#define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
#define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
-/*
+
#define IS_PLAYER(x,y) (JX==(x) && JY==(y))
-*/
-#define IS_PLAYER(x,y) ((JX==(x) && JY==(y)) || (JX2==(x) && JY2==(y)))
+/*
+#define IS_PLAYER(x,y) ((JX==(x) && JY==(y)) || (lastJX==(x) && lastJY==(y)))
+*/
#define IS_FREE(x,y) (Feld[x][y]==EL_LEERRAUM && !IS_PLAYER(x,y))
#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y]==EL_LEERRAUM)
extern int level_nr, leveldir_nr, num_leveldirs;
extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-extern int FX,FY, ScreenMovPos;
+extern int FX,FY, ScreenMovPos, ScrollStepSize;
extern int BX1,BY1, BX2,BY2;
-extern int JX,JY, JX2,JY2, ZX,ZY, ExitX,ExitY;
-extern int PlayerMovDir, PlayerMovPos, PlayerFrame, PlayerPushing;
+extern int JX,JY, lastJX,lastJY, ZX,ZY, ExitX,ExitY;
+extern int PlayerMovDir, PlayerMovPos, PlayerPushing;
+extern int PlayerFrame, PlayerGfxPos;
extern int PlayerGone,LevelSolved,GameOver;
extern int FrameCounter,TimeFrames,TimeLeft,Score;
extern int Gems,SokobanFields,Lights,Friends;
#define EL_AMOEBING 305
#define EL_MAUERND 306
#define EL_BURNING 307
+#define EL_PLAYER_IS_LEAVING 308
/* game graphics:
** 0 - 255: graphics from "RocksScreen"
#define REDRAW_VIDEO_2 (1L<<5)
#define REDRAW_VIDEO_3 (1L<<6)
#define REDRAW_MICROLEV (1L<<7)
+#define REDRAW_FROM_BACKBUFFER (1L<<8)
#define REDRAW_DOOR_2 (REDRAW_VIDEO_1 | REDRAW_VIDEO_2 | REDRAW_VIDEO_3)
#define REDRAW_DOORS (REDRAW_DOOR_1 | REDRAW_DOOR_2)
#define REDRAW_MAIN (REDRAW_FIELD | REDRAW_TILES | REDRAW_MICROLEV)
/* für DrawGraphicAnimation (tools.c) und AnimateToon (cartoons.c) */
#define ANIM_NORMAL 0
#define ANIM_OSCILLATE 1
+#define ANIM_REVERSE 2
#endif