // this is only for backward compatibility
12481
12482     int original_move_delay_value = player->move_delay_value;
12483
12484 #if DEBUG
12485     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12486            tape.counter);
12487 #endif
12488
12489     // scroll remaining steps with finest movement resolution
12490     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12491
12492     while (player->MovPos)
12493     {
12494       ScrollPlayer(player, SCROLL_GO_ON);
12495       ScrollScreen(NULL, SCROLL_GO_ON);
12496
12497       AdvanceFrameAndPlayerCounters(player->index_nr);
12498
12499       DrawAllPlayers();
12500       BackToFront_WithFrameDelay(0);
12501     }
12502
12503     player->move_delay_value = original_move_delay_value;
12504   }
12505
12506   player->is_active = FALSE;
12507
12508   if (player->last_move_dir & MV_HORIZONTAL)
12509   {
12510     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12511       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12512   }
12513   else
12514   {
12515     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12516       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12517   }
12518
12519   if (!moved && !player->is_active)
12520   {
12521     player->is_moving = FALSE;
12522     player->is_digging = FALSE;
12523     player->is_collecting = FALSE;
12524     player->is_snapping = FALSE;
12525     player->is_pushing = FALSE;
12526   }
12527
12528   jx = player->jx;
12529   jy = player->jy;
12530
12531   if (moved & MP_MOVING && !ScreenMovPos &&
12532       (player->index_nr == game.centered_player_nr ||
12533        game.centered_player_nr == -1))
12534   {
12535     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12536
12537     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12538     {
12539       // actual player has left the screen -- scroll in that direction
12540       if (jx != old_jx)         // player has moved horizontally
12541         scroll_x += (jx - old_jx);
12542       else                      // player has moved vertically
12543         scroll_y += (jy - old_jy);
12544     }
12545     else
12546     {
12547       int offset_raw = game.scroll_delay_value;
12548
12549       if (jx != old_jx)         // player has moved horizontally
12550       {
12551         int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12552         int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12553         int new_scroll_x = jx - MIDPOSX + offset_x;
12554
12555         if ((player->MovDir == MV_LEFT  && scroll_x > new_scroll_x) ||
12556             (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12557           scroll_x = new_scroll_x;
12558
12559         // don't scroll over playfield boundaries
12560         scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12561
12562         // don't scroll more than one field at a time
12563         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12564
12565         // don't scroll against the player's moving direction
12566         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12567             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12568           scroll_x = old_scroll_x;
12569       }
12570       else                      // player has moved vertically
12571       {
12572         int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12573         int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12574         int new_scroll_y = jy - MIDPOSY + offset_y;
12575
12576         if ((player->MovDir == MV_UP   && scroll_y > new_scroll_y) ||
12577             (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12578           scroll_y = new_scroll_y;
12579
12580         // don't scroll over playfield boundaries
12581         scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12582
12583         // don't scroll more than one field at a time
12584         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12585
12586         // don't scroll against the player's moving direction
12587         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
12588             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12589           scroll_y = old_scroll_y;
12590       }
12591     }
12592
12593     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12594     {
12595       if (!network.enabled && game.centered_player_nr == -1 &&
12596           !AllPlayersInVisibleScreen())
12597       {
12598         scroll_x = old_scroll_x;
12599         scroll_y = old_scroll_y;
12600       }
12601       else
12602       {
12603         ScrollScreen(player, SCROLL_INIT);
12604         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12605       }
12606     }
12607   }
12608
12609   player->StepFrame = 0;
12610
12611   if (moved & MP_MOVING)
12612   {
12613     if (old_jx != jx && old_jy == jy)
12614       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12615     else if (old_jx == jx && old_jy != jy)
12616       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12617
12618     TEST_DrawLevelField(jx, jy);        // for "crumbled sand"
12619
12620     player->last_move_dir = player->MovDir;
12621     player->is_moving = TRUE;
12622     player->is_snapping = FALSE;
12623     player->is_switching = FALSE;
12624     player->is_dropping = FALSE;
12625     player->is_dropping_pressed = FALSE;
12626     player->drop_pressed_delay = 0;
12627
12628 #if 0
12629     // should better be called here than above, but this breaks some tapes
12630     ScrollPlayer(player, SCROLL_INIT);
12631 #endif
12632   }
12633   else
12634   {
12635     CheckGravityMovementWhenNotMoving(player);
12636
12637     player->is_moving = FALSE;
12638
12639     /* at this point, the player is allowed to move, but cannot move right now
12640        (e.g. because of something blocking the way) -- ensure that the player
12641        is also allowed to move in the next frame (in old versions before 3.1.1,
12642        the player was forced to wait again for eight frames before next try) */
12643
12644     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12645       player->move_delay = 0;   // allow direct movement in the next frame
12646   }
12647
12648   if (player->move_delay == -1)         // not yet initialized by DigField()
12649     player->move_delay = player->move_delay_value;
12650
12651   if (game.engine_version < VERSION_IDENT(3,0,7,0))
12652   {
12653     TestIfPlayerTouchesBadThing(jx, jy);
12654     TestIfPlayerTouchesCustomElement(jx, jy);
12655   }
12656
12657   if (!player->active)
12658     RemovePlayer(player);
12659
12660   return moved;
12661 }
12662
12663 void ScrollPlayer(struct PlayerInfo *player, int mode)
12664 {
12665   int jx = player->jx, jy = player->jy;
12666   int last_jx = player->last_jx, last_jy = player->last_jy;
12667   int move_stepsize = TILEX / player->move_delay_value;
12668
12669   if (!player->active)
12670     return;
12671
12672   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      // player not moving
12673     return;
12674
12675   if (mode == SCROLL_INIT)
12676   {
12677     player->actual_frame_counter = FrameCounter;
12678     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12679
12680     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12681         Feld[last_jx][last_jy] == EL_EMPTY)
12682     {
12683       int last_field_block_delay = 0;   // start with no blocking at all
12684       int block_delay_adjustment = player->block_delay_adjustment;
12685
12686       // if player blocks last field, add delay for exactly one move
12687       if (player->block_last_field)
12688       {
12689         last_field_block_delay += player->move_delay_value;
12690
12691         // when blocking enabled, prevent moving up despite gravity
12692         if (player->gravity && player->MovDir == MV_UP)
12693           block_delay_adjustment = -1;
12694       }
12695
12696       // add block delay adjustment (also possible when not blocking)
12697       last_field_block_delay += block_delay_adjustment;
12698
12699       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12700       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12701     }
12702
12703     if (player->MovPos != 0)    // player has not yet reached destination
12704       return;
12705   }
12706   else if (!FrameReached(&player->actual_frame_counter, 1))
12707     return;
12708
12709   if (player->MovPos != 0)
12710   {
12711     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12712     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12713
12714     // before DrawPlayer() to draw correct player graphic for this case
12715     if (player->MovPos == 0)
12716       CheckGravityMovement(player);
12717   }
12718
12719   if (player->MovPos == 0)      // player reached destination field
12720   {
12721     if (player->move_delay_reset_counter > 0)
12722     {
12723       player->move_delay_reset_counter--;
12724
12725       if (player->move_delay_reset_counter == 0)
12726       {
12727         // continue with normal speed after quickly moving through gate
12728         HALVE_PLAYER_SPEED(player);
12729
12730         // be able to make the next move without delay
12731         player->move_delay = 0;
12732       }
12733     }
12734
12735     player->last_jx = jx;
12736     player->last_jy = jy;
12737
12738     if (Feld[jx][jy] == EL_EXIT_OPEN ||
12739         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12740         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12741         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12742         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12743         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12744         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12745         Feld[jx][jy] == EL_SP_EXIT_OPENING)     // <-- special case
12746     {
12747       ExitPlayer(player);
12748
12749       if (game.players_still_needed == 0 &&
12750           (game.friends_still_needed == 0 ||
12751            IS_SP_ELEMENT(Feld[jx][jy])))
12752         LevelSolved();
12753     }
12754
12755     // this breaks one level: "machine", level 000
12756     {
12757       int move_direction = player->MovDir;
12758       int enter_side = MV_DIR_OPPOSITE(move_direction);
12759       int leave_side = move_direction;
12760       int old_jx = last_jx;
12761       int old_jy = last_jy;
12762       int old_element = Feld[old_jx][old_jy];
12763       int new_element = Feld[jx][jy];
12764
12765       if (IS_CUSTOM_ELEMENT(old_element))
12766         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12767                                    CE_LEFT_BY_PLAYER,
12768                                    player->index_bit, leave_side);
12769
12770       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12771                                           CE_PLAYER_LEAVES_X,
12772                                           player->index_bit, leave_side);
12773
12774       if (IS_CUSTOM_ELEMENT(new_element))
12775         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12776                                    player->index_bit, enter_side);
12777
12778       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12779                                           CE_PLAYER_ENTERS_X,
12780                                           player->index_bit, enter_side);
12781
12782       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12783                                         CE_MOVE_OF_X, move_direction);
12784     }
12785
12786     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12787     {
12788       TestIfPlayerTouchesBadThing(jx, jy);
12789       TestIfPlayerTouchesCustomElement(jx, jy);
12790
12791       /* needed because pushed element has not yet reached its destination,
12792          so it would trigger a change event at its previous field location */
12793       if (!player->is_pushing)
12794         TestIfElementTouchesCustomElement(jx, jy);      // for empty space
12795
12796       if (!player->active)
12797         RemovePlayer(player);
12798     }
12799
12800     if (!game.LevelSolved && level.use_step_counter)
12801     {
12802       int i;
12803
12804       TimePlayed++;
12805
12806       if (TimeLeft > 0)
12807       {
12808         TimeLeft--;
12809
12810         if (TimeLeft <= 10 && setup.time_limit)
12811           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12812
12813         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12814
12815         DisplayGameControlValues();
12816
12817         if (!TimeLeft && setup.time_limit)
12818           for (i = 0; i < MAX_PLAYERS; i++)
12819             KillPlayer(&stored_player[i]);
12820       }
12821       else if (game.no_time_limit && !game.all_players_gone)
12822       {
12823         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12824
12825         DisplayGameControlValues();
12826       }
12827     }
12828
12829     if (tape.single_step && tape.recording && !tape.pausing &&
12830         !player->programmed_action)
12831       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12832
12833     if (!player->programmed_action)
12834       CheckSaveEngineSnapshot(player);
12835   }
12836 }
12837
12838 void ScrollScreen(struct PlayerInfo *player, int mode)
12839 {
12840   static unsigned int screen_frame_counter = 0;
12841
12842   if (mode == SCROLL_INIT)
12843   {
12844     // set scrolling step size according to actual player's moving speed
12845     ScrollStepSize = TILEX / player->move_delay_value;
12846
12847     screen_frame_counter = FrameCounter;
12848     ScreenMovDir = player->MovDir;
12849     ScreenMovPos = player->MovPos;
12850     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12851     return;
12852   }
12853   else if (!FrameReached(&screen_frame_counter, 1))
12854     return;
12855
12856   if (ScreenMovPos)
12857   {
12858     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12859     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12860     redraw_mask |= REDRAW_FIELD;
12861   }
12862   else
12863     ScreenMovDir = MV_NONE;
12864 }
12865
12866 void TestIfPlayerTouchesCustomElement(int x, int y)
12867 {
12868   static int xy[4][2] =
12869   {
12870     { 0, -1 },
12871     { -1, 0 },
12872     { +1, 0 },
12873     { 0, +1 }
12874   };
12875   static int trigger_sides[4][2] =
12876   {
12877     // center side       border side
12878     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
12879     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
12880     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
12881     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
12882   };
12883   static int touch_dir[4] =
12884   {
12885     MV_LEFT | MV_RIGHT,
12886     MV_UP   | MV_DOWN,
12887     MV_UP   | MV_DOWN,
12888     MV_LEFT | MV_RIGHT
12889   };
12890   int center_element = Feld[x][y];      // should always be non-moving!
12891   int i;
12892
12893   for (i = 0; i < NUM_DIRECTIONS; i++)
12894   {
12895     int xx = x + xy[i][0];
12896     int yy = y + xy[i][1];
12897     int center_side = trigger_sides[i][0];
12898     int border_side = trigger_sides[i][1];
12899     int border_element;
12900
12901     if (!IN_LEV_FIELD(xx, yy))
12902       continue;
12903
12904     if (IS_PLAYER(x, y))                // player found at center element
12905     {
12906       struct PlayerInfo *player = PLAYERINFO(x, y);
12907
12908       if (game.engine_version < VERSION_IDENT(3,0,7,0))
12909         border_element = Feld[xx][yy];          // may be moving!
