+ 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;
+ }
+ }
+#endif
+
+ if (game.set_centered_player)
+ {
+ boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
+
+ /* switching to "all players" only possible if all players fit to screen */
+ if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+
+ /* do not switch focus to non-existing (or non-active) player */
+ if (game.centered_player_nr_next >= 0 &&
+ !stored_player[game.centered_player_nr_next].active)
+ {
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+ }
+ }
+
+ if (game.set_centered_player &&
+ ScreenMovPos == 0) /* screen currently aligned at tile position */
+ {
+ int sx, sy;
+
+ if (game.centered_player_nr_next == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = stored_player[game.centered_player_nr_next].jx;
+ sy = stored_player[game.centered_player_nr_next].jy;
+ }
+
+ game.centered_player_nr = game.centered_player_nr_next;
+ game.set_centered_player = FALSE;