+ if (IS_CUSTOM_ELEMENT(old_element))
+ CheckElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_LEFT_BY_PLAYER,
+ player->index_bit, leave_side);
+
+ CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
+ CE_OTHER_GETS_LEFT,
+ player->index_bit, leave_side);
+#endif
+
+ Feld[jx][jy] = el_player;
+ InitPlayerField(jx, jy, el_player, TRUE);
+
+ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
+ {
+ Feld[jx][jy] = element;
+ InitField(jx, jy, FALSE);
+ }
+
+#if 1
+ if (player == local_player) /* only visually relocate local player */
+ DrawRelocatePlayer(player);
+#endif
+
+#if 1
+ TestIfHeroTouchesBadThing(jx, jy);
+ TestIfPlayerTouchesCustomElement(jx, jy);
+#endif
+
+#if 0
+ printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
+#endif
+
+#if 0
+#if 0
+ /* needed to allow change of walkable custom element by entering player */
+ if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
+ Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
+#else
+ /* needed to allow change of walkable custom element by entering player */
+ Changed[jx][jy] = 0; /* allow another change */
+#endif
+#endif
+
+#if 0
+ printf("::: player entering %d, %d from %s ...\n", jx, jy,
+ enter_side == MV_LEFT ? "left" :
+ enter_side == MV_RIGHT ? "right" :
+ enter_side == MV_UP ? "top" :
+ enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
+#endif
+
+#if 1
+ if (IS_CUSTOM_ELEMENT(element))
+ CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
+ player->index_bit, enter_side);
+
+ CheckTriggeredElementChangeByPlayer(jx, jy, element,
+ CE_OTHER_GETS_ENTERED,
+ player->index_bit, enter_side);
+#endif
+}
+
+void Explode(int ex, int ey, int phase, int mode)
+{
+ int x, y;
+#if 0
+ int num_phase = 9;
+#endif
+
+ /* !!! eliminate this variable !!! */
+ int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
+
+#if 1
+ int last_phase;
+#else
+ int last_phase = num_phase * delay;
+ int half_phase = (num_phase / 2) * delay;
+ int first_phase_after_start = EX_PHASE_START + 1;
+#endif
+ int border_element;
+
+ 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
+ printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
+#endif
+
+#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 >= VERSION_IDENT(2,2,0,7) &&
+ center_element == EL_EMPTY &&
+ (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
+ return;
+#endif
+
+ if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
+ PlayLevelSoundAction(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;
+ }
+
+#if 1
+
+#if 1
+ last_phase = element_info[center_element].explosion_delay + 1;
+#else
+ last_phase = element_info[center_element].explosion_delay;
+#endif
+
+#if 0
+ printf("::: %d -> %d\n", center_element, last_phase);
+#endif