fixed sound for charging level time (energy) for MM engine
[rocksndiamonds.git] / src / game.c
index 9b20bd43fe64a51fb22a8d0bea525b4529a2884c..de844f4298ca0351fcaceab4ce88082c9c8402c7 100644 (file)
 #define GAME_PANEL_TIME_HH                     32
 #define GAME_PANEL_TIME_MM                     33
 #define GAME_PANEL_TIME_SS                     34
-#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
+#define GAME_PANEL_TIME_ANIM                   35
+#define GAME_PANEL_HEALTH                      36
+#define GAME_PANEL_HEALTH_ANIM                 37
+#define GAME_PANEL_FRAME                       38
+#define GAME_PANEL_SHIELD_NORMAL               39
+#define GAME_PANEL_SHIELD_NORMAL_TIME          40
+#define GAME_PANEL_SHIELD_DEADLY               41
+#define GAME_PANEL_SHIELD_DEADLY_TIME          42
+#define GAME_PANEL_EXIT                                43
+#define GAME_PANEL_EMC_MAGIC_BALL              44
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH       45
+#define GAME_PANEL_LIGHT_SWITCH                        46
+#define GAME_PANEL_LIGHT_SWITCH_TIME           47
+#define GAME_PANEL_TIMEGATE_SWITCH             48
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME                49
+#define GAME_PANEL_SWITCHGATE_SWITCH           50
+#define GAME_PANEL_EMC_LENSES                  51
+#define GAME_PANEL_EMC_LENSES_TIME             52
+#define GAME_PANEL_EMC_MAGNIFIER               53
+#define GAME_PANEL_EMC_MAGNIFIER_TIME          54
+#define GAME_PANEL_BALLOON_SWITCH              55
+#define GAME_PANEL_DYNABOMB_NUMBER             56
+#define GAME_PANEL_DYNABOMB_SIZE               57
+#define GAME_PANEL_DYNABOMB_POWER              58
+#define GAME_PANEL_PENGUINS                    59
+#define GAME_PANEL_SOKOBAN_OBJECTS             60
+#define GAME_PANEL_SOKOBAN_FIELDS              61
+#define GAME_PANEL_ROBOT_WHEEL                 62
+#define GAME_PANEL_CONVEYOR_BELT_1             63
+#define GAME_PANEL_CONVEYOR_BELT_2             64
+#define GAME_PANEL_CONVEYOR_BELT_3             65
+#define GAME_PANEL_CONVEYOR_BELT_4             66
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH      67
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH      68
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH      69
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH      70
+#define GAME_PANEL_MAGIC_WALL                  71
+#define GAME_PANEL_MAGIC_WALL_TIME             72
+#define GAME_PANEL_GRAVITY_STATE               73
+#define GAME_PANEL_GRAPHIC_1                   74
+#define GAME_PANEL_GRAPHIC_2                   75
+#define GAME_PANEL_GRAPHIC_3                   76
+#define GAME_PANEL_GRAPHIC_4                   77
+#define GAME_PANEL_GRAPHIC_5                   78
+#define GAME_PANEL_GRAPHIC_6                   79
+#define GAME_PANEL_GRAPHIC_7                   80
+#define GAME_PANEL_GRAPHIC_8                   81
+#define GAME_PANEL_ELEMENT_1                   82
+#define GAME_PANEL_ELEMENT_2                   83
+#define GAME_PANEL_ELEMENT_3                   84
+#define GAME_PANEL_ELEMENT_4                   85
+#define GAME_PANEL_ELEMENT_5                   86
+#define GAME_PANEL_ELEMENT_6                   87
+#define GAME_PANEL_ELEMENT_7                   88
+#define GAME_PANEL_ELEMENT_8                   89
+#define GAME_PANEL_ELEMENT_COUNT_1             90
+#define GAME_PANEL_ELEMENT_COUNT_2             91
+#define GAME_PANEL_ELEMENT_COUNT_3             92
+#define GAME_PANEL_ELEMENT_COUNT_4             93
+#define GAME_PANEL_ELEMENT_COUNT_5             94
+#define GAME_PANEL_ELEMENT_COUNT_6             95
+#define GAME_PANEL_ELEMENT_COUNT_7             96
+#define GAME_PANEL_ELEMENT_COUNT_8             97
+#define GAME_PANEL_CE_SCORE_1                  98
+#define GAME_PANEL_CE_SCORE_2                  99
+#define GAME_PANEL_CE_SCORE_3                  100
+#define GAME_PANEL_CE_SCORE_4                  101
+#define GAME_PANEL_CE_SCORE_5                  102
+#define GAME_PANEL_CE_SCORE_6                  103
+#define GAME_PANEL_CE_SCORE_7                  104
+#define GAME_PANEL_CE_SCORE_8                  105
+#define GAME_PANEL_CE_SCORE_1_ELEMENT          106
+#define GAME_PANEL_CE_SCORE_2_ELEMENT          107
+#define GAME_PANEL_CE_SCORE_3_ELEMENT          108
+#define GAME_PANEL_CE_SCORE_4_ELEMENT          109
+#define GAME_PANEL_CE_SCORE_5_ELEMENT          110
+#define GAME_PANEL_CE_SCORE_6_ELEMENT          111
+#define GAME_PANEL_CE_SCORE_7_ELEMENT          112
+#define GAME_PANEL_CE_SCORE_8_ELEMENT          113
+#define GAME_PANEL_PLAYER_NAME                 114
+#define GAME_PANEL_LEVEL_NAME                  115
+#define GAME_PANEL_LEVEL_AUTHOR                        116
+
+#define NUM_GAME_PANEL_CONTROLS                        117
 
 struct GamePanelOrderInfo
 {
@@ -219,6 +222,8 @@ struct GamePanelControlInfo
   struct TextPosInfo *pos;
   int type;
 
+  int graphic, graphic_active;
+
   int value, last_value;
   int frame, last_frame;
   int gfx_frame;
@@ -402,6 +407,27 @@ static struct GamePanelControlInfo game_panel_controls[] =
     &game.panel.time_ss,
     TYPE_INTEGER,
   },
+  {
+    GAME_PANEL_TIME_ANIM,
+    &game.panel.time_anim,
+    TYPE_GRAPHIC,
+
+    IMG_GFX_GAME_PANEL_TIME_ANIM,
+    IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
+  },
+  {
+    GAME_PANEL_HEALTH,
+    &game.panel.health,
+    TYPE_INTEGER,
+  },
+  {
+    GAME_PANEL_HEALTH_ANIM,
+    &game.panel.health_anim,
+    TYPE_GRAPHIC,
+
+    IMG_GFX_GAME_PANEL_HEALTH_ANIM,
+    IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
+  },
   {
     GAME_PANEL_FRAME,
     &game.panel.frame,
@@ -827,6 +853,14 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
 #define HALVE_PLAYER_SPEED(p)  (DOUBLE_MOVE_DELAY((p)->move_delay_value))
 
+/* values for scroll positions */
+#define SCROLL_POSITION_X(x)   ((x) < SBX_Left  + MIDPOSX ? SBX_Left : \
+                                (x) > SBX_Right + MIDPOSX ? SBX_Right :\
+                                (x) - MIDPOSX)
+#define SCROLL_POSITION_Y(y)   ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
+                                (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
+                                (y) - MIDPOSY)
+
 /* values for other actions */
 #define MOVE_STEPSIZE_NORMAL   (TILEX / MOVE_DELAY_NORMAL_SPEED)
 #define MOVE_STEPSIZE_MIN      (1)
@@ -1044,6 +1078,7 @@ static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
 static void PlayLevelSoundActionIfLoop(int, int, int);
 static void StopLevelSoundActionIfLoop(int, int, int);
 static void PlayLevelMusic();
+static void FadeLevelSoundsAndMusic();
 
 static void HandleGameButtons(struct GadgetInfo *);
 
@@ -1611,7 +1646,6 @@ void GetPlayerConfig()
   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
 
   SetAudioMode(setup.sound);
-  InitJoysticks();
 }
 
 int GetElementFromGroupElement(int element)
@@ -2050,6 +2084,16 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2)
   return compare_result;
 }
 
+int getPlayerInventorySize(int player_nr)
+{
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    return level.native_em_level->ply[player_nr]->dynamite;
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    return level.native_sp_level->game_sp->red_disk_count;
+  else
+    return stored_player[player_nr].inventory_size;
+}
+
 void InitGameControlValues()
 {
   int i;
@@ -2132,6 +2176,8 @@ void UpdateGameControlValues()
              level.native_em_level->lev->time :
              level.game_engine_type == GAME_ENGINE_TYPE_SP ?
              level.native_sp_level->game_sp->time_played :
+             level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+             game_mm.energy_left :
              game.no_time_limit ? TimePlayed : TimeLeft);
   int score = (local_player->LevelSolved ?
               local_player->LevelSolved_CountingScore :
@@ -2139,19 +2185,28 @@ void UpdateGameControlValues()
               level.native_em_level->lev->score :
               level.game_engine_type == GAME_ENGINE_TYPE_SP ?
               level.native_sp_level->game_sp->score :
+              level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+              game_mm.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 :
+             level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+             game_mm.kettles_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 :
+                    level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                    game_mm.kettles_still_needed > 0 ||
+                    game_mm.lights_still_needed > 0 :
                     local_player->gems_still_needed > 0 ||
                     local_player->sokobanfields_still_needed > 0 ||
                     local_player->lights_still_needed > 0);
+  int health = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+               MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100);
 
   UpdatePlayfieldElementCount();
 
@@ -2187,15 +2242,8 @@ void UpdateGameControlValues()
            get_key_element_from_nr(k);
       }
 
-      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;
+      game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+       getPlayerInventorySize(i);
 
       if (stored_player[i].num_white_keys > 0)
        game_panel_controls[GAME_PANEL_KEY_WHITE].value =
@@ -2222,15 +2270,8 @@ void UpdateGameControlValues()
          get_key_element_from_nr(k);
     }
 
-    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;
+    game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+      getPlayerInventorySize(player_nr);
 
     if (stored_player[player_nr].num_white_keys > 0)
       game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
@@ -2256,6 +2297,14 @@ void UpdateGameControlValues()
   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
 
+  if (game.no_time_limit)
+    game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
+  else
+    game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
+
+  game_panel_controls[GAME_PANEL_HEALTH].value = health;
+  game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
+
   game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
 
   game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
@@ -2408,6 +2457,36 @@ void UpdateGameControlValues()
        gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
                                              gpc->gfx_frame);
 
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = last_anim_random_frame;
+      }
+    }
+    else if (gpc->type == TYPE_GRAPHIC)
+    {
+      if (gpc->graphic != IMG_UNDEFINED)
+      {
+       int last_anim_random_frame = gfx.anim_random_frame;
+       int graphic = gpc->graphic;
+
+       if (gpc->value != gpc->last_value)
+       {
+         gpc->gfx_frame = 0;
+         gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+       else
+       {
+         gpc->gfx_frame++;
+
+         if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+             IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+           gpc->gfx_random = INIT_GFX_RANDOM();
+       }
+
+       if (ANIM_MODE(graphic) == ANIM_RANDOM)
+         gfx.anim_random_frame = gpc->gfx_random;
+
+       gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
+
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
          gfx.anim_random_frame = last_anim_random_frame;
       }
@@ -2531,6 +2610,94 @@ void DisplayGameControlValues()
                     dst_x, dst_y);
       }
     }
+    else if (type == TYPE_GRAPHIC)
+    {
+      int graphic        = gpc->graphic;
+      int graphic_active = gpc->graphic_active;
+      Bitmap *src_bitmap;
+      int src_x, src_y;
+      int width, height;
+      int dst_x = PANEL_XPOS(pos);
+      int dst_y = PANEL_YPOS(pos);
+      boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+                     level.game_engine_type != GAME_ENGINE_TYPE_MM);
+
+      if (graphic != IMG_UNDEFINED && !skip)
+      {
+       if (pos->style == STYLE_REVERSE)
+         value = 100 - value;
+
+       getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
+
+       if (pos->direction & MV_HORIZONTAL)
+       {
+         width  = graphic_info[graphic_active].width * value / 100;
+         height = graphic_info[graphic_active].height;
+
+         if (pos->direction == MV_LEFT)
+         {
+           src_x += graphic_info[graphic_active].width - width;
+           dst_x += graphic_info[graphic_active].width - width;
+         }
+       }
+       else
+       {
+         width  = graphic_info[graphic_active].width;
+         height = graphic_info[graphic_active].height * value / 100;
+
+         if (pos->direction == MV_UP)
+         {
+           src_y += graphic_info[graphic_active].height - height;
+           dst_y += graphic_info[graphic_active].height - height;
+         }
+       }
+
+       if (draw_masked)
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       else
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+
+       getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
+
+       if (pos->direction & MV_HORIZONTAL)
+       {
+         if (pos->direction == MV_RIGHT)
+         {
+           src_x += width;
+           dst_x += width;
+         }
+         else
+         {
+           dst_x = PANEL_XPOS(pos);
+         }
+
+         width = graphic_info[graphic].width - width;
+       }
+       else
+       {
+         if (pos->direction == MV_DOWN)
+         {
+           src_y += height;
+           dst_y += height;
+         }
+         else
+         {
+           dst_y = PANEL_YPOS(pos);
+         }
+
+         height = graphic_info[graphic].height - height;
+       }
+
+       if (draw_masked)
+         BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
+                          dst_x, dst_y);
+       else
+         BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
+                    dst_x, dst_y);
+      }
+    }
     else if (type == TYPE_STRING)
     {
       boolean active = (value != 0);
@@ -2695,6 +2862,12 @@ static void InitGameEngine()
   game.use_block_last_field_bug =
     (game.engine_version < VERSION_IDENT(3,1,1,0));
 
+  game_em.use_single_button =
+    (game.engine_version > VERSION_IDENT(4,0,0,2));
+
+  game_em.use_snap_key_bug =
+    (game.engine_version < VERSION_IDENT(4,0,1,0));
+
   /* ---------------------------------------------------------------------- */
 
   /* set maximal allowed number of custom element changes per game frame */
@@ -3049,6 +3222,12 @@ static void InitGameEngine()
      SNAPSHOT_MODE_EVERY_MOVE :
      strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
      SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
+  game.snapshot.save_snapshot = FALSE;
+
+  /* ---------- initialize level time for Supaplex engine ------------------- */
+  /* Supaplex levels with time limit currently unsupported -- should be added */
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    level.time = 0;
 }
 
 int get_num_special_action(int element, int action_first, int action_last)
@@ -3111,7 +3290,7 @@ void InitGame()
   if (CheckIfGlobalBorderHasChanged())
     fade_mask = REDRAW_ALL;
 
-  FadeSoundsAndMusic();
+  FadeLevelSoundsAndMusic();
 
   ExpireSoundLoops(TRUE);
 
@@ -3151,6 +3330,10 @@ void InitGame()
     player->effective_action = 0;
     player->programmed_action = 0;
 
+    player->mouse_action.lx = 0;
+    player->mouse_action.ly = 0;
+    player->mouse_action.button = 0;
+
     player->score = 0;
     player->score_final = 0;
 
@@ -3212,6 +3395,13 @@ void InitGame()
     player->is_bored = FALSE;
     player->is_sleeping = FALSE;
 
+    player->was_waiting = TRUE;
+    player->was_moving = FALSE;
+    player->was_snapping = FALSE;
+    player->was_dropping = FALSE;
+
+    player->force_dropping = FALSE;
+
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
@@ -3894,23 +4084,13 @@ void InitGame()
       }
     }
 
-    scroll_x = (start_x < SBX_Left  + MIDPOSX ? SBX_Left :
-               start_x > SBX_Right + MIDPOSX ? SBX_Right :
-               start_x - MIDPOSX);
-
-    scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
-               start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
-               start_y - MIDPOSY);
+    scroll_x = SCROLL_POSITION_X(start_x);
+    scroll_y = SCROLL_POSITION_Y(start_y);
   }
   else
   {
-    scroll_x = (local_player->jx < SBX_Left  + MIDPOSX ? SBX_Left :
-               local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
-               local_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_x = SCROLL_POSITION_X(local_player->jx);
+    scroll_y = SCROLL_POSITION_Y(local_player->jy);
   }
 
   /* !!! FIX THIS (START) !!! */
@@ -3922,6 +4102,10 @@ void InitGame()
   {
     InitGameEngine_SP();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    InitGameEngine_MM();
+  }
   else
   {
     DrawLevel(REDRAW_FIELD);
@@ -4028,16 +4212,30 @@ void InitGame()
 
   game.restart_level = FALSE;
 
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    InitGameActions_MM();
+
   SaveEngineSnapshotToListInitial();
 }
 
-void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
+                       int actual_player_x, int actual_player_y)
 {
   /* this is used for non-R'n'D game engines to update certain engine values */
 
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+  {
+    actual_player_x = correctLevelPosX_EM(actual_player_x);
+    actual_player_y = correctLevelPosY_EM(actual_player_y);
+  }
+
   /* needed to determine if sounds are played within the visible screen area */
   scroll_x = actual_scroll_x;
   scroll_y = actual_scroll_y;
+
+  /* needed to get player position for "follow finger" playing input method */
+  local_player->jx = actual_player_x;
+  local_player->jy = actual_player_y;
 }
 
 void InitMovDir(int x, int y)
@@ -4244,7 +4442,10 @@ static void PlayerWins(struct PlayerInfo *player)
   player->GameOver = TRUE;
 
   player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-                        level.native_em_level->lev->score : player->score);
+                        level.native_em_level->lev->score :
+                        level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                        game_mm.score :
+                        player->score);
 
   player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
                                      TimeLeft);
@@ -4450,7 +4651,8 @@ void GameEnd()
     SaveLevelSetup_SeriesInfo();
   }
 
-  if (level_nr < leveldir_current->last_level)
+  if (setup.increment_levels &&
+      level_nr < leveldir_current->last_level)
     raise_level = TRUE;                        /* advance to next level */
 
   if ((hi_pos = NewHiScore()) >= 0) 
@@ -4483,6 +4685,7 @@ int NewHiScore()
 {
   int k, l;
   int position = -1;
+  boolean one_score_entry_per_name = !program.many_scores_per_name;
 
   LoadScore(level_nr);
 
@@ -4500,13 +4703,15 @@ int NewHiScore()
       {
        int m = MAX_SCORE_ENTRIES - 1;
 
-#ifdef ONE_PER_NAME
-       for (l = k; l < MAX_SCORE_ENTRIES; l++)
-         if (strEqual(setup.player_name, highscore[l].Name))
-           m = l;
-       if (m == k)     /* player's new highscore overwrites his old one */
-         goto put_into_list;
-#endif
+       if (one_score_entry_per_name)
+       {
+         for (l = k; l < MAX_SCORE_ENTRIES; l++)
+           if (strEqual(setup.player_name, highscore[l].Name))
+             m = l;
+
+         if (m == k)   /* player's new highscore overwrites his old one */
+           goto put_into_list;
+       }
 
        for (l = m; l > k; l--)
        {
@@ -4515,22 +4720,19 @@ int NewHiScore()
        }
       }
 
-#ifdef ONE_PER_NAME
       put_into_list:
-#endif
+
       strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
       highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
       highscore[k].Score = local_player->score_final; 
       position = k;
+
       break;
     }
-
-#ifdef ONE_PER_NAME
-    else if (!strncmp(setup.player_name, highscore[k].Name,
+    else if (one_score_entry_per_name &&
+            !strncmp(setup.player_name, highscore[k].Name,
                      MAX_PLAYER_NAME_LEN))
       break;   /* player already there with a higher score */
-#endif
-
   }
 
   if (position >= 0) 
@@ -4577,11 +4779,14 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
   }
 }
 
-static void ResetGfxFrame(int x, int y, boolean redraw)
+static void ResetGfxFrame(int x, int y)
 {
+  // profiling showed that "autotest" spends 10~20% of its time in this function
+  if (DrawingDeactivatedField())
+    return;
+
   int element = Feld[x][y];
   int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
-  int last_gfx_frame = GfxFrame[x][y];
 
   if (graphic_info[graphic].anim_global_sync)
     GfxFrame[x][y] = FrameCounter;
@@ -4591,9 +4796,6 @@ static void ResetGfxFrame(int x, int y, boolean redraw)
     GfxFrame[x][y] = element_info[element].collect_score;
   else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
     GfxFrame[x][y] = ChangeDelay[x][y];
-
-  if (redraw && GfxFrame[x][y] != last_gfx_frame)
-    DrawLevelGraphicAnimation(x, y, graphic);
 }
 
 static void ResetGfxAnimation(int x, int y)
@@ -4602,7 +4804,7 @@ static void ResetGfxAnimation(int x, int y)
   GfxDir[x][y] = MovDir[x][y];
   GfxFrame[x][y] = 0;
 
-  ResetGfxFrame(x, y, FALSE);
+  ResetGfxFrame(x, y);
 }
 
 static void ResetRandomAnimationValue(int x, int y)
@@ -4915,36 +5117,21 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
   {
     /* relocation _with_ centering of screen */
 
-    new_scroll_x = (x < SBX_Left  + MIDPOSX ? SBX_Left :
-                   x > SBX_Right + MIDPOSX ? SBX_Right :
-                   x - MIDPOSX);
-
-    new_scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
-                   y > SBY_Lower + MIDPOSY ? SBY_Lower :
-                   y - MIDPOSY);
+    new_scroll_x = SCROLL_POSITION_X(x);
+    new_scroll_y = SCROLL_POSITION_Y(y);
   }
   else
   {
     /* relocation _without_ centering of screen */
 
-    int center_scroll_x = (old_x < SBX_Left  + MIDPOSX ? SBX_Left :
-                          old_x > SBX_Right + MIDPOSX ? SBX_Right :
-                          old_x - MIDPOSX);
-
-    int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
-                          old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
-                          old_y - MIDPOSY);
-
+    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);
 
-    new_scroll_x = (offset_x < SBX_Left  + MIDPOSX ? SBX_Left :
-                   offset_x > SBX_Right + MIDPOSX ? SBX_Right :
-                   offset_x - MIDPOSX);
-
-    new_scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
-                   offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
-                   offset_y - MIDPOSY);
+    /* 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 (quick_relocation)
@@ -7063,7 +7250,7 @@ static void TurnRound(int x, int y)
   if (MovDelay[x][y])
     GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
 
-  ResetGfxFrame(x, y, FALSE);
+  ResetGfxFrame(x, y);
 }
 
 static boolean JustBeingPushed(int x, int y)
@@ -10688,32 +10875,28 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
 
 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
 {
-  static boolean player_was_moving = FALSE;
-  static boolean player_was_snapping = FALSE;
-  static boolean player_was_dropping = FALSE;
-
-  if ((!player->is_moving  && player_was_moving) ||
-      (player->MovPos == 0 && player_was_moving) ||
-      (player->is_snapping && !player_was_snapping) ||
-      (player->is_dropping && !player_was_dropping))
+  if ((!player->is_moving  && player->was_moving) ||
+      (player->MovPos == 0 && player->was_moving) ||
+      (player->is_snapping && !player->was_snapping) ||
+      (player->is_dropping && !player->was_dropping))
   {
-    if (!SaveEngineSnapshotToList())
+    if (!CheckSaveEngineSnapshotToList())
       return;
 
-    player_was_moving = FALSE;
-    player_was_snapping = TRUE;
-    player_was_dropping = TRUE;
+    player->was_moving = FALSE;
+    player->was_snapping = TRUE;
+    player->was_dropping = TRUE;
   }
   else
   {
     if (player->is_moving)
-      player_was_moving = TRUE;
+      player->was_moving = TRUE;
 
     if (!player->is_snapping)
-      player_was_snapping = FALSE;
+      player->was_snapping = FALSE;
 
     if (!player->is_dropping)
-      player_was_dropping = FALSE;
+      player->was_dropping = FALSE;
   }
 }
 
@@ -10723,7 +10906,9 @@ static void CheckSingleStepMode(struct PlayerInfo *player)
   {
     /* as it is called "single step mode", just return to pause mode when the
        player stopped moving after one tile (or never starts moving at all) */
-    if (!player->is_moving && !player->is_pushing)
+    if (!player->is_moving &&
+       !player->is_pushing &&
+       !player->is_dropping_pressed)
     {
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
       SnapField(player, 0, 0);                 /* stop snapping */
@@ -10789,6 +10974,22 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
   }
 }
 
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+                                        byte *tape_action)
+{
+  mouse_action->lx     = tape_action[TAPE_ACTION_LX];
+  mouse_action->ly     = tape_action[TAPE_ACTION_LY];
+  mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
+}
+
+static void SetTapeActionFromMouseAction(byte *tape_action,
+                                        struct MouseActionInfo *mouse_action)
+{
+  tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
+  tape_action[TAPE_ACTION_LY]     = mouse_action->ly;
+  tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
+}
+
 static void CheckLevelTime()
 {
   int i;
@@ -10826,6 +11027,21 @@ static void CheckLevelTime()
     if (game_sp.GameOver)                              /* game lost */
       AllPlayersGone = TRUE;
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    if (game_mm.level_solved &&
+       !game_mm.game_over)                             /* game won */
+    {
+      PlayerWins(local_player);
+
+      game_mm.game_over = TRUE;
+
+      AllPlayersGone = TRUE;
+    }
+
+    if (game_mm.game_over)                             /* game lost */
+      AllPlayersGone = TRUE;
+  }
 
   if (TimeFrames >= FRAMES_PER_SECOND)
   {
@@ -10958,7 +11174,7 @@ void StartGameActions(boolean init_network_game, boolean record_tape,
   InitGame();
 }
 
-void GameActions()
+void GameActionsExt()
 {
 #if 0
   static unsigned int game_frame_delay = 0;
@@ -11024,6 +11240,21 @@ void GameActions()
     if (game_sp.GameOver)                              /* game lost */
       AllPlayersGone = TRUE;
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    if (game_mm.level_solved &&
+       !game_mm.game_over)                             /* game won */
+    {
+      PlayerWins(local_player);
+
+      game_mm.game_over = TRUE;
+
+      AllPlayersGone = TRUE;
+    }
+
+    if (game_mm.game_over)                             /* game lost */
+      AllPlayersGone = TRUE;
+  }
 
   if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
     GameWon();
@@ -11086,6 +11317,10 @@ void GameActions()
   /* when playing tape, read previously recorded player input from tape data */
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
+  if (recorded_player_action != NULL)
+    SetMouseActionFromTapeAction(&local_player->mouse_action,
+                                recorded_player_action);
+
   /* TapePlayAction() may return NULL when toggling to "pause before death" */
   if (tape.pausing)
     return;
@@ -11142,6 +11377,8 @@ void GameActions()
       tape.player_participates[i] = TRUE;
   }
 
+  SetTapeActionFromMouseAction(tape_action, &local_player->mouse_action);
+
   /* only record actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
@@ -11206,6 +11443,10 @@ void GameActions()
   {
     GameActions_SP_Main();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    GameActions_MM_Main();
+  }
   else
   {
     GameActions_RND_Main();
@@ -11217,7 +11458,7 @@ void GameActions()
 
   AdvanceFrameAndPlayerCounters(-1);   /* advance counters for all players */
 
-  if (options.debug)                   /* calculate frames per second */
+  if (global.show_frames_per_second)
   {
     static unsigned int fps_counter = 0;
     static int fps_frames = 0;
@@ -11225,18 +11466,41 @@ void GameActions()
 
     fps_frames++;
 
-    if (fps_delay_ms >= 500)   /* calculate fps every 0.5 seconds */
+    if (fps_delay_ms >= 500)   /* calculate FPS every 0.5 seconds */
     {
       global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
 
       fps_frames = 0;
       fps_counter = Counter();
+
+      /* always draw FPS to screen after FPS value was updated */
+      redraw_mask |= REDRAW_FPS;
     }
 
-    redraw_mask |= REDRAW_FPS;
+    /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
+    if (GetDrawDeactivationMask() == REDRAW_NONE)
+      redraw_mask |= REDRAW_FPS;
   }
 }
 
+static void GameActions_CheckSaveEngineSnapshot()
+{
+  if (!game.snapshot.save_snapshot)
+    return;
+
+  // clear flag for saving snapshot _before_ saving snapshot
+  game.snapshot.save_snapshot = FALSE;
+
+  SaveEngineSnapshotToList();
+}
+
+void GameActions()
+{
+  GameActionsExt();
+
+  GameActions_CheckSaveEngineSnapshot();
+}
+
 void GameActions_EM_Main()
 {
   byte effective_action[MAX_PLAYERS];
@@ -11259,6 +11523,21 @@ void GameActions_SP_Main()
     effective_action[i] = stored_player[i].effective_action;
 
   GameActions_SP(effective_action, warp_mode);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    if (stored_player[i].force_dropping)
+      stored_player[i].action |= KEY_BUTTON_DROP;
+
+    stored_player[i].force_dropping = FALSE;
+  }
+}
+
+void GameActions_MM_Main()
+{
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+
+  GameActions_MM(local_player->mouse_action, warp_mode);
 }
 
 void GameActions_RND_Main()
@@ -11269,7 +11548,7 @@ void GameActions_RND_Main()
 void GameActions_RND()
 {
   int magic_wall_x = 0, magic_wall_y = 0;
-  int i, x, y, element, graphic;
+  int i, x, y, element, graphic, last_gfx_frame;
 
   InitPlayfieldScanModeVars();
 
@@ -11456,8 +11735,12 @@ void GameActions_RND()
   {
     element = Feld[x][y];
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+    last_gfx_frame = GfxFrame[x][y];
 
-    ResetGfxFrame(x, y, TRUE);
+    ResetGfxFrame(x, y);
+
+    if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
+      DrawLevelGraphicAnimation(x, y, graphic);
 
     if (ANIM_MODE(graphic) == ANIM_RANDOM &&
        IS_NEXT_FRAME(GfxFrame[x][y], graphic))
@@ -11502,8 +11785,12 @@ void GameActions_RND()
       if (IS_GEM(element) || element == EL_SP_INFOTRON)
        TEST_DrawTwinkleOnField(x, y);
     }
-    else if ((element == EL_ACID ||
-             element == EL_EXIT_OPEN ||
+    else if (element == EL_ACID)
+    {
+      if (!Stop[x][y])
+       DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+    }
+    else if ((element == EL_EXIT_OPEN ||
              element == EL_EM_EXIT_OPEN ||
              element == EL_SP_EXIT_OPEN ||
              element == EL_STEEL_EXIT_OPEN ||
@@ -13962,8 +14249,6 @@ static boolean DropElement(struct PlayerInfo *player)
   int drop_side = drop_direction;
   int drop_element = get_next_dropped_element(player);
 
-  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
@@ -13991,6 +14276,9 @@ static boolean DropElement(struct PlayerInfo *player)
   if (new_element == EL_UNDEFINED)
     return FALSE;
 
+  /* only set if player has anything that can be dropped */
+  player->is_dropping_pressed = TRUE;
+
   /* 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;
@@ -14197,12 +14485,43 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action)
     StopSound(sound_effect);
 }
 
-static void PlayLevelMusic()
+static int getLevelMusicNr()
 {
   if (levelset.music[level_nr] != MUS_UNDEFINED)
-    PlayMusic(levelset.music[level_nr]);       /* from config file */
+    return levelset.music[level_nr];           /* from config file */
   else
-    PlayMusic(MAP_NOCONF_MUSIC(level_nr));     /* from music dir */
+    return MAP_NOCONF_MUSIC(level_nr);         /* from music dir */
+}
+
+static void FadeLevelSounds()
+{
+  FadeSounds();
+}
+
+static void FadeLevelMusic()
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicInfoEntryFilename(music_nr);
+
+  if (!strEqual(curr_music, next_music))
+    FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic()
+{
+  FadeLevelSounds();
+  FadeLevelMusic();
+}
+
+static void PlayLevelMusic()
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicInfoEntryFilename(music_nr);
+
+  if (!strEqual(curr_music, next_music))
+    PlayMusic(music_nr);
 }
 
 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
@@ -14376,6 +14695,47 @@ void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
   PlayLevelSoundElementAction(x, y, element, action);
 }
 
+void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
+{
+  int element = map_element_MM_to_RND(element_mm);
+  int action = map_action_MM_to_RND(action_mm);
+  int offset = 0;
+  int x = xx - offset;
+  int y = yy - offset;
+
+  PlayLevelSoundElementAction(x, y, element, action);
+}
+
+void PlaySound_MM(int sound_mm)
+{
+  int sound = map_sound_MM_to_RND(sound_mm);
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  PlaySound(sound);
+}
+
+void PlaySoundLoop_MM(int sound_mm)
+{
+  int sound = map_sound_MM_to_RND(sound_mm);
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  PlaySoundLoop(sound);
+}
+
+void StopSound_MM(int sound_mm)
+{
+  int sound = map_sound_MM_to_RND(sound_mm);
+
+  if (sound == SND_UNDEFINED)
+    return;
+
+  StopSound(sound);
+}
+
 void RaiseScore(int value)
 {
   local_player->score += value;
@@ -14664,6 +15024,8 @@ ListNode *SaveEngineSnapshotBuffers()
     SaveEngineSnapshotValues_EM();
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     SaveEngineSnapshotValues_SP(&buffers);
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    SaveEngineSnapshotValues_MM(&buffers);
 
   /* save values stored in special snapshot structure */
 
@@ -14673,6 +15035,8 @@ ListNode *SaveEngineSnapshotBuffers()
     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
 
   /* save further RND engine values */
 
@@ -14769,11 +15133,10 @@ void SaveEngineSnapshotSingle()
   snapshot_level_nr = level_nr;
 }
 
-static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
+boolean CheckSaveEngineSnapshotToList()
 {
   boolean save_snapshot =
-    (initial_snapshot ||
-     (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
+    ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
       game.snapshot.changed_action) ||
      (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
@@ -14781,30 +15144,28 @@ static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
 
   game.snapshot.changed_action = FALSE;
   game.snapshot.collected_item = FALSE;
+  game.snapshot.save_snapshot = save_snapshot;
+
+  return save_snapshot;
+}
 
+void SaveEngineSnapshotToList()
+{
   if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
-      tape.quick_resume ||
-      !save_snapshot)
-    return FALSE;
+      tape.quick_resume)
+    return;
 
   ListNode *buffers = SaveEngineSnapshotBuffers();
 
   /* finally save all snapshot buffers to snapshot list */
   SaveSnapshotToList(buffers);
-
-  return TRUE;
-}
-
-boolean SaveEngineSnapshotToList()
-{
-  return SaveEngineSnapshotToListExt(FALSE);
 }
 
 void SaveEngineSnapshotToListInitial()
 {
   FreeEngineSnapshotList();
 
-  SaveEngineSnapshotToListExt(TRUE);
+  SaveEngineSnapshotToList();
 }
 
 void LoadEngineSnapshotValues()
@@ -14817,6 +15178,8 @@ void LoadEngineSnapshotValues()
     LoadEngineSnapshotValues_EM();
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     LoadEngineSnapshotValues_SP();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    LoadEngineSnapshotValues_MM();
 }
 
 void LoadEngineSnapshotSingle()
@@ -14998,7 +15361,7 @@ void FreeGameButtons()
     FreeGadget(game_gadget[i]);
 }
 
-static void MapGameButtonsAtSamePosition(int id)
+static void UnmapGameButtonsAtSamePosition(int id)
 {
   int i;
 
@@ -15006,10 +15369,26 @@ static void MapGameButtonsAtSamePosition(int id)
     if (i != id &&
        gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
        gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
-      MapGadget(game_gadget[i]);
+      UnmapGadget(game_gadget[i]);
 }
 
-static void UnmapGameButtonsAtSamePosition(int id)
+static void UnmapGameButtonsAtSamePosition_All()
+{
+  if (setup.show_snapshot_buttons)
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+  }
+  else
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+  }
+}
+
+static void MapGameButtonsAtSamePosition(int id)
 {
   int i;
 
@@ -15017,7 +15396,9 @@ static void UnmapGameButtonsAtSamePosition(int id)
     if (i != id &&
        gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
        gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
-      UnmapGadget(game_gadget[i]);
+      MapGadget(game_gadget[i]);
+
+  UnmapGameButtonsAtSamePosition_All();
 }
 
 void MapUndoRedoButtons()
@@ -15027,6 +15408,8 @@ void MapUndoRedoButtons()
 
   MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
 }
 
 void UnmapUndoRedoButtons()
@@ -15036,6 +15419,8 @@ void UnmapUndoRedoButtons()
 
   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
 }
 
 void MapGameButtons()
@@ -15047,18 +15432,7 @@ void MapGameButtons()
        i != GAME_CTRL_ID_REDO)
       MapGadget(game_gadget[i]);
 
-  if (setup.show_snapshot_buttons)
-  {
-    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
-    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
-    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
-  }
-  else
-  {
-    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
-    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
-    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
-  }
+  UnmapGameButtonsAtSamePosition_All();
 
   RedrawGameButtons();
 }
@@ -15173,7 +15547,7 @@ static void HandleGameButtonsExt(int id, int button)
          SendToServer_ContinuePlaying();
        else
 #endif
-         TapeTogglePause(TAPE_TOGGLE_MANUAL);
+         TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
       }
       break;