case Xbug_gow:
Cave[y-1][x] = Xboom_bug;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
case Xtank_gow:
Cave[y-1][x] = Xboom_bomb;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
}
case Xbug_gow:
Cave[y][x+1] = Xboom_bug;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
case Xtank_gow:
Cave[y][x+1] = Xboom_bomb;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
}
case Xbug_gow:
Cave[y+1][x] = Xboom_bug;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
case Xtank_gow:
Cave[y+1][x] = Xboom_bomb;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
}
case Xbug_gow:
Cave[y][x-1] = Xboom_bug;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
case Xtank_gow:
Cave[y][x-1] = Xboom_bomb;
#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
#endif
break;
}
case Xexit_1:
case Xexit_2:
case Xexit_3:
+ lev.exit_x = x;
+ lev.exit_y = y;
play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
break;
default:
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
play_element_sound(x, y, SAMPLE_die, Zplayer);
break;
}
int oldy = ply->y;
int x = oldx;
int y = oldy;
- int anim = 0;
int dx = 0, dy = 0;
game_em.last_player_direction[ply->num] = MV_NONE;
{
x--;
dx = -1;
- anim = 3;
}
else if (ply->joy_e) /* east */
{
x++;
dx = 1;
- anim = 1;
}
if (ply->joy_n) /* north */
{
y--;
dy = -1;
- anim = 0;
}
else if (ply->joy_s) /* south */
{
y++;
dy = 1;
- anim = 2;
}
#else
{
y--;
dy = -1;
- anim = 0;
}
else if (ply->joy_e) /* east */
{
x++;
dx = 1;
- anim = 1;
}
else if (ply->joy_s) /* south */
{
y++;
dy = 1;
- anim = 2;
}
else if (ply->joy_w) /* west */
{
x--;
dx = -1;
- anim = 3;
}
}
else
{
x--;
dx = -1;
- anim = 3;
}
else if (ply->joy_s) /* south */
{
y++;
dy = 1;
- anim = 2;
}
else if (ply->joy_e) /* east */
{
x++;
dx = 1;
- anim = 1;
}
else if (ply->joy_n) /* north */
{
y--;
dy = -1;
- anim = 0;
}
}
#endif
case Xexit_1:
case Xexit_2:
case Xexit_3:
+#if 0
+ /* !!! already played in kill_player !!! */
play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
+#endif
lev.home--;