rnd-20060319-1-src
[rocksndiamonds.git] / src / game.c
index 9c0dcf992585522a1a3ea9a5597aa1f1d98d0788..98751de41aaeca52086e4695ff2c67da64730a98 100644 (file)
@@ -39,6 +39,8 @@
 #define USE_FIXED_DONT_RUN_INTO                (USE_NEW_STUFF          * 1)
 #define USE_NEW_SPRING_BUMPER          (USE_NEW_STUFF          * 1)
 #define USE_STOP_CHANGED_ELEMENTS      (USE_NEW_STUFF          * 1)
+#define USE_ELEMENT_TOUCHING_BUGFIX    (USE_NEW_STUFF          * 1)
+#define USE_NEW_CONTINUOUS_SNAPPING    (USE_NEW_STUFF          * 1)
 
 #define USE_QUICKSAND_IMPACT_BUGFIX    (USE_NEW_STUFF          * 0)
 
 #define DX_TIME2               (DX + XX_TIME2)
 #define DY_TIME                        (DY + YY_TIME)
 
+/* values for delayed check of falling and moving elements and for collision */
+#define CHECK_DELAY_MOVING     3
+#define CHECK_DELAY_FALLING    3
+#define CHECK_DELAY_COLLISION  2
+
 /* values for initial player move delay (initial delay counter value) */
 #define INITIAL_MOVE_DELAY_OFF -1
 #define INITIAL_MOVE_DELAY_ON  0
@@ -326,6 +333,32 @@ static void PlayLevelMusic();
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
 
+int AmoebeNachbarNr(int, int);
+void AmoebeUmwandeln(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+int NewHiScore(void);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+
+boolean SnapField(struct PlayerInfo *, int, int);
+boolean DropElement(struct PlayerInfo *);
+
+
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
 
@@ -683,6 +716,18 @@ static int playfield_scan_delta_y = 1;
                                     (x) >= 0 && (x) <= lev_fieldx - 1; \
                                     (x) += playfield_scan_delta_x)     \
 
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite()
+{
+  int i;
+
+  for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+    if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+      local_player->inventory_element[local_player->inventory_size++] =
+       EL_DYNAMITE;
+}
+#endif
+
 static void InitPlayfieldScanModeVars()
 {
   if (game.use_reverse_scan_direction)
@@ -831,6 +876,9 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
       else
       {
        stored_player[0].use_murphy = TRUE;
+
+       if (!level.use_artwork_element[0])
+         stored_player[0].artwork_element = EL_SP_MURPHY;
       }
 
       Feld[x][y] = EL_PLAYER_1;
@@ -926,41 +974,45 @@ static void InitField(int x, int y, boolean init_game)
        Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
+    case EL_BUG:
     case EL_BUG_RIGHT:
     case EL_BUG_UP:
     case EL_BUG_LEFT:
     case EL_BUG_DOWN:
-    case EL_BUG:
+    case EL_SPACESHIP:
     case EL_SPACESHIP_RIGHT:
     case EL_SPACESHIP_UP:
     case EL_SPACESHIP_LEFT:
     case EL_SPACESHIP_DOWN:
-    case EL_SPACESHIP:
+    case EL_BD_BUTTERFLY:
     case EL_BD_BUTTERFLY_RIGHT:
     case EL_BD_BUTTERFLY_UP:
     case EL_BD_BUTTERFLY_LEFT:
     case EL_BD_BUTTERFLY_DOWN:
-    case EL_BD_BUTTERFLY:
+    case EL_BD_FIREFLY:
     case EL_BD_FIREFLY_RIGHT:
     case EL_BD_FIREFLY_UP:
     case EL_BD_FIREFLY_LEFT:
     case EL_BD_FIREFLY_DOWN:
-    case EL_BD_FIREFLY:
     case EL_PACMAN_RIGHT:
     case EL_PACMAN_UP:
     case EL_PACMAN_LEFT:
     case EL_PACMAN_DOWN:
     case EL_YAMYAM:
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
     case EL_DARK_YAMYAM:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_SP_SNIKSNAK:
     case EL_SP_ELECTRON:
+    case EL_MOLE:
     case EL_MOLE_LEFT:
     case EL_MOLE_RIGHT:
     case EL_MOLE_UP:
     case EL_MOLE_DOWN:
-    case EL_MOLE:
       InitMovDir(x, y);
       break;
 
@@ -986,6 +1038,10 @@ static void InitField(int x, int y, boolean init_game)
       MovDelay[x][y] = 96;
       break;
 
+    case EL_EM_DYNAMITE_ACTIVE:
+      MovDelay[x][y] = 32;
+      break;
+
     case EL_LAMP:
       local_player->lights_still_needed++;
       break;
@@ -1735,6 +1791,10 @@ int get_num_special_action(int element, int action_first, int action_last)
       break;
   }
 
+#if 0
+  printf("::: %d->%d: %d\n", action_first, action_last, num_special_action);
+#endif
+
   return num_special_action;
 }
 
@@ -1820,6 +1880,7 @@ void InitGame()
     player->is_pushing = FALSE;
     player->is_switching = FALSE;
     player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
 
     player->is_bored = FALSE;
     player->is_sleeping = FALSE;
@@ -1830,11 +1891,15 @@ void InitGame()
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
+    player->dir_waiting = MV_NONE;
     player->action_waiting = ACTION_DEFAULT;
     player->last_action_waiting = ACTION_DEFAULT;
     player->special_action_bored = ACTION_DEFAULT;
     player->special_action_sleeping = ACTION_DEFAULT;
 
+#if 1
+    /* cannot be set here -- could be modified in Init[Player]Field() below */
+#else
     /* set number of special actions for bored and sleeping animation */
     player->num_special_action_bored =
       get_num_special_action(player->artwork_element,
@@ -1842,6 +1907,7 @@ void InitGame()
     player->num_special_action_sleeping =
       get_num_special_action(player->artwork_element,
                             ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+#endif
 
     player->switch_x = -1;
     player->switch_y = -1;
@@ -1868,6 +1934,7 @@ void InitGame()
     player->push_delay_value = game.initial_push_delay_value;
 
     player->drop_delay = 0;
+    player->drop_pressed_delay = 0;
 
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
@@ -1928,6 +1995,9 @@ void InitGame()
 
   game.envelope_active = FALSE;
 
+  game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */
+  game.set_centered_player = FALSE;
+
   for (i = 0; i < NUM_BELTS; i++)
   {
     game.belt_dir[i] = MV_NONE;
@@ -1993,6 +2063,22 @@ void InitGame()
 
   InitBeltMovement();
 
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+#if 1
+    /* set number of special actions for bored and sleeping animation */
+    player->num_special_action_bored =
+      get_num_special_action(player->artwork_element,
+                            ACTION_BORING_1, ACTION_BORING_LAST);
+    player->num_special_action_sleeping =
+      get_num_special_action(player->artwork_element,
+                            ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
+#endif
+
+  }
+
   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
                    emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
@@ -2092,7 +2178,7 @@ void InitGame()
 
   if (tape.playing)
   {
-    /* when playing a tape, eliminate all players which do not participate */
+    /* when playing a tape, eliminate all players who do not participate */
 
     for (i = 0; i < MAX_PLAYERS; i++)
     {
@@ -2424,6 +2510,14 @@ void InitMovDir(int x, int y)
       MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
       break;
 
+    case EL_YAMYAM_LEFT:
+    case EL_YAMYAM_RIGHT:
+    case EL_YAMYAM_UP:
+    case EL_YAMYAM_DOWN:
+      Feld[x][y] = EL_YAMYAM;
+      MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
+      break;
+
     case EL_SP_SNIKSNAK:
       MovDir[x][y] = MV_UP;
       break;
@@ -2656,6 +2750,13 @@ void GameWon()
 
   BackToFront();
 
+#if 0
+  if (tape.playing)
+    printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n");
+  else
+    printf("::: NO TAPE PLAYING -> SAVING SCORE\n");
+#endif
+
   if (tape.playing)
     return;
 
@@ -3083,7 +3184,184 @@ void CheckDynamite(int x, int y)
   Bang(x, y);
 }
 
-void DrawRelocatePlayer(struct PlayerInfo *player)
+#if 1
+
+static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
+{
+  boolean num_checked_players = 0;
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].active)
+    {
+      int sx = stored_player[i].jx;
+      int sy = stored_player[i].jy;
+
+      if (num_checked_players == 0)
+      {
+       *sx1 = *sx2 = sx;
+       *sy1 = *sy2 = sy;
+      }
+      else
+      {
+       *sx1 = MIN(*sx1, sx);
+       *sy1 = MIN(*sy1, sy);
+       *sx2 = MAX(*sx2, sx);
+       *sy2 = MAX(*sy2, sy);
+      }
+
+      num_checked_players++;
+    }
+  }
+}
+
+static boolean checkIfAllPlayersFitToScreen_RND()
+{
+  int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  return (sx2 - sx1 < SCR_FIELDX &&
+         sy2 - sy1 < SCR_FIELDY);
+}
+
+static void setScreenCenteredToAllPlayers(int *sx, int *sy)
+{
+  int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  *sx = (sx1 + sx2) / 2;
+  *sy = (sy1 + sy2) / 2;
+}
+
+#if 0
+static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
+                                             int center_x, int center_y)
+{
+  int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
+
+  setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
+
+  *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
+  *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
+}
+
+static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
+{
+  int max_dx, max_dy;
+
+  setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
+
+  return (max_dx <= SCR_FIELDX / 2 &&
+         max_dy <= SCR_FIELDY / 2);
+}
+#endif
+
+#endif
+
+#if 1
+
+void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen,
+                       boolean quick_relocation)
+{
+  boolean ffwd_delay = (tape.playing && tape.fast_forward);
+  boolean no_delay = (tape.warp_forward);
+  int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+  int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+
+  if (quick_relocation)
+  {
+    int offset = (setup.scroll_delay ? 3 : 0);
+
+#if 0
+    if (center_screen)
+      offset = 0;
+#endif
+
+    if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
+    {
+      scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                 x > SBX_Right + MIDPOSX ? SBX_Right :
+                 x - MIDPOSX);
+
+      scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                 y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                 y - MIDPOSY);
+    }
+    else
+    {
+      if ((move_dir == MV_LEFT  && scroll_x > x - MIDPOSX + offset) ||
+         (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
+       scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
+
+      if ((move_dir == MV_UP   && scroll_y > y - MIDPOSY + offset) ||
+         (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
+       scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+       scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+      /* don't scroll over playfield boundaries */
+      if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+       scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+    }
+
+    RedrawPlayfield(TRUE, 0,0,0,0);
+  }
+  else
+  {
+    int scroll_xx = (x < SBX_Left  + MIDPOSX ? SBX_Left :
+                    x > SBX_Right + MIDPOSX ? SBX_Right :
+                    x - MIDPOSX);
+
+    int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+                    y > SBY_Lower + MIDPOSY ? SBY_Lower :
+                    y - MIDPOSY);
+
+    ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
+
+    while (scroll_x != scroll_xx || scroll_y != scroll_yy)
+    {
+      int dx = 0, dy = 0;
+      int fx = FX, fy = FY;
+
+      dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+      dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+      if (dx == 0 && dy == 0)          /* no scrolling needed at all */
+       break;
+
+      scroll_x -= dx;
+      scroll_y -= dy;
+
+      fx += dx * TILEX / 2;
+      fy += dy * TILEY / 2;
+
+      ScrollLevel(dx, dy);
+      DrawAllPlayers();
+
+      /* scroll in two steps of half tile size to make things smoother */
+      BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+      FlushDisplay();
+      Delay(wait_delay_value);
+
+      /* scroll second step to align at full tile size */
+      BackToFront();
+      Delay(wait_delay_value);
+    }
+
+    DrawAllPlayers();
+    BackToFront();
+    Delay(wait_delay_value);
+  }
+}
+
+#else
+
+void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
 {
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
   boolean no_delay = (tape.warp_forward);
@@ -3092,19 +3370,19 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
   int jx = player->jx;
   int jy = player->jy;
 
