rnd-20100419-1-src
[rocksndiamonds.git] / src / game.c
index e2b67c24da8a67be955cc3b5b9414702c158d1a1..aeb40a51fcc369b0e06378145c6891669790cc84 100644 (file)
 #if USE_DELAYED_GFX_REDRAW
 #define TEST_DrawLevelField(x, y)                              \
        GfxRedraw[x][y] |= GFX_REDRAW_TILE
-#define TEST_DrawLevelFieldCrumbledSand(x, y)                  \
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
        GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
-#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y)                \
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
        GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
 #define TEST_DrawTwinkleOnField(x, y)                          \
        GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
 #else
 #define TEST_DrawLevelField(x, y)                              \
             DrawLevelField(x, y)
-#define TEST_DrawLevelFieldCrumbledSand(x, y)                  \
-            DrawLevelFieldCrumbledSand(x, y)
-#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y)                \
-            DrawLevelFieldCrumbledSandNeighbours(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y)                      \
+            DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y)            \
+            DrawLevelFieldCrumbledNeighbours(x, y)
 #define TEST_DrawTwinkleOnField(x, y)                          \
             DrawTwinkleOnField(x, y)
 #endif
 #define GAME_PANEL_TIME_HH                     32
 #define GAME_PANEL_TIME_MM                     33
 #define GAME_PANEL_TIME_SS                     34
-#define GAME_PANEL_SHIELD_NORMAL               35
-#define GAME_PANEL_SHIELD_NORMAL_TIME          36
-#define GAME_PANEL_SHIELD_DEADLY               37
-#define GAME_PANEL_SHIELD_DEADLY_TIME          38
-#define GAME_PANEL_EXIT                                39
-#define GAME_PANEL_EMC_MAGIC_BALL              40
-#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       41
-#define GAME_PANEL_LIGHT_SWITCH                        42
-#define GAME_PANEL_LIGHT_SWITCH_TIME           43
-#define GAME_PANEL_TIMEGATE_SWITCH             44
-#define GAME_PANEL_TIMEGATE_SWITCH_TIME                45
-#define GAME_PANEL_SWITCHGATE_SWITCH           46
-#define GAME_PANEL_EMC_LENSES                  47
-#define GAME_PANEL_EMC_LENSES_TIME             48
-#define GAME_PANEL_EMC_MAGNIFIER               49
-#define GAME_PANEL_EMC_MAGNIFIER_TIME          50
-#define GAME_PANEL_BALLOON_SWITCH              51
-#define GAME_PANEL_DYNABOMB_NUMBER             52
-#define GAME_PANEL_DYNABOMB_SIZE               53
-#define GAME_PANEL_DYNABOMB_POWER              54
-#define GAME_PANEL_PENGUINS                    55
-#define GAME_PANEL_SOKOBAN_OBJECTS             56
-#define GAME_PANEL_SOKOBAN_FIELDS              57
-#define GAME_PANEL_ROBOT_WHEEL                 58
-#define GAME_PANEL_CONVEYOR_BELT_1             59
-#define GAME_PANEL_CONVEYOR_BELT_2             60
-#define GAME_PANEL_CONVEYOR_BELT_3             61
-#define GAME_PANEL_CONVEYOR_BELT_4             62
-#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      63
-#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      64
-#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      65
-#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      66
-#define GAME_PANEL_MAGIC_WALL                  67
-#define GAME_PANEL_MAGIC_WALL_TIME             68
-#define GAME_PANEL_GRAVITY_STATE               69
-#define GAME_PANEL_GRAPHIC_1                   70
-#define GAME_PANEL_GRAPHIC_2                   71
-#define GAME_PANEL_GRAPHIC_3                   72
-#define GAME_PANEL_GRAPHIC_4                   73
-#define GAME_PANEL_GRAPHIC_5                   74
-#define GAME_PANEL_GRAPHIC_6                   75
-#define GAME_PANEL_GRAPHIC_7                   76
-#define GAME_PANEL_GRAPHIC_8                   77
-#define GAME_PANEL_ELEMENT_1                   78
-#define GAME_PANEL_ELEMENT_2                   79
-#define GAME_PANEL_ELEMENT_3                   80
-#define GAME_PANEL_ELEMENT_4                   81
-#define GAME_PANEL_ELEMENT_5                   82
-#define GAME_PANEL_ELEMENT_6                   83
-#define GAME_PANEL_ELEMENT_7                   84
-#define GAME_PANEL_ELEMENT_8                   85
-#define GAME_PANEL_ELEMENT_COUNT_1             86
-#define GAME_PANEL_ELEMENT_COUNT_2             87
-#define GAME_PANEL_ELEMENT_COUNT_3             88
-#define GAME_PANEL_ELEMENT_COUNT_4             89
-#define GAME_PANEL_ELEMENT_COUNT_5             90
-#define GAME_PANEL_ELEMENT_COUNT_6             91
-#define GAME_PANEL_ELEMENT_COUNT_7             92
-#define GAME_PANEL_ELEMENT_COUNT_8             93
-#define GAME_PANEL_CE_SCORE_1                  94
-#define GAME_PANEL_CE_SCORE_2                  95
-#define GAME_PANEL_CE_SCORE_3                  96
-#define GAME_PANEL_CE_SCORE_4                  97
-#define GAME_PANEL_CE_SCORE_5                  98
-#define GAME_PANEL_CE_SCORE_6                  99
-#define GAME_PANEL_CE_SCORE_7                  100
-#define GAME_PANEL_CE_SCORE_8                  101
-#define GAME_PANEL_CE_SCORE_1_ELEMENT          102
-#define GAME_PANEL_CE_SCORE_2_ELEMENT          103
-#define GAME_PANEL_CE_SCORE_3_ELEMENT          104
-#define GAME_PANEL_CE_SCORE_4_ELEMENT          105
-#define GAME_PANEL_CE_SCORE_5_ELEMENT          106
-#define GAME_PANEL_CE_SCORE_6_ELEMENT          107
-#define GAME_PANEL_CE_SCORE_7_ELEMENT          108
-#define GAME_PANEL_CE_SCORE_8_ELEMENT          109
-#define GAME_PANEL_PLAYER_NAME                 110
-#define GAME_PANEL_LEVEL_NAME                  111
-#define GAME_PANEL_LEVEL_AUTHOR                        112
-
-#define NUM_GAME_PANEL_CONTROLS                        113
+#define GAME_PANEL_FRAME                       35
+#define GAME_PANEL_SHIELD_NORMAL               36
+#define GAME_PANEL_SHIELD_NORMAL_TIME          37
+#define GAME_PANEL_SHIELD_DEADLY               38
+#define GAME_PANEL_SHIELD_DEADLY_TIME          39
+#define GAME_PANEL_EXIT                                40
+#define GAME_PANEL_EMC_MAGIC_BALL              41
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       42
+#define GAME_PANEL_LIGHT_SWITCH                        43
+#define GAME_PANEL_LIGHT_SWITCH_TIME           44
+#define GAME_PANEL_TIMEGATE_SWITCH             45
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                46
+#define GAME_PANEL_SWITCHGATE_SWITCH           47
+#define GAME_PANEL_EMC_LENSES                  48
+#define GAME_PANEL_EMC_LENSES_TIME             49
+#define GAME_PANEL_EMC_MAGNIFIER               50
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          51
+#define GAME_PANEL_BALLOON_SWITCH              52
+#define GAME_PANEL_DYNABOMB_NUMBER             53
+#define GAME_PANEL_DYNABOMB_SIZE               54
+#define GAME_PANEL_DYNABOMB_POWER              55
+#define GAME_PANEL_PENGUINS                    56
+#define GAME_PANEL_SOKOBAN_OBJECTS             57
+#define GAME_PANEL_SOKOBAN_FIELDS              58
+#define GAME_PANEL_ROBOT_WHEEL                 59
+#define GAME_PANEL_CONVEYOR_BELT_1             60
+#define GAME_PANEL_CONVEYOR_BELT_2             61
+#define GAME_PANEL_CONVEYOR_BELT_3             62
+#define GAME_PANEL_CONVEYOR_BELT_4             63
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      64
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      65
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      66
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      67
+#define GAME_PANEL_MAGIC_WALL                  68
+#define GAME_PANEL_MAGIC_WALL_TIME             69
+#define GAME_PANEL_GRAVITY_STATE               70
+#define GAME_PANEL_GRAPHIC_1                   71
+#define GAME_PANEL_GRAPHIC_2                   72
+#define GAME_PANEL_GRAPHIC_3                   73
+#define GAME_PANEL_GRAPHIC_4                   74
+#define GAME_PANEL_GRAPHIC_5                   75
+#define GAME_PANEL_GRAPHIC_6                   76
+#define GAME_PANEL_GRAPHIC_7                   77
+#define GAME_PANEL_GRAPHIC_8                   78
+#define GAME_PANEL_ELEMENT_1                   79
+#define GAME_PANEL_ELEMENT_2                   80
+#define GAME_PANEL_ELEMENT_3                   81
+#define GAME_PANEL_ELEMENT_4                   82
+#define GAME_PANEL_ELEMENT_5                   83
+#define GAME_PANEL_ELEMENT_6                   84
+#define GAME_PANEL_ELEMENT_7                   85
+#define GAME_PANEL_ELEMENT_8                   86
+#define GAME_PANEL_ELEMENT_COUNT_1             87
+#define GAME_PANEL_ELEMENT_COUNT_2             88
+#define GAME_PANEL_ELEMENT_COUNT_3             89
+#define GAME_PANEL_ELEMENT_COUNT_4             90
+#define GAME_PANEL_ELEMENT_COUNT_5             91
+#define GAME_PANEL_ELEMENT_COUNT_6             92
+#define GAME_PANEL_ELEMENT_COUNT_7             93
+#define GAME_PANEL_ELEMENT_COUNT_8             94
+#define GAME_PANEL_CE_SCORE_1                  95
+#define GAME_PANEL_CE_SCORE_2                  96
+#define GAME_PANEL_CE_SCORE_3                  97
+#define GAME_PANEL_CE_SCORE_4                  98
+#define GAME_PANEL_CE_SCORE_5                  99
+#define GAME_PANEL_CE_SCORE_6                  100
+#define GAME_PANEL_CE_SCORE_7                  101
+#define GAME_PANEL_CE_SCORE_8                  102
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          103
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          104
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          105
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          109
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          110
+#define GAME_PANEL_PLAYER_NAME                 111
+#define GAME_PANEL_LEVEL_NAME                  112
+#define GAME_PANEL_LEVEL_AUTHOR                        113
+
+#define NUM_GAME_PANEL_CONTROLS                        114
 
 struct GamePanelOrderInfo
 {
@@ -473,6 +474,11 @@ static struct GamePanelControlInfo game_panel_controls[] =
     &game.panel.time_ss,
     TYPE_INTEGER,
   },
+  {
+    GAME_PANEL_FRAME,
+    &game.panel.frame,
+    TYPE_INTEGER,
+  },
   {
     GAME_PANEL_SHIELD_NORMAL,
     &game.panel.shield_normal,
@@ -2221,17 +2227,25 @@ void UpdateGameControlValues()
              local_player->LevelSolved_CountingTime :
              level.game_engine_type == GAME_ENGINE_TYPE_EM ?
              level.native_em_level->lev->time :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->time_played :
              level.time == 0 ? TimePlayed : TimeLeft);
   int score = (local_player->LevelSolved ?
               local_player->LevelSolved_CountingScore :
               level.game_engine_type == GAME_ENGINE_TYPE_EM ?
               level.native_em_level->lev->score :
+              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+              level.native_sp_level->game_sp->score :
               local_player->score);
   int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
              level.native_em_level->lev->required :
+             level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+             level.native_sp_level->game_sp->infotrons_still_needed :
              local_player->gems_still_needed);
   int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
                     level.native_em_level->lev->required > 0 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+                    level.native_sp_level->game_sp->infotrons_still_needed > 0 :
                     local_player->gems_still_needed > 0 ||
                     local_player->sokobanfields_still_needed > 0 ||
                     local_player->lights_still_needed > 0);
@@ -2253,6 +2267,10 @@ void UpdateGameControlValues()
   {
     for (i = 0; i < MAX_PLAYERS; i++)
     {
+      /* only one player in Supaplex game engine */
+      if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+       break;
+
       for (k = 0; k < MAX_NUM_KEYS; k++)
       {
        if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
@@ -2269,6 +2287,9 @@ void UpdateGameControlValues()
       if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
        game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
          level.native_em_level->ply[i]->dynamite;
+      else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+         level.native_sp_level->game_sp->red_disk_count;
       else
        game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
          stored_player[i].inventory_size;
@@ -2301,6 +2322,9 @@ void UpdateGameControlValues()
     if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
        level.native_em_level->ply[player_nr]->dynamite;
+    else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       level.native_sp_level->game_sp->red_disk_count;
     else
       game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
        stored_player[player_nr].inventory_size;
@@ -2329,6 +2353,8 @@ void UpdateGameControlValues()
   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
 
+  game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
     (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
      EL_EMPTY);
@@ -3694,6 +3720,15 @@ void InitGame()
 
   game_status = GAME_MODE_PLAYING;
 
+#if 1
+  /* needed if different viewport properties defined for playing */
+  ChangeViewportPropertiesIfNeeded();
+#endif
+
+#if 1
+  DrawCompleteVideoDisplay();
+#endif
+
   InitGameEngine();
   InitGameControlValues();
 
@@ -5772,10 +5807,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   Feld[jx][jy] = el_player;
   InitPlayerField(jx, jy, el_player, TRUE);
 
+  /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+     possible that the relocation target field did not contain a player element,
+     but a walkable element, to which the new player was relocated -- in this
+     case, restore that (already initialized!) element on the player field */
   if (!ELEM_IS_PLAYER(element))        /* player may be set on walkable element */
   {
-    Feld[jx][jy] = element;
+    Feld[jx][jy] = element;    /* restore previously existing element */
+#if 0
+    /* !!! do not initialize already initialized element a second time !!! */
+    /* (this causes at least problems with "element creation" CE trigger for
+       already existing elements, and existing Sokoban fields counted twice) */
     InitField(jx, jy, FALSE);
+#endif
   }
 
   /* only visually relocate centered player */
@@ -6123,7 +6167,7 @@ void Explode(int ex, int ey, int phase, int mode)
     TestIfElementTouchesCustomElement(x, y);
 
     if (GFX_CRUMBLED(element))
-      TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
       StorePlayer[x][y] = 0;
@@ -6137,7 +6181,7 @@ void Explode(int ex, int ey, int phase, int mode)
     int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
     if (phase == delay)
-      TEST_DrawLevelFieldCrumbledSand(x, y);
+      TEST_DrawLevelFieldCrumbled(x, y);
 
     if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
     {
@@ -6595,7 +6639,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 
       /* uncrumble neighbour fields, if needed */
       if (element == EL_INVISIBLE_SAND)
-       TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
     }
     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
             element == EL_INVISIBLE_WALL_ACTIVE ||
@@ -6608,7 +6652,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
 
       /* re-crumble neighbour fields, if needed */
       if (element == EL_INVISIBLE_SAND)
-       TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
     }
   }
 }
@@ -6644,7 +6688,7 @@ static void RedrawAllInvisibleElementsForLenses()
 
       /* uncrumble neighbour fields, if needed */
       if (element == EL_INVISIBLE_SAND)
-       TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
     }
     else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
             element == EL_INVISIBLE_WALL_ACTIVE ||
@@ -6657,7 +6701,7 @@ static void RedrawAllInvisibleElementsForLenses()
 
       /* re-crumble neighbour fields, if needed */
       if (element == EL_INVISIBLE_SAND)
-       TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
     }
   }
 }
@@ -8474,7 +8518,7 @@ void StartMoving(int x, int y)
 
            if (IN_SCR_FIELD(sx, sy))
            {
-             TEST_DrawLevelFieldCrumbledSand(xx, yy);
+             TEST_DrawLevelFieldCrumbled(xx, yy);
              DrawGraphic(sx, sy, flame_graphic, frame);
            }
          }
@@ -8977,7 +9021,7 @@ void ContinueMoving(int x, int y)
   {
     Feld[x][y] = EL_SAND;
 
-    TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+    TEST_DrawLevelFieldCrumbledNeighbours(x, y);
   }
   else if (element == EL_QUICKSAND_FILLING)
   {
@@ -9144,7 +9188,7 @@ void ContinueMoving(int x, int y)
     InitField(x, y, FALSE);
 
     if (GFX_CRUMBLED(Feld[x][y]))
-      TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
     if (ELEM_IS_PLAYER(move_leave_element))
       RelocatePlayer(x, y, move_leave_element);
@@ -10338,7 +10382,7 @@ static void ChangeActiveTrap(int x, int y)
 
   /* if new animation frame was drawn, correct crumbled sand border */
   if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
-    TEST_DrawLevelFieldCrumbledSand(x, y);
+    TEST_DrawLevelFieldCrumbled(x, y);
 }
 
 static int getSpecialActionElement(int element, int number, int base_element)
@@ -11074,7 +11118,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
     TEST_DrawLevelField(x, y);
 
     if (GFX_CRUMBLED(new_element))
-      TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+      TEST_DrawLevelFieldCrumbledNeighbours(x, y);
   }
 
 #if 1
@@ -12049,17 +12093,17 @@ static void CheckLevelTime()
   }
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
-    if (game_sp_info.LevelSolved &&
-       !game_sp_info.GameOver)                         /* game won */
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
       PlayerWins(local_player);
 
-      game_sp_info.GameOver = TRUE;
+      game_sp.GameOver = TRUE;
 
       AllPlayersGone = TRUE;
     }
 
-    if (game_sp_info.GameOver)                         /* game lost */
+    if (game_sp.GameOver)                              /* game lost */
       AllPlayersGone = TRUE;
   }
 
@@ -12259,17 +12303,17 @@ void GameActions()
   }
   else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
   {
-    if (game_sp_info.LevelSolved &&
-       !game_sp_info.GameOver)                         /* game won */
+    if (game_sp.LevelSolved &&
+       !game_sp.GameOver)                              /* game won */
     {
       PlayerWins(local_player);
 
-      game_sp_info.GameOver = TRUE;
+      game_sp.GameOver = TRUE;
 
       AllPlayersGone = TRUE;
     }
 
-    if (game_sp_info.GameOver)                         /* game lost */
+    if (game_sp.GameOver)                              /* game lost */
       AllPlayersGone = TRUE;
   }
 
@@ -13143,10 +13187,10 @@ void GameActions_RND()
        DrawLevelField(x, y);
 
       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
-       DrawLevelFieldCrumbledSand(x, y);
+       DrawLevelFieldCrumbled(x, y);
 
       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
-       DrawLevelFieldCrumbledSandNeighbours(x, y);
+       DrawLevelFieldCrumbledNeighbours(x, y);
 
       if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
        DrawTwinkleOnField(x, y);
@@ -15389,8 +15433,13 @@ static int DigField(struct PlayerInfo *player,
        PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
                                    ACTION_FILLING);
 
+#if 1
+      if (local_player->sokobanfields_still_needed == 0 &&
+         (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+#else
       if (local_player->sokobanfields_still_needed == 0 &&
          game.emulation == EMU_SOKOBAN)
+#endif
       {
        PlayerWins(player);
 
@@ -16176,6 +16225,21 @@ void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
   }
 }
 
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+  int element = map_element_SP_to_RND(element_sp);
+  int action = map_action_SP_to_RND(action_sp);
+  int offset = (setup.sp_show_border_elements ? 0 : 1);
+  int x = xx - offset;
+  int y = yy - offset;
+
+#if 0
+  printf("::: %d -> %d\n", element_sp, action_sp);
+#endif
+
+  PlayLevelSoundElementAction(x, y, element, action);
+}
+
 #if 0
 void ChangeTime(int value)
 {
@@ -16399,8 +16463,6 @@ unsigned int RND(int max)
 /* game engine snapshot handling functions                                   */
 /* ------------------------------------------------------------------------- */
 
-#define ARGS_ADDRESS_AND_SIZEOF(x)             (&(x)), (sizeof(x))
-
 struct EngineSnapshotInfo
 {
   /* runtime values for custom element collect score */
@@ -16410,32 +16472,14 @@ struct EngineSnapshotInfo
   int choice_pos[NUM_GROUP_ELEMENTS];
 
   /* runtime values for belt position animations */
-  int belt_graphic[4 * NUM_BELT_PARTS];
-  int belt_anim_mode[4 * NUM_BELT_PARTS];
-};
-
-struct EngineSnapshotNodeInfo
-{
-  void *buffer_orig;
-  void *buffer_copy;
-  int size;
+  int belt_graphic[4][NUM_BELT_PARTS];
+  int belt_anim_mode[4][NUM_BELT_PARTS];
 };
 
 static struct EngineSnapshotInfo engine_snapshot_rnd;
-static ListNode *engine_snapshot_list = NULL;
 static char *snapshot_level_identifier = NULL;
 static int snapshot_level_nr = -1;
 
-void FreeEngineSnapshot()
-{
-  while (engine_snapshot_list != NULL)
-    deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
-                      checked_free);
-
-  setString(&snapshot_level_identifier, NULL);
-  snapshot_level_nr = -1;
-}
-
 static void SaveEngineSnapshotValues_RND()
 {
   static int belt_base_active_element[4] =
@@ -16469,8 +16513,8 @@ static void SaveEngineSnapshotValues_RND()
       int graphic = el2img(element);
       int anim_mode = graphic_info[graphic].anim_mode;
 
-      engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
-      engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
+      engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+      engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
     }
   }
 }
@@ -16498,8 +16542,8 @@ static void LoadEngineSnapshotValues_RND()
   {
     for (j = 0; j < NUM_BELT_PARTS; j++)
     {
-      int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
-      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
+      int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+      int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
 
       graphic_info[graphic].anim_mode = anim_mode;
     }
@@ -16521,36 +16565,26 @@ static void LoadEngineSnapshotValues_RND()
   }
 }
 
-static void SaveEngineSnapshotBuffer(void *buffer, int size)
-{
-  struct EngineSnapshotNodeInfo *bi =
-    checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
-
-  bi->buffer_orig = buffer;
-  bi->buffer_copy = checked_malloc(size);
-  bi->size = size;
-
-  memcpy(bi->buffer_copy, buffer, size);
-
-  addNodeToList(&engine_snapshot_list, NULL, bi);
-}
-
 void SaveEngineSnapshot()
 {
-  FreeEngineSnapshot();                /* free previous snapshot, if needed */
-
-  if (level_editor_test_game)  /* do not save snapshots from editor */
+  /* do not save snapshots from editor */
+  if (level_editor_test_game)
     return;
 
+  /* free previous snapshot buffers, if needed */
+  FreeEngineSnapshotBuffers();
+
   /* copy some special values to a structure better suited for the snapshot */
 
   SaveEngineSnapshotValues_RND();
   SaveEngineSnapshotValues_EM();
+  SaveEngineSnapshotValues_SP();
 
   /* save values stored in special snapshot structure */
 
   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
   SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+  SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
 
   /* save further RND engine values */
 
@@ -16624,7 +16658,7 @@ void SaveEngineSnapshot()
   snapshot_level_nr = level_nr;
 
 #if 0
-  ListNode *node = engine_snapshot_list;
+  ListNode *node = engine_snapshot_list_rnd;
   int num_bytes = 0;
 
   while (node != NULL)
@@ -16638,29 +16672,17 @@ void SaveEngineSnapshot()
 #endif
 }
 
-static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
-{
-  memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
-}
-
 void LoadEngineSnapshot()
 {
-  ListNode *node = engine_snapshot_list;
-
-  if (engine_snapshot_list == NULL)
-    return;
-
-  while (node != NULL)
-  {
-    LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
+  /* restore generically stored snapshot buffers */
 
-    node = node->next;
-  }
+  LoadEngineSnapshotBuffers();
 
   /* restore special values from snapshot structure */
 
   LoadEngineSnapshotValues_RND();
   LoadEngineSnapshotValues_EM();
+  LoadEngineSnapshotValues_SP();
 }
 
 boolean CheckEngineSnapshot()
@@ -16873,10 +16895,8 @@ void RedrawGameButtons()
     RedrawGadget(game_gadget[i]);
 }
 
-static void HandleGameButtons(struct GadgetInfo *gi)
+static void HandleGameButtonsExt(int id)
 {
-  int id = gi->custom_id;
-
   if (game_status != GAME_MODE_PLAYING)
     return;
 
@@ -16922,6 +16942,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       if (setup.sound_music)
       { 
        setup.sound_music = FALSE;
+
        FadeMusic();
       }
       else if (audio.music_available)
@@ -16940,6 +16961,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.loops_available)
       {
        setup.sound = setup.sound_loops = TRUE;
+
        SetAudioMode(setup.sound);
       }
       break;
@@ -16950,6 +16972,7 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       else if (audio.sound_available)
       {
        setup.sound = setup.sound_simple = TRUE;
+
        SetAudioMode(setup.sound);
       }
       break;
@@ -16958,3 +16981,27 @@ static void HandleGameButtons(struct GadgetInfo *gi)
       break;
   }
 }
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+  HandleGameButtonsExt(gi->custom_id);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+#if 1
+  if (key == setup.shortcut.sound_simple)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_loops)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+  else if (key == setup.shortcut.sound_music)
+    ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+#else
+  if (key == setup.shortcut.sound_simple)
+    HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
+  else if (key == setup.shortcut.sound_loops)
+    HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
+  else if (key == setup.shortcut.sound_music)
+    HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
+#endif
+}