static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
-#define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
-
-
-/* ------------------------------------------------------------------------- */
-/* sound definitions */
-/* ------------------------------------------------------------------------- */
-
-static struct
-{
- char *text;
- int value;
- boolean is_loop;
-} sound_action_properties[] =
-{
- /* insert _all_ loop sound actions here */
- { ".waiting", ACTION_WAITING, TRUE },
- { ".moving", ACTION_MOVING, TRUE }, /* continuos moving */
- { ".active", ACTION_ACTIVE, TRUE },
- { ".growing", ACTION_GROWING, TRUE },
- { ".attacking", ACTION_ATTACKING, TRUE },
-
- /* other (non-loop) sound actions are optional */
- { ".stepping", ACTION_MOVING, FALSE }, /* discrete moving */
- { ".digging", ACTION_DIGGING, FALSE },
- { ".collecting", ACTION_COLLECTING, FALSE },
- { ".passing", ACTION_PASSING, FALSE },
- { ".impact", ACTION_IMPACT, FALSE },
- { ".pushing", ACTION_PUSHING, FALSE },
- { ".activating", ACTION_ACTIVATING, FALSE },
- { NULL, 0, 0 },
-};
-static int element_action_sound[MAX_NUM_ELEMENTS][NUM_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_FILES];
-
-#define IS_LOOP_SOUND(x) (is_loop_sound[x])
+#define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
+#define IS_LOOP_SOUND(s) (sound_info[s].loop)
/* -------------------------------------------------------------------------
}
-/*
- =============================================================================
- InitGameSound()
- -----------------------------------------------------------------------------
- initialize sound effect lookup table for element actions
- =============================================================================
-*/
-
-void InitGameSound()
-{
- int sound_effect_properties[NUM_SOUND_FILES];
- int i, j;
-
-#if 0
- debug_print_timestamp(0, NULL);
-#endif
-
- /* initialize sound effect for all elements to "no sound" */
- for (i=0; i<MAX_NUM_ELEMENTS; i++)
- for (j=0; j<NUM_ACTIONS; j++)
- element_action_sound[i][j] = -1;
-
- for (i=0; i<NUM_SOUND_FILES; i++)
- {
- int len_effect_text = strlen(sound_files[i].token);
-
- sound_effect_properties[i] = ACTION_OTHER;
- is_loop_sound[i] = FALSE;
-
- /* determine all loop sounds and identify certain sound classes */
-
- for (j=0; sound_action_properties[j].text; j++)
- {
- int len_action_text = strlen(sound_action_properties[j].text);
-
- if (len_action_text < len_effect_text &&
- strcmp(&sound_files[i].token[len_effect_text - len_action_text],
- sound_action_properties[j].text) == 0)
- {
- sound_effect_properties[i] = sound_action_properties[j].value;
-
- if (sound_action_properties[j].is_loop)
- is_loop_sound[i] = TRUE;
- }
- }
-
- /* associate elements and some selected sound actions */
-
- for (j=0; j<MAX_NUM_ELEMENTS; j++)
- {
- if (element_info[j].sound_class_name)
- {
- int len_class_text = strlen(element_info[j].sound_class_name);
-
- if (len_class_text + 1 < len_effect_text &&
- strncmp(sound_files[i].token,
- element_info[j].sound_class_name, len_class_text) == 0 &&
- sound_files[i].token[len_class_text] == '.')
- {
- int sound_action_value = sound_effect_properties[i];
-
- element_action_sound[j][sound_action_value] = i;
- }
- }
- }
- }
-
-#if 0
- debug_print_timestamp(0, "InitGameEngine");
-#endif
-
-#if 0
- /* TEST ONLY */
- {
- int element = EL_SAND;
- int sound_action = ACTION_DIGGING;
- int j = 0;
-
- while (sound_action_properties[j].text)
- {
- if (sound_action_properties[j].value == sound_action)
- printf("element %d, sound action '%s' == %d\n",
- element, sound_action_properties[j].text,
- element_action_sound[element][sound_action]);
- j++;
- }
- }
-#endif
-}
-
-
/*
=============================================================================
InitGameEngine()
if ((element == EL_BOMB ||
element == EL_SP_DISK_ORANGE ||
element == EL_DX_SUPABOMB) &&
- (lastline || object_hit)) /* element is bomb */
+ (lastline || object_hit)) /* element is bomb */
{
Bang(x, y);
return;
if (!lastline && object_hit) /* check which object was hit */
{
if (CAN_CHANGE(element) &&
- (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+ (smashed == EL_MAGIC_WALL ||
+ smashed == EL_BD_MAGIC_WALL))
{
int xx, yy;
int activated_magic_wall =
SND_BD_MAGIC_WALL_ACTIVATING));
}
- if (IS_PLAYER(x, y+1))
+ if (IS_PLAYER(x, y + 1))
{
KillHeroUnlessProtected(x, y+1);
return;
}
else if (smashed == EL_PENGUIN)
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
else if (element == EL_BD_DIAMOND)
{
if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
}
- else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
- (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+ else if ((element == EL_SP_INFOTRON ||
+ element == EL_SP_ZONK) &&
+ (smashed == EL_SP_SNIKSNAK ||
+ smashed == EL_SP_ELECTRON ||
smashed == EL_SP_DISK_ORANGE))
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
else if (element == EL_ROCK ||
element == EL_BD_ROCK)
{
if (IS_ENEMY(smashed) ||
- smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
+ smashed == EL_BOMB ||
+ smashed == EL_SP_DISK_ORANGE ||
smashed == EL_DX_SUPABOMB ||
- smashed == EL_SATELLITE || smashed == EL_PIG ||
- smashed == EL_DRAGON || smashed == EL_MOLE)
+ smashed == EL_SATELLITE ||
+ smashed == EL_PIG ||
+ smashed == EL_DRAGON ||
+ smashed == EL_MOLE)
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
- else if (!IS_MOVING(x, y+1))
+ else if (!IS_MOVING(x, y + 1))
{
- if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
+ if (smashed == EL_LAMP ||
+ smashed == EL_LAMP_ACTIVE)
{
- Bang(x, y+1);
+ Bang(x, y + 1);
return;
}
else if (smashed == EL_NUT)
ChangeElement(x, y);
#if 1
+ else if (element == EL_EXPLOSION)
+ ; /* drawing of correct explosion animation is handled separately */
else if (IS_ANIMATED(graphic))
DrawLevelGraphicAnimation(x, y, graphic);
#endif
static void PlaySoundLevelElementAction(int x, int y, int element,
int sound_action)
{
- int sound_effect = element_action_sound[element][sound_action];
+ int sound_effect = element_info[element].sound[sound_action];
- if (sound_effect != -1)
+ if (sound_effect != SND_UNDEFINED)
PlaySoundLevel(x, y, sound_effect);
}