12910       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12911         border_element = Feld[xx][yy];
12912       else if (MovDir[xx][yy] & touch_dir[i])   // elements are touching
12913         border_element = MovingOrBlocked2Element(xx, yy);
12914       else
12915         continue;               // center and border element do not touch
12916
12917       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12918                                  player->index_bit, border_side);
12919       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12920                                           CE_PLAYER_TOUCHES_X,
12921                                           player->index_bit, border_side);
12922
12923       {
12924         /* use player element that is initially defined in the level playfield,
12925            not the player element that corresponds to the runtime player number
12926            (example: a level that contains EL_PLAYER_3 as the only player would
12927            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12928         int player_element = PLAYERINFO(x, y)->initial_element;
12929
12930         CheckElementChangeBySide(xx, yy, border_element, player_element,
12931                                  CE_TOUCHING_X, border_side);
12932       }
12933     }
12934     else if (IS_PLAYER(xx, yy))         // player found at border element
12935     {
12936       struct PlayerInfo *player = PLAYERINFO(xx, yy);
12937
12938       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12939       {
12940         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12941           continue;             // center and border element do not touch
12942       }
12943
12944       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12945                                  player->index_bit, center_side);
12946       CheckTriggeredElementChangeByPlayer(x, y, center_element,
12947                                           CE_PLAYER_TOUCHES_X,
12948                                           player->index_bit, center_side);
12949
12950       {
12951         /* use player element that is initially defined in the level playfield,
12952            not the player element that corresponds to the runtime player number
12953            (example: a level that contains EL_PLAYER_3 as the only player would
12954            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12955         int player_element = PLAYERINFO(xx, yy)->initial_element;
12956
12957         CheckElementChangeBySide(x, y, center_element, player_element,
12958                                  CE_TOUCHING_X, center_side);
12959       }
12960
12961       break;
12962     }
12963   }
12964 }
12965
12966 void TestIfElementTouchesCustomElement(int x, int y)
12967 {
12968   static int xy[4][2] =
12969   {
12970     { 0, -1 },
12971     { -1, 0 },
12972     { +1, 0 },
12973     { 0, +1 }
12974   };
12975   static int trigger_sides[4][2] =
12976   {
12977     // center side      border side
12978     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      // check top
12979     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      // check left
12980     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      // check right
12981     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       // check bottom
12982   };
12983   static int touch_dir[4] =
12984   {
12985     MV_LEFT | MV_RIGHT,
12986     MV_UP   | MV_DOWN,
12987     MV_UP   | MV_DOWN,
12988     MV_LEFT | MV_RIGHT
12989   };
12990   boolean change_center_element = FALSE;
12991   int center_element = Feld[x][y];      // should always be non-moving!
12992   int border_element_old[NUM_DIRECTIONS];
12993   int i;
12994
12995   for (i = 0; i < NUM_DIRECTIONS; i++)
12996   {
12997     int xx = x + xy[i][0];
12998     int yy = y + xy[i][1];
12999     int border_element;
13000
13001     border_element_old[i] = -1;
13002
13003     if (!IN_LEV_FIELD(xx, yy))
13004       continue;
13005
13006     if (game.engine_version < VERSION_IDENT(3,0,7,0))
13007       border_element = Feld[xx][yy];    // may be moving!
13008     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13009       border_element = Feld[xx][yy];
13010     else if (MovDir[xx][yy] & touch_dir[i])     // elements are touching
13011       border_element = MovingOrBlocked2Element(xx, yy);
13012     else
13013       continue;                 // center and border element do not touch
13014
13015     border_element_old[i] = border_element;
13016   }
13017
13018   for (i = 0; i < NUM_DIRECTIONS; i++)
13019   {
13020     int xx = x + xy[i][0];
13021     int yy = y + xy[i][1];
13022     int center_side = trigger_sides[i][0];
13023     int border_element = border_element_old[i];
13024
13025     if (border_element == -1)
13026       continue;
13027
13028     // check for change of border element
13029     CheckElementChangeBySide(xx, yy, border_element, center_element,
13030                              CE_TOUCHING_X, center_side);
13031
13032     // (center element cannot be player, so we dont have to check this here)
13033   }
13034
13035   for (i = 0; i < NUM_DIRECTIONS; i++)
13036   {
13037     int xx = x + xy[i][0];
13038     int yy = y + xy[i][1];
13039     int border_side = trigger_sides[i][1];
13040     int border_element = border_element_old[i];
13041
13042     if (border_element == -1)
13043       continue;
13044
13045     // check for change of center element (but change it only once)
13046     if (!change_center_element)
13047       change_center_element =
13048         CheckElementChangeBySide(x, y, center_element, border_element,
13049                                  CE_TOUCHING_X, border_side);
13050
13051     if (IS_PLAYER(xx, yy))
13052     {
13053       /* use player element that is initially defined in the level playfield,
13054          not the player element that corresponds to the runtime player number
13055          (example: a level that contains EL_PLAYER_3 as the only player would
13056          incorrectly give EL_PLAYER_1 for "player->element_nr") */
13057       int player_element = PLAYERINFO(xx, yy)->initial_element;
13058
13059       CheckElementChangeBySide(x, y, center_element, player_element,
13060                                CE_TOUCHING_X, border_side);
13061     }
13062   }
13063 }
13064
13065 void TestIfElementHitsCustomElement(int x, int y, int direction)
13066 {
13067   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13068   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
13069   int hitx = x + dx, hity = y + dy;
13070   int hitting_element = Feld[x][y];
13071   int touched_element;
13072
13073   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13074     return;
13075
13076   touched_element = (IN_LEV_FIELD(hitx, hity) ?
13077                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13078
13079   if (IN_LEV_FIELD(hitx, hity))
13080   {
13081     int opposite_direction = MV_DIR_OPPOSITE(direction);
13082     int hitting_side = direction;
13083     int touched_side = opposite_direction;
13084     boolean object_hit = (!IS_MOVING(hitx, hity) ||
13085                           MovDir[hitx][hity] != direction ||
13086                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
13087
13088     object_hit = TRUE;
13089
13090     if (object_hit)
13091     {
13092       CheckElementChangeBySide(x, y, hitting_element, touched_element,
13093                                CE_HITTING_X, touched_side);
13094
13095       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13096                                CE_HIT_BY_X, hitting_side);
13097
13098       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13099                                CE_HIT_BY_SOMETHING, opposite_direction);
13100
13101       if (IS_PLAYER(hitx, hity))
13102       {
13103         /* use player element that is initially defined in the level playfield,
13104            not the player element that corresponds to the runtime player number
13105            (example: a level that contains EL_PLAYER_3 as the only player would
13106            incorrectly give EL_PLAYER_1 for "player->element_nr") */
13107         int player_element = PLAYERINFO(hitx, hity)->initial_element;
13108
13109         CheckElementChangeBySide(x, y, hitting_element, player_element,
13110                                  CE_HITTING_X, touched_side);
13111       }
13112     }
13113   }
13114
13115   // "hitting something" is also true when hitting the playfield border
13116   CheckElementChangeBySide(x, y, hitting_element, touched_element,
13117                            CE_HITTING_SOMETHING, direction);
13118 }
13119
13120 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13121 {
13122   int i, kill_x = -1, kill_y = -1;
13123
13124   int bad_element = -1;
13125   static int test_xy[4][2] =
13126   {
13127     { 0, -1 },
13128     { -1, 0 },
13129     { +1, 0 },
13130     { 0, +1 }
13131   };
13132   static int test_dir[4] =
13133   {
13134     MV_UP,
13135     MV_LEFT,
13136     MV_RIGHT,
13137     MV_DOWN
13138   };
13139
13140   for (i = 0; i < NUM_DIRECTIONS; i++)
13141   {
13142     int test_x, test_y, test_move_dir, test_element;
13143
13144     test_x = good_x + test_xy[i][0];
13145     test_y = good_y + test_xy[i][1];
13146
13147     if (!IN_LEV_FIELD(test_x, test_y))
13148       continue;
13149
13150     test_move_dir =
13151       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13152
13153     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13154
13155     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13156        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13157     */
13158     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13159         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
13160     {
13161       kill_x = test_x;
13162       kill_y = test_y;
13163       bad_element = test_element;
13164
13165       break;
13166     }
13167   }
13168
13169   if (kill_x != -1 || kill_y != -1)
13170   {
13171     if (IS_PLAYER(good_x, good_y))
13172     {
13173       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13174
13175       if (player->shield_deadly_time_left > 0 &&
13176           !IS_INDESTRUCTIBLE(bad_element))
13177         Bang(kill_x, kill_y);
13178       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13179         KillPlayer(player);
13180     }
13181     else
13182       Bang(good_x, good_y);
13183   }
13184 }
13185
13186 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13187 {
13188   int i, kill_x = -1, kill_y = -1;
13189   int bad_element = Feld[bad_x][bad_y];
13190   static int test_xy[4][2] =
13191   {
13192     { 0, -1 },
13193     { -1, 0 },
13194     { +1, 0 },
13195     { 0, +1 }
13196   };
13197   static int touch_dir[4] =
13198   {
13199     MV_LEFT | MV_RIGHT,
13200     MV_UP   | MV_DOWN,
13201     MV_UP   | MV_DOWN,
13202     MV_LEFT | MV_RIGHT
13203   };
13204   static int test_dir[4] =
13205   {
13206     MV_UP,
13207     MV_LEFT,
13208     MV_RIGHT,
13209     MV_DOWN
13210   };
13211
13212   if (bad_element == EL_EXPLOSION)      // skip just exploding bad things
13213     return;
13214
13215   for (i = 0; i < NUM_DIRECTIONS; i++)
13216   {
13217     int test_x, test_y, test_move_dir, test_element;
13218
13219     test_x = bad_x + test_xy[i][0];
13220     test_y = bad_y + test_xy[i][1];
13221
13222     if (!IN_LEV_FIELD(test_x, test_y))
13223       continue;
13224
13225     test_move_dir =
13226       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13227
13228     test_element = Feld[test_x][test_y];
13229
13230     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13231        2nd case: DONT_TOUCH style bad thing does not move away from good thing
13232     */
13233     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
13234         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
13235     {
13236       // good thing is player or penguin that does not move away
13237       if (IS_PLAYER(test_x, test_y))
13238       {
13239         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13240
13241         if (bad_element == EL_ROBOT && player->is_moving)
13242           continue;     // robot does not kill player if he is moving
13243
13244         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13245         {
13246           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13247             continue;           // center and border element do not touch
13248         }
13249
13250         kill_x = test_x;
13251         kill_y = test_y;
13252
13253         break;
13254       }
13255       else if (test_element == EL_PENGUIN)
13256       {
13257         kill_x = test_x;
13258         kill_y = test_y;
13259
13260         break;
13261       }
13262     }
13263   }
13264
13265   if (kill_x != -1 || kill_y != -1)
13266   {
13267     if (IS_PLAYER(kill_x, kill_y))
13268     {
13269       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13270
13271       if (player->shield_deadly_time_left > 0 &&
13272           !IS_INDESTRUCTIBLE(bad_element))
13273         Bang(bad_x, bad_y);
13274       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13275         KillPlayer(player);
13276     }
13277     else
13278       Bang(kill_x, kill_y);
13279   }
13280 }
13281
13282 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13283 {
13284   int bad_element = Feld[bad_x][bad_y];
13285   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13286   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
13287   int test_x = bad_x + dx, test_y = bad_y + dy;
13288   int test_move_dir, test_element;
13289   int kill_x = -1, kill_y = -1;
13290
13291   if (!IN_LEV_FIELD(test_x, test_y))
13292     return;
13293
13294   test_move_dir =
13295     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13296
13297   test_element = Feld[test_x][test_y];
13298
13299   if (test_move_dir != bad_move_dir)
13300   {
13301     // good thing can be player or penguin that does not move away
13302     if (IS_PLAYER(test_x, test_y))
13303     {
13304       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13305
13306       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13307          player as being hit when he is moving towards the bad thing, because
13308          the "get hit by" condition would be lost after the player stops) */
13309       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13310         return;         // player moves away from bad thing
13311
13312       kill_x = test_x;
13313       kill_y = test_y;
13314     }
13315     else if (test_element == EL_PENGUIN)
13316     {
13317       kill_x = test_x;
13318       kill_y = test_y;
13319     }
13320   }
13321
13322   if (kill_x != -1 || kill_y != -1)
13323   {
13324     if (IS_PLAYER(kill_x, kill_y))
13325     {
13326       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13327
13328       if (player->shield_deadly_time_left > 0 &&
13329           !IS_INDESTRUCTIBLE(bad_element))
13330         Bang(bad_x, bad_y);
13331       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13332         KillPlayer(player);
13333     }
13334     else
13335       Bang(kill_x, kill_y);
13336   }
13337 }
13338
13339 void TestIfPlayerTouchesBadThing(int x, int y)
13340 {
13341   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13342 }
13343
13344 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13345 {
13346   TestIfGoodThingHitsBadThing(x, y, move_dir);
13347 }
13348
13349 void TestIfBadThingTouchesPlayer(int x, int y)
13350 {
13351   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13352 }
13353
13354 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13355 {
13356   TestIfBadThingHitsGoodThing(x, y, move_dir);
13357 }
13358
13359 void TestIfFriendTouchesBadThing(int x, int y)
13360 {
13361   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13362 }
13363
13364 void TestIfBadThingTouchesFriend(int x, int y)
13365 {
13366   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13367 }
13368
13369 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13370 {
13371   int i, kill_x = bad_x, kill_y = bad_y;
13372   static int xy[4][2] =
13373   {
13374     { 0, -1 },
13375     { -1, 0 },
13376     { +1, 0 },
13377     { 0, +1 }
13378   };
13379
13380   for (i = 0; i < NUM_DIRECTIONS; i++)
13381   {
13382     int x, y, element;
13383
13384     x = bad_x + xy[i][0];
13385     y = bad_y + xy[i][1];
13386     if (!IN_LEV_FIELD(x, y))
13387       continue;
13388
13389     element = Feld[x][y];
13390     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13391         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13392     {
13393       kill_x = x;
13394       kill_y = y;
13395       break;
13396     }
13397   }
13398
13399   if (kill_x != bad_x || kill_y != bad_y)
13400     Bang(bad_x, bad_y);
13401 }
13402
13403 void KillPlayer(struct PlayerInfo *player)
13404 {
13405   int jx = player->jx, jy = player->jy;
13406
13407   if (!player->active)
13408     return;
13409
13410 #if 0
13411   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13412          player->killed, player->active, player->reanimated);
13413 #endif
13414
13415   /* the following code was introduced to prevent an infinite loop when calling
13416      -> Bang()
13417      -> CheckTriggeredElementChangeExt()
13418      -> ExecuteCustomElementAction()
13419      -> KillPlayer()
13420      -> (infinitely repeating the above sequence of function calls)
13421      which occurs when killing the player while having a CE with the setting
13422      "kill player X when explosion of <player X>"; the solution using a new
13423      field "player->killed" was chosen for backwards compatibility, although
13424      clever use of the fields "player->active" etc. would probably also work */
13425 #if 1
13426   if (player->killed)
13427     return;
13428 #endif
13429
13430   player->killed = TRUE;
13431
13432   // remove accessible field at the player's position
13433   Feld[jx][jy] = EL_EMPTY;
13434
13435   // deactivate shield (else Bang()/Explode() would not work right)
13436   player->shield_normal_time_left = 0;
13437   player->shield_deadly_time_left = 0;
13438
13439 #if 0
13440   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13441          player->killed, player->active, player->reanimated);
13442 #endif
13443
13444   Bang(jx, jy);
13445
13446 #if 0
13447   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13448          player->killed, player->active, player->reanimated);
13449 #endif
13450
13451   if (player->reanimated)       // killed player may have been reanimated
13452     player->killed = player->reanimated = FALSE;
13453   else
13454     BuryPlayer(player);
13455 }
13456
13457 static void KillPlayerUnlessEnemyProtected(int x, int y)
13458 {
13459   if (!PLAYER_ENEMY_PROTECTED(x, y))
13460     KillPlayer(PLAYERINFO(x, y));
13461 }
13462
13463 static void KillPlayerUnlessExplosionProtected(int x, int y)
13464 {
13465   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13466     KillPlayer(PLAYERINFO(x, y));
13467 }
13468
13469 void BuryPlayer(struct PlayerInfo *player)
13470 {
13471   int jx = player->jx, jy = player->jy;
13472
13473   if (!player->active)
13474     return;
13475
13476   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13477   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13478
13479   RemovePlayer(player);
13480
13481   player->buried = TRUE;
13482
13483   if (game.all_players_gone)
13484     game.GameOver = TRUE;
13485 }
13486
13487 void RemovePlayer(struct PlayerInfo *player)
13488 {
13489   int jx = player->jx, jy = player->jy;
13490   int i, found = FALSE;
13491
13492   player->present = FALSE;
13493   player->active = FALSE;
13494
13495   // required for some CE actions (even if the player is not active anymore)
13496   player->MovPos = 0;
13497
13498   if (!ExplodeField[jx][jy])
13499     StorePlayer[jx][jy] = 0;
13500
13501   if (player->is_moving)
13502     TEST_DrawLevelField(player->last_jx, player->last_jy);
13503
13504   for (i = 0; i < MAX_PLAYERS; i++)
13505     if (stored_player[i].active)
13506       found = TRUE;
13507
13508   if (!found)
13509   {
13510     game.all_players_gone = TRUE;
13511     game.GameOver = TRUE;
13512   }
13513
13514   game.exit_x = game.robot_wheel_x = jx;
13515   game.exit_y = game.robot_wheel_y = jy;
13516 }
13517
13518 void ExitPlayer(struct PlayerInfo *player)
13519 {
13520   DrawPlayer(player);   // needed here only to cleanup last field
13521   RemovePlayer(player);
13522
13523   if (game.players_still_needed > 0)
13524     game.players_still_needed--;
13525 }
13526
13527 static void setFieldForSnapping(int x, int y, int element, int direction)
13528 {
13529   struct ElementInfo *ei = &element_info[element];
13530   int direction_bit = MV_DIR_TO_BIT(direction);
13531   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13532   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13533                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13534
13535   Feld[x][y] = EL_ELEMENT_SNAPPING;
13536   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13537
13538   ResetGfxAnimation(x, y);
13539
13540   GfxElement[x][y] = element;
13541   GfxAction[x][y] = action;
13542   GfxDir[x][y] = direction;
13543   GfxFrame[x][y] = -1;
13544 }
13545
13546 /*
13547   =============================================================================
13548   checkDiagonalPushing()
13549   -----------------------------------------------------------------------------
13550   check if diagonal input device direction results in pushing of object
13551   (by checking if the alternative direction is walkable, diggable, ...)
13552   =============================================================================
13553 */
13554
13555 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13556                                     int x, int y, int real_dx, int real_dy)
13557 {
13558   int jx, jy, dx, dy, xx, yy;
13559
13560   if (real_dx == 0 || real_dy == 0)     // no diagonal direction => push
13561     return TRUE;
13562
13563   // diagonal direction: check alternative direction
13564   jx = player->jx;
13565   jy = player->jy;
13566   dx = x - jx;
13567   dy = y - jy;
13568   xx = jx + (dx == 0 ? real_dx : 0);
13569   yy = jy + (dy == 0 ? real_dy : 0);
13570
13571   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13572 }
13573
13574 /*
13575   =============================================================================
13576   DigField()
13577   -----------------------------------------------------------------------------
13578   x, y:                 field next to player (non-diagonal) to try to dig to
13579   real_dx, real_dy:     direction as read from input device (can be diagonal)
13580   =============================================================================
13581 */
13582
13583 static int DigField(struct PlayerInfo *player,
13584                     int oldx, int oldy, int x, int y,
13585                     int real_dx, int real_dy, int mode)
13586 {
13587   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13588   boolean player_was_pushing = player->is_pushing;
13589   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13590   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13591   int jx = oldx, jy = oldy;
13592   int dx = x - jx, dy = y - jy;
13593   int nextx = x + dx, nexty = y + dy;
13594   int move_direction = (dx == -1 ? MV_LEFT  :
13595                         dx == +1 ? MV_RIGHT :
13596                         dy == -1 ? MV_UP    :
13597                         dy == +1 ? MV_DOWN  : MV_NONE);
13598   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13599   int dig_side = MV_DIR_OPPOSITE(move_direction);
13600   int old_element = Feld[jx][jy];
13601   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13602   int collect_count;
13603
13604   if (is_player)                // function can also be called by EL_PENGUIN
13605   {
13606     if (player->MovPos == 0)
13607     {
13608       player->is_digging = FALSE;
13609       player->is_collecting = FALSE;
13610     }
13611
13612     if (player->MovPos == 0)    // last pushing move finished
13613       player->is_pushing = FALSE;
13614
13615     if (mode == DF_NO_PUSH)     // player just stopped pushing
13616     {
13617       player->is_switching = FALSE;
13618       player->push_delay = -1;
13619
13620       return MP_NO_ACTION;
13621     }
13622   }
13623
13624   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13625     old_element = Back[jx][jy];
13626
13627   // in case of element dropped at player position, check background
13628   else if (Back[jx][jy] != EL_EMPTY &&
13629            game.engine_version >= VERSION_IDENT(2,2,0,0))
13630     old_element = Back[jx][jy];
13631
13632   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13633     return MP_NO_ACTION;        // field has no opening in this direction
13634
13635   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13636     return MP_NO_ACTION;        // field has no opening in this direction
13637
13638   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13639   {
13640     SplashAcid(x, y);
13641
13642     Feld[jx][jy] = player->artwork_element;
13643     InitMovingField(jx, jy, MV_DOWN);
13644     Store[jx][jy] = EL_ACID;
13645     ContinueMoving(jx, jy);
13646     BuryPlayer(player);
13647
13648     return MP_DONT_RUN_INTO;
13649   }
13650
13651   if (player_can_move && DONT_RUN_INTO(element))
13652   {
13653     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13654
13655     return MP_DONT_RUN_INTO;
13656   }
13657
13658   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13659     return MP_NO_ACTION;
13660
13661   collect_count = element_info[element].collect_count_initial;
13662
13663   if (!is_player && !IS_COLLECTIBLE(element))   // penguin cannot collect it
13664     return MP_NO_ACTION;
13665
13666   if (game.engine_version < VERSION_IDENT(2,2,0,0))
13667     player_can_move = player_can_move_or_snap;
13668
13669   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13670       game.engine_version >= VERSION_IDENT(2,2,0,0))
13671   {
13672     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13673                                player->index_bit, dig_side);
13674     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13675                                         player->index_bit, dig_side);
13676
13677     if (element == EL_DC_LANDMINE)
13678       Bang(x, y);
13679
13680     if (Feld[x][y] != element)          // field changed by snapping
13681       return MP_ACTION;
13682
13683     return MP_NO_ACTION;
13684   }
13685
13686   if (player->gravity && is_player && !player->is_auto_moving &&
13687       canFallDown(player) && move_direction != MV_DOWN &&
13688       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13689     return MP_NO_ACTION;        // player cannot walk here due to gravity
13690
13691   if (player_can_move &&
13692       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13693   {
13694     int sound_element = SND_ELEMENT(element);
13695     int sound_action = ACTION_WALKING;
13696
13697     if (IS_RND_GATE(element))
13698     {
13699       if (!player->key[RND_GATE_NR(element)])
13700         return MP_NO_ACTION;
13701     }
13702     else if (IS_RND_GATE_GRAY(element))
13703     {
13704       if (!player->key[RND_GATE_GRAY_NR(element)])
13705         return MP_NO_ACTION;
13706     }
13707     else if (IS_RND_GATE_GRAY_ACTIVE(element))
13708     {
13709       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13710         return MP_NO_ACTION;
13711     }
13712     else if (element == EL_EXIT_OPEN ||
13713              element == EL_EM_EXIT_OPEN ||
13714              element == EL_EM_EXIT_OPENING ||
13715              element == EL_STEEL_EXIT_OPEN ||
13716              element == EL_EM_STEEL_EXIT_OPEN ||
13717              element == EL_EM_STEEL_EXIT_OPENING ||
13718              element == EL_SP_EXIT_OPEN ||
13719              element == EL_SP_EXIT_OPENING)
13720     {
13721       sound_action = ACTION_PASSING;    // player is passing exit
13722     }
13723     else if (element == EL_EMPTY)
13724     {
13725       sound_action = ACTION_MOVING;             // nothing to walk on
13726     }
13727
13728     // play sound from background or player, whatever is available
13729     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13730       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13731     else
13732       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13733   }
13734   else if (player_can_move &&
13735            IS_PASSABLE(element) && canPassField(x, y, move_direction))
13736   {
13737     if (!ACCESS_FROM(element, opposite_direction))
13738       return MP_NO_ACTION;      // field not accessible from this direction
13739
13740     if (CAN_MOVE(element))      // only fixed elements can be passed!
