cleanup of screen fading code
[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 static inline 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 static inline 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   game_status = GAME_MODE_PLAYING;
3095
3096   StopAnimation();
3097
3098   if (!game.restart_level)
3099     CloseDoor(DOOR_CLOSE_1);
3100
3101 #if 1
3102   /* needed if different viewport properties defined for playing */
3103   ChangeViewportPropertiesIfNeeded();
3104 #endif
3105
3106   if (level_editor_test_game)
3107     FadeSkipNextFadeIn();
3108   else
3109     FadeSetEnterScreen();
3110
3111   if (CheckIfRedrawGlobalBorderIsNeeded())
3112     fade_mask = REDRAW_ALL;
3113
3114 #if 0
3115   printf("::: %d\n", (fade_mask == REDRAW_ALL ? 1 : 0));
3116 #endif
3117
3118   FadeOut(fade_mask);
3119
3120 #if 0
3121   /* needed if different viewport properties defined for playing */
3122   ChangeViewportPropertiesIfNeeded();
3123 #endif
3124
3125 #if 1
3126   ClearField();
3127 #endif
3128
3129   DrawCompleteVideoDisplay();
3130
3131   InitGameEngine();
3132   InitGameControlValues();
3133
3134   /* don't play tapes over network */
3135   network_playing = (options.network && !tape.playing);
3136
3137   for (i = 0; i < MAX_PLAYERS; i++)
3138   {
3139     struct PlayerInfo *player = &stored_player[i];
3140
3141     player->index_nr = i;
3142     player->index_bit = (1 << i);
3143     player->element_nr = EL_PLAYER_1 + i;
3144
3145     player->present = FALSE;
3146     player->active = FALSE;
3147     player->mapped = FALSE;
3148
3149     player->killed = FALSE;
3150     player->reanimated = FALSE;
3151
3152     player->action = 0;
3153     player->effective_action = 0;
3154     player->programmed_action = 0;
3155
3156     player->score = 0;
3157     player->score_final = 0;
3158
3159     player->gems_still_needed = level.gems_needed;
3160     player->sokobanfields_still_needed = 0;
3161     player->lights_still_needed = 0;
3162     player->friends_still_needed = 0;
3163
3164     for (j = 0; j < MAX_NUM_KEYS; j++)
3165       player->key[j] = FALSE;
3166
3167     player->num_white_keys = 0;
3168
3169     player->dynabomb_count = 0;
3170     player->dynabomb_size = 1;
3171     player->dynabombs_left = 0;
3172     player->dynabomb_xl = FALSE;
3173
3174     player->MovDir = initial_move_dir;
3175     player->MovPos = 0;
3176     player->GfxPos = 0;
3177     player->GfxDir = initial_move_dir;
3178     player->GfxAction = ACTION_DEFAULT;
3179     player->Frame = 0;
3180     player->StepFrame = 0;
3181
3182     player->initial_element = player->element_nr;
3183     player->artwork_element =
3184       (level.use_artwork_element[i] ? level.artwork_element[i] :
3185        player->element_nr);
3186     player->use_murphy = FALSE;
3187
3188     player->block_last_field = FALSE;   /* initialized in InitPlayerField() */
3189     player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3190
3191     player->gravity = level.initial_player_gravity[i];
3192
3193     player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3194
3195     player->actual_frame_counter = 0;
3196
3197     player->step_counter = 0;
3198
3199     player->last_move_dir = initial_move_dir;
3200
3201     player->is_active = FALSE;
3202
3203     player->is_waiting = FALSE;
3204     player->is_moving = FALSE;
3205     player->is_auto_moving = FALSE;
3206     player->is_digging = FALSE;
3207     player->is_snapping = FALSE;
3208     player->is_collecting = FALSE;
3209     player->is_pushing = FALSE;
3210     player->is_switching = FALSE;
3211     player->is_dropping = FALSE;
3212     player->is_dropping_pressed = FALSE;
3213
3214     player->is_bored = FALSE;
3215     player->is_sleeping = FALSE;
3216
3217     player->frame_counter_bored = -1;
3218     player->frame_counter_sleeping = -1;
3219
3220     player->anim_delay_counter = 0;
3221     player->post_delay_counter = 0;
3222
3223     player->dir_waiting = initial_move_dir;
3224     player->action_waiting = ACTION_DEFAULT;
3225     player->last_action_waiting = ACTION_DEFAULT;
3226     player->special_action_bored = ACTION_DEFAULT;
3227     player->special_action_sleeping = ACTION_DEFAULT;
3228
3229     player->switch_x = -1;
3230     player->switch_y = -1;
3231
3232     player->drop_x = -1;
3233     player->drop_y = -1;
3234
3235     player->show_envelope = 0;
3236
3237     SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3238
3239     player->push_delay       = -1;      /* initialized when pushing starts */
3240     player->push_delay_value = game.initial_push_delay_value;
3241
3242     player->drop_delay = 0;
3243     player->drop_pressed_delay = 0;
3244
3245     player->last_jx = -1;
3246     player->last_jy = -1;
3247     player->jx = -1;
3248     player->jy = -1;
3249
3250     player->shield_normal_time_left = 0;
3251     player->shield_deadly_time_left = 0;
3252
3253     player->inventory_infinite_element = EL_UNDEFINED;
3254     player->inventory_size = 0;
3255
3256     if (level.use_initial_inventory[i])
3257     {
3258       for (j = 0; j < level.initial_inventory_size[i]; j++)
3259       {
3260         int element = level.initial_inventory_content[i][j];
3261         int collect_count = element_info[element].collect_count_initial;
3262         int k;
3263
3264         if (!IS_CUSTOM_ELEMENT(element))
3265           collect_count = 1;
3266
3267         if (collect_count == 0)
3268           player->inventory_infinite_element = element;
3269         else
3270           for (k = 0; k < collect_count; k++)
3271             if (player->inventory_size < MAX_INVENTORY_SIZE)
3272               player->inventory_element[player->inventory_size++] = element;
3273       }
3274     }
3275
3276     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3277     SnapField(player, 0, 0);
3278
3279     player->LevelSolved = FALSE;
3280     player->GameOver = FALSE;
3281
3282     player->LevelSolved_GameWon = FALSE;
3283     player->LevelSolved_GameEnd = FALSE;
3284     player->LevelSolved_PanelOff = FALSE;
3285     player->LevelSolved_SaveTape = FALSE;
3286     player->LevelSolved_SaveScore = FALSE;
3287     player->LevelSolved_CountingTime = 0;
3288     player->LevelSolved_CountingScore = 0;
3289
3290     map_player_action[i] = i;
3291   }
3292
3293   network_player_action_received = FALSE;
3294
3295 #if defined(NETWORK_AVALIABLE)
3296   /* initial null action */
3297   if (network_playing)
3298     SendToServer_MovePlayer(MV_NONE);
3299 #endif
3300
3301   ZX = ZY = -1;
3302   ExitX = ExitY = -1;
3303
3304   FrameCounter = 0;
3305   TimeFrames = 0;
3306   TimePlayed = 0;
3307   TimeLeft = level.time;
3308   TapeTime = 0;
3309
3310   ScreenMovDir = MV_NONE;
3311   ScreenMovPos = 0;
3312   ScreenGfxPos = 0;
3313
3314   ScrollStepSize = 0;   /* will be correctly initialized by ScrollScreen() */
3315
3316   AllPlayersGone = FALSE;
3317
3318   game.no_time_limit = (level.time == 0);
3319
3320   game.yamyam_content_nr = 0;
3321   game.robot_wheel_active = FALSE;
3322   game.magic_wall_active = FALSE;
3323   game.magic_wall_time_left = 0;
3324   game.light_time_left = 0;
3325   game.timegate_time_left = 0;
3326   game.switchgate_pos = 0;
3327   game.wind_direction = level.wind_direction_initial;
3328
3329   game.lenses_time_left = 0;
3330   game.magnify_time_left = 0;
3331
3332   game.ball_state = level.ball_state_initial;
3333   game.ball_content_nr = 0;
3334
3335   game.envelope_active = FALSE;
3336
3337   /* set focus to local player for network games, else to all players */
3338   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3339   game.centered_player_nr_next = game.centered_player_nr;
3340   game.set_centered_player = FALSE;
3341
3342   if (network_playing && tape.recording)
3343   {
3344     /* store client dependent player focus when recording network games */
3345     tape.centered_player_nr_next = game.centered_player_nr_next;
3346     tape.set_centered_player = TRUE;
3347   }
3348
3349   for (i = 0; i < NUM_BELTS; i++)
3350   {
3351     game.belt_dir[i] = MV_NONE;
3352     game.belt_dir_nr[i] = 3;            /* not moving, next moving left */
3353   }
3354
3355   for (i = 0; i < MAX_NUM_AMOEBA; i++)
3356     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3357
3358 #if DEBUG_INIT_PLAYER
3359   if (options.debug)
3360   {
3361     printf("Player status at level initialization:\n");
3362   }
3363 #endif
3364
3365   SCAN_PLAYFIELD(x, y)
3366   {
3367     Feld[x][y] = level.field[x][y];
3368     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3369     ChangeDelay[x][y] = 0;
3370     ChangePage[x][y] = -1;
3371     CustomValue[x][y] = 0;              /* initialized in InitField() */
3372     Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3373     AmoebaNr[x][y] = 0;
3374     WasJustMoving[x][y] = 0;
3375     WasJustFalling[x][y] = 0;
3376     CheckCollision[x][y] = 0;
3377     CheckImpact[x][y] = 0;
3378     Stop[x][y] = FALSE;
3379     Pushed[x][y] = FALSE;
3380
3381     ChangeCount[x][y] = 0;
3382     ChangeEvent[x][y] = -1;
3383
3384     ExplodePhase[x][y] = 0;
3385     ExplodeDelay[x][y] = 0;
3386     ExplodeField[x][y] = EX_TYPE_NONE;
3387
3388     RunnerVisit[x][y] = 0;
3389     PlayerVisit[x][y] = 0;
3390
3391     GfxFrame[x][y] = 0;
3392     GfxRandom[x][y] = INIT_GFX_RANDOM();
3393     GfxElement[x][y] = EL_UNDEFINED;
3394     GfxAction[x][y] = ACTION_DEFAULT;
3395     GfxDir[x][y] = MV_NONE;
3396     GfxRedraw[x][y] = GFX_REDRAW_NONE;
3397   }
3398
3399   SCAN_PLAYFIELD(x, y)
3400   {
3401     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3402       emulate_bd = FALSE;
3403     if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3404       emulate_sb = FALSE;
3405     if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3406       emulate_sp = FALSE;
3407
3408     InitField(x, y, TRUE);
3409
3410     ResetGfxAnimation(x, y);
3411   }
3412
3413   InitBeltMovement();
3414
3415   for (i = 0; i < MAX_PLAYERS; i++)
3416   {
3417     struct PlayerInfo *player = &stored_player[i];
3418
3419     /* set number of special actions for bored and sleeping animation */
3420     player->num_special_action_bored =
3421       get_num_special_action(player->artwork_element,
3422                              ACTION_BORING_1, ACTION_BORING_LAST);
3423     player->num_special_action_sleeping =
3424       get_num_special_action(player->artwork_element,
3425                              ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3426   }
3427
3428   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3429                     emulate_sb ? EMU_SOKOBAN :
3430                     emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3431
3432   /* initialize type of slippery elements */
3433   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3434   {
3435     if (!IS_CUSTOM_ELEMENT(i))
3436     {
3437       /* default: elements slip down either to the left or right randomly */
3438       element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3439
3440       /* SP style elements prefer to slip down on the left side */
3441       if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3442         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3443
3444       /* BD style elements prefer to slip down on the left side */
3445       if (game.emulation == EMU_BOULDERDASH)
3446         element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3447     }
3448   }
3449
3450   /* initialize explosion and ignition delay */
3451   for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3452   {
3453     if (!IS_CUSTOM_ELEMENT(i))
3454     {
3455       int num_phase = 8;
3456       int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3457                     game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3458                    game.emulation == EMU_SUPAPLEX ? 3 : 2);
3459       int last_phase = (num_phase + 1) * delay;
3460       int half_phase = (num_phase / 2) * delay;
3461
3462       element_info[i].explosion_delay = last_phase - 1;
3463       element_info[i].ignition_delay = half_phase;
3464
3465       if (i == EL_BLACK_ORB)
3466         element_info[i].ignition_delay = 1;
3467     }
3468   }
3469
3470   /* correct non-moving belts to start moving left */
3471   for (i = 0; i < NUM_BELTS; i++)
3472     if (game.belt_dir[i] == MV_NONE)
3473       game.belt_dir_nr[i] = 3;          /* not moving, next moving left */
3474
3475 #if USE_NEW_PLAYER_ASSIGNMENTS
3476   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3477   /* choose default local player */
3478   local_player = &stored_player[0];
3479
3480   for (i = 0; i < MAX_PLAYERS; i++)
3481     stored_player[i].connected = FALSE;
3482
3483   local_player->connected = TRUE;
3484   /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3485
3486   if (tape.playing)
3487   {
3488     for (i = 0; i < MAX_PLAYERS; i++)
3489       stored_player[i].connected = tape.player_participates[i];
3490   }
3491   else if (game.team_mode && !options.network)
3492   {
3493     /* try to guess locally connected team mode players (needed for correct
3494        assignment of player figures from level to locally playing players) */
3495
3496     for (i = 0; i < MAX_PLAYERS; i++)
3497       if (setup.input[i].use_joystick ||
3498           setup.input[i].key.left != KSYM_UNDEFINED)
3499         stored_player[i].connected = TRUE;
3500   }
3501
3502 #if DEBUG_INIT_PLAYER
3503   if (options.debug)
3504   {
3505     printf("Player status after level initialization:\n");
3506
3507     for (i = 0; i < MAX_PLAYERS; i++)
3508     {
3509       struct PlayerInfo *player = &stored_player[i];
3510
3511       printf("- player %d: present == %d, connected == %d, active == %d",
3512              i + 1,
3513              player->present,
3514              player->connected,
3515              player->active);
3516
3517       if (local_player == player)
3518         printf(" (local player)");
3519
3520       printf("\n");
3521     }
3522   }
3523 #endif
3524
3525 #if DEBUG_INIT_PLAYER
3526   if (options.debug)
3527     printf("Reassigning players ...\n");
3528 #endif
3529
3530   /* check if any connected player was not found in playfield */
3531   for (i = 0; i < MAX_PLAYERS; i++)
3532   {
3533     struct PlayerInfo *player = &stored_player[i];
3534
3535     if (player->connected && !player->present)
3536     {
3537       struct PlayerInfo *field_player = NULL;
3538
3539 #if DEBUG_INIT_PLAYER
3540       if (options.debug)
3541         printf("- looking for field player for player %d ...\n", i + 1);
3542 #endif
3543
3544       /* assign first free player found that is present in the playfield */
3545
3546       /* first try: look for unmapped playfield player that is not connected */
3547       for (j = 0; j < MAX_PLAYERS; j++)
3548         if (field_player == NULL &&
3549             stored_player[j].present &&
3550             !stored_player[j].mapped &&
3551             !stored_player[j].connected)
3552           field_player = &stored_player[j];
3553
3554       /* second try: look for *any* unmapped playfield player */
3555       for (j = 0; j < MAX_PLAYERS; j++)
3556         if (field_player == NULL &&
3557             stored_player[j].present &&
3558             !stored_player[j].mapped)
3559           field_player = &stored_player[j];
3560
3561       if (field_player != NULL)
3562       {
3563         int jx = field_player->jx, jy = field_player->jy;
3564
3565 #if DEBUG_INIT_PLAYER
3566         if (options.debug)
3567           printf("- found player %d\n", field_player->index_nr + 1);
3568 #endif
3569
3570         player->present = FALSE;
3571         player->active = FALSE;
3572
3573         field_player->present = TRUE;
3574         field_player->active = TRUE;
3575
3576         /*
3577         player->initial_element = field_player->initial_element;
3578         player->artwork_element = field_player->artwork_element;
3579
3580         player->block_last_field       = field_player->block_last_field;
3581         player->block_delay_adjustment = field_player->block_delay_adjustment;
3582         */
3583
3584         StorePlayer[jx][jy] = field_player->element_nr;
3585
3586         field_player->jx = field_player->last_jx = jx;
3587         field_player->jy = field_player->last_jy = jy;
3588
3589         if (local_player == player)
3590           local_player = field_player;
3591
3592         map_player_action[field_player->index_nr] = i;
3593
3594         field_player->mapped = TRUE;
3595
3596 #if DEBUG_INIT_PLAYER
3597         if (options.debug)
3598           printf("- map_player_action[%d] == %d\n",
3599                  field_player->index_nr + 1, i + 1);
3600 #endif
3601       }
3602     }
3603
3604     if (player->connected && player->present)
3605       player->mapped = TRUE;
3606   }
3607
3608 #if DEBUG_INIT_PLAYER
3609   if (options.debug)
3610   {
3611     printf("Player status after player assignment (first stage):\n");
3612
3613     for (i = 0; i < MAX_PLAYERS; i++)
3614     {
3615       struct PlayerInfo *player = &stored_player[i];
3616
3617       printf("- player %d: present == %d, connected == %d, active == %d",
3618              i + 1,
3619              player->present,
3620              player->connected,
3621              player->active);
3622
3623       if (local_player == player)
3624         printf(" (local player)");
3625
3626       printf("\n");
3627     }
3628   }
3629 #endif
3630
3631 #else
3632
3633   /* check if any connected player was not found in playfield */
3634   for (i = 0; i < MAX_PLAYERS; i++)
3635   {
3636     struct PlayerInfo *player = &stored_player[i];
3637
3638     if (player->connected && !player->present)
3639     {
3640       for (j = 0; j < MAX_PLAYERS; j++)
3641       {
3642         struct PlayerInfo *field_player = &stored_player[j];
3643         int jx = field_player->jx, jy = field_player->jy;
3644
3645         /* assign first free player found that is present in the playfield */
3646         if (field_player->present && !field_player->connected)
3647         {
3648           player->present = TRUE;
3649           player->active = TRUE;
3650
3651           field_player->present = FALSE;
3652           field_player->active = FALSE;
3653
3654           player->initial_element = field_player->initial_element;
3655           player->artwork_element = field_player->artwork_element;
3656
3657           player->block_last_field       = field_player->block_last_field;
3658           player->block_delay_adjustment = field_player->block_delay_adjustment;
3659
3660           StorePlayer[jx][jy] = player->element_nr;
3661
3662           player->jx = player->last_jx = jx;
3663           player->jy = player->last_jy = jy;
3664
3665           break;
3666         }
3667       }
3668     }
3669   }
3670 #endif
3671
3672 #if 0
3673   printf("::: local_player->present == %d\n", local_player->present);
3674 #endif
3675
3676   if (tape.playing)
3677   {
3678     /* when playing a tape, eliminate all players who do not participate */
3679
3680 #if USE_NEW_PLAYER_ASSIGNMENTS
3681
3682     if (!game.team_mode)
3683     {
3684       for (i = 0; i < MAX_PLAYERS; i++)
3685       {
3686         if (stored_player[i].active &&
3687             !tape.player_participates[map_player_action[i]])
3688         {
3689           struct PlayerInfo *player = &stored_player[i];
3690           int jx = player->jx, jy = player->jy;
3691
3692 #if DEBUG_INIT_PLAYER
3693           if (options.debug)
3694             printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3695 #endif
3696
3697           player->active = FALSE;
3698           StorePlayer[jx][jy] = 0;
3699           Feld[jx][jy] = EL_EMPTY;
3700         }
3701       }
3702     }
3703
3704 #else
3705
3706     for (i = 0; i < MAX_PLAYERS; i++)
3707     {
3708       if (stored_player[i].active &&
3709           !tape.player_participates[i])
3710       {
3711         struct PlayerInfo *player = &stored_player[i];
3712         int jx = player->jx, jy = player->jy;
3713
3714         player->active = FALSE;
3715         StorePlayer[jx][jy] = 0;
3716         Feld[jx][jy] = EL_EMPTY;
3717       }
3718     }
3719 #endif
3720   }
3721   else if (!options.network && !game.team_mode)         /* && !tape.playing */
3722   {
3723     /* when in single player mode, eliminate all but the first active player */
3724
3725     for (i = 0; i < MAX_PLAYERS; i++)
3726     {
3727       if (stored_player[i].active)
3728       {
3729         for (j = i + 1; j < MAX_PLAYERS; j++)
3730         {
3731           if (stored_player[j].active)
3732           {
3733             struct PlayerInfo *player = &stored_player[j];
3734             int jx = player->jx, jy = player->jy;
3735
3736             player->active = FALSE;
3737             player->present = FALSE;
3738
3739             StorePlayer[jx][jy] = 0;
3740             Feld[jx][jy] = EL_EMPTY;
3741           }
3742         }
3743       }
3744     }
3745   }
3746
3747   /* when recording the game, store which players take part in the game */
3748   if (tape.recording)
3749   {
3750 #if USE_NEW_PLAYER_ASSIGNMENTS
3751     for (i = 0; i < MAX_PLAYERS; i++)
3752       if (stored_player[i].connected)
3753         tape.player_participates[i] = TRUE;
3754 #else
3755     for (i = 0; i < MAX_PLAYERS; i++)
3756       if (stored_player[i].active)
3757         tape.player_participates[i] = TRUE;
3758 #endif
3759   }
3760
3761 #if DEBUG_INIT_PLAYER
3762   if (options.debug)
3763   {
3764     printf("Player status after player assignment (final stage):\n");
3765
3766     for (i = 0; i < MAX_PLAYERS; i++)
3767     {
3768       struct PlayerInfo *player = &stored_player[i];
3769
3770       printf("- player %d: present == %d, connected == %d, active == %d",
3771              i + 1,
3772              player->present,
3773              player->connected,
3774              player->active);
3775
3776       if (local_player == player)
3777         printf(" (local player)");
3778
3779       printf("\n");
3780     }
3781   }
3782 #endif
3783
3784   if (BorderElement == EL_EMPTY)
3785   {
3786     SBX_Left = 0;
3787     SBX_Right = lev_fieldx - SCR_FIELDX;
3788     SBY_Upper = 0;
3789     SBY_Lower = lev_fieldy - SCR_FIELDY;
3790   }
3791   else
3792   {
3793     SBX_Left = -1;
3794     SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3795     SBY_Upper = -1;
3796     SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3797   }
3798
3799   if (full_lev_fieldx <= SCR_FIELDX)
3800     SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3801   if (full_lev_fieldy <= SCR_FIELDY)
3802     SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3803
3804   if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3805     SBX_Left--;
3806   if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3807     SBY_Upper--;
3808
3809   /* if local player not found, look for custom element that might create
3810      the player (make some assumptions about the right custom element) */
3811   if (!local_player->present)
3812   {
3813     int start_x = 0, start_y = 0;
3814     int found_rating = 0;
3815     int found_element = EL_UNDEFINED;
3816     int player_nr = local_player->index_nr;
3817
3818     SCAN_PLAYFIELD(x, y)
3819     {
3820       int element = Feld[x][y];
3821       int content;
3822       int xx, yy;
3823       boolean is_player;
3824
3825       if (level.use_start_element[player_nr] &&
3826           level.start_element[player_nr] == element &&
3827           found_rating < 4)
3828       {
3829         start_x = x;
3830         start_y = y;
3831
3832         found_rating = 4;
3833         found_element = element;
3834       }
3835
3836       if (!IS_CUSTOM_ELEMENT(element))
3837         continue;
3838
3839       if (CAN_CHANGE(element))
3840       {
3841         for (i = 0; i < element_info[element].num_change_pages; i++)
3842         {
3843           /* check for player created from custom element as single target */
3844           content = element_info[element].change_page[i].target_element;
3845           is_player = ELEM_IS_PLAYER(content);
3846
3847           if (is_player && (found_rating < 3 ||
3848                             (found_rating == 3 && element < found_element)))
3849           {
3850             start_x = x;
3851             start_y = y;
3852
3853             found_rating = 3;
3854             found_element = element;
3855           }
3856         }
3857       }
3858
3859       for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3860       {
3861         /* check for player created from custom element as explosion content */
3862         content = element_info[element].content.e[xx][yy];
3863         is_player = ELEM_IS_PLAYER(content);
3864
3865         if (is_player && (found_rating < 2 ||
3866                           (found_rating == 2 && element < found_element)))
3867         {
3868           start_x = x + xx - 1;
3869           start_y = y + yy - 1;
3870
3871           found_rating = 2;
3872           found_element = element;
3873         }
3874
3875         if (!CAN_CHANGE(element))
3876           continue;
3877
3878         for (i = 0; i < element_info[element].num_change_pages; i++)
3879         {
3880           /* check for player created from custom element as extended target */
3881           content =
3882             element_info[element].change_page[i].target_content.e[xx][yy];
3883
3884           is_player = ELEM_IS_PLAYER(content);
3885
3886           if (is_player && (found_rating < 1 ||
3887                             (found_rating == 1 && element < found_element)))
3888           {
3889             start_x = x + xx - 1;
3890             start_y = y + yy - 1;
3891
3892             found_rating = 1;
3893             found_element = element;
3894           }
3895         }
3896       }
3897     }
3898
3899     scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
3900                 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3901                 start_x - MIDPOSX);
3902
3903     scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3904                 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3905                 start_y - MIDPOSY);
3906   }
3907   else
3908   {
3909     scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
3910                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3911                 local_player->jx - MIDPOSX);
3912
3913     scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3914                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3915                 local_player->jy - MIDPOSY);
3916   }
3917
3918   /* !!! FIX THIS (START) !!! */
3919   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3920   {
3921     InitGameEngine_EM();
3922   }
3923   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3924   {
3925     InitGameEngine_SP();
3926   }
3927   else
3928   {
3929     DrawLevel(REDRAW_FIELD);
3930     DrawAllPlayers();
3931
3932     /* after drawing the level, correct some elements */
3933     if (game.timegate_time_left == 0)
3934       CloseAllOpenTimegates();
3935   }
3936
3937   /* blit playfield from scroll buffer to normal back buffer for fading in */
3938   BlitScreenToBitmap(backbuffer);
3939   /* !!! FIX THIS (END) !!! */
3940
3941   FadeIn(fade_mask);
3942
3943 #if 1
3944   // full screen redraw is required at this point in the following cases:
3945   // - special editor door undrawn when game was started from level editor
3946   // - drawing area (playfield) was changed and has to be removed completely
3947   redraw_mask = REDRAW_ALL;
3948   BackToFront();
3949 #endif
3950
3951   if (!game.restart_level)
3952   {
3953     /* copy default game door content to main double buffer */
3954
3955     /* !!! CHECK AGAIN !!! */
3956     SetPanelBackground();
3957     // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3958     DrawBackground(DX, DY, DXSIZE, DYSIZE);
3959   }
3960
3961   SetPanelBackground();
3962   SetDrawBackgroundMask(REDRAW_DOOR_1);
3963
3964   UpdateAndDisplayGameControlValues();
3965
3966   if (!game.restart_level)
3967   {
3968     UnmapGameButtons();
3969     UnmapTapeButtons();
3970     game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3971     game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3972     game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3973     MapGameButtons();
3974     MapTapeButtons();
3975
3976     /* copy actual game door content to door double buffer for OpenDoor() */
3977     BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3978
3979     OpenDoor(DOOR_OPEN_ALL);
3980
3981     PlaySound(SND_GAME_STARTING);
3982
3983     if (setup.sound_music)
3984       PlayLevelMusic();
3985
3986     KeyboardAutoRepeatOffUnlessAutoplay();
3987
3988 #if DEBUG_INIT_PLAYER
3989     if (options.debug)
3990     {
3991       printf("Player status (final):\n");
3992
3993       for (i = 0; i < MAX_PLAYERS; i++)
3994       {
3995         struct PlayerInfo *player = &stored_player[i];
3996
3997         printf("- player %d: present == %d, connected == %d, active == %d",
3998                i + 1,
3999                player->present,
4000                player->connected,
4001                player->active);
4002
4003         if (local_player == player)
4004           printf(" (local player)");
4005
4006         printf("\n");
4007       }
4008     }
4009 #endif
4010   }
4011
4012   UnmapAllGadgets();
4013
4014   MapGameButtons();
4015   MapTapeButtons();
4016
4017   if (!game.restart_level && !tape.playing)
4018   {
4019     LevelStats_incPlayed(level_nr);
4020
4021     SaveLevelSetup_SeriesInfo();
4022   }
4023
4024   game.restart_level = FALSE;
4025
4026   SaveEngineSnapshotToListInitial();
4027 }
4028
4029 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4030 {
4031   /* this is used for non-R'n'D game engines to update certain engine values */
4032
4033   /* needed to determine if sounds are played within the visible screen area */
4034   scroll_x = actual_scroll_x;
4035   scroll_y = actual_scroll_y;
4036 }
4037
4038 void InitMovDir(int x, int y)
4039 {
4040   int i, element = Feld[x][y];
4041   static int xy[4][2] =
4042   {
4043     {  0, +1 },
4044     { +1,  0 },
4045     {  0, -1 },
4046     { -1,  0 }
4047   };
4048   static int direction[3][4] =
4049   {
4050     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
4051     { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
4052     { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
4053   };
4054
4055   switch (element)
4056   {
4057     case EL_BUG_RIGHT:
4058     case EL_BUG_UP:
4059     case EL_BUG_LEFT:
4060     case EL_BUG_DOWN:
4061       Feld[x][y] = EL_BUG;
4062       MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4063       break;
4064
4065     case EL_SPACESHIP_RIGHT:
4066     case EL_SPACESHIP_UP:
4067     case EL_SPACESHIP_LEFT:
4068     case EL_SPACESHIP_DOWN:
4069       Feld[x][y] = EL_SPACESHIP;
4070       MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4071       break;
4072
4073     case EL_BD_BUTTERFLY_RIGHT:
4074     case EL_BD_BUTTERFLY_UP:
4075     case EL_BD_BUTTERFLY_LEFT:
4076     case EL_BD_BUTTERFLY_DOWN:
4077       Feld[x][y] = EL_BD_BUTTERFLY;
4078       MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4079       break;
4080
4081     case EL_BD_FIREFLY_RIGHT:
4082     case EL_BD_FIREFLY_UP:
4083     case EL_BD_FIREFLY_LEFT:
4084     case EL_BD_FIREFLY_DOWN:
4085       Feld[x][y] = EL_BD_FIREFLY;
4086       MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4087       break;
4088
4089     case EL_PACMAN_RIGHT:
4090     case EL_PACMAN_UP:
4091     case EL_PACMAN_LEFT:
4092     case EL_PACMAN_DOWN:
4093       Feld[x][y] = EL_PACMAN;
4094       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4095       break;
4096
4097     case EL_YAMYAM_LEFT:
4098     case EL_YAMYAM_RIGHT:
4099     case EL_YAMYAM_UP:
4100     case EL_YAMYAM_DOWN:
4101       Feld[x][y] = EL_YAMYAM;
4102       MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4103       break;
4104
4105     case EL_SP_SNIKSNAK:
4106       MovDir[x][y] = MV_UP;
4107       break;
4108
4109     case EL_SP_ELECTRON:
4110       MovDir[x][y] = MV_LEFT;
4111       break;
4112
4113     case EL_MOLE_LEFT:
4114     case EL_MOLE_RIGHT:
4115     case EL_MOLE_UP:
4116     case EL_MOLE_DOWN:
4117       Feld[x][y] = EL_MOLE;
4118       MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4119       break;
4120
4121     default:
4122       if (IS_CUSTOM_ELEMENT(element))
4123       {
4124         struct ElementInfo *ei = &element_info[element];
4125         int move_direction_initial = ei->move_direction_initial;
4126         int move_pattern = ei->move_pattern;
4127
4128         if (move_direction_initial == MV_START_PREVIOUS)
4129         {
4130           if (MovDir[x][y] != MV_NONE)
4131             return;
4132
4133           move_direction_initial = MV_START_AUTOMATIC;
4134         }
4135
4136         if (move_direction_initial == MV_START_RANDOM)
4137           MovDir[x][y] = 1 << RND(4);
4138         else if (move_direction_initial & MV_ANY_DIRECTION)
4139           MovDir[x][y] = move_direction_initial;
4140         else if (move_pattern == MV_ALL_DIRECTIONS ||
4141                  move_pattern == MV_TURNING_LEFT ||
4142                  move_pattern == MV_TURNING_RIGHT ||
4143                  move_pattern == MV_TURNING_LEFT_RIGHT ||
4144                  move_pattern == MV_TURNING_RIGHT_LEFT ||
4145                  move_pattern == MV_TURNING_RANDOM)
4146           MovDir[x][y] = 1 << RND(4);
4147         else if (move_pattern == MV_HORIZONTAL)
4148           MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4149         else if (move_pattern == MV_VERTICAL)
4150           MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4151         else if (move_pattern & MV_ANY_DIRECTION)
4152           MovDir[x][y] = element_info[element].move_pattern;
4153         else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4154                  move_pattern == MV_ALONG_RIGHT_SIDE)
4155         {
4156           /* use random direction as default start direction */
4157           if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4158             MovDir[x][y] = 1 << RND(4);
4159
4160           for (i = 0; i < NUM_DIRECTIONS; i++)
4161           {
4162             int x1 = x + xy[i][0];
4163             int y1 = y + xy[i][1];
4164
4165             if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4166             {
4167               if (move_pattern == MV_ALONG_RIGHT_SIDE)
4168                 MovDir[x][y] = direction[0][i];
4169               else
4170                 MovDir[x][y] = direction[1][i];
4171
4172               break;
4173             }
4174           }
4175         }                
4176       }
4177       else
4178       {
4179         MovDir[x][y] = 1 << RND(4);
4180
4181         if (element != EL_BUG &&
4182             element != EL_SPACESHIP &&
4183             element != EL_BD_BUTTERFLY &&
4184             element != EL_BD_FIREFLY)
4185           break;
4186
4187         for (i = 0; i < NUM_DIRECTIONS; i++)
4188         {
4189           int x1 = x + xy[i][0];
4190           int y1 = y + xy[i][1];
4191
4192           if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4193           {
4194             if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4195             {
4196               MovDir[x][y] = direction[0][i];
4197               break;
4198             }
4199             else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4200                      element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4201             {
4202               MovDir[x][y] = direction[1][i];
4203               break;
4204             }
4205           }
4206         }
4207       }
4208       break;
4209   }
4210
4211   GfxDir[x][y] = MovDir[x][y];
4212 }
4213
4214 void InitAmoebaNr(int x, int y)
4215 {
4216   int i;
4217   int group_nr = AmoebeNachbarNr(x, y);
4218
4219   if (group_nr == 0)
4220   {
4221     for (i = 1; i < MAX_NUM_AMOEBA; i++)
4222     {
4223       if (AmoebaCnt[i] == 0)
4224       {
4225         group_nr = i;
4226         break;
4227       }
4228     }
4229   }
4230
4231   AmoebaNr[x][y] = group_nr;
4232   AmoebaCnt[group_nr]++;
4233   AmoebaCnt2[group_nr]++;
4234 }
4235
4236 static void PlayerWins(struct PlayerInfo *player)
4237 {
4238   player->LevelSolved = TRUE;
4239   player->GameOver = TRUE;
4240
4241   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4242                          level.native_em_level->lev->score : player->score);
4243
4244   player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4245                                       TimeLeft);
4246   player->LevelSolved_CountingScore = player->score_final;
4247 }
4248
4249 void GameWon()
4250 {
4251   static int time, time_final;
4252   static int score, score_final;
4253   static int game_over_delay_1 = 0;
4254   static int game_over_delay_2 = 0;
4255   int game_over_delay_value_1 = 50;
4256   int game_over_delay_value_2 = 50;
4257
4258   if (!local_player->LevelSolved_GameWon)
4259   {
4260     int i;
4261
4262     /* do not start end game actions before the player stops moving (to exit) */
4263     if (local_player->MovPos)
4264       return;
4265
4266     local_player->LevelSolved_GameWon = TRUE;
4267     local_player->LevelSolved_SaveTape = tape.recording;
4268     local_player->LevelSolved_SaveScore = !tape.playing;
4269
4270     if (!tape.playing)
4271     {
4272       LevelStats_incSolved(level_nr);
4273
4274       SaveLevelSetup_SeriesInfo();
4275     }
4276
4277     if (tape.auto_play)         /* tape might already be stopped here */
4278       tape.auto_play_level_solved = TRUE;
4279
4280     TapeStop();
4281
4282     game_over_delay_1 = game_over_delay_value_1;
4283     game_over_delay_2 = game_over_delay_value_2;
4284
4285     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4286     score = score_final = local_player->score_final;
4287
4288     if (TimeLeft > 0)
4289     {
4290       time_final = 0;
4291       score_final += TimeLeft * level.score[SC_TIME_BONUS];
4292     }
4293     else if (game.no_time_limit && TimePlayed < 999)
4294     {
4295       time_final = 999;
4296       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4297     }
4298
4299     local_player->score_final = score_final;
4300
4301     if (level_editor_test_game)
4302     {
4303       time = time_final;
4304       score = score_final;
4305
4306       local_player->LevelSolved_CountingTime = time;
4307       local_player->LevelSolved_CountingScore = score;
4308
4309       game_panel_controls[GAME_PANEL_TIME].value = time;
4310       game_panel_controls[GAME_PANEL_SCORE].value = score;
4311
4312       DisplayGameControlValues();
4313     }
4314
4315     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4316     {
4317       if (ExitX >= 0 && ExitY >= 0)     /* local player has left the level */
4318       {
4319         /* close exit door after last player */
4320         if ((AllPlayersGone &&
4321              (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4322               Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4323               Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4324             Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4325             Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4326         {
4327           int element = Feld[ExitX][ExitY];
4328
4329           Feld[ExitX][ExitY] =
4330             (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
4331              element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4332              element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4333              element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
4334              EL_EM_STEEL_EXIT_CLOSING);
4335
4336           PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4337         }
4338
4339         /* player disappears */
4340         DrawLevelField(ExitX, ExitY);
4341       }
4342
4343       for (i = 0; i < MAX_PLAYERS; i++)
4344       {
4345         struct PlayerInfo *player = &stored_player[i];
4346
4347         if (player->present)
4348         {
4349           RemovePlayer(player);
4350
4351           /* player disappears */
4352           DrawLevelField(player->jx, player->jy);
4353         }
4354       }
4355     }
4356
4357     PlaySound(SND_GAME_WINNING);
4358   }
4359
4360   if (game_over_delay_1 > 0)
4361   {
4362     game_over_delay_1--;
4363
4364     return;
4365   }
4366
4367   if (time != time_final)
4368   {
4369     int time_to_go = ABS(time_final - time);
4370     int time_count_dir = (time < time_final ? +1 : -1);
4371     int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4372
4373     time  += time_count_steps * time_count_dir;
4374     score += time_count_steps * level.score[SC_TIME_BONUS];
4375
4376     local_player->LevelSolved_CountingTime = time;
4377     local_player->LevelSolved_CountingScore = score;
4378
4379     game_panel_controls[GAME_PANEL_TIME].value = time;
4380     game_panel_controls[GAME_PANEL_SCORE].value = score;
4381
4382     DisplayGameControlValues();
4383
4384     if (time == time_final)
4385       StopSound(SND_GAME_LEVELTIME_BONUS);
4386     else if (setup.sound_loops)
4387       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4388     else
4389       PlaySound(SND_GAME_LEVELTIME_BONUS);
4390
4391     return;
4392   }
4393
4394   local_player->LevelSolved_PanelOff = TRUE;
4395
4396   if (game_over_delay_2 > 0)
4397   {
4398     game_over_delay_2--;
4399
4400     return;
4401   }
4402
4403   GameEnd();
4404 }
4405
4406 void GameEnd()
4407 {
4408   int hi_pos;
4409   boolean raise_level = FALSE;
4410
4411   local_player->LevelSolved_GameEnd = TRUE;
4412
4413   if (!global.use_envelope_request)
4414     CloseDoor(DOOR_CLOSE_1);
4415
4416   if (local_player->LevelSolved_SaveTape)
4417   {
4418     SaveTapeChecked(tape.level_nr);     /* ask to save tape */
4419   }
4420
4421   CloseDoor(DOOR_CLOSE_ALL);
4422
4423   if (level_editor_test_game)
4424   {
4425     game_status = GAME_MODE_MAIN;
4426
4427     DrawMainMenu();
4428
4429     return;
4430   }
4431
4432   if (!local_player->LevelSolved_SaveScore)
4433   {
4434     FadeOut(REDRAW_FIELD);
4435
4436     game_status = GAME_MODE_MAIN;
4437
4438     DrawMainMenu();
4439
4440     return;
4441   }
4442
4443   if (level_nr == leveldir_current->handicap_level)
4444   {
4445     leveldir_current->handicap_level++;
4446
4447     SaveLevelSetup_SeriesInfo();
4448   }
4449
4450   if (level_nr < leveldir_current->last_level)
4451     raise_level = TRUE;                 /* advance to next level */
4452
4453   if ((hi_pos = NewHiScore()) >= 0) 
4454   {
4455     game_status = GAME_MODE_SCORES;
4456
4457     DrawHallOfFame(hi_pos);
4458
4459     if (raise_level)
4460     {
4461       level_nr++;
4462       TapeErase();
4463     }
4464   }
4465   else
4466   {
4467     FadeOut(REDRAW_FIELD);
4468
4469     game_status = GAME_MODE_MAIN;
4470
4471     if (raise_level)
4472     {
4473       level_nr++;
4474       TapeErase();
4475     }
4476
4477     DrawMainMenu();
4478   }
4479 }
4480
4481 int NewHiScore()
4482 {
4483   int k, l;
4484   int position = -1;
4485
4486   LoadScore(level_nr);
4487
4488   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4489       local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score) 
4490     return -1;
4491
4492   for (k = 0; k < MAX_SCORE_ENTRIES; k++) 
4493   {
4494     if (local_player->score_final > highscore[k].Score)
4495     {
4496       /* player has made it to the hall of fame */
4497
4498       if (k < MAX_SCORE_ENTRIES - 1)
4499       {
4500         int m = MAX_SCORE_ENTRIES - 1;
4501
4502 #ifdef ONE_PER_NAME
4503         for (l = k; l < MAX_SCORE_ENTRIES; l++)
4504           if (strEqual(setup.player_name, highscore[l].Name))
4505             m = l;
4506         if (m == k)     /* player's new highscore overwrites his old one */
4507           goto put_into_list;
4508 #endif
4509
4510         for (l = m; l > k; l--)
4511         {
4512           strcpy(highscore[l].Name, highscore[l - 1].Name);
4513           highscore[l].Score = highscore[l - 1].Score;
4514         }
4515       }
4516
4517 #ifdef ONE_PER_NAME
4518       put_into_list:
4519 #endif
4520       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4521       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4522       highscore[k].Score = local_player->score_final; 
4523       position = k;
4524       break;
4525     }
4526
4527 #ifdef ONE_PER_NAME
4528     else if (!strncmp(setup.player_name, highscore[k].Name,
4529                       MAX_PLAYER_NAME_LEN))
4530       break;    /* player already there with a higher score */
4531 #endif
4532
4533   }
4534
4535   if (position >= 0) 
4536     SaveScore(level_nr);
4537
4538   return position;
4539 }
4540
4541 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4542 {
4543   int element = Feld[x][y];
4544   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4545   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4546   int horiz_move = (dx != 0);
4547   int sign = (horiz_move ? dx : dy);
4548   int step = sign * element_info[element].move_stepsize;
4549
4550   /* special values for move stepsize for spring and things on conveyor belt */
4551   if (horiz_move)
4552   {
4553     if (CAN_FALL(element) &&
4554         y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4555       step = sign * MOVE_STEPSIZE_NORMAL / 2;
4556     else if (element == EL_SPRING)
4557       step = sign * MOVE_STEPSIZE_NORMAL * 2;
4558   }
4559
4560   return step;
4561 }
4562
4563 inline static int getElementMoveStepsize(int x, int y)
4564 {
4565   return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4566 }
4567
4568 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4569 {
4570   if (player->GfxAction != action || player->GfxDir != dir)
4571   {
4572     player->GfxAction = action;
4573     player->GfxDir = dir;
4574     player->Frame = 0;
4575     player->StepFrame = 0;
4576   }
4577 }
4578
4579 static void ResetGfxFrame(int x, int y, boolean redraw)
4580 {
4581   int element = Feld[x][y];
4582   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4583   int last_gfx_frame = GfxFrame[x][y];
4584
4585   if (graphic_info[graphic].anim_global_sync)
4586     GfxFrame[x][y] = FrameCounter;
4587   else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4588     GfxFrame[x][y] = CustomValue[x][y];
4589   else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4590     GfxFrame[x][y] = element_info[element].collect_score;
4591   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4592     GfxFrame[x][y] = ChangeDelay[x][y];
4593
4594   if (redraw && GfxFrame[x][y] != last_gfx_frame)
4595     DrawLevelGraphicAnimation(x, y, graphic);
4596 }
4597
4598 static void ResetGfxAnimation(int x, int y)
4599 {
4600   GfxAction[x][y] = ACTION_DEFAULT;
4601   GfxDir[x][y] = MovDir[x][y];
4602   GfxFrame[x][y] = 0;
4603
4604   ResetGfxFrame(x, y, FALSE);
4605 }
4606
4607 static void ResetRandomAnimationValue(int x, int y)
4608 {
4609   GfxRandom[x][y] = INIT_GFX_RANDOM();
4610 }
4611
4612 void InitMovingField(int x, int y, int direction)
4613 {
4614   int element = Feld[x][y];
4615   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4616   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
4617   int newx = x + dx;
4618   int newy = y + dy;
4619   boolean is_moving_before, is_moving_after;
4620
4621   /* check if element was/is moving or being moved before/after mode change */
4622   is_moving_before = (WasJustMoving[x][y] != 0);
4623   is_moving_after  = (getElementMoveStepsizeExt(x, y, direction)    != 0);
4624
4625   /* reset animation only for moving elements which change direction of moving
4626      or which just started or stopped moving
4627      (else CEs with property "can move" / "not moving" are reset each frame) */
4628   if (is_moving_before != is_moving_after ||
4629       direction != MovDir[x][y])
4630     ResetGfxAnimation(x, y);
4631
4632   MovDir[x][y] = direction;
4633   GfxDir[x][y] = direction;
4634
4635   GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4636                      direction == MV_DOWN && CAN_FALL(element) ?
4637                      ACTION_FALLING : ACTION_MOVING);
4638
4639   /* this is needed for CEs with property "can move" / "not moving" */
4640
4641   if (is_moving_after)
4642   {
4643     if (Feld[newx][newy] == EL_EMPTY)
4644       Feld[newx][newy] = EL_BLOCKED;
4645
4646     MovDir[newx][newy] = MovDir[x][y];
4647
4648     CustomValue[newx][newy] = CustomValue[x][y];
4649
4650     GfxFrame[newx][newy] = GfxFrame[x][y];
4651     GfxRandom[newx][newy] = GfxRandom[x][y];
4652     GfxAction[newx][newy] = GfxAction[x][y];
4653     GfxDir[newx][newy] = GfxDir[x][y];
4654   }
4655 }
4656
4657 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4658 {
4659   int direction = MovDir[x][y];
4660   int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4661   int newy = y + (direction & MV_UP   ? -1 : direction & MV_DOWN  ? +1 : 0);
4662
4663   *goes_to_x = newx;
4664   *goes_to_y = newy;
4665 }
4666
4667 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4668 {
4669   int oldx = x, oldy = y;
4670   int direction = MovDir[x][y];
4671
4672   if (direction == MV_LEFT)
4673     oldx++;
4674   else if (direction == MV_RIGHT)
4675     oldx--;
4676   else if (direction == MV_UP)
4677     oldy++;
4678   else if (direction == MV_DOWN)
4679     oldy--;
4680
4681   *comes_from_x = oldx;
4682   *comes_from_y = oldy;
4683 }
4684
4685 int MovingOrBlocked2Element(int x, int y)
4686 {
4687   int element = Feld[x][y];
4688
4689   if (element == EL_BLOCKED)
4690   {
4691     int oldx, oldy;
4692
4693     Blocked2Moving(x, y, &oldx, &oldy);
4694     return Feld[oldx][oldy];
4695   }
4696   else
4697     return element;
4698 }
4699
4700 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4701 {
4702   /* like MovingOrBlocked2Element(), but if element is moving
4703      and (x,y) is the field the moving element is just leaving,
4704      return EL_BLOCKED instead of the element value */
4705   int element = Feld[x][y];
4706
4707   if (IS_MOVING(x, y))
4708   {
4709     if (element == EL_BLOCKED)
4710     {
4711       int oldx, oldy;
4712
4713       Blocked2Moving(x, y, &oldx, &oldy);
4714       return Feld[oldx][oldy];
4715     }
4716     else
4717       return EL_BLOCKED;
4718   }
4719   else
4720     return element;
4721 }
4722
4723 static void RemoveField(int x, int y)
4724 {
4725   Feld[x][y] = EL_EMPTY;
4726
4727   MovPos[x][y] = 0;
4728   MovDir[x][y] = 0;
4729   MovDelay[x][y] = 0;
4730
4731   CustomValue[x][y] = 0;
4732
4733   AmoebaNr[x][y] = 0;
4734   ChangeDelay[x][y] = 0;
4735   ChangePage[x][y] = -1;
4736   Pushed[x][y] = FALSE;
4737
4738   GfxElement[x][y] = EL_UNDEFINED;
4739   GfxAction[x][y] = ACTION_DEFAULT;
4740   GfxDir[x][y] = MV_NONE;
4741 }
4742
4743 void RemoveMovingField(int x, int y)
4744 {
4745   int oldx = x, oldy = y, newx = x, newy = y;
4746   int element = Feld[x][y];
4747   int next_element = EL_UNDEFINED;
4748
4749   if (element != EL_BLOCKED && !IS_MOVING(x, y))
4750     return;
4751
4752   if (IS_MOVING(x, y))
4753   {
4754     Moving2Blocked(x, y, &newx, &newy);
4755
4756     if (Feld[newx][newy] != EL_BLOCKED)
4757     {
4758       /* element is moving, but target field is not free (blocked), but
4759          already occupied by something different (example: acid pool);
4760          in this case, only remove the moving field, but not the target */
4761
4762       RemoveField(oldx, oldy);
4763
4764       Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4765
4766       TEST_DrawLevelField(oldx, oldy);
4767
4768       return;
4769     }
4770   }
4771   else if (element == EL_BLOCKED)
4772   {
4773     Blocked2Moving(x, y, &oldx, &oldy);
4774     if (!IS_MOVING(oldx, oldy))
4775       return;
4776   }
4777
4778   if (element == EL_BLOCKED &&
4779       (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4780        Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4781        Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4782        Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4783        Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4784        Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4785     next_element = get_next_element(Feld[oldx][oldy]);
4786
4787   RemoveField(oldx, oldy);
4788   RemoveField(newx, newy);
4789
4790   Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4791
4792   if (next_element != EL_UNDEFINED)
4793     Feld[oldx][oldy] = next_element;
4794
4795   TEST_DrawLevelField(oldx, oldy);
4796   TEST_DrawLevelField(newx, newy);
4797 }
4798
4799 void DrawDynamite(int x, int y)
4800 {
4801   int sx = SCREENX(x), sy = SCREENY(y);
4802   int graphic = el2img(Feld[x][y]);
4803   int frame;
4804
4805   if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4806     return;
4807
4808   if (IS_WALKABLE_INSIDE(Back[x][y]))
4809     return;
4810
4811   if (Back[x][y])
4812     DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4813   else if (Store[x][y])
4814     DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4815
4816   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4817
4818   if (Back[x][y] || Store[x][y])
4819     DrawGraphicThruMask(sx, sy, graphic, frame);
4820   else
4821     DrawGraphic(sx, sy, graphic, frame);
4822 }
4823
4824 void CheckDynamite(int x, int y)
4825 {
4826   if (MovDelay[x][y] != 0)      /* dynamite is still waiting to explode */
4827   {
4828     MovDelay[x][y]--;
4829
4830     if (MovDelay[x][y] != 0)
4831     {
4832       DrawDynamite(x, y);
4833       PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4834
4835       return;
4836     }
4837   }
4838
4839   StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4840
4841   Bang(x, y);
4842 }
4843
4844 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4845 {
4846   boolean num_checked_players = 0;
4847   int i;
4848
4849   for (i = 0; i < MAX_PLAYERS; i++)
4850   {
4851     if (stored_player[i].active)
4852     {
4853       int sx = stored_player[i].jx;
4854       int sy = stored_player[i].jy;
4855
4856       if (num_checked_players == 0)
4857       {
4858         *sx1 = *sx2 = sx;
4859         *sy1 = *sy2 = sy;
4860       }
4861       else
4862       {
4863         *sx1 = MIN(*sx1, sx);
4864         *sy1 = MIN(*sy1, sy);
4865         *sx2 = MAX(*sx2, sx);
4866         *sy2 = MAX(*sy2, sy);
4867       }
4868
4869       num_checked_players++;
4870     }
4871   }
4872 }
4873
4874 static boolean checkIfAllPlayersFitToScreen_RND()
4875 {
4876   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4877
4878   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4879
4880   return (sx2 - sx1 < SCR_FIELDX &&
4881           sy2 - sy1 < SCR_FIELDY);
4882 }
4883
4884 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4885 {
4886   int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4887
4888   setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4889
4890   *sx = (sx1 + sx2) / 2;
4891   *sy = (sy1 + sy2) / 2;
4892 }
4893
4894 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4895                         boolean center_screen, boolean quick_relocation)
4896 {
4897   boolean ffwd_delay = (tape.playing && tape.fast_forward);
4898   boolean no_delay = (tape.warp_forward);
4899   int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4900   int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4901
4902   if (quick_relocation)
4903   {
4904     if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4905     {
4906       if (!level.shifted_relocation || center_screen)
4907       {
4908         /* quick relocation (without scrolling), with centering of screen */
4909
4910         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4911                     x > SBX_Right + MIDPOSX ? SBX_Right :
4912                     x - MIDPOSX);
4913
4914         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4915                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
4916                     y - MIDPOSY);
4917       }
4918       else
4919       {
4920         /* quick relocation (without scrolling), but do not center screen */
4921
4922         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4923                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
4924                                old_x - MIDPOSX);
4925
4926         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4927                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4928                                old_y - MIDPOSY);
4929
4930         int offset_x = x + (scroll_x - center_scroll_x);
4931         int offset_y = y + (scroll_y - center_scroll_y);
4932
4933         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
4934                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4935                     offset_x - MIDPOSX);
4936
4937         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4938                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4939                     offset_y - MIDPOSY);
4940       }
4941     }
4942     else
4943     {
4944       if (!level.shifted_relocation || center_screen)
4945       {
4946         /* quick relocation (without scrolling), with centering of screen */
4947
4948         scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4949                     x > SBX_Right + MIDPOSX ? SBX_Right :
4950                     x - MIDPOSX);
4951
4952         scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4953                     y > SBY_Lower + MIDPOSY ? SBY_Lower :
4954                     y - MIDPOSY);
4955       }
4956       else
4957       {
4958         /* quick relocation (without scrolling), but do not center screen */
4959
4960         int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
4961                                old_x > SBX_Right + MIDPOSX ? SBX_Right :
4962                                old_x - MIDPOSX);
4963
4964         int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4965                                old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4966                                old_y - MIDPOSY);
4967
4968         int offset_x = x + (scroll_x - center_scroll_x);
4969         int offset_y = y + (scroll_y - center_scroll_y);
4970
4971         scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
4972                     offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4973                     offset_x - MIDPOSX);
4974
4975         scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4976                     offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4977                     offset_y - MIDPOSY);
4978       }
4979     }
4980
4981     RedrawPlayfield(TRUE, 0,0,0,0);
4982   }
4983   else
4984   {
4985     int scroll_xx, scroll_yy;
4986
4987     if (!level.shifted_relocation || center_screen)
4988     {
4989       /* visible relocation (with scrolling), with centering of screen */
4990
4991       scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
4992                    x > SBX_Right + MIDPOSX ? SBX_Right :
4993                    x - MIDPOSX);
4994
4995       scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4996                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
4997                    y - MIDPOSY);
4998     }
4999     else
5000     {
5001       /* visible relocation (with scrolling), but do not center screen */
5002
5003       int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
5004                              old_x > SBX_Right + MIDPOSX ? SBX_Right :
5005                              old_x - MIDPOSX);
5006
5007       int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5008                              old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5009                              old_y - MIDPOSY);
5010
5011       int offset_x = x + (scroll_x - center_scroll_x);
5012       int offset_y = y + (scroll_y - center_scroll_y);
5013
5014       scroll_xx = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
5015                    offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5016                    offset_x - MIDPOSX);
5017
5018       scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5019                    offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5020                    offset_y - MIDPOSY);
5021     }
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   for (i = 0; i < MAX_PLAYERS; i++)
10989   {
10990     struct PlayerInfo *player = &stored_player[i];
10991
10992     // allow engine snapshot if movement attempt was stopped
10993     if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10994         (player->action & KEY_MOTION) == 0)
10995       game.snapshot.changed_action = TRUE;
10996
10997     // allow engine snapshot in case of snapping/dropping attempt
10998     if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10999         (player->action & KEY_BUTTON) != 0)
11000       game.snapshot.changed_action = TRUE;
11001
11002     game.snapshot.last_action[i] = player->action;
11003   }
11004
11005   /* detect endless loops, caused by custom element programming */
11006   if (recursion_loop_detected && recursion_loop_depth == 0)
11007   {
11008     char *message = getStringCat3("Internal Error! Element ",
11009                                   EL_NAME(recursion_loop_element),
11010                                   " caused endless loop! Quit the game?");
11011
11012     Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11013           EL_NAME(recursion_loop_element));
11014
11015     RequestQuitGameExt(FALSE, level_editor_test_game, message);
11016
11017     recursion_loop_detected = FALSE;    /* if game should be continued */
11018
11019     free(message);
11020
11021     return;
11022   }
11023
11024   if (game.restart_level)
11025     StartGameActions(options.network, setup.autorecord, level.random_seed);
11026
11027   /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11028   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11029   {
11030     if (level.native_em_level->lev->home == 0)  /* all players at home */
11031     {
11032       PlayerWins(local_player);
11033
11034       AllPlayersGone = TRUE;
11035
11036       level.native_em_level->lev->home = -1;
11037     }
11038
11039     if (level.native_em_level->ply[0]->alive == 0 &&
11040         level.native_em_level->ply[1]->alive == 0 &&
11041         level.native_em_level->ply[2]->alive == 0 &&
11042         level.native_em_level->ply[3]->alive == 0)      /* all dead */
11043       AllPlayersGone = TRUE;
11044   }
11045   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11046   {
11047     if (game_sp.LevelSolved &&
11048         !game_sp.GameOver)                              /* game won */
11049     {
11050       PlayerWins(local_player);
11051
11052       game_sp.GameOver = TRUE;
11053
11054       AllPlayersGone = TRUE;
11055     }
11056
11057     if (game_sp.GameOver)                               /* game lost */
11058       AllPlayersGone = TRUE;
11059   }
11060
11061   if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11062     GameWon();
11063
11064   if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11065     TapeStop();
11066
11067   if (game_status != GAME_MODE_PLAYING)         /* status might have changed */
11068     return;
11069
11070   game_frame_delay_value =
11071     (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11072
11073   if (tape.playing && tape.warp_forward && !tape.pausing)
11074     game_frame_delay_value = 0;
11075
11076 #if 0
11077   /* ---------- main game synchronization point ---------- */
11078
11079   int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11080
11081   printf("::: skip == %d\n", skip);
11082
11083 #else
11084   /* ---------- main game synchronization point ---------- */
11085
11086   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11087 #endif
11088
11089   if (network_playing && !network_player_action_received)
11090   {
11091     /* try to get network player actions in time */
11092
11093 #if defined(NETWORK_AVALIABLE)
11094     /* last chance to get network player actions without main loop delay */
11095     HandleNetworking();
11096 #endif
11097
11098     /* game was quit by network peer */
11099     if (game_status != GAME_MODE_PLAYING)
11100       return;
11101
11102     if (!network_player_action_received)
11103       return;           /* failed to get network player actions in time */
11104
11105     /* do not yet reset "network_player_action_received" (for tape.pausing) */
11106   }
11107
11108   if (tape.pausing)
11109     return;
11110
11111   /* at this point we know that we really continue executing the game */
11112
11113   network_player_action_received = FALSE;
11114
11115   /* when playing tape, read previously recorded player input from tape data */
11116   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11117
11118   /* TapePlayAction() may return NULL when toggling to "pause before death" */
11119   if (tape.pausing)
11120     return;
11121
11122   if (tape.set_centered_player)
11123   {
11124     game.centered_player_nr_next = tape.centered_player_nr_next;
11125     game.set_centered_player = TRUE;
11126   }
11127
11128   for (i = 0; i < MAX_PLAYERS; i++)
11129   {
11130     summarized_player_action |= stored_player[i].action;
11131
11132     if (!network_playing && (game.team_mode || tape.playing))
11133       stored_player[i].effective_action = stored_player[i].action;
11134   }
11135
11136 #if defined(NETWORK_AVALIABLE)
11137   if (network_playing)
11138     SendToServer_MovePlayer(summarized_player_action);
11139 #endif
11140
11141   if (!options.network && !game.team_mode)
11142     local_player->effective_action = summarized_player_action;
11143
11144   if (tape.recording &&
11145       setup.team_mode &&
11146       setup.input_on_focus &&
11147       game.centered_player_nr != -1)
11148   {
11149     for (i = 0; i < MAX_PLAYERS; i++)
11150       stored_player[i].effective_action =
11151         (i == game.centered_player_nr ? summarized_player_action : 0);
11152   }
11153
11154   if (recorded_player_action != NULL)
11155     for (i = 0; i < MAX_PLAYERS; i++)
11156       stored_player[i].effective_action = recorded_player_action[i];
11157
11158   for (i = 0; i < MAX_PLAYERS; i++)
11159   {
11160     tape_action[i] = stored_player[i].effective_action;
11161
11162     /* (this may happen in the RND game engine if a player was not present on
11163        the playfield on level start, but appeared later from a custom element */
11164     if (setup.team_mode &&
11165         tape.recording &&
11166         tape_action[i] &&
11167         !tape.player_participates[i])
11168       tape.player_participates[i] = TRUE;
11169   }
11170
11171   /* only record actions from input devices, but not programmed actions */
11172   if (tape.recording)
11173     TapeRecordAction(tape_action);
11174
11175 #if USE_NEW_PLAYER_ASSIGNMENTS
11176   // !!! also map player actions in single player mode !!!
11177   // if (game.team_mode)
11178   {
11179     byte mapped_action[MAX_PLAYERS];
11180
11181 #if DEBUG_PLAYER_ACTIONS
11182     printf(":::");
11183     for (i = 0; i < MAX_PLAYERS; i++)
11184       printf(" %d, ", stored_player[i].effective_action);
11185 #endif
11186
11187     for (i = 0; i < MAX_PLAYERS; i++)
11188       mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11189
11190     for (i = 0; i < MAX_PLAYERS; i++)
11191       stored_player[i].effective_action = mapped_action[i];
11192
11193 #if DEBUG_PLAYER_ACTIONS
11194     printf(" =>");
11195     for (i = 0; i < MAX_PLAYERS; i++)
11196       printf(" %d, ", stored_player[i].effective_action);
11197     printf("\n");
11198 #endif
11199   }
11200 #if DEBUG_PLAYER_ACTIONS
11201   else
11202   {
11203     printf(":::");
11204     for (i = 0; i < MAX_PLAYERS; i++)
11205       printf(" %d, ", stored_player[i].effective_action);
11206     printf("\n");
11207   }
11208 #endif
11209 #endif
11210
11211   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11212   {
11213     GameActions_EM_Main();
11214   }
11215   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11216   {
11217     GameActions_SP_Main();
11218   }
11219   else
11220   {
11221     GameActions_RND_Main();
11222   }
11223
11224   BlitScreenToBitmap(backbuffer);
11225
11226   CheckLevelTime();
11227
11228   AdvanceFrameAndPlayerCounters(-1);    /* advance counters for all players */
11229
11230   if (options.debug)                    /* calculate frames per second */
11231   {
11232     static unsigned int fps_counter = 0;
11233     static int fps_frames = 0;
11234     unsigned int fps_delay_ms = Counter() - fps_counter;
11235
11236     fps_frames++;
11237
11238     if (fps_delay_ms >= 500)    /* calculate fps every 0.5 seconds */
11239     {
11240       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11241
11242       fps_frames = 0;
11243       fps_counter = Counter();
11244     }
11245
11246     redraw_mask |= REDRAW_FPS;
11247   }
11248 }
11249
11250 void GameActions_EM_Main()
11251 {
11252   byte effective_action[MAX_PLAYERS];
11253   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11254   int i;
11255
11256   for (i = 0; i < MAX_PLAYERS; i++)
11257     effective_action[i] = stored_player[i].effective_action;
11258
11259   GameActions_EM(effective_action, warp_mode);
11260 }
11261
11262 void GameActions_SP_Main()
11263 {
11264   byte effective_action[MAX_PLAYERS];
11265   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11266   int i;
11267
11268   for (i = 0; i < MAX_PLAYERS; i++)
11269     effective_action[i] = stored_player[i].effective_action;
11270
11271   GameActions_SP(effective_action, warp_mode);
11272 }
11273
11274 void GameActions_RND_Main()
11275 {
11276   GameActions_RND();
11277 }
11278
11279 void GameActions_RND()
11280 {
11281   int magic_wall_x = 0, magic_wall_y = 0;
11282   int i, x, y, element, graphic;
11283
11284   InitPlayfieldScanModeVars();
11285
11286   if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11287   {
11288     SCAN_PLAYFIELD(x, y)
11289     {
11290       ChangeCount[x][y] = 0;
11291       ChangeEvent[x][y] = -1;
11292     }
11293   }
11294
11295   if (game.set_centered_player)
11296   {
11297     boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11298
11299     /* switching to "all players" only possible if all players fit to screen */
11300     if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11301     {
11302       game.centered_player_nr_next = game.centered_player_nr;
11303       game.set_centered_player = FALSE;
11304     }
11305
11306     /* do not switch focus to non-existing (or non-active) player */
11307     if (game.centered_player_nr_next >= 0 &&
11308         !stored_player[game.centered_player_nr_next].active)
11309     {
11310       game.centered_player_nr_next = game.centered_player_nr;
11311       game.set_centered_player = FALSE;
11312     }
11313   }
11314
11315   if (game.set_centered_player &&
11316       ScreenMovPos == 0)        /* screen currently aligned at tile position */
11317   {
11318     int sx, sy;
11319
11320     if (game.centered_player_nr_next == -1)
11321     {
11322       setScreenCenteredToAllPlayers(&sx, &sy);
11323     }
11324     else
11325     {
11326       sx = stored_player[game.centered_player_nr_next].jx;
11327       sy = stored_player[game.centered_player_nr_next].jy;
11328     }
11329
11330     game.centered_player_nr = game.centered_player_nr_next;
11331     game.set_centered_player = FALSE;
11332
11333     DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11334     DrawGameDoorValues();
11335   }
11336
11337   for (i = 0; i < MAX_PLAYERS; i++)
11338   {
11339     int actual_player_action = stored_player[i].effective_action;
11340
11341 #if 1
11342     /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11343        - rnd_equinox_tetrachloride 048
11344        - rnd_equinox_tetrachloride_ii 096
11345        - rnd_emanuel_schmieg 002
11346        - doctor_sloan_ww 001, 020
11347     */
11348     if (stored_player[i].MovPos == 0)
11349       CheckGravityMovement(&stored_player[i]);
11350 #endif
11351
11352     /* overwrite programmed action with tape action */
11353     if (stored_player[i].programmed_action)
11354       actual_player_action = stored_player[i].programmed_action;
11355
11356     PlayerActions(&stored_player[i], actual_player_action);
11357
11358     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11359   }
11360
11361   ScrollScreen(NULL, SCROLL_GO_ON);
11362
11363   /* for backwards compatibility, the following code emulates a fixed bug that
11364      occured when pushing elements (causing elements that just made their last
11365      pushing step to already (if possible) make their first falling step in the
11366      same game frame, which is bad); this code is also needed to use the famous
11367      "spring push bug" which is used in older levels and might be wanted to be
11368      used also in newer levels, but in this case the buggy pushing code is only
11369      affecting the "spring" element and no other elements */
11370
11371   if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11372   {
11373     for (i = 0; i < MAX_PLAYERS; i++)
11374     {
11375       struct PlayerInfo *player = &stored_player[i];
11376       int x = player->jx;
11377       int y = player->jy;
11378
11379       if (player->active && player->is_pushing && player->is_moving &&
11380           IS_MOVING(x, y) &&
11381           (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11382            Feld[x][y] == EL_SPRING))
11383       {
11384         ContinueMoving(x, y);
11385
11386         /* continue moving after pushing (this is actually a bug) */
11387         if (!IS_MOVING(x, y))
11388           Stop[x][y] = FALSE;
11389       }
11390     }
11391   }
11392
11393   SCAN_PLAYFIELD(x, y)
11394   {
11395     ChangeCount[x][y] = 0;
11396     ChangeEvent[x][y] = -1;
11397
11398     /* this must be handled before main playfield loop */
11399     if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11400     {
11401       MovDelay[x][y]--;
11402       if (MovDelay[x][y] <= 0)
11403         RemoveField(x, y);
11404     }
11405
11406     if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11407     {
11408       MovDelay[x][y]--;
11409       if (MovDelay[x][y] <= 0)
11410       {
11411         RemoveField(x, y);
11412         TEST_DrawLevelField(x, y);
11413
11414         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
11415       }
11416     }
11417
11418 #if DEBUG
11419     if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11420     {
11421       printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11422       printf("GameActions(): This should never happen!\n");
11423
11424       ChangePage[x][y] = -1;
11425     }
11426 #endif
11427
11428     Stop[x][y] = FALSE;
11429     if (WasJustMoving[x][y] > 0)
11430       WasJustMoving[x][y]--;
11431     if (WasJustFalling[x][y] > 0)
11432       WasJustFalling[x][y]--;
11433     if (CheckCollision[x][y] > 0)
11434       CheckCollision[x][y]--;
11435     if (CheckImpact[x][y] > 0)
11436       CheckImpact[x][y]--;
11437
11438     GfxFrame[x][y]++;
11439
11440     /* reset finished pushing action (not done in ContinueMoving() to allow
11441        continuous pushing animation for elements with zero push delay) */
11442     if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11443     {
11444       ResetGfxAnimation(x, y);
11445       TEST_DrawLevelField(x, y);
11446     }
11447
11448 #if DEBUG
11449     if (IS_BLOCKED(x, y))
11450     {
11451       int oldx, oldy;
11452
11453       Blocked2Moving(x, y, &oldx, &oldy);
11454       if (!IS_MOVING(oldx, oldy))
11455       {
11456         printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11457         printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11458         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11459         printf("GameActions(): This should never happen!\n");
11460       }
11461     }
11462 #endif
11463   }
11464
11465   SCAN_PLAYFIELD(x, y)
11466   {
11467     element = Feld[x][y];
11468     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11469
11470     ResetGfxFrame(x, y, TRUE);
11471
11472     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11473         IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11474       ResetRandomAnimationValue(x, y);
11475
11476     SetRandomAnimationValue(x, y);
11477
11478     PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11479
11480     if (IS_INACTIVE(element))
11481     {
11482       if (IS_ANIMATED(graphic))
11483         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11484
11485       continue;
11486     }
11487
11488     /* this may take place after moving, so 'element' may have changed */
11489     if (IS_CHANGING(x, y) &&
11490         (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11491     {
11492       int page = element_info[element].event_page_nr[CE_DELAY];
11493
11494       HandleElementChange(x, y, page);
11495
11496       element = Feld[x][y];
11497       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11498     }
11499
11500     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11501     {
11502       StartMoving(x, y);
11503
11504       element = Feld[x][y];
11505       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11506
11507       if (IS_ANIMATED(graphic) &&
11508           !IS_MOVING(x, y) &&
11509           !Stop[x][y])
11510         DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11511
11512       if (IS_GEM(element) || element == EL_SP_INFOTRON)
11513         TEST_DrawTwinkleOnField(x, y);
11514     }
11515     else if ((element == EL_ACID ||
11516               element == EL_EXIT_OPEN ||
11517               element == EL_EM_EXIT_OPEN ||
11518               element == EL_SP_EXIT_OPEN ||
11519               element == EL_STEEL_EXIT_OPEN ||
11520               element == EL_EM_STEEL_EXIT_OPEN ||
11521               element == EL_SP_TERMINAL ||
11522               element == EL_SP_TERMINAL_ACTIVE ||
11523               element == EL_EXTRA_TIME ||
11524               element == EL_SHIELD_NORMAL ||
11525               element == EL_SHIELD_DEADLY) &&
11526              IS_ANIMATED(graphic))
11527       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11528     else if (IS_MOVING(x, y))
11529       ContinueMoving(x, y);
11530     else if (IS_ACTIVE_BOMB(element))
11531       CheckDynamite(x, y);
11532     else if (element == EL_AMOEBA_GROWING)
11533       AmoebeWaechst(x, y);
11534     else if (element == EL_AMOEBA_SHRINKING)
11535       AmoebaDisappearing(x, y);
11536
11537 #if !USE_NEW_AMOEBA_CODE
11538     else if (IS_AMOEBALIVE(element))
11539       AmoebeAbleger(x, y);
11540 #endif
11541
11542     else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11543       Life(x, y);
11544     else if (element == EL_EXIT_CLOSED)
11545       CheckExit(x, y);
11546     else if (element == EL_EM_EXIT_CLOSED)
11547       CheckExitEM(x, y);
11548     else if (element == EL_STEEL_EXIT_CLOSED)
11549       CheckExitSteel(x, y);
11550     else if (element == EL_EM_STEEL_EXIT_CLOSED)
11551       CheckExitSteelEM(x, y);
11552     else if (element == EL_SP_EXIT_CLOSED)
11553       CheckExitSP(x, y);
11554     else if (element == EL_EXPANDABLE_WALL_GROWING ||
11555              element == EL_EXPANDABLE_STEELWALL_GROWING)
11556       MauerWaechst(x, y);
11557     else if (element == EL_EXPANDABLE_WALL ||
11558              element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11559              element == EL_EXPANDABLE_WALL_VERTICAL ||
11560              element == EL_EXPANDABLE_WALL_ANY ||
11561              element == EL_BD_EXPANDABLE_WALL)
11562       MauerAbleger(x, y);
11563     else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11564              element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11565              element == EL_EXPANDABLE_STEELWALL_ANY)
11566       MauerAblegerStahl(x, y);
11567     else if (element == EL_FLAMES)
11568       CheckForDragon(x, y);
11569     else if (element == EL_EXPLOSION)
11570       ; /* drawing of correct explosion animation is handled separately */
11571     else if (element == EL_ELEMENT_SNAPPING ||
11572              element == EL_DIAGONAL_SHRINKING ||
11573              element == EL_DIAGONAL_GROWING)
11574     {
11575       graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11576
11577       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11578     }
11579     else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11580       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11581
11582     if (IS_BELT_ACTIVE(element))
11583       PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11584
11585     if (game.magic_wall_active)
11586     {
11587       int jx = local_player->jx, jy = local_player->jy;
11588
11589       /* play the element sound at the position nearest to the player */
11590       if ((element == EL_MAGIC_WALL_FULL ||
11591            element == EL_MAGIC_WALL_ACTIVE ||
11592            element == EL_MAGIC_WALL_EMPTYING ||
11593            element == EL_BD_MAGIC_WALL_FULL ||
11594            element == EL_BD_MAGIC_WALL_ACTIVE ||
11595            element == EL_BD_MAGIC_WALL_EMPTYING ||
11596            element == EL_DC_MAGIC_WALL_FULL ||
11597            element == EL_DC_MAGIC_WALL_ACTIVE ||
11598            element == EL_DC_MAGIC_WALL_EMPTYING) &&
11599           ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11600       {
11601         magic_wall_x = x;
11602         magic_wall_y = y;
11603       }
11604     }
11605   }
11606
11607 #if USE_NEW_AMOEBA_CODE
11608   /* new experimental amoeba growth stuff */
11609   if (!(FrameCounter % 8))
11610   {
11611     static unsigned int random = 1684108901;
11612
11613     for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11614     {
11615       x = RND(lev_fieldx);
11616       y = RND(lev_fieldy);
11617       element = Feld[x][y];
11618
11619       if (!IS_PLAYER(x,y) &&
11620           (element == EL_EMPTY ||
11621            CAN_GROW_INTO(element) ||
11622            element == EL_QUICKSAND_EMPTY ||
11623            element == EL_QUICKSAND_FAST_EMPTY ||
11624            element == EL_ACID_SPLASH_LEFT ||
11625            element == EL_ACID_SPLASH_RIGHT))
11626       {
11627         if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11628             (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11629             (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11630             (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11631           Feld[x][y] = EL_AMOEBA_DROP;
11632       }
11633
11634       random = random * 129 + 1;
11635     }
11636   }
11637 #endif
11638
11639   game.explosions_delayed = FALSE;
11640
11641   SCAN_PLAYFIELD(x, y)
11642   {
11643     element = Feld[x][y];
11644
11645     if (ExplodeField[x][y])
11646       Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11647     else if (element == EL_EXPLOSION)
11648       Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11649
11650     ExplodeField[x][y] = EX_TYPE_NONE;
11651   }
11652
11653   game.explosions_delayed = TRUE;
11654
11655   if (game.magic_wall_active)
11656   {
11657     if (!(game.magic_wall_time_left % 4))
11658     {
11659       int element = Feld[magic_wall_x][magic_wall_y];
11660
11661       if (element == EL_BD_MAGIC_WALL_FULL ||
11662           element == EL_BD_MAGIC_WALL_ACTIVE ||
11663           element == EL_BD_MAGIC_WALL_EMPTYING)
11664         PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11665       else if (element == EL_DC_MAGIC_WALL_FULL ||
11666                element == EL_DC_MAGIC_WALL_ACTIVE ||
11667                element == EL_DC_MAGIC_WALL_EMPTYING)
11668         PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11669       else
11670         PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11671     }
11672
11673     if (game.magic_wall_time_left > 0)
11674     {
11675       game.magic_wall_time_left--;
11676
11677       if (!game.magic_wall_time_left)
11678       {
11679         SCAN_PLAYFIELD(x, y)
11680         {
11681           element = Feld[x][y];
11682
11683           if (element == EL_MAGIC_WALL_ACTIVE ||
11684               element == EL_MAGIC_WALL_FULL)
11685           {
11686             Feld[x][y] = EL_MAGIC_WALL_DEAD;
11687             TEST_DrawLevelField(x, y);
11688           }
11689           else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11690                    element == EL_BD_MAGIC_WALL_FULL)
11691           {
11692             Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11693             TEST_DrawLevelField(x, y);
11694           }
11695           else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11696                    element == EL_DC_MAGIC_WALL_FULL)
11697           {
11698             Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11699             TEST_DrawLevelField(x, y);
11700           }
11701         }
11702
11703         game.magic_wall_active = FALSE;
11704       }
11705     }
11706   }
11707
11708   if (game.light_time_left > 0)
11709   {
11710     game.light_time_left--;
11711
11712     if (game.light_time_left == 0)
11713       RedrawAllLightSwitchesAndInvisibleElements();
11714   }
11715
11716   if (game.timegate_time_left > 0)
11717   {
11718     game.timegate_time_left--;
11719
11720     if (game.timegate_time_left == 0)
11721       CloseAllOpenTimegates();
11722   }
11723
11724   if (game.lenses_time_left > 0)
11725   {
11726     game.lenses_time_left--;
11727
11728     if (game.lenses_time_left == 0)
11729       RedrawAllInvisibleElementsForLenses();
11730   }
11731
11732   if (game.magnify_time_left > 0)
11733   {
11734     game.magnify_time_left--;
11735
11736     if (game.magnify_time_left == 0)
11737       RedrawAllInvisibleElementsForMagnifier();
11738   }
11739
11740   for (i = 0; i < MAX_PLAYERS; i++)
11741   {
11742     struct PlayerInfo *player = &stored_player[i];
11743
11744     if (SHIELD_ON(player))
11745     {
11746       if (player->shield_deadly_time_left)
11747         PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11748       else if (player->shield_normal_time_left)
11749         PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11750     }
11751   }
11752
11753 #if USE_DELAYED_GFX_REDRAW
11754   SCAN_PLAYFIELD(x, y)
11755   {
11756     if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11757     {
11758       /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11759          !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11760
11761       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11762         DrawLevelField(x, y);
11763
11764       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11765         DrawLevelFieldCrumbled(x, y);
11766
11767       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11768         DrawLevelFieldCrumbledNeighbours(x, y);
11769
11770       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11771         DrawTwinkleOnField(x, y);
11772     }
11773
11774     GfxRedraw[x][y] = GFX_REDRAW_NONE;
11775   }
11776 #endif
11777
11778   DrawAllPlayers();
11779   PlayAllPlayersSound();
11780
11781   if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11782   {
11783     ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11784
11785     local_player->show_envelope = 0;
11786   }
11787
11788   /* use random number generator in every frame to make it less predictable */
11789   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11790     RND(1);
11791 }
11792
11793 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11794 {
11795   int min_x = x, min_y = y, max_x = x, max_y = y;
11796   int i;
11797
11798   for (i = 0; i < MAX_PLAYERS; i++)
11799   {
11800     int jx = stored_player[i].jx, jy = stored_player[i].jy;
11801
11802     if (!stored_player[i].active || &stored_player[i] == player)
11803       continue;
11804
11805     min_x = MIN(min_x, jx);
11806     min_y = MIN(min_y, jy);
11807     max_x = MAX(max_x, jx);
11808     max_y = MAX(max_y, jy);
11809   }
11810
11811   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11812 }
11813
11814 static boolean AllPlayersInVisibleScreen()
11815 {
11816   int i;
11817
11818   for (i = 0; i < MAX_PLAYERS; i++)
11819   {
11820     int jx = stored_player[i].jx, jy = stored_player[i].jy;
11821
11822     if (!stored_player[i].active)
11823       continue;
11824
11825     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11826       return FALSE;
11827   }
11828
11829   return TRUE;
11830 }
11831
11832 void ScrollLevel(int dx, int dy)
11833 {
11834   int scroll_offset = 2 * TILEX_VAR;
11835   int x, y;
11836
11837   BlitBitmap(drawto_field, drawto_field,
11838              FX + TILEX_VAR * (dx == -1) - scroll_offset,
11839              FY + TILEY_VAR * (dy == -1) - scroll_offset,
11840              SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11841              SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11842              FX + TILEX_VAR * (dx == 1) - scroll_offset,
11843              FY + TILEY_VAR * (dy == 1) - scroll_offset);
11844
11845   if (dx != 0)
11846   {
11847     x = (dx == 1 ? BX1 : BX2);
11848     for (y = BY1; y <= BY2; y++)
11849       DrawScreenField(x, y);
11850   }
11851
11852   if (dy != 0)
11853   {
11854     y = (dy == 1 ? BY1 : BY2);
11855     for (x = BX1; x <= BX2; x++)
11856       DrawScreenField(x, y);
11857   }
11858
11859   redraw_mask |= REDRAW_FIELD;
11860 }
11861
11862 static boolean canFallDown(struct PlayerInfo *player)
11863 {
11864   int jx = player->jx, jy = player->jy;
11865
11866   return (IN_LEV_FIELD(jx, jy + 1) &&
11867           (IS_FREE(jx, jy + 1) ||
11868            (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11869           IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11870           !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11871 }
11872
11873 static boolean canPassField(int x, int y, int move_dir)
11874 {
11875   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11876   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11877   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
11878   int nextx = x + dx;
11879   int nexty = y + dy;
11880   int element = Feld[x][y];
11881
11882   return (IS_PASSABLE_FROM(element, opposite_dir) &&
11883           !CAN_MOVE(element) &&
11884           IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11885           IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11886           (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11887 }
11888
11889 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11890 {
11891   int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11892   int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11893   int dy = (move_dir & MV_UP   ? -1 : move_dir & MV_DOWN  ? +1 : 0);
11894   int newx = x + dx;
11895   int newy = y + dy;
11896
11897   return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11898           IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11899           (IS_DIGGABLE(Feld[newx][newy]) ||
11900            IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11901            canPassField(newx, newy, move_dir)));
11902 }
11903
11904 static void CheckGravityMovement(struct PlayerInfo *player)
11905 {
11906   if (player->gravity && !player->programmed_action)
11907   {
11908     int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11909     int move_dir_vertical   = player->effective_action & MV_VERTICAL;
11910     boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11911     int jx = player->jx, jy = player->jy;
11912     boolean player_is_moving_to_valid_field =
11913       (!player_is_snapping &&
11914        (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11915         canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11916     boolean player_can_fall_down = canFallDown(player);
11917
11918     if (player_can_fall_down &&
11919         !player_is_moving_to_valid_field)
11920       player->programmed_action = MV_DOWN;
11921   }
11922 }
11923
11924 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11925 {
11926   return CheckGravityMovement(player);
11927
11928   if (player->gravity && !player->programmed_action)
11929   {
11930     int jx = player->jx, jy = player->jy;
11931     boolean field_under_player_is_free =
11932       (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11933     boolean player_is_standing_on_valid_field =
11934       (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11935        (IS_WALKABLE(Feld[jx][jy]) &&
11936         !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11937
11938     if (field_under_player_is_free && !player_is_standing_on_valid_field)
11939       player->programmed_action = MV_DOWN;
11940   }
11941 }
11942
11943 /*
11944   MovePlayerOneStep()
11945   -----------------------------------------------------------------------------
11946   dx, dy:               direction (non-diagonal) to try to move the player to
11947   real_dx, real_dy:     direction as read from input device (can be diagonal)
11948 */
11949
11950 boolean MovePlayerOneStep(struct PlayerInfo *player,
11951                           int dx, int dy, int real_dx, int real_dy)
11952 {
11953   int jx = player->jx, jy = player->jy;
11954   int new_jx = jx + dx, new_jy = jy + dy;
11955   int can_move;
11956   boolean player_can_move = !player->cannot_move;
11957
11958   if (!player->active || (!dx && !dy))
11959     return MP_NO_ACTION;
11960
11961   player->MovDir = (dx < 0 ? MV_LEFT :
11962                     dx > 0 ? MV_RIGHT :
11963                     dy < 0 ? MV_UP :
11964                     dy > 0 ? MV_DOWN :  MV_NONE);
11965
11966   if (!IN_LEV_FIELD(new_jx, new_jy))
11967     return MP_NO_ACTION;
11968
11969   if (!player_can_move)
11970   {
11971     if (player->MovPos == 0)
11972     {
11973       player->is_moving = FALSE;
11974       player->is_digging = FALSE;
11975       player->is_collecting = FALSE;
11976       player->is_snapping = FALSE;
11977       player->is_pushing = FALSE;
11978     }
11979   }
11980
11981   if (!options.network && game.centered_player_nr == -1 &&
11982       !AllPlayersInSight(player, new_jx, new_jy))
11983     return MP_NO_ACTION;
11984
11985   can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11986   if (can_move != MP_MOVING)
11987     return can_move;
11988
11989   /* check if DigField() has caused relocation of the player */
11990   if (player->jx != jx || player->jy != jy)
11991     return MP_NO_ACTION;        /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11992
11993   StorePlayer[jx][jy] = 0;
11994   player->last_jx = jx;
11995   player->last_jy = jy;
11996   player->jx = new_jx;
11997   player->jy = new_jy;
11998   StorePlayer[new_jx][new_jy] = player->element_nr;
11999
12000   if (player->move_delay_value_next != -1)
12001   {
12002     player->move_delay_value = player->move_delay_value_next;
12003     player->move_delay_value_next = -1;
12004   }
12005
12006   player->MovPos =
12007     (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12008
12009   player->step_counter++;
12010
12011   PlayerVisit[jx][jy] = FrameCounter;
12012
12013   player->is_moving = TRUE;
12014
12015 #if 1
12016   /* should better be called in MovePlayer(), but this breaks some tapes */
12017   ScrollPlayer(player, SCROLL_INIT);
12018 #endif
12019
12020   return MP_MOVING;
12021 }
12022
12023 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12024 {
12025   int jx = player->jx, jy = player->jy;
12026   int old_jx = jx, old_jy = jy;
12027   int moved = MP_NO_ACTION;
12028
12029   if (!player->active)
12030     return FALSE;
12031
12032   if (!dx && !dy)
12033   {
12034     if (player->MovPos == 0)
12035     {
12036       player->is_moving = FALSE;
12037       player->is_digging = FALSE;
12038       player->is_collecting = FALSE;
12039       player->is_snapping = FALSE;
12040       player->is_pushing = FALSE;
12041     }
12042
12043     return FALSE;
12044   }
12045
12046   if (player->move_delay > 0)
12047     return FALSE;
12048
12049   player->move_delay = -1;              /* set to "uninitialized" value */
12050
12051   /* store if player is automatically moved to next field */
12052   player->is_auto_moving = (player->programmed_action != MV_NONE);
12053
12054   /* remove the last programmed player action */
12055   player->programmed_action = 0;
12056
12057   if (player->MovPos)
12058   {
12059     /* should only happen if pre-1.2 tape recordings are played */
12060     /* this is only for backward compatibility */
12061
12062     int original_move_delay_value = player->move_delay_value;
12063
12064 #if DEBUG
12065     printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12066            tape.counter);
12067 #endif
12068
12069     /* scroll remaining steps with finest movement resolution */
12070     player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12071
12072     while (player->MovPos)
12073     {
12074       ScrollPlayer(player, SCROLL_GO_ON);
12075       ScrollScreen(NULL, SCROLL_GO_ON);
12076
12077       AdvanceFrameAndPlayerCounters(player->index_nr);
12078
12079       DrawAllPlayers();
12080       BackToFront();
12081     }
12082
12083     player->move_delay_value = original_move_delay_value;
12084   }
12085
12086   player->is_active = FALSE;
12087
12088   if (player->last_move_dir & MV_HORIZONTAL)
12089   {
12090     if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12091       moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12092   }
12093   else
12094   {
12095     if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12096       moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12097   }
12098
12099   if (!moved && !player->is_active)
12100   {
12101     player->is_moving = FALSE;
12102     player->is_digging = FALSE;
12103     player->is_collecting = FALSE;
12104     player->is_snapping = FALSE;
12105     player->is_pushing = FALSE;
12106   }
12107
12108   jx = player->jx;
12109   jy = player->jy;
12110
12111   if (moved & MP_MOVING && !ScreenMovPos &&
12112       (player->index_nr == game.centered_player_nr ||
12113        game.centered_player_nr == -1))
12114   {
12115     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12116     int offset = game.scroll_delay_value;
12117
12118     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12119     {
12120       /* actual player has left the screen -- scroll in that direction */
12121       if (jx != old_jx)         /* player has moved horizontally */
12122         scroll_x += (jx - old_jx);
12123       else                      /* player has moved vertically */
12124         scroll_y += (jy - old_jy);
12125     }
12126     else
12127     {
12128       if (jx != old_jx)         /* player has moved horizontally */
12129       {
12130         if ((player->MovDir == MV_LEFT  && scroll_x > jx - MIDPOSX + offset) ||
12131             (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12132           scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12133
12134         /* don't scroll over playfield boundaries */
12135         if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12136           scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12137
12138         /* don't scroll more than one field at a time */
12139         scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12140
12141         /* don't scroll against the player's moving direction */
12142         if ((player->MovDir == MV_LEFT  && scroll_x > old_scroll_x) ||
12143             (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12144           scroll_x = old_scroll_x;
12145       }
12146       else                      /* player has moved vertically */
12147       {
12148         if ((player->MovDir == MV_UP   && scroll_y > jy - MIDPOSY + offset) ||
12149             (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12150           scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12151
12152         /* don't scroll over playfield boundaries */
12153         if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12154           scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12155
12156         /* don't scroll more than one field at a time */
12157         scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12158
12159         /* don't scroll against the player's moving direction */
12160         if ((player->MovDir == MV_UP   && scroll_y > old_scroll_y) ||
12161             (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12162           scroll_y = old_scroll_y;
12163       }
12164     }
12165
12166     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12167     {
12168       if (!options.network && game.centered_player_nr == -1 &&
12169           !AllPlayersInVisibleScreen())
12170       {
12171         scroll_x = old_scroll_x;
12172         scroll_y = old_scroll_y;
12173       }
12174       else
12175       {
12176         ScrollScreen(player, SCROLL_INIT);
12177         ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12178       }
12179     }
12180   }
12181
12182   player->StepFrame = 0;
12183
12184   if (moved & MP_MOVING)
12185   {
12186     if (old_jx != jx && old_jy == jy)
12187       player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12188     else if (old_jx == jx && old_jy != jy)
12189       player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12190
12191     TEST_DrawLevelField(jx, jy);        /* for "crumbled sand" */
12192
12193     player->last_move_dir = player->MovDir;
12194     player->is_moving = TRUE;
12195     player->is_snapping = FALSE;
12196     player->is_switching = FALSE;
12197     player->is_dropping = FALSE;
12198     player->is_dropping_pressed = FALSE;
12199     player->drop_pressed_delay = 0;
12200
12201 #if 0
12202     /* should better be called here than above, but this breaks some tapes */
12203     ScrollPlayer(player, SCROLL_INIT);
12204 #endif
12205   }
12206   else
12207   {
12208     CheckGravityMovementWhenNotMoving(player);
12209
12210     player->is_moving = FALSE;
12211
12212     /* at this point, the player is allowed to move, but cannot move right now
12213        (e.g. because of something blocking the way) -- ensure that the player
12214        is also allowed to move in the next frame (in old versions before 3.1.1,
12215        the player was forced to wait again for eight frames before next try) */
12216
12217     if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12218       player->move_delay = 0;   /* allow direct movement in the next frame */
12219   }
12220
12221   if (player->move_delay == -1)         /* not yet initialized by DigField() */
12222     player->move_delay = player->move_delay_value;
12223
12224   if (game.engine_version < VERSION_IDENT(3,0,7,0))
12225   {
12226     TestIfPlayerTouchesBadThing(jx, jy);
12227     TestIfPlayerTouchesCustomElement(jx, jy);
12228   }
12229
12230   if (!player->active)
12231     RemovePlayer(player);
12232
12233   return moved;
12234 }
12235
12236 void ScrollPlayer(struct PlayerInfo *player, int mode)
12237 {
12238   int jx = player->jx, jy = player->jy;
12239   int last_jx = player->last_jx, last_jy = player->last_jy;
12240   int move_stepsize = TILEX / player->move_delay_value;
12241
12242   if (!player->active)
12243     return;
12244
12245   if (player->MovPos == 0 && mode == SCROLL_GO_ON)      /* player not moving */
12246     return;
12247
12248   if (mode == SCROLL_INIT)
12249   {
12250     player->actual_frame_counter = FrameCounter;
12251     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12252
12253     if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12254         Feld[last_jx][last_jy] == EL_EMPTY)
12255     {
12256       int last_field_block_delay = 0;   /* start with no blocking at all */
12257       int block_delay_adjustment = player->block_delay_adjustment;
12258
12259       /* if player blocks last field, add delay for exactly one move */
12260       if (player->block_last_field)
12261       {
12262         last_field_block_delay += player->move_delay_value;
12263
12264         /* when blocking enabled, prevent moving up despite gravity */
12265         if (player->gravity && player->MovDir == MV_UP)
12266           block_delay_adjustment = -1;
12267       }
12268
12269       /* add block delay adjustment (also possible when not blocking) */
12270       last_field_block_delay += block_delay_adjustment;
12271
12272       Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12273       MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12274     }
12275
12276     if (player->MovPos != 0)    /* player has not yet reached destination */
12277       return;
12278   }
12279   else if (!FrameReached(&player->actual_frame_counter, 1))
12280     return;
12281
12282   if (player->MovPos != 0)
12283   {
12284     player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12285     player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12286
12287     /* before DrawPlayer() to draw correct player graphic for this case */
12288     if (player->MovPos == 0)
12289       CheckGravityMovement(player);
12290   }
12291
12292   if (player->MovPos == 0)      /* player reached destination field */
12293   {
12294     if (player->move_delay_reset_counter > 0)
12295     {
12296       player->move_delay_reset_counter--;
12297
12298       if (player->move_delay_reset_counter == 0)
12299       {
12300         /* continue with normal speed after quickly moving through gate */
12301         HALVE_PLAYER_SPEED(player);
12302
12303         /* be able to make the next move without delay */
12304         player->move_delay = 0;
12305       }
12306     }
12307
12308     player->last_jx = jx;
12309     player->last_jy = jy;
12310
12311     if (Feld[jx][jy] == EL_EXIT_OPEN ||
12312         Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12313         Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12314         Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12315         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12316         Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12317         Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12318         Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
12319     {
12320       DrawPlayer(player);       /* needed here only to cleanup last field */
12321       RemovePlayer(player);
12322
12323       if (local_player->friends_still_needed == 0 ||
12324           IS_SP_ELEMENT(Feld[jx][jy]))
12325         PlayerWins(player);
12326     }
12327
12328     /* this breaks one level: "machine", level 000 */
12329     {
12330       int move_direction = player->MovDir;
12331       int enter_side = MV_DIR_OPPOSITE(move_direction);
12332       int leave_side = move_direction;
12333       int old_jx = last_jx;
12334       int old_jy = last_jy;
12335       int old_element = Feld[old_jx][old_jy];
12336       int new_element = Feld[jx][jy];
12337
12338       if (IS_CUSTOM_ELEMENT(old_element))
12339         CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12340                                    CE_LEFT_BY_PLAYER,
12341                                    player->index_bit, leave_side);
12342
12343       CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12344                                           CE_PLAYER_LEAVES_X,
12345                                           player->index_bit, leave_side);
12346
12347       if (IS_CUSTOM_ELEMENT(new_element))
12348         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12349                                    player->index_bit, enter_side);
12350
12351       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12352                                           CE_PLAYER_ENTERS_X,
12353                                           player->index_bit, enter_side);
12354
12355       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12356                                         CE_MOVE_OF_X, move_direction);
12357     }
12358
12359     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12360     {
12361       TestIfPlayerTouchesBadThing(jx, jy);
12362       TestIfPlayerTouchesCustomElement(jx, jy);
12363
12364       /* needed because pushed element has not yet reached its destination,
12365          so it would trigger a change event at its previous field location */
12366       if (!player->is_pushing)
12367         TestIfElementTouchesCustomElement(jx, jy);      /* for empty space */
12368
12369       if (!player->active)
12370         RemovePlayer(player);
12371     }
12372
12373     if (!local_player->LevelSolved && level.use_step_counter)
12374     {
12375       int i;
12376
12377       TimePlayed++;
12378
12379       if (TimeLeft > 0)
12380       {
12381         TimeLeft--;
12382
12383         if (TimeLeft <= 10 && setup.time_limit)
12384           PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12385
12386         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12387
12388         DisplayGameControlValues();
12389
12390         if (!TimeLeft && setup.time_limit)
12391           for (i = 0; i < MAX_PLAYERS; i++)
12392             KillPlayer(&stored_player[i]);
12393       }
12394       else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12395       {
12396         game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12397
12398         DisplayGameControlValues();
12399       }
12400     }
12401
12402     if (tape.single_step && tape.recording && !tape.pausing &&
12403         !player->programmed_action)
12404       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12405
12406     if (!player->programmed_action)
12407       CheckSaveEngineSnapshot(player);
12408   }
12409 }
12410
12411 void ScrollScreen(struct PlayerInfo *player, int mode)
12412 {
12413   static unsigned int screen_frame_counter = 0;
12414
12415   if (mode == SCROLL_INIT)
12416   {
12417     /* set scrolling step size according to actual player's moving speed */
12418     ScrollStepSize = TILEX / player->move_delay_value;
12419
12420     screen_frame_counter = FrameCounter;
12421     ScreenMovDir = player->MovDir;
12422     ScreenMovPos = player->MovPos;
12423     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12424     return;
12425   }
12426   else if (!FrameReached(&screen_frame_counter, 1))
12427     return;
12428
12429   if (ScreenMovPos)
12430   {
12431     ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12432     ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12433     redraw_mask |= REDRAW_FIELD;
12434   }
12435   else
12436     ScreenMovDir = MV_NONE;
12437 }
12438
12439 void TestIfPlayerTouchesCustomElement(int x, int y)
12440 {
12441   static int xy[4][2] =
12442   {
12443     { 0, -1 },
12444     { -1, 0 },
12445     { +1, 0 },
12446     { 0, +1 }
12447   };
12448   static int trigger_sides[4][2] =
12449   {
12450     /* center side       border side */
12451     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
12452     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
12453     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
12454     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
12455   };
12456   static int touch_dir[4] =
12457   {
12458     MV_LEFT | MV_RIGHT,
12459     MV_UP   | MV_DOWN,
12460     MV_UP   | MV_DOWN,
12461     MV_LEFT | MV_RIGHT
12462   };
12463   int center_element = Feld[x][y];      /* should always be non-moving! */
12464   int i;
12465
12466   for (i = 0; i < NUM_DIRECTIONS; i++)
12467   {
12468     int xx = x + xy[i][0];
12469     int yy = y + xy[i][1];
12470     int center_side = trigger_sides[i][0];
12471     int border_side = trigger_sides[i][1];
12472     int border_element;
12473
12474     if (!IN_LEV_FIELD(xx, yy))
12475       continue;
12476
12477     if (IS_PLAYER(x, y))                /* player found at center element */
12478     {
12479       struct PlayerInfo *player = PLAYERINFO(x, y);
12480
12481       if (game.engine_version < VERSION_IDENT(3,0,7,0))
12482         border_element = Feld[xx][yy];          /* may be moving! */
12483       else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12484         border_element = Feld[xx][yy];
12485       else if (MovDir[xx][yy] & touch_dir[i])   /* elements are touching */
12486         border_element = MovingOrBlocked2Element(xx, yy);
12487       else
12488         continue;               /* center and border element do not touch */
12489
12490       CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12491                                  player->index_bit, border_side);
12492       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12493                                           CE_PLAYER_TOUCHES_X,
12494                                           player->index_bit, border_side);
12495
12496       {
12497         /* use player element that is initially defined in the level playfield,
12498            not the player element that corresponds to the runtime player number
12499            (example: a level that contains EL_PLAYER_3 as the only player would
12500            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12501         int player_element = PLAYERINFO(x, y)->initial_element;
12502
12503         CheckElementChangeBySide(xx, yy, border_element, player_element,
12504                                  CE_TOUCHING_X, border_side);
12505       }
12506     }
12507     else if (IS_PLAYER(xx, yy))         /* player found at border element */
12508     {
12509       struct PlayerInfo *player = PLAYERINFO(xx, yy);
12510
12511       if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12512       {
12513         if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12514           continue;             /* center and border element do not touch */
12515       }
12516
12517       CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12518                                  player->index_bit, center_side);
12519       CheckTriggeredElementChangeByPlayer(x, y, center_element,
12520                                           CE_PLAYER_TOUCHES_X,
12521                                           player->index_bit, center_side);
12522
12523       {
12524         /* use player element that is initially defined in the level playfield,
12525            not the player element that corresponds to the runtime player number
12526            (example: a level that contains EL_PLAYER_3 as the only player would
12527            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12528         int player_element = PLAYERINFO(xx, yy)->initial_element;
12529
12530         CheckElementChangeBySide(x, y, center_element, player_element,
12531                                  CE_TOUCHING_X, center_side);
12532       }
12533
12534       break;
12535     }
12536   }
12537 }
12538
12539 void TestIfElementTouchesCustomElement(int x, int y)
12540 {
12541   static int xy[4][2] =
12542   {
12543     { 0, -1 },
12544     { -1, 0 },
12545     { +1, 0 },
12546     { 0, +1 }
12547   };
12548   static int trigger_sides[4][2] =
12549   {
12550     /* center side      border side */
12551     { CH_SIDE_TOP,      CH_SIDE_BOTTOM  },      /* check top    */
12552     { CH_SIDE_LEFT,     CH_SIDE_RIGHT   },      /* check left   */
12553     { CH_SIDE_RIGHT,    CH_SIDE_LEFT    },      /* check right  */
12554     { CH_SIDE_BOTTOM,   CH_SIDE_TOP     }       /* check bottom */
12555   };
12556   static int touch_dir[4] =
12557   {
12558     MV_LEFT | MV_RIGHT,
12559     MV_UP   | MV_DOWN,
12560     MV_UP   | MV_DOWN,
12561     MV_LEFT | MV_RIGHT
12562   };
12563   boolean change_center_element = FALSE;
12564   int center_element = Feld[x][y];      /* should always be non-moving! */
12565   int border_element_old[NUM_DIRECTIONS];
12566   int i;
12567
12568   for (i = 0; i < NUM_DIRECTIONS; i++)
12569   {
12570     int xx = x + xy[i][0];
12571     int yy = y + xy[i][1];
12572     int border_element;
12573
12574     border_element_old[i] = -1;
12575
12576     if (!IN_LEV_FIELD(xx, yy))
12577       continue;
12578
12579     if (game.engine_version < VERSION_IDENT(3,0,7,0))
12580       border_element = Feld[xx][yy];    /* may be moving! */
12581     else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12582       border_element = Feld[xx][yy];
12583     else if (MovDir[xx][yy] & touch_dir[i])     /* elements are touching */
12584       border_element = MovingOrBlocked2Element(xx, yy);
12585     else
12586       continue;                 /* center and border element do not touch */
12587
12588     border_element_old[i] = border_element;
12589   }
12590
12591   for (i = 0; i < NUM_DIRECTIONS; i++)
12592   {
12593     int xx = x + xy[i][0];
12594     int yy = y + xy[i][1];
12595     int center_side = trigger_sides[i][0];
12596     int border_element = border_element_old[i];
12597
12598     if (border_element == -1)
12599       continue;
12600
12601     /* check for change of border element */
12602     CheckElementChangeBySide(xx, yy, border_element, center_element,
12603                              CE_TOUCHING_X, center_side);
12604
12605     /* (center element cannot be player, so we dont have to check this here) */
12606   }
12607
12608   for (i = 0; i < NUM_DIRECTIONS; i++)
12609   {
12610     int xx = x + xy[i][0];
12611     int yy = y + xy[i][1];
12612     int border_side = trigger_sides[i][1];
12613     int border_element = border_element_old[i];
12614
12615     if (border_element == -1)
12616       continue;
12617
12618     /* check for change of center element (but change it only once) */
12619     if (!change_center_element)
12620       change_center_element =
12621         CheckElementChangeBySide(x, y, center_element, border_element,
12622                                  CE_TOUCHING_X, border_side);
12623
12624     if (IS_PLAYER(xx, yy))
12625     {
12626       /* use player element that is initially defined in the level playfield,
12627          not the player element that corresponds to the runtime player number
12628          (example: a level that contains EL_PLAYER_3 as the only player would
12629          incorrectly give EL_PLAYER_1 for "player->element_nr") */
12630       int player_element = PLAYERINFO(xx, yy)->initial_element;
12631
12632       CheckElementChangeBySide(x, y, center_element, player_element,
12633                                CE_TOUCHING_X, border_side);
12634     }
12635   }
12636 }
12637
12638 void TestIfElementHitsCustomElement(int x, int y, int direction)
12639 {
12640   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12641   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
12642   int hitx = x + dx, hity = y + dy;
12643   int hitting_element = Feld[x][y];
12644   int touched_element;
12645
12646   if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12647     return;
12648
12649   touched_element = (IN_LEV_FIELD(hitx, hity) ?
12650                      MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12651
12652   if (IN_LEV_FIELD(hitx, hity))
12653   {
12654     int opposite_direction = MV_DIR_OPPOSITE(direction);
12655     int hitting_side = direction;
12656     int touched_side = opposite_direction;
12657     boolean object_hit = (!IS_MOVING(hitx, hity) ||
12658                           MovDir[hitx][hity] != direction ||
12659                           ABS(MovPos[hitx][hity]) <= TILEY / 2);
12660
12661     object_hit = TRUE;
12662
12663     if (object_hit)
12664     {
12665       CheckElementChangeBySide(x, y, hitting_element, touched_element,
12666                                CE_HITTING_X, touched_side);
12667
12668       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12669                                CE_HIT_BY_X, hitting_side);
12670
12671       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12672                                CE_HIT_BY_SOMETHING, opposite_direction);
12673
12674       if (IS_PLAYER(hitx, hity))
12675       {
12676         /* use player element that is initially defined in the level playfield,
12677            not the player element that corresponds to the runtime player number
12678            (example: a level that contains EL_PLAYER_3 as the only player would
12679            incorrectly give EL_PLAYER_1 for "player->element_nr") */
12680         int player_element = PLAYERINFO(hitx, hity)->initial_element;
12681
12682         CheckElementChangeBySide(x, y, hitting_element, player_element,
12683                                  CE_HITTING_X, touched_side);
12684       }
12685     }
12686   }
12687
12688   /* "hitting something" is also true when hitting the playfield border */
12689   CheckElementChangeBySide(x, y, hitting_element, touched_element,
12690                            CE_HITTING_SOMETHING, direction);
12691 }
12692
12693 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12694 {
12695   int i, kill_x = -1, kill_y = -1;
12696
12697   int bad_element = -1;
12698   static int test_xy[4][2] =
12699   {
12700     { 0, -1 },
12701     { -1, 0 },
12702     { +1, 0 },
12703     { 0, +1 }
12704   };
12705   static int test_dir[4] =
12706   {
12707     MV_UP,
12708     MV_LEFT,
12709     MV_RIGHT,
12710     MV_DOWN
12711   };
12712
12713   for (i = 0; i < NUM_DIRECTIONS; i++)
12714   {
12715     int test_x, test_y, test_move_dir, test_element;
12716
12717     test_x = good_x + test_xy[i][0];
12718     test_y = good_y + test_xy[i][1];
12719
12720     if (!IN_LEV_FIELD(test_x, test_y))
12721       continue;
12722
12723     test_move_dir =
12724       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12725
12726     test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12727
12728     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12729        2nd case: DONT_TOUCH style bad thing does not move away from good thing
12730     */
12731     if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12732         (DONT_TOUCH(test_element)    && test_move_dir != test_dir[i]))
12733     {
12734       kill_x = test_x;
12735       kill_y = test_y;
12736       bad_element = test_element;
12737
12738       break;
12739     }
12740   }
12741
12742   if (kill_x != -1 || kill_y != -1)
12743   {
12744     if (IS_PLAYER(good_x, good_y))
12745     {
12746       struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12747
12748       if (player->shield_deadly_time_left > 0 &&
12749           !IS_INDESTRUCTIBLE(bad_element))
12750         Bang(kill_x, kill_y);
12751       else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12752         KillPlayer(player);
12753     }
12754     else
12755       Bang(good_x, good_y);
12756   }
12757 }
12758
12759 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12760 {
12761   int i, kill_x = -1, kill_y = -1;
12762   int bad_element = Feld[bad_x][bad_y];
12763   static int test_xy[4][2] =
12764   {
12765     { 0, -1 },
12766     { -1, 0 },
12767     { +1, 0 },
12768     { 0, +1 }
12769   };
12770   static int touch_dir[4] =
12771   {
12772     MV_LEFT | MV_RIGHT,
12773     MV_UP   | MV_DOWN,
12774     MV_UP   | MV_DOWN,
12775     MV_LEFT | MV_RIGHT
12776   };
12777   static int test_dir[4] =
12778   {
12779     MV_UP,
12780     MV_LEFT,
12781     MV_RIGHT,
12782     MV_DOWN
12783   };
12784
12785   if (bad_element == EL_EXPLOSION)      /* skip just exploding bad things */
12786     return;
12787
12788   for (i = 0; i < NUM_DIRECTIONS; i++)
12789   {
12790     int test_x, test_y, test_move_dir, test_element;
12791
12792     test_x = bad_x + test_xy[i][0];
12793     test_y = bad_y + test_xy[i][1];
12794
12795     if (!IN_LEV_FIELD(test_x, test_y))
12796       continue;
12797
12798     test_move_dir =
12799       (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12800
12801     test_element = Feld[test_x][test_y];
12802
12803     /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12804        2nd case: DONT_TOUCH style bad thing does not move away from good thing
12805     */
12806     if ((DONT_RUN_INTO(bad_element) &&  bad_move_dir == test_dir[i]) ||
12807         (DONT_TOUCH(bad_element)    && test_move_dir != test_dir[i]))
12808     {
12809       /* good thing is player or penguin that does not move away */
12810       if (IS_PLAYER(test_x, test_y))
12811       {
12812         struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12813
12814         if (bad_element == EL_ROBOT && player->is_moving)
12815           continue;     /* robot does not kill player if he is moving */
12816
12817         if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12818         {
12819           if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12820             continue;           /* center and border element do not touch */
12821         }
12822
12823         kill_x = test_x;
12824         kill_y = test_y;
12825
12826         break;
12827       }
12828       else if (test_element == EL_PENGUIN)
12829       {
12830         kill_x = test_x;
12831         kill_y = test_y;
12832
12833         break;
12834       }
12835     }
12836   }
12837
12838   if (kill_x != -1 || kill_y != -1)
12839   {
12840     if (IS_PLAYER(kill_x, kill_y))
12841     {
12842       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12843
12844       if (player->shield_deadly_time_left > 0 &&
12845           !IS_INDESTRUCTIBLE(bad_element))
12846         Bang(bad_x, bad_y);
12847       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12848         KillPlayer(player);
12849     }
12850     else
12851       Bang(kill_x, kill_y);
12852   }
12853 }
12854
12855 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12856 {
12857   int bad_element = Feld[bad_x][bad_y];
12858   int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12859   int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
12860   int test_x = bad_x + dx, test_y = bad_y + dy;
12861   int test_move_dir, test_element;
12862   int kill_x = -1, kill_y = -1;
12863
12864   if (!IN_LEV_FIELD(test_x, test_y))
12865     return;
12866
12867   test_move_dir =
12868     (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12869
12870   test_element = Feld[test_x][test_y];
12871
12872   if (test_move_dir != bad_move_dir)
12873   {
12874     /* good thing can be player or penguin that does not move away */
12875     if (IS_PLAYER(test_x, test_y))
12876     {
12877       struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12878
12879       /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12880          player as being hit when he is moving towards the bad thing, because
12881          the "get hit by" condition would be lost after the player stops) */
12882       if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12883         return;         /* player moves away from bad thing */
12884
12885       kill_x = test_x;
12886       kill_y = test_y;
12887     }
12888     else if (test_element == EL_PENGUIN)
12889     {
12890       kill_x = test_x;
12891       kill_y = test_y;
12892     }
12893   }
12894
12895   if (kill_x != -1 || kill_y != -1)
12896   {
12897     if (IS_PLAYER(kill_x, kill_y))
12898     {
12899       struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12900
12901       if (player->shield_deadly_time_left > 0 &&
12902           !IS_INDESTRUCTIBLE(bad_element))
12903         Bang(bad_x, bad_y);
12904       else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12905         KillPlayer(player);
12906     }
12907     else
12908       Bang(kill_x, kill_y);
12909   }
12910 }
12911
12912 void TestIfPlayerTouchesBadThing(int x, int y)
12913 {
12914   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12915 }
12916
12917 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12918 {
12919   TestIfGoodThingHitsBadThing(x, y, move_dir);
12920 }
12921
12922 void TestIfBadThingTouchesPlayer(int x, int y)
12923 {
12924   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12925 }
12926
12927 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12928 {
12929   TestIfBadThingHitsGoodThing(x, y, move_dir);
12930 }
12931
12932 void TestIfFriendTouchesBadThing(int x, int y)
12933 {
12934   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12935 }
12936
12937 void TestIfBadThingTouchesFriend(int x, int y)
12938 {
12939   TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12940 }
12941
12942 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12943 {
12944   int i, kill_x = bad_x, kill_y = bad_y;
12945   static int xy[4][2] =
12946   {
12947     { 0, -1 },
12948     { -1, 0 },
12949     { +1, 0 },
12950     { 0, +1 }
12951   };
12952
12953   for (i = 0; i < NUM_DIRECTIONS; i++)
12954   {
12955     int x, y, element;
12956
12957     x = bad_x + xy[i][0];
12958     y = bad_y + xy[i][1];
12959     if (!IN_LEV_FIELD(x, y))
12960       continue;
12961
12962     element = Feld[x][y];
12963     if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12964         element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12965     {
12966       kill_x = x;
12967       kill_y = y;
12968       break;
12969     }
12970   }
12971
12972   if (kill_x != bad_x || kill_y != bad_y)
12973     Bang(bad_x, bad_y);
12974 }
12975
12976 void KillPlayer(struct PlayerInfo *player)
12977 {
12978   int jx = player->jx, jy = player->jy;
12979
12980   if (!player->active)
12981     return;
12982
12983 #if 0
12984   printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12985          player->killed, player->active, player->reanimated);
12986 #endif
12987
12988   /* the following code was introduced to prevent an infinite loop when calling
12989      -> Bang()
12990      -> CheckTriggeredElementChangeExt()
12991      -> ExecuteCustomElementAction()
12992      -> KillPlayer()
12993      -> (infinitely repeating the above sequence of function calls)
12994      which occurs when killing the player while having a CE with the setting
12995      "kill player X when explosion of <player X>"; the solution using a new
12996      field "player->killed" was chosen for backwards compatibility, although
12997      clever use of the fields "player->active" etc. would probably also work */
12998 #if 1
12999   if (player->killed)
13000     return;
13001 #endif
13002
13003   player->killed = TRUE;
13004
13005   /* remove accessible field at the player's position */
13006   Feld[jx][jy] = EL_EMPTY;
13007
13008   /* deactivate shield (else Bang()/Explode() would not work right) */
13009   player->shield_normal_time_left = 0;
13010   player->shield_deadly_time_left = 0;
13011
13012 #if 0
13013   printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13014          player->killed, player->active, player->reanimated);
13015 #endif
13016
13017   Bang(jx, jy);
13018
13019 #if 0
13020   printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13021          player->killed, player->active, player->reanimated);
13022 #endif
13023
13024   if (player->reanimated)       /* killed player may have been reanimated */
13025     player->killed = player->reanimated = FALSE;
13026   else
13027     BuryPlayer(player);
13028 }
13029
13030 static void KillPlayerUnlessEnemyProtected(int x, int y)
13031 {
13032   if (!PLAYER_ENEMY_PROTECTED(x, y))
13033     KillPlayer(PLAYERINFO(x, y));
13034 }
13035
13036 static void KillPlayerUnlessExplosionProtected(int x, int y)
13037 {
13038   if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13039     KillPlayer(PLAYERINFO(x, y));
13040 }
13041
13042 void BuryPlayer(struct PlayerInfo *player)
13043 {
13044   int jx = player->jx, jy = player->jy;
13045
13046   if (!player->active)
13047     return;
13048
13049   PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13050   PlayLevelSound(jx, jy, SND_GAME_LOSING);
13051
13052   player->GameOver = TRUE;
13053   RemovePlayer(player);
13054 }
13055
13056 void RemovePlayer(struct PlayerInfo *player)
13057 {
13058   int jx = player->jx, jy = player->jy;
13059   int i, found = FALSE;
13060
13061   player->present = FALSE;
13062   player->active = FALSE;
13063
13064   if (!ExplodeField[jx][jy])
13065     StorePlayer[jx][jy] = 0;
13066
13067   if (player->is_moving)
13068     TEST_DrawLevelField(player->last_jx, player->last_jy);
13069
13070   for (i = 0; i < MAX_PLAYERS; i++)
13071     if (stored_player[i].active)
13072       found = TRUE;
13073
13074   if (!found)
13075     AllPlayersGone = TRUE;
13076
13077   ExitX = ZX = jx;
13078   ExitY = ZY = jy;
13079 }
13080
13081 static void setFieldForSnapping(int x, int y, int element, int direction)
13082 {
13083   struct ElementInfo *ei = &element_info[element];
13084   int direction_bit = MV_DIR_TO_BIT(direction);
13085   int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13086   int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13087                 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13088
13089   Feld[x][y] = EL_ELEMENT_SNAPPING;
13090   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13091
13092   ResetGfxAnimation(x, y);
13093
13094   GfxElement[x][y] = element;
13095   GfxAction[x][y] = action;
13096   GfxDir[x][y] = direction;
13097   GfxFrame[x][y] = -1;
13098 }
13099
13100 /*
13101   =============================================================================
13102   checkDiagonalPushing()
13103   -----------------------------------------------------------------------------
13104   check if diagonal input device direction results in pushing of object
13105   (by checking if the alternative direction is walkable, diggable, ...)
13106   =============================================================================
13107 */
13108
13109 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13110                                     int x, int y, int real_dx, int real_dy)
13111 {
13112   int jx, jy, dx, dy, xx, yy;
13113
13114   if (real_dx == 0 || real_dy == 0)     /* no diagonal direction => push */
13115     return TRUE;
13116
13117   /* diagonal direction: check alternative direction */
13118   jx = player->jx;
13119   jy = player->jy;
13120   dx = x - jx;
13121   dy = y - jy;
13122   xx = jx + (dx == 0 ? real_dx : 0);
13123   yy = jy + (dy == 0 ? real_dy : 0);
13124
13125   return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13126 }
13127
13128 /*
13129   =============================================================================
13130   DigField()
13131   -----------------------------------------------------------------------------
13132   x, y:                 field next to player (non-diagonal) to try to dig to
13133   real_dx, real_dy:     direction as read from input device (can be diagonal)
13134   =============================================================================
13135 */
13136
13137 static int DigField(struct PlayerInfo *player,
13138                     int oldx, int oldy, int x, int y,
13139                     int real_dx, int real_dy, int mode)
13140 {
13141   boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13142   boolean player_was_pushing = player->is_pushing;
13143   boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13144   boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13145   int jx = oldx, jy = oldy;
13146   int dx = x - jx, dy = y - jy;
13147   int nextx = x + dx, nexty = y + dy;
13148   int move_direction = (dx == -1 ? MV_LEFT  :
13149                         dx == +1 ? MV_RIGHT :
13150                         dy == -1 ? MV_UP    :
13151                         dy == +1 ? MV_DOWN  : MV_NONE);
13152   int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13153   int dig_side = MV_DIR_OPPOSITE(move_direction);
13154   int old_element = Feld[jx][jy];
13155   int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13156   int collect_count;
13157
13158   if (is_player)                /* function can also be called by EL_PENGUIN */
13159   {
13160     if (player->MovPos == 0)
13161     {
13162       player->is_digging = FALSE;
13163       player->is_collecting = FALSE;
13164     }
13165
13166     if (player->MovPos == 0)    /* last pushing move finished */
13167       player->is_pushing = FALSE;
13168
13169     if (mode == DF_NO_PUSH)     /* player just stopped pushing */
13170     {
13171       player->is_switching = FALSE;
13172       player->push_delay = -1;
13173
13174       return MP_NO_ACTION;
13175     }
13176   }
13177
13178   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13179     old_element = Back[jx][jy];
13180
13181   /* in case of element dropped at player position, check background */
13182   else if (Back[jx][jy] != EL_EMPTY &&
13183            game.engine_version >= VERSION_IDENT(2,2,0,0))
13184     old_element = Back[jx][jy];
13185
13186   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13187     return MP_NO_ACTION;        /* field has no opening in this direction */
13188
13189   if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13190     return MP_NO_ACTION;        /* field has no opening in this direction */
13191
13192   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13193   {
13194     SplashAcid(x, y);
13195
13196     Feld[jx][jy] = player->artwork_element;
13197     InitMovingField(jx, jy, MV_DOWN);
13198     Store[jx][jy] = EL_ACID;
13199     ContinueMoving(jx, jy);
13200     BuryPlayer(player);
13201
13202     return MP_DONT_RUN_INTO;
13203   }
13204
13205   if (player_can_move && DONT_RUN_INTO(element))
13206   {
13207     TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13208
13209     return MP_DONT_RUN_INTO;
13210   }
13211
13212   if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13213     return MP_NO_ACTION;
13214
13215   collect_count = element_info[element].collect_count_initial;
13216
13217   if (!is_player && !IS_COLLECTIBLE(element))   /* penguin cannot collect it */
13218     return MP_NO_ACTION;
13219
13220   if (game.engine_version < VERSION_IDENT(2,2,0,0))
13221     player_can_move = player_can_move_or_snap;
13222
13223   if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13224       game.engine_version >= VERSION_IDENT(2,2,0,0))
13225   {
13226     CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13227                                player->index_bit, dig_side);
13228     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13229                                         player->index_bit, dig_side);
13230
13231     if (element == EL_DC_LANDMINE)
13232       Bang(x, y);
13233
13234     if (Feld[x][y] != element)          /* field changed by snapping */
13235       return MP_ACTION;
13236
13237     return MP_NO_ACTION;
13238   }
13239
13240   if (player->gravity && is_player && !player->is_auto_moving &&
13241       canFallDown(player) && move_direction != MV_DOWN &&
13242       !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13243     return MP_NO_ACTION;        /* player cannot walk here due to gravity */
13244
13245   if (player_can_move &&
13246       IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13247   {
13248     int sound_element = SND_ELEMENT(element);
13249     int sound_action = ACTION_WALKING;
13250
13251     if (IS_RND_GATE(element))
13252     {
13253       if (!player->key[RND_GATE_NR(element)])
13254         return MP_NO_ACTION;
13255     }
13256     else if (IS_RND_GATE_GRAY(element))
13257     {
13258       if (!player->key[RND_GATE_GRAY_NR(element)])
13259         return MP_NO_ACTION;
13260     }
13261     else if (IS_RND_GATE_GRAY_ACTIVE(element))
13262     {
13263       if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13264         return MP_NO_ACTION;
13265     }
13266     else if (element == EL_EXIT_OPEN ||
13267              element == EL_EM_EXIT_OPEN ||
13268              element == EL_EM_EXIT_OPENING ||
13269              element == EL_STEEL_EXIT_OPEN ||
13270              element == EL_EM_STEEL_EXIT_OPEN ||
13271              element == EL_EM_STEEL_EXIT_OPENING ||
13272              element == EL_SP_EXIT_OPEN ||
13273              element == EL_SP_EXIT_OPENING)
13274     {
13275       sound_action = ACTION_PASSING;    /* player is passing exit */
13276     }
13277     else if (element == EL_EMPTY)
13278     {
13279       sound_action = ACTION_MOVING;             /* nothing to walk on */
13280     }
13281
13282     /* play sound from background or player, whatever is available */
13283     if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13284       PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13285     else
13286       PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13287   }
13288   else if (player_can_move &&
13289            IS_PASSABLE(element) && canPassField(x, y, move_direction))
13290   {
13291     if (!ACCESS_FROM(element, opposite_direction))
13292       return MP_NO_ACTION;      /* field not accessible from this direction */
13293
13294     if (CAN_MOVE(element))      /* only fixed elements can be passed! */
13295       return MP_NO_ACTION;
13296
13297     if (IS_EM_GATE(element))
13298     {
13299       if (!player->key[EM_GATE_NR(element)])
13300         return MP_NO_ACTION;
13301     }
13302     else if (IS_EM_GATE_GRAY(element))
13303     {
13304       if (!player->key[EM_GATE_GRAY_NR(element)])
13305         return MP_NO_ACTION;
13306     }
13307     else if (IS_EM_GATE_GRAY_ACTIVE(element))
13308     {
13309       if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13310         return MP_NO_ACTION;
13311     }
13312     else if (IS_EMC_GATE(element))
13313     {
13314       if (!player->key[EMC_GATE_NR(element)])
13315         return MP_NO_ACTION;
13316     }
13317     else if (IS_EMC_GATE_GRAY(element))
13318     {
13319       if (!player->key[EMC_GATE_GRAY_NR(element)])
13320         return MP_NO_ACTION;
13321     }
13322     else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13323     {
13324       if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13325         return MP_NO_ACTION;
13326     }
13327     else if (element == EL_DC_GATE_WHITE ||
13328              element == EL_DC_GATE_WHITE_GRAY ||
13329              element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13330     {
13331       if (player->num_white_keys == 0)
13332         return MP_NO_ACTION;
13333
13334       player->num_white_keys--;
13335     }
13336     else if (IS_SP_PORT(element))
13337     {
13338       if (element == EL_SP_GRAVITY_PORT_LEFT ||
13339           element == EL_SP_GRAVITY_PORT_RIGHT ||
13340           element == EL_SP_GRAVITY_PORT_UP ||
13341           element == EL_SP_GRAVITY_PORT_DOWN)
13342         player->gravity = !player->gravity;
13343       else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13344                element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13345                element == EL_SP_GRAVITY_ON_PORT_UP ||
13346                element == EL_SP_GRAVITY_ON_PORT_DOWN)
13347         player->gravity = TRUE;
13348       else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13349                element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13350                element == EL_SP_GRAVITY_OFF_PORT_UP ||
13351                element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13352         player->gravity = FALSE;
13353     }
13354
13355     /* automatically move to the next field with double speed */
13356     player->programmed_action = move_direction;
13357
13358     if (player->move_delay_reset_counter == 0)
13359     {
13360       player->move_delay_reset_counter = 2;     /* two double speed steps */
13361
13362       DOUBLE_PLAYER_SPEED(player);
13363     }
13364
13365     PlayLevelSoundAction(x, y, ACTION_PASSING);
13366   }
13367   else if (player_can_move_or_snap && IS_DIGGABLE(element))
13368   {
13369     RemoveField(x, y);
13370
13371     if (mode != DF_SNAP)
13372     {
13373       GfxElement[x][y] = GFX_ELEMENT(element);
13374       player->is_digging = TRUE;
13375     }
13376
13377     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13378
13379     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13380                                         player->index_bit, dig_side);
13381
13382     if (mode == DF_SNAP)
13383     {
13384       if (level.block_snap_field)
13385         setFieldForSnapping(x, y, element, move_direction);
13386       else
13387         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
13388
13389       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13390                                           player->index_bit, dig_side);
13391     }
13392   }
13393   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13394   {
13395     RemoveField(x, y);
13396
13397     if (is_player && mode != DF_SNAP)
13398     {
13399       GfxElement[x][y] = element;
13400       player->is_collecting = TRUE;
13401     }
13402
13403     if (element == EL_SPEED_PILL)
13404     {
13405       player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13406     }
13407     else if (element == EL_EXTRA_TIME && level.time > 0)
13408     {
13409       TimeLeft += level.extra_time;
13410
13411       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13412
13413       DisplayGameControlValues();
13414     }
13415     else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13416     {
13417       player->shield_normal_time_left += level.shield_normal_time;
13418       if (element == EL_SHIELD_DEADLY)
13419         player->shield_deadly_time_left += level.shield_deadly_time;
13420     }
13421     else if (element == EL_DYNAMITE ||
13422              element == EL_EM_DYNAMITE ||
13423              element == EL_SP_DISK_RED)
13424     {
13425       if (player->inventory_size < MAX_INVENTORY_SIZE)
13426         player->inventory_element[player->inventory_size++] = element;
13427
13428       DrawGameDoorValues();
13429     }
13430     else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13431     {
13432       player->dynabomb_count++;
13433       player->dynabombs_left++;
13434     }
13435     else if (element == EL_DYNABOMB_INCREASE_SIZE)
13436     {
13437       player->dynabomb_size++;
13438     }
13439     else if (element == EL_DYNABOMB_INCREASE_POWER)
13440     {
13441       player->dynabomb_xl = TRUE;
13442     }
13443     else if (IS_KEY(element))
13444     {
13445       player->key[KEY_NR(element)] = TRUE;
13446
13447       DrawGameDoorValues();
13448     }
13449     else if (element == EL_DC_KEY_WHITE)
13450     {
13451       player->num_white_keys++;
13452
13453       /* display white keys? */
13454       /* DrawGameDoorValues(); */
13455     }
13456     else if (IS_ENVELOPE(element))
13457     {
13458       player->show_envelope = element;
13459     }
13460     else if (element == EL_EMC_LENSES)
13461     {
13462       game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13463
13464       RedrawAllInvisibleElementsForLenses();
13465     }
13466     else if (element == EL_EMC_MAGNIFIER)
13467     {
13468       game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13469
13470       RedrawAllInvisibleElementsForMagnifier();
13471     }
13472     else if (IS_DROPPABLE(element) ||
13473              IS_THROWABLE(element))     /* can be collected and dropped */
13474     {
13475       int i;
13476
13477       if (collect_count == 0)
13478         player->inventory_infinite_element = element;
13479       else
13480         for (i = 0; i < collect_count; i++)
13481           if (player->inventory_size < MAX_INVENTORY_SIZE)
13482             player->inventory_element[player->inventory_size++] = element;
13483
13484       DrawGameDoorValues();
13485     }
13486     else if (collect_count > 0)
13487     {
13488       local_player->gems_still_needed -= collect_count;
13489       if (local_player->gems_still_needed < 0)
13490         local_player->gems_still_needed = 0;
13491
13492       game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13493
13494       DisplayGameControlValues();
13495     }
13496
13497     RaiseScoreElement(element);
13498     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13499
13500     if (is_player)
13501       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13502                                           player->index_bit, dig_side);
13503
13504     if (mode == DF_SNAP)
13505     {
13506       if (level.block_snap_field)
13507         setFieldForSnapping(x, y, element, move_direction);
13508       else
13509         TestIfElementTouchesCustomElement(x, y);        /* for empty space */
13510
13511       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13512                                           player->index_bit, dig_side);
13513     }
13514   }
13515   else if (player_can_move_or_snap && IS_PUSHABLE(element))
13516   {
13517     if (mode == DF_SNAP && element != EL_BD_ROCK)
13518       return MP_NO_ACTION;
13519
13520     if (CAN_FALL(element) && dy)
13521       return MP_NO_ACTION;
13522
13523     if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13524         !(element == EL_SPRING && level.use_spring_bug))
13525       return MP_NO_ACTION;
13526
13527     if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13528         ((move_direction & MV_VERTICAL &&
13529           ((element_info[element].move_pattern & MV_LEFT &&
13530             IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13531            (element_info[element].move_pattern & MV_RIGHT &&
13532             IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13533          (move_direction & MV_HORIZONTAL &&
13534           ((element_info[element].move_pattern & MV_UP &&
13535             IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13536            (element_info[element].move_pattern & MV_DOWN &&
13537             IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13538       return MP_NO_ACTION;
13539
13540     /* do not push elements already moving away faster than player */
13541     if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13542         ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13543       return MP_NO_ACTION;
13544
13545     if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13546     {
13547       if (player->push_delay_value == -1 || !player_was_pushing)
13548         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13549     }
13550     else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13551     {
13552       if (player->push_delay_value == -1)
13553         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13554     }
13555     else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13556     {
13557       if (!player->is_pushing)
13558         player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13559     }
13560
13561     player->is_pushing = TRUE;
13562     player->is_active = TRUE;
13563
13564     if (!(IN_LEV_FIELD(nextx, nexty) &&
13565           (IS_FREE(nextx, nexty) ||
13566            (IS_SB_ELEMENT(element) &&
13567             Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13568            (IS_CUSTOM_ELEMENT(element) &&
13569             CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13570       return MP_NO_ACTION;
13571
13572     if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13573       return MP_NO_ACTION;
13574
13575     if (player->push_delay == -1)       /* new pushing; restart delay */
13576       player->push_delay = 0;
13577
13578     if (player->push_delay < player->push_delay_value &&
13579         !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13580         element != EL_SPRING && element != EL_BALLOON)
13581     {
13582       /* make sure that there is no move delay before next try to push */
13583       if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13584         player->move_delay = 0;
13585
13586       return MP_NO_ACTION;
13587     }
13588
13589     if (IS_CUSTOM_ELEMENT(element) &&
13590         CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13591     {
13592       if (!DigFieldByCE(nextx, nexty, element))
13593         return MP_NO_ACTION;
13594     }
13595
13596     if (IS_SB_ELEMENT(element))
13597     {
13598       if (element == EL_SOKOBAN_FIELD_FULL)
13599       {
13600         Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13601         local_player->sokobanfields_still_needed++;
13602       }
13603
13604       if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13605       {
13606         Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13607         local_player->sokobanfields_still_needed--;
13608       }
13609
13610       Feld[x][y] = EL_SOKOBAN_OBJECT;
13611
13612       if (Back[x][y] == Back[nextx][nexty])
13613         PlayLevelSoundAction(x, y, ACTION_PUSHING);
13614       else if (Back[x][y] != 0)
13615         PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13616                                     ACTION_EMPTYING);
13617       else
13618         PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13619                                     ACTION_FILLING);
13620
13621       if (local_player->sokobanfields_still_needed == 0 &&
13622           (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13623       {
13624         PlayerWins(player);
13625
13626         PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13627       }
13628     }
13629     else
13630       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13631
13632     InitMovingField(x, y, move_direction);
13633     GfxAction[x][y] = ACTION_PUSHING;
13634
13635     if (mode == DF_SNAP)
13636       ContinueMoving(x, y);
13637     else
13638       MovPos[x][y] = (dx != 0 ? dx : dy);
13639
13640     Pushed[x][y] = TRUE;
13641     Pushed[nextx][nexty] = TRUE;
13642
13643     if (game.engine_version < VERSION_IDENT(2,2,0,7))
13644       player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13645     else
13646       player->push_delay_value = -1;    /* get new value later */
13647
13648     /* check for element change _after_ element has been pushed */
13649     if (game.use_change_when_pushing_bug)
13650     {
13651       CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13652                                  player->index_bit, dig_side);
13653       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13654                                           player->index_bit, dig_side);
13655     }
13656   }
13657   else if (IS_SWITCHABLE(element))
13658   {
13659     if (PLAYER_SWITCHING(player, x, y))
13660     {
13661       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13662                                           player->index_bit, dig_side);
13663
13664       return MP_ACTION;
13665     }
13666
13667     player->is_switching = TRUE;
13668     player->switch_x = x;
13669     player->switch_y = y;
13670
13671     PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13672
13673     if (element == EL_ROBOT_WHEEL)
13674     {
13675       Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13676       ZX = x;
13677       ZY = y;
13678
13679       game.robot_wheel_active = TRUE;
13680
13681       TEST_DrawLevelField(x, y);
13682     }
13683     else if (element == EL_SP_TERMINAL)
13684     {
13685       int xx, yy;
13686
13687       SCAN_PLAYFIELD(xx, yy)
13688       {
13689         if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13690           Bang(xx, yy);
13691         else if (Feld[xx][yy] == EL_SP_TERMINAL)
13692           Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13693       }
13694     }
13695     else if (IS_BELT_SWITCH(element))
13696     {
13697       ToggleBeltSwitch(x, y);
13698     }
13699     else if (element == EL_SWITCHGATE_SWITCH_UP ||
13700              element == EL_SWITCHGATE_SWITCH_DOWN ||
13701              element == EL_DC_SWITCHGATE_SWITCH_UP ||
13702              element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13703     {
13704       ToggleSwitchgateSwitch(x, y);
13705     }
13706     else if (element == EL_LIGHT_SWITCH ||
13707              element == EL_LIGHT_SWITCH_ACTIVE)
13708     {
13709       ToggleLightSwitch(x, y);
13710     }
13711     else if (element == EL_TIMEGATE_SWITCH ||
13712              element == EL_DC_TIMEGATE_SWITCH)
13713     {
13714       ActivateTimegateSwitch(x, y);
13715     }
13716     else if (element == EL_BALLOON_SWITCH_LEFT  ||
13717              element == EL_BALLOON_SWITCH_RIGHT ||
13718              element == EL_BALLOON_SWITCH_UP    ||
13719              element == EL_BALLOON_SWITCH_DOWN  ||
13720              element == EL_BALLOON_SWITCH_NONE  ||
13721              element == EL_BALLOON_SWITCH_ANY)
13722     {
13723       game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT  ? MV_LEFT  :
13724                              element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13725                              element == EL_BALLOON_SWITCH_UP    ? MV_UP    :
13726                              element == EL_BALLOON_SWITCH_DOWN  ? MV_DOWN  :
13727                              element == EL_BALLOON_SWITCH_NONE  ? MV_NONE  :
13728                              move_direction);
13729     }
13730     else if (element == EL_LAMP)
13731     {
13732       Feld[x][y] = EL_LAMP_ACTIVE;
13733       local_player->lights_still_needed--;
13734
13735       ResetGfxAnimation(x, y);
13736       TEST_DrawLevelField(x, y);
13737     }
13738     else if (element == EL_TIME_ORB_FULL)
13739     {
13740       Feld[x][y] = EL_TIME_ORB_EMPTY;
13741
13742       if (level.time > 0 || level.use_time_orb_bug)
13743       {
13744         TimeLeft += level.time_orb_time;
13745         game.no_time_limit = FALSE;
13746
13747         game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13748
13749         DisplayGameControlValues();
13750       }
13751
13752       ResetGfxAnimation(x, y);
13753       TEST_DrawLevelField(x, y);
13754     }
13755     else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13756              element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13757     {
13758       int xx, yy;
13759
13760       game.ball_state = !game.ball_state;
13761
13762       SCAN_PLAYFIELD(xx, yy)
13763       {
13764         int e = Feld[xx][yy];
13765
13766         if (game.ball_state)
13767         {
13768           if (e == EL_EMC_MAGIC_BALL)
13769             CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13770           else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13771             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13772         }
13773         else
13774         {
13775           if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13776             CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13777           else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13778             CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13779         }
13780       }
13781     }
13782
13783     CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13784                                         player->index_bit, dig_side);
13785
13786     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13787                                         player->index_bit, dig_side);
13788
13789     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13790                                         player->index_bit, dig_side);
13791
13792     return MP_ACTION;
13793   }
13794   else
13795   {
13796     if (!PLAYER_SWITCHING(player, x, y))
13797     {
13798       player->is_switching = TRUE;
13799       player->switch_x = x;
13800       player->switch_y = y;
13801
13802       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13803                                  player->index_bit, dig_side);
13804       CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13805                                           player->index_bit, dig_side);
13806
13807       CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13808                                  player->index_bit, dig_side);
13809       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13810                                           player->index_bit, dig_side);
13811     }
13812
13813     CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13814                                player->index_bit, dig_side);
13815     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13816                                         player->index_bit, dig_side);
13817
13818     return MP_NO_ACTION;
13819   }
13820
13821   player->push_delay = -1;
13822
13823   if (is_player)                /* function can also be called by EL_PENGUIN */
13824   {
13825     if (Feld[x][y] != element)          /* really digged/collected something */
13826     {
13827       player->is_collecting = !player->is_digging;
13828       player->is_active = TRUE;
13829     }
13830   }
13831
13832   return MP_MOVING;
13833 }
13834
13835 static boolean DigFieldByCE(int x, int y, int digging_element)
13836 {
13837   int element = Feld[x][y];
13838
13839   if (!IS_FREE(x, y))
13840   {
13841     int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13842                   IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13843                   ACTION_BREAKING);
13844
13845     /* no element can dig solid indestructible elements */
13846     if (IS_INDESTRUCTIBLE(element) &&
13847         !IS_DIGGABLE(element) &&
13848         !IS_COLLECTIBLE(element))
13849       return FALSE;
13850
13851     if (AmoebaNr[x][y] &&
13852         (element == EL_AMOEBA_FULL ||
13853          element == EL_BD_AMOEBA ||
13854          element == EL_AMOEBA_GROWING))
13855     {
13856       AmoebaCnt[AmoebaNr[x][y]]--;
13857       AmoebaCnt2[AmoebaNr[x][y]]--;
13858     }
13859
13860     if (IS_MOVING(x, y))
13861       RemoveMovingField(x, y);
13862     else
13863     {
13864       RemoveField(x, y);
13865       TEST_DrawLevelField(x, y);
13866     }
13867
13868     /* if digged element was about to explode, prevent the explosion */
13869     ExplodeField[x][y] = EX_TYPE_NONE;
13870
13871     PlayLevelSoundAction(x, y, action);
13872   }
13873
13874   Store[x][y] = EL_EMPTY;
13875
13876   /* this makes it possible to leave the removed element again */
13877   if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13878     Store[x][y] = element;
13879
13880   return TRUE;
13881 }
13882
13883 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13884 {
13885   int jx = player->jx, jy = player->jy;
13886   int x = jx + dx, y = jy + dy;
13887   int snap_direction = (dx == -1 ? MV_LEFT  :
13888                         dx == +1 ? MV_RIGHT :
13889                         dy == -1 ? MV_UP    :
13890                         dy == +1 ? MV_DOWN  : MV_NONE);
13891   boolean can_continue_snapping = (level.continuous_snapping &&
13892                                    WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13893
13894   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13895     return FALSE;
13896
13897   if (!player->active || !IN_LEV_FIELD(x, y))
13898     return FALSE;
13899
13900   if (dx && dy)
13901     return FALSE;
13902
13903   if (!dx && !dy)
13904   {
13905     if (player->MovPos == 0)
13906       player->is_pushing = FALSE;
13907
13908     player->is_snapping = FALSE;
13909
13910     if (player->MovPos == 0)
13911     {
13912       player->is_moving = FALSE;
13913       player->is_digging = FALSE;
13914       player->is_collecting = FALSE;
13915     }
13916
13917     return FALSE;
13918   }
13919
13920   /* prevent snapping with already pressed snap key when not allowed */
13921   if (player->is_snapping && !can_continue_snapping)
13922     return FALSE;
13923
13924   player->MovDir = snap_direction;
13925
13926   if (player->MovPos == 0)
13927   {
13928     player->is_moving = FALSE;
13929     player->is_digging = FALSE;
13930     player->is_collecting = FALSE;
13931   }
13932
13933   player->is_dropping = FALSE;
13934   player->is_dropping_pressed = FALSE;
13935   player->drop_pressed_delay = 0;
13936
13937   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13938     return FALSE;
13939
13940   player->is_snapping = TRUE;
13941   player->is_active = TRUE;
13942
13943   if (player->MovPos == 0)
13944   {
13945     player->is_moving = FALSE;
13946     player->is_digging = FALSE;
13947     player->is_collecting = FALSE;
13948   }
13949
13950   if (player->MovPos != 0)      /* prevent graphic bugs in versions < 2.2.0 */
13951     TEST_DrawLevelField(player->last_jx, player->last_jy);
13952
13953   TEST_DrawLevelField(x, y);
13954
13955   return TRUE;
13956 }
13957
13958 static boolean DropElement(struct PlayerInfo *player)
13959 {
13960   int old_element, new_element;
13961   int dropx = player->jx, dropy = player->jy;
13962   int drop_direction = player->MovDir;
13963   int drop_side = drop_direction;
13964   int drop_element = get_next_dropped_element(player);
13965
13966   player->is_dropping_pressed = TRUE;
13967
13968   /* do not drop an element on top of another element; when holding drop key
13969      pressed without moving, dropped element must move away before the next
13970      element can be dropped (this is especially important if the next element
13971      is dynamite, which can be placed on background for historical reasons) */
13972   if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13973     return MP_ACTION;
13974
13975   if (IS_THROWABLE(drop_element))
13976   {
13977     dropx += GET_DX_FROM_DIR(drop_direction);
13978     dropy += GET_DY_FROM_DIR(drop_direction);
13979
13980     if (!IN_LEV_FIELD(dropx, dropy))
13981       return FALSE;
13982   }
13983
13984   old_element = Feld[dropx][dropy];     /* old element at dropping position */
13985   new_element = drop_element;           /* default: no change when dropping */
13986
13987   /* check if player is active, not moving and ready to drop */
13988   if (!player->active || player->MovPos || player->drop_delay > 0)
13989     return FALSE;
13990
13991   /* check if player has anything that can be dropped */
13992   if (new_element == EL_UNDEFINED)
13993     return FALSE;
13994
13995   /* check if drop key was pressed long enough for EM style dynamite */
13996   if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13997     return FALSE;
13998
13999   /* check if anything can be dropped at the current position */
14000   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14001     return FALSE;
14002
14003   /* collected custom elements can only be dropped on empty fields */
14004   if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14005     return FALSE;
14006
14007   if (old_element != EL_EMPTY)
14008     Back[dropx][dropy] = old_element;   /* store old element on this field */
14009
14010   ResetGfxAnimation(dropx, dropy);
14011   ResetRandomAnimationValue(dropx, dropy);
14012
14013   if (player->inventory_size > 0 ||
14014       player->inventory_infinite_element != EL_UNDEFINED)
14015   {
14016     if (player->inventory_size > 0)
14017     {
14018       player->inventory_size--;
14019
14020       DrawGameDoorValues();
14021
14022       if (new_element == EL_DYNAMITE)
14023         new_element = EL_DYNAMITE_ACTIVE;
14024       else if (new_element == EL_EM_DYNAMITE)
14025         new_element = EL_EM_DYNAMITE_ACTIVE;
14026       else if (new_element == EL_SP_DISK_RED)
14027         new_element = EL_SP_DISK_RED_ACTIVE;
14028     }
14029
14030     Feld[dropx][dropy] = new_element;
14031
14032     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14033       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14034                           el2img(Feld[dropx][dropy]), 0);
14035
14036     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14037
14038     /* needed if previous element just changed to "empty" in the last frame */
14039     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
14040
14041     CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14042                                player->index_bit, drop_side);
14043     CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14044                                         CE_PLAYER_DROPS_X,
14045                                         player->index_bit, drop_side);
14046
14047     TestIfElementTouchesCustomElement(dropx, dropy);
14048   }
14049   else          /* player is dropping a dyna bomb */
14050   {
14051     player->dynabombs_left--;
14052
14053     Feld[dropx][dropy] = new_element;
14054
14055     if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14056       DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14057                           el2img(Feld[dropx][dropy]), 0);
14058
14059     PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14060   }
14061
14062   if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14063     InitField_WithBug1(dropx, dropy, FALSE);
14064
14065   new_element = Feld[dropx][dropy];     /* element might have changed */
14066
14067   if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14068       element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14069   {
14070     if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14071       MovDir[dropx][dropy] = drop_direction;
14072
14073     ChangeCount[dropx][dropy] = 0;      /* allow at least one more change */
14074
14075     /* do not cause impact style collision by dropping elements that can fall */
14076     CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14077   }
14078
14079   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14080   player->is_dropping = TRUE;
14081
14082   player->drop_pressed_delay = 0;
14083   player->is_dropping_pressed = FALSE;
14084
14085   player->drop_x = dropx;
14086   player->drop_y = dropy;
14087
14088   return TRUE;
14089 }
14090
14091 /* ------------------------------------------------------------------------- */
14092 /* game sound playing functions                                              */
14093 /* ------------------------------------------------------------------------- */
14094
14095 static int *loop_sound_frame = NULL;
14096 static int *loop_sound_volume = NULL;
14097
14098 void InitPlayLevelSound()
14099 {
14100   int num_sounds = getSoundListSize();
14101
14102   checked_free(loop_sound_frame);
14103   checked_free(loop_sound_volume);
14104
14105   loop_sound_frame  = checked_calloc(num_sounds * sizeof(int));
14106   loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14107 }
14108
14109 static void PlayLevelSound(int x, int y, int nr)
14110 {
14111   int sx = SCREENX(x), sy = SCREENY(y);
14112   int volume, stereo_position;
14113   int max_distance = 8;
14114   int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14115
14116   if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14117       (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14118     return;
14119
14120   if (!IN_LEV_FIELD(x, y) ||
14121       sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14122       sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14123     return;
14124
14125   volume = SOUND_MAX_VOLUME;
14126
14127   if (!IN_SCR_FIELD(sx, sy))
14128   {
14129     int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14130     int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14131
14132     volume -= volume * (dx > dy ? dx : dy) / max_distance;
14133   }
14134
14135   stereo_position = (SOUND_MAX_LEFT +
14136                      (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14137                      (SCR_FIELDX + 2 * max_distance));
14138
14139   if (IS_LOOP_SOUND(nr))
14140   {
14141     /* This assures that quieter loop sounds do not overwrite louder ones,
14142        while restarting sound volume comparison with each new game frame. */
14143
14144     if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14145       return;
14146
14147     loop_sound_volume[nr] = volume;
14148     loop_sound_frame[nr] = FrameCounter;
14149   }
14150
14151   PlaySoundExt(nr, volume, stereo_position, type);
14152 }
14153
14154 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14155 {
14156   PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14157                  x > LEVELX(BX2) ? LEVELX(BX2) : x,
14158                  y < LEVELY(BY1) ? LEVELY(BY1) :
14159                  y > LEVELY(BY2) ? LEVELY(BY2) : y,
14160                  sound_action);
14161 }
14162
14163 static void PlayLevelSoundAction(int x, int y, int action)
14164 {
14165   PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14166 }
14167
14168 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14169 {
14170   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14171
14172   if (sound_effect != SND_UNDEFINED)
14173     PlayLevelSound(x, y, sound_effect);
14174 }
14175
14176 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14177                                               int action)
14178 {
14179   int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14180
14181   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14182     PlayLevelSound(x, y, sound_effect);
14183 }
14184
14185 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14186 {
14187   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14188
14189   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14190     PlayLevelSound(x, y, sound_effect);
14191 }
14192
14193 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14194 {
14195   int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14196
14197   if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14198     StopSound(sound_effect);
14199 }
14200
14201 static void PlayLevelMusic()
14202 {
14203   if (levelset.music[level_nr] != MUS_UNDEFINED)
14204     PlayMusic(levelset.music[level_nr]);        /* from config file */
14205   else
14206     PlayMusic(MAP_NOCONF_MUSIC(level_nr));      /* from music dir */
14207 }
14208
14209 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14210 {
14211   int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14212   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14213   int x = xx - 1 - offset;
14214   int y = yy - 1 - offset;
14215
14216   switch (sample)
14217   {
14218     case SAMPLE_blank:
14219       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14220       break;
14221
14222     case SAMPLE_roll:
14223       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14224       break;
14225
14226     case SAMPLE_stone:
14227       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14228       break;
14229
14230     case SAMPLE_nut:
14231       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14232       break;
14233
14234     case SAMPLE_crack:
14235       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14236       break;
14237
14238     case SAMPLE_bug:
14239       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14240       break;
14241
14242     case SAMPLE_tank:
14243       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14244       break;
14245
14246     case SAMPLE_android_clone:
14247       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14248       break;
14249
14250     case SAMPLE_android_move:
14251       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14252       break;
14253
14254     case SAMPLE_spring:
14255       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14256       break;
14257
14258     case SAMPLE_slurp:
14259       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14260       break;
14261
14262     case SAMPLE_eater:
14263       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14264       break;
14265
14266     case SAMPLE_eater_eat:
14267       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14268       break;
14269
14270     case SAMPLE_alien:
14271       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14272       break;
14273
14274     case SAMPLE_collect:
14275       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14276       break;
14277
14278     case SAMPLE_diamond:
14279       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14280       break;
14281
14282     case SAMPLE_squash:
14283       /* !!! CHECK THIS !!! */
14284 #if 1
14285       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14286 #else
14287       PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14288 #endif
14289       break;
14290
14291     case SAMPLE_wonderfall:
14292       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14293       break;
14294
14295     case SAMPLE_drip:
14296       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14297       break;
14298
14299     case SAMPLE_push:
14300       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14301       break;
14302
14303     case SAMPLE_dirt:
14304       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14305       break;
14306
14307     case SAMPLE_acid:
14308       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14309       break;
14310
14311     case SAMPLE_ball:
14312       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14313       break;
14314
14315     case SAMPLE_grow:
14316       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14317       break;
14318
14319     case SAMPLE_wonder:
14320       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14321       break;
14322
14323     case SAMPLE_door:
14324       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14325       break;
14326
14327     case SAMPLE_exit_open:
14328       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14329       break;
14330
14331     case SAMPLE_exit_leave:
14332       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14333       break;
14334
14335     case SAMPLE_dynamite:
14336       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14337       break;
14338
14339     case SAMPLE_tick:
14340       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14341       break;
14342
14343     case SAMPLE_press:
14344       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14345       break;
14346
14347     case SAMPLE_wheel:
14348       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14349       break;
14350
14351     case SAMPLE_boom:
14352       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14353       break;
14354
14355     case SAMPLE_die:
14356       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14357       break;
14358
14359     case SAMPLE_time:
14360       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14361       break;
14362
14363     default:
14364       PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14365       break;
14366   }
14367 }
14368
14369 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14370 {
14371   int element = map_element_SP_to_RND(element_sp);
14372   int action = map_action_SP_to_RND(action_sp);
14373   int offset = (setup.sp_show_border_elements ? 0 : 1);
14374   int x = xx - offset;
14375   int y = yy - offset;
14376
14377   PlayLevelSoundElementAction(x, y, element, action);
14378 }
14379
14380 void RaiseScore(int value)
14381 {
14382   local_player->score += value;
14383
14384   game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14385
14386   DisplayGameControlValues();
14387 }
14388
14389 void RaiseScoreElement(int element)
14390 {
14391   switch (element)
14392   {
14393     case EL_EMERALD:
14394     case EL_BD_DIAMOND:
14395     case EL_EMERALD_YELLOW:
14396     case EL_EMERALD_RED:
14397     case EL_EMERALD_PURPLE:
14398     case EL_SP_INFOTRON:
14399       RaiseScore(level.score[SC_EMERALD]);
14400       break;
14401     case EL_DIAMOND:
14402       RaiseScore(level.score[SC_DIAMOND]);
14403       break;
14404     case EL_CRYSTAL:
14405       RaiseScore(level.score[SC_CRYSTAL]);
14406       break;
14407     case EL_PEARL:
14408       RaiseScore(level.score[SC_PEARL]);
14409       break;
14410     case EL_BUG:
14411     case EL_BD_BUTTERFLY:
14412     case EL_SP_ELECTRON:
14413       RaiseScore(level.score[SC_BUG]);
14414       break;
14415     case EL_SPACESHIP:
14416     case EL_BD_FIREFLY:
14417     case EL_SP_SNIKSNAK:
14418       RaiseScore(level.score[SC_SPACESHIP]);
14419       break;
14420     case EL_YAMYAM:
14421     case EL_DARK_YAMYAM:
14422       RaiseScore(level.score[SC_YAMYAM]);
14423       break;
14424     case EL_ROBOT:
14425       RaiseScore(level.score[SC_ROBOT]);
14426       break;
14427     case EL_PACMAN:
14428       RaiseScore(level.score[SC_PACMAN]);
14429       break;
14430     case EL_NUT:
14431       RaiseScore(level.score[SC_NUT]);
14432       break;
14433     case EL_DYNAMITE:
14434     case EL_EM_DYNAMITE:
14435     case EL_SP_DISK_RED:
14436     case EL_DYNABOMB_INCREASE_NUMBER:
14437     case EL_DYNABOMB_INCREASE_SIZE:
14438     case EL_DYNABOMB_INCREASE_POWER:
14439       RaiseScore(level.score[SC_DYNAMITE]);
14440       break;
14441     case EL_SHIELD_NORMAL:
14442     case EL_SHIELD_DEADLY:
14443       RaiseScore(level.score[SC_SHIELD]);
14444       break;
14445     case EL_EXTRA_TIME:
14446       RaiseScore(level.extra_time_score);
14447       break;
14448     case EL_KEY_1:
14449     case EL_KEY_2:
14450     case EL_KEY_3:
14451     case EL_KEY_4:
14452     case EL_EM_KEY_1:
14453     case EL_EM_KEY_2:
14454     case EL_EM_KEY_3:
14455     case EL_EM_KEY_4:
14456     case EL_EMC_KEY_5:
14457     case EL_EMC_KEY_6:
14458     case EL_EMC_KEY_7:
14459     case EL_EMC_KEY_8:
14460     case EL_DC_KEY_WHITE:
14461       RaiseScore(level.score[SC_KEY]);
14462       break;
14463     default:
14464       RaiseScore(element_info[element].collect_score);
14465       break;
14466   }
14467 }
14468
14469 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14470 {
14471   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14472   {
14473     /* closing door required in case of envelope style request dialogs */
14474     if (!skip_request)
14475       CloseDoor(DOOR_CLOSE_1);
14476
14477 #if defined(NETWORK_AVALIABLE)
14478     if (options.network)
14479       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14480     else
14481 #endif
14482     {
14483       if (quick_quit)
14484       {
14485         FadeSkipNextFadeIn();
14486
14487         game_status = GAME_MODE_MAIN;
14488
14489         DrawMainMenu();
14490       }
14491       else
14492       {
14493         game_status = GAME_MODE_MAIN;
14494
14495         DrawMainMenu();
14496       }
14497     }
14498   }
14499   else          /* continue playing the game */
14500   {
14501     if (tape.playing && tape.deactivate_display)
14502       TapeDeactivateDisplayOff(TRUE);
14503
14504     OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14505
14506     if (tape.playing && tape.deactivate_display)
14507       TapeDeactivateDisplayOn();
14508   }
14509 }
14510
14511 void RequestQuitGame(boolean ask_if_really_quit)
14512 {
14513   boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14514   boolean skip_request = AllPlayersGone || quick_quit;
14515
14516   RequestQuitGameExt(skip_request, quick_quit,
14517                      "Do you really want to quit the game?");
14518 }
14519
14520
14521 /* ------------------------------------------------------------------------- */
14522 /* random generator functions                                                */
14523 /* ------------------------------------------------------------------------- */
14524
14525 unsigned int InitEngineRandom_RND(int seed)
14526 {
14527   game.num_random_calls = 0;
14528
14529   return InitEngineRandom(seed);
14530 }
14531
14532 unsigned int RND(int max)
14533 {
14534   if (max > 0)
14535   {
14536     game.num_random_calls++;
14537
14538     return GetEngineRandom(max);
14539   }
14540
14541   return 0;
14542 }
14543
14544
14545 /* ------------------------------------------------------------------------- */
14546 /* game engine snapshot handling functions                                   */
14547 /* ------------------------------------------------------------------------- */
14548
14549 struct EngineSnapshotInfo
14550 {
14551   /* runtime values for custom element collect score */
14552   int collect_score[NUM_CUSTOM_ELEMENTS];
14553
14554   /* runtime values for group element choice position */
14555   int choice_pos[NUM_GROUP_ELEMENTS];
14556
14557   /* runtime values for belt position animations */
14558   int belt_graphic[4][NUM_BELT_PARTS];
14559   int belt_anim_mode[4][NUM_BELT_PARTS];
14560 };
14561
14562 static struct EngineSnapshotInfo engine_snapshot_rnd;
14563 static char *snapshot_level_identifier = NULL;
14564 static int snapshot_level_nr = -1;
14565
14566 static void SaveEngineSnapshotValues_RND()
14567 {
14568   static int belt_base_active_element[4] =
14569   {
14570     EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14571     EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14572     EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14573     EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14574   };
14575   int i, j;
14576
14577   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14578   {
14579     int element = EL_CUSTOM_START + i;
14580
14581     engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14582   }
14583
14584   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14585   {
14586     int element = EL_GROUP_START + i;
14587
14588     engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14589   }
14590
14591   for (i = 0; i < 4; i++)
14592   {
14593     for (j = 0; j < NUM_BELT_PARTS; j++)
14594     {
14595       int element = belt_base_active_element[i] + j;
14596       int graphic = el2img(element);
14597       int anim_mode = graphic_info[graphic].anim_mode;
14598
14599       engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14600       engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14601     }
14602   }
14603 }
14604
14605 static void LoadEngineSnapshotValues_RND()
14606 {
14607   unsigned int num_random_calls = game.num_random_calls;
14608   int i, j;
14609
14610   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14611   {
14612     int element = EL_CUSTOM_START + i;
14613
14614     element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14615   }
14616
14617   for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14618   {
14619     int element = EL_GROUP_START + i;
14620
14621     element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14622   }
14623
14624   for (i = 0; i < 4; i++)
14625   {
14626     for (j = 0; j < NUM_BELT_PARTS; j++)
14627     {
14628       int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14629       int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14630
14631       graphic_info[graphic].anim_mode = anim_mode;
14632     }
14633   }
14634
14635   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14636   {
14637     InitRND(tape.random_seed);
14638     for (i = 0; i < num_random_calls; i++)
14639       RND(1);
14640   }
14641
14642   if (game.num_random_calls != num_random_calls)
14643   {
14644     Error(ERR_INFO, "number of random calls out of sync");
14645     Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14646     Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14647     Error(ERR_EXIT, "this should not happen -- please debug");
14648   }
14649 }
14650
14651 void FreeEngineSnapshotSingle()
14652 {
14653   FreeSnapshotSingle();
14654
14655   setString(&snapshot_level_identifier, NULL);
14656   snapshot_level_nr = -1;
14657 }
14658
14659 void FreeEngineSnapshotList()
14660 {
14661   FreeSnapshotList();
14662 }
14663
14664 ListNode *SaveEngineSnapshotBuffers()
14665 {
14666   ListNode *buffers = NULL;
14667
14668   /* copy some special values to a structure better suited for the snapshot */
14669
14670   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14671     SaveEngineSnapshotValues_RND();
14672   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14673     SaveEngineSnapshotValues_EM();
14674   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14675     SaveEngineSnapshotValues_SP(&buffers);
14676
14677   /* save values stored in special snapshot structure */
14678
14679   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14680     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14681   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14682     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14683   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14684     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14685
14686   /* save further RND engine values */
14687
14688   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14689   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14690   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14691
14692   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14693   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14694   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14695   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14696
14697   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14698   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14699   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14700   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14701   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14702
14703   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14704   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14705   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14706
14707   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14708
14709   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14710
14711   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14712   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14713
14714   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14715   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14716   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14717   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14718   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14719   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14720   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14721   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14722   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14723   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14724   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14725   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14726   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14727   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14728   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14729   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14730   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14731   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14732
14733   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14734   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14735
14736   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14737   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14738   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14739
14740   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14741   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14742
14743   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14744   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14745   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14746   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14747   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14748
14749   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14750   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14751
14752 #if 0
14753   ListNode *node = engine_snapshot_list_rnd;
14754   int num_bytes = 0;
14755
14756   while (node != NULL)
14757   {
14758     num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14759
14760     node = node->next;
14761   }
14762
14763   printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14764 #endif
14765
14766   return buffers;
14767 }
14768
14769 void SaveEngineSnapshotSingle()
14770 {
14771   ListNode *buffers = SaveEngineSnapshotBuffers();
14772
14773   /* finally save all snapshot buffers to single snapshot */
14774   SaveSnapshotSingle(buffers);
14775
14776   /* save level identification information */
14777   setString(&snapshot_level_identifier, leveldir_current->identifier);
14778   snapshot_level_nr = level_nr;
14779 }
14780
14781 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14782 {
14783   boolean save_snapshot =
14784     (initial_snapshot ||
14785      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14786      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14787       game.snapshot.changed_action));
14788
14789   game.snapshot.changed_action = FALSE;
14790
14791   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14792       tape.quick_resume ||
14793       !save_snapshot)
14794     return FALSE;
14795
14796   ListNode *buffers = SaveEngineSnapshotBuffers();
14797
14798   /* finally save all snapshot buffers to snapshot list */
14799   SaveSnapshotToList(buffers);
14800
14801   return TRUE;
14802 }
14803
14804 boolean SaveEngineSnapshotToList()
14805 {
14806   return SaveEngineSnapshotToListExt(FALSE);
14807 }
14808
14809 void SaveEngineSnapshotToListInitial()
14810 {
14811   FreeEngineSnapshotList();
14812
14813   SaveEngineSnapshotToListExt(TRUE);
14814 }
14815
14816 void LoadEngineSnapshotValues()
14817 {
14818   /* restore special values from snapshot structure */
14819
14820   if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14821     LoadEngineSnapshotValues_RND();
14822   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14823     LoadEngineSnapshotValues_EM();
14824   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14825     LoadEngineSnapshotValues_SP();
14826 }
14827
14828 void LoadEngineSnapshotSingle()
14829 {
14830   LoadSnapshotSingle();
14831
14832   LoadEngineSnapshotValues();
14833 }
14834
14835 void LoadEngineSnapshot_Undo(int steps)
14836 {
14837   LoadSnapshotFromList_Older(steps);
14838
14839   LoadEngineSnapshotValues();
14840 }
14841
14842 void LoadEngineSnapshot_Redo(int steps)
14843 {
14844   LoadSnapshotFromList_Newer(steps);
14845
14846   LoadEngineSnapshotValues();
14847 }
14848
14849 boolean CheckEngineSnapshotSingle()
14850 {
14851   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14852           snapshot_level_nr == level_nr);
14853 }
14854
14855 boolean CheckEngineSnapshotList()
14856 {
14857   return CheckSnapshotList();
14858 }
14859
14860
14861 /* ---------- new game button stuff ---------------------------------------- */
14862
14863 static struct
14864 {
14865   int graphic;
14866   struct XY *pos;
14867   int gadget_id;
14868   char *infotext;
14869 } gamebutton_info[NUM_GAME_BUTTONS] =
14870 {
14871   {
14872     IMG_GAME_BUTTON_GFX_STOP,           &game.button.stop,
14873     GAME_CTRL_ID_STOP,                  "stop game"
14874   },
14875   {
14876     IMG_GAME_BUTTON_GFX_PAUSE,          &game.button.pause,
14877     GAME_CTRL_ID_PAUSE,                 "pause game"
14878   },
14879   {
14880     IMG_GAME_BUTTON_GFX_PLAY,           &game.button.play,
14881     GAME_CTRL_ID_PLAY,                  "play game"
14882   },
14883   {
14884     IMG_GAME_BUTTON_GFX_UNDO,           &game.button.undo,
14885     GAME_CTRL_ID_UNDO,                  "undo step"
14886   },
14887   {
14888     IMG_GAME_BUTTON_GFX_REDO,           &game.button.redo,
14889     GAME_CTRL_ID_REDO,                  "redo step"
14890   },
14891   {
14892     IMG_GAME_BUTTON_GFX_SAVE,           &game.button.save,
14893     GAME_CTRL_ID_SAVE,                  "save game"
14894   },
14895   {
14896     IMG_GAME_BUTTON_GFX_PAUSE2,         &game.button.pause2,
14897     GAME_CTRL_ID_PAUSE2,                "pause game"
14898   },
14899   {
14900     IMG_GAME_BUTTON_GFX_LOAD,           &game.button.load,
14901     GAME_CTRL_ID_LOAD,                  "load game"
14902   },
14903   {
14904     IMG_GAME_BUTTON_GFX_SOUND_MUSIC,    &game.button.sound_music,
14905     SOUND_CTRL_ID_MUSIC,                "background music on/off"
14906   },
14907   {
14908     IMG_GAME_BUTTON_GFX_SOUND_LOOPS,    &game.button.sound_loops,
14909     SOUND_CTRL_ID_LOOPS,                "sound loops on/off"
14910   },
14911   {
14912     IMG_GAME_BUTTON_GFX_SOUND_SIMPLE,   &game.button.sound_simple,
14913     SOUND_CTRL_ID_SIMPLE,               "normal sounds on/off"
14914   }
14915 };
14916
14917 void CreateGameButtons()
14918 {
14919   int i;
14920
14921   for (i = 0; i < NUM_GAME_BUTTONS; i++)
14922   {
14923     struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14924     struct XY *pos = gamebutton_info[i].pos;
14925     struct GadgetInfo *gi;
14926     int button_type;
14927     boolean checked;
14928     unsigned int event_mask;
14929     int base_x = (tape.show_game_buttons ? VX : DX);
14930     int base_y = (tape.show_game_buttons ? VY : DY);
14931     int gd_x   = gfx->src_x;
14932     int gd_y   = gfx->src_y;
14933     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
14934     int gd_yp  = gfx->src_y + gfx->pressed_yoffset;
14935     int gd_xa  = gfx->src_x + gfx->active_xoffset;
14936     int gd_ya  = gfx->src_y + gfx->active_yoffset;
14937     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14938     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14939     int id = i;
14940
14941     if (gfx->bitmap == NULL)
14942     {
14943       game_gadget[id] = NULL;
14944
14945       continue;
14946     }
14947
14948     if (id == GAME_CTRL_ID_STOP ||
14949         id == GAME_CTRL_ID_PLAY ||
14950         id == GAME_CTRL_ID_SAVE ||
14951         id == GAME_CTRL_ID_LOAD)
14952     {
14953       button_type = GD_TYPE_NORMAL_BUTTON;
14954       checked = FALSE;
14955       event_mask = GD_EVENT_RELEASED;
14956     }
14957     else if (id == GAME_CTRL_ID_UNDO ||
14958              id == GAME_CTRL_ID_REDO)
14959     {
14960       button_type = GD_TYPE_NORMAL_BUTTON;
14961       checked = FALSE;
14962       event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14963     }
14964     else
14965     {
14966       button_type = GD_TYPE_CHECK_BUTTON;
14967       checked =
14968         ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14969          (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14970          (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14971       event_mask = GD_EVENT_PRESSED;
14972     }
14973
14974     gi = CreateGadget(GDI_CUSTOM_ID, id,
14975                       GDI_INFO_TEXT, gamebutton_info[i].infotext,
14976                       GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14977                       GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14978                       GDI_WIDTH, gfx->width,
14979                       GDI_HEIGHT, gfx->height,
14980                       GDI_TYPE, button_type,
14981                       GDI_STATE, GD_BUTTON_UNPRESSED,
14982                       GDI_CHECKED, checked,
14983                       GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14984                       GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14985                       GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14986                       GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14987                       GDI_DIRECT_DRAW, FALSE,
14988                       GDI_EVENT_MASK, event_mask,
14989                       GDI_CALLBACK_ACTION, HandleGameButtons,
14990                       GDI_END);
14991
14992     if (gi == NULL)
14993       Error(ERR_EXIT, "cannot create gadget");
14994
14995     game_gadget[id] = gi;
14996   }
14997 }
14998
14999 void FreeGameButtons()
15000 {
15001   int i;
15002
15003   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15004     FreeGadget(game_gadget[i]);
15005 }
15006
15007 static void MapGameButtonsAtSamePosition(int id)
15008 {
15009   int i;
15010
15011   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15012     if (i != id &&
15013         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15014         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15015       MapGadget(game_gadget[i]);
15016 }
15017
15018 static void UnmapGameButtonsAtSamePosition(int id)
15019 {
15020   int i;
15021
15022   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15023     if (i != id &&
15024         gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15025         gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15026       UnmapGadget(game_gadget[i]);
15027 }
15028
15029 void MapUndoRedoButtons()
15030 {
15031   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15032   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15033
15034   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15035   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15036 }
15037
15038 void UnmapUndoRedoButtons()
15039 {
15040   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15041   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15042
15043   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15044   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15045 }
15046
15047 void MapGameButtons()
15048 {
15049   int i;
15050
15051   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15052     if (i != GAME_CTRL_ID_UNDO &&
15053         i != GAME_CTRL_ID_REDO)
15054       MapGadget(game_gadget[i]);
15055
15056   if (setup.show_snapshot_buttons)
15057   {
15058     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15059     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15060     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15061   }
15062   else
15063   {
15064     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15065     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15066     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15067   }
15068
15069   RedrawGameButtons();
15070 }
15071
15072 void UnmapGameButtons()
15073 {
15074   int i;
15075
15076   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15077     UnmapGadget(game_gadget[i]);
15078 }
15079
15080 void RedrawGameButtons()
15081 {
15082   int i;
15083
15084   for (i = 0; i < NUM_GAME_BUTTONS; i++)
15085     RedrawGadget(game_gadget[i]);
15086
15087   // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15088   redraw_mask &= ~REDRAW_ALL;
15089 }
15090
15091 void GameUndoRedoExt()
15092 {
15093   ClearPlayerAction();
15094
15095   tape.pausing = TRUE;
15096
15097   RedrawPlayfield();
15098   UpdateAndDisplayGameControlValues();
15099
15100   DrawCompleteVideoDisplay();
15101   DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15102   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15103   DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15104                     VIDEO_STATE_1STEP_OFF), 0);
15105
15106   BackToFront();
15107 }
15108
15109 void GameUndo(int steps)
15110 {
15111   if (!CheckEngineSnapshotList())
15112     return;
15113
15114   LoadEngineSnapshot_Undo(steps);
15115
15116   GameUndoRedoExt();
15117 }
15118
15119 void GameRedo(int steps)
15120 {
15121   if (!CheckEngineSnapshotList())
15122     return;
15123
15124   LoadEngineSnapshot_Redo(steps);
15125
15126   GameUndoRedoExt();
15127 }
15128
15129 static void HandleGameButtonsExt(int id, int button)
15130 {
15131   int steps = BUTTON_STEPSIZE(button);
15132   boolean handle_game_buttons =
15133     (game_status == GAME_MODE_PLAYING ||
15134      (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15135
15136   if (!handle_game_buttons)
15137     return;
15138
15139   switch (id)
15140   {
15141     case GAME_CTRL_ID_STOP:
15142       if (game_status == GAME_MODE_MAIN)
15143         break;
15144
15145       if (tape.playing)
15146         TapeStop();
15147       else
15148         RequestQuitGame(TRUE);
15149
15150       break;
15151
15152     case GAME_CTRL_ID_PAUSE:
15153     case GAME_CTRL_ID_PAUSE2:
15154       if (options.network && game_status == GAME_MODE_PLAYING)
15155       {
15156 #if defined(NETWORK_AVALIABLE)
15157         if (tape.pausing)
15158           SendToServer_ContinuePlaying();
15159         else
15160           SendToServer_PausePlaying();
15161 #endif
15162       }
15163       else
15164         TapeTogglePause(TAPE_TOGGLE_MANUAL);
15165       break;
15166
15167     case GAME_CTRL_ID_PLAY:
15168       if (game_status == GAME_MODE_MAIN)
15169       {
15170         StartGameActions(options.network, setup.autorecord, level.random_seed);
15171       }
15172       else if (tape.pausing)
15173       {
15174 #if defined(NETWORK_AVALIABLE)
15175         if (options.network)
15176           SendToServer_ContinuePlaying();
15177         else
15178 #endif
15179           TapeTogglePause(TAPE_TOGGLE_MANUAL);
15180       }
15181       break;
15182
15183     case GAME_CTRL_ID_UNDO:
15184       GameUndo(steps);
15185       break;
15186
15187     case GAME_CTRL_ID_REDO:
15188       GameRedo(steps);
15189       break;
15190
15191     case GAME_CTRL_ID_SAVE:
15192       TapeQuickSave();
15193       break;
15194
15195     case GAME_CTRL_ID_LOAD:
15196       TapeQuickLoad();
15197       break;
15198
15199     case SOUND_CTRL_ID_MUSIC:
15200       if (setup.sound_music)
15201       { 
15202         setup.sound_music = FALSE;
15203
15204         FadeMusic();
15205       }
15206       else if (audio.music_available)
15207       { 
15208         setup.sound = setup.sound_music = TRUE;
15209
15210         SetAudioMode(setup.sound);
15211
15212         PlayLevelMusic();
15213       }
15214       break;
15215
15216     case SOUND_CTRL_ID_LOOPS:
15217       if (setup.sound_loops)
15218         setup.sound_loops = FALSE;
15219       else if (audio.loops_available)
15220       {
15221         setup.sound = setup.sound_loops = TRUE;
15222
15223         SetAudioMode(setup.sound);
15224       }
15225       break;
15226
15227     case SOUND_CTRL_ID_SIMPLE:
15228       if (setup.sound_simple)
15229         setup.sound_simple = FALSE;
15230       else if (audio.sound_available)
15231       {
15232         setup.sound = setup.sound_simple = TRUE;
15233
15234         SetAudioMode(setup.sound);
15235       }
15236       break;
15237
15238     default:
15239       break;
15240   }
15241 }
15242
15243 static void HandleGameButtons(struct GadgetInfo *gi)
15244 {
15245   HandleGameButtonsExt(gi->custom_id, gi->event.button);
15246 }
15247
15248 void HandleSoundButtonKeys(Key key)
15249 {
15250
15251   if (key == setup.shortcut.sound_simple)
15252     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15253   else if (key == setup.shortcut.sound_loops)
15254     ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15255   else if (key == setup.shortcut.sound_music)
15256     ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
15257 }