+ struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+
+ RemoveField(player->jx, player->jy);
+ DrawLevelField(player->jx, player->jy);
+ }
+
+ InitPlayerField(x, y, element, TRUE);
+
+ if (player == local_player)
+ {
+ int scroll_xx = -999, scroll_yy = -999;
+
+ while (scroll_xx != scroll_x || scroll_yy != scroll_y)
+ {
+ int dx = 0, dy = 0;
+ int fx = FX, fy = FY;
+
+ scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+
+ dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
+ dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in to steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(GAME_FRAME_DELAY);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(GAME_FRAME_DELAY);
+ }
+ }
+}
+
+void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+ int num_phase = 9;
+ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+ int last_phase = num_phase * delay;
+ int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
+
+ if (game.explosions_delayed)
+ {
+ ExplodeField[ex][ey] = mode;
+ return;
+ }
+
+ if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
+ {
+ int center_element = Feld[ex][ey];
+
+#if 0
+ /* --- This is only really needed (and now handled) in "Impact()". --- */
+ /* do not explode moving elements that left the explode field in time */
+ if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
+ return;
+#endif
+
+ if (mode == EX_NORMAL || mode == EX_CENTER)
+ PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
+
+ /* remove things displayed in background while burning dynamite */
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
+ Back[ex][ey] = 0;
+
+ if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
+ {
+ /* put moving element to center field (and let it explode there) */
+ center_element = MovingOrBlocked2Element(ex, ey);
+ RemoveMovingField(ex, ey);
+ Feld[ex][ey] = center_element;
+ }
+
+ for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
+ {
+ int xx = x - ex + 1;
+ int yy = y - ey + 1;
+ int element;
+
+ if (!IN_LEV_FIELD(x, y) ||
+ ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
+ (x != ex || y != ey)))
+ continue;
+
+ element = Feld[x][y];
+
+ if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+ {
+ element = MovingOrBlocked2Element(x, y);
+
+ if (!IS_EXPLOSION_PROOF(element))
+ RemoveMovingField(x, y);
+ }
+
+#if 1
+
+#if 0
+ if (IS_EXPLOSION_PROOF(element))
+ continue;
+#else
+ /* indestructible elements can only explode in center (but not flames) */
+ if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
+#else
+ if ((IS_INDESTRUCTIBLE(element) &&
+ (game.engine_version < VERSION_IDENT(2,2,0) ||
+ (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
+ element == EL_FLAMES)
+ continue;
+#endif
+
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
+ {
+ if (IS_ACTIVE_BOMB(element))
+ {
+ /* re-activate things under the bomb like gate or penguin */
+ Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
+ Store[x][y] = 0;
+ }
+
+ continue;
+ }
+
+ /* save walkable background elements while explosion on same tile */
+#if 0
+ if (IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#else
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
+ Back[x][y] = element;
+#endif
+
+ /* ignite explodable elements reached by other explosion */
+ if (element == EL_EXPLOSION)
+ element = Store2[x][y];
+
+#if 1
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+ RemoveField(x, y);
+#endif
+
+ if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
+ {
+ switch(StorePlayer[ex][ey])
+ {
+ case EL_PLAYER_2:
+ Store[x][y] = EL_EMERALD_RED;
+ break;
+ case EL_PLAYER_3:
+ Store[x][y] = EL_EMERALD;
+ break;
+ case EL_PLAYER_4:
+ Store[x][y] = EL_EMERALD_PURPLE;
+ break;
+ case EL_PLAYER_1:
+ default:
+ Store[x][y] = EL_EMERALD_YELLOW;
+ break;
+ }
+
+ if (game.emulation == EMU_SUPAPLEX)
+ Store[x][y] = EL_EMPTY;
+ }
+ else if (center_element == EL_MOLE)
+ Store[x][y] = EL_EMERALD_RED;
+ else if (center_element == EL_PENGUIN)
+ Store[x][y] = EL_EMERALD_PURPLE;
+ else if (center_element == EL_BUG)
+ Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
+ else if (center_element == EL_BD_BUTTERFLY)
+ Store[x][y] = EL_BD_DIAMOND;
+ else if (center_element == EL_SP_ELECTRON)
+ Store[x][y] = EL_SP_INFOTRON;
+ else if (center_element == EL_AMOEBA_TO_DIAMOND)
+ Store[x][y] = level.amoeba_content;
+ else if (center_element == EL_YAMYAM)
+ Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
+ else if (IS_CUSTOM_ELEMENT(center_element) &&
+ element_info[center_element].content[xx][yy] != EL_EMPTY)
+ Store[x][y] = element_info[center_element].content[xx][yy];
+ else if (element == EL_WALL_EMERALD)
+ Store[x][y] = EL_EMERALD;
+ else if (element == EL_WALL_DIAMOND)
+ Store[x][y] = EL_DIAMOND;
+ else if (element == EL_WALL_BD_DIAMOND)
+ Store[x][y] = EL_BD_DIAMOND;
+ else if (element == EL_WALL_EMERALD_YELLOW)
+ Store[x][y] = EL_EMERALD_YELLOW;
+ else if (element == EL_WALL_EMERALD_RED)
+ Store[x][y] = EL_EMERALD_RED;
+ else if (element == EL_WALL_EMERALD_PURPLE)
+ Store[x][y] = EL_EMERALD_PURPLE;
+ else if (element == EL_WALL_PEARL)
+ Store[x][y] = EL_PEARL;
+ else if (element == EL_WALL_CRYSTAL)
+ Store[x][y] = EL_CRYSTAL;
+ else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
+ Store[x][y] = element_info[element].content[1][1];
+ else
+ Store[x][y] = EL_EMPTY;
+
+ if (x != ex || y != ey ||
+ center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
+ Store2[x][y] = element;
+
+#if 0
+ if (AmoebaNr[x][y] &&
+ (element == EL_AMOEBA_FULL ||
+ element == EL_BD_AMOEBA ||
+ element == EL_AMOEBA_GROWING))
+ {
+ AmoebaCnt[AmoebaNr[x][y]]--;
+ AmoebaCnt2[AmoebaNr[x][y]]--;
+ }
+
+#if 1
+ RemoveField(x, y);
+#else
+ MovDir[x][y] = MovPos[x][y] = 0;
+ AmoebaNr[x][y] = 0;
+#endif
+#endif
+
+ Feld[x][y] = EL_EXPLOSION;
+#if 1
+ GfxElement[x][y] = center_element;
+#else
+ GfxElement[x][y] = EL_UNDEFINED;
+#endif
+
+ ExplodePhase[x][y] = 1;
+ Stop[x][y] = TRUE;
+ }
+
+ if (center_element == EL_YAMYAM)
+ game.yamyam_content_nr =
+ (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
+
+ return;
+ }
+
+ if (Stop[ex][ey])
+ return;
+
+ x = ex;
+ y = ey;
+
+ ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
+
+ if (phase == first_phase_after_start)
+ {
+ int element = Store2[x][y];
+
+ if (element == EL_BLACK_ORB)
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ }
+ else if (phase == half_phase)
+ {
+ int element = Store2[x][y];
+
+ if (IS_PLAYER(x, y))
+ KillHeroUnlessProtected(x, y);
+ else if (CAN_EXPLODE_BY_FIRE(element))
+ {
+ Feld[x][y] = Store2[x][y];
+ Store2[x][y] = 0;
+ Bang(x, y);
+ }
+ else if (element == EL_AMOEBA_TO_DIAMOND)
+ AmoebeUmwandeln(x, y);
+ }
+
+ if (phase == last_phase)
+ {
+ int element;
+
+ element = Feld[x][y] = Store[x][y];
+ Store[x][y] = Store2[x][y] = 0;
+ GfxElement[x][y] = EL_UNDEFINED;
+
+ if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
+ element = Feld[x][y] = Back[x][y];
+ Back[x][y] = 0;
+
+ MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
+ InitField(x, y, FALSE);
+ if (CAN_MOVE(element))
+ InitMovDir(x, y);
+ DrawLevelField(x, y);
+
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
+ if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
+ StorePlayer[x][y] = 0;
+
+ if (ELEM_IS_PLAYER(element))
+ RelocatePlayer(x, y, element);
+ }
+ else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ {
+#if 1
+ int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
+#else
+ int stored = Store[x][y];
+ int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
+ stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
+ IMG_SP_EXPLOSION);
+#endif
+ int frame = getGraphicAnimationFrame(graphic, phase - delay);
+
+ if (phase == delay)
+ DrawLevelFieldCrumbledSand(x, y);
+
+ if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
+ {
+ DrawLevelElement(x, y, Back[x][y]);
+ DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+ else if (IS_WALKABLE_UNDER(Back[x][y]))
+ {
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawLevelElementThruMask(x, y, Back[x][y]);
+ }
+ else if (!IS_WALKABLE_INSIDE(Back[x][y]))
+ DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ }
+}
+
+void DynaExplode(int ex, int ey)
+{
+ int i, j;
+ int dynabomb_size = 1;
+ boolean dynabomb_xl = FALSE;
+ struct PlayerInfo *player;
+ static int xy[4][2] =