13741       return MP_NO_ACTION;
13742
13743     if (IS_EM_GATE(element))
13744     {
13745       if (!player->key[EM_GATE_NR(element)])
13746         return MP_NO_ACTION;
13747     }
13748     else if (IS_EM_GATE_GRAY(element))
13749     {
13750       if (!player->key[EM_GATE_GRAY_NR(element)])
13751         return MP_NO_ACTION;
13752     }
13753     else if (IS_EM_GATE_GRAY_ACTIVE(element))
13754     {
13755       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13756         return MP_NO_ACTION;
13757     }
13758     else if (IS_EMC_GATE(element))
13759     {
13760       if (!player->key[EMC_GATE_NR(element)])
13761         return MP_NO_ACTION;
13762     }
13763     else if (IS_EMC_GATE_GRAY(element))
13764     {
13765       if (!player->key[EMC_GATE_GRAY_NR(element)])
13766         return MP_NO_ACTION;
13767     }
13768     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13769     {
13770       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13771         return MP_NO_ACTION;
13772     }
13773     else if (element == EL_DC_GATE_WHITE ||
13774              element == EL_DC_GATE_WHITE_GRAY ||
13775              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13776     {
13777       if (player->num_white_keys == 0)
13778         return MP_NO_ACTION;
13779
13780       player->num_white_keys--;
13781     }
13782     else if (IS_SP_PORT(element))
13783     {
13784       if (element == EL_SP_GRAVITY_PORT_LEFT ||
13785           element == EL_SP_GRAVITY_PORT_RIGHT ||
13786           element == EL_SP_GRAVITY_PORT_UP ||
13787           element == EL_SP_GRAVITY_PORT_DOWN)
13788         player->gravity = !player->gravity;
13789       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13790                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13791                element == EL_SP_GRAVITY_ON_PORT_UP ||
13792                element == EL_SP_GRAVITY_ON_PORT_DOWN)
13793         player->gravity = TRUE;
13794       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13795                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13796                element == EL_SP_GRAVITY_OFF_PORT_UP ||
13797                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13798         player->gravity = FALSE;
13799     }
13800
13801     // automatically move to the next field with double speed
13802     player->programmed_action = move_direction;
13803
13804     if (player->move_delay_reset_counter == 0)
13805     {
13806       player->move_delay_reset_counter = 2;     // two double speed steps
13807
13808       DOUBLE_PLAYER_SPEED(player);
13809     }
13810
13811     PlayLevelSoundAction(x, y, ACTION_PASSING);
13812   }
13813   else if (player_can_move_or_snap && IS_DIGGABLE(element))
13814   {
13815     RemoveField(x, y);
13816
13817     if (mode != DF_SNAP)
13818     {
13819       GfxElement[x][y] = GFX_ELEMENT(element);
13820       player->is_digging = TRUE;
13821     }
13822
13823     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13824
13825     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13826                                         player->index_bit, dig_side);
13827
13828     if (mode == DF_SNAP)
13829     {
13830       if (level.block_snap_field)
13831         setFieldForSnapping(x, y, element, move_direction);
13832       else
13833         TestIfElementTouchesCustomElement(x, y);        // for empty space
13834
13835       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13836                                           player->index_bit, dig_side);
13837     }
13838   }
13839   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13840   {
13841     RemoveField(x, y);
13842
13843     if (is_player && mode != DF_SNAP)
13844     {
13845       GfxElement[x][y] = element;
13846       player->is_collecting = TRUE;
13847     }
13848
13849     if (element == EL_SPEED_PILL)
13850     {
13851       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13852     }
13853     else if (element == EL_EXTRA_TIME && level.time > 0)
13854     {
13855       TimeLeft += level.extra_time;
13856
13857       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13858
13859       DisplayGameControlValues();
13860     }
13861     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13862     {
13863       player->shield_normal_time_left += level.shield_normal_time;
13864       if (element == EL_SHIELD_DEADLY)
13865         player->shield_deadly_time_left += level.shield_deadly_time;
13866     }
13867     else if (element == EL_DYNAMITE ||
13868              element == EL_EM_DYNAMITE ||
13869              element == EL_SP_DISK_RED)
13870     {
13871       if (player->inventory_size < MAX_INVENTORY_SIZE)
13872         player->inventory_element[player->inventory_size++] = element;
13873
13874       DrawGameDoorValues();
13875     }
13876     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13877     {
13878       player->dynabomb_count++;
13879       player->dynabombs_left++;
13880     }
13881     else if (element == EL_DYNABOMB_INCREASE_SIZE)
13882     {
13883       player->dynabomb_size++;
13884     }
13885     else if (element == EL_DYNABOMB_INCREASE_POWER)
13886     {
13887       player->dynabomb_xl = TRUE;
13888     }
13889     else if (IS_KEY(element))
13890     {
13891       player->key[KEY_NR(element)] = TRUE;
13892
13893       DrawGameDoorValues();
13894     }
13895     else if (element == EL_DC_KEY_WHITE)
13896     {
13897       player->num_white_keys++;
13898
13899       // display white keys?
13900       // DrawGameDoorValues();
13901     }
13902     else if (IS_ENVELOPE(element))
13903     {
13904       player->show_envelope = element;
13905     }
13906     else if (element == EL_EMC_LENSES)
13907     {
13908       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13909
13910       RedrawAllInvisibleElementsForLenses();
13911     }
13912     else if (element == EL_EMC_MAGNIFIER)
13913     {
13914       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13915
13916       RedrawAllInvisibleElementsForMagnifier();
13917     }
13918     else if (IS_DROPPABLE(element) ||
13919              IS_THROWABLE(element))     // can be collected and dropped
13920     {
13921       int i;
13922
13923       if (collect_count == 0)
13924         player->inventory_infinite_element = element;
13925       else
13926         for (i = 0; i < collect_count; i++)
13927           if (player->inventory_size < MAX_INVENTORY_SIZE)
13928             player->inventory_element[player->inventory_size++] = element;
13929
13930       DrawGameDoorValues();
13931     }
13932     else if (collect_count > 0)
13933     {
13934       game.gems_still_needed -= collect_count;
13935       if (game.gems_still_needed < 0)
13936         game.gems_still_needed = 0;
13937
13938       game.snapshot.collected_item = TRUE;
13939
13940       game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13941
13942       DisplayGameControlValues();
13943     }
13944
13945     RaiseScoreElement(element);
13946     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13947
13948     if (is_player)
13949       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13950                                           player->index_bit, dig_side);
13951
13952     if (mode == DF_SNAP)
13953     {
13954       if (level.block_snap_field)
13955         setFieldForSnapping(x, y, element, move_direction);
13956       else
13957         TestIfElementTouchesCustomElement(x, y);        // for empty space
13958
13959       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13960                                           player->index_bit, dig_side);
13961     }
13962   }
13963   else if (player_can_move_or_snap && IS_PUSHABLE(element))
13964   {
13965     if (mode == DF_SNAP && element != EL_BD_ROCK)
13966       return MP_NO_ACTION;
13967
13968     if (CAN_FALL(element) && dy)
13969       return MP_NO_ACTION;
13970
13971     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13972         !(element == EL_SPRING && level.use_spring_bug))
13973       return MP_NO_ACTION;
13974
13975     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13976         ((move_direction & MV_VERTICAL &&
13977           ((element_info[element].move_pattern & MV_LEFT &&
13978             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13979            (element_info[element].move_pattern & MV_RIGHT &&
13980             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13981          (move_direction & MV_HORIZONTAL &&
13982           ((element_info[element].move_pattern & MV_UP &&
13983             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13984            (element_info[element].move_pattern & MV_DOWN &&
13985             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13986       return MP_NO_ACTION;
13987
13988     // do not push elements already moving away faster than player
13989     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13990         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13991       return MP_NO_ACTION;
13992
13993     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13994     {
13995       if (player->push_delay_value == -1 || !player_was_pushing)
13996         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13997     }
13998     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13999     {
14000       if (player->push_delay_value == -1)
14001         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14002     }
14003     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14004     {
14005       if (!player->is_pushing)
14006         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14007     }
14008
14009     player->is_pushing = TRUE;
14010     player->is_active = TRUE;
14011
14012     if (!(IN_LEV_FIELD(nextx, nexty) &&
14013           (IS_FREE(nextx, nexty) ||
14014            (IS_SB_ELEMENT(element) &&
14015             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14016            (IS_CUSTOM_ELEMENT(element) &&
14017             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14018       return MP_NO_ACTION;
14019
14020     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14021       return MP_NO_ACTION;
14022
14023     if (player->push_delay == -1)       // new pushing; restart delay
14024       player->push_delay = 0;
14025
14026     if (player->push_delay < player->push_delay_value &&
14027         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14028         element != EL_SPRING && element != EL_BALLOON)
14029     {
14030       // make sure that there is no move delay before next try to push
14031       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14032         player->move_delay = 0;
14033
14034       return MP_NO_ACTION;
14035     }
14036
14037     if (IS_CUSTOM_ELEMENT(element) &&
14038         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14039     {
14040       if (!DigFieldByCE(nextx, nexty, element))
14041         return MP_NO_ACTION;
14042     }
14043
14044     if (IS_SB_ELEMENT(element))
14045     {
14046       boolean sokoban_task_solved = FALSE;
14047
14048       if (element == EL_SOKOBAN_FIELD_FULL)
14049       {
14050         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14051
14052         IncrementSokobanFieldsNeeded();
14053         IncrementSokobanObjectsNeeded();
14054       }
14055
14056       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14057       {
14058         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14059
14060         DecrementSokobanFieldsNeeded();
14061         DecrementSokobanObjectsNeeded();
14062
14063         // sokoban object was pushed from empty field to sokoban field
14064         if (Back[x][y] == EL_EMPTY)
14065           sokoban_task_solved = TRUE;
14066       }
14067
14068       Feld[x][y] = EL_SOKOBAN_OBJECT;
14069
14070       if (Back[x][y] == Back[nextx][nexty])
14071         PlayLevelSoundAction(x, y, ACTION_PUSHING);
14072       else if (Back[x][y] != 0)
14073         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14074                                     ACTION_EMPTYING);
14075       else
14076         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14077                                     ACTION_FILLING);
14078
14079       if (sokoban_task_solved &&
14080           game.sokoban_fields_still_needed == 0 &&
14081           game.sokoban_objects_still_needed == 0 &&
14082           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14083       {
14084         game.players_still_needed = 0;
14085
14086         LevelSolved();
14087
14088         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14089       }
14090     }
14091     else
14092       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14093
14094     InitMovingField(x, y, move_direction);
14095     GfxAction[x][y] = ACTION_PUSHING;
14096
14097     if (mode == DF_SNAP)
14098       ContinueMoving(x, y);
14099     else
14100       MovPos[x][y] = (dx != 0 ? dx : dy);
14101
14102     Pushed[x][y] = TRUE;
14103     Pushed[nextx][nexty] = TRUE;
14104
14105     if (game.engine_version < VERSION_IDENT(2,2,0,7))
14106       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14107     else
14108       player->push_delay_value = -1;    // get new value later
14109
14110     // check for element change _after_ element has been pushed
14111     if (game.use_change_when_pushing_bug)
14112     {
14113       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14114                                  player->index_bit, dig_side);
14115       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14116                                           player->index_bit, dig_side);
14117     }
14118   }
14119   else if (IS_SWITCHABLE(element))
14120   {
14121     if (PLAYER_SWITCHING(player, x, y))
14122     {
14123       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14124                                           player->index_bit, dig_side);
14125
14126       return MP_ACTION;
14127     }
14128
14129     player->is_switching = TRUE;
14130     player->switch_x = x;
14131     player->switch_y = y;
14132
14133     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14134
14135     if (element == EL_ROBOT_WHEEL)
14136     {
14137       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14138
14139       game.robot_wheel_x = x;
14140       game.robot_wheel_y = y;
14141       game.robot_wheel_active = TRUE;
14142
14143       TEST_DrawLevelField(x, y);
14144     }
14145     else if (element == EL_SP_TERMINAL)
14146     {
14147       int xx, yy;
14148
14149       SCAN_PLAYFIELD(xx, yy)
14150       {
14151         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14152         {
14153           Bang(xx, yy);
14154         }
14155         else if (Feld[xx][yy] == EL_SP_TERMINAL)
14156         {
14157           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14158
14159           ResetGfxAnimation(xx, yy);
14160           TEST_DrawLevelField(xx, yy);
14161         }
14162       }
14163     }
14164     else if (IS_BELT_SWITCH(element))
14165     {
14166       ToggleBeltSwitch(x, y);
14167     }
14168     else if (element == EL_SWITCHGATE_SWITCH_UP ||
14169              element == EL_SWITCHGATE_SWITCH_DOWN ||
14170              element == EL_DC_SWITCHGATE_SWITCH_UP ||
14171              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14172     {
14173       ToggleSwitchgateSwitch(x, y);
14174     }
14175     else if (element == EL_LIGHT_SWITCH ||
14176              element == EL_LIGHT_SWITCH_ACTIVE)
14177     {
14178       ToggleLightSwitch(x, y);
14179     }
14180     else if (element == EL_TIMEGATE_SWITCH ||
14181              element == EL_DC_TIMEGATE_SWITCH)
14182     {
14183       ActivateTimegateSwitch(x, y);
14184     }
14185     else if (element == EL_BALLOON_SWITCH_LEFT  ||
14186              element == EL_BALLOON_SWITCH_RIGHT ||
14187              element == EL_BALLOON_SWITCH_UP    ||
14188              element == EL_BALLOON_SWITCH_DOWN  ||
14189              element == EL_BALLOON_SWITCH_NONE  ||
14190              element == EL_BALLOON_SWITCH_ANY)
14191     {
14192       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
14193                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14194                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
14195                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
14196                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
14197                              move_direction);
14198     }
14199     else if (element == EL_LAMP)
14200     {
14201       Feld[x][y] = EL_LAMP_ACTIVE;
14202       game.lights_still_needed--;
14203
14204       ResetGfxAnimation(x, y);
14205       TEST_DrawLevelField(x, y);
14206     }
14207     else if (element == EL_TIME_ORB_FULL)
14208     {
14209       Feld[x][y] = EL_TIME_ORB_EMPTY;
14210
14211       if (level.time > 0 || level.use_time_orb_bug)
14212       {
14213         TimeLeft += level.time_orb_time;
14214         game.no_time_limit = FALSE;
14215
14216         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14217
14218         DisplayGameControlValues();
14219       }
14220
14221       ResetGfxAnimation(x, y);
14222       TEST_DrawLevelField(x, y);
14223     }
14224     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14225              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14226     {
14227       int xx, yy;
14228
14229       game.ball_active = !game.ball_active;
14230
14231       SCAN_PLAYFIELD(xx, yy)
14232       {
14233         int e = Feld[xx][yy];
14234
14235         if (game.ball_active)
14236         {
14237           if (e == EL_EMC_MAGIC_BALL)
14238             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14239           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14240             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14241         }
14242         else
14243         {
14244           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14245             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14246           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14247             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14248         }
14249       }
14250     }
14251
14252     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14253                                         player->index_bit, dig_side);
14254
14255     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14256                                         player->index_bit, dig_side);
14257
14258     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14259                                         player->index_bit, dig_side);
14260
14261     return MP_ACTION;
14262   }
14263   else
14264   {
14265     if (!PLAYER_SWITCHING(player, x, y))
14266     {
14267       player->is_switching = TRUE;
14268       player->switch_x = x;
14269       player->switch_y = y;
14270
14271       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14272                                  player->index_bit, dig_side);
14273       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14274                                           player->index_bit, dig_side);
14275
14276       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14277                                  player->index_bit, dig_side);
14278       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14279                                           player->index_bit, dig_side);
14280     }
14281
14282     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14283                                player->index_bit, dig_side);
14284     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14285                                         player->index_bit, dig_side);
14286
14287     return MP_NO_ACTION;
14288   }
14289
14290   player->push_delay = -1;
14291
14292   if (is_player)                // function can also be called by EL_PENGUIN
14293   {
14294     if (Feld[x][y] != element)          // really digged/collected something
14295     {
14296       player->is_collecting = !player->is_digging;
14297       player->is_active = TRUE;
14298     }
14299   }
14300
14301   return MP_MOVING;
14302 }
14303
14304 static boolean DigFieldByCE(int x, int y, int digging_element)
14305 {
14306   int element = Feld[x][y];
14307
14308   if (!IS_FREE(x, y))
14309   {
14310     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14311                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14312                   ACTION_BREAKING);
14313
14314     // no element can dig solid indestructible elements
14315     if (IS_INDESTRUCTIBLE(element) &&
14316         !IS_DIGGABLE(element) &&
14317         !IS_COLLECTIBLE(element))
14318       return FALSE;
14319
14320     if (AmoebaNr[x][y] &&
14321         (element == EL_AMOEBA_FULL ||
14322          element == EL_BD_AMOEBA ||
14323          element == EL_AMOEBA_GROWING))
14324     {
14325       AmoebaCnt[AmoebaNr[x][y]]--;
14326       AmoebaCnt2[AmoebaNr[x][y]]--;
14327     }
14328
14329     if (IS_MOVING(x, y))
14330       RemoveMovingField(x, y);
14331     else
14332     {
14333       RemoveField(x, y);
14334       TEST_DrawLevelField(x, y);
14335     }
14336
14337     // if digged element was about to explode, prevent the explosion
14338     ExplodeField[x][y] = EX_TYPE_NONE;
14339
14340     PlayLevelSoundAction(x, y, action);
14341   }
14342
14343   Store[x][y] = EL_EMPTY;
14344
14345   // this makes it possible to leave the removed element again
14346   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14347     Store[x][y] = element;
14348
14349   return TRUE;
14350 }
14351
14352 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14353 {
14354   int jx = player->jx, jy = player->jy;
14355   int x = jx + dx, y = jy + dy;
14356   int snap_direction = (dx == -1 ? MV_LEFT  :
14357                         dx == +1 ? MV_RIGHT :
14358                         dy == -1 ? MV_UP    :
14359                         dy == +1 ? MV_DOWN  : MV_NONE);
14360   boolean can_continue_snapping = (level.continuous_snapping &&
14361                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14362
14363   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14364     return FALSE;
14365
14366   if (!player->active || !IN_LEV_FIELD(x, y))
14367     return FALSE;
14368
14369   if (dx && dy)
14370     return FALSE;
14371
14372   if (!dx && !dy)
14373   {
14374     if (player->MovPos == 0)
14375       player->is_pushing = FALSE;
14376
14377     player->is_snapping = FALSE;
14378
14379     if (player->MovPos == 0)
14380     {
14381       player->is_moving = FALSE;
14382       player->is_digging = FALSE;
14383       player->is_collecting = FALSE;
14384     }
14385
14386     return FALSE;
14387   }
14388
14389   // prevent snapping with already pressed snap key when not allowed
14390   if (player->is_snapping && !can_continue_snapping)
14391     return FALSE;
14392
14393   player->MovDir = snap_direction;
14394
14395   if (player->MovPos == 0)
14396   {
14397     player->is_moving = FALSE;
14398     player->is_digging = FALSE;
14399     player->is_collecting = FALSE;
14400   }
14401
14402   player->is_dropping = FALSE;
14403   player->is_dropping_pressed = FALSE;
14404   player->drop_pressed_delay = 0;
14405
14406   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14407     return FALSE;
14408
14409   player->is_snapping = TRUE;
14410   player->is_active = TRUE;
14411
14412   if (player->MovPos == 0)
14413   {
14414     player->is_moving = FALSE;
14415     player->is_digging = FALSE;
14416     player->is_collecting = FALSE;
14417   }
14418
14419   if (player->MovPos != 0)      // prevent graphic bugs in versions < 2.2.0
14420     TEST_DrawLevelField(player->last_jx, player->last_jy);
14421
14422   TEST_DrawLevelField(x, y);
14423
14424   return TRUE;
14425 }
14426
14427 static boolean DropElement(struct PlayerInfo *player)
14428 {
14429   int old_element, new_element;
14430   int dropx = player->jx, dropy = player->jy;
14431   int drop_direction = player->MovDir;
14432   int drop_side = drop_direction;
14433   int drop_element = get_next_dropped_element(player);
14434
14435   /* do not drop an element on top of another element; when holding drop key
14436      pressed without moving, dropped element must move away before the next
14437      element can be dropped (this is especially important if the next element
14438      is dynamite, which can be placed on background for historical reasons) */
14439   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14440     return MP_ACTION;
14441
14442   if (IS_THROWABLE(drop_element))
14443   {
14444     dropx += GET_DX_FROM_DIR(drop_direction);
14445     dropy += GET_DY_FROM_DIR(drop_direction);
14446
14447     if (!IN_LEV_FIELD(dropx, dropy))
14448       return FALSE;
14449   }
14450
14451   old_element = Feld[dropx][dropy];     // old element at dropping position
14452   new_element = drop_element;           // default: no change when dropping
14453
14454   // check if player is active, not moving and ready to drop
14455   if (!player->active || player->MovPos || player->drop_delay > 0)
14456     return FALSE;
14457
14458   // check if player has anything that can be dropped
14459   if (new_element == EL_UNDEFINED)
14460     return FALSE;
14461
14462   // only set if player has anything that can be dropped
14463   player->is_dropping_pressed = TRUE;
14464
14465   // check if drop key was pressed long enough for EM style dynamite
14466   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14467     return FALSE;
14468
14469   // check if anything can be dropped at the current position
14470   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14471     return FALSE;
14472
14473   // collected custom elements can only be dropped on empty fields
14474   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14475     return FALSE;
14476
14477   if (old_element != EL_EMPTY)
14478     Back[dropx][dropy] = old_element;   // store old element on this field
14479
14480   ResetGfxAnimation(dropx, dropy);
14481   ResetRandomAnimationValue(dropx, dropy);
14482
14483   if (player->inventory_size > 0 ||
14484       player->inventory_infinite_element != EL_UNDEFINED)
14485   {
14486     if (player->inventory_size > 0)
14487     {
14488       player->inventory_size--;
14489
14490       DrawGameDoorValues();
14491
14492       if (new_element == EL_DYNAMITE)
14493         new_element = EL_DYNAMITE_ACTIVE;
14494       else if (new_element == EL_EM_DYNAMITE)
14495         new_element = EL_EM_DYNAMITE_ACTIVE;
14496       else if (new_element == EL_SP_DISK_RED)
14497         new_element = EL_SP_DISK_RED_ACTIVE;
14498     }
14499
14500     Feld[dropx][dropy] = new_element;
14501
14502     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14503       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14504                           el2img(Feld[dropx][dropy]), 0);
14505
14506     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14507
14508     // needed if previous element just changed to "empty" in the last frame
14509     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
14510
14511     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14512                                player->index_bit, drop_side);
14513     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14514                                         CE_PLAYER_DROPS_X,
14515                                         player->index_bit, drop_side);
14516
14517     TestIfElementTouchesCustomElement(dropx, dropy);
14518   }
14519   else          // player is dropping a dyna bomb
14520   {
14521     player->dynabombs_left--;
14522
14523     Feld[dropx][dropy] = new_element;
14524
14525     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14526       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14527                           el2img(Feld[dropx][dropy]), 0);
14528
14529     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14530   }
14531
14532   if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14533     InitField_WithBug1(dropx, dropy, FALSE);
14534
14535   new_element = Feld[dropx][dropy];     // element might have changed
14536
14537   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14538       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14539   {
14540     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14541       MovDir[dropx][dropy] = drop_direction;
14542
14543     ChangeCount[dropx][dropy] = 0;      // allow at least one more change
14544
14545     // do not cause impact style collision by dropping elements that can fall
14546     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14547   }
14548
14549   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14550   player->is_dropping = TRUE;
14551
14552   player->drop_pressed_delay = 0;
14553   player->is_dropping_pressed = FALSE;
14554
14555   player->drop_x = dropx;
14556   player->drop_y = dropy;
14557
14558   return TRUE;
14559 }
14560
14561 // ----------------------------------------------------------------------------
14562 // game sound playing functions
14563 // ----------------------------------------------------------------------------
14564
14565 static int *loop_sound_frame = NULL;
14566 static int *loop_sound_volume = NULL;
14567
14568 void InitPlayLevelSound(void)
14569 {
14570   int num_sounds = getSoundListSize();
14571
14572   checked_free(loop_sound_frame);
14573   checked_free(loop_sound_volume);
14574
14575   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
14576   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14577 }
14578
14579 static void PlayLevelSound(int x, int y, int nr)
14580 {
14581   int sx = SCREENX(x), sy = SCREENY(y);
14582   int volume, stereo_position;
14583   int max_distance = 8;
14584   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14585
14586   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14587       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14588     return;
14589
14590   if (!IN_LEV_FIELD(x, y) ||
14591       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14592       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14593     return;
14594
14595   volume = SOUND_MAX_VOLUME;
14596
14597   if (!IN_SCR_FIELD(sx, sy))
14598   {
14599     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14600     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14601
14602     volume -= volume * (dx > dy ? dx : dy) / max_distance;
14603   }
14604
14605   stereo_position = (SOUND_MAX_LEFT +
14606                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14607                      (SCR_FIELDX + 2 * max_distance));
14608
14609   if (IS_LOOP_SOUND(nr))
14610   {
14611     /* This assures that quieter loop sounds do not overwrite louder ones,
14612        while restarting sound volume comparison with each new game frame. */
14613
14614     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14615       return;
14616
14617     loop_sound_volume[nr] = volume;
14618     loop_sound_frame[nr] = FrameCounter;
14619   }
14620
14621   PlaySoundExt(nr, volume, stereo_position, type);
14622 }
14623
14624 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14625 {
14626   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14627                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
14628                  y < LEVELY(BY1) ? LEVELY(BY1) :
14629                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
14630                  sound_action);
14631 }
14632
14633 static void PlayLevelSoundAction(int x, int y, int action)
14634 {
14635   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14636 }
14637
14638 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14639 {
14640   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14641
14642   if (sound_effect != SND_UNDEFINED)
14643     PlayLevelSound(x, y, sound_effect);
14644 }
14645
14646 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14647                                               int action)
14648 {
14649   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14650
14651   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14652     PlayLevelSound(x, y, sound_effect);
14653 }
14654
14655 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14656 {
14657   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14658
14659   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14660     PlayLevelSound(x, y, sound_effect);
14661 }
14662
14663 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14664 {
14665   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14666
14667   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14668     StopSound(sound_effect);
14669 }
14670
14671 static int getLevelMusicNr(void)
14672 {
14673   if (levelset.music[level_nr] != MUS_UNDEFINED)
14674     return levelset.music[level_nr];            // from config file
14675   else
14676     return MAP_NOCONF_MUSIC(level_nr);          // from music dir
14677 }
14678
14679 static void FadeLevelSounds(void)
14680 {
14681   FadeSounds();
14682 }
14683
14684 static void FadeLevelMusic(void)
14685 {
14686   int music_nr = getLevelMusicNr();
14687   char *curr_music = getCurrentlyPlayingMusicFilename();
14688   char *next_music = getMusicInfoEntryFilename(music_nr);
14689
14690   if (!strEqual(curr_music, next_music))
14691     FadeMusic();
14692 }
14693
14694 void FadeLevelSoundsAndMusic(void)
14695 {
14696   FadeLevelSounds();
14697   FadeLevelMusic();
14698 }
14699
14700 static void PlayLevelMusic(void)
14701 {
14702   int music_nr = getLevelMusicNr();
14703   char *curr_music = getCurrentlyPlayingMusicFilename();
14704   char *next_music = getMusicInfoEntryFilename(music_nr);
14705
14706   if (!strEqual(curr_music, next_music))
14707     PlayMusicLoop(music_nr);
14708 }
14709
14710 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14711 {
14712   int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14713   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14714   int x = xx - 1 - offset;
14715   int y = yy - 1 - offset;
14716
14717   switch (sample)
14718   {
14719     case SOUND_blank:
14720       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14721       break;
14722
14723     case SOUND_roll:
14724       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14725       break;
14726
14727     case SOUND_stone:
14728       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14729       break;
14730
14731     case SOUND_nut:
14732       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14733       break;
14734
14735     case SOUND_crack:
14736       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14737       break;
14738
14739     case SOUND_bug:
14740       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14741       break;
14742
14743     case SOUND_tank:
14744       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14745       break;
14746
14747     case SOUND_android_clone:
14748       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14749       break;
14750
14751     case SOUND_android_move:
14752       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14753       break;
14754
14755     case SOUND_spring:
14756       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14757       break;
14758
14759     case SOUND_slurp:
14760       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14761       break;
14762
14763     case SOUND_eater:
14764       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14765       break;
14766
14767     case SOUND_eater_eat:
14768       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14769       break;
14770
14771     case SOUND_alien:
14772       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14773       break;
14774
14775     case SOUND_collect:
14776       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14777       break;
14778
14779     case SOUND_diamond:
14780       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14781       break;
14782
14783     case SOUND_squash:
14784       // !!! CHECK THIS !!!
14785 #if 1
14786       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14787 #else
14788       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14789 #endif
14790       break;
14791
14792     case SOUND_wonderfall:
14793       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14794       break;
14795
14796     case SOUND_drip:
14797       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14798       break;
14799
14800     case SOUND_push:
14801       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14802       break;
14803
14804     case SOUND_dirt:
14805       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14806       break;
14807
14808     case SOUND_acid:
14809       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14810       break;
14811
14812     case SOUND_ball:
14813       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14814       break;
14815
14816     case SOUND_slide:
14817       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14818       break;
14819
14820     case SOUND_wonder:
14821       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14822       break;
14823
14824     case SOUND_door:
14825       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14826       break;
14827
14828     case SOUND_exit_open:
14829       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14830       break;
14831
14832     case SOUND_exit_leave:
14833       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14834       break;
14835
14836     case SOUND_dynamite:
14837       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14838       break;
14839
14840     case SOUND_tick:
14841       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14842       break;
14843
14844     case SOUND_press:
14845       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14846       break;
14847
14848     case SOUND_wheel:
14849       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14850       break;
14851
14852     case SOUND_boom:
14853       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14854       break;
14855
14856     case SOUND_die:
14857       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14858       break;
14859
14860     case SOUND_time:
14861       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14862       break;
14863
14864     default:
14865       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14866       break;
14867   }
14868 }
14869
14870 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14871 {
14872   int element = map_element_SP_to_RND(element_sp);
14873   int action = map_action_SP_to_RND(action_sp);
14874   int offset = (setup.sp_show_border_elements ? 0 : 1);
14875   int x = xx - offset;
14876   int y = yy - offset;
14877
14878   PlayLevelSoundElementAction(x, y, element, action);
14879 }
14880
14881 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14882 {
14883   int element = map_element_MM_to_RND(element_mm);
14884   int action = map_action_MM_to_RND(action_mm);
14885   int offset = 0;
14886   int x = xx - offset;
14887   int y = yy - offset;
14888
14889   if (!IS_MM_ELEMENT(element))
14890     element = EL_MM_DEFAULT;
14891
14892   PlayLevelSoundElementAction(x, y, element, action);
14893 }
14894
14895 void PlaySound_MM(int sound_mm)
14896 {
14897   int sound = map_sound_MM_to_RND(sound_mm);
14898
14899   if (sound == SND_UNDEFINED)
14900     return;
14901
14902   PlaySound(sound);
14903 }
14904
14905 void PlaySoundLoop_MM(int sound_mm)
14906 {
14907   int sound = map_sound_MM_to_RND(sound_mm);
14908
14909   if (sound == SND_UNDEFINED)
14910     return;
14911
14912   PlaySoundLoop(sound);
14913 }
14914
14915 void StopSound_MM(int sound_mm)
14916 {
14917   int sound = map_sound_MM_to_RND(sound_mm);
14918
14919   if (sound == SND_UNDEFINED)
14920     return;
14921
14922   StopSound(sound);
14923 }
14924
14925 void RaiseScore(int value)
14926 {
14927   game.score += value;
14928
14929   game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14930
14931   DisplayGameControlValues();
14932 }
14933
14934 void RaiseScoreElement(int element)
14935 {
14936   switch (element)
14937   {
14938     case EL_EMERALD:
14939     case EL_BD_DIAMOND:
14940     case EL_EMERALD_YELLOW:
14941     case EL_EMERALD_RED:
14942     case EL_EMERALD_PURPLE:
14943     case EL_SP_INFOTRON:
14944       RaiseScore(level.score[SC_EMERALD]);
14945       break;
14946     case EL_DIAMOND:
14947       RaiseScore(level.score[SC_DIAMOND]);
14948       break;
14949     case EL_CRYSTAL:
14950       RaiseScore(level.score[SC_CRYSTAL]);
14951       break;
14952     case EL_PEARL:
14953       RaiseScore(level.score[SC_PEARL]);
14954       break;
14955     case EL_BUG:
14956     case EL_BD_BUTTERFLY:
14957     case EL_SP_ELECTRON:
14958       RaiseScore(level.score[SC_BUG]);
14959       break;
14960     case EL_SPACESHIP:
14961     case EL_BD_FIREFLY:
14962     case EL_SP_SNIKSNAK:
14963       RaiseScore(level.score[SC_SPACESHIP]);
14964       break;
14965     case EL_YAMYAM:
14966     case EL_DARK_YAMYAM:
14967       RaiseScore(level.score[SC_YAMYAM]);
14968       break;
14969     case EL_ROBOT:
14970       RaiseScore(level.score[SC_ROBOT]);
14971       break;
14972     case EL_PACMAN:
14973       RaiseScore(level.score[SC_PACMAN]);
14974       break;
14975     case EL_NUT:
14976       RaiseScore(level.score[SC_NUT]);
14977       break;
14978     case EL_DYNAMITE:
14979     case EL_EM_DYNAMITE:
14980     case EL_SP_DISK_RED:
14981     case EL_DYNABOMB_INCREASE_NUMBER:
14982     case EL_DYNABOMB_INCREASE_SIZE:
14983     case EL_DYNABOMB_INCREASE_POWER:
14984       RaiseScore(level.score[SC_DYNAMITE]);
14985       break;
14986     case EL_SHIELD_NORMAL:
14987     case EL_SHIELD_DEADLY:
14988       RaiseScore(level.score[SC_SHIELD]);
14989       break;
14990     case EL_EXTRA_TIME:
14991       RaiseScore(level.extra_time_score);
14992       break;
14993     case EL_KEY_1:
14994     case EL_KEY_2:
14995     case EL_KEY_3:
14996     case EL_KEY_4:
14997     case EL_EM_KEY_1:
14998     case EL_EM_KEY_2:
14999     case EL_EM_KEY_3:
15000     case EL_EM_KEY_4:
15001     case EL_EMC_KEY_5:
15002     case EL_EMC_KEY_6:
15003     case EL_EMC_KEY_7:
15004     case EL_EMC_KEY_8:
15005     case EL_DC_KEY_WHITE:
15006       RaiseScore(level.score[SC_KEY]);
15007       break;
15008     default:
15009       RaiseScore(element_info[element].collect_score);
15010       break;
15011   }
15012 }
15013
15014 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15015 {
15016   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15017   {
15018     // closing door required in case of envelope style request dialogs
15019     if (!skip_request)
15020     {
15021       // prevent short reactivation of overlay buttons while closing door
15022       SetOverlayActive(FALSE);
15023
15024       CloseDoor(DOOR_CLOSE_1);
15025     }
15026
15027     if (network.enabled)
15028       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15029     else
15030     {
15031       if (quick_quit)
15032         FadeSkipNextFadeIn();
15033
15034       SetGameStatus(GAME_MODE_MAIN);
15035
15036       DrawMainMenu();
15037     }
15038   }
15039   else          // continue playing the game
15040   {
15041     if (tape.playing && tape.deactivate_display)
15042       TapeDeactivateDisplayOff(TRUE);
15043
15044     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15045
15046     if (tape.playing && tape.deactivate_display)
15047       TapeDeactivateDisplayOn();
15048   }
15049 }
15050
15051 void RequestQuitGame(boolean ask_if_really_quit)
15052 {
15053   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15054   boolean skip_request = game.all_players_gone || quick_quit;
15055
15056   RequestQuitGameExt(skip_request, quick_quit,
15057                      "Do you really want to quit the game?");
15058 }
15059
15060 void RequestRestartGame(char *message)
15061 {
15062   game.restart_game_message = NULL;
15063
15064   boolean has_started_game = hasStartedNetworkGame();
15065   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15066
15067   if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15068   {
15069     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15070   }
15071   else
15072   {
15073     SetGameStatus(GAME_MODE_MAIN);
15074
15075     DrawMainMenu();
15076   }
15077 }
15078
15079 void CheckGameOver(void)
15080 {
15081   static boolean last_game_over = FALSE;
15082   static int game_over_delay = 0;
15083   int game_over_delay_value = 50;
15084   boolean game_over = checkGameFailed();
15085
15086   // do not handle game over if request dialog is already active
15087   if (game.request_active)
15088     return;
15089
15090   // do not ask to play again if game was never actually played
15091   if (!game.GamePlayed)
15092     return;
15093
15094   if (!game_over)
15095   {
15096     last_game_over = FALSE;
15097     game_over_delay = game_over_delay_value;
15098
15099     return;
15100   }
15101
15102   if (game_over_delay > 0)
15103   {
15104     game_over_delay--;
15105
15106     return;
15107   }
15108
15109   if (last_game_over != game_over)
15110     game.restart_game_message = (hasStartedNetworkGame() ?
15111                                  "Game over! Play it again?" :
15112                                  "Game over!");
15113
15114   last_game_over = game_over;
15115 }
15116
15117 boolean checkGameSolved(void)
15118 {
15119   // set for all game engines if level was solved
15120   return game.LevelSolved_GameEnd;
15121 }
15122
15123 boolean checkGameFailed(void)
15124 {
15125   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15126     return (game_em.game_over && !game_em.level_solved);
15127   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15128     return (game_sp.game_over && !game_sp.level_solved);
15129   else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15130     return (game_mm.game_over && !game_mm.level_solved);
15131   else                          // GAME_ENGINE_TYPE_RND
15132     return (game.GameOver && !game.LevelSolved);
15133 }
15134
15135 boolean checkGameEnded(void)
15136 {
15137   return (checkGameSolved() || checkGameFailed());
15138 }
15139
15140
15141 // ----------------------------------------------------------------------------
15142 // random generator functions
15143 // ----------------------------------------------------------------------------
15144
15145 unsigned int InitEngineRandom_RND(int seed)
15146 {
15147   game.num_random_calls = 0;
15148
15149   return InitEngineRandom(seed);
15150 }
15151
15152 unsigned int RND(int max)
15153 {
15154   if (max > 0)
15155   {
15156     game.num_random_calls++;
15157
15158     return GetEngineRandom(max);
15159   }
15160
15161   return 0;
15162 }
15163
15164
15165 // ----------------------------------------------------------------------------
15166 // game engine snapshot handling functions
15167 // ----------------------------------------------------------------------------
15168
15169 struct EngineSnapshotInfo
15170 {
15171   // runtime values for custom element collect score
15172   int collect_score[NUM_CUSTOM_ELEMENTS];
15173
15174   // runtime values for group element choice position
15175   int choice_pos[NUM_GROUP_ELEMENTS];
15176
15177   // runtime values for belt position animations
15178   int belt_graphic[4][NUM_BELT_PARTS];
15179   int belt_anim_mode[4][NUM_BELT_PARTS];
15180 };
15181
15182 static struct EngineSnapshotInfo engine_snapshot_rnd;
15183 static char *snapshot_level_identifier = NULL;
15184 static int snapshot_level_nr = -1;
15185
15186 static void SaveEngineSnapshotValues_RND(void)
15187 {
15188   static int belt_base_active_element[4] =
15189   {
15190     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15191     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15192     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15193     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15194   };
15195   int i, j;
15196
15197   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15198   {
15199     int element = EL_CUSTOM_START + i;
15200
15201     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15202   }
15203
15204   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15205   {
15206     int element = EL_GROUP_START + i;
15207
15208     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15209   }
15210
15211   for (i = 0; i < 4; i++)
15212   {
15213     for (j = 0; j < NUM_BELT_PARTS; j++)
15214     {
15215       int element = belt_base_active_element[i] + j;
15216       int graphic = el2img(element);
15217       int anim_mode = graphic_info[graphic].anim_mode;
15218
15219       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15220       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15221     }
15222   }
15223 }
15224
15225 static void LoadEngineSnapshotValues_RND(void)
15226 {
15227   unsigned int num_random_calls = game.num_random_calls;
15228   int i, j;
15229
15230   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15231   {
15232     int element = EL_CUSTOM_START + i;
15233
15234     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15235   }
15236
15237   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15238   {
15239     int element = EL_GROUP_START + i;
15240
15241     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15242   }
15243
15244   for (i = 0; i < 4; i++)
15245   {
15246     for (j = 0; j < NUM_BELT_PARTS; j++)
15247     {
15248       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15249       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15250
15251       graphic_info[graphic].anim_mode = anim_mode;
15252     }
15253   }
15254
15255   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15256   {
15257     InitRND(tape.random_seed);
15258     for (i = 0; i < num_random_calls; i++)
15259       RND(1);
15260   }
15261
15262   if (game.num_random_calls != num_random_calls)
15263   {
15264     Error(ERR_INFO, "number of random calls out of sync");
15265     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15266     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15267     Error(ERR_EXIT, "this should not happen -- please debug");
15268   }
15269 }
15270
15271 void FreeEngineSnapshotSingle(void)
15272 {
15273   FreeSnapshotSingle();
15274
15275   setString(&snapshot_level_identifier, NULL);
15276   snapshot_level_nr = -1;
15277 }
15278
15279 void FreeEngineSnapshotList(void)
15280 {
15281   FreeSnapshotList();
15282 }
15283
15284 static ListNode *SaveEngineSnapshotBuffers(void)
15285 {
15286   ListNode *buffers = NULL;
15287
15288   // copy some special values to a structure better suited for the snapshot
15289
15290   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15291     SaveEngineSnapshotValues_RND();
15292   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15293     SaveEngineSnapshotValues_EM();
15294   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15295     SaveEngineSnapshotValues_SP(&buffers);
15296   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15297     SaveEngineSnapshotValues_MM(&buffers);
15298
15299   // save values stored in special snapshot structure
15300
15301   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15302     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15303   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15304     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15305   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15306     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15307   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15308     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15309
15310   // save further RND engine values
15311
15312   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15313   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15314   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15315
15316   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15317   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15318   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15319   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15320   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15321
15322   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15323   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15324   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15325
15326   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15327
15328   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15329   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15330
15331   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15332   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15333   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15334   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15335   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15336   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15337   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15338   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15339   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15340   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15341   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15342   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15343   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15344   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15345   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15346   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15347   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15348   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15349
15350   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15351   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15352
15353   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15354   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15355   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15356
15357   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15358   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15359
15360   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15361   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15362   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15363   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15364   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15365
15366   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15367   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15368
15369 #if 0
15370   ListNode *node = engine_snapshot_list_rnd;
15371   int num_bytes = 0;
15372
15373   while (node != NULL)
15374   {
15375     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15376
15377     node = node->next;
15378   }
15379
15380   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15381 #endif
15382
15383   return buffers;
15384 }
15385
15386 void SaveEngineSnapshotSingle(void)
15387 {
15388   ListNode *buffers = SaveEngineSnapshotBuffers();
15389
15390   // finally save all snapshot buffers to single snapshot
15391   SaveSnapshotSingle(buffers);
15392
15393   // save level identification information
15394   setString(&snapshot_level_identifier, leveldir_current->identifier);
15395   snapshot_level_nr = level_nr;
15396 }
15397
15398 boolean CheckSaveEngineSnapshotToList(void)
15399 {
15400   boolean save_snapshot =
15401     ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15402      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15403       game.snapshot.changed_action) ||
15404      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15405       game.snapshot.collected_item));
15406
15407   game.snapshot.changed_action = FALSE;
15408   game.snapshot.collected_item = FALSE;
15409   game.snapshot.save_snapshot = save_snapshot;
15410
15411   return save_snapshot;
15412 }
15413
15414 void SaveEngineSnapshotToList(void)
15415 {
15416   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15417       tape.quick_resume)
15418     return;
15419
15420   ListNode *buffers = SaveEngineSnapshotBuffers();
15421
15422   // finally save all snapshot buffers to snapshot list
15423   SaveSnapshotToList(buffers);
15424 }
15425
15426 void SaveEngineSnapshotToListInitial(void)
15427 {
15428   FreeEngineSnapshotList();
15429
15430   SaveEngineSnapshotToList();
15431 }
15432
15433 static void LoadEngineSnapshotValues(void)
15434 {
15435   // restore special values from snapshot structure
15436
15437   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15438     LoadEngineSnapshotValues_RND();
15439   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15440     LoadEngineSnapshotValues_EM();
15441   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15442     LoadEngineSnapshotValues_SP();
15443   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15444     LoadEngineSnapshotValues_MM();
15445 }
15446
15447 void LoadEngineSnapshotSingle(void)
15448 {
15449   LoadSnapshotSingle();
15450
15451   LoadEngineSnapshotValues();
15452 }
15453
15454 static void LoadEngineSnapshot_Undo(int steps)
15455 {
15456   LoadSnapshotFromList_Older(steps);
15457
15458   LoadEngineSnapshotValues();
15459 }
15460
15461 static void LoadEngineSnapshot_Redo(int steps)
15462 {
15463   LoadSnapshotFromList_Newer(steps);
15464
15465   LoadEngineSnapshotValues();
15466 }
15467
15468 boolean CheckEngineSnapshotSingle(void)
15469 {
15470   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15471           snapshot_level_nr == level_nr);
15472 }
15473
15474 boolean CheckEngineSnapshotList(void)
15475 {
15476   return CheckSnapshotList();
15477 }
15478
15479
15480 // ---------- new game button stuff -------------------------------------------
15481
15482 static struct
15483 {
15484   int graphic;
15485   struct XY *pos;
15486   int gadget_id;
15487   boolean *setup_value;
15488   boolean allowed_on_tape;
15489   boolean is_touch_button;
15490   char *infotext;
15491 } gamebutton_info[NUM_GAME_BUTTONS] =
15492 {
15493   {
15494     IMG_GFX_GAME_BUTTON_STOP,                   &game.button.stop,
15495     GAME_CTRL_ID_STOP,                          NULL,
15496     TRUE, FALSE,                                "stop game"
15497   },
15498   {
15499     IMG_GFX_GAME_BUTTON_PAUSE,                  &game.button.pause,
15500     GAME_CTRL_ID_PAUSE,                         NULL,
15501     TRUE, FALSE,                                "pause game"
15502   },
15503   {
15504     IMG_GFX_GAME_BUTTON_PLAY,                   &game.button.play,
15505     GAME_CTRL_ID_PLAY,                          NULL,
15506     TRUE, FALSE,                                "play game"
15507   },
15508   {
15509     IMG_GFX_GAME_BUTTON_UNDO,                   &game.button.undo,
15510     GAME_CTRL_ID_UNDO,                          NULL,
15511     TRUE, FALSE,                                "undo step"
15512   },
15513   {
15514     IMG_GFX_GAME_BUTTON_REDO,                   &game.button.redo,
15515     GAME_CTRL_ID_REDO,                          NULL,
15516     TRUE, FALSE,                                "redo step"
15517   },
15518   {
15519     IMG_GFX_GAME_BUTTON_SAVE,                   &game.button.save,
15520     GAME_CTRL_ID_SAVE,                          NULL,
15521     TRUE, FALSE,                                "save game"
15522   },
15523   {
15524     IMG_GFX_GAME_BUTTON_PAUSE2,                 &game.button.pause2,
15525     GAME_CTRL_ID_PAUSE2,                        NULL,
15526     TRUE, FALSE,                                "pause game"
15527   },
15528   {
15529     IMG_GFX_GAME_BUTTON_LOAD,                   &game.button.load,
15530     GAME_CTRL_ID_LOAD,                          NULL,
15531     TRUE, FALSE,                                "load game"
15532   },
15533   {
15534     IMG_GFX_GAME_BUTTON_PANEL_STOP,             &game.button.panel_stop,
15535     GAME_CTRL_ID_PANEL_STOP,                    NULL,
15536     FALSE, FALSE,                               "stop game"
15537   },
15538   {
15539     IMG_GFX_GAME_BUTTON_PANEL_PAUSE,            &game.button.panel_pause,
15540     GAME_CTRL_ID_PANEL_PAUSE,                   NULL,
15541     FALSE, FALSE,                               "pause game"
15542   },
15543   {
15544     IMG_GFX_GAME_BUTTON_PANEL_PLAY,             &game.button.panel_play,
15545     GAME_CTRL_ID_PANEL_PLAY,                    NULL,
15546     FALSE, FALSE,                               "play game"
15547   },
15548   {
15549     IMG_GFX_GAME_BUTTON_TOUCH_STOP,             &game.button.touch_stop,
15550     GAME_CTRL_ID_TOUCH_STOP,                    NULL,
15551     FALSE, TRUE,                                "stop game"
15552   },
15553   {
15554     IMG_GFX_GAME_BUTTON_TOUCH_PAUSE,            &game.button.touch_pause,
15555     GAME_CTRL_ID_TOUCH_PAUSE,                   NULL,
15556     FALSE, TRUE,                                "pause game"
15557   },
15558   {
15559     IMG_GFX_GAME_BUTTON_SOUND_MUSIC,            &game.button.sound_music,
15560     SOUND_CTRL_ID_MUSIC,                        &setup.sound_music,
15561     TRUE, FALSE,                                "background music on/off"
15562   },
15563   {
15564     IMG_GFX_GAME_BUTTON_SOUND_LOOPS,            &game.button.sound_loops,
15565     SOUND_CTRL_ID_LOOPS,                        &setup.sound_loops,
15566     TRUE, FALSE,                                "sound loops on/off"
15567   },
15568   {
15569     IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,           &game.button.sound_simple,
15570     SOUND_CTRL_ID_SIMPLE,                       &setup.sound_simple,
15571     TRUE, FALSE,                                "normal sounds on/off"
15572   },
15573   {
15574     IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,      &game.button.panel_sound_music,
15575     SOUND_CTRL_ID_PANEL_MUSIC,                  &setup.sound_music,
15576     FALSE, FALSE,                               "background music on/off"
15577   },
15578   {
15579     IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,      &game.button.panel_sound_loops,
15580     SOUND_CTRL_ID_PANEL_LOOPS,                  &setup.sound_loops,
15581     FALSE, FALSE,                               "sound loops on/off"
15582   },
15583   {
15584     IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,     &game.button.panel_sound_simple,
15585     SOUND_CTRL_ID_PANEL_SIMPLE,                 &setup.sound_simple,
15586     FALSE, FALSE,                               "normal sounds on/off"
15587   }
15588 };
15589
15590 void CreateGameButtons(void)
15591 {
15592   int i;
15593
15594   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15595   {
15596     int graphic = gamebutton_info[i].graphic;
15597     struct GraphicInfo *gfx = &graphic_info[graphic];
15598     struct XY *pos = gamebutton_info[i].pos;
15599     struct GadgetInfo *gi;
15600     int button_type;
15601     boolean checked;
15602     unsigned int event_mask;
15603     boolean is_touch_button = gamebutton_info[i].is_touch_button;
15604     boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15605     boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15606     int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15607     int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15608     int gd_x   = gfx->src_x;
15609     int gd_y   = gfx->src_y;
15610     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
15611     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
15612     int gd_xa  = gfx->src_x + gfx->active_xoffset;
15613     int gd_ya  = gfx->src_y + gfx->active_yoffset;
15614     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15615     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15616     int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15617     int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15618     int id = i;
15619
15620     if (gfx->bitmap == NULL)
15621     {
15622       game_gadget[id] = NULL;
15623
15624       continue;
15625     }
15626
15627     if (id == GAME_CTRL_ID_STOP ||
15628         id == GAME_CTRL_ID_PANEL_STOP ||
15629         id == GAME_CTRL_ID_TOUCH_STOP ||
15630         id == GAME_CTRL_ID_PLAY ||
15631         id == GAME_CTRL_ID_PANEL_PLAY ||
15632         id == GAME_CTRL_ID_SAVE ||
15633         id == GAME_CTRL_ID_LOAD)
15634     {
15635       button_type = GD_TYPE_NORMAL_BUTTON;
15636       checked = FALSE;
15637       event_mask = GD_EVENT_RELEASED;
15638     }
15639     else if (id == GAME_CTRL_ID_UNDO ||
15640              id == GAME_CTRL_ID_REDO)
15641     {
15642       button_type = GD_TYPE_NORMAL_BUTTON;
15643       checked = FALSE;
15644       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15645     }
15646     else
15647     {
15648       button_type = GD_TYPE_CHECK_BUTTON;
15649       checked = (gamebutton_info[i].setup_value != NULL ?
15650                  *gamebutton_info[i].setup_value : FALSE);
15651       event_mask = GD_EVENT_PRESSED;
15652     }
15653
15654     gi = CreateGadget(GDI_CUSTOM_ID, id,
15655                       GDI_IMAGE_ID, graphic,
15656                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
15657                       GDI_X, base_x + x,
15658                       GDI_Y, base_y + y,
15659                       GDI_WIDTH, gfx->width,
15660                       GDI_HEIGHT, gfx->height,
15661                       GDI_TYPE, button_type,
15662                       GDI_STATE, GD_BUTTON_UNPRESSED,
15663                       GDI_CHECKED, checked,
15664                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15665                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15666                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15667                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15668                       GDI_DIRECT_DRAW, FALSE,
15669                       GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15670                       GDI_EVENT_MASK, event_mask,
15671                       GDI_CALLBACK_ACTION, HandleGameButtons,
15672                       GDI_END);
15673
15674     if (gi == NULL)
15675       Error(ERR_EXIT, "cannot create gadget");
15676
15677     game_gadget[id] = gi;
15678   }
15679 }
15680
15681 void FreeGameButtons(void)
15682 {
15683   int i;
15684
15685   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15686     FreeGadget(game_gadget[i]);
15687 }
15688
15689 static void UnmapGameButtonsAtSamePosition(int id)
15690 {
15691   int i;
15692
15693   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15694     if (i != id &&
15695         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15696         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15697       UnmapGadget(game_gadget[i]);
15698 }
15699
15700 static void UnmapGameButtonsAtSamePosition_All(void)
15701 {
15702   if (setup.show_snapshot_buttons)
15703   {
15704     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15705     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15706     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15707   }
15708   else
15709   {
15710     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15711     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15712     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15713
15714     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15715     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15716     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15717   }
15718 }
15719
15720 static void MapGameButtonsAtSamePosition(int id)
15721 {
15722   int i;
15723
15724   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15725     if (i != id &&
15726         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15727         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15728       MapGadget(game_gadget[i]);
15729
15730   UnmapGameButtonsAtSamePosition_All();
15731 }
15732
15733 void MapUndoRedoButtons(void)
15734 {
15735   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15736   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15737
15738   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15739   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15740 }
15741
15742 void UnmapUndoRedoButtons(void)
15743 {
15744   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15745   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15746
15747   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15748   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15749 }
15750
15751 void ModifyPauseButtons(void)
15752 {
15753   static int ids[] =
15754   {
15755     GAME_CTRL_ID_PAUSE,
15756     GAME_CTRL_ID_PAUSE2,
15757     GAME_CTRL_ID_PANEL_PAUSE,
15758     GAME_CTRL_ID_TOUCH_PAUSE,
15759     -1
15760   };
15761   int i;
15762
15763   for (i = 0; ids[i] > -1; i++)
15764     ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
15765 }
15766
15767 static void MapGameButtonsExt(boolean on_tape)
15768 {
15769   int i;
15770
15771   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15772     if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15773         i != GAME_CTRL_ID_UNDO &&
15774         i != GAME_CTRL_ID_REDO)
15775       MapGadget(game_gadget[i]);
15776
15777   UnmapGameButtonsAtSamePosition_All();
15778
15779   RedrawGameButtons();
15780 }
15781
15782 static void UnmapGameButtonsExt(boolean on_tape)
15783 {
15784   int i;
15785
15786   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15787     if (!on_tape || gamebutton_info[i].allowed_on_tape)
15788       UnmapGadget(game_gadget[i]);
15789 }
15790
15791 static void RedrawGameButtonsExt(boolean on_tape)
15792 {
15793   int i;
15794
15795   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15796     if (!on_tape || gamebutton_info[i].allowed_on_tape)
15797       RedrawGadget(game_gadget[i]);
15798 }
15799
15800 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15801 {
15802   if (gi == NULL)
15803     return;
15804
15805   gi->checked = state;
15806 }
15807
15808 static void RedrawSoundButtonGadget(int id)
15809 {
15810   int id2 = (id == SOUND_CTRL_ID_MUSIC        ? SOUND_CTRL_ID_PANEL_MUSIC :
15811              id == SOUND_CTRL_ID_LOOPS        ? SOUND_CTRL_ID_PANEL_LOOPS :
15812              id == SOUND_CTRL_ID_SIMPLE       ? SOUND_CTRL_ID_PANEL_SIMPLE :
15813              id == SOUND_CTRL_ID_PANEL_MUSIC  ? SOUND_CTRL_ID_MUSIC :
15814              id == SOUND_CTRL_ID_PANEL_LOOPS  ? SOUND_CTRL_ID_LOOPS :
15815              id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15816              id);
15817
15818   SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15819   RedrawGadget(game_gadget[id2]);
15820 }
15821
15822 void MapGameButtons(void)
15823 {
15824   MapGameButtonsExt(FALSE);
15825 }
15826
15827 void UnmapGameButtons(void)
15828 {
15829   UnmapGameButtonsExt(FALSE);
15830 }
15831
15832 void RedrawGameButtons(void)
15833 {
15834   RedrawGameButtonsExt(FALSE);
15835 }
15836
15837 void MapGameButtonsOnTape(void)
15838 {
15839   MapGameButtonsExt(TRUE);
15840 }
15841
15842 void UnmapGameButtonsOnTape(void)
15843 {
15844   UnmapGameButtonsExt(TRUE);
15845 }
15846
15847 void RedrawGameButtonsOnTape(void)
15848 {
15849   RedrawGameButtonsExt(TRUE);
15850 }
15851
15852 static void GameUndoRedoExt(void)
15853 {
15854   ClearPlayerAction();
15855
15856   tape.pausing = TRUE;
15857
15858   RedrawPlayfield();
15859   UpdateAndDisplayGameControlValues();
15860
15861   DrawCompleteVideoDisplay();
15862   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15863   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15864   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15865
15866   BackToFront();
15867 }
15868
15869 static void GameUndo(int steps)
15870 {
15871   if (!CheckEngineSnapshotList())
15872     return;
15873
15874   LoadEngineSnapshot_Undo(steps);
15875
15876   GameUndoRedoExt();
15877 }
15878
15879 static void GameRedo(int steps)
15880 {
15881   if (!CheckEngineSnapshotList())
15882     return;
15883
15884   LoadEngineSnapshot_Redo(steps);
15885
15886   GameUndoRedoExt();
15887 }
15888
15889 static void HandleGameButtonsExt(int id, int button)
15890 {
15891   static boolean game_undo_executed = FALSE;
15892   int steps = BUTTON_STEPSIZE(button);
15893   boolean handle_game_buttons =
15894     (game_status == GAME_MODE_PLAYING ||
15895      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15896
15897   if (!handle_game_buttons)
15898     return;
15899
15900   switch (id)
15901   {
15902     case GAME_CTRL_ID_STOP:
15903     case GAME_CTRL_ID_PANEL_STOP:
15904     case GAME_CTRL_ID_TOUCH_STOP:
15905       if (game_status == GAME_MODE_MAIN)
15906         break;
15907
15908       if (tape.playing)
15909         TapeStop();
15910       else
15911         RequestQuitGame(TRUE);
15912
15913       break;
15914
15915     case GAME_CTRL_ID_PAUSE:
15916     case GAME_CTRL_ID_PAUSE2:
15917     case GAME_CTRL_ID_PANEL_PAUSE:
15918     case GAME_CTRL_ID_TOUCH_PAUSE:
15919       if (network.enabled && game_status == GAME_MODE_PLAYING)
15920       {
15921         if (tape.pausing)
15922           SendToServer_ContinuePlaying();
15923         else
15924           SendToServer_PausePlaying();
15925       }
15926       else
15927         TapeTogglePause(TAPE_TOGGLE_MANUAL);
15928
15929       game_undo_executed = FALSE;
15930
15931       break;
15932
15933     case GAME_CTRL_ID_PLAY:
15934     case GAME_CTRL_ID_PANEL_PLAY:
15935       if (game_status == GAME_MODE_MAIN)
15936       {
15937         StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15938       }
15939       else if (tape.pausing)
15940       {
15941         if (network.enabled)
15942           SendToServer_ContinuePlaying();
15943         else
15944           TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15945       }
15946       break;
15947
15948     case GAME_CTRL_ID_UNDO:
15949       // Important: When using "save snapshot when collecting an item" mode,
15950       // load last (current) snapshot for first "undo" after pressing "pause"
15951       // (else the last-but-one snapshot would be loaded, because the snapshot
15952       // pointer already points to the last snapshot when pressing "pause",
15953       // which is fine for "every step/move" mode, but not for "every collect")
15954       if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15955           !game_undo_executed)
15956         steps--;
15957
15958       game_undo_executed = TRUE;
15959
15960       GameUndo(steps);
15961       break;
15962
15963     case GAME_CTRL_ID_REDO:
15964       GameRedo(steps);
15965       break;
15966
15967     case GAME_CTRL_ID_SAVE:
15968       TapeQuickSave();
15969       break;
15970
15971     case GAME_CTRL_ID_LOAD:
15972       TapeQuickLoad();
15973       break;
15974
15975     case SOUND_CTRL_ID_MUSIC:
15976     case SOUND_CTRL_ID_PANEL_MUSIC:
15977       if (setup.sound_music)
15978       { 
15979         setup.sound_music = FALSE;
15980
15981         FadeMusic();
15982       }
15983       else if (audio.music_available)
15984       { 
15985         setup.sound = setup.sound_music = TRUE;
15986
15987         SetAudioMode(setup.sound);
15988
15989         if (game_status == GAME_MODE_PLAYING)
15990           PlayLevelMusic();
15991       }
15992
15993       RedrawSoundButtonGadget(id);
15994
15995       break;
15996
15997     case SOUND_CTRL_ID_LOOPS:
15998     case SOUND_CTRL_ID_PANEL_LOOPS:
15999       if (setup.sound_loops)
16000         setup.sound_loops = FALSE;
16001       else if (audio.loops_available)
16002       {
16003         setup.sound = setup.sound_loops = TRUE;
16004
16005         SetAudioMode(setup.sound);
16006       }
16007
16008       RedrawSoundButtonGadget(id);
16009
16010       break;
16011
16012     case SOUND_CTRL_ID_SIMPLE:
16013     case SOUND_CTRL_ID_PANEL_SIMPLE:
16014       if (setup.sound_simple)
16015         setup.sound_simple = FALSE;
16016       else if (audio.sound_available)
16017       {
16018         setup.sound = setup.sound_simple = TRUE;
16019
16020         SetAudioMode(setup.sound);
16021       }
16022
16023       RedrawSoundButtonGadget(id);
16024
16025       break;
16026
16027     default:
16028       break;
16029   }
16030 }
16031
16032 static void HandleGameButtons(struct GadgetInfo *gi)
16033 {
16034   HandleGameButtonsExt(gi->custom_id, gi->event.button);
16035 }
16036
16037 void HandleSoundButtonKeys(Key key)
16038 {
16039   if (key == setup.shortcut.sound_simple)
16040     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16041   else if (key == setup.shortcut.sound_loops)
16042     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16043   else if (key == setup.shortcut.sound_music)
16044     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
16045 }