added optional button to restart game (door, panel and touch variants)
[rocksndiamonds.git] / src / game.c
index ae65ccd9bae2cf8bc6516ae4767282fb60cd2c14..fd943b996e0155de3c0509a8498cc9e7a445e29a 100644 (file)
@@ -962,7 +962,7 @@ static struct GamePanelControlInfo game_panel_controls[] =
        ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
 
 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y)                           \
-       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
+       ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
 
 #define PACMAN_CAN_ENTER_FIELD(e, x, y)                                        \
        ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
@@ -1017,19 +1017,22 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define GAME_CTRL_ID_SAVE              5
 #define GAME_CTRL_ID_PAUSE2            6
 #define GAME_CTRL_ID_LOAD              7
-#define GAME_CTRL_ID_PANEL_STOP                8
-#define GAME_CTRL_ID_PANEL_PAUSE       9
-#define GAME_CTRL_ID_PANEL_PLAY                10
-#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               19
+#define GAME_CTRL_ID_RESTART           8
+#define GAME_CTRL_ID_PANEL_STOP                9
+#define GAME_CTRL_ID_PANEL_PAUSE       10
+#define GAME_CTRL_ID_PANEL_PLAY                11
+#define GAME_CTRL_ID_PANEL_RESTART     12
+#define GAME_CTRL_ID_TOUCH_STOP                13
+#define GAME_CTRL_ID_TOUCH_PAUSE       14
+#define GAME_CTRL_ID_TOUCH_RESTART     15
+#define SOUND_CTRL_ID_MUSIC            16
+#define SOUND_CTRL_ID_LOOPS            17
+#define SOUND_CTRL_ID_SIMPLE           18
+#define SOUND_CTRL_ID_PANEL_MUSIC      19
+#define SOUND_CTRL_ID_PANEL_LOOPS      20
+#define SOUND_CTRL_ID_PANEL_SIMPLE     21
+
+#define NUM_GAME_BUTTONS               22
 
 
 // forward declaration for internal use
@@ -1069,9 +1072,9 @@ static void HandleElementChange(int, int, int);
 static void ExecuteCustomElementAction(int, int, int, int);
 static boolean ChangeElement(int, int, int, int);
 
-static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
 #define CheckTriggeredElementChange(x, y, e, ev)                       \
-       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
+       CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s)         \
        CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s)              \
@@ -3095,6 +3098,9 @@ static void InitGameEngine(void)
   game_em.use_single_button =
     (game.engine_version > VERSION_IDENT(4,0,0,2));
 
+  game_em.use_push_delay =
+    (game.engine_version > VERSION_IDENT(4,3,7,1));
+
   game_em.use_snap_key_bug =
     (game.engine_version < VERSION_IDENT(4,0,1,0));
 
@@ -3195,6 +3201,17 @@ static void InitGameEngine(void)
     SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
   }
 
+  // ---------- initialize if element can trigger global animations -----------
+
+  for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+  {
+    struct ElementInfo *ei = &element_info[i];
+
+    ei->has_anim_event = FALSE;
+  }
+
+  InitGlobalAnimEventsForCustomElements();
+
   // ---------- initialize internal run-time variables ------------------------
 
   for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
@@ -3260,12 +3277,16 @@ static void InitGameEngine(void)
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      ei->change_page[j].actual_trigger_element = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player = EL_EMPTY;
-      ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
-      ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
-      ei->change_page[j].actual_trigger_ce_value = 0;
-      ei->change_page[j].actual_trigger_ce_score = 0;
+      struct ElementChangeInfo *change = &ei->change_page[j];
+
+      change->actual_trigger_element = EL_EMPTY;
+      change->actual_trigger_player = EL_EMPTY;
+      change->actual_trigger_player_bits = CH_PLAYER_NONE;
+      change->actual_trigger_side = CH_SIDE_NONE;
+      change->actual_trigger_ce_value = 0;
+      change->actual_trigger_ce_score = 0;
+      change->actual_trigger_x = -1;
+      change->actual_trigger_y = -1;
     }
   }
 
@@ -3283,16 +3304,18 @@ static void InitGameEngine(void)
 
     for (j = 0; j < ei->num_change_pages; j++)
     {
-      if (!ei->change_page[j].can_change_or_has_action)
+      struct ElementChangeInfo *change = &ei->change_page[j];
+
+      if (!change->can_change_or_has_action)
        continue;
 
