added new level option to only redraw off-screen player relocation
[rocksndiamonds.git] / src / game.c
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // game.c
10 // ============================================================================
11
12 #include "libgame/libgame.h"
13
14 #include "game.h"
15 #include "init.h"
16 #include "tools.h"
17 #include "screens.h"
18 #include "events.h"
19 #include "files.h"
20 #include "tape.h"
21 #include "network.h"
22
23
24 /* DEBUG SETTINGS */
25 #define DEBUG_INIT_PLAYER       1
26 #define DEBUG_PLAYER_ACTIONS    0
27
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE     FALSE
30
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX    0
33 #define USE_QUICKSAND_IMPACT_BUGFIX     0
34 #define USE_DELAYED_GFX_REDRAW          0
35 #define USE_NEW_PLAYER_ASSIGNMENTS      1
36
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y)                               \
39         GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
41         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
43         GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y)                           \
45         GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
46 #else
47 #define TEST_DrawLevelField(x, y)                               \
48              DrawLevelField(x, y)
49 #define TEST_DrawLevelFieldCrumbled(x, y)                       \
50              DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y)             \
52              DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y)                           \
54              DrawTwinkleOnField(x, y)
55 #endif
56
57
58 /* for DigField() */
59 #define DF_NO_PUSH              0
60 #define DF_DIG                  1
61 #define DF_SNAP                 2
62
63 /* for MovePlayer() */
64 #define MP_NO_ACTION            0
65 #define MP_MOVING               1
66 #define MP_ACTION               2
67 #define MP_DONT_RUN_INTO        (MP_MOVING | MP_ACTION)
68
69 /* for ScrollPlayer() */
70 #define SCROLL_INIT             0
71 #define SCROLL_GO_ON            1
72
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START          0
75 #define EX_TYPE_NONE            0
76 #define EX_TYPE_NORMAL          (1 << 0)
77 #define EX_TYPE_CENTER          (1 << 1)
78 #define EX_TYPE_BORDER          (1 << 2)
79 #define EX_TYPE_CROSS           (1 << 3)
80 #define EX_TYPE_DYNA            (1 << 4)
81 #define EX_TYPE_SINGLE_TILE     (EX_TYPE_CENTER | EX_TYPE_BORDER)
82
83 #define PANEL_OFF()             (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p)           (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p)           (DY + ALIGNED_TEXT_YPOS(p))
87
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER                 0
90 #define GAME_PANEL_GEMS                         1
91 #define GAME_PANEL_INVENTORY_COUNT              2
92 #define GAME_PANEL_INVENTORY_FIRST_1            3
93 #define GAME_PANEL_INVENTORY_FIRST_2            4
94 #define GAME_PANEL_INVENTORY_FIRST_3            5
95 #define GAME_PANEL_INVENTORY_FIRST_4            6
96 #define GAME_PANEL_INVENTORY_FIRST_5            7
97 #define GAME_PANEL_INVENTORY_FIRST_6            8
98 #define GAME_PANEL_INVENTORY_FIRST_7            9
99 #define GAME_PANEL_INVENTORY_FIRST_8            10
100 #define GAME_PANEL_INVENTORY_LAST_1             11
101 #define GAME_PANEL_INVENTORY_LAST_2             12
102 #define GAME_PANEL_INVENTORY_LAST_3             13
103 #define GAME_PANEL_INVENTORY_LAST_4             14
104 #define GAME_PANEL_INVENTORY_LAST_5             15
105 #define GAME_PANEL_INVENTORY_LAST_6             16
106 #define GAME_PANEL_INVENTORY_LAST_7             17
107 #define GAME_PANEL_INVENTORY_LAST_8             18
108 #define GAME_PANEL_KEY_1                        19
109 #define GAME_PANEL_KEY_2                        20
110 #define GAME_PANEL_KEY_3                        21
111 #define GAME_PANEL_KEY_4                        22
112 #define GAME_PANEL_KEY_5                        23
113 #define GAME_PANEL_KEY_6                        24
114 #define GAME_PANEL_KEY_7                        25
115 #define GAME_PANEL_KEY_8                        26
116 #define GAME_PANEL_KEY_WHITE                    27
117 #define GAME_PANEL_KEY_WHITE_COUNT              28
118 #define GAME_PANEL_SCORE                        29
119 #define GAME_PANEL_HIGHSCORE                    30
120 #define GAME_PANEL_TIME                         31
121 #define GAME_PANEL_TIME_HH                      32
122 #define GAME_PANEL_TIME_MM                      33
123 #define GAME_PANEL_TIME_SS                      34
124 #define GAME_PANEL_FRAME                        35
125 #define GAME_PANEL_SHIELD_NORMAL                36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME           37
127 #define GAME_PANEL_SHIELD_DEADLY                38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME           39
129 #define GAME_PANEL_EXIT                         40
130 #define GAME_PANEL_EMC_MAGIC_BALL               41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH        42
132 #define GAME_PANEL_LIGHT_SWITCH                 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME            44
134 #define GAME_PANEL_TIMEGATE_SWITCH              45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME         46
136 #define GAME_PANEL_SWITCHGATE_SWITCH            47
137 #define GAME_PANEL_EMC_LENSES                   48
138 #define GAME_PANEL_EMC_LENSES_TIME              49
139 #define GAME_PANEL_EMC_MAGNIFIER                50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME           51
141 #define GAME_PANEL_BALLOON_SWITCH               52
142 #define GAME_PANEL_DYNABOMB_NUMBER              53
143 #define GAME_PANEL_DYNABOMB_SIZE                54
144 #define GAME_PANEL_DYNABOMB_POWER               55
145 #define GAME_PANEL_PENGUINS                     56
146 #define GAME_PANEL_SOKOBAN_OBJECTS              57
147 #define GAME_PANEL_SOKOBAN_FIELDS               58
148 #define GAME_PANEL_ROBOT_WHEEL                  59
149 #define GAME_PANEL_CONVEYOR_BELT_1              60
150 #define GAME_PANEL_CONVEYOR_BELT_2              61
151 #define GAME_PANEL_CONVEYOR_BELT_3              62
152 #define GAME_PANEL_CONVEYOR_BELT_4              63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH       64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH       65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH       66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH       67
157 #define GAME_PANEL_MAGIC_WALL                   68
158 #define GAME_PANEL_MAGIC_WALL_TIME              69
159 #define GAME_PANEL_GRAVITY_STATE                70
160 #define GAME_PANEL_GRAPHIC_1                    71
161 #define GAME_PANEL_GRAPHIC_2                    72
162 #define GAME_PANEL_GRAPHIC_3                    73
163 #define GAME_PANEL_GRAPHIC_4                    74
164 #define GAME_PANEL_GRAPHIC_5                    75
165 #define GAME_PANEL_GRAPHIC_6                    76
166 #define GAME_PANEL_GRAPHIC_7                    77
167 #define GAME_PANEL_GRAPHIC_8                    78
168 #define GAME_PANEL_ELEMENT_1                    79
169 #define GAME_PANEL_ELEMENT_2                    80
170 #define GAME_PANEL_ELEMENT_3                    81
171 #define GAME_PANEL_ELEMENT_4                    82
172 #define GAME_PANEL_ELEMENT_5                    83
173 #define GAME_PANEL_ELEMENT_6                    84
174 #define GAME_PANEL_ELEMENT_7                    85
175 #define GAME_PANEL_ELEMENT_8                    86
176 #define GAME_PANEL_ELEMENT_COUNT_1              87
177 #define GAME_PANEL_ELEMENT_COUNT_2              88
178 #define GAME_PANEL_ELEMENT_COUNT_3              89
179 #define GAME_PANEL_ELEMENT_COUNT_4              90
180 #define GAME_PANEL_ELEMENT_COUNT_5              91
181 #define GAME_PANEL_ELEMENT_COUNT_6              92
182 #define GAME_PANEL_ELEMENT_COUNT_7              93
183 #define GAME_PANEL_ELEMENT_COUNT_8              94
184 #define GAME_PANEL_CE_SCORE_1                   95
185 #define GAME_PANEL_CE_SCORE_2                   96
186 #define GAME_PANEL_CE_SCORE_3                   97
187 #define GAME_PANEL_CE_SCORE_4                   98
188 #define GAME_PANEL_CE_SCORE_5                   99
189 #define GAME_PANEL_CE_SCORE_6                   100
190 #define GAME_PANEL_CE_SCORE_7                   101
191 #define GAME_PANEL_CE_SCORE_8                   102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT           103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT           104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT           105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT           106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT           107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT           108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT           109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT           110
200 #define GAME_PANEL_PLAYER_NAME                  111
201 #define GAME_PANEL_LEVEL_NAME                   112
202 #define GAME_PANEL_LEVEL_AUTHOR                 113
203
204 #define NUM_GAME_PANEL_CONTROLS                 114
205
206 struct GamePanelOrderInfo
207 {
208   int nr;
209   int sort_priority;
210 };
211
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
213
214 struct GamePanelControlInfo
215 {
216   int nr;
217
218   struct TextPosInfo *pos;
219   int type;
220
221   int value, last_value;
222   int frame, last_frame;
223   int gfx_frame;
224   int gfx_random;
225 };
226
227 static struct GamePanelControlInfo game_panel_controls[] =
228 {
229   {
230     GAME_PANEL_LEVEL_NUMBER,
231     &game.panel.level_number,
232     TYPE_INTEGER,
233   },
234   {
235     GAME_PANEL_GEMS,
236     &game.panel.gems,
237     TYPE_INTEGER,
238   },
239   {
240     GAME_PANEL_INVENTORY_COUNT,
241     &game.panel.inventory_count,
242     TYPE_INTEGER,
243   },
244   {
245     GAME_PANEL_INVENTORY_FIRST_1,
246     &game.panel.inventory_first[0],
247     TYPE_ELEMENT,
248   },
249   {
250     GAME_PANEL_INVENTORY_FIRST_2,
251     &game.panel.inventory_first[1],
252     TYPE_ELEMENT,
253   },
254   {
255     GAME_PANEL_INVENTORY_FIRST_3,
256     &game.panel.inventory_first[2],
257     TYPE_ELEMENT,
258   },
259   {
260     GAME_PANEL_INVENTORY_FIRST_4,
261     &game.panel.inventory_first[3],
262     TYPE_ELEMENT,
263   },
264   {
265     GAME_PANEL_INVENTORY_FIRST_5,
266     &game.panel.inventory_first[4],
267     TYPE_ELEMENT,
268   },
269   {
270     GAME_PANEL_INVENTORY_FIRST_6,
271     &game.panel.inventory_first[5],
272     TYPE_ELEMENT,
273   },
274   {
275     GAME_PANEL_INVENTORY_FIRST_7,
276     &game.panel.inventory_first[6],
277     TYPE_ELEMENT,
278   },
279   {
280     GAME_PANEL_INVENTORY_FIRST_8,
281     &game.panel.inventory_first[7],
282     TYPE_ELEMENT,
283   },
284   {
285     GAME_PANEL_INVENTORY_LAST_1,
286     &game.panel.inventory_last[0],
287     TYPE_ELEMENT,
288   },
289   {
290     GAME_PANEL_INVENTORY_LAST_2,
291     &game.panel.inventory_last[1],
292     TYPE_ELEMENT,
293   },
294   {
295     GAME_PANEL_INVENTORY_LAST_3,
296     &game.panel.inventory_last[2],
297     TYPE_ELEMENT,
298   },
299   {
300     GAME_PANEL_INVENTORY_LAST_4,
301     &game.panel.inventory_last[3],
302     TYPE_ELEMENT,
303   },
304   {
305     GAME_PANEL_INVENTORY_LAST_5,
306     &game.panel.inventory_last[4],
307     TYPE_ELEMENT,
308   },
309   {
310     GAME_PANEL_INVENTORY_LAST_6,
311     &game.panel.inventory_last[5],
312     TYPE_ELEMENT,
313   },
314   {
315     GAME_PANEL_INVENTORY_LAST_7,
316     &game.panel.inventory_last[6],
317     TYPE_ELEMENT,
318   },
319   {
320     GAME_PANEL_INVENTORY_LAST_8,
321     &game.panel.inventory_last[7],
322     TYPE_ELEMENT,
323   },
324   {
325     GAME_PANEL_KEY_1,
326     &game.panel.key[0],
327     TYPE_ELEMENT,
328   },
329   {
330     GAME_PANEL_KEY_2,
331     &game.panel.key[1],
332     TYPE_ELEMENT,
333   },
334   {
335     GAME_PANEL_KEY_3,
336     &game.panel.key[2],
337     TYPE_ELEMENT,
338   },
339   {
340     GAME_PANEL_KEY_4,
341     &game.panel.key[3],
342     TYPE_ELEMENT,
343   },
344   {
345     GAME_PANEL_KEY_5,
346     &game.panel.key[4],
347     TYPE_ELEMENT,
348   },
349   {
350     GAME_PANEL_KEY_6,
351     &game.panel.key[5],
352     TYPE_ELEMENT,
353   },
354   {
355     GAME_PANEL_KEY_7,
356     &game.panel.key[6],
357     TYPE_ELEMENT,
358   },
359   {
360     GAME_PANEL_KEY_8,
361     &game.panel.key[7],
362     TYPE_ELEMENT,
363   },
364   {
365     GAME_PANEL_KEY_WHITE,
366     &game.panel.key_white,
367     TYPE_ELEMENT,
368   },
369   {
370     GAME_PANEL_KEY_WHITE_COUNT,
371     &game.panel.key_white_count,
372     TYPE_INTEGER,
373   },
374   {
375     GAME_PANEL_SCORE,
376     &game.panel.score,
377     TYPE_INTEGER,
378   },
379   {
380     GAME_PANEL_HIGHSCORE,
381     &game.panel.highscore,
382     TYPE_INTEGER,
383   },
384   {
385     GAME_PANEL_TIME,
386     &game.panel.time,
387     TYPE_INTEGER,
388   },
389   {
390     GAME_PANEL_TIME_HH,
391     &game.panel.time_hh,
392     TYPE_INTEGER,
393   },
394   {
395     GAME_PANEL_TIME_MM,
396     &game.panel.time_mm,
397     TYPE_INTEGER,
398   },
399   {
400     GAME_PANEL_TIME_SS,
401     &game.panel.time_ss,
402     TYPE_INTEGER,
403   },
404   {
405     GAME_PANEL_FRAME,
406     &game.panel.frame,
407     TYPE_INTEGER,
408   },
409   {
410     GAME_PANEL_SHIELD_NORMAL,
411     &game.panel.shield_normal,
412     TYPE_ELEMENT,
413   },
414   {
415     GAME_PANEL_SHIELD_NORMAL_TIME,
416     &game.panel.shield_normal_time,
417     TYPE_INTEGER,
418   },
419   {
420     GAME_PANEL_SHIELD_DEADLY,
421     &game.panel.shield_deadly,
422     TYPE_ELEMENT,
423   },
424   {
425     GAME_PANEL_SHIELD_DEADLY_TIME,
426     &game.panel.shield_deadly_time,
427     TYPE_INTEGER,
428   },
429   {
430     GAME_PANEL_EXIT,
431     &game.panel.exit,
432     TYPE_ELEMENT,
433   },
434   {
435     GAME_PANEL_EMC_MAGIC_BALL,
436     &game.panel.emc_magic_ball,
437     TYPE_ELEMENT,
438   },
439   {
440     GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441     &game.panel.emc_magic_ball_switch,
442     TYPE_ELEMENT,
443   },
444   {
445     GAME_PANEL_LIGHT_SWITCH,
446     &game.panel.light_switch,
447     TYPE_ELEMENT,
448   },
449   {
450     GAME_PANEL_LIGHT_SWITCH_TIME,
451     &game.panel.light_switch_time,
452     TYPE_INTEGER,
453   },
454   {
455     GAME_PANEL_TIMEGATE_SWITCH,
456     &game.panel.timegate_switch,
457     TYPE_ELEMENT,
458   },
459   {
460     GAME_PANEL_TIMEGATE_SWITCH_TIME,
461     &game.panel.timegate_switch_time,
462     TYPE_INTEGER,
463   },
464   {
465     GAME_PANEL_SWITCHGATE_SWITCH,
466     &game.panel.switchgate_switch,
467     TYPE_ELEMENT,
468   },
469   {
470     GAME_PANEL_EMC_LENSES,
471     &game.panel.emc_lenses,
472     TYPE_ELEMENT,
473   },
474   {
475     GAME_PANEL_EMC_LENSES_TIME,
476     &game.panel.emc_lenses_time,
477     TYPE_INTEGER,
478   },
479   {
480     GAME_PANEL_EMC_MAGNIFIER,
481     &game.panel.emc_magnifier,
482     TYPE_ELEMENT,
483   },
484   {
485     GAME_PANEL_EMC_MAGNIFIER_TIME,
486     &game.panel.emc_magnifier_time,
487     TYPE_INTEGER,
488   },
489   {
490     GAME_PANEL_BALLOON_SWITCH,
491     &game.panel.balloon_switch,
492     TYPE_ELEMENT,
493   },
494   {
495     GAME_PANEL_DYNABOMB_NUMBER,
496     &game.panel.dynabomb_number,
497     TYPE_INTEGER,
498   },
499   {
500     GAME_PANEL_DYNABOMB_SIZE,
501     &game.panel.dynabomb_size,
502     TYPE_INTEGER,
503   },
504   {
505     GAME_PANEL_DYNABOMB_POWER,
506     &game.panel.dynabomb_power,
507     TYPE_ELEMENT,
508   },
509   {
510     GAME_PANEL_PENGUINS,
511     &game.panel.penguins,
512     TYPE_INTEGER,
513   },
514   {
515     GAME_PANEL_SOKOBAN_OBJECTS,
516     &game.panel.sokoban_objects,
517     TYPE_INTEGER,
518   },
519   {
520     GAME_PANEL_SOKOBAN_FIELDS,
521     &game.panel.sokoban_fields,
522     TYPE_INTEGER,
523   },
524   {
525     GAME_PANEL_ROBOT_WHEEL,
526     &game.panel.robot_wheel,
527     TYPE_ELEMENT,
528   },
529   {
530     GAME_PANEL_CONVEYOR_BELT_1,
531     &game.panel.conveyor_belt[0],
532     TYPE_ELEMENT,
533   },
534   {
535     GAME_PANEL_CONVEYOR_BELT_2,
536     &game.panel.conveyor_belt[1],
537     TYPE_ELEMENT,
538   },
539   {
540     GAME_PANEL_CONVEYOR_BELT_3,
541     &game.panel.conveyor_belt[2],
542     TYPE_ELEMENT,
543   },
544   {
545     GAME_PANEL_CONVEYOR_BELT_4,
546     &game.panel.conveyor_belt[3],
547     TYPE_ELEMENT,
548   },
549   {
550     GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551     &game.panel.conveyor_belt_switch[0],
552     TYPE_ELEMENT,
553   },
554   {
555     GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556     &game.panel.conveyor_belt_switch[1],
557     TYPE_ELEMENT,
558   },
559   {
560     GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561     &game.panel.conveyor_belt_switch[2],
562     TYPE_ELEMENT,
563   },
564   {
565     GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566     &game.panel.conveyor_belt_switch[3],
567     TYPE_ELEMENT,
568   },
569   {
570     GAME_PANEL_MAGIC_WALL,
571     &game.panel.magic_wall,
572     TYPE_ELEMENT,
573   },
574   {
575     GAME_PANEL_MAGIC_WALL_TIME,
576     &game.panel.magic_wall_time,
577     TYPE_INTEGER,
578   },
579   {
580     GAME_PANEL_GRAVITY_STATE,
581     &game.panel.gravity_state,
582     TYPE_STRING,
583   },
584   {
585     GAME_PANEL_GRAPHIC_1,
586     &game.panel.graphic[0],
587     TYPE_ELEMENT,
588   },
589   {
590     GAME_PANEL_GRAPHIC_2,
591     &game.panel.graphic[1],
592     TYPE_ELEMENT,
593   },
594   {
595     GAME_PANEL_GRAPHIC_3,
596     &game.panel.graphic[2],
597     TYPE_ELEMENT,
598   },
599   {
600     GAME_PANEL_GRAPHIC_4,
601     &game.panel.graphic[3],
602     TYPE_ELEMENT,
603   },
604   {
605     GAME_PANEL_GRAPHIC_5,
606     &game.panel.graphic[4],
607     TYPE_ELEMENT,
608   },
609   {
610     GAME_PANEL_GRAPHIC_6,
611     &game.panel.graphic[5],
612     TYPE_ELEMENT,
613   },
614   {
615     GAME_PANEL_GRAPHIC_7,
616     &game.panel.graphic[6],
617     TYPE_ELEMENT,
618   },
619   {
620     GAME_PANEL_GRAPHIC_8,
621     &game.panel.graphic[7],
622     TYPE_ELEMENT,
623   },
624   {
625     GAME_PANEL_ELEMENT_1,
626     &game.panel.element[0],
627     TYPE_ELEMENT,
628   },
629   {
630     GAME_PANEL_ELEMENT_2,
631     &game.panel.element[1],
632     TYPE_ELEMENT,
633   },
634   {
635     GAME_PANEL_ELEMENT_3,
636     &game.panel.element[2],
637     TYPE_ELEMENT,
638   },
639   {
640     GAME_PANEL_ELEMENT_4,
641     &game.panel.element[3],
642     TYPE_ELEMENT,
643   },
644   {
645     GAME_PANEL_ELEMENT_5,
646     &game.panel.element[4],
647     TYPE_ELEMENT,
648   },
649   {
650     GAME_PANEL_ELEMENT_6,
651     &game.panel.element[5],
652     TYPE_ELEMENT,
653   },
654   {
655     GAME_PANEL_ELEMENT_7,
656     &game.panel.element[6],
657     TYPE_ELEMENT,
658   },
659   {
660     GAME_PANEL_ELEMENT_8,
661     &game.panel.element[7],
662     TYPE_ELEMENT,
663   },
664   {
665     GAME_PANEL_ELEMENT_COUNT_1,
666     &game.panel.element_count[0],
667     TYPE_INTEGER,
668   },
669   {
670     GAME_PANEL_ELEMENT_COUNT_2,
671     &game.panel.element_count[1],
672     TYPE_INTEGER,
673   },
674   {
675     GAME_PANEL_ELEMENT_COUNT_3,
676     &game.panel.element_count[2],
677     TYPE_INTEGER,
678   },
679   {
680     GAME_PANEL_ELEMENT_COUNT_4,
681     &game.panel.element_count[3],
682     TYPE_INTEGER,
683   },
684   {
685     GAME_PANEL_ELEMENT_COUNT_5,
686     &game.panel.element_count[4],
687     TYPE_INTEGER,
688   },
689   {
690     GAME_PANEL_ELEMENT_COUNT_6,
691     &game.panel.element_count[5],
692     TYPE_INTEGER,
693   },
694   {
695     GAME_PANEL_ELEMENT_COUNT_7,
696     &game.panel.element_count[6],
697     TYPE_INTEGER,
698   },
699   {
700     GAME_PANEL_ELEMENT_COUNT_8,
701     &game.panel.element_count[7],
702     TYPE_INTEGER,
703   },
704   {
705     GAME_PANEL_CE_SCORE_1,
706     &game.panel.ce_score[0],
707     TYPE_INTEGER,
708   },
709   {
710     GAME_PANEL_CE_SCORE_2,
711     &game.panel.ce_score[1],
712     TYPE_INTEGER,
713   },
714   {
715     GAME_PANEL_CE_SCORE_3,
716     &game.panel.ce_score[2],
717     TYPE_INTEGER,
718   },
719   {
720     GAME_PANEL_CE_SCORE_4,
721     &game.panel.ce_score[3],
722     TYPE_INTEGER,
723   },
724   {
725     GAME_PANEL_CE_SCORE_5,
726     &game.panel.ce_score[4],
727     TYPE_INTEGER,
728   },
729   {
730     GAME_PANEL_CE_SCORE_6,
731     &game.panel.ce_score[5],
732     TYPE_INTEGER,
733   },
734   {
735     GAME_PANEL_CE_SCORE_7,
736     &game.panel.ce_score[6],
737     TYPE_INTEGER,
738   },
739   {
740     GAME_PANEL_CE_SCORE_8,
741     &game.panel.ce_score[7],
742     TYPE_INTEGER,
743   },
744   {
745     GAME_PANEL_CE_SCORE_1_ELEMENT,
746     &game.panel.ce_score_element[0],
747     TYPE_ELEMENT,
748   },
749   {
750     GAME_PANEL_CE_SCORE_2_ELEMENT,
751     &game.panel.ce_score_element[1],
752     TYPE_ELEMENT,
753   },
754   {
755     GAME_PANEL_CE_SCORE_3_ELEMENT,
756     &game.panel.ce_score_element[2],
757     TYPE_ELEMENT,
758   },
759   {
760     GAME_PANEL_CE_SCORE_4_ELEMENT,
761     &game.panel.ce_score_element[3],
762     TYPE_ELEMENT,
763   },
764   {
765     GAME_PANEL_CE_SCORE_5_ELEMENT,
766     &game.panel.ce_score_element[4],
767     TYPE_ELEMENT,
768   },
769   {
770     GAME_PANEL_CE_SCORE_6_ELEMENT,
771     &game.panel.ce_score_element[5],
772     TYPE_ELEMENT,
773   },
774   {
775     GAME_PANEL_CE_SCORE_7_ELEMENT,
776     &game.panel.ce_score_element[6],
777     TYPE_ELEMENT,
778   },
779   {
780     GAME_PANEL_CE_SCORE_8_ELEMENT,
781     &game.panel.ce_score_element[7],
782     TYPE_ELEMENT,
783   },
784   {
785     GAME_PANEL_PLAYER_NAME,
786     &game.panel.player_name,
787     TYPE_STRING,
788   },
789   {
790     GAME_PANEL_LEVEL_NAME,
791     &game.panel.level_name,
792     TYPE_STRING,
793   },
794   {
795     GAME_PANEL_LEVEL_AUTHOR,
796     &game.panel.level_author,
797     TYPE_STRING,
798   },
799
800   {
801     -1,
802     NULL,
803     -1,
804   }
805 };
806
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING      3
809 #define CHECK_DELAY_FALLING     CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION   2
811 #define CHECK_DELAY_IMPACT      CHECK_DELAY_COLLISION
812
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF  -1
815 #define INITIAL_MOVE_DELAY_ON   0
816
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED    32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED   4
821 #define MOVE_DELAY_MAX_SPEED    1
822
823 #define DOUBLE_MOVE_DELAY(x)    (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x)     (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
825
826 #define DOUBLE_PLAYER_SPEED(p)  (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p)   (DOUBLE_MOVE_DELAY((p)->move_delay_value))
828
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL    (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN       (1)
832 #define MOVE_STEPSIZE_MAX       (TILEX)
833
834 #define GET_DX_FROM_DIR(d)      ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d)      ((d) == MV_UP   ? -1 : (d) == MV_DOWN  ? 1 : 0)
836
837 #define INIT_GFX_RANDOM()       (GetSimpleRandom(1000000))
838
839 #define GET_NEW_PUSH_DELAY(e)   (   (element_info[e].push_delay_fixed) + \
840                                  RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e)   (   (element_info[e].drop_delay_fixed) + \
842                                  RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
844                                  RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e)   (   (element_info[e].move_delay_fixed) + \
846                                     (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e)     (   (element_info[e].ce_value_fixed_initial) +\
848                                  RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e)         (   (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c)     (   ((c)->delay_fixed  * (c)->delay_frames) + \
851                                  RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c)   (   ((c)->delay_fixed) + \
853                                  RND((c)->delay_random))
854
855
856 #define GET_VALID_RUNTIME_ELEMENT(e)                                    \
857          ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
858
859 #define RESOLVED_REFERENCE_ELEMENT(be, e)                               \
860         ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START :     \
861          (be) + (e) - EL_SELF > EL_CUSTOM_END   ? EL_CUSTOM_END :       \
862          (be) + (e) - EL_SELF)
863
864 #define GET_PLAYER_FROM_BITS(p)                                         \
865         (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
866
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs)                           \
868         ((e) == EL_TRIGGER_PLAYER   ? (ch)->actual_trigger_player    :  \
869          (e) == EL_TRIGGER_ELEMENT  ? (ch)->actual_trigger_element   :  \
870          (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value  :  \
871          (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score  :  \
872          (e) == EL_CURRENT_CE_VALUE ? (cv) :                            \
873          (e) == EL_CURRENT_CE_SCORE ? (cs) :                            \
874          (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ?                   \
875          RESOLVED_REFERENCE_ELEMENT(be, e) :                            \
876          (e))
877
878 #define CAN_GROW_INTO(e)                                                \
879         ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
880
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition)                 \
882                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
883                                         (condition)))
884
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition)              \
886                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
887                                         (CAN_MOVE_INTO_ACID(e) &&       \
888                                          Feld[x][y] == EL_ACID) ||      \
889                                         (condition)))
890
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition)              \
892                 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) ||      \
893                                         (CAN_MOVE_INTO_ACID(e) &&       \
894                                          Feld[x][y] == EL_ACID) ||      \
895                                         (condition)))
896
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition)              \
898                 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) ||                \
899                                         (condition) ||                  \
900                                         (CAN_MOVE_INTO_ACID(e) &&       \
901                                          Feld[x][y] == EL_ACID) ||      \
902                                         (DONT_COLLIDE_WITH(e) &&        \
903                                          IS_PLAYER(x, y) &&             \
904                                          !PLAYER_ENEMY_PROTECTED(x, y))))
905
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y)                                \
907         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
908
909 #define SATELLITE_CAN_ENTER_FIELD(x, y)                                 \
910         ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
911
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y)                                \
913         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
914
915 #define ANDROID_CAN_CLONE_FIELD(x, y)                                   \
916         (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917                                 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
918
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y)                                  \
920         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
921
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y)                                 \
923         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
924
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                            \
926         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
927
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                 \
929         ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
930
931 #define PIG_CAN_ENTER_FIELD(e, x, y)                                    \
932         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
933
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y)                                \
935         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936                                                  Feld[x][y] == EL_EM_EXIT_OPEN || \
937                                                  Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938                                                  Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939                                                  IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y)                                 \
941         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
942
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition)                        \
944         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
945
946 #define SPRING_CAN_ENTER_FIELD(e, x, y)                                 \
947         ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
948
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y)                                \
950         (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER ||   \
951                                 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
952
953 #define MOVE_ENTER_EL(e)        (element_info[e].move_enter_element)
954
955 #define CE_ENTER_FIELD_COND(e, x, y)                                    \
956                 (!IS_PLAYER(x, y) &&                                    \
957                  IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
958
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y)                         \
960         ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
961
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y)  (IN_LEV_FIELD(x, y) &&  IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
964
965 #define ACCESS_FROM(e, d)               (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d)          (IS_WALKABLE(e)   && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d)          (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d)        (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
969
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP               0
972 #define GAME_CTRL_ID_PAUSE              1
973 #define GAME_CTRL_ID_PLAY               2
974 #define GAME_CTRL_ID_UNDO               3
975 #define GAME_CTRL_ID_REDO               4
976 #define GAME_CTRL_ID_SAVE               5
977 #define GAME_CTRL_ID_PAUSE2             6
978 #define GAME_CTRL_ID_LOAD               7
979 #define SOUND_CTRL_ID_MUSIC             8
980 #define SOUND_CTRL_ID_LOOPS             9
981 #define SOUND_CTRL_ID_SIMPLE            10
982
983 #define NUM_GAME_BUTTONS                11
984
985
986 /* forward declaration for internal use */
987
988 static void CreateField(int, int, int);
989
990 static void ResetGfxAnimation(int, int);
991
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
994
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
999
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1004
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1011
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1015
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1019
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev)                        \
1022         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)          \
1024         CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)               \
1026         CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)               \
1028         CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1029
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev)                             \
1032         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s)                   \
1034         CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s)                    \
1036         CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1037
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1046
1047 static void HandleGameButtons(struct GadgetInfo *);
1048
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1056
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1067
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1071
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1074
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1076
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH      (MAX_PLAYFIELD_WIDTH * 10)
1080
1081 #define RECURSION_LOOP_DETECTION_START(e, rc)                           \
1082 {                                                                       \
1083   if (recursion_loop_detected)                                          \
1084     return (rc);                                                        \
1085                                                                         \
1086   if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH)        \
1087   {                                                                     \
1088     recursion_loop_detected = TRUE;                                     \
1089     recursion_loop_element = (e);                                       \
1090   }                                                                     \
1091                                                                         \
1092   recursion_loop_depth++;                                               \
1093 }
1094
1095 #define RECURSION_LOOP_DETECTION_END()                                  \
1096 {                                                                       \
1097   recursion_loop_depth--;                                               \
1098 }
1099
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1103
1104 static int map_player_action[MAX_PLAYERS];
1105
1106
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after  */
1109 /* a specified time, eventually calling a function when changing             */
1110 /* ------------------------------------------------------------------------- */
1111
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1115
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1119
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1123
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1126
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1129
1130 struct ChangingElementInfo
1131 {
1132   int element;
1133   int target_element;
1134   int change_delay;
1135   void (*pre_change_function)(int x, int y);
1136   void (*change_function)(int x, int y);
1137   void (*post_change_function)(int x, int y);
1138 };
1139
1140 static struct ChangingElementInfo change_delay_list[] =
1141 {
1142   {
1143     EL_NUT_BREAKING,
1144     EL_EMERALD,
1145     6,
1146     NULL,
1147     NULL,
1148     NULL
1149   },
1150   {
1151     EL_PEARL_BREAKING,
1152     EL_EMPTY,
1153     8,
1154     NULL,
1155     NULL,
1156     NULL
1157   },
1158   {
1159     EL_EXIT_OPENING,
1160     EL_EXIT_OPEN,
1161     29,
1162     NULL,
1163     NULL,
1164     NULL
1165   },
1166   {
1167     EL_EXIT_CLOSING,
1168     EL_EXIT_CLOSED,
1169     29,
1170     NULL,
1171     NULL,
1172     NULL
1173   },
1174   {
1175     EL_STEEL_EXIT_OPENING,
1176     EL_STEEL_EXIT_OPEN,
1177     29,
1178     NULL,
1179     NULL,
1180     NULL
1181   },
1182   {
1183     EL_STEEL_EXIT_CLOSING,
1184     EL_STEEL_EXIT_CLOSED,
1185     29,
1186     NULL,
1187     NULL,
1188     NULL
1189   },
1190   {
1191     EL_EM_EXIT_OPENING,
1192     EL_EM_EXIT_OPEN,
1193     29,
1194     NULL,
1195     NULL,
1196     NULL
1197   },
1198   {
1199     EL_EM_EXIT_CLOSING,
1200     EL_EMPTY,
1201     29,
1202     NULL,
1203     NULL,
1204     NULL
1205   },
1206   {
1207     EL_EM_STEEL_EXIT_OPENING,
1208     EL_EM_STEEL_EXIT_OPEN,
1209     29,
1210     NULL,
1211     NULL,
1212     NULL
1213   },
1214   {
1215     EL_EM_STEEL_EXIT_CLOSING,
1216     EL_STEELWALL,
1217     29,
1218     NULL,
1219     NULL,
1220     NULL
1221   },
1222   {
1223     EL_SP_EXIT_OPENING,
1224     EL_SP_EXIT_OPEN,
1225     29,
1226     NULL,
1227     NULL,
1228     NULL
1229   },
1230   {
1231     EL_SP_EXIT_CLOSING,
1232     EL_SP_EXIT_CLOSED,
1233     29,
1234     NULL,
1235     NULL,
1236     NULL
1237   },
1238   {
1239     EL_SWITCHGATE_OPENING,
1240     EL_SWITCHGATE_OPEN,
1241     29,
1242     NULL,
1243     NULL,
1244     NULL
1245   },
1246   {
1247     EL_SWITCHGATE_CLOSING,
1248     EL_SWITCHGATE_CLOSED,
1249     29,
1250     NULL,
1251     NULL,
1252     NULL
1253   },
1254   {
1255     EL_TIMEGATE_OPENING,
1256     EL_TIMEGATE_OPEN,
1257     29,
1258     NULL,
1259     NULL,
1260     NULL
1261   },
1262   {
1263     EL_TIMEGATE_CLOSING,
1264     EL_TIMEGATE_CLOSED,
1265     29,
1266     NULL,
1267     NULL,
1268     NULL
1269   },
1270
1271   {
1272     EL_ACID_SPLASH_LEFT,
1273     EL_EMPTY,
1274     8,
1275     NULL,
1276     NULL,
1277     NULL
1278   },
1279   {
1280     EL_ACID_SPLASH_RIGHT,
1281     EL_EMPTY,
1282     8,
1283     NULL,
1284     NULL,
1285     NULL
1286   },
1287   {
1288     EL_SP_BUGGY_BASE,
1289     EL_SP_BUGGY_BASE_ACTIVATING,
1290     0,
1291     InitBuggyBase,
1292     NULL,
1293     NULL
1294   },
1295   {
1296     EL_SP_BUGGY_BASE_ACTIVATING,
1297     EL_SP_BUGGY_BASE_ACTIVE,
1298     0,
1299     InitBuggyBase,
1300     NULL,
1301     NULL
1302   },
1303   {
1304     EL_SP_BUGGY_BASE_ACTIVE,
1305     EL_SP_BUGGY_BASE,
1306     0,
1307     InitBuggyBase,
1308     WarnBuggyBase,
1309     NULL
1310   },
1311   {
1312     EL_TRAP,
1313     EL_TRAP_ACTIVE,
1314     0,
1315     InitTrap,
1316     NULL,
1317     ActivateTrap
1318   },
1319   {
1320     EL_TRAP_ACTIVE,
1321     EL_TRAP,
1322     31,
1323     NULL,
1324     ChangeActiveTrap,
1325     NULL
1326   },
1327   {
1328     EL_ROBOT_WHEEL_ACTIVE,
1329     EL_ROBOT_WHEEL,
1330     0,
1331     InitRobotWheel,
1332     RunRobotWheel,
1333     StopRobotWheel
1334   },
1335   {
1336     EL_TIMEGATE_SWITCH_ACTIVE,
1337     EL_TIMEGATE_SWITCH,
1338     0,
1339     InitTimegateWheel,
1340     RunTimegateWheel,
1341     NULL
1342   },
1343   {
1344     EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345     EL_DC_TIMEGATE_SWITCH,
1346     0,
1347     InitTimegateWheel,
1348     RunTimegateWheel,
1349     NULL
1350   },
1351   {
1352     EL_EMC_MAGIC_BALL_ACTIVE,
1353     EL_EMC_MAGIC_BALL_ACTIVE,
1354     0,
1355     InitMagicBallDelay,
1356     NULL,
1357     ActivateMagicBall
1358   },
1359   {
1360     EL_EMC_SPRING_BUMPER_ACTIVE,
1361     EL_EMC_SPRING_BUMPER,
1362     8,
1363     NULL,
1364     NULL,
1365     NULL
1366   },
1367   {
1368     EL_DIAGONAL_SHRINKING,
1369     EL_UNDEFINED,
1370     0,
1371     NULL,
1372     NULL,
1373     NULL
1374   },
1375   {
1376     EL_DIAGONAL_GROWING,
1377     EL_UNDEFINED,
1378     0,
1379     NULL,
1380     NULL,
1381     NULL,
1382   },
1383
1384   {
1385     EL_UNDEFINED,
1386     EL_UNDEFINED,
1387     -1,
1388     NULL,
1389     NULL,
1390     NULL
1391   }
1392 };
1393
1394 struct
1395 {
1396   int element;
1397   int push_delay_fixed, push_delay_random;
1398 }
1399 push_delay_list[] =
1400 {
1401   { EL_SPRING,                  0, 0 },
1402   { EL_BALLOON,                 0, 0 },
1403
1404   { EL_SOKOBAN_OBJECT,          2, 0 },
1405   { EL_SOKOBAN_FIELD_FULL,      2, 0 },
1406   { EL_SATELLITE,               2, 0 },
1407   { EL_SP_DISK_YELLOW,          2, 0 },
1408
1409   { EL_UNDEFINED,               0, 0 },
1410 };
1411
1412 struct
1413 {
1414   int element;
1415   int move_stepsize;
1416 }
1417 move_stepsize_list[] =
1418 {
1419   { EL_AMOEBA_DROP,             2 },
1420   { EL_AMOEBA_DROPPING,         2 },
1421   { EL_QUICKSAND_FILLING,       1 },
1422   { EL_QUICKSAND_EMPTYING,      1 },
1423   { EL_QUICKSAND_FAST_FILLING,  2 },
1424   { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425   { EL_MAGIC_WALL_FILLING,      2 },
1426   { EL_MAGIC_WALL_EMPTYING,     2 },
1427   { EL_BD_MAGIC_WALL_FILLING,   2 },
1428   { EL_BD_MAGIC_WALL_EMPTYING,  2 },
1429   { EL_DC_MAGIC_WALL_FILLING,   2 },
1430   { EL_DC_MAGIC_WALL_EMPTYING,  2 },
1431
1432   { EL_UNDEFINED,               0 },
1433 };
1434
1435 struct
1436 {
1437   int element;
1438   int count;
1439 }
1440 collect_count_list[] =
1441 {
1442   { EL_EMERALD,                 1 },
1443   { EL_BD_DIAMOND,              1 },
1444   { EL_EMERALD_YELLOW,          1 },
1445   { EL_EMERALD_RED,             1 },
1446   { EL_EMERALD_PURPLE,          1 },
1447   { EL_DIAMOND,                 3 },
1448   { EL_SP_INFOTRON,             1 },
1449   { EL_PEARL,                   5 },
1450   { EL_CRYSTAL,                 8 },
1451
1452   { EL_UNDEFINED,               0 },
1453 };
1454
1455 struct
1456 {
1457   int element;
1458   int direction;
1459 }
1460 access_direction_list[] =
1461 {
1462   { EL_TUBE_ANY,                        MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463   { EL_TUBE_VERTICAL,                                        MV_UP | MV_DOWN },
1464   { EL_TUBE_HORIZONTAL,                 MV_LEFT | MV_RIGHT                   },
1465   { EL_TUBE_VERTICAL_LEFT,              MV_LEFT |            MV_UP | MV_DOWN },
1466   { EL_TUBE_VERTICAL_RIGHT,                       MV_RIGHT | MV_UP | MV_DOWN },
1467   { EL_TUBE_HORIZONTAL_UP,              MV_LEFT | MV_RIGHT | MV_UP           },
1468   { EL_TUBE_HORIZONTAL_DOWN,            MV_LEFT | MV_RIGHT |         MV_DOWN },
1469   { EL_TUBE_LEFT_UP,                    MV_LEFT |            MV_UP           },
1470   { EL_TUBE_LEFT_DOWN,                  MV_LEFT |                    MV_DOWN },
1471   { EL_TUBE_RIGHT_UP,                             MV_RIGHT | MV_UP           },
1472   { EL_TUBE_RIGHT_DOWN,                           MV_RIGHT |         MV_DOWN },
1473
1474   { EL_SP_PORT_LEFT,                              MV_RIGHT                   },
1475   { EL_SP_PORT_RIGHT,                   MV_LEFT                              },
1476   { EL_SP_PORT_UP,                                                   MV_DOWN },
1477   { EL_SP_PORT_DOWN,                                         MV_UP           },
1478   { EL_SP_PORT_HORIZONTAL,              MV_LEFT | MV_RIGHT                   },
1479   { EL_SP_PORT_VERTICAL,                                     MV_UP | MV_DOWN },
1480   { EL_SP_PORT_ANY,                     MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481   { EL_SP_GRAVITY_PORT_LEFT,                      MV_RIGHT                   },
1482   { EL_SP_GRAVITY_PORT_RIGHT,           MV_LEFT                              },
1483   { EL_SP_GRAVITY_PORT_UP,                                           MV_DOWN },
1484   { EL_SP_GRAVITY_PORT_DOWN,                                 MV_UP           },
1485   { EL_SP_GRAVITY_ON_PORT_LEFT,                   MV_RIGHT                   },
1486   { EL_SP_GRAVITY_ON_PORT_RIGHT,        MV_LEFT                              },
1487   { EL_SP_GRAVITY_ON_PORT_UP,                                        MV_DOWN },
1488   { EL_SP_GRAVITY_ON_PORT_DOWN,                              MV_UP           },
1489   { EL_SP_GRAVITY_OFF_PORT_LEFT,                  MV_RIGHT                   },
1490   { EL_SP_GRAVITY_OFF_PORT_RIGHT,       MV_LEFT                              },
1491   { EL_SP_GRAVITY_OFF_PORT_UP,                                       MV_DOWN },
1492   { EL_SP_GRAVITY_OFF_PORT_DOWN,                             MV_UP           },
1493
1494   { EL_UNDEFINED,                       MV_NONE                              }
1495 };
1496
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1498
1499 #define IS_AUTO_CHANGING(e)     (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y)  (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y)       (IS_AUTO_CHANGING(Feld[x][y]) || \
1502                                  IS_JUST_CHANGING(x, y))
1503
1504 #define CE_PAGE(e, ce)          (element_info[e].event_page[ce])
1505
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1511
1512 #define SCAN_PLAYFIELD(x, y)    for ((y) = playfield_scan_start_y;      \
1513                                      (y) >= 0 && (y) <= lev_fieldy - 1; \
1514                                      (y) += playfield_scan_delta_y)     \
1515                                 for ((x) = playfield_scan_start_x;      \
1516                                      (x) >= 0 && (x) <= lev_fieldx - 1; \
1517                                      (x) += playfield_scan_delta_x)
1518
1519 #ifdef DEBUG
1520 void DEBUG_SetMaximumDynamite()
1521 {
1522   int i;
1523
1524   for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525     if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526       local_player->inventory_element[local_player->inventory_size++] =
1527         EL_DYNAMITE;
1528 }
1529 #endif
1530
1531 static void InitPlayfieldScanModeVars()
1532 {
1533   if (game.use_reverse_scan_direction)
1534   {
1535     playfield_scan_start_x = lev_fieldx - 1;
1536     playfield_scan_start_y = lev_fieldy - 1;
1537
1538     playfield_scan_delta_x = -1;
1539     playfield_scan_delta_y = -1;
1540   }
1541   else
1542   {
1543     playfield_scan_start_x = 0;
1544     playfield_scan_start_y = 0;
1545
1546     playfield_scan_delta_x = 1;
1547     playfield_scan_delta_y = 1;
1548   }
1549 }
1550
1551 static void InitPlayfieldScanMode(int mode)
1552 {
1553   game.use_reverse_scan_direction =
1554     (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1555
1556   InitPlayfieldScanModeVars();
1557 }
1558
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1560 {
1561   move_stepsize =
1562     MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1563
1564   /* make sure that stepsize value is always a power of 2 */
1565   move_stepsize = (1 << log_2(move_stepsize));
1566
1567   return TILEX / move_stepsize;
1568 }
1569
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1571                                boolean init_game)
1572 {
1573   int player_nr = player->index_nr;
1574   int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575   boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1576
1577   /* do no immediately change move delay -- the player might just be moving */
1578   player->move_delay_value_next = move_delay;
1579
1580   /* information if player can move must be set separately */
1581   player->cannot_move = cannot_move;
1582
1583   if (init_game)
1584   {
1585     player->move_delay       = game.initial_move_delay[player_nr];
1586     player->move_delay_value = game.initial_move_delay_value[player_nr];
1587
1588     player->move_delay_value_next = -1;
1589
1590     player->move_delay_reset_counter = 0;
1591   }
1592 }
1593
1594 void GetPlayerConfig()
1595 {
1596   GameFrameDelay = setup.game_frame_delay;
1597
1598   if (!audio.sound_available)
1599     setup.sound_simple = FALSE;
1600
1601   if (!audio.loops_available)
1602     setup.sound_loops = FALSE;
1603
1604   if (!audio.music_available)
1605     setup.sound_music = FALSE;
1606
1607   if (!video.fullscreen_available)
1608     setup.fullscreen = FALSE;
1609
1610   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1611
1612   SetAudioMode(setup.sound);
1613   InitJoysticks();
1614 }
1615
1616 int GetElementFromGroupElement(int element)
1617 {
1618   if (IS_GROUP_ELEMENT(element))
1619   {
1620     struct ElementGroupInfo *group = element_info[element].group;
1621     int last_anim_random_frame = gfx.anim_random_frame;
1622     int element_pos;
1623
1624     if (group->choice_mode == ANIM_RANDOM)
1625       gfx.anim_random_frame = RND(group->num_elements_resolved);
1626
1627     element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628                                     group->choice_mode, 0,
1629                                     group->choice_pos);
1630
1631     if (group->choice_mode == ANIM_RANDOM)
1632       gfx.anim_random_frame = last_anim_random_frame;
1633
1634     group->choice_pos++;
1635
1636     element = group->element_resolved[element_pos];
1637   }
1638
1639   return element;
1640 }
1641
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1643 {
1644   if (element == EL_SP_MURPHY)
1645   {
1646     if (init_game)
1647     {
1648       if (stored_player[0].present)
1649       {
1650         Feld[x][y] = EL_SP_MURPHY_CLONE;
1651
1652         return;
1653       }
1654       else
1655       {
1656         stored_player[0].initial_element = element;
1657         stored_player[0].use_murphy = TRUE;
1658
1659         if (!level.use_artwork_element[0])
1660           stored_player[0].artwork_element = EL_SP_MURPHY;
1661       }
1662
1663       Feld[x][y] = EL_PLAYER_1;
1664     }
1665   }
1666
1667   if (init_game)
1668   {
1669     struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670     int jx = player->jx, jy = player->jy;
1671
1672     player->present = TRUE;
1673
1674     player->block_last_field = (element == EL_SP_MURPHY ?
1675                                 level.sp_block_last_field :
1676                                 level.block_last_field);
1677
1678     /* ---------- initialize player's last field block delay --------------- */
1679
1680     /* always start with reliable default value (no adjustment needed) */
1681     player->block_delay_adjustment = 0;
1682
1683     /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684     if (player->block_last_field && element == EL_SP_MURPHY)
1685       player->block_delay_adjustment = 1;
1686
1687     /* special case 2: in game engines before 3.1.1, blocking was different */
1688     if (game.use_block_last_field_bug)
1689       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1690
1691     if (!options.network || player->connected)
1692     {
1693       player->active = TRUE;
1694
1695       /* remove potentially duplicate players */
1696       if (StorePlayer[jx][jy] == Feld[x][y])
1697         StorePlayer[jx][jy] = 0;
1698
1699       StorePlayer[x][y] = Feld[x][y];
1700
1701 #if DEBUG_INIT_PLAYER
1702       if (options.debug)
1703       {
1704         printf("- player element %d activated", player->element_nr);
1705         printf(" (local player is %d and currently %s)\n",
1706                local_player->element_nr,
1707                local_player->active ? "active" : "not active");
1708       }
1709     }
1710 #endif
1711
1712     Feld[x][y] = EL_EMPTY;
1713
1714     player->jx = player->last_jx = x;
1715     player->jy = player->last_jy = y;
1716   }
1717
1718   if (!init_game)
1719   {
1720     int player_nr = GET_PLAYER_NR(element);
1721     struct PlayerInfo *player = &stored_player[player_nr];
1722
1723     if (player->active && player->killed)
1724       player->reanimated = TRUE; /* if player was just killed, reanimate him */
1725   }
1726 }
1727
1728 static void InitField(int x, int y, boolean init_game)
1729 {
1730   int element = Feld[x][y];
1731
1732   switch (element)
1733   {
1734     case EL_SP_MURPHY:
1735     case EL_PLAYER_1:
1736     case EL_PLAYER_2:
1737     case EL_PLAYER_3:
1738     case EL_PLAYER_4:
1739       InitPlayerField(x, y, element, init_game);
1740       break;
1741
1742     case EL_SOKOBAN_FIELD_PLAYER:
1743       element = Feld[x][y] = EL_PLAYER_1;
1744       InitField(x, y, init_game);
1745
1746       element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747       InitField(x, y, init_game);
1748       break;
1749
1750     case EL_SOKOBAN_FIELD_EMPTY:
1751       local_player->sokobanfields_still_needed++;
1752       break;
1753
1754     case EL_STONEBLOCK:
1755       if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756         Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757       else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758         Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760         Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761       else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762         Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763       else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764         Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1765       break;
1766
1767     case EL_BUG:
1768     case EL_BUG_RIGHT:
1769     case EL_BUG_UP:
1770     case EL_BUG_LEFT:
1771     case EL_BUG_DOWN:
1772     case EL_SPACESHIP:
1773     case EL_SPACESHIP_RIGHT:
1774     case EL_SPACESHIP_UP:
1775     case EL_SPACESHIP_LEFT:
1776     case EL_SPACESHIP_DOWN:
1777     case EL_BD_BUTTERFLY:
1778     case EL_BD_BUTTERFLY_RIGHT:
1779     case EL_BD_BUTTERFLY_UP:
1780     case EL_BD_BUTTERFLY_LEFT:
1781     case EL_BD_BUTTERFLY_DOWN:
1782     case EL_BD_FIREFLY:
1783     case EL_BD_FIREFLY_RIGHT:
1784     case EL_BD_FIREFLY_UP:
1785     case EL_BD_FIREFLY_LEFT:
1786     case EL_BD_FIREFLY_DOWN:
1787     case EL_PACMAN_RIGHT:
1788     case EL_PACMAN_UP:
1789     case EL_PACMAN_LEFT:
1790     case EL_PACMAN_DOWN:
1791     case EL_YAMYAM:
1792     case EL_YAMYAM_LEFT:
1793     case EL_YAMYAM_RIGHT:
1794     case EL_YAMYAM_UP:
1795     case EL_YAMYAM_DOWN:
1796     case EL_DARK_YAMYAM:
1797     case EL_ROBOT:
1798     case EL_PACMAN:
1799     case EL_SP_SNIKSNAK:
1800     case EL_SP_ELECTRON:
1801     case EL_MOLE:
1802     case EL_MOLE_LEFT:
1803     case EL_MOLE_RIGHT:
1804     case EL_MOLE_UP:
1805     case EL_MOLE_DOWN:
1806       InitMovDir(x, y);
1807       break;
1808
1809     case EL_AMOEBA_FULL:
1810     case EL_BD_AMOEBA:
1811       InitAmoebaNr(x, y);
1812       break;
1813
1814     case EL_AMOEBA_DROP:
1815       if (y == lev_fieldy - 1)
1816       {
1817         Feld[x][y] = EL_AMOEBA_GROWING;
1818         Store[x][y] = EL_AMOEBA_WET;
1819       }
1820       break;
1821
1822     case EL_DYNAMITE_ACTIVE:
1823     case EL_SP_DISK_RED_ACTIVE:
1824     case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825     case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826     case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827     case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828       MovDelay[x][y] = 96;
1829       break;
1830
1831     case EL_EM_DYNAMITE_ACTIVE:
1832       MovDelay[x][y] = 32;
1833       break;
1834
1835     case EL_LAMP:
1836       local_player->lights_still_needed++;
1837       break;
1838
1839     case EL_PENGUIN:
1840       local_player->friends_still_needed++;
1841       break;
1842
1843     case EL_PIG:
1844     case EL_DRAGON:
1845       GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1846       break;
1847
1848     case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849     case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850     case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851     case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852     case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853     case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854     case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855     case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856     case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857     case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858     case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859     case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1860       if (init_game)
1861       {
1862         int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863         int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864         int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1865
1866         if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
1867         {
1868           game.belt_dir[belt_nr] = belt_dir;
1869           game.belt_dir_nr[belt_nr] = belt_dir_nr;
1870         }
1871         else    /* more than one switch -- set it like the first switch */
1872         {
1873           Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1874         }
1875       }
1876       break;
1877
1878     case EL_LIGHT_SWITCH_ACTIVE:
1879       if (init_game)
1880         game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1881       break;
1882
1883     case EL_INVISIBLE_STEELWALL:
1884     case EL_INVISIBLE_WALL:
1885     case EL_INVISIBLE_SAND:
1886       if (game.light_time_left > 0 ||
1887           game.lenses_time_left > 0)
1888         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1889       break;
1890
1891     case EL_EMC_MAGIC_BALL:
1892       if (game.ball_state)
1893         Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1894       break;
1895
1896     case EL_EMC_MAGIC_BALL_SWITCH:
1897       if (game.ball_state)
1898         Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1899       break;
1900
1901     case EL_TRIGGER_PLAYER:
1902     case EL_TRIGGER_ELEMENT:
1903     case EL_TRIGGER_CE_VALUE:
1904     case EL_TRIGGER_CE_SCORE:
1905     case EL_SELF:
1906     case EL_ANY_ELEMENT:
1907     case EL_CURRENT_CE_VALUE:
1908     case EL_CURRENT_CE_SCORE:
1909     case EL_PREV_CE_1:
1910     case EL_PREV_CE_2:
1911     case EL_PREV_CE_3:
1912     case EL_PREV_CE_4:
1913     case EL_PREV_CE_5:
1914     case EL_PREV_CE_6:
1915     case EL_PREV_CE_7:
1916     case EL_PREV_CE_8:
1917     case EL_NEXT_CE_1:
1918     case EL_NEXT_CE_2:
1919     case EL_NEXT_CE_3:
1920     case EL_NEXT_CE_4:
1921     case EL_NEXT_CE_5:
1922     case EL_NEXT_CE_6:
1923     case EL_NEXT_CE_7:
1924     case EL_NEXT_CE_8:
1925       /* reference elements should not be used on the playfield */
1926       Feld[x][y] = EL_EMPTY;
1927       break;
1928
1929     default:
1930       if (IS_CUSTOM_ELEMENT(element))
1931       {
1932         if (CAN_MOVE(element))
1933           InitMovDir(x, y);
1934
1935         if (!element_info[element].use_last_ce_value || init_game)
1936           CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1937       }
1938       else if (IS_GROUP_ELEMENT(element))
1939       {
1940         Feld[x][y] = GetElementFromGroupElement(element);
1941
1942         InitField(x, y, init_game);
1943       }
1944
1945       break;
1946   }
1947
1948   if (!init_game)
1949     CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1950 }
1951
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1953 {
1954   InitField(x, y, init_game);
1955
1956   /* not needed to call InitMovDir() -- already done by InitField()! */
1957   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958       CAN_MOVE(Feld[x][y]))
1959     InitMovDir(x, y);
1960 }
1961
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1963 {
1964   int old_element = Feld[x][y];
1965
1966   InitField(x, y, init_game);
1967
1968   /* not needed to call InitMovDir() -- already done by InitField()! */
1969   if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970       CAN_MOVE(old_element) &&
1971       (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1972     InitMovDir(x, y);
1973
1974   /* this case is in fact a combination of not less than three bugs:
1975      first, it calls InitMovDir() for elements that can move, although this is
1976      already done by InitField(); then, it checks the element that was at this
1977      field _before_ the call to InitField() (which can change it); lastly, it
1978      was not called for "mole with direction" elements, which were treated as
1979      "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1980   */
1981 }
1982
1983 static int get_key_element_from_nr(int key_nr)
1984 {
1985   int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986                           level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987                           EL_EM_KEY_1 : EL_KEY_1);
1988
1989   return key_base_element + key_nr;
1990 }
1991
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1993 {
1994   return (player->inventory_size > 0 ?
1995           player->inventory_element[player->inventory_size - 1] :
1996           player->inventory_infinite_element != EL_UNDEFINED ?
1997           player->inventory_infinite_element :
1998           player->dynabombs_left > 0 ?
1999           EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2000           EL_UNDEFINED);
2001 }
2002
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2004 {
2005   /* pos >= 0: get element from bottom of the stack;
2006      pos <  0: get element from top of the stack */
2007
2008   if (pos < 0)
2009   {
2010     int min_inventory_size = -pos;
2011     int inventory_pos = player->inventory_size - min_inventory_size;
2012     int min_dynabombs_left = min_inventory_size - player->inventory_size;
2013
2014     return (player->inventory_size >= min_inventory_size ?
2015             player->inventory_element[inventory_pos] :
2016             player->inventory_infinite_element != EL_UNDEFINED ?
2017             player->inventory_infinite_element :
2018             player->dynabombs_left >= min_dynabombs_left ?
2019             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2020             EL_UNDEFINED);
2021   }
2022   else
2023   {
2024     int min_dynabombs_left = pos + 1;
2025     int min_inventory_size = pos + 1 - player->dynabombs_left;
2026     int inventory_pos = pos - player->dynabombs_left;
2027
2028     return (player->inventory_infinite_element != EL_UNDEFINED ?
2029             player->inventory_infinite_element :
2030             player->dynabombs_left >= min_dynabombs_left ?
2031             EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032             player->inventory_size >= min_inventory_size ?
2033             player->inventory_element[inventory_pos] :
2034             EL_UNDEFINED);
2035   }
2036 }
2037
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2039 {
2040   const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041   const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2042   int compare_result;
2043
2044   if (gpo1->sort_priority != gpo2->sort_priority)
2045     compare_result = gpo1->sort_priority - gpo2->sort_priority;
2046   else
2047     compare_result = gpo1->nr - gpo2->nr;
2048
2049   return compare_result;
2050 }
2051
2052 void InitGameControlValues()
2053 {
2054   int i;
2055
2056   for (i = 0; game_panel_controls[i].nr != -1; i++)
2057   {
2058     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059     struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060     struct TextPosInfo *pos = gpc->pos;
2061     int nr = gpc->nr;
2062     int type = gpc->type;
2063
2064     if (nr != i)
2065     {
2066       Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067       Error(ERR_EXIT, "this should not happen -- please debug");
2068     }
2069
2070     /* force update of game controls after initialization */
2071     gpc->value = gpc->last_value = -1;
2072     gpc->frame = gpc->last_frame = -1;
2073     gpc->gfx_frame = -1;
2074
2075     /* determine panel value width for later calculation of alignment */
2076     if (type == TYPE_INTEGER || type == TYPE_STRING)
2077     {
2078       pos->width = pos->size * getFontWidth(pos->font);
2079       pos->height = getFontHeight(pos->font);
2080     }
2081     else if (type == TYPE_ELEMENT)
2082     {
2083       pos->width = pos->size;
2084       pos->height = pos->size;
2085     }
2086
2087     /* fill structure for game panel draw order */
2088     gpo->nr = gpc->nr;
2089     gpo->sort_priority = pos->sort_priority;
2090   }
2091
2092   /* sort game panel controls according to sort_priority and control number */
2093   qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094         sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2095 }
2096
2097 void UpdatePlayfieldElementCount()
2098 {
2099   boolean use_element_count = FALSE;
2100   int i, j, x, y;
2101
2102   /* first check if it is needed at all to calculate playfield element count */
2103   for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104     if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105       use_element_count = TRUE;
2106
2107   if (!use_element_count)
2108     return;
2109
2110   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111     element_info[i].element_count = 0;
2112
2113   SCAN_PLAYFIELD(x, y)
2114   {
2115     element_info[Feld[x][y]].element_count++;
2116   }
2117
2118   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119     for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120       if (IS_IN_GROUP(j, i))
2121         element_info[EL_GROUP_START + i].element_count +=
2122           element_info[j].element_count;
2123 }
2124
2125 void UpdateGameControlValues()
2126 {
2127   int i, k;
2128   int time = (local_player->LevelSolved ?
2129               local_player->LevelSolved_CountingTime :
2130               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131               level.native_em_level->lev->time :
2132               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133               level.native_sp_level->game_sp->time_played :
2134               game.no_time_limit ? TimePlayed : TimeLeft);
2135   int score = (local_player->LevelSolved ?
2136                local_player->LevelSolved_CountingScore :
2137                level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138                level.native_em_level->lev->score :
2139                level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140                level.native_sp_level->game_sp->score :
2141                local_player->score);
2142   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143               level.native_em_level->lev->required :
2144               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145               level.native_sp_level->game_sp->infotrons_still_needed :
2146               local_player->gems_still_needed);
2147   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148                      level.native_em_level->lev->required > 0 :
2149                      level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150                      level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151                      local_player->gems_still_needed > 0 ||
2152                      local_player->sokobanfields_still_needed > 0 ||
2153                      local_player->lights_still_needed > 0);
2154
2155   UpdatePlayfieldElementCount();
2156
2157   /* update game panel control values */
2158
2159   game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160   game_panel_controls[GAME_PANEL_GEMS].value = gems;
2161
2162   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163   for (i = 0; i < MAX_NUM_KEYS; i++)
2164     game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165   game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166   game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2167
2168   if (game.centered_player_nr == -1)
2169   {
2170     for (i = 0; i < MAX_PLAYERS; i++)
2171     {
2172       /* only one player in Supaplex game engine */
2173       if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2174         break;
2175
2176       for (k = 0; k < MAX_NUM_KEYS; k++)
2177       {
2178         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2179         {
2180           if (level.native_em_level->ply[i]->keys & (1 << k))
2181             game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182               get_key_element_from_nr(k);
2183         }
2184         else if (stored_player[i].key[k])
2185           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186             get_key_element_from_nr(k);
2187       }
2188
2189       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191           level.native_em_level->ply[i]->dynamite;
2192       else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194           level.native_sp_level->game_sp->red_disk_count;
2195       else
2196         game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197           stored_player[i].inventory_size;
2198
2199       if (stored_player[i].num_white_keys > 0)
2200         game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2201           EL_DC_KEY_WHITE;
2202
2203       game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204         stored_player[i].num_white_keys;
2205     }
2206   }
2207   else
2208   {
2209     int player_nr = game.centered_player_nr;
2210
2211     for (k = 0; k < MAX_NUM_KEYS; k++)
2212     {
2213       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2214       {
2215         if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216           game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217             get_key_element_from_nr(k);
2218       }
2219       else if (stored_player[player_nr].key[k])
2220         game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221           get_key_element_from_nr(k);
2222     }
2223
2224     if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226         level.native_em_level->ply[player_nr]->dynamite;
2227     else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229         level.native_sp_level->game_sp->red_disk_count;
2230     else
2231       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232         stored_player[player_nr].inventory_size;
2233
2234     if (stored_player[player_nr].num_white_keys > 0)
2235       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2236
2237     game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238       stored_player[player_nr].num_white_keys;
2239   }
2240
2241   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2242   {
2243     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244       get_inventory_element_from_pos(local_player, i);
2245     game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246       get_inventory_element_from_pos(local_player, -i - 1);
2247   }
2248
2249   game_panel_controls[GAME_PANEL_SCORE].value = score;
2250   game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2251
2252   game_panel_controls[GAME_PANEL_TIME].value = time;
2253
2254   game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2257
2258   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2259
2260   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2262      EL_EMPTY);
2263   game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264     local_player->shield_normal_time_left;
2265   game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266     (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2267      EL_EMPTY);
2268   game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269     local_player->shield_deadly_time_left;
2270
2271   game_panel_controls[GAME_PANEL_EXIT].value =
2272     (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2273
2274   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275     (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276   game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277     (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278      EL_EMC_MAGIC_BALL_SWITCH);
2279
2280   game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281     (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282   game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283     game.light_time_left;
2284
2285   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286     (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287   game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288     game.timegate_time_left;
2289
2290   game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291     EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2292
2293   game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294     (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295   game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296     game.lenses_time_left;
2297
2298   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299     (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300   game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301     game.magnify_time_left;
2302
2303   game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304     (game.wind_direction == MV_LEFT  ? EL_BALLOON_SWITCH_LEFT  :
2305      game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306      game.wind_direction == MV_UP    ? EL_BALLOON_SWITCH_UP    :
2307      game.wind_direction == MV_DOWN  ? EL_BALLOON_SWITCH_DOWN  :
2308      EL_BALLOON_SWITCH_NONE);
2309
2310   game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311     local_player->dynabomb_count;
2312   game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313     local_player->dynabomb_size;
2314   game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315     (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2316
2317   game_panel_controls[GAME_PANEL_PENGUINS].value =
2318     local_player->friends_still_needed;
2319
2320   game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321     local_player->sokobanfields_still_needed;
2322   game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323     local_player->sokobanfields_still_needed;
2324
2325   game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326     (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2327
2328   for (i = 0; i < NUM_BELTS; i++)
2329   {
2330     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331       (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332        EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333     game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334       getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2335   }
2336
2337   game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338     (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339   game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340     game.magic_wall_time_left;
2341
2342   game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343     local_player->gravity;
2344
2345   for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346     game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2347
2348   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349     game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350       (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351        game.panel.element[i].id : EL_UNDEFINED);
2352
2353   for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354     game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355       (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356        element_info[game.panel.element_count[i].id].element_count : 0);
2357
2358   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359     game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360       (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361        element_info[game.panel.ce_score[i].id].collect_score : 0);
2362
2363   for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364     game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365       (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366        element_info[game.panel.ce_score_element[i].id].collect_score :
2367        EL_UNDEFINED);
2368
2369   game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370   game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371   game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2372
2373   /* update game panel control frames */
2374
2375   for (i = 0; game_panel_controls[i].nr != -1; i++)
2376   {
2377     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2378
2379     if (gpc->type == TYPE_ELEMENT)
2380     {
2381       if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2382       {
2383         int last_anim_random_frame = gfx.anim_random_frame;
2384         int element = gpc->value;
2385         int graphic = el2panelimg(element);
2386
2387         if (gpc->value != gpc->last_value)
2388         {
2389           gpc->gfx_frame = 0;
2390           gpc->gfx_random = INIT_GFX_RANDOM();
2391         }
2392         else
2393         {
2394           gpc->gfx_frame++;
2395
2396           if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397               IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398             gpc->gfx_random = INIT_GFX_RANDOM();
2399         }
2400
2401         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402           gfx.anim_random_frame = gpc->gfx_random;
2403
2404         if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405           gpc->gfx_frame = element_info[element].collect_score;
2406
2407         gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2408                                               gpc->gfx_frame);
2409
2410         if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411           gfx.anim_random_frame = last_anim_random_frame;
2412       }
2413     }
2414   }
2415 }
2416
2417 void DisplayGameControlValues()
2418 {
2419   boolean redraw_panel = FALSE;
2420   int i;
2421
2422   for (i = 0; game_panel_controls[i].nr != -1; i++)
2423   {
2424     struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2425
2426     if (PANEL_DEACTIVATED(gpc->pos))
2427       continue;
2428
2429     if (gpc->value == gpc->last_value &&
2430         gpc->frame == gpc->last_frame)
2431       continue;
2432
2433     redraw_panel = TRUE;
2434   }
2435
2436   if (!redraw_panel)
2437     return;
2438
2439   /* copy default game door content to main double buffer */
2440
2441   /* !!! CHECK AGAIN !!! */
2442   SetPanelBackground();
2443   // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444   DrawBackground(DX, DY, DXSIZE, DYSIZE);
2445
2446   /* redraw game control buttons */
2447   RedrawGameButtons();
2448
2449   game_status = GAME_MODE_PSEUDO_PANEL;
2450
2451   for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2452   {
2453     int nr = game_panel_order[i].nr;
2454     struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455     struct TextPosInfo *pos = gpc->pos;
2456     int type = gpc->type;
2457     int value = gpc->value;
2458     int frame = gpc->frame;
2459     int size = pos->size;
2460     int font = pos->font;
2461     boolean draw_masked = pos->draw_masked;
2462     int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2463
2464     if (PANEL_DEACTIVATED(pos))
2465       continue;
2466
2467     gpc->last_value = value;
2468     gpc->last_frame = frame;
2469
2470     if (type == TYPE_INTEGER)
2471     {
2472       if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473           nr == GAME_PANEL_TIME)
2474       {
2475         boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2476
2477         if (use_dynamic_size)           /* use dynamic number of digits */
2478         {
2479           int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480           int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481           int size2 = size1 + 1;
2482           int font1 = pos->font;
2483           int font2 = pos->font_alt;
2484
2485           size = (value < value_change ? size1 : size2);
2486           font = (value < value_change ? font1 : font2);
2487         }
2488       }
2489
2490       /* correct text size if "digits" is zero or less */
2491       if (size <= 0)
2492         size = strlen(int2str(value, size));
2493
2494       /* dynamically correct text alignment */
2495       pos->width = size * getFontWidth(font);
2496
2497       DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498                   int2str(value, size), font, mask_mode);
2499     }
2500     else if (type == TYPE_ELEMENT)
2501     {
2502       int element, graphic;
2503       Bitmap *src_bitmap;
2504       int src_x, src_y;
2505       int width, height;
2506       int dst_x = PANEL_XPOS(pos);
2507       int dst_y = PANEL_YPOS(pos);
2508
2509       if (value != EL_UNDEFINED && value != EL_EMPTY)
2510       {
2511         element = value;
2512         graphic = el2panelimg(value);
2513
2514         // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2515
2516         if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2517           size = TILESIZE;
2518
2519         getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2520                               &src_x, &src_y);
2521
2522         width  = graphic_info[graphic].width  * size / TILESIZE;
2523         height = graphic_info[graphic].height * size / TILESIZE;
2524
2525         if (draw_masked)
2526           BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2527                            dst_x, dst_y);
2528         else
2529           BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2530                      dst_x, dst_y);
2531       }
2532     }
2533     else if (type == TYPE_STRING)
2534     {
2535       boolean active = (value != 0);
2536       char *state_normal = "off";
2537       char *state_active = "on";
2538       char *state = (active ? state_active : state_normal);
2539       char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540                  nr == GAME_PANEL_PLAYER_NAME   ? setup.player_name :
2541                  nr == GAME_PANEL_LEVEL_NAME    ? level.name :
2542                  nr == GAME_PANEL_LEVEL_AUTHOR  ? level.author : NULL);
2543
2544       if (nr == GAME_PANEL_GRAVITY_STATE)
2545       {
2546         int font1 = pos->font;          /* (used for normal state) */
2547         int font2 = pos->font_alt;      /* (used for active state) */
2548
2549         font = (active ? font2 : font1);
2550       }
2551
2552       if (s != NULL)
2553       {
2554         char *s_cut;
2555
2556         if (size <= 0)
2557         {
2558           /* don't truncate output if "chars" is zero or less */
2559           size = strlen(s);
2560
2561           /* dynamically correct text alignment */
2562           pos->width = size * getFontWidth(font);
2563         }
2564
2565         s_cut = getStringCopyN(s, size);
2566
2567         DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568                     s_cut, font, mask_mode);
2569
2570         free(s_cut);
2571       }
2572     }
2573
2574     redraw_mask |= REDRAW_DOOR_1;
2575   }
2576
2577   game_status = GAME_MODE_PLAYING;
2578 }
2579
2580 void UpdateAndDisplayGameControlValues()
2581 {
2582   if (tape.deactivate_display)
2583     return;
2584
2585   UpdateGameControlValues();
2586   DisplayGameControlValues();
2587 }
2588
2589 void UpdateGameDoorValues()
2590 {
2591   UpdateGameControlValues();
2592 }
2593
2594 void DrawGameDoorValues()
2595 {
2596   DisplayGameControlValues();
2597 }
2598
2599
2600 /*
2601   =============================================================================
2602   InitGameEngine()
2603   -----------------------------------------------------------------------------
2604   initialize game engine due to level / tape version number
2605   =============================================================================
2606 */
2607
2608 static void InitGameEngine()
2609 {
2610   int i, j, k, l, x, y;
2611
2612   /* set game engine from tape file when re-playing, else from level file */
2613   game.engine_version = (tape.playing ? tape.engine_version :
2614                          level.game_version);
2615
2616   /* set single or multi-player game mode (needed for re-playing tapes) */
2617   game.team_mode = setup.team_mode;
2618
2619   if (tape.playing)
2620   {
2621     int num_players = 0;
2622
2623     for (i = 0; i < MAX_PLAYERS; i++)
2624       if (tape.player_participates[i])
2625         num_players++;
2626
2627     /* multi-player tapes contain input data for more than one player */
2628     game.team_mode = (num_players > 1);
2629   }
2630
2631   /* ---------------------------------------------------------------------- */
2632   /* set flags for bugs and changes according to active game engine version */
2633   /* ---------------------------------------------------------------------- */
2634
2635   /*
2636     Summary of bugfix/change:
2637     Fixed handling for custom elements that change when pushed by the player.
2638
2639     Fixed/changed in version:
2640     3.1.0
2641
2642     Description:
2643     Before 3.1.0, custom elements that "change when pushing" changed directly
2644     after the player started pushing them (until then handled in "DigField()").
2645     Since 3.1.0, these custom elements are not changed until the "pushing"
2646     move of the element is finished (now handled in "ContinueMoving()").
2647
2648     Affected levels/tapes:
2649     The first condition is generally needed for all levels/tapes before version
2650     3.1.0, which might use the old behaviour before it was changed; known tapes
2651     that are affected are some tapes from the level set "Walpurgis Gardens" by
2652     Jamie Cullen.
2653     The second condition is an exception from the above case and is needed for
2654     the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655     above (including some development versions of 3.1.0), but before it was
2656     known that this change would break tapes like the above and was fixed in
2657     3.1.1, so that the changed behaviour was active although the engine version
2658     while recording maybe was before 3.1.0. There is at least one tape that is
2659     affected by this exception, which is the tape for the one-level set "Bug
2660     Machine" by Juergen Bonhagen.
2661   */
2662
2663   game.use_change_when_pushing_bug =
2664     (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2665      !(tape.playing &&
2666        tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667        tape.game_version <  VERSION_IDENT(3,1,1,0)));
2668
2669   /*
2670     Summary of bugfix/change:
2671     Fixed handling for blocking the field the player leaves when moving.
2672
2673     Fixed/changed in version:
2674     3.1.1
2675
2676     Description:
2677     Before 3.1.1, when "block last field when moving" was enabled, the field
2678     the player is leaving when moving was blocked for the time of the move,
2679     and was directly unblocked afterwards. This resulted in the last field
2680     being blocked for exactly one less than the number of frames of one player
2681     move. Additionally, even when blocking was disabled, the last field was
2682     blocked for exactly one frame.
2683     Since 3.1.1, due to changes in player movement handling, the last field
2684     is not blocked at all when blocking is disabled. When blocking is enabled,
2685     the last field is blocked for exactly the number of frames of one player
2686     move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687     last field is blocked for exactly one more than the number of frames of
2688     one player move.
2689
2690     Affected levels/tapes:
2691     (!!! yet to be determined -- probably many !!!)
2692   */
2693
2694   game.use_block_last_field_bug =
2695     (game.engine_version < VERSION_IDENT(3,1,1,0));
2696
2697   /* ---------------------------------------------------------------------- */
2698
2699   /* set maximal allowed number of custom element changes per game frame */
2700   game.max_num_changes_per_frame = 1;
2701
2702   /* default scan direction: scan playfield from top/left to bottom/right */
2703   InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2704
2705   /* dynamically adjust element properties according to game engine version */
2706   InitElementPropertiesEngine(game.engine_version);
2707
2708 #if 0
2709   printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710   printf("          tape version == %06d [%s] [file: %06d]\n",
2711          tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2712          tape.file_version);
2713   printf("       => game.engine_version == %06d\n", game.engine_version);
2714 #endif
2715
2716   /* ---------- initialize player's initial move delay --------------------- */
2717
2718   /* dynamically adjust player properties according to level information */
2719   for (i = 0; i < MAX_PLAYERS; i++)
2720     game.initial_move_delay_value[i] =
2721       get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2722
2723   /* dynamically adjust player properties according to game engine version */
2724   for (i = 0; i < MAX_PLAYERS; i++)
2725     game.initial_move_delay[i] =
2726       (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727        game.initial_move_delay_value[i] : 0);
2728
2729   /* ---------- initialize player's initial push delay --------------------- */
2730
2731   /* dynamically adjust player properties according to game engine version */
2732   game.initial_push_delay_value =
2733     (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2734
2735   /* ---------- initialize changing elements ------------------------------- */
2736
2737   /* initialize changing elements information */
2738   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2739   {
2740     struct ElementInfo *ei = &element_info[i];
2741
2742     /* this pointer might have been changed in the level editor */
2743     ei->change = &ei->change_page[0];
2744
2745     if (!IS_CUSTOM_ELEMENT(i))
2746     {
2747       ei->change->target_element = EL_EMPTY_SPACE;
2748       ei->change->delay_fixed = 0;
2749       ei->change->delay_random = 0;
2750       ei->change->delay_frames = 1;
2751     }
2752
2753     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2754     {
2755       ei->has_change_event[j] = FALSE;
2756
2757       ei->event_page_nr[j] = 0;
2758       ei->event_page[j] = &ei->change_page[0];
2759     }
2760   }
2761
2762   /* add changing elements from pre-defined list */
2763   for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2764   {
2765     struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766     struct ElementInfo *ei = &element_info[ch_delay->element];
2767
2768     ei->change->target_element       = ch_delay->target_element;
2769     ei->change->delay_fixed          = ch_delay->change_delay;
2770
2771     ei->change->pre_change_function  = ch_delay->pre_change_function;
2772     ei->change->change_function      = ch_delay->change_function;
2773     ei->change->post_change_function = ch_delay->post_change_function;
2774
2775     ei->change->can_change = TRUE;
2776     ei->change->can_change_or_has_action = TRUE;
2777
2778     ei->has_change_event[CE_DELAY] = TRUE;
2779
2780     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2782   }
2783
2784   /* ---------- initialize internal run-time variables --------------------- */
2785
2786   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2787   {
2788     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2789
2790     for (j = 0; j < ei->num_change_pages; j++)
2791     {
2792       ei->change_page[j].can_change_or_has_action =
2793         (ei->change_page[j].can_change |
2794          ei->change_page[j].has_action);
2795     }
2796   }
2797
2798   /* add change events from custom element configuration */
2799   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2800   {
2801     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2802
2803     for (j = 0; j < ei->num_change_pages; j++)
2804     {
2805       if (!ei->change_page[j].can_change_or_has_action)
2806         continue;
2807
2808       for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2809       {
2810         /* only add event page for the first page found with this event */
2811         if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2812         {
2813           ei->has_change_event[k] = TRUE;
2814
2815           ei->event_page_nr[k] = j;
2816           ei->event_page[k] = &ei->change_page[j];
2817         }
2818       }
2819     }
2820   }
2821
2822   /* ---------- initialize reference elements in change conditions --------- */
2823
2824   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2825   {
2826     int element = EL_CUSTOM_START + i;
2827     struct ElementInfo *ei = &element_info[element];
2828
2829     for (j = 0; j < ei->num_change_pages; j++)
2830     {
2831       int trigger_element = ei->change_page[j].initial_trigger_element;
2832
2833       if (trigger_element >= EL_PREV_CE_8 &&
2834           trigger_element <= EL_NEXT_CE_8)
2835         trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2836
2837       ei->change_page[j].trigger_element = trigger_element;
2838     }
2839   }
2840
2841   /* ---------- initialize run-time trigger player and element ------------- */
2842
2843   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2844   {
2845     struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2846
2847     for (j = 0; j < ei->num_change_pages; j++)
2848     {
2849       ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850       ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851       ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852       ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853       ei->change_page[j].actual_trigger_ce_value = 0;
2854       ei->change_page[j].actual_trigger_ce_score = 0;
2855     }
2856   }
2857
2858   /* ---------- initialize trigger events ---------------------------------- */
2859
2860   /* initialize trigger events information */
2861   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862     for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863       trigger_events[i][j] = FALSE;
2864
2865   /* add trigger events from element change event properties */
2866   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2867   {
2868     struct ElementInfo *ei = &element_info[i];
2869
2870     for (j = 0; j < ei->num_change_pages; j++)
2871     {
2872       if (!ei->change_page[j].can_change_or_has_action)
2873         continue;
2874
2875       if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2876       {
2877         int trigger_element = ei->change_page[j].trigger_element;
2878
2879         for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2880         {
2881           if (ei->change_page[j].has_event[k])
2882           {
2883             if (IS_GROUP_ELEMENT(trigger_element))
2884             {
2885               struct ElementGroupInfo *group =
2886                 element_info[trigger_element].group;
2887
2888               for (l = 0; l < group->num_elements_resolved; l++)
2889                 trigger_events[group->element_resolved[l]][k] = TRUE;
2890             }
2891             else if (trigger_element == EL_ANY_ELEMENT)
2892               for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893                 trigger_events[l][k] = TRUE;
2894             else
2895               trigger_events[trigger_element][k] = TRUE;
2896           }
2897         }
2898       }
2899     }
2900   }
2901
2902   /* ---------- initialize push delay -------------------------------------- */
2903
2904   /* initialize push delay values to default */
2905   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2906   {
2907     if (!IS_CUSTOM_ELEMENT(i))
2908     {
2909       /* set default push delay values (corrected since version 3.0.7-1) */
2910       if (game.engine_version < VERSION_IDENT(3,0,7,1))
2911       {
2912         element_info[i].push_delay_fixed = 2;
2913         element_info[i].push_delay_random = 8;
2914       }
2915       else
2916       {
2917         element_info[i].push_delay_fixed = 8;
2918         element_info[i].push_delay_random = 8;
2919       }
2920     }
2921   }
2922
2923   /* set push delay value for certain elements from pre-defined list */
2924   for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2925   {
2926     int e = push_delay_list[i].element;
2927
2928     element_info[e].push_delay_fixed  = push_delay_list[i].push_delay_fixed;
2929     element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2930   }
2931
2932   /* set push delay value for Supaplex elements for newer engine versions */
2933   if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2934   {
2935     for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2936     {
2937       if (IS_SP_ELEMENT(i))
2938       {
2939         /* set SP push delay to just enough to push under a falling zonk */
2940         int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2941
2942         element_info[i].push_delay_fixed  = delay;
2943         element_info[i].push_delay_random = 0;
2944       }
2945     }
2946   }
2947
2948   /* ---------- initialize move stepsize ----------------------------------- */
2949
2950   /* initialize move stepsize values to default */
2951   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952     if (!IS_CUSTOM_ELEMENT(i))
2953       element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2954
2955   /* set move stepsize value for certain elements from pre-defined list */
2956   for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2957   {
2958     int e = move_stepsize_list[i].element;
2959
2960     element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2961   }
2962
2963   /* ---------- initialize collect score ----------------------------------- */
2964
2965   /* initialize collect score values for custom elements from initial value */
2966   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967     if (IS_CUSTOM_ELEMENT(i))
2968       element_info[i].collect_score = element_info[i].collect_score_initial;
2969
2970   /* ---------- initialize collect count ----------------------------------- */
2971
2972   /* initialize collect count values for non-custom elements */
2973   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974     if (!IS_CUSTOM_ELEMENT(i))
2975       element_info[i].collect_count_initial = 0;
2976
2977   /* add collect count values for all elements from pre-defined list */
2978   for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979     element_info[collect_count_list[i].element].collect_count_initial =
2980       collect_count_list[i].count;
2981
2982   /* ---------- initialize access direction -------------------------------- */
2983
2984   /* initialize access direction values to default (access from every side) */
2985   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986     if (!IS_CUSTOM_ELEMENT(i))
2987       element_info[i].access_direction = MV_ALL_DIRECTIONS;
2988
2989   /* set access direction value for certain elements from pre-defined list */
2990   for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991     element_info[access_direction_list[i].element].access_direction =
2992       access_direction_list[i].direction;
2993
2994   /* ---------- initialize explosion content ------------------------------- */
2995   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2996   {
2997     if (IS_CUSTOM_ELEMENT(i))
2998       continue;
2999
3000     for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3001     {
3002       /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3003
3004       element_info[i].content.e[x][y] =
3005         (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006          i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007          i == EL_PLAYER_3 ? EL_EMERALD :
3008          i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009          i == EL_MOLE ? EL_EMERALD_RED :
3010          i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011          i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012          i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013          i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014          i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015          i == EL_WALL_EMERALD ? EL_EMERALD :
3016          i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017          i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018          i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019          i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020          i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021          i == EL_WALL_PEARL ? EL_PEARL :
3022          i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3023          EL_EMPTY);
3024     }
3025   }
3026
3027   /* ---------- initialize recursion detection ------------------------------ */
3028   recursion_loop_depth = 0;
3029   recursion_loop_detected = FALSE;
3030   recursion_loop_element = EL_UNDEFINED;
3031
3032   /* ---------- initialize graphics engine ---------------------------------- */
3033   game.scroll_delay_value =
3034     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
3036   game.scroll_delay_value =
3037     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3038
3039   /* ---------- initialize game engine snapshots ---------------------------- */
3040   for (i = 0; i < MAX_PLAYERS; i++)
3041     game.snapshot.last_action[i] = 0;
3042   game.snapshot.changed_action = FALSE;
3043   game.snapshot.mode =
3044     (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045      SNAPSHOT_MODE_EVERY_STEP :
3046      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047      SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3048 }
3049
3050 int get_num_special_action(int element, int action_first, int action_last)
3051 {
3052   int num_special_action = 0;
3053   int i, j;
3054
3055   for (i = action_first; i <= action_last; i++)
3056   {
3057     boolean found = FALSE;
3058
3059     for (j = 0; j < NUM_DIRECTIONS; j++)
3060       if (el_act_dir2img(element, i, j) !=
3061           el_act_dir2img(element, ACTION_DEFAULT, j))
3062         found = TRUE;
3063
3064     if (found)
3065       num_special_action++;
3066     else
3067       break;
3068   }
3069
3070   return num_special_action;
3071 }
3072
3073
3074 /*
3075   =============================================================================
3076   InitGame()
3077   -----------------------------------------------------------------------------
3078   initialize and start new game
3079   =============================================================================
3080 */
3081
3082 void InitGame()
3083 {
3084   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086   int fade_mask = REDRAW_FIELD;
3087
3088   boolean emulate_bd = TRUE;    /* unless non-BOULDERDASH elements found */
3089   boolean emulate_sb = TRUE;    /* unless non-SOKOBAN     elements found */
3090   boolean emulate_sp = TRUE;    /* unless non-SUPAPLEX    elements found */
3091   int initial_move_dir = MV_DOWN;
3092   int i, j, x, y;
3093
3094   // required here to update video display before fading (FIX THIS)
3095   DrawMaskedBorder(REDRAW_DOOR_2);
3096
3097   game_status = GAME_MODE_PLAYING;
3098
3099   if (!game.restart_level)
3100     CloseDoor(DOOR_CLOSE_1);
3101
3102   /* needed if different viewport properties defined for playing */
3103   ChangeViewportPropertiesIfNeeded();
3104
3105   if (level_editor_test_game)
3106     FadeSkipNextFadeIn();
3107   else
3108     FadeSetEnterScreen();
3109
3110   if (CheckIfGlobalBorderHasChanged())
3111     fade_mask = REDRAW_ALL;
3112
3113   FadeOut(fade_mask);
3114
3115   OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3116
3117   ClearField();
3118
3119   DrawCompleteVideoDisplay();
3120
3121   InitGameEngine();
3122   InitGameControlValues();
3123
3124   /* don't play tapes over network */
3125   network_playing = (options.network && !tape.playing);
3126
3127   for (i = 0; i < MAX_PLAYERS; i++)
3128   {
3129     struct PlayerInfo *player = &stored_player[i];
3130
3131     player->index_nr = i;
3132     player->index_bit = (1 << i);
3133     player->element_nr = EL_PLAYER_1 + i;
3134
3135     player->present = FALSE;
3136     player->active = FALSE;
3137     player->mapped = FALSE;
3138
3139     player->killed = FALSE;
3140     player->reanimated = FALSE;
3141
3142     player->action = 0;
3143     player->effective_action = 0;
3144     player->programmed_action = 0;
3145
3146     player->score = 0;
3147     player->score_final = 0;
3148
3149     player->gems_still_needed = level.gems_needed;
3150     player->sokobanfields_still_needed = 0;
3151     player->lights_still_needed = 0;
3152     player->friends_still_needed = 0;
3153
3154     for (j = 0; j < MAX_NUM_KEYS; j++)
3155       player->key[j] = FALSE;
3156
3157     player->num_white_keys = 0;
3158
3159     player->dynabomb_count = 0;
3160     player->dynabomb_size = 1;
3161     player->dynabombs_left = 0;
3162     player->dynabomb_xl = FALSE;
3163
3164     player->MovDir = initial_move_dir;
3165     player->MovPos = 0;
3166     player->GfxPos = 0;
3167     player->GfxDir = initial_move_dir;
3168     player->GfxAction = ACTION_DEFAULT;
3169     player->Frame = 0;
3170     player->StepFrame = 0;
3171
3172     player->initial_element = player->element_nr;
3173     player->artwork_element =
3174       (level.use_artwork_element[i] ? level.artwork_element[i] :
3175        player->element_nr);
3176     player->use_murphy = FALSE;
3177
3178     player->block_last_field = FALSE;   /* initialized in InitPlayerField() */
3179     player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3180
3181     player->gravity = level.initial_player_gravity[i];
3182
3183     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3184
3185     player->actual_frame_counter = 0;
3186
3187     player->step_counter = 0;
3188
3189     player->last_move_dir = initial_move_dir;
3190
3191     player->is_active = FALSE;
3192
3193     player->is_waiting = FALSE;
3194     player->is_moving = FALSE;
3195     player->is_auto_moving = FALSE;
3196     player->is_digging = FALSE;
3197     player->is_snapping = FALSE;
3198     player->is_collecting = FALSE;
3199     player->is_pushing = FALSE;
3200     player->is_switching = FALSE;
3201     player->is_dropping = FALSE;
3202     player->is_dropping_pressed = FALSE;
3203
3204     player->is_bored = FALSE;
3205     player->is_sleeping = FALSE;
3206
3207     player->frame_counter_bored = -1;
3208     player->frame_counter_sleeping = -1;
3209
3210     player->anim_delay_counter = 0;
3211     player->post_delay_counter = 0;
3212
3213     player->dir_waiting = initial_move_dir;
3214     player->action_waiting = ACTION_DEFAULT;
3215     player->last_action_waiting = ACTION_DEFAULT;
3216     player->special_action_bored = ACTION_DEFAULT;
3217     player->special_action_sleeping = ACTION_DEFAULT;
3218
3219     player->switch_x = -1;
3220     player->switch_y = -1;
3221
3222     player->drop_x = -1;
3223     player->drop_y = -1;
3224
3225     player->show_envelope = 0;
3226
3227     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3228
3229     player->push_delay       = -1;      /* initialized when pushing starts */
3230     player->push_delay_value = game.initial_push_delay_value;
3231
3232     player->drop_delay = 0;
3233     player->drop_pressed_delay = 0;
3234
3235     player->last_jx = -1;
3236     player->last_jy = -1;
3237     player->jx = -1;
3238     player->jy = -1;
3239
3240     player->shield_normal_time_left = 0;
3241     player->shield_deadly_time_left = 0;
3242
3243     player->inventory_infinite_element = EL_UNDEFINED;
3244     player->inventory_size = 0;
3245
3246     if (level.use_initial_inventory[i])
3247     {
3248       for (j = 0; j < level.initial_inventory_size[i]; j++)
3249       {
3250         int element = level.initial_inventory_content[i][j];
3251         int collect_count = element_info[element].collect_count_initial;
3252         int k;
3253
3254         if (!IS_CUSTOM_ELEMENT(element))
3255           collect_count = 1;
3256
3257         if (collect_count == 0)
3258           player->inventory_infinite_element = element;
3259         else
3260           for (k = 0; k < collect_count; k++)
3261             if (player->inventory_size < MAX_INVENTORY_SIZE)
3262               player->inventory_element[player->inventory_size++] = element;
3263       }
3264     }
3265
3266     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3267     SnapField(player, 0, 0);
3268
3269     player->LevelSolved = FALSE;
3270     player->GameOver = FALSE;
3271
3272     player->LevelSolved_GameWon = FALSE;
3273     player->LevelSolved_GameEnd = FALSE;
3274     player->LevelSolved_PanelOff = FALSE;
3275     player->LevelSolved_SaveTape = FALSE;
3276     player->LevelSolved_SaveScore = FALSE;
3277     player->LevelSolved_CountingTime = 0;
3278     player->LevelSolved_CountingScore = 0;
3279
3280     map_player_action[i] = i;
3281   }
3282
3283   network_player_action_received = FALSE;
3284
3285 #if defined(NETWORK_AVALIABLE)
3286   /* initial null action */
3287   if (network_playing)
3288     SendToServer_MovePlayer(MV_NONE);
3289 #endif
3290
3291   ZX = ZY = -1;
3292   ExitX = ExitY = -1;
3293
3294   FrameCounter = 0;
3295   TimeFrames = 0;
3296   TimePlayed = 0;
3297   TimeLeft = level.time;
3298   TapeTime = 0;
3299
3300   ScreenMovDir = MV_NONE;
3301   ScreenMovPos = 0;
3302   ScreenGfxPos = 0;
3303
3304   ScrollStepSize = 0;   /* will be correctly initialized by ScrollScreen() */
3305
3306   AllPlayersGone = FALSE;
3307
3308   game.no_time_limit = (level.time == 0);
3309
3310   game.yamyam_content_nr = 0;
3311   game.robot_wheel_active = FALSE;
3312   game.magic_wall_active = FALSE;
3313   game.magic_wall_time_left = 0;
3314   game.light_time_left = 0;
3315   game.timegate_time_left = 0;
3316   game.switchgate_pos = 0;
3317   game.wind_direction = level.wind_direction_initial;
3318
3319   game.lenses_time_left = 0;
3320   game.magnify_time_left = 0;
3321
3322   game.ball_state = level.ball_state_initial;
3323   game.ball_content_nr = 0;
3324
3325   game.envelope_active = FALSE;
3326
3327   /* set focus to local player for network games, else to all players */
3328   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3329   game.centered_player_nr_next = game.centered_player_nr;
3330   game.set_centered_player = FALSE;
3331
3332   if (network_playing && tape.recording)
3333   {
3334     /* store client dependent player focus when recording network games */
3335     tape.centered_player_nr_next = game.centered_player_nr_next;
3336     tape.set_centered_player = TRUE;
3337   }
3338
3339   for (i = 0; i < NUM_BELTS; i++)
3340   {
3341     game.belt_dir[i] = MV_NONE;
3342     game.belt_dir_nr[i] = 3;            /* not moving, next moving left */
3343   }
3344
3345   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3346     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3347
3348 #if DEBUG_INIT_PLAYER
3349   if (options.debug)
3350   {
3351     printf("Player status at level initialization:\n");
3352   }
3353 #endif
3354
3355   SCAN_PLAYFIELD(x, y)
3356   {
3357     Feld[x][y] = level.field[x][y];
3358     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3359     ChangeDelay[x][y] = 0;
3360     ChangePage[x][y] = -1;
3361     CustomValue[x][y] = 0;              /* initialized in InitField() */
3362     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3363     AmoebaNr[x][y] = 0;
3364     WasJustMoving[x][y] = 0;
3365     WasJustFalling[x][y] = 0;
3366     CheckCollision[x][y] = 0;
3367     CheckImpact[x][y] = 0;
3368     Stop[x][y] = FALSE;
3369     Pushed[x][y] = FALSE;
3370
3371     ChangeCount[x][y] = 0;
3372     ChangeEvent[x][y] = -1;
3373
3374     ExplodePhase[x][y] = 0;
3375     ExplodeDelay[x][y] = 0;
3376     ExplodeField[x][y] = EX_TYPE_NONE;
3377
3378     RunnerVisit[x][y] = 0;
3379     PlayerVisit[x][y] = 0;
3380
3381     GfxFrame[x][y] = 0;
3382     GfxRandom[x][y] = INIT_GFX_RANDOM();
3383     GfxElement[x][y] = EL_UNDEFINED;
3384     GfxAction[x][y] = ACTION_DEFAULT;
3385     GfxDir[x][y] = MV_NONE;
3386     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3387   }
3388
3389   SCAN_PLAYFIELD(x, y)
3390   {
3391     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3392       emulate_bd = FALSE;
3393     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3394       emulate_sb = FALSE;
3395     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3396       emulate_sp = FALSE;
3397
3398     InitField(x, y, TRUE);
3399
3400     ResetGfxAnimation(x, y);
3401   }
3402
3403   InitBeltMovement();
3404
3405   for (i = 0; i < MAX_PLAYERS; i++)
3406   {
3407     struct PlayerInfo *player = &stored_player[i];
3408
3409     /* set number of special actions for bored and sleeping animation */
3410     player->num_special_action_bored =
3411       get_num_special_action(player->artwork_element,
3412                              ACTION_BORING_1, ACTION_BORING_LAST);
3413     player->num_special_action_sleeping =
3414       get_num_special_action(player->artwork_element,
3415                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3416   }
3417
3418   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3419                     emulate_sb ? EMU_SOKOBAN :
3420                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3421
3422   /* initialize type of slippery elements */
3423   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3424   {
3425     if (!IS_CUSTOM_ELEMENT(i))
3426     {
3427       /* default: elements slip down either to the left or right randomly */
3428       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3429
3430       /* SP style elements prefer to slip down on the left side */
3431       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3432         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3433
3434       /* BD style elements prefer to slip down on the left side */
3435       if (game.emulation == EMU_BOULDERDASH)
3436         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3437     }
3438   }
3439
3440   /* initialize explosion and ignition delay */
3441   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3442   {
3443     if (!IS_CUSTOM_ELEMENT(i))
3444     {
3445       int num_phase = 8;
3446       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3447                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3448                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3449       int last_phase = (num_phase + 1) * delay;
3450       int half_phase = (num_phase / 2) * delay;
3451
3452       element_info[i].explosion_delay = last_phase - 1;
3453       element_info[i].ignition_delay = half_phase;
3454
3455       if (i == EL_BLACK_ORB)
3456         element_info[i].ignition_delay = 1;
3457     }
3458   }
3459
3460   /* correct non-moving belts to start moving left */
3461   for (i = 0; i < NUM_BELTS; i++)
3462     if (game.belt_dir[i] == MV_NONE)
3463       game.belt_dir_nr[i] = 3;          /* not moving, next moving left */
3464
3465 #if USE_NEW_PLAYER_ASSIGNMENTS
3466   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3467   /* choose default local player */
3468   local_player = &stored_player[0];
3469
3470   for (i = 0; i < MAX_PLAYERS; i++)
3471     stored_player[i].connected = FALSE;
3472
3473   local_player->connected = TRUE;
3474   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3475
3476   if (tape.playing)
3477   {
3478     for (i = 0; i < MAX_PLAYERS; i++)
3479       stored_player[i].connected = tape.player_participates[i];
3480   }
3481   else if (game.team_mode && !options.network)
3482   {
3483     /* try to guess locally connected team mode players (needed for correct
3484        assignment of player figures from level to locally playing players) */
3485
3486     for (i = 0; i < MAX_PLAYERS; i++)
3487       if (setup.input[i].use_joystick ||
3488           setup.input[i].key.left != KSYM_UNDEFINED)
3489         stored_player[i].connected = TRUE;
3490   }
3491
3492 #if DEBUG_INIT_PLAYER
3493   if (options.debug)
3494   {
3495     printf("Player status after level initialization:\n");
3496
3497     for (i = 0; i < MAX_PLAYERS; i++)
3498     {
3499       struct PlayerInfo *player = &stored_player[i];
3500
3501       printf("- player %d: present == %d, connected == %d, active == %d",
3502              i + 1,
3503              player->present,
3504              player->connected,
3505              player->active);
3506
3507       if (local_player == player)
3508         printf(" (local player)");
3509
3510       printf("\n");
3511     }
3512   }
3513 #endif
3514
3515 #if DEBUG_INIT_PLAYER
3516   if (options.debug)
3517     printf("Reassigning players ...\n");
3518 #endif
3519
3520   /* check if any connected player was not found in playfield */
3521   for (i = 0; i < MAX_PLAYERS; i++)
3522   {
3523     struct PlayerInfo *player = &stored_player[i];
3524
3525     if (player->connected && !player->present)
3526     {
3527       struct PlayerInfo *field_player = NULL;
3528
3529 #if DEBUG_INIT_PLAYER
3530       if (options.debug)
3531         printf("- looking for field player for player %d ...\n", i + 1);
3532 #endif
3533
3534       /* assign first free player found that is present in the playfield */
3535
3536       /* first try: look for unmapped playfield player that is not connected */
3537       for (j = 0; j < MAX_PLAYERS; j++)
3538         if (field_player == NULL &&
3539             stored_player[j].present &&
3540             !stored_player[j].mapped &&
3541             !stored_player[j].connected)
3542           field_player = &stored_player[j];
3543
3544       /* second try: look for *any* unmapped playfield player */
3545       for (j = 0; j < MAX_PLAYERS; j++)
3546         if (field_player == NULL &&
3547             stored_player[j].present &&
3548             !stored_player[j].mapped)
3549           field_player = &stored_player[j];
3550
3551       if (field_player != NULL)
3552       {
3553         int jx = field_player->jx, jy = field_player->jy;
3554
3555 #if DEBUG_INIT_PLAYER
3556         if (options.debug)
3557           printf("- found player %d\n", field_player->index_nr + 1);
3558 #endif
3559
3560         player->present = FALSE;
3561         player->active = FALSE;
3562
3563         field_player->present = TRUE;
3564         field_player->active = TRUE;
3565
3566         /*
3567         player->initial_element = field_player->initial_element;
3568         player->artwork_element = field_player->artwork_element;
3569
3570         player->block_last_field       = field_player->block_last_field;
3571         player->block_delay_adjustment = field_player->block_delay_adjustment;
3572         */
3573
3574         StorePlayer[jx][jy] = field_player->element_nr;
3575
3576         field_player->jx = field_player->last_jx = jx;
3577         field_player->jy = field_player->last_jy = jy;
3578
3579         if (local_player == player)
3580           local_player = field_player;
3581
3582         map_player_action[field_player->index_nr] = i;
3583
3584         field_player->mapped = TRUE;
3585
3586 #if DEBUG_INIT_PLAYER
3587         if (options.debug)
3588           printf("- map_player_action[%d] == %d\n",
3589                  field_player->index_nr + 1, i + 1);
3590 #endif
3591       }
3592     }
3593
3594     if (player->connected && player->present)
3595       player->mapped = TRUE;
3596   }
3597
3598 #if DEBUG_INIT_PLAYER
3599   if (options.debug)
3600   {
3601     printf("Player status after player assignment (first stage):\n");
3602
3603     for (i = 0; i < MAX_PLAYERS; i++)
3604     {
3605       struct PlayerInfo *player = &stored_player[i];
3606
3607       printf("- player %d: present == %d, connected == %d, active == %d",
3608              i + 1,
3609              player->present,
3610              player->connected,
3611              player->active);
3612
3613       if (local_player == player)
3614         printf(" (local player)");
3615
3616       printf("\n");
3617     }
3618   }
3619 #endif
3620
3621 #else
3622
3623   /* check if any connected player was not found in playfield */
3624   for (i = 0; i < MAX_PLAYERS; i++)
3625   {
3626     struct PlayerInfo *player = &stored_player[i];
3627
3628     if (player->connected && !player->present)
3629     {
3630       for (j = 0; j < MAX_PLAYERS; j++)
3631       {
3632         struct PlayerInfo *field_player = &stored_player[j];
3633         int jx = field_player->jx, jy = field_player->jy;
3634
3635         /* assign first free player found that is present in the playfield */
3636         if (field_player->present && !field_player->connected)
3637         {
3638           player->present = TRUE;
3639           player->active = TRUE;
3640
3641           field_player->present = FALSE;
3642           field_player->active = FALSE;
3643
3644           player->initial_element = field_player->initial_element;
3645           player->artwork_element = field_player->artwork_element;
3646
3647           player->block_last_field       = field_player->block_last_field;
3648           player->block_delay_adjustment = field_player->block_delay_adjustment;
3649
3650           StorePlayer[jx][jy] = player->element_nr;
3651
3652           player->jx = player->last_jx = jx;
3653           player->jy = player->last_jy = jy;
3654
3655           break;
3656         }
3657       }
3658     }
3659   }
3660 #endif
3661
3662 #if 0
3663   printf("::: local_player->present == %d\n", local_player->present);
3664 #endif
3665
3666   if (tape.playing)
3667   {
3668     /* when playing a tape, eliminate all players who do not participate */
3669
3670 #if USE_NEW_PLAYER_ASSIGNMENTS
3671
3672     if (!game.team_mode)
3673     {
3674       for (i = 0; i < MAX_PLAYERS; i++)
3675       {
3676         if (stored_player[i].active &&
3677             !tape.player_participates[map_player_action[i]])
3678         {
3679           struct PlayerInfo *player = &stored_player[i];
3680           int jx = player->jx, jy = player->jy;
3681
3682 #if DEBUG_INIT_PLAYER
3683           if (options.debug)
3684             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3685 #endif
3686
3687           player->active = FALSE;
3688           StorePlayer[jx][jy] = 0;
3689           Feld[jx][jy] = EL_EMPTY;
3690         }
3691       }
3692     }
3693
3694 #else
3695
3696     for (i = 0; i < MAX_PLAYERS; i++)
3697     {
3698       if (stored_player[i].active &&
3699           !tape.player_participates[i])
3700       {
3701         struct PlayerInfo *player = &stored_player[i];
3702         int jx = player->jx, jy = player->jy;
3703
3704         player->active = FALSE;
3705         StorePlayer[jx][jy] = 0;
3706         Feld[jx][jy] = EL_EMPTY;
3707       }
3708     }
3709 #endif
3710   }
3711   else if (!options.network && !game.team_mode)         /* && !tape.playing */
3712   {
3713     /* when in single player mode, eliminate all but the first active player */
3714
3715     for (i = 0; i < MAX_PLAYERS; i++)
3716     {
3717       if (stored_player[i].active)
3718       {
3719         for (j = i + 1; j < MAX_PLAYERS; j++)
3720         {
3721           if (stored_player[j].active)
3722           {
3723             struct PlayerInfo *player = &stored_player[j];
3724             int jx = player->jx, jy = player->jy;
3725
3726             player->active = FALSE;
3727             player->present = FALSE;
3728
3729             StorePlayer[jx][jy] = 0;
3730             Feld[jx][jy] = EL_EMPTY;
3731           }
3732         }
3733       }
3734     }
3735   }
3736
3737   /* when recording the game, store which players take part in the game */
3738   if (tape.recording)
3739   {
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741     for (i = 0; i < MAX_PLAYERS; i++)
3742       if (stored_player[i].connected)
3743         tape.player_participates[i] = TRUE;
3744 #else
3745     for (i = 0; i < MAX_PLAYERS; i++)
3746       if (stored_player[i].active)
3747         tape.player_participates[i] = TRUE;
3748 #endif
3749   }
3750
3751 #if DEBUG_INIT_PLAYER
3752   if (options.debug)
3753   {
3754     printf("Player status after player assignment (final stage):\n");
3755
3756     for (i = 0; i < MAX_PLAYERS; i++)
3757     {
3758       struct PlayerInfo *player = &stored_player[i];
3759
3760       printf("- player %d: present == %d, connected == %d, active == %d",
3761              i + 1,
3762              player->present,
3763              player->connected,
3764              player->active);
3765
3766       if (local_player == player)
3767         printf(" (local player)");
3768
3769       printf("\n");
3770     }
3771   }
3772 #endif
3773
3774   if (BorderElement == EL_EMPTY)
3775   {
3776     SBX_Left = 0;
3777     SBX_Right = lev_fieldx - SCR_FIELDX;
3778     SBY_Upper = 0;
3779     SBY_Lower = lev_fieldy - SCR_FIELDY;
3780   }
3781   else
3782   {
3783     SBX_Left = -1;
3784     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3785     SBY_Upper = -1;
3786     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3787   }
3788
3789   if (full_lev_fieldx <= SCR_FIELDX)
3790     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3791   if (full_lev_fieldy <= SCR_FIELDY)
3792     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3793
3794   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3795     SBX_Left--;
3796   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3797     SBY_Upper--;
3798
3799   /* if local player not found, look for custom element that might create
3800      the player (make some assumptions about the right custom element) */
3801   if (!local_player->present)
3802   {
3803     int start_x = 0, start_y = 0;
3804     int found_rating = 0;
3805     int found_element = EL_UNDEFINED;
3806     int player_nr = local_player->index_nr;
3807
3808     SCAN_PLAYFIELD(x, y)
3809     {
3810       int element = Feld[x][y];
3811       int content;
3812       int xx, yy;
3813       boolean is_player;
3814
3815       if (level.use_start_element[player_nr] &&
3816           level.start_element[player_nr] == element &&
3817           found_rating < 4)
3818       {
3819         start_x = x;
3820         start_y = y;
3821
3822         found_rating = 4;
3823         found_element = element;
3824       }
3825
3826       if (!IS_CUSTOM_ELEMENT(element))
3827         continue;
3828
3829       if (CAN_CHANGE(element))
3830       {
3831         for (i = 0; i < element_info[element].num_change_pages; i++)
3832         {
3833           /* check for player created from custom element as single target */
3834           content = element_info[element].change_page[i].target_element;
3835           is_player = ELEM_IS_PLAYER(content);
3836
3837           if (is_player && (found_rating < 3 ||
3838                             (found_rating == 3 && element < found_element)))
3839           {
3840             start_x = x;
3841             start_y = y;
3842
3843             found_rating = 3;
3844             found_element = element;
3845           }
3846         }
3847       }
3848
3849       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3850       {
3851         /* check for player created from custom element as explosion content */
3852         content = element_info[element].content.e[xx][yy];
3853         is_player = ELEM_IS_PLAYER(content);
3854
3855         if (is_player && (found_rating < 2 ||
3856                           (found_rating == 2 && element < found_element)))
3857         {
3858           start_x = x + xx - 1;
3859           start_y = y + yy - 1;
3860
3861           found_rating = 2;
3862           found_element = element;
3863         }
3864
3865         if (!CAN_CHANGE(element))
3866           continue;
3867
3868         for (i = 0; i < element_info[element].num_change_pages; i++)
3869         {
3870           /* check for player created from custom element as extended target */
3871           content =
3872             element_info[element].change_page[i].target_content.e[xx][yy];
3873
3874           is_player = ELEM_IS_PLAYER(content);
3875
3876           if (is_player && (found_rating < 1 ||
3877                             (found_rating == 1 && element < found_element)))
3878           {
3879             start_x = x + xx - 1;
3880             start_y = y + yy - 1;
3881
3882             found_rating = 1;
3883             found_element = element;
3884           }
3885         }
3886       }
3887     }
3888
3889     scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
3890                 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3891                 start_x - MIDPOSX);
3892
3893     scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3894                 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3895                 start_y - MIDPOSY);
3896   }
3897   else
3898   {
3899     scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
3900                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3901                 local_player->jx - MIDPOSX);
3902
3903     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3904                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3905                 local_player->jy - MIDPOSY);
3906   }
3907
3908   /* !!! FIX THIS (START) !!! */
3909   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3910   {
3911     InitGameEngine_EM();
3912   }
3913   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3914   {
3915     InitGameEngine_SP();
3916   }
3917   else
3918   {
3919     DrawLevel(REDRAW_FIELD);
3920     DrawAllPlayers();
3921
3922     /* after drawing the level, correct some elements */
3923     if (game.timegate_time_left == 0)
3924       CloseAllOpenTimegates();
3925   }
3926
3927   /* blit playfield from scroll buffer to normal back buffer for fading in */
3928   BlitScreenToBitmap(backbuffer);
3929   /* !!! FIX THIS (END) !!! */
3930
3931   DrawMaskedBorder(fade_mask);
3932
3933   FadeIn(fade_mask);
3934
3935 #if 1
3936   // full screen redraw is required at this point in the following cases:
3937   // - special editor door undrawn when game was started from level editor
3938   // - drawing area (playfield) was changed and has to be removed completely
3939   redraw_mask = REDRAW_ALL;
3940   BackToFront();
3941 #endif
3942
3943   if (!game.restart_level)
3944   {
3945     /* copy default game door content to main double buffer */
3946
3947     /* !!! CHECK AGAIN !!! */
3948     SetPanelBackground();
3949     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3950     DrawBackground(DX, DY, DXSIZE, DYSIZE);
3951   }
3952
3953   SetPanelBackground();
3954   SetDrawBackgroundMask(REDRAW_DOOR_1);
3955
3956   UpdateAndDisplayGameControlValues();
3957
3958   if (!game.restart_level)
3959   {
3960     UnmapGameButtons();
3961     UnmapTapeButtons();
3962
3963     FreeGameButtons();
3964     CreateGameButtons();
3965
3966     game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3967     game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3968     game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3969
3970     MapGameButtons();
3971     MapTapeButtons();
3972
3973     /* copy actual game door content to door double buffer for OpenDoor() */
3974     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3975
3976     OpenDoor(DOOR_OPEN_ALL);
3977
3978     PlaySound(SND_GAME_STARTING);
3979
3980     if (setup.sound_music)
3981       PlayLevelMusic();
3982
3983     KeyboardAutoRepeatOffUnlessAutoplay();
3984
3985 #if DEBUG_INIT_PLAYER
3986     if (options.debug)
3987     {
3988       printf("Player status (final):\n");
3989
3990       for (i = 0; i < MAX_PLAYERS; i++)
3991       {
3992         struct PlayerInfo *player = &stored_player[i];
3993
3994         printf("- player %d: present == %d, connected == %d, active == %d",
3995                i + 1,
3996                player->present,
3997                player->connected,
3998                player->active);
3999
4000         if (local_player == player)
4001           printf(" (local player)");
4002
4003         printf("\n");
4004       }
4005     }
4006 #endif
4007   }
4008
4009   UnmapAllGadgets();
4010
4011   MapGameButtons();
4012   MapTapeButtons();
4013
4014   if (!game.restart_level && !tape.playing)
4015   {
4016     LevelStats_incPlayed(level_nr);
4017
4018     SaveLevelSetup_SeriesInfo();
4019   }
4020
4021   game.restart_level = FALSE;
4022
4023   SaveEngineSnapshotToListInitial();
4024 }
4025
4026 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4027 {
4028   /* this is used for non-R'n'D game engines to update certain engine values */
4029
4030   /* needed to determine if sounds are played within the visible screen area */
4031   scroll_x = actual_scroll_x;
4032   scroll_y = actual_scroll_y;
4033 }
4034
4035 void InitMovDir(int x, int y)
4036 {
4037   int i, element = Feld[x][y];
4038   static int xy[4][2] =
4039   {
4040     {  0, +1 },
4041     { +1,  0 },
4042     {  0, -1 },
4043     { -1,  0 }
4044   };
4045   static int direction[3][4] =
4046   {
4047     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4048     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4049     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4050   };
4051
4052   switch (element)
4053   {
4054     case EL_BUG_RIGHT:
4055     case EL_BUG_UP:
4056     case EL_BUG_LEFT:
4057     case EL_BUG_DOWN:
4058       Feld[x][y] = EL_BUG;
4059       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4060       break;
4061
4062     case EL_SPACESHIP_RIGHT:
4063     case EL_SPACESHIP_UP:
4064     case EL_SPACESHIP_LEFT:
4065     case EL_SPACESHIP_DOWN:
4066       Feld[x][y] = EL_SPACESHIP;
4067       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4068       break;
4069
4070     case EL_BD_BUTTERFLY_RIGHT:
4071     case EL_BD_BUTTERFLY_UP:
4072     case EL_BD_BUTTERFLY_LEFT:
4073     case EL_BD_BUTTERFLY_DOWN:
4074       Feld[x][y] = EL_BD_BUTTERFLY;
4075       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4076       break;
4077
4078     case EL_BD_FIREFLY_RIGHT:
4079     case EL_BD_FIREFLY_UP:
4080     case EL_BD_FIREFLY_LEFT:
4081     case EL_BD_FIREFLY_DOWN:
4082       Feld[x][y] = EL_BD_FIREFLY;
4083       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4084       break;
4085
4086     case EL_PACMAN_RIGHT:
4087     case EL_PACMAN_UP:
4088     case EL_PACMAN_LEFT:
4089     case EL_PACMAN_DOWN:
4090       Feld[x][y] = EL_PACMAN;
4091       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4092       break;
4093
4094     case EL_YAMYAM_LEFT:
4095     case EL_YAMYAM_RIGHT:
4096     case EL_YAMYAM_UP:
4097     case EL_YAMYAM_DOWN:
4098       Feld[x][y] = EL_YAMYAM;
4099       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4100       break;
4101
4102     case EL_SP_SNIKSNAK:
4103       MovDir[x][y] = MV_UP;
4104       break;
4105
4106     case EL_SP_ELECTRON:
4107       MovDir[x][y] = MV_LEFT;
4108       break;
4109
4110     case EL_MOLE_LEFT:
4111     case EL_MOLE_RIGHT:
4112     case EL_MOLE_UP:
4113     case EL_MOLE_DOWN:
4114       Feld[x][y] = EL_MOLE;
4115       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4116       break;
4117
4118     default:
4119       if (IS_CUSTOM_ELEMENT(element))
4120       {
4121         struct ElementInfo *ei = &element_info[element];
4122         int move_direction_initial = ei->move_direction_initial;
4123         int move_pattern = ei->move_pattern;
4124
4125         if (move_direction_initial == MV_START_PREVIOUS)
4126         {
4127           if (MovDir[x][y] != MV_NONE)
4128             return;
4129
4130           move_direction_initial = MV_START_AUTOMATIC;
4131         }
4132
4133         if (move_direction_initial == MV_START_RANDOM)
4134           MovDir[x][y] = 1 << RND(4);
4135         else if (move_direction_initial & MV_ANY_DIRECTION)
4136           MovDir[x][y] = move_direction_initial;
4137         else if (move_pattern == MV_ALL_DIRECTIONS ||
4138                  move_pattern == MV_TURNING_LEFT ||
4139                  move_pattern == MV_TURNING_RIGHT ||
4140                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4141                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4142                  move_pattern == MV_TURNING_RANDOM)
4143           MovDir[x][y] = 1 << RND(4);
4144         else if (move_pattern == MV_HORIZONTAL)
4145           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4146         else if (move_pattern == MV_VERTICAL)
4147           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4148         else if (move_pattern & MV_ANY_DIRECTION)
4149           MovDir[x][y] = element_info[element].move_pattern;
4150         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4151                  move_pattern == MV_ALONG_RIGHT_SIDE)
4152         {
4153           /* use random direction as default start direction */
4154           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4155             MovDir[x][y] = 1 << RND(4);
4156
4157           for (i = 0; i < NUM_DIRECTIONS; i++)
4158           {
4159             int x1 = x + xy[i][0];
4160             int y1 = y + xy[i][1];
4161
4162             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4163             {
4164               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4165                 MovDir[x][y] = direction[0][i];
4166               else
4167                 MovDir[x][y] = direction[1][i];
4168
4169               break;
4170             }
4171           }
4172         }                
4173       }
4174       else
4175       {
4176         MovDir[x][y] = 1 << RND(4);
4177
4178         if (element != EL_BUG &&
4179             element != EL_SPACESHIP &&
4180             element != EL_BD_BUTTERFLY &&
4181             element != EL_BD_FIREFLY)
4182           break;
4183
4184         for (i = 0; i < NUM_DIRECTIONS; i++)
4185         {
4186           int x1 = x + xy[i][0];
4187           int y1 = y + xy[i][1];
4188
4189           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4190           {
4191             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4192             {
4193               MovDir[x][y] = direction[0][i];
4194               break;
4195             }
4196             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4197                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4198             {
4199               MovDir[x][y] = direction[1][i];
4200               break;
4201             }
4202           }
4203         }
4204       }
4205       break;
4206   }
4207
4208   GfxDir[x][y] = MovDir[x][y];
4209 }
4210
4211 void InitAmoebaNr(int x, int y)
4212 {
4213   int i;
4214   int group_nr = AmoebeNachbarNr(x, y);
4215
4216   if (group_nr == 0)
4217   {
4218     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4219     {
4220       if (AmoebaCnt[i] == 0)
4221       {
4222         group_nr = i;
4223         break;
4224       }
4225     }
4226   }
4227
4228   AmoebaNr[x][y] = group_nr;
4229   AmoebaCnt[group_nr]++;
4230   AmoebaCnt2[group_nr]++;
4231 }
4232
4233 static void PlayerWins(struct PlayerInfo *player)
4234 {
4235   player->LevelSolved = TRUE;
4236   player->GameOver = TRUE;
4237
4238   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4239                          level.native_em_level->lev->score : player->score);
4240
4241   player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4242                                       TimeLeft);
4243   player->LevelSolved_CountingScore = player->score_final;
4244 }
4245
4246 void GameWon()
4247 {
4248   static int time, time_final;
4249   static int score, score_final;
4250   static int game_over_delay_1 = 0;
4251   static int game_over_delay_2 = 0;
4252   int game_over_delay_value_1 = 50;
4253   int game_over_delay_value_2 = 50;
4254
4255   if (!local_player->LevelSolved_GameWon)
4256   {
4257     int i;
4258
4259     /* do not start end game actions before the player stops moving (to exit) */
4260     if (local_player->MovPos)
4261       return;
4262
4263     local_player->LevelSolved_GameWon = TRUE;
4264     local_player->LevelSolved_SaveTape = tape.recording;
4265     local_player->LevelSolved_SaveScore = !tape.playing;
4266
4267     if (!tape.playing)
4268     {
4269       LevelStats_incSolved(level_nr);
4270
4271       SaveLevelSetup_SeriesInfo();
4272     }
4273
4274     if (tape.auto_play)         /* tape might already be stopped here */
4275       tape.auto_play_level_solved = TRUE;
4276
4277     TapeStop();
4278
4279     game_over_delay_1 = game_over_delay_value_1;
4280     game_over_delay_2 = game_over_delay_value_2;
4281
4282     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4283     score = score_final = local_player->score_final;
4284
4285     if (TimeLeft > 0)
4286     {
4287       time_final = 0;
4288       score_final += TimeLeft * level.score[SC_TIME_BONUS];
4289     }
4290     else if (game.no_time_limit && TimePlayed < 999)
4291     {
4292       time_final = 999;
4293       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4294     }
4295
4296     local_player->score_final = score_final;
4297
4298     if (level_editor_test_game)
4299     {
4300       time = time_final;
4301       score = score_final;
4302
4303       local_player->LevelSolved_CountingTime = time;
4304       local_player->LevelSolved_CountingScore = score;
4305
4306       game_panel_controls[GAME_PANEL_TIME].value = time;
4307       game_panel_controls[GAME_PANEL_SCORE].value = score;
4308
4309       DisplayGameControlValues();
4310     }
4311
4312     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4313     {
4314       if (ExitX >= 0 && ExitY >= 0)     /* local player has left the level */
4315       {
4316         /* close exit door after last player */
4317         if ((AllPlayersGone &&
4318              (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4319               Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4320               Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4321             Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4322             Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4323         {
4324           int element = Feld[ExitX][ExitY];
4325
4326           Feld[ExitX][ExitY] =
4327             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4328              element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4329              element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4330              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4331              EL_EM_STEEL_EXIT_CLOSING);
4332
4333           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4334         }
4335
4336         /* player disappears */
4337         DrawLevelField(ExitX, ExitY);
4338       }
4339
4340       for (i = 0; i < MAX_PLAYERS; i++)
4341       {
4342         struct PlayerInfo *player = &stored_player[i];
4343
4344         if (player->present)
4345         {
4346           RemovePlayer(player);
4347
4348           /* player disappears */
4349           DrawLevelField(player->jx, player->jy);
4350         }
4351       }
4352     }
4353
4354     PlaySound(SND_GAME_WINNING);
4355   }
4356
4357   if (game_over_delay_1 > 0)
4358   {
4359     game_over_delay_1--;
4360
4361     return;
4362   }
4363
4364   if (time != time_final)
4365   {
4366     int time_to_go = ABS(time_final - time);
4367     int time_count_dir = (time < time_final ? +1 : -1);
4368     int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4369
4370     time  += time_count_steps * time_count_dir;
4371     score += time_count_steps * level.score[SC_TIME_BONUS];
4372
4373     local_player->LevelSolved_CountingTime = time;
4374     local_player->LevelSolved_CountingScore = score;
4375
4376     game_panel_controls[GAME_PANEL_TIME].value = time;
4377     game_panel_controls[GAME_PANEL_SCORE].value = score;
4378
4379     DisplayGameControlValues();
4380
4381     if (time == time_final)
4382       StopSound(SND_GAME_LEVELTIME_BONUS);
4383     else if (setup.sound_loops)
4384       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4385     else
4386       PlaySound(SND_GAME_LEVELTIME_BONUS);
4387
4388     return;
4389   }
4390
4391   local_player->LevelSolved_PanelOff = TRUE;
4392
4393   if (game_over_delay_2 > 0)
4394   {
4395     game_over_delay_2--;
4396
4397     return;
4398   }
4399
4400   GameEnd();
4401 }
4402
4403 void GameEnd()
4404 {
4405   int hi_pos;
4406   boolean raise_level = FALSE;
4407
4408   local_player->LevelSolved_GameEnd = TRUE;
4409
4410   if (!global.use_envelope_request)
4411     CloseDoor(DOOR_CLOSE_1);
4412
4413   if (local_player->LevelSolved_SaveTape)
4414   {
4415     SaveTapeChecked(tape.level_nr);     /* ask to save tape */
4416   }
4417
4418   CloseDoor(DOOR_CLOSE_ALL);
4419
4420   if (level_editor_test_game)
4421   {
4422     game_status = GAME_MODE_MAIN;
4423
4424     DrawMainMenu();
4425
4426     return;
4427   }
4428
4429   if (!local_player->LevelSolved_SaveScore)
4430   {
4431     FadeOut(REDRAW_FIELD);
4432
4433     game_status = GAME_MODE_MAIN;
4434
4435     DrawMainMenu();
4436
4437     return;
4438   }
4439
4440   if (level_nr == leveldir_current->handicap_level)
4441   {
4442     leveldir_current->handicap_level++;
4443
4444     SaveLevelSetup_SeriesInfo();
4445   }
4446
4447   if (level_nr < leveldir_current->last_level)
4448     raise_level = TRUE;                 /* advance to next level */
4449
4450   if ((hi_pos = NewHiScore()) >= 0) 
4451   {
4452     game_status = GAME_MODE_SCORES;
4453
4454     DrawHallOfFame(hi_pos);
4455
4456     if (raise_level)
4457     {
4458       level_nr++;
4459       TapeErase();
4460     }
4461   }
4462   else
4463   {
4464     FadeOut(REDRAW_FIELD);
4465
4466     game_status = GAME_MODE_MAIN;
4467
4468     if (raise_level)
4469     {
4470       level_nr++;
4471       TapeErase();
4472     }
4473
4474     DrawMainMenu();
4475   }
4476 }
4477
4478 int NewHiScore()
4479 {
4480   int k, l;
4481   int position = -1;
4482
4483   LoadScore(level_nr);
4484
4485   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4486       local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
4487     return -1;
4488
4489   for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
4490   {
4491     if (local_player->score_final > highscore[k].Score)
4492     {
4493       /* player has made it to the hall of fame */
4494
4495       if (k < MAX_SCORE_ENTRIES - 1)
4496       {
4497         int m = MAX_SCORE_ENTRIES - 1;
4498
4499 #ifdef ONE_PER_NAME
4500         for (l = k; l < MAX_SCORE_ENTRIES; l++)
4501           if (strEqual(setup.player_name, highscore[l].Name))
4502             m = l;
4503         if (m == k)     /* player's new highscore overwrites his old one */
4504           goto put_into_list;
4505 #endif
4506
4507         for (l = m; l > k; l--)
4508         {
4509           strcpy(highscore[l].Name, highscore[l - 1].Name);
4510           highscore[l].Score = highscore[l - 1].Score;
4511         }
4512       }
4513
4514 #ifdef ONE_PER_NAME
4515       put_into_list:
4516 #endif
4517       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4518       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4519       highscore[k].Score = local_player->score_final; 
4520       position = k;
4521       break;
4522     }
4523
4524 #ifdef ONE_PER_NAME
4525     else if (!strncmp(setup.player_name, highscore[k].Name,
4526                       MAX_PLAYER_NAME_LEN))
4527       break;    /* player already there with a higher score */
4528 #endif
4529
4530   }
4531
4532   if (position >= 0) 
4533     SaveScore(level_nr);
4534
4535   return position;
4536 }
4537
4538 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4539 {
4540   int element = Feld[x][y];
4541   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4542   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4543   int horiz_move = (dx != 0);
4544   int sign = (horiz_move ? dx : dy);
4545   int step = sign * element_info[element].move_stepsize;
4546
4547   /* special values for move stepsize for spring and things on conveyor belt */
4548   if (horiz_move)
4549   {
4550     if (CAN_FALL(element) &&
4551         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4552       step = sign * MOVE_STEPSIZE_NORMAL / 2;
4553     else if (element == EL_SPRING)
4554       step = sign * MOVE_STEPSIZE_NORMAL * 2;
4555   }
4556
4557   return step;
4558 }
4559
4560 inline static int getElementMoveStepsize(int x, int y)
4561 {
4562   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4563 }
4564
4565 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4566 {
4567   if (player->GfxAction != action || player->GfxDir != dir)
4568   {
4569     player->GfxAction = action;
4570     player->GfxDir = dir;
4571     player->Frame = 0;
4572     player->StepFrame = 0;
4573   }
4574 }
4575
4576 static void ResetGfxFrame(int x, int y, boolean redraw)
4577 {
4578   int element = Feld[x][y];
4579   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4580   int last_gfx_frame = GfxFrame[x][y];
4581
4582   if (graphic_info[graphic].anim_global_sync)
4583     GfxFrame[x][y] = FrameCounter;
4584   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4585     GfxFrame[x][y] = CustomValue[x][y];
4586   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4587     GfxFrame[x][y] = element_info[element].collect_score;
4588   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4589     GfxFrame[x][y] = ChangeDelay[x][y];
4590
4591   if (redraw && GfxFrame[x][y] != last_gfx_frame)
4592     DrawLevelGraphicAnimation(x, y, graphic);
4593 }
4594
4595 static void ResetGfxAnimation(int x, int y)
4596 {
4597   GfxAction[x][y] = ACTION_DEFAULT;
4598   GfxDir[x][y] = MovDir[x][y];
4599   GfxFrame[x][y] = 0;
4600
4601   ResetGfxFrame(x, y, FALSE);
4602 }
4603
4604 static void ResetRandomAnimationValue(int x, int y)
4605 {
4606   GfxRandom[x][y] = INIT_GFX_RANDOM();
4607 }
4608
4609 void InitMovingField(int x, int y, int direction)
4610 {
4611   int element = Feld[x][y];
4612   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4613   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4614   int newx = x + dx;
4615   int newy = y + dy;
4616   boolean is_moving_before, is_moving_after;
4617
4618   /* check if element was/is moving or being moved before/after mode change */
4619   is_moving_before = (WasJustMoving[x][y] != 0);
4620   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
4621
4622   /* reset animation only for moving elements which change direction of moving
4623      or which just started or stopped moving
4624      (else CEs with property "can move" / "not moving" are reset each frame) */
4625   if (is_moving_before != is_moving_after ||
4626       direction != MovDir[x][y])
4627     ResetGfxAnimation(x, y);
4628
4629   MovDir[x][y] = direction;
4630   GfxDir[x][y] = direction;
4631
4632   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4633                      direction == MV_DOWN && CAN_FALL(element) ?
4634                      ACTION_FALLING : ACTION_MOVING);
4635
4636   /* this is needed for CEs with property "can move" / "not moving" */
4637
4638   if (is_moving_after)
4639   {
4640     if (Feld[newx][newy] == EL_EMPTY)
4641       Feld[newx][newy] = EL_BLOCKED;
4642
4643     MovDir[newx][newy] = MovDir[x][y];
4644
4645     CustomValue[newx][newy] = CustomValue[x][y];
4646
4647     GfxFrame[newx][newy] = GfxFrame[x][y];
4648     GfxRandom[newx][newy] = GfxRandom[x][y];
4649     GfxAction[newx][newy] = GfxAction[x][y];
4650     GfxDir[newx][newy] = GfxDir[x][y];
4651   }
4652 }
4653
4654 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4655 {
4656   int direction = MovDir[x][y];
4657   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4658   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
4659
4660   *goes_to_x = newx;
4661   *goes_to_y = newy;
4662 }
4663
4664 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4665 {
4666   int oldx = x, oldy = y;
4667   int direction = MovDir[x][y];
4668
4669   if (direction == MV_LEFT)
4670     oldx++;
4671   else if (direction == MV_RIGHT)
4672     oldx--;
4673   else if (direction == MV_UP)
4674     oldy++;
4675   else if (direction == MV_DOWN)
4676     oldy--;
4677
4678   *comes_from_x = oldx;
4679   *comes_from_y = oldy;
4680 }
4681
4682 int MovingOrBlocked2Element(int x, int y)
4683 {
4684   int element = Feld[x][y];
4685
4686   if (element == EL_BLOCKED)
4687   {
4688     int oldx, oldy;
4689
4690     Blocked2Moving(x, y, &oldx, &oldy);
4691     return Feld[oldx][oldy];
4692   }
4693   else
4694     return element;
4695 }
4696
4697 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4698 {
4699   /* like MovingOrBlocked2Element(), but if element is moving
4700      and (x,y) is the field the moving element is just leaving,
4701      return EL_BLOCKED instead of the element value */
4702   int element = Feld[x][y];
4703
4704   if (IS_MOVING(x, y))
4705   {
4706     if (element == EL_BLOCKED)
4707     {
4708       int oldx, oldy;
4709
4710       Blocked2Moving(x, y, &oldx, &oldy);
4711       return Feld[oldx][oldy];
4712     }
4713     else
4714       return EL_BLOCKED;
4715   }
4716   else
4717     return element;
4718 }
4719
4720 static void RemoveField(int x, int y)
4721 {
4722   Feld[x][y] = EL_EMPTY;
4723
4724   MovPos[x][y] = 0;
4725   MovDir[x][y] = 0;
4726   MovDelay[x][y] = 0;
4727
4728   CustomValue[x][y] = 0;
4729
4730   AmoebaNr[x][y] = 0;
4731   ChangeDelay[x][y] = 0;
4732   ChangePage[x][y] = -1;
4733   Pushed[x][y] = FALSE;
4734
4735   GfxElement[x][y] = EL_UNDEFINED;
4736   GfxAction[x][y] = ACTION_DEFAULT;
4737   GfxDir[x][y] = MV_NONE;
4738 }
4739
4740 void RemoveMovingField(int x, int y)
4741 {
4742   int oldx = x, oldy = y, newx = x, newy = y;
4743   int element = Feld[x][y];
4744   int next_element = EL_UNDEFINED;
4745
4746   if (element != EL_BLOCKED && !IS_MOVING(x, y))
4747     return;
4748
4749   if (IS_MOVING(x, y))
4750   {
4751     Moving2Blocked(x, y, &newx, &newy);
4752
4753     if (Feld[newx][newy] != EL_BLOCKED)
4754     {
4755       /* element is moving, but target field is not free (blocked), but
4756          already occupied by something different (example: acid pool);
4757          in this case, only remove the moving field, but not the target */
4758
4759       RemoveField(oldx, oldy);
4760
4761       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4762
4763       TEST_DrawLevelField(oldx, oldy);
4764
4765       return;
4766     }
4767   }
4768   else if (element == EL_BLOCKED)
4769   {
4770     Blocked2Moving(x, y, &oldx, &oldy);
4771     if (!IS_MOVING(oldx, oldy))
4772       return;
4773   }
4774
4775   if (element == EL_BLOCKED &&
4776       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4777        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4778        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4779        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4780        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4781        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4782     next_element = get_next_element(Feld[oldx][oldy]);
4783
4784   RemoveField(oldx, oldy);
4785   RemoveField(newx, newy);
4786
4787   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4788
4789   if (next_element != EL_UNDEFINED)
4790     Feld[oldx][oldy] = next_element;
4791
4792   TEST_DrawLevelField(oldx, oldy);
4793   TEST_DrawLevelField(newx, newy);
4794 }
4795
4796 void DrawDynamite(int x, int y)
4797 {
4798   int sx = SCREENX(x), sy = SCREENY(y);
4799   int graphic = el2img(Feld[x][y]);
4800   int frame;
4801
4802   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4803     return;
4804
4805   if (IS_WALKABLE_INSIDE(Back[x][y]))
4806     return;
4807
4808   if (Back[x][y])
4809     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4810   else if (Store[x][y])
4811     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4812
4813   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4814
4815   if (Back[x][y] || Store[x][y])
4816     DrawGraphicThruMask(sx, sy, graphic, frame);
4817   else
4818     DrawGraphic(sx, sy, graphic, frame);
4819 }
4820
4821 void CheckDynamite(int x, int y)
4822 {
4823   if (MovDelay[x][y] != 0)      /* dynamite is still waiting to explode */
4824   {
4825     MovDelay[x][y]--;
4826
4827     if (MovDelay[x][y] != 0)
4828     {
4829       DrawDynamite(x, y);
4830       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4831
4832       return;
4833     }
4834   }
4835
4836   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4837
4838   Bang(x, y);
4839 }
4840
4841 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4842 {
4843   boolean num_checked_players = 0;
4844   int i;
4845
4846   for (i = 0; i < MAX_PLAYERS; i++)
4847   {
4848     if (stored_player[i].active)
4849     {
4850       int sx = stored_player[i].jx;
4851       int sy = stored_player[i].jy;
4852
4853       if (num_checked_players == 0)
4854       {
4855         *sx1 = *sx2 = sx;
4856         *sy1 = *sy2 = sy;
4857       }
4858       else
4859       {
4860         *sx1 = MIN(*sx1, sx);
4861         *sy1 = MIN(*sy1, sy);
4862         *sx2 = MAX(*sx2, sx);
4863         *sy2 = MAX(*sy2, sy);
4864       }
4865
4866       num_checked_players++;
4867     }
4868   }
4869 }
4870
4871 static boolean checkIfAllPlayersFitToScreen_RND()
4872 {
4873   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4874
4875   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4876
4877   return (sx2 - sx1 < SCR_FIELDX &&
4878           sy2 - sy1 < SCR_FIELDY);
4879 }
4880
4881 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4882 {
4883   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4884
4885   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4886
4887   *sx = (sx1 + sx2) / 2;
4888   *sy = (sy1 + sy2) / 2;
4889 }
4890
4891 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4892                         boolean center_screen, boolean quick_relocation)
4893 {
4894   boolean ffwd_delay = (tape.playing && tape.fast_forward);
4895   boolean no_delay = (tape.warp_forward);
4896   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4897   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4898
4899   if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4900   {
4901     RedrawPlayfield();
4902   }
4903   else if (quick_relocation)
4904   {
4905     if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4906     {
4907       if (!level.shifted_relocation || center_screen)
4908       {
4909         /* quick relocation (without scrolling), with centering of screen */
4910
4911         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4912                     x > SBX_Right + MIDPOSX ? SBX_Right :
4913                     x - MIDPOSX);
4914
4915         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4916                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
4917                     y - MIDPOSY);
4918       }
4919       else
4920       {
4921         /* quick relocation (without scrolling), but do not center screen */
4922
4923         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4924                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
4925                                old_x - MIDPOSX);
4926
4927         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4928                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4929                                old_y - MIDPOSY);
4930
4931         int offset_x = x + (scroll_x - center_scroll_x);
4932         int offset_y = y + (scroll_y - center_scroll_y);
4933
4934         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
4935                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4936                     offset_x - MIDPOSX);
4937
4938         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4939                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4940                     offset_y - MIDPOSY);
4941       }
4942     }
4943     else
4944     {
4945       if (!level.shifted_relocation || center_screen)
4946       {
4947         /* quick relocation (without scrolling), with centering of screen */
4948
4949         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4950                     x > SBX_Right + MIDPOSX ? SBX_Right :
4951                     x - MIDPOSX);
4952
4953         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4954                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
4955                     y - MIDPOSY);
4956       }
4957       else
4958       {
4959         /* quick relocation (without scrolling), but do not center screen */
4960
4961         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4962                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
4963                                old_x - MIDPOSX);
4964
4965         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4966                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4967                                old_y - MIDPOSY);
4968
4969         int offset_x = x + (scroll_x - center_scroll_x);
4970         int offset_y = y + (scroll_y - center_scroll_y);
4971
4972         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
4973                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4974                     offset_x - MIDPOSX);
4975
4976         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4977                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4978                     offset_y - MIDPOSY);
4979       }
4980     }
4981
4982     RedrawPlayfield();
4983   }
4984   else
4985   {
4986     int scroll_xx, scroll_yy;
4987
4988     if (!level.shifted_relocation || center_screen)
4989     {
4990       /* visible relocation (with scrolling), with centering of screen */
4991
4992       scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4993                    x > SBX_Right + MIDPOSX ? SBX_Right :
4994                    x - MIDPOSX);
4995
4996       scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4997                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
4998                    y - MIDPOSY);
4999     }
5000     else
5001     {
5002       /* visible relocation (with scrolling), but do not center screen */
5003
5004       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
5005                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
5006                              old_x - MIDPOSX);
5007
5008       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5009                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5010                              old_y - MIDPOSY);
5011
5012       int offset_x = x + (scroll_x - center_scroll_x);
5013       int offset_y = y + (scroll_y - center_scroll_y);
5014
5015       scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
5016                    offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5017                    offset_x - MIDPOSX);
5018
5019       scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5020                    offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5021                    offset_y - MIDPOSY);
5022     }
5023
5024     ScrollScreen(NULL, SCROLL_GO_ON);   /* scroll last frame to full tile */
5025
5026     while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5027     {
5028       int dx = 0, dy = 0;
5029       int fx = FX, fy = FY;
5030
5031       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5032       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5033
5034       if (dx == 0 && dy == 0)           /* no scrolling needed at all */
5035         break;
5036
5037       scroll_x -= dx;
5038       scroll_y -= dy;
5039
5040       fx += dx * TILEX / 2;
5041       fy += dy * TILEY / 2;
5042
5043       ScrollLevel(dx, dy);
5044       DrawAllPlayers();
5045
5046       /* scroll in two steps of half tile size to make things smoother */
5047       BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5048       Delay(wait_delay_value);
5049
5050       /* scroll second step to align at full tile size */
5051       BackToFront();
5052       Delay(wait_delay_value);
5053     }
5054
5055     DrawAllPlayers();
5056     BackToFront();
5057     Delay(wait_delay_value);
5058   }
5059 }
5060
5061 void RelocatePlayer(int jx, int jy, int el_player_raw)
5062 {
5063   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5064   int player_nr = GET_PLAYER_NR(el_player);
5065   struct PlayerInfo *player = &stored_player[player_nr];
5066   boolean ffwd_delay = (tape.playing && tape.fast_forward);
5067   boolean no_delay = (tape.warp_forward);
5068   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5069   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5070   int old_jx = player->jx;
5071   int old_jy = player->jy;
5072   int old_element = Feld[old_jx][old_jy];
5073   int element = Feld[jx][jy];
5074   boolean player_relocated = (old_jx != jx || old_jy != jy);
5075
5076   int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5077   int move_dir_vert  = (jy < old_jy ? MV_UP   : jy > old_jy ? MV_DOWN  : 0);
5078   int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5079   int enter_side_vert  = MV_DIR_OPPOSITE(move_dir_vert);
5080   int leave_side_horiz = move_dir_horiz;
5081   int leave_side_vert  = move_dir_vert;
5082   int enter_side = enter_side_horiz | enter_side_vert;
5083   int leave_side = leave_side_horiz | leave_side_vert;
5084
5085   if (player->GameOver)         /* do not reanimate dead player */
5086     return;
5087
5088   if (!player_relocated)        /* no need to relocate the player */
5089     return;
5090
5091   if (IS_PLAYER(jx, jy))        /* player already placed at new position */
5092   {
5093     RemoveField(jx, jy);        /* temporarily remove newly placed player */
5094     DrawLevelField(jx, jy);
5095   }
5096
5097   if (player->present)
5098   {
5099     while (player->MovPos)
5100     {
5101       ScrollPlayer(player, SCROLL_GO_ON);
5102       ScrollScreen(NULL, SCROLL_GO_ON);
5103
5104       AdvanceFrameAndPlayerCounters(player->index_nr);
5105
5106       DrawPlayer(player);
5107
5108       BackToFront();
5109       Delay(wait_delay_value);
5110     }
5111
5112     DrawPlayer(player);         /* needed here only to cleanup last field */
5113     DrawLevelField(player->jx, player->jy);     /* remove player graphic */
5114
5115     player->is_moving = FALSE;
5116   }
5117
5118   if (IS_CUSTOM_ELEMENT(old_element))
5119     CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5120                                CE_LEFT_BY_PLAYER,
5121                                player->index_bit, leave_side);
5122
5123   CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5124                                       CE_PLAYER_LEAVES_X,
5125                                       player->index_bit, leave_side);
5126
5127   Feld[jx][jy] = el_player;
5128   InitPlayerField(jx, jy, el_player, TRUE);
5129
5130   /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5131      possible that the relocation target field did not contain a player element,
5132      but a walkable element, to which the new player was relocated -- in this
5133      case, restore that (already initialized!) element on the player field */
5134   if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5135   {
5136     Feld[jx][jy] = element;     /* restore previously existing element */
5137   }
5138
5139   /* only visually relocate centered player */
5140   DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5141                      FALSE, level.instant_relocation);
5142
5143   TestIfPlayerTouchesBadThing(jx, jy);
5144   TestIfPlayerTouchesCustomElement(jx, jy);
5145
5146   if (IS_CUSTOM_ELEMENT(element))
5147     CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5148                                player->index_bit, enter_side);
5149
5150   CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5151                                       player->index_bit, enter_side);
5152
5153   if (player->is_switching)
5154   {
5155     /* ensure that relocation while still switching an element does not cause
5156        a new element to be treated as also switched directly after relocation
5157        (this is important for teleporter switches that teleport the player to
5158        a place where another teleporter switch is in the same direction, which
5159        would then incorrectly be treated as immediately switched before the
5160        direction key that caused the switch was released) */
5161
5162     player->switch_x += jx - old_jx;
5163     player->switch_y += jy - old_jy;
5164   }
5165 }
5166
5167 void Explode(int ex, int ey, int phase, int mode)
5168 {
5169   int x, y;
5170   int last_phase;
5171   int border_element;
5172
5173   /* !!! eliminate this variable !!! */
5174   int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5175
5176   if (game.explosions_delayed)
5177   {
5178     ExplodeField[ex][ey] = mode;
5179     return;
5180   }
5181
5182   if (phase == EX_PHASE_START)          /* initialize 'Store[][]' field */
5183   {
5184     int center_element = Feld[ex][ey];
5185     int artwork_element, explosion_element;     /* set these values later */
5186
5187     /* remove things displayed in background while burning dynamite */
5188     if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5189       Back[ex][ey] = 0;
5190
5191     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5192     {
5193       /* put moving element to center field (and let it explode there) */
5194       center_element = MovingOrBlocked2Element(ex, ey);
5195       RemoveMovingField(ex, ey);
5196       Feld[ex][ey] = center_element;
5197     }
5198
5199     /* now "center_element" is finally determined -- set related values now */
5200     artwork_element = center_element;           /* for custom player artwork */
5201     explosion_element = center_element;         /* for custom player artwork */
5202
5203     if (IS_PLAYER(ex, ey))
5204     {
5205       int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5206
5207       artwork_element = stored_player[player_nr].artwork_element;
5208
5209       if (level.use_explosion_element[player_nr])
5210       {
5211         explosion_element = level.explosion_element[player_nr];
5212         artwork_element = explosion_element;
5213       }
5214     }
5215
5216     if (mode == EX_TYPE_NORMAL ||
5217         mode == EX_TYPE_CENTER ||
5218         mode == EX_TYPE_CROSS)
5219       PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5220
5221     last_phase = element_info[explosion_element].explosion_delay + 1;
5222
5223     for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5224     {
5225       int xx = x - ex + 1;
5226       int yy = y - ey + 1;
5227       int element;
5228
5229       if (!IN_LEV_FIELD(x, y) ||
5230           (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5231           (mode == EX_TYPE_CROSS      && (x != ex && y != ey)))
5232         continue;
5233
5234       element = Feld[x][y];
5235
5236       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5237       {
5238         element = MovingOrBlocked2Element(x, y);
5239
5240         if (!IS_EXPLOSION_PROOF(element))
5241           RemoveMovingField(x, y);
5242       }
5243
5244       /* indestructible elements can only explode in center (but not flames) */
5245       if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5246                                            mode == EX_TYPE_BORDER)) ||
5247           element == EL_FLAMES)
5248         continue;
5249
5250       /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5251          behaviour, for example when touching a yamyam that explodes to rocks
5252          with active deadly shield, a rock is created under the player !!! */
5253       /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5254 #if 0
5255       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5256           (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5257            (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5258 #else
5259       if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5260 #endif
5261       {
5262         if (IS_ACTIVE_BOMB(element))
5263         {
5264           /* re-activate things under the bomb like gate or penguin */
5265           Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5266           Back[x][y] = 0;
5267         }
5268
5269         continue;
5270       }
5271
5272       /* save walkable background elements while explosion on same tile */
5273       if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5274           (x != ex || y != ey || mode == EX_TYPE_BORDER))
5275         Back[x][y] = element;
5276
5277       /* ignite explodable elements reached by other explosion */
5278       if (element == EL_EXPLOSION)
5279         element = Store2[x][y];
5280
5281       if (AmoebaNr[x][y] &&
5282           (element == EL_AMOEBA_FULL ||
5283            element == EL_BD_AMOEBA ||
5284            element == EL_AMOEBA_GROWING))
5285       {
5286         AmoebaCnt[AmoebaNr[x][y]]--;
5287         AmoebaCnt2[AmoebaNr[x][y]]--;
5288       }
5289
5290       RemoveField(x, y);
5291
5292       if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5293       {
5294         int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5295
5296         Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5297
5298         if (PLAYERINFO(ex, ey)->use_murphy)
5299           Store[x][y] = EL_EMPTY;
5300       }
5301
5302       /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5303          !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5304       else if (ELEM_IS_PLAYER(center_element))
5305         Store[x][y] = EL_EMPTY;
5306       else if (center_element == EL_YAMYAM)
5307         Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5308       else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5309         Store[x][y] = element_info[center_element].content.e[xx][yy];
5310 #if 1
5311       /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5312          (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5313          otherwise) -- FIX THIS !!! */
5314       else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5315         Store[x][y] = element_info[element].content.e[1][1];
5316 #else
5317       else if (!CAN_EXPLODE(element))
5318         Store[x][y] = element_info[element].content.e[1][1];
5319 #endif
5320       else
5321         Store[x][y] = EL_EMPTY;
5322
5323       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5324           center_element == EL_AMOEBA_TO_DIAMOND)
5325         Store2[x][y] = element;
5326
5327       Feld[x][y] = EL_EXPLOSION;
5328       GfxElement[x][y] = artwork_element;
5329
5330       ExplodePhase[x][y] = 1;
5331       ExplodeDelay[x][y] = last_phase;
5332
5333       Stop[x][y] = TRUE;
5334     }
5335
5336     if (center_element == EL_YAMYAM)
5337       game.yamyam_content_nr =
5338         (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5339
5340     return;
5341   }
5342
5343   if (Stop[ex][ey])
5344     return;
5345
5346   x = ex;
5347   y = ey;
5348
5349   if (phase == 1)
5350     GfxFrame[x][y] = 0;         /* restart explosion animation */
5351
5352   last_phase = ExplodeDelay[x][y];
5353
5354   ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5355
5356   /* this can happen if the player leaves an explosion just in time */
5357   if (GfxElement[x][y] == EL_UNDEFINED)
5358     GfxElement[x][y] = EL_EMPTY;
5359
5360   border_element = Store2[x][y];
5361   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5362     border_element = StorePlayer[x][y];
5363
5364   if (phase == element_info[border_element].ignition_delay ||
5365       phase == last_phase)
5366   {
5367     boolean border_explosion = FALSE;
5368
5369     if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5370         !PLAYER_EXPLOSION_PROTECTED(x, y))
5371     {
5372       KillPlayerUnlessExplosionProtected(x, y);
5373       border_explosion = TRUE;
5374     }
5375     else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5376     {
5377       Feld[x][y] = Store2[x][y];
5378       Store2[x][y] = 0;
5379       Bang(x, y);
5380       border_explosion = TRUE;
5381     }
5382     else if (border_element == EL_AMOEBA_TO_DIAMOND)
5383     {
5384       AmoebeUmwandeln(x, y);
5385       Store2[x][y] = 0;
5386       border_explosion = TRUE;
5387     }
5388
5389     /* if an element just explodes due to another explosion (chain-reaction),
5390        do not immediately end the new explosion when it was the last frame of
5391        the explosion (as it would be done in the following "if"-statement!) */
5392     if (border_explosion && phase == last_phase)
5393       return;
5394   }
5395
5396   if (phase == last_phase)
5397   {
5398     int element;
5399
5400     element = Feld[x][y] = Store[x][y];
5401     Store[x][y] = Store2[x][y] = 0;
5402     GfxElement[x][y] = EL_UNDEFINED;
5403
5404     /* player can escape from explosions and might therefore be still alive */
5405     if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5406         element <= EL_PLAYER_IS_EXPLODING_4)
5407     {
5408       int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5409       int explosion_element = EL_PLAYER_1 + player_nr;
5410       int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5411       int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5412
5413       if (level.use_explosion_element[player_nr])
5414         explosion_element = level.explosion_element[player_nr];
5415
5416       Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5417                     element_info[explosion_element].content.e[xx][yy]);
5418     }
5419
5420     /* restore probably existing indestructible background element */
5421     if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5422       element = Feld[x][y] = Back[x][y];
5423     Back[x][y] = 0;
5424
5425     MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5426     GfxDir[x][y] = MV_NONE;
5427     ChangeDelay[x][y] = 0;
5428     ChangePage[x][y] = -1;
5429
5430     CustomValue[x][y] = 0;
5431
5432     InitField_WithBug2(x, y, FALSE);
5433
5434     TEST_DrawLevelField(x, y);
5435
5436     TestIfElementTouchesCustomElement(x, y);
5437
5438     if (GFX_CRUMBLED(element))
5439       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5440
5441     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5442       StorePlayer[x][y] = 0;
5443
5444     if (ELEM_IS_PLAYER(element))
5445       RelocatePlayer(x, y, element);
5446   }
5447   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5448   {
5449     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5450     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5451
5452     if (phase == delay)
5453       TEST_DrawLevelFieldCrumbled(x, y);
5454
5455     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5456     {
5457       DrawLevelElement(x, y, Back[x][y]);
5458       DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5459     }
5460     else if (IS_WALKABLE_UNDER(Back[x][y]))
5461     {
5462       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5463       DrawLevelElementThruMask(x, y, Back[x][y]);
5464     }
5465     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5466       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5467   }
5468 }
5469
5470 void DynaExplode(int ex, int ey)
5471 {
5472   int i, j;
5473   int dynabomb_element = Feld[ex][ey];
5474   int dynabomb_size = 1;
5475   boolean dynabomb_xl = FALSE;
5476   struct PlayerInfo *player;
5477   static int xy[4][2] =
5478   {
5479     { 0, -1 },
5480     { -1, 0 },
5481     { +1, 0 },
5482     { 0, +1 }
5483   };
5484
5485   if (IS_ACTIVE_BOMB(dynabomb_element))
5486   {
5487     player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5488     dynabomb_size = player->dynabomb_size;
5489     dynabomb_xl = player->dynabomb_xl;
5490     player->dynabombs_left++;
5491   }
5492
5493   Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5494
5495   for (i = 0; i < NUM_DIRECTIONS; i++)
5496   {
5497     for (j = 1; j <= dynabomb_size; j++)
5498     {
5499       int x = ex + j * xy[i][0];
5500       int y = ey + j * xy[i][1];
5501       int element;
5502
5503       if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5504         break;
5505
5506       element = Feld[x][y];
5507
5508       /* do not restart explosions of fields with active bombs */
5509       if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5510         continue;
5511
5512       Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5513
5514       if (element != EL_EMPTY && element != EL_EXPLOSION &&
5515           !IS_DIGGABLE(element) && !dynabomb_xl)
5516         break;
5517     }
5518   }
5519 }
5520
5521 void Bang(int x, int y)
5522 {
5523   int element = MovingOrBlocked2Element(x, y);
5524   int explosion_type = EX_TYPE_NORMAL;
5525
5526   if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5527   {
5528     struct PlayerInfo *player = PLAYERINFO(x, y);
5529
5530     element = Feld[x][y] = player->initial_element;
5531
5532     if (level.use_explosion_element[player->index_nr])
5533     {
5534       int explosion_element = level.explosion_element[player->index_nr];
5535
5536       if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5537         explosion_type = EX_TYPE_CROSS;
5538       else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5539         explosion_type = EX_TYPE_CENTER;
5540     }
5541   }
5542
5543   switch (element)
5544   {
5545     case EL_BUG:
5546     case EL_SPACESHIP:
5547     case EL_BD_BUTTERFLY:
5548     case EL_BD_FIREFLY:
5549     case EL_YAMYAM:
5550     case EL_DARK_YAMYAM:
5551     case EL_ROBOT:
5552     case EL_PACMAN:
5553     case EL_MOLE:
5554       RaiseScoreElement(element);
5555       break;
5556
5557     case EL_DYNABOMB_PLAYER_1_ACTIVE:
5558     case EL_DYNABOMB_PLAYER_2_ACTIVE:
5559     case EL_DYNABOMB_PLAYER_3_ACTIVE:
5560     case EL_DYNABOMB_PLAYER_4_ACTIVE:
5561     case EL_DYNABOMB_INCREASE_NUMBER:
5562     case EL_DYNABOMB_INCREASE_SIZE:
5563     case EL_DYNABOMB_INCREASE_POWER:
5564       explosion_type = EX_TYPE_DYNA;
5565       break;
5566
5567     case EL_DC_LANDMINE:
5568       explosion_type = EX_TYPE_CENTER;
5569       break;
5570
5571     case EL_PENGUIN:
5572     case EL_LAMP:
5573     case EL_LAMP_ACTIVE:
5574     case EL_AMOEBA_TO_DIAMOND:
5575       if (!IS_PLAYER(x, y))     /* penguin and player may be at same field */
5576         explosion_type = EX_TYPE_CENTER;
5577       break;
5578
5579     default:
5580       if (element_info[element].explosion_type == EXPLODES_CROSS)
5581         explosion_type = EX_TYPE_CROSS;
5582       else if (element_info[element].explosion_type == EXPLODES_1X1)
5583         explosion_type = EX_TYPE_CENTER;
5584       break;
5585   }
5586
5587   if (explosion_type == EX_TYPE_DYNA)
5588     DynaExplode(x, y);
5589   else
5590     Explode(x, y, EX_PHASE_START, explosion_type);
5591
5592   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5593 }
5594
5595 void SplashAcid(int x, int y)
5596 {
5597   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5598       (!IN_LEV_FIELD(x - 1, y - 2) ||
5599        !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5600     Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5601
5602   if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5603       (!IN_LEV_FIELD(x + 1, y - 2) ||
5604        !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5605     Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5606
5607   PlayLevelSound(x, y, SND_ACID_SPLASHING);
5608 }
5609
5610 static void InitBeltMovement()
5611 {
5612   static int belt_base_element[4] =
5613   {
5614     EL_CONVEYOR_BELT_1_LEFT,
5615     EL_CONVEYOR_BELT_2_LEFT,
5616     EL_CONVEYOR_BELT_3_LEFT,
5617     EL_CONVEYOR_BELT_4_LEFT
5618   };
5619   static int belt_base_active_element[4] =
5620   {
5621     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5622     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5623     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5624     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5625   };
5626
5627   int x, y, i, j;
5628
5629   /* set frame order for belt animation graphic according to belt direction */
5630   for (i = 0; i < NUM_BELTS; i++)
5631   {
5632     int belt_nr = i;
5633
5634     for (j = 0; j < NUM_BELT_PARTS; j++)
5635     {
5636       int element = belt_base_active_element[belt_nr] + j;
5637       int graphic_1 = el2img(element);
5638       int graphic_2 = el2panelimg(element);
5639
5640       if (game.belt_dir[i] == MV_LEFT)
5641       {
5642         graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5643         graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5644       }
5645       else
5646       {
5647         graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5648         graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5649       }
5650     }
5651   }
5652
5653   SCAN_PLAYFIELD(x, y)
5654   {
5655     int element = Feld[x][y];
5656
5657     for (i = 0; i < NUM_BELTS; i++)
5658     {
5659       if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5660       {
5661         int e_belt_nr = getBeltNrFromBeltElement(element);
5662         int belt_nr = i;
5663
5664         if (e_belt_nr == belt_nr)
5665         {
5666           int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5667
5668           Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5669         }
5670       }
5671     }
5672   }
5673 }
5674
5675 static void ToggleBeltSwitch(int x, int y)
5676 {
5677   static int belt_base_element[4] =
5678   {
5679     EL_CONVEYOR_BELT_1_LEFT,
5680     EL_CONVEYOR_BELT_2_LEFT,
5681     EL_CONVEYOR_BELT_3_LEFT,
5682     EL_CONVEYOR_BELT_4_LEFT
5683   };
5684   static int belt_base_active_element[4] =
5685   {
5686     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5687     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5688     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5689     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5690   };
5691   static int belt_base_switch_element[4] =
5692   {
5693     EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5694     EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5695     EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5696     EL_CONVEYOR_BELT_4_SWITCH_LEFT
5697   };
5698   static int belt_move_dir[4] =
5699   {
5700     MV_LEFT,
5701     MV_NONE,
5702     MV_RIGHT,
5703     MV_NONE,
5704   };
5705
5706   int element = Feld[x][y];
5707   int belt_nr = getBeltNrFromBeltSwitchElement(element);
5708   int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5709   int belt_dir = belt_move_dir[belt_dir_nr];
5710   int xx, yy, i;
5711
5712   if (!IS_BELT_SWITCH(element))
5713     return;
5714
5715   game.belt_dir_nr[belt_nr] = belt_dir_nr;
5716   game.belt_dir[belt_nr] = belt_dir;
5717
5718   if (belt_dir_nr == 3)
5719     belt_dir_nr = 1;
5720
5721   /* set frame order for belt animation graphic according to belt direction */
5722   for (i = 0; i < NUM_BELT_PARTS; i++)
5723   {
5724     int element = belt_base_active_element[belt_nr] + i;
5725     int graphic_1 = el2img(element);
5726     int graphic_2 = el2panelimg(element);
5727
5728     if (belt_dir == MV_LEFT)
5729     {
5730       graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5731       graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5732     }
5733     else
5734     {
5735       graphic_info[graphic_1].anim_mode |=  ANIM_REVERSE;
5736       graphic_info[graphic_2].anim_mode |=  ANIM_REVERSE;
5737     }
5738   }
5739
5740   SCAN_PLAYFIELD(xx, yy)
5741   {
5742     int element = Feld[xx][yy];
5743
5744     if (IS_BELT_SWITCH(element))
5745     {
5746       int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5747
5748       if (e_belt_nr == belt_nr)
5749       {
5750         Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5751         TEST_DrawLevelField(xx, yy);
5752       }
5753     }
5754     else if (IS_BELT(element) && belt_dir != MV_NONE)
5755     {
5756       int e_belt_nr = getBeltNrFromBeltElement(element);
5757
5758       if (e_belt_nr == belt_nr)
5759       {
5760         int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5761
5762         Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5763         TEST_DrawLevelField(xx, yy);
5764       }
5765     }
5766     else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5767     {
5768       int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5769
5770       if (e_belt_nr == belt_nr)
5771       {
5772         int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5773
5774         Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5775         TEST_DrawLevelField(xx, yy);
5776       }
5777     }
5778   }
5779 }
5780
5781 static void ToggleSwitchgateSwitch(int x, int y)
5782 {
5783   int xx, yy;
5784
5785   game.switchgate_pos = !game.switchgate_pos;
5786
5787   SCAN_PLAYFIELD(xx, yy)
5788   {
5789     int element = Feld[xx][yy];
5790
5791     if (element == EL_SWITCHGATE_SWITCH_UP)
5792     {
5793       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5794       TEST_DrawLevelField(xx, yy);
5795     }
5796     else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5797     {
5798       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5799       TEST_DrawLevelField(xx, yy);
5800     }
5801     else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5802     {
5803       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5804       TEST_DrawLevelField(xx, yy);
5805     }
5806     else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5807     {
5808       Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5809       TEST_DrawLevelField(xx, yy);
5810     }
5811     else if (element == EL_SWITCHGATE_OPEN ||
5812              element == EL_SWITCHGATE_OPENING)
5813     {
5814       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5815
5816       PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5817     }
5818     else if (element == EL_SWITCHGATE_CLOSED ||
5819              element == EL_SWITCHGATE_CLOSING)
5820     {
5821       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5822
5823       PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5824     }
5825   }
5826 }
5827
5828 static int getInvisibleActiveFromInvisibleElement(int element)
5829 {
5830   return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5831           element == EL_INVISIBLE_WALL      ? EL_INVISIBLE_WALL_ACTIVE :
5832           element == EL_INVISIBLE_SAND      ? EL_INVISIBLE_SAND_ACTIVE :
5833           element);
5834 }
5835
5836 static int getInvisibleFromInvisibleActiveElement(int element)
5837 {
5838   return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5839           element == EL_INVISIBLE_WALL_ACTIVE      ? EL_INVISIBLE_WALL :
5840           element == EL_INVISIBLE_SAND_ACTIVE      ? EL_INVISIBLE_SAND :
5841           element);
5842 }
5843
5844 static void RedrawAllLightSwitchesAndInvisibleElements()
5845 {
5846   int x, y;
5847
5848   SCAN_PLAYFIELD(x, y)
5849   {
5850     int element = Feld[x][y];
5851
5852     if (element == EL_LIGHT_SWITCH &&
5853         game.light_time_left > 0)
5854     {
5855       Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5856       TEST_DrawLevelField(x, y);
5857     }
5858     else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5859              game.light_time_left == 0)
5860     {
5861       Feld[x][y] = EL_LIGHT_SWITCH;
5862       TEST_DrawLevelField(x, y);
5863     }
5864     else if (element == EL_EMC_DRIPPER &&
5865              game.light_time_left > 0)
5866     {
5867       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5868       TEST_DrawLevelField(x, y);
5869     }
5870     else if (element == EL_EMC_DRIPPER_ACTIVE &&
5871              game.light_time_left == 0)
5872     {
5873       Feld[x][y] = EL_EMC_DRIPPER;
5874       TEST_DrawLevelField(x, y);
5875     }
5876     else if (element == EL_INVISIBLE_STEELWALL ||
5877              element == EL_INVISIBLE_WALL ||
5878              element == EL_INVISIBLE_SAND)
5879     {
5880       if (game.light_time_left > 0)
5881         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5882
5883       TEST_DrawLevelField(x, y);
5884
5885       /* uncrumble neighbour fields, if needed */
5886       if (element == EL_INVISIBLE_SAND)
5887         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5888     }
5889     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5890              element == EL_INVISIBLE_WALL_ACTIVE ||
5891              element == EL_INVISIBLE_SAND_ACTIVE)
5892     {
5893       if (game.light_time_left == 0)
5894         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5895
5896       TEST_DrawLevelField(x, y);
5897
5898       /* re-crumble neighbour fields, if needed */
5899       if (element == EL_INVISIBLE_SAND)
5900         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5901     }
5902   }
5903 }
5904
5905 static void RedrawAllInvisibleElementsForLenses()
5906 {
5907   int x, y;
5908
5909   SCAN_PLAYFIELD(x, y)
5910   {
5911     int element = Feld[x][y];
5912
5913     if (element == EL_EMC_DRIPPER &&
5914         game.lenses_time_left > 0)
5915     {
5916       Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5917       TEST_DrawLevelField(x, y);
5918     }
5919     else if (element == EL_EMC_DRIPPER_ACTIVE &&
5920              game.lenses_time_left == 0)
5921     {
5922       Feld[x][y] = EL_EMC_DRIPPER;
5923       TEST_DrawLevelField(x, y);
5924     }
5925     else if (element == EL_INVISIBLE_STEELWALL ||
5926              element == EL_INVISIBLE_WALL ||
5927              element == EL_INVISIBLE_SAND)
5928     {
5929       if (game.lenses_time_left > 0)
5930         Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5931
5932       TEST_DrawLevelField(x, y);
5933
5934       /* uncrumble neighbour fields, if needed */
5935       if (element == EL_INVISIBLE_SAND)
5936         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5937     }
5938     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5939              element == EL_INVISIBLE_WALL_ACTIVE ||
5940              element == EL_INVISIBLE_SAND_ACTIVE)
5941     {
5942       if (game.lenses_time_left == 0)
5943         Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5944
5945       TEST_DrawLevelField(x, y);
5946
5947       /* re-crumble neighbour fields, if needed */
5948       if (element == EL_INVISIBLE_SAND)
5949         TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5950     }
5951   }
5952 }
5953
5954 static void RedrawAllInvisibleElementsForMagnifier()
5955 {
5956   int x, y;
5957
5958   SCAN_PLAYFIELD(x, y)
5959   {
5960     int element = Feld[x][y];
5961
5962     if (element == EL_EMC_FAKE_GRASS &&
5963         game.magnify_time_left > 0)
5964     {
5965       Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5966       TEST_DrawLevelField(x, y);
5967     }
5968     else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5969              game.magnify_time_left == 0)
5970     {
5971       Feld[x][y] = EL_EMC_FAKE_GRASS;
5972       TEST_DrawLevelField(x, y);
5973     }
5974     else if (IS_GATE_GRAY(element) &&
5975              game.magnify_time_left > 0)
5976     {
5977       Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5978                     element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5979                     IS_EM_GATE_GRAY(element) ?
