// game panel display and control definitions
#define GAME_PANEL_LEVEL_NUMBER 0
#define GAME_PANEL_GEMS 1
-#define GAME_PANEL_GEMS_TOTAL 2
+#define GAME_PANEL_GEMS_NEEDED 2
#define GAME_PANEL_GEMS_COLLECTED 3
#define GAME_PANEL_GEMS_SCORE 4
#define GAME_PANEL_INVENTORY_COUNT 5
TYPE_INTEGER,
},
{
- GAME_PANEL_GEMS_TOTAL,
- &game.panel.gems_total,
+ GAME_PANEL_GEMS_NEEDED,
+ &game.panel.gems_needed,
TYPE_INTEGER,
},
{
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.kettles_still_needed :
game.gems_still_needed);
- int gems_total = level.gems_needed;
+ int gems_needed = level.gems_needed;
int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
game_bd.game->cave->diamonds_collected :
- gems_total - gems);
+ gems_needed - gems);
int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
game_bd.game->cave->diamond_value :
level.score[SC_EMERALD]);
// used instead of "level_nr" (for network games)
game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
game_panel_controls[GAME_PANEL_GEMS].value = gems;
- game_panel_controls[GAME_PANEL_GEMS_TOTAL].value = gems_total;
+ game_panel_controls[GAME_PANEL_GEMS_NEEDED].value = gems_needed;
game_panel_controls[GAME_PANEL_GEMS_COLLECTED].value = gems_collected;
game_panel_controls[GAME_PANEL_GEMS_SCORE].value = gems_score;
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_PACK:
- 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_CRACKING:
return ACTION_GROWING;
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_STIRRING:
return ACTION_ACTIVATING;
- case GD_S_BOX_PUSHING:
- return ACTION_PUSHING;
-
case GD_S_TELEPORTER:
return ACTION_PASSING;
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)