rnd-19980926
[rocksndiamonds.git] / src / game.c
index 2ed2996640d37d969c134f6d6975ecb351eddf72..fd58165902daf1fb29f4b49747943b541fb28d9b 100644 (file)
 #include "tape.h"
 #include "joystick.h"
 
-
-
-int tst = 0;
-int tst2 = 0;
-
-
-
-extern int GameSpeed;
-extern int MoveSpeed;
-
 void GetPlayerConfig()
 {
   int old_joystick_nr = joystick_nr;
 
   if (sound_status==SOUND_OFF)
-    player.setup &= ~SETUP_SOUND;
+    local_player->setup &= ~SETUP_SOUND;
   if (!sound_loops_allowed)
   {
-    player.setup &= ~SETUP_SOUND_LOOPS;
-    player.setup &= ~SETUP_SOUND_MUSIC;
+    local_player->setup &= ~SETUP_SOUND_LOOPS;
+    local_player->setup &= ~SETUP_SOUND_MUSIC;
   }
 
-  sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
-  sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
-  sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
-  toons_on = SETUP_TOONS_ON(player.setup);
-  direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
-  fading_on = SETUP_FADING_ON(player.setup);
-  autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
-  joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
-  quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
-  scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
-  soft_scrolling_on = SETUP_SOFT_SCROLL_ON(player.setup);
+  sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
+  sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
+  sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
+  toons_on = SETUP_TOONS_ON(local_player->setup);
+  direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
+  fading_on = SETUP_FADING_ON(local_player->setup);
+  autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
+  joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
+  quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
+  scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
+  soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
 
+#ifndef MSDOS
   if (joystick_nr != old_joystick_nr)
   {
     if (joystick_device)
       close(joystick_device);
     InitJoystick();
   }
+#endif
 }
 
 void InitGame()
 {
-  int i,x,y;
+  int i, x,y;
   BOOL emulate_bd = TRUE;      /* unless non-BOULDERDASH elements found */
   BOOL emulate_sb = TRUE;      /* unless non-SOKOBAN     elements found */
 
-  Dynamite = Score = 0;
-  Gems = level.edelsteine;
-  SokobanFields = Lights = Friends = 0;
-  DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
-  DynaBombXL = FALSE;
-  Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
+  for(i=0; i<MAX_PLAYERS; i++)
+    stored_player[i].active = FALSE;
+
+  local_player->nr = 1;
+  local_player->active = TRUE;
+  local_player->local = TRUE;
+
+  player = local_player;
+
+  player->score = 0;
+  player->gems_still_needed = level.edelsteine;
+  player->sokobanfields_still_needed = 0;
+  player->lights_still_needed = 0;
+  player->friends_still_needed = 0;
+
+  for(i=0; i<4; i++)
+    player->key[i] = FALSE;
+
+  player->dynamite = 0;
+  player->dynabomb_count = 0;
+  player->dynabomb_size = 0;
+  player->dynabombs_left = 0;
+  player->dynabomb_xl = FALSE;
+
   MampferNr = 0;
   FrameCounter = 0;
   TimeFrames = 0;
   TimeLeft = level.time;
   ScreenMovPos = 0;
-  PlayerMovDir = MV_NO_MOVING;
-  PlayerMovPos = 0;
-  PlayerGfxPos = 0;
-  PlayerFrame = 0;
-  PlayerPushing = FALSE;
-  PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
+
+  player->MovDir = MV_NO_MOVING;
+  player->MovPos = 0;
+  player->Pushing = FALSE;
+  player->GfxPos = 0;
+  player->Frame = 0;
+
+  player->frame_reset_delay = 0;
+
+  player->push_delay = 0;
+  player->push_delay_value = 5;
+
+  player->move_delay = 0;
+  player->last_move_dir = MV_NO_MOVING;
+
+  player->lastJX = player->lastJY = 0;
+  player->JX = player->JY = 0;
+
+  lastJX = lastJY = 0;
   JX = JY = 0;
   ZX = ZY = -1;
 
+
+  /* test */
+  for(i=1; i<MAX_PLAYERS; i++)
+  {
+    stored_player[i] = stored_player[0];
+    stored_player[i].nr = i+1;
+    stored_player[i].active = TRUE;
+    stored_player[i].local = FALSE;
+  }
+
+
+
+  PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
+
   DigField(0,0,0,0,DF_NO_PUSH);
   SnapField(0,0);
 
@@ -101,7 +138,9 @@ void InitGame()
   {
     Feld[x][y] = Ur[x][y];
     MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
-    Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
+    Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+    Frame[x][y] = 0;
+    AmoebaNr[x][y] = 0;
     JustHit[x][y] = 0;
 
     if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
@@ -113,12 +152,28 @@ void InitGame()
     {
       case EL_SPIELFIGUR:
       case EL_SPIELER1:
+       StorePlayer[x][y] = EL_SPIELER1;
        Feld[x][y] = EL_LEERRAUM;
        JX = lastJX = x;
        JY = lastJY = y;
+
+       player->JX = JX;
+       player->JY = JY;
+       player->lastJX = lastJX;
+       player->lastJY = lastJY;
+
        break;
       case EL_SPIELER2:
+      case EL_SPIELER3:
+      case EL_SPIELER4:
+       StorePlayer[x][y] = Feld[x][y];
        Feld[x][y] = EL_LEERRAUM;
+
+       stored_player[StorePlayer[x][y] - EL_SPIELER1].JX = x;
+       stored_player[StorePlayer[x][y] - EL_SPIELER1].JY = y;
+       stored_player[StorePlayer[x][y] - EL_SPIELER1].lastJX = x;
+       stored_player[StorePlayer[x][y] - EL_SPIELER1].lastJY = y;
+
        break;
       case EL_BADEWANNE:
        if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
@@ -174,17 +229,17 @@ void InitGame()
        }
        break;
       case EL_DYNAMIT:
-       MovDelay[x][y] = 48;
+       MovDelay[x][y] = 96;
        break;
       case EL_BIRNE_AUS:
-       Lights++;
+       local_player->lights_still_needed++;
        break;
       case EL_SOKOBAN_FELD_LEER:
-       SokobanFields++;
+       local_player->sokobanfields_still_needed++;
        break;
       case EL_MAULWURF:
       case EL_PINGUIN:
-       Friends++;
+       local_player->friends_still_needed++;
        break;
       case EL_SCHWEIN:
       case EL_DRACHE:
@@ -220,13 +275,13 @@ void InitGame()
              int2str(level_nr,2),FS_SMALL,FC_YELLOW);
   DrawTextExt(pix[PIX_DB_DOOR],gc,
              DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
-             int2str(Gems,3),FS_SMALL,FC_YELLOW);
+             int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
   DrawTextExt(pix[PIX_DB_DOOR],gc,
              DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
-             int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
+             int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
   DrawTextExt(pix[PIX_DB_DOOR],gc,
              DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
-             int2str(Score,5),FS_SMALL,FC_YELLOW);
+             int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
   DrawTextExt(pix[PIX_DB_DOOR],gc,
              DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
              int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
@@ -369,21 +424,21 @@ void GameWon()
   if (TimeLeft)
   {
     if (sound_loops_on)
-      PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
+      PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
 
-    while(TimeLeft>0)
+    while(TimeLeft > 0)
     {
       if (!sound_loops_on)
-       PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
+       PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
       if (TimeLeft && !(TimeLeft % 10))
        RaiseScore(level.score[SC_ZEITBONUS]);
       if (TimeLeft > 100 && !(TimeLeft % 10))
        TimeLeft -= 10;
       else
        TimeLeft--;
-      DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
+      DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
       BackToFront();
-      Delay(10000);
+      Delay(10);
     }
 
     if (sound_loops_on)
@@ -393,7 +448,7 @@ void GameWon()
   FadeSounds();
 
   /* Hero disappears */
-  DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
+  DrawLevelField(ExitX, ExitY);
   BackToFront();
 
   if (tape.playing)
@@ -407,15 +462,15 @@ void GameWon()
     SaveLevelTape(tape.level_nr);      /* Ask to save tape */
   }
 
-  if (level_nr==player.handicap &&
-      level_nr<leveldir[leveldir_nr].levels-1)
+  if (level_nr == local_player->handicap &&
+      level_nr < leveldir[leveldir_nr].levels-1)
   { 
-    player.handicap++; 
+    local_player->handicap++; 
     bumplevel = TRUE;
     SavePlayerInfo(PLAYER_LEVEL);
   }
 
-  if ((hi_pos=NewHiScore())>=0) 
+  if ((hi_pos=NewHiScore()) >= 0) 
   {
     game_status = HALLOFFAME;
     DrawHallOfFame(hi_pos);
@@ -440,21 +495,23 @@ BOOL NewHiScore()
 
   LoadScore(level_nr);
 
-  if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
-      Score<highscore[MAX_SCORE_ENTRIES-1].Score) 
+  if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
+      local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score) 
     return(-1);
 
   for(k=0;k<MAX_SCORE_ENTRIES;k++) 
   {
-    if (Score>highscore[k].Score)      /* Spieler kommt in Highscore-Liste */
+    if (local_player->score > highscore[k].Score)
     {
+      /* Spieler kommt in Highscore-Liste */
+
       if (k<MAX_SCORE_ENTRIES-1)
       {
        int m = MAX_SCORE_ENTRIES-1;
 
 #ifdef ONE_PER_NAME
        for(l=k;l<MAX_SCORE_ENTRIES;l++)
-         if (!strcmp(player.alias_name,highscore[l].Name))
+         if (!strcmp(local_player->alias_name,highscore[l].Name))
            m = l;
        if (m==k)       /* Spieler überschreibt seine alte Position */
          goto put_into_list;
@@ -470,14 +527,14 @@ BOOL NewHiScore()
 #ifdef ONE_PER_NAME
       put_into_list:
 #endif
-      sprintf(highscore[k].Name,player.alias_name);
-      highscore[k].Score = Score; 
+      sprintf(highscore[k].Name,local_player->alias_name);
+      highscore[k].Score = local_player->score; 
       position = k;
       break;
     }
 
 #ifdef ONE_PER_NAME
-    else if (!strcmp(player.alias_name,highscore[k].Name))
+    else if (!strcmp(local_player->alias_name,highscore[k].Name))
       break;   /* Spieler schon mit besserer Punktzahl in der Liste */
 #endif
 
@@ -496,7 +553,7 @@ void InitMovingField(int x, int y, int direction)
 
   MovDir[x][y] = direction;
   MovDir[newx][newy] = direction;
-  if (Feld[newx][newy]==EL_LEERRAUM)
+  if (Feld[newx][newy] == EL_LEERRAUM)
     Feld[newx][newy] = EL_BLOCKED;
 }
 
@@ -597,12 +654,12 @@ void DrawDynamite(int x, int y)
 
   if (Feld[x][y]==EL_DYNAMIT)
   {
-    if ((phase = (48-MovDelay[x][y])/6) > 6)
+    if ((phase = (96-MovDelay[x][y])/12) > 6)
       phase = 6;
   }
   else
   {
-    if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
+    if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
       phase = 7-phase;
   }
 
@@ -619,12 +676,12 @@ void CheckDynamite(int x, int y)
     MovDelay[x][y]--;
     if (MovDelay[x][y])
     {
-      if (!(MovDelay[x][y] % 6))
+      if (!(MovDelay[x][y] % 12))
        PlaySoundLevel(x,y,SND_ZISCH);
 
-      if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
+      if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
        DrawDynamite(x,y);
-      else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
+      else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
        DrawDynamite(x,y);
 
       return;
@@ -638,7 +695,7 @@ void CheckDynamite(int x, int y)
 void Explode(int ex, int ey, int phase, int mode)
 {
   int x,y;
-  int num_phase = 9, delay = 1;
+  int num_phase = 9, delay = 2;
   int last_phase = num_phase*delay;
   int half_phase = (num_phase/2)*delay;
 
@@ -800,12 +857,12 @@ void DynaExplode(int ex, int ey, int size)
       if (element != EL_LEERRAUM &&
          element != EL_ERDREICH &&
          element != EL_EXPLODING &&
-         !DynaBombXL)
+         !player->dynabomb_xl)
        break;
     }
   }
 
-  DynaBombsLeft++;
+  player->dynabombs_left++;
 }
 
 void Bang(int x, int y)
@@ -831,7 +888,7 @@ void Bang(int x, int y)
     case EL_DYNABOMB_NR:
     case EL_DYNABOMB_SZ:
     case EL_DYNABOMB_XL:
-      DynaExplode(x,y,DynaBombSize);
+      DynaExplode(x,y,player->dynabomb_size);
       break;
     case EL_BIRNE_AUS:
     case EL_BIRNE_EIN:
@@ -868,13 +925,13 @@ void Blurb(int x, int y)
     int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
 
     if (!MovDelay[x][y])       /* neue Phase / noch nicht gewartet */
-      MovDelay[x][y] = 5;
+      MovDelay[x][y] = 9;
 
     if (MovDelay[x][y])                /* neue Phase / in Wartezustand */
     {
       MovDelay[x][y]--;
-      if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
-       DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
+      if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+       DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
 
       if (!MovDelay[x][y])
       {
@@ -1093,7 +1150,7 @@ void TurnRound(int x, int y)
       MovDir[x][y] = left_dir;
 
     if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 5;
+      MovDelay[x][y] = 9;
     else if (element==EL_BUTTERFLY)    /* && MovDir[x][y]==left_dir) */
       MovDelay[x][y] = 1;
   }
@@ -1109,7 +1166,7 @@ void TurnRound(int x, int y)
       MovDir[x][y] = right_dir;
 
     if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
-      MovDelay[x][y] = 5;
+      MovDelay[x][y] = 9;
     else if (element==EL_FIREFLY)      /* && MovDir[x][y]==right_dir) */
       MovDelay[x][y] = 1;
   }
@@ -1135,7 +1192,7 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 8+8*RND(3);
+    MovDelay[x][y] = 16+16*RND(3);
   }
   else if (element==EL_MAMPFER2)
   {
@@ -1159,7 +1216,7 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 8+8*RND(3);
+    MovDelay[x][y] = 16+16*RND(3);
   }
   else if (element==EL_PACMAN)
   {
@@ -1183,7 +1240,7 @@ void TurnRound(int x, int y)
     else
       MovDir[x][y] = back_dir;
 
