register unsigned int x = ply->x;
register unsigned int y = ply->y;
+ if (!ply->alive)
+ return 0;
+
if (lev.time == 0)
return(1);
case Xbug_gos:
case Xbug_gow:
Cave[y-1][x] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y-1][x] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x+1] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x+1] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y+1][x] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y+1][x] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x-1] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x-1] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_sound(x, y, SAMPLE_exit);
+ play_element_sound(x, y, SAMPLE_exit, Xexit_1);
break;
default:
- play_sound(x, y, SAMPLE_die);
+ play_element_sound(x, y, SAMPLE_die, Zplayer);
break;
}
if (++ply->dynamite_cnt == 5 && ply->dynamite)
{
Cave[y][x] = Xdynamite_1;
- play_sound(x, y, SAMPLE_dynamite);
+ play_element_sound(x, y, SAMPLE_dynamite, Xdynamite_1);
ply->dynamite--;
}
}
if (ply->joy_fire == 0)
{
+ int element = Cave[y][x];
+
switch(Cave[y][x])
{
/* fire is released */
case Yacid_splash_wB:
Cave[y][x] = Zplayer;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_blank);
+ play_element_sound(x, y, SAMPLE_blank, Xblank);
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
Cave[y][x] = (dy ? (dy < 0 ? Ygrass_nB : Ygrass_sB) :
(dx > 0 ? Ygrass_eB : Ygrass_wB));
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_dirt);
+ play_element_sound(x, y, SAMPLE_dirt, Xgrass);
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
Cave[y][x] = (dy ? (dy < 0 ? Ydirt_nB : Ydirt_sB) :
(dx > 0 ? Ydirt_eB : Ydirt_wB));
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_dirt);
+ play_element_sound(x, y, SAMPLE_dirt, Xdirt);
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
case Xdiamond_pause:
Cave[y][x] = Ydiamond_eat;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
ply->anim = SPR_walk + anim;
case Xemerald_pause:
Cave[y][x] = Yemerald_eat;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
ply->anim = SPR_walk + anim;
case Xdynamite:
Cave[y][x] = Ydynamite_eat;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.dynamite_score;
ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1;
ply->anim = SPR_walk + anim;
Cave[y][x] = Yball_eat;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.key_score;
ply->anim = SPR_walk + anim;
ply->x = x;
case Xlenses:
Cave[y][x] = Yball_eat;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.lenses_score;
lev.lenses_cnt = lev.lenses_time;
ply->anim = SPR_walk + anim;
case Xmagnify:
Cave[y][x] = Yball_eat;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.magnify_score;
lev.magnify_cnt = lev.magnify_time;
ply->anim = SPR_walk + anim;
Cave[y][x] = dx > 0 ? Ystone_eB : Ystone_wB;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_roll);
+ play_element_sound(x, y, SAMPLE_roll, Xstone);
ply->x = x;
}
Cave[y][x] = dx > 0 ? Ybomb_eB : Ybomb_wB;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_roll);
+ play_element_sound(x, y, SAMPLE_roll, Xbomb);
ply->x = x;
}
Cave[y][x] = dx > 0 ? Ynut_eB : Ynut_wB;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_roll);
+ play_element_sound(x, y, SAMPLE_roll, Xnut);
ply->x = x;
}
Cave[y][x+dx] = dx > 0 ? Yspring_kill_e : Yspring_kill_w;
Next[y][x] = Zplayer;
Next[y][x+dx] = dx > 0 ? Xspring_e : Xspring_w;
- play_sound(x, y, SAMPLE_slurp);
+ play_element_sound(x, y, SAMPLE_slurp, Xalien);
lev.score += lev.slurp_score;
ply->x = x;
break;
spring_walk:
Cave[y][x] = dx > 0 ? Yspring_eB : Yspring_wB;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_roll);
+ play_element_sound(x, y, SAMPLE_roll, Xspring);
ply->x = x;
}
Cave[y][x] = (dy ? (dy < 0 ? Yballoon_nB : Yballoon_sB) :
(dx > 0 ? Yballoon_eB : Yballoon_wB));
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_push);
+ play_element_sound(x, y, SAMPLE_push, Xballoon);
ply->x = x;
ply->y = y;
}
Cave[y][x] = (dy ? (dy < 0 ? Yandroid_nB : Yandroid_sB) :
(dx > 0 ? Yandroid_eB : Yandroid_wB));
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_push);
+ play_element_sound(x, y, SAMPLE_push, Xandroid);
ply->x = x;
ply->y = y;
}
Cave[y+dy][x+dx] = Zplayer;
Next[y+dy][x+dx] = Zplayer;
- play_sound(x, y, SAMPLE_door);
+ play_element_sound(x, y, SAMPLE_door, element);
ply->anim = SPR_walk + anim;
ply->x = x + dx;
ply->y = y + dy;
break;
case Xwheel:
- play_sound(x, y, SAMPLE_press);
+ play_element_sound(x, y, SAMPLE_press, element);
lev.wheel_cnt = lev.wheel_time;
lev.wheel_x = x;
lev.wheel_y = y;
goto wind_walk;
wind_walk:
- play_sound(x, y, SAMPLE_press);
+ play_element_sound(x, y, SAMPLE_press, element);
lev.wind_cnt = lev.wind_time;
break;
case Xwind_stop:
- play_sound(x, y, SAMPLE_press);
+ play_element_sound(x, y, SAMPLE_press, element);
lev.wind_cnt = 0;
break;
case Xswitch:
- play_sound(x, y, SAMPLE_press);
+ play_element_sound(x, y, SAMPLE_press, element);
lev.ball_cnt = lev.ball_time;
lev.ball_state = !lev.ball_state;
break;
case Xplant:
Cave[y][x] = Yplant;
Next[y][x] = Xplant;
- play_sound(x, y, SAMPLE_blank);
+ play_element_sound(x, y, SAMPLE_blank, Xplant);
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_sound(x, y, SAMPLE_exit);
+ play_element_sound(x, y, SAMPLE_exit, Xexit_1);
if (--lev.home == 0)
lev.score += lev.time * lev.exit_score / 100;
ply->anim = SPR_walk + anim;
}
else
{
+ int element = Cave[y][x];
+
switch(Cave[y][x])
{
/* fire is pressed */
case Xdirt:
Cave[y][x] = Yball_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_dirt);
+ play_element_sound(x, y, SAMPLE_dirt, element);
ply->anim = SPR_spray + anim;
break;
case Xdiamond_pause:
Cave[y][x] = Ydiamond_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
ply->anim = SPR_walk + anim;
case Xemerald_pause:
Cave[y][x] = Yemerald_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
ply->anim = SPR_walk + anim;
case Xdynamite:
Cave[y][x] = Ydynamite_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.dynamite_score;
ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1;
ply->anim = SPR_walk + anim;
key_shoot:
Cave[y][x] = Yball_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.key_score;
ply->anim = SPR_walk + anim;
break;
case Xlenses:
Cave[y][x] = Yball_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.lenses_score;
lev.lenses_cnt = lev.lenses_time;
ply->anim = SPR_walk + anim;
case Xmagnify:
Cave[y][x] = Yball_eat;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_collect);
+ play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.magnify_score;
lev.magnify_cnt = lev.magnify_time;
ply->anim = SPR_walk + anim;