return (element_new != EL_EMPTY ? element_new : element_old);
}
+static int getOpenDirectionFromSteel2(int element)
+{
+ switch (element)
+ {
+ case EL_DC_STEELWALL_2_LEFT: return (MV_RIGHT);
+ case EL_DC_STEELWALL_2_RIGHT: return (MV_LEFT);
+ case EL_DC_STEELWALL_2_TOP: return (MV_DOWN);
+ case EL_DC_STEELWALL_2_BOTTOM: return (MV_UP);
+ case EL_DC_STEELWALL_2_HORIZONTAL: return (MV_HORIZONTAL);
+ case EL_DC_STEELWALL_2_VERTICAL: return (MV_VERTICAL);
+ case EL_DC_STEELWALL_2_MIDDLE: return (MV_ANY_DIRECTION);
+ case EL_DC_STEELWALL_2_SINGLE: return (MV_NONE);
+ }
+
+ return MV_NONE;
+}
+
+static int getSteel2FromOpenDirection(int direction)
+{
+ switch (direction)
+ {
+ case (MV_RIGHT): return EL_DC_STEELWALL_2_LEFT;
+ case (MV_LEFT): return EL_DC_STEELWALL_2_RIGHT;
+ case (MV_DOWN): return EL_DC_STEELWALL_2_TOP;
+ case (MV_UP): return EL_DC_STEELWALL_2_BOTTOM;
+ case (MV_HORIZONTAL): return EL_DC_STEELWALL_2_HORIZONTAL;
+ case (MV_VERTICAL): return EL_DC_STEELWALL_2_VERTICAL;
+ case (MV_ANY_DIRECTION): return EL_DC_STEELWALL_2_MIDDLE;
+ case (MV_NONE): return EL_DC_STEELWALL_2_SINGLE;
+ }
+
+ return EL_EMPTY;
+}
+
+static int getSteel2FromOpenDirectionNotEmpty(int direction, int element_old)
+{
+ int element_new = getSteel2FromOpenDirection(direction);
+
+ return (element_new != EL_EMPTY ? element_new : element_old);
+}
+
+static int getOpenDirectionFromChip(int element)
+{
+ switch (element)
+ {
+ case EL_SP_CHIP_SINGLE: return (MV_NONE);
+ case EL_SP_CHIP_LEFT: return (MV_RIGHT);
+ case EL_SP_CHIP_RIGHT: return (MV_LEFT);
+ case EL_SP_CHIP_TOP: return (MV_DOWN);
+ case EL_SP_CHIP_BOTTOM: return (MV_UP);
+ }
+
+ return MV_NONE;
+}
+
+static int getChipFromOpenDirection(int direction)
+{
+ switch (direction)
+ {
+ case (MV_NONE): return EL_SP_CHIP_SINGLE;
+ case (MV_LEFT): return EL_SP_CHIP_RIGHT;
+ case (MV_RIGHT): return EL_SP_CHIP_LEFT;
+ case (MV_UP): return EL_SP_CHIP_BOTTOM;
+ case (MV_DOWN): return EL_SP_CHIP_TOP;
+ }
+
+ return EL_EMPTY;
+}
+
+static int getChipFromOpenDirectionNotEmpty(int direction, int element_old)
+{
+ int element_new = getChipFromOpenDirection(direction);
+
+ return (element_new != EL_EMPTY ? element_new : element_old);
+}
+
static int getClosedTube(int x, int y)
{
static int xy[4][2] =
{ 0, +1 }
};
int element_old = IntelliDrawBuffer[x][y];
- int tube_direction_old = getOpenDirectionFromTube(element_old);
- int tube_direction_new = MV_NONE;
+ int direction_old = getOpenDirectionFromTube(element_old);
+ int direction_new = MV_NONE;
int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
int dir_opposite = MV_DIR_OPPOSITE(dir);
if (IN_LEV_FIELD(xx, yy) && IS_TUBE(IntelliDrawBuffer[xx][yy]) &&
- (tube_direction_old & dir) &&
+ (direction_old & dir) &&
(getOpenDirectionFromTube(IntelliDrawBuffer[xx][yy]) & dir_opposite))
- tube_direction_new |= dir;
+ direction_new |= dir;
}
- return getTubeFromOpenDirectionNotEmpty(tube_direction_new, element_old);
+ return getTubeFromOpenDirectionNotEmpty(direction_new, element_old);
}
static int getClosedBelt(int x, int y)
{ 0, +1 }
};
int element_old = IntelliDrawBuffer[x][y];
- int belt_nr = getBeltNrFromBeltElement(element_old);
- int belt_direction_old = getOpenDirectionFromBelt(element_old);
- int belt_direction_new = MV_NONE;
+ int nr = getBeltNrFromBeltElement(element_old);
+ int direction_old = getOpenDirectionFromBelt(element_old);
+ int direction_new = MV_NONE;
int i;
for (i = MV_BIT_LEFT; i <= MV_BIT_RIGHT; i++)
