rnd-19990824-1-src
[rocksndiamonds.git] / src / game.c
index ce6ca3ab084668cdfcd63662c5408697270e0fce..96fa706fecafc873fc399fe30d001ccec37e92bb 100644 (file)
 
 /* forward declaration for internal use */
 static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessForceField(struct PlayerInfo *);
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
@@ -179,6 +180,50 @@ void GetPlayerConfig()
   InitJoysticks();
 }
 
+static int getBeltNrFromElement(int element)
+{
+  return (element < EL_BELT2_LEFT ? 0 :
+         element < EL_BELT3_LEFT ? 1 :
+         element < EL_BELT4_LEFT ? 2 : 3);
+}
+
+static int getBeltNrFromSwitchElement(int element)
+{
+  return (element < EL_BELT2_SWITCH_L ? 0 :
+         element < EL_BELT3_SWITCH_L ? 1 :
+         element < EL_BELT4_SWITCH_L ? 2 : 3);
+}
+
+static int getBeltDirNrFromSwitchElement(int element)
+{
+  static int belt_base_element[4] =
+  {
+    EL_BELT1_SWITCH_L,
+    EL_BELT2_SWITCH_L,
+    EL_BELT3_SWITCH_L,
+    EL_BELT4_SWITCH_L
+  };
+
+  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_dir_nr = element - belt_base_element[belt_nr];
+
+  return (belt_dir_nr % 3);
+}
+
+static int getBeltDirFromSwitchElement(int element)
+{
+  static int belt_move_dir[3] =
+  {
+    MV_LEFT,
+    MV_NO_MOVING,
+    MV_RIGHT
+  };
+
+  int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
+
+  return belt_move_dir[belt_dir_nr];
+}
+
 static void InitField(int x, int y, boolean init_game)
 {
   switch (Feld[x][y])
@@ -322,6 +367,46 @@ static void InitField(int x, int y, boolean init_game)
       Feld[x][y] = EL_EM_KEY_4;
       break;
 
+    case EL_BELT1_SWITCH_L:
+    case EL_BELT1_SWITCH_M:
+    case EL_BELT1_SWITCH_R:
+    case EL_BELT2_SWITCH_L:
+    case EL_BELT2_SWITCH_M:
+    case EL_BELT2_SWITCH_R:
+    case EL_BELT3_SWITCH_L:
+    case EL_BELT3_SWITCH_M:
+    case EL_BELT3_SWITCH_R:
+    case EL_BELT4_SWITCH_L:
+    case EL_BELT4_SWITCH_M:
+    case EL_BELT4_SWITCH_R:
+      if (init_game)
+      {
+       int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
+       int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
+       int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
+
+       if (game.belt_dir_nr[belt_nr] == 3)     /* initial value */
+       {
+         game.belt_dir[belt_nr] = belt_dir;
+         game.belt_dir_nr[belt_nr] = belt_dir_nr;
+       }
+       else    /* more than one switch -- set it like the first switch */
+       {
+         Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+       }
+      }
+      break;
+
+    case EL_SWITCHGATE_SWITCH_2:       /* always start with same switch pos */
+      if (init_game)
+       Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
+      break;
+
+    case EL_LIGHT_SWITCH_ON:
+      if (init_game)
+       game.light_time_left = 10 * FRAMES_PER_SECOND;
+      break;
+
     default:
       break;
   }
@@ -391,6 +476,9 @@ void InitGame()
     player->last_jx = player->last_jy = 0;
     player->jx = player->jy = 0;
 
+    player->force_field_passive_time_left = 0;
+    player->force_field_active_time_left = 0;
+
     DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
     SnapField(player, 0, 0);
 
@@ -423,8 +511,13 @@ void InitGame()
   AllPlayersGone = FALSE;
   game.magic_wall_active = FALSE;
   game.magic_wall_time_left = 0;
+  game.switchgate_pos = 0;
+  game.light_time_left = 0;
   for (i=0; i<4; i++)
+  {
     game.belt_dir[i] = MV_NO_MOVING;
+    game.belt_dir_nr[i] = 3;           /* not moving, next moving left */
+  }
 
   for (i=0; i<MAX_NUM_AMOEBA; i++)
     AmoebaCnt[i] = AmoebaCnt2[i] = 0;
@@ -458,6 +551,11 @@ void InitGame()
     }
   }
 
