+ if (IS_ANIMATED(graphic) &&
+ !IS_MOVING(x, y) &&
+ !Stop[x][y])
+ {
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+ if (element == EL_BUG)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+
+#if 0
+ if (element == EL_MOLE)
+ printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
+#endif
+ }
+
+ if (IS_GEM(element) || element == EL_SP_INFOTRON)
+ EdelsteinFunkeln(x, y);
+ }
+ else if ((element == EL_ACID ||
+ element == EL_EXIT_OPEN ||
+ element == EL_SP_EXIT_OPEN ||
+ element == EL_SP_TERMINAL ||
+ element == EL_SP_TERMINAL_ACTIVE ||
+ element == EL_EXTRA_TIME ||
+ element == EL_SHIELD_NORMAL ||
+ element == EL_SHIELD_DEADLY) &&
+ IS_ANIMATED(graphic))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+ else if (IS_MOVING(x, y))
+ ContinueMoving(x, y);
+ else if (IS_ACTIVE_BOMB(element))
+ CheckDynamite(x, y);
+#if 0
+ else if (element == EL_EXPLOSION && !game.explosions_delayed)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+#endif
+ else if (element == EL_AMOEBA_GROWING)
+ AmoebeWaechst(x, y);
+ else if (element == EL_AMOEBA_SHRINKING)
+ AmoebaDisappearing(x, y);
+
+#if !USE_NEW_AMOEBA_CODE
+ else if (IS_AMOEBALIVE(element))
+ AmoebeAbleger(x, y);
+#endif
+
+ else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
+ Life(x, y);
+ else if (element == EL_EXIT_CLOSED)
+ CheckExit(x, y);
+ else if (element == EL_SP_EXIT_CLOSED)
+ CheckExitSP(x, y);
+ else if (element == EL_EXPANDABLE_WALL_GROWING)
+ MauerWaechst(x, y);
+ else if (element == EL_EXPANDABLE_WALL ||
+ element == EL_EXPANDABLE_WALL_HORIZONTAL ||
+ element == EL_EXPANDABLE_WALL_VERTICAL ||
+ element == EL_EXPANDABLE_WALL_ANY)
+ MauerAbleger(x, y);
+ else if (element == EL_FLAMES)
+ CheckForDragon(x, y);
+#if 0
+ else if (IS_AUTO_CHANGING(element))
+ ChangeElement(x, y);
+#endif
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
+ else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
+ DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
+
+#if 0
+ /* this may take place after moving, so 'element' may have changed */
+ if (IS_AUTO_CHANGING(Feld[x][y]))
+ ChangeElement(x, y);
+#endif
+
+ if (IS_BELT_ACTIVE(element))
+ PlayLevelSoundAction(x, y, ACTION_ACTIVE);
+
+ if (game.magic_wall_active)
+ {
+ int jx = local_player->jx, jy = local_player->jy;
+
+ /* play the element sound at the position nearest to the player */
+ if ((element == EL_MAGIC_WALL_FULL ||
+ element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_EMPTYING ||
+ element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING) &&
+ ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ {
+ magic_wall_x = x;
+ magic_wall_y = y;
+ }
+ }
+ }
+
+#if USE_NEW_AMOEBA_CODE
+ /* new experimental amoeba growth stuff */
+#if 1
+ if (!(FrameCounter % 8))
+#endif
+ {
+ static unsigned long random = 1684108901;
+
+ for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
+ {
+#if 0
+ x = (random >> 10) % lev_fieldx;
+ y = (random >> 20) % lev_fieldy;
+#else
+ x = RND(lev_fieldx);
+ y = RND(lev_fieldy);
+#endif
+ element = Feld[x][y];
+
+ /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
+ if (!IS_PLAYER(x,y) &&
+ (element == EL_EMPTY ||
+ element == EL_SAND ||
+ element == EL_QUICKSAND_EMPTY ||
+ element == EL_ACID_SPLASH_LEFT ||
+ element == EL_ACID_SPLASH_RIGHT))
+ {
+ if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
+ (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
+ Feld[x][y] = EL_AMOEBA_DROP;
+ }
+
+ random = random * 129 + 1;
+ }
+ }
+#endif
+
+#if 0
+ if (game.explosions_delayed)
+#endif
+ {
+ game.explosions_delayed = FALSE;
+
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (element == EL_EXPLOSION)
+ Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
+
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
+ }
+
+ game.explosions_delayed = TRUE;
+ }
+
+ if (game.magic_wall_active)
+ {
+ if (!(game.magic_wall_time_left % 4))
+ {
+ int element = Feld[magic_wall_x][magic_wall_y];
+
+ if (element == EL_BD_MAGIC_WALL_FULL ||
+ element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_EMPTYING)
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
+ else
+ PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
+ }
+
+ if (game.magic_wall_time_left > 0)
+ {
+ game.magic_wall_time_left--;
+ if (!game.magic_wall_time_left)
+ {
+ for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
+ {
+ element = Feld[x][y];
+
+ if (element == EL_MAGIC_WALL_ACTIVE ||
+ element == EL_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_MAGIC_WALL_DEAD;
+ DrawLevelField(x, y);
+ }
+ else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
+ element == EL_BD_MAGIC_WALL_FULL)
+ {
+ Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
+ DrawLevelField(x, y);
+ }
+ }
+
+ game.magic_wall_active = FALSE;
+ }
+ }
+ }
+
+ if (game.light_time_left > 0)
+ {
+ game.light_time_left--;
+
+ if (game.light_time_left == 0)
+ RedrawAllLightSwitchesAndInvisibleElements();
+ }
+
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ if (player->shield_deadly_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
+ else if (player->shield_normal_time_left)
+ PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
+ }
+ }
+
+ if (TimeFrames >= FRAMES_PER_SECOND)
+ {
+ TimeFrames = 0;
+ TimePlayed++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (SHIELD_ON(player))
+ {
+ player->shield_normal_time_left--;
+
+ if (player->shield_deadly_time_left > 0)
+ player->shield_deadly_time_left--;
+ }
+ }
+
+ if (tape.recording || tape.playing)
+ DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
+
+ if (TimeLeft > 0)
+ {
+ TimeLeft--;
+
+ if (TimeLeft <= 10 && setup.time_limit)
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
+
+ if (!TimeLeft && setup.time_limit)
+ for (i = 0; i < MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
+ }
+ else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
+ DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
+ }
+
+ DrawAllPlayers();
+ PlayAllPlayersSound();
+
+ if (options.debug) /* calculate frames per second */
+ {
+ static unsigned long fps_counter = 0;
+ static int fps_frames = 0;
+ unsigned long fps_delay_ms = Counter() - fps_counter;
+
+ fps_frames++;
+
+ if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
+ {
+ global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
+
+ fps_frames = 0;
+ fps_counter = Counter();
+ }
+
+ redraw_mask |= REDRAW_FPS;
+ }
+
+#if 0
+ if (stored_player[0].jx != stored_player[0].last_jx ||
+ stored_player[0].jy != stored_player[0].last_jy)
+ printf("::: %d, %d, %d, %d, %d\n",
+ stored_player[0].MovDir,
+ stored_player[0].MovPos,
+ stored_player[0].GfxPos,
+ stored_player[0].Frame,
+ stored_player[0].StepFrame);
+#endif
+
+#if 1
+ FrameCounter++;
+ TimeFrames++;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int move_frames =
+ MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
+
+ stored_player[i].Frame += move_frames;
+
+ if (stored_player[i].MovPos != 0)
+ stored_player[i].StepFrame += move_frames;
+ }
+#endif
+
+#if 1
+ if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+ {
+ ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
+
+ local_player->show_envelope = 0;
+ }
+#endif
+}
+
+static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)