+ PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
+ }
+
+ /* this uses direct change before indirect change */
+ CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
+
+ return TRUE;
+}
+
+#if USE_NEW_DELAYED_ACTION
+
+static void HandleElementChange(int x, int y, int page)
+{
+ int element = MovingOrBlocked2Element(x, y);
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+
+#ifdef DEBUG
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
+ !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
+ {
+ printf("\n\n");
+ printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+ x, y, element, element_info[element].token_name);
+ printf("HandleElementChange(): This should never happen!\n");
+ printf("\n\n");
+ }
+#endif
+
+ /* this can happen with classic bombs on walkable, changing elements */
+ if (!CAN_CHANGE_OR_HAS_ACTION(element))
+ {
+#if 0
+ if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
+ ChangeDelay[x][y] = 0;
+#endif
+
+ return;
+ }
+
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
+ {
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+
+ if (change->can_change)
+ {
+#if 0
+ /* !!! not clear why graphic animation should be reset at all here !!! */
+#if USE_GFX_RESET_WHEN_NOT_MOVING
+ /* when a custom element is about to change (for example by change delay),
+ do not reset graphic animation when the custom element is moving */
+ if (IS_MOVING(x, y))
+#endif
+ {
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+ }
+#endif
+
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+ }
+ }
+
+ ChangeDelay[x][y]--;
+
+ if (ChangeDelay[x][y] != 0) /* continue element change */
+ {
+ if (change->can_change)
+ {
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (change->change_function)
+ change->change_function(x, y);
+ }
+ }
+ else /* finish element change */
+ {
+ if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ {
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
+
+ change = &ei->change_page[page];
+ }
+
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+ ChangePage[x][y] = page; /* remember page to use for change */
+
+ return;
+ }
+
+ if (change->can_change)
+ {
+ if (ChangeElement(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
+ }
+
+ if (change->has_action)
+ ExecuteCustomElementAction(x, y, element, page);
+ }
+}
+
+#else
+
+static void HandleElementChange(int x, int y, int page)
+{
+ int element = MovingOrBlocked2Element(x, y);
+ struct ElementInfo *ei = &element_info[element];
+ struct ElementChangeInfo *change = &ei->change_page[page];
+
+#ifdef DEBUG
+ if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
+ {
+ printf("\n\n");
+ printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
+ x, y, element, element_info[element].token_name);
+ printf("HandleElementChange(): This should never happen!\n");
+ printf("\n\n");
+ }
+#endif
+
+ /* this can happen with classic bombs on walkable, changing elements */
+ if (!CAN_CHANGE(element))
+ {
+#if 0
+ if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
+ ChangeDelay[x][y] = 0;
+#endif
+
+ return;
+ }
+
+ if (ChangeDelay[x][y] == 0) /* initialize element change */
+ {
+ ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
+
+ ResetGfxAnimation(x, y);
+ ResetRandomAnimationValue(x, y);
+
+ if (change->pre_change_function)
+ change->pre_change_function(x, y);
+ }
+
+ ChangeDelay[x][y]--;
+
+ if (ChangeDelay[x][y] != 0) /* continue element change */
+ {
+ int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (change->change_function)
+ change->change_function(x, y);
+ }
+ else /* finish element change */
+ {
+ if (ChangePage[x][y] != -1) /* remember page from delayed change */
+ {
+ page = ChangePage[x][y];
+ ChangePage[x][y] = -1;
+
+ change = &ei->change_page[page];
+ }
+
+ if (IS_MOVING(x, y)) /* never change a running system ;-) */
+ {
+ ChangeDelay[x][y] = 1; /* try change after next move step */
+ ChangePage[x][y] = page; /* remember page to use for change */
+
+ return;
+ }
+
+ if (ChangeElement(x, y, element, page))
+ {
+ if (change->post_change_function)
+ change->post_change_function(x, y);
+ }
+ }
+}
+
+#endif
+
+static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
