fixed sound for charging level time (energy) for MM engine
[rocksndiamonds.git] / src / game.c
index b543e6d2e14132d345e14aca528e069efdc98e54..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,
@@ -1052,6 +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 *);
 
@@ -1619,7 +1646,6 @@ void GetPlayerConfig()
   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
 
   SetAudioMode(setup.sound);
-  InitJoysticks();
 }
 
 int GetElementFromGroupElement(int element)
@@ -2150,6 +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 :
@@ -2157,19 +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();
 
@@ -2260,6 +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 =
@@ -2412,6 +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;
       }
@@ -2535,6 +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);
@@ -2699,6 +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 */
@@ -3054,6 +3223,11 @@ static void InitGameEngine()
      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)
@@ -3116,7 +3290,7 @@ void InitGame()
   if (CheckIfGlobalBorderHasChanged())
     fade_mask = REDRAW_ALL;
 
-  FadeSoundsAndMusic();
+  FadeLevelSoundsAndMusic();
 
   ExpireSoundLoops(TRUE);
 
@@ -3156,6 +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;
 
@@ -3222,6 +3400,8 @@ void InitGame()
     player->was_snapping = FALSE;
     player->was_dropping = FALSE;
 
+    player->force_dropping = FALSE;
+
     player->frame_counter_bored = -1;
     player->frame_counter_sleeping = -1;
 
@@ -3922,6 +4102,10 @@ void InitGame()
   {
     InitGameEngine_SP();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    InitGameEngine_MM();
+  }
   else
   {
     DrawLevel(REDRAW_FIELD);
@@ -4028,6 +4212,9 @@ void InitGame()
 
   game.restart_level = FALSE;
 
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    InitGameActions_MM();
+
   SaveEngineSnapshotToListInitial();
 }
 
@@ -4255,7 +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);
@@ -4461,7 +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) 
@@ -4590,6 +4781,10 @@ void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
 
 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]);
 
@@ -10711,7 +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 */
@@ -10777,6 +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;
@@ -10814,6 +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)
   {
@@ -11012,6 +11240,21 @@ void GameActionsExt()
     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();
@@ -11074,6 +11317,10 @@ void GameActionsExt()
   /* 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;
@@ -11130,6 +11377,8 @@ void GameActionsExt()
       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);
@@ -11194,6 +11443,10 @@ void GameActionsExt()
   {
     GameActions_SP_Main();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    GameActions_MM_Main();
+  }
   else
   {
     GameActions_RND_Main();
@@ -11205,7 +11458,7 @@ void GameActionsExt()
 
   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;
@@ -11213,15 +11466,20 @@ void GameActionsExt()
 
     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;
   }
 }
 
@@ -11265,6 +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()
@@ -13976,8 +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
@@ -14005,6 +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;
@@ -14211,12 +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)
@@ -14390,6 +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;
@@ -14678,6 +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 */
 
@@ -14687,6 +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 */
 
@@ -14828,6 +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()