+  /* correct non-moving belts to start moving left */
+  for (i=0; i<4; i++)
+    if (game.belt_dir[i] == MV_NO_MOVING)
+      game.belt_dir_nr[i] = 3;         /* not moving, next moving left */
+
   /* check if any connected player was not found in playfield */
   for (i=0; i<MAX_PLAYERS; i++)
   {
@@ -1146,10 +1244,22 @@ void Explode(int ex, int ey, int phase, int mode)
       if (IS_MASSIVE(element) || element == EL_BURNING)
        continue;
 
+      if (IS_PLAYER(x, y) && FORCE_FIELD_ON(PLAYERINFO(x, y)))
+      {
+       if (IS_ACTIVE_BOMB(element))
+       {
+         /* re-activate things under the bomb like gate or penguin */
+         Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
+         Store[x][y] = 0;
+       }
+
+       continue;
+      }
+
       if (element == EL_EXPLODING)
        element = Store2[x][y];
 
-      if (IS_PLAYER(ex, ey))
+      if (IS_PLAYER(ex, ey) && !FORCE_FIELD_ON(PLAYERINFO(ex, ey)))
       {
        switch(StorePlayer[ex][ey])
        {
@@ -1250,7 +1360,7 @@ void Explode(int ex, int ey, int phase, int mode)
     int element = Store2[x][y];
 
     if (IS_PLAYER(x, y))
-      KillHero(PLAYERINFO(x, y));
+      KillHeroUnlessForceField(PLAYERINFO(x, y));
     else if (IS_EXPLOSIVE(element))
     {
       Feld[x][y] = Store2[x][y];
@@ -1350,8 +1460,10 @@ void Bang(int x, int y)
   else
     PlaySoundLevel(x, y, SND_ROAAAR);
 
+#if 0
   if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
     element = EL_LEERRAUM;
+#endif
 
   switch(element)
   {
@@ -1379,7 +1491,10 @@ void Bang(int x, int y)
     case EL_PINGUIN:
     case EL_BIRNE_AUS:
     case EL_BIRNE_EIN:
-      Explode(x, y, EX_PHASE_START, EX_CENTER);
+      if (IS_PLAYER(x, y))
+       Explode(x, y, EX_PHASE_START, EX_NORMAL);
+      else
+       Explode(x, y, EX_PHASE_START, EX_CENTER);
       break;
     default:
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
@@ -1429,6 +1544,134 @@ void Blurb(int x, int y)
   }
 }
 
