rnd-19990829-1-src
[rocksndiamonds.git] / src / game.c
index 48482c90e6f63224a69ad8c888811f974a00aa82..d7fb2368f8536f59501a5dc05cbe86eb6309eda9 100644 (file)
@@ -23,6 +23,9 @@
 #include "joystick.h"
 #include "network.h"
 
+/* this switch controls how rocks move horizontally */
+#define OLD_GAME_BEHAVIOUR     FALSE
+
 /* for DigField() */
 #define DF_NO_PUSH             0
 #define DF_DIG                 1
 
 /* forward declaration for internal use */
 static void CheckGravityMovement(struct PlayerInfo *);
+static void KillHeroUnlessForceField(struct PlayerInfo *);
 
 static void MapGameButtons();
 static void HandleGameButtons(struct GadgetInfo *);
@@ -144,7 +148,7 @@ static unsigned int getStateCheckSum(int counter)
     checksum += mult++ * StorePlayer[x][y];
     checksum += mult++ * Frame[x][y];
     checksum += mult++ * AmoebaNr[x][y];
-    checksum += mult++ * JustHit[x][y];
+    checksum += mult++ * JustStopped[x][y];
     checksum += mult++ * Stop[x][y];
     */
   }
@@ -176,6 +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_LEFT ? 0 :
+         element < EL_BELT3_SWITCH_LEFT ? 1 :
+         element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
+}
+
+static int getBeltDirNrFromSwitchElement(int element)
+{
+  static int belt_base_element[4] =
+  {
+    EL_BELT1_SWITCH_LEFT,
+    EL_BELT2_SWITCH_LEFT,
+    EL_BELT3_SWITCH_LEFT,
+    EL_BELT4_SWITCH_LEFT
+  };
+
+  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])
@@ -234,36 +282,41 @@ static void InitField(int x, int y, boolean init_game)
        Feld[x][y] = EL_BADEWANNE5;
       break;
 
-    case EL_KAEFER_R:
-    case EL_KAEFER_O:
-    case EL_KAEFER_L:
-    case EL_KAEFER_U:
+    case EL_KAEFER_RIGHT:
+    case EL_KAEFER_UP:
+    case EL_KAEFER_LEFT:
+    case EL_KAEFER_DOWN:
     case EL_KAEFER:
-    case EL_FLIEGER_R:
-    case EL_FLIEGER_O:
-    case EL_FLIEGER_L:
-    case EL_FLIEGER_U:
+    case EL_FLIEGER_RIGHT:
+    case EL_FLIEGER_UP:
+    case EL_FLIEGER_LEFT:
+    case EL_FLIEGER_DOWN:
     case EL_FLIEGER:
-    case EL_BUTTERFLY_R:
-    case EL_BUTTERFLY_O:
-    case EL_BUTTERFLY_L:
-    case EL_BUTTERFLY_U:
+    case EL_BUTTERFLY_RIGHT:
+    case EL_BUTTERFLY_UP:
+    case EL_BUTTERFLY_LEFT:
+    case EL_BUTTERFLY_DOWN:
     case EL_BUTTERFLY:
-    case EL_FIREFLY_R:
-    case EL_FIREFLY_O:
-    case EL_FIREFLY_L:
-    case EL_FIREFLY_U:
+    case EL_FIREFLY_RIGHT:
+    case EL_FIREFLY_UP:
+    case EL_FIREFLY_LEFT:
+    case EL_FIREFLY_DOWN:
     case EL_FIREFLY:
-    case EL_PACMAN_R:
-    case EL_PACMAN_O:
-    case EL_PACMAN_L:
-    case EL_PACMAN_U:
+    case EL_PACMAN_RIGHT:
+    case EL_PACMAN_UP:
+    case EL_PACMAN_LEFT:
+    case EL_PACMAN_DOWN:
     case EL_MAMPFER:
     case EL_MAMPFER2:
     case EL_ROBOT:
     case EL_PACMAN:
     case EL_SP_SNIKSNAK:
     case EL_SP_ELECTRON:
+    case EL_MOLE_LEFT:
+    case EL_MOLE_RIGHT:
+    case EL_MOLE_UP:
+    case EL_MOLE_DOWN:
+    case EL_MOLE:
       InitMovDir(x, y);
       break;
 
@@ -292,7 +345,6 @@ static void InitField(int x, int y, boolean init_game)
       local_player->sokobanfields_still_needed++;
       break;
 
-    case EL_MAULWURF:
     case EL_PINGUIN:
       local_player->friends_still_needed++;
       break;
@@ -319,6 +371,46 @@ static void InitField(int x, int y, boolean init_game)
       Feld[x][y] = EL_EM_KEY_4;
       break;
 
+    case EL_BELT1_SWITCH_LEFT:
+    case EL_BELT1_SWITCH_MIDDLE:
+    case EL_BELT1_SWITCH_RIGHT:
+    case EL_BELT2_SWITCH_LEFT:
+    case EL_BELT2_SWITCH_MIDDLE:
+    case EL_BELT2_SWITCH_RIGHT:
+    case EL_BELT3_SWITCH_LEFT:
+    case EL_BELT3_SWITCH_MIDDLE:
+    case EL_BELT3_SWITCH_RIGHT:
+    case EL_BELT4_SWITCH_LEFT:
+    case EL_BELT4_SWITCH_MIDDLE:
+    case EL_BELT4_SWITCH_RIGHT:
+      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;
   }
@@ -366,6 +458,7 @@ void InitGame()
     player->MovDir = MV_NO_MOVING;
     player->MovPos = 0;
     player->Pushing = FALSE;
+    player->Switching = FALSE;
     player->GfxPos = 0;
     player->Frame = 0;
 
@@ -387,6 +480,9 @@ 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);
 
@@ -419,6 +515,13 @@ 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;
@@ -432,7 +535,7 @@ void InitGame()
       Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
       Frame[x][y] = 0;
       AmoebaNr[x][y] = 0;
-      JustHit[x][y] = 0;
+      JustStopped[x][y] = 0;
       Stop[x][y] = FALSE;
     }
   }
@@ -452,6 +555,11 @@ 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++)
   {
@@ -656,52 +764,53 @@ void InitMovDir(int x, int y)
     {  0, -1 },
     { -1,  0 }
   };
-  static int direction[2][4] =
+  static int direction[3][4] =
   {
     { MV_RIGHT, MV_UP,   MV_LEFT,  MV_DOWN },
-    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP }
+    { MV_LEFT,  MV_DOWN, MV_RIGHT, MV_UP },
+    { MV_LEFT,  MV_RIGHT, MV_UP, MV_DOWN }
   };
 
   switch(element)
   {
-    case EL_KAEFER_R:
-    case EL_KAEFER_O:
-    case EL_KAEFER_L:
-    case EL_KAEFER_U:
+    case EL_KAEFER_RIGHT:
+    case EL_KAEFER_UP:
+    case EL_KAEFER_LEFT:
+    case EL_KAEFER_DOWN:
       Feld[x][y] = EL_KAEFER;
-      MovDir[x][y] = direction[0][element - EL_KAEFER_R];
+      MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
       break;
 
-    case EL_FLIEGER_R:
-    case EL_FLIEGER_O:
-    case EL_FLIEGER_L:
-    case EL_FLIEGER_U:
+    case EL_FLIEGER_RIGHT:
+    case EL_FLIEGER_UP:
+    case EL_FLIEGER_LEFT:
+    case EL_FLIEGER_DOWN:
       Feld[x][y] = EL_FLIEGER;
-      MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
+      MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
       break;
 
-    case EL_BUTTERFLY_R:
-    case EL_BUTTERFLY_O:
-    case EL_BUTTERFLY_L:
-    case EL_BUTTERFLY_U:
+    case EL_BUTTERFLY_RIGHT:
+    case EL_BUTTERFLY_UP:
+    case EL_BUTTERFLY_LEFT:
+    case EL_BUTTERFLY_DOWN:
       Feld[x][y] = EL_BUTTERFLY;
-      MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
+      MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
       break;
 
-    case EL_FIREFLY_R:
-    case EL_FIREFLY_O:
-    case EL_FIREFLY_L:
-    case EL_FIREFLY_U:
+    case EL_FIREFLY_RIGHT:
+    case EL_FIREFLY_UP:
+    case EL_FIREFLY_LEFT:
+    case EL_FIREFLY_DOWN:
       Feld[x][y] = EL_FIREFLY;
-      MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
+      MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
       break;
 
-    case EL_PACMAN_R:
-    case EL_PACMAN_O:
-    case EL_PACMAN_L:
-    case EL_PACMAN_U:
+    case EL_PACMAN_RIGHT:
+    case EL_PACMAN_UP:
+    case EL_PACMAN_LEFT:
+    case EL_PACMAN_DOWN:
       Feld[x][y] = EL_PACMAN;
-      MovDir[x][y] = direction[0][element - EL_PACMAN_R];
+      MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
       break;
 
     case EL_SP_SNIKSNAK:
@@ -712,6 +821,14 @@ void InitMovDir(int x, int y)
       MovDir[x][y] = MV_LEFT;
       break;
 
+    case EL_MOLE_LEFT:
+    case EL_MOLE_RIGHT:
+    case EL_MOLE_UP:
+    case EL_MOLE_DOWN:
+      Feld[x][y] = EL_MOLE;
+      MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
+      break;
+
     default:
       MovDir[x][y] = 1 << RND(4);
       if (element != EL_KAEFER &&
@@ -897,15 +1014,16 @@ int NewHiScore()
 #ifdef ONE_PER_NAME
       put_into_list:
 #endif
-      strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
-      highscore[k].Name[MAX_NAMELEN - 1] = '\0';
+      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
+      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
       highscore[k].Score = local_player->score; 
       position = k;
       break;
     }
 
 #ifdef ONE_PER_NAME
-    else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
+    else if (!strncmp(setup.player_name, highscore[k].Name,
+                     MAX_PLAYER_NAME_LEN))
       break;   /* player already there with a higher score */
 #endif
 
@@ -1113,13 +1231,22 @@ void Explode(int ex, int ey, int phase, int mode)
 
     if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
     {
+      /* put moving element to center field (and let it explode there) */
       center_element = MovingOrBlocked2Element(ex, ey);
       RemoveMovingField(ex, ey);
+      Feld[ex][ey] = center_element;
     }
 
-    for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
+    for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
     {
-      int element = Feld[x][y];
+      int element;
+
+      if (!IN_LEV_FIELD(x, y) ||
+         ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
+          (x != ex || y != ey)))
+       continue;
+
+      element = Feld[x][y];
 
       if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
       {
@@ -1127,17 +1254,25 @@ void Explode(int ex, int ey, int phase, int mode)
        RemoveMovingField(x, y);
       }
 
-      if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
+      if (IS_MASSIVE(element) || element == EL_BURNING)
        continue;
 
-      if ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
-         (x != ex || y != ey))
+      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])
        {
@@ -1159,7 +1294,7 @@ void Explode(int ex, int ey, int phase, int mode)
        if (game.emulation == EMU_SUPAPLEX)
          Store[x][y] = EL_LEERRAUM;
       }
-      else if (center_element == EL_MAULWURF)
+      else if (center_element == EL_MOLE)
        Store[x][y] = EL_EDELSTEIN_ROT;
       else if (center_element == EL_PINGUIN)
        Store[x][y] = EL_EDELSTEIN_LILA;
@@ -1238,7 +1373,7 @@ 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];
@@ -1338,8 +1473,10 @@ 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)
   {
@@ -1351,6 +1488,7 @@ void Bang(int x, int y)
     case EL_MAMPFER2:
     case EL_ROBOT:
     case EL_PACMAN:
+    case EL_MOLE:
       RaiseScoreElement(element);
       Explode(x, y, EX_PHASE_START, EX_NORMAL);
       break;
@@ -1363,11 +1501,13 @@ void Bang(int x, int y)
     case EL_DYNABOMB_XL:
       DynaExplode(x, y);
       break;
-    case EL_MAULWURF:
     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);
@@ -1417,6 +1557,134 @@ void Blurb(int x, int y)
   }
 }
 
+static void ToggleBeltSwitch(int x, int y)
+{
+  static int belt_base_element[4] =
+  {
+    EL_BELT1_SWITCH_LEFT,
+    EL_BELT2_SWITCH_LEFT,
+    EL_BELT3_SWITCH_LEFT,
+    EL_BELT4_SWITCH_LEFT
+  };
+  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);
@@ -1452,8 +1720,8 @@ 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));
-    else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
+      KillHeroUnlessForceField(PLAYERINFO(x, y+1));
+    else if (object_hit && smashed == EL_PINGUIN)
       Bang(x, y+1);
     else
     {
@@ -1485,10 +1753,10 @@ 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)
+    else if (smashed == EL_PINGUIN)
     {
       Bang(x, y+1);
       return;
@@ -1505,7 +1773,8 @@ void Impact(int x, int y)
     {
       if (IS_ENEMY(smashed) ||
          smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
-         smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
+         smashed == EL_SONDE || smashed == EL_SCHWEIN ||
+         smashed == EL_DRACHE || smashed == EL_MOLE)
       {
        Bang(x, y+1);
        return;
@@ -1530,6 +1799,20 @@ 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);
+       }
       }
     }
   }
@@ -1587,7 +1870,7 @@ void Impact(int x, int y)
         break;
     }
 
-    if (sound>=0)
+    if (sound >= 0)
       PlaySoundLevel(x, y, sound);
   }
 }
@@ -1641,10 +1924,10 @@ 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)
@@ -1658,10 +1941,10 @@ 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 ||
@@ -1844,8 +2127,36 @@ void TurnRound(int x, int y)
 
     MovDelay[x][y] = 0;
   }
-  else if (element == EL_ROBOT || element == EL_SONDE ||
-          element == EL_MAULWURF || element == EL_PINGUIN)
+  else if (element == EL_MOLE)
+  {
+    boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+
+    if (IN_LEV_FIELD(move_x, move_y) &&
+       (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
+        Feld[move_x][move_y] == EL_DEAMOEBING))
+      can_move_on = TRUE;
+
+    if (!can_move_on)
+    {
+      if (IN_LEV_FIELD(left_x, left_y) &&
+         (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
+       can_turn_left = TRUE;
+      if (IN_LEV_FIELD(right_x, right_y) &&
+         (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
+       can_turn_right = TRUE;
+
+      if (can_turn_left && can_turn_right)
+       MovDir[x][y] = (RND(2) ? left_dir : right_dir);
+      else if (can_turn_left)
+       MovDir[x][y] = left_dir;
+      else
+       MovDir[x][y] = right_dir;
+    }
+
+    if (MovDir[x][y] != old_move_dir)
+      MovDelay[x][y] = 9;
+  }
+  else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
   {
     int attr_x = -1, attr_y = -1;
 
@@ -1880,7 +2191,7 @@ void TurnRound(int x, int y)
       attr_y = ZY;
     }
 
-    if (element == EL_MAULWURF || element == EL_PINGUIN)
+    if (element == EL_PINGUIN)
     {
       int i;
       static int xy[4][2] =
@@ -1946,7 +2257,7 @@ void TurnRound(int x, int y)
        if (IN_LEV_FIELD(newx, newy) &&
            (IS_FREE(newx, newy) ||
             Feld[newx][newy] == EL_SALZSAEURE ||
-            ((element == EL_MAULWURF || element == EL_PINGUIN) &&
+            (element == EL_PINGUIN &&
              (Feld[newx][newy] == EL_AUSGANG_AUF ||
               IS_MAMPF3(Feld[newx][newy])))))
          return;
@@ -1958,7 +2269,7 @@ void TurnRound(int x, int y)
        if (IN_LEV_FIELD(newx, newy) &&
            (IS_FREE(newx, newy) ||
             Feld[newx][newy] == EL_SALZSAEURE ||
-            ((element == EL_MAULWURF || element == EL_PINGUIN) &&
+            (element == EL_PINGUIN &&
              (Feld[newx][newy] == EL_AUSGANG_AUF ||
               IS_MAMPF3(Feld[newx][newy])))))
          return;
@@ -2099,7 +2410,8 @@ void StartMoving(int x, int y)
       InitMovingField(x, y, MV_DOWN);
       Store[x][y] = EL_SALZSAEURE;
     }
-    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
+    else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
+            JustStopped[x][y])
     {
       Impact(x, y);
     }
@@ -2112,7 +2424,12 @@ void StartMoving(int x, int y)
       Feld[x][y] = EL_AMOEBING;
       Store[x][y] = EL_AMOEBE_NASS;
     }
+#if OLD_GAME_BEHAVIOUR
     else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
+#else
+    else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
+            !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
+#endif
     {
       boolean left  = (x>0 && IS_FREE(x-1, y) &&
                       (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
@@ -2127,6 +2444,17 @@ 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))
   {
@@ -2143,9 +2471,11 @@ void StartMoving(int x, int y)
       if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
       {
        TurnRound(x, y);
-       if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
+       if (MovDelay[x][y] && (element == EL_KAEFER ||
+                              element == EL_FLIEGER ||
                               element == EL_SP_SNIKSNAK ||
-                              element == EL_SP_ELECTRON))
+                              element == EL_SP_ELECTRON ||
+                              element == EL_MOLE))
          DrawLevelField(x, y);
       }
     }
@@ -2231,14 +2561,22 @@ 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 ||
+    else if ((element == EL_PINGUIN ||
              element == EL_ROBOT || element == EL_SONDE) &&
             IN_LEV_FIELD(newx, newy) &&
             MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
@@ -2246,8 +2584,7 @@ void StartMoving(int x, int y)
       Blurb(x, y);
       Store[x][y] = EL_SALZSAEURE;
     }
-    else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
-            IN_LEV_FIELD(newx, newy))
+    else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
     {
       if (Feld[newx][newy] == EL_AUSGANG_AUF)
       {
@@ -2372,8 +2709,8 @@ void StartMoving(int x, int y)
        DrawLevelField(newx, newy);
       }
     }
-    else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
-            IS_AMOEBOID(Feld[newx][newy]))
+    else if ((element == EL_PACMAN || element == EL_MOLE)
+            && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
     {
       if (AmoebaNr[newx][newy])
       {
@@ -2383,8 +2720,24 @@ void StartMoving(int x, int y)
          AmoebaCnt[AmoebaNr[newx][newy]]--;
       }
 
-      Feld[newx][newy] = EL_LEERRAUM;
-      DrawLevelField(newx, newy);
+      if (element == EL_MOLE)
+      {
+       Feld[newx][newy] = EL_DEAMOEBING;
+       MovDelay[newx][newy] = 0;       /* start amoeba shrinking delay */
+       return;                         /* wait for shrinking amoeba */
+      }
+      else     /* element == EL_PACMAN */
+      {
+       Feld[newx][newy] = EL_LEERRAUM;
+       DrawLevelField(newx, newy);
+      }
+    }
+    else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
+            (Feld[newx][newy] == EL_DEAMOEBING ||
+             (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
+    {
+      /* wait for shrinking amoeba to completely disappear */
+      return;
     }
     else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
     {
@@ -2393,7 +2746,7 @@ void StartMoving(int x, int y)
       TurnRound(x, y);
 
       if (element == EL_KAEFER || element == EL_FLIEGER ||
-         element == EL_SP_SNIKSNAK)
+         element == EL_SP_SNIKSNAK || element == EL_MOLE)
        DrawLevelField(x, y);
       else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
        DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
@@ -2423,14 +2776,20 @@ 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 (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
-    step*=2;
-  else if (element == EL_TROPFEN)
-    step/=2;
+  if (element == EL_TROPFEN)
+    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;
+#endif
 
   MovPos[x][y] += step;
 
@@ -2439,6 +2798,32 @@ void ContinueMoving(int x, int y)
     Feld[x][y] = EL_LEERRAUM;
     Feld[newx][newy] = element;
 
+    if (element == EL_MOLE)
+    {
+      int i;
+      static int xy[4][2] =
+      {
+       { 0, -1 },
+       { -1, 0 },
+       { +1, 0 },
+       { 0, +1 }
+      };
+
+      Feld[x][y] = EL_ERDREICH;
+      DrawLevelField(x, y);
+
+      for(i=0; i<4; i++)
+      {
+       int xx, yy;
+
+       xx = x + xy[i][0];
+       yy = y + xy[i][1];
+
+       if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
+         DrawLevelField(xx, yy);       /* for "ErdreichAnbroeckeln()" */
+      }
+    }
+
     if (Store[x][y] == EL_MORAST_VOLL)
     {
       Store[x][y] = 0;
@@ -2494,7 +2879,7 @@ void ContinueMoving(int x, int y)
     DrawLevelField(newx, newy);
 
     Stop[newx][newy] = TRUE;
-    JustHit[x][newy] = 3;
+    JustStopped[newx][newy] = 3;
 
     if (DONT_TOUCH(element))   /* object may be nasty to player or others */
     {
@@ -2714,6 +3099,40 @@ void AmoebeWaechst(int x, int y)
   }
 }
 
+void AmoebeSchrumpft(int x, int y)
+{
+  static unsigned long sound_delay = 0;
+  static unsigned long sound_delay_value = 0;
+
+  if (!MovDelay[x][y])         /* start new shrinking cycle */
+  {
+    MovDelay[x][y] = 7;
+
+    if (DelayReached(&sound_delay, sound_delay_value))
+    {
+      PlaySoundLevel(x, y, SND_BLURB);
+      sound_delay_value = 30;
+    }
+  }
+
+  if (MovDelay[x][y])          /* wait some time before shrinking */
+  {
+    MovDelay[x][y]--;
+    if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+      DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
+
+    if (!MovDelay[x][y])
+    {
+      Feld[x][y] = EL_LEERRAUM;
+      DrawLevelField(x, y);
+
+      /* don't let mole enter this field in this cycle;
+        (give priority to objects falling to this field from above) */
+      Stop[x][y] = TRUE;
+    }
+  }
+}
+
 void AmoebeAbleger(int ax, int ay)
 {
   int i;
@@ -3054,6 +3473,54 @@ 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))
@@ -3349,6 +3816,21 @@ 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];
@@ -3560,8 +4042,8 @@ void GameActions()
   for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
   {
     Stop[x][y] = FALSE;
-    if (JustHit[x][y]>0)
-      JustHit[x][y]--;
+    if (JustStopped[x][y] > 0)
+      JustStopped[x][y]--;
 
 #if DEBUG
     if (IS_BLOCKED(x, y))
@@ -3602,6 +4084,8 @@ void GameActions()
       Explode(x, y, Frame[x][y], EX_NORMAL);
     else if (element == EL_AMOEBING)
       AmoebeWaechst(x, y);
+    else if (element == EL_DEAMOEBING)
+      AmoebeSchrumpft(x, y);
     else if (IS_AMOEBALIVE(element))
       AmoebeAbleger(x, y);
     else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
@@ -3635,6 +4119,18 @@ 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)
     {
@@ -3676,6 +4172,7 @@ 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;
@@ -3693,11 +4190,45 @@ 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);
 
@@ -3855,7 +4386,14 @@ 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;
   }
@@ -4169,7 +4707,14 @@ 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);
   }
@@ -4224,7 +4769,14 @@ 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);
   }
@@ -4294,10 +4846,20 @@ 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;
@@ -4349,6 +4911,7 @@ int DigField(struct PlayerInfo *player,
 
   if (mode == DF_NO_PUSH)
   {
+    player->Switching = FALSE;
     player->push_delay = 0;
     return MF_NO_ACTION;
   }
@@ -4358,13 +4921,14 @@ int DigField(struct PlayerInfo *player,
 
   element = Feld[x][y];
 
-  switch(element)
+  switch (element)
   {
     case EL_LEERRAUM:
       PlaySoundLevel(x, y, SND_EMPTY);
       break;
 
     case EL_ERDREICH:
+    case EL_SAND_INVISIBLE:
       Feld[x][y] = EL_LEERRAUM;
       PlaySoundLevel(x, y, SND_SCHLURF);
       break;
@@ -4402,6 +4966,34 @@ 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);
@@ -4505,6 +5097,46 @@ int DigField(struct PlayerInfo *player,
       }
       break;
 
+    case EL_BELT1_SWITCH_LEFT:
+    case EL_BELT1_SWITCH_MIDDLE:
+    case EL_BELT1_SWITCH_RIGHT:
+    case EL_BELT2_SWITCH_LEFT:
+    case EL_BELT2_SWITCH_MIDDLE:
+    case EL_BELT2_SWITCH_RIGHT:
+    case EL_BELT3_SWITCH_LEFT:
+    case EL_BELT3_SWITCH_MIDDLE:
+    case EL_BELT3_SWITCH_RIGHT:
+    case EL_BELT4_SWITCH_LEFT:
+    case EL_BELT4_SWITCH_MIDDLE:
+    case EL_BELT4_SWITCH_RIGHT:
+      if (!player->Switching)
+      {
+       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;
+
+    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:
       if (local_player->gems_still_needed > 0)
        return MF_NO_ACTION;
@@ -4605,6 +5237,18 @@ 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:
@@ -4756,7 +5400,6 @@ int DigField(struct PlayerInfo *player,
 
       break;
 
-    case EL_MAULWURF:
     case EL_PINGUIN:
     case EL_SCHWEIN:
     case EL_DRACHE: