#define DX_TIME (DX + XX_TIME)
#define DY_TIME (DY + YY_TIME)
-#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
- (s)==SND_NJAM || (s)==SND_MIEP)
-#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
- (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
- (s)==SND_TYGER || (s)==SND_VOYAGER || \
- (s)==SND_TWILIGHT)
+#define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \
+ (s) == SND_BD_BUTTERFLY_MOVING || \
+ (s) == SND_BD_FIREFLY_MOVING || \
+ (s) == SND_SP_SNIKSNAK_MOVING || \
+ (s) == SND_SP_ELECTRON_MOVING || \
+ (s) == SND_DYNAMITE_BURNING || \
+ (s) == SND_BUG_MOVING || \
+ (s) == SND_SPACESHIP_MOVING || \
+ (s) == SND_YAMYAM_MOVING || \
+ (s) == SND_YAMYAM_WAITING || \
+ (s) == SND_ROBOT_WHEEL_RUNNING || \
+ (s) == SND_MAGIC_WALL_RUNNING || \
+ (s) == SND_BALLOON_MOVING || \
+ (s) == SND_MOLE_MOVING || \
+ (s) == SND_TIMEGATE_WHEEL_RUNNING || \
+ (s) == SND_CONVEYOR_BELT_RUNNING || \
+ (s) == SND_DYNABOMB_BURNING || \
+ (s) == SND_PACMAN_MOVING || \
+ (s) == SND_PENGUIN_MOVING || \
+ (s) == SND_PIG_MOVING || \
+ (s) == SND_DRAGON_MOVING || \
+ (s) == SND_DRAGON_BREATHING_FIRE)
/* values for player movement speed (which is in fact a delay value) */
#define MOVE_DELAY_NORMAL_SPEED 8
void DrawGameDoorValues()
{
+ int i, j;
+
+ for (i=0; i<MAX_PLAYERS; i++)
+ for (j=0; j<4; j++)
+ if (stored_player[i].key[j])
+ DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
+ GFX_SCHLUESSEL1 + j);
+
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
player->frame_reset_delay = 0;
- player->push_delay = 0;
- player->push_delay_value = 5;
-
- player->move_delay = 0;
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
+ player->move_delay = -1; /* no initial move delay */
player->move_delay_value =
(level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
+ player->push_delay = 0;
+ player->push_delay_value = 5;
+
player->snapped = FALSE;
player->last_jx = player->last_jy = 0;
DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
}
-#if 1
DrawGameDoorValues();
-#else
- DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
- DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
- int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
- DrawText(DX + XX_SCORE, DY + YY_SCORE,
- int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
- DrawText(DX + XX_TIME, DY + YY_TIME,
- int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
-#endif
UnmapGameButtons();
UnmapTapeButtons();
OpenDoor(DOOR_OPEN_ALL);
- if (setup.sound_music && num_bg_loops)
- PlayMusic(level_nr % num_bg_loops);
+ PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT);
+ if (setup.sound_music)
+ PlayMusic(level_nr);
KeyboardAutoRepeatOff();
local_player->LevelSolved = FALSE;
+ PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT);
+
if (TimeLeft)
{
if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
- while(TimeLeft > 0)
+ while (TimeLeft > 0)
{
if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
if (TimeLeft > 0 && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
}
if (!tape.playing && setup.sound_loops)
- StopSound(SND_SIRR);
+ StopSound(SND_GAME_LEVELTIME_BONUS);
}
else if (level.time == 0) /* level without time limit */
{
if (!tape.playing && setup.sound_loops)
- PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
+ PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT,
+ SND_CTRL_PLAY_LOOP);
- while(TimePlayed < 999)
+ while (TimePlayed < 999)
{
if (!tape.playing && !setup.sound_loops)
- PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT);
if (TimePlayed < 999 && !(TimePlayed % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimePlayed < 900 && !(TimePlayed % 10))
}
if (!tape.playing && setup.sound_loops)
- StopSound(SND_SIRR);
+ StopSound(SND_GAME_LEVELTIME_BONUS);
}
#if 0
if (MovDelay[x][y])
{
if (!(MovDelay[x][y] % 12))
- PlaySoundLevel(x, y, SND_ZISCH);
+ {
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+ PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
+ else
+ PlaySoundLevel(x, y, SND_DYNABOMB_BURNING);
+ }
if (IS_ACTIVE_BOMB(Feld[x][y]))
{
}
}
- StopSound(SND_ZISCH);
+ if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
+ StopSound(SND_DYNAMITE_BURNING);
+ else
+ StopSound(SND_DYNABOMB_BURNING);
+
Bang(x, y);
}
int element = Feld[x][y];
if (game.emulation == EMU_SUPAPLEX)
- PlaySoundLevel(x, y, SND_SP_BOOOM);
+ PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
else
- PlaySoundLevel(x, y, SND_ROAAAR);
+ PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
#if 0
if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
{
- PlaySoundLevel(x, y, SND_BLURB);
+ PlaySoundLevel(x, y, SND_ACID_SPLASHING);
if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
(!IN_LEV_FIELD(x-1, y-1) ||
!CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
element == EL_SWITCHGATE_OPENING)
{
Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
- PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
}
else if (element == EL_SWITCHGATE_CLOSED ||
element == EL_SWITCHGATE_CLOSING)
{
Feld[xx][yy] = EL_SWITCHGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
}
}
}
element == EL_TIMEGATE_CLOSING)
{
Feld[xx][yy] = EL_TIMEGATE_OPENING;
- PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
}
/*
else if (element == EL_PEARL)
{
Feld[x][y] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_KNACK);
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
if (CAN_CHANGE(element) &&
(smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
{
- int x, y;
+ int xx, yy;
int activated_magic_wall =
(smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
EL_MAGIC_WALL_BD_EMPTY);
/* activate magic wall / mill */
-
- for (y=0; y<lev_fieldy; y++)
- for (x=0; x<lev_fieldx; x++)
- if (Feld[x][y] == smashed)
- Feld[x][y] = activated_magic_wall;
+ for (yy=0; yy<lev_fieldy; yy++)
+ for (xx=0; xx<lev_fieldx; xx++)
+ if (Feld[xx][yy] == smashed)
+ Feld[xx][yy] = activated_magic_wall;
game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
game.magic_wall_active = TRUE;
+
+ PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
+ SND_MAGIC_WALL_ACTIVATING :
+ SND_BD_MAGIC_WALL_ACTIVATING));
}
if (IS_PLAYER(x, y+1))
else if (smashed == EL_KOKOSNUSS)
{
Feld[x][y+1] = EL_CRACKINGNUT;
- PlaySoundLevel(x, y, SND_KNACK);
+ PlaySoundLevel(x, y, SND_NUT_CRACKING);
RaiseScoreElement(EL_KOKOSNUSS);
return;
}
else if (smashed == EL_PEARL)
{
Feld[x][y+1] = EL_PEARL_BREAKING;
- PlaySoundLevel(x, y, SND_KNACK);
+ PlaySoundLevel(x, y, SND_PEARL_BREAKING);
return;
}
else if (smashed == EL_DIAMANT)
{
Feld[x][y+1] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_QUIRK);
+ PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
return;
}
else if (IS_BELT_SWITCH(smashed))
(Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
{
- PlaySoundLevel(x, y, SND_QUIRK);
+ if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
+ PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
+ else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
+ PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
+
return;
}
{
int sound;
- switch(element)
+ switch (element)
{
- case EL_EDELSTEIN:
case EL_EDELSTEIN_BD:
+ sound = SND_BD_DIAMOND_IMPACT;
+ break;
+ case EL_EDELSTEIN:
case EL_EDELSTEIN_GELB:
case EL_EDELSTEIN_ROT:
case EL_EDELSTEIN_LILA:
+ sound = SND_EMERALD_IMPACT;
+ break;
case EL_DIAMANT:
+ sound = SND_DIAMOND_IMPACT;
+ break;
+ case EL_PEARL:
+ sound = SND_PEARL_IMPACT;
+ break;
+ case EL_CRYSTAL:
+ sound = SND_CRYSTAL_IMPACT;
+ break;
case EL_SP_INFOTRON:
- sound = SND_PLING;
+ sound = SND_SP_INFOTRON_IMPACT;
break;
case EL_KOKOSNUSS:
- sound = SND_KLUMPF;
+ sound = SND_NUT_IMPACT;
break;
- case EL_FELSBROCKEN:
case EL_BD_ROCK:
- sound = SND_KLOPF;
+ sound = SND_BD_ROCK_IMPACT;
break;
- case EL_SP_ZONK:
- sound = SND_SP_ZONKDOWN;
+ case EL_FELSBROCKEN:
+ sound = SND_ROCK_IMPACT;
break;
- case EL_SCHLUESSEL:
- case EL_SCHLUESSEL1:
- case EL_SCHLUESSEL2:
- case EL_SCHLUESSEL3:
- case EL_SCHLUESSEL4:
- case EL_EM_KEY_1:
- case EL_EM_KEY_2:
- case EL_EM_KEY_3:
- case EL_EM_KEY_4:
- sound = SND_KINK;
+ case EL_SP_ZONK:
+ sound = SND_SP_ZONK_IMPACT;
break;
case EL_ZEIT_VOLL:
+ sound = SND_TIME_ORB_FULL_IMPACT;
+ break;
case EL_ZEIT_LEER:
- sound = SND_DENG;
+ sound = SND_TIME_ORB_EMPTY_IMPACT;
+ break;
+ case EL_SPRING:
+ sound = SND_SPRING_IMPACT;
break;
default:
sound = -1;
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_QUICKSAND_EMPTYING;
Store[x][y] = EL_FELSBROCKEN;
+ PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
}
else if (Feld[x][y+1] == EL_MORAST_LEER)
{
Feld[x][y+1] = EL_MORAST_VOLL;
Store[x][y+1] = Store[x][y];
Store[x][y] = 0;
+ PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
}
}
else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
InitMovingField(x, y, MV_DOWN);
Feld[x][y] = EL_QUICKSAND_FILLING;
Store[x][y] = element;
+ PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
}
else if (element == EL_MAGIC_WALL_FULL)
{
{
int phase = MovDelay[x][y] % 8;
- if (phase>3)
- phase = 7-phase;
+ if (phase > 3)
+ phase = 7 - phase;
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
- DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
+ DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
- if ((element == EL_MAMPFER || element == EL_MAMPFER2)
- && MovDelay[x][y]%4 == 3)
- PlaySoundLevel(x, y, SND_NJAM);
+ if (MovDelay[x][y] % 4 == 3)
+ {
+ if (element == EL_MAMPFER)
+ PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
+ else if (element == EL_MAMPFER2)
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
+ }
}
else if (element == EL_SP_ELECTRON)
DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
return;
}
- if (element == EL_KAEFER || element == EL_BUTTERFLY)
- {
- PlaySoundLevel(x, y, SND_KLAPPER);
- }
- else if (element == EL_FLIEGER || element == EL_FIREFLY)
- {
- PlaySoundLevel(x, y, SND_ROEHR);
- }
+ if (element == EL_KAEFER)
+ PlaySoundLevel(x, y, SND_BUG_MOVING);
+ else if (element == EL_FLIEGER)
+ PlaySoundLevel(x, y, SND_SPACESHIP_MOVING);
+ else if (element == EL_BUTTERFLY)
+ PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING);
+ else if (element == EL_FIREFLY)
+ PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING);
+ else if (element == EL_SP_SNIKSNAK)
+ PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING);
+ else if (element == EL_SP_ELECTRON)
+ PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING);
+ else if (element == EL_MAMPFER)
+ PlaySoundLevel(x, y, SND_YAMYAM_MOVING);
+ else if (element == EL_MAMPFER2)
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING);
+ else if (element == EL_BALLOON)
+ PlaySoundLevel(x, y, SND_BALLOON_MOVING);
+ else if (element == EL_SPRING_MOVING)
+ PlaySoundLevel(x, y, SND_SPRING_MOVING);
+ else if (element == EL_MOLE)
+ PlaySoundLevel(x, y, SND_MOLE_MOVING);
+ else if (element == EL_SONDE)
+ PlaySoundLevel(x, y, SND_SATELLITE_MOVING);
+ else if (element == EL_PACMAN)
+ PlaySoundLevel(x, y, SND_PACMAN_MOVING);
+ else if (element == EL_PINGUIN)
+ PlaySoundLevel(x, y, SND_PENGUIN_MOVING);
+ else if (element == EL_SCHWEIN)
+ PlaySoundLevel(x, y, SND_PIG_MOVING);
+ else if (element == EL_DRACHE)
+ PlaySoundLevel(x, y, SND_DRAGON_MOVING);
/* now make next step */
Feld[x][y] = EL_LEERRAUM;
DrawLevelField(x, y);
- PlaySoundLevel(newx, newy, SND_BUING);
+ PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
}
else if (!IS_FREE(newx, newy))
{
else
DrawLevelField(x, y);
+ PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE);
+
MovDelay[x][y] = 50;
Feld[newx][newy] = EL_BURNING;
if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
}
else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
IS_MAMPF2(Feld[newx][newy]))
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
}
+
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
}
else if ((element == EL_PACMAN || element == EL_MOLE)
&& IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
if (element == EL_MOLE)
{
Feld[newx][newy] = EL_DEAMOEBING;
+ PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
return; /* wait for shrinking amoeba */
}
{
Feld[newx][newy] = EL_LEERRAUM;
DrawLevelField(newx, newy);
+ PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
}
}
else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
}
if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
- PlaySoundLevel(x, y, SND_SCHLURF);
+ PlaySoundLevel(x, y, SND_ROBOT_MOVING);
InitMovingField(x, y, MovDir[x][y]);
}
}
}
}
+ PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
Bang(ax, ay);
}
else
continue;
if (Feld[x][y] == EL_AMOEBA2DIAM)
+ {
+ PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
+ SND_AMOEBA_TURNING_TO_GEM :
+ SND_AMOEBA_TURNING_TO_ROCK));
Bang(x, y);
+ }
}
}
}
}
if (done)
- PlaySoundLevel(ax, ay,
- (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
+ PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
+ SND_BD_AMOEBA_TURNING_TO_ROCK :
+ SND_BD_AMOEBA_TURNING_TO_GEM));
}
void AmoebeWaechst(int x, int y)
if (DelayReached(&sound_delay, sound_delay_value))
{
- PlaySoundLevel(x, y, SND_AMOEBE);
+ if (Store[x][y] == EL_AMOEBE_BD)
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+ else
+ PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
sound_delay_value = 30;
}
}
}
}
-void AmoebeSchrumpft(int x, int y)
+void AmoebaDisappearing(int x, int y)
{
static unsigned long sound_delay = 0;
static unsigned long sound_delay_value = 0;
MovDelay[x][y] = 7;
if (DelayReached(&sound_delay, sound_delay_value))
- {
- PlaySoundLevel(x, y, SND_BLURB);
sound_delay_value = 30;
- }
}
if (MovDelay[x][y]) /* wait some time before shrinking */
Store[newax][neway] = element;
}
else if (neway == ay)
+ {
Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
+ PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
+ }
else
{
InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
int life_time = 40;
int element = Feld[ax][ay];
+ boolean changed = FALSE;
if (Stop[ax][ay])
return;
if (xx == ax && yy == ay) /* field in the middle */
{
- if (nachbarn<life[0] || nachbarn>life[1])
+ if (nachbarn < life[0] || nachbarn > life[1])
{
Feld[xx][yy] = EL_LEERRAUM;
if (!Stop[xx][yy])
DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
+ changed = TRUE;
}
}
else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
{ /* free border field */
- if (nachbarn>=life[2] && nachbarn<=life[3])
+ if (nachbarn >= life[2] && nachbarn <= life[3])
{
Feld[xx][yy] = element;
MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
if (!Stop[xx][yy])
DrawLevelField(xx, yy);
Stop[xx][yy] = TRUE;
+ changed = TRUE;
}
}
}
+
+ if (changed)
+ PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
+ SND_BIOMAZE_GROWING);
}
-void Ablenk(int x, int y)
+void RobotWheel(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_MIEP);
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
return;
}
}
DrawGraphic(SCREENX(x), SCREENY(y),
GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
if (!(MovDelay[x][y]%4))
- PlaySoundLevel(x, y, SND_MIEP);
+ PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
return;
}
}
(x > LEVELX(BX2) ? LEVELX(BX2) : x),
y < LEVELY(BY1) ? LEVELY(BY1) :
(y > LEVELY(BY2) ? LEVELY(BY2) : y),
- SND_OEFFNEN);
+ SND_EXIT_OPENING);
}
}
if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
{
Feld[x][y] = EL_TIMEGATE_CLOSING;
- PlaySoundLevel(x, y, SND_OEFFNEN);
+ PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
}
}
}
boolean links_frei = FALSE, rechts_frei = FALSE;
boolean oben_massiv = FALSE, unten_massiv = FALSE;
boolean links_massiv = FALSE, rechts_massiv = FALSE;
+ boolean new_wall = FALSE;
if (!MovDelay[ax][ay]) /* start building new wall */
MovDelay[ax][ay] = 6;
MovDir[ax][ay-1] = MV_UP;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
+ new_wall = TRUE;
}
if (unten_frei)
{
MovDir[ax][ay+1] = MV_DOWN;
if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
+ new_wall = TRUE;
}
}
MovDir[ax-1][ay] = MV_LEFT;
if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
+ new_wall = TRUE;
}
if (rechts_frei)
{
MovDir[ax+1][ay] = MV_RIGHT;
if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
+ new_wall = TRUE;
}
}
((links_massiv && rechts_massiv) ||
element == EL_MAUER_Y))
Feld[ax][ay] = EL_MAUERWERK;
+
+ if (new_wall)
+ PlaySoundLevel(ax, ay, SND_WALL_GROWING);
}
void CheckForDragon(int x, int y)
if (IS_PLAYER(xx, yy))
{
- PlaySoundLevel(x, y, SND_SP_BUG);
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
break;
}
}
return;
Feld[x][y] = EL_TRAP_ACTIVE;
+ PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
}
}
else if (element == EL_TRAP_ACTIVE)
moved = MoveFigure(player, dx, dy);
}
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ if (button1 || (bombed && !moved))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+
#if 0
if (tape.recording && (moved || snapped || bombed))
{
action_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
- if (tape.playing && tape.index_search)
+ if (tape.playing && tape.index_search && !tape.pausing)
action_delay_value = 0;
/* ---------- main game synchronization point ---------- */
else if (element == EL_AMOEBING)
AmoebeWaechst(x, y);
else if (element == EL_DEAMOEBING)
- AmoebeSchrumpft(x, y);
+ AmoebaDisappearing(x, y);
#if !USE_NEW_AMOEBA_CODE
else if (IS_AMOEBALIVE(element))
else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
Life(x, y);
else if (element == EL_ABLENK_EIN)
- Ablenk(x, y);
+ RobotWheel(x, y);
else if (element == EL_TIMEGATE_SWITCH_ON)
TimegateWheel(x, y);
else if (element == EL_SALZSAEURE)
else if (element == EL_SP_TERMINAL_ACTIVE)
DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
else if (IS_BELT(element))
+ {
DrawBeltAnimation(x, y, element);
+ if (!(FrameCounter % 2))
+ PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
+ }
else if (element == EL_SWITCHGATE_OPENING)
OpenSwitchgate(x, y);
else if (element == EL_SWITCHGATE_CLOSING)
else if (element == EL_EXTRA_TIME)
DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
else if (element == EL_SHIELD_PASSIVE)
+ {
DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+ if (!(FrameCounter % 4))
+ PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
+ }
else if (element == EL_SHIELD_ACTIVE)
+ {
DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+ if (!(FrameCounter % 4))
+ PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
+ }
if (game.magic_wall_active)
{
if (game.magic_wall_active)
{
if (!(game.magic_wall_time_left % 4))
- PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
+ {
+ int element = Feld[sieb_x][sieb_y];
+
+ if (element == EL_MAGIC_WALL_BD_FULL ||
+ element == EL_MAGIC_WALL_BD_EMPTY ||
+ element == EL_MAGIC_WALL_BD_EMPTYING)
+ PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
+ else
+ PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
+ }
if (game.magic_wall_time_left > 0)
{
TimeLeft--;
if (TimeLeft <= 10 && setup.time_limit)
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT);
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
for (i=0; i<MAX_PLAYERS; i++)
KillHero(&stored_player[i]);
}
- else if (level.time == 0) /* level without time limit */
+ else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
}
if (!local_player->friends_still_needed)
player->LevelSolved = player->GameOver = TRUE;
}
+
+ if (tape.single_step && tape.recording && !tape.pausing &&
+ !player->programmed_action)
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
}
if (!player->active)
return;
- PlaySoundLevel(jx, jy, SND_AUTSCH);
- PlaySoundLevel(jx, jy, SND_LACHEN);
+ PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
+ PlaySoundLevel(jx, jy, SND_GAME_LOSING);
player->GameOver = TRUE;
RemoveHero(player);
switch (element)
{
case EL_LEERRAUM:
- PlaySoundLevel(x, y, SND_EMPTY);
- break;
-
case EL_ERDREICH:
case EL_SAND_INVISIBLE:
case EL_TRAP_INACTIVE:
- Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_SCHLURF);
- break;
-
case EL_SP_BASE:
case EL_SP_BUG:
- Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_SP_BASE);
+ RemoveField(x, y);
+
+ if (element == EL_LEERRAUM)
+ PlaySoundLevel(x, y, SND_EMPTY_SPACE_DIGGING);
+ else if (element == EL_ERDREICH)
+ PlaySoundLevel(x, y, SND_SAND_DIGGING);
+ else if (element == EL_SAND_INVISIBLE)
+ PlaySoundLevel(x, y, SND_SAND_INVISIBLE_DIGGING);
+ else if (element == EL_TRAP_INACTIVE)
+ PlaySoundLevel(x, y, SND_TRAP_INACTIVE_DIGGING);
+ else if (element == EL_SP_BASE)
+ PlaySoundLevel(x, y, SND_SP_BASE_DIGGING);
+ else if (element == EL_SP_BUG)
+ PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_DIGGING);
break;
case EL_EDELSTEIN:
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
- if (element == EL_SP_INFOTRON)
- PlaySoundLevel(x, y, SND_SP_INFOTRON);
- else
- PlaySoundLevel(x, y, SND_PONG);
+
+ if (element == EL_EDELSTEIN_BD)
+ PlaySoundLevel(x, y, SND_BD_DIAMOND_COLLECTING);
+ else if (element == EL_DIAMANT)
+ PlaySoundLevel(x, y, SND_DIAMOND_COLLECTING);
+ else if (element == EL_SP_INFOTRON)
+ PlaySoundLevel(x, y, SND_SP_INFOTRON_COLLECTING);
+ else if (element == EL_PEARL)
+ PlaySoundLevel(x, y, SND_PEARL_COLLECTING);
+ else if (element == EL_CRYSTAL)
+ PlaySoundLevel(x, y, SND_CRYSTAL_COLLECTING);
+ else /* EL_EDELSTEIN style element */
+ PlaySoundLevel(x, y, SND_EMERALD_COLLECTING);
break;
case EL_SPEED_PILL:
RemoveField(x, y);
player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
break;
case EL_ENVELOPE:
Feld[x][y] = EL_LEERRAUM;
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
break;
case EL_EXTRA_TIME:
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
}
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT);
break;
case EL_SHIELD_PASSIVE:
RemoveField(x, y);
player->shield_passive_time_left += 10;
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
break;
case EL_SHIELD_ACTIVE:
RemoveField(x, y);
player->shield_passive_time_left += 10;
player->shield_active_time_left += 10;
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
break;
case EL_DYNAMITE_INACTIVE:
int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
if (element == EL_SP_DISK_RED)
- PlaySoundLevel(x, y, SND_SP_INFOTRON);
+ PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING);
else
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING);
break;
case EL_DYNABOMB_NR:
player->dynabomb_count++;
player->dynabombs_left++;
RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
break;
case EL_DYNABOMB_SZ:
RemoveField(x, y);
player->dynabomb_size++;
RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
break;
case EL_DYNABOMB_XL:
RemoveField(x, y);
player->dynabomb_xl = TRUE;
RaiseScoreElement(EL_DYNAMITE_INACTIVE);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
break;
case EL_SCHLUESSEL1:
GFX_SCHLUESSEL1 + key_nr);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1 + key_nr);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
GFX_SCHLUESSEL1 + key_nr);
DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
GFX_SCHLUESSEL1 + key_nr);
- PlaySoundLevel(x, y, SND_PONG);
+ PlaySoundLevel(x, y, SND_KEY_COLLECTING);
break;
}
ZX = x;
ZY = y;
DrawLevelField(x, y);
+ PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
return MF_ACTION;
break;
{
int xx, yy;
+ PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
+
for (yy=0; yy<lev_fieldy; yy++)
{
for (xx=0; xx<lev_fieldx; xx++)
{
player->Switching = TRUE;
ToggleBeltSwitch(x, y);
+ PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
}
return MF_ACTION;
break;
{
player->Switching = TRUE;
ToggleSwitchgateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
}
return MF_ACTION;
break;
{
player->Switching = TRUE;
ToggleLightSwitch(x, y);
+ PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
+ SND_LIGHT_SWITCH_ACTIVATING :
+ SND_LIGHT_SWITCH_DEACTIVATING);
}
return MF_ACTION;
break;
case EL_TIMEGATE_SWITCH_OFF:
ActivateTimegateSwitch(x, y);
+ PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
return MF_ACTION;
break;
return MF_NO_ACTION;
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT);
break;
case EL_FELSBROCKEN:
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
DrawLevelField(x+dx, y+dy);
- if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
- PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
+ if (element == EL_FELSBROCKEN)
+ PlaySoundLevel(x+dx, y+dy, SND_ROCK_PUSHING);
+ else if (element == EL_BD_ROCK)
+ PlaySoundLevel(x+dx, y+dy, SND_BD_ROCK_PUSHING);
+ else if (element == EL_BOMBE)
+ PlaySoundLevel(x+dx, y+dy, SND_BOMB_PUSHING);
+ else if (element == EL_DX_SUPABOMB)
+ PlaySoundLevel(x+dx, y+dy, SND_DX_BOMB_PUSHING);
else if (element == EL_KOKOSNUSS)
- PlaySoundLevel(x+dx, y+dy, SND_KNURK);
- else if (IS_SP_ELEMENT(element))
- PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
- else
- PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
+ PlaySoundLevel(x+dx, y+dy, SND_NUT_PUSHING);
+ else if (element == EL_ZEIT_LEER)
+ PlaySoundLevel(x+dx, y+dy, SND_TIME_ORB_EMPTY_PUSHING);
+ else if (element == EL_SP_ZONK)
+ PlaySoundLevel(x+dx, y+dy, SND_SP_ZONK_PUSHING);
+ else if (element == EL_SP_DISK_ORANGE)
+ PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_ORANGE_PUSHING);
+ else if (element == EL_SPRING)
+ PlaySoundLevel(x+dx, y+dy, SND_SPRING_PUSHING);
break;
case EL_PFORTE1:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
+ PlaySoundLevel(x, y, SND_GATE_PASSING);
break;
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
+ PlaySoundLevel(x, y, SND_GATE_PASSING);
break;
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
+ if (element == EL_SWITCHGATE_OPEN)
+ PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING);
+ else
+ PlaySoundLevel(x, y, SND_TIMEGATE_PASSING);
break;
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevel(x, y, SND_GATE);
+ PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
break;
case EL_TUBE_CROSS:
if (mode == DF_SNAP)
return MF_NO_ACTION;
- PlaySoundLevel(x, y, SND_BUING);
+ PlaySoundLevel(x, y, SND_EXIT_ENTERING);
break;
Feld[x][y] = EL_BIRNE_EIN;
local_player->lights_still_needed--;
DrawLevelField(x, y);
- PlaySoundLevel(x, y, SND_DENG);
+ PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
return MF_ACTION;
break;
TimeLeft += 10;
DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
DrawLevelField(x, y);
- PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT);
return MF_ACTION;
break;
case EL_SOKOBAN_FELD_LEER:
break;
- case EL_SOKOBAN_FELD_VOLL:
case EL_SOKOBAN_OBJEKT:
+ case EL_SOKOBAN_FELD_VOLL:
case EL_SONDE:
case EL_SP_DISK_YELLOW:
case EL_BALLOON:
Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
local_player->sokobanfields_still_needed--;
if (element == EL_SOKOBAN_OBJEKT)
- PlaySoundLevel(x, y, SND_DENG);
+ PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
+ else
+ PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
}
else
+ {
Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
+ if (element == EL_SOKOBAN_FELD_VOLL)
+ PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
+ else
+ PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
+ }
}
else
{
DrawLevelField(x, y);
DrawLevelField(x+dx, y+dy);
- if (element == EL_BALLOON)
- PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
- else
- PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
+ if (element == EL_SONDE)
+ PlaySoundLevel(x+dx, y+dy, SND_SATELLITE_PUSHING);
+ else if (element == EL_SP_DISK_YELLOW)
+ PlaySoundLevel(x+dx, y+dy, SND_SP_DISK_YELLOW_PUSHING);
+ else if (element == EL_BALLOON)
+ PlaySoundLevel(x+dx, y+dy, SND_BALLOON_PUSHING);
if (IS_SB_ELEMENT(element) &&
local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
{
player->LevelSolved = player->GameOver = TRUE;
- PlaySoundLevel(x, y, SND_BUING);
+ PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
}
break;
else
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
}
+
+ PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
}
else
{
player->dynabombs_left--;
if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
+
+ PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
}
return TRUE;
volume -= volume * (dx > dy ? dx : dy) / silence_distance;
}
- PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
+ PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND);
}
void RaiseScore(int value)
#endif
}
else
- TapeTogglePause();
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
break;
case GAME_CTRL_ID_PLAY:
else if (audio.music_available)
{
setup.sound = setup.sound_music = TRUE;
- if (num_bg_loops)
- PlayMusic(level_nr % num_bg_loops);
+ PlayMusic(level_nr);
}
break;