+static void ToggleBeltSwitch(int x, int y)
+{
+  static int belt_base_element[4] =
+  {
+    EL_BELT1_SWITCH_L,
+    EL_BELT2_SWITCH_L,
+    EL_BELT3_SWITCH_L,
+    EL_BELT4_SWITCH_L
+  };
+  static int belt_move_dir[4] =
+  {
+    MV_LEFT,
+    MV_NO_MOVING,
+    MV_RIGHT,
+    MV_NO_MOVING,
+  };
+
+  int element = Feld[x][y];
+  int belt_nr = getBeltNrFromSwitchElement(element);
+  int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
+  int belt_dir = belt_move_dir[belt_dir_nr];
+  int xx, yy;
+
+  if (!IS_BELT_SWITCH(element))
+    return;
+
+  game.belt_dir_nr[belt_nr] = belt_dir_nr;
+  game.belt_dir[belt_nr] = belt_dir;
+
+  if (belt_dir_nr == 3)
+    belt_dir_nr = 1;
+
+  for (yy=0; yy<lev_fieldy; yy++)
+  {
+    for (xx=0; xx<lev_fieldx; xx++)
+    {
+      int element = Feld[xx][yy];
+
+      if (IS_BELT_SWITCH(element))
+      {
+       int e_belt_nr = getBeltNrFromSwitchElement(element);
+
+       if (e_belt_nr == belt_nr)
+       {
+         Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
+         DrawLevelField(xx, yy);
+       }
+      }
+      else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
+      {
+       int e_belt_nr = getBeltNrFromElement(element);
+
+       if (e_belt_nr == belt_nr)
+         DrawLevelField(xx, yy);    /* set belt to parking position */
+      }
+    }
+  }
+}
+
+static void ToggleSwitchgateSwitch(int x, int y)
+{
+  int xx, yy;
+
+  game.switchgate_pos = !game.switchgate_pos;
+
+  for (yy=0; yy<lev_fieldy; yy++)
+  {
+    for (xx=0; xx<lev_fieldx; xx++)
+    {
+      int element = Feld[xx][yy];
+
+      if (element == EL_SWITCHGATE_SWITCH_1 ||
+         element == EL_SWITCHGATE_SWITCH_2)
+      {
+       Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
+       DrawLevelField(xx, yy);
+      }
+      else if (element == EL_SWITCHGATE_OPEN ||
+              element == EL_SWITCHGATE_OPENING)
+      {
+       Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
+       PlaySoundLevel(xx, yy, SND_OEFFNEN);
+      }
+      else if (element == EL_SWITCHGATE_CLOSED ||
+              element == EL_SWITCHGATE_CLOSING)
+      {
+       Feld[xx][yy] = EL_SWITCHGATE_OPENING;
+       PlaySoundLevel(xx, yy, SND_OEFFNEN);
+      }
+    }
+  }
+}
+
+static void ToggleLightSwitch(int x, int y)
+{
+  int element = Feld[x][y];
+  int xx, yy;
+
+  game.light_time_left =
+    (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
+
+  for (yy=0; yy<lev_fieldy; yy++)
+  {
+    for (xx=0; xx<lev_fieldx; xx++)
+    {
+      int element = Feld[xx][yy];
+
+      if (element == EL_LIGHT_SWITCH_OFF &&
+         game.light_time_left > 0)
+      {
+       Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
+       DrawLevelField(xx, yy);
+      }
+      else if (element == EL_LIGHT_SWITCH_ON &&
+              game.light_time_left == 0)
+      {
+       Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
+       DrawLevelField(xx, yy);
+      }
+
+      if (element == EL_INVISIBLE_STEEL ||
+         element == EL_UNSICHTBAR ||
+         element == EL_SAND_INVISIBLE)
+       DrawLevelField(xx, yy);
+    }
+  }
+}
+
 void Impact(int x, int y)
 {
   boolean lastline = (y == lev_fieldy-1);
@@ -1464,7 +1707,7 @@ void Impact(int x, int y)
   if (element == EL_TROPFEN && (lastline || object_hit))       /* acid drop */
   {
     if (object_hit && IS_PLAYER(x, y+1))
-      KillHero(PLAYERINFO(x, y+1));
+      KillHeroUnlessForceField(PLAYERINFO(x, y+1));
     else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
       Bang(x, y+1);
     else
@@ -1497,7 +1740,7 @@ void Impact(int x, int y)
 
     if (IS_PLAYER(x, y+1))
     {
-      KillHero(PLAYERINFO(x, y+1));
+      KillHeroUnlessForceField(PLAYERINFO(x, y+1));
       return;
     }
     else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
@@ -1542,6 +1785,20 @@ void Impact(int x, int y)
          PlaySoundLevel(x, y, SND_QUIRK);
          return;
        }
+       else if (IS_BELT_SWITCH(smashed))
+       {
+         ToggleBeltSwitch(x, y+1);
+       }
+       else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
+                smashed == EL_SWITCHGATE_SWITCH_2)
+       {
+         ToggleSwitchgateSwitch(x, y+1);
+       }
+       else if (smashed == EL_LIGHT_SWITCH_OFF ||
+                smashed == EL_LIGHT_SWITCH_ON)
+       {
+         ToggleLightSwitch(x, y+1);
+       }
       }
     }
   }
@@ -1599,7 +1856,7 @@ void Impact(int x, int y)
         break;
     }
 
-    if (sound>=0)
+    if (sound >= 0)
       PlaySoundLevel(x, y, sound);
   }
 }
@@ -1653,10 +1910,10 @@ void TurnRound(int x, int y)
     TestIfBadThingHitsOtherBadThing(x, y);
 
     if (IN_LEV_FIELD(right_x, right_y) &&
-       IS_FREE_OR_PLAYER(right_x, right_y))
+       IS_FREE(right_x, right_y))
       MovDir[x][y] = right_dir;
     else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE_OR_PLAYER(move_x, move_y))
+            !IS_FREE(move_x, move_y))
       MovDir[x][y] = left_dir;
 
     if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
@@ -1670,10 +1927,10 @@ void TurnRound(int x, int y)
     TestIfBadThingHitsOtherBadThing(x, y);
 
     if (IN_LEV_FIELD(left_x, left_y) &&
-       IS_FREE_OR_PLAYER(left_x, left_y))
+       IS_FREE(left_x, left_y))
       MovDir[x][y] = left_dir;
     else if (!IN_LEV_FIELD(move_x, move_y) ||
-            !IS_FREE_OR_PLAYER(move_x, move_y))
+            !IS_FREE(move_x, move_y))
       MovDir[x][y] = right_dir;
 
