+ if (local_player->friends_still_needed == 0 ||
+ IS_SP_ELEMENT(Feld[jx][jy]))
+ player->LevelSolved = player->GameOver = TRUE;
+ }
+
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+#if 1
+ TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
+#endif
+
+ if (!player->active)
+ RemoveHero(player);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing &&
+ !player->programmed_action)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+}
+
+void ScrollScreen(struct PlayerInfo *player, int mode)
+{
+ static unsigned long screen_frame_counter = 0;
+
+ if (mode == SCROLL_INIT)
+ {
+ /* set scrolling step size according to actual player's moving speed */
+ ScrollStepSize = TILEX / player->move_delay_value;
+
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
+ }
+ else if (!FrameReached(&screen_frame_counter, 1))
+ return;
+
+ if (ScreenMovPos)
+ {
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ redraw_mask |= REDRAW_FIELD;
+ }
+ else
+ ScreenMovDir = MV_NO_MOVING;
+}
+
+void TestIfPlayerTouchesCustomElement(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int change_sides[4][2] =
+ {
+ /* center side border side */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int i;
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = change_sides[i][0];
+ int border_side = change_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (IS_PLAYER(x, y))
+ {
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(xx, yy, border_element, border_side,
+ CE_TOUCHED_BY_PLAYER, -1);
+ }
+ else if (IS_PLAYER(xx, yy))
+ {
+ if (game.engine_version >= VERSION_IDENT(3,0,7,0))
+ {
+ struct PlayerInfo *player = PLAYERINFO(xx, yy);
+
+ if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
+ continue; /* center and border element do not touch */
+ }
+
+ CheckTriggeredElementSideChange(x, y, center_element, center_side,
+ CE_OTHER_GETS_TOUCHED);
+ CheckElementSideChange(x, y, center_element, center_side,
+ CE_TOUCHED_BY_PLAYER, -1);
+
+ break;
+ }
+ }
+}
+
+void TestIfElementTouchesCustomElement(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+ };
+ static int change_sides[4][2] =
+ {
+ /* center side border side */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
+ };
+ static int touch_dir[4] =
+ {
+ MV_LEFT | MV_RIGHT,
+ MV_UP | MV_DOWN,
+ MV_UP | MV_DOWN,
+ MV_LEFT | MV_RIGHT
+ };
+ boolean change_center_element = FALSE;
+ int center_element_change_page = 0;
+ int center_element = Feld[x][y]; /* should always be non-moving! */
+ int i, j;
+
+ for (i=0; i<4; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int center_side = change_sides[i][0];
+ int border_side = change_sides[i][1];
+ int border_element;
+
+ if (!IN_LEV_FIELD(xx, yy))
+ continue;
+
+ if (game.engine_version < VERSION_IDENT(3,0,7,0))
+ border_element = Feld[xx][yy]; /* may be moving! */
+ else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
+ border_element = Feld[xx][yy];
+ else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
+ border_element = MovingOrBlocked2Element(xx, yy);
+ else
+ continue; /* center and border element do not touch */
+
+ /* check for change of center element (but change it only once) */
+ if (IS_CUSTOM_ELEMENT(center_element) &&
+ HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
+ !change_center_element)
+ {
+ for (j=0; j < element_info[center_element].num_change_pages; j++)
+ {
+ struct ElementChangeInfo *change =
+ &element_info[center_element].change_page[j];