case Yacid_splash_wB:
case Xplant:
case Yplant:
+#if 1
+ case Xfake_acid_1:
+ case Xfake_acid_2:
+ case Xfake_acid_3:
+ case Xfake_acid_4:
+ case Xfake_acid_5:
+ case Xfake_acid_6:
+ case Xfake_acid_7:
+ case Xfake_acid_8:
+#endif
Cave[y][x] = Ystone_sB;
Cave[y+1][x] = Ystone_s;
Next[y][x] = Xblank;
case Xblank:
case Yacid_splash_eB:
case Yacid_splash_wB:
+#if 1
+ case Xfake_acid_1:
+ case Xfake_acid_2:
+ case Xfake_acid_3:
+ case Xfake_acid_4:
+ case Xfake_acid_5:
+ case Xfake_acid_6:
+ case Xfake_acid_7:
+ case Xfake_acid_8:
+#endif
Cave[y][x] = Ystone_sB;
Cave[y+1][x] = Ystone_s;
Next[y][x] = Xblank;
case Yacid_splash_eB:
case Yacid_splash_wB:
case Zplayer:
+#if 1
+ case Xfake_acid_1:
+ case Xfake_acid_2:
+ case Xfake_acid_3:
+ case Xfake_acid_4:
+ case Xfake_acid_5:
+ case Xfake_acid_6:
+ case Xfake_acid_7:
+ case Xfake_acid_8:
+#endif
Cave[y][x] = Ystone_sB;
Cave[y+1][x] = Ystone_s;
Next[y][x] = Xblank;
Cave[y+1][x] = Yemerald_stone;
Next[y][x] = Xstone;
Next[y+1][x] = Xemerald;
- play_sound(x, y, SAMPLE_crack);
+ play_element_sound(x, y, SAMPLE_crack, Xnut);
score += lev.nut_score;
goto loop;
Boom[y+2][x-1] = Xemerald;
Boom[y+2][x] = Xemerald;
Boom[y+2][x+1] = Xemerald;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
score += lev.bug_score;
goto loop;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
score += lev.tank_score;
goto loop;
Boom[y+2][x-1] = lev.eater_array[lev.eater_pos][6];
Boom[y+2][x] = lev.eater_array[lev.eater_pos][7];
Boom[y+2][x+1] = lev.eater_array[lev.eater_pos][8];
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
lev.eater_pos = (lev.eater_pos + 1) & 7;
score += lev.eater_score;
goto loop;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
score += lev.alien_score;
goto loop;
case Xplant:
case Yplant:
Next[y][x] = Xstone;
- play_sound(x, y, SAMPLE_stone);
+ play_element_sound(x, y, SAMPLE_stone, Xstone);
goto loop;
}
Cave[y+1][x] = Ydiamond_stone;
Next[y][x] = Xblank;
Next[y+1][x] = Xstone_pause;
- play_sound(x, y, SAMPLE_squash);
+ play_element_sound(x, y, SAMPLE_squash, Xdiamond);
goto loop;
case Xbomb:
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
goto loop;
case Xwonderwall:
default:
Cave[y][x] = Xstone;
Next[y][x] = Xstone;
- play_sound(x, y, SAMPLE_stone);
+ play_element_sound(x, y, SAMPLE_stone, Xstone);
goto loop;
}
default:
Cave[y][x] = Xnut;
Next[y][x] = Xnut;
- play_sound(x, y, SAMPLE_nut);
+ play_element_sound(x, y, SAMPLE_nut, Xnut);
goto loop;
}
}
Next[y][x] = temp; /* the item we chose to clone */
- play_sound(x, y, SAMPLE_android);
+ play_element_sound(x, y, SAMPLE_android, temp);
switch (RANDOM & 7)
{
Cave[y][x+1] = Yspring_kill_e;
Next[y][x] = Xblank;
Next[y][x+1] = Xspring_e;
- play_sound(x, y, SAMPLE_slurp);
+ play_element_sound(x, y, SAMPLE_slurp, Xalien);
score += lev.slurp_score;
goto loop;
case XbumperB:
Cave[y][x+1] = XbumperB;
Next[y][x] = Xspring_w;
- play_sound(x, y, SAMPLE_spring);
+ play_element_sound(x, y, SAMPLE_spring, Xspring);
goto loop;
default:
Cave[y][x] = Xspring;
Next[y][x] = Xspring;
- play_sound(x, y, SAMPLE_spring);
+ play_element_sound(x, y, SAMPLE_spring, Xspring);
goto loop;
}
Cave[y][x-1] = Yspring_kill_w;
Next[y][x] = Xblank;
Next[y][x-1] = Xspring_w;
- play_sound(x, y, SAMPLE_slurp);
+ play_element_sound(x, y, SAMPLE_slurp, Xalien);
score += lev.slurp_score;
goto loop;
case XbumperB:
Cave[y][x-1] = XbumperB;
Next[y][x] = Xspring_e;
- play_sound(x, y, SAMPLE_spring);
+ play_element_sound(x, y, SAMPLE_spring, Xspring);
goto loop;
default:
Cave[y][x] = Xspring;
Next[y][x] = Xspring;
- play_sound(x, y, SAMPLE_spring);
+ play_element_sound(x, y, SAMPLE_spring, Xspring);
goto loop;
}
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
goto loop;
case Xbug_n:
Boom[y+2][x-1] = Xemerald;
Boom[y+2][x] = Xemerald;
Boom[y+2][x+1] = Xemerald;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
score += lev.bug_score;
goto loop;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
score += lev.tank_score;
goto loop;
Boom[y+2][x-1] = lev.eater_array[lev.eater_pos][6];
Boom[y+2][x] = lev.eater_array[lev.eater_pos][7];
Boom[y+2][x+1] = lev.eater_array[lev.eater_pos][8];
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
lev.eater_pos = (lev.eater_pos + 1) & 7;
score += lev.eater_score;
goto loop;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
score += lev.alien_score;
goto loop;
default:
Cave[y][x] = Xspring;
Next[y][x] = Xspring;
- play_sound(x, y, SAMPLE_spring);
+ play_element_sound(x, y, SAMPLE_spring, Xspring);
goto loop;
}
Cave[y-1][x] = Yalien_n;
Next[y][x] = Xblank;
Next[y-1][x] = Xalien_pause;
- play_sound(x, y, SAMPLE_alien);
+ play_element_sound(x, y, SAMPLE_alien, Xalien);
goto loop;
}
}
Cave[y+1][x] = Yalien_s;
Next[y][x] = Xblank;
Next[y+1][x] = Xalien_pause;
- play_sound(x, y, SAMPLE_alien);
+ play_element_sound(x, y, SAMPLE_alien, Xalien);
goto loop;
}
}
Cave[y][x+1] = Yalien_e;
Next[y][x] = Xblank;
Next[y][x+1] = Xalien_pause;
- play_sound(x, y, SAMPLE_alien);
+ play_element_sound(x, y, SAMPLE_alien, Xalien);
goto loop;
}
}
Cave[y][x-1] = Yalien_w;
Next[y][x] = Xblank;
Next[y][x-1] = Xalien_pause;
- play_sound(x, y, SAMPLE_alien);
+ play_element_sound(x, y, SAMPLE_alien, Xalien);
goto loop;
}
}
Cave[y][x] = temp;
Next[y][x] = temp;
- play_sound(x, y, SAMPLE_drip);
+ play_element_sound(x, y, SAMPLE_drip, Xdrip_fall);
goto loop;
}
Boom[y+1][x-1] = Xblank;
Boom[y+1][x] = Xblank;
Boom[y+1][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
goto loop;
}
Next[y][x] = Xacid_1;
goto loop;
+ case Xfake_acid_1:
+ Next[y][x] = Xfake_acid_2;
+ goto loop;
+
+ case Xfake_acid_2:
+ Next[y][x] = Xfake_acid_3;
+ goto loop;
+
+ case Xfake_acid_3:
+ Next[y][x] = Xfake_acid_4;
+ goto loop;
+
+ case Xfake_acid_4:
+ Next[y][x] = Xfake_acid_5;
+ goto loop;
+
+ case Xfake_acid_5:
+ Next[y][x] = Xfake_acid_6;
+ goto loop;
+
+ case Xfake_acid_6:
+ Next[y][x] = Xfake_acid_7;
+ goto loop;
+
+ case Xfake_acid_7:
+ Next[y][x] = Xfake_acid_8;
+ goto loop;
+
+ case Xfake_acid_8:
+ Next[y][x] = Xfake_acid_1;
+ goto loop;
+
/* --------------------------------------------------------------------- */
case Xball_1:
{
Cave[y-1][x] = Ygrow_ns_eat;
Next[y-1][x] = Xgrow_ns;
- play_sound(x, y, SAMPLE_grow);
+ play_element_sound(x, y, SAMPLE_grow, Xgrow_ns);
}
if (tab_blank[Cave[y+1][x]])
{
Cave[y+1][x] = Ygrow_ns_eat;
Next[y+1][x] = Xgrow_ns;
- play_sound(x, y, SAMPLE_grow);
+ play_element_sound(x, y, SAMPLE_grow, Xgrow_ns);
}
goto loop;
{
Cave[y][x+1] = Ygrow_ew_eat;
Next[y][x+1] = Xgrow_ew;
- play_sound(x, y, SAMPLE_grow);
+ play_element_sound(x, y, SAMPLE_grow, Xgrow_ew);
}
if (tab_blank[Cave[y][x-1]])
{
Cave[y][x-1] = Ygrow_ew_eat;
Next[y][x-1] = Xgrow_ew;
- play_sound(x, y, SAMPLE_grow);
+ play_element_sound(x, y, SAMPLE_grow, Xgrow_ew);
}
goto loop;
if (lev.wonderwall_time && lev.wonderwall_state)
{
Cave[y][x] = XwonderwallB;
- play_sound(x, y, SAMPLE_wonder);
+ play_element_sound(x, y, SAMPLE_wonder, Xwonderwall);
}
goto loop;
/* --------------------------------------------------------------------- */
case Xdynamite_1:
- play_sound(x, y, SAMPLE_tick);
+ play_element_sound(x, y, SAMPLE_tick, Xdynamite_1);
Next[y][x] = Xdynamite_2;
goto loop;
case Xdynamite_2:
- play_sound(x, y, SAMPLE_tick);
+ play_element_sound(x, y, SAMPLE_tick, Xdynamite_2);
Next[y][x] = Xdynamite_3;
goto loop;
case Xdynamite_3:
- play_sound(x, y, SAMPLE_tick);
+ play_element_sound(x, y, SAMPLE_tick, Xdynamite_3);
Next[y][x] = Xdynamite_4;
goto loop;
case Xdynamite_4:
- play_sound(x, y, SAMPLE_tick);
+ play_element_sound(x, y, SAMPLE_tick, Xdynamite_4);
Next[y][x] = Zdynamite;
Boom[y-1][x-1] = Xblank;
Boom[y-1][x] = Xblank;
Boom[y+1][x-1] = Xemerald;
Boom[y+1][x] = Xemerald;
Boom[y+1][x+1] = Xemerald;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
goto loop;
case Xboom_bomb:
Boom[y+1][x-1] = Xblank;
Boom[y+1][x] = Xblank;
Boom[y+1][x+1] = Xblank;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, element);
+#endif
goto loop;
case Xboom_android:
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Xandroid);
+#endif
case Xboom_1:
Next[y][x] = Xboom_2;
+#if 1
play_sound(x, y, SAMPLE_boom);
+#endif
goto loop;
case Xboom_2: