+#if 1
+ int offset = (setup.scroll_delay ? 3 : 0);
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ {
+ scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
+ local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
+ local_player->jx - MIDPOSX);
+
+ scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
+ local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
+ local_player->jy - MIDPOSY);
+ }
+ else
+ {
+ if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
+ scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
+ scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+ }
+#else
+ scroll_x += (local_player->jx - old_jx);
+ scroll_y += (local_player->jy - old_jy);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < SBX_Left || scroll_x > SBX_Right)
+ scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
+ scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+#endif
+
+ RedrawPlayfield(TRUE, 0,0,0,0);
+ }
+ else
+ {
+#if 1
+#if 0
+ int offset = (setup.scroll_delay ? 3 : 0);
+#endif
+ int scroll_xx = -999, scroll_yy = -999;
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ 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);
+
+#if 1
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+#else
+ if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+ break;
+#endif
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+#else
+ int scroll_xx = -999, scroll_yy = -999;
+
+ ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
+
+ 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);
+
+#if 1
+ if (dx == 0 && dy == 0) /* no scrolling needed at all */
+ break;
+#else
+ if (scroll_xx == scroll_x && scroll_yy == scroll_y)
+ break;
+#endif
+
+ scroll_x -= dx;
+ scroll_y -= dy;
+
+ fx += dx * TILEX / 2;
+ fy += dy * TILEY / 2;
+
+ ScrollLevel(dx, dy);
+ DrawAllPlayers();
+
+ /* scroll in two steps of half tile size to make things smoother */
+ BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+ FlushDisplay();
+ Delay(wait_delay_value);
+
+ /* scroll second step to align at full tile size */
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+#endif
+
+ DrawPlayer(player);
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+}
+
+void RelocatePlayer(int jx, int jy, int el_player_raw)
+{
+#if 1
+ int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
+#else
+ int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
+#endif
+ struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
+ boolean ffwd_delay = (tape.playing && tape.fast_forward);
+ boolean no_delay = (tape.warp_forward);
+ int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
+ int wait_delay_value = (no_delay ? 0 : frame_delay_value);
+ int old_jx = player->jx;
+ int old_jy = player->jy;
+ int old_element = Feld[old_jx][old_jy];
+ int element = Feld[jx][jy];
+ boolean player_relocated = (old_jx != jx || old_jy != jy);
+
+ int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
+ int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
+#if 1
+ int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
+ int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
+ int leave_side_horiz = move_dir_horiz;
+ int leave_side_vert = move_dir_vert;
+#else
+ static int trigger_sides[4][2] =
+ {
+ /* enter side leave side */
+ { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
+ { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
+ { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
+ { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
+ };
+ int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
+ int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
+ int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
+ int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
+#endif
+ int enter_side = enter_side_horiz | enter_side_vert;
+ int leave_side = leave_side_horiz | leave_side_vert;
+
+ if (player->GameOver) /* do not reanimate dead player */
+ return;
+
+ if (!player_relocated) /* no need to relocate the player */
+ return;
+
+ if (IS_PLAYER(jx, jy)) /* player already placed at new position */
+ {
+ RemoveField(jx, jy); /* temporarily remove newly placed player */
+ DrawLevelField(jx, jy);
+ }
+
+ if (player->present)
+ {
+ while (player->MovPos)
+ {
+ ScrollPlayer(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+#if USE_NEW_MOVE_DELAY
+ AdvanceFrameAndPlayerCounters(player->index_nr);
+#else
+ FrameCounter++;
+#endif
+
+ DrawPlayer(player);
+
+ BackToFront();
+ Delay(wait_delay_value);
+ }
+
+ DrawPlayer(player); /* needed here only to cleanup last field */
+ DrawLevelField(player->jx, player->jy); /* remove player graphic */
+
+ player->is_moving = FALSE;
+ }
+
+#if 1
+ 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;
+ }
+