+ int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side,
+ int trigger_page)
+{
+ boolean change_done_any = FALSE;
+ int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
+ int i;
+
+ if (!(trigger_events[trigger_element][trigger_event]))
+ return FALSE;
+
+#if 0
+ printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+ trigger_event, recursion_loop_depth, recursion_loop_detected,
+ recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
+
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+ boolean change_done = FALSE;
+ int p;
+
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ continue;
+
+ for (p = 0; p < element_info[element].num_change_pages; p++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
+
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ change->trigger_page & trigger_page_bits &&
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
+ {
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+
+ if ((change->can_change && !change_done) || change->has_action)
+ {
+ int x, y;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ if (Feld[x][y] == element)
+ {
+ if (change->can_change && !change_done)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
+
+ HandleElementChange(x, y, p);
+ }
+#if USE_NEW_DELAYED_ACTION
+ else if (change->has_action)
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+#else
+ if (change->has_action)
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+#endif
+ }
+ }
+
+ if (change->can_change)
+ {
+ change_done = TRUE;
+ change_done_any = TRUE;
+ }
+ }
+ }
+ }
+ }
+
+ RECURSION_LOOP_DETECTION_END();
+
+ return change_done_any;
+}
+
+static boolean CheckElementChangeExt(int x, int y,
+ int element,
+ int trigger_element,
+ int trigger_event,
+ int trigger_player,
+ int trigger_side)
+{
+ boolean change_done = FALSE;
+ int p;
+
+ if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
+ !HAS_ANY_CHANGE_EVENT(element, trigger_event))
+ return FALSE;
+
+ if (Feld[x][y] == EL_BLOCKED)
+ {
+ Blocked2Moving(x, y, &x, &y);
+ element = Feld[x][y];
+ }
+
+#if 0
+ /* check if element has already changed */
+ if (Feld[x][y] != element)
+ return FALSE;
+#else
+ /* check if element has already changed or is about to change after moving */
+ if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
+ Feld[x][y] != element) ||
+
+ (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
+ (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
+ ChangePage[x][y] != -1)))
+ return FALSE;
+#endif
+
+#if 0
+ printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
+ trigger_event, recursion_loop_depth, recursion_loop_detected,
+ recursion_loop_element, EL_NAME(recursion_loop_element));
+#endif
+
+ RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+
+ for (p = 0; p < element_info[element].num_change_pages; p++)
+ {
+ struct ElementChangeInfo *change = &element_info[element].change_page[p];
+
+ /* check trigger element for all events where the element that is checked
+ for changing interacts with a directly adjacent element -- this is
+ different to element changes that affect other elements to change on the
+ whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
+ boolean check_trigger_element =
+ (trigger_event == CE_TOUCHING_X ||
+ trigger_event == CE_HITTING_X ||
+ trigger_event == CE_HIT_BY_X ||
+#if 1
+ /* this one was forgotten until 3.2.3 */
+ trigger_event == CE_DIGGING_X);
+#endif
+
+ if (change->can_change_or_has_action &&
+ change->has_event[trigger_event] &&
+ change->trigger_side & trigger_side &&
+ change->trigger_player & trigger_player &&
+ (!check_trigger_element ||
+ IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
+ {
+ change->actual_trigger_element = trigger_element;
+ change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
+ change->actual_trigger_side = trigger_side;
+ change->actual_trigger_ce_value = CustomValue[x][y];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+
+ /* special case: trigger element not at (x,y) position for some events */
+ if (check_trigger_element)
+ {
+ static struct
+ {
+ int dx, dy;
+ } move_xy[] =
+ {
+ { 0, 0 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, 0 },
+ { 0, -1 },
