rnd-20080205-1-src
[rocksndiamonds.git] / src / game.c
index 77427f9a6a6a444c924df0071849bf36918d5f95..4bd9bdc1614747b5e00bfad4a193e007c0358935 100644 (file)
 
 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF          * 1)
 #define USE_FIX_IMPACT_COLLISION       (USE_NEW_STUFF          * 1)
+#define USE_FIX_CE_ACTION_WITH_PLAYER  (USE_NEW_STUFF          * 1)
+#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF          * 1)
+
+#define USE_PLAYER_REANIMATION         (USE_NEW_STUFF          * 1)
 
 #define USE_GFX_RESET_WHEN_NOT_MOVING  (USE_NEW_STUFF          * 1)
 
-#define USE_DELAYED_GFX_REDRAW         (USE_NEW_STUFF          * 1)
+#define USE_DELAYED_GFX_REDRAW         (USE_NEW_STUFF          * 0)
 
 #if USE_DELAYED_GFX_REDRAW
 #define TEST_DrawLevelField(x, y)                              \
@@ -1125,6 +1129,7 @@ void TestIfBadThingRunsIntoPlayer(int, int, int);
 void TestIfFriendTouchesBadThing(int, int);
 void TestIfBadThingTouchesFriend(int, int);
 void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
 
 void KillPlayer(struct PlayerInfo *);
 void BuryPlayer(struct PlayerInfo *);
@@ -1720,6 +1725,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
       }
       else
       {
+       stored_player[0].initial_element = element;
        stored_player[0].use_murphy = TRUE;
 
        if (!level.use_artwork_element[0])
@@ -1778,6 +1784,17 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     player->jx = player->last_jx = x;
     player->jy = player->last_jy = y;
   }
+
+#if USE_PLAYER_REANIMATION
+  if (!init_game)
+  {
+    int player_nr = GET_PLAYER_NR(element);
+    struct PlayerInfo *player = &stored_player[player_nr];
+
+    if (player->active)
+      player->killed = FALSE;  /* if player was just killed, reanimate him */
+  }
+#endif
 }
 
 static void InitField(int x, int y, boolean init_game)
@@ -2433,35 +2450,38 @@ void UpdateGameControlValues()
 
     if (gpc->type == TYPE_ELEMENT)
     {
-      int last_anim_random_frame = gfx.anim_random_frame;
-      int element = gpc->value;
-      int graphic = el2panelimg(element);
-
-      if (gpc->value != gpc->last_value)
-      {
-       gpc->gfx_frame = 0;
-       gpc->gfx_random = INIT_GFX_RANDOM();
-      }
-      else
+      if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
       {
-       gpc->gfx_frame++;
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int element = gpc->value;
+       int graphic = el2panelimg(element);
 
-       if (ANIM_MODE(graphic) == ANIM_RANDOM &&
-           IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+       if (gpc->value != gpc->last_value)
+       {
+         gpc->gfx_frame = 0;
          gpc->gfx_random = INIT_GFX_RANDOM();
-      }
+       }
+       else
+       {
+         gpc->gfx_frame++;
+
+         if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+             IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+           gpc->gfx_random = INIT_GFX_RANDOM();
+       }
 
-      if (ANIM_MODE(graphic) == ANIM_RANDOM)
-       gfx.anim_random_frame = gpc->gfx_random;
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = gpc->gfx_random;
 
-      if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
-       gpc->gfx_frame = element_info[element].collect_score;
+       if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+         gpc->gfx_frame = element_info[element].collect_score;
 
-      gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
-                                           gpc->gfx_frame);
+       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+                                             gpc->gfx_frame);
 
-      if (ANIM_MODE(graphic) == ANIM_RANDOM)
-       gfx.anim_random_frame = last_anim_random_frame;
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+      }
     }
   }
 }
@@ -3660,6 +3680,11 @@ void InitGame()
   boolean emulate_sp = TRUE;   /* unless non-SUPAPLEX    elements found */
 #if 0
   boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+#if 1
+  int initial_move_dir = MV_DOWN;
+#else
+  int initial_move_dir = MV_NONE;
 #endif
   int i, j, x, y;
 
@@ -3705,18 +3730,19 @@ void InitGame()
     player->dynabombs_left = 0;
     player->dynabomb_xl = FALSE;
 
-    player->MovDir = MV_NONE;
+    player->MovDir = initial_move_dir;
     player->MovPos = 0;
     player->GfxPos = 0;
-    player->GfxDir = MV_NONE;
+    player->GfxDir = initial_move_dir;
     player->GfxAction = ACTION_DEFAULT;
     player->Frame = 0;
     player->StepFrame = 0;
 
-    player->use_murphy = FALSE;
+    player->initial_element = player->element_nr;
     player->artwork_element =
       (level.use_artwork_element[i] ? level.artwork_element[i] :
        player->element_nr);
+    player->use_murphy = FALSE;
 
     player->block_last_field = FALSE;  /* initialized in InitPlayerField() */
     player->block_delay_adjustment = 0;        /* initialized in InitPlayerField() */
@@ -3729,7 +3755,7 @@ void InitGame()
 
     player->step_counter = 0;
 
-    player->last_move_dir = MV_NONE;
+    player->last_move_dir = initial_move_dir;
 
     player->is_active = FALSE;
 
@@ -3753,7 +3779,7 @@ void InitGame()
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
-    player->dir_waiting = MV_NONE;
+    player->dir_waiting = initial_move_dir;
     player->action_waiting = ACTION_DEFAULT;
     player->last_action_waiting = ACTION_DEFAULT;
     player->special_action_bored = ACTION_DEFAULT;
@@ -3786,6 +3812,26 @@ void InitGame()
     player->inventory_infinite_element = EL_UNDEFINED;
     player->inventory_size = 0;
 
+    if (level.use_initial_inventory[i])
+    {
+      for (j = 0; j < level.initial_inventory_size[i]; j++)
+      {
+       int element = level.initial_inventory_content[i][j];
+       int collect_count = element_info[element].collect_count_initial;
+       int k;
+
+       if (!IS_CUSTOM_ELEMENT(element))
+         collect_count = 1;
+
+       if (collect_count == 0)
+         player->inventory_infinite_element = element;
+       else
+         for (k = 0; k < collect_count; k++)
+           if (player->inventory_size < MAX_INVENTORY_SIZE)
+             player->inventory_element[player->inventory_size++] = element;
+      }
+    }
+
     DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
@@ -4012,6 +4058,7 @@ void InitGame()
          some_player->present = FALSE;
          some_player->active = FALSE;
 
+         player->initial_element = some_player->initial_element;
          player->artwork_element = some_player->artwork_element;
 
          player->block_last_field       = some_player->block_last_field;
@@ -5133,7 +5180,10 @@ static void RemoveField(int x, int y)
   GfxElement[x][y] = EL_UNDEFINED;
   GfxAction[x][y] = ACTION_DEFAULT;
   GfxDir[x][y] = MV_NONE;
+#if 0
+  /* !!! this would prevent the removed tile from being redrawn !!! */
   GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
 }
 
 void RemoveMovingField(int x, int y)
@@ -5948,8 +5998,12 @@ void Bang(int x, int y)
   {
     struct PlayerInfo *player = PLAYERINFO(x, y);
 
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+    element = Feld[x][y] = player->initial_element;
+#else
     element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
                            player->element_nr);
+#endif
 
     if (level.use_explosion_element[player->index_nr])
     {
@@ -6421,6 +6475,8 @@ static void RedrawAllInvisibleElementsForMagnifier()
                    element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
                    IS_EMC_GATE_GRAY(element) ?
                    element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+                   IS_DC_GATE_GRAY(element) ?
+                   EL_DC_GATE_WHITE_GRAY_ACTIVE :
                    element);
       TEST_DrawLevelField(x, y);
     }
@@ -6433,6 +6489,8 @@ static void RedrawAllInvisibleElementsForMagnifier()
                    element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
                    IS_EMC_GATE_GRAY_ACTIVE(element) ?
                    element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+                   IS_DC_GATE_GRAY_ACTIVE(element) ?
+                   EL_DC_GATE_WHITE_GRAY :
                    element);
       TEST_DrawLevelField(x, y);
     }
@@ -8932,6 +8990,11 @@ void ContinueMoving(int x, int y)
   else if (element == EL_PENGUIN)
     TestIfFriendTouchesBadThing(newx, newy);
 
+  if (DONT_GET_HIT_BY(element))
+  {
+    TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+  }
+
   /* give the player one last chance (one more frame) to move away */
   if (CAN_FALL(element) && direction == MV_DOWN &&
       (last_line || (!IS_FREE(x, newy + 1) &&
@@ -10093,6 +10156,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
   int action_type = change->action_type;
   int action_mode = change->action_mode;
   int action_arg = change->action_arg;
+  int action_element = change->action_element;
   int i;
 
   if (!change->has_action)
@@ -10104,11 +10168,18 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     (level.time > 0 ? TimeLeft :
      TimePlayed);
 
-  int action_arg_element =
+  int action_arg_element_raw =
     (action_arg == CA_ARG_PLAYER_TRIGGER  ? change->actual_trigger_player :
      action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
      action_arg == CA_ARG_ELEMENT_TARGET  ? change->target_element :
+     action_arg == CA_ARG_ELEMENT_ACTION  ? change->action_element :
      EL_EMPTY);
+  int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+#if 0
+  if (action_arg_element_raw == EL_GROUP_START)
+    printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
+#endif
 
   int action_arg_direction =
     (action_arg >= CA_ARG_DIRECTION_LEFT &&
@@ -10165,10 +10236,13 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
      action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
      action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
      action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+     action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
      action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
      action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+     action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
      action_arg == CA_ARG_ELEMENT_NR_TARGET  ? change->target_element :
      action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+     action_arg == CA_ARG_ELEMENT_NR_ACTION  ? change->action_element :
      -1);
 
   int action_arg_number_old =
@@ -10198,6 +10272,7 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     (action_arg >= CA_ARG_PLAYER_1 &&
      action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
      action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+     action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
      PLAYER_BITS_ANY);
 
   /* ---------- execute action  -------------------------------------------- */
@@ -10538,6 +10613,38 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
       break;
     }
 
+    case CA_SET_CE_ARTWORK:
+    {
+      int artwork_element = action_arg_element;
+      boolean reset_frame = FALSE;
+      int xx, yy;
+
+      if (action_arg == CA_ARG_ELEMENT_RESET)
+       artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+                          element);
+
+      if (ei->gfx_element != artwork_element)
+       reset_frame = TRUE;
+
+      ei->gfx_element = artwork_element;
+
+      SCAN_PLAYFIELD(xx, yy)
+      {
+       if (Feld[xx][yy] == element)
+       {
+         if (reset_frame)
+         {
+           ResetGfxAnimation(xx, yy);
+           ResetRandomAnimationValue(xx, yy);
+         }
+
+         TEST_DrawLevelField(xx, yy);
+       }
+      }
+
+      break;
+    }
+
     /* ---------- engine actions  ------------------------------------------ */
 
     case CA_SET_ENGINE_SCAN_MODE:
@@ -11085,6 +11192,11 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
        change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
 
+#if 0
+       printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+              element, EL_NAME(element), p);
+#endif
+
        if ((change->can_change && !change_done) || change->has_action)
        {
          int x, y;
@@ -11095,6 +11207,21 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
            {
              if (change->can_change && !change_done)
              {
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
+
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+#endif
+
+#if 0
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+                      element, EL_NAME(element), p);
+#endif
+
                ChangeDelay[x][y] = 1;
                ChangeEvent[x][y] = trigger_event;
 
@@ -11103,6 +11230,22 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
 #if USE_NEW_DELAYED_ACTION
              else if (change->has_action)
              {
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+               /* if element already changed in this frame, not only prevent
+                  another element change (checked in ChangeElement()), but
+                  also prevent additional element actions for this element */
+
+               if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+                   !level.use_action_after_change_bug)
+                 continue;
+#endif
+
+
+#if 0
+               printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+                      element, EL_NAME(element), p);
+#endif
+
                ExecuteCustomElementAction(x, y, element, p);
                PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
              }
@@ -11120,6 +11263,12 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
          {
            change_done = TRUE;
            change_done_any = TRUE;
+
+#if 0
+           printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+                  element, EL_NAME(element), p);
+#endif
+
          }
        }
       }
@@ -12550,6 +12699,9 @@ void GameActions_RND()
        GfxRedraw[x][y] != GFX_REDRAW_NONE)
 #endif
     {
+      /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+        !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
+
       if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
        DrawLevelField(x, y);
 
@@ -12651,12 +12803,13 @@ static boolean AllPlayersInVisibleScreen()
 
 void ScrollLevel(int dx, int dy)
 {
-#if 1
+#if 0
+  /* (directly solved in BlitBitmap() now) */
   static Bitmap *bitmap_db_field2 = NULL;
   int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
   int x, y;
 #else
-  int i, x, y;
+  int x, y;
 #endif
 
 #if 0
@@ -12666,7 +12819,8 @@ void ScrollLevel(int dx, int dy)
     return;
 #endif
 
-#if 1
+#if 0
+  /* (directly solved in BlitBitmap() now) */
   if (bitmap_db_field2 == NULL)
     bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
 
@@ -13309,8 +13463,13 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
                                          CE_PLAYER_ENTERS_X,
                                          player->index_bit, enter_side);
 
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+                                       CE_MOVE_OF_X, move_direction);
+#else
       CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
                                        CE_MOVE_OF_X, move_direction);
+#endif
     }
 
     if (game.engine_version >= VERSION_IDENT(3,0,7,0))
@@ -13437,7 +13596,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
     if (!IN_LEV_FIELD(xx, yy))
       continue;
 
-    if (IS_PLAYER(x, y))
+    if (IS_PLAYER(x, y))               /* player found at center element */
     {
       struct PlayerInfo *player = PLAYERINFO(x, y);
 
@@ -13455,8 +13614,21 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(x, y)->initial_element;
+
+       CheckElementChangeBySide(xx, yy, border_element, player_element,
+                                CE_TOUCHING_X, border_side);
+      }
+#endif
     }
-    else if (IS_PLAYER(xx, yy))
+    else if (IS_PLAYER(xx, yy))                /* player found at border element */
     {
       struct PlayerInfo *player = PLAYERINFO(xx, yy);
 
@@ -13471,6 +13643,20 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
       CheckTriggeredElementChangeByPlayer(x, y, center_element,
                                          CE_PLAYER_TOUCHES_X,
                                          player->index_bit, center_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+       CheckElementChangeBySide(x, y, center_element, player_element,
+                                CE_TOUCHING_X, center_side);
+      }
+#endif
+
       break;
     }
   }
@@ -13543,10 +13729,14 @@ void TestIfElementTouchesCustomElement(int x, int y)
     /* check for change of border element */
     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) */
   }
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
     int border_side = trigger_sides[i][1];
     int border_element = border_element_old[i];
 
@@ -13558,6 +13748,20 @@ void TestIfElementTouchesCustomElement(int x, int y)
       change_center_element =
        CheckElementChangeBySide(x, y, center_element, border_element,
                                 CE_TOUCHING_X, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+    if (IS_PLAYER(xx, yy))
+    {
+      /* use player element that is initially defined in the level playfield,
+        not the player element that corresponds to the runtime player number
+        (example: a level that contains EL_PLAYER_3 as the only player would
+        incorrectly give EL_PLAYER_1 for "player->element_nr") */
+      int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+      CheckElementChangeBySide(x, y, center_element, player_element,
+                              CE_TOUCHING_X, border_side);
+    }
+#endif
   }
 }
 
@@ -13655,11 +13859,25 @@ void TestIfElementHitsCustomElement(int x, int y, int direction)
       CheckElementChangeBySide(x, y, hitting_element, touched_element,
                               CE_HITTING_X, touched_side);
 
-      CheckElementChangeBySide(hitx, hity, touched_element,
-                              hitting_element, CE_HIT_BY_X, hitting_side);
+      CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+                              CE_HIT_BY_X, hitting_side);
 
       CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
                               CE_HIT_BY_SOMETHING, opposite_direction);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+      if (IS_PLAYER(hitx, hity))
+      {
+       /* use player element that is initially defined in the level playfield,
+          not the player element that corresponds to the runtime player number
+          (example: a level that contains EL_PLAYER_3 as the only player would
+          incorrectly give EL_PLAYER_1 for "player->element_nr") */
+       int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+       CheckElementChangeBySide(x, y, hitting_element, player_element,
+                                CE_HITTING_X, touched_side);
+      }
+#endif
     }
   }
 
@@ -13832,6 +14050,7 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
     test_x = bad_x + test_xy[i][0];
     test_y = bad_y + test_xy[i][1];
+
     if (!IN_LEV_FIELD(test_x, test_y))
       continue;
 
@@ -13862,12 +14081,14 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
 
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
       else if (test_element == EL_PENGUIN)
       {
        kill_x = test_x;
        kill_y = test_y;
+
        break;
       }
     }
@@ -13890,6 +14111,63 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
   }
 }
 
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+  int bad_element = Feld[bad_x][bad_y];
+  int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+  int dy = (bad_move_dir == MV_UP   ? -1 : bad_move_dir == MV_DOWN  ? +1 : 0);
+  int test_x = bad_x + dx, test_y = bad_y + dy;
+  int test_move_dir, test_element;
+  int kill_x = -1, kill_y = -1;
+
+  if (!IN_LEV_FIELD(test_x, test_y))
+    return;
+
+  test_move_dir =
+    (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+  test_element = Feld[test_x][test_y];
+
+  if (test_move_dir != bad_move_dir)
+  {
+    /* good thing can be player or penguin that does not move away */
+    if (IS_PLAYER(test_x, test_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+      /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+        player as being hit when he is moving towards the bad thing, because
+        the "get hit by" condition would be lost after the player stops) */
+      if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+       return;         /* player moves away from bad thing */
+
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+    else if (test_element == EL_PENGUIN)
+    {
+      kill_x = test_x;
+      kill_y = test_y;
+    }
+  }
+
+  if (kill_x != -1 || kill_y != -1)
+  {
+    if (IS_PLAYER(kill_x, kill_y))
+    {
+      struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+      if (player->shield_deadly_time_left > 0 &&
+         !IS_INDESTRUCTIBLE(bad_element))
+       Bang(bad_x, bad_y);
+      else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+       KillPlayer(player);
+    }
+    else
+      Bang(kill_x, kill_y);
+  }
+}
+
 void TestIfPlayerTouchesBadThing(int x, int y)
 {
   TestIfGoodThingHitsBadThing(x, y, MV_NONE);
@@ -13986,7 +14264,13 @@ void KillPlayer(struct PlayerInfo *player)
   player->shield_deadly_time_left = 0;
 
   Bang(jx, jy);
+
+#if USE_PLAYER_REANIMATION
+  if (player->killed)          /* player may have been reanimated */
+    BuryPlayer(player);
+#else
   BuryPlayer(player);
+#endif
 }
 
 static void KillPlayerUnlessEnemyProtected(int x, int y)