if (PANEL_DEACTIVATED(pos))
continue;
- if (pos->class == get_hash_from_key("extra_panel_items") &&
+ if (pos->class == get_hash_from_string("extra_panel_items") &&
!setup.prefer_extra_panel_items)
continue;
int width, height;
int dst_x = PANEL_XPOS(pos);
int dst_y = PANEL_YPOS(pos);
- boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
+ boolean skip = (pos->class == get_hash_from_string("mm_engine_only") &&
level.game_engine_type != GAME_ENGINE_TYPE_MM);
if (graphic != IMG_UNDEFINED && !skip)
{
switch (sample)
{
- case GD_S_STONE:
- case GD_S_NUT:
- case GD_S_DIRT_BALL:
- case GD_S_NITRO:
- case GD_S_FALLING_WALL:
+ case GD_S_STONE_PUSHING:
+ case GD_S_MEGA_STONE_PUSHING:
+ case GD_S_FLYING_STONE_PUSHING:
+ case GD_S_WAITING_STONE_PUSHING:
+ case GD_S_CHASING_STONE_PUSHING:
+ case GD_S_NUT_PUSHING:
+ case GD_S_NITRO_PACK_PUSHING:
+ case GD_S_BLADDER_PUSHING:
+ case GD_S_BOX_PUSHING:
+ return ACTION_PUSHING;
+
+ case GD_S_STONE_FALLING:
+ case GD_S_MEGA_STONE_FALLING:
+ case GD_S_FLYING_STONE_FALLING:
+ case GD_S_NUT_FALLING:
+ case GD_S_DIRT_BALL_FALLING:
+ case GD_S_DIRT_LOOSE_FALLING:
+ case GD_S_NITRO_PACK_FALLING:
+ case GD_S_FALLING_WALL_FALLING:
+ return ACTION_FALLING;
+
+ case GD_S_STONE_IMPACT:
+ case GD_S_MEGA_STONE_IMPACT:
+ case GD_S_FLYING_STONE_IMPACT:
+ case GD_S_NUT_IMPACT:
+ case GD_S_DIRT_BALL_IMPACT:
+ case GD_S_DIRT_LOOSE_IMPACT:
+ case GD_S_NITRO_PACK_IMPACT:
+ case GD_S_FALLING_WALL_IMPACT:
return ACTION_IMPACT;
- case GD_S_NUT_CRACK:
+ case GD_S_NUT_CRACKING:
return ACTION_BREAKING;
case GD_S_EXPANDING_WALL:
- case GD_S_WALL_REAPPEAR:
+ case GD_S_WALL_REAPPEARING:
case GD_S_SLIME:
case GD_S_LAVA:
- case GD_S_ACID_SPREAD:
+ case GD_S_ACID_SPREADING:
return ACTION_GROWING;
- case GD_S_DIAMOND_COLLECT:
- case GD_S_SKELETON_COLLECT:
- case GD_S_PNEUMATIC_COLLECT:
- case GD_S_BOMB_COLLECT:
- case GD_S_CLOCK_COLLECT:
- case GD_S_SWEET_COLLECT:
- case GD_S_KEY_COLLECT:
- case GD_S_DIAMOND_KEY_COLLECT:
+ case GD_S_DIAMOND_COLLECTING:
+ case GD_S_FLYING_DIAMOND_COLLECTING:
+ case GD_S_SKELETON_COLLECTING:
+ case GD_S_PNEUMATIC_COLLECTING:
+ case GD_S_BOMB_COLLECTING:
+ case GD_S_CLOCK_COLLECTING:
+ case GD_S_SWEET_COLLECTING:
+ case GD_S_KEY_COLLECTING:
+ case GD_S_DIAMOND_KEY_COLLECTING:
return ACTION_COLLECTING;
- case GD_S_BOMB_PLACE:
+ case GD_S_BOMB_PLACING:
case GD_S_REPLICATOR:
return ACTION_DROPPING;
- case GD_S_BLADDER_MOVE:
+ case GD_S_BLADDER_MOVING:
return ACTION_MOVING;
case GD_S_BLADDER_SPENDER:
- case GD_S_BLADDER_CONVERT:
- case GD_S_GRAVITY_CHANGE:
+ case GD_S_BLADDER_CONVERTING:
+ case GD_S_GRAVITY_CHANGING:
return ACTION_CHANGING;
- case GD_S_BITER_EAT:
+ case GD_S_BITER_EATING:
return ACTION_EATING;
- case GD_S_DOOR_OPEN:
- case GD_S_CRACK:
+ case GD_S_DOOR_OPENING:
+ case GD_S_CRACKING:
return ACTION_OPENING;
- case GD_S_WALK_EARTH:
+ case GD_S_DIRT_WALKING:
return ACTION_DIGGING;
- case GD_S_WALK_EMPTY:
+ case GD_S_EMPTY_WALKING:
return ACTION_WALKING;
case GD_S_SWITCH_BITER:
case GD_S_STIRRING:
return ACTION_ACTIVATING;
- case GD_S_BOX_PUSH:
- return ACTION_PUSHING;
-
case GD_S_TELEPORTER:
return ACTION_PASSING;
- case GD_S_EXPLOSION:
- case GD_S_BOMB_EXPLOSION:
- case GD_S_GHOST_EXPLOSION:
- case GD_S_VOODOO_EXPLOSION:
- case GD_S_NITRO_EXPLOSION:
+ case GD_S_EXPLODING:
+ case GD_S_BOMB_EXPLODING:
+ case GD_S_GHOST_EXPLODING:
+ case GD_S_VOODOO_EXPLODING:
+ case GD_S_NITRO_PACK_EXPLODING:
return ACTION_EXPLODING;
- case GD_S_COVER:
+ case GD_S_COVERING:
case GD_S_AMOEBA:
- case GD_S_AMOEBA_MAGIC:
case GD_S_MAGIC_WALL:
case GD_S_PNEUMATIC_HAMMER:
case GD_S_WATER:
return ACTION_ACTIVE;
- case GD_S_DIAMOND_RANDOM:
- case GD_S_DIAMOND_1:
- case GD_S_DIAMOND_2:
- case GD_S_DIAMOND_3:
- case GD_S_DIAMOND_4:
- case GD_S_DIAMOND_5:
- case GD_S_DIAMOND_6:
- case GD_S_DIAMOND_7:
- case GD_S_DIAMOND_8:
+ case GD_S_DIAMOND_FALLING_RANDOM:
+ case GD_S_DIAMOND_FALLING_1:
+ case GD_S_DIAMOND_FALLING_2:
+ case GD_S_DIAMOND_FALLING_3:
+ case GD_S_DIAMOND_FALLING_4:
+ case GD_S_DIAMOND_FALLING_5:
+ case GD_S_DIAMOND_FALLING_6:
+ case GD_S_DIAMOND_FALLING_7:
+ case GD_S_DIAMOND_FALLING_8:
+ case GD_S_DIAMOND_IMPACT_RANDOM:
+ case GD_S_DIAMOND_IMPACT_1:
+ case GD_S_DIAMOND_IMPACT_2:
+ case GD_S_DIAMOND_IMPACT_3:
+ case GD_S_DIAMOND_IMPACT_4:
+ case GD_S_DIAMOND_IMPACT_5:
+ case GD_S_DIAMOND_IMPACT_6:
+ case GD_S_DIAMOND_IMPACT_7:
+ case GD_S_DIAMOND_IMPACT_8:
+ case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
+ case GD_S_FLYING_DIAMOND_FALLING_1:
+ case GD_S_FLYING_DIAMOND_FALLING_2:
+ case GD_S_FLYING_DIAMOND_FALLING_3:
+ case GD_S_FLYING_DIAMOND_FALLING_4:
+ case GD_S_FLYING_DIAMOND_FALLING_5:
+ case GD_S_FLYING_DIAMOND_FALLING_6:
+ case GD_S_FLYING_DIAMOND_FALLING_7:
+ case GD_S_FLYING_DIAMOND_FALLING_8:
+ case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
+ case GD_S_FLYING_DIAMOND_IMPACT_1:
+ case GD_S_FLYING_DIAMOND_IMPACT_2:
+ case GD_S_FLYING_DIAMOND_IMPACT_3:
+ case GD_S_FLYING_DIAMOND_IMPACT_4:
+ case GD_S_FLYING_DIAMOND_IMPACT_5:
+ case GD_S_FLYING_DIAMOND_IMPACT_6:
+ case GD_S_FLYING_DIAMOND_IMPACT_7:
+ case GD_S_FLYING_DIAMOND_IMPACT_8:
case GD_S_TIMEOUT_0:
case GD_S_TIMEOUT_1:
case GD_S_TIMEOUT_2:
case GD_S_TIMEOUT_9:
case GD_S_TIMEOUT_10:
case GD_S_BONUS_LIFE:
- // kludge to prevent playing as loop sound
+ // trigger special post-processing (and force sound to be non-looping)
return ACTION_OTHER;
+ case GD_S_AMOEBA_MAGIC:
case GD_S_FINISHED:
+ // trigger special post-processing (and force sound to be looping)
return ACTION_DEFAULT;
default:
sound_action != ACTION_DEFAULT)
return sound_effect;
- // special sounds
+ // special post-processing for some sounds
switch (sample)
{
- case GD_S_DIAMOND_RANDOM:
- nr = GetSimpleRandom(8);
- sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+ case GD_S_DIAMOND_FALLING_RANDOM:
+ case GD_S_DIAMOND_FALLING_1:
+ case GD_S_DIAMOND_FALLING_2:
+ case GD_S_DIAMOND_FALLING_3:
+ case GD_S_DIAMOND_FALLING_4:
+ case GD_S_DIAMOND_FALLING_5:
+ case GD_S_DIAMOND_FALLING_6:
+ case GD_S_DIAMOND_FALLING_7:
+ case GD_S_DIAMOND_FALLING_8:
+ nr = (sample == GD_S_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_DIAMOND_FALLING_1);
+ sound_effect = SND_BD_DIAMOND_FALLING_RANDOM_1 + nr;
if (getSoundInfoEntryFilename(sound_effect) == NULL)
- sound_effect = SND_BD_DIAMOND_IMPACT;
+ sound_effect = SND_BD_DIAMOND_FALLING;
break;
- case GD_S_DIAMOND_1:
- case GD_S_DIAMOND_2:
- case GD_S_DIAMOND_3:
- case GD_S_DIAMOND_4:
- case GD_S_DIAMOND_5:
- case GD_S_DIAMOND_6:
- case GD_S_DIAMOND_7:
- case GD_S_DIAMOND_8:
- nr = sample - GD_S_DIAMOND_1;
+ case GD_S_DIAMOND_IMPACT_RANDOM:
+ case GD_S_DIAMOND_IMPACT_1:
+ case GD_S_DIAMOND_IMPACT_2:
+ case GD_S_DIAMOND_IMPACT_3:
+ case GD_S_DIAMOND_IMPACT_4:
+ case GD_S_DIAMOND_IMPACT_5:
+ case GD_S_DIAMOND_IMPACT_6:
+ case GD_S_DIAMOND_IMPACT_7:
+ case GD_S_DIAMOND_IMPACT_8:
+ nr = (sample == GD_S_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_DIAMOND_IMPACT_1);
sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
if (getSoundInfoEntryFilename(sound_effect) == NULL)
sound_effect = SND_BD_DIAMOND_IMPACT;
break;
+ case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
+ case GD_S_FLYING_DIAMOND_FALLING_1:
+ case GD_S_FLYING_DIAMOND_FALLING_2:
+ case GD_S_FLYING_DIAMOND_FALLING_3:
+ case GD_S_FLYING_DIAMOND_FALLING_4:
+ case GD_S_FLYING_DIAMOND_FALLING_5:
+ case GD_S_FLYING_DIAMOND_FALLING_6:
+ case GD_S_FLYING_DIAMOND_FALLING_7:
+ case GD_S_FLYING_DIAMOND_FALLING_8:
+ nr = (sample == GD_S_FLYING_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_FLYING_DIAMOND_FALLING_1);
+ sound_effect = SND_BD_FLYING_DIAMOND_FALLING_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_FLYING_DIAMOND_FALLING;
+ break;
+
+ case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
+ case GD_S_FLYING_DIAMOND_IMPACT_1:
+ case GD_S_FLYING_DIAMOND_IMPACT_2:
+ case GD_S_FLYING_DIAMOND_IMPACT_3:
+ case GD_S_FLYING_DIAMOND_IMPACT_4:
+ case GD_S_FLYING_DIAMOND_IMPACT_5:
+ case GD_S_FLYING_DIAMOND_IMPACT_6:
+ case GD_S_FLYING_DIAMOND_IMPACT_7:
+ case GD_S_FLYING_DIAMOND_IMPACT_8:
+ nr = (sample == GD_S_FLYING_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
+ sample - GD_S_FLYING_DIAMOND_IMPACT_1);
+ sound_effect = SND_BD_FLYING_DIAMOND_IMPACT_RANDOM_1 + nr;
+
+ if (getSoundInfoEntryFilename(sound_effect) == NULL)
+ sound_effect = SND_BD_FLYING_DIAMOND_IMPACT;
+ break;
+
case GD_S_TIMEOUT_0:
case GD_S_TIMEOUT_1:
case GD_S_TIMEOUT_2:
sound_effect = SND_GAME_RUNNING_OUT_OF_TIME;
break;
- case GD_S_FINISHED:
- sound_effect = SND_GAME_LEVELTIME_BONUS;
- break;
-
case GD_S_BONUS_LIFE:
sound_effect = SND_GAME_HEALTH_BONUS;
break;
+ case GD_S_AMOEBA_MAGIC:
+ sound_effect = SND_BD_AMOEBA_OTHER;
+ break;
+
+ case GD_S_FINISHED:
+ sound_effect = SND_GAME_LEVELTIME_BONUS;
+ break;
+
default:
sound_effect = SND_UNDEFINED;
break;
int x = xx - offset;
int y = yy - offset;
- if (sound_action == ACTION_OTHER)
+ // some sound actions are always looping in native BD game engine
+ if (sound_action == ACTION_DEFAULT)
+ is_loop_sound = TRUE;
+
+ // some sound actions are always non-looping in native BD game engine
+ if (sound_action == ACTION_FALLING ||
+ sound_action == ACTION_MOVING ||
+ sound_action == ACTION_OTHER)
is_loop_sound = FALSE;
if (sound_effect != SND_UNDEFINED)