+ { 0, 0 }, { 0, 0 }, { 0, 0 },
+ { 0, +1 }
+ };
+
+ int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
+ int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
+
+ change->actual_trigger_ce_value = CustomValue[xx][yy];
+ change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+ }
+
+ if (change->can_change && !change_done)
+ {
+ ChangeDelay[x][y] = 1;
+ ChangeEvent[x][y] = trigger_event;
+
+ HandleElementChange(x, y, p);
+
+ change_done = TRUE;
+ }
+#if USE_NEW_DELAYED_ACTION
+ else if (change->has_action)
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+#else
+ if (change->has_action)
+ {
+ ExecuteCustomElementAction(x, y, element, p);
+ PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
+ }
+#endif
+ }
+ }
+
+ RECURSION_LOOP_DETECTION_END();
+
+ return change_done;
+}
+
+static void PlayPlayerSound(struct PlayerInfo *player)
+{
+ int jx = player->jx, jy = player->jy;
+ int sound_element = player->artwork_element;
+ int last_action = player->last_action_waiting;
+ int action = player->action_waiting;
+
+ if (player->is_waiting)
+ {
+ if (action != last_action)
+ PlayLevelSoundElementAction(jx, jy, sound_element, action);
+ else
+ PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
+ }
+ else
+ {
+ if (action != last_action)
+ StopSound(element_info[sound_element].sound[last_action]);
+
+ if (last_action == ACTION_SLEEPING)
+ PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
+ }
+}
+
+static void PlayAllPlayersSound()
+{
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].active)
+ PlayPlayerSound(&stored_player[i]);
+}
+
+static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
+{
+ boolean last_waiting = player->is_waiting;
+ int move_dir = player->MovDir;
+
+ player->dir_waiting = move_dir;
+ player->last_action_waiting = player->action_waiting;
+
+ if (is_waiting)
+ {
+ if (!last_waiting) /* not waiting -> waiting */
+ {
+ player->is_waiting = TRUE;
+
+ player->frame_counter_bored =
+ FrameCounter +
+ game.player_boring_delay_fixed +
+ GetSimpleRandom(game.player_boring_delay_random);
+ player->frame_counter_sleeping =
+ FrameCounter +
+ game.player_sleeping_delay_fixed +
+ GetSimpleRandom(game.player_sleeping_delay_random);
+
+ InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
+ }
+
+ if (game.player_sleeping_delay_fixed +
+ game.player_sleeping_delay_random > 0 &&
+ player->anim_delay_counter == 0 &&
+ player->post_delay_counter == 0 &&
+ FrameCounter >= player->frame_counter_sleeping)
+ player->is_sleeping = TRUE;
+ else if (game.player_boring_delay_fixed +
+ game.player_boring_delay_random > 0 &&
+ FrameCounter >= player->frame_counter_bored)
+ player->is_bored = TRUE;
+
+ player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
+ player->is_bored ? ACTION_BORING :
+ ACTION_WAITING);
+
+ if (player->is_sleeping && player->use_murphy)
+ {
+ /* special case for sleeping Murphy when leaning against non-free tile */
+
+ if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
+ (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx - 1, player->jy)))
+ move_dir = MV_LEFT;
+ else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
+ (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
+ !IS_MOVING(player->jx + 1, player->jy)))
+ move_dir = MV_RIGHT;
+ else
+ player->is_sleeping = FALSE;
+
+ player->dir_waiting = move_dir;
+ }
+
+ if (player->is_sleeping)
+ {
+ if (player->num_special_action_sleeping > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int last_special_action = player->special_action_sleeping;
+ int num_special_action = player->num_special_action_sleeping;
+ int special_action =
+ (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
+ last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
+ last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
+ last_special_action + 1 : ACTION_SLEEPING);
+ int special_graphic =
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_sleeping = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_sleeping;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ else if (player->is_bored)
+ {
+ if (player->num_special_action_bored > 0)
+ {
+ if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
+ {
+ int special_action =
+ ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
+ int special_graphic =
+ el_act_dir2img(player->artwork_element, special_action, move_dir);
+
+ player->anim_delay_counter =
+ graphic_info[special_graphic].anim_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
+ player->post_delay_counter =
+ graphic_info[special_graphic].post_delay_fixed +
+ GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
+
+ player->special_action_bored = special_action;
+ }
+
+ if (player->anim_delay_counter > 0)
+ {
+ player->action_waiting = player->special_action_bored;
+ player->anim_delay_counter--;
+ }
+ else if (player->post_delay_counter > 0)
+ {
+ player->post_delay_counter--;
+ }
+ }
+ }
+ }
+ else if (last_waiting) /* waiting -> not waiting */
+ {
+ player->is_waiting = FALSE;
+ player->is_bored = FALSE;
+ player->is_sleeping = FALSE;
+
+ player->frame_counter_bored = -1;
+ player->frame_counter_sleeping = -1;
+
+ player->anim_delay_counter = 0;
+ player->post_delay_counter = 0;
+
+ player->dir_waiting = player->MovDir;
+ player->action_waiting = ACTION_DEFAULT;
+
+ player->special_action_bored = ACTION_DEFAULT;
+ player->special_action_sleeping = ACTION_DEFAULT;
+ }
+}
+
+static byte PlayerActions(struct PlayerInfo *player, byte player_action)
+{
+ boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
+ int left = player_action & JOY_LEFT;
+ int right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ if (!player->active || tape.pausing)
+ return 0;
+
+ if (player_action)
+ {
+ if (button1)
+ snapped = SnapField(player, dx, dy);
+ else
+ {
+ if (button2)
+ dropped = DropElement(player);
+
+ moved = MovePlayer(player, dx, dy);
+ }
+
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (dropped && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
+ SetPlayerWaiting(player, FALSE);
+
+ return player_action;
+ }
+ else
+ {
+ /* no actions for this player (no input at player's configured device) */
+
+ DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
+ SnapField(player, 0, 0);
+ CheckGravityMovementWhenNotMoving(player);
+
+ if (player->MovPos == 0)
+ SetPlayerWaiting(player, TRUE);
+
+ if (player->MovPos == 0) /* needed for tape.playing */
+ player->is_moving = FALSE;
+
+ player->is_dropping = FALSE;
+ player->is_dropping_pressed = FALSE;
+ player->drop_pressed_delay = 0;
+
+ return 0;
+ }
+}
+
+static void CheckLevelTime()
+{
+ int i;
+
+ 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;
+ }
+
+ if (TimeFrames >= FRAMES_PER_SECOND)
+ {
+ TimeFrames = 0;
+ TapeTime++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
+
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
+ }
+
+ if (!local_player->LevelSolved && !level.use_step_counter)
+ {
+ TimePlayed++;
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
+
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+
+ DrawGameValue_Time(TimeLeft);
+
+ if (!TimeLeft && setup.time_limit)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ level.native_em_level->lev->killed_out_of_time = TRUE;
+ else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillPlayer(&stored_player[i]);
+ }
+ }
+ else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
+ DrawGameValue_Time(TimePlayed);
+
+ level.native_em_level->lev->time =
+ (level.time == 0 ? TimePlayed : TimeLeft);
+ }
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
+ }
+}
+
+void AdvanceFrameAndPlayerCounters(int player_nr)
+{
+ int i;
+
+ /* advance frame counters (global frame counter and time frame counter) */
+ FrameCounter++;
+ TimeFrames++;
+
+ /* advance player counters (counters for move delay, move animation etc.) */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ boolean advance_player_counters = (player_nr == -1 || player_nr == i);
+ int move_delay_value = stored_player[i].move_delay_value;
+ int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
+
+ if (!advance_player_counters) /* not all players may be affected */
+ continue;
+
+#if USE_NEW_PLAYER_ANIM
+ if (move_frames == 0) /* less than one move per game frame */
+ {
+ int stepsize = TILEX / move_delay_value;
+ int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
+ int count = (stored_player[i].is_moving ?
+ ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
+
+ if (count % delay == 0)
+ move_frames = 1;
+ }
+#endif
+
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+
+ if (stored_player[i].move_delay > 0)
+ stored_player[i].move_delay--;
+
+ /* due to bugs in previous versions, counter must count up, not down */
+ if (stored_player[i].push_delay != -1)
+ stored_player[i].push_delay++;
+
+ if (stored_player[i].drop_delay > 0)
+ stored_player[i].drop_delay--;
+
+ if (stored_player[i].is_dropping_pressed)
+ stored_player[i].drop_pressed_delay++;
+ }
+}
+
+void StartGameActions(boolean init_network_game, boolean record_tape,
+ long random_seed)
+{
+ unsigned long new_random_seed = InitRND(random_seed);
+
+ if (record_tape)
+ TapeStartRecording(new_random_seed);
+
+#if defined(NETWORK_AVALIABLE)
+ if (init_network_game)
+ {
+ SendToServer_StartPlaying();
+
+ return;
+ }
+#endif
+
+ InitGame();
+}
+
+void GameActions()
+{
+ static unsigned long game_frame_delay = 0;
+ unsigned long game_frame_delay_value;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
+ byte tape_action[MAX_PLAYERS];
+ int i;
+
+ /* detect endless loops, caused by custom element programming */
+ if (recursion_loop_detected && recursion_loop_depth == 0)
+ {
+ char *message = getStringCat3("Internal Error ! Element ",
+ EL_NAME(recursion_loop_element),
+ " caused endless loop ! Quit the game ?");
+
+ Error(ERR_WARN, "element '%s' caused endless loop in game engine",
+ EL_NAME(recursion_loop_element));
+
+ RequestQuitGameExt(FALSE, level_editor_test_game, message);
+
+ recursion_loop_detected = FALSE; /* if game should be continued */
+
+ free(message);
+
+ return;
+ }
+
+ if (game.restart_level)
+ StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+
+ 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;
+ }
+
+ if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
+ GameWon();
+
+ if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
+ TapeStop();
+
+ if (game_status != GAME_MODE_PLAYING) /* status might have changed */
+ return;
+
+ game_frame_delay_value =
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
+
+ if (tape.playing && tape.warp_forward && !tape.pausing)
+ game_frame_delay_value = 0;
+
+ /* ---------- main game synchronization point ---------- */
+
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ if (network_playing && !network_player_action_received)
+ {
+ /* 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)
+ return; /* failed to get network player actions in time */
+
+ /* do not yet reset "network_player_action_received" (for tape.pausing) */
+ }
+
+ if (tape.pausing)
+ return;
+
+ /* at this point we know that we really continue executing the game */
+
+ network_player_action_received = FALSE;
+
+ /* when playing tape, read previously recorded player input from tape data */
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
+#if 1
+ /* TapePlayAction() may return NULL when toggling to "pause before death" */
+ if (tape.pausing)
+ return;
+#endif
+
+ if (tape.set_centered_player)
+ {
+ game.centered_player_nr_next = tape.centered_player_nr_next;
+ game.set_centered_player = TRUE;
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ summarized_player_action |= stored_player[i].action;
+
+ if (!network_playing)
+ stored_player[i].effective_action = stored_player[i].action;
+ }
+
+#if defined(NETWORK_AVALIABLE)
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
+#endif
+
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
+
+ if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action =
+ (i == game.centered_player_nr ? summarized_player_action : 0);
+ }
+
+ if (recorded_player_action != NULL)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = recorded_player_action[i];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ tape_action[i] = stored_player[i].effective_action;
+
+ /* (this can only happen in the R'n'D game engine) */
+ if (tape.recording && tape_action[i] && !tape.player_participates[i])
+ tape.player_participates[i] = TRUE; /* player just appeared from CE */
+ }
+
+ /* only record actions from input devices, but not programmed actions */
+ if (tape.recording)
+ TapeRecordAction(tape_action);
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ GameActions_EM_Main();
+ }
+ else
+ {
+ GameActions_RND();
+ }
+}
+
+void GameActions_EM_Main()
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_EM(effective_action, warp_mode);
+
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+}
+
+void GameActions_RND()
+{
+ int magic_wall_x = 0, magic_wall_y = 0;
+ int i, x, y, element, graphic;
+
+ InitPlayfieldScanModeVars();
+
+#if USE_ONE_MORE_CHANGE_PER_FRAME
+ if (game.engine_version >= VERSION_IDENT(3,2,0,7))
+ {
+ SCAN_PLAYFIELD(x, y)
+ {
+ ChangeCount[x][y] = 0;
+ ChangeEvent[x][y] = -1;
+ }
+ }