* "Enforce teams" mode (team 0 basically not permitted)
* Capture the Flag mode
* Specials
* Domination mode (keep certain points under control for given time)


Specials:

There are three kinds of specials - tiny, normal and big. They consist of
variable-sized question mark blocks, always in dirt or empty space.
Initially, full number of them is generated; if some specials are taken, they
are regenerated one at a time in a specified interval (tick%interval) at
another random position.

Taking specials involves moving on them. They are usually used immediatelly,
but exceptions are noted below.  Shooting at a special has 1/4 chance of its
destruction and 1/4 chance of using it immediatelly (if you are less than
30 characters away) - that is usually equivalent to taking it, but shooting
at a nuke special can^Wwill be nasty for you (see the "immediate use" field
in specials description).

Each kind of special as its "good" and "bad" variant. Good variants are
generated in a ratio of 3:1, but the bad variants usually have more negative
consequences.


(i)	Tiny specials: ??
	1x2 '??' square, number: 40, regeneration: once per 15s
	
	* Energy cell: yellow, small energy recovery
	* Shield cell: cyan, small shields recovery
	
	* Land mine: yellow, medium shields damage
	* Discharging platform: cyan, medium energy drain


(ii)	Normal specials: ???
	                 ???
	2x3 '??' square, number: 10, regeneration: once per 60s
	
	* Energy charger: yellow, big energy recovery
	* Solar cells: white, energy consumption to 3/4 (cummulative)
	* Shielding engine: cyan, big shields recovery
	* Steel plating: blue, shields damage to 3/4 (cummulative),
		more vulnerable to laser
	* Speed booster: magenta, increase speed to double (cummulative, wears off)
	* Machine gun: green, halves number of ticks needed to fire a bullet
		(not cummulative; exclusive with two-barrel gun,
		 auto-aiming device, curving device and homing missiles)
	* Two-barrel gun: brown, fires two bullets at once
		(not cummulative; exclusive with machine gun)

	* Large discharger: cyan, big energy drain;
		1/2 chance of energy consumption to 4/3 (cummulative)
	* Mine field: yellow, big shields damage;
		1/2 chance of shields damage to 4/3
		(cummulative, destroys steel plating [== laser vulnerability] first)
	* Water pond: blue, shields damage doubled (==plating rusts) (cummulative)
		Immediate use: Ignores.
		Destruction: Ignores.
	* Radioactive metal platform: white,
		drains 20 energy points, 1 shield point per tick;
		disappears after draining 20 shield points
	* Teleport: magenta, teleports player to a random location at the expense
		of MAX_ENERGY/3 energy points; if less than 50% of body collides
		with stone, stone is destroyed, otherwise it's an instant kill;
		can telefrag
	* Thick vegetation: green, speed to 1/4,
		triples the number of ticks needed to fire a bullet
		(cummulative, wears off)
	* Muddy ground: brown, reduces your vision range (cummultive, wears off)
		Immediate use: Ignores.
		Destruction: Ignores.


(iii)	Big specials: ??????????
	              ??????????
	              ??????????
	              ??????????
	              ??????????
	5x10 '??' square, number: 3, regeneration: once per 150s
	Random bright color (except dark grey)
	
	* Nuke: The SINGLE NEXT SHOT will have extreme impact:
		Can go through up to 30 x-characters of dirt,
		explosion has 20 characters diameter, wipes even stone;
		takes 1/4 of MAX_ENERGY from the shooter.
		Immediate use: Explodes where it is; resulting deaths
			not added to the shooter's fragcount.
	* Force field generator: Shields don't get damaged:
		Cyanish circle around the tank;
		wears off (more when going through stone,
			much more when protecting,
			most when going through another force field);
		damages enemy if going through its tank;
		takes 5 energy points every turn;
		extremely vulnerable to laser.
		Immediate use: Tank-like explosion.
	* Cloaking device: Tank phased out from visible spectrum;
		Invisible for enemies
			(mostly - 1/(4*FPS) chance to appear (in dark gray)
			 for a single frame);
		shown in dark gray for the player;
		wears off; takes 5 energy points every turn.
		Immediate use: Cloaks for 5s.
	* Nanobots pack: Shields recovery:
		Takes MAX_ENERGY/(2*MAX_SHIELDS) energy points for 1 shield point recovered;
		does NOT wear off.
		Immediate use: Wasted.
	* Induction device: Drains energy from enemies:
		Takes 1 energy point per tick from each enemy in range of 30 x-characters.
		Immediate use: Drains 1/5 of energy from shooter.
	* Auto-aiming device: Shoots bullets in the direction of nearest enemy:
		Takes 10 energy points per bullet;
		exclusive with machine gun.
		Immediate use: Wasted.
	* L33t h4x0r2 d3v1c0r: Critical hit:
		Next single hit will drain enemy's 3/4*MAX_SHIELDS and 3/4*MAX_ENERGY.
		Immediate use: Drains shooter's energy and shields.
	* Radar: Full map:
		Sends a complete map to the client which displays it on the screen;
		the tank can't be controlled during that time, disappears after
		pressing a key.
		Immediate use: Tank-like explosion.
	* ???? Laser: Shoot laser beam:
		Takes 40 energy points per tick;
		can reflect from stone _once_;
		causes massive damage:
			6 shield points per tick,
			8 if it hits a steel plating,
			12 if it hits a force fied;
		immediately ignites enemy with force field,
		wears off based on number of ticks shooting.
		Immediate use: 2s laser beam to all directions.
	* Homing missles silo: Shoot homing missiles:
		The next 50 bullets are homed.
		Immediate use: Tank-like explosion, 1/2 prob. of 10 homed bullets being
			shot at the player.
	* Tunneling device: Fast digging through dirt:
		Digging through dirt is as fast and energy expensive as going through
		normal empty space; wears off after 20s to 30s.
		Immediate use: Tank-like explosion.

	* Guarded munition store: Quick damage, fast death:
		Tank loses 2 shield points per collision character;
		explodes (explosion equivalent to nuke) if more than 75%
		of tank body is on the special (does not disappear until
		it explodes).
		Immediate use: Explosion equivalent to nuke.
	* Desintegrator: Quick damage:
		Tank loses 8 shield points per turn.
		Disappears after 48 shield points were drained in total.
		Immediate use: Removes random special effect, if any.
	* Windows 98 transmitter: Energy drainer, vulnerability:
		Energy consumption increased three times when on the special,
		disappears after 75% of tank's body is on the special and then
		gives 1/2 chance of instant kill when hit ANY NEXT TIME.
		Immediate use: Immediately recovers player's energy and shields,
			gives l33t h4x0r2 d3v1c0r.
	* IBM bookstore: Energy drainer, confusing:
		Energy consumption increased five times when on the special,
		disappears after 75% of tank's body is on the special and gives
		the opposite of auto-aiming device then - same as auto-aiming
		device but shoots bullets in the opposite direction of nearest
		enemy (or opposite direction of tank's heading if no enemy
		visible).
		Immediate use: Immediatelly recovers player's energy,
			gives auto-aiming.
	* L4mm4h's 1nduc70r: Massive energy drainer:
		Drains 60 energy points per tick, disappears after draining
		2600 ;-) energy points.
		Immediate use: Drains 2600 energy points from the shooter.
	* Curving device: Shoot bezier bullets:
		The bullets start following bezier curves
			(the third curve point is the original special location);
		does not wear off.
		Immediate use: Curves tank movement (recurves at each direction change).
	* Dirt synthetizer: Ferda the Zametac effect:
		The player behaves like Ferda the Zametac - it leaves solid dirt
		behind; wears off after 30s.
		Immediate use: Fills area of 40 x-characters diameter with dirt.
	* Experience drainer: Drains frags count:
		Drains 1 frag per FPS/2 ticks on the special. Disappears after
		draining 10 frags in total.
		Immediate use: Shooter gains the frags drained so far.
	* Swamp: Sinks:
		Halves maximal and actual speed each FPS/2 ticks, to eventually
		hit zero (you sunk). When you manage to get out, the speed is
		doubled each FPS*10 ticks until it reaches the original value.
		Immediate use: Ignores.
		Destruction: Ignores.
	* Mushroom field: Weee!
		Each character displayed has random color (except black);
		some random character blocks are thrown at the screen and start
		playing Conway's Game of Life;
		animated plasma hash on dirt;
		controls are reversed.
		Wears off after 60s to 120s.
		Immediate use: Ignores.
		Destruction: Ignores.