int dir_opposite = MV_DIR_OPPOSITE(dir);
if (IN_LEV_FIELD(xx, yy) && IS_BELT(IntelliDrawBuffer[xx][yy]) &&
- (belt_direction_old & dir) &&
+ (direction_old & dir) &&
(getOpenDirectionFromBelt(IntelliDrawBuffer[xx][yy]) & dir_opposite))
- belt_direction_new |= dir;
+ direction_new |= dir;
}
- return getBeltFromNrAndOpenDirection(belt_nr, belt_direction_new);
+ return getBeltFromNrAndOpenDirection(nr, direction_new);
}
static int getClosedPool(int x, int y)
{ 0, +1 }
};
int element_old = IntelliDrawBuffer[x][y];
- int pool_direction_old = getOpenDirectionFromPool(element_old);
- int pool_direction_new = MV_NONE;
+ int direction_old = getOpenDirectionFromPool(element_old);
+ int direction_new = MV_NONE;
int i;
for (i = 0; i < NUM_DIRECTIONS; i++)
if (IN_LEV_FIELD(xx, yy) &&
IS_ACID_POOL_OR_ACID(IntelliDrawBuffer[xx][yy]) &&
- (pool_direction_old & dir) &&
+ (direction_old & dir) &&
(getOpenDirectionFromPool(IntelliDrawBuffer[xx][yy]) & dir_opposite))
- pool_direction_new |= dir;
+ direction_new |= dir;
}
- return getPoolFromOpenDirectionNotEmpty(pool_direction_new, element_old);
+ return getPoolFromOpenDirectionNotEmpty(direction_new, element_old);
}
static int getClosedPillar(int x, int y)
{ 0, +1 }
};
int element_old = IntelliDrawBuffer[x][y];
- int pillar_direction_old = getOpenDirectionFromPillar(element_old);
- int pillar_direction_new = MV_NONE;
+ int direction_old = getOpenDirectionFromPillar(element_old);
+ int direction_new = MV_NONE;
int i;
for (i = MV_BIT_UP; i <= MV_BIT_DOWN; i++)
int dir_opposite = MV_DIR_OPPOSITE(dir);
if (IN_LEV_FIELD(xx, yy) && IS_EMC_PILLAR(IntelliDrawBuffer[xx][yy]) &&
- (pillar_direction_old & dir) &&
+ (direction_old & dir) &&
(getOpenDirectionFromPillar(IntelliDrawBuffer[xx][yy]) & dir_opposite))
- pillar_direction_new |= dir;
+ direction_new |= dir;
}
- return getPillarFromOpenDirectionNotEmpty(pillar_direction_new, element_old);
+ return getPillarFromOpenDirectionNotEmpty(direction_new, element_old);
+}
+
+static int getClosedSteel2(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { -1, 0 },
+ { +1, 0 },
+ { 0, -1 },
+ { 0, +1 }
+ };
+ int element_old = IntelliDrawBuffer[x][y];
+ int direction_old = getOpenDirectionFromSteel2(element_old);
+ int direction_new = MV_NONE;
+ int i;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int dir = MV_DIR_FROM_BIT(i);
+ int dir_opposite = MV_DIR_OPPOSITE(dir);
+
+ if (IN_LEV_FIELD(xx, yy) && IS_DC_STEELWALL_2(IntelliDrawBuffer[xx][yy]) &&
+ (direction_old & dir) &&
+ (getOpenDirectionFromSteel2(IntelliDrawBuffer[xx][yy]) & dir_opposite))
+ direction_new |= dir;
+ }
+
+ return getSteel2FromOpenDirectionNotEmpty(direction_new, element_old);
+}
+
+static int getClosedChip(int x, int y)
+{
+ static int xy[4][2] =
+ {
+ { -1, 0 },
+ { +1, 0 },
+ { 0, -1 },
+ { 0, +1 }
+ };
+ int element_old = IntelliDrawBuffer[x][y];
+ int direction_old = getOpenDirectionFromChip(element_old);
+ int direction_new = MV_NONE;
+ int i;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+ int dir = MV_DIR_FROM_BIT(i);
+ int dir_opposite = MV_DIR_OPPOSITE(dir);
+
+ if (IN_LEV_FIELD(xx, yy) && IS_SP_CHIP(IntelliDrawBuffer[xx][yy]) &&
+ (direction_old & dir) &&
+ (getOpenDirectionFromChip(IntelliDrawBuffer[xx][yy]) & dir_opposite))
+ direction_new |= dir;
+ }
+
+ return getChipFromOpenDirectionNotEmpty(direction_new, element_old);
}
static void SetElementSimple(int x, int y, int element, boolean change_level)
int direction = MV_NONE;
int i;
- /* if existing element is tube, keep all existing tube directions */
+ /* if old element is of same kind, keep all existing directions */
if (IS_TUBE(old_element))
direction |= getOpenDirectionFromTube(old_element);
int direction = MV_NONE;
int i;
- /* if existing element is belt, keep all existing belt directions */
+ /* if old element is of same kind, keep all existing directions */
if (IS_BELT(old_element))
direction |= getOpenDirectionFromBelt(old_element);
int direction = MV_NONE;
int i;
- /* if existing element is pool, keep all existing pool directions */
+ /* if old element is of same kind, keep all existing directions */
if (IS_ACID_POOL_OR_ACID(old_element))
direction |= getOpenDirectionFromPool(old_element);
}
}
-#if 1
- int foo = last_element_new;
-
- if (foo == EL_EMPTY)
- foo = EL_ACID;
-
- if (last_element_new == EL_EMPTY)
- last_element_new = old_element;
-
- if (last_element_new != EL_UNDEFINED)
- new_element = getPoolFromOpenDirectionNotEmpty(direction,
- foo);
- else
- new_element = getPoolFromOpenDirectionNotEmpty(direction, new_element);
-
-#else
-
-#if 0
+ /* special corrections needed for intuitively correct acid pool drawing */
if (last_element_new == EL_EMPTY)
last_element_new = new_element;
-#else
- if (last_element_new == EL_EMPTY)
- last_element_new = EL_ACID;
-#endif
+ else if (last_element_new != EL_UNDEFINED)
+ new_element = last_element_new;
-#if 1
- if (last_element_new != EL_UNDEFINED)
- new_element = getPoolFromOpenDirectionNotEmpty(direction,
- last_element_new);
- else
- new_element = getPoolFromOpenDirectionNotEmpty(direction, new_element);
-#else
new_element = getPoolFromOpenDirectionNotEmpty(direction, new_element);
-#endif
-
-#endif
if (last_element_new != EL_UNDEFINED)
MergeAndCloseNeighbourElements(x, y, &new_element,
int direction = MV_NONE;
int i;
- /* if existing element is pillar, keep all existing pillar directions */
+ /* if old element is of same kind, keep all existing directions */
if (IS_EMC_PILLAR(old_element))
direction |= getOpenDirectionFromPillar(old_element);
last_x, last_y, &last_element_new,
getClosedPillar, change_level);
}
+ else if (IS_DC_STEELWALL_2(new_element))
+ {
+ int last_element_new = EL_UNDEFINED;
+ int direction = MV_NONE;
+ int i;
+
+ /* if old element is of same kind, keep all existing directions */
+ if (IS_DC_STEELWALL_2(old_element))
+ direction |= getOpenDirectionFromSteel2(old_element);
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+
+ if (last_x == xx && last_y == yy && IN_LEV_FIELD(last_x, last_y) &&
+ IS_DC_STEELWALL_2(IntelliDrawBuffer[last_x][last_y]))
+ {
+ int dir = MV_DIR_FROM_BIT(i);
+ int dir_opposite = MV_DIR_OPPOSITE(dir);
+ int last_element_old = IntelliDrawBuffer[last_x][last_y];
+ int last_direction_old = getOpenDirectionFromSteel2(last_element_old);
+ int last_direction_new = last_direction_old | dir_opposite;
+
+ last_element_new = getSteel2FromOpenDirection(last_direction_new);
+
+ direction |= dir;
+ }
+ }
+
+ new_element = getSteel2FromOpenDirectionNotEmpty(direction, new_element);
+
+ if (last_element_new != EL_UNDEFINED)
+ MergeAndCloseNeighbourElements(x, y, &new_element,
+ last_x, last_y, &last_element_new,
+ getClosedSteel2, change_level);
+ }
+ else if (IS_SP_CHIP(new_element))
+ {
+ int last_element_new = EL_UNDEFINED;
+ int direction = MV_NONE;
+ int i;
+
+ /* (do not keep existing directions, regardless of kind of old element) */
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ {
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
+
+ if (last_x == xx && last_y == yy && IN_LEV_FIELD(last_x, last_y) &&
+ IS_SP_CHIP(IntelliDrawBuffer[last_x][last_y]))
+ {
+ int dir = MV_DIR_FROM_BIT(i);
+ int dir_opposite = MV_DIR_OPPOSITE(dir);
+ int last_element_old = IntelliDrawBuffer[last_x][last_y];
+ int last_direction_old = getOpenDirectionFromChip(last_element_old);
+ int last_direction_new = last_direction_old | dir_opposite;
+
+ if (last_direction_old == MV_NONE)
+ {
+ last_element_new = getChipFromOpenDirection(last_direction_new);
+ direction |= dir;
+ }
+ else if (last_direction_old & (dir | dir_opposite))
+ {
+ direction |= MV_DIR_OPPOSITE(last_direction_old);
+ }
+ else
+ {
+ direction |= MV_DIR_OPPOSITE(dir);
+ }
+ }
+ }
+
+ new_element = getChipFromOpenDirectionNotEmpty(direction, new_element);
+
+ if (last_element_new != EL_UNDEFINED)
+ MergeAndCloseNeighbourElements(x, y, &new_element,
+ last_x, last_y, &last_element_new,
+ getClosedChip, change_level);
+ }
+ else if (IS_SP_HARDWARE_BASE(new_element))
+ {
+ int nr = GetSimpleRandom(6);
+
+ new_element = (nr == 0 ? EL_SP_HARDWARE_BASE_1 :
+ nr == 1 ? EL_SP_HARDWARE_BASE_2 :
+ nr == 2 ? EL_SP_HARDWARE_BASE_3 :
+ nr == 3 ? EL_SP_HARDWARE_BASE_4 :
+ nr == 4 ? EL_SP_HARDWARE_BASE_5 : EL_SP_HARDWARE_BASE_6);
+ }
+ else if (new_element == EL_SP_HARDWARE_GREEN ||
+ new_element == EL_SP_HARDWARE_BLUE ||
+ new_element == EL_SP_HARDWARE_RED)
+ {
+ int nr = GetSimpleRandom(3);
+
+ new_element = (nr == 0 ? EL_SP_HARDWARE_GREEN :
+ nr == 1 ? EL_SP_HARDWARE_BLUE : EL_SP_HARDWARE_RED);
+ }
else if (IS_BELT_SWITCH(old_element))
{
int belt_nr = getBeltNrFromBeltSwitchElement(old_element);
{
while (num_elements > 0)
{
- x = RND(lev_fieldx);
- y = RND(lev_fieldy);
+ x = GetSimpleRandom(lev_fieldx);
+ y = GetSimpleRandom(lev_fieldy);
/* don't place element at the same position twice */
if (free_position[x][y])
/* continue moving after pushing (this is actually a bug) */
if (!IS_MOVING(x, y))
- {
Stop[x][y] = FALSE;
- }
}
}
}
+#if 0
+ debug_print_timestamp(0, "start main loop profiling");
+#endif
+
SCAN_PLAYFIELD(x, y)
{
ChangeCount[x][y] = 0;
#endif
}
+#if 0
+ debug_print_timestamp(0, "- time for pre-main loop:");
+#endif
+
+#if 0 // -------------------- !!! TEST ONLY !!! --------------------
+ SCAN_PLAYFIELD(x, y)
+ {
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+#if 1
+ {
+#if 1
+ int element2 = element;
+ int graphic2 = graphic;
+#else
+ int element2 = Feld[x][y];
+ int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
+#endif
+ int last_gfx_frame = GfxFrame[x][y];
+
+ if (graphic_info[graphic2].anim_global_sync)
+ GfxFrame[x][y] = FrameCounter;
+ else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
+ GfxFrame[x][y] = CustomValue[x][y];
+ else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
+ GfxFrame[x][y] = element_info[element2].collect_score;
+ else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
+ GfxFrame[x][y] = ChangeDelay[x][y];
+
+ if (redraw && GfxFrame[x][y] != last_gfx_frame)
+ DrawLevelGraphicAnimation(x, y, graphic2);
+ }
+#else
+ ResetGfxFrame(x, y, TRUE);
+#endif
+
+#if 1
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(GfxFrame[x][y], graphic))
+ ResetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+ SetRandomAnimationValue(x, y);
+#endif
+
+#if 1
+ PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
+#endif
+ }
+#endif // -------------------- !!! TEST ONLY !!! --------------------
+
+#if 0
+ debug_print_timestamp(0, "- time for TEST loop: -->");
+#endif
+
SCAN_PLAYFIELD(x, y)
{
element = Feld[x][y];
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
}
+#if 0 // ---------------------------------------------------------------------
+
+ if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
+ {
+ StartMoving(x, y);
+
+ element = Feld[x][y];
+ graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
+
+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
+ DrawTwinkleOnField(x, y);
+ }
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else
+ {
+ switch (element)
+ {
+ case EL_ACID:
+ case EL_EXIT_OPEN:
+ case EL_EM_EXIT_OPEN:
+ case EL_SP_EXIT_OPEN:
+ case EL_STEEL_EXIT_OPEN:
+ case EL_EM_STEEL_EXIT_OPEN:
+ case EL_SP_TERMINAL:
+ case EL_SP_TERMINAL_ACTIVE:
+ case EL_EXTRA_TIME:
+ case EL_SHIELD_NORMAL:
+ case EL_SHIELD_DEADLY:
+ if (IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+
+ case EL_DYNAMITE_ACTIVE:
+ case EL_EM_DYNAMITE_ACTIVE:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ case EL_SP_DISK_RED_ACTIVE:
+ CheckDynamite(x, y);
+ break;
+
+ case EL_AMOEBA_GROWING:
+ AmoebeWaechst(x, y);
+ break;
+
+ case EL_AMOEBA_SHRINKING:
+ AmoebaDisappearing(x, y);
+ break;
+
+#if !USE_NEW_AMOEBA_CODE
+ case EL_AMOEBA_WET:
+ case EL_AMOEBA_DRY:
+ case EL_AMOEBA_FULL:
+ case EL_BD_AMOEBA:
+ case EL_EMC_DRIPPER:
+ AmoebeAbleger(x, y);
+ break;
+#endif
+
+ case EL_GAME_OF_LIFE:
+ case EL_BIOMAZE:
+ Life(x, y);
+ break;
+
+ case EL_EXIT_CLOSED:
+ CheckExit(x, y);
+ break;
+
+ case EL_EM_EXIT_CLOSED:
+ CheckExitEM(x, y);
+ break;
+
+ case EL_STEEL_EXIT_CLOSED:
+ CheckExitSteel(x, y);
+ break;
+
+ case EL_EM_STEEL_EXIT_CLOSED:
+ CheckExitSteelEM(x, y);
+ break;
+
+ case EL_SP_EXIT_CLOSED:
+ CheckExitSP(x, y);
+ break;
+
+ case EL_EXPANDABLE_WALL_GROWING:
+ case EL_EXPANDABLE_STEELWALL_GROWING:
+ MauerWaechst(x, y);
+ break;
+
+ case EL_EXPANDABLE_WALL:
+ case EL_EXPANDABLE_WALL_HORIZONTAL:
+ case EL_EXPANDABLE_WALL_VERTICAL:
+ case EL_EXPANDABLE_WALL_ANY:
+ case EL_BD_EXPANDABLE_WALL:
+ MauerAbleger(x, y);
+ break;
+
+ case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
+ case EL_EXPANDABLE_STEELWALL_VERTICAL:
+ case EL_EXPANDABLE_STEELWALL_ANY:
+ MauerAblegerStahl(x, y);
+ break;
+
+ case EL_FLAMES:
+ CheckForDragon(x, y);
+ break;
+
+ case EL_EXPLOSION:
+ break;
+
+ case EL_ELEMENT_SNAPPING:
+ case EL_DIAGONAL_SHRINKING:
+ case EL_DIAGONAL_GROWING:
+ {
+ graphic =
+ el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
+
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+ }
+
+ default:
+ if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ break;
+ }
+ }
+
+#else // ---------------------------------------------------------------------
+
if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
StartMoving(x, y);
else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+#endif // ---------------------------------------------------------------------
+
if (IS_BELT_ACTIVE(element))
PlayLevelSoundAction(x, y, ACTION_ACTIVE);
}
}
+#if 0
+ debug_print_timestamp(0, "- time for MAIN loop: -->");
+#endif
+
#if USE_NEW_AMOEBA_CODE
/* new experimental amoeba growth stuff */
if (!(FrameCounter % 8))
local_player->show_envelope = 0;
}
+#if 0
+ debug_print_timestamp(0, "stop main loop profiling ");
+ printf("----------------------------------------------------------\n");
+#endif
+
/* use random number generator in every frame to make it less predictable */
if (game.engine_version >= VERSION_IDENT(3,1,1,0))
RND(1);