/* forward declaration for internal use */
static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessForceField(struct PlayerInfo *);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
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])
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;
}
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);
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;
}
}
+ /* 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++)
{
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])
{
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];
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)
{
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);
}
}
+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);
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
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)
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);
+ }
}
}
}
break;
}
- if (sound>=0)
+ if (sound >= 0)
PlaySoundLevel(x, y, sound);
}
}
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)
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 ||
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))
{
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) &&
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;
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))
}
}
+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];
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)
{
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;
}
}
- 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);
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;
}
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);
}
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);
}
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;
break;
case EL_ERDREICH:
+ case EL_SAND_INVISIBLE:
Feld[x][y] = EL_LEERRAUM;
PlaySoundLevel(x, y, SND_SCHLURF);
break;
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);
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:
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: