fixed broken player option "no centering when relocating"
[rocksndiamonds.git] / src / game.c
index d91d8ac3ec629de5625ce29485531dba7c64bfa9..09c7fa096b0d8edfae177c88fac18735f44a343f 100644 (file)
@@ -962,7 +962,7 @@ static struct GamePanelControlInfo game_panel_controls[] =
        ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
 
 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
 
 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
@@ -1069,9 +1069,9 @@ static void HandleElementChange(int, int, int);
 static void ExecuteCustomElementAction(int, int, int, int);
 static boolean ChangeElement(int, int, int, int);
 
-static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
 #define CheckTriggeredElementChange(x, y, e, ev)                       \
-       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
        CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
@@ -3195,6 +3195,17 @@ static void InitGameEngine(void)
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
   }
 
+  // ---------- initialize if element can trigger global animations -----------
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    ei->has_anim_event = FALSE;
+  }
+
+  InitGlobalAnimEventsForCustomElements();
+
   // ---------- initialize internal run-time variables ------------------------
 
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
@@ -3260,12 +3271,14 @@ static void InitGameEngine(void)
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      ei->change_page[j].actual_trigger_element = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
-      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
-      ei->change_page[j].actual_trigger_ce_value = 0;
-      ei->change_page[j].actual_trigger_ce_score = 0;
+      struct ElementChangeInfo *change = &ei->change_page[j];
+
+      change->actual_trigger_element = EL_EMPTY;
+      change->actual_trigger_player = EL_EMPTY;
+      change->actual_trigger_player_bits = CH_PLAYER_NONE;
+      change->actual_trigger_side = CH_SIDE_NONE;
+      change->actual_trigger_ce_value = 0;
+      change->actual_trigger_ce_score = 0;
     }
   }
 
@@ -3283,16 +3296,18 @@ static void InitGameEngine(void)
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change_or_has_action)
+      struct ElementChangeInfo *change = &ei->change_page[j];
+
+      if (!change->can_change_or_has_action)
        continue;
 
-      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
+      if (change->has_event[CE_BY_OTHER_ACTION])
       {
-       int trigger_element = ei->change_page[j].trigger_element;
+       int trigger_element = change->trigger_element;
 
        for (k = 0; k < NUM_CHANGE_EVENTS; k++)
        {
-         if (ei->change_page[j].has_event[k])
+         if (change->has_event[k])
          {
            if (IS_GROUP_ELEMENT(trigger_element))
            {
@@ -3501,10 +3516,10 @@ static void InitGameEngine(void)
     {
       int element = EL_CUSTOM_START + i;
 
-      if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
-         HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
-         HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
-         HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+      if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+         HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+         HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+         HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
        game.use_mouse_actions = TRUE;
     }
   }
@@ -3614,6 +3629,10 @@ void InitGame(void)
     // force restarting global animations displayed during game play
     RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
 
+    // this is required for "transforming" fade modes like cross-fading
+    // (else global animations will be stopped, but not restarted here)
+    SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
+
     SetGameStatus(GAME_MODE_PLAYING);
   }
 
@@ -4515,7 +4534,6 @@ void InitGame(void)
   }
 
   game.restart_level = FALSE;
-  game.restart_game_message = NULL;
 
   game.request_active = FALSE;
   game.request_active_or_moving = FALSE;
@@ -5406,17 +5424,9 @@ void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
 
 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
 {
-  int oldx = x, oldy = y;
   int direction = MovDir[x][y];
-
-  if (direction == MV_LEFT)
-    oldx++;
-  else if (direction == MV_RIGHT)
-    oldx--;
-  else if (direction == MV_UP)
-    oldy++;
-  else if (direction == MV_DOWN)
-    oldy--;
+  int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
+  int oldy = y + (direction & MV_UP   ? +1 : direction & MV_DOWN  ? -1 : 0);
 
   *comes_from_x = oldx;
   *comes_from_y = oldy;
@@ -5431,16 +5441,17 @@ static int MovingOrBlocked2Element(int x, int y)
     int oldx, oldy;
 
