fixed asking all network clients to "play again" after unsolved game end
[rocksndiamonds.git] / src / game.c
index f7ff3eab01a0d85cf274df89332e410030031d47..f359a2cbdfb406c6bf018873c7b14c5901397dfc 100644 (file)
@@ -81,7 +81,7 @@
 #define EX_TYPE_DYNA           (1 << 4)
 #define EX_TYPE_SINGLE_TILE    (EX_TYPE_CENTER | EX_TYPE_BORDER)
 
-#define PANEL_OFF()            (local_player->LevelSolved_PanelOff)
+#define PANEL_OFF()            (game.panel.active == FALSE)
 #define        PANEL_DEACTIVATED(p)    ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
 #define PANEL_XPOS(p)          (DX + ALIGNED_TEXT_XPOS(p))
 #define PANEL_YPOS(p)          (DY + ALIGNED_TEXT_YPOS(p))
 #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)
@@ -968,6 +1002,8 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define IS_PASSABLE_FROM(e, d)         (IS_PASSABLE(e)   && ACCESS_FROM(e, d))
 #define IS_ACCESSIBLE_FROM(e, d)       (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
 
+#define MM_HEALTH(x)           (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
+
 /* game button identifiers */
 #define GAME_CTRL_ID_STOP              0
 #define GAME_CTRL_ID_PAUSE             1
@@ -977,11 +1013,17 @@ static struct GamePanelControlInfo game_panel_controls[] =
 #define GAME_CTRL_ID_SAVE              5
 #define GAME_CTRL_ID_PAUSE2            6
 #define GAME_CTRL_ID_LOAD              7
-#define SOUND_CTRL_ID_MUSIC            8
-#define SOUND_CTRL_ID_LOOPS            9
-#define SOUND_CTRL_ID_SIMPLE           10
+#define GAME_CTRL_ID_PANEL_STOP                8
+#define GAME_CTRL_ID_PANEL_PAUSE       9
+#define GAME_CTRL_ID_PANEL_PLAY                10
+#define SOUND_CTRL_ID_MUSIC            11
+#define SOUND_CTRL_ID_LOOPS            12
+#define SOUND_CTRL_ID_SIMPLE           13
+#define SOUND_CTRL_ID_PANEL_MUSIC      14
+#define SOUND_CTRL_ID_PANEL_LOOPS      15
+#define SOUND_CTRL_ID_PANEL_SIMPLE     16
 
-#define NUM_GAME_BUTTONS               11
+#define NUM_GAME_BUTTONS               17
 
 
 /* forward declaration for internal use */
@@ -1043,7 +1085,8 @@ static void PlayLevelSoundElementAction(int, int, int, int);
 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
 static void PlayLevelSoundActionIfLoop(int, int, int);
 static void StopLevelSoundActionIfLoop(int, int, int);
-static void PlayLevelMusic();
+static void PlayLevelMusic(void);
+static void FadeLevelSoundsAndMusic(void);
 
 static void HandleGameButtons(struct GadgetInfo *);
 
@@ -1053,7 +1096,7 @@ void ContinueMoving(int, int);
 void Bang(int, int);
 void InitMovDir(int, int);
 void InitAmoebaNr(int, int);
-int NewHiScore(void);
+int NewHiScore(int);
 
 void TestIfGoodThingHitsBadThing(int, int, int);
 void TestIfBadThingHitsGoodThing(int, int, int);
@@ -1069,6 +1112,7 @@ void TestIfGoodThingGetsHitByBadThing(int, int, int);
 void KillPlayer(struct PlayerInfo *);
 void BuryPlayer(struct PlayerInfo *);
 void RemovePlayer(struct PlayerInfo *);
+void ExitPlayer(struct PlayerInfo *);
 
 static int getInvisibleActiveFromInvisibleElement(int);
 static int getInvisibleFromInvisibleActiveElement(int);
@@ -1518,7 +1562,7 @@ static int playfield_scan_delta_y = 1;
                                     (x) += playfield_scan_delta_x)
 
 #ifdef DEBUG
-void DEBUG_SetMaximumDynamite()
+void DEBUG_SetMaximumDynamite(void)
 {
   int i;
 
@@ -1529,7 +1573,7 @@ void DEBUG_SetMaximumDynamite()
 }
 #endif
 
-static void InitPlayfieldScanModeVars()
+static void InitPlayfieldScanModeVars(void)
 {
   if (game.use_reverse_scan_direction)
   {
@@ -1592,7 +1636,7 @@ static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
   }
 }
 
-void GetPlayerConfig()
+void GetPlayerConfig(void)
 {
   GameFrameDelay = setup.game_frame_delay;
 
@@ -1611,7 +1655,6 @@ void GetPlayerConfig()
   setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
 
   SetAudioMode(setup.sound);
-  InitJoysticks();
 }
 
 int GetElementFromGroupElement(int element)
@@ -1689,7 +1732,7 @@ static void InitPlayerField(int x, int y, int element, boolean init_game)
     if (game.use_block_last_field_bug)
       player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
 
-    if (!options.network || player->connected)
+    if (!network.enabled || player->connected_network)
     {
       player->active = TRUE;
 
@@ -2050,7 +2093,17 @@ static int compareGamePanelOrderInfo(const void *object1, const void *object2)
   return compare_result;
 }
 
-void InitGameControlValues()
+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;
+}
+
+static void InitGameControlValues(void)
 {
   int i;
 
@@ -2095,7 +2148,7 @@ void InitGameControlValues()
        sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
 }
 
-void UpdatePlayfieldElementCount()
+static void UpdatePlayfieldElementCount(void)
 {
   boolean use_element_count = FALSE;
   int i, j, x, y;
@@ -2123,7 +2176,7 @@ void UpdatePlayfieldElementCount()
          element_info[j].element_count;
 }
 
-void UpdateGameControlValues()
+static void UpdateGameControlValues(void)
 {
   int i, k;
   int time = (local_player->LevelSolved ?
@@ -2132,6 +2185,8 @@ 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 :
@@ -2139,25 +2194,38 @@ 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 = (local_player->LevelSolved ?
+               local_player->LevelSolved_CountingHealth :
+               level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+               MM_HEALTH(game_mm.laser_overload_value) :
+               local_player->health);
 
   UpdatePlayfieldElementCount();
 
   /* update game panel control values */
 
-  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
+  /* used instead of "level_nr" (for network games) */
+  game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
   game_panel_controls[GAME_PANEL_GEMS].value = gems;
 
   game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
@@ -2187,15 +2255,8 @@ 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 +2283,8 @@ 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 +2310,14 @@ void UpdateGameControlValues()
   game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
   game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
 
+  if (level.time == 0)
+    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 +2470,36 @@ 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;
       }
@@ -2415,7 +2507,7 @@ void UpdateGameControlValues()
   }
 }
 
-void DisplayGameControlValues()
+static void DisplayGameControlValues(void)
 {
   boolean redraw_panel = FALSE;
   int i;
@@ -2531,6 +2623,94 @@ 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);
@@ -2578,7 +2758,7 @@ void DisplayGameControlValues()
   SetGameStatus(GAME_MODE_PLAYING);
 }
 
-void UpdateAndDisplayGameControlValues()
+void UpdateAndDisplayGameControlValues(void)
 {
   if (tape.deactivate_display)
     return;
@@ -2587,12 +2767,14 @@ void UpdateAndDisplayGameControlValues()
   DisplayGameControlValues();
 }
 
-void UpdateGameDoorValues()
+#if 0
+static void UpdateGameDoorValues(void)
 {
   UpdateGameControlValues();
 }
+#endif
 
-void DrawGameDoorValues()
+void DrawGameDoorValues(void)
 {
   DisplayGameControlValues();
 }
@@ -2606,7 +2788,7 @@ void DrawGameDoorValues()
   =============================================================================
 */
 
-static void InitGameEngine()
+static void InitGameEngine(void)
 {
   int i, j, k, l, x, y;
 
@@ -2695,6 +2877,12 @@ 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 */
@@ -3049,9 +3237,16 @@ 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)
+static int get_num_special_action(int element, int action_first,
+                                 int action_last)
 {
   int num_special_action = 0;
   int i, j;
@@ -3083,7 +3278,37 @@ int get_num_special_action(int element, int action_first, int action_last)
   =============================================================================
 */
 
-void InitGame()
+#if DEBUG_INIT_PLAYER
+static void DebugPrintPlayerStatus(char *message)
+{
+  int i;
+
+  if (!options.debug)
+    return;
+
+  printf("%s:\n", message);
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+  {
+    struct PlayerInfo *player = &stored_player[i];
+
+    printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
+          i + 1,
+          player->present,
+          player->connected,
+          player->connected_locally,
+          player->connected_network,
+          player->active);
+
+    if (local_player == player)
+      printf(" (local player)");
+
+    printf("\n");
+  }
+}
+#endif
+
+void InitGame(void)
 {
   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
@@ -3108,10 +3333,10 @@ void InitGame()
   else
     FadeSetEnterScreen();
 
-  if (CheckIfGlobalBorderHasChanged())
+  if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
     fade_mask = REDRAW_ALL;
 
-  FadeSoundsAndMusic();
+  FadeLevelSoundsAndMusic();
 
   ExpireSoundLoops(TRUE);
 
@@ -3122,15 +3347,15 @@ void InitGame()
 
   ClearField();
 
-  OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
-
   DrawCompleteVideoDisplay();
 
+  OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
+
   InitGameEngine();
   InitGameControlValues();
 
   /* don't play tapes over network */
-  network_playing = (options.network && !tape.playing);
+  network_playing = (network.enabled && !tape.playing);
 
   for (i = 0; i < MAX_PLAYERS; i++)
   {
@@ -3151,12 +3376,26 @@ 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->mouse_action.button_hint = 0;
+
+    player->effective_mouse_action.lx = 0;
+    player->effective_mouse_action.ly = 0;
+    player->effective_mouse_action.button = 0;
+    player->effective_mouse_action.button_hint = 0;
+
     player->score = 0;
     player->score_final = 0;
 
+    player->health = MAX_HEALTH;
+    player->health_final = MAX_HEALTH;
+
     player->gems_still_needed = level.gems_needed;
     player->sokobanfields_still_needed = 0;
     player->lights_still_needed = 0;
+    player->players_still_needed = 0;
     player->friends_still_needed = 0;
 
     for (j = 0; j < MAX_NUM_KEYS; j++)
@@ -3212,6 +3451,13 @@ 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;
 
@@ -3279,22 +3525,21 @@ void InitGame()
 
     player->LevelSolved_GameWon = FALSE;
     player->LevelSolved_GameEnd = FALSE;
-    player->LevelSolved_PanelOff = FALSE;
     player->LevelSolved_SaveTape = FALSE;
     player->LevelSolved_SaveScore = FALSE;
+
     player->LevelSolved_CountingTime = 0;
     player->LevelSolved_CountingScore = 0;
+    player->LevelSolved_CountingHealth = 0;
 
     map_player_action[i] = i;
   }
 
   network_player_action_received = FALSE;
 
-#if defined(NETWORK_AVALIABLE)
   /* initial null action */
   if (network_playing)
     SendToServer_MovePlayer(MV_NONE);
-#endif
 
   ZX = ZY = -1;
   ExitX = ExitY = -1;
@@ -3313,6 +3558,8 @@ void InitGame()
 
   AllPlayersGone = FALSE;
 
+  game.panel.active = TRUE;
+
   game.no_time_limit = (level.time == 0);
 
   game.yamyam_content_nr = 0;
@@ -3330,19 +3577,9 @@ void InitGame()
   game.ball_state = level.ball_state_initial;
   game.ball_content_nr = 0;
 
-  game.envelope_active = FALSE;
-
-  /* set focus to local player for network games, else to all players */
-  game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
-  game.centered_player_nr_next = game.centered_player_nr;
-  game.set_centered_player = FALSE;
+  game.explosions_delayed = TRUE;
 
-  if (network_playing && tape.recording)
-  {
-    /* store client dependent player focus when recording network games */
-    tape.centered_player_nr_next = game.centered_player_nr_next;
-    tape.set_centered_player = TRUE;
-  }
+  game.envelope_active = FALSE;
 
   for (i = 0; i < NUM_BELTS; i++)
   {
@@ -3354,15 +3591,12 @@ void InitGame()
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
 
 #if DEBUG_INIT_PLAYER
-  if (options.debug)
-  {
-    printf("Player status at level initialization:\n");
-  }
+  DebugPrintPlayerStatus("Player status at level initialization");
 #endif
 
   SCAN_PLAYFIELD(x, y)
   {
-    Feld[x][y] = level.field[x][y];
+    Feld[x][y] = Last[x][y] = level.field[x][y];
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
     ChangeDelay[x][y] = 0;
     ChangePage[x][y] = -1;
@@ -3471,22 +3705,33 @@ void InitGame()
       game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
 
 #if USE_NEW_PLAYER_ASSIGNMENTS
-  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
-  /* choose default local player */
-  local_player = &stored_player[0];
-
   for (i = 0; i < MAX_PLAYERS; i++)
+  {
     stored_player[i].connected = FALSE;
 
-  local_player->connected = TRUE;
-  /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+    /* in network game mode, the local player might not be the first player */
+    if (stored_player[i].connected_locally)
+      local_player = &stored_player[i];
+  }
+
+  if (!network.enabled)
+    local_player->connected = TRUE;
 
   if (tape.playing)
   {
     for (i = 0; i < MAX_PLAYERS; i++)
       stored_player[i].connected = tape.player_participates[i];
   }
-  else if (game.team_mode && !options.network)
+  else if (network.enabled)
+  {
+    /* add team mode players connected over the network (needed for correct
+       assignment of player figures from level to locally playing players) */
+
+    for (i = 0; i < MAX_PLAYERS; i++)
+      if (stored_player[i].connected_network)
+       stored_player[i].connected = TRUE;
+  }
+  else if (game.team_mode)
   {
     /* try to guess locally connected team mode players (needed for correct
        assignment of player figures from level to locally playing players) */
@@ -3498,26 +3743,7 @@ void InitGame()
   }
 
 #if DEBUG_INIT_PLAYER
-  if (options.debug)
-  {
-    printf("Player status after level initialization:\n");
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      printf("- player %d: present == %d, connected == %d, active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status after level initialization");
 #endif
 
 #if DEBUG_INIT_PLAYER
@@ -3604,26 +3830,7 @@ void InitGame()
   }
 
 #if DEBUG_INIT_PLAYER
-  if (options.debug)
-  {
-    printf("Player status after player assignment (first stage):\n");
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      printf("- player %d: present == %d, connected == %d, active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status after player assignment (first stage)");
 #endif
 
 #else
@@ -3671,6 +3878,18 @@ void InitGame()
   printf("::: local_player->present == %d\n", local_player->present);
 #endif
 
+  /* set focus to local player for network games, else to all players */
+  game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+  game.centered_player_nr_next = game.centered_player_nr;
+  game.set_centered_player = FALSE;
+
+  if (network_playing && tape.recording)
+  {
+    /* store client dependent player focus when recording network games */
+    tape.centered_player_nr_next = game.centered_player_nr_next;
+    tape.set_centered_player = TRUE;
+  }
+
   if (tape.playing)
   {
     /* when playing a tape, eliminate all players who do not participate */
@@ -3716,32 +3935,34 @@ void InitGame()
     }
 #endif
   }
-  else if (!options.network && !game.team_mode)                /* && !tape.playing */
+  else if (!network.enabled && !game.team_mode)                /* && !tape.playing */
   {
-    /* when in single player mode, eliminate all but the first active player */
+    /* when in single player mode, eliminate all but the local player */
 
     for (i = 0; i < MAX_PLAYERS; i++)
     {
-      if (stored_player[i].active)
+      struct PlayerInfo *player = &stored_player[i];
+
+      if (player->active && player != local_player)
       {
-       for (j = i + 1; j < MAX_PLAYERS; j++)
-       {
-         if (stored_player[j].active)
-         {
-           struct PlayerInfo *player = &stored_player[j];
-           int jx = player->jx, jy = player->jy;
+       int jx = player->jx, jy = player->jy;
 
-           player->active = FALSE;
-           player->present = FALSE;
+       player->active = FALSE;
+       player->present = FALSE;
 
-           StorePlayer[jx][jy] = 0;
-           Feld[jx][jy] = EL_EMPTY;
-         }
-       }
+       StorePlayer[jx][jy] = 0;
+       Feld[jx][jy] = EL_EMPTY;
       }
     }
   }
 
+  for (i = 0; i < MAX_PLAYERS; i++)
+    if (stored_player[i].active)
+      local_player->players_still_needed++;
+
+  if (level.solved_by_one_player)
+    local_player->players_still_needed = 1;
+
   /* when recording the game, store which players take part in the game */
   if (tape.recording)
   {
@@ -3757,26 +3978,7 @@ void InitGame()
   }
 
 #if DEBUG_INIT_PLAYER
-  if (options.debug)
-  {
-    printf("Player status after player assignment (final stage):\n");
-
-    for (i = 0; i < MAX_PLAYERS; i++)
-    {
-      struct PlayerInfo *player = &stored_player[i];
-
-      printf("- player %d: present == %d, connected == %d, active == %d",
-            i + 1,
-            player->present,
-            player->connected,
-            player->active);
-
-      if (local_player == player)
-       printf(" (local player)");
-
-      printf("\n");
-    }
-  }
+  DebugPrintPlayerStatus("Player status after player assignment (final stage)");
 #endif
 
   if (BorderElement == EL_EMPTY)
@@ -3894,23 +4096,13 @@ 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 +4114,10 @@ void InitGame()
   {
     InitGameEngine_SP();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    InitGameEngine_MM();
+  }
   else
   {
     DrawLevel(REDRAW_FIELD);
@@ -3971,10 +4167,6 @@ void InitGame()
     FreeGameButtons();
     CreateGameButtons();
 
-    game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
-    game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
-    game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
-
     MapGameButtons();
     MapTapeButtons();
 
@@ -3983,34 +4175,10 @@ void InitGame()
 
     OpenDoor(DOOR_OPEN_ALL);
 
-    PlaySound(SND_GAME_STARTING);
-
-    if (setup.sound_music)
-      PlayLevelMusic();
-
     KeyboardAutoRepeatOffUnlessAutoplay();
 
 #if DEBUG_INIT_PLAYER
-    if (options.debug)
-    {
-      printf("Player status (final):\n");
-
-      for (i = 0; i < MAX_PLAYERS; i++)
-      {
-       struct PlayerInfo *player = &stored_player[i];
-
-       printf("- player %d: present == %d, connected == %d, active == %d",
-              i + 1,
-              player->present,
-              player->connected,
-              player->active);
-
-       if (local_player == player)
-         printf(" (local player)");
-
-       printf("\n");
-      }
-    }
+    DebugPrintPlayerStatus("Player status (final)");
 #endif
   }
 
@@ -4027,17 +4195,41 @@ void InitGame()
   }
 
   game.restart_level = FALSE;
+  game.restart_game_message = NULL;
+  game.request_active = FALSE;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    InitGameActions_MM();
 
   SaveEngineSnapshotToListInitial();
+
+  if (!game.restart_level)
+  {
+    PlaySound(SND_GAME_STARTING);
+
+    if (setup.sound_music)
+      PlayLevelMusic();
+  }
 }
 
-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)
@@ -4240,25 +4432,40 @@ void InitAmoebaNr(int x, int y)
 
 static void PlayerWins(struct PlayerInfo *player)
 {
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+      local_player->players_still_needed > 0)
+    return;
+
   player->LevelSolved = TRUE;
   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->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                         MM_HEALTH(game_mm.laser_overload_value) :
+                         player->health);
 
   player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
                                      TimeLeft);
   player->LevelSolved_CountingScore = player->score_final;
+  player->LevelSolved_CountingHealth = player->health_final;
 }
 
-void GameWon()
+void GameWon(void)
 {
+  static int time_count_steps;
   static int time, time_final;
   static int score, score_final;
+  static int health, health_final;
   static int game_over_delay_1 = 0;
   static int game_over_delay_2 = 0;
+  static int game_over_delay_3 = 0;
   int game_over_delay_value_1 = 50;
-  int game_over_delay_value_2 = 50;
+  int game_over_delay_value_2 = 25;
+  int game_over_delay_value_3 = 50;
 
   if (!local_player->LevelSolved_GameWon)
   {
@@ -4284,24 +4491,42 @@ void GameWon()
 
     TapeStop();
 
-    game_over_delay_1 = game_over_delay_value_1;
-    game_over_delay_2 = game_over_delay_value_2;
+    game_over_delay_1 = 0;
+    game_over_delay_2 = 0;
+    game_over_delay_3 = game_over_delay_value_3;
 
     time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
     score = score_final = local_player->score_final;
+    health = health_final = local_player->health_final;
 
-    if (TimeLeft > 0)
-    {
-      time_final = 0;
-      score_final += TimeLeft * level.score[SC_TIME_BONUS];
-    }
-    else if (game.no_time_limit && TimePlayed < 999)
+    if (level.score[SC_TIME_BONUS] > 0)
     {
-      time_final = 999;
-      score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
-    }
+      if (TimeLeft > 0)
+      {
+       time_final = 0;
+       score_final += TimeLeft * level.score[SC_TIME_BONUS];
+      }
+      else if (game.no_time_limit && TimePlayed < 999)
+      {
+       time_final = 999;
+       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+      }
+
+      time_count_steps = MAX(1, ABS(time_final - time) / 100);
+
+      game_over_delay_1 = game_over_delay_value_1;
 
-    local_player->score_final = score_final;
+      if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+      {
+       health_final = 0;
+       score_final += health * level.score[SC_TIME_BONUS];
+
+       game_over_delay_2 = game_over_delay_value_2;
+      }
+
+      local_player->score_final = score_final;
+      local_player->health_final = health_final;
+    }
 
     if (level_editor_test_game)
     {
@@ -4333,8 +4558,8 @@ void GameWon()
 
          Feld[ExitX][ExitY] =
            (element == EL_EXIT_OPEN            ? EL_EXIT_CLOSING :
-            element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
-            element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
+            element == EL_EM_EXIT_OPEN         ? EL_EM_EXIT_CLOSING :
+            element == EL_SP_EXIT_OPEN         ? EL_SP_EXIT_CLOSING:
             element == EL_STEEL_EXIT_OPEN      ? EL_STEEL_EXIT_CLOSING:
             EL_EM_STEEL_EXIT_CLOSING);
 
@@ -4373,7 +4598,9 @@ void GameWon()
   {
     int time_to_go = ABS(time_final - time);
     int time_count_dir = (time < time_final ? +1 : -1);
-    int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
+
+    if (time_to_go < time_count_steps)
+      time_count_steps = 1;
 
     time  += time_count_steps * time_count_dir;
     score += time_count_steps * level.score[SC_TIME_BONUS];
@@ -4396,8 +4623,6 @@ void GameWon()
     return;
   }
 
-  local_player->LevelSolved_PanelOff = TRUE;
-
   if (game_over_delay_2 > 0)
   {
     game_over_delay_2--;
@@ -4405,24 +4630,61 @@ void GameWon()
     return;
   }
 
+  if (health != health_final)
+  {
+    int health_count_dir = (health < health_final ? +1 : -1);
+
+    health += health_count_dir;
+    score  += level.score[SC_TIME_BONUS];
+
+    local_player->LevelSolved_CountingHealth = health;
+    local_player->LevelSolved_CountingScore = score;
+
+    game_panel_controls[GAME_PANEL_HEALTH].value = health;
+    game_panel_controls[GAME_PANEL_SCORE].value = score;
+
+    DisplayGameControlValues();
+
+    if (health == health_final)
+      StopSound(SND_GAME_LEVELTIME_BONUS);
+    else if (setup.sound_loops)
+      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+    else
+      PlaySound(SND_GAME_LEVELTIME_BONUS);
+
+    return;
+  }
+
+  game.panel.active = FALSE;
+
+  if (game_over_delay_3 > 0)
+  {
+    game_over_delay_3--;
+
+    return;
+  }
+
   GameEnd();
 }
 
-void GameEnd()
+void GameEnd(void)
 {
+  /* used instead of "level_nr" (needed for network games) */
+  int last_level_nr = levelset.level_nr;
   int hi_pos;
-  boolean raise_level = FALSE;
 
   local_player->LevelSolved_GameEnd = TRUE;
 
-  if (!global.use_envelope_request)
-    CloseDoor(DOOR_CLOSE_1);
-
   if (local_player->LevelSolved_SaveTape)
   {
-    SaveTapeChecked(tape.level_nr);    /* ask to save tape */
+    /* make sure that request dialog to save tape does not open door again */
+    if (!global.use_envelope_request)
+      CloseDoor(DOOR_CLOSE_1);
+
+    SaveTapeChecked_LevelSolved(tape.level_nr);                /* ask to save tape */
   }
 
+  /* if no tape is to be saved, close both doors simultaneously */
   CloseDoor(DOOR_CLOSE_ALL);
 
   if (level_editor_test_game)
@@ -4450,39 +4712,48 @@ void GameEnd()
     SaveLevelSetup_SeriesInfo();
   }
 
-  if (level_nr < leveldir_current->last_level)
-    raise_level = TRUE;                        /* advance to next level */
-
-  if ((hi_pos = NewHiScore()) >= 0) 
+  if (setup.increment_levels &&
+      level_nr < leveldir_current->last_level &&
+      !network_playing)
   {
-    SetGameStatus(GAME_MODE_SCORES);
-
-    DrawHallOfFame(hi_pos);
+    level_nr++;                /* advance to next level */
+    TapeErase();       /* start with empty tape */
 
-    if (raise_level)
+    if (setup.auto_play_next_level)
     {
-      level_nr++;
-      TapeErase();
+      LoadLevel(level_nr);
+
+      SaveLevelSetup_SeriesInfo();
     }
   }
+
+  hi_pos = NewHiScore(last_level_nr);
+
+  if (hi_pos >= 0 && !setup.skip_scores_after_game)
+  {
+    SetGameStatus(GAME_MODE_SCORES);
+
+    DrawHallOfFame(last_level_nr, hi_pos);
+  }
+  else if (setup.auto_play_next_level && setup.increment_levels &&
+          last_level_nr < leveldir_current->last_level &&
+          !network_playing)
+  {
+    StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+  }
   else
   {
     SetGameStatus(GAME_MODE_MAIN);
 
-    if (raise_level)
-    {
-      level_nr++;
-      TapeErase();
-    }
-
     DrawMainMenu();
   }
 }
 
-int NewHiScore()
+int NewHiScore(int level_nr)
 {
   int k, l;
   int position = -1;
+  boolean one_score_entry_per_name = !program.many_scores_per_name;
 
   LoadScore(level_nr);
 
@@ -4500,13 +4771,15 @@ 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 +4788,19 @@ 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 +4847,14 @@ 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 +4864,6 @@ 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 +4872,7 @@ 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)
@@ -4610,7 +4880,7 @@ static void ResetRandomAnimationValue(int x, int y)
   GfxRandom[x][y] = INIT_GFX_RANDOM();
 }
 
-void InitMovingField(int x, int y, int direction)
+static void InitMovingField(int x, int y, int direction)
 {
   int element = Feld[x][y];
   int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
@@ -4683,7 +4953,7 @@ void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
   *comes_from_y = oldy;
 }
 
-int MovingOrBlocked2Element(int x, int y)
+static int MovingOrBlocked2Element(int x, int y)
 {
   int element = Feld[x][y];
 
@@ -4741,7 +5011,7 @@ static void RemoveField(int x, int y)
   GfxDir[x][y] = MV_NONE;
 }
 
-void RemoveMovingField(int x, int y)
+static void RemoveMovingField(int x, int y)
 {
   int oldx = x, oldy = y, newx = x, newy = y;
   int element = Feld[x][y];
@@ -4822,7 +5092,7 @@ void DrawDynamite(int x, int y)
     DrawGraphic(sx, sy, graphic, frame);
 }
 
-void CheckDynamite(int x, int y)
+static void CheckDynamite(int x, int y)
 {
   if (MovDelay[x][y] != 0)     /* dynamite is still waiting to explode */
   {
@@ -4872,7 +5142,7 @@ static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
   }
 }
 
-static boolean checkIfAllPlayersFitToScreen_RND()
+static boolean checkIfAllPlayersFitToScreen_RND(void)
 {
   int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
 
@@ -4892,8 +5162,8 @@ static void setScreenCenteredToAllPlayers(int *sx, int *sy)
   *sy = (sy1 + sy2) / 2;
 }
 
-void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
-                       boolean center_screen, boolean quick_relocation)
+static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
+                              boolean center_screen, boolean quick_relocation)
 {
   unsigned int frame_delay_value_old = GetVideoFrameDelay();
   boolean ffwd_delay = (tape.playing && tape.fast_forward);
@@ -4915,36 +5185,21 @@ 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)
@@ -4998,7 +5253,7 @@ void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
   SetVideoFrameDelay(frame_delay_value_old);
 }
 
-void RelocatePlayer(int jx, int jy, int el_player_raw)
+static void RelocatePlayer(int jx, int jy, int el_player_raw)
 {
   int el_player = GET_PLAYER_ELEMENT(el_player_raw);
   int player_nr = GET_PLAYER_NR(el_player);
@@ -5103,7 +5358,7 @@ void RelocatePlayer(int jx, int jy, int el_player_raw)
   }
 }
 
-void Explode(int ex, int ey, int phase, int mode)
+static void Explode(int ex, int ey, int phase, int mode)
 {
   int x, y;
   int last_phase;
@@ -5406,7 +5661,7 @@ void Explode(int ex, int ey, int phase, int mode)
   }
 }
 
-void DynaExplode(int ex, int ey)
+static void DynaExplode(int ex, int ey)
 {
   int i, j;
   int dynabomb_element = Feld[ex][ey];
@@ -5531,7 +5786,7 @@ void Bang(int x, int y)
   CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
 }
 
-void SplashAcid(int x, int y)
+static void SplashAcid(int x, int y)
 {
   if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
       (!IN_LEV_FIELD(x - 1, y - 2) ||
@@ -5546,7 +5801,7 @@ void SplashAcid(int x, int y)
   PlayLevelSound(x, y, SND_ACID_SPLASHING);
 }
 
-static void InitBeltMovement()
+static void InitBeltMovement(void)
 {
   static int belt_base_element[4] =
   {
@@ -5780,7 +6035,7 @@ static int getInvisibleFromInvisibleActiveElement(int element)
          element);
 }
 
-static void RedrawAllLightSwitchesAndInvisibleElements()
+static void RedrawAllLightSwitchesAndInvisibleElements(void)
 {
   int x, y;
 
@@ -5841,7 +6096,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements()
   }
 }
 
-static void RedrawAllInvisibleElementsForLenses()
+static void RedrawAllInvisibleElementsForLenses(void)
 {
   int x, y;
 
@@ -5890,7 +6145,7 @@ static void RedrawAllInvisibleElementsForLenses()
   }
 }
 
-static void RedrawAllInvisibleElementsForMagnifier()
+static void RedrawAllInvisibleElementsForMagnifier(void)
 {
   int x, y;
 
@@ -5983,7 +6238,7 @@ static void ActivateTimegateSwitch(int x, int y)
                EL_DC_TIMEGATE_SWITCH_ACTIVE);
 }
 
-void Impact(int x, int y)
+static void Impact(int x, int y)
 {
   boolean last_line = (y == lev_fieldy - 1);
   boolean object_hit = FALSE;
@@ -7063,7 +7318,7 @@ 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)
@@ -7087,7 +7342,7 @@ static boolean JustBeingPushed(int x, int y)
   return FALSE;
 }
 
-void StartMoving(int x, int y)
+static void StartMoving(int x, int y)
 {
   boolean started_moving = FALSE;      /* some elements can fall _and_ move */
   int element = Feld[x][y];
@@ -8266,7 +8521,7 @@ int AmoebeNachbarNr(int ax, int ay)
   return group_nr;
 }
 
-void AmoebenVereinigen(int ax, int ay)
+static void AmoebenVereinigen(int ax, int ay)
 {
   int i, x, y, xx, yy;
   int new_group_nr = AmoebaNr[ax][ay];
@@ -8373,7 +8628,7 @@ void AmoebeUmwandeln(int ax, int ay)
   }
 }
 
-void AmoebeUmwandelnBD(int ax, int ay, int new_element)
+static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
 {
   int x, y;
   int group_nr = AmoebaNr[ax][ay];
@@ -8409,7 +8664,7 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element)
                            SND_BD_AMOEBA_TURNING_TO_GEM));
 }
 
-void AmoebeWaechst(int x, int y)
+static void AmoebeWaechst(int x, int y)
 {
   static unsigned int sound_delay = 0;
   static unsigned int sound_delay_value = 0;
@@ -8445,7 +8700,7 @@ void AmoebeWaechst(int x, int y)
   }
 }
 
-void AmoebaDisappearing(int x, int y)
+static void AmoebaDisappearing(int x, int y)
 {
   static unsigned int sound_delay = 0;
   static unsigned int sound_delay_value = 0;
@@ -8481,7 +8736,7 @@ void AmoebaDisappearing(int x, int y)
   }
 }
 
-void AmoebeAbleger(int ax, int ay)
+static void AmoebeAbleger(int ax, int ay)
 {
   int i;
   int element = Feld[ax][ay];
@@ -8636,7 +8891,7 @@ void AmoebeAbleger(int ax, int ay)
   TEST_DrawLevelField(newax, neway);
 }
 
-void Life(int ax, int ay)
+static void Life(int ax, int ay)
 {
   int x1, y1, x2, y2;
   int life_time = 40;
@@ -8665,7 +8920,8 @@ void Life(int ax, int ay)
   for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
   {
     int xx = ax+x1, yy = ay+y1;
-    int nachbarn = 0;
+    int old_element = Feld[xx][yy];
+    int num_neighbours = 0;
 
     if (!IN_LEV_FIELD(xx, yy))
       continue;
@@ -8677,33 +8933,48 @@ void Life(int ax, int ay)
       if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
        continue;
 
-      if (((Feld[x][y] == element ||
-           (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
-          !Stop[x][y]) ||
-         (IS_FREE(x, y) && Stop[x][y]))
-       nachbarn++;
+      boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
+      boolean is_neighbour = FALSE;
+
+      if (level.use_life_bugs)
+       is_neighbour =
+         (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
+          (IS_FREE(x, y)                             &&  Stop[x][y]));
+      else
+       is_neighbour =
+         (Last[x][y] == element || is_player_cell);
+
+      if (is_neighbour)
+       num_neighbours++;
     }
 
+    boolean is_free = FALSE;
+
+    if (level.use_life_bugs)
+      is_free = (IS_FREE(xx, yy));
+    else
+      is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
+
     if (xx == ax && yy == ay)          /* field in the middle */
     {
-      if (nachbarn < life_parameter[0] ||
-         nachbarn > life_parameter[1])
+      if (num_neighbours < life_parameter[0] ||
+         num_neighbours > life_parameter[1])
       {
        Feld[xx][yy] = EL_EMPTY;
-       if (!Stop[xx][yy])
+       if (Feld[xx][yy] != old_element)
          TEST_DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
       }
     }
-    else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
+    else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
     {                                  /* free border field */
-      if (nachbarn >= life_parameter[2] &&
-         nachbarn <= life_parameter[3])
+      if (num_neighbours >= life_parameter[2] &&
+         num_neighbours <= life_parameter[3])
       {
        Feld[xx][yy] = element;
        MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
-       if (!Stop[xx][yy])
+       if (Feld[xx][yy] != old_element)
          TEST_DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
        changed = TRUE;
@@ -8783,7 +9054,7 @@ static void ActivateMagicBall(int bx, int by)
   game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
 }
 
-void CheckExit(int x, int y)
+static void CheckExit(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
       local_player->sokobanfields_still_needed > 0 ||
@@ -8806,7 +9077,7 @@ void CheckExit(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
 }
 
-void CheckExitEM(int x, int y)
+static void CheckExitEM(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
       local_player->sokobanfields_still_needed > 0 ||
@@ -8829,7 +9100,7 @@ void CheckExitEM(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
 }
 
-void CheckExitSteel(int x, int y)
+static void CheckExitSteel(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
       local_player->sokobanfields_still_needed > 0 ||
@@ -8852,7 +9123,7 @@ void CheckExitSteel(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
 }
 
-void CheckExitSteelEM(int x, int y)
+static void CheckExitSteelEM(int x, int y)
 {
   if (local_player->gems_still_needed > 0 ||
       local_player->sokobanfields_still_needed > 0 ||
@@ -8875,7 +9146,7 @@ void CheckExitSteelEM(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
 }
 
-void CheckExitSP(int x, int y)
+static void CheckExitSP(int x, int y)
 {
   if (local_player->gems_still_needed > 0)
   {
@@ -8896,7 +9167,7 @@ void CheckExitSP(int x, int y)
   PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
 }
 
-static void CloseAllOpenTimegates()
+static void CloseAllOpenTimegates(void)
 {
   int x, y;
 
@@ -8913,7 +9184,7 @@ static void CloseAllOpenTimegates()
   }
 }
 
-void DrawTwinkleOnField(int x, int y)
+static void DrawTwinkleOnField(int x, int y)
 {
   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
     return;
@@ -8940,7 +9211,7 @@ void DrawTwinkleOnField(int x, int y)
   }
 }
 
-void MauerWaechst(int x, int y)
+static void MauerWaechst(int x, int y)
 {
   int delay = 6;
 
@@ -8990,7 +9261,7 @@ void MauerWaechst(int x, int y)
   }
 }
 
-void MauerAbleger(int ax, int ay)
+static void MauerAbleger(int ax, int ay)
 {
   int element = Feld[ax][ay];
   int graphic = el2img(element);
@@ -9098,7 +9369,7 @@ void MauerAbleger(int ax, int ay)
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
-void MauerAblegerStahl(int ax, int ay)
+static void MauerAblegerStahl(int ax, int ay)
 {
   int element = Feld[ax][ay];
   int graphic = el2img(element);
@@ -9200,7 +9471,7 @@ void MauerAblegerStahl(int ax, int ay)
     PlayLevelSoundAction(ax, ay, ACTION_GROWING);
 }
 
-void CheckForDragon(int x, int y)
+static void CheckForDragon(int x, int y)
 {
   int i, j;
   boolean dragon_found = FALSE;
@@ -9544,7 +9815,10 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     {
       for (i = 0; i < MAX_PLAYERS; i++)
        if (action_arg_player_bits & (1 << i))
-         PlayerWins(&stored_player[i]);
+         ExitPlayer(&stored_player[i]);
+
+      if (AllPlayersGone)
+       PlayerWins(local_player);
 
       break;
     }
@@ -10528,7 +10802,7 @@ static void PlayPlayerSound(struct PlayerInfo *player)
   }
 }
 
-static void PlayAllPlayersSound()
+static void PlayAllPlayersSound(void)
 {
   int i;
 
@@ -10688,32 +10962,28 @@ 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 +10993,9 @@ 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 */
@@ -10789,11 +11061,30 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
   }
 }
 
-static void CheckLevelTime()
+static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
+                                        byte *tape_action)
 {
-  int i;
+  if (!tape.use_mouse)
+    return;
+
+  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)
+{
+  if (!tape.use_mouse)
+    return;
 
-  /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
+  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 CheckLevelSolved(void)
+{
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
     if (level.native_em_level->lev->home == 0) /* all players at home */
@@ -10826,6 +11117,26 @@ 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;
+  }
+}
+
+static void CheckLevelTime(void)
+{
+  int i;
 
   if (TimeFrames >= FRAMES_PER_SECOND)
   {
@@ -10946,19 +11257,18 @@ void StartGameActions(boolean init_network_game, boolean record_tape,
   if (record_tape)
     TapeStartRecording(new_random_seed);
 
-#if defined(NETWORK_AVALIABLE)
   if (init_network_game)
   {
+    SendToServer_LevelFile();
     SendToServer_StartPlaying();
 
     return;
   }
-#endif
 
   InitGame();
 }
 
-void GameActions()
+static void GameActionsExt(void)
 {
 #if 0
   static unsigned int game_frame_delay = 0;
@@ -10989,41 +11299,9 @@ void GameActions()
   }
 
   if (game.restart_level)
-    StartGameActions(options.network, setup.autorecord, level.random_seed);
-
-  /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
-  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
-  {
-    if (level.native_em_level->lev->home == 0) /* all players at home */
-    {
-      PlayerWins(local_player);
-
-      AllPlayersGone = TRUE;
-
-      level.native_em_level->lev->home = -1;
-    }
-
-    if (level.native_em_level->ply[0]->alive == 0 &&
-       level.native_em_level->ply[1]->alive == 0 &&
-       level.native_em_level->ply[2]->alive == 0 &&
-       level.native_em_level->ply[3]->alive == 0)      /* all dead */
-      AllPlayersGone = TRUE;
-  }
-  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
-  {
-    if (game_sp.LevelSolved &&
-       !game_sp.GameOver)                              /* game won */
-    {
-      PlayerWins(local_player);
-
-      game_sp.GameOver = TRUE;
+    StartGameActions(network.enabled, setup.autorecord, level.random_seed);
 
-      AllPlayersGone = TRUE;
-    }
-
-    if (game_sp.GameOver)                              /* game lost */
-      AllPlayersGone = TRUE;
-  }
+  CheckLevelSolved();
 
   if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
     GameWon();
@@ -11061,16 +11339,15 @@ void GameActions()
   {
     /* try to get network player actions in time */
 
-#if defined(NETWORK_AVALIABLE)
     /* last chance to get network player actions without main loop delay */
     HandleNetworking();
-#endif
 
     /* game was quit by network peer */
     if (game_status != GAME_MODE_PLAYING)
       return;
 
-    if (!network_player_action_received)
+    /* check if network player actions still missing and game still running */
+    if (!network_player_action_received && !checkGameEnded())
       return;          /* failed to get network player actions in time */
 
     /* do not yet reset "network_player_action_received" (for tape.pausing) */
@@ -11086,6 +11363,12 @@ void GameActions()
   /* when playing tape, read previously recorded player input from tape data */
   recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
 
+  local_player->effective_mouse_action = local_player->mouse_action;
+
+  if (recorded_player_action != NULL)
+    SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
+                                recorded_player_action);
+
   /* TapePlayAction() may return NULL when toggling to "pause before death" */
   if (tape.pausing)
     return;
@@ -11104,14 +11387,12 @@ void GameActions()
       stored_player[i].effective_action = stored_player[i].action;
   }
 
-#if defined(NETWORK_AVALIABLE)
-  if (network_playing)
+  if (network_playing && !checkGameEnded())
     SendToServer_MovePlayer(summarized_player_action);
-#endif
 
   // summarize all actions at local players mapped input device position
   // (this allows using different input devices in single player mode)
-  if (!options.network && !game.team_mode)
+  if (!network.enabled && !game.team_mode)
     stored_player[map_player_action[local_player->index_nr]].effective_action =
       summarized_player_action;
 
@@ -11142,6 +11423,9 @@ void GameActions()
       tape.player_participates[i] = TRUE;
   }
 
+  SetTapeActionFromMouseAction(tape_action,
+                              &local_player->effective_mouse_action);
+
   /* only record actions from input devices, but not programmed actions */
   if (tape.recording)
     TapeRecordAction(tape_action);
@@ -11206,6 +11490,10 @@ void GameActions()
   {
     GameActions_SP_Main();
   }
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+  {
+    GameActions_MM_Main();
+  }
   else
   {
     GameActions_RND_Main();
@@ -11213,11 +11501,12 @@ void GameActions()
 
   BlitScreenToBitmap(backbuffer);
 
+  CheckLevelSolved();
   CheckLevelTime();
 
   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;
@@ -11225,19 +11514,42 @@ 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;
   }
 }
 
-void GameActions_EM_Main()
+static void GameActions_CheckSaveEngineSnapshot(void)
+{
+  if (!game.snapshot.save_snapshot)
+    return;
+
+  // clear flag for saving snapshot _before_ saving snapshot
+  game.snapshot.save_snapshot = FALSE;
+
+  SaveEngineSnapshotToList();
+}
+
+void GameActions(void)
+{
+  GameActionsExt();
+
+  GameActions_CheckSaveEngineSnapshot();
+}
+
+void GameActions_EM_Main(void)
 {
   byte effective_action[MAX_PLAYERS];
   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
@@ -11249,7 +11561,7 @@ void GameActions_EM_Main()
   GameActions_EM(effective_action, warp_mode);
 }
 
-void GameActions_SP_Main()
+void GameActions_SP_Main(void)
 {
   byte effective_action[MAX_PLAYERS];
   boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
@@ -11259,17 +11571,32 @@ 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(void)
+{
+  boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+
+  GameActions_MM(local_player->effective_mouse_action, warp_mode);
 }
 
-void GameActions_RND_Main()
+void GameActions_RND_Main(void)
 {
   GameActions_RND();
 }
 
-void GameActions_RND()
+void GameActions_RND(void)
 {
   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();
 
@@ -11382,6 +11709,8 @@ void GameActions_RND()
 
   SCAN_PLAYFIELD(x, y)
   {
+    Last[x][y] = Feld[x][y];
+
     ChangeCount[x][y] = 0;
     ChangeEvent[x][y] = -1;
 
@@ -11456,8 +11785,12 @@ 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);
 
-    ResetGfxFrame(x, y, TRUE);
+    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 +11835,12 @@ 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 ||
@@ -11801,7 +12138,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
   return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
 }
 
-static boolean AllPlayersInVisibleScreen()
+static boolean AllPlayersInVisibleScreen(void)
 {
   int i;
 
@@ -11968,7 +12305,7 @@ boolean MovePlayerOneStep(struct PlayerInfo *player,
     }
   }
 
-  if (!options.network && game.centered_player_nr == -1 &&
+  if (!network.enabled && game.centered_player_nr == -1 &&
       !AllPlayersInSight(player, new_jx, new_jy))
     return MP_NO_ACTION;
 
@@ -12155,7 +12492,7 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
 
     if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
     {
-      if (!options.network && game.centered_player_nr == -1 &&
+      if (!network.enabled && game.centered_player_nr == -1 &&
          !AllPlayersInVisibleScreen())
       {
        scroll_x = old_scroll_x;
@@ -12307,12 +12644,12 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        Feld[jx][jy] == EL_SP_EXIT_OPEN ||
        Feld[jx][jy] == EL_SP_EXIT_OPENING)     /* <-- special case */
     {
-      DrawPlayer(player);      /* needed here only to cleanup last field */
-      RemovePlayer(player);
+      ExitPlayer(player);
 
-      if (local_player->friends_still_needed == 0 ||
-         IS_SP_ELEMENT(Feld[jx][jy]))
-       PlayerWins(player);
+      if ((local_player->friends_still_needed == 0 ||
+          IS_SP_ELEMENT(Feld[jx][jy])) &&
+         AllPlayersGone)
+       PlayerWins(local_player);
     }
 
     /* this breaks one level: "machine", level 000 */
@@ -13068,6 +13405,19 @@ void RemovePlayer(struct PlayerInfo *player)
   ExitY = ZY = jy;
 }
 
+void ExitPlayer(struct PlayerInfo *player)
+{
+  DrawPlayer(player);  /* needed here only to cleanup last field */
+  RemovePlayer(player);
+
+  if (local_player->players_still_needed > 0)
+    local_player->players_still_needed--;
+
+  /* also set if some players not yet gone, but not needed to solve level */
+  if (local_player->players_still_needed == 0)
+    AllPlayersGone = TRUE;
+}
+
 static void setFieldForSnapping(int x, int y, int element, int direction)
 {
   struct ElementInfo *ei = &element_info[element];
@@ -13613,6 +13963,8 @@ static int DigField(struct PlayerInfo *player,
       if (local_player->sokobanfields_still_needed == 0 &&
          (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
       {
+       local_player->players_still_needed = 0;
+
        PlayerWins(player);
 
        PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
@@ -13962,8 +14314,6 @@ 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 +14341,9 @@ 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;
@@ -14094,7 +14447,7 @@ static boolean DropElement(struct PlayerInfo *player)
 static int *loop_sound_frame = NULL;
 static int *loop_sound_volume = NULL;
 
-void InitPlayLevelSound()
+void InitPlayLevelSound(void)
 {
   int num_sounds = getSoundListSize();
 
@@ -14197,12 +14550,43 @@ static void StopLevelSoundActionIfLoop(int x, int y, int action)
     StopSound(sound_effect);
 }
 
-static void PlayLevelMusic()
+static int getLevelMusicNr(void)
 {
   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(void)
+{
+  FadeSounds();
+}
+
+static void FadeLevelMusic(void)
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicInfoEntryFilename(music_nr);
+
+  if (!strEqual(curr_music, next_music))
+    FadeMusic();
+}
+
+void FadeLevelSoundsAndMusic(void)
+{
+  FadeLevelSounds();
+  FadeLevelMusic();
+}
+
+static void PlayLevelMusic(void)
+{
+  int music_nr = getLevelMusicNr();
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicInfoEntryFilename(music_nr);
+
+  if (!strEqual(curr_music, next_music))
+    PlayMusicLoop(music_nr);
 }
 
 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
@@ -14376,6 +14760,50 @@ 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;
+
+  if (!IS_MM_ELEMENT(element))
+    element = EL_MM_DEFAULT;
+
+  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;
@@ -14473,11 +14901,9 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
     if (!skip_request)
       CloseDoor(DOOR_CLOSE_1);
 
-#if defined(NETWORK_AVALIABLE)
-    if (options.network)
+    if (network.enabled)
       SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
     else
-#endif
     {
       if (quick_quit)
        FadeSkipNextFadeIn();
@@ -14508,6 +14934,85 @@ void RequestQuitGame(boolean ask_if_really_quit)
                     "Do you really want to quit the game?");
 }
 
+void RequestRestartGame(char *message)
+{
+  game.restart_game_message = NULL;
+
+  boolean has_started_game = hasStartedNetworkGame();
+  int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
+
+  if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
+  {
+    StartGameActions(network.enabled, setup.autorecord, level.random_seed);
+  }
+  else
+  {
+    SetGameStatus(GAME_MODE_MAIN);
+
+    DrawMainMenu();
+  }
+}
+
+void CheckGameOver(void)
+{
+  static boolean last_game_over = FALSE;
+  static int game_over_delay = 0;
+  int game_over_delay_value = 50;
+  boolean game_over = checkGameFailed();
+
+  /* do not handle game over if request dialog is already active */
+  if (game.request_active)
+    return;
+
+  if (!game_over)
+  {
+    last_game_over = FALSE;
+    game_over_delay = game_over_delay_value;
+
+    return;
+  }
+
+  if (game_over_delay > 0)
+  {
+    game_over_delay--;
+
+    return;
+  }
+
+  if (last_game_over != game_over)
+    game.restart_game_message = (hasStartedNetworkGame() ?
+                                "Game over! Play it again?" :
+                                "Game over!");
+
+  last_game_over = game_over;
+}
+
+boolean checkGameSolved(void)
+{
+  /* set for all game engines if level was solved */
+  return local_player->LevelSolved_GameEnd;
+}
+
+boolean checkGameFailed(void)
+{
+  if (!AllPlayersGone)
+    return FALSE;
+
+  if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+    return (level.native_em_level->lev->home > 0);
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+    return (game_sp.GameOver && !game_sp.LevelSolved);
+  else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    return (game_mm.game_over && !game_mm.level_solved);
+  else                         /* GAME_ENGINE_TYPE_RND */
+    return (local_player->GameOver && !local_player->LevelSolved);
+}
+
+boolean checkGameEnded(void)
+{
+  return (checkGameSolved() || checkGameFailed());
+}
+
 
 /* ------------------------------------------------------------------------- */
 /* random generator functions                                                */
@@ -14554,7 +15059,7 @@ static struct EngineSnapshotInfo engine_snapshot_rnd;
 static char *snapshot_level_identifier = NULL;
 static int snapshot_level_nr = -1;
 
-static void SaveEngineSnapshotValues_RND()
+static void SaveEngineSnapshotValues_RND(void)
 {
   static int belt_base_active_element[4] =
   {
@@ -14593,7 +15098,7 @@ static void SaveEngineSnapshotValues_RND()
   }
 }
 
-static void LoadEngineSnapshotValues_RND()
+static void LoadEngineSnapshotValues_RND(void)
 {
   unsigned int num_random_calls = game.num_random_calls;
   int i, j;
@@ -14639,7 +15144,7 @@ static void LoadEngineSnapshotValues_RND()
   }
 }
 
-void FreeEngineSnapshotSingle()
+void FreeEngineSnapshotSingle(void)
 {
   FreeSnapshotSingle();
 
@@ -14647,12 +15152,12 @@ void FreeEngineSnapshotSingle()
   snapshot_level_nr = -1;
 }
 
-void FreeEngineSnapshotList()
+void FreeEngineSnapshotList(void)
 {
   FreeSnapshotList();
 }
 
-ListNode *SaveEngineSnapshotBuffers()
+static ListNode *SaveEngineSnapshotBuffers(void)
 {
   ListNode *buffers = NULL;
 
@@ -14664,6 +15169,8 @@ 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 +15180,8 @@ 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 */
 
@@ -14757,7 +15266,7 @@ ListNode *SaveEngineSnapshotBuffers()
   return buffers;
 }
 
-void SaveEngineSnapshotSingle()
+void SaveEngineSnapshotSingle(void)
 {
   ListNode *buffers = SaveEngineSnapshotBuffers();
 
@@ -14769,11 +15278,10 @@ void SaveEngineSnapshotSingle()
   snapshot_level_nr = level_nr;
 }
 
-static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
+boolean CheckSaveEngineSnapshotToList(void)
 {
   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 &&
@@ -14781,33 +15289,31 @@ 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(void)
+{
   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()
+void SaveEngineSnapshotToListInitial(void)
 {
   FreeEngineSnapshotList();
 
-  SaveEngineSnapshotToListExt(TRUE);
+  SaveEngineSnapshotToList();
 }
 
-void LoadEngineSnapshotValues()
+static void LoadEngineSnapshotValues(void)
 {
   /* restore special values from snapshot structure */
 
@@ -14817,36 +15323,38 @@ void LoadEngineSnapshotValues()
     LoadEngineSnapshotValues_EM();
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     LoadEngineSnapshotValues_SP();
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    LoadEngineSnapshotValues_MM();
 }
 
-void LoadEngineSnapshotSingle()
+void LoadEngineSnapshotSingle(void)
 {
   LoadSnapshotSingle();
 
   LoadEngineSnapshotValues();
 }
 
-void LoadEngineSnapshot_Undo(int steps)
+static void LoadEngineSnapshot_Undo(int steps)
 {
   LoadSnapshotFromList_Older(steps);
 
   LoadEngineSnapshotValues();
 }
 
-void LoadEngineSnapshot_Redo(int steps)
+static void LoadEngineSnapshot_Redo(int steps)
 {
   LoadSnapshotFromList_Newer(steps);
 
   LoadEngineSnapshotValues();
 }
 
-boolean CheckEngineSnapshotSingle()
+boolean CheckEngineSnapshotSingle(void)
 {
   return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
          snapshot_level_nr == level_nr);
 }
 
-boolean CheckEngineSnapshotList()
+boolean CheckEngineSnapshotList(void)
 {
   return CheckSnapshotList();
 }
@@ -14859,69 +15367,115 @@ static struct
   int graphic;
   struct XY *pos;
   int gadget_id;
+  boolean *setup_value;
+  boolean allowed_on_tape;
   char *infotext;
 } gamebutton_info[NUM_GAME_BUTTONS] =
 {
   {
-    IMG_GFX_GAME_BUTTON_STOP,          &game.button.stop,
-    GAME_CTRL_ID_STOP,                 "stop game"
+    IMG_GFX_GAME_BUTTON_STOP,                  &game.button.stop,
+    GAME_CTRL_ID_STOP,                         NULL,
+    TRUE,                                      "stop game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PAUSE,                 &game.button.pause,
+    GAME_CTRL_ID_PAUSE,                                NULL,
+    TRUE,                                      "pause game"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PLAY,                  &game.button.play,
+    GAME_CTRL_ID_PLAY,                         NULL,
+    TRUE,                                      "play game"
   },
   {
-    IMG_GFX_GAME_BUTTON_PAUSE,         &game.button.pause,
-    GAME_CTRL_ID_PAUSE,                        "pause game"
+    IMG_GFX_GAME_BUTTON_UNDO,                  &game.button.undo,
+    GAME_CTRL_ID_UNDO,                         NULL,
+    TRUE,                                      "undo step"
   },
   {
-    IMG_GFX_GAME_BUTTON_PLAY,          &game.button.play,
-    GAME_CTRL_ID_PLAY,                 "play game"
+    IMG_GFX_GAME_BUTTON_REDO,                  &game.button.redo,
+    GAME_CTRL_ID_REDO,                         NULL,
+    TRUE,                                      "redo step"
   },
   {
-    IMG_GFX_GAME_BUTTON_UNDO,          &game.button.undo,
-    GAME_CTRL_ID_UNDO,                 "undo step"
+    IMG_GFX_GAME_BUTTON_SAVE,                  &game.button.save,
+    GAME_CTRL_ID_SAVE,                         NULL,
+    TRUE,                                      "save game"
   },
   {
-    IMG_GFX_GAME_BUTTON_REDO,          &game.button.redo,
-    GAME_CTRL_ID_REDO,                 "redo step"
+    IMG_GFX_GAME_BUTTON_PAUSE2,                        &game.button.pause2,
+    GAME_CTRL_ID_PAUSE2,                       NULL,
+    TRUE,                                      "pause game"
   },
   {
-    IMG_GFX_GAME_BUTTON_SAVE,          &game.button.save,
-    GAME_CTRL_ID_SAVE,                 "save game"
+    IMG_GFX_GAME_BUTTON_LOAD,                  &game.button.load,
+    GAME_CTRL_ID_LOAD,                         NULL,
+    TRUE,                                      "load game"
   },
   {
-    IMG_GFX_GAME_BUTTON_PAUSE2,                &game.button.pause2,
-    GAME_CTRL_ID_PAUSE2,               "pause game"
+    IMG_GFX_GAME_BUTTON_PANEL_STOP,            &game.button.panel_stop,
+    GAME_CTRL_ID_PANEL_STOP,                   NULL,
+    FALSE,                                     "stop game"
   },
   {
-    IMG_GFX_GAME_BUTTON_LOAD,          &game.button.load,
-    GAME_CTRL_ID_LOAD,                 "load game"
+    IMG_GFX_GAME_BUTTON_PANEL_PAUSE,           &game.button.panel_pause,
+    GAME_CTRL_ID_PANEL_PAUSE,                  NULL,
+    FALSE,                                     "pause game"
   },
   {
-    IMG_GFX_GAME_BUTTON_SOUND_MUSIC,   &game.button.sound_music,
-    SOUND_CTRL_ID_MUSIC,               "background music on/off"
+    IMG_GFX_GAME_BUTTON_PANEL_PLAY,            &game.button.panel_play,
+    GAME_CTRL_ID_PANEL_PLAY,                   NULL,
+    FALSE,                                     "play game"
   },
   {
-    IMG_GFX_GAME_BUTTON_SOUND_LOOPS,   &game.button.sound_loops,
-    SOUND_CTRL_ID_LOOPS,               "sound loops on/off"
+    IMG_GFX_GAME_BUTTON_SOUND_MUSIC,           &game.button.sound_music,
+    SOUND_CTRL_ID_MUSIC,                       &setup.sound_music,
+    TRUE,                                      "background music on/off"
   },
   {
-    IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,  &game.button.sound_simple,
-    SOUND_CTRL_ID_SIMPLE,              "normal sounds on/off"
+    IMG_GFX_GAME_BUTTON_SOUND_LOOPS,           &game.button.sound_loops,
+    SOUND_CTRL_ID_LOOPS,                       &setup.sound_loops,
+    TRUE,                                      "sound loops on/off"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_SOUND_SIMPLE,          &game.button.sound_simple,
+    SOUND_CTRL_ID_SIMPLE,                      &setup.sound_simple,
+    TRUE,                                      "normal sounds on/off"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC,     &game.button.panel_sound_music,
+    SOUND_CTRL_ID_PANEL_MUSIC,                 &setup.sound_music,
+    FALSE,                                     "background music on/off"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS,     &game.button.panel_sound_loops,
+    SOUND_CTRL_ID_PANEL_LOOPS,                 &setup.sound_loops,
+    FALSE,                                     "sound loops on/off"
+  },
+  {
+    IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE,    &game.button.panel_sound_simple,
+    SOUND_CTRL_ID_PANEL_SIMPLE,                        &setup.sound_simple,
+    FALSE,                                     "normal sounds on/off"
   }
 };
 
-void CreateGameButtons()
+void CreateGameButtons(void)
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
   {
-    struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+    int graphic = gamebutton_info[i].graphic;
+    struct GraphicInfo *gfx = &graphic_info[graphic];
     struct XY *pos = gamebutton_info[i].pos;
     struct GadgetInfo *gi;
     int button_type;
     boolean checked;
     unsigned int event_mask;
-    int base_x = (tape.show_game_buttons ? VX : DX);
-    int base_y = (tape.show_game_buttons ? VY : DY);
+    boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
+    boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
+    int base_x = (on_tape ? VX : DX);
+    int base_y = (on_tape ? VY : DY);
     int gd_x   = gfx->src_x;
     int gd_y   = gfx->src_y;
     int gd_xp  = gfx->src_x + gfx->pressed_xoffset;
@@ -14940,7 +15494,9 @@ void CreateGameButtons()
     }
 
     if (id == GAME_CTRL_ID_STOP ||
+       id == GAME_CTRL_ID_PANEL_STOP ||
        id == GAME_CTRL_ID_PLAY ||
+       id == GAME_CTRL_ID_PANEL_PLAY ||
        id == GAME_CTRL_ID_SAVE ||
        id == GAME_CTRL_ID_LOAD)
     {
@@ -14958,14 +15514,13 @@ void CreateGameButtons()
     else
     {
       button_type = GD_TYPE_CHECK_BUTTON;
-      checked =
-       ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
-        (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
-        (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+      checked = (gamebutton_info[i].setup_value != NULL ?
+                *gamebutton_info[i].setup_value : FALSE);
       event_mask = GD_EVENT_PRESSED;
     }
 
     gi = CreateGadget(GDI_CUSTOM_ID, id,
+                     GDI_IMAGE_ID, graphic,
                      GDI_INFO_TEXT, gamebutton_info[i].infotext,
                      GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
                      GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
@@ -14990,7 +15545,7 @@ void CreateGameButtons()
   }
 }
 
-void FreeGameButtons()
+void FreeGameButtons(void)
 {
   int i;
 
@@ -15009,7 +15564,7 @@ static void UnmapGameButtonsAtSamePosition(int id)
       UnmapGadget(game_gadget[i]);
 }
 
-static void UnmapGameButtonsAtSamePosition_All()
+static void UnmapGameButtonsAtSamePosition_All(void)
 {
   if (setup.show_snapshot_buttons)
   {
@@ -15022,6 +15577,10 @@ static void UnmapGameButtonsAtSamePosition_All()
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
   }
 }
 
@@ -15038,30 +15597,35 @@ static void MapGameButtonsAtSamePosition(int id)
   UnmapGameButtonsAtSamePosition_All();
 }
 
-void MapUndoRedoButtons()
+void MapUndoRedoButtons(void)
 {
   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
   UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
 
   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()
+void UnmapUndoRedoButtons(void)
 {
   UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
   UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
 
   MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
   MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+
+  ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
 }
 
-void MapGameButtons()
+static void MapGameButtonsExt(boolean on_tape)
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    if (i != GAME_CTRL_ID_UNDO &&
+    if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
+       i != GAME_CTRL_ID_UNDO &&
        i != GAME_CTRL_ID_REDO)
       MapGadget(game_gadget[i]);
 
@@ -15070,26 +15634,80 @@ void MapGameButtons()
   RedrawGameButtons();
 }
 
-void UnmapGameButtons()
+static void UnmapGameButtonsExt(boolean on_tape)
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    UnmapGadget(game_gadget[i]);
+    if (!on_tape || gamebutton_info[i].allowed_on_tape)
+      UnmapGadget(game_gadget[i]);
 }
 
-void RedrawGameButtons()
+static void RedrawGameButtonsExt(boolean on_tape)
 {
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    RedrawGadget(game_gadget[i]);
+    if (!on_tape || gamebutton_info[i].allowed_on_tape)
+      RedrawGadget(game_gadget[i]);
 
   // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
   redraw_mask &= ~REDRAW_ALL;
 }
 
-void GameUndoRedoExt()
+static void SetGadgetState(struct GadgetInfo *gi, boolean state)
+{
+  if (gi == NULL)
+    return;
+
+  gi->checked = state;
+}
+
+static void RedrawSoundButtonGadget(int id)
+{
+  int id2 = (id == SOUND_CTRL_ID_MUSIC        ? SOUND_CTRL_ID_PANEL_MUSIC :
+            id == SOUND_CTRL_ID_LOOPS        ? SOUND_CTRL_ID_PANEL_LOOPS :
+            id == SOUND_CTRL_ID_SIMPLE       ? SOUND_CTRL_ID_PANEL_SIMPLE :
+            id == SOUND_CTRL_ID_PANEL_MUSIC  ? SOUND_CTRL_ID_MUSIC :
+            id == SOUND_CTRL_ID_PANEL_LOOPS  ? SOUND_CTRL_ID_LOOPS :
+            id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
+            id);
+
+  SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
+  RedrawGadget(game_gadget[id2]);
+}
+
+void MapGameButtons(void)
+{
+  MapGameButtonsExt(FALSE);
+}
+
+void UnmapGameButtons(void)
+{
+  UnmapGameButtonsExt(FALSE);
+}
+
+void RedrawGameButtons(void)
+{
+  RedrawGameButtonsExt(FALSE);
+}
+
+void MapGameButtonsOnTape(void)
+{
+  MapGameButtonsExt(TRUE);
+}
+
+void UnmapGameButtonsOnTape(void)
+{
+  UnmapGameButtonsExt(TRUE);
+}
+
+void RedrawGameButtonsOnTape(void)
+{
+  RedrawGameButtonsExt(TRUE);
+}
+
+static void GameUndoRedoExt(void)
 {
   ClearPlayerAction();
 
@@ -15106,7 +15724,7 @@ void GameUndoRedoExt()
   BackToFront();
 }
 
-void GameUndo(int steps)
+static void GameUndo(int steps)
 {
   if (!CheckEngineSnapshotList())
     return;
@@ -15116,7 +15734,7 @@ void GameUndo(int steps)
   GameUndoRedoExt();
 }
 
-void GameRedo(int steps)
+static void GameRedo(int steps)
 {
   if (!CheckEngineSnapshotList())
     return;
@@ -15140,6 +15758,7 @@ static void HandleGameButtonsExt(int id, int button)
   switch (id)
   {
     case GAME_CTRL_ID_STOP:
+    case GAME_CTRL_ID_PANEL_STOP:
       if (game_status == GAME_MODE_MAIN)
        break;
 
@@ -15152,14 +15771,13 @@ static void HandleGameButtonsExt(int id, int button)
 
     case GAME_CTRL_ID_PAUSE:
     case GAME_CTRL_ID_PAUSE2:
-      if (options.network && game_status == GAME_MODE_PLAYING)
+    case GAME_CTRL_ID_PANEL_PAUSE:
+      if (network.enabled && game_status == GAME_MODE_PLAYING)
       {
-#if defined(NETWORK_AVALIABLE)
        if (tape.pausing)
          SendToServer_ContinuePlaying();
        else
          SendToServer_PausePlaying();
-#endif
       }
       else
        TapeTogglePause(TAPE_TOGGLE_MANUAL);
@@ -15169,17 +15787,16 @@ static void HandleGameButtonsExt(int id, int button)
       break;
 
     case GAME_CTRL_ID_PLAY:
+    case GAME_CTRL_ID_PANEL_PLAY:
       if (game_status == GAME_MODE_MAIN)
       {
-        StartGameActions(options.network, setup.autorecord, level.random_seed);
+        StartGameActions(network.enabled, setup.autorecord, level.random_seed);
       }
       else if (tape.pausing)
       {
-#if defined(NETWORK_AVALIABLE)
-       if (options.network)
+       if (network.enabled)
          SendToServer_ContinuePlaying();
        else
-#endif
          TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
       }
       break;
@@ -15212,6 +15829,7 @@ static void HandleGameButtonsExt(int id, int button)
       break;
 
     case SOUND_CTRL_ID_MUSIC:
+    case SOUND_CTRL_ID_PANEL_MUSIC:
       if (setup.sound_music)
       { 
        setup.sound_music = FALSE;
@@ -15224,11 +15842,16 @@ static void HandleGameButtonsExt(int id, int button)
 
        SetAudioMode(setup.sound);
 
-       PlayLevelMusic();
+       if (game_status == GAME_MODE_PLAYING)
+         PlayLevelMusic();
       }
+
+      RedrawSoundButtonGadget(id);
+
       break;
 
     case SOUND_CTRL_ID_LOOPS:
+    case SOUND_CTRL_ID_PANEL_LOOPS:
       if (setup.sound_loops)
        setup.sound_loops = FALSE;
       else if (audio.loops_available)
@@ -15237,9 +15860,13 @@ static void HandleGameButtonsExt(int id, int button)
 
        SetAudioMode(setup.sound);
       }
+
+      RedrawSoundButtonGadget(id);
+
       break;
 
     case SOUND_CTRL_ID_SIMPLE:
+    case SOUND_CTRL_ID_PANEL_SIMPLE:
       if (setup.sound_simple)
        setup.sound_simple = FALSE;
       else if (audio.sound_available)
@@ -15248,6 +15875,9 @@ static void HandleGameButtonsExt(int id, int button)
 
        SetAudioMode(setup.sound);
       }
+
+      RedrawSoundButtonGadget(id);
+
       break;
 
     default:
@@ -15262,7 +15892,6 @@ static void HandleGameButtons(struct GadgetInfo *gi)
 
 void HandleSoundButtonKeys(Key key)
 {
-
   if (key == setup.shortcut.sound_simple)
     ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
   else if (key == setup.shortcut.sound_loops)