     if ((element == EL_FLIEGER ||
@@ -2145,6 +2402,17 @@ void StartMoving(int x, int y)
        InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
       }
     }
+    else if (IS_BELT(Feld[x][y+1]))
+    {
+      boolean left_is_free  = (x>0 && IS_FREE(x-1, y));
+      boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
+      int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
+      int belt_dir = game.belt_dir[belt_nr];
+
+      if ((belt_dir == MV_LEFT  && left_is_free) ||
+         (belt_dir == MV_RIGHT && right_is_free))
+       InitMovingField(x, y, belt_dir);
+    }
   }
   else if (CAN_MOVE(element))
   {
@@ -2249,12 +2517,20 @@ void StartMoving(int x, int y)
 
     Moving2Blocked(x, y, &newx, &newy);        /* get next screen position */
 
-    if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
+    if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
+       !FORCE_FIELD_ON(PLAYERINFO(newx, newy)))
     {
+
+#if 1
+      TestIfBadThingHitsHero(x, y);
+      return;
+#else
       /* enemy got the player */
       MovDir[x][y] = 0;
       KillHero(PLAYERINFO(newx, newy));
       return;
+#endif
+
     }
     else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
              element == EL_ROBOT || element == EL_SONDE) &&
@@ -2441,12 +2717,16 @@ void ContinueMoving(int x, int y)
   int dy = (direction == MV_UP   ? -1 : direction == MV_DOWN  ? +1 : 0);
   int horiz_move = (dx!=0);
   int newx = x + dx, newy = y + dy;
-  int step = (horiz_move ? dx : dy) * TILEX/8;
+  int step = (horiz_move ? dx : dy) * TILEX / 8;
 
   if (element == EL_TROPFEN)
-    step/=2;
+    step /= 2;
   else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
-    step/=4;
+    step /= 4;
+  else if (CAN_FALL(element) && horiz_move &&
+          y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
+    step /= 2;
+
 #if OLD_GAME_BEHAVIOUR
   else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
     step*=2;
@@ -3074,6 +3354,54 @@ void AusgangstuerBlinken(int x, int y)
   DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
 }
 
+void OpenSwitchgate(int x, int y)
+{
+  int delay = 6;
+
+  if (!MovDelay[x][y])         /* next animation frame */
+    MovDelay[x][y] = 5 * delay;
+
+  if (MovDelay[x][y])          /* wait some time before next frame */
+  {
+    int phase;
+
+    MovDelay[x][y]--;
+    phase = MovDelay[x][y] / delay;
+    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
+
+    if (!MovDelay[x][y])
+    {
+      Feld[x][y] = EL_SWITCHGATE_OPEN;
+      DrawLevelField(x, y);
+    }
+  }
+}
+
+void CloseSwitchgate(int x, int y)
+{
+  int delay = 6;
+
+  if (!MovDelay[x][y])         /* next animation frame */
+    MovDelay[x][y] = 5 * delay;
+
+  if (MovDelay[x][y])          /* wait some time before next frame */
+  {
+    int phase;
+
+    MovDelay[x][y]--;
+    phase = MovDelay[x][y] / delay;
+    if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
+
+    if (!MovDelay[x][y])
+    {
+      Feld[x][y] = EL_SWITCHGATE_CLOSED;
+      DrawLevelField(x, y);
+    }
+  }
+}
+
 void EdelsteinFunkeln(int x, int y)
 {
   if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
@@ -3369,6 +3697,21 @@ static void CheckBuggyBase(int x, int y)
   }
 }
 
+static void DrawBeltAnimation(int x, int y, int element)
+{
+  int belt_nr = getBeltNrFromElement(element);
+  int belt_dir = game.belt_dir[belt_nr];
+
+  if (belt_dir != MV_NO_MOVING)
+  {
+    int delay = 2;
+    int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
+    int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
+
+    DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+  }
+}
+
 static void PlayerActions(struct PlayerInfo *player, byte player_action)
 {
   static byte stored_player_action[MAX_PLAYERS];
@@ -3655,6 +3998,18 @@ void GameActions()
       DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
     else if (element == EL_SP_TERMINAL_ACTIVE)
       DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
+    else if (IS_BELT(element))
+      DrawBeltAnimation(x, y, element);
+    else if (element == EL_SWITCHGATE_OPENING)
+      OpenSwitchgate(x, y);
+    else if (element == EL_SWITCHGATE_CLOSING)
+      CloseSwitchgate(x, y);
+    else if (element == EL_EXTRA_TIME)
+      DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
+    else if (element == EL_FORCE_FIELD_PASSIVE)
+      DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+    else if (element == EL_FORCE_FIELD_ACTIVE)
+      DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_ACTIVE, 6, 4, ANIM_NORMAL);
 
