added setup option to force scroll delay when using the EM engine
[rocksndiamonds.git] / src / game.c
index b68f6be1e470eb6295ba830bc6f8c2611fc4f6e2..862c5083d0c2d974b13eeadf6754b9fcfcf162c4 100644 (file)
@@ -1016,14 +1016,16 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define GAME_CTRL_ID_PANEL_STOP                8
 #define GAME_CTRL_ID_PANEL_PAUSE       9
 #define GAME_CTRL_ID_PANEL_PLAY                10
-#define SOUND_CTRL_ID_MUSIC            11
-#define SOUND_CTRL_ID_LOOPS            12
-#define SOUND_CTRL_ID_SIMPLE           13
-#define SOUND_CTRL_ID_PANEL_MUSIC      14
-#define SOUND_CTRL_ID_PANEL_LOOPS      15
-#define SOUND_CTRL_ID_PANEL_SIMPLE     16
+#define GAME_CTRL_ID_TOUCH_STOP                11
+#define GAME_CTRL_ID_TOUCH_PAUSE       12
+#define SOUND_CTRL_ID_MUSIC            13
+#define SOUND_CTRL_ID_LOOPS            14
+#define SOUND_CTRL_ID_SIMPLE           15
+#define SOUND_CTRL_ID_PANEL_MUSIC      16
+#define SOUND_CTRL_ID_PANEL_LOOPS      17
+#define SOUND_CTRL_ID_PANEL_SIMPLE     18
 
-#define NUM_GAME_BUTTONS               17
+#define NUM_GAME_BUTTONS               19
 
 
 // forward declaration for internal use
@@ -2124,9 +2126,9 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2)
 int getPlayerInventorySize(int player_nr)
 {
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
-    return level.native_em_level->ply[player_nr]->dynamite;
+    return game_em.ply[player_nr]->dynamite;
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
-    return level.native_sp_level->game_sp->red_disk_count;
+    return game_sp.red_disk_count;
   else
     return stored_player[player_nr].inventory_size;
 }
@@ -2210,32 +2212,32 @@ static void UpdateGameControlValues(void)
   int time = (game.LevelSolved ?
              game.LevelSolved_CountingTime :
              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-             level.native_em_level->lev->time :
+             game_em.lev->time :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
-             level.native_sp_level->game_sp->time_played :
+             game_sp.time_played :
              level.game_engine_type == GAME_ENGINE_TYPE_MM ?
              game_mm.energy_left :
              game.no_time_limit ? TimePlayed : TimeLeft);
   int score = (game.LevelSolved ?
               game.LevelSolved_CountingScore :
               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-              level.native_em_level->lev->score :
+              game_em.lev->score :
               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
-              level.native_sp_level->game_sp->score :
+              game_sp.score :
               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
               game_mm.score :
               game.score);
   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-             level.native_em_level->lev->required :
+             game_em.lev->gems_needed :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
-             level.native_sp_level->game_sp->infotrons_still_needed :
+             game_sp.infotrons_still_needed :
              level.game_engine_type == GAME_ENGINE_TYPE_MM ?
              game_mm.kettles_still_needed :
              game.gems_still_needed);
   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-                    level.native_em_level->lev->required > 0 :
+                    game_em.lev->gems_needed > 0 :
                     level.game_engine_type == GAME_ENGINE_TYPE_SP ?
-                    level.native_sp_level->game_sp->infotrons_still_needed > 0 :
+                    game_sp.infotrons_still_needed > 0 :
                     level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                     game_mm.kettles_still_needed > 0 ||
                     game_mm.lights_still_needed > 0 :
@@ -2275,7 +2277,7 @@ static void UpdateGameControlValues(void)
       {
        if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
        {
-         if (level.native_em_level->ply[i]->keys & (1 << k))
+         if (game_em.ply[i]->keys & (1 << k))
            game_panel_controls[GAME_PANEL_KEY_1 + k].value =
              get_key_element_from_nr(k);
        }
@@ -2303,7 +2305,7 @@ static void UpdateGameControlValues(void)
     {
       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
       {
-       if (level.native_em_level->ply[player_nr]->keys & (1 << k))
+       if (game_em.ply[player_nr]->keys & (1 << k))
          game_panel_controls[GAME_PANEL_KEY_1 + k].value =
            get_key_element_from_nr(k);
       }
@@ -2904,12 +2906,17 @@ static void InitGameEngine(void)
   game.use_block_last_field_bug =
     (game.engine_version < VERSION_IDENT(3,1,1,0));
 
+  /* various special flags and settings for native Emerald Mine game engine */
+
   game_em.use_single_button =
     (game.engine_version > VERSION_IDENT(4,0,0,2));
 
   game_em.use_snap_key_bug =
     (game.engine_version < VERSION_IDENT(4,0,1,0));
 
+  game_em.use_old_explosions =
+    (game.engine_version < VERSION_IDENT(4,1,4,2));
+
   // --------------------------------------------------------------------------
 
   // set maximal allowed number of custom element changes per game frame
@@ -3248,6 +3255,8 @@ static void InitGameEngine(void)
   // ---------- initialize graphics engine ------------------------------------
   game.scroll_delay_value =
     (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+     level.game_engine_type == GAME_ENGINE_TYPE_EM &&
+     !setup.forced_scroll_delay           ? 0 :
      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
   game.scroll_delay_value =
     MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
@@ -3354,7 +3363,7 @@ void InitGame(void)
   SetGameStatus(GAME_MODE_PLAYING);
 
   if (level_editor_test_game)
-    FadeSkipNextFadeIn();
+    FadeSkipNextFadeOut();
   else
     FadeSetEnterScreen();
 
@@ -3365,8 +3374,10 @@ void InitGame(void)
 
   ExpireSoundLoops(TRUE);
 
-  if (!level_editor_test_game)
-    FadeOut(fade_mask);
+  FadeOut(fade_mask);
+
+  if (level_editor_test_game)
+    FadeSkipNextFadeIn();
 
   // needed if different viewport properties defined for playing
   ChangeViewportPropertiesIfNeeded();
@@ -3929,6 +3940,7 @@ void InitGame(void)
   game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
   game.centered_player_nr_next = game.centered_player_nr;
   game.set_centered_player = FALSE;
+  game.set_centered_player_wrap = FALSE;
 
   if (network_playing && tape.recording)
   {
@@ -4487,7 +4499,7 @@ static void LevelSolved(void)
   game.GameOver = TRUE;
 
   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-                     level.native_em_level->lev->score :
+                     game_em.lev->score :
                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                      game_mm.score :
                      game.score);
@@ -11235,7 +11247,7 @@ static void CheckLevelTime(void)
        if (!TimeLeft && setup.time_limit)
        {
          if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
-           level.native_em_level->lev->killed_out_of_time = TRUE;
+           game_em.lev->killed_out_of_time = TRUE;
          else
            for (i = 0; i < MAX_PLAYERS; i++)
              KillPlayer(&stored_player[i]);
@@ -11246,8 +11258,7 @@ static void CheckLevelTime(void)
        game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
       }
 
-      level.native_em_level->lev->time =
-       (game.no_time_limit ? TimePlayed : TimeLeft);
+      game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
     }
 
     if (tape.recording || tape.playing)
@@ -11465,13 +11476,14 @@ static void GameActionsExt(void)
     stored_player[map_player_action[local_player->index_nr]].effective_action =
       summarized_player_action;
 
+  // summarize all actions at centered player in local team mode
   if (tape.recording &&
-      setup.team_mode &&
+      setup.team_mode && !network.enabled &&
       setup.input_on_focus &&
       game.centered_player_nr != -1)
   {
     for (i = 0; i < MAX_PLAYERS; i++)
-      stored_player[i].effective_action =
+      stored_player[map_player_action[i]].effective_action =
        (i == game.centered_player_nr ? summarized_player_action : 0);
   }
 
@@ -12179,12 +12191,17 @@ void GameActions_RND(void)
   DrawAllPlayers();
   PlayAllPlayersSound();
 
-  if (local_player->show_envelope != 0 && (!local_player->active ||
-                                          local_player->MovPos == 0))
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
-    ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+    struct PlayerInfo *player = &stored_player[i];
+
+    if (player->show_envelope != 0 && (!player->active ||
+                                      player->MovPos == 0))
+    {
+      ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
 
-    local_player->show_envelope = 0;
+      player->show_envelope = 0;
+    }
   }
 
   // use random number generator in every frame to make it less predictable
@@ -12526,10 +12543,11 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     }
     else
     {
-      int offset = game.scroll_delay_value;
+      int offset_raw = game.scroll_delay_value;
 
       if (jx != old_jx)                // player has moved horizontally
       {
+       int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
        int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
        int new_scroll_x = jx - MIDPOSX + offset_x;
 
@@ -12550,6 +12568,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
       }
       else                     // player has moved vertically
       {
+       int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
        int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
        int new_scroll_y = jy - MIDPOSY + offset_y;
 
@@ -14689,78 +14708,78 @@ static void PlayLevelMusic(void)
 
 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
 {
-  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+  int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
   int x = xx - 1 - offset;
   int y = yy - 1 - offset;
 
   switch (sample)
   {
-    case SAMPLE_blank:
+    case SOUND_blank:
       PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
       break;
 
-    case SAMPLE_roll:
+    case SOUND_roll:
       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
       break;
 
-    case SAMPLE_stone:
+    case SOUND_stone:
       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
       break;
 
-    case SAMPLE_nut:
+    case SOUND_nut:
       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
       break;
 
-    case SAMPLE_crack:
+    case SOUND_crack:
       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
       break;
 
-    case SAMPLE_bug:
+    case SOUND_bug:
       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
       break;
 
-    case SAMPLE_tank:
+    case SOUND_tank:
       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
       break;
 
-    case SAMPLE_android_clone:
+    case SOUND_android_clone:
       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
       break;
 
-    case SAMPLE_android_move:
+    case SOUND_android_move:
       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
       break;
 
-    case SAMPLE_spring:
+    case SOUND_spring:
       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
       break;
 
-    case SAMPLE_slurp:
+    case SOUND_slurp:
       PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
       break;
 
-    case SAMPLE_eater:
+    case SOUND_eater:
       PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
       break;
 
-    case SAMPLE_eater_eat:
+    case SOUND_eater_eat:
       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
       break;
 
-    case SAMPLE_alien:
+    case SOUND_alien:
       PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
       break;
 
-    case SAMPLE_collect:
+    case SOUND_collect:
       PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
-    case SAMPLE_diamond:
+    case SOUND_diamond:
       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
       break;
 
-    case SAMPLE_squash:
+    case SOUND_squash:
       // !!! CHECK THIS !!!
 #if 1
       PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
@@ -14769,75 +14788,75 @@ void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
 #endif
       break;
 
-    case SAMPLE_wonderfall:
+    case SOUND_wonderfall:
       PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
       break;
 
-    case SAMPLE_drip:
+    case SOUND_drip:
       PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
       break;
 
-    case SAMPLE_push:
+    case SOUND_push:
       PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
       break;
 
-    case SAMPLE_dirt:
+    case SOUND_dirt:
       PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
       break;
 
-    case SAMPLE_acid:
+    case SOUND_acid:
       PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
       break;
 
-    case SAMPLE_ball:
+    case SOUND_ball:
       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
       break;
 
-    case SAMPLE_grow:
+    case SOUND_slide:
       PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
       break;
 
-    case SAMPLE_wonder:
+    case SOUND_wonder:
       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
       break;
 
-    case SAMPLE_door:
+    case SOUND_door:
       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
       break;
 
-    case SAMPLE_exit_open:
+    case SOUND_exit_open:
       PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
       break;
 
-    case SAMPLE_exit_leave:
+    case SOUND_exit_leave:
       PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
       break;
 
-    case SAMPLE_dynamite:
+    case SOUND_dynamite:
       PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
       break;
 
-    case SAMPLE_tick:
+    case SOUND_tick:
       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
       break;
 
-    case SAMPLE_press:
+    case SOUND_press:
       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
       break;
 
-    case SAMPLE_wheel:
+    case SOUND_wheel:
       PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
       break;
 
-    case SAMPLE_boom:
+    case SOUND_boom:
       PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
       break;
 
-    case SAMPLE_die:
+    case SOUND_die:
       PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
       break;
 
-    case SAMPLE_time:
+    case SOUND_time:
       PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
       break;
 
@@ -15466,93 +15485,104 @@ static struct
   int gadget_id;
   boolean *setup_value;
   boolean allowed_on_tape;
+  boolean is_touch_button;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
   {
     IMG_GFX_GAME_BUTTON_STOP,                  &game.button.stop,
     GAME_CTRL_ID_STOP,                         NULL,
-    TRUE,                                      "stop game"
+    TRUE, FALSE,                               "stop game"
   },
   {
     IMG_GFX_GAME_BUTTON_PAUSE,                 &game.button.pause,
     GAME_CTRL_ID_PAUSE,                                NULL,
-    TRUE,                                      "pause game"
+    TRUE, FALSE,                               "pause game"
   },
   {
     IMG_GFX_GAME_BUTTON_PLAY,                  &game.button.play,
     GAME_CTRL_ID_PLAY,                         NULL,
-    TRUE,                                      "play game"
+    TRUE, FALSE,                               "play game"
   },
   {
     IMG_GFX_GAME_BUTTON_UNDO,                  &game.button.undo,
     GAME_CTRL_ID_UNDO,                         NULL,
-    TRUE,                                      "undo step"
+    TRUE, FALSE,                               "undo step"
   },
   {
     IMG_GFX_GAME_BUTTON_REDO,                  &game.button.redo,
     GAME_CTRL_ID_REDO,                         NULL,
-    TRUE,                                      "redo step"
+    TRUE, FALSE,                               "redo step"
   },
   {
     IMG_GFX_GAME_BUTTON_SAVE,                  &game.button.save,
     GAME_CTRL_ID_SAVE,                         NULL,
-    TRUE,                                      "save game"
+    TRUE, FALSE,                               "save game"
   },
   {
     IMG_GFX_GAME_BUTTON_PAUSE2,                        &game.button.pause2,
     GAME_CTRL_ID_PAUSE2,                       NULL,
-    TRUE,                                      "pause game"
+    TRUE, FALSE,                               "pause game"
   },
   {
     IMG_GFX_GAME_BUTTON_LOAD,                  &game.button.load,
     GAME_CTRL_ID_LOAD,                         NULL,
-    TRUE,                                      "load game"
+    TRUE, FALSE,                               "load game"
   },
   {
     IMG_GFX_GAME_BUTTON_PANEL_STOP,            &game.button.panel_stop,
     GAME_CTRL_ID_PANEL_STOP,                   NULL,
-    FALSE,                                     "stop game"
+    FALSE, FALSE,                              "stop game"
   },
   {
     IMG_GFX_GAME_BUTTON_PANEL_PAUSE,           &game.button.panel_pause,
     GAME_CTRL_ID_PANEL_PAUSE,                  NULL,
-    FALSE,                                     "pause game"
+    FALSE, FALSE,                              "pause game"
   },
   {
     IMG_GFX_GAME_BUTTON_PANEL_PLAY,            &game.button.panel_play,
     GAME_CTRL_ID_PANEL_PLAY,                   NULL,
-    FALSE,                                     "play game"
+    FALSE, FALSE,                              "play game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_TOUCH_STOP,            &game.button.touch_stop,
+    GAME_CTRL_ID_TOUCH_STOP,                   NULL,
+    FALSE, TRUE,                               "stop game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_TOUCH_PAUSE,           &game.button.touch_pause,
+    GAME_CTRL_ID_TOUCH_PAUSE,                  NULL,
+    FALSE, TRUE,                               "pause game"
   },
   {
     IMG_GFX_GAME_BUTTON_SOUND_MUSIC,           &game.button.sound_music,
     SOUND_CTRL_ID_MUSIC,                       &setup.sound_music,
-    TRUE,                                      "background music on/off"
+    TRUE, FALSE,                               "background music on/off"
   },
   {
     IMG_GFX_GAME_BUTTON_SOUND_LOOPS,           &game.button.sound_loops,
     SOUND_CTRL_ID_LOOPS,                       &setup.sound_loops,
-    TRUE,                                      "sound loops on/off"
+    TRUE, FALSE,                               "sound loops on/off"
   },
   {
     IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,          &game.button.sound_simple,
     SOUND_CTRL_ID_SIMPLE,                      &setup.sound_simple,
-    TRUE,                                      "normal sounds on/off"
+    TRUE, FALSE,                               "normal sounds on/off"
   },
   {
     IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,     &game.button.panel_sound_music,
     SOUND_CTRL_ID_PANEL_MUSIC,                 &setup.sound_music,
-    FALSE,                                     "background music on/off"
+    FALSE, FALSE,                              "background music on/off"
   },
   {
     IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,     &game.button.panel_sound_loops,
     SOUND_CTRL_ID_PANEL_LOOPS,                 &setup.sound_loops,
-    FALSE,                                     "sound loops on/off"
+    FALSE, FALSE,                              "sound loops on/off"
   },
   {
     IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,    &game.button.panel_sound_simple,
     SOUND_CTRL_ID_PANEL_SIMPLE,                        &setup.sound_simple,
-    FALSE,                                     "normal sounds on/off"
+    FALSE, FALSE,                              "normal sounds on/off"
   }
 };
 
@@ -15569,10 +15599,11 @@ void CreateGameButtons(void)
     int button_type;
     boolean checked;
     unsigned int event_mask;
+    boolean is_touch_button = gamebutton_info[i].is_touch_button;
     boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
     boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
-    int base_x = (on_tape ? VX : DX);
-    int base_y = (on_tape ? VY : DY);
+    int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
+    int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
     int gd_x   = gfx->src_x;
     int gd_y   = gfx->src_y;
     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
@@ -15581,6 +15612,8 @@ void CreateGameButtons(void)
     int gd_ya  = gfx->src_y + gfx->active_yoffset;
     int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
     int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
+    int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
+    int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
     int id = i;
 
     if (gfx->bitmap == NULL)
@@ -15592,6 +15625,7 @@ void CreateGameButtons(void)
 
     if (id == GAME_CTRL_ID_STOP ||
        id == GAME_CTRL_ID_PANEL_STOP ||
+       id == GAME_CTRL_ID_TOUCH_STOP ||
        id == GAME_CTRL_ID_PLAY ||
        id == GAME_CTRL_ID_PANEL_PLAY ||
        id == GAME_CTRL_ID_SAVE ||
@@ -15619,8 +15653,8 @@ void CreateGameButtons(void)
     gi = CreateGadget(GDI_CUSTOM_ID, id,
                      GDI_IMAGE_ID, graphic,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
-                     GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
-                     GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
+                     GDI_X, base_x + x,
+                     GDI_Y, base_y + y,
                      GDI_WIDTH, gfx->width,
                      GDI_HEIGHT, gfx->height,
                      GDI_TYPE, button_type,
@@ -15631,6 +15665,7 @@ void CreateGameButtons(void)
                      GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
                      GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
                      GDI_DIRECT_DRAW, FALSE,
+                     GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
                      GDI_EVENT_MASK, event_mask,
                      GDI_CALLBACK_ACTION, HandleGameButtons,
                      GDI_END);
@@ -15701,8 +15736,6 @@ void MapUndoRedoButtons(void)
 
   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
-
-  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
 }
 
 void UnmapUndoRedoButtons(void)
@@ -15712,8 +15745,22 @@ void UnmapUndoRedoButtons(void)
 
   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+}
 
-  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
+void ModifyPauseButtons(void)
+{
+  static int ids[] =
+  {
+    GAME_CTRL_ID_PAUSE,
+    GAME_CTRL_ID_PAUSE2,
+    GAME_CTRL_ID_PANEL_PAUSE,
+    GAME_CTRL_ID_TOUCH_PAUSE,
+    -1
+  };
+  int i;
+
+  for (i = 0; ids[i] > -1; i++)
+    ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
 }
 
 static void MapGameButtonsExt(boolean on_tape)
@@ -15747,9 +15794,6 @@ static void RedrawGameButtonsExt(boolean on_tape)
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
     if (!on_tape || gamebutton_info[i].allowed_on_tape)
       RedrawGadget(game_gadget[i]);
-
-  // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
-  redraw_mask &= ~REDRAW_ALL;
 }
 
 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
@@ -15856,6 +15900,7 @@ static void HandleGameButtonsExt(int id, int button)
   {
     case GAME_CTRL_ID_STOP:
     case GAME_CTRL_ID_PANEL_STOP:
+    case GAME_CTRL_ID_TOUCH_STOP:
       if (game_status == GAME_MODE_MAIN)
        break;
 
@@ -15869,6 +15914,7 @@ static void HandleGameButtonsExt(int id, int button)
     case GAME_CTRL_ID_PAUSE:
     case GAME_CTRL_ID_PAUSE2:
     case GAME_CTRL_ID_PANEL_PAUSE:
+    case GAME_CTRL_ID_TOUCH_PAUSE:
       if (network.enabled && game_status == GAME_MODE_PLAYING)
       {
        if (tape.pausing)