-    MovDelay[x][y] = 3+RND(20);
+    MovDelay[x][y] = 6+RND(40);
   }
   else if (element==EL_SCHWEIN)
   {
@@ -1346,9 +1403,9 @@ void TurnRound(int x, int y)
       Moving2Blocked(x,y,&newx,&newy);
 
       if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
-       MovDelay[x][y] = 4+4*!RND(3);
+       MovDelay[x][y] = 8+8*!RND(3);
       else
-       MovDelay[x][y] = 8;
+       MovDelay[x][y] = 16;
     }
     else
     {
@@ -1399,13 +1456,24 @@ void StartMoving(int x, int y)
 
   if (CAN_FALL(element) && y<lev_fieldy-1)
   {
-    if (PlayerPushing && PlayerMovPos)
+    /* check if this element is just being pushed */
+    if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
     {
-      int nextJX = JX + (JX - lastJX);
-      int nextJY = JY + (JY - lastJY);
+      int i;
 
-      if (x == nextJX && y == nextJY)
-       return;
+      for(i=0; i<MAX_PLAYERS; i++)
+      {
+       struct PlayerInfo *pl = &stored_player[i];
+
+       if (pl->active && pl->Pushing && pl->MovPos)
+       {
+         int nextJX = pl->JX + (pl->JX - pl->lastJX);
+         int nextJY = pl->JY + (pl->JY - pl->lastJY);
+
+         if (x == nextJX && y == nextJY)
+           return;
+       }
+      }
     }
 
     if (element==EL_MORAST_VOLL)
@@ -1419,7 +1487,7 @@ void StartMoving(int x, int y)
       else if (Feld[x][y+1]==EL_MORAST_LEER)
       {
        if (!MovDelay[x][y])
-         MovDelay[x][y] = 16;
+         MovDelay[x][y] = TILEY + 1;
 
        if (MovDelay[x][y])
        {
@@ -1448,7 +1516,7 @@ void StartMoving(int x, int y)
       else if (Feld[x][y+1]==EL_SIEB_LEER)
       {
        if (!MovDelay[x][y])
-         MovDelay[x][y] = 2;
+         MovDelay[x][y] = TILEY/4 + 1;
 
        if (MovDelay[x][y])
        {
@@ -1474,7 +1542,7 @@ void StartMoving(int x, int y)
       else if (Feld[x][y+1]==EL_SIEB2_LEER)
       {
        if (!MovDelay[x][y])
-         MovDelay[x][y] = 2;
+         MovDelay[x][y] = TILEY/4 + 1;
 
        if (MovDelay[x][y])
        {
@@ -1655,8 +1723,8 @@ void StartMoving(int x, int y)
        if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
          DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
 
-       Friends--;
-       if (!Friends && PlayerGone && !GameOver)
+       local_player->friends_still_needed--;
+       if (!local_player->friends_still_needed && PlayerGone && !GameOver)
          LevelSolved = GameOver = TRUE;
 
        return;
@@ -1671,7 +1739,7 @@ void StartMoving(int x, int y)
       else if (!IS_FREE(newx,newy))
       {
        if (IS_PLAYER(x,y))
-         DrawPlayerField();
+         DrawPlayerField(x,y);
        else
          DrawLevelField(x,y);
        return;
@@ -1692,7 +1760,7 @@ void StartMoving(int x, int y)
       else if (!IS_FREE(newx,newy))
       {
        if (IS_PLAYER(x,y))
-         DrawPlayerField();
+         DrawPlayerField(x,y);
        else
          DrawLevelField(x,y);
        return;
@@ -1703,7 +1771,7 @@ void StartMoving(int x, int y)
       if (!IS_FREE(newx,newy))
       {
        if (IS_PLAYER(x,y))
-         DrawPlayerField();
+         DrawPlayerField(x,y);
        else
          DrawLevelField(x,y);
        return;
@@ -1724,11 +1792,11 @@ void StartMoving(int x, int y)
            element1 != EL_BURNING && element2 != EL_BURNING)
        {
          if (IS_PLAYER(x,y))
-           DrawPlayerField();
+           DrawPlayerField(x,y);
          else
            DrawLevelField(x,y);
 
-         MovDelay[x][y] = 25;
+         MovDelay[x][y] = 50;
          Feld[newx][newy] = EL_BURNING;
          if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
            Feld[newx1][newy1] = EL_BURNING;
@@ -1787,9 +1855,28 @@ void StartMoving(int x, int y)
       if (element == EL_KAEFER || element == EL_FLIEGER)
        DrawLevelField(x,y);
       else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
-       DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL);
+       DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
       else if (element==EL_SONDE)
-       DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL);
+      {
+       int i;
+
+       /* check if this element is just being pushed */
+       for(i=0; i<MAX_PLAYERS; i++)
+       {
+         struct PlayerInfo *pl = &stored_player[i];
+
+         if (pl->active && pl->Pushing && pl->GfxPos)
+         {
+           int nextJX = pl->JX + (pl->JX - pl->lastJX);
+           int nextJY = pl->JY + (pl->JY - pl->lastJY);
+
+           if (x == nextJX && y == nextJY)
+             return;
+         }
+       }
+
+       DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
+      }
 
       return;
     }
@@ -2041,9 +2128,9 @@ void AmoebeWaechst(int x, int y)
 
   if (!MovDelay[x][y])         /* neue Phase / noch nicht gewartet */
   {
-    MovDelay[x][y] = 4;
+    MovDelay[x][y] = 7;
 
-    if (DelayReached(&sound_delay,sound_delay_value))
+    if (DelayReached(&sound_delay, sound_delay_value))
     {
       PlaySoundLevel(x,y,SND_AMOEBE);
       sound_delay_value = 30;
@@ -2053,8 +2140,8 @@ void AmoebeWaechst(int x, int y)
   if (MovDelay[x][y])          /* neue Phase / in Wartezustand */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
-      DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+      DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
 
     if (!MovDelay[x][y])
     {
@@ -2198,7 +2285,7 @@ void Life(int ax, int ay)
 {
   int x1,y1,x2,y2;
   static int life[4] = { 2,3,3,3 };    /* "Life"-Parameter */
-  int life_time = 20;
+  int life_time = 40;
   int element = Feld[ax][ay];
 
   if (Stop[ax][ay])
@@ -2286,7 +2373,7 @@ void Ablenk(int x, int y)
 void Birne(int x, int y)
 {
   if (!MovDelay[x][y])         /* neue Phase / noch nicht gewartet */
-    MovDelay[x][y] = 400;
+    MovDelay[x][y] = 800;
 
   if (MovDelay[x][y])          /* neue Phase / in Wartezustand */
   {
@@ -2314,19 +2401,22 @@ void Birne(int x, int y)
 
 void Blubber(int x, int y)
 {
-  DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
+  if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
+    DrawLevelField(x,y-1);
+  else
+    DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
 }
 
 void NussKnacken(int x, int y)
 {
   if (!MovDelay[x][y])         /* neue Phase / noch nicht gewartet */
-    MovDelay[x][y] = 4;
+    MovDelay[x][y] = 7;
 
   if (MovDelay[x][y])          /* neue Phase / in Wartezustand */
   {
     MovDelay[x][y]--;
-    if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
-      DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+      DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
 
     if (!MovDelay[x][y])
     {
@@ -2338,14 +2428,16 @@ void NussKnacken(int x, int y)
 
 void SiebAktivieren(int x, int y, int typ)
 {
-  if (SiebAktiv%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+  if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
     DrawGraphic(SCROLLX(x),SCROLLY(y),
-               (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
+               (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
 }
 
 void AusgangstuerPruefen(int x, int y)
 {
-  if (!Gems && !SokobanFields && !Lights)
+  if (!local_player->gems_still_needed &&
+      !local_player->sokobanfields_still_needed &&
+      !local_player->lights_still_needed)
   {
     Feld[x][y] = EL_AUSGANG_ACT;
 
