{
int x = 0;
int y = 1;
- unsigned long random = RandomEM;
+ unsigned int random = RandomEM;
short *cave_cache = Cave[y]; /* might be a win */
int score = 0;
Boom[y+2][x-1] = Xemerald;
Boom[y+2][x] = Xemerald;
Boom[y+2][x+1] = Xemerald;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
score += lev.bug_score;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
score += lev.tank_score;
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
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
lev.eater_pos = (lev.eater_pos + 1) & 7;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
score += lev.alien_score;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
goto loop;
Cave[y+1][x+1] == Zplayer)
goto android_still;
-#if 1
-
set_nearest_player_xy(x, y, &dx, &dy);
-#else
-
- if (ply1.alive && ply2.alive)
- {
- if ((ply1.x > x ? ply1.x - x : x - ply1.x) +
- (ply1.y > y ? ply1.y - y : y - ply1.y) <
- (ply2.x > x ? ply2.x - x : x - ply2.x) +
- (ply2.y > y ? ply2.y - y : y - ply2.y))
- {
- dx = ply1.x;
- dy = ply1.y;
- }
- else
- {
- dx = ply2.x;
- dy = ply2.y;
- }
- }
- else if (ply1.alive)
- {
- dx = ply1.x;
- dy = ply1.y;
- }
- else if (ply2.alive)
- {
- dx = ply2.x;
- dy = ply2.y;
- }
- else
- {
- dx = 0;
- dy = 0;
- }
-
-#endif
-
Next[y][x] = Xblank; /* assume we will move */
temp = ((x < dx) + 1 - (x > dx)) + ((y < dy) + 1 - (y > dy)) * 3;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
goto loop;
Boom[y+2][x-1] = Xemerald;
Boom[y+2][x] = Xemerald;
Boom[y+2][x+1] = Xemerald;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
score += lev.bug_score;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
score += lev.tank_score;
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
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
lev.eater_pos = (lev.eater_pos + 1) & 7;
Boom[y+2][x-1] = Xblank;
Boom[y+2][x] = Xblank;
Boom[y+2][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
score += lev.alien_score;
case Xalien:
-#if 1
-
if (lev.wheel_cnt)
{
dx = lev.wheel_x;
set_nearest_player_xy(x, y, &dx, &dy);
}
-#else
-
- if (lev.wheel_cnt)
- {
- dx = lev.wheel_x;
- dy = lev.wheel_y;
- }
- else if (ply1.alive && ply2.alive)
- {
- if ((ply1.x > x ? ply1.x - x : x - ply1.x) +
- (ply1.y > y ? ply1.y - y : y - ply1.y) <
- (ply2.x > x ? ply2.x - x : x - ply2.x) +
- (ply2.y > y ? ply2.y - y : y - ply2.y))
- {
- dx = ply1.x;
- dy = ply1.y;
- }
- else
- {
- dx = ply2.x;
- dy = ply2.y;
- }
- }
- else if (ply1.alive)
- {
- dx = ply1.x;
- dy = ply1.y;
- }
- else if (ply2.alive)
- {
- dx = ply2.x;
- dy = ply2.y;
- }
- else
- {
- dx = 0;
- dy = 0;
- }
-
-#endif
-
if (RANDOM & 1)
{
if (y > dy)
Boom[y+1][x-1] = Xblank;
Boom[y+1][x] = Xblank;
Boom[y+1][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
goto loop;
}
}
-#if 1
lev.ball_pos = (lev.ball_pos + 1) % lev.num_ball_arrays;
-#else
- lev.ball_pos = (lev.ball_pos + 1) & 7;
-#endif
+
goto loop;
/* --------------------------------------------------------------------- */
case Xacid_6:
case Xacid_7:
case Xacid_8:
- Cave[y][x] = Xsand_stonesand_3;
+ Cave[y][x] = Xsand_stonesand_quickout_1;
if (Cave[y][x+1] == Xblank)
Cave[y][x+1] = Yacid_splash_eB;
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
- Next[y][x] = Xsand_stonesand_4;
+ Next[y][x] = Xsand_stonesand_quickout_2;
play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
case Yacid_splash_eB:
case Yacid_splash_wB:
- Cave[y][x] = Xsand_stonesand_3;
+ Cave[y][x] = Xsand_stonesand_quickout_1;
Cave[y+1][x] = Xsand_stoneout_1;
- Next[y][x] = Xsand_stonesand_4;
+ Next[y][x] = Xsand_stonesand_quickout_2;
Next[y+1][x] = Xsand_stoneout_2;
goto loop;
Next[y][x] = Xsand;
goto loop;
+#if 1
+ case Xsand_stonesand_quickout_1:
+ Next[y][x] = Xsand_stonesand_quickout_2;
+ goto loop;
+
+ case Xsand_stonesand_quickout_2:
+ Next[y][x] = Xsand;
+ goto loop;
+#endif
+
case Xsand_stoneout_1:
Next[y][x] = Xsand_stoneout_2;
goto loop;
Boom[y+1][x-1] = Xemerald;
Boom[y+1][x] = Xemerald;
Boom[y+1][x+1] = Xemerald;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
goto loop;
Boom[y+1][x-1] = Xblank;
Boom[y+1][x] = Xblank;
Boom[y+1][x+1] = Xblank;
-#if 0
+#if PLAY_ELEMENT_SOUND
play_element_sound(x, y, SAMPLE_boom, element);
#endif
goto loop;
case Xboom_android:
-#if 0
+#if PLAY_ELEMENT_SOUND
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);
+#if !PLAY_ELEMENT_SOUND
+ if (x != lev.exit_x && y != lev.exit_y)
+ play_sound(x, y, SAMPLE_boom);
+ else
+ lev.exit_x = lev.exit_y = -1;
#endif
goto loop;
if (ply[0].alive || ply[1].alive || ply[2].alive || ply[3].alive)
lev.score += score; /* only add a score if someone is alive */
+ else
+ game_em.game_over = TRUE;
RandomEM = random;