     Blocked2Moving(x, y, &oldx, &oldy);
+
     return Tile[oldx][oldy];
   }
-  else
-    return element;
+
+  return element;
 }
 
 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 {
   // like MovingOrBlocked2Element(), but if element is moving
-  // and (x,y) is the field the moving element is just leaving,
+  // and (x, y) is the field the moving element is just leaving,
   // return EL_BLOCKED instead of the element value
   int element = Tile[x][y];
 
@@ -5663,14 +5674,13 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
   {
     // relocation _without_ centering of screen
 
-    int center_scroll_x = SCROLL_POSITION_X(old_x);
-    int center_scroll_y = SCROLL_POSITION_Y(old_y);
-    int offset_x = x + (scroll_x - center_scroll_x);
-    int offset_y = y + (scroll_y - center_scroll_y);
+    // apply distance between old and new player position to scroll position
+    int shifted_scroll_x = scroll_x + (x - old_x);
+    int shifted_scroll_y = scroll_y + (y - old_y);
 
-    // for new screen position, apply previous offset to center position
-    new_scroll_x = SCROLL_POSITION_X(offset_x);
-    new_scroll_y = SCROLL_POSITION_Y(offset_y);
+    // make sure that shifted scroll position does not scroll beyond screen
+    new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
+    new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
   }
 
   if (quick_relocation)
@@ -5837,9 +5847,6 @@ static void Explode(int ex, int ey, int phase, int mode)
   int last_phase;
   int border_element;
 
-  // !!! eliminate this variable !!!
-  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-
   if (game.explosions_delayed)
   {
     ExplodeField[ex][ey] = mode;
@@ -5849,6 +5856,8 @@ static void Explode(int ex, int ey, int phase, int mode)
   if (phase == EX_PHASE_START)         // initialize 'Store[][]' field
   {
     int center_element = Tile[ex][ey];
+    int ce_value = CustomValue[ex][ey];
+    int ce_score = element_info[center_element].collect_score;
     int artwork_element, explosion_element;    // set these values later
 
     // remove things displayed in background while burning dynamite
@@ -5987,6 +5996,14 @@ static void Explode(int ex, int ey, int phase, int mode)
       else
        Store[x][y] = EL_EMPTY;
 
+      if (IS_CUSTOM_ELEMENT(center_element))
+       Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
+                      Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
+                      Store[x][y] >= EL_PREV_CE_8 &&
+                      Store[x][y] <= EL_NEXT_CE_8 ?
+                      RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
+                      Store[x][y]);
+
       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
          center_element == EL_AMOEBA_TO_DIAMOND)
        Store2[x][y] = element;
@@ -6120,7 +6137,7 @@ static void Explode(int ex, int ey, int phase, int mode)
     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
     int frame = getGraphicAnimationFrameXY(graphic, x, y);
 
-    if (phase == delay)
+    if (phase == 1)
       TEST_DrawLevelFieldCrumbled(x, y);
 
     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
@@ -7546,7 +7563,7 @@ static void TurnRoundExt(int x, int y)
     boolean can_turn_left =
       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
     boolean can_turn_right =
-      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
 
     if (element_info[element].move_stepsize == 0)      // "not moving"
       return;
@@ -8376,7 +8393,7 @@ static void StartMoving(int x, int y)
 
        PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+         DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
 
        game.friends_still_needed--;
        if (!game.friends_still_needed &&
@@ -8388,7 +8405,7 @@ static void StartMoving(int x, int y)
       }
       else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
       {
-       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+       if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
          TEST_DrawLevelField(newx, newy);
        else
          GfxDir[x][y] = MovDir[x][y] = MV_NONE;
@@ -8693,7 +8710,7 @@ void ContinueMoving(int x, int y)
 
   if (pushed_by_player)                // special case: moving object pushed by player
   {
-    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
   }
   else if (use_step_delay)     // special case: moving object has step delay
   {
@@ -8955,7 +8972,7 @@ void ContinueMoving(int x, int y)
 
     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
                               player->index_bit, push_side);
-    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+    CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
                                        player->index_bit, push_side);
   }
 
@@ -10623,17 +10640,26 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
 
     if (GFX_CRUMBLED(new_element))
       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
-  }
 
-  // check if element under the player changes from accessible to unaccessible
-  // (needed for special case of dropping element which then changes)
-  // (must be checked after creating new element for walkable group elements)
-  if (IS_PLAYER(x, y) && !player_explosion_protected &&
-      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
-  {
-    Bang(x, y);
+    if (old_element == EL_EXPLOSION)
+    {
+      Store[x][y] = Store2[x][y] = 0;
 
-    return;
+      // check if new element replaces an exploding player, requiring cleanup
+      if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+       StorePlayer[x][y] = 0;
+    }
+
+    // check if element under the player changes from accessible to unaccessible
+    // (needed for special case of dropping element which then changes)
+    // (must be checked after creating new element for walkable group elements)
+    if (IS_PLAYER(x, y) && !player_explosion_protected &&
+       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+    {
+      KillPlayer(PLAYERINFO(x, y));
+
+      return;
+    }
   }
 
   // "ChangeCount" not set yet to allow "entered by player" change one time
@@ -10701,6 +10727,9 @@ static boolean ChangeElement(int x, int y, int element, int page)
 
   ChangeCount[x][y]++;         // count number of changes in the same frame
 
+  if (ei->has_anim_event)
+    HandleGlobalAnimEventByElementChange(element, page, x, y);
+
   if (change->explode)
   {
     Bang(x, y);
@@ -10935,13 +10964,14 @@ static void HandleElementChange(int x, int y, int page)
 
   if (ChangeDelay[x][y] != 0)          // continue element change
   {
-    if (change->can_change)
-    {
-      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    // also needed if CE can not change, but has CE delay with CE action
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+    if (change->can_change)
+    {
       if (change->change_function)
        change->change_function(x, y);
     }
@@ -11709,6 +11739,49 @@ void AdvanceGfxFrame(void)
   }
 }
 
+static void HandleMouseAction(struct MouseActionInfo *mouse_action,
+                             struct MouseActionInfo *mouse_action_last)
+{
+  if (mouse_action->button)
+  {
+    int new_button = (mouse_action->button && mouse_action_last->button == 0);
+    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
+    int x = mouse_action->lx;
+    int y = mouse_action->ly;
+    int element = Tile[x][y];
+
+    if (new_button)
+    {
+      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+                                        ch_button);
+    }
+
+    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+                                      ch_button);
+
+    if (level.use_step_counter)
+    {
+      boolean counted_click = FALSE;
+
+      // element clicked that can change when clicked/pressed
+      if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+         (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+          HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
+       counted_click = TRUE;
+
+      // element clicked that can trigger change when clicked/pressed
+      if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
+         trigger_events[element][CE_MOUSE_PRESSED_ON_X])
+       counted_click = TRUE;
+
+      if (new_button && counted_click)
+       CheckLevelTime_StepCounter();
+    }
+  }
+}
+
 void StartGameActions(boolean init_network_game, boolean record_tape,
                      int random_seed)
 {
@@ -12275,45 +12348,7 @@ void GameActions_RND(void)
 #endif
   }
 
-  if (mouse_action.button)
-  {
-    int new_button = (mouse_action.button && mouse_action_last.button == 0);
-    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
-
-    x = mouse_action.lx;
-    y = mouse_action.ly;
-    element = Tile[x][y];
-
-    if (new_button)
-    {
-      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
-      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
-                                        ch_button);
-    }
-
-    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
-    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
-                                      ch_button);
-
-    if (level.use_step_counter)
-    {
-      boolean counted_click = FALSE;
-
-      // element clicked that can change when clicked/pressed
-      if (CAN_CHANGE_OR_HAS_ACTION(element) &&
-         (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
-          HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
-       counted_click = TRUE;
-
-      // element clicked that can trigger change when clicked/pressed
-      if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
-         trigger_events[element][CE_MOUSE_PRESSED_ON_X])
-       counted_click = TRUE;
-
-      if (new_button && counted_click)
-       CheckLevelTime_StepCounter();
-    }
-  }
+  HandleMouseAction(&mouse_action, &mouse_action_last);
 
   SCAN_PLAYFIELD(x, y)
   {
@@ -12437,7 +12472,7 @@ void GameActions_RND(void)
             element == EL_DIAGONAL_SHRINKING ||
             element == EL_DIAGONAL_GROWING)
     {
-      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
 
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
     }
@@ -12482,7 +12517,7 @@ void GameActions_RND(void)
       y = RND(lev_fieldy);
       element = Tile[x][y];
 
-      if (!IS_PLAYER(x,y) &&
+      if (!IS_PLAYER(x, y) &&
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
           element == EL_QUICKSAND_EMPTY ||
@@ -12858,7 +12893,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
       !AllPlayersInSight(player, new_jx, new_jy))
     return MP_NO_ACTION;
 
-  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
+  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
   if (can_move != MP_MOVING)
     return can_move;
 
@@ -13228,13 +13263,18 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
                                          CE_PLAYER_LEAVES_X,
                                          player->index_bit, leave_side);
 
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
+      // needed because pushed element has not yet reached its destination,
+      // so it would trigger a change event at its previous field location
+      if (!player->is_pushing)
+      {
+       if (IS_CUSTOM_ELEMENT(new_element))
+         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                    player->index_bit, enter_side);
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_PLAYER_ENTERS_X,
-                                         player->index_bit, enter_side);
+       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                           CE_PLAYER_ENTERS_X,
+                                           player->index_bit, enter_side);
+      }
 
       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
                                        CE_MOVE_OF_X, move_direction);
@@ -13245,8 +13285,8 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       TestIfPlayerTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
 
-      /* needed because pushed element has not yet reached its destination,
-        so it would trigger a change event at its previous field location */
+      // needed because pushed element has not yet reached its destination,
+      // so it would trigger a change event at its previous field location
       if (!player->is_pushing)
        TestIfElementTouchesCustomElement(jx, jy);      // for empty space
 
@@ -13433,8 +13473,9 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
           incorrectly give EL_PLAYER_1 for "player->element_nr") */
        int player_element = PLAYERINFO(x, y)->initial_element;
 
+       // as element "X" is the player here, check opposite (center) side
        CheckElementChangeBySide(xx, yy, border_element, player_element,
-                                CE_TOUCHING_X, border_side);
+                                CE_TOUCHING_X, center_side);
       }
     }
     else if (IS_PLAYER(xx, yy))                // player found at border element
@@ -13460,8 +13501,9 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
           incorrectly give EL_PLAYER_1 for "player->element_nr") */
        int player_element = PLAYERINFO(xx, yy)->initial_element;
 
+       // as element "X" is the player here, check opposite (border) side
        CheckElementChangeBySide(x, y, center_element, player_element,
-                                CE_TOUCHING_X, center_side);
+                                CE_TOUCHING_X, border_side);
       }
 
       break;
@@ -13568,7 +13610,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
     CheckElementChangeBySide(xx, yy, border_element, center_element,
                             CE_TOUCHING_X, center_side);
 
-    // (center element cannot be player, so we dont have to check this here)
+    // (center element cannot be player, so we don't have to check this here)
   }
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
@@ -13595,6 +13637,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
         incorrectly give EL_PLAYER_1 for "player->element_nr") */
       int player_element = PLAYERINFO(xx, yy)->initial_element;
 
+      // as element "X" is the player here, check opposite (border) side
       CheckElementChangeBySide(x, y, center_element, player_element,
                               CE_TOUCHING_X, border_side);
     }
@@ -13952,7 +13995,7 @@ void KillPlayer(struct PlayerInfo *player)
   player->killed = TRUE;
 
   // remove accessible field at the player's position
-  Tile[jx][jy] = EL_EMPTY;
+  RemoveField(jx, jy);
 
   // deactivate shield (else Bang()/Explode() would not work right)
   player->shield_normal_time_left = 0;
@@ -14176,7 +14219,7 @@ static int DigField(struct PlayerInfo *player,
   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
     return MP_NO_ACTION;       // field has no opening in this direction
 
-  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
     return MP_NO_ACTION;       // field has no opening in this direction
 
   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
@@ -15242,10 +15285,12 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action)
 
 static int getLevelMusicNr(void)
 {
+  int level_pos = level_nr - leveldir_current->first_level;
+
   if (levelset.music[level_nr] != MUS_UNDEFINED)
     return levelset.music[level_nr];           // from config file
   else
-    return MAP_NOCONF_MUSIC(level_nr);         // from music dir
+    return MAP_NOCONF_MUSIC(level_pos);                // from music dir
 }
 
 static void FadeLevelSounds(void)
@@ -15633,10 +15678,26 @@ void RequestQuitGame(boolean escape_key_pressed)
                     "Do you really want to quit the game?");
 }
 
-void RequestRestartGame(char *message)
+static char *getRestartGameMessage(void)
 {
-  game.restart_game_message = NULL;
+  boolean play_again = hasStartedNetworkGame();
+  static char message[MAX_OUTPUT_LINESIZE];
+  char *game_over_text = "Game over!";
+  char *play_again_text = " Play it again?";
 
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
+      game_mm.game_over_message != NULL)
+    game_over_text = game_mm.game_over_message;
+
+  snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
+          (play_again ? play_again_text : ""));
+
+  return message;
+}
+
+static void RequestRestartGame(void)
+{
+  char *message = getRestartGameMessage();
   boolean has_started_game = hasStartedNetworkGame();
   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
   int door_state = DOOR_CLOSE_1;
@@ -15661,44 +15722,17 @@ void RequestRestartGame(char *message)
   }
 }
 
-static char *getRestartGameMessage(void)
-{
-  boolean play_again = hasStartedNetworkGame();
-  static char message[MAX_OUTPUT_LINESIZE];
-  char *game_over_text = "Game over!";
-  char *play_again_text = " Play it again?";
-
-  if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
-      game_mm.game_over_message != NULL)
-    game_over_text = game_mm.game_over_message;
-
-  snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
-          (play_again ? play_again_text : ""));
-
-  return message;
-}
-
-void CheckGameOver(void)
+boolean CheckRestartGame(void)
 {
-  static boolean last_game_over = FALSE;
   static int game_over_delay = 0;
   int game_over_delay_value = 50;
   boolean game_over = checkGameFailed();
 
-  // do not handle game over if request dialog is already active
-  if (game.request_active)
-    return;
-
-  // do not ask to play again if game was never actually played
-  if (!game.GamePlayed)
-    return;
-
   if (!game_over)
   {
-    last_game_over = FALSE;
     game_over_delay = game_over_delay_value;
 
-    return;
+    return FALSE;
   }
 
   if (game_over_delay > 0)
@@ -15708,13 +15742,24 @@ void CheckGameOver(void)
 
     game_over_delay--;
 
-    return;
+    return FALSE;
   }
 
-  if (last_game_over != game_over)
-    game.restart_game_message = getRestartGameMessage();
+  // do not handle game over if request dialog is already active
+  if (game.request_active)
+    return FALSE;
+
+  // do not ask to play again if game was never actually played
+  if (!game.GamePlayed)
+    return FALSE;
+
+  // do not ask to play again if this was disabled in setup menu
+  if (!setup.ask_on_game_over)
+    return FALSE;
 
-  last_game_over = game_over;
+  RequestRestartGame();
+
+  return TRUE;
 }
 
 boolean checkGameSolved(void)