#if 1
#define TILE_GFX_ELEMENT(x, y) \
(GfxElement[x][y] != EL_UNDEFINED && \
#if 1
#define TILE_GFX_ELEMENT(x, y) \
(GfxElement[x][y] != EL_UNDEFINED && \
#else
#define TILE_GFX_ELEMENT(x, y) \
GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
#else
#define TILE_GFX_ELEMENT(x, y) \
GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
-#define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
-#define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
+#define IS_FREE(x, y) (Tile[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
+#define IS_FREE_OR_PLAYER(x, y) (Tile[x][y] == EL_EMPTY)
#define IS_MOVING(x,y) (MovPos[x][y] != 0)
#define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
#define IS_MOVING(x,y) (MovPos[x][y] != 0)
#define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
ENEMY_PROTECTED_FIELD(x, y))
#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
ENEMY_PROTECTED_FIELD(x, y))
#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
#define PROGRAM_VERSION_SUPER 4
#define PROGRAM_VERSION_MAJOR 2
#define PROGRAM_VERSION_MINOR 0
#define PROGRAM_VERSION_SUPER 4
#define PROGRAM_VERSION_MAJOR 2
#define PROGRAM_VERSION_MINOR 0
#define AUTOPLAY_FFWD (1 << 1)
#define AUTOPLAY_WARP (1 << 2)
#define AUTOPLAY_TEST (1 << 3)
#define AUTOPLAY_FFWD (1 << 1)
#define AUTOPLAY_WARP (1 << 2)
#define AUTOPLAY_TEST (1 << 3)
#define AUTOPLAY_MODE_FFWD (AUTOPLAY_MODE_PLAY | AUTOPLAY_FFWD)
#define AUTOPLAY_MODE_WARP (AUTOPLAY_MODE_FFWD | AUTOPLAY_WARP)
#define AUTOPLAY_MODE_TEST (AUTOPLAY_MODE_WARP | AUTOPLAY_TEST)
#define AUTOPLAY_MODE_FFWD (AUTOPLAY_MODE_PLAY | AUTOPLAY_FFWD)
#define AUTOPLAY_MODE_WARP (AUTOPLAY_MODE_FFWD | AUTOPLAY_WARP)
#define AUTOPLAY_MODE_TEST (AUTOPLAY_MODE_WARP | AUTOPLAY_TEST)
extern boolean game_status_last_screen;
extern boolean level_editor_test_game;
extern boolean network_playing;
extern boolean game_status_last_screen;
extern boolean level_editor_test_game;
extern boolean network_playing;
extern short Last[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Last[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];