-  if (level.instant_relocation)
+  if (quick_relocation)
   {
     int offset = (setup.scroll_delay ? 3 : 0);
 
     if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
     {
-      scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                 local_player->jx - MIDPOSX);
+      scroll_x = (player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                 player->jx - MIDPOSX);
 
-      scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                 local_player->jy - MIDPOSY);
+      scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                 player->jy - MIDPOSY);
     }
     else
     {
@@ -3129,23 +3407,21 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
   }
   else
   {
-    int scroll_xx = -999, scroll_yy = -999;
+    int scroll_xx = (player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
+                    player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+                    player->jx - MIDPOSX);
+
+    int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+                    player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+                    player->jy - MIDPOSY);
 
     ScrollScreen(NULL, SCROLL_GO_ON);  /* scroll last frame to full tile */
 
-    while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+    while (scroll_x != scroll_xx || scroll_y != scroll_yy)
     {
       int dx = 0, dy = 0;
       int fx = FX, fy = FY;
 
-      scroll_xx = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-                  local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-                  local_player->jx - MIDPOSX);
-
-      scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
-                  local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
-                  local_player->jy - MIDPOSY);
-
       dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
       dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
 
@@ -3177,6 +3453,8 @@ void DrawRelocatePlayer(struct PlayerInfo *player)
   }
 }
 
+#endif
+
 void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
@@ -3252,8 +3530,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
     InitField(jx, jy, FALSE);
   }
 
+#if 1
+  /* only visually relocate centered player */
+#if 1
+  DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE,
+                    level.instant_relocation);
+#else
+  if (player->index_nr == game.centered_player_nr)
+    DrawRelocatePlayer(player, level.instant_relocation);
+#endif
+#else
   if (player == local_player)  /* only visually relocate local player */
-    DrawRelocatePlayer(player);
+    DrawRelocatePlayer(player, level.instant_relocation);
+#endif
 
   TestIfPlayerTouchesBadThing(jx, jy);
   TestIfPlayerTouchesCustomElement(jx, jy);
@@ -3510,6 +3799,11 @@ void Explode(int ex, int ey, int phase, int mode)
       Feld[x][y] = EL_EXPLOSION;
       GfxElement[x][y] = artwork_element;
 
+#if 0
+      printf(":: setting gfx(%d,%d) to %d ['%s']\n",
+            x, y, artwork_element, EL_NAME(artwork_element));
+#endif
+
       ExplodePhase[x][y] = 1;
       ExplodeDelay[x][y] = last_phase;
 
@@ -3544,6 +3838,11 @@ void Explode(int ex, int ey, int phase, int mode)
 #endif
 #if 1
 
+#if 1
+  /* this can happen if the player leaves an explosion just in time */
+  if (GfxElement[x][y] == EL_UNDEFINED)
+    GfxElement[x][y] = EL_EMPTY;
+#else
   if (GfxElement[x][y] == EL_UNDEFINED)
   {
     printf("\n\n");
@@ -3553,6 +3852,8 @@ void Explode(int ex, int ey, int phase, int mode)
 
     GfxElement[x][y] = EL_EMPTY;
   }
+#endif
+
 #endif
 
   border_element = Store2[x][y];
@@ -6451,13 +6752,13 @@ void ContinueMoving(int x, int y)
     int nextx = newx + dx, nexty = newy + dy;
     boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
 
-    WasJustMoving[newx][newy] = 3;
+    WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
 
     if (CAN_FALL(element) && direction == MV_DOWN)
-      WasJustFalling[newx][newy] = 3;
+      WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
 
     if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
-      CheckCollision[newx][newy] = 2;
+      CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
   }
 
   if (DONT_TOUCH(element))     /* object may be nasty to player or others */
@@ -7435,9 +7736,10 @@ static void WarnBuggyBase(int x, int y)
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
   {
-    int xx = x + xy[i][0], yy = y + xy[i][1];
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
 
-    if (IS_PLAYER(xx, yy))
+    if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
     {
       PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
 
@@ -8537,6 +8839,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
   boolean last_waiting = player->is_waiting;
   int move_dir = player->MovDir;
 
+  player->dir_waiting = move_dir;
   player->last_action_waiting = player->action_waiting;
 
   if (is_waiting)
@@ -8554,7 +8857,11 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
        game.player_sleeping_delay_fixed +
        SimpleRND(game.player_sleeping_delay_random);
 
+#if 1
+      InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
+#else
       InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
+#endif
     }
 
     if (game.player_sleeping_delay_fixed +
@@ -8572,6 +8879,26 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
                              player->is_bored ? ACTION_BORING :
                              ACTION_WAITING);
 
+#if 1
+    if (player->is_sleeping && player->use_murphy)
+    {
+      /* special case for sleeping Murphy when leaning against non-free tile */
+
+      if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+         (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+          !IS_MOVING(player->jx - 1, player->jy)))
+       move_dir = MV_LEFT;
+      else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+              (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+               !IS_MOVING(player->jx + 1, player->jy)))
+       move_dir = MV_RIGHT;
+      else
+       player->is_sleeping = FALSE;
+
+      player->dir_waiting = move_dir;
+    }
+#endif
+
     if (player->is_sleeping)
     {
       if (player->num_special_action_sleeping > 0)
@@ -8654,6 +8981,7 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
     player->anim_delay_counter = 0;
     player->post_delay_counter = 0;
 
+    player->dir_waiting = player->MovDir;
     player->action_waiting = ACTION_DEFAULT;
 
     player->special_action_bored = ACTION_DEFAULT;
@@ -8670,8 +8998,8 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
   int down     = player_action & JOY_DOWN;
   int button1  = player_action & JOY_BUTTON_1;
   int button2  = player_action & JOY_BUTTON_2;
-  int dx       = (left ? -1    : right ? 1     : 0);
-  int dy       = (up   ? -1    : down  ? 1     : 0);
+  int dx       = (left ? -1 : right ? 1 : 0);
+  int dy       = (up   ? -1 : down  ? 1 : 0);
 
   if (!player->active || tape.pausing)
     return 0;
@@ -8716,11 +9044,86 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
       player->is_moving = FALSE;
 
     player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
 
     return 0;
   }
 }
 
+static void CheckLevelTime()
+{
+  int i;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      local_player->LevelSolved = TRUE;
+      AllPlayersGone = TRUE;
+
+      level.native_em_level->lev->home = -1;
+    }
+
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+
+  if (TimeFrames >= FRAMES_PER_SECOND)
+  {
+    TimeFrames = 0;
+    TapeTime++;
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+    {
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (SHIELD_ON(player))
+      {
+       player->shield_normal_time_left--;
+
+       if (player->shield_deadly_time_left > 0)
+         player->shield_deadly_time_left--;
+      }
+    }
+
+    if (!level.use_step_counter)
+    {
+      TimePlayed++;
+
+      if (TimeLeft > 0)
+      {
+       TimeLeft--;
+
+       if (TimeLeft <= 10 && setup.time_limit)
+         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+       DrawGameValue_Time(TimeLeft);
+
+       if (!TimeLeft && setup.time_limit)
+       {
+         if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+           level.native_em_level->lev->killed_out_of_time = TRUE;
+         else
+           for (i = 0; i < MAX_PLAYERS; i++)
+             KillPlayer(&stored_player[i]);
+       }
+      }
+      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+       DrawGameValue_Time(TimePlayed);
+
+      level.native_em_level->lev->time =
+       (level.time == 0 ? TimePlayed : TimeLeft);
+    }
+
+    if (tape.recording || tape.playing)
+      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+  }
+}
+
 void AdvanceFrameAndPlayerCounters(int player_nr)
 {
   int i;
@@ -8766,20 +9169,81 @@ void AdvanceFrameAndPlayerCounters(int player_nr)
 
     if (stored_player[i].drop_delay > 0)
       stored_player[i].drop_delay--;
+
+    if (stored_player[i].is_dropping_pressed)
+      stored_player[i].drop_pressed_delay++;
   }
 }
 
+void StartGameActions(boolean init_network_game, boolean record_tape,
+                     long random_seed)
+{
+#if 1
+  unsigned long new_random_seed = InitRND(random_seed);
+
+  if (record_tape)
+    TapeStartRecording(new_random_seed);
+#else
+  if (record_tape)
+    TapeStartRecording(random_seed);
+#endif
+
+#if defined(NETWORK_AVALIABLE)
+  if (init_network_game)
+  {
+    SendToServer_StartPlaying();
+
+    return;
+  }
+#endif
+
+  StopAnimation();
+
+  game_status = GAME_MODE_PLAYING;
+
+#if 0
+  InitRND(random_seed);
+#endif
+
+  InitGame();
+}
+
 void GameActions()
 {
   static unsigned long game_frame_delay = 0;
   unsigned long game_frame_delay_value;
-  int magic_wall_x = 0, magic_wall_y = 0;
-  int i, x, y, element, graphic;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
   byte tape_action[MAX_PLAYERS];
+  int i;
 
-  if (game_status != GAME_MODE_PLAYING)
+  if (game.restart_level)
+    StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    if (level.native_em_level->lev->home == 0) /* all players at home */
+    {
+      local_player->LevelSolved = TRUE;
+      AllPlayersGone = TRUE;
+
+      level.native_em_level->lev->home = -1;
+    }
+
+    if (level.native_em_level->ply[0]->alive == 0 &&
+       level.native_em_level->ply[1]->alive == 0 &&
+       level.native_em_level->ply[2]->alive == 0 &&
+       level.native_em_level->ply[3]->alive == 0)      /* all dead */
+      AllPlayersGone = TRUE;
+  }
+
+  if (local_player->LevelSolved)
+    GameWon();
+
+  if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+    TapeStop();
+
+  if (game_status != GAME_MODE_PLAYING)                /* status might have changed */
     return;
 
   game_frame_delay_value =
@@ -8792,19 +9256,6 @@ void GameActions()
 
   WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
 
-  InitPlayfieldScanModeVars();
-
-#if USE_ONE_MORE_CHANGE_PER_FRAME
-  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
-  {
-    SCAN_PLAYFIELD(x, y)
-    {
-      ChangeCount[x][y] = 0;
-      ChangeEvent[x][y] = -1;
-    }
-  }
-#endif
-
   if (network_playing && !network_player_action_received)
   {
     /* try to get network player actions in time */
@@ -8827,11 +9278,11 @@ void GameActions()
 
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
-#if 1
-  /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
-  if (recorded_player_action == NULL && tape.pausing)
-    return;
-#endif
+  if (tape.set_centered_player)
+  {
+    game.centered_player_nr_next = tape.centered_player_nr_next;
+    game.set_centered_player = TRUE;
+  }
 
   for (i = 0; i < MAX_PLAYERS; i++)
   {
@@ -8849,6 +9300,13 @@ void GameActions()
   if (!options.network && !setup.team_mode)
     local_player->effective_action = summarized_player_action;
 
+  if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+  {
+    for (i = 0; i < MAX_PLAYERS; i++)
+      stored_player[i].effective_action =
+       (i == game.centered_player_nr ? summarized_player_action : 0);
+  }
+
   if (recorded_player_action != NULL)
     for (i = 0; i < MAX_PLAYERS; i++)
       stored_player[i].effective_action = recorded_player_action[i];
@@ -8857,14 +9315,102 @@ void GameActions()
   {
     tape_action[i] = stored_player[i].effective_action;
 
+    /* (this can only happen in the R'n'D game engine) */
     if (tape.recording && tape_action[i] && !tape.player_participates[i])
       tape.player_participates[i] = TRUE;    /* player just appeared from CE */
   }
 
-  /* only save actions from input devices, but not programmed actions */
+  /* only record actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
 
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    GameActions_EM_Main();
+  }
+  else
+  {
+    GameActions_RND();
+  }
+}
+
+void GameActions_EM_Main()
+{
+  byte effective_action[MAX_PLAYERS];
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+  int i;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    effective_action[i] = stored_player[i].effective_action;
+
+  GameActions_EM(effective_action, warp_mode);
+
+  CheckLevelTime();
+
+  AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
+}
+
+void GameActions_RND()
+{
+  int magic_wall_x = 0, magic_wall_y = 0;
+  int i, x, y, element, graphic;
+
+  InitPlayfieldScanModeVars();
+
+#if USE_ONE_MORE_CHANGE_PER_FRAME
+  if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+  {
+    SCAN_PLAYFIELD(x, y)
+    {
+      ChangeCount[x][y] = 0;
+      ChangeEvent[x][y] = -1;
+    }
+  }
+#endif
+
+#if 1
+  if (game.set_centered_player)
+  {
+    boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
+
+    /* switching to "all players" only possible if all players fit to screen */
+    if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
+
+    /* do not switch focus to non-existing (or non-active) player */
+    if (game.centered_player_nr_next >= 0 &&
+       !stored_player[game.centered_player_nr_next].active)
+    {
+      game.centered_player_nr_next = game.centered_player_nr;
+      game.set_centered_player = FALSE;
+    }
+  }
+
+  if (game.set_centered_player &&
+      ScreenMovPos == 0)       /* screen currently aligned at tile position */
+  {
+    int sx, sy;
+
+    if (game.centered_player_nr_next == -1)
+    {
+      setScreenCenteredToAllPlayers(&sx, &sy);
+    }
+    else
+    {
+      sx = stored_player[game.centered_player_nr_next].jx;
+      sy = stored_player[game.centered_player_nr_next].jy;
+    }
+
+    DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch);
+
+    game.centered_player_nr = game.centered_player_nr_next;
+    game.set_centered_player = FALSE;
+  }
+#endif
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
@@ -9343,48 +9889,7 @@ void GameActions()
     }
   }
 
-  if (TimeFrames >= FRAMES_PER_SECOND)
-  {
-    TimeFrames = 0;
-    TapeTime++;
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      if (SHIELD_ON(player))
-      {
-       player->shield_normal_time_left--;
-
-       if (player->shield_deadly_time_left > 0)
-         player->shield_deadly_time_left--;
-      }
-    }
-
-    if (!level.use_step_counter)
-    {
-      TimePlayed++;
-
-      if (TimeLeft > 0)
-      {
-       TimeLeft--;
-
-       if (TimeLeft <= 10 && setup.time_limit)
-         PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
-
-       DrawGameValue_Time(TimeLeft);
-
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillPlayer(&stored_player[i]);
-      }
-      else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
-       DrawGameValue_Time(TimePlayed);
-    }
-
-    if (tape.recording || tape.playing)
-      DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
-  }
+  CheckLevelTime();
 
   DrawAllPlayers();
   PlayAllPlayersSound();
@@ -9622,8 +10127,14 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
 #endif
   }
 
+#if 1
+  if (!options.network && game.centered_player_nr == -1 &&
+      !AllPlayersInSight(player, new_jx, new_jy))
+    return MP_NO_ACTION;
+#else
   if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
     return MP_NO_ACTION;
+#endif
 
 #if !USE_FIXED_DONT_RUN_INTO
   element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
@@ -9766,8 +10277,14 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
   jx = player->jx;
   jy = player->jy;
 
+#if 1
+  if (moved & MP_MOVING && !ScreenMovPos &&
+      (player->index_nr == game.centered_player_nr ||
+       game.centered_player_nr == -1))
+#else
   if (moved & MP_MOVING && !ScreenMovPos &&
       (player == local_player || !options.network))
+#endif
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
     int offset = (setup.scroll_delay ? 3 : 0);
@@ -9822,12 +10339,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
     {
+#if 1
+      if (!options.network && game.centered_player_nr == -1 &&
+         !AllPlayersInVisibleScreen())
+      {
+       scroll_x = old_scroll_x;
+       scroll_y = old_scroll_y;
+      }
+      else
+#else
       if (!options.network && !AllPlayersInVisibleScreen())
       {
        scroll_x = old_scroll_x;
        scroll_y = old_scroll_y;
       }
       else
+#endif
       {
        ScrollScreen(player, SCROLL_INIT);
        ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
@@ -9851,6 +10378,8 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
     player->is_snapping = FALSE;
     player->is_switching = FALSE;
     player->is_dropping = FALSE;
+    player->is_dropping_pressed = FALSE;
+    player->drop_pressed_delay = 0;
   }
   else
   {
@@ -10176,7 +10705,7 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
   }
 }
 
-#if 1
+#if USE_ELEMENT_TOUCHING_BUGFIX
 
 void TestIfElementTouchesCustomElement(int x, int y)
 {
@@ -11098,7 +11627,9 @@ int DigField(struct PlayerInfo *player,
       if (element == EL_SHIELD_DEADLY)
        player->shield_deadly_time_left += level.shield_deadly_time;
     }
-    else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
+    else if (element == EL_DYNAMITE ||
+            element == EL_EM_DYNAMITE ||
+            element == EL_SP_DISK_RED)
     {
       if (player->inventory_size < MAX_INVENTORY_SIZE)
        player->inventory_element[player->inventory_size++] = element;
@@ -11500,6 +12031,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
                        dx == +1 ? MV_RIGHT :
                        dy == -1 ? MV_UP    :
                        dy == +1 ? MV_DOWN  : MV_NONE);
+  boolean can_continue_snapping = (level.continuous_snapping &&
+                                  WasJustFalling[x][y] < CHECK_DELAY_FALLING);
 
   if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
     return FALSE;
@@ -11527,8 +12060,14 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
     return FALSE;
   }
 
+#if USE_NEW_CONTINUOUS_SNAPPING
+  /* prevent snapping with already pressed snap key when not allowed */
+  if (player->is_snapping && !can_continue_snapping)
+    return FALSE;
+#else
   if (player->is_snapping)
     return FALSE;
+#endif
 
   player->MovDir = snap_direction;
 
@@ -11540,6 +12079,8 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
   }
 
   player->is_dropping = FALSE;
+  player->is_dropping_pressed = FALSE;
+  player->drop_pressed_delay = 0;
 
   if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
     return FALSE;
@@ -11575,6 +12116,8 @@ boolean DropElement(struct PlayerInfo *player)
                      EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
                      EL_UNDEFINED);
 
+  player->is_dropping_pressed = TRUE;
+
   /* do not drop an element on top of another element; when holding drop key
      pressed without moving, dropped element must move away before the next
      element can be dropped (this is especially important if the next element
@@ -11602,6 +12145,10 @@ boolean DropElement(struct PlayerInfo *player)
   if (new_element == EL_UNDEFINED)
     return FALSE;
 
+  /* check if drop key was pressed long enough for EM style dynamite */
+  if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
+    return FALSE;
+
   /* check if anything can be dropped at the current position */
   if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
     return FALSE;
@@ -11627,6 +12174,8 @@ boolean DropElement(struct PlayerInfo *player)
 
       if (new_element == EL_DYNAMITE)
        new_element = EL_DYNAMITE_ACTIVE;
+      else if (new_element == EL_EM_DYNAMITE)
+       new_element = EL_EM_DYNAMITE_ACTIVE;
       else if (new_element == EL_SP_DISK_RED)
        new_element = EL_SP_DISK_RED_ACTIVE;
     }
@@ -11681,12 +12230,15 @@ boolean DropElement(struct PlayerInfo *player)
     nexty = dropy + GET_DY_FROM_DIR(move_direction);
 
     ChangeCount[dropx][dropy] = 0;     /* allow at least one more change */
-    CheckCollision[dropx][dropy] = 2;
+    CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
   }
 
   player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
   player->is_dropping = TRUE;
 
+  player->drop_pressed_delay = 0;
+  player->is_dropping_pressed = FALSE;
+
   player->drop_x = dropx;
   player->drop_y = dropy;
 
@@ -11858,7 +12410,7 @@ void PlayLevelSound_EM(int x, int y, int element_em, int sample)
       break;
 
     case SAMPLE_slurp:
-      PlayLevelSoundElementAction(x, y, element, ACTION_SLURPING);
+      PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
       break;
 
     case SAMPLE_eater:
@@ -12020,6 +12572,7 @@ void RaiseScoreElement(int element)
       RaiseScore(level.score[SC_NUT]);
       break;
     case EL_DYNAMITE:
+    case EL_EM_DYNAMITE:
     case EL_SP_DISK_RED:
     case EL_DYNABOMB_INCREASE_NUMBER:
     case EL_DYNABOMB_INCREASE_SIZE: