ply2.oldy = ply2.y;
ply2.anim = SPR_still;
- if (Random & 256)
+ if (RandomEM & 256)
{
if (ply1.alive) check_player(&ply1);
if (ply2.alive) check_player(&ply2);
if (!ply->alive)
return FALSE;
- if (lev.time_initial > 0 && lev.time == 0)
+#if 1
+ if (lev.killed_out_of_time && setup.time_limit)
+ return TRUE;
+#else
+ if (lev.time_initial > 0 && lev.time == 0 && setup.time_limit)
return TRUE;
+#endif
switch(Cave[y-1][x])
{
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_element_sound(x, y, SAMPLE_exit, Xexit_1);
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
break;
default:
ply->dynamite_cnt = 0;
}
- Random += 7; /* be a bit more random if the player doesn't move */
+ RandomEM += 7; /* be a bit more random if the player doesn't move */
return;
}
Cave[y-1][x+1] = Yacid_splash_eB;
if (Cave[y-1][x-1] == Xblank)
Cave[y-1][x-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
case Xboom_android:
case Xboom_1:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto stone_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto bomb_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto nut_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto spring_walk;
case Xblank:
Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y+dy-1][x+dx-1] == Xblank)
Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto balloon_walk;
case Xblank:
Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y+dy-1][x+dx-1] == Xblank)
Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto android_walk;
case Xblank:
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_element_sound(x, y, SAMPLE_exit, Xexit_1);
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
- if (--lev.home == 0 && lev.time_initial > 0) /* game won */
+ lev.home--;
+
+#if 0
+ /* !!! CHECK SCORE CALCULATION !!! */
+ if (lev.home == 0 && lev.time_initial > 0) /* game won */
lev.score += lev.time * lev.exit_score / 100;
+#endif
ply->anim = SPR_walk + anim;
ply->x = x;