renamed function to allocate and copy memory
[rocksndiamonds.git] / src / game.c
index d6ff2454cff5f4fcfe07cf5c3aa4efd82d771194..b050950d7ff899a5894b31fcef21b98f9bc42aa9 100644 (file)
@@ -2722,7 +2722,7 @@ static void DisplayGameControlValues(void)
     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;
 
@@ -2814,7 +2814,7 @@ static void DisplayGameControlValues(void)
       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)
@@ -15537,56 +15537,81 @@ static int getSoundAction_BD(int sample)
 {
   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:
@@ -15598,36 +15623,59 @@ static int getSoundAction_BD(int sample)
     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:
@@ -15640,10 +15688,12 @@ static int getSoundAction_BD(int sample)
     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:
@@ -15662,32 +15712,77 @@ static int getSoundEffect_BD(int element_bd, int sample)
       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:
@@ -15706,14 +15801,18 @@ static int getSoundEffect_BD(int element_bd, int sample)
        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;
@@ -15732,7 +15831,14 @@ void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample)
   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)