@@ -2358,18 +2450,18 @@ void AusgangstuerPruefen(int x, int y)
 
 void AusgangstuerOeffnen(int x, int y)
 {
-  int speed = 3;
+  int delay = 6;
 
   if (!MovDelay[x][y])         /* neue Phase / noch nicht gewartet */
-    MovDelay[x][y] = 5*speed;
+    MovDelay[x][y] = 5*delay;
 
   if (MovDelay[x][y])          /* neue Phase / in Wartezustand */
   {
     int tuer;
 
     MovDelay[x][y]--;
-    tuer = MovDelay[x][y]/speed;
-    if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+    tuer = MovDelay[x][y]/delay;
+    if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
       DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
 
     if (!MovDelay[x][y])
@@ -2382,7 +2474,7 @@ void AusgangstuerOeffnen(int x, int y)
 
 void AusgangstuerBlinken(int x, int y)
 {
-  DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
+  DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
 }
 
 void EdelsteinFunkeln(int x, int y)
@@ -2391,18 +2483,11 @@ void EdelsteinFunkeln(int x, int y)
     return;
 
   if (Feld[x][y] == EL_EDELSTEIN_BD)
-  {
-    const int delay = 4; /* war: 2 */
-    const int frames = 4;
-    int phase = (FrameCounter % (delay*frames)) / delay;
-
-    if (!(FrameCounter % delay))
-      DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
-  }
+    DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
   else
   {
     if (!MovDelay[x][y])       /* neue Phase / noch nicht gewartet */
-      MovDelay[x][y] = 6*!SimpleRND(500);
+      MovDelay[x][y] = 11 * !SimpleRND(500);
 
     if (MovDelay[x][y])                /* neue Phase / in Wartezustand */
     {
@@ -2416,16 +2501,27 @@ void EdelsteinFunkeln(int x, int y)
       if (MovDelay[x][y])
       {
        int src_x,src_y, dest_x,dest_y;
-       int phase = MovDelay[x][y]-1;
+       int phase = (MovDelay[x][y]-1)/2;
+
+       if (phase > 2)
+         phase = 4-phase;
 
-       src_x  = SX+GFX_PER_LINE*TILEX;
-       src_y  = SY+(phase > 2 ? 4-phase : phase)*TILEY;
-       dest_x = FX+SCROLLX(x)*TILEX;
-       dest_y = FY+SCROLLY(y)*TILEY;
+       src_x  = SX + GFX_PER_LINE*TILEX;
+       src_y  = SY + phase*TILEY;
+       dest_x = FX + SCROLLX(x)*TILEX;
+       dest_y = FY + SCROLLY(y)*TILEY;
 
+       /*
        XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
        XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
                  src_x,src_y, TILEX,TILEY, dest_x,dest_y);
+                 */
+
+       XSetClipMask(display, tile_clip_gc,
+                    tile_clipmask[GFX_MASK_SPARKLING + phase]);
+       XSetClipOrigin(display, tile_clip_gc, dest_x,dest_y);
+       XCopyArea(display, pix[PIX_BACK], drawto_field, tile_clip_gc,
+                 src_x,src_y, TILEX,TILEY, dest_x,dest_y);
 
        if (direct_draw_on)
        {
@@ -2440,18 +2536,18 @@ void EdelsteinFunkeln(int x, int y)
 
 void MauerWaechst(int x, int y)
 {
-  int speed = 3;
+  int delay = 6;
 
   if (!MovDelay[x][y])         /* neue Phase / noch nicht gewartet */
-    MovDelay[x][y] = 3*speed;
+    MovDelay[x][y] = 3*delay;
 
   if (MovDelay[x][y])          /* neue Phase / in Wartezustand */
   {
     int phase;
 
     MovDelay[x][y]--;
-    phase = 2-MovDelay[x][y]/speed;
-    if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+    phase = 2-MovDelay[x][y]/delay;
+    if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
       DrawGraphic(SCROLLX(x),SCROLLY(y),
                  (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
 
@@ -2481,7 +2577,7 @@ void MauerAbleger(int ax, int ay)
   BOOL links_massiv = FALSE, rechts_massiv = FALSE;
 
   if (!MovDelay[ax][ay])       /* neue Mauer / noch nicht gewartet */
-    MovDelay[ax][ay] = 3;
+    MovDelay[ax][ay] = 6;
 
   if (MovDelay[ax][ay])                /* neue Mauer / in Wartezustand */
   {
@@ -2571,251 +2667,245 @@ void CheckForDragon(int x, int y)
   }
 }
 
-void GameActions()
+void PlayerActions(int player_action)
 {
-  static long action_delay = 0;
-  long action_delay_value;
-
-  if (game_status != PLAYING)
-    return;
-
-/*
-  action_delay_value =
-    (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-*/
-
-  action_delay_value =
-    (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameSpeed);
-
-  /*
-  if (DelayReached(&action_delay, action_delay_value))
-  */
-
-
-
-  if (PlayerMovPos)
-    ScrollFigure(0);
-
-  DrawPlayerField();
-
-
-
-
-  tst++;
+  BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
+  int left     = player_action & JOY_LEFT;
+  int right    = player_action & JOY_RIGHT;
+  int up       = player_action & JOY_UP;
+  int down     = player_action & JOY_DOWN;
+  int button1  = player_action & JOY_BUTTON_1;
+  int button2  = player_action & JOY_BUTTON_2;
+  int dx       = (left ? -1    : right ? 1     : 0);
+  int dy       = (up   ? -1    : down  ? 1     : 0);
+
+  if (player_action)
+  {
+    player->frame_reset_delay = 0;
+
+    if (button1)
+      snapped = SnapField(dx,dy);
+    else
+    {
+      if (button2)
+       bombed = PlaceBomb();
+      moved = MoveFigure(dx,dy);
+    }
 
-  if (0)
+    if (tape.recording && (moved || snapped || bombed))
+    {
+      if (bombed && !moved)
+       player_action &= JOY_BUTTON;
+      TapeRecordAction(player_action);
+    }
+    else if (tape.playing && snapped)
+      SnapField(0,0);                  /* stop snapping */
+  }
+  else
   {
-    static long last_Counter = 0;
-    long new_Counter = Counter();
-
-    printf("--> %ld / %ld [%d]\n",
-          new_Counter - last_Counter,
-          new_Counter,
-          FrameCounter);
-    last_Counter = new_Counter;
+    DigField(0,0,0,0,DF_NO_PUSH);
+    SnapField(0,0);
+    if (++player->frame_reset_delay > MoveSpeed)
+      player->Frame = 0;
   }
 
+  if (tape.playing && !tape.pausing && !player_action &&
+      tape.counter < tape.length)
+  {
+    int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
 
+    if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
+    {
+      int dx = (next_joy == JOY_LEFT ? -1 : +1);
 
+      if (IN_LEV_FIELD(JX+dx,JY) && IS_PUSHABLE(Feld[JX+dx][JY]))
+      {
+       int el = Feld[JX+dx][JY];
+       int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
 
-  /*
-  if (!DelayReached(&action_delay, action_delay_value))
-    return;
-    */
-
-
-  while(!DelayReached(&action_delay, action_delay_value))
-    Delay(1000);
-
-
-
-
-  /*
-  printf("-----------\n");
-  */
-
-
-
-  FrameCounter++;
-
-
+       if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
+       {
+         player->MovDir = next_joy;
+         player->Frame = FrameCounter % 4;
+         player->Pushing = TRUE;
+       }
+      }
+    }
+  }
+}
 
-  /*
-  if (PlayerMovPos)
-    ScrollFigure(0);
+void GameActions(int player_action)
+{
+  static long action_delay = 0;
+  long action_delay_value;
+  int sieb_x = 0, sieb_y = 0;
+  int i, x,y, element;
 
-  DrawPlayerField();
-  */
+  if (game_status != PLAYING)
+    return;
 
+#ifdef DEBUG
+  action_delay_value =
+    (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
+#else
+  action_delay_value =
+    (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
+#endif
 
-  tst2 = tst;
-  tst = 0;
+  /* main game synchronization point */
+  WaitUntilDelayReached(&action_delay, action_delay_value);
 
+  for(i=0; i<MAX_PLAYERS; i++)
+  {
+    player = &stored_player[i];
+    JX = player->JX;
+    JY = player->JY;
+    lastJX = player->lastJX;
+    lastJY = player->lastJY;
 
+    if (!player->active)
+      continue;
 
-  if (0)
-  {
-    static long last_Counter = 0;
-    long new_Counter = Counter();
+    PlayerActions(player_action);
 
-    printf("--> %ld / %ld [%d]\n",
-          new_Counter - last_Counter,
-          new_Counter,
-          FrameCounter);
-    last_Counter = new_Counter;
+    if (player->MovPos)
+      ScrollFigure(0);
   }
 
+  player = local_player;
+  JX = player->JX;
+  JY = player->JY;
+  lastJX = player->lastJX;
+  lastJY = player->lastJY;
 
-  /*
-  printf("--> %ld / ", Counter());
-  */
+  if (tape.pausing || (tape.playing && !TapePlayDelay()))
+    return;
+  else if (tape.recording)
+    TapeRecordDelay();
 
+  FrameCounter++;
+  TimeFrames++;
 
+  for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
   {
-    int x,y,element;
-    int sieb_x = 0, sieb_y = 0;
-
-    if (tape.pausing || (tape.playing && !TapePlayDelay()))
-      return;
-    else if (tape.recording)
-      TapeRecordDelay();
-
+    Stop[x][y] = FALSE;
+    if (JustHit[x][y]>0)
+      JustHit[x][y]--;
 
-    /*
-    FrameCounter++;
-    */
-
-
-    TimeFrames++;
-
-    for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+#if DEBUG
+    if (IS_BLOCKED(x,y))
     {
-      Stop[x][y] = FALSE;
-      if (JustHit[x][y]>0)
-       JustHit[x][y]--;
+      int oldx,oldy;
 
-#if DEBUG
-      if (IS_BLOCKED(x,y))
+      Blocked2Moving(x,y,&oldx,&oldy);
+      if (!IS_MOVING(oldx,oldy))
       {
-       int oldx,oldy;
-
-       Blocked2Moving(x,y,&oldx,&oldy);
-       if (!IS_MOVING(oldx,oldy))
-       {
-         printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
-         printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
-         printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
-         printf("GameActions(): This should never happen!\n");
-       }
+       printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
+       printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
+       printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
+       printf("GameActions(): This should never happen!\n");
       }
+    }
 #endif
+  }
 
-    }
+  for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+  {
+    element = Feld[x][y];
 
-    for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
-    {
-      element = Feld[x][y];
+    if (IS_INACTIVE(element))
+      continue;
 
-      if (IS_INACTIVE(element))
-       continue;
+    if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
+    {
+      StartMoving(x,y);
+
+      if (IS_GEM(element))
+       EdelsteinFunkeln(x,y);
+    }
+    else if (IS_MOVING(x,y))
+      ContinueMoving(x,y);
+    else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
+      CheckDynamite(x,y);
+    else if (element==EL_EXPLODING)
+      Explode(x,y,Frame[x][y],EX_NORMAL);
+    else if (element==EL_AMOEBING)
+      AmoebeWaechst(x,y);
+    else if (IS_AMOEBALIVE(element))
+      AmoebeAbleger(x,y);
+    else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
+      Life(x,y);
+    else if (element==EL_ABLENK_EIN)
+      Ablenk(x,y);
+    else if (element==EL_SALZSAEURE)
+      Blubber(x,y);
+    else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
+      Blurb(x,y);
+    else if (element==EL_CRACKINGNUT)
+      NussKnacken(x,y);
+    else if (element==EL_AUSGANG_ZU)
+      AusgangstuerPruefen(x,y);
+    else if (element==EL_AUSGANG_ACT)
+      AusgangstuerOeffnen(x,y);
+    else if (element==EL_AUSGANG_AUF)
+      AusgangstuerBlinken(x,y);
+    else if (element==EL_MAUERND)
+      MauerWaechst(x,y);
+    else if (element==EL_MAUER_LEBT)
+      MauerAbleger(x,y);
+    else if (element==EL_BURNING)
+      CheckForDragon(x,y);
 
-      if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
-      {
-       StartMoving(x,y);
+    if (SiebAktiv)
+    {
+      BOOL sieb = FALSE;
 
-       if (IS_GEM(element))
-         EdelsteinFunkeln(x,y);
+      if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
+         Store[x][y]==EL_SIEB_LEER)
+      {
+       SiebAktivieren(x, y, 1);
+       sieb = TRUE;
       }
-      else if (IS_MOVING(x,y))
-       ContinueMoving(x,y);
-      else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
-       CheckDynamite(x,y);
-      else if (element==EL_EXPLODING)
-       Explode(x,y,Frame[x][y],EX_NORMAL);
-      else if (element==EL_AMOEBING)
-       AmoebeWaechst(x,y);
-      else if (IS_AMOEBALIVE(element))
-       AmoebeAbleger(x,y);
-      else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
-       Life(x,y);
-      else if (element==EL_ABLENK_EIN)
-       Ablenk(x,y);
-      else if (element==EL_SALZSAEURE)
-       Blubber(x,y);
-      else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
-       Blurb(x,y);
-      else if (element==EL_CRACKINGNUT)
-       NussKnacken(x,y);
-      else if (element==EL_AUSGANG_ZU)
-       AusgangstuerPruefen(x,y);
-      else if (element==EL_AUSGANG_ACT)
-       AusgangstuerOeffnen(x,y);
-      else if (element==EL_AUSGANG_AUF)
-       AusgangstuerBlinken(x,y);
-      else if (element==EL_MAUERND)
-       MauerWaechst(x,y);
-      else if (element==EL_MAUER_LEBT)
-       MauerAbleger(x,y);
-      else if (element==EL_BURNING)
-       CheckForDragon(x,y);
-
-      if (SiebAktiv)
+      else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
+              Store[x][y]==EL_SIEB2_LEER)
       {
-       BOOL sieb = FALSE;
-
-       if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
-           Store[x][y]==EL_SIEB_LEER)
-       {
-         SiebAktivieren(x, y, 1);
-         sieb = TRUE;
-       }
-       else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
-                Store[x][y]==EL_SIEB2_LEER)
-       {
-         SiebAktivieren(x, y, 2);
-         sieb = TRUE;
-       }
+       SiebAktivieren(x, y, 2);
+       sieb = TRUE;
+      }
 
-       if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
-       {
-         sieb_x = x;
-         sieb_y = y;
-       }
+      if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
+      {
+       sieb_x = x;
+       sieb_y = y;
       }
     }
+  }
 
-    if (SiebAktiv)
+  if (SiebAktiv)
+  {
+    if (!(SiebAktiv%4))
+      PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
+    SiebAktiv--;
+    if (!SiebAktiv)
     {
-      if (!(SiebAktiv%4))
-       PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
-      SiebAktiv--;
-      if (!SiebAktiv)
+      for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
       {
-       for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+       element = Feld[x][y];
+       if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
        {
-         element = Feld[x][y];
-         if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
-         {
-           Feld[x][y] = EL_SIEB_TOT;
-           DrawLevelField(x,y);
-         }
-         else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
-         {
-           Feld[x][y] = EL_SIEB2_TOT;
-           DrawLevelField(x,y);
-         }
+         Feld[x][y] = EL_SIEB_TOT;
+         DrawLevelField(x,y);
+       }
+       else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
+       {
+         Feld[x][y] = EL_SIEB2_TOT;
+         DrawLevelField(x,y);
        }
       }
     }
   }
 
-
-  /*
-  printf("%ld\n", Counter());
-  */
-
-
-  if (TimeLeft>0 && TimeFrames>=(100/GameSpeed) && !tape.pausing)
+  if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
   {
     TimeFrames = 0;
     TimeLeft--;
@@ -2832,9 +2922,32 @@ void GameActions()
       KillHero();
   }
 
-  DrawPlayerField();
 
-  BackToFront();
+
+
+  for(i=0; i<MAX_PLAYERS; i++)
+  {
+    player = &stored_player[i];
+    JX = player->JX;
+    JY = player->JY;
+    lastJX = player->lastJX;
+    lastJY = player->lastJY;
+
+    if (!player->active)
+      continue;
+
+    DrawPlayerField(player->JX,player->JY);
+  }
+
+  player = local_player;
+  JX = player->JX;
+  JY = player->JY;
+  lastJX = player->lastJX;
+  lastJY = player->lastJY;
+
+  /*
+  DrawPlayerField(JX,JY);
+  */
 }
 
 void ScrollLevel(int dx, int dy)
@@ -2842,7 +2955,7 @@ void ScrollLevel(int dx, int dy)
   int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
   int x,y;
 
-  ScreenMovPos = PlayerGfxPos;
+  ScreenMovPos = player->GfxPos;
 
   XCopyArea(display,drawto_field,drawto_field,gc,
            FX + TILEX*(dx==-1) - softscroll_offset,
@@ -2877,10 +2990,10 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
   if (PlayerGone || (!dx && !dy))
     return(MF_NO_ACTION);
 
-  PlayerMovDir = (dx < 0 ? MV_LEFT :
-                 dx > 0 ? MV_RIGHT :
-                 dy < 0 ? MV_UP :
-                 dy > 0 ? MV_DOWN :    MV_NO_MOVING);
+  player->MovDir = (dx < 0 ? MV_LEFT :
+                   dx > 0 ? MV_RIGHT :
+                   dy < 0 ? MV_UP :
+                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
 
   if (!IN_LEV_FIELD(newJX,newJY))
     return(MF_NO_ACTION);
@@ -2908,12 +3021,15 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
   if (can_move != MF_MOVING)
     return(can_move);
 
-  lastJX = JX;
-  lastJY = JY;
-  JX = newJX;
-  JY = newJY;
+  lastJX = player->lastJX = JX;
+  lastJY = player->lastJY = JY;
+  JX = player->JX = newJX;
+  JY = player->JY = newJY;
+
+  StorePlayer[lastJX][lastJY] = EL_LEERRAUM;
+  StorePlayer[JX][JY] = EL_SPIELER1;
 
-  PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
+  player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
 
   ScrollFigure(-1);
 
@@ -2922,18 +3038,16 @@ BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
 
 BOOL MoveFigure(int dx, int dy)
 {
-  static long move_delay = 0;
-  static int last_move_dir = MV_NO_MOVING;
   int moved = MF_NO_ACTION;
   int oldJX = JX, oldJY = JY;
 
   if (PlayerGone || (!dx && !dy))
     return(FALSE);
 
-  if (!FrameReached(&move_delay,MoveSpeed) && !tape.playing)
+  if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
     return(FALSE);
 
-  if (last_move_dir & (MV_LEFT | MV_RIGHT))
+  if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
   {
     if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
       moved |= MoveFigureOneStep(dx,0, dx,dy);
@@ -2944,9 +3058,13 @@ BOOL MoveFigure(int dx, int dy)
       moved |= MoveFigureOneStep(0,dy, dx,dy);
   }
 
-  last_move_dir = MV_NO_MOVING;
 
-  if (moved & MF_MOVING)
+  /*
+  player->last_move_dir = MV_NO_MOVING;
+  */
+
+
+  if (moved & MF_MOVING && player == local_player)
   {
     int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
     int offset = (scroll_delay_on ? 3 : 0);
@@ -2962,21 +3080,21 @@ BOOL MoveFigure(int dx, int dy)
       ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
   }
 
-  if (!(moved & MF_MOVING) && !PlayerPushing)
-    PlayerFrame = 0;
+  if (!(moved & MF_MOVING) && !player->Pushing)
+    player->Frame = 0;
   else
-    PlayerFrame = (PlayerFrame + 1) % 4;
+    player->Frame = (player->Frame + 1) % 4;
 
   if (moved & MF_MOVING)
   {
     if (oldJX != JX && oldJY == JY)
-      PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
+      player->MovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
     else if (oldJX == JX && oldJY != JY)
-      PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
+      player->MovDir = (oldJY < JY ? MV_DOWN : MV_UP);
 
     DrawLevelField(JX,JY);     /* für "ErdreichAnbroeckeln()" */
 
-    last_move_dir = PlayerMovDir;
+    player->last_move_dir = player->MovDir;
   }
 
   TestIfHeroHitsBadThing();
@@ -2990,129 +3108,40 @@ BOOL MoveFigure(int dx, int dy)
 void ScrollFigure(int init)
 {
   static long actual_frame_counter = 0;
-  static int oldJX = -1, oldJY = -1;
 
   if (init)
   {
-
-    PlayerGfxPos =
-      (TILEX/ScrollSteps) * (PlayerMovPos / (TILEX/ScrollSteps));
-
-
-
-    if (0)
-    {
-      static long last_Counter = 0;
-      long new_Counter = Counter();
-
-      printf("--> %ld / %ld [%d, %d]\n",
-            new_Counter - last_Counter,
-            new_Counter,
-            FrameCounter,
-            tst2);
-      last_Counter = new_Counter;
-    }
-
-
-
-
-    if (oldJX != -1 && oldJY != -1)
-      DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
-
-    if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
-       IN_LEV_FIELD(lastJX,lastJY-1) &&
-       CAN_FALL(Feld[lastJX][lastJY-1]))
-      Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
-    DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
-    DrawPlayerField();
-
-    oldJX = lastJX;
-    oldJY = lastJY;
     actual_frame_counter = FrameCounter;
 
-    if (PlayerPushing)
-    {
-      int nextJX = JX + (JX - lastJX);
-      int nextJY = JY + (JY - lastJY);
-
-      if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
-       DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
-      else
-       DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
-    }
-
-    DrawPlayerField();
+    player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
 
-    if (Store[lastJX][lastJY])
-    {
-      DrawGraphic(SCROLLX(lastJX),SCROLLY(lastJY),
-                 el2gfx(Store[lastJX][lastJY]));
-      DrawGraphicThruMask(SCROLLX(lastJX),SCROLLY(lastJY),
-                         el2gfx(Feld[lastJX][lastJY]));
-    }
-    else if (Feld[lastJX][lastJY]==EL_DYNAMIT)
-      DrawDynamite(lastJX,lastJY);
-    else
-      DrawLevelField(lastJX,lastJY);
+    if (Feld[lastJX][lastJY] == EL_LEERRAUM)
+      Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
 
+    DrawPlayerField(JX,JY);
     return;
   }
   else if (!FrameReached(&actual_frame_counter,1))
     return;
 
-  PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/8;
-
-
-  PlayerGfxPos =
-    (TILEX/ScrollSteps) * (PlayerMovPos / (TILEX/ScrollSteps));
+  player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
+  player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
 
-  if (ScreenMovPos)
+  if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
   {
-    ScreenMovPos = PlayerGfxPos;
+    ScreenMovPos = local_player->GfxPos;
     redraw_mask |= REDRAW_FIELD;
   }
 
-  if (Feld[oldJX][oldJY] == EL_PLAYER_IS_LEAVING)
-    Feld[oldJX][oldJY] = EL_LEERRAUM;
+  if (Feld[lastJX][lastJY] == EL_PLAYER_IS_LEAVING)
+    Feld[lastJX][lastJY] = EL_LEERRAUM;
 
-  DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
-  DrawPlayerField();
+  DrawPlayerField(JX,JY);
 
-
-
-  if (Store[oldJX][oldJY])
-  {
-    DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
-    DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
-                       el2gfx(Feld[oldJX][oldJY]));
-  }
-  else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
-    DrawDynamite(oldJX,oldJY);
-  else
-    DrawLevelField(oldJX,oldJY);
-
-  if (PlayerPushing)
-  {
-    int nextJX = JX + (JX - lastJX);
-    int nextJY = JY + (JY - lastJY);
-
-    if (PlayerGfxPos)
-    {
-      if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
-       DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
-      else
-       DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
-    }
-    else
-      DrawLevelElement(nextJX,nextJY, Feld[nextJX][nextJY]);
-  }
-
-  if (!PlayerMovPos)
+  if (!player->MovPos)
   {
     lastJX = JX;
     lastJY = JY;
-
-    oldJX = oldJY = -1;
   }
 }
 
@@ -3301,19 +3330,17 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
 {
   int dx = x-JX, dy = y-JY;
   int element;
-  static long push_delay = 0;
-  static int push_delay_value = 5;
 
-  if (!PlayerMovPos)
-    PlayerPushing = FALSE;
+  if (!player->MovPos)
+    player->Pushing = FALSE;
 
   if (mode == DF_NO_PUSH)
   {
-    push_delay = 0;
+    player->push_delay = 0;
     return(MF_NO_ACTION);
   }
 
-  if (IS_MOVING(x,y))
+  if (IS_MOVING(x,y) || IS_PLAYER(x,y))
     return(MF_NO_ACTION);
 
   element = Feld[x][y];
@@ -3334,49 +3361,55 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
     case EL_EDELSTEIN_LILA:
       Feld[x][y] = EL_LEERRAUM;
       MovDelay[x][y] = 0;      /* wegen EDELSTEIN_BD-Funkeln! */
-      if (Gems>0)
-       Gems--;
+      if (local_player->gems_still_needed > 0)
+       local_player->gems_still_needed--;
       RaiseScoreElement(EL_EDELSTEIN);
-      DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
-      PlaySoundLevel(x,y,SND_PONG);
+      DrawText(DX_EMERALDS, DY_EMERALDS,
+              int2str(local_player->gems_still_needed, 3),
+              FS_SMALL, FC_YELLOW);
+      PlaySoundLevel(x, y, SND_PONG);
       break;
 
     case EL_DIAMANT:
       Feld[x][y] = EL_LEERRAUM;
-      Gems -= 3;
-      if (Gems<0)
-       Gems=0;
+      local_player->gems_still_needed -= 3;
+      if (local_player->gems_still_needed < 0)
+       local_player->gems_still_needed = 0;
       RaiseScoreElement(EL_DIAMANT);
-      DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
-      PlaySoundLevel(x,y,SND_PONG);
+      DrawText(DX_EMERALDS, DY_EMERALDS,
+              int2str(local_player->gems_still_needed, 3),
+              FS_SMALL, FC_YELLOW);
+      PlaySoundLevel(x, y, SND_PONG);
       break;
 
     case EL_DYNAMIT_AUS:
       Feld[x][y] = EL_LEERRAUM;
-      Dynamite++;
+      player->dynamite++;
       RaiseScoreElement(EL_DYNAMIT);
-      DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
+      DrawText(DX_DYNAMITE, DY_DYNAMITE,
+              int2str(local_player->dynamite, 3),
+              FS_SMALL, FC_YELLOW);
       PlaySoundLevel(x,y,SND_PONG);
       break;
 
     case EL_DYNABOMB_NR:
       Feld[x][y] = EL_LEERRAUM;
-      DynaBombCount++;
-      DynaBombsLeft++;
+      player->dynabomb_count++;
+      player->dynabombs_left++;
       RaiseScoreElement(EL_DYNAMIT);
       PlaySoundLevel(x,y,SND_PONG);
       break;
     case EL_DYNABOMB_SZ:
 
       Feld[x][y] = EL_LEERRAUM;
-      DynaBombSize++;
+      player->dynabomb_size++;
       RaiseScoreElement(EL_DYNAMIT);
       PlaySoundLevel(x,y,SND_PONG);
       break;
 
     case EL_DYNABOMB_XL:
       Feld[x][y] = EL_LEERRAUM;
-      DynaBombXL = TRUE;
+      player->dynabomb_xl = TRUE;
       RaiseScoreElement(EL_DYNAMIT);
       PlaySoundLevel(x,y,SND_PONG);
       break;
@@ -3389,14 +3422,14 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
       int key_nr = element-EL_SCHLUESSEL1;
 