-      if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
+      if (change->has_event[CE_BY_OTHER_ACTION])
       {
-       int trigger_element = ei->change_page[j].trigger_element;
+       int trigger_element = change->trigger_element;
 
        for (k = 0; k < NUM_CHANGE_EVENTS; k++)
        {
-         if (ei->change_page[j].has_event[k])
+         if (change->has_event[k])
          {
            if (IS_GROUP_ELEMENT(trigger_element))
            {
@@ -3459,8 +3482,9 @@ static void InitGameEngine(void)
      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);
+  if (game.forced_scroll_delay_value == -1)
+    game.scroll_delay_value =
+      MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
 
   // ---------- initialize game engine snapshots ------------------------------
   for (i = 0; i < MAX_PLAYERS; i++)
@@ -3501,10 +3525,10 @@ static void InitGameEngine(void)
     {
       int element = EL_CUSTOM_START + i;
 
-      if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
-         HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
-         HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
-         HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+      if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+         HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+         HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+         HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
        game.use_mouse_actions = TRUE;
     }
   }
@@ -3614,6 +3638,10 @@ void InitGame(void)
     // force restarting global animations displayed during game play
     RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
 
+    // this is required for "transforming" fade modes like cross-fading
+    // (else global animations will be stopped, but not restarted here)
+    SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
+
     SetGameStatus(GAME_MODE_PLAYING);
   }
 
@@ -3845,6 +3873,8 @@ void InitGame(void)
   game.LevelSolved_CountingScore = 0;
   game.LevelSolved_CountingHealth = 0;
 
+  game.RestartGameRequested = FALSE;
+
   game.panel.active = TRUE;
 
   game.no_level_time_limit = (level.time == 0);
@@ -3951,6 +3981,10 @@ void InitGame(void)
 
   InitBeltMovement();
 
+  // required if level does not contain any "empty space" element
+  if (element_info[EL_EMPTY].use_gfx_element)
+    game.use_masked_elements = TRUE;
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     struct PlayerInfo *player = &stored_player[i];
@@ -4425,6 +4459,11 @@ void InitGame(void)
     scroll_y = SCROLL_POSITION_Y(local_player->jy);
   }
 
+  if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
+    scroll_x = game.forced_scroll_x;
+  if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
+    scroll_y = game.forced_scroll_y;
+
   // !!! FIX THIS (START) !!!
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
@@ -4515,10 +4554,7 @@ void InitGame(void)
   }
 
   game.restart_level = FALSE;
-  game.restart_game_message = NULL;
-
   game.request_active = FALSE;
-  game.request_active_or_moving = FALSE;
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
     InitGameActions_MM();
@@ -5406,17 +5442,9 @@ void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
 
 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
 {
-  int oldx = x, oldy = y;
   int direction = MovDir[x][y];
-
-  if (direction == MV_LEFT)
-    oldx++;
-  else if (direction == MV_RIGHT)
-    oldx--;
-  else if (direction == MV_UP)
-    oldy++;
-  else if (direction == MV_DOWN)
-    oldy--;
+  int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
+  int oldy = y + (direction & MV_UP   ? +1 : direction & MV_DOWN  ? -1 : 0);
 
   *comes_from_x = oldx;
   *comes_from_y = oldy;
@@ -5431,16 +5459,17 @@ static int MovingOrBlocked2Element(int x, int y)
     int oldx, oldy;
 
     Blocked2Moving(x, y, &oldx, &oldy);
+
     return Tile[oldx][oldy];
   }
-  else
-    return element;
+
+  return element;
 }
 
 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
 {
   // like MovingOrBlocked2Element(), but if element is moving
-  // and (x,y) is the field the moving element is just leaving,
+  // and (x, y) is the field the moving element is just leaving,
   // return EL_BLOCKED instead of the element value
   int element = Tile[x][y];
 
@@ -5663,14 +5692,47 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
   {
     // relocation _without_ centering of screen
 
-    int center_scroll_x = SCROLL_POSITION_X(old_x);
-    int center_scroll_y = SCROLL_POSITION_Y(old_y);
-    int offset_x = x + (scroll_x - center_scroll_x);
-    int offset_y = y + (scroll_y - center_scroll_y);
+    // apply distance between old and new player position to scroll position
+    int shifted_scroll_x = scroll_x + (x - old_x);
+    int shifted_scroll_y = scroll_y + (y - old_y);
+
+    // make sure that shifted scroll position does not scroll beyond screen
+    new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
+    new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
+
+    // special case for teleporting from one end of the playfield to the other
+    // (this kludge prevents the destination area to be shifted by half a tile
+    // against the source destination for even screen width or screen height;
+    // probably most useful when used with high "game.forced_scroll_delay_value"
+    // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
+    if (quick_relocation)
+    {
+      if (EVEN(SCR_FIELDX))
+      {
+       // relocate (teleport) between left and right border (half or full)
+       if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
+         new_scroll_x = SBX_Right;
+       else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
+         new_scroll_x = SBX_Right - 1;
+       else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
+         new_scroll_x = SBX_Left;
+       else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
+         new_scroll_x = SBX_Left + 1;
+      }
 
-    // for new screen position, apply previous offset to center position
-    new_scroll_x = SCROLL_POSITION_X(offset_x);
-    new_scroll_y = SCROLL_POSITION_Y(offset_y);
+      if (EVEN(SCR_FIELDY))
+      {
+       // relocate (teleport) between top and bottom border (half or full)
+       if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
+         new_scroll_y = SBY_Lower;
+       else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
+         new_scroll_y = SBY_Lower - 1;
+       else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
+         new_scroll_y = SBY_Upper;
+       else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
+         new_scroll_y = SBY_Upper + 1;
+      }
+    }
   }
 
   if (quick_relocation)
@@ -5837,9 +5899,6 @@ static void Explode(int ex, int ey, int phase, int mode)
   int last_phase;
   int border_element;
 
-  // !!! eliminate this variable !!!
-  int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-
   if (game.explosions_delayed)
   {
     ExplodeField[ex][ey] = mode;
@@ -5849,6 +5908,8 @@ static void Explode(int ex, int ey, int phase, int mode)
   if (phase == EX_PHASE_START)         // initialize 'Store[][]' field
   {
     int center_element = Tile[ex][ey];
+    int ce_value = CustomValue[ex][ey];
+    int ce_score = element_info[center_element].collect_score;
     int artwork_element, explosion_element;    // set these values later
 
     // remove things displayed in background while burning dynamite
@@ -5987,6 +6048,14 @@ static void Explode(int ex, int ey, int phase, int mode)
       else
        Store[x][y] = EL_EMPTY;
 
+      if (IS_CUSTOM_ELEMENT(center_element))
+       Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
+                      Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
+                      Store[x][y] >= EL_PREV_CE_8 &&
+                      Store[x][y] <= EL_NEXT_CE_8 ?
+                      RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
+                      Store[x][y]);
+
       if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
          center_element == EL_AMOEBA_TO_DIAMOND)
        Store2[x][y] = element;
@@ -6120,7 +6189,7 @@ static void Explode(int ex, int ey, int phase, int mode)
     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
     int frame = getGraphicAnimationFrameXY(graphic, x, y);
 
-    if (phase == delay)
+    if (phase == 1)
       TEST_DrawLevelFieldCrumbled(x, y);
 
     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
@@ -7546,7 +7615,7 @@ static void TurnRoundExt(int x, int y)
     boolean can_turn_left =
       CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
     boolean can_turn_right =
-      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
+      CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
 
     if (element_info[element].move_stepsize == 0)      // "not moving"
       return;
@@ -8376,7 +8445,7 @@ static void StartMoving(int x, int y)
 
        PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
        if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
-         DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
+         DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
 
        game.friends_still_needed--;
        if (!game.friends_still_needed &&
@@ -8388,7 +8457,7 @@ static void StartMoving(int x, int y)
       }
       else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
       {
-       if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
+       if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
          TEST_DrawLevelField(newx, newy);
        else
          GfxDir[x][y] = MovDir[x][y] = MV_NONE;
@@ -8693,7 +8762,7 @@ void ContinueMoving(int x, int y)
 
   if (pushed_by_player)                // special case: moving object pushed by player
   {
-    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+    MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
   }
   else if (use_step_delay)     // special case: moving object has step delay
   {
@@ -8955,7 +9024,7 @@ void ContinueMoving(int x, int y)
 
     CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
                               player->index_bit, push_side);
-    CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
+    CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
                                        player->index_bit, push_side);
   }
 
@@ -10623,17 +10692,26 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
 
     if (GFX_CRUMBLED(new_element))
       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
-  }
 
-  // check if element under the player changes from accessible to unaccessible
-  // (needed for special case of dropping element which then changes)
-  // (must be checked after creating new element for walkable group elements)
-  if (IS_PLAYER(x, y) && !player_explosion_protected &&
-      IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
-  {
-    Bang(x, y);
+    if (old_element == EL_EXPLOSION)
+    {
+      Store[x][y] = Store2[x][y] = 0;
 
-    return;
+      // check if new element replaces an exploding player, requiring cleanup
+      if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+       StorePlayer[x][y] = 0;
+    }
+
+    // check if element under the player changes from accessible to unaccessible
+    // (needed for special case of dropping element which then changes)
+    // (must be checked after creating new element for walkable group elements)
+    if (IS_PLAYER(x, y) && !player_explosion_protected &&
+       IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
+    {
+      KillPlayer(PLAYERINFO(x, y));
+
+      return;
+    }
   }
 
   // "ChangeCount" not set yet to allow "entered by player" change one time
@@ -10693,6 +10771,8 @@ static boolean ChangeElement(int x, int y, int element, int page)
     change->actual_trigger_side = CH_SIDE_NONE;
     change->actual_trigger_ce_value = 0;
     change->actual_trigger_ce_score = 0;
+    change->actual_trigger_x = -1;
+    change->actual_trigger_y = -1;
   }
 
   // do not change elements more than a specified maximum number of changes
@@ -10701,6 +10781,11 @@ static boolean ChangeElement(int x, int y, int element, int page)
 
   ChangeCount[x][y]++;         // count number of changes in the same frame
 
+  if (ei->has_anim_event)
+    HandleGlobalAnimEventByElementChange(element, page, x, y,
+                                        change->actual_trigger_x,
+                                        change->actual_trigger_y);
+
   if (change->explode)
   {
     Bang(x, y);
@@ -10935,13 +11020,14 @@ static void HandleElementChange(int x, int y, int page)
 
   if (ChangeDelay[x][y] != 0)          // continue element change
   {
-    if (change->can_change)
-    {
-      int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
 
-      if (IS_ANIMATED(graphic))
-       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    // also needed if CE can not change, but has CE delay with CE action
+    if (IS_ANIMATED(graphic))
+      DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
 
+    if (change->can_change)
+    {
       if (change->change_function)
        change->change_function(x, y);
     }
@@ -11028,6 +11114,8 @@ static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
        change->actual_trigger_side = trigger_side;
        change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+       change->actual_trigger_x = trigger_x;
+       change->actual_trigger_y = trigger_y;
 
        if ((change->can_change && !change_done) || change->has_action)
        {
@@ -11142,6 +11230,8 @@ static boolean CheckElementChangeExt(int x, int y,
       change->actual_trigger_side = trigger_side;
       change->actual_trigger_ce_value = CustomValue[x][y];
       change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+      change->actual_trigger_x = x;
+      change->actual_trigger_y = y;
 
       // special case: trigger element not at (x,y) position for some events
       if (check_trigger_element)
@@ -11165,6 +11255,8 @@ static boolean CheckElementChangeExt(int x, int y,
 
        change->actual_trigger_ce_value = CustomValue[xx][yy];
        change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+       change->actual_trigger_x = xx;
+       change->actual_trigger_y = yy;
       }
 
       if (change->can_change && !change_done)
@@ -11709,6 +11801,49 @@ void AdvanceGfxFrame(void)
   }
 }
 
+static void HandleMouseAction(struct MouseActionInfo *mouse_action,
+                             struct MouseActionInfo *mouse_action_last)
+{
+  if (mouse_action->button)
+  {
+    int new_button = (mouse_action->button && mouse_action_last->button == 0);
+    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
+    int x = mouse_action->lx;
+    int y = mouse_action->ly;
+    int element = Tile[x][y];
+
+    if (new_button)
+    {
+      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+                                        ch_button);
+    }
+
+    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+                                      ch_button);
+
+    if (level.use_step_counter)
+    {
+      boolean counted_click = FALSE;
+
+      // element clicked that can change when clicked/pressed
+      if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+         (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+          HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
+       counted_click = TRUE;
+
+      // element clicked that can trigger change when clicked/pressed
+      if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
+         trigger_events[element][CE_MOUSE_PRESSED_ON_X])
+       counted_click = TRUE;
+
+      if (new_button && counted_click)
+       CheckLevelTime_StepCounter();
+    }
+  }
+}
+
 void StartGameActions(boolean init_network_game, boolean record_tape,
                      int random_seed)
 {
@@ -12275,45 +12410,7 @@ void GameActions_RND(void)
 #endif
   }
 
-  if (mouse_action.button)
-  {
-    int new_button = (mouse_action.button && mouse_action_last.button == 0);
-    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
-
-    x = mouse_action.lx;
-    y = mouse_action.ly;
-    element = Tile[x][y];
-
-    if (new_button)
-    {
-      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
-      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
-                                        ch_button);
-    }
-
-    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
-    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
-                                      ch_button);
-
-    if (level.use_step_counter)
-    {
-      boolean counted_click = FALSE;
-
-      // element clicked that can change when clicked/pressed
-      if (CAN_CHANGE_OR_HAS_ACTION(element) &&
-         (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
-          HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
-       counted_click = TRUE;
-
-      // element clicked that can trigger change when clicked/pressed
-      if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
-         trigger_events[element][CE_MOUSE_PRESSED_ON_X])
-       counted_click = TRUE;
-
-      if (new_button && counted_click)
-       CheckLevelTime_StepCounter();
-    }
-  }
+  HandleMouseAction(&mouse_action, &mouse_action_last);
 
   SCAN_PLAYFIELD(x, y)
   {
@@ -12437,7 +12534,7 @@ void GameActions_RND(void)
             element == EL_DIAGONAL_SHRINKING ||
             element == EL_DIAGONAL_GROWING)
     {
-      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+      graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
 
       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
     }
@@ -12482,7 +12579,7 @@ void GameActions_RND(void)
       y = RND(lev_fieldy);
       element = Tile[x][y];
 
-      if (!IS_PLAYER(x,y) &&
+      if (!IS_PLAYER(x, y) &&
          (element == EL_EMPTY ||
           CAN_GROW_INTO(element) ||
           element == EL_QUICKSAND_EMPTY ||
@@ -12858,7 +12955,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
       !AllPlayersInSight(player, new_jx, new_jy))
     return MP_NO_ACTION;
 
-  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
+  can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
   if (can_move != MP_MOVING)
     return can_move;
 
@@ -13228,13 +13325,18 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
                                          CE_PLAYER_LEAVES_X,
                                          player->index_bit, leave_side);
 
-      if (IS_CUSTOM_ELEMENT(new_element))
-       CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
-                                  player->index_bit, enter_side);
+      // needed because pushed element has not yet reached its destination,
+      // so it would trigger a change event at its previous field location
+      if (!player->is_pushing)
+      {
+       if (IS_CUSTOM_ELEMENT(new_element))
+         CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
+                                    player->index_bit, enter_side);
 
-      CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
-                                         CE_PLAYER_ENTERS_X,
-                                         player->index_bit, enter_side);
+       CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
+                                           CE_PLAYER_ENTERS_X,
+                                           player->index_bit, enter_side);
+      }
 
       CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
                                        CE_MOVE_OF_X, move_direction);
@@ -13245,8 +13347,8 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       TestIfPlayerTouchesBadThing(jx, jy);
       TestIfPlayerTouchesCustomElement(jx, jy);
 
-      /* needed because pushed element has not yet reached its destination,
-        so it would trigger a change event at its previous field location */
+      // needed because pushed element has not yet reached its destination,
+      // so it would trigger a change event at its previous field location
       if (!player->is_pushing)
        TestIfElementTouchesCustomElement(jx, jy);      // for empty space
 
@@ -13433,8 +13535,9 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
           incorrectly give EL_PLAYER_1 for "player->element_nr") */
        int player_element = PLAYERINFO(x, y)->initial_element;
 
+       // as element "X" is the player here, check opposite (center) side
        CheckElementChangeBySide(xx, yy, border_element, player_element,
-                                CE_TOUCHING_X, border_side);
+                                CE_TOUCHING_X, center_side);
       }
     }
     else if (IS_PLAYER(xx, yy))                // player found at border element
@@ -13460,8 +13563,9 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
           incorrectly give EL_PLAYER_1 for "player->element_nr") */
        int player_element = PLAYERINFO(xx, yy)->initial_element;
 
+       // as element "X" is the player here, check opposite (border) side
        CheckElementChangeBySide(x, y, center_element, player_element,
-                                CE_TOUCHING_X, center_side);
+                                CE_TOUCHING_X, border_side);
       }
 
       break;
@@ -13568,7 +13672,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
     CheckElementChangeBySide(xx, yy, border_element, center_element,
                             CE_TOUCHING_X, center_side);
 
-    // (center element cannot be player, so we dont have to check this here)
+    // (center element cannot be player, so we don't have to check this here)
   }
 
   for (i = 0; i < NUM_DIRECTIONS; i++)
@@ -13595,6 +13699,7 @@ void TestIfElementTouchesCustomElement(int x, int y)
         incorrectly give EL_PLAYER_1 for "player->element_nr") */
       int player_element = PLAYERINFO(xx, yy)->initial_element;
 
+      // as element "X" is the player here, check opposite (border) side
       CheckElementChangeBySide(x, y, center_element, player_element,
                               CE_TOUCHING_X, border_side);
     }
@@ -13952,7 +14057,7 @@ void KillPlayer(struct PlayerInfo *player)
   player->killed = TRUE;
 
   // remove accessible field at the player's position
-  Tile[jx][jy] = EL_EMPTY;
+  RemoveField(jx, jy);
 
   // deactivate shield (else Bang()/Explode() would not work right)
   player->shield_normal_time_left = 0;
@@ -14176,7 +14281,7 @@ static int DigField(struct PlayerInfo *player,
   if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
     return MP_NO_ACTION;       // field has no opening in this direction
 
-  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
+  if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
     return MP_NO_ACTION;       // field has no opening in this direction
 
   if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
@@ -15242,10 +15347,12 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action)
 
 static int getLevelMusicNr(void)
 {
+  int level_pos = level_nr - leveldir_current->first_level;
+
   if (levelset.music[level_nr] != MUS_UNDEFINED)
     return levelset.music[level_nr];           // from config file
   else
-    return MAP_NOCONF_MUSIC(level_nr);         // from music dir
+    return MAP_NOCONF_MUSIC(level_pos);                // from music dir
 }
 
 static void FadeLevelSounds(void)
@@ -15633,10 +15740,26 @@ void RequestQuitGame(boolean escape_key_pressed)
                     "Do you really want to quit the game?");
 }
 
-void RequestRestartGame(char *message)
+static char *getRestartGameMessage(void)
 {
-  game.restart_game_message = NULL;
+  boolean play_again = hasStartedNetworkGame();
+  static char message[MAX_OUTPUT_LINESIZE];
+  char *game_over_text = "Game over!";
+  char *play_again_text = " Play it again?";
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
+      game_mm.game_over_message != NULL)
+    game_over_text = game_mm.game_over_message;
+
+  snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
+          (play_again ? play_again_text : ""));
+
+  return message;
+}
 
+static void RequestRestartGame(void)
+{
+  char *message = getRestartGameMessage();
   boolean has_started_game = hasStartedNetworkGame();
   int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
   int door_state = DOOR_CLOSE_1;
@@ -15661,36 +15784,17 @@ void RequestRestartGame(char *message)
   }
 }
 
-static char *getRestartGameMessage(void)
-{
-  boolean play_again = hasStartedNetworkGame();
-  static char message[MAX_OUTPUT_LINESIZE];
-  char *game_over_text = "Game over!";
-  char *play_again_text = " Play it again?";
-
-  if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
-      game_mm.game_over_message != NULL)
-    game_over_text = game_mm.game_over_message;
-
-  snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
-          (play_again ? play_again_text : ""));
-
-  return message;
-}
-
-void CheckGameOver(void)
+boolean CheckRestartGame(void)
 {
-  static boolean last_game_over = FALSE;
   static int game_over_delay = 0;
   int game_over_delay_value = 50;
   boolean game_over = checkGameFailed();
 
   if (!game_over)
   {
-    last_game_over = FALSE;
     game_over_delay = game_over_delay_value;
 
-    return;
+    return FALSE;
   }
 
   if (game_over_delay > 0)
@@ -15700,25 +15804,30 @@ void CheckGameOver(void)
 
     game_over_delay--;
 
-    return;
+    return FALSE;
   }
 
-  // do not handle game over if request dialog is already active
+  // do not ask to play again if request dialog is already active
   if (game.request_active)
-    return;
+    return FALSE;
+
+  // do not ask to play again if request dialog already handled
+  if (game.RestartGameRequested)
+    return FALSE;
 
   // do not ask to play again if game was never actually played
   if (!game.GamePlayed)
-    return;
+    return FALSE;
 
   // do not ask to play again if this was disabled in setup menu
   if (!setup.ask_on_game_over)
-    return;
+    return FALSE;
+
+  game.RestartGameRequested = TRUE;
 
-  if (last_game_over != game_over)
-    game.restart_game_message = getRestartGameMessage();
+  RequestRestartGame();
 
-  last_game_over = game_over;
+  return TRUE;
 }
 
 boolean checkGameSolved(void)
@@ -16140,6 +16249,11 @@ static struct
     GAME_CTRL_ID_LOAD,                         NULL,
     TRUE, FALSE,                               "load game"
   },
+  {
+    IMG_GFX_GAME_BUTTON_RESTART,               &game.button.restart,
+    GAME_CTRL_ID_RESTART,                      NULL,
+    TRUE, FALSE,                               "restart game"
+  },
   {
     IMG_GFX_GAME_BUTTON_PANEL_STOP,            &game.button.panel_stop,
     GAME_CTRL_ID_PANEL_STOP,                   NULL,
@@ -16155,6 +16269,11 @@ static struct
     GAME_CTRL_ID_PANEL_PLAY,                   NULL,
     FALSE, FALSE,                              "play game"
   },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_RESTART,         &game.button.panel_restart,
+    GAME_CTRL_ID_PANEL_RESTART,                        NULL,
+    FALSE, FALSE,                              "restart game"
+  },
   {
     IMG_GFX_GAME_BUTTON_TOUCH_STOP,            &game.button.touch_stop,
     GAME_CTRL_ID_TOUCH_STOP,                   NULL,
@@ -16165,6 +16284,11 @@ static struct
     GAME_CTRL_ID_TOUCH_PAUSE,                  NULL,
     FALSE, TRUE,                               "pause game"
   },
+  {
+    IMG_GFX_GAME_BUTTON_TOUCH_RESTART,         &game.button.touch_restart,
+    GAME_CTRL_ID_TOUCH_RESTART,                        NULL,
+    FALSE, TRUE,                               "restart game"
+  },
   {
     IMG_GFX_GAME_BUTTON_SOUND_MUSIC,           &game.button.sound_music,
     SOUND_CTRL_ID_MUSIC,                       &setup.sound_music,
@@ -16244,7 +16368,10 @@ void CreateGameButtons(void)
        id == GAME_CTRL_ID_PLAY ||
        id == GAME_CTRL_ID_PANEL_PLAY ||
        id == GAME_CTRL_ID_SAVE ||
-       id == GAME_CTRL_ID_LOAD)
+       id == GAME_CTRL_ID_LOAD ||
+       id == GAME_CTRL_ID_RESTART ||
+       id == GAME_CTRL_ID_PANEL_RESTART ||
+       id == GAME_CTRL_ID_TOUCH_RESTART)
     {
       button_type = GD_TYPE_NORMAL_BUTTON;
       checked = FALSE;
@@ -16367,6 +16494,10 @@ void ModifyPauseButtons(void)
   };
   int i;
 
+  // do not redraw pause button on closed door (may happen when restarting game)
+  if (!(GetDoorState() & DOOR_OPEN_1))
+    return;
+
   for (i = 0; ids[i] > -1; i++)
     ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
 }
@@ -16588,6 +16719,13 @@ static void HandleGameButtonsExt(int id, int button)
       TapeQuickLoad();
       break;
 
+    case GAME_CTRL_ID_RESTART:
+    case GAME_CTRL_ID_PANEL_RESTART:
+    case GAME_CTRL_ID_TOUCH_RESTART:
+      TapeRestartGame();
+
+      break;
+
     case SOUND_CTRL_ID_MUSIC:
     case SOUND_CTRL_ID_PANEL_MUSIC:
       if (setup.sound_music)