5980                     element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5981                     IS_EMC_GATE_GRAY(element) ?
5982                     element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5983                     IS_DC_GATE_GRAY(element) ?
5984                     EL_DC_GATE_WHITE_GRAY_ACTIVE :
5985                     element);
5986       TEST_DrawLevelField(x, y);
5987     }
5988     else if (IS_GATE_GRAY_ACTIVE(element) &&
5989              game.magnify_time_left == 0)
5990     {
5991       Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5992                     element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5993                     IS_EM_GATE_GRAY_ACTIVE(element) ?
5994                     element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5995                     IS_EMC_GATE_GRAY_ACTIVE(element) ?
5996                     element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5997                     IS_DC_GATE_GRAY_ACTIVE(element) ?
5998                     EL_DC_GATE_WHITE_GRAY :
5999                     element);
6000       TEST_DrawLevelField(x, y);
6001     }
6002   }
6003 }
6004
6005 static void ToggleLightSwitch(int x, int y)
6006 {
6007   int element = Feld[x][y];
6008
6009   game.light_time_left =
6010     (element == EL_LIGHT_SWITCH ?
6011      level.time_light * FRAMES_PER_SECOND : 0);
6012
6013   RedrawAllLightSwitchesAndInvisibleElements();
6014 }
6015
6016 static void ActivateTimegateSwitch(int x, int y)
6017 {
6018   int xx, yy;
6019
6020   game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6021
6022   SCAN_PLAYFIELD(xx, yy)
6023   {
6024     int element = Feld[xx][yy];
6025
6026     if (element == EL_TIMEGATE_CLOSED ||
6027         element == EL_TIMEGATE_CLOSING)
6028     {
6029       Feld[xx][yy] = EL_TIMEGATE_OPENING;
6030       PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6031     }
6032
6033     /*
6034     else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6035     {
6036       Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6037       TEST_DrawLevelField(xx, yy);
6038     }
6039     */
6040
6041   }
6042
6043   Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6044                 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6045 }
6046
6047 void Impact(int x, int y)
6048 {
6049   boolean last_line = (y == lev_fieldy - 1);
6050   boolean object_hit = FALSE;
6051   boolean impact = (last_line || object_hit);
6052   int element = Feld[x][y];
6053   int smashed = EL_STEELWALL;
6054
6055   if (!last_line)       /* check if element below was hit */
6056   {
6057     if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6058       return;
6059
6060     object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6061                                          MovDir[x][y + 1] != MV_DOWN ||
6062                                          MovPos[x][y + 1] <= TILEY / 2));
6063
6064     /* do not smash moving elements that left the smashed field in time */
6065     if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6066         ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6067       object_hit = FALSE;
6068
6069 #if USE_QUICKSAND_IMPACT_BUGFIX
6070     if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6071     {
6072       RemoveMovingField(x, y + 1);
6073       Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6074       Feld[x][y + 2] = EL_ROCK;
6075       TEST_DrawLevelField(x, y + 2);
6076
6077       object_hit = TRUE;
6078     }
6079
6080     if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6081     {
6082       RemoveMovingField(x, y + 1);
6083       Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6084       Feld[x][y + 2] = EL_ROCK;
6085       TEST_DrawLevelField(x, y + 2);
6086
6087       object_hit = TRUE;
6088     }
6089 #endif
6090
6091     if (object_hit)
6092       smashed = MovingOrBlocked2Element(x, y + 1);
6093
6094     impact = (last_line || object_hit);
6095   }
6096
6097   if (!last_line && smashed == EL_ACID) /* element falls into acid */
6098   {
6099     SplashAcid(x, y + 1);
6100     return;
6101   }
6102
6103   /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6104   /* only reset graphic animation if graphic really changes after impact */
6105   if (impact &&
6106       el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6107   {
6108     ResetGfxAnimation(x, y);
6109     TEST_DrawLevelField(x, y);
6110   }
6111
6112   if (impact && CAN_EXPLODE_IMPACT(element))
6113   {
6114     Bang(x, y);
6115     return;
6116   }
6117   else if (impact && element == EL_PEARL &&
6118            smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6119   {
6120     ResetGfxAnimation(x, y);
6121
6122     Feld[x][y] = EL_PEARL_BREAKING;
6123     PlayLevelSound(x, y, SND_PEARL_BREAKING);
6124     return;
6125   }
6126   else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6127   {
6128     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6129
6130     return;
6131   }
6132
6133   if (impact && element == EL_AMOEBA_DROP)
6134   {
6135     if (object_hit && IS_PLAYER(x, y + 1))
6136       KillPlayerUnlessEnemyProtected(x, y + 1);
6137     else if (object_hit && smashed == EL_PENGUIN)
6138       Bang(x, y + 1);
6139     else
6140     {
6141       Feld[x][y] = EL_AMOEBA_GROWING;
6142       Store[x][y] = EL_AMOEBA_WET;
6143
6144       ResetRandomAnimationValue(x, y);
6145     }
6146     return;
6147   }
6148
6149   if (object_hit)               /* check which object was hit */
6150   {
6151     if ((CAN_PASS_MAGIC_WALL(element) && 
6152          (smashed == EL_MAGIC_WALL ||
6153           smashed == EL_BD_MAGIC_WALL)) ||
6154         (CAN_PASS_DC_MAGIC_WALL(element) &&
6155          smashed == EL_DC_MAGIC_WALL))
6156     {
6157       int xx, yy;
6158       int activated_magic_wall =
6159         (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6160          smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6161          EL_DC_MAGIC_WALL_ACTIVE);
6162
6163       /* activate magic wall / mill */
6164       SCAN_PLAYFIELD(xx, yy)
6165       {
6166         if (Feld[xx][yy] == smashed)
6167           Feld[xx][yy] = activated_magic_wall;
6168       }
6169
6170       game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6171       game.magic_wall_active = TRUE;
6172
6173       PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6174                             SND_MAGIC_WALL_ACTIVATING :
6175                             smashed == EL_BD_MAGIC_WALL ?
6176                             SND_BD_MAGIC_WALL_ACTIVATING :
6177                             SND_DC_MAGIC_WALL_ACTIVATING));
6178     }
6179
6180     if (IS_PLAYER(x, y + 1))
6181     {
6182       if (CAN_SMASH_PLAYER(element))
6183       {
6184         KillPlayerUnlessEnemyProtected(x, y + 1);
6185         return;
6186       }
6187     }
6188     else if (smashed == EL_PENGUIN)
6189     {
6190       if (CAN_SMASH_PLAYER(element))
6191       {
6192         Bang(x, y + 1);
6193         return;
6194       }
6195     }
6196     else if (element == EL_BD_DIAMOND)
6197     {
6198       if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6199       {
6200         Bang(x, y + 1);
6201         return;
6202       }
6203     }
6204     else if (((element == EL_SP_INFOTRON ||
6205                element == EL_SP_ZONK) &&
6206               (smashed == EL_SP_SNIKSNAK ||
6207                smashed == EL_SP_ELECTRON ||
6208                smashed == EL_SP_DISK_ORANGE)) ||
6209              (element == EL_SP_INFOTRON &&
6210               smashed == EL_SP_DISK_YELLOW))
6211     {
6212       Bang(x, y + 1);
6213       return;
6214     }
6215     else if (CAN_SMASH_EVERYTHING(element))
6216     {
6217       if (IS_CLASSIC_ENEMY(smashed) ||
6218           CAN_EXPLODE_SMASHED(smashed))
6219       {
6220         Bang(x, y + 1);
6221         return;
6222       }
6223       else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6224       {
6225         if (smashed == EL_LAMP ||
6226             smashed == EL_LAMP_ACTIVE)
6227         {
6228           Bang(x, y + 1);
6229           return;
6230         }
6231         else if (smashed == EL_NUT)
6232         {
6233           Feld[x][y + 1] = EL_NUT_BREAKING;
6234           PlayLevelSound(x, y, SND_NUT_BREAKING);
6235           RaiseScoreElement(EL_NUT);
6236           return;
6237         }
6238         else if (smashed == EL_PEARL)
6239         {
6240           ResetGfxAnimation(x, y);
6241
6242           Feld[x][y + 1] = EL_PEARL_BREAKING;
6243           PlayLevelSound(x, y, SND_PEARL_BREAKING);
6244           return;
6245         }
6246         else if (smashed == EL_DIAMOND)
6247         {
6248           Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6249           PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6250           return;
6251         }
6252         else if (IS_BELT_SWITCH(smashed))
6253         {
6254           ToggleBeltSwitch(x, y + 1);
6255         }
6256         else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6257                  smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6258                  smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6259                  smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6260         {
6261           ToggleSwitchgateSwitch(x, y + 1);
6262         }
6263         else if (smashed == EL_LIGHT_SWITCH ||
6264                  smashed == EL_LIGHT_SWITCH_ACTIVE)
6265         {
6266           ToggleLightSwitch(x, y + 1);
6267         }
6268         else
6269         {
6270           CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6271
6272           CheckElementChangeBySide(x, y + 1, smashed, element,
6273                                    CE_SWITCHED, CH_SIDE_TOP);
6274           CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6275                                             CH_SIDE_TOP);
6276         }
6277       }
6278       else
6279       {
6280         CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6281       }
6282     }
6283   }
6284
6285   /* play sound of magic wall / mill */
6286   if (!last_line &&
6287       (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6288        Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6289        Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6290   {
6291     if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6292       PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6293     else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6294       PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6295     else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6296       PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6297
6298     return;
6299   }
6300
6301   /* play sound of object that hits the ground */
6302   if (last_line || object_hit)
6303     PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6304 }
6305
6306 inline static void TurnRoundExt(int x, int y)
6307 {
6308   static struct
6309   {
6310     int dx, dy;
6311   } move_xy[] =
6312   {
6313     {  0,  0 },
6314     { -1,  0 },
6315     { +1,  0 },
6316     {  0,  0 },
6317     {  0, -1 },
6318     {  0,  0 }, { 0, 0 }, { 0, 0 },
6319     {  0, +1 }
6320   };
6321   static struct
6322   {
6323     int left, right, back;
6324   } turn[] =
6325   {
6326     { 0,        0,              0        },
6327     { MV_DOWN,  MV_UP,          MV_RIGHT },
6328     { MV_UP,    MV_DOWN,        MV_LEFT  },
6329     { 0,        0,              0        },
6330     { MV_LEFT,  MV_RIGHT,       MV_DOWN  },
6331     { 0,        0,              0        },
6332     { 0,        0,              0        },
6333     { 0,        0,              0        },
6334     { MV_RIGHT, MV_LEFT,        MV_UP    }
6335   };
6336
6337   int element = Feld[x][y];
6338   int move_pattern = element_info[element].move_pattern;
6339
6340   int old_move_dir = MovDir[x][y];
6341   int left_dir  = turn[old_move_dir].left;
6342   int right_dir = turn[old_move_dir].right;
6343   int back_dir  = turn[old_move_dir].back;
6344
6345   int left_dx  = move_xy[left_dir].dx,     left_dy  = move_xy[left_dir].dy;
6346   int right_dx = move_xy[right_dir].dx,    right_dy = move_xy[right_dir].dy;
6347   int move_dx  = move_xy[old_move_dir].dx, move_dy  = move_xy[old_move_dir].dy;
6348   int back_dx  = move_xy[back_dir].dx,     back_dy  = move_xy[back_dir].dy;
6349
6350   int left_x  = x + left_dx,  left_y  = y + left_dy;
6351   int right_x = x + right_dx, right_y = y + right_dy;
6352   int move_x  = x + move_dx,  move_y  = y + move_dy;
6353
6354   int xx, yy;
6355
6356   if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6357   {
6358     TestIfBadThingTouchesOtherBadThing(x, y);
6359
6360     if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6361       MovDir[x][y] = right_dir;
6362     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6363       MovDir[x][y] = left_dir;
6364
6365     if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6366       MovDelay[x][y] = 9;
6367     else if (element == EL_BD_BUTTERFLY)     /* && MovDir[x][y] == left_dir) */
6368       MovDelay[x][y] = 1;
6369   }
6370   else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6371   {
6372     TestIfBadThingTouchesOtherBadThing(x, y);
6373
6374     if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6375       MovDir[x][y] = left_dir;
6376     else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6377       MovDir[x][y] = right_dir;
6378
6379     if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6380       MovDelay[x][y] = 9;
6381     else if (element == EL_BD_FIREFLY)      /* && MovDir[x][y] == right_dir) */
6382       MovDelay[x][y] = 1;
6383   }
6384   else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6385   {
6386     TestIfBadThingTouchesOtherBadThing(x, y);
6387
6388     if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6389       MovDir[x][y] = left_dir;
6390     else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6391       MovDir[x][y] = right_dir;
6392
6393     if (MovDir[x][y] != old_move_dir)
6394       MovDelay[x][y] = 9;
6395   }
6396   else if (element == EL_YAMYAM)
6397   {
6398     boolean can_turn_left  = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6399     boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6400
6401     if (can_turn_left && can_turn_right)
6402       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6403     else if (can_turn_left)
6404       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6405     else if (can_turn_right)
6406       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6407     else
6408       MovDir[x][y] = back_dir;
6409
6410     MovDelay[x][y] = 16 + 16 * RND(3);
6411   }
6412   else if (element == EL_DARK_YAMYAM)
6413   {
6414     boolean can_turn_left  = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6415                                                          left_x, left_y);
6416     boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6417                                                          right_x, right_y);
6418
6419     if (can_turn_left && can_turn_right)
6420       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6421     else if (can_turn_left)
6422       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6423     else if (can_turn_right)
6424       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6425     else
6426       MovDir[x][y] = back_dir;
6427
6428     MovDelay[x][y] = 16 + 16 * RND(3);
6429   }
6430   else if (element == EL_PACMAN)
6431   {
6432     boolean can_turn_left  = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6433     boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6434
6435     if (can_turn_left && can_turn_right)
6436       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6437     else if (can_turn_left)
6438       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6439     else if (can_turn_right)
6440       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6441     else
6442       MovDir[x][y] = back_dir;
6443
6444     MovDelay[x][y] = 6 + RND(40);
6445   }
6446   else if (element == EL_PIG)
6447   {
6448     boolean can_turn_left  = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6449     boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6450     boolean can_move_on    = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6451     boolean should_turn_left, should_turn_right, should_move_on;
6452     int rnd_value = 24;
6453     int rnd = RND(rnd_value);
6454
6455     should_turn_left = (can_turn_left &&
6456                         (!can_move_on ||
6457                          IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6458                                                    y + back_dy + left_dy)));
6459     should_turn_right = (can_turn_right &&
6460                          (!can_move_on ||
6461                           IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6462                                                     y + back_dy + right_dy)));
6463     should_move_on = (can_move_on &&
6464                       (!can_turn_left ||
6465                        !can_turn_right ||
6466                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6467                                                  y + move_dy + left_dy) ||
6468                        IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6469                                                  y + move_dy + right_dy)));
6470
6471     if (should_turn_left || should_turn_right || should_move_on)
6472     {
6473       if (should_turn_left && should_turn_right && should_move_on)
6474         MovDir[x][y] = (rnd < rnd_value / 3     ? left_dir :
6475                         rnd < 2 * rnd_value / 3 ? right_dir :
6476                         old_move_dir);
6477       else if (should_turn_left && should_turn_right)
6478         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6479       else if (should_turn_left && should_move_on)
6480         MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6481       else if (should_turn_right && should_move_on)
6482         MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6483       else if (should_turn_left)
6484         MovDir[x][y] = left_dir;
6485       else if (should_turn_right)
6486         MovDir[x][y] = right_dir;
6487       else if (should_move_on)
6488         MovDir[x][y] = old_move_dir;
6489     }
6490     else if (can_move_on && rnd > rnd_value / 8)
6491       MovDir[x][y] = old_move_dir;
6492     else if (can_turn_left && can_turn_right)
6493       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6494     else if (can_turn_left && rnd > rnd_value / 8)
6495       MovDir[x][y] = left_dir;
6496     else if (can_turn_right && rnd > rnd_value/8)
6497       MovDir[x][y] = right_dir;
6498     else
6499       MovDir[x][y] = back_dir;
6500
6501     xx = x + move_xy[MovDir[x][y]].dx;
6502     yy = y + move_xy[MovDir[x][y]].dy;
6503
6504     if (!IN_LEV_FIELD(xx, yy) ||
6505         (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6506       MovDir[x][y] = old_move_dir;
6507
6508     MovDelay[x][y] = 0;
6509   }
6510   else if (element == EL_DRAGON)
6511   {
6512     boolean can_turn_left  = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6513     boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6514     boolean can_move_on    = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6515     int rnd_value = 24;
6516     int rnd = RND(rnd_value);
6517
6518     if (can_move_on && rnd > rnd_value / 8)
6519       MovDir[x][y] = old_move_dir;
6520     else if (can_turn_left && can_turn_right)
6521       MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6522     else if (can_turn_left && rnd > rnd_value / 8)
6523       MovDir[x][y] = left_dir;
6524     else if (can_turn_right && rnd > rnd_value / 8)
6525       MovDir[x][y] = right_dir;
6526     else
6527       MovDir[x][y] = back_dir;
6528
6529     xx = x + move_xy[MovDir[x][y]].dx;
6530     yy = y + move_xy[MovDir[x][y]].dy;
6531
6532     if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6533       MovDir[x][y] = old_move_dir;
6534
6535     MovDelay[x][y] = 0;
6536   }
6537   else if (element == EL_MOLE)
6538   {
6539     boolean can_move_on =
6540       (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6541                             IS_AMOEBOID(Feld[move_x][move_y]) ||
6542                             Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6543     if (!can_move_on)
6544     {
6545       boolean can_turn_left =
6546         (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6547                               IS_AMOEBOID(Feld[left_x][left_y])));
6548
6549       boolean can_turn_right =
6550         (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6551                               IS_AMOEBOID(Feld[right_x][right_y])));
6552
6553       if (can_turn_left && can_turn_right)
6554         MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6555       else if (can_turn_left)
6556         MovDir[x][y] = left_dir;
6557       else
6558         MovDir[x][y] = right_dir;
6559     }
6560
6561     if (MovDir[x][y] != old_move_dir)
6562       MovDelay[x][y] = 9;
6563   }
6564   else if (element == EL_BALLOON)
6565   {
6566     MovDir[x][y] = game.wind_direction;
6567     MovDelay[x][y] = 0;
6568   }
6569   else if (element == EL_SPRING)
6570   {
6571     if (MovDir[x][y] & MV_HORIZONTAL)
6572     {
6573       if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6574           !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6575       {
6576         Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6577         ResetGfxAnimation(move_x, move_y);
6578         TEST_DrawLevelField(move_x, move_y);
6579
6580         MovDir[x][y] = back_dir;
6581       }
6582       else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6583                SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6584         MovDir[x][y] = MV_NONE;
6585     }
6586
6587     MovDelay[x][y] = 0;
6588   }
6589   else if (element == EL_ROBOT ||
6590            element == EL_SATELLITE ||
6591            element == EL_PENGUIN ||
6592            element == EL_EMC_ANDROID)
6593   {
6594     int attr_x = -1, attr_y = -1;
6595
6596     if (AllPlayersGone)
6597     {
6598       attr_x = ExitX;
6599       attr_y = ExitY;
6600     }
6601     else
6602     {
6603       int i;
6604
6605       for (i = 0; i < MAX_PLAYERS; i++)
6606       {
6607         struct PlayerInfo *player = &stored_player[i];
6608         int jx = player->jx, jy = player->jy;
6609
6610         if (!player->active)
6611           continue;
6612
6613         if (attr_x == -1 ||
6614             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6615         {
6616           attr_x = jx;
6617           attr_y = jy;
6618         }
6619       }
6620     }
6621
6622     if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6623         (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6624          game.engine_version < VERSION_IDENT(3,1,0,0)))
6625     {
6626       attr_x = ZX;
6627       attr_y = ZY;
6628     }
6629
6630     if (element == EL_PENGUIN)
6631     {
6632       int i;
6633       static int xy[4][2] =
6634       {
6635         { 0, -1 },
6636         { -1, 0 },
6637         { +1, 0 },
6638         { 0, +1 }
6639       };
6640
6641       for (i = 0; i < NUM_DIRECTIONS; i++)
6642       {
6643         int ex = x + xy[i][0];
6644         int ey = y + xy[i][1];
6645
6646         if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6647                                      Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6648                                      Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6649                                      Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6650         {
6651           attr_x = ex;
6652           attr_y = ey;
6653           break;
6654         }
6655       }
6656     }
6657
6658     MovDir[x][y] = MV_NONE;
6659     if (attr_x < x)
6660       MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6661     else if (attr_x > x)
6662       MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6663     if (attr_y < y)
6664       MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6665     else if (attr_y > y)
6666       MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6667
6668     if (element == EL_ROBOT)
6669     {
6670       int newx, newy;
6671
6672       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6673         MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6674       Moving2Blocked(x, y, &newx, &newy);
6675
6676       if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6677         MovDelay[x][y] = 8 + 8 * !RND(3);
6678       else
6679         MovDelay[x][y] = 16;
6680     }
6681     else if (element == EL_PENGUIN)
6682     {
6683       int newx, newy;
6684
6685       MovDelay[x][y] = 1;
6686
6687       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6688       {
6689         boolean first_horiz = RND(2);
6690         int new_move_dir = MovDir[x][y];
6691
6692         MovDir[x][y] =
6693           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6694         Moving2Blocked(x, y, &newx, &newy);
6695
6696         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6697           return;
6698
6699         MovDir[x][y] =
6700           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6701         Moving2Blocked(x, y, &newx, &newy);
6702
6703         if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6704           return;
6705
6706         MovDir[x][y] = old_move_dir;
6707         return;
6708       }
6709     }
6710     else if (element == EL_SATELLITE)
6711     {
6712       int newx, newy;
6713
6714       MovDelay[x][y] = 1;
6715
6716       if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6717       {
6718         boolean first_horiz = RND(2);
6719         int new_move_dir = MovDir[x][y];
6720
6721         MovDir[x][y] =
6722           new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6723         Moving2Blocked(x, y, &newx, &newy);
6724
6725         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6726           return;
6727
6728         MovDir[x][y] =
6729           new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6730         Moving2Blocked(x, y, &newx, &newy);
6731
6732         if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6733           return;
6734
6735         MovDir[x][y] = old_move_dir;
6736         return;
6737       }
6738     }
6739     else if (element == EL_EMC_ANDROID)
6740     {
6741       static int check_pos[16] =
6742       {
6743         -1,             /*  0 => (invalid)          */
6744         7,              /*  1 => MV_LEFT            */
6745         3,              /*  2 => MV_RIGHT           */
6746         -1,             /*  3 => (invalid)          */
6747         1,              /*  4 =>            MV_UP   */
6748         0,              /*  5 => MV_LEFT  | MV_UP   */
6749         2,              /*  6 => MV_RIGHT | MV_UP   */
6750         -1,             /*  7 => (invalid)          */
6751         5,              /*  8 =>            MV_DOWN */
6752         6,              /*  9 => MV_LEFT  | MV_DOWN */
6753         4,              /* 10 => MV_RIGHT | MV_DOWN */
6754         -1,             /* 11 => (invalid)          */
6755         -1,             /* 12 => (invalid)          */
6756         -1,             /* 13 => (invalid)          */
6757         -1,             /* 14 => (invalid)          */
6758         -1,             /* 15 => (invalid)          */
6759       };
6760       static struct
6761       {
6762         int dx, dy;
6763         int dir;
6764       } check_xy[8] =
6765       {
6766         { -1, -1,       MV_LEFT  | MV_UP   },
6767         {  0, -1,                  MV_UP   },
6768         { +1, -1,       MV_RIGHT | MV_UP   },
6769         { +1,  0,       MV_RIGHT           },
6770         { +1, +1,       MV_RIGHT | MV_DOWN },
6771         {  0, +1,                  MV_DOWN },
6772         { -1, +1,       MV_LEFT  | MV_DOWN },
6773         { -1,  0,       MV_LEFT            },
6774       };
6775       int start_pos, check_order;
6776       boolean can_clone = FALSE;
6777       int i;
6778
6779       /* check if there is any free field around current position */
6780       for (i = 0; i < 8; i++)
6781       {
6782         int newx = x + check_xy[i].dx;
6783         int newy = y + check_xy[i].dy;
6784
6785         if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6786         {
6787           can_clone = TRUE;
6788
6789           break;
6790         }
6791       }
6792
6793       if (can_clone)            /* randomly find an element to clone */
6794       {
6795         can_clone = FALSE;
6796
6797         start_pos = check_pos[RND(8)];
6798         check_order = (RND(2) ? -1 : +1);
6799
6800         for (i = 0; i < 8; i++)
6801         {
6802           int pos_raw = start_pos + i * check_order;
6803           int pos = (pos_raw + 8) % 8;
6804           int newx = x + check_xy[pos].dx;
6805           int newy = y + check_xy[pos].dy;
6806
6807           if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6808           {
6809             element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6810             element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6811
6812             Store[x][y] = Feld[newx][newy];
6813
6814             can_clone = TRUE;
6815
6816             break;
6817           }
6818         }
6819       }
6820
6821       if (can_clone)            /* randomly find a direction to move */
6822       {
6823         can_clone = FALSE;
6824
6825         start_pos = check_pos[RND(8)];
6826         check_order = (RND(2) ? -1 : +1);
6827
6828         for (i = 0; i < 8; i++)
6829         {
6830           int pos_raw = start_pos + i * check_order;
6831           int pos = (pos_raw + 8) % 8;
6832           int newx = x + check_xy[pos].dx;
6833           int newy = y + check_xy[pos].dy;
6834           int new_move_dir = check_xy[pos].dir;
6835
6836           if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6837           {
6838             MovDir[x][y] = new_move_dir;
6839             MovDelay[x][y] = level.android_clone_time * 8 + 1;
6840
6841             can_clone = TRUE;
6842
6843             break;
6844           }
6845         }
6846       }
6847
6848       if (can_clone)            /* cloning and moving successful */
6849         return;
6850
6851       /* cannot clone -- try to move towards player */
6852
6853       start_pos = check_pos[MovDir[x][y] & 0x0f];
6854       check_order = (RND(2) ? -1 : +1);
6855
6856       for (i = 0; i < 3; i++)
6857       {
6858         /* first check start_pos, then previous/next or (next/previous) pos */
6859         int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6860         int pos = (pos_raw + 8) % 8;
6861         int newx = x + check_xy[pos].dx;
6862         int newy = y + check_xy[pos].dy;
6863         int new_move_dir = check_xy[pos].dir;
6864
6865         if (IS_PLAYER(newx, newy))
6866           break;
6867
6868         if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6869         {
6870           MovDir[x][y] = new_move_dir;
6871           MovDelay[x][y] = level.android_move_time * 8 + 1;
6872
6873           break;
6874         }
6875       }
6876     }
6877   }
6878   else if (move_pattern == MV_TURNING_LEFT ||
6879            move_pattern == MV_TURNING_RIGHT ||
6880            move_pattern == MV_TURNING_LEFT_RIGHT ||
6881            move_pattern == MV_TURNING_RIGHT_LEFT ||
6882            move_pattern == MV_TURNING_RANDOM ||
6883            move_pattern == MV_ALL_DIRECTIONS)
6884   {
6885     boolean can_turn_left =
6886       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6887     boolean can_turn_right =
6888       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6889
6890     if (element_info[element].move_stepsize == 0)       /* "not moving" */
6891       return;
6892
6893     if (move_pattern == MV_TURNING_LEFT)
6894       MovDir[x][y] = left_dir;
6895     else if (move_pattern == MV_TURNING_RIGHT)
6896       MovDir[x][y] = right_dir;
6897     else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6898       MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6899     else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6900       MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6901     else if (move_pattern == MV_TURNING_RANDOM)
6902       MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6903                       can_turn_right && !can_turn_left ? right_dir :
6904                       RND(2) ? left_dir : right_dir);
6905     else if (can_turn_left && can_turn_right)
6906       MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6907     else if (can_turn_left)
6908       MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6909     else if (can_turn_right)
6910       MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6911     else
6912       MovDir[x][y] = back_dir;
6913
6914     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6915   }
6916   else if (move_pattern == MV_HORIZONTAL ||
6917            move_pattern == MV_VERTICAL)
6918   {
6919     if (move_pattern & old_move_dir)
6920       MovDir[x][y] = back_dir;
6921     else if (move_pattern == MV_HORIZONTAL)
6922       MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6923     else if (move_pattern == MV_VERTICAL)
6924       MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6925
6926     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6927   }
6928   else if (move_pattern & MV_ANY_DIRECTION)
6929   {
6930     MovDir[x][y] = move_pattern;
6931     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6932   }
6933   else if (move_pattern & MV_WIND_DIRECTION)
6934   {
6935     MovDir[x][y] = game.wind_direction;
6936     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6937   }
6938   else if (move_pattern == MV_ALONG_LEFT_SIDE)
6939   {
6940     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6941       MovDir[x][y] = left_dir;
6942     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6943       MovDir[x][y] = right_dir;
6944
6945     if (MovDir[x][y] != old_move_dir)
6946       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6947   }
6948   else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6949   {
6950     if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6951       MovDir[x][y] = right_dir;
6952     else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6953       MovDir[x][y] = left_dir;
6954
6955     if (MovDir[x][y] != old_move_dir)
6956       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6957   }
6958   else if (move_pattern == MV_TOWARDS_PLAYER ||
6959            move_pattern == MV_AWAY_FROM_PLAYER)
6960   {
6961     int attr_x = -1, attr_y = -1;
6962     int newx, newy;
6963     boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6964
6965     if (AllPlayersGone)
6966     {
6967       attr_x = ExitX;
6968       attr_y = ExitY;
6969     }
6970     else
6971     {
6972       int i;
6973
6974       for (i = 0; i < MAX_PLAYERS; i++)
6975       {
6976         struct PlayerInfo *player = &stored_player[i];
6977         int jx = player->jx, jy = player->jy;
6978
6979         if (!player->active)
6980           continue;
6981
6982         if (attr_x == -1 ||
6983             ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6984         {
6985           attr_x = jx;
6986           attr_y = jy;
6987         }
6988       }
6989     }
6990
6991     MovDir[x][y] = MV_NONE;
6992     if (attr_x < x)
6993       MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6994     else if (attr_x > x)
6995       MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6996     if (attr_y < y)
6997       MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6998     else if (attr_y > y)
6999       MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7000
7001     MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7002
7003     if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7004     {
7005       boolean first_horiz = RND(2);
7006       int new_move_dir = MovDir[x][y];
7007
7008       if (element_info[element].move_stepsize == 0)     /* "not moving" */
7009       {
7010         first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7011         MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7012
7013         return;
7014       }
7015
7016       MovDir[x][y] =
7017         new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7018       Moving2Blocked(x, y, &newx, &newy);
7019
7020       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7021         return;
7022
7023       MovDir[x][y] =
7024         new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7025       Moving2Blocked(x, y, &newx, &newy);
7026
7027       if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7028         return;
7029
7030       MovDir[x][y] = old_move_dir;
7031     }
7032   }
7033   else if (move_pattern == MV_WHEN_PUSHED ||
7034            move_pattern == MV_WHEN_DROPPED)
7035   {
7036     if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7037       MovDir[x][y] = MV_NONE;
7038
7039     MovDelay[x][y] = 0;
7040   }
7041   else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7042   {
7043     static int test_xy[7][2] =
7044     {
7045       { 0, -1 },
7046       { -1, 0 },
7047       { +1, 0 },
7048       { 0, +1 },
7049       { 0, -1 },
7050       { -1, 0 },
7051       { +1, 0 },
7052     };
7053     static int test_dir[7] =
7054     {
7055       MV_UP,
7056       MV_LEFT,
7057       MV_RIGHT,
7058       MV_DOWN,
7059       MV_UP,
7060       MV_LEFT,
7061       MV_RIGHT,
7062     };
7063     boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7064     int move_preference = -1000000;     /* start with very low preference */
7065     int new_move_dir = MV_NONE;
7066     int start_test = RND(4);
7067     int i;
7068
7069     for (i = 0; i < NUM_DIRECTIONS; i++)
7070     {
7071       int move_dir = test_dir[start_test + i];
7072       int move_dir_preference;
7073
7074       xx = x + test_xy[start_test + i][0];
7075       yy = y + test_xy[start_test + i][1];
7076
7077       if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7078           (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7079       {
7080         new_move_dir = move_dir;
7081
7082         break;
7083       }
7084
7085       if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7086         continue;
7087
7088       move_dir_preference = -1 * RunnerVisit[xx][yy];
7089       if (hunter_mode && PlayerVisit[xx][yy] > 0)
7090         move_dir_preference = PlayerVisit[xx][yy];
7091
7092       if (move_dir_preference > move_preference)
7093       {
7094         /* prefer field that has not been visited for the longest time */
7095         move_preference = move_dir_preference;
7096         new_move_dir = move_dir;
7097       }
7098       else if (move_dir_preference == move_preference &&
7099                move_dir == old_move_dir)
7100       {
7101         /* prefer last direction when all directions are preferred equally */
7102         move_preference = move_dir_preference;
7103         new_move_dir = move_dir;
7104       }
7105     }
7106
7107     MovDir[x][y] = new_move_dir;
7108     if (old_move_dir != new_move_dir)
7109       MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7110   }
7111 }
7112
7113 static void TurnRound(int x, int y)
7114 {
7115   int direction = MovDir[x][y];
7116
7117   TurnRoundExt(x, y);
7118
7119   GfxDir[x][y] = MovDir[x][y];
7120
7121   if (direction != MovDir[x][y])
7122     GfxFrame[x][y] = 0;
7123
7124   if (MovDelay[x][y])
7125     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7126
7127   ResetGfxFrame(x, y, FALSE);
7128 }
7129
7130 static boolean JustBeingPushed(int x, int y)
7131 {
7132   int i;
7133
7134   for (i = 0; i < MAX_PLAYERS; i++)
7135   {
7136     struct PlayerInfo *player = &stored_player[i];
7137
7138     if (player->active && player->is_pushing && player->MovPos)
7139     {
7140       int next_jx = player->jx + (player->jx - player->last_jx);
7141       int next_jy = player->jy + (player->jy - player->last_jy);
7142
7143       if (x == next_jx && y == next_jy)
7144         return TRUE;
7145     }
7146   }
7147
7148   return FALSE;
7149 }
7150
7151 void StartMoving(int x, int y)
7152 {
7153   boolean started_moving = FALSE;       /* some elements can fall _and_ move */
7154   int element = Feld[x][y];
7155
7156   if (Stop[x][y])
7157     return;
7158
7159   if (MovDelay[x][y] == 0)
7160     GfxAction[x][y] = ACTION_DEFAULT;
7161
7162   if (CAN_FALL(element) && y < lev_fieldy - 1)
7163   {
7164     if ((x > 0              && IS_PLAYER(x - 1, y)) ||
7165         (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7166       if (JustBeingPushed(x, y))
7167         return;
7168
7169     if (element == EL_QUICKSAND_FULL)
7170     {
7171       if (IS_FREE(x, y + 1))
7172       {
7173         InitMovingField(x, y, MV_DOWN);
7174         started_moving = TRUE;
7175
7176         Feld[x][y] = EL_QUICKSAND_EMPTYING;
7177 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7178         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7179           Store[x][y] = EL_ROCK;
7180 #else
7181         Store[x][y] = EL_ROCK;
7182 #endif
7183
7184         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7185       }
7186       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7187       {
7188         if (!MovDelay[x][y])
7189         {
7190           MovDelay[x][y] = TILEY + 1;
7191
7192           ResetGfxAnimation(x, y);
7193           ResetGfxAnimation(x, y + 1);
7194         }
7195
7196         if (MovDelay[x][y])
7197         {
7198           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7199           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7200
7201           MovDelay[x][y]--;
7202           if (MovDelay[x][y])
7203             return;
7204         }
7205
7206         Feld[x][y] = EL_QUICKSAND_EMPTY;
7207         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7208         Store[x][y + 1] = Store[x][y];
7209         Store[x][y] = 0;
7210
7211         PlayLevelSoundAction(x, y, ACTION_FILLING);
7212       }
7213       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7214       {
7215         if (!MovDelay[x][y])
7216         {
7217           MovDelay[x][y] = TILEY + 1;
7218
7219           ResetGfxAnimation(x, y);
7220           ResetGfxAnimation(x, y + 1);
7221         }
7222
7223         if (MovDelay[x][y])
7224         {
7225           DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7226           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7227
7228           MovDelay[x][y]--;
7229           if (MovDelay[x][y])
7230             return;
7231         }
7232
7233         Feld[x][y] = EL_QUICKSAND_EMPTY;
7234         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7235         Store[x][y + 1] = Store[x][y];
7236         Store[x][y] = 0;
7237
7238         PlayLevelSoundAction(x, y, ACTION_FILLING);
7239       }
7240     }
7241     else if (element == EL_QUICKSAND_FAST_FULL)
7242     {
7243       if (IS_FREE(x, y + 1))
7244       {
7245         InitMovingField(x, y, MV_DOWN);
7246         started_moving = TRUE;
7247
7248         Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7249 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7250         if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7251           Store[x][y] = EL_ROCK;
7252 #else
7253         Store[x][y] = EL_ROCK;
7254 #endif
7255
7256         PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7257       }
7258       else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7259       {
7260         if (!MovDelay[x][y])
7261         {
7262           MovDelay[x][y] = TILEY + 1;
7263
7264           ResetGfxAnimation(x, y);
7265           ResetGfxAnimation(x, y + 1);
7266         }
7267
7268         if (MovDelay[x][y])
7269         {
7270           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7271           DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7272
7273           MovDelay[x][y]--;
7274           if (MovDelay[x][y])
7275             return;
7276         }
7277
7278         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7279         Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7280         Store[x][y + 1] = Store[x][y];
7281         Store[x][y] = 0;
7282
7283         PlayLevelSoundAction(x, y, ACTION_FILLING);
7284       }
7285       else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7286       {
7287         if (!MovDelay[x][y])
7288         {
7289           MovDelay[x][y] = TILEY + 1;
7290
7291           ResetGfxAnimation(x, y);
7292           ResetGfxAnimation(x, y + 1);
7293         }
7294
7295         if (MovDelay[x][y])
7296         {
7297           DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7298           DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7299
7300           MovDelay[x][y]--;
7301           if (MovDelay[x][y])
7302             return;
7303         }
7304
7305         Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7306         Feld[x][y + 1] = EL_QUICKSAND_FULL;
7307         Store[x][y + 1] = Store[x][y];
7308         Store[x][y] = 0;
7309
7310         PlayLevelSoundAction(x, y, ACTION_FILLING);
7311       }
7312     }
7313     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7314              Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7315     {
7316       InitMovingField(x, y, MV_DOWN);
7317       started_moving = TRUE;
7318
7319       Feld[x][y] = EL_QUICKSAND_FILLING;
7320       Store[x][y] = element;
7321
7322       PlayLevelSoundAction(x, y, ACTION_FILLING);
7323     }
7324     else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7325              Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7326     {
7327       InitMovingField(x, y, MV_DOWN);
7328       started_moving = TRUE;
7329
7330       Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7331       Store[x][y] = element;
7332
7333       PlayLevelSoundAction(x, y, ACTION_FILLING);
7334     }
7335     else if (element == EL_MAGIC_WALL_FULL)
7336     {
7337       if (IS_FREE(x, y + 1))
7338       {
7339         InitMovingField(x, y, MV_DOWN);
7340         started_moving = TRUE;
7341
7342         Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7343         Store[x][y] = EL_CHANGED(Store[x][y]);
7344       }
7345       else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7346       {
7347         if (!MovDelay[x][y])
7348           MovDelay[x][y] = TILEY / 4 + 1;
7349
7350         if (MovDelay[x][y])
7351         {
7352           MovDelay[x][y]--;
7353           if (MovDelay[x][y])
7354             return;
7355         }
7356
7357         Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7358         Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7359         Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7360         Store[x][y] = 0;
7361       }
7362     }
7363     else if (element == EL_BD_MAGIC_WALL_FULL)
7364     {
7365       if (IS_FREE(x, y + 1))
7366       {
7367         InitMovingField(x, y, MV_DOWN);
7368         started_moving = TRUE;
7369
7370         Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7371         Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7372       }
7373       else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7374       {
7375         if (!MovDelay[x][y])
7376           MovDelay[x][y] = TILEY / 4 + 1;
7377
7378         if (MovDelay[x][y])
7379         {
7380           MovDelay[x][y]--;
7381           if (MovDelay[x][y])
7382             return;
7383         }
7384
7385         Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7386         Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7387         Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7388         Store[x][y] = 0;
7389       }
7390     }
7391     else if (element == EL_DC_MAGIC_WALL_FULL)
7392     {
7393       if (IS_FREE(x, y + 1))
7394       {
7395         InitMovingField(x, y, MV_DOWN);
7396         started_moving = TRUE;
7397
7398         Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7399         Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7400       }
7401       else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7402       {
7403         if (!MovDelay[x][y])
7404           MovDelay[x][y] = TILEY / 4 + 1;
7405
7406         if (MovDelay[x][y])
7407         {
7408           MovDelay[x][y]--;
7409           if (MovDelay[x][y])
7410             return;
7411         }
7412
7413         Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7414         Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7415         Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7416         Store[x][y] = 0;
7417       }
7418     }
7419     else if ((CAN_PASS_MAGIC_WALL(element) &&
7420               (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7421                Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7422              (CAN_PASS_DC_MAGIC_WALL(element) &&
7423               (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7424
7425     {
7426       InitMovingField(x, y, MV_DOWN);
7427       started_moving = TRUE;
7428
7429       Feld[x][y] =
7430         (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7431          Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7432          EL_DC_MAGIC_WALL_FILLING);
7433       Store[x][y] = element;
7434     }
7435     else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7436     {
7437       SplashAcid(x, y + 1);
7438
7439       InitMovingField(x, y, MV_DOWN);
7440       started_moving = TRUE;
7441
7442       Store[x][y] = EL_ACID;
7443     }
7444     else if (
7445              (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7446               CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7447              (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7448               CAN_FALL(element) && WasJustFalling[x][y] &&
7449               (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7450
7451              (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7452               CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7453               (Feld[x][y + 1] == EL_BLOCKED)))
7454     {
7455       /* this is needed for a special case not covered by calling "Impact()"
7456          from "ContinueMoving()": if an element moves to a tile directly below
7457          another element which was just falling on that tile (which was empty
7458          in the previous frame), the falling element above would just stop
7459          instead of smashing the element below (in previous version, the above
7460          element was just checked for "moving" instead of "falling", resulting
7461          in incorrect smashes caused by horizontal movement of the above
7462          element; also, the case of the player being the element to smash was
7463          simply not covered here... :-/ ) */
7464
7465       CheckCollision[x][y] = 0;
7466       CheckImpact[x][y] = 0;
7467
7468       Impact(x, y);
7469     }
7470     else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7471     {
7472       if (MovDir[x][y] == MV_NONE)
7473       {
7474         InitMovingField(x, y, MV_DOWN);
7475         started_moving = TRUE;
7476       }
7477     }
7478     else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7479     {
7480       if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7481         MovDir[x][y] = MV_DOWN;
7482
7483       InitMovingField(x, y, MV_DOWN);
7484       started_moving = TRUE;
7485     }
7486     else if (element == EL_AMOEBA_DROP)
7487     {
7488       Feld[x][y] = EL_AMOEBA_GROWING;
7489       Store[x][y] = EL_AMOEBA_WET;
7490     }
7491     else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7492               (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7493              !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7494              element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7495     {
7496       boolean can_fall_left  = (x > 0 && IS_FREE(x - 1, y) &&
7497                                 (IS_FREE(x - 1, y + 1) ||
7498                                  Feld[x - 1][y + 1] == EL_ACID));
7499       boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7500                                 (IS_FREE(x + 1, y + 1) ||
7501                                  Feld[x + 1][y + 1] == EL_ACID));
7502       boolean can_fall_any  = (can_fall_left || can_fall_right);
7503       boolean can_fall_both = (can_fall_left && can_fall_right);
7504       int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7505
7506       if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7507       {
7508         if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7509           can_fall_right = FALSE;
7510         else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7511           can_fall_left = FALSE;
7512         else if (slippery_type == SLIPPERY_ONLY_LEFT)
7513           can_fall_right = FALSE;
7514         else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7515           can_fall_left = FALSE;
7516
7517         can_fall_any  = (can_fall_left || can_fall_right);
7518         can_fall_both = FALSE;
7519       }
7520
7521       if (can_fall_both)
7522       {
7523         if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7524           can_fall_right = FALSE;       /* slip down on left side */
7525         else
7526           can_fall_left = !(can_fall_right = RND(2));
7527
7528         can_fall_both = FALSE;
7529       }
7530
7531       if (can_fall_any)
7532       {
7533         /* if not determined otherwise, prefer left side for slipping down */
7534         InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7535         started_moving = TRUE;
7536       }
7537     }
7538     else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7539     {
7540       boolean left_is_free  = (x > 0 && IS_FREE(x - 1, y));
7541       boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7542       int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7543       int belt_dir = game.belt_dir[belt_nr];
7544
7545       if ((belt_dir == MV_LEFT  && left_is_free) ||
7546           (belt_dir == MV_RIGHT && right_is_free))
7547       {
7548         int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7549
7550         InitMovingField(x, y, belt_dir);
7551         started_moving = TRUE;
7552
7553         Pushed[x][y] = TRUE;
7554         Pushed[nextx][y] = TRUE;
7555
7556         GfxAction[x][y] = ACTION_DEFAULT;
7557       }
7558       else
7559       {
7560         MovDir[x][y] = 0;       /* if element was moving, stop it */
7561       }
7562     }
7563   }
7564
7565   /* not "else if" because of elements that can fall and move (EL_SPRING) */
7566   if (CAN_MOVE(element) && !started_moving)
7567   {
7568     int move_pattern = element_info[element].move_pattern;
7569     int newx, newy;
7570
7571     Moving2Blocked(x, y, &newx, &newy);
7572
7573     if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7574       return;
7575
7576     if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7577         CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7578     {
7579       WasJustMoving[x][y] = 0;
7580       CheckCollision[x][y] = 0;
7581
7582       TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7583
7584       if (Feld[x][y] != element)        /* element has changed */
7585         return;
7586     }
7587
7588     if (!MovDelay[x][y])        /* start new movement phase */
7589     {
7590       /* all objects that can change their move direction after each step
7591          (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7592
7593       if (element != EL_YAMYAM &&
7594           element != EL_DARK_YAMYAM &&
7595           element != EL_PACMAN &&
7596           !(move_pattern & MV_ANY_DIRECTION) &&
7597           move_pattern != MV_TURNING_LEFT &&
7598           move_pattern != MV_TURNING_RIGHT &&
7599           move_pattern != MV_TURNING_LEFT_RIGHT &&
7600           move_pattern != MV_TURNING_RIGHT_LEFT &&
7601           move_pattern != MV_TURNING_RANDOM)
7602       {
7603         TurnRound(x, y);
7604
7605         if (MovDelay[x][y] && (element == EL_BUG ||
7606                                element == EL_SPACESHIP ||
7607                                element == EL_SP_SNIKSNAK ||
7608                                element == EL_SP_ELECTRON ||
7609                                element == EL_MOLE))
7610           TEST_DrawLevelField(x, y);
7611       }
7612     }
7613
7614     if (MovDelay[x][y])         /* wait some time before next movement */
7615     {
7616       MovDelay[x][y]--;
7617
7618       if (element == EL_ROBOT ||
7619           element == EL_YAMYAM ||
7620           element == EL_DARK_YAMYAM)
7621       {
7622         DrawLevelElementAnimationIfNeeded(x, y, element);
7623         PlayLevelSoundAction(x, y, ACTION_WAITING);
7624       }
7625       else if (element == EL_SP_ELECTRON)
7626         DrawLevelElementAnimationIfNeeded(x, y, element);
7627       else if (element == EL_DRAGON)
7628       {
7629         int i;
7630         int dir = MovDir[x][y];
7631         int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7632         int dy = (dir == MV_UP   ? -1 : dir == MV_DOWN  ? +1 : 0);
7633         int graphic = (dir == MV_LEFT   ? IMG_FLAMES_1_LEFT :
7634                        dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
7635                        dir == MV_UP     ? IMG_FLAMES_1_UP :
7636                        dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7637         int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7638
7639         GfxAction[x][y] = ACTION_ATTACKING;
7640
7641         if (IS_PLAYER(x, y))
7642           DrawPlayerField(x, y);
7643         else
7644           TEST_DrawLevelField(x, y);
7645
7646         PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7647
7648         for (i = 1; i <= 3; i++)
7649         {
7650           int xx = x + i * dx;
7651           int yy = y + i * dy;
7652           int sx = SCREENX(xx);
7653           int sy = SCREENY(yy);
7654           int flame_graphic = graphic + (i - 1);
7655
7656           if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7657             break;
7658
7659           if (MovDelay[x][y])
7660           {
7661             int flamed = MovingOrBlocked2Element(xx, yy);
7662
7663             if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7664               Bang(xx, yy);
7665             else
7666               RemoveMovingField(xx, yy);
7667
7668             ChangeDelay[xx][yy] = 0;
7669
7670             Feld[xx][yy] = EL_FLAMES;
7671
7672             if (IN_SCR_FIELD(sx, sy))
7673             {
7674               TEST_DrawLevelFieldCrumbled(xx, yy);
7675               DrawGraphic(sx, sy, flame_graphic, frame);
7676             }
7677           }
7678           else
7679           {
7680             if (Feld[xx][yy] == EL_FLAMES)
7681               Feld[xx][yy] = EL_EMPTY;
7682             TEST_DrawLevelField(xx, yy);
7683           }
7684         }
7685       }
7686
7687       if (MovDelay[x][y])       /* element still has to wait some time */
7688       {
7689         PlayLevelSoundAction(x, y, ACTION_WAITING);
7690
7691         return;
7692       }
7693     }
7694
7695     /* now make next step */
7696
7697     Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7698
7699     if (DONT_COLLIDE_WITH(element) &&
7700         IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7701         !PLAYER_ENEMY_PROTECTED(newx, newy))
7702     {
7703       TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7704
7705       return;
7706     }
7707
7708     else if (CAN_MOVE_INTO_ACID(element) &&
7709              IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7710              !IS_MV_DIAGONAL(MovDir[x][y]) &&
7711              (MovDir[x][y] == MV_DOWN ||
7712               game.engine_version >= VERSION_IDENT(3,1,0,0)))
7713     {
7714       SplashAcid(newx, newy);
7715       Store[x][y] = EL_ACID;
7716     }
7717     else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7718     {
7719       if (Feld[newx][newy] == EL_EXIT_OPEN ||
7720           Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7721           Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7722           Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7723       {
7724         RemoveField(x, y);
7725         TEST_DrawLevelField(x, y);
7726
7727         PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7728         if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7729           DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7730
7731         local_player->friends_still_needed--;
7732         if (!local_player->friends_still_needed &&
7733             !local_player->GameOver && AllPlayersGone)
7734           PlayerWins(local_player);
7735
7736         return;
7737       }
7738       else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7739       {
7740         if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7741           TEST_DrawLevelField(newx, newy);
7742         else
7743           GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7744       }
7745       else if (!IS_FREE(newx, newy))
7746       {
7747         GfxAction[x][y] = ACTION_WAITING;
7748
7749         if (IS_PLAYER(x, y))
7750           DrawPlayerField(x, y);
7751         else
7752           TEST_DrawLevelField(x, y);
7753
7754         return;
7755       }
7756     }
7757     else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7758     {
7759       if (IS_FOOD_PIG(Feld[newx][newy]))
7760       {
7761         if (IS_MOVING(newx, newy))
7762           RemoveMovingField(newx, newy);
7763         else
7764         {
7765           Feld[newx][newy] = EL_EMPTY;
7766           TEST_DrawLevelField(newx, newy);
7767         }
7768
7769         PlayLevelSound(x, y, SND_PIG_DIGGING);
7770       }
7771       else if (!IS_FREE(newx, newy))
7772       {
7773         if (IS_PLAYER(x, y))
7774           DrawPlayerField(x, y);
7775         else
7776           TEST_DrawLevelField(x, y);
7777
7778         return;
7779       }
7780     }
7781     else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7782     {
7783       if (Store[x][y] != EL_EMPTY)
7784       {
7785         boolean can_clone = FALSE;
7786         int xx, yy;
7787
7788         /* check if element to clone is still there */
7789         for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7790         {
7791           if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7792           {
7793             can_clone = TRUE;
7794
7795             break;
7796           }
7797         }
7798
7799         /* cannot clone or target field not free anymore -- do not clone */
7800         if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7801           Store[x][y] = EL_EMPTY;
7802       }
7803
7804       if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7805       {
7806         if (IS_MV_DIAGONAL(MovDir[x][y]))
7807         {
7808           int diagonal_move_dir = MovDir[x][y];
7809           int stored = Store[x][y];
7810           int change_delay = 8;
7811           int graphic;
7812
7813           /* android is moving diagonally */
7814
7815           CreateField(x, y, EL_DIAGONAL_SHRINKING);
7816
7817           Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7818           GfxElement[x][y] = EL_EMC_ANDROID;
7819           GfxAction[x][y] = ACTION_SHRINKING;
7820           GfxDir[x][y] = diagonal_move_dir;
7821           ChangeDelay[x][y] = change_delay;
7822
7823           graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7824                                    GfxDir[x][y]);
7825
7826           DrawLevelGraphicAnimation(x, y, graphic);
7827           PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7828
7829           if (Feld[newx][newy] == EL_ACID)
7830           {
7831             SplashAcid(newx, newy);
7832
7833             return;
7834           }
7835
7836           CreateField(newx, newy, EL_DIAGONAL_GROWING);
7837
7838           Store[newx][newy] = EL_EMC_ANDROID;
7839           GfxElement[newx][newy] = EL_EMC_ANDROID;
7840           GfxAction[newx][newy] = ACTION_GROWING;
7841           GfxDir[newx][newy] = diagonal_move_dir;
7842           ChangeDelay[newx][newy] = change_delay;
7843
7844           graphic = el_act_dir2img(GfxElement[newx][newy],
7845                                    GfxAction[newx][newy], GfxDir[newx][newy]);
7846
7847           DrawLevelGraphicAnimation(newx, newy, graphic);
7848           PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7849
7850           return;
7851         }
7852         else
7853         {
7854           Feld[newx][newy] = EL_EMPTY;
7855           TEST_DrawLevelField(newx, newy);
7856
7857           PlayLevelSoundAction(x, y, ACTION_DIGGING);
7858         }
7859       }
7860       else if (!IS_FREE(newx, newy))
7861       {
7862         return;
7863       }
7864     }
7865     else if (IS_CUSTOM_ELEMENT(element) &&
7866              CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7867     {
7868       if (!DigFieldByCE(newx, newy, element))
7869         return;
7870
7871       if (move_pattern & MV_MAZE_RUNNER_STYLE)
7872       {
7873         RunnerVisit[x][y] = FrameCounter;
7874         PlayerVisit[x][y] /= 8;         /* expire player visit path */
7875       }
7876     }
7877     else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7878     {
7879       if (!IS_FREE(newx, newy))
7880       {
7881         if (IS_PLAYER(x, y))
7882           DrawPlayerField(x, y);
7883         else
7884           TEST_DrawLevelField(x, y);
7885
7886         return;
7887       }
7888       else
7889       {
7890         boolean wanna_flame = !RND(10);
7891         int dx = newx - x, dy = newy - y;
7892         int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7893         int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7894         int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7895                         MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7896         int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7897                         MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7898
7899         if ((wanna_flame ||
7900              IS_CLASSIC_ENEMY(element1) ||
7901              IS_CLASSIC_ENEMY(element2)) &&
7902             element1 != EL_DRAGON && element2 != EL_DRAGON &&
7903             element1 != EL_FLAMES && element2 != EL_FLAMES)
7904         {
7905           ResetGfxAnimation(x, y);
7906           GfxAction[x][y] = ACTION_ATTACKING;
7907
7908           if (IS_PLAYER(x, y))
7909             DrawPlayerField(x, y);
7910           else
7911             TEST_DrawLevelField(x, y);
7912
7913           PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7914
7915           MovDelay[x][y] = 50;
7916
7917           Feld[newx][newy] = EL_FLAMES;
7918           if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7919             Feld[newx1][newy1] = EL_FLAMES;
7920           if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7921             Feld[newx2][newy2] = EL_FLAMES;
7922
7923           return;
7924         }
7925       }
7926     }
7927     else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7928              Feld[newx][newy] == EL_DIAMOND)
7929     {
7930       if (IS_MOVING(newx, newy))
7931         RemoveMovingField(newx, newy);
7932       else
7933       {
7934         Feld[newx][newy] = EL_EMPTY;
7935         TEST_DrawLevelField(newx, newy);
7936       }
7937
7938       PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7939     }
7940     else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7941              IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7942     {
7943       if (AmoebaNr[newx][newy])
7944       {
7945         AmoebaCnt2[AmoebaNr[newx][newy]]--;
7946         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7947             Feld[newx][newy] == EL_BD_AMOEBA)
7948           AmoebaCnt[AmoebaNr[newx][newy]]--;
7949       }
7950
7951       if (IS_MOVING(newx, newy))
7952       {
7953         RemoveMovingField(newx, newy);
7954       }
7955       else
7956       {
7957         Feld[newx][newy] = EL_EMPTY;
7958         TEST_DrawLevelField(newx, newy);
7959       }
7960
7961       PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7962     }
7963     else if ((element == EL_PACMAN || element == EL_MOLE)
7964              && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7965     {
7966       if (AmoebaNr[newx][newy])
7967       {
7968         AmoebaCnt2[AmoebaNr[newx][newy]]--;
7969         if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7970             Feld[newx][newy] == EL_BD_AMOEBA)
7971           AmoebaCnt[AmoebaNr[newx][newy]]--;
7972       }
7973
7974       if (element == EL_MOLE)
7975       {
7976         Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7977         PlayLevelSound(x, y, SND_MOLE_DIGGING);
7978
7979         ResetGfxAnimation(x, y);
7980         GfxAction[x][y] = ACTION_DIGGING;
7981         TEST_DrawLevelField(x, y);
7982
7983         MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
7984
7985         return;                         /* wait for shrinking amoeba */
7986       }
7987       else      /* element == EL_PACMAN */
7988       {
7989         Feld[newx][newy] = EL_EMPTY;
7990         TEST_DrawLevelField(newx, newy);
7991         PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7992       }
7993     }
7994     else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7995              (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7996               (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7997     {
7998       /* wait for shrinking amoeba to completely disappear */
7999       return;
8000     }
8001     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8002     {
8003       /* object was running against a wall */
8004
8005       TurnRound(x, y);
8006
8007       if (GFX_ELEMENT(element) != EL_SAND)     /* !!! FIX THIS (crumble) !!! */
8008         DrawLevelElementAnimation(x, y, element);
8009
8010       if (DONT_TOUCH(element))
8011         TestIfBadThingTouchesPlayer(x, y);
8012
8013       return;
8014     }
8015
8016     InitMovingField(x, y, MovDir[x][y]);
8017
8018     PlayLevelSoundAction(x, y, ACTION_MOVING);
8019   }
8020
8021   if (MovDir[x][y])
8022     ContinueMoving(x, y);
8023 }
8024
8025 void ContinueMoving(int x, int y)
8026 {
8027   int element = Feld[x][y];
8028   struct ElementInfo *ei = &element_info[element];
8029   int direction = MovDir[x][y];
8030   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8031   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
8032   int newx = x + dx, newy = y + dy;
8033   int stored = Store[x][y];
8034   int stored_new = Store[newx][newy];
8035   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
8036   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8037   boolean last_line = (newy == lev_fieldy - 1);
8038
8039   MovPos[x][y] += getElementMoveStepsize(x, y);
8040
8041   if (pushed_by_player) /* special case: moving object pushed by player */
8042     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8043
8044   if (ABS(MovPos[x][y]) < TILEX)
8045   {
8046     TEST_DrawLevelField(x, y);
8047
8048     return;     /* element is still moving */
8049   }
8050
8051   /* element reached destination field */
8052
8053   Feld[x][y] = EL_EMPTY;
8054   Feld[newx][newy] = element;
8055   MovPos[x][y] = 0;     /* force "not moving" for "crumbled sand" */
8056
8057   if (Store[x][y] == EL_ACID)   /* element is moving into acid pool */
8058   {
8059     element = Feld[newx][newy] = EL_ACID;
8060   }
8061   else if (element == EL_MOLE)
8062   {
8063     Feld[x][y] = EL_SAND;
8064
8065     TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8066   }
8067   else if (element == EL_QUICKSAND_FILLING)
8068   {
8069     element = Feld[newx][newy] = get_next_element(element);
8070     Store[newx][newy] = Store[x][y];
8071   }
8072   else if (element == EL_QUICKSAND_EMPTYING)
8073   {
8074     Feld[x][y] = get_next_element(element);
8075     element = Feld[newx][newy] = Store[x][y];
8076   }
8077   else if (element == EL_QUICKSAND_FAST_FILLING)
8078   {
8079     element = Feld[newx][newy] = get_next_element(element);
8080     Store[newx][newy] = Store[x][y];
8081   }
8082   else if (element == EL_QUICKSAND_FAST_EMPTYING)
8083   {
8084     Feld[x][y] = get_next_element(element);
8085     element = Feld[newx][newy] = Store[x][y];
8086   }
8087   else if (element == EL_MAGIC_WALL_FILLING)
8088   {
8089     element = Feld[newx][newy] = get_next_element(element);
8090     if (!game.magic_wall_active)
8091       element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8092     Store[newx][newy] = Store[x][y];
8093   }
8094   else if (element == EL_MAGIC_WALL_EMPTYING)
8095   {
8096     Feld[x][y] = get_next_element(element);
8097     if (!game.magic_wall_active)
8098       Feld[x][y] = EL_MAGIC_WALL_DEAD;
8099     element = Feld[newx][newy] = Store[x][y];
8100
8101     InitField(newx, newy, FALSE);
8102   }
8103   else if (element == EL_BD_MAGIC_WALL_FILLING)
8104   {
8105     element = Feld[newx][newy] = get_next_element(element);
8106     if (!game.magic_wall_active)
8107       element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8108     Store[newx][newy] = Store[x][y];
8109   }
8110   else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8111   {
8112     Feld[x][y] = get_next_element(element);
8113     if (!game.magic_wall_active)
8114       Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8115     element = Feld[newx][newy] = Store[x][y];
8116
8117     InitField(newx, newy, FALSE);
8118   }
8119   else if (element == EL_DC_MAGIC_WALL_FILLING)
8120   {
8121     element = Feld[newx][newy] = get_next_element(element);
8122     if (!game.magic_wall_active)
8123       element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8124     Store[newx][newy] = Store[x][y];
8125   }
8126   else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8127   {
8128     Feld[x][y] = get_next_element(element);
8129     if (!game.magic_wall_active)
8130       Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8131     element = Feld[newx][newy] = Store[x][y];
8132
8133     InitField(newx, newy, FALSE);
8134   }
8135   else if (element == EL_AMOEBA_DROPPING)
8136   {
8137     Feld[x][y] = get_next_element(element);
8138     element = Feld[newx][newy] = Store[x][y];
8139   }
8140   else if (element == EL_SOKOBAN_OBJECT)
8141   {
8142     if (Back[x][y])
8143       Feld[x][y] = Back[x][y];
8144
8145     if (Back[newx][newy])
8146       Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8147
8148     Back[x][y] = Back[newx][newy] = 0;
8149   }
8150
8151   Store[x][y] = EL_EMPTY;
8152   MovPos[x][y] = 0;
8153   MovDir[x][y] = 0;
8154   MovDelay[x][y] = 0;
8155
8156   MovDelay[newx][newy] = 0;
8157
8158   if (CAN_CHANGE_OR_HAS_ACTION(element))
8159   {
8160     /* copy element change control values to new field */
8161     ChangeDelay[newx][newy] = ChangeDelay[x][y];
8162     ChangePage[newx][newy]  = ChangePage[x][y];
8163     ChangeCount[newx][newy] = ChangeCount[x][y];
8164     ChangeEvent[newx][newy] = ChangeEvent[x][y];
8165   }
8166
8167   CustomValue[newx][newy] = CustomValue[x][y];
8168
8169   ChangeDelay[x][y] = 0;
8170   ChangePage[x][y] = -1;
8171   ChangeCount[x][y] = 0;
8172   ChangeEvent[x][y] = -1;
8173
8174   CustomValue[x][y] = 0;
8175
8176   /* copy animation control values to new field */
8177   GfxFrame[newx][newy]  = GfxFrame[x][y];
8178   GfxRandom[newx][newy] = GfxRandom[x][y];      /* keep same random value */
8179   GfxAction[newx][newy] = GfxAction[x][y];      /* keep action one frame  */
8180   GfxDir[newx][newy]    = GfxDir[x][y];         /* keep element direction */
8181
8182   Pushed[x][y] = Pushed[newx][newy] = FALSE;
8183
8184   /* some elements can leave other elements behind after moving */
8185   if (ei->move_leave_element != EL_EMPTY &&
8186       (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8187       (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8188   {
8189     int move_leave_element = ei->move_leave_element;
8190
8191     /* this makes it possible to leave the removed element again */
8192     if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8193       move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8194
8195     Feld[x][y] = move_leave_element;
8196
8197     if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8198       MovDir[x][y] = direction;
8199
8200     InitField(x, y, FALSE);
8201
8202     if (GFX_CRUMBLED(Feld[x][y]))
8203       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8204
8205     if (ELEM_IS_PLAYER(move_leave_element))
8206       RelocatePlayer(x, y, move_leave_element);
8207   }
8208
8209   /* do this after checking for left-behind element */
8210   ResetGfxAnimation(x, y);      /* reset animation values for old field */
8211
8212   if (!CAN_MOVE(element) ||
8213       (CAN_FALL(element) && direction == MV_DOWN &&
8214        (element == EL_SPRING ||
8215         element_info[element].move_pattern == MV_WHEN_PUSHED ||
8216         element_info[element].move_pattern == MV_WHEN_DROPPED)))
8217     GfxDir[x][y] = MovDir[newx][newy] = 0;
8218
8219   TEST_DrawLevelField(x, y);
8220   TEST_DrawLevelField(newx, newy);
8221
8222   Stop[newx][newy] = TRUE;      /* ignore this element until the next frame */
8223
8224   /* prevent pushed element from moving on in pushed direction */
8225   if (pushed_by_player && CAN_MOVE(element) &&
8226       element_info[element].move_pattern & MV_ANY_DIRECTION &&
8227       !(element_info[element].move_pattern & direction))
8228     TurnRound(newx, newy);
8229
8230   /* prevent elements on conveyor belt from moving on in last direction */
8231   if (pushed_by_conveyor && CAN_FALL(element) &&
8232       direction & MV_HORIZONTAL)
8233     MovDir[newx][newy] = 0;
8234
8235   if (!pushed_by_player)
8236   {
8237     int nextx = newx + dx, nexty = newy + dy;
8238     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8239
8240     WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8241
8242     if (CAN_FALL(element) && direction == MV_DOWN)
8243       WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8244
8245     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8246       CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8247
8248     if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8249       CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8250   }
8251
8252   if (DONT_TOUCH(element))      /* object may be nasty to player or others */
8253   {
8254     TestIfBadThingTouchesPlayer(newx, newy);
8255     TestIfBadThingTouchesFriend(newx, newy);
8256
8257     if (!IS_CUSTOM_ELEMENT(element))
8258       TestIfBadThingTouchesOtherBadThing(newx, newy);
8259   }
8260   else if (element == EL_PENGUIN)
8261     TestIfFriendTouchesBadThing(newx, newy);
8262
8263   if (DONT_GET_HIT_BY(element))
8264   {
8265     TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8266   }
8267
8268   /* give the player one last chance (one more frame) to move away */
8269   if (CAN_FALL(element) && direction == MV_DOWN &&
8270       (last_line || (!IS_FREE(x, newy + 1) &&
8271                      (!IS_PLAYER(x, newy + 1) ||
8272                       game.engine_version < VERSION_IDENT(3,1,1,0)))))
8273     Impact(x, newy);
8274
8275   if (pushed_by_player && !game.use_change_when_pushing_bug)
8276   {
8277     int push_side = MV_DIR_OPPOSITE(direction);
8278     struct PlayerInfo *player = PLAYERINFO(x, y);
8279
8280     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8281                                player->index_bit, push_side);
8282     CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8283                                         player->index_bit, push_side);
8284   }
8285
8286   if (element == EL_EMC_ANDROID && pushed_by_player)    /* make another move */
8287     MovDelay[newx][newy] = 1;
8288
8289   CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8290
8291   TestIfElementTouchesCustomElement(x, y);      /* empty or new element */
8292   TestIfElementHitsCustomElement(newx, newy, direction);
8293   TestIfPlayerTouchesCustomElement(newx, newy);
8294   TestIfElementTouchesCustomElement(newx, newy);
8295
8296   if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8297       IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8298     CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8299                              MV_DIR_OPPOSITE(direction));
8300 }
8301
8302 int AmoebeNachbarNr(int ax, int ay)
8303 {
8304   int i;
8305   int element = Feld[ax][ay];
8306   int group_nr = 0;
8307   static int xy[4][2] =
8308   {
8309     { 0, -1 },
8310     { -1, 0 },
8311     { +1, 0 },
8312     { 0, +1 }
8313   };
8314
8315   for (i = 0; i < NUM_DIRECTIONS; i++)
8316   {
8317     int x = ax + xy[i][0];
8318     int y = ay + xy[i][1];
8319
8320     if (!IN_LEV_FIELD(x, y))
8321       continue;
8322
8323     if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8324       group_nr = AmoebaNr[x][y];
8325   }
8326
8327   return group_nr;
8328 }
8329
8330 void AmoebenVereinigen(int ax, int ay)
8331 {
8332   int i, x, y, xx, yy;
8333   int new_group_nr = AmoebaNr[ax][ay];
8334   static int xy[4][2] =
8335   {
8336     { 0, -1 },
8337     { -1, 0 },
8338     { +1, 0 },
8339     { 0, +1 }
8340   };
8341
8342   if (new_group_nr == 0)
8343     return;
8344
8345   for (i = 0; i < NUM_DIRECTIONS; i++)
8346   {
8347     x = ax + xy[i][0];
8348     y = ay + xy[i][1];
8349
8350     if (!IN_LEV_FIELD(x, y))
8351       continue;
8352
8353     if ((Feld[x][y] == EL_AMOEBA_FULL ||
8354          Feld[x][y] == EL_BD_AMOEBA ||
8355          Feld[x][y] == EL_AMOEBA_DEAD) &&
8356         AmoebaNr[x][y] != new_group_nr)
8357     {
8358       int old_group_nr = AmoebaNr[x][y];
8359
8360       if (old_group_nr == 0)
8361         return;
8362
8363       AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8364       AmoebaCnt[old_group_nr] = 0;
8365       AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8366       AmoebaCnt2[old_group_nr] = 0;
8367
8368       SCAN_PLAYFIELD(xx, yy)
8369       {
8370         if (AmoebaNr[xx][yy] == old_group_nr)
8371           AmoebaNr[xx][yy] = new_group_nr;
8372       }
8373     }
8374   }
8375 }
8376
8377 void AmoebeUmwandeln(int ax, int ay)
8378 {
8379   int i, x, y;
8380
8381   if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8382   {
8383     int group_nr = AmoebaNr[ax][ay];
8384
8385 #ifdef DEBUG
8386     if (group_nr == 0)
8387     {
8388       printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8389       printf("AmoebeUmwandeln(): This should never happen!\n");
8390       return;
8391     }
8392 #endif
8393
8394     SCAN_PLAYFIELD(x, y)
8395     {
8396       if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8397       {
8398         AmoebaNr[x][y] = 0;
8399         Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8400       }
8401     }
8402
8403     PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8404                             SND_AMOEBA_TURNING_TO_GEM :
8405                             SND_AMOEBA_TURNING_TO_ROCK));
8406     Bang(ax, ay);
8407   }
8408   else
8409   {
8410     static int xy[4][2] =
8411     {
8412       { 0, -1 },
8413       { -1, 0 },
8414       { +1, 0 },
8415       { 0, +1 }
8416     };
8417
8418     for (i = 0; i < NUM_DIRECTIONS; i++)
8419     {
8420       x = ax + xy[i][0];
8421       y = ay + xy[i][1];
8422
8423       if (!IN_LEV_FIELD(x, y))
8424         continue;
8425
8426       if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8427       {
8428         PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8429                               SND_AMOEBA_TURNING_TO_GEM :
8430                               SND_AMOEBA_TURNING_TO_ROCK));
8431         Bang(x, y);
8432       }
8433     }
8434   }
8435 }
8436
8437 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8438 {
8439   int x, y;
8440   int group_nr = AmoebaNr[ax][ay];
8441   boolean done = FALSE;
8442
8443 #ifdef DEBUG
8444   if (group_nr == 0)
8445   {
8446     printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8447     printf("AmoebeUmwandelnBD(): This should never happen!\n");
8448     return;
8449   }
8450 #endif
8451
8452   SCAN_PLAYFIELD(x, y)
8453   {
8454     if (AmoebaNr[x][y] == group_nr &&
8455         (Feld[x][y] == EL_AMOEBA_DEAD ||
8456          Feld[x][y] == EL_BD_AMOEBA ||
8457          Feld[x][y] == EL_AMOEBA_GROWING))
8458     {
8459       AmoebaNr[x][y] = 0;
8460       Feld[x][y] = new_element;
8461       InitField(x, y, FALSE);
8462       TEST_DrawLevelField(x, y);
8463       done = TRUE;
8464     }
8465   }
8466
8467   if (done)
8468     PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8469                             SND_BD_AMOEBA_TURNING_TO_ROCK :
8470                             SND_BD_AMOEBA_TURNING_TO_GEM));
8471 }
8472
8473 void AmoebeWaechst(int x, int y)
8474 {
8475   static unsigned int sound_delay = 0;
8476   static unsigned int sound_delay_value = 0;
8477
8478   if (!MovDelay[x][y])          /* start new growing cycle */
8479   {
8480     MovDelay[x][y] = 7;
8481
8482     if (DelayReached(&sound_delay, sound_delay_value))
8483     {
8484       PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8485       sound_delay_value = 30;
8486     }
8487   }
8488
8489   if (MovDelay[x][y])           /* wait some time before growing bigger */
8490   {
8491     MovDelay[x][y]--;
8492     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8493     {
8494       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8495                                            6 - MovDelay[x][y]);
8496
8497       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8498     }
8499
8500     if (!MovDelay[x][y])
8501     {
8502       Feld[x][y] = Store[x][y];
8503       Store[x][y] = 0;
8504       TEST_DrawLevelField(x, y);
8505     }
8506   }
8507 }
8508
8509 void AmoebaDisappearing(int x, int y)
8510 {
8511   static unsigned int sound_delay = 0;
8512   static unsigned int sound_delay_value = 0;
8513
8514   if (!MovDelay[x][y])          /* start new shrinking cycle */
8515   {
8516     MovDelay[x][y] = 7;
8517
8518     if (DelayReached(&sound_delay, sound_delay_value))
8519       sound_delay_value = 30;
8520   }
8521
8522   if (MovDelay[x][y])           /* wait some time before shrinking */
8523   {
8524     MovDelay[x][y]--;
8525     if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8526     {
8527       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8528                                            6 - MovDelay[x][y]);
8529
8530       DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8531     }
8532
8533     if (!MovDelay[x][y])
8534     {
8535       Feld[x][y] = EL_EMPTY;
8536       TEST_DrawLevelField(x, y);
8537
8538       /* don't let mole enter this field in this cycle;
8539          (give priority to objects falling to this field from above) */
8540       Stop[x][y] = TRUE;
8541     }
8542   }
8543 }
8544
8545 void AmoebeAbleger(int ax, int ay)
8546 {
8547   int i;
8548   int element = Feld[ax][ay];
8549   int graphic = el2img(element);
8550   int newax = ax, neway = ay;
8551   boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8552   static int xy[4][2] =
8553   {
8554     { 0, -1 },
8555     { -1, 0 },
8556     { +1, 0 },
8557     { 0, +1 }
8558   };
8559
8560   if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8561   {
8562     Feld[ax][ay] = EL_AMOEBA_DEAD;
8563     TEST_DrawLevelField(ax, ay);
8564     return;
8565   }
8566
8567   if (IS_ANIMATED(graphic))
8568     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8569
8570   if (!MovDelay[ax][ay])        /* start making new amoeba field */
8571     MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8572
8573   if (MovDelay[ax][ay])         /* wait some time before making new amoeba */
8574   {
8575     MovDelay[ax][ay]--;
8576     if (MovDelay[ax][ay])
8577       return;
8578   }
8579
8580   if (can_drop)                 /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8581   {
8582     int start = RND(4);
8583     int x = ax + xy[start][0];
8584     int y = ay + xy[start][1];
8585
8586     if (!IN_LEV_FIELD(x, y))
8587       return;
8588
8589     if (IS_FREE(x, y) ||
8590         CAN_GROW_INTO(Feld[x][y]) ||
8591         Feld[x][y] == EL_QUICKSAND_EMPTY ||
8592         Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8593     {
8594       newax = x;
8595       neway = y;
8596     }
8597
8598     if (newax == ax && neway == ay)
8599       return;
8600   }
8601   else                          /* normal or "filled" (BD style) amoeba */
8602   {
8603     int start = RND(4);
8604     boolean waiting_for_player = FALSE;
8605
8606     for (i = 0; i < NUM_DIRECTIONS; i++)
8607     {
8608       int j = (start + i) % 4;
8609       int x = ax + xy[j][0];
8610       int y = ay + xy[j][1];
8611
8612       if (!IN_LEV_FIELD(x, y))
8613         continue;
8614
8615       if (IS_FREE(x, y) ||
8616           CAN_GROW_INTO(Feld[x][y]) ||
8617           Feld[x][y] == EL_QUICKSAND_EMPTY ||
8618           Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8619       {
8620         newax = x;
8621         neway = y;
8622         break;
8623       }
8624       else if (IS_PLAYER(x, y))
8625         waiting_for_player = TRUE;
8626     }
8627
8628     if (newax == ax && neway == ay)             /* amoeba cannot grow */
8629     {
8630       if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8631       {
8632         Feld[ax][ay] = EL_AMOEBA_DEAD;
8633         TEST_DrawLevelField(ax, ay);
8634         AmoebaCnt[AmoebaNr[ax][ay]]--;
8635
8636         if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0)   /* amoeba is completely dead */
8637         {
8638           if (element == EL_AMOEBA_FULL)
8639             AmoebeUmwandeln(ax, ay);
8640           else if (element == EL_BD_AMOEBA)
8641             AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8642         }
8643       }
8644       return;
8645     }
8646     else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8647     {
8648       /* amoeba gets larger by growing in some direction */
8649
8650       int new_group_nr = AmoebaNr[ax][ay];
8651
8652 #ifdef DEBUG
8653   if (new_group_nr == 0)
8654   {
8655     printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8656     printf("AmoebeAbleger(): This should never happen!\n");
8657     return;
8658   }
8659 #endif
8660
8661       AmoebaNr[newax][neway] = new_group_nr;
8662       AmoebaCnt[new_group_nr]++;
8663       AmoebaCnt2[new_group_nr]++;
8664
8665       /* if amoeba touches other amoeba(s) after growing, unify them */
8666       AmoebenVereinigen(newax, neway);
8667
8668       if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8669       {
8670         AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8671         return;
8672       }
8673     }
8674   }
8675
8676   if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8677       (neway == lev_fieldy - 1 && newax != ax))
8678   {
8679     Feld[newax][neway] = EL_AMOEBA_GROWING;     /* creation of new amoeba */
8680     Store[newax][neway] = element;
8681   }
8682   else if (neway == ay || element == EL_EMC_DRIPPER)
8683   {
8684     Feld[newax][neway] = EL_AMOEBA_DROP;        /* drop left/right of amoeba */
8685
8686     PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8687   }
8688   else
8689   {
8690     InitMovingField(ax, ay, MV_DOWN);           /* drop dripping from amoeba */
8691     Feld[ax][ay] = EL_AMOEBA_DROPPING;
8692     Store[ax][ay] = EL_AMOEBA_DROP;
8693     ContinueMoving(ax, ay);
8694     return;
8695   }
8696
8697   TEST_DrawLevelField(newax, neway);
8698 }
8699
8700 void Life(int ax, int ay)
8701 {
8702   int x1, y1, x2, y2;
8703   int life_time = 40;
8704   int element = Feld[ax][ay];
8705   int graphic = el2img(element);
8706   int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8707                          level.biomaze);
8708   boolean changed = FALSE;
8709
8710   if (IS_ANIMATED(graphic))
8711     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8712
8713   if (Stop[ax][ay])
8714     return;
8715
8716   if (!MovDelay[ax][ay])        /* start new "game of life" cycle */
8717     MovDelay[ax][ay] = life_time;
8718
8719   if (MovDelay[ax][ay])         /* wait some time before next cycle */
8720   {
8721     MovDelay[ax][ay]--;
8722     if (MovDelay[ax][ay])
8723       return;
8724   }
8725
8726   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8727   {
8728     int xx = ax+x1, yy = ay+y1;
8729     int nachbarn = 0;
8730
8731     if (!IN_LEV_FIELD(xx, yy))
8732       continue;
8733
8734     for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8735     {
8736       int x = xx+x2, y = yy+y2;
8737
8738       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8739         continue;
8740
8741       if (((Feld[x][y] == element ||
8742             (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8743            !Stop[x][y]) ||
8744           (IS_FREE(x, y) && Stop[x][y]))
8745         nachbarn++;
8746     }
8747
8748     if (xx == ax && yy == ay)           /* field in the middle */
8749     {
8750       if (nachbarn < life_parameter[0] ||
8751           nachbarn > life_parameter[1])
8752       {
8753         Feld[xx][yy] = EL_EMPTY;
8754         if (!Stop[xx][yy])
8755           TEST_DrawLevelField(xx, yy);
8756         Stop[xx][yy] = TRUE;
8757         changed = TRUE;
8758       }
8759     }
8760     else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8761     {                                   /* free border field */
8762       if (nachbarn >= life_parameter[2] &&
8763           nachbarn <= life_parameter[3])
8764       {
8765         Feld[xx][yy] = element;
8766         MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8767         if (!Stop[xx][yy])
8768           TEST_DrawLevelField(xx, yy);
8769         Stop[xx][yy] = TRUE;
8770         changed = TRUE;
8771       }
8772     }
8773   }
8774
8775   if (changed)
8776     PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8777                    SND_GAME_OF_LIFE_GROWING);
8778 }
8779
8780 static void InitRobotWheel(int x, int y)
8781 {
8782   ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8783 }
8784
8785 static void RunRobotWheel(int x, int y)
8786 {
8787   PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8788 }
8789
8790 static void StopRobotWheel(int x, int y)
8791 {
8792   if (ZX == x && ZY == y)
8793   {
8794     ZX = ZY = -1;
8795
8796     game.robot_wheel_active = FALSE;
8797   }
8798 }
8799
8800 static void InitTimegateWheel(int x, int y)
8801 {
8802   ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8803 }
8804
8805 static void RunTimegateWheel(int x, int y)
8806 {
8807   PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8808 }
8809
8810 static void InitMagicBallDelay(int x, int y)
8811 {
8812   ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8813 }
8814
8815 static void ActivateMagicBall(int bx, int by)
8816 {
8817   int x, y;
8818
8819   if (level.ball_random)
8820   {
8821     int pos_border = RND(8);    /* select one of the eight border elements */
8822     int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8823     int xx = pos_content % 3;
8824     int yy = pos_content / 3;
8825
8826     x = bx - 1 + xx;
8827     y = by - 1 + yy;
8828
8829     if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8830       CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8831   }
8832   else
8833   {
8834     for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8835     {
8836       int xx = x - bx + 1;
8837       int yy = y - by + 1;
8838
8839       if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8840         CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8841     }
8842   }
8843
8844   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8845 }
8846
8847 void CheckExit(int x, int y)
8848 {
8849   if (local_player->gems_still_needed > 0 ||
8850       local_player->sokobanfields_still_needed > 0 ||
8851       local_player->lights_still_needed > 0)
8852   {
8853     int element = Feld[x][y];
8854     int graphic = el2img(element);
8855
8856     if (IS_ANIMATED(graphic))
8857       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8858
8859     return;
8860   }
8861
8862   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8863     return;
8864
8865   Feld[x][y] = EL_EXIT_OPENING;
8866
8867   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8868 }
8869
8870 void CheckExitEM(int x, int y)
8871 {
8872   if (local_player->gems_still_needed > 0 ||
8873       local_player->sokobanfields_still_needed > 0 ||
8874       local_player->lights_still_needed > 0)
8875   {
8876     int element = Feld[x][y];
8877     int graphic = el2img(element);
8878
8879     if (IS_ANIMATED(graphic))
8880       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8881
8882     return;
8883   }
8884
8885   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8886     return;
8887
8888   Feld[x][y] = EL_EM_EXIT_OPENING;
8889
8890   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8891 }
8892
8893 void CheckExitSteel(int x, int y)
8894 {
8895   if (local_player->gems_still_needed > 0 ||
8896       local_player->sokobanfields_still_needed > 0 ||
8897       local_player->lights_still_needed > 0)
8898   {
8899     int element = Feld[x][y];
8900     int graphic = el2img(element);
8901
8902     if (IS_ANIMATED(graphic))
8903       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8904
8905     return;
8906   }
8907
8908   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8909     return;
8910
8911   Feld[x][y] = EL_STEEL_EXIT_OPENING;
8912
8913   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8914 }
8915
8916 void CheckExitSteelEM(int x, int y)
8917 {
8918   if (local_player->gems_still_needed > 0 ||
8919       local_player->sokobanfields_still_needed > 0 ||
8920       local_player->lights_still_needed > 0)
8921   {
8922     int element = Feld[x][y];
8923     int graphic = el2img(element);
8924
8925     if (IS_ANIMATED(graphic))
8926       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8927
8928     return;
8929   }
8930
8931   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8932     return;
8933
8934   Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8935
8936   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8937 }
8938
8939 void CheckExitSP(int x, int y)
8940 {
8941   if (local_player->gems_still_needed > 0)
8942   {
8943     int element = Feld[x][y];
8944     int graphic = el2img(element);
8945
8946     if (IS_ANIMATED(graphic))
8947       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8948
8949     return;
8950   }
8951
8952   if (AllPlayersGone)   /* do not re-open exit door closed after last player */
8953     return;
8954
8955   Feld[x][y] = EL_SP_EXIT_OPENING;
8956
8957   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8958 }
8959
8960 static void CloseAllOpenTimegates()
8961 {
8962   int x, y;
8963
8964   SCAN_PLAYFIELD(x, y)
8965   {
8966     int element = Feld[x][y];
8967
8968     if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8969     {
8970       Feld[x][y] = EL_TIMEGATE_CLOSING;
8971
8972       PlayLevelSoundAction(x, y, ACTION_CLOSING);
8973     }
8974   }
8975 }
8976
8977 void DrawTwinkleOnField(int x, int y)
8978 {
8979   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8980     return;
8981
8982   if (Feld[x][y] == EL_BD_DIAMOND)
8983     return;
8984
8985   if (MovDelay[x][y] == 0)      /* next animation frame */
8986     MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8987
8988   if (MovDelay[x][y] != 0)      /* wait some time before next frame */
8989   {
8990     MovDelay[x][y]--;
8991
8992     DrawLevelElementAnimation(x, y, Feld[x][y]);
8993
8994     if (MovDelay[x][y] != 0)
8995     {
8996       int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8997                                            10 - MovDelay[x][y]);
8998
8999       DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9000     }
9001   }
9002 }
9003
9004 void MauerWaechst(int x, int y)
9005 {
9006   int delay = 6;
9007
9008   if (!MovDelay[x][y])          /* next animation frame */
9009     MovDelay[x][y] = 3 * delay;
9010
9011   if (MovDelay[x][y])           /* wait some time before next frame */
9012   {
9013     MovDelay[x][y]--;
9014
9015     if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9016     {
9017       int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9018       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9019
9020       DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9021     }
9022
9023     if (!MovDelay[x][y])
9024     {
9025       if (MovDir[x][y] == MV_LEFT)
9026       {
9027         if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9028           TEST_DrawLevelField(x - 1, y);
9029       }
9030       else if (MovDir[x][y] == MV_RIGHT)
9031       {
9032         if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9033           TEST_DrawLevelField(x + 1, y);
9034       }
9035       else if (MovDir[x][y] == MV_UP)
9036       {
9037         if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9038           TEST_DrawLevelField(x, y - 1);
9039       }
9040       else
9041       {
9042         if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9043           TEST_DrawLevelField(x, y + 1);
9044       }
9045
9046       Feld[x][y] = Store[x][y];
9047       Store[x][y] = 0;
9048       GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9049       TEST_DrawLevelField(x, y);
9050     }
9051   }
9052 }
9053
9054 void MauerAbleger(int ax, int ay)
9055 {
9056   int element = Feld[ax][ay];
9057   int graphic = el2img(element);
9058   boolean oben_frei = FALSE, unten_frei = FALSE;
9059   boolean links_frei = FALSE, rechts_frei = FALSE;
9060   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9061   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9062   boolean new_wall = FALSE;
9063
9064   if (IS_ANIMATED(graphic))
9065     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9066
9067   if (!MovDelay[ax][ay])        /* start building new wall */
9068     MovDelay[ax][ay] = 6;
9069
9070   if (MovDelay[ax][ay])         /* wait some time before building new wall */
9071   {
9072     MovDelay[ax][ay]--;
9073     if (MovDelay[ax][ay])
9074       return;
9075   }
9076
9077   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9078     oben_frei = TRUE;
9079   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9080     unten_frei = TRUE;
9081   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9082     links_frei = TRUE;
9083   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9084     rechts_frei = TRUE;
9085
9086   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9087       element == EL_EXPANDABLE_WALL_ANY)
9088   {
9089     if (oben_frei)
9090     {
9091       Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9092       Store[ax][ay-1] = element;
9093       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9094       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9095         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9096                     IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9097       new_wall = TRUE;
9098     }
9099     if (unten_frei)
9100     {
9101       Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9102       Store[ax][ay+1] = element;
9103       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9104       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9105         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9106                     IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9107       new_wall = TRUE;
9108     }
9109   }
9110
9111   if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9112       element == EL_EXPANDABLE_WALL_ANY ||
9113       element == EL_EXPANDABLE_WALL ||
9114       element == EL_BD_EXPANDABLE_WALL)
9115   {
9116     if (links_frei)
9117     {
9118       Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9119       Store[ax-1][ay] = element;
9120       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9121       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9122         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9123                     IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9124       new_wall = TRUE;
9125     }
9126
9127     if (rechts_frei)
9128     {
9129       Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9130       Store[ax+1][ay] = element;
9131       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9132       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9133         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9134                     IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9135       new_wall = TRUE;
9136     }
9137   }
9138
9139   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9140     TEST_DrawLevelField(ax, ay);
9141
9142   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9143     oben_massiv = TRUE;
9144   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9145     unten_massiv = TRUE;
9146   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9147     links_massiv = TRUE;
9148   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9149     rechts_massiv = TRUE;
9150
9151   if (((oben_massiv && unten_massiv) ||
9152        element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9153        element == EL_EXPANDABLE_WALL) &&
9154       ((links_massiv && rechts_massiv) ||
9155        element == EL_EXPANDABLE_WALL_VERTICAL))
9156     Feld[ax][ay] = EL_WALL;
9157
9158   if (new_wall)
9159     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9160 }
9161
9162 void MauerAblegerStahl(int ax, int ay)
9163 {
9164   int element = Feld[ax][ay];
9165   int graphic = el2img(element);
9166   boolean oben_frei = FALSE, unten_frei = FALSE;
9167   boolean links_frei = FALSE, rechts_frei = FALSE;
9168   boolean oben_massiv = FALSE, unten_massiv = FALSE;
9169   boolean links_massiv = FALSE, rechts_massiv = FALSE;
9170   boolean new_wall = FALSE;
9171
9172   if (IS_ANIMATED(graphic))
9173     DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9174
9175   if (!MovDelay[ax][ay])        /* start building new wall */
9176     MovDelay[ax][ay] = 6;
9177
9178   if (MovDelay[ax][ay])         /* wait some time before building new wall */
9179   {
9180     MovDelay[ax][ay]--;
9181     if (MovDelay[ax][ay])
9182       return;
9183   }
9184
9185   if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9186     oben_frei = TRUE;
9187   if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9188     unten_frei = TRUE;
9189   if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9190     links_frei = TRUE;
9191   if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9192     rechts_frei = TRUE;
9193
9194   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9195       element == EL_EXPANDABLE_STEELWALL_ANY)
9196   {
9197     if (oben_frei)
9198     {
9199       Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9200       Store[ax][ay-1] = element;
9201       GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9202       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9203         DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9204                     IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9205       new_wall = TRUE;
9206     }
9207     if (unten_frei)
9208     {
9209       Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9210       Store[ax][ay+1] = element;
9211       GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9212       if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9213         DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9214                     IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9215       new_wall = TRUE;
9216     }
9217   }
9218
9219   if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9220       element == EL_EXPANDABLE_STEELWALL_ANY)
9221   {
9222     if (links_frei)
9223     {
9224       Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9225       Store[ax-1][ay] = element;
9226       GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9227       if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9228         DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9229                     IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9230       new_wall = TRUE;
9231     }
9232
9233     if (rechts_frei)
9234     {
9235       Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9236       Store[ax+1][ay] = element;
9237       GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9238       if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9239         DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9240                     IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9241       new_wall = TRUE;
9242     }
9243   }
9244
9245   if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9246     oben_massiv = TRUE;
9247   if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9248     unten_massiv = TRUE;
9249   if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9250     links_massiv = TRUE;
9251   if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9252     rechts_massiv = TRUE;
9253
9254   if (((oben_massiv && unten_massiv) ||
9255        element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9256       ((links_massiv && rechts_massiv) ||
9257        element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9258     Feld[ax][ay] = EL_STEELWALL;
9259
9260   if (new_wall)
9261     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9262 }
9263
9264 void CheckForDragon(int x, int y)
9265 {
9266   int i, j;
9267   boolean dragon_found = FALSE;
9268   static int xy[4][2] =
9269   {
9270     { 0, -1 },
9271     { -1, 0 },
9272     { +1, 0 },
9273     { 0, +1 }
9274   };
9275
9276   for (i = 0; i < NUM_DIRECTIONS; i++)
9277   {
9278     for (j = 0; j < 4; j++)
9279     {
9280       int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9281
9282       if (IN_LEV_FIELD(xx, yy) &&
9283           (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9284       {
9285         if (Feld[xx][yy] == EL_DRAGON)
9286           dragon_found = TRUE;
9287       }
9288       else
9289         break;
9290     }
9291   }
9292
9293   if (!dragon_found)
9294   {
9295     for (i = 0; i < NUM_DIRECTIONS; i++)
9296     {
9297       for (j = 0; j < 3; j++)
9298       {
9299         int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9300   
9301         if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9302         {
9303           Feld[xx][yy] = EL_EMPTY;
9304           TEST_DrawLevelField(xx, yy);
9305         }
9306         else
9307           break;
9308       }
9309     }
9310   }
9311 }
9312
9313 static void InitBuggyBase(int x, int y)
9314 {
9315   int element = Feld[x][y];
9316   int activating_delay = FRAMES_PER_SECOND / 4;
9317
9318   ChangeDelay[x][y] =
9319     (element == EL_SP_BUGGY_BASE ?
9320      2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9321      element == EL_SP_BUGGY_BASE_ACTIVATING ?
9322      activating_delay :
9323      element == EL_SP_BUGGY_BASE_ACTIVE ?
9324      1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9325 }
9326
9327 static void WarnBuggyBase(int x, int y)
9328 {
9329   int i;
9330   static int xy[4][2] =
9331   {
9332     { 0, -1 },
9333     { -1, 0 },
9334     { +1, 0 },
9335     { 0, +1 }
9336   };
9337
9338   for (i = 0; i < NUM_DIRECTIONS; i++)
9339   {
9340     int xx = x + xy[i][0];
9341     int yy = y + xy[i][1];
9342
9343     if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9344     {
9345       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9346
9347       break;
9348     }
9349   }
9350 }
9351
9352 static void InitTrap(int x, int y)
9353 {
9354   ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9355 }
9356
9357 static void ActivateTrap(int x, int y)
9358 {
9359   PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9360 }
9361
9362 static void ChangeActiveTrap(int x, int y)
9363 {
9364   int graphic = IMG_TRAP_ACTIVE;
9365
9366   /* if new animation frame was drawn, correct crumbled sand border */
9367   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9368     TEST_DrawLevelFieldCrumbled(x, y);
9369 }
9370
9371 static int getSpecialActionElement(int element, int number, int base_element)
9372 {
9373   return (element != EL_EMPTY ? element :
9374           number != -1 ? base_element + number - 1 :
9375           EL_EMPTY);
9376 }
9377
9378 static int getModifiedActionNumber(int value_old, int operator, int operand,
9379                                    int value_min, int value_max)
9380 {
9381   int value_new = (operator == CA_MODE_SET      ? operand :
9382                    operator == CA_MODE_ADD      ? value_old + operand :
9383                    operator == CA_MODE_SUBTRACT ? value_old - operand :
9384                    operator == CA_MODE_MULTIPLY ? value_old * operand :
9385                    operator == CA_MODE_DIVIDE   ? value_old / MAX(1, operand) :
9386                    operator == CA_MODE_MODULO   ? value_old % MAX(1, operand) :
9387                    value_old);
9388
9389   return (value_new < value_min ? value_min :
9390           value_new > value_max ? value_max :
9391           value_new);
9392 }
9393
9394 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9395 {
9396   struct ElementInfo *ei = &element_info[element];
9397   struct ElementChangeInfo *change = &ei->change_page[page];
9398   int target_element = change->target_element;
9399   int action_type = change->action_type;
9400   int action_mode = change->action_mode;
9401   int action_arg = change->action_arg;
9402   int action_element = change->action_element;
9403   int i;
9404
9405   if (!change->has_action)
9406     return;
9407
9408   /* ---------- determine action paramater values -------------------------- */
9409
9410   int level_time_value =
9411     (level.time > 0 ? TimeLeft :
9412      TimePlayed);
9413
9414   int action_arg_element_raw =
9415     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
9416      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9417      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
9418      action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
9419      action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9420      action_arg == CA_ARG_INVENTORY_RM_TARGET  ? change->target_element :
9421      action_arg == CA_ARG_INVENTORY_RM_ACTION  ? change->action_element :
9422      EL_EMPTY);
9423   int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9424
9425   int action_arg_direction =
9426     (action_arg >= CA_ARG_DIRECTION_LEFT &&
9427      action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9428      action_arg == CA_ARG_DIRECTION_TRIGGER ?
9429      change->actual_trigger_side :
9430      action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9431      MV_DIR_OPPOSITE(change->actual_trigger_side) :
9432      MV_NONE);
9433
9434   int action_arg_number_min =
9435     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9436      CA_ARG_MIN);
9437
9438   int action_arg_number_max =
9439     (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9440      action_type == CA_SET_LEVEL_GEMS ? 999 :
9441      action_type == CA_SET_LEVEL_TIME ? 9999 :
9442      action_type == CA_SET_LEVEL_SCORE ? 99999 :
9443      action_type == CA_SET_CE_VALUE ? 9999 :
9444      action_type == CA_SET_CE_SCORE ? 9999 :
9445      CA_ARG_MAX);
9446
9447   int action_arg_number_reset =
9448     (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9449      action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9450      action_type == CA_SET_LEVEL_TIME ? level.time :
9451      action_type == CA_SET_LEVEL_SCORE ? 0 :
9452      action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9453      action_type == CA_SET_CE_SCORE ? 0 :
9454      0);
9455
9456   int action_arg_number =
9457     (action_arg <= CA_ARG_MAX ? action_arg :
9458      action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9459      action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9460      action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9461      action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9462      action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9463      action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9464      action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9465      action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9466      action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9467      action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9468      action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9469      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9470      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9471      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9472      action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9473      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9474      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9475      action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9476      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
9477      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9478      action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
9479      -1);
9480
9481   int action_arg_number_old =
9482     (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9483      action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9484      action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9485      action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9486      action_type == CA_SET_CE_SCORE ? ei->collect_score :
9487      0);
9488
9489   int action_arg_number_new =
9490     getModifiedActionNumber(action_arg_number_old,
9491                             action_mode, action_arg_number,
9492                             action_arg_number_min, action_arg_number_max);
9493
9494   int trigger_player_bits =
9495     (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9496      change->actual_trigger_player_bits : change->trigger_player);
9497
9498   int action_arg_player_bits =
9499     (action_arg >= CA_ARG_PLAYER_1 &&
9500      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9501      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9502      action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9503      PLAYER_BITS_ANY);
9504
9505   /* ---------- execute action  -------------------------------------------- */
9506
9507   switch (action_type)
9508   {
9509     case CA_NO_ACTION:
9510     {
9511       return;
9512     }
9513
9514     /* ---------- level actions  ------------------------------------------- */
9515
9516     case CA_RESTART_LEVEL:
9517     {
9518       game.restart_level = TRUE;
9519
9520       break;
9521     }
9522
9523     case CA_SHOW_ENVELOPE:
9524     {
9525       int element = getSpecialActionElement(action_arg_element,
9526                                             action_arg_number, EL_ENVELOPE_1);
9527
9528       if (IS_ENVELOPE(element))
9529         local_player->show_envelope = element;
9530
9531       break;
9532     }
9533
9534     case CA_SET_LEVEL_TIME:
9535     {
9536       if (level.time > 0)       /* only modify limited time value */
9537       {
9538         TimeLeft = action_arg_number_new;
9539
9540         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9541
9542         DisplayGameControlValues();
9543
9544         if (!TimeLeft && setup.time_limit)
9545           for (i = 0; i < MAX_PLAYERS; i++)
9546             KillPlayer(&stored_player[i]);
9547       }
9548
9549       break;
9550     }
9551
9552     case CA_SET_LEVEL_SCORE:
9553     {
9554       local_player->score = action_arg_number_new;
9555
9556       game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9557
9558       DisplayGameControlValues();
9559
9560       break;
9561     }
9562
9563     case CA_SET_LEVEL_GEMS:
9564     {
9565       local_player->gems_still_needed = action_arg_number_new;
9566
9567       game_panel_controls[GAME_PANEL_GEMS].value =
9568         local_player->gems_still_needed;
9569
9570       DisplayGameControlValues();
9571
9572       break;
9573     }
9574
9575     case CA_SET_LEVEL_WIND:
9576     {
9577       game.wind_direction = action_arg_direction;
9578
9579       break;
9580     }
9581
9582     case CA_SET_LEVEL_RANDOM_SEED:
9583     {
9584       /* ensure that setting a new random seed while playing is predictable */
9585       InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9586
9587       break;
9588     }
9589
9590     /* ---------- player actions  ------------------------------------------ */
9591
9592     case CA_MOVE_PLAYER:
9593     {
9594       /* automatically move to the next field in specified direction */
9595       for (i = 0; i < MAX_PLAYERS; i++)
9596         if (trigger_player_bits & (1 << i))
9597           stored_player[i].programmed_action = action_arg_direction;
9598
9599       break;
9600     }
9601
9602     case CA_EXIT_PLAYER:
9603     {
9604       for (i = 0; i < MAX_PLAYERS; i++)
9605         if (action_arg_player_bits & (1 << i))
9606           PlayerWins(&stored_player[i]);
9607
9608       break;
9609     }
9610
9611     case CA_KILL_PLAYER:
9612     {
9613       for (i = 0; i < MAX_PLAYERS; i++)
9614         if (action_arg_player_bits & (1 << i))
9615           KillPlayer(&stored_player[i]);
9616
9617       break;
9618     }
9619
9620     case CA_SET_PLAYER_KEYS:
9621     {
9622       int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9623       int element = getSpecialActionElement(action_arg_element,
9624                                             action_arg_number, EL_KEY_1);
9625
9626       if (IS_KEY(element))
9627       {
9628         for (i = 0; i < MAX_PLAYERS; i++)
9629         {
9630           if (trigger_player_bits & (1 << i))
9631           {
9632             stored_player[i].key[KEY_NR(element)] = key_state;
9633
9634             DrawGameDoorValues();
9635           }
9636         }
9637       }
9638
9639       break;
9640     }
9641
9642     case CA_SET_PLAYER_SPEED:
9643     {
9644       for (i = 0; i < MAX_PLAYERS; i++)
9645       {
9646         if (trigger_player_bits & (1 << i))
9647         {
9648           int move_stepsize = TILEX / stored_player[i].move_delay_value;
9649
9650           if (action_arg == CA_ARG_SPEED_FASTER &&
9651               stored_player[i].cannot_move)
9652           {
9653             action_arg_number = STEPSIZE_VERY_SLOW;
9654           }
9655           else if (action_arg == CA_ARG_SPEED_SLOWER ||
9656                    action_arg == CA_ARG_SPEED_FASTER)
9657           {
9658             action_arg_number = 2;
9659             action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9660                            CA_MODE_MULTIPLY);
9661           }
9662           else if (action_arg == CA_ARG_NUMBER_RESET)
9663           {
9664             action_arg_number = level.initial_player_stepsize[i];
9665           }
9666
9667           move_stepsize =
9668             getModifiedActionNumber(move_stepsize,
9669                                     action_mode,
9670                                     action_arg_number,
9671                                     action_arg_number_min,
9672                                     action_arg_number_max);
9673
9674           SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9675         }
9676       }
9677
9678       break;
9679     }
9680
9681     case CA_SET_PLAYER_SHIELD:
9682     {
9683       for (i = 0; i < MAX_PLAYERS; i++)
9684       {
9685         if (trigger_player_bits & (1 << i))
9686         {
9687           if (action_arg == CA_ARG_SHIELD_OFF)
9688           {
9689             stored_player[i].shield_normal_time_left = 0;
9690             stored_player[i].shield_deadly_time_left = 0;
9691           }
9692           else if (action_arg == CA_ARG_SHIELD_NORMAL)
9693           {
9694             stored_player[i].shield_normal_time_left = 999999;
9695           }
9696           else if (action_arg == CA_ARG_SHIELD_DEADLY)
9697           {
9698             stored_player[i].shield_normal_time_left = 999999;
9699             stored_player[i].shield_deadly_time_left = 999999;
9700           }
9701         }
9702       }
9703
9704       break;
9705     }
9706
9707     case CA_SET_PLAYER_GRAVITY:
9708     {
9709       for (i = 0; i < MAX_PLAYERS; i++)
9710       {
9711         if (trigger_player_bits & (1 << i))
9712         {
9713           stored_player[i].gravity =
9714             (action_arg == CA_ARG_GRAVITY_OFF    ? FALSE                     :
9715              action_arg == CA_ARG_GRAVITY_ON     ? TRUE                      :
9716              action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9717              stored_player[i].gravity);
9718         }
9719       }
9720
9721       break;
9722     }
9723
9724     case CA_SET_PLAYER_ARTWORK:
9725     {
9726       for (i = 0; i < MAX_PLAYERS; i++)
9727       {
9728         if (trigger_player_bits & (1 << i))
9729         {
9730           int artwork_element = action_arg_element;
9731
9732           if (action_arg == CA_ARG_ELEMENT_RESET)
9733             artwork_element =
9734               (level.use_artwork_element[i] ? level.artwork_element[i] :
9735                stored_player[i].element_nr);
9736
9737           if (stored_player[i].artwork_element != artwork_element)
9738             stored_player[i].Frame = 0;
9739
9740           stored_player[i].artwork_element = artwork_element;
9741
9742           SetPlayerWaiting(&stored_player[i], FALSE);
9743
9744           /* set number of special actions for bored and sleeping animation */
9745           stored_player[i].num_special_action_bored =
9746             get_num_special_action(artwork_element,
9747                                    ACTION_BORING_1, ACTION_BORING_LAST);
9748           stored_player[i].num_special_action_sleeping =
9749             get_num_special_action(artwork_element,
9750                                    ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9751         }
9752       }
9753
9754       break;
9755     }
9756
9757     case CA_SET_PLAYER_INVENTORY:
9758     {
9759       for (i = 0; i < MAX_PLAYERS; i++)
9760       {
9761         struct PlayerInfo *player = &stored_player[i];
9762         int j, k;
9763
9764         if (trigger_player_bits & (1 << i))
9765         {
9766           int inventory_element = action_arg_element;
9767
9768           if (action_arg == CA_ARG_ELEMENT_TARGET ||
9769               action_arg == CA_ARG_ELEMENT_TRIGGER ||
9770               action_arg == CA_ARG_ELEMENT_ACTION)
9771           {
9772             int element = inventory_element;
9773             int collect_count = element_info[element].collect_count_initial;
9774
9775             if (!IS_CUSTOM_ELEMENT(element))
9776               collect_count = 1;
9777
9778             if (collect_count == 0)
9779               player->inventory_infinite_element = element;
9780             else
9781               for (k = 0; k < collect_count; k++)
9782                 if (player->inventory_size < MAX_INVENTORY_SIZE)
9783                   player->inventory_element[player->inventory_size++] =
9784                     element;
9785           }
9786           else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9787                    action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9788                    action_arg == CA_ARG_INVENTORY_RM_ACTION)
9789           {
9790             if (player->inventory_infinite_element != EL_UNDEFINED &&
9791                 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9792                                      action_arg_element_raw))
9793               player->inventory_infinite_element = EL_UNDEFINED;
9794
9795             for (k = 0, j = 0; j < player->inventory_size; j++)
9796             {
9797               if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9798                                         action_arg_element_raw))
9799                 player->inventory_element[k++] = player->inventory_element[j];
9800             }
9801
9802             player->inventory_size = k;
9803           }
9804           else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9805           {
9806             if (player->inventory_size > 0)
9807             {
9808               for (j = 0; j < player->inventory_size - 1; j++)
9809                 player->inventory_element[j] = player->inventory_element[j + 1];
9810
9811               player->inventory_size--;
9812             }
9813           }
9814           else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9815           {
9816             if (player->inventory_size > 0)
9817               player->inventory_size--;
9818           }
9819           else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9820           {
9821             player->inventory_infinite_element = EL_UNDEFINED;
9822             player->inventory_size = 0;
9823           }
9824           else if (action_arg == CA_ARG_INVENTORY_RESET)
9825           {
9826             player->inventory_infinite_element = EL_UNDEFINED;
9827             player->inventory_size = 0;
9828
9829             if (level.use_initial_inventory[i])
9830             {
9831               for (j = 0; j < level.initial_inventory_size[i]; j++)
9832               {
9833                 int element = level.initial_inventory_content[i][j];
9834                 int collect_count = element_info[element].collect_count_initial;
9835
9836                 if (!IS_CUSTOM_ELEMENT(element))
9837                   collect_count = 1;
9838
9839                 if (collect_count == 0)
9840                   player->inventory_infinite_element = element;
9841                 else
9842                   for (k = 0; k < collect_count; k++)
9843                     if (player->inventory_size < MAX_INVENTORY_SIZE)
9844                       player->inventory_element[player->inventory_size++] =
9845                         element;
9846               }
9847             }
9848           }
9849         }
9850       }
9851
9852       break;
9853     }
9854
9855     /* ---------- CE actions  ---------------------------------------------- */
9856
9857     case CA_SET_CE_VALUE:
9858     {
9859       int last_ce_value = CustomValue[x][y];
9860
9861       CustomValue[x][y] = action_arg_number_new;
9862
9863       if (CustomValue[x][y] != last_ce_value)
9864       {
9865         CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9866         CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9867
9868         if (CustomValue[x][y] == 0)
9869         {
9870           CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9871           CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9872         }
9873       }
9874
9875       break;
9876     }
9877
9878     case CA_SET_CE_SCORE:
9879     {
9880       int last_ce_score = ei->collect_score;
9881
9882       ei->collect_score = action_arg_number_new;
9883
9884       if (ei->collect_score != last_ce_score)
9885       {
9886         CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9887         CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9888
9889         if (ei->collect_score == 0)
9890         {
9891           int xx, yy;
9892
9893           CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9894           CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9895
9896           /*
9897             This is a very special case that seems to be a mixture between
9898             CheckElementChange() and CheckTriggeredElementChange(): while
9899             the first one only affects single elements that are triggered
9900             directly, the second one affects multiple elements in the playfield
9901             that are triggered indirectly by another element. This is a third
9902             case: Changing the CE score always affects multiple identical CEs,
9903             so every affected CE must be checked, not only the single CE for
9904             which the CE score was changed in the first place (as every instance
9905             of that CE shares the same CE score, and therefore also can change)!
9906           */
9907           SCAN_PLAYFIELD(xx, yy)
9908           {
9909             if (Feld[xx][yy] == element)
9910               CheckElementChange(xx, yy, element, EL_UNDEFINED,
9911                                  CE_SCORE_GETS_ZERO);
9912           }
9913         }
9914       }
9915
9916       break;
9917     }
9918
9919     case CA_SET_CE_ARTWORK:
9920     {
9921       int artwork_element = action_arg_element;
9922       boolean reset_frame = FALSE;
9923       int xx, yy;
9924
9925       if (action_arg == CA_ARG_ELEMENT_RESET)
9926         artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9927                            element);
9928
9929       if (ei->gfx_element != artwork_element)
9930         reset_frame = TRUE;
9931
9932       ei->gfx_element = artwork_element;
9933
9934       SCAN_PLAYFIELD(xx, yy)
9935       {
9936         if (Feld[xx][yy] == element)
9937         {
9938           if (reset_frame)
9939           {
9940             ResetGfxAnimation(xx, yy);
9941             ResetRandomAnimationValue(xx, yy);
9942           }
9943
9944           TEST_DrawLevelField(xx, yy);
9945         }
9946       }
9947
9948       break;
9949     }
9950
9951     /* ---------- engine actions  ------------------------------------------ */
9952
9953     case CA_SET_ENGINE_SCAN_MODE:
9954     {
9955       InitPlayfieldScanMode(action_arg);
9956
9957       break;
9958     }
9959
9960     default:
9961       break;
9962   }
9963 }
9964
9965 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9966 {
9967   int old_element = Feld[x][y];
9968   int new_element = GetElementFromGroupElement(element);
9969   int previous_move_direction = MovDir[x][y];
9970   int last_ce_value = CustomValue[x][y];
9971   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9972   boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9973   boolean add_player_onto_element = (new_element_is_player &&
9974                                      new_element != EL_SOKOBAN_FIELD_PLAYER &&
9975                                      IS_WALKABLE(old_element));
9976
9977   if (!add_player_onto_element)
9978   {
9979     if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9980       RemoveMovingField(x, y);
9981     else
9982       RemoveField(x, y);
9983
9984     Feld[x][y] = new_element;
9985
9986     if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9987       MovDir[x][y] = previous_move_direction;
9988
9989     if (element_info[new_element].use_last_ce_value)
9990       CustomValue[x][y] = last_ce_value;
9991
9992     InitField_WithBug1(x, y, FALSE);
9993
9994     new_element = Feld[x][y];   /* element may have changed */
9995
9996     ResetGfxAnimation(x, y);
9997     ResetRandomAnimationValue(x, y);
9998
9999     TEST_DrawLevelField(x, y);
10000
10001     if (GFX_CRUMBLED(new_element))
10002       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10003   }
10004
10005   /* check if element under the player changes from accessible to unaccessible
10006      (needed for special case of dropping element which then changes) */
10007   /* (must be checked after creating new element for walkable group elements) */
10008   if (IS_PLAYER(x, y) && !player_explosion_protected &&
10009       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10010   {
10011     Bang(x, y);
10012
10013     return;
10014   }
10015
10016   /* "ChangeCount" not set yet to allow "entered by player" change one time */
10017   if (new_element_is_player)
10018     RelocatePlayer(x, y, new_element);
10019
10020   if (is_change)
10021     ChangeCount[x][y]++;        /* count number of changes in the same frame */
10022
10023   TestIfBadThingTouchesPlayer(x, y);
10024   TestIfPlayerTouchesCustomElement(x, y);
10025   TestIfElementTouchesCustomElement(x, y);
10026 }
10027
10028 static void CreateField(int x, int y, int element)
10029 {
10030   CreateFieldExt(x, y, element, FALSE);
10031 }
10032
10033 static void CreateElementFromChange(int x, int y, int element)
10034 {
10035   element = GET_VALID_RUNTIME_ELEMENT(element);
10036
10037   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10038   {
10039     int old_element = Feld[x][y];
10040
10041     /* prevent changed element from moving in same engine frame
10042        unless both old and new element can either fall or move */
10043     if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10044         (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10045       Stop[x][y] = TRUE;
10046   }
10047
10048   CreateFieldExt(x, y, element, TRUE);
10049 }
10050
10051 static boolean ChangeElement(int x, int y, int element, int page)
10052 {
10053   struct ElementInfo *ei = &element_info[element];
10054   struct ElementChangeInfo *change = &ei->change_page[page];
10055   int ce_value = CustomValue[x][y];
10056   int ce_score = ei->collect_score;
10057   int target_element;
10058   int old_element = Feld[x][y];
10059
10060   /* always use default change event to prevent running into a loop */
10061   if (ChangeEvent[x][y] == -1)
10062     ChangeEvent[x][y] = CE_DELAY;
10063
10064   if (ChangeEvent[x][y] == CE_DELAY)
10065   {
10066     /* reset actual trigger element, trigger player and action element */
10067     change->actual_trigger_element = EL_EMPTY;
10068     change->actual_trigger_player = EL_EMPTY;
10069     change->actual_trigger_player_bits = CH_PLAYER_NONE;
10070     change->actual_trigger_side = CH_SIDE_NONE;
10071     change->actual_trigger_ce_value = 0;
10072     change->actual_trigger_ce_score = 0;
10073   }
10074
10075   /* do not change elements more than a specified maximum number of changes */
10076   if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10077     return FALSE;
10078
10079   ChangeCount[x][y]++;          /* count number of changes in the same frame */
10080
10081   if (change->explode)
10082   {
10083     Bang(x, y);
10084
10085     return TRUE;
10086   }
10087
10088   if (change->use_target_content)
10089   {
10090     boolean complete_replace = TRUE;
10091     boolean can_replace[3][3];
10092     int xx, yy;
10093
10094     for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10095     {
10096       boolean is_empty;
10097       boolean is_walkable;
10098       boolean is_diggable;
10099       boolean is_collectible;
10100       boolean is_removable;
10101       boolean is_destructible;
10102       int ex = x + xx - 1;
10103       int ey = y + yy - 1;
10104       int content_element = change->target_content.e[xx][yy];
10105       int e;
10106
10107       can_replace[xx][yy] = TRUE;
10108
10109       if (ex == x && ey == y)   /* do not check changing element itself */
10110         continue;
10111
10112       if (content_element == EL_EMPTY_SPACE)
10113       {
10114         can_replace[xx][yy] = FALSE;    /* do not replace border with space */
10115
10116         continue;
10117       }
10118
10119       if (!IN_LEV_FIELD(ex, ey))
10120       {
10121         can_replace[xx][yy] = FALSE;
10122         complete_replace = FALSE;
10123
10124         continue;
10125       }
10126
10127       e = Feld[ex][ey];
10128
10129       if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10130         e = MovingOrBlocked2Element(ex, ey);
10131
10132       is_empty = (IS_FREE(ex, ey) ||
10133                   (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10134
10135       is_walkable     = (is_empty || IS_WALKABLE(e));
10136       is_diggable     = (is_empty || IS_DIGGABLE(e));
10137       is_collectible  = (is_empty || IS_COLLECTIBLE(e));
10138       is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10139       is_removable    = (is_diggable || is_collectible);
10140
10141       can_replace[xx][yy] =
10142         (((change->replace_when == CP_WHEN_EMPTY        && is_empty) ||
10143           (change->replace_when == CP_WHEN_WALKABLE     && is_walkable) ||
10144           (change->replace_when == CP_WHEN_DIGGABLE     && is_diggable) ||
10145           (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
10146           (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
10147           (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10148          !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10149
10150       if (!can_replace[xx][yy])
10151         complete_replace = FALSE;
10152     }
10153
10154     if (!change->only_if_complete || complete_replace)
10155     {
10156       boolean something_has_changed = FALSE;
10157
10158       if (change->only_if_complete && change->use_random_replace &&
10159           RND(100) < change->random_percentage)
10160         return FALSE;
10161
10162       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10163       {
10164         int ex = x + xx - 1;
10165         int ey = y + yy - 1;
10166         int content_element;
10167
10168         if (can_replace[xx][yy] && (!change->use_random_replace ||
10169                                     RND(100) < change->random_percentage))
10170         {
10171           if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10172             RemoveMovingField(ex, ey);
10173
10174           ChangeEvent[ex][ey] = ChangeEvent[x][y];
10175
10176           content_element = change->target_content.e[xx][yy];
10177           target_element = GET_TARGET_ELEMENT(element, content_element, change,
10178                                               ce_value, ce_score);
10179
10180           CreateElementFromChange(ex, ey, target_element);
10181
10182           something_has_changed = TRUE;
10183
10184           /* for symmetry reasons, freeze newly created border elements */
10185           if (ex != x || ey != y)
10186             Stop[ex][ey] = TRUE;        /* no more moving in this frame */
10187         }
10188       }
10189
10190       if (something_has_changed)
10191       {
10192         PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10193         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10194       }
10195     }
10196   }
10197   else
10198   {
10199     target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10200                                         ce_value, ce_score);
10201
10202     if (element == EL_DIAGONAL_GROWING ||
10203         element == EL_DIAGONAL_SHRINKING)
10204     {
10205       target_element = Store[x][y];
10206
10207       Store[x][y] = EL_EMPTY;
10208     }
10209
10210     CreateElementFromChange(x, y, target_element);
10211
10212     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10213     PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10214   }
10215
10216   /* this uses direct change before indirect change */
10217   CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10218
10219   return TRUE;
10220 }
10221
10222 static void HandleElementChange(int x, int y, int page)
10223 {
10224   int element = MovingOrBlocked2Element(x, y);
10225   struct ElementInfo *ei = &element_info[element];
10226   struct ElementChangeInfo *change = &ei->change_page[page];
10227   boolean handle_action_before_change = FALSE;
10228
10229 #ifdef DEBUG
10230   if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10231       !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10232   {
10233     printf("\n\n");
10234     printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10235            x, y, element, element_info[element].token_name);
10236     printf("HandleElementChange(): This should never happen!\n");
10237     printf("\n\n");
10238   }
10239 #endif
10240
10241   /* this can happen with classic bombs on walkable, changing elements */
10242   if (!CAN_CHANGE_OR_HAS_ACTION(element))
10243   {
10244     return;
10245   }
10246
10247   if (ChangeDelay[x][y] == 0)           /* initialize element change */
10248   {
10249     ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10250
10251     if (change->can_change)
10252     {
10253       /* !!! not clear why graphic animation should be reset at all here !!! */
10254       /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10255       /* when a custom element is about to change (for example by change delay),
10256          do not reset graphic animation when the custom element is moving */
10257       if (!IS_MOVING(x, y))
10258       {
10259         ResetGfxAnimation(x, y);
10260         ResetRandomAnimationValue(x, y);
10261       }
10262
10263       if (change->pre_change_function)
10264         change->pre_change_function(x, y);
10265     }
10266   }
10267
10268   ChangeDelay[x][y]--;
10269
10270   if (ChangeDelay[x][y] != 0)           /* continue element change */
10271   {
10272     if (change->can_change)
10273     {
10274       int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10275
10276       if (IS_ANIMATED(graphic))
10277         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10278
10279       if (change->change_function)
10280         change->change_function(x, y);
10281     }
10282   }
10283   else                                  /* finish element change */
10284   {
10285     if (ChangePage[x][y] != -1)         /* remember page from delayed change */
10286     {
10287       page = ChangePage[x][y];
10288       ChangePage[x][y] = -1;
10289
10290       change = &ei->change_page[page];
10291     }
10292
10293     if (IS_MOVING(x, y))                /* never change a running system ;-) */
10294     {
10295       ChangeDelay[x][y] = 1;            /* try change after next move step */
10296       ChangePage[x][y] = page;          /* remember page to use for change */
10297
10298       return;
10299     }
10300
10301     /* special case: set new level random seed before changing element */
10302     if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10303       handle_action_before_change = TRUE;
10304
10305     if (change->has_action && handle_action_before_change)
10306       ExecuteCustomElementAction(x, y, element, page);
10307
10308     if (change->can_change)
10309     {
10310       if (ChangeElement(x, y, element, page))
10311       {
10312         if (change->post_change_function)
10313           change->post_change_function(x, y);
10314       }
10315     }
10316
10317     if (change->has_action && !handle_action_before_change)
10318       ExecuteCustomElementAction(x, y, element, page);
10319   }
10320 }
10321
10322 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10323                                               int trigger_element,
10324                                               int trigger_event,
10325                                               int trigger_player,
10326                                               int trigger_side,
10327                                               int trigger_page)
10328 {
10329   boolean change_done_any = FALSE;
10330   int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10331   int i;
10332
10333   if (!(trigger_events[trigger_element][trigger_event]))
10334     return FALSE;
10335
10336   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10337
10338   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10339   {
10340     int element = EL_CUSTOM_START + i;
10341     boolean change_done = FALSE;
10342     int p;
10343
10344     if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10345         !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10346       continue;
10347
10348     for (p = 0; p < element_info[element].num_change_pages; p++)
10349     {
10350       struct ElementChangeInfo *change = &element_info[element].change_page[p];
10351
10352       if (change->can_change_or_has_action &&
10353           change->has_event[trigger_event] &&
10354           change->trigger_side & trigger_side &&
10355           change->trigger_player & trigger_player &&
10356           change->trigger_page & trigger_page_bits &&
10357           IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10358       {
10359         change->actual_trigger_element = trigger_element;
10360         change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10361         change->actual_trigger_player_bits = trigger_player;
10362         change->actual_trigger_side = trigger_side;
10363         change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10364         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10365
10366         if ((change->can_change && !change_done) || change->has_action)
10367         {
10368           int x, y;
10369
10370           SCAN_PLAYFIELD(x, y)
10371           {
10372             if (Feld[x][y] == element)
10373             {
10374               if (change->can_change && !change_done)
10375               {
10376                 /* if element already changed in this frame, not only prevent
10377                    another element change (checked in ChangeElement()), but
10378                    also prevent additional element actions for this element */
10379
10380                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10381                     !level.use_action_after_change_bug)
10382                   continue;
10383
10384                 ChangeDelay[x][y] = 1;
10385                 ChangeEvent[x][y] = trigger_event;
10386
10387                 HandleElementChange(x, y, p);
10388               }
10389               else if (change->has_action)
10390               {
10391                 /* if element already changed in this frame, not only prevent
10392                    another element change (checked in ChangeElement()), but
10393                    also prevent additional element actions for this element */
10394
10395                 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10396                     !level.use_action_after_change_bug)
10397                   continue;
10398
10399                 ExecuteCustomElementAction(x, y, element, p);
10400                 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10401               }
10402             }
10403           }
10404
10405           if (change->can_change)
10406           {
10407             change_done = TRUE;
10408             change_done_any = TRUE;
10409           }
10410         }
10411       }
10412     }
10413   }
10414
10415   RECURSION_LOOP_DETECTION_END();
10416
10417   return change_done_any;
10418 }
10419
10420 static boolean CheckElementChangeExt(int x, int y,
10421                                      int element,
10422                                      int trigger_element,
10423                                      int trigger_event,
10424                                      int trigger_player,
10425                                      int trigger_side)
10426 {
10427   boolean change_done = FALSE;
10428   int p;
10429
10430   if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10431       !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10432     return FALSE;
10433
10434   if (Feld[x][y] == EL_BLOCKED)
10435   {
10436     Blocked2Moving(x, y, &x, &y);
10437     element = Feld[x][y];
10438   }
10439
10440   /* check if element has already changed or is about to change after moving */
10441   if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10442        Feld[x][y] != element) ||
10443
10444       (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10445        (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10446         ChangePage[x][y] != -1)))
10447     return FALSE;
10448
10449   RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10450
10451   for (p = 0; p < element_info[element].num_change_pages; p++)
10452   {
10453     struct ElementChangeInfo *change = &element_info[element].change_page[p];
10454
10455     /* check trigger element for all events where the element that is checked
10456        for changing interacts with a directly adjacent element -- this is
10457        different to element changes that affect other elements to change on the
10458        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10459     boolean check_trigger_element =
10460       (trigger_event == CE_TOUCHING_X ||
10461        trigger_event == CE_HITTING_X ||
10462        trigger_event == CE_HIT_BY_X ||
10463        trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10464
10465     if (change->can_change_or_has_action &&
10466         change->has_event[trigger_event] &&
10467         change->trigger_side & trigger_side &&
10468         change->trigger_player & trigger_player &&
10469         (!check_trigger_element ||
10470          IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10471     {
10472       change->actual_trigger_element = trigger_element;
10473       change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10474       change->actual_trigger_player_bits = trigger_player;
10475       change->actual_trigger_side = trigger_side;
10476       change->actual_trigger_ce_value = CustomValue[x][y];
10477       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10478
10479       /* special case: trigger element not at (x,y) position for some events */
10480       if (check_trigger_element)
10481       {
10482         static struct
10483         {
10484           int dx, dy;
10485         } move_xy[] =
10486           {
10487             {  0,  0 },
10488             { -1,  0 },
10489             { +1,  0 },
10490             {  0,  0 },
10491             {  0, -1 },
10492             {  0,  0 }, { 0, 0 }, { 0, 0 },
10493             {  0, +1 }
10494           };
10495
10496         int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10497         int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10498
10499         change->actual_trigger_ce_value = CustomValue[xx][yy];
10500         change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10501       }
10502
10503       if (change->can_change && !change_done)
10504       {
10505         ChangeDelay[x][y] = 1;
10506         ChangeEvent[x][y] = trigger_event;
10507
10508         HandleElementChange(x, y, p);
10509
10510         change_done = TRUE;
10511       }
10512       else if (change->has_action)
10513       {
10514         ExecuteCustomElementAction(x, y, element, p);
10515         PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10516       }
10517     }
10518   }
10519
10520   RECURSION_LOOP_DETECTION_END();
10521
10522   return change_done;
10523 }
10524
10525 static void PlayPlayerSound(struct PlayerInfo *player)
10526 {
10527   int jx = player->jx, jy = player->jy;
10528   int sound_element = player->artwork_element;
10529   int last_action = player->last_action_waiting;
10530   int action = player->action_waiting;
10531
10532   if (player->is_waiting)
10533   {
10534     if (action != last_action)
10535       PlayLevelSoundElementAction(jx, jy, sound_element, action);
10536     else
10537       PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10538   }
10539   else
10540   {
10541     if (action != last_action)
10542       StopSound(element_info[sound_element].sound[last_action]);
10543
10544     if (last_action == ACTION_SLEEPING)
10545       PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10546   }
10547 }
10548
10549 static void PlayAllPlayersSound()
10550 {
10551   int i;
10552
10553   for (i = 0; i < MAX_PLAYERS; i++)
10554     if (stored_player[i].active)
10555       PlayPlayerSound(&stored_player[i]);
10556 }
10557
10558 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10559 {
10560   boolean last_waiting = player->is_waiting;
10561   int move_dir = player->MovDir;
10562
10563   player->dir_waiting = move_dir;
10564   player->last_action_waiting = player->action_waiting;
10565
10566   if (is_waiting)
10567   {
10568     if (!last_waiting)          /* not waiting -> waiting */
10569     {
10570       player->is_waiting = TRUE;
10571
10572       player->frame_counter_bored =
10573         FrameCounter +
10574         game.player_boring_delay_fixed +
10575         GetSimpleRandom(game.player_boring_delay_random);
10576       player->frame_counter_sleeping =
10577         FrameCounter +
10578         game.player_sleeping_delay_fixed +
10579         GetSimpleRandom(game.player_sleeping_delay_random);
10580
10581       InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10582     }
10583
10584     if (game.player_sleeping_delay_fixed +
10585         game.player_sleeping_delay_random > 0 &&
10586         player->anim_delay_counter == 0 &&
10587         player->post_delay_counter == 0 &&
10588         FrameCounter >= player->frame_counter_sleeping)
10589       player->is_sleeping = TRUE;
10590     else if (game.player_boring_delay_fixed +
10591              game.player_boring_delay_random > 0 &&
10592              FrameCounter >= player->frame_counter_bored)
10593       player->is_bored = TRUE;
10594
10595     player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10596                               player->is_bored ? ACTION_BORING :
10597                               ACTION_WAITING);
10598
10599     if (player->is_sleeping && player->use_murphy)
10600     {
10601       /* special case for sleeping Murphy when leaning against non-free tile */
10602
10603       if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10604           (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10605            !IS_MOVING(player->jx - 1, player->jy)))
10606         move_dir = MV_LEFT;
10607       else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10608                (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10609                 !IS_MOVING(player->jx + 1, player->jy)))
10610         move_dir = MV_RIGHT;
10611       else
10612         player->is_sleeping = FALSE;
10613
10614       player->dir_waiting = move_dir;
10615     }
10616
10617     if (player->is_sleeping)
10618     {
10619       if (player->num_special_action_sleeping > 0)
10620       {
10621         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10622         {
10623           int last_special_action = player->special_action_sleeping;
10624           int num_special_action = player->num_special_action_sleeping;
10625           int special_action =
10626             (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10627              last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10628              last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10629              last_special_action + 1 : ACTION_SLEEPING);
10630           int special_graphic =
10631             el_act_dir2img(player->artwork_element, special_action, move_dir);
10632
10633           player->anim_delay_counter =
10634             graphic_info[special_graphic].anim_delay_fixed +
10635             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10636           player->post_delay_counter =
10637             graphic_info[special_graphic].post_delay_fixed +
10638             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10639
10640           player->special_action_sleeping = special_action;
10641         }
10642
10643         if (player->anim_delay_counter > 0)
10644         {
10645           player->action_waiting = player->special_action_sleeping;
10646           player->anim_delay_counter--;
10647         }
10648         else if (player->post_delay_counter > 0)
10649         {
10650           player->post_delay_counter--;
10651         }
10652       }
10653     }
10654     else if (player->is_bored)
10655     {
10656       if (player->num_special_action_bored > 0)
10657       {
10658         if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10659         {
10660           int special_action =
10661             ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10662           int special_graphic =
10663             el_act_dir2img(player->artwork_element, special_action, move_dir);
10664
10665           player->anim_delay_counter =
10666             graphic_info[special_graphic].anim_delay_fixed +
10667             GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10668           player->post_delay_counter =
10669             graphic_info[special_graphic].post_delay_fixed +
10670             GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10671
10672           player->special_action_bored = special_action;
10673         }
10674
10675         if (player->anim_delay_counter > 0)
10676         {
10677           player->action_waiting = player->special_action_bored;
10678           player->anim_delay_counter--;
10679         }
10680         else if (player->post_delay_counter > 0)
10681         {
10682           player->post_delay_counter--;
10683         }
10684       }
10685     }
10686   }
10687   else if (last_waiting)        /* waiting -> not waiting */
10688   {
10689     player->is_waiting = FALSE;
10690     player->is_bored = FALSE;
10691     player->is_sleeping = FALSE;
10692
10693     player->frame_counter_bored = -1;
10694     player->frame_counter_sleeping = -1;
10695
10696     player->anim_delay_counter = 0;
10697     player->post_delay_counter = 0;
10698
10699     player->dir_waiting = player->MovDir;
10700     player->action_waiting = ACTION_DEFAULT;
10701
10702     player->special_action_bored = ACTION_DEFAULT;
10703     player->special_action_sleeping = ACTION_DEFAULT;
10704   }
10705 }
10706
10707 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10708 {
10709   static boolean player_was_moving = FALSE;
10710   static boolean player_was_snapping = FALSE;
10711   static boolean player_was_dropping = FALSE;
10712
10713   if ((!player->is_moving  && player_was_moving) ||
10714       (player->MovPos == 0 && player_was_moving) ||
10715       (player->is_snapping && !player_was_snapping) ||
10716       (player->is_dropping && !player_was_dropping))
10717   {
10718     if (!SaveEngineSnapshotToList())
10719       return;
10720
10721     player_was_moving = FALSE;
10722     player_was_snapping = TRUE;
10723     player_was_dropping = TRUE;
10724   }
10725   else
10726   {
10727     if (player->is_moving)
10728       player_was_moving = TRUE;
10729
10730     if (!player->is_snapping)
10731       player_was_snapping = FALSE;
10732
10733     if (!player->is_dropping)
10734       player_was_dropping = FALSE;
10735   }
10736 }
10737
10738 static void CheckSingleStepMode(struct PlayerInfo *player)
10739 {
10740   if (tape.single_step && tape.recording && !tape.pausing)
10741   {
10742     /* as it is called "single step mode", just return to pause mode when the
10743        player stopped moving after one tile (or never starts moving at all) */
10744     if (!player->is_moving && !player->is_pushing)
10745     {
10746       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10747       SnapField(player, 0, 0);                  /* stop snapping */
10748     }
10749   }
10750
10751   CheckSaveEngineSnapshot(player);
10752 }
10753
10754 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10755 {
10756   int left      = player_action & JOY_LEFT;
10757   int right     = player_action & JOY_RIGHT;
10758   int up        = player_action & JOY_UP;
10759   int down      = player_action & JOY_DOWN;
10760   int button1   = player_action & JOY_BUTTON_1;
10761   int button2   = player_action & JOY_BUTTON_2;
10762   int dx        = (left ? -1 : right ? 1 : 0);
10763   int dy        = (up   ? -1 : down  ? 1 : 0);
10764
10765   if (!player->active || tape.pausing)
10766     return 0;
10767
10768   if (player_action)
10769   {
10770     if (button1)
10771       SnapField(player, dx, dy);
10772     else
10773     {
10774       if (button2)
10775         DropElement(player);
10776
10777       MovePlayer(player, dx, dy);
10778     }
10779
10780     CheckSingleStepMode(player);
10781
10782     SetPlayerWaiting(player, FALSE);
10783
10784     return player_action;
10785   }
10786   else
10787   {
10788     /* no actions for this player (no input at player's configured device) */
10789
10790     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10791     SnapField(player, 0, 0);
10792     CheckGravityMovementWhenNotMoving(player);
10793
10794     if (player->MovPos == 0)
10795       SetPlayerWaiting(player, TRUE);
10796
10797     if (player->MovPos == 0)    /* needed for tape.playing */
10798       player->is_moving = FALSE;
10799
10800     player->is_dropping = FALSE;
10801     player->is_dropping_pressed = FALSE;
10802     player->drop_pressed_delay = 0;
10803
10804     CheckSingleStepMode(player);
10805
10806     return 0;
10807   }
10808 }
10809
10810 static void CheckLevelTime()
10811 {
10812   int i;
10813
10814   /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10815   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10816   {
10817     if (level.native_em_level->lev->home == 0)  /* all players at home */
10818     {
10819       PlayerWins(local_player);
10820
10821       AllPlayersGone = TRUE;
10822
10823       level.native_em_level->lev->home = -1;
10824     }
10825
10826     if (level.native_em_level->ply[0]->alive == 0 &&
10827         level.native_em_level->ply[1]->alive == 0 &&
10828         level.native_em_level->ply[2]->alive == 0 &&
10829         level.native_em_level->ply[3]->alive == 0)      /* all dead */
10830       AllPlayersGone = TRUE;
10831   }
10832   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10833   {
10834     if (game_sp.LevelSolved &&
10835         !game_sp.GameOver)                              /* game won */
10836     {
10837       PlayerWins(local_player);
10838
10839       game_sp.GameOver = TRUE;
10840
10841       AllPlayersGone = TRUE;
10842     }
10843
10844     if (game_sp.GameOver)                               /* game lost */
10845       AllPlayersGone = TRUE;
10846   }
10847
10848   if (TimeFrames >= FRAMES_PER_SECOND)
10849   {
10850     TimeFrames = 0;
10851     TapeTime++;
10852
10853     for (i = 0; i < MAX_PLAYERS; i++)
10854     {
10855       struct PlayerInfo *player = &stored_player[i];
10856
10857       if (SHIELD_ON(player))
10858       {
10859         player->shield_normal_time_left--;
10860
10861         if (player->shield_deadly_time_left > 0)
10862           player->shield_deadly_time_left--;
10863       }
10864     }
10865
10866     if (!local_player->LevelSolved && !level.use_step_counter)
10867     {
10868       TimePlayed++;
10869
10870       if (TimeLeft > 0)
10871       {
10872         TimeLeft--;
10873
10874         if (TimeLeft <= 10 && setup.time_limit)
10875           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10876
10877         /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10878            is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10879
10880         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10881
10882         if (!TimeLeft && setup.time_limit)
10883         {
10884           if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10885             level.native_em_level->lev->killed_out_of_time = TRUE;
10886           else
10887             for (i = 0; i < MAX_PLAYERS; i++)
10888               KillPlayer(&stored_player[i]);
10889         }
10890       }
10891       else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10892       {
10893         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10894       }
10895
10896       level.native_em_level->lev->time =
10897         (game.no_time_limit ? TimePlayed : TimeLeft);
10898     }
10899
10900     if (tape.recording || tape.playing)
10901       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10902   }
10903
10904   if (tape.recording || tape.playing)
10905     DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10906
10907   UpdateAndDisplayGameControlValues();
10908 }
10909
10910 void AdvanceFrameAndPlayerCounters(int player_nr)
10911 {
10912   int i;
10913
10914   /* advance frame counters (global frame counter and time frame counter) */
10915   FrameCounter++;
10916   TimeFrames++;
10917
10918   /* advance player counters (counters for move delay, move animation etc.) */
10919   for (i = 0; i < MAX_PLAYERS; i++)
10920   {
10921     boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10922     int move_delay_value = stored_player[i].move_delay_value;
10923     int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10924
10925     if (!advance_player_counters)       /* not all players may be affected */
10926       continue;
10927
10928     if (move_frames == 0)       /* less than one move per game frame */
10929     {
10930       int stepsize = TILEX / move_delay_value;
10931       int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10932       int count = (stored_player[i].is_moving ?
10933                    ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10934
10935       if (count % delay == 0)
10936         move_frames = 1;
10937     }
10938
10939     stored_player[i].Frame += move_frames;
10940
10941     if (stored_player[i].MovPos != 0)
10942       stored_player[i].StepFrame += move_frames;
10943
10944     if (stored_player[i].move_delay > 0)
10945       stored_player[i].move_delay--;
10946
10947     /* due to bugs in previous versions, counter must count up, not down */
10948     if (stored_player[i].push_delay != -1)
10949       stored_player[i].push_delay++;
10950
10951     if (stored_player[i].drop_delay > 0)
10952       stored_player[i].drop_delay--;
10953
10954     if (stored_player[i].is_dropping_pressed)
10955       stored_player[i].drop_pressed_delay++;
10956   }
10957 }
10958
10959 void StartGameActions(boolean init_network_game, boolean record_tape,
10960                       int random_seed)
10961 {
10962   unsigned int new_random_seed = InitRND(random_seed);
10963
10964   if (record_tape)
10965     TapeStartRecording(new_random_seed);
10966
10967 #if defined(NETWORK_AVALIABLE)
10968   if (init_network_game)
10969   {
10970     SendToServer_StartPlaying();
10971
10972     return;
10973   }
10974 #endif
10975
10976   InitGame();
10977 }
10978
10979 void GameActions()
10980 {
10981   static unsigned int game_frame_delay = 0;
10982   unsigned int game_frame_delay_value;
10983   byte *recorded_player_action;
10984   byte summarized_player_action = 0;
10985   byte tape_action[MAX_PLAYERS];
10986   int i;
10987
10988   /* detect endless loops, caused by custom element programming */
10989   if (recursion_loop_detected && recursion_loop_depth == 0)
10990   {
10991     char *message = getStringCat3("Internal Error! Element ",
10992                                   EL_NAME(recursion_loop_element),
10993                                   " caused endless loop! Quit the game?");
10994
10995     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10996           EL_NAME(recursion_loop_element));
10997
10998     RequestQuitGameExt(FALSE, level_editor_test_game, message);
10999
11000     recursion_loop_detected = FALSE;    /* if game should be continued */
11001
11002     free(message);
11003
11004     return;
11005   }
11006
11007   if (game.restart_level)
11008     StartGameActions(options.network, setup.autorecord, level.random_seed);
11009
11010   /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11011   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11012   {
11013     if (level.native_em_level->lev->home == 0)  /* all players at home */
11014     {
11015       PlayerWins(local_player);
11016
11017       AllPlayersGone = TRUE;
11018
11019       level.native_em_level->lev->home = -1;
11020     }
11021
11022     if (level.native_em_level->ply[0]->alive == 0 &&
11023         level.native_em_level->ply[1]->alive == 0 &&
11024         level.native_em_level->ply[2]->alive == 0 &&
11025         level.native_em_level->ply[3]->alive == 0)      /* all dead */
11026       AllPlayersGone = TRUE;
11027   }
11028   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11029   {
11030     if (game_sp.LevelSolved &&
11031         !game_sp.GameOver)                              /* game won */
11032     {
11033       PlayerWins(local_player);
11034
11035       game_sp.GameOver = TRUE;
11036
11037       AllPlayersGone = TRUE;
11038     }
11039
11040     if (game_sp.GameOver)                               /* game lost */
11041       AllPlayersGone = TRUE;
11042   }
11043
11044   if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11045     GameWon();
11046
11047   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11048     TapeStop();
11049
11050   if (game_status != GAME_MODE_PLAYING)         /* status might have changed */
11051     return;
11052
11053   game_frame_delay_value =
11054     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11055
11056   if (tape.playing && tape.warp_forward && !tape.pausing)
11057     game_frame_delay_value = 0;
11058
11059 #if 0
11060   /* ---------- main game synchronization point ---------- */
11061
11062   int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11063
11064   printf("::: skip == %d\n", skip);
11065
11066 #else
11067   /* ---------- main game synchronization point ---------- */
11068
11069   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11070 #endif
11071
11072   if (network_playing && !network_player_action_received)
11073   {
11074     /* try to get network player actions in time */
11075
11076 #if defined(NETWORK_AVALIABLE)
11077     /* last chance to get network player actions without main loop delay */
11078     HandleNetworking();
11079 #endif
11080
11081     /* game was quit by network peer */
11082     if (game_status != GAME_MODE_PLAYING)
11083       return;
11084
11085     if (!network_player_action_received)
11086       return;           /* failed to get network player actions in time */
11087
11088     /* do not yet reset "network_player_action_received" (for tape.pausing) */
11089   }
11090
11091   if (tape.pausing)
11092     return;
11093
11094   /* at this point we know that we really continue executing the game */
11095
11096   network_player_action_received = FALSE;
11097
11098   /* when playing tape, read previously recorded player input from tape data */
11099   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11100
11101   /* TapePlayAction() may return NULL when toggling to "pause before death" */
11102   if (tape.pausing)
11103     return;
11104
11105   if (tape.set_centered_player)
11106   {
11107     game.centered_player_nr_next = tape.centered_player_nr_next;
11108     game.set_centered_player = TRUE;
11109   }
11110
11111   for (i = 0; i < MAX_PLAYERS; i++)
11112   {
11113     summarized_player_action |= stored_player[i].action;
11114
11115     if (!network_playing && (game.team_mode || tape.playing))
11116       stored_player[i].effective_action = stored_player[i].action;
11117   }
11118
11119 #if defined(NETWORK_AVALIABLE)
11120   if (network_playing)
11121     SendToServer_MovePlayer(summarized_player_action);
11122 #endif
11123
11124   if (!options.network && !game.team_mode)
11125     local_player->effective_action = summarized_player_action;
11126
11127   if (tape.recording &&
11128       setup.team_mode &&
11129       setup.input_on_focus &&
11130       game.centered_player_nr != -1)
11131   {
11132     for (i = 0; i < MAX_PLAYERS; i++)
11133       stored_player[i].effective_action =
11134         (i == game.centered_player_nr ? summarized_player_action : 0);
11135   }
11136
11137   if (recorded_player_action != NULL)
11138     for (i = 0; i < MAX_PLAYERS; i++)
11139       stored_player[i].effective_action = recorded_player_action[i];
11140
11141   for (i = 0; i < MAX_PLAYERS; i++)
11142   {
11143     tape_action[i] = stored_player[i].effective_action;
11144
11145     /* (this may happen in the RND game engine if a player was not present on
11146        the playfield on level start, but appeared later from a custom element */
11147     if (setup.team_mode &&
11148         tape.recording &&
11149         tape_action[i] &&
11150         !tape.player_participates[i])
11151       tape.player_participates[i] = TRUE;
11152   }
11153
11154   /* only record actions from input devices, but not programmed actions */
11155   if (tape.recording)
11156     TapeRecordAction(tape_action);
11157
11158 #if USE_NEW_PLAYER_ASSIGNMENTS
11159   // !!! also map player actions in single player mode !!!
11160   // if (game.team_mode)
11161   {
11162     byte mapped_action[MAX_PLAYERS];
11163
11164 #if DEBUG_PLAYER_ACTIONS
11165     printf(":::");
11166     for (i = 0; i < MAX_PLAYERS; i++)
11167       printf(" %d, ", stored_player[i].effective_action);
11168 #endif
11169
11170     for (i = 0; i < MAX_PLAYERS; i++)
11171       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11172
11173     for (i = 0; i < MAX_PLAYERS; i++)
11174       stored_player[i].effective_action = mapped_action[i];
11175
11176 #if DEBUG_PLAYER_ACTIONS
11177     printf(" =>");
11178     for (i = 0; i < MAX_PLAYERS; i++)
11179       printf(" %d, ", stored_player[i].effective_action);
11180     printf("\n");
11181 #endif
11182   }
11183 #if DEBUG_PLAYER_ACTIONS
11184   else
11185   {
11186     printf(":::");
11187     for (i = 0; i < MAX_PLAYERS; i++)
11188       printf(" %d, ", stored_player[i].effective_action);
11189     printf("\n");
11190   }
11191 #endif
11192 #endif
11193
11194   for (i = 0; i < MAX_PLAYERS; i++)
11195   {
11196     // allow engine snapshot in case of changed movement attempt
11197     if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11198         (stored_player[i].effective_action & KEY_MOTION))
11199       game.snapshot.changed_action = TRUE;
11200
11201     // allow engine snapshot in case of snapping/dropping attempt
11202     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11203         (stored_player[i].effective_action & KEY_BUTTON) != 0)
11204       game.snapshot.changed_action = TRUE;
11205
11206     game.snapshot.last_action[i] = stored_player[i].effective_action;
11207   }
11208
11209   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11210   {
11211     GameActions_EM_Main();
11212   }
11213   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11214   {
11215     GameActions_SP_Main();
11216   }
11217   else
11218   {
11219     GameActions_RND_Main();
11220   }
11221
11222   BlitScreenToBitmap(backbuffer);
11223
11224   CheckLevelTime();
11225
11226   AdvanceFrameAndPlayerCounters(-1);    /* advance counters for all players */
11227
11228   if (options.debug)                    /* calculate frames per second */
11229   {
11230     static unsigned int fps_counter = 0;
11231     static int fps_frames = 0;
11232     unsigned int fps_delay_ms = Counter() - fps_counter;
11233
11234     fps_frames++;
11235
11236     if (fps_delay_ms >= 500)    /* calculate fps every 0.5 seconds */
11237     {
11238       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11239
11240       fps_frames = 0;
11241       fps_counter = Counter();
11242     }
11243
11244     redraw_mask |= REDRAW_FPS;
11245   }
11246 }
11247
11248 void GameActions_EM_Main()
11249 {
11250   byte effective_action[MAX_PLAYERS];
11251   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11252   int i;
11253
11254   for (i = 0; i < MAX_PLAYERS; i++)
11255     effective_action[i] = stored_player[i].effective_action;
11256
11257   GameActions_EM(effective_action, warp_mode);
11258 }
11259
11260 void GameActions_SP_Main()
11261 {
11262   byte effective_action[MAX_PLAYERS];
11263   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11264   int i;
11265
11266   for (i = 0; i < MAX_PLAYERS; i++)
11267     effective_action[i] = stored_player[i].effective_action;
11268
11269   GameActions_SP(effective_action, warp_mode);
11270 }
11271
11272 void GameActions_RND_Main()
11273 {
11274   GameActions_RND();
11275 }
11276
11277 void GameActions_RND()
11278 {
11279   int magic_wall_x = 0, magic_wall_y = 0;
11280   int i, x, y, element, graphic;
11281
11282   InitPlayfieldScanModeVars();
11283
11284   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11285   {
11286     SCAN_PLAYFIELD(x, y)
11287     {
11288       ChangeCount[x][y] = 0;
11289       ChangeEvent[x][y] = -1;
11290     }
11291   }
11292
11293   if (game.set_centered_player)
11294   {
11295     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11296
11297     /* switching to "all players" only possible if all players fit to screen */
11298     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11299     {
11300       game.centered_player_nr_next = game.centered_player_nr;
11301       game.set_centered_player = FALSE;
11302     }
11303
11304     /* do not switch focus to non-existing (or non-active) player */
11305     if (game.centered_player_nr_next >= 0 &&
11306         !stored_player[game.centered_player_nr_next].active)
11307     {
11308       game.centered_player_nr_next = game.centered_player_nr;
11309       game.set_centered_player = FALSE;
11310     }
11311   }
11312
11313   if (game.set_centered_player &&
11314       ScreenMovPos == 0)        /* screen currently aligned at tile position */
11315   {
11316     int sx, sy;
11317
11318     if (game.centered_player_nr_next == -1)
11319     {
11320       setScreenCenteredToAllPlayers(&sx, &sy);
11321     }
11322     else
11323     {
11324       sx = stored_player[game.centered_player_nr_next].jx;
11325       sy = stored_player[game.centered_player_nr_next].jy;
11326     }
11327
11328     game.centered_player_nr = game.centered_player_nr_next;
11329     game.set_centered_player = FALSE;
11330
11331     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11332     DrawGameDoorValues();
11333   }
11334
11335   for (i = 0; i < MAX_PLAYERS; i++)
11336   {
11337     int actual_player_action = stored_player[i].effective_action;
11338
11339 #if 1
11340     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11341        - rnd_equinox_tetrachloride 048
11342        - rnd_equinox_tetrachloride_ii 096
11343        - rnd_emanuel_schmieg 002
11344        - doctor_sloan_ww 001, 020
11345     */
11346     if (stored_player[i].MovPos == 0)
11347       CheckGravityMovement(&stored_player[i]);
11348 #endif
11349
11350     /* overwrite programmed action with tape action */
11351     if (stored_player[i].programmed_action)
11352       actual_player_action = stored_player[i].programmed_action;
11353
11354     PlayerActions(&stored_player[i], actual_player_action);
11355
11356     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11357   }
11358
11359   ScrollScreen(NULL, SCROLL_GO_ON);
11360
11361   /* for backwards compatibility, the following code emulates a fixed bug that
11362      occured when pushing elements (causing elements that just made their last
11363      pushing step to already (if possible) make their first falling step in the
11364      same game frame, which is bad); this code is also needed to use the famous
11365      "spring push bug" which is used in older levels and might be wanted to be
11366      used also in newer levels, but in this case the buggy pushing code is only
11367      affecting the "spring" element and no other elements */
11368
11369   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11370   {
11371     for (i = 0; i < MAX_PLAYERS; i++)
11372     {
11373       struct PlayerInfo *player = &stored_player[i];
11374       int x = player->jx;
11375       int y = player->jy;
11376
11377       if (player->active && player->is_pushing && player->is_moving &&
11378           IS_MOVING(x, y) &&
11379           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11380            Feld[x][y] == EL_SPRING))
11381       {
11382         ContinueMoving(x, y);
11383
11384         /* continue moving after pushing (this is actually a bug) */
11385         if (!IS_MOVING(x, y))
11386           Stop[x][y] = FALSE;
11387       }
11388     }
11389   }
11390
11391   SCAN_PLAYFIELD(x, y)
11392   {
11393     ChangeCount[x][y] = 0;
11394     ChangeEvent[x][y] = -1;
11395
11396     /* this must be handled before main playfield loop */
11397     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11398     {
11399       MovDelay[x][y]--;
11400       if (MovDelay[x][y] <= 0)
11401         RemoveField(x, y);
11402     }
11403
11404     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11405     {
11406       MovDelay[x][y]--;
11407       if (MovDelay[x][y] <= 0)
11408       {
11409         RemoveField(x, y);
11410         TEST_DrawLevelField(x, y);
11411
11412         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
11413       }
11414     }
11415
11416 #if DEBUG
11417     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11418     {
11419       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11420       printf("GameActions(): This should never happen!\n");
11421
11422       ChangePage[x][y] = -1;
11423     }
11424 #endif
11425
11426     Stop[x][y] = FALSE;
11427     if (WasJustMoving[x][y] > 0)
11428       WasJustMoving[x][y]--;
11429     if (WasJustFalling[x][y] > 0)
11430       WasJustFalling[x][y]--;
11431     if (CheckCollision[x][y] > 0)
11432       CheckCollision[x][y]--;
11433     if (CheckImpact[x][y] > 0)
11434       CheckImpact[x][y]--;
11435
11436     GfxFrame[x][y]++;
11437
11438     /* reset finished pushing action (not done in ContinueMoving() to allow
11439        continuous pushing animation for elements with zero push delay) */
11440     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11441     {
11442       ResetGfxAnimation(x, y);
11443       TEST_DrawLevelField(x, y);
11444     }
11445
11446 #if DEBUG
11447     if (IS_BLOCKED(x, y))
11448     {
11449       int oldx, oldy;
11450
11451       Blocked2Moving(x, y, &oldx, &oldy);
11452       if (!IS_MOVING(oldx, oldy))
11453       {
11454         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11455         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11456         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11457         printf("GameActions(): This should never happen!\n");
11458       }
11459     }
11460 #endif
11461   }
11462
11463   SCAN_PLAYFIELD(x, y)
11464   {
11465     element = Feld[x][y];
11466     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11467
11468     ResetGfxFrame(x, y, TRUE);
11469
11470     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11471         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11472       ResetRandomAnimationValue(x, y);
11473
11474     SetRandomAnimationValue(x, y);
11475
11476     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11477
11478     if (IS_INACTIVE(element))
11479     {
11480       if (IS_ANIMATED(graphic))
11481         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11482
11483       continue;
11484     }
11485
11486     /* this may take place after moving, so 'element' may have changed */
11487     if (IS_CHANGING(x, y) &&
11488         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11489     {
11490       int page = element_info[element].event_page_nr[CE_DELAY];
11491
11492       HandleElementChange(x, y, page);
11493
11494       element = Feld[x][y];
11495       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11496     }
11497
11498     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11499     {
11500       StartMoving(x, y);
11501
11502       element = Feld[x][y];
11503       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11504
11505       if (IS_ANIMATED(graphic) &&
11506           !IS_MOVING(x, y) &&
11507           !Stop[x][y])
11508         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11509
11510       if (IS_GEM(element) || element == EL_SP_INFOTRON)
11511         TEST_DrawTwinkleOnField(x, y);
11512     }
11513     else if ((element == EL_ACID ||
11514               element == EL_EXIT_OPEN ||
11515               element == EL_EM_EXIT_OPEN ||
11516               element == EL_SP_EXIT_OPEN ||
11517               element == EL_STEEL_EXIT_OPEN ||
11518               element == EL_EM_STEEL_EXIT_OPEN ||
11519               element == EL_SP_TERMINAL ||
11520               element == EL_SP_TERMINAL_ACTIVE ||
11521               element == EL_EXTRA_TIME ||
11522               element == EL_SHIELD_NORMAL ||
11523               element == EL_SHIELD_DEADLY) &&
11524              IS_ANIMATED(graphic))
11525       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11526     else if (IS_MOVING(x, y))
11527       ContinueMoving(x, y);
11528     else if (IS_ACTIVE_BOMB(element))
11529       CheckDynamite(x, y);
11530     else if (element == EL_AMOEBA_GROWING)
11531       AmoebeWaechst(x, y);
11532     else if (element == EL_AMOEBA_SHRINKING)
11533       AmoebaDisappearing(x, y);
11534
11535 #if !USE_NEW_AMOEBA_CODE
11536     else if (IS_AMOEBALIVE(element))
11537       AmoebeAbleger(x, y);
11538 #endif
11539
11540     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11541       Life(x, y);
11542     else if (element == EL_EXIT_CLOSED)
11543       CheckExit(x, y);
11544     else if (element == EL_EM_EXIT_CLOSED)
11545       CheckExitEM(x, y);
11546     else if (element == EL_STEEL_EXIT_CLOSED)
11547       CheckExitSteel(x, y);
11548     else if (element == EL_EM_STEEL_EXIT_CLOSED)
11549       CheckExitSteelEM(x, y);
11550     else if (element == EL_SP_EXIT_CLOSED)
11551       CheckExitSP(x, y);
11552     else if (element == EL_EXPANDABLE_WALL_GROWING ||
11553              element == EL_EXPANDABLE_STEELWALL_GROWING)
11554       MauerWaechst(x, y);
11555     else if (element == EL_EXPANDABLE_WALL ||
11556              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11557              element == EL_EXPANDABLE_WALL_VERTICAL ||
11558              element == EL_EXPANDABLE_WALL_ANY ||
11559              element == EL_BD_EXPANDABLE_WALL)
11560       MauerAbleger(x, y);
11561     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11562              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11563              element == EL_EXPANDABLE_STEELWALL_ANY)
11564       MauerAblegerStahl(x, y);
11565     else if (element == EL_FLAMES)
11566       CheckForDragon(x, y);
11567     else if (element == EL_EXPLOSION)
11568       ; /* drawing of correct explosion animation is handled separately */
11569     else if (element == EL_ELEMENT_SNAPPING ||
11570              element == EL_DIAGONAL_SHRINKING ||
11571              element == EL_DIAGONAL_GROWING)
11572     {
11573       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11574
11575       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11576     }
11577     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11578       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11579
11580     if (IS_BELT_ACTIVE(element))
11581       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11582
11583     if (game.magic_wall_active)
11584     {
11585       int jx = local_player->jx, jy = local_player->jy;
11586
11587       /* play the element sound at the position nearest to the player */
11588       if ((element == EL_MAGIC_WALL_FULL ||
11589            element == EL_MAGIC_WALL_ACTIVE ||
11590            element == EL_MAGIC_WALL_EMPTYING ||
11591            element == EL_BD_MAGIC_WALL_FULL ||
11592            element == EL_BD_MAGIC_WALL_ACTIVE ||
11593            element == EL_BD_MAGIC_WALL_EMPTYING ||
11594            element == EL_DC_MAGIC_WALL_FULL ||
11595            element == EL_DC_MAGIC_WALL_ACTIVE ||
11596            element == EL_DC_MAGIC_WALL_EMPTYING) &&
11597           ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11598       {
11599         magic_wall_x = x;
11600         magic_wall_y = y;
11601       }
11602     }
11603   }
11604
11605 #if USE_NEW_AMOEBA_CODE
11606   /* new experimental amoeba growth stuff */
11607   if (!(FrameCounter % 8))
11608   {
11609     static unsigned int random = 1684108901;
11610
11611     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11612     {
11613       x = RND(lev_fieldx);
11614       y = RND(lev_fieldy);
11615       element = Feld[x][y];
11616
11617       if (!IS_PLAYER(x,y) &&
11618           (element == EL_EMPTY ||
11619            CAN_GROW_INTO(element) ||
11620            element == EL_QUICKSAND_EMPTY ||
11621            element == EL_QUICKSAND_FAST_EMPTY ||
11622            element == EL_ACID_SPLASH_LEFT ||
11623            element == EL_ACID_SPLASH_RIGHT))
11624       {
11625         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11626             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11627             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11628             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11629           Feld[x][y] = EL_AMOEBA_DROP;
11630       }
11631
11632       random = random * 129 + 1;
11633     }
11634   }
11635 #endif
11636
11637   game.explosions_delayed = FALSE;
11638
11639   SCAN_PLAYFIELD(x, y)
11640   {
11641     element = Feld[x][y];
11642
11643     if (ExplodeField[x][y])
11644       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11645     else if (element == EL_EXPLOSION)
11646       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11647
11648     ExplodeField[x][y] = EX_TYPE_NONE;
11649   }
11650
11651   game.explosions_delayed = TRUE;
11652
11653   if (game.magic_wall_active)
11654   {
11655     if (!(game.magic_wall_time_left % 4))
11656     {
11657       int element = Feld[magic_wall_x][magic_wall_y];
11658
11659       if (element == EL_BD_MAGIC_WALL_FULL ||
11660           element == EL_BD_MAGIC_WALL_ACTIVE ||
11661           element == EL_BD_MAGIC_WALL_EMPTYING)
11662         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11663       else if (element == EL_DC_MAGIC_WALL_FULL ||
11664                element == EL_DC_MAGIC_WALL_ACTIVE ||
11665                element == EL_DC_MAGIC_WALL_EMPTYING)
11666         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11667       else
11668         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11669     }
11670
11671     if (game.magic_wall_time_left > 0)
11672     {
11673       game.magic_wall_time_left--;
11674
11675       if (!game.magic_wall_time_left)
11676       {
11677         SCAN_PLAYFIELD(x, y)
11678         {
11679           element = Feld[x][y];
11680
11681           if (element == EL_MAGIC_WALL_ACTIVE ||
11682               element == EL_MAGIC_WALL_FULL)
11683           {
11684             Feld[x][y] = EL_MAGIC_WALL_DEAD;
11685             TEST_DrawLevelField(x, y);
11686           }
11687           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11688                    element == EL_BD_MAGIC_WALL_FULL)
11689           {
11690             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11691             TEST_DrawLevelField(x, y);
11692           }
11693           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11694                    element == EL_DC_MAGIC_WALL_FULL)
11695           {
11696             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11697             TEST_DrawLevelField(x, y);
11698           }
11699         }
11700
11701         game.magic_wall_active = FALSE;
11702       }
11703     }
11704   }
11705
11706   if (game.light_time_left > 0)
11707   {
11708     game.light_time_left--;
11709
11710     if (game.light_time_left == 0)
11711       RedrawAllLightSwitchesAndInvisibleElements();
11712   }
11713
11714   if (game.timegate_time_left > 0)
11715   {
11716     game.timegate_time_left--;
11717
11718     if (game.timegate_time_left == 0)
11719       CloseAllOpenTimegates();
11720   }
11721
11722   if (game.lenses_time_left > 0)
11723   {
11724     game.lenses_time_left--;
11725
11726     if (game.lenses_time_left == 0)
11727       RedrawAllInvisibleElementsForLenses();
11728   }
11729
11730   if (game.magnify_time_left > 0)
11731   {
11732     game.magnify_time_left--;
11733
11734     if (game.magnify_time_left == 0)
11735       RedrawAllInvisibleElementsForMagnifier();
11736   }
11737
11738   for (i = 0; i < MAX_PLAYERS; i++)
11739   {
11740     struct PlayerInfo *player = &stored_player[i];
11741
11742     if (SHIELD_ON(player))
11743     {
11744       if (player->shield_deadly_time_left)
11745         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11746       else if (player->shield_normal_time_left)
11747         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11748     }
11749   }
11750
11751 #if USE_DELAYED_GFX_REDRAW
11752   SCAN_PLAYFIELD(x, y)
11753   {
11754     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11755     {
11756       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11757          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11758
11759       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11760         DrawLevelField(x, y);
11761
11762       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11763         DrawLevelFieldCrumbled(x, y);
11764
11765       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11766         DrawLevelFieldCrumbledNeighbours(x, y);
11767
11768       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11769         DrawTwinkleOnField(x, y);
11770     }
11771
11772     GfxRedraw[x][y] = GFX_REDRAW_NONE;
11773   }
11774 #endif
11775
11776   DrawAllPlayers();
11777   PlayAllPlayersSound();
11778
11779   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11780   {
11781     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11782
11783     local_player->show_envelope = 0;
11784   }
11785
11786   /* use random number generator in every frame to make it less predictable */
11787   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11788     RND(1);
11789 }
11790
11791 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11792 {
11793   int min_x = x, min_y = y, max_x = x, max_y = y;
11794   int i;
11795
11796   for (i = 0; i < MAX_PLAYERS; i++)
11797   {
11798     int jx = stored_player[i].jx, jy = stored_player[i].jy;
11799
11800     if (!stored_player[i].active || &stored_player[i] == player)
11801       continue;
11802
11803     min_x = MIN(min_x, jx);
11804     min_y = MIN(min_y, jy);
11805     max_x = MAX(max_x, jx);
11806     max_y = MAX(max_y, jy);
11807   }
11808
11809   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11810 }
11811
11812 static boolean AllPlayersInVisibleScreen()
11813 {
11814   int i;
11815
11816   for (i = 0; i < MAX_PLAYERS; i++)
11817   {
11818     int jx = stored_player[i].jx, jy = stored_player[i].jy;
11819
11820     if (!stored_player[i].active)
11821       continue;
11822
11823     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11824       return FALSE;
11825   }
11826
11827   return TRUE;
11828 }
11829
11830 void ScrollLevel(int dx, int dy)
11831 {
11832   int scroll_offset = 2 * TILEX_VAR;
11833   int x, y;
11834
11835   BlitBitmap(drawto_field, drawto_field,
11836              FX + TILEX_VAR * (dx == -1) - scroll_offset,
11837              FY + TILEY_VAR * (dy == -1) - scroll_offset,
11838              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11839              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11840              FX + TILEX_VAR * (dx == 1) - scroll_offset,
11841              FY + TILEY_VAR * (dy == 1) - scroll_offset);
11842
11843   if (dx != 0)
11844   {
11845     x = (dx == 1 ? BX1 : BX2);
11846     for (y = BY1; y <= BY2; y++)
11847       DrawScreenField(x, y);
11848   }
11849
11850   if (dy != 0)
11851   {
11852     y = (dy == 1 ? BY1 : BY2);
11853     for (x = BX1; x <= BX2; x++)
11854       DrawScreenField(x, y);
11855   }
11856
11857   redraw_mask |= REDRAW_FIELD;
11858 }
11859
11860 static boolean canFallDown(struct PlayerInfo *player)
11861 {
11862   int jx = player->jx, jy = player->jy;
11863
11864   return (IN_LEV_FIELD(jx, jy + 1) &&
11865           (IS_FREE(jx, jy + 1) ||
11866            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11867           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11868           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11869 }
11870
11871 static boolean canPassField(int x, int y, int move_dir)
11872 {
11873   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11874   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11875   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
11876   int nextx = x + dx;
11877   int nexty = y + dy;
11878   int element = Feld[x][y];
11879
11880   return (IS_PASSABLE_FROM(element, opposite_dir) &&
11881           !CAN_MOVE(element) &&
11882           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11883           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11884           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11885 }
11886
11887 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11888 {
11889   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11890   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11891   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
11892   int newx = x + dx;
11893   int newy = y + dy;
11894
11895   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11896           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11897           (IS_DIGGABLE(Feld[newx][newy]) ||
11898            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11899            canPassField(newx, newy, move_dir)));
11900 }
11901
11902 static void CheckGravityMovement(struct PlayerInfo *player)
11903 {
11904   if (player->gravity && !player->programmed_action)
11905   {
11906     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11907     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
11908     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11909     int jx = player->jx, jy = player->jy;
11910     boolean player_is_moving_to_valid_field =
11911       (!player_is_snapping &&
11912        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11913         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11914     boolean player_can_fall_down = canFallDown(player);
11915
11916     if (player_can_fall_down &&
11917         !player_is_moving_to_valid_field)
11918       player->programmed_action = MV_DOWN;
11919   }
11920 }
11921
11922 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11923 {
11924   return CheckGravityMovement(player);
11925
11926   if (player->gravity && !player->programmed_action)
11927   {
11928     int jx = player->jx, jy = player->jy;
11929     boolean field_under_player_is_free =
11930       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11931     boolean player_is_standing_on_valid_field =
11932       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11933        (IS_WALKABLE(Feld[jx][jy]) &&
11934         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11935
11936     if (field_under_player_is_free && !player_is_standing_on_valid_field)
11937       player->programmed_action = MV_DOWN;
11938   }
11939 }
11940
11941 /*
11942   MovePlayerOneStep()
11943   -----------------------------------------------------------------------------
11944   dx, dy:               direction (non-diagonal) to try to move the player to
11945   real_dx, real_dy:     direction as read from input device (can be diagonal)
11946 */
11947
11948 boolean MovePlayerOneStep(struct PlayerInfo *player,
11949                           int dx, int dy, int real_dx, int real_dy)
11950 {
11951   int jx = player->jx, jy = player->jy;
11952   int new_jx = jx + dx, new_jy = jy + dy;
11953   int can_move;
11954   boolean player_can_move = !player->cannot_move;
11955
11956   if (!player->active || (!dx && !dy))
11957     return MP_NO_ACTION;
11958
11959   player->MovDir = (dx < 0 ? MV_LEFT :
11960                     dx > 0 ? MV_RIGHT :
11961                     dy < 0 ? MV_UP :
11962                     dy > 0 ? MV_DOWN :  MV_NONE);
11963
11964   if (!IN_LEV_FIELD(new_jx, new_jy))
11965     return MP_NO_ACTION;
11966
11967   if (!player_can_move)
11968   {
11969     if (player->MovPos == 0)
11970     {
11971       player->is_moving = FALSE;
11972       player->is_digging = FALSE;
11973       player->is_collecting = FALSE;
11974       player->is_snapping = FALSE;
11975       player->is_pushing = FALSE;
11976     }
11977   }
11978
11979   if (!options.network && game.centered_player_nr == -1 &&
11980       !AllPlayersInSight(player, new_jx, new_jy))
11981     return MP_NO_ACTION;
11982
11983   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11984   if (can_move != MP_MOVING)
11985     return can_move;
11986
11987   /* check if DigField() has caused relocation of the player */
11988   if (player->jx != jx || player->jy != jy)
11989     return MP_NO_ACTION;        /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11990
11991   StorePlayer[jx][jy] = 0;
11992   player->last_jx = jx;
11993   player->last_jy = jy;
11994   player->jx = new_jx;
11995   player->jy = new_jy;
11996   StorePlayer[new_jx][new_jy] = player->element_nr;
11997
11998   if (player->move_delay_value_next != -1)
11999   {
12000     player->move_delay_value = player->move_delay_value_next;
12001     player->move_delay_value_next = -1;
12002   }
12003
12004   player->MovPos =
12005     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12006
12007   player->step_counter++;
12008
12009   PlayerVisit[jx][jy] = FrameCounter;
12010
12011   player->is_moving = TRUE;
12012
12013 #if 1
12014   /* should better be called in MovePlayer(), but this breaks some tapes */
12015   ScrollPlayer(player, SCROLL_INIT);
12016 #endif
12017
12018   return MP_MOVING;
12019 }
12020
12021 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12022 {
12023   int jx = player->jx, jy = player->jy;
12024   int old_jx = jx, old_jy = jy;
12025   int moved = MP_NO_ACTION;
12026
12027   if (!player->active)
12028     return FALSE;
12029
12030   if (!dx && !dy)
12031   {
12032     if (player->MovPos == 0)
12033     {
12034       player->is_moving = FALSE;
12035       player->is_digging = FALSE;
12036       player->is_collecting = FALSE;
12037       player->is_snapping = FALSE;
12038       player->is_pushing = FALSE;
12039     }
12040
12041     return FALSE;
12042   }
12043
12044   if (player->move_delay > 0)
12045     return FALSE;
12046
12047   player->move_delay = -1;              /* set to "uninitialized" value */
12048
12049   /* store if player is automatically moved to next field */
12050   player->is_auto_moving = (player->programmed_action != MV_NONE);
12051
12052   /* remove the last programmed player action */
12053   player->programmed_action = 0;
12054
12055   if (player->MovPos)
12056   {
12057     /* should only happen if pre-1.2 tape recordings are played */
12058     /* this is only for backward compatibility */
12059
12060     int original_move_delay_value = player->move_delay_value;
12061
12062 #if DEBUG
12063     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12064            tape.counter);
12065 #endif
12066
12067     /* scroll remaining steps with finest movement resolution */
12068     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12069
12070     while (player->MovPos)
12071     {
12072       ScrollPlayer(player, SCROLL_GO_ON);
12073       ScrollScreen(NULL, SCROLL_GO_ON);
12074
12075       AdvanceFrameAndPlayerCounters(player->index_nr);
12076
12077       DrawAllPlayers();
12078       BackToFront();
12079     }
12080
12081     player->move_delay_value = original_move_delay_value;
12082   }
12083
12084   player->is_active = FALSE;
12085
12086   if (player->last_move_dir & MV_HORIZONTAL)
12087   {
12088     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12089       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12090   }
12091   else
12092   {
12093     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12094       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12095   }
12096
12097   if (!moved && !player->is_active)
12098   {
12099     player->is_moving = FALSE;
12100     player->is_digging = FALSE;
12101     player->is_collecting = FALSE;
12102     player->is_snapping = FALSE;
12103     player->is_pushing = FALSE;
12104   }
12105
12106   jx = player->jx;
12107   jy = player->jy;
12108
12109   if (moved & MP_MOVING && !ScreenMovPos &&
12110       (player->index_nr == game.centered_player_nr ||
12111        game.centered_player_nr == -1))
12112   {
12113     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12114     int offset = game.scroll_delay_value;
12115
12116     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12117     {
12118       /* actual player has left the screen -- scroll in that direction */
12119       if (jx != old_jx)         /* player has moved horizontally */
12120         scroll_x += (jx - old_jx);
12121       else                      /* player has moved vertically */
12122         scroll_y += (jy - old_jy);
12123     }
12124     else
12125     {
12126       if (jx != old_jx)         /* player has moved horizontally */
12127       {
12128         if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
12129             (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12130           scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12131
12132         /* don't scroll over playfield boundaries */
12133         if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12134           scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12135
12136         /* don't scroll more than one field at a time */
12137         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12138
12139         /* don't scroll against the player's moving direction */
12140         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12141             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12142           scroll_x = old_scroll_x;
12143       }
12144       else                      /* player has moved vertically */
12145       {
12146         if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
12147             (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12148           scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12149
12150         /* don't scroll over playfield boundaries */
12151         if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12152           scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12153
12154         /* don't scroll more than one field at a time */
12155         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12156
12157         /* don't scroll against the player's moving direction */
12158         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
12159             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12160           scroll_y = old_scroll_y;
12161       }
12162     }
12163
12164     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12165     {
12166       if (!options.network && game.centered_player_nr == -1 &&
12167           !AllPlayersInVisibleScreen())
12168       {
12169         scroll_x = old_scroll_x;
12170         scroll_y = old_scroll_y;
12171       }
12172       else
12173       {
12174         ScrollScreen(player, SCROLL_INIT);
12175         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12176       }
12177     }
12178   }
12179
12180   player->StepFrame = 0;
12181
12182   if (moved & MP_MOVING)
12183   {
12184     if (old_jx != jx && old_jy == jy)
12185       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12186     else if (old_jx == jx && old_jy != jy)
12187       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12188
12189     TEST_DrawLevelField(jx, jy);        /* for "crumbled sand" */
12190
12191     player->last_move_dir = player->MovDir;
12192     player->is_moving = TRUE;
12193     player->is_snapping = FALSE;
12194     player->is_switching = FALSE;
12195     player->is_dropping = FALSE;
12196     player->is_dropping_pressed = FALSE;
12197     player->drop_pressed_delay = 0;
12198
12199 #if 0
12200     /* should better be called here than above, but this breaks some tapes */
12201     ScrollPlayer(player, SCROLL_INIT);
12202 #endif
12203   }
12204   else
12205   {
12206     CheckGravityMovementWhenNotMoving(player);
12207
12208     player->is_moving = FALSE;
12209
12210     /* at this point, the player is allowed to move, but cannot move right now
12211        (e.g. because of something blocking the way) -- ensure that the player
12212        is also allowed to move in the next frame (in old versions before 3.1.1,
12213        the player was forced to wait again for eight frames before next try) */
12214
12215     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12216       player->move_delay = 0;   /* allow direct movement in the next frame */
12217   }
12218
12219   if (player->move_delay == -1)         /* not yet initialized by DigField() */
12220     player->move_delay = player->move_delay_value;
12221
12222   if (game.engine_version < VERSION_IDENT(3,0,7,0))
12223   {
12224     TestIfPlayerTouchesBadThing(jx, jy);
12225     TestIfPlayerTouchesCustomElement(jx, jy);
12226   }
12227
12228   if (!player->active)
12229     RemovePlayer(player);
12230
12231   return moved;
12232 }
12233
12234 void ScrollPlayer(struct PlayerInfo *player, int mode)
12235 {
12236   int jx = player->jx, jy = player->jy;
12237   int last_jx = player->last_jx, last_jy = player->last_jy;
12238   int move_stepsize = TILEX / player->move_delay_value;
12239
12240   if (!player->active)
12241     return;
12242
12243   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      /* player not moving */
12244     return;
12245
12246   if (mode == SCROLL_INIT)
12247   {
12248     player->actual_frame_counter = FrameCounter;
12249     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12250
12251     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12252         Feld[last_jx][last_jy] == EL_EMPTY)
12253     {
12254       int last_field_block_delay = 0;   /* start with no blocking at all */
12255       int block_delay_adjustment = player->block_delay_adjustment;
12256
12257       /* if player blocks last field, add delay for exactly one move */
12258       if (player->block_last_field)
12259       {
12260         last_field_block_delay += player->move_delay_value;
12261
12262         /* when blocking enabled, prevent moving up despite gravity */
12263         if (player->gravity && player->MovDir == MV_UP)
12264           block_delay_adjustment = -1;
12265       }
12266
12267       /* add block delay adjustment (also possible when not blocking) */
12268       last_field_block_delay += block_delay_adjustment;
12269
12270       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12271       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12272     }
12273
12274     if (player->MovPos != 0)    /* player has not yet reached destination */
12275       return;
12276   }
12277   else if (!FrameReached(&player->actual_frame_counter, 1))
12278     return;
12279
12280   if (player->MovPos != 0)
12281   {
12282     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12283     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12284
12285     /* before DrawPlayer() to draw correct player graphic for this case */
12286     if (player->MovPos == 0)
12287       CheckGravityMovement(player);
12288   }
12289
12290   if (player->MovPos == 0)      /* player reached destination field */
12291   {
12292     if (player->move_delay_reset_counter > 0)
12293     {
12294       player->move_delay_reset_counter--;
12295
12296       if (player->move_delay_reset_counter == 0)
12297       {
12298         /* continue with normal speed after quickly moving through gate */
12299         HALVE_PLAYER_SPEED(player);
12300
12301         /* be able to make the next move without delay */
12302         player->move_delay = 0;
12303       }
12304     }
12305
12306     player->last_jx = jx;
12307     player->last_jy = jy;
12308
12309     if (Feld[jx][jy] == EL_EXIT_OPEN ||
12310         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12311         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12312         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12313         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12314         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12315         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12316         Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
12317     {
12318       DrawPlayer(player);       /* needed here only to cleanup last field */
12319       RemovePlayer(player);
12320
12321       if (local_player->friends_still_needed == 0 ||
12322           IS_SP_ELEMENT(Feld[jx][jy]))
12323         PlayerWins(player);
12324     }
12325
12326     /* this breaks one level: "machine", level 000 */
12327     {
12328       int move_direction = player->MovDir;
12329       int enter_side = MV_DIR_OPPOSITE(move_direction);
12330       int leave_side = move_direction;
12331       int old_jx = last_jx;
12332       int old_jy = last_jy;
12333       int old_element = Feld[old_jx][old_jy];
12334       int new_element = Feld[jx][jy];
12335
12336       if (IS_CUSTOM_ELEMENT(old_element))
12337         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12338                                    CE_LEFT_BY_PLAYER,
12339                                    player->index_bit, leave_side);
12340
12341       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12342                                           CE_PLAYER_LEAVES_X,
12343                                           player->index_bit, leave_side);
12344
12345       if (IS_CUSTOM_ELEMENT(new_element))
12346         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12347                                    player->index_bit, enter_side);
12348
12349       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12350                                           CE_PLAYER_ENTERS_X,
12351                                           player->index_bit, enter_side);
12352
12353       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12354                                         CE_MOVE_OF_X, move_direction);
12355     }
12356
12357     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12358     {
12359       TestIfPlayerTouchesBadThing(jx, jy);
12360       TestIfPlayerTouchesCustomElement(jx, jy);
12361
12362       /* needed because pushed element has not yet reached its destination,
12363          so it would trigger a change event at its previous field location */
12364       if (!player->is_pushing)
12365         TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
12366
12367       if (!player->active)
12368         RemovePlayer(player);
12369     }
12370
12371     if (!local_player->LevelSolved && level.use_step_counter)
12372     {
12373       int i;
12374
12375       TimePlayed++;
12376
12377       if (TimeLeft > 0)
12378       {
12379         TimeLeft--;
12380
12381         if (TimeLeft <= 10 && setup.time_limit)
12382           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12383
12384         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12385
12386         DisplayGameControlValues();
12387
12388         if (!TimeLeft && setup.time_limit)
12389           for (i = 0; i < MAX_PLAYERS; i++)
12390             KillPlayer(&stored_player[i]);
12391       }
12392       else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12393       {
12394         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12395
12396         DisplayGameControlValues();
12397       }
12398     }
12399
12400     if (tape.single_step && tape.recording && !tape.pausing &&
12401         !player->programmed_action)
12402       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12403
12404     if (!player->programmed_action)
12405       CheckSaveEngineSnapshot(player);
12406   }
12407 }
12408
12409 void ScrollScreen(struct PlayerInfo *player, int mode)
12410 {
12411   static unsigned int screen_frame_counter = 0;
12412
12413   if (mode == SCROLL_INIT)
12414   {
12415     /* set scrolling step size according to actual player's moving speed */
12416     ScrollStepSize = TILEX / player->move_delay_value;
12417
12418     screen_frame_counter = FrameCounter;
12419     ScreenMovDir = player->MovDir;
12420     ScreenMovPos = player->MovPos;
12421     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12422     return;
12423   }
12424   else if (!FrameReached(&screen_frame_counter, 1))
12425     return;
12426
12427   if (ScreenMovPos)
12428   {
12429     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12430     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12431     redraw_mask |= REDRAW_FIELD;
12432   }
12433   else
12434     ScreenMovDir = MV_NONE;
12435 }
12436
12437 void TestIfPlayerTouchesCustomElement(int x, int y)
12438 {
12439   static int xy[4][2] =
12440   {
12441     { 0, -1 },
12442     { -1, 0 },
12443     { +1, 0 },
12444     { 0, +1 }
12445   };
12446   static int trigger_sides[4][2] =
12447   {
12448     /* center side       border side */
12449     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
12450     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
12451     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
12452     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
12453   };
12454   static int touch_dir[4] =
12455   {
12456     MV_LEFT | MV_RIGHT,
12457     MV_UP   | MV_DOWN,
12458     MV_UP   | MV_DOWN,
12459     MV_LEFT | MV_RIGHT
12460   };
12461   int center_element = Feld[x][y];      /* should always be non-moving! */
12462   int i;
12463
12464   for (i = 0; i < NUM_DIRECTIONS; i++)
12465   {
12466     int xx = x + xy[i][0];
12467     int yy = y + xy[i][1];
12468     int center_side = trigger_sides[i][0];
12469     int border_side = trigger_sides[i][1];
12470     int border_element;
12471
12472     if (!IN_LEV_FIELD(xx, yy))
12473       continue;
12474
12475     if (IS_PLAYER(x, y))                /* player found at center element */
12476     {
12477       struct PlayerInfo *player = PLAYERINFO(x, y);
12478
12479       if (game.engine_version < VERSION_IDENT(3,0,7,0))
12480         border_element = Feld[xx][yy];          /* may be moving! */
12481       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12482         border_element = Feld[xx][yy];
12483       else if (MovDir[xx][yy] & touch_dir[i])   /* elements are touching */
12484         border_element = MovingOrBlocked2Element(xx, yy);
12485       else
12486         continue;               /* center and border element do not touch */
12487
12488       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12489                                  player->index_bit, border_side);
12490       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12491                                           CE_PLAYER_TOUCHES_X,
12492                                           player->index_bit, border_side);
12493
12494       {
12495         /* use player element that is initially defined in the level playfield,
12496            not the player element that corresponds to the runtime player number
12497            (example: a level that contains EL_PLAYER_3 as the only player would
12498            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12499         int player_element = PLAYERINFO(x, y)->initial_element;
12500
12501         CheckElementChangeBySide(xx, yy, border_element, player_element,
12502                                  CE_TOUCHING_X, border_side);
12503       }
12504     }
12505     else if (IS_PLAYER(xx, yy))         /* player found at border element */
12506     {
12507       struct PlayerInfo *player = PLAYERINFO(xx, yy);
12508
12509       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12510       {
12511         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12512           continue;             /* center and border element do not touch */
12513       }
12514
12515       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12516                                  player->index_bit, center_side);
12517       CheckTriggeredElementChangeByPlayer(x, y, center_element,
12518                                           CE_PLAYER_TOUCHES_X,
12519                                           player->index_bit, center_side);
12520
12521       {
12522         /* use player element that is initially defined in the level playfield,
12523            not the player element that corresponds to the runtime player number
12524            (example: a level that contains EL_PLAYER_3 as the only player would
12525            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12526         int player_element = PLAYERINFO(xx, yy)->initial_element;
12527
12528         CheckElementChangeBySide(x, y, center_element, player_element,
12529                                  CE_TOUCHING_X, center_side);
12530       }
12531
12532       break;
12533     }
12534   }
12535 }
12536
12537 void TestIfElementTouchesCustomElement(int x, int y)
12538 {
12539   static int xy[4][2] =
12540   {
12541     { 0, -1 },
12542     { -1, 0 },
12543     { +1, 0 },
12544     { 0, +1 }
12545   };
12546   static int trigger_sides[4][2] =
12547   {
12548     /* center side      border side */
12549     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
12550     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
12551     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
12552     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
12553   };
12554   static int touch_dir[4] =
12555   {
12556     MV_LEFT | MV_RIGHT,
12557     MV_UP   | MV_DOWN,
12558     MV_UP   | MV_DOWN,
12559     MV_LEFT | MV_RIGHT
12560   };
12561   boolean change_center_element = FALSE;
12562   int center_element = Feld[x][y];      /* should always be non-moving! */
12563   int border_element_old[NUM_DIRECTIONS];
12564   int i;
12565
12566   for (i = 0; i < NUM_DIRECTIONS; i++)
12567   {
12568     int xx = x + xy[i][0];
12569     int yy = y + xy[i][1];
12570     int border_element;
12571
12572     border_element_old[i] = -1;
12573
12574     if (!IN_LEV_FIELD(xx, yy))
12575       continue;
12576
12577     if (game.engine_version < VERSION_IDENT(3,0,7,0))
12578       border_element = Feld[xx][yy];    /* may be moving! */
12579     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12580       border_element = Feld[xx][yy];
12581     else if (MovDir[xx][yy] & touch_dir[i])     /* elements are touching */
12582       border_element = MovingOrBlocked2Element(xx, yy);
12583     else
12584       continue;                 /* center and border element do not touch */
12585
12586     border_element_old[i] = border_element;
12587   }
12588
12589   for (i = 0; i < NUM_DIRECTIONS; i++)
12590   {
12591     int xx = x + xy[i][0];
12592     int yy = y + xy[i][1];
12593     int center_side = trigger_sides[i][0];
12594     int border_element = border_element_old[i];
12595
12596     if (border_element == -1)
12597       continue;
12598
12599     /* check for change of border element */
12600     CheckElementChangeBySide(xx, yy, border_element, center_element,
12601                              CE_TOUCHING_X, center_side);
12602
12603     /* (center element cannot be player, so we dont have to check this here) */
12604   }
12605
12606   for (i = 0; i < NUM_DIRECTIONS; i++)
12607   {
12608     int xx = x + xy[i][0];
12609     int yy = y + xy[i][1];
12610     int border_side = trigger_sides[i][1];
12611     int border_element = border_element_old[i];
12612
12613     if (border_element == -1)
12614       continue;
12615
12616     /* check for change of center element (but change it only once) */
12617     if (!change_center_element)
12618       change_center_element =
12619         CheckElementChangeBySide(x, y, center_element, border_element,
12620                                  CE_TOUCHING_X, border_side);
12621
12622     if (IS_PLAYER(xx, yy))
12623     {
12624       /* use player element that is initially defined in the level playfield,
12625          not the player element that corresponds to the runtime player number
12626          (example: a level that contains EL_PLAYER_3 as the only player would
12627          incorrectly give EL_PLAYER_1 for "player->element_nr") */
12628       int player_element = PLAYERINFO(xx, yy)->initial_element;
12629
12630       CheckElementChangeBySide(x, y, center_element, player_element,
12631                                CE_TOUCHING_X, border_side);
12632     }
12633   }
12634 }
12635
12636 void TestIfElementHitsCustomElement(int x, int y, int direction)
12637 {
12638   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12639   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
12640   int hitx = x + dx, hity = y + dy;
12641   int hitting_element = Feld[x][y];
12642   int touched_element;
12643
12644   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12645     return;
12646
12647   touched_element = (IN_LEV_FIELD(hitx, hity) ?
12648                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12649
12650   if (IN_LEV_FIELD(hitx, hity))
12651   {
12652     int opposite_direction = MV_DIR_OPPOSITE(direction);
12653     int hitting_side = direction;
12654     int touched_side = opposite_direction;
12655     boolean object_hit = (!IS_MOVING(hitx, hity) ||
12656                           MovDir[hitx][hity] != direction ||
12657                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
12658
12659     object_hit = TRUE;
12660
12661     if (object_hit)
12662     {
12663       CheckElementChangeBySide(x, y, hitting_element, touched_element,
12664                                CE_HITTING_X, touched_side);
12665
12666       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12667                                CE_HIT_BY_X, hitting_side);
12668
12669       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12670                                CE_HIT_BY_SOMETHING, opposite_direction);
12671
12672       if (IS_PLAYER(hitx, hity))
12673       {
12674         /* use player element that is initially defined in the level playfield,
12675            not the player element that corresponds to the runtime player number
12676            (example: a level that contains EL_PLAYER_3 as the only player would
12677            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12678         int player_element = PLAYERINFO(hitx, hity)->initial_element;
12679
12680         CheckElementChangeBySide(x, y, hitting_element, player_element,
12681                                  CE_HITTING_X, touched_side);
12682       }
12683     }
12684   }
12685
12686   /* "hitting something" is also true when hitting the playfield border */
12687   CheckElementChangeBySide(x, y, hitting_element, touched_element,
12688                            CE_HITTING_SOMETHING, direction);
12689 }
12690
12691 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12692 {
12693   int i, kill_x = -1, kill_y = -1;
12694
12695   int bad_element = -1;
12696   static int test_xy[4][2] =
12697   {
12698     { 0, -1 },
12699     { -1, 0 },
12700     { +1, 0 },
12701     { 0, +1 }
12702   };
12703   static int test_dir[4] =
12704   {
12705     MV_UP,
12706     MV_LEFT,
12707     MV_RIGHT,
12708     MV_DOWN
12709   };
12710
12711   for (i = 0; i < NUM_DIRECTIONS; i++)
12712   {
12713     int test_x, test_y, test_move_dir, test_element;
12714
12715     test_x = good_x + test_xy[i][0];
12716     test_y = good_y + test_xy[i][1];
12717
12718     if (!IN_LEV_FIELD(test_x, test_y))
12719       continue;
12720
12721     test_move_dir =
12722       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12723
12724     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12725
12726     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12727        2nd case: DONT_TOUCH style bad thing does not move away from good thing
12728     */
12729     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12730         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
12731     {
12732       kill_x = test_x;
12733       kill_y = test_y;
12734       bad_element = test_element;
12735
12736       break;
12737     }
12738   }
12739
12740   if (kill_x != -1 || kill_y != -1)
12741   {
12742     if (IS_PLAYER(good_x, good_y))
12743     {
12744       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12745
12746       if (player->shield_deadly_time_left > 0 &&
12747           !IS_INDESTRUCTIBLE(bad_element))
12748         Bang(kill_x, kill_y);
12749       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12750         KillPlayer(player);
12751     }
12752     else
12753       Bang(good_x, good_y);
12754   }
12755 }
12756
12757 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12758 {
12759   int i, kill_x = -1, kill_y = -1;
12760   int bad_element = Feld[bad_x][bad_y];
12761   static int test_xy[4][2] =
12762   {
12763     { 0, -1 },
12764     { -1, 0 },
12765     { +1, 0 },
12766     { 0, +1 }
12767   };
12768   static int touch_dir[4] =
12769   {
12770     MV_LEFT | MV_RIGHT,
12771     MV_UP   | MV_DOWN,
12772     MV_UP   | MV_DOWN,
12773     MV_LEFT | MV_RIGHT
12774   };
12775   static int test_dir[4] =
12776   {
12777     MV_UP,
12778     MV_LEFT,
12779     MV_RIGHT,
12780     MV_DOWN
12781   };
12782
12783   if (bad_element == EL_EXPLOSION)      /* skip just exploding bad things */
12784     return;
12785
12786   for (i = 0; i < NUM_DIRECTIONS; i++)
12787   {
12788     int test_x, test_y, test_move_dir, test_element;
12789
12790     test_x = bad_x + test_xy[i][0];
12791     test_y = bad_y + test_xy[i][1];
12792
12793     if (!IN_LEV_FIELD(test_x, test_y))
12794       continue;
12795
12796     test_move_dir =
12797       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12798
12799     test_element = Feld[test_x][test_y];
12800
12801     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12802        2nd case: DONT_TOUCH style bad thing does not move away from good thing
12803     */
12804     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
12805         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
12806     {
12807       /* good thing is player or penguin that does not move away */
12808       if (IS_PLAYER(test_x, test_y))
12809       {
12810         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12811
12812         if (bad_element == EL_ROBOT && player->is_moving)
12813           continue;     /* robot does not kill player if he is moving */
12814
12815         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12816         {
12817           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12818             continue;           /* center and border element do not touch */
12819         }
12820
12821         kill_x = test_x;
12822         kill_y = test_y;
12823
12824         break;
12825       }
12826       else if (test_element == EL_PENGUIN)
12827       {
12828         kill_x = test_x;
12829         kill_y = test_y;
12830
12831         break;
12832       }
12833     }
12834   }
12835
12836   if (kill_x != -1 || kill_y != -1)
12837   {
12838     if (IS_PLAYER(kill_x, kill_y))
12839     {
12840       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12841
12842       if (player->shield_deadly_time_left > 0 &&
12843           !IS_INDESTRUCTIBLE(bad_element))
12844         Bang(bad_x, bad_y);
12845       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12846         KillPlayer(player);
12847     }
12848     else
12849       Bang(kill_x, kill_y);
12850   }
12851 }
12852
12853 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12854 {
12855   int bad_element = Feld[bad_x][bad_y];
12856   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12857   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
12858   int test_x = bad_x + dx, test_y = bad_y + dy;
12859   int test_move_dir, test_element;
12860   int kill_x = -1, kill_y = -1;
12861
12862   if (!IN_LEV_FIELD(test_x, test_y))
12863     return;
12864
12865   test_move_dir =
12866     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12867
12868   test_element = Feld[test_x][test_y];
12869
12870   if (test_move_dir != bad_move_dir)
12871   {
12872     /* good thing can be player or penguin that does not move away */
12873     if (IS_PLAYER(test_x, test_y))
12874     {
12875       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12876
12877       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12878          player as being hit when he is moving towards the bad thing, because
12879          the "get hit by" condition would be lost after the player stops) */
12880       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12881         return;         /* player moves away from bad thing */
12882
12883       kill_x = test_x;
12884       kill_y = test_y;
12885     }
12886     else if (test_element == EL_PENGUIN)
12887     {
12888       kill_x = test_x;
12889       kill_y = test_y;
12890     }
12891   }
12892
12893   if (kill_x != -1 || kill_y != -1)
12894   {
12895     if (IS_PLAYER(kill_x, kill_y))
12896     {
12897       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12898
12899       if (player->shield_deadly_time_left > 0 &&
12900           !IS_INDESTRUCTIBLE(bad_element))
12901         Bang(bad_x, bad_y);
12902       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12903         KillPlayer(player);
12904     }
12905     else
12906       Bang(kill_x, kill_y);
12907   }
12908 }
12909
12910 void TestIfPlayerTouchesBadThing(int x, int y)
12911 {
12912   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12913 }
12914
12915 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12916 {
12917   TestIfGoodThingHitsBadThing(x, y, move_dir);
12918 }
12919
12920 void TestIfBadThingTouchesPlayer(int x, int y)
12921 {
12922   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12923 }
12924
12925 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12926 {
12927   TestIfBadThingHitsGoodThing(x, y, move_dir);
12928 }
12929
12930 void TestIfFriendTouchesBadThing(int x, int y)
12931 {
12932   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12933 }
12934
12935 void TestIfBadThingTouchesFriend(int x, int y)
12936 {
12937   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12938 }
12939
12940 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12941 {
12942   int i, kill_x = bad_x, kill_y = bad_y;
12943   static int xy[4][2] =
12944   {
12945     { 0, -1 },
12946     { -1, 0 },
12947     { +1, 0 },
12948     { 0, +1 }
12949   };
12950
12951   for (i = 0; i < NUM_DIRECTIONS; i++)
12952   {
12953     int x, y, element;
12954
12955     x = bad_x + xy[i][0];
12956     y = bad_y + xy[i][1];
12957     if (!IN_LEV_FIELD(x, y))
12958       continue;
12959
12960     element = Feld[x][y];
12961     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12962         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12963     {
12964       kill_x = x;
12965       kill_y = y;
12966       break;
12967     }
12968   }
12969
12970   if (kill_x != bad_x || kill_y != bad_y)
12971     Bang(bad_x, bad_y);
12972 }
12973
12974 void KillPlayer(struct PlayerInfo *player)
12975 {
12976   int jx = player->jx, jy = player->jy;
12977
12978   if (!player->active)
12979     return;
12980
12981 #if 0
12982   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12983          player->killed, player->active, player->reanimated);
12984 #endif
12985
12986   /* the following code was introduced to prevent an infinite loop when calling
12987      -> Bang()
12988      -> CheckTriggeredElementChangeExt()
12989      -> ExecuteCustomElementAction()
12990      -> KillPlayer()
12991      -> (infinitely repeating the above sequence of function calls)
12992      which occurs when killing the player while having a CE with the setting
12993      "kill player X when explosion of <player X>"; the solution using a new
12994      field "player->killed" was chosen for backwards compatibility, although
12995      clever use of the fields "player->active" etc. would probably also work */
12996 #if 1
12997   if (player->killed)
12998     return;
12999 #endif
13000
13001   player->killed = TRUE;
13002
13003   /* remove accessible field at the player's position */
13004   Feld[jx][jy] = EL_EMPTY;
13005
13006   /* deactivate shield (else Bang()/Explode() would not work right) */
13007   player->shield_normal_time_left = 0;
13008   player->shield_deadly_time_left = 0;
13009
13010 #if 0
13011   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13012          player->killed, player->active, player->reanimated);
13013 #endif
13014
13015   Bang(jx, jy);
13016
13017 #if 0
13018   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13019          player->killed, player->active, player->reanimated);
13020 #endif
13021
13022   if (player->reanimated)       /* killed player may have been reanimated */
13023     player->killed = player->reanimated = FALSE;
13024   else
13025     BuryPlayer(player);
13026 }
13027
13028 static void KillPlayerUnlessEnemyProtected(int x, int y)
13029 {
13030   if (!PLAYER_ENEMY_PROTECTED(x, y))
13031     KillPlayer(PLAYERINFO(x, y));
13032 }
13033
13034 static void KillPlayerUnlessExplosionProtected(int x, int y)
13035 {
13036   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13037     KillPlayer(PLAYERINFO(x, y));
13038 }
13039
13040 void BuryPlayer(struct PlayerInfo *player)
13041 {
13042   int jx = player->jx, jy = player->jy;
13043
13044   if (!player->active)
13045     return;
13046
13047   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13048   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13049
13050   player->GameOver = TRUE;
13051   RemovePlayer(player);
13052 }
13053
13054 void RemovePlayer(struct PlayerInfo *player)
13055 {
13056   int jx = player->jx, jy = player->jy;
13057   int i, found = FALSE;
13058
13059   player->present = FALSE;
13060   player->active = FALSE;
13061
13062   if (!ExplodeField[jx][jy])
13063     StorePlayer[jx][jy] = 0;
13064
13065   if (player->is_moving)
13066     TEST_DrawLevelField(player->last_jx, player->last_jy);
13067
13068   for (i = 0; i < MAX_PLAYERS; i++)
13069     if (stored_player[i].active)
13070       found = TRUE;
13071
13072   if (!found)
13073     AllPlayersGone = TRUE;
13074
13075   ExitX = ZX = jx;
13076   ExitY = ZY = jy;
13077 }
13078
13079 static void setFieldForSnapping(int x, int y, int element, int direction)
13080 {
13081   struct ElementInfo *ei = &element_info[element];
13082   int direction_bit = MV_DIR_TO_BIT(direction);
13083   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13084   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13085                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13086
13087   Feld[x][y] = EL_ELEMENT_SNAPPING;
13088   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13089
13090   ResetGfxAnimation(x, y);
13091
13092   GfxElement[x][y] = element;
13093   GfxAction[x][y] = action;
13094   GfxDir[x][y] = direction;
13095   GfxFrame[x][y] = -1;
13096 }
13097
13098 /*
13099   =============================================================================
13100   checkDiagonalPushing()
13101   -----------------------------------------------------------------------------
13102   check if diagonal input device direction results in pushing of object
13103   (by checking if the alternative direction is walkable, diggable, ...)
13104   =============================================================================
13105 */
13106
13107 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13108                                     int x, int y, int real_dx, int real_dy)
13109 {
13110   int jx, jy, dx, dy, xx, yy;
13111
13112   if (real_dx == 0 || real_dy == 0)     /* no diagonal direction => push */
13113     return TRUE;
13114
13115   /* diagonal direction: check alternative direction */
13116   jx = player->jx;
13117   jy = player->jy;
13118   dx = x - jx;
13119   dy = y - jy;
13120   xx = jx + (dx == 0 ? real_dx : 0);
13121   yy = jy + (dy == 0 ? real_dy : 0);
13122
13123   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13124 }
13125
13126 /*
13127   =============================================================================
13128   DigField()
13129   -----------------------------------------------------------------------------
13130   x, y:                 field next to player (non-diagonal) to try to dig to
13131   real_dx, real_dy:     direction as read from input device (can be diagonal)
13132   =============================================================================
13133 */
13134
13135 static int DigField(struct PlayerInfo *player,
13136                     int oldx, int oldy, int x, int y,
13137                     int real_dx, int real_dy, int mode)
13138 {
13139   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13140   boolean player_was_pushing = player->is_pushing;
13141   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13142   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13143   int jx = oldx, jy = oldy;
13144   int dx = x - jx, dy = y - jy;
13145   int nextx = x + dx, nexty = y + dy;
13146   int move_direction = (dx == -1 ? MV_LEFT  :
13147                         dx == +1 ? MV_RIGHT :
13148                         dy == -1 ? MV_UP    :
13149                         dy == +1 ? MV_DOWN  : MV_NONE);
13150   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13151   int dig_side = MV_DIR_OPPOSITE(move_direction);
13152   int old_element = Feld[jx][jy];
13153   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13154   int collect_count;
13155
13156   if (is_player)                /* function can also be called by EL_PENGUIN */
13157   {
13158     if (player->MovPos == 0)
13159     {
13160       player->is_digging = FALSE;
13161       player->is_collecting = FALSE;
13162     }
13163
13164     if (player->MovPos == 0)    /* last pushing move finished */
13165       player->is_pushing = FALSE;
13166
13167     if (mode == DF_NO_PUSH)     /* player just stopped pushing */
13168     {
13169       player->is_switching = FALSE;
13170       player->push_delay = -1;
13171
13172       return MP_NO_ACTION;
13173     }
13174   }
13175
13176   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13177     old_element = Back[jx][jy];
13178
13179   /* in case of element dropped at player position, check background */
13180   else if (Back[jx][jy] != EL_EMPTY &&
13181            game.engine_version >= VERSION_IDENT(2,2,0,0))
13182     old_element = Back[jx][jy];
13183
13184   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13185     return MP_NO_ACTION;        /* field has no opening in this direction */
13186
13187   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13188     return MP_NO_ACTION;        /* field has no opening in this direction */
13189
13190   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13191   {
13192     SplashAcid(x, y);
13193
13194     Feld[jx][jy] = player->artwork_element;
13195     InitMovingField(jx, jy, MV_DOWN);
13196     Store[jx][jy] = EL_ACID;
13197     ContinueMoving(jx, jy);
13198     BuryPlayer(player);
13199
13200     return MP_DONT_RUN_INTO;
13201   }
13202
13203   if (player_can_move && DONT_RUN_INTO(element))
13204   {
13205     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13206
13207     return MP_DONT_RUN_INTO;
13208   }
13209
13210   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13211     return MP_NO_ACTION;
13212
13213   collect_count = element_info[element].collect_count_initial;
13214
13215   if (!is_player && !IS_COLLECTIBLE(element))   /* penguin cannot collect it */
13216     return MP_NO_ACTION;
13217
13218   if (game.engine_version < VERSION_IDENT(2,2,0,0))
13219     player_can_move = player_can_move_or_snap;
13220
13221   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13222       game.engine_version >= VERSION_IDENT(2,2,0,0))
13223   {
13224     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13225                                player->index_bit, dig_side);
13226     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13227                                         player->index_bit, dig_side);
13228
13229     if (element == EL_DC_LANDMINE)
13230       Bang(x, y);
13231
13232     if (Feld[x][y] != element)          /* field changed by snapping */
13233       return MP_ACTION;
13234
13235     return MP_NO_ACTION;
13236   }
13237
13238   if (player->gravity && is_player && !player->is_auto_moving &&
13239       canFallDown(player) && move_direction != MV_DOWN &&
13240       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13241     return MP_NO_ACTION;        /* player cannot walk here due to gravity */
13242
13243   if (player_can_move &&
13244       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13245   {
13246     int sound_element = SND_ELEMENT(element);
13247     int sound_action = ACTION_WALKING;
13248
13249     if (IS_RND_GATE(element))
13250     {
13251       if (!player->key[RND_GATE_NR(element)])
13252         return MP_NO_ACTION;
13253     }
13254     else if (IS_RND_GATE_GRAY(element))
13255     {
13256       if (!player->key[RND_GATE_GRAY_NR(element)])
13257         return MP_NO_ACTION;
13258     }
13259     else if (IS_RND_GATE_GRAY_ACTIVE(element))
13260     {
13261       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13262         return MP_NO_ACTION;
13263     }
13264     else if (element == EL_EXIT_OPEN ||
13265              element == EL_EM_EXIT_OPEN ||
13266              element == EL_EM_EXIT_OPENING ||
13267              element == EL_STEEL_EXIT_OPEN ||
13268              element == EL_EM_STEEL_EXIT_OPEN ||
13269              element == EL_EM_STEEL_EXIT_OPENING ||
13270              element == EL_SP_EXIT_OPEN ||
13271              element == EL_SP_EXIT_OPENING)
13272     {
13273       sound_action = ACTION_PASSING;    /* player is passing exit */
13274     }
13275     else if (element == EL_EMPTY)
13276     {
13277       sound_action = ACTION_MOVING;             /* nothing to walk on */
13278     }
13279
13280     /* play sound from background or player, whatever is available */
13281     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13282       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13283     else
13284       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13285   }
13286   else if (player_can_move &&
13287            IS_PASSABLE(element) && canPassField(x, y, move_direction))
13288   {
13289     if (!ACCESS_FROM(element, opposite_direction))
13290       return MP_NO_ACTION;      /* field not accessible from this direction */
13291
13292     if (CAN_MOVE(element))      /* only fixed elements can be passed! */
13293       return MP_NO_ACTION;
13294
13295     if (IS_EM_GATE(element))
13296     {
13297       if (!player->key[EM_GATE_NR(element)])
13298         return MP_NO_ACTION;
13299     }
13300     else if (IS_EM_GATE_GRAY(element))
13301     {
13302       if (!player->key[EM_GATE_GRAY_NR(element)])
13303         return MP_NO_ACTION;
13304     }
13305     else if (IS_EM_GATE_GRAY_ACTIVE(element))
13306     {
13307       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13308         return MP_NO_ACTION;
13309     }
13310     else if (IS_EMC_GATE(element))
13311     {
13312       if (!player->key[EMC_GATE_NR(element)])
13313         return MP_NO_ACTION;
13314     }
13315     else if (IS_EMC_GATE_GRAY(element))
13316     {
13317       if (!player->key[EMC_GATE_GRAY_NR(element)])
13318         return MP_NO_ACTION;
13319     }
13320     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13321     {
13322       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13323         return MP_NO_ACTION;
13324     }
13325     else if (element == EL_DC_GATE_WHITE ||
13326              element == EL_DC_GATE_WHITE_GRAY ||
13327              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13328     {
13329       if (player->num_white_keys == 0)
13330         return MP_NO_ACTION;
13331
13332       player->num_white_keys--;
13333     }
13334     else if (IS_SP_PORT(element))
13335     {
13336       if (element == EL_SP_GRAVITY_PORT_LEFT ||
13337           element == EL_SP_GRAVITY_PORT_RIGHT ||
13338           element == EL_SP_GRAVITY_PORT_UP ||
13339           element == EL_SP_GRAVITY_PORT_DOWN)
13340         player->gravity = !player->gravity;
13341       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13342                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13343                element == EL_SP_GRAVITY_ON_PORT_UP ||
13344                element == EL_SP_GRAVITY_ON_PORT_DOWN)
13345         player->gravity = TRUE;
13346       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13347                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13348                element == EL_SP_GRAVITY_OFF_PORT_UP ||
13349                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13350         player->gravity = FALSE;
13351     }
13352
13353     /* automatically move to the next field with double speed */
13354     player->programmed_action = move_direction;
13355
13356     if (player->move_delay_reset_counter == 0)
13357     {
13358       player->move_delay_reset_counter = 2;     /* two double speed steps */
13359
13360       DOUBLE_PLAYER_SPEED(player);
13361     }
13362
13363     PlayLevelSoundAction(x, y, ACTION_PASSING);
13364   }
13365   else if (player_can_move_or_snap && IS_DIGGABLE(element))
13366   {
13367     RemoveField(x, y);
13368
13369     if (mode != DF_SNAP)
13370     {
13371       GfxElement[x][y] = GFX_ELEMENT(element);
13372       player->is_digging = TRUE;
13373     }
13374
13375     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13376
13377     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13378                                         player->index_bit, dig_side);
13379
13380     if (mode == DF_SNAP)
13381     {
13382       if (level.block_snap_field)
13383         setFieldForSnapping(x, y, element, move_direction);
13384       else
13385         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
13386
13387       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13388                                           player->index_bit, dig_side);
13389     }
13390   }
13391   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13392   {
13393     RemoveField(x, y);
13394
13395     if (is_player && mode != DF_SNAP)
13396     {
13397       GfxElement[x][y] = element;
13398       player->is_collecting = TRUE;
13399     }
13400
13401     if (element == EL_SPEED_PILL)
13402     {
13403       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13404     }
13405     else if (element == EL_EXTRA_TIME && level.time > 0)
13406     {
13407       TimeLeft += level.extra_time;
13408
13409       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13410
13411       DisplayGameControlValues();
13412     }
13413     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13414     {
13415       player->shield_normal_time_left += level.shield_normal_time;
13416       if (element == EL_SHIELD_DEADLY)
13417         player->shield_deadly_time_left += level.shield_deadly_time;
13418     }
13419     else if (element == EL_DYNAMITE ||
13420              element == EL_EM_DYNAMITE ||
13421              element == EL_SP_DISK_RED)
13422     {
13423       if (player->inventory_size < MAX_INVENTORY_SIZE)
13424         player->inventory_element[player->inventory_size++] = element;
13425
13426       DrawGameDoorValues();
13427     }
13428     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13429     {
13430       player->dynabomb_count++;
13431       player->dynabombs_left++;
13432     }
13433     else if (element == EL_DYNABOMB_INCREASE_SIZE)
13434     {
13435       player->dynabomb_size++;
13436     }
13437     else if (element == EL_DYNABOMB_INCREASE_POWER)
13438     {
13439       player->dynabomb_xl = TRUE;
13440     }
13441     else if (IS_KEY(element))
13442     {
13443       player->key[KEY_NR(element)] = TRUE;
13444
13445       DrawGameDoorValues();
13446     }
13447     else if (element == EL_DC_KEY_WHITE)
13448     {
13449       player->num_white_keys++;
13450
13451       /* display white keys? */
13452       /* DrawGameDoorValues(); */
13453     }
13454     else if (IS_ENVELOPE(element))
13455     {
13456       player->show_envelope = element;
13457     }
13458     else if (element == EL_EMC_LENSES)
13459     {
13460       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13461
13462       RedrawAllInvisibleElementsForLenses();
13463     }
13464     else if (element == EL_EMC_MAGNIFIER)
13465     {
13466       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13467
13468       RedrawAllInvisibleElementsForMagnifier();
13469     }
13470     else if (IS_DROPPABLE(element) ||
13471              IS_THROWABLE(element))     /* can be collected and dropped */
13472     {
13473       int i;
13474
13475       if (collect_count == 0)
13476         player->inventory_infinite_element = element;
13477       else
13478         for (i = 0; i < collect_count; i++)
13479           if (player->inventory_size < MAX_INVENTORY_SIZE)
13480             player->inventory_element[player->inventory_size++] = element;
13481
13482       DrawGameDoorValues();
13483     }
13484     else if (collect_count > 0)
13485     {
13486       local_player->gems_still_needed -= collect_count;
13487       if (local_player->gems_still_needed < 0)
13488         local_player->gems_still_needed = 0;
13489
13490       game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13491
13492       DisplayGameControlValues();
13493     }
13494
13495     RaiseScoreElement(element);
13496     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13497
13498     if (is_player)
13499       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13500                                           player->index_bit, dig_side);
13501
13502     if (mode == DF_SNAP)
13503     {
13504       if (level.block_snap_field)
13505         setFieldForSnapping(x, y, element, move_direction);
13506       else
13507         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
13508
13509       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13510                                           player->index_bit, dig_side);
13511     }
13512   }
13513   else if (player_can_move_or_snap && IS_PUSHABLE(element))
13514   {
13515     if (mode == DF_SNAP && element != EL_BD_ROCK)
13516       return MP_NO_ACTION;
13517
13518     if (CAN_FALL(element) && dy)
13519       return MP_NO_ACTION;
13520
13521     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13522         !(element == EL_SPRING && level.use_spring_bug))
13523       return MP_NO_ACTION;
13524
13525     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13526         ((move_direction & MV_VERTICAL &&
13527           ((element_info[element].move_pattern & MV_LEFT &&
13528             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13529            (element_info[element].move_pattern & MV_RIGHT &&
13530             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13531          (move_direction & MV_HORIZONTAL &&
13532           ((element_info[element].move_pattern & MV_UP &&
13533             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13534            (element_info[element].move_pattern & MV_DOWN &&
13535             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13536       return MP_NO_ACTION;
13537
13538     /* do not push elements already moving away faster than player */
13539     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13540         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13541       return MP_NO_ACTION;
13542
13543     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13544     {
13545       if (player->push_delay_value == -1 || !player_was_pushing)
13546         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13547     }
13548     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13549     {
13550       if (player->push_delay_value == -1)
13551         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13552     }
13553     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13554     {
13555       if (!player->is_pushing)
13556         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13557     }
13558
13559     player->is_pushing = TRUE;
13560     player->is_active = TRUE;
13561
13562     if (!(IN_LEV_FIELD(nextx, nexty) &&
13563           (IS_FREE(nextx, nexty) ||
13564            (IS_SB_ELEMENT(element) &&
13565             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13566            (IS_CUSTOM_ELEMENT(element) &&
13567             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13568       return MP_NO_ACTION;
13569
13570     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13571       return MP_NO_ACTION;
13572
13573     if (player->push_delay == -1)       /* new pushing; restart delay */
13574       player->push_delay = 0;
13575
13576     if (player->push_delay < player->push_delay_value &&
13577         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13578         element != EL_SPRING && element != EL_BALLOON)
13579     {
13580       /* make sure that there is no move delay before next try to push */
13581       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13582         player->move_delay = 0;
13583
13584       return MP_NO_ACTION;
13585     }
13586
13587     if (IS_CUSTOM_ELEMENT(element) &&
13588         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13589     {
13590       if (!DigFieldByCE(nextx, nexty, element))
13591         return MP_NO_ACTION;
13592     }
13593
13594     if (IS_SB_ELEMENT(element))
13595     {
13596       if (element == EL_SOKOBAN_FIELD_FULL)
13597       {
13598         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13599         local_player->sokobanfields_still_needed++;
13600       }
13601
13602       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13603       {
13604         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13605         local_player->sokobanfields_still_needed--;
13606       }
13607
13608       Feld[x][y] = EL_SOKOBAN_OBJECT;
13609
13610       if (Back[x][y] == Back[nextx][nexty])
13611         PlayLevelSoundAction(x, y, ACTION_PUSHING);
13612       else if (Back[x][y] != 0)
13613         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13614                                     ACTION_EMPTYING);
13615       else
13616         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13617                                     ACTION_FILLING);
13618
13619       if (local_player->sokobanfields_still_needed == 0 &&
13620           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13621       {
13622         PlayerWins(player);
13623
13624         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13625       }
13626     }
13627     else
13628       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13629
13630     InitMovingField(x, y, move_direction);
13631     GfxAction[x][y] = ACTION_PUSHING;
13632
13633     if (mode == DF_SNAP)
13634       ContinueMoving(x, y);
13635     else
13636       MovPos[x][y] = (dx != 0 ? dx : dy);
13637
13638     Pushed[x][y] = TRUE;
13639     Pushed[nextx][nexty] = TRUE;
13640
13641     if (game.engine_version < VERSION_IDENT(2,2,0,7))
13642       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13643     else
13644       player->push_delay_value = -1;    /* get new value later */
13645
13646     /* check for element change _after_ element has been pushed */
13647     if (game.use_change_when_pushing_bug)
13648     {
13649       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13650                                  player->index_bit, dig_side);
13651       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13652                                           player->index_bit, dig_side);
13653     }
13654   }
13655   else if (IS_SWITCHABLE(element))
13656   {
13657     if (PLAYER_SWITCHING(player, x, y))
13658     {
13659       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13660                                           player->index_bit, dig_side);
13661
13662       return MP_ACTION;
13663     }
13664
13665     player->is_switching = TRUE;
13666     player->switch_x = x;
13667     player->switch_y = y;
13668
13669     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13670
13671     if (element == EL_ROBOT_WHEEL)
13672     {
13673       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13674       ZX = x;
13675       ZY = y;
13676
13677       game.robot_wheel_active = TRUE;
13678
13679       TEST_DrawLevelField(x, y);
13680     }
13681     else if (element == EL_SP_TERMINAL)
13682     {
13683       int xx, yy;
13684
13685       SCAN_PLAYFIELD(xx, yy)
13686       {
13687         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13688           Bang(xx, yy);
13689         else if (Feld[xx][yy] == EL_SP_TERMINAL)
13690           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13691       }
13692     }
13693     else if (IS_BELT_SWITCH(element))
13694     {
13695       ToggleBeltSwitch(x, y);
13696     }
13697     else if (element == EL_SWITCHGATE_SWITCH_UP ||
13698              element == EL_SWITCHGATE_SWITCH_DOWN ||
13699              element == EL_DC_SWITCHGATE_SWITCH_UP ||
13700              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13701     {
13702       ToggleSwitchgateSwitch(x, y);
13703     }
13704     else if (element == EL_LIGHT_SWITCH ||
13705              element == EL_LIGHT_SWITCH_ACTIVE)
13706     {
13707       ToggleLightSwitch(x, y);
13708     }
13709     else if (element == EL_TIMEGATE_SWITCH ||
13710              element == EL_DC_TIMEGATE_SWITCH)
13711     {
13712       ActivateTimegateSwitch(x, y);
13713     }
13714     else if (element == EL_BALLOON_SWITCH_LEFT  ||
13715              element == EL_BALLOON_SWITCH_RIGHT ||
13716              element == EL_BALLOON_SWITCH_UP    ||
13717              element == EL_BALLOON_SWITCH_DOWN  ||
13718              element == EL_BALLOON_SWITCH_NONE  ||
13719              element == EL_BALLOON_SWITCH_ANY)
13720     {
13721       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
13722                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13723                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
13724                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
13725                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
13726                              move_direction);
13727     }
13728     else if (element == EL_LAMP)
13729     {
13730       Feld[x][y] = EL_LAMP_ACTIVE;
13731       local_player->lights_still_needed--;
13732
13733       ResetGfxAnimation(x, y);
13734       TEST_DrawLevelField(x, y);
13735     }
13736     else if (element == EL_TIME_ORB_FULL)
13737     {
13738       Feld[x][y] = EL_TIME_ORB_EMPTY;
13739
13740       if (level.time > 0 || level.use_time_orb_bug)
13741       {
13742         TimeLeft += level.time_orb_time;
13743         game.no_time_limit = FALSE;
13744
13745         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13746
13747         DisplayGameControlValues();
13748       }
13749
13750       ResetGfxAnimation(x, y);
13751       TEST_DrawLevelField(x, y);
13752     }
13753     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13754              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13755     {
13756       int xx, yy;
13757
13758       game.ball_state = !game.ball_state;
13759
13760       SCAN_PLAYFIELD(xx, yy)
13761       {
13762         int e = Feld[xx][yy];
13763
13764         if (game.ball_state)
13765         {
13766           if (e == EL_EMC_MAGIC_BALL)
13767             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13768           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13769             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13770         }
13771         else
13772         {
13773           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13774             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13775           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13776             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13777         }
13778       }
13779     }
13780
13781     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13782                                         player->index_bit, dig_side);
13783
13784     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13785                                         player->index_bit, dig_side);
13786
13787     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13788                                         player->index_bit, dig_side);
13789
13790     return MP_ACTION;
13791   }
13792   else
13793   {
13794     if (!PLAYER_SWITCHING(player, x, y))
13795     {
13796       player->is_switching = TRUE;
13797       player->switch_x = x;
13798       player->switch_y = y;
13799
13800       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13801                                  player->index_bit, dig_side);
13802       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13803                                           player->index_bit, dig_side);
13804
13805       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13806                                  player->index_bit, dig_side);
13807       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13808                                           player->index_bit, dig_side);
13809     }
13810
13811     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13812                                player->index_bit, dig_side);
13813     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13814                                         player->index_bit, dig_side);
13815
13816     return MP_NO_ACTION;
13817   }
13818
13819   player->push_delay = -1;
13820
13821   if (is_player)                /* function can also be called by EL_PENGUIN */
13822   {
13823     if (Feld[x][y] != element)          /* really digged/collected something */
13824     {
13825       player->is_collecting = !player->is_digging;
13826       player->is_active = TRUE;
13827     }
13828   }
13829
13830   return MP_MOVING;
13831 }
13832
13833 static boolean DigFieldByCE(int x, int y, int digging_element)
13834 {
13835   int element = Feld[x][y];
13836
13837   if (!IS_FREE(x, y))
13838   {
13839     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13840                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13841                   ACTION_BREAKING);
13842
13843     /* no element can dig solid indestructible elements */
13844     if (IS_INDESTRUCTIBLE(element) &&
13845         !IS_DIGGABLE(element) &&
13846         !IS_COLLECTIBLE(element))
13847       return FALSE;
13848
13849     if (AmoebaNr[x][y] &&
13850         (element == EL_AMOEBA_FULL ||
13851          element == EL_BD_AMOEBA ||
13852          element == EL_AMOEBA_GROWING))
13853     {
13854       AmoebaCnt[AmoebaNr[x][y]]--;
13855       AmoebaCnt2[AmoebaNr[x][y]]--;
13856     }
13857
13858     if (IS_MOVING(x, y))
13859       RemoveMovingField(x, y);
13860     else
13861     {
13862       RemoveField(x, y);
13863       TEST_DrawLevelField(x, y);
13864     }
13865
13866     /* if digged element was about to explode, prevent the explosion */
13867     ExplodeField[x][y] = EX_TYPE_NONE;
13868
13869     PlayLevelSoundAction(x, y, action);
13870   }
13871
13872   Store[x][y] = EL_EMPTY;
13873
13874   /* this makes it possible to leave the removed element again */
13875   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13876     Store[x][y] = element;
13877
13878   return TRUE;
13879 }
13880
13881 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13882 {
13883   int jx = player->jx, jy = player->jy;
13884   int x = jx + dx, y = jy + dy;
13885   int snap_direction = (dx == -1 ? MV_LEFT  :
13886                         dx == +1 ? MV_RIGHT :
13887                         dy == -1 ? MV_UP    :
13888                         dy == +1 ? MV_DOWN  : MV_NONE);
13889   boolean can_continue_snapping = (level.continuous_snapping &&
13890                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13891
13892   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13893     return FALSE;
13894
13895   if (!player->active || !IN_LEV_FIELD(x, y))
13896     return FALSE;
13897
13898   if (dx && dy)
13899     return FALSE;
13900
13901   if (!dx && !dy)
13902   {
13903     if (player->MovPos == 0)
13904       player->is_pushing = FALSE;
13905
13906     player->is_snapping = FALSE;
13907
13908     if (player->MovPos == 0)
13909     {
13910       player->is_moving = FALSE;
13911       player->is_digging = FALSE;
13912       player->is_collecting = FALSE;
13913     }
13914
13915     return FALSE;
13916   }
13917
13918   /* prevent snapping with already pressed snap key when not allowed */
13919   if (player->is_snapping && !can_continue_snapping)
13920     return FALSE;
13921
13922   player->MovDir = snap_direction;
13923
13924   if (player->MovPos == 0)
13925   {
13926     player->is_moving = FALSE;
13927     player->is_digging = FALSE;
13928     player->is_collecting = FALSE;
13929   }
13930
13931   player->is_dropping = FALSE;
13932   player->is_dropping_pressed = FALSE;
13933   player->drop_pressed_delay = 0;
13934
13935   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13936     return FALSE;
13937
13938   player->is_snapping = TRUE;
13939   player->is_active = TRUE;
13940
13941   if (player->MovPos == 0)
13942   {
13943     player->is_moving = FALSE;
13944     player->is_digging = FALSE;
13945     player->is_collecting = FALSE;
13946   }
13947
13948   if (player->MovPos != 0)      /* prevent graphic bugs in versions < 2.2.0 */
13949     TEST_DrawLevelField(player->last_jx, player->last_jy);
13950
13951   TEST_DrawLevelField(x, y);
13952
13953   return TRUE;
13954 }
13955
13956 static boolean DropElement(struct PlayerInfo *player)
13957 {
13958   int old_element, new_element;
13959   int dropx = player->jx, dropy = player->jy;
13960   int drop_direction = player->MovDir;
13961   int drop_side = drop_direction;
13962   int drop_element = get_next_dropped_element(player);
13963
13964   player->is_dropping_pressed = TRUE;
13965
13966   /* do not drop an element on top of another element; when holding drop key
13967      pressed without moving, dropped element must move away before the next
13968      element can be dropped (this is especially important if the next element
13969      is dynamite, which can be placed on background for historical reasons) */
13970   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13971     return MP_ACTION;
13972
13973   if (IS_THROWABLE(drop_element))
13974   {
13975     dropx += GET_DX_FROM_DIR(drop_direction);
13976     dropy += GET_DY_FROM_DIR(drop_direction);
13977
13978     if (!IN_LEV_FIELD(dropx, dropy))
13979       return FALSE;
13980   }
13981
13982   old_element = Feld[dropx][dropy];     /* old element at dropping position */
13983   new_element = drop_element;           /* default: no change when dropping */
13984
13985   /* check if player is active, not moving and ready to drop */
13986   if (!player->active || player->MovPos || player->drop_delay > 0)
13987     return FALSE;
13988
13989   /* check if player has anything that can be dropped */
13990   if (new_element == EL_UNDEFINED)
13991     return FALSE;
13992
13993   /* check if drop key was pressed long enough for EM style dynamite */
13994   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13995     return FALSE;
13996
13997   /* check if anything can be dropped at the current position */
13998   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13999     return FALSE;
14000
14001   /* collected custom elements can only be dropped on empty fields */
14002   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14003     return FALSE;
14004
14005   if (old_element != EL_EMPTY)
14006     Back[dropx][dropy] = old_element;   /* store old element on this field */
14007
14008   ResetGfxAnimation(dropx, dropy);
14009   ResetRandomAnimationValue(dropx, dropy);
14010
14011   if (player->inventory_size > 0 ||
14012       player->inventory_infinite_element != EL_UNDEFINED)
14013   {
14014     if (player->inventory_size > 0)
14015     {
14016       player->inventory_size--;
14017
14018       DrawGameDoorValues();
14019
14020       if (new_element == EL_DYNAMITE)
14021         new_element = EL_DYNAMITE_ACTIVE;
14022       else if (new_element == EL_EM_DYNAMITE)
14023         new_element = EL_EM_DYNAMITE_ACTIVE;
14024       else if (new_element == EL_SP_DISK_RED)
14025         new_element = EL_SP_DISK_RED_ACTIVE;
14026     }
14027
14028     Feld[dropx][dropy] = new_element;
14029
14030     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14031       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14032                           el2img(Feld[dropx][dropy]), 0);
14033
14034     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14035
14036     /* needed if previous element just changed to "empty" in the last frame */
14037     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
14038
14039     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14040                                player->index_bit, drop_side);
14041     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14042                                         CE_PLAYER_DROPS_X,
14043                                         player->index_bit, drop_side);
14044
14045     TestIfElementTouchesCustomElement(dropx, dropy);
14046   }
14047   else          /* player is dropping a dyna bomb */
14048   {
14049     player->dynabombs_left--;
14050
14051     Feld[dropx][dropy] = new_element;
14052
14053     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14054       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14055                           el2img(Feld[dropx][dropy]), 0);
14056
14057     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14058   }
14059
14060   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14061     InitField_WithBug1(dropx, dropy, FALSE);
14062
14063   new_element = Feld[dropx][dropy];     /* element might have changed */
14064
14065   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14066       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14067   {
14068     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14069       MovDir[dropx][dropy] = drop_direction;
14070
14071     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
14072
14073     /* do not cause impact style collision by dropping elements that can fall */
14074     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14075   }
14076
14077   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14078   player->is_dropping = TRUE;
14079
14080   player->drop_pressed_delay = 0;
14081   player->is_dropping_pressed = FALSE;
14082
14083   player->drop_x = dropx;
14084   player->drop_y = dropy;
14085
14086   return TRUE;
14087 }
14088
14089 /* ------------------------------------------------------------------------- */
14090 /* game sound playing functions                                              */
14091 /* ------------------------------------------------------------------------- */
14092
14093 static int *loop_sound_frame = NULL;
14094 static int *loop_sound_volume = NULL;
14095
14096 void InitPlayLevelSound()
14097 {
14098   int num_sounds = getSoundListSize();
14099
14100   checked_free(loop_sound_frame);
14101   checked_free(loop_sound_volume);
14102
14103   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
14104   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14105 }
14106
14107 static void PlayLevelSound(int x, int y, int nr)
14108 {
14109   int sx = SCREENX(x), sy = SCREENY(y);
14110   int volume, stereo_position;
14111   int max_distance = 8;
14112   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14113
14114   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14115       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14116     return;
14117
14118   if (!IN_LEV_FIELD(x, y) ||
14119       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14120       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14121     return;
14122
14123   volume = SOUND_MAX_VOLUME;
14124
14125   if (!IN_SCR_FIELD(sx, sy))
14126   {
14127     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14128     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14129
14130     volume -= volume * (dx > dy ? dx : dy) / max_distance;
14131   }
14132
14133   stereo_position = (SOUND_MAX_LEFT +
14134                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14135                      (SCR_FIELDX + 2 * max_distance));
14136
14137   if (IS_LOOP_SOUND(nr))
14138   {
14139     /* This assures that quieter loop sounds do not overwrite louder ones,
14140        while restarting sound volume comparison with each new game frame. */
14141
14142     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14143       return;
14144
14145     loop_sound_volume[nr] = volume;
14146     loop_sound_frame[nr] = FrameCounter;
14147   }
14148
14149   PlaySoundExt(nr, volume, stereo_position, type);
14150 }
14151
14152 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14153 {
14154   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14155                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
14156                  y < LEVELY(BY1) ? LEVELY(BY1) :
14157                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
14158                  sound_action);
14159 }
14160
14161 static void PlayLevelSoundAction(int x, int y, int action)
14162 {
14163   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14164 }
14165
14166 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14167 {
14168   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14169
14170   if (sound_effect != SND_UNDEFINED)
14171     PlayLevelSound(x, y, sound_effect);
14172 }
14173
14174 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14175                                               int action)
14176 {
14177   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14178
14179   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14180     PlayLevelSound(x, y, sound_effect);
14181 }
14182
14183 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14184 {
14185   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14186
14187   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14188     PlayLevelSound(x, y, sound_effect);
14189 }
14190
14191 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14192 {
14193   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14194
14195   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14196     StopSound(sound_effect);
14197 }
14198
14199 static void PlayLevelMusic()
14200 {
14201   if (levelset.music[level_nr] != MUS_UNDEFINED)
14202     PlayMusic(levelset.music[level_nr]);        /* from config file */
14203   else
14204     PlayMusic(MAP_NOCONF_MUSIC(level_nr));      /* from music dir */
14205 }
14206
14207 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14208 {
14209   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14210   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14211   int x = xx - 1 - offset;
14212   int y = yy - 1 - offset;
14213
14214   switch (sample)
14215   {
14216     case SAMPLE_blank:
14217       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14218       break;
14219
14220     case SAMPLE_roll:
14221       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14222       break;
14223
14224     case SAMPLE_stone:
14225       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14226       break;
14227
14228     case SAMPLE_nut:
14229       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14230       break;
14231
14232     case SAMPLE_crack:
14233       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14234       break;
14235
14236     case SAMPLE_bug:
14237       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14238       break;
14239
14240     case SAMPLE_tank:
14241       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14242       break;
14243
14244     case SAMPLE_android_clone:
14245       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14246       break;
14247
14248     case SAMPLE_android_move:
14249       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14250       break;
14251
14252     case SAMPLE_spring:
14253       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14254       break;
14255
14256     case SAMPLE_slurp:
14257       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14258       break;
14259
14260     case SAMPLE_eater:
14261       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14262       break;
14263
14264     case SAMPLE_eater_eat:
14265       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14266       break;
14267
14268     case SAMPLE_alien:
14269       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14270       break;
14271
14272     case SAMPLE_collect:
14273       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14274       break;
14275
14276     case SAMPLE_diamond:
14277       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14278       break;
14279
14280     case SAMPLE_squash:
14281       /* !!! CHECK THIS !!! */
14282 #if 1
14283       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14284 #else
14285       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14286 #endif
14287       break;
14288
14289     case SAMPLE_wonderfall:
14290       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14291       break;
14292
14293     case SAMPLE_drip:
14294       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14295       break;
14296
14297     case SAMPLE_push:
14298       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14299       break;
14300
14301     case SAMPLE_dirt:
14302       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14303       break;
14304
14305     case SAMPLE_acid:
14306       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14307       break;
14308
14309     case SAMPLE_ball:
14310       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14311       break;
14312
14313     case SAMPLE_grow:
14314       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14315       break;
14316
14317     case SAMPLE_wonder:
14318       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14319       break;
14320
14321     case SAMPLE_door:
14322       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14323       break;
14324
14325     case SAMPLE_exit_open:
14326       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14327       break;
14328
14329     case SAMPLE_exit_leave:
14330       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14331       break;
14332
14333     case SAMPLE_dynamite:
14334       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14335       break;
14336
14337     case SAMPLE_tick:
14338       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14339       break;
14340
14341     case SAMPLE_press:
14342       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14343       break;
14344
14345     case SAMPLE_wheel:
14346       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14347       break;
14348
14349     case SAMPLE_boom:
14350       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14351       break;
14352
14353     case SAMPLE_die:
14354       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14355       break;
14356
14357     case SAMPLE_time:
14358       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14359       break;
14360
14361     default:
14362       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14363       break;
14364   }
14365 }
14366
14367 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14368 {
14369   int element = map_element_SP_to_RND(element_sp);
14370   int action = map_action_SP_to_RND(action_sp);
14371   int offset = (setup.sp_show_border_elements ? 0 : 1);
14372   int x = xx - offset;
14373   int y = yy - offset;
14374
14375   PlayLevelSoundElementAction(x, y, element, action);
14376 }
14377
14378 void RaiseScore(int value)
14379 {
14380   local_player->score += value;
14381
14382   game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14383
14384   DisplayGameControlValues();
14385 }
14386
14387 void RaiseScoreElement(int element)
14388 {
14389   switch (element)
14390   {
14391     case EL_EMERALD:
14392     case EL_BD_DIAMOND:
14393     case EL_EMERALD_YELLOW:
14394     case EL_EMERALD_RED:
14395     case EL_EMERALD_PURPLE:
14396     case EL_SP_INFOTRON:
14397       RaiseScore(level.score[SC_EMERALD]);
14398       break;
14399     case EL_DIAMOND:
14400       RaiseScore(level.score[SC_DIAMOND]);
14401       break;
14402     case EL_CRYSTAL:
14403       RaiseScore(level.score[SC_CRYSTAL]);
14404       break;
14405     case EL_PEARL:
14406       RaiseScore(level.score[SC_PEARL]);
14407       break;
14408     case EL_BUG:
14409     case EL_BD_BUTTERFLY:
14410     case EL_SP_ELECTRON:
14411       RaiseScore(level.score[SC_BUG]);
14412       break;
14413     case EL_SPACESHIP:
14414     case EL_BD_FIREFLY:
14415     case EL_SP_SNIKSNAK:
14416       RaiseScore(level.score[SC_SPACESHIP]);
14417       break;
14418     case EL_YAMYAM:
14419     case EL_DARK_YAMYAM:
14420       RaiseScore(level.score[SC_YAMYAM]);
14421       break;
14422     case EL_ROBOT:
14423       RaiseScore(level.score[SC_ROBOT]);
14424       break;
14425     case EL_PACMAN:
14426       RaiseScore(level.score[SC_PACMAN]);
14427       break;
14428     case EL_NUT:
14429       RaiseScore(level.score[SC_NUT]);
14430       break;
14431     case EL_DYNAMITE:
14432     case EL_EM_DYNAMITE:
14433     case EL_SP_DISK_RED:
14434     case EL_DYNABOMB_INCREASE_NUMBER:
14435     case EL_DYNABOMB_INCREASE_SIZE:
14436     case EL_DYNABOMB_INCREASE_POWER:
14437       RaiseScore(level.score[SC_DYNAMITE]);
14438       break;
14439     case EL_SHIELD_NORMAL:
14440     case EL_SHIELD_DEADLY:
14441       RaiseScore(level.score[SC_SHIELD]);
14442       break;
14443     case EL_EXTRA_TIME:
14444       RaiseScore(level.extra_time_score);
14445       break;
14446     case EL_KEY_1:
14447     case EL_KEY_2:
14448     case EL_KEY_3:
14449     case EL_KEY_4:
14450     case EL_EM_KEY_1:
14451     case EL_EM_KEY_2:
14452     case EL_EM_KEY_3:
14453     case EL_EM_KEY_4:
14454     case EL_EMC_KEY_5:
14455     case EL_EMC_KEY_6:
14456     case EL_EMC_KEY_7:
14457     case EL_EMC_KEY_8:
14458     case EL_DC_KEY_WHITE:
14459       RaiseScore(level.score[SC_KEY]);
14460       break;
14461     default:
14462       RaiseScore(element_info[element].collect_score);
14463       break;
14464   }
14465 }
14466
14467 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14468 {
14469   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14470   {
14471     /* closing door required in case of envelope style request dialogs */
14472     if (!skip_request)
14473       CloseDoor(DOOR_CLOSE_1);
14474
14475 #if defined(NETWORK_AVALIABLE)
14476     if (options.network)
14477       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14478     else
14479 #endif
14480     {
14481       if (quick_quit)
14482       {
14483         FadeSkipNextFadeIn();
14484
14485         game_status = GAME_MODE_MAIN;
14486
14487         DrawMainMenu();
14488       }
14489       else
14490       {
14491         game_status = GAME_MODE_MAIN;
14492
14493         DrawMainMenu();
14494       }
14495     }
14496   }
14497   else          /* continue playing the game */
14498   {
14499     if (tape.playing && tape.deactivate_display)
14500       TapeDeactivateDisplayOff(TRUE);
14501
14502     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14503
14504     if (tape.playing && tape.deactivate_display)
14505       TapeDeactivateDisplayOn();
14506   }
14507 }
14508
14509 void RequestQuitGame(boolean ask_if_really_quit)
14510 {
14511   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14512   boolean skip_request = AllPlayersGone || quick_quit;
14513
14514   RequestQuitGameExt(skip_request, quick_quit,
14515                      "Do you really want to quit the game?");
14516 }
14517
14518
14519 /* ------------------------------------------------------------------------- */
14520 /* random generator functions                                                */
14521 /* ------------------------------------------------------------------------- */
14522
14523 unsigned int InitEngineRandom_RND(int seed)
14524 {
14525   game.num_random_calls = 0;
14526
14527   return InitEngineRandom(seed);
14528 }
14529
14530 unsigned int RND(int max)
14531 {
14532   if (max > 0)
14533   {
14534     game.num_random_calls++;
14535
14536     return GetEngineRandom(max);
14537   }
14538
14539   return 0;
14540 }
14541
14542
14543 /* ------------------------------------------------------------------------- */
14544 /* game engine snapshot handling functions                                   */
14545 /* ------------------------------------------------------------------------- */
14546
14547 struct EngineSnapshotInfo
14548 {
14549   /* runtime values for custom element collect score */
14550   int collect_score[NUM_CUSTOM_ELEMENTS];
14551
14552   /* runtime values for group element choice position */
14553   int choice_pos[NUM_GROUP_ELEMENTS];
14554
14555   /* runtime values for belt position animations */
14556   int belt_graphic[4][NUM_BELT_PARTS];
14557   int belt_anim_mode[4][NUM_BELT_PARTS];
14558 };
14559
14560 static struct EngineSnapshotInfo engine_snapshot_rnd;
14561 static char *snapshot_level_identifier = NULL;
14562 static int snapshot_level_nr = -1;
14563
14564 static void SaveEngineSnapshotValues_RND()
14565 {
14566   static int belt_base_active_element[4] =
14567   {
14568     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14569     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14570     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14571     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14572   };
14573   int i, j;
14574
14575   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14576   {
14577     int element = EL_CUSTOM_START + i;
14578
14579     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14580   }
14581
14582   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14583   {
14584     int element = EL_GROUP_START + i;
14585
14586     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14587   }
14588
14589   for (i = 0; i < 4; i++)
14590   {
14591     for (j = 0; j < NUM_BELT_PARTS; j++)
14592     {
14593       int element = belt_base_active_element[i] + j;
14594       int graphic = el2img(element);
14595       int anim_mode = graphic_info[graphic].anim_mode;
14596
14597       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14598       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14599     }
14600   }
14601 }
14602
14603 static void LoadEngineSnapshotValues_RND()
14604 {
14605   unsigned int num_random_calls = game.num_random_calls;
14606   int i, j;
14607
14608   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14609   {
14610     int element = EL_CUSTOM_START + i;
14611
14612     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14613   }
14614
14615   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14616   {
14617     int element = EL_GROUP_START + i;
14618
14619     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14620   }
14621
14622   for (i = 0; i < 4; i++)
14623   {
14624     for (j = 0; j < NUM_BELT_PARTS; j++)
14625     {
14626       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14627       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14628
14629       graphic_info[graphic].anim_mode = anim_mode;
14630     }
14631   }
14632
14633   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14634   {
14635     InitRND(tape.random_seed);
14636     for (i = 0; i < num_random_calls; i++)
14637       RND(1);
14638   }
14639
14640   if (game.num_random_calls != num_random_calls)
14641   {
14642     Error(ERR_INFO, "number of random calls out of sync");
14643     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14644     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14645     Error(ERR_EXIT, "this should not happen -- please debug");
14646   }
14647 }
14648
14649 void FreeEngineSnapshotSingle()
14650 {
14651   FreeSnapshotSingle();
14652
14653   setString(&snapshot_level_identifier, NULL);
14654   snapshot_level_nr = -1;
14655 }
14656
14657 void FreeEngineSnapshotList()
14658 {
14659   FreeSnapshotList();
14660 }
14661
14662 ListNode *SaveEngineSnapshotBuffers()
14663 {
14664   ListNode *buffers = NULL;
14665
14666   /* copy some special values to a structure better suited for the snapshot */
14667
14668   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14669     SaveEngineSnapshotValues_RND();
14670   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14671     SaveEngineSnapshotValues_EM();
14672   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14673     SaveEngineSnapshotValues_SP(&buffers);
14674
14675   /* save values stored in special snapshot structure */
14676
14677   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14678     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14679   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14680     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14681   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14682     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14683
14684   /* save further RND engine values */
14685
14686   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14687   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14688   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14689
14690   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14691   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14692   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14693   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14694
14695   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14696   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14697   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14698   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14699   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14700
14701   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14702   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14703   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14704
14705   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14706
14707   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14708
14709   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14710   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14711
14712   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14713   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14714   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14715   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14716   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14717   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14718   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14719   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14720   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14721   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14722   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14723   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14724   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14725   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14726   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14727   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14728   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14729   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14730
14731   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14732   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14733
14734   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14735   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14736   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14737
14738   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14739   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14740
14741   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14742   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14743   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14744   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14745   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14746
14747   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14748   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14749
14750 #if 0
14751   ListNode *node = engine_snapshot_list_rnd;
14752   int num_bytes = 0;
14753
14754   while (node != NULL)
14755   {
14756     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14757
14758     node = node->next;
14759   }
14760
14761   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14762 #endif
14763
14764   return buffers;
14765 }
14766
14767 void SaveEngineSnapshotSingle()
14768 {
14769   ListNode *buffers = SaveEngineSnapshotBuffers();
14770
14771   /* finally save all snapshot buffers to single snapshot */
14772   SaveSnapshotSingle(buffers);
14773
14774   /* save level identification information */
14775   setString(&snapshot_level_identifier, leveldir_current->identifier);
14776   snapshot_level_nr = level_nr;
14777 }
14778
14779 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14780 {
14781   boolean save_snapshot =
14782     (initial_snapshot ||
14783      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14784      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14785       game.snapshot.changed_action));
14786
14787   game.snapshot.changed_action = FALSE;
14788
14789   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14790       tape.quick_resume ||
14791       !save_snapshot)
14792     return FALSE;
14793
14794   ListNode *buffers = SaveEngineSnapshotBuffers();
14795
14796   /* finally save all snapshot buffers to snapshot list */
14797   SaveSnapshotToList(buffers);
14798
14799   return TRUE;
14800 }
14801
14802 boolean SaveEngineSnapshotToList()
14803 {
14804   return SaveEngineSnapshotToListExt(FALSE);
14805 }
14806
14807 void SaveEngineSnapshotToListInitial()
14808 {
14809   FreeEngineSnapshotList();
14810
14811   SaveEngineSnapshotToListExt(TRUE);
14812 }
14813
14814 void LoadEngineSnapshotValues()
14815 {
14816   /* restore special values from snapshot structure */
14817
14818   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14819     LoadEngineSnapshotValues_RND();
14820   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14821     LoadEngineSnapshotValues_EM();
14822   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14823     LoadEngineSnapshotValues_SP();
14824 }
14825
14826 void LoadEngineSnapshotSingle()
14827 {
14828   LoadSnapshotSingle();
14829
14830   LoadEngineSnapshotValues();
14831 }
14832
14833 void LoadEngineSnapshot_Undo(int steps)
14834 {
14835   LoadSnapshotFromList_Older(steps);
14836
14837   LoadEngineSnapshotValues();
14838 }
14839
14840 void LoadEngineSnapshot_Redo(int steps)
14841 {
14842   LoadSnapshotFromList_Newer(steps);
14843
14844   LoadEngineSnapshotValues();
14845 }
14846
14847 boolean CheckEngineSnapshotSingle()
14848 {
14849   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14850           snapshot_level_nr == level_nr);
14851 }
14852
14853 boolean CheckEngineSnapshotList()
14854 {
14855   return CheckSnapshotList();
14856 }
14857
14858
14859 /* ---------- new game button stuff ---------------------------------------- */
14860
14861 static struct
14862 {
14863   int graphic;
14864   struct XY *pos;
14865   int gadget_id;
14866   char *infotext;
14867 } gamebutton_info[NUM_GAME_BUTTONS] =
14868 {
14869   {
14870     IMG_GAME_BUTTON_GFX_STOP,           &game.button.stop,
14871     GAME_CTRL_ID_STOP,                  "stop game"
14872   },
14873   {
14874     IMG_GAME_BUTTON_GFX_PAUSE,          &game.button.pause,
14875     GAME_CTRL_ID_PAUSE,                 "pause game"
14876   },
14877   {
14878     IMG_GAME_BUTTON_GFX_PLAY,           &game.button.play,
14879     GAME_CTRL_ID_PLAY,                  "play game"
14880   },
14881   {
14882     IMG_GAME_BUTTON_GFX_UNDO,           &game.button.undo,
14883     GAME_CTRL_ID_UNDO,                  "undo step"
14884   },
14885   {
14886     IMG_GAME_BUTTON_GFX_REDO,           &game.button.redo,
14887     GAME_CTRL_ID_REDO,                  "redo step"
14888   },
14889   {
14890     IMG_GAME_BUTTON_GFX_SAVE,           &game.button.save,
14891     GAME_CTRL_ID_SAVE,                  "save game"
14892   },
14893   {
14894     IMG_GAME_BUTTON_GFX_PAUSE2,         &game.button.pause2,
14895     GAME_CTRL_ID_PAUSE2,                "pause game"
14896   },
14897   {
14898     IMG_GAME_BUTTON_GFX_LOAD,           &game.button.load,
14899     GAME_CTRL_ID_LOAD,                  "load game"
14900   },
14901   {
14902     IMG_GAME_BUTTON_GFX_SOUND_MUSIC,    &game.button.sound_music,
14903     SOUND_CTRL_ID_MUSIC,                "background music on/off"
14904   },
14905   {
14906     IMG_GAME_BUTTON_GFX_SOUND_LOOPS,    &game.button.sound_loops,
14907     SOUND_CTRL_ID_LOOPS,                "sound loops on/off"
14908   },
14909   {
14910     IMG_GAME_BUTTON_GFX_SOUND_SIMPLE,   &game.button.sound_simple,
14911     SOUND_CTRL_ID_SIMPLE,               "normal sounds on/off"
14912   }
14913 };
14914
14915 void CreateGameButtons()
14916 {
14917   int i;
14918
14919   for (i = 0; i < NUM_GAME_BUTTONS; i++)
14920   {
14921     struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14922     struct XY *pos = gamebutton_info[i].pos;
14923     struct GadgetInfo *gi;
14924     int button_type;
14925     boolean checked;
14926     unsigned int event_mask;
14927     int base_x = (tape.show_game_buttons ? VX : DX);
14928     int base_y = (tape.show_game_buttons ? VY : DY);
14929     int gd_x   = gfx->src_x;
14930     int gd_y   = gfx->src_y;
14931     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
14932     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
14933     int gd_xa  = gfx->src_x + gfx->active_xoffset;
14934     int gd_ya  = gfx->src_y + gfx->active_yoffset;
14935     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14936     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14937     int id = i;
14938
14939     if (gfx->bitmap == NULL)
14940     {
14941       game_gadget[id] = NULL;
14942
14943       continue;
14944     }
14945
14946     if (id == GAME_CTRL_ID_STOP ||
14947         id == GAME_CTRL_ID_PLAY ||
14948         id == GAME_CTRL_ID_SAVE ||
14949         id == GAME_CTRL_ID_LOAD)
14950     {
14951       button_type = GD_TYPE_NORMAL_BUTTON;
14952       checked = FALSE;
14953       event_mask = GD_EVENT_RELEASED;
14954     }
14955     else if (id == GAME_CTRL_ID_UNDO ||
14956              id == GAME_CTRL_ID_REDO)
14957     {
14958       button_type = GD_TYPE_NORMAL_BUTTON;
14959       checked = FALSE;
14960       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14961     }
14962     else
14963     {
14964       button_type = GD_TYPE_CHECK_BUTTON;
14965       checked =
14966         ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14967          (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14968          (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14969       event_mask = GD_EVENT_PRESSED;
14970     }
14971
14972     gi = CreateGadget(GDI_CUSTOM_ID, id,
14973                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
14974                       GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14975                       GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14976                       GDI_WIDTH, gfx->width,
14977                       GDI_HEIGHT, gfx->height,
14978                       GDI_TYPE, button_type,
14979                       GDI_STATE, GD_BUTTON_UNPRESSED,
14980                       GDI_CHECKED, checked,
14981                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14982                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14983                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14984                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14985                       GDI_DIRECT_DRAW, FALSE,
14986                       GDI_EVENT_MASK, event_mask,
14987                       GDI_CALLBACK_ACTION, HandleGameButtons,
14988                       GDI_END);
14989
14990     if (gi == NULL)
14991       Error(ERR_EXIT, "cannot create gadget");
14992
14993     game_gadget[id] = gi;
14994   }
14995 }
14996
14997 void FreeGameButtons()
14998 {
14999   int i;
15000
15001   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15002     FreeGadget(game_gadget[i]);
15003 }
15004
15005 static void MapGameButtonsAtSamePosition(int id)
15006 {
15007   int i;
15008
15009   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15010     if (i != id &&
15011         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15012         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15013       MapGadget(game_gadget[i]);
15014 }
15015
15016 static void UnmapGameButtonsAtSamePosition(int id)
15017 {
15018   int i;
15019
15020   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15021     if (i != id &&
15022         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15023         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15024       UnmapGadget(game_gadget[i]);
15025 }
15026
15027 void MapUndoRedoButtons()
15028 {
15029   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15030   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15031
15032   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15033   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15034 }
15035
15036 void UnmapUndoRedoButtons()
15037 {
15038   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15039   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15040
15041   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15042   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15043 }
15044
15045 void MapGameButtons()
15046 {
15047   int i;
15048
15049   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15050     if (i != GAME_CTRL_ID_UNDO &&
15051         i != GAME_CTRL_ID_REDO)
15052       MapGadget(game_gadget[i]);
15053
15054   if (setup.show_snapshot_buttons)
15055   {
15056     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15057     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15058     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15059   }
15060   else
15061   {
15062     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15063     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15064     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15065   }
15066
15067   RedrawGameButtons();
15068 }
15069
15070 void UnmapGameButtons()
15071 {
15072   int i;
15073
15074   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15075     UnmapGadget(game_gadget[i]);
15076 }
15077
15078 void RedrawGameButtons()
15079 {
15080   int i;
15081
15082   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15083     RedrawGadget(game_gadget[i]);
15084
15085   // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15086   redraw_mask &= ~REDRAW_ALL;
15087 }
15088
15089 void GameUndoRedoExt()
15090 {
15091   ClearPlayerAction();
15092
15093   tape.pausing = TRUE;
15094
15095   RedrawPlayfield();
15096   UpdateAndDisplayGameControlValues();
15097
15098   DrawCompleteVideoDisplay();
15099   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15100   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15101   DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15102                     VIDEO_STATE_1STEP_OFF), 0);
15103
15104   BackToFront();
15105 }
15106
15107 void GameUndo(int steps)
15108 {
15109   if (!CheckEngineSnapshotList())
15110     return;
15111
15112   LoadEngineSnapshot_Undo(steps);
15113
15114   GameUndoRedoExt();
15115 }
15116
15117 void GameRedo(int steps)
15118 {
15119   if (!CheckEngineSnapshotList())
15120     return;
15121
15122   LoadEngineSnapshot_Redo(steps);
15123
15124   GameUndoRedoExt();
15125 }
15126
15127 static void HandleGameButtonsExt(int id, int button)
15128 {
15129   int steps = BUTTON_STEPSIZE(button);
15130   boolean handle_game_buttons =
15131     (game_status == GAME_MODE_PLAYING ||
15132      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15133
15134   if (!handle_game_buttons)
15135     return;
15136
15137   switch (id)
15138   {
15139     case GAME_CTRL_ID_STOP:
15140       if (game_status == GAME_MODE_MAIN)
15141         break;
15142
15143       if (tape.playing)
15144         TapeStop();
15145       else
15146         RequestQuitGame(TRUE);
15147
15148       break;
15149
15150     case GAME_CTRL_ID_PAUSE:
15151     case GAME_CTRL_ID_PAUSE2:
15152       if (options.network && game_status == GAME_MODE_PLAYING)
15153       {
15154 #if defined(NETWORK_AVALIABLE)
15155         if (tape.pausing)
15156           SendToServer_ContinuePlaying();
15157         else
15158           SendToServer_PausePlaying();
15159 #endif
15160       }
15161       else
15162         TapeTogglePause(TAPE_TOGGLE_MANUAL);
15163       break;
15164
15165     case GAME_CTRL_ID_PLAY:
15166       if (game_status == GAME_MODE_MAIN)
15167       {
15168         StartGameActions(options.network, setup.autorecord, level.random_seed);
15169       }
15170       else if (tape.pausing)
15171       {
15172 #if defined(NETWORK_AVALIABLE)
15173         if (options.network)
15174           SendToServer_ContinuePlaying();
15175         else
15176 #endif
15177           TapeTogglePause(TAPE_TOGGLE_MANUAL);
15178       }
15179       break;
15180
15181     case GAME_CTRL_ID_UNDO:
15182       GameUndo(steps);
15183       break;
15184
15185     case GAME_CTRL_ID_REDO:
15186       GameRedo(steps);
15187       break;
15188
15189     case GAME_CTRL_ID_SAVE:
15190       TapeQuickSave();
15191       break;
15192
15193     case GAME_CTRL_ID_LOAD:
15194       TapeQuickLoad();
15195       break;
15196
15197     case SOUND_CTRL_ID_MUSIC:
15198       if (setup.sound_music)
15199       { 
15200         setup.sound_music = FALSE;
15201
15202         FadeMusic();
15203       }
15204       else if (audio.music_available)
15205       { 
15206         setup.sound = setup.sound_music = TRUE;
15207
15208         SetAudioMode(setup.sound);
15209
15210         PlayLevelMusic();
15211       }
15212       break;
15213
15214     case SOUND_CTRL_ID_LOOPS:
15215       if (setup.sound_loops)
15216         setup.sound_loops = FALSE;
15217       else if (audio.loops_available)
15218       {
15219         setup.sound = setup.sound_loops = TRUE;
15220
15221         SetAudioMode(setup.sound);
15222       }
15223       break;
15224
15225     case SOUND_CTRL_ID_SIMPLE:
15226       if (setup.sound_simple)
15227         setup.sound_simple = FALSE;
15228       else if (audio.sound_available)
15229       {
15230         setup.sound = setup.sound_simple = TRUE;
15231
15232         SetAudioMode(setup.sound);
15233       }
15234       break;
15235
15236     default:
15237       break;
15238   }
15239 }
15240
15241 static void HandleGameButtons(struct GadgetInfo *gi)
15242 {
15243   HandleGameButtonsExt(gi->custom_id, gi->event.button);
15244 }
15245
15246 void HandleSoundButtonKeys(Key key)
15247 {
15248
15249   if (key == setup.shortcut.sound_simple)
15250     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15251   else if (key == setup.shortcut.sound_loops)
15252     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15253   else if (key == setup.shortcut.sound_music)
15254     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
15255 }