       Feld[x][y] = EL_LEERRAUM;
-      Key[key_nr] = TRUE;
+      player->key[key_nr] = TRUE;
       RaiseScoreElement(EL_SCHLUESSEL);
-      DrawMiniGraphicExtHiRes(drawto,gc,
-                             DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
-                             GFX_SCHLUESSEL1+key_nr);
-      DrawMiniGraphicExtHiRes(window,gc,
-                             DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
-                             GFX_SCHLUESSEL1+key_nr);
+      DrawMiniGraphicExt(drawto,gc,
+                        DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
+                        GFX_SCHLUESSEL1+key_nr);
+      DrawMiniGraphicExt(window,gc,
+                        DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
+                        GFX_SCHLUESSEL1+key_nr);
       PlaySoundLevel(x,y,SND_PONG);
       break;
     }
@@ -3416,7 +3449,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
       if (dy || mode==DF_SNAP)
        return(MF_NO_ACTION);
 
-      PlayerPushing = TRUE;
+      player->Pushing = TRUE;
 
       if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
        return(MF_NO_ACTION);
@@ -3427,15 +3460,16 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
          return(MF_NO_ACTION);
       }
 
-      if (push_delay == 0)
-       push_delay = FrameCounter;
-      if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
+      if (player->push_delay == 0)
+       player->push_delay = FrameCounter;
+      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+         !tape.playing)
        return(MF_NO_ACTION);
 
       Feld[x][y] = EL_LEERRAUM;
       Feld[x+dx][y+dy] = element;
 
-      push_delay_value = 2+RND(8);
+      player->push_delay_value = 2+RND(8);
 
       DrawLevelField(x+dx,y+dy);
       if (element==EL_FELSBROCKEN)
@@ -3450,7 +3484,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
     case EL_PFORTE2:
     case EL_PFORTE3:
     case EL_PFORTE4:
-      if (!Key[element-EL_PFORTE1])
+      if (!player->key[element-EL_PFORTE1])
        return(MF_NO_ACTION);
       break;
 
@@ -3458,7 +3492,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
     case EL_PFORTE2X:
     case EL_PFORTE3X:
     case EL_PFORTE4X:
-      if (!Key[element-EL_PFORTE1X])
+      if (!player->key[element-EL_PFORTE1X])
        return(MF_NO_ACTION);
       break;
 
@@ -3475,14 +3509,14 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
       PlayerGone = TRUE;
       PlaySoundLevel(x,y,SND_BUING);
 
-      if (!Friends)
+      if (!local_player->friends_still_needed)
        LevelSolved = GameOver = TRUE;
 
       break;
 
     case EL_BIRNE_AUS:
       Feld[x][y] = EL_BIRNE_EIN;
-      Lights--;
+      local_player->lights_still_needed--;
       DrawLevelField(x,y);
       PlaySoundLevel(x,y,SND_DENG);
       return(MF_ACTION);
@@ -3506,7 +3540,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
       if (mode==DF_SNAP)
        return(MF_NO_ACTION);
 
-      PlayerPushing = TRUE;
+      player->Pushing = TRUE;
 
       if (!IN_LEV_FIELD(x+dx,y+dy)
          || (Feld[x+dx][y+dy] != EL_LEERRAUM
@@ -3525,9 +3559,10 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
          return(MF_NO_ACTION);
       }
 
-      if (push_delay == 0)
-       push_delay = FrameCounter;
-      if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
+      if (player->push_delay == 0)
+       player->push_delay = FrameCounter;
+      if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+         !tape.playing)
        return(MF_NO_ACTION);
 
       if (IS_SB_ELEMENT(element))
@@ -3535,7 +3570,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
        if (element == EL_SOKOBAN_FELD_VOLL)
        {
          Feld[x][y] = EL_SOKOBAN_FELD_LEER;
-         SokobanFields++;
+         local_player->sokobanfields_still_needed++;
        }
        else
          Feld[x][y] = EL_LEERRAUM;
@@ -3543,7 +3578,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
        if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
        {
          Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
-         SokobanFields--;
+         local_player->sokobanfields_still_needed--;
          if (element == EL_SOKOBAN_OBJEKT)
            PlaySoundLevel(x,y,SND_DENG);
        }
@@ -3556,14 +3591,15 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
        Feld[x+dx][y+dy] = element;
       }
 
-      push_delay_value = 2;
+      player->push_delay_value = 2;
 
       DrawLevelField(x,y);
       DrawLevelField(x+dx,y+dy);
       PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
 
       if (IS_SB_ELEMENT(element) &&
-         SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
+         local_player->sokobanfields_still_needed == 0 &&
+         game_emulation == EMU_SOKOBAN)
       {
        LevelSolved = GameOver = TRUE;
        PlaySoundLevel(x,y,SND_BUING);
@@ -3582,7 +3618,7 @@ int DigField(int x, int y, int real_dx, int real_dy, int mode)
       break;
   }
 
-  push_delay = 0;
+  player->push_delay = 0;
 
   return(MF_MOVING);
 }
@@ -3604,10 +3640,10 @@ BOOL SnapField(int dx, int dy)
   if (snapped)
     return(FALSE);
 
-  PlayerMovDir = (dx < 0 ? MV_LEFT :
-                 dx > 0 ? MV_RIGHT :
-                 dy < 0 ? MV_UP :
-                 dy > 0 ? MV_DOWN :    MV_NO_MOVING);
+  player->MovDir = (dx < 0 ? MV_LEFT :
+                   dx > 0 ? MV_RIGHT :
+                   dy < 0 ? MV_UP :
+                   dy > 0 ? MV_DOWN :  MV_NO_MOVING);
 
   if (!DigField(x,y, 0,0, DF_SNAP))
     return(FALSE);
@@ -3623,31 +3659,32 @@ BOOL PlaceBomb(void)
 {
   int element;
 
-  if (PlayerGone || PlayerMovPos)
+  if (PlayerGone || player->MovPos)
     return(FALSE);
 
   element = Feld[JX][JY];
 
-  if ((Dynamite==0 && DynaBombsLeft==0) ||
+  if ((player->dynamite==0 && player->dynabombs_left==0) ||
       element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
     return(FALSE);
 
   if (element != EL_LEERRAUM)
     Store[JX][JY] = element;
 
-  if (Dynamite)
+  if (player->dynamite)
   {
     Feld[JX][JY] = EL_DYNAMIT;
-    MovDelay[JX][JY] = 48;
-    Dynamite--;
-    DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
+    MovDelay[JX][JY] = 96;
+    player->dynamite--;
+    DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
+            FS_SMALL, FC_YELLOW);
     DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
   }
   else
   {
     Feld[JX][JY] = EL_DYNABOMB;
-    MovDelay[JX][JY] = 48;
-    DynaBombsLeft--;
+    MovDelay[JX][JY] = 96;
+    player->dynabombs_left--;
     DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
   }
 
@@ -3670,7 +3707,13 @@ void PlaySoundLevel(int x, int y, int sound_nr)
     return;
 
   volume = PSND_MAX_VOLUME;
+#ifndef MSDOS
   stereo = (sx-SCR_FIELDX/2)*12;
+#else
+  stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
+  if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
+  if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
+#endif
 
   if (!IN_SCR_FIELD(sx,sy))
   {
@@ -3685,8 +3728,9 @@ void PlaySoundLevel(int x, int y, int sound_nr)
 
 void RaiseScore(int value)
 {
-  Score += value;
-  DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
+  local_player->score += value;
+  DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
+          FS_SMALL, FC_YELLOW);
 }
 
 void RaiseScoreElement(int element)