rnd-20070315-1-src
[rocksndiamonds.git] / src / game.c
index a52780cbc7e63762ac4fc04c86c170a9984224cf..17981be5ad1d002cd3d615a05896e6b5dc109c00 100644 (file)
@@ -90,8 +90,8 @@
 #if 1
 #define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
 #define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
-#define PANEL_XPOS(p)          (DX + ALIGNED_MENU_XPOS(p))
-#define PANEL_YPOS(p)          (DY + ALIGNED_MENU_YPOS(p))
+#define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
+#define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
 #else
 #define        PANEL_DEACTIVATED(p)    ((p).x < 0 || (p).y < 0)
 #define PANEL_XPOS(p)          (ALIGNED_XPOS((p).x, (p).width, (p).align))
 #define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
+#if 0
+/* game panel display and control definitions */
+
+#define GAME_CONTROL_LEVEL                     0
+#define GAME_CONTROL_GEMS                      1
+#define GAME_CONTROL_INVENTORY                 2
+#define GAME_CONTROL_KEY_1                     3
+#define GAME_CONTROL_KEY_2                     4
+#define GAME_CONTROL_KEY_3                     5
+#define GAME_CONTROL_KEY_4                     6
+#define GAME_CONTROL_KEY_5                     7
+#define GAME_CONTROL_KEY_6                     8
+#define GAME_CONTROL_KEY_7                     9
+#define GAME_CONTROL_KEY_8                     10
+#define GAME_CONTROL_KEY_WHITE                 11
+#define GAME_CONTROL_KEY_WHITE_COUNT           12
+#define GAME_CONTROL_SCORE                     13
+#define GAME_CONTROL_TIME                      14
+#define GAME_CONTROL_TIME_HH                   15
+#define GAME_CONTROL_TIME_MM                   16
+#define GAME_CONTROL_TIME_SS                   17
+#define GAME_CONTROL_DROP_NEXT_1               18
+#define GAME_CONTROL_DROP_NEXT_2               19
+#define GAME_CONTROL_DROP_NEXT_3               20
+#define GAME_CONTROL_DROP_NEXT_4               21
+#define GAME_CONTROL_DROP_NEXT_5               22
+#define GAME_CONTROL_DROP_NEXT_6               23
+#define GAME_CONTROL_DROP_NEXT_7               24
+#define GAME_CONTROL_DROP_NEXT_8               25
+#define GAME_CONTROL_SHIELD_NORMAL             26
+#define GAME_CONTROL_SHIELD_NORMAL_TIME                27
+#define GAME_CONTROL_SHIELD_DEADLY             28
+#define GAME_CONTROL_SHIELD_DEADLY_TIME                29
+#define GAME_CONTROL_EXIT                      30
+#define GAME_CONTROL_EM_EXIT                   31
+#define GAME_CONTROL_SP_EXIT                   32
+#define GAME_CONTROL_STEEL_EXIT                        33
+#define GAME_CONTROL_EM_STEEL_EXIT             34
+#define GAME_CONTROL_EMC_MAGIC_BALL            35
+#define GAME_CONTROL_EMC_MAGIC_BALL_TIME       36
+#define GAME_CONTROL_LIGHT_SWITCH              37
+#define GAME_CONTROL_LIGHT_SWITCH_TIME         38
+#define GAME_CONTROL_TIMEGATE_SWITCH           39
+#define GAME_CONTROL_TIMEGATE_SWITCH_TIME      40
+#define GAME_CONTROL_SWITCHGATE_SWITCH         41
+#define GAME_CONTROL_EMC_LENSES                        42
+#define GAME_CONTROL_EMC_LENSES_TIME           43
+#define GAME_CONTROL_EMC_MAGNIFIER             44
+#define GAME_CONTROL_EMC_MAGNIFIER_TIME                45
+#define GAME_CONTROL_BALLOON_SWITCH            46
+#define GAME_CONTROL_DYNABOMB_NUMBER           47
+#define GAME_CONTROL_DYNABOMB_SIZE             48
+#define GAME_CONTROL_DYNABOMB_POWER            49
+#define GAME_CONTROL_PENGUINS                  50
+#define GAME_CONTROL_SOKOBAN_OBJECTS           51
+#define GAME_CONTROL_SOKOBAN_FIELDS            52
+#define GAME_CONTROL_ROBOT_WHEEL               53
+#define GAME_CONTROL_CONVEYOR_BELT_1           54
+#define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH    55
+#define GAME_CONTROL_CONVEYOR_BELT_2           56
+#define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH    57
+#define GAME_CONTROL_CONVEYOR_BELT_3           58
+#define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH    59
+#define GAME_CONTROL_CONVEYOR_BELT_4           60
+#define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH    61
+#define GAME_CONTROL_MAGIC_WALL                        62
+#define GAME_CONTROL_MAGIC_WALL_TIME           63
+#define GAME_CONTROL_BD_MAGIC_WALL             64
+#define GAME_CONTROL_DC_MAGIC_WALL             65
+#define GAME_CONTROL_PLAYER_NAME               66
+#define GAME_CONTROL_LEVEL_NAME                        67
+#define GAME_CONTROL_LEVEL_AUTHOR              68
+
+struct GameControlInfo
+{
+  int nr;
+
+  struct TextPosInfo *pos_text;
+  int type;
+  void *ptr;
+};
+
+static struct GameControlInfo game_controls[] =
+{
+  {
+    GAME_CONTROL_LEVEL,
+    &game.panel.level,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_GEMS,
+    &game.panel.gems,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_INVENTORY,
+    &game.panel.inventory,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEYS,
+    &game.panel.keys,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SCORE,
+    &game.panel.score,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME,
+    &game.panel.time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME_HH,
+    &game.panel.time_hh,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME_MM,
+    &game.panel.time_mm,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIME_SS,
+    &game.panel.time_ss,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_1,
+    &game.panel.drop_next_1,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_2,
+    &game.panel.drop_next_2,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_3,
+    &game.panel.drop_next_3,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_4,
+    &game.panel.drop_next_4,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_5,
+    &game.panel.drop_next_5,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_6,
+    &game.panel.drop_next_6,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_7,
+    &game.panel.drop_next_7,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DROP_NEXT_8,
+    &game.panel.drop_next_8,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_KEYS,
+    &game.panel.emc_keys,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_1,
+    &game.panel.key_1,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_2,
+    &game.panel.key_2,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_3,
+    &game.panel.key_3,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_4,
+    &game.panel.key_4,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_5,
+    &game.panel.key_5,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_6,
+    &game.panel.key_6,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_7,
+    &game.panel.key_7,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_8,
+    &game.panel.key_8,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_WHITE,
+    &game.panel.key_white,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_KEY_WHITE_COUNT,
+    &game.panel.key_white_count,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SHIELD_NORMAL,
+    &game.panel.shield_normal,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SHIELD_NORMAL_TIME,
+    &game.panel.shield_normal_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SHIELD_DEADLY,
+    &game.panel.shield_deadly,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SHIELD_DEADLY_TIME,
+    &game.panel.shield_deadly_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EXIT,
+    &game.panel.exit,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EM_EXIT,
+    &game.panel.em_exit,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SP_EXIT,
+    &game.panel.sp_exit,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_STEEL_EXIT,
+    &game.panel.steel_exit,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EM_STEEL_EXIT,
+    &game.panel.em_steel_exit,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_MAGIC_BALL,
+    &game.panel.emc_magic_ball,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_MAGIC_BALL_TIME,
+    &game.panel.emc_magic_ball_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_LIGHT_SWITCH,
+    &game.panel.light_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_LIGHT_SWITCH_TIME,
+    &game.panel.light_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIMEGATE_SWITCH,
+    &game.panel.timegate_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_TIMEGATE_SWITCH_TIME,
+    &game.panel.timegate_switch_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SWITCHGATE_SWITCH,
+    &game.panel.switchgate_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_LENSES,
+    &game.panel.emc_lenses,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_LENSES_TIME,
+    &game.panel.emc_lenses_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_MAGNIFIER,
+    &game.panel.emc_magnifier,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_EMC_MAGNIFIER_TIME,
+    &game.panel.emc_magnifier_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_BALLOON_SWITCH,
+    &game.panel.balloon_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DYNABOMB_NUMBER,
+    &game.panel.dynabomb_number,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DYNABOMB_SIZE,
+    &game.panel.dynabomb_size,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DYNABOMB_POWER,
+    &game.panel.dynabomb_power,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_PENGUINS,
+    &game.panel.penguins,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SOKOBAN_OBJECTS,
+    &game.panel.sokoban_objects,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_SOKOBAN_FIELDS,
+    &game.panel.sokoban_fields,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_ROBOT_WHEEL,
+    &game.panel.robot_wheel,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_1,
+    &game.panel.conveyor_belt_1,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
+    &game.panel.conveyor_belt_1_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_2,
+    &game.panel.conveyor_belt_2,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
+    &game.panel.conveyor_belt_2_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_3,
+    &game.panel.conveyor_belt_3,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
+    &game.panel.conveyor_belt_3_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_4,
+    &game.panel.conveyor_belt_4,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
+    &game.panel.conveyor_belt_4_switch,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_MAGIC_WALL,
+    &game.panel.magic_wall,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_MAGIC_WALL_TIME,
+    &game.panel.magic_wall_time,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_BD_MAGIC_WALL,
+    &game.panel.bd_magic_wall,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_DC_MAGIC_WALL,
+    &game.panel.dc_magic_wall,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_PLAYER_NAME,
+    &game.panel.player_name,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_LEVEL_NAME,
+    &game.panel.level_name,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_CONTROL_LEVEL_AUTHOR,
+    &game.panel.level_author,
+    TYPE_INTEGER,
+  },
+
+  {
+    -1,
+    NULL,
+    -1,
+    NULL
+  }
+};
+#endif
+
+
 /* values for delayed check of falling and moving elements and for collision */
 #define CHECK_DELAY_MOVING     3
 #define CHECK_DELAY_FALLING    CHECK_DELAY_MOVING
@@ -843,7 +1293,7 @@ static int playfield_scan_delta_y = 1;
                                     (y) += playfield_scan_delta_y)     \
                                for ((x) = playfield_scan_start_x;      \
                                     (x) >= 0 && (x) <= lev_fieldx - 1; \
-                                    (x) += playfield_scan_delta_x)     \
+                                    (x) += playfield_scan_delta_x)
 
 #ifdef DEBUG
 void DEBUG_SetMaximumDynamite()
@@ -942,7 +1392,7 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
-static int get_element_from_group_element(int element)
+int GetElementFromGroupElement(int element)
 {
   if (IS_GROUP_ELEMENT(element))
   {
@@ -1240,7 +1690,7 @@ static void InitField(int x, int y, boolean init_game)
       }
       else if (IS_GROUP_ELEMENT(element))
       {
-       Feld[x][y] = get_element_from_group_element(element);
+       Feld[x][y] = GetElementFromGroupElement(element);
 
        InitField(x, y, init_game);
       }
@@ -1288,74 +1738,91 @@ static inline void InitField_WithBug2(int x, int y, boolean init_game)
 void DrawGameValue_Emeralds(int value)
 {
   struct TextPosInfo *pos = &game.panel.gems;
+#if 1
+  int font_nr = pos->font;
+#else
   int font_nr = FONT_TEXT_2;
+#endif
   int font_width = getFontWidth(font_nr);
-  int digits = pos->chars;
+  int chars = pos->chars;
 
   if (PANEL_DEACTIVATED(pos))
     return;
 
-  pos->width = digits * font_width;
+  pos->width = chars * font_width;
 
-  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 }
 
 void DrawGameValue_Dynamite(int value)
 {
   struct TextPosInfo *pos = &game.panel.inventory;
+#if 1
+  int font_nr = pos->font;
+#else
   int font_nr = FONT_TEXT_2;
+#endif
   int font_width = getFontWidth(font_nr);
-  int digits = pos->chars;
+  int chars = pos->chars;
 
   if (PANEL_DEACTIVATED(pos))
     return;
 
-  pos->width = digits * font_width;
+  pos->width = chars * font_width;
 
-  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 }
 
 void DrawGameValue_Score(int value)
 {
   struct TextPosInfo *pos = &game.panel.score;
+#if 1
+  int font_nr = pos->font;
+#else
   int font_nr = FONT_TEXT_2;
+#endif
   int font_width = getFontWidth(font_nr);
-  int digits = pos->chars;
+  int chars = pos->chars;
 
   if (PANEL_DEACTIVATED(pos))
     return;
 
-  pos->width = digits * font_width;
+  pos->width = chars * font_width;
 
-  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 }
 
 void DrawGameValue_Time(int value)
 {
   struct TextPosInfo *pos = &game.panel.time;
   static int last_value = -1;
-  int digits1 = 3;
-  int digits2 = 4;
-  int digits = pos->chars;
+  int chars1 = 3;
+  int chars2 = 4;
+  int chars = pos->chars;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
   int font1_nr = FONT_TEXT_2;
   int font2_nr = FONT_TEXT_1;
+#endif
   int font_nr = font1_nr;
-  boolean use_dynamic_digits = (digits == -1 ? TRUE : FALSE);
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
 
   if (PANEL_DEACTIVATED(pos))
     return;
 
-  if (use_dynamic_digits)              /* use dynamic number of digits */
+  if (use_dynamic_chars)               /* use dynamic number of chars */
   {
-    digits  = (value < 1000 ? digits1  : digits2);
+    chars   = (value < 1000 ? chars1   : chars2);
     font_nr = (value < 1000 ? font1_nr : font2_nr);
   }
 
-  /* clear background if value just changed its size (dynamic digits only) */
-  if (use_dynamic_digits && (last_value < 1000) != (value < 1000))
+  /* clear background if value just changed its size (dynamic chars only) */
+  if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
   {
-    int width1 = digits1 * getFontWidth(font1_nr);
-    int width2 = digits2 * getFontWidth(font2_nr);
+    int width1 = chars1 * getFontWidth(font1_nr);
+    int width2 = chars2 * getFontWidth(font2_nr);
     int max_width = MAX(width1, width2);
     int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
 
@@ -1365,65 +1832,137 @@ void DrawGameValue_Time(int value)
                               max_width, max_height);
   }
 
-  pos->width = digits * getFontWidth(font_nr);
+  pos->width = chars * getFontWidth(font_nr);
 
-  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 
   last_value = value;
 }
 
 void DrawGameValue_Level(int value)
 {
-  struct TextPosInfo *pos = &game.panel.level;
-  int digits1 = 2;
-  int digits2 = 3;
-  int digits = pos->chars;
+  struct TextPosInfo *pos = &game.panel.level_number;
+  int chars1 = 2;
+  int chars2 = 3;
+  int chars = pos->chars;
+#if 1
+  int font1_nr = pos->font;
+  int font2_nr = pos->font_alt;
+#else
   int font1_nr = FONT_TEXT_2;
   int font2_nr = FONT_TEXT_1;
+#endif
   int font_nr = font1_nr;
-  boolean use_dynamic_digits = (digits == -1 ? TRUE : FALSE);
+  boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
 
   if (PANEL_DEACTIVATED(pos))
     return;
 
-  if (use_dynamic_digits)              /* use dynamic number of digits */
+  if (use_dynamic_chars)               /* use dynamic number of chars */
   {
-    digits  = (level_nr < 100 ? digits1  : digits2);
+    chars   = (level_nr < 100 ? chars1   : chars2);
     font_nr = (level_nr < 100 ? font1_nr : font2_nr);
   }
 
-  pos->width = digits * getFontWidth(font_nr);
+  pos->width = chars * getFontWidth(font_nr);
 
-  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
+  DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
 }
 
 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
 {
+#if 0
   struct TextPosInfo *pos = &game.panel.keys;
+#endif
+#if 0
   int base_key_graphic = EL_KEY_1;
+#endif
   int i;
 
+#if 0
   if (PANEL_DEACTIVATED(pos))
     return;
+#endif
 
+#if 0
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
     base_key_graphic = EL_EM_KEY_1;
+#endif
 
+#if 0
   pos->width = 4 * MINI_TILEX;
+#endif
 
+#if 1
+  for (i = 0; i < MAX_NUM_KEYS; i++)
+#else
   /* currently only 4 of 8 possible keys are displayed */
   for (i = 0; i < STD_NUM_KEYS; i++)
+#endif
   {
+#if 1
+    struct TextPosInfo *pos = &game.panel.key[i];
+#endif
     int src_x = DOOR_GFX_PAGEX5 + 18;
     int src_y = DOOR_GFX_PAGEY1 + 123;
+#if 1
+    int dst_x = PANEL_XPOS(pos);
+    int dst_y = PANEL_YPOS(pos);
+#else
     int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
     int dst_y = PANEL_YPOS(pos);
+#endif
+
+#if 1
+    int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
+                  level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
+                  EL_KEY_1) + i;
+    int graphic = el2edimg(element);
+#endif
 
+#if 1
+    if (PANEL_DEACTIVATED(pos))
+      continue;
+#endif
+
+#if 0
+    /* masked blit with tiles from half-size scaled bitmap does not work yet
+       (no mask bitmap created for these sizes after loading and scaling) --
+       solution: load without creating mask, scale, then create final mask */
+
+    BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+              MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+
+    if (key[i])
+    {
+#if 0
+      int graphic = el2edimg(base_key_graphic + i);
+#endif
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+
+      getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
+
+      SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
+                   dst_x - src_x, dst_y - src_y);
+      BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
+                      dst_x, dst_y);
+    }
+#else
+#if 1
+    if (key[i])
+      DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
+    else
+      BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
+                MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#else
     if (key[i])
       DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
     else
       BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
                 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
+#endif
+#endif
   }
 }
 
@@ -8732,7 +9271,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 static void CreateFieldExt(int x, int y, int element, boolean is_change)
 {
   int old_element = Feld[x][y];
-  int new_element = get_element_from_group_element(element);
+  int new_element = GetElementFromGroupElement(element);
   int previous_move_direction = MovDir[x][y];
 #if USE_NEW_CUSTOM_VALUE
   int last_ce_value = CustomValue[x][y];
@@ -9064,12 +9603,13 @@ static void HandleElementChange(int x, int y, int page)
 
     if (change->can_change)
     {
-#if 0
+#if 1
       /* !!! not clear why graphic animation should be reset at all here !!! */
+      /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
 #if USE_GFX_RESET_WHEN_NOT_MOVING
       /* when a custom element is about to change (for example by change delay),
         do not reset graphic animation when the custom element is moving */
-      if (IS_MOVING(x, y))
+      if (!IS_MOVING(x, y))
 #endif
       {
        ResetGfxAnimation(x, y);
@@ -10782,14 +11322,19 @@ void ScrollLevel(int dx, int dy)
   int i, x, y;
 #endif
 
+#if 0
+  /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
   /* only horizontal XOR vertical scroll direction allowed */
   if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
     return;
+#endif
 
 #if 1
   if (bitmap_db_field2 == NULL)
     bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
 
+  /* needed when blitting directly to same bitmap -- should not be needed with
+     recent SDL libraries, but apparently does not work in 1.2.11 directly */
   BlitBitmap(drawto_field, bitmap_db_field2,
             FX + TILEX * (dx == -1) - softscroll_offset,
             FY + TILEY * (dy == -1) - softscroll_offset,
@@ -10808,6 +11353,7 @@ void ScrollLevel(int dx, int dy)
 #else
 
 #if 1
+  /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
   int xsize = (BX2 - BX1 + 1);
   int ysize = (BY2 - BY1 + 1);
   int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
@@ -13918,11 +14464,50 @@ boolean CheckEngineSnapshot()
 
 static struct
 {
-  int x, y;
+  int *x, *y;
+  int gd_x, gd_y;
   int gadget_id;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
+#if 1
+  {
+    &game.button.stop.x,       &game.button.stop.y,
+    GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_STOP,
+    "stop game"
+  },
+  {
+    &game.button.pause.x,      &game.button.pause.y,
+    GAME_BUTTON_PAUSE_XPOS,    GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PAUSE,
+    "pause game"
+  },
+  {
+    &game.button.play.x,       &game.button.play.y,
+    GAME_BUTTON_PLAY_XPOS,     GAME_BUTTON_YPOS,
+    GAME_CTRL_ID_PLAY,
+    "play game"
+  },
+  {
+    &game.button.sound_music.x,        &game.button.sound_music.y,
+    SOUND_BUTTON_MUSIC_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_MUSIC,
+    "background music on/off"
+  },
+  {
+    &game.button.sound_loops.x,        &game.button.sound_loops.y,
+    SOUND_BUTTON_LOOPS_XPOS,   SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_LOOPS,
+    "sound loops on/off"
+  },
+  {
+    &game.button.sound_simple.x,&game.button.sound_simple.y,
+    SOUND_BUTTON_SIMPLE_XPOS,  SOUND_BUTTON_YPOS,
+    SOUND_CTRL_ID_SIMPLE,
+    "normal sounds on/off"
+  }
+#else
   {
     GAME_BUTTON_STOP_XPOS,     GAME_BUTTON_YPOS,
     GAME_CTRL_ID_STOP,
@@ -13953,6 +14538,7 @@ static struct
     SOUND_CTRL_ID_SIMPLE,
     "normal sounds on/off"
   }
+#endif
 };
 
 void CreateGameButtons()
@@ -13966,12 +14552,15 @@ void CreateGameButtons()
     int button_type;
     boolean checked;
     unsigned long event_mask;
+    int x, y;
     int gd_xoffset, gd_yoffset;
     int gd_x1, gd_x2, gd_y1, gd_y2;
     int id = i;
 
-    gd_xoffset = gamebutton_info[i].x;
-    gd_yoffset = gamebutton_info[i].y;
+    x = DX + *gamebutton_info[i].x;
+    y = DY + *gamebutton_info[i].y;
+    gd_xoffset = gamebutton_info[i].gd_x;
+    gd_yoffset = gamebutton_info[i].gd_y;
     gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
     gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
 
@@ -13999,8 +14588,13 @@ void CreateGameButtons()
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
+#if 1
+                     GDI_X, x,
+                     GDI_Y, y,
+#else
                      GDI_X, DX + gd_xoffset,
                      GDI_Y, DY + gd_yoffset,
+#endif
                      GDI_WIDTH, GAME_BUTTON_XSIZE,
                      GDI_HEIGHT, GAME_BUTTON_YSIZE,
                      GDI_TYPE, button_type,