     if (game.magic_wall_active)
     {
@@ -3696,6 +4051,7 @@ void GameActions()
        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)
          {
            Feld[x][y] = EL_SIEB_TOT;
@@ -3713,11 +4069,45 @@ void GameActions()
     }
   }
 
-  if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
+  if (game.light_time_left > 0)
+  {
+    game.light_time_left--;
+
+    if (game.light_time_left == 0)
+    {
+      for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+      {
+       element = Feld[x][y];
+
+       if (element == EL_LIGHT_SWITCH_ON)
+       {
+         Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+         DrawLevelField(x, y);
+       }
+       else if (element == EL_INVISIBLE_STEEL ||
+                element == EL_UNSICHTBAR ||
+                element == EL_SAND_INVISIBLE)
+         DrawLevelField(x, y);
+      }
+    }
+  }
+
+  if (TimeFrames >= (1000 / GameFrameDelay))
   {
     TimeFrames = 0;
     TimePlayed++;
 
+    for (i=0; i<MAX_PLAYERS; i++)
+    {
+      if (FORCE_FIELD_ON(&stored_player[i]))
+      {
+       stored_player[i].force_field_passive_time_left--;
+
+       if (stored_player[i].force_field_active_time_left > 0)
+         stored_player[i].force_field_active_time_left--;
+      }
+    }
+
     if (tape.recording || tape.playing)
       DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
 
@@ -3875,7 +4265,14 @@ boolean MoveFigureOneStep(struct PlayerInfo *player,
       BuryHero(player);
     }
     else
-      KillHero(player);
+    {
+#if 1
+      TestIfBadThingHitsHero(new_jx, new_jy);
+#else
+      if (player->force_field_time_left == 0)
+       KillHero(player);
+#endif
+    }
 
     return MF_MOVING;
   }
@@ -4189,7 +4586,14 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody)
   if (killx != goodx || killy != goody)
   {
     if (IS_PLAYER(goodx, goody))
-      KillHero(PLAYERINFO(goodx, goody));
+    {
+      struct PlayerInfo *player = PLAYERINFO(goodx, goody);
+
+      if (player->force_field_active_time_left > 0)
+       Bang(killx, killy);
+      else if (player->force_field_passive_time_left == 0)
+       KillHero(player);
+    }
     else
       Bang(goodx, goody);
   }
@@ -4244,7 +4648,14 @@ void TestIfBadThingHitsGoodThing(int badx, int bady)
   if (killx != badx || killy != bady)
   {
     if (IS_PLAYER(killx, killy))
-      KillHero(PLAYERINFO(killx, killy));
+    {
+      struct PlayerInfo *player = PLAYERINFO(killx, killy);
+
+      if (player->force_field_active_time_left > 0)
+       Bang(badx, bady);
+      else if (player->force_field_passive_time_left == 0)
+       KillHero(player);
+    }
     else
       Bang(killx, killy);
   }
@@ -4314,10 +4725,20 @@ void KillHero(struct PlayerInfo *player)
   if (IS_PFORTE(Feld[jx][jy]))
     Feld[jx][jy] = EL_LEERRAUM;
 
+  /* deactivate force field (else Bang()/Explode() would not work right) */
+  player->force_field_passive_time_left = 0;
+  player->force_field_active_time_left = 0;
+
   Bang(jx, jy);
   BuryHero(player);
 }
 
+static void KillHeroUnlessForceField(struct PlayerInfo *player)
+{
+  if (!FORCE_FIELD_ON(player))
+    KillHero(player);
+}
+
 void BuryHero(struct PlayerInfo *player)
 {
   int jx = player->jx, jy = player->jy;
@@ -4386,6 +4807,7 @@ int DigField(struct PlayerInfo *player,
       break;
 
     case EL_ERDREICH:
+    case EL_SAND_INVISIBLE:
       Feld[x][y] = EL_LEERRAUM;
       PlaySoundLevel(x, y, SND_SCHLURF);
       break;
@@ -4423,6 +4845,34 @@ int DigField(struct PlayerInfo *player,
       PlaySoundLevel(x, y, SND_PONG);
       break;
 
+    case EL_ENVELOPE:
+      Feld[x][y] = EL_LEERRAUM;
+      PlaySoundLevel(x, y, SND_PONG);
+      break;
+
+    case EL_EXTRA_TIME:
+      RemoveField(x, y);
+      if (level.time > 0)
+      {
+       TimeLeft += 10;
+       DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
+      }
+      PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+      break;
+
+    case EL_FORCE_FIELD_PASSIVE:
+      RemoveField(x, y);
+      player->force_field_passive_time_left += 10;
+      PlaySoundLevel(x, y, SND_PONG);
+      break;
+
+    case EL_FORCE_FIELD_ACTIVE:
+      RemoveField(x, y);
+      player->force_field_passive_time_left += 10;
+      player->force_field_active_time_left += 10;
+      PlaySoundLevel(x, y, SND_PONG);
+      break;
+
     case EL_DYNAMITE_INACTIVE:
     case EL_SP_DISK_RED:
       RemoveField(x, y);
@@ -4538,58 +4988,32 @@ int DigField(struct PlayerInfo *player,
     case EL_BELT4_SWITCH_L:
     case EL_BELT4_SWITCH_M:
     case EL_BELT4_SWITCH_R:
+      if (!player->Switching)
       {
-       static int belt_base_element[4] =
-       {
-         EL_BELT1_SWITCH_L,
-         EL_BELT2_SWITCH_L,
-         EL_BELT3_SWITCH_L,
-         EL_BELT4_SWITCH_L
-       };
-       static int belt_move_dir[3] =
-       {
-         MV_LEFT,
-         MV_NO_MOVING,
-         MV_RIGHT
-       };
-
-       int belt_nr = (element < EL_BELT2_SWITCH_L ? 0 :
-                      element < EL_BELT3_SWITCH_L ? 1 :
-                      element < EL_BELT4_SWITCH_L ? 2 : 3);
-       int belt_dir_nr = element - belt_base_element[belt_nr];
-       int belt_dir_nr_next = (belt_dir_nr + 1) % 3;
-       int belt_dir_next = belt_move_dir[belt_dir_nr_next];
-       int xx, yy;
-
-       if (player->Switching)
-         return MF_ACTION;
-
-       game.belt_dir[belt_nr] = belt_dir_next;
-
-       for (yy=0; yy<lev_fieldy; yy++)
-       {
-         for (xx=0; xx<lev_fieldx; xx++)
-         {
-           if (IS_BELT_SWITCH(Feld[xx][yy]))
-           {
-             int e = Feld[xx][yy];
-             int e_belt_nr = (e < EL_BELT2_SWITCH_L ? 0 :
-                              e < EL_BELT3_SWITCH_L ? 1 :
-                              e < EL_BELT4_SWITCH_L ? 2 : 3);
-
-             if (e_belt_nr == belt_nr)
-             {
-               Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr_next;
-               DrawLevelField(xx, yy);
-             }
-           }
-         }
-       }
+       player->Switching = TRUE;
+       ToggleBeltSwitch(x, y);
+      }
+      return MF_ACTION;
+      break;
 
+    case EL_SWITCHGATE_SWITCH_1:
+    case EL_SWITCHGATE_SWITCH_2:
+      if (!player->Switching)
+      {
        player->Switching = TRUE;
+       ToggleSwitchgateSwitch(x, y);
+      }
+      return MF_ACTION;
+      break;
 
-       return MF_ACTION;
+    case EL_LIGHT_SWITCH_OFF:
+    case EL_LIGHT_SWITCH_ON:
+      if (!player->Switching)
+      {
+       player->Switching = TRUE;
+       ToggleLightSwitch(x, y);
       }
+      return MF_ACTION;
       break;
 
     case EL_SP_EXIT:
@@ -4692,6 +5116,18 @@ int DigField(struct PlayerInfo *player,
 
       break;
 
+    case EL_SWITCHGATE_OPEN:
+      if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
+       return MF_NO_ACTION;
+
+      /* automatically move to the next field with double speed */
+      player->programmed_action = move_direction;
+      DOUBLE_PLAYER_SPEED(player);
+
+      PlaySoundLevel(x, y, SND_GATE);
+
+      break;
+
     case EL_SP_PORT1_LEFT:
     case EL_SP_PORT2_LEFT:
     case EL_SP_PORT1_RIGHT: