#endif
}
+void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
+{
+ /* this is used for non-R'n'D game engines to update certain engine values */
+
+ /* needed to determine if sounds are played within the visible screen area */
+ scroll_x = actual_scroll_x;
+ scroll_y = actual_scroll_y;
+}
+
void InitMovDir(int x, int y)
{
int i, element = Feld[x][y];
return;
#endif
+#if 1
+ if (mode == EX_TYPE_NORMAL ||
+ mode == EX_TYPE_CENTER ||
+ mode == EX_TYPE_CROSS)
+ PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+#else
if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
+#endif
/* remove things displayed in background while burning dynamite */
if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
void GameActions()
{
- static unsigned long action_delay = 0;
- unsigned long action_delay_value;
+ static unsigned long game_frame_delay = 0;
+ unsigned long game_frame_delay_value;
int magic_wall_x = 0, magic_wall_y = 0;
int i, x, y, element, graphic;
byte *recorded_player_action;
if (game_status != GAME_MODE_PLAYING)
return;
- action_delay_value =
+ game_frame_delay_value =
(tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
if (tape.playing && tape.warp_forward && !tape.pausing)
- action_delay_value = 0;
+ game_frame_delay_value = 0;
/* ---------- main game synchronization point ---------- */
- WaitUntilDelayReached(&action_delay, action_delay_value);
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
if (network_playing && !network_player_action_received)
{
PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
}
+void PlayLevelSound_EM(int x, int y, int element_em, int sample)
+{
+ int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+
+#if 0
+ if (sample == SAMPLE_bug)
+ printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
+#endif
+
+ switch (sample)
+ {
+ case SAMPLE_blank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+ break;
+
+ case SAMPLE_roll:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_stone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_nut:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_crack:
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+ break;
+
+ case SAMPLE_bug:
+ PlayLevelSoundElementAction(x, y, EL_BUG, ACTION_MOVING);
+ break;
+
+ case SAMPLE_tank:
+ PlayLevelSoundElementAction(x, y, EL_SPACESHIP, ACTION_MOVING);
+ break;
+
+ case SAMPLE_android:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_spring:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_slurp:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+ break;
+
+ case SAMPLE_eater:
+ PlayLevelSoundElementAction(x, y, EL_YAMYAM, ACTION_WAITING);
+ break;
+
+ case SAMPLE_alien:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_collect:
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+ break;
+
+ case SAMPLE_diamond:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_squash:
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+ break;
+
+ case SAMPLE_wonderfall:
+ PlayLevelSoundElementAction(x, y, EL_MAGIC_WALL, ACTION_FILLING);
+ break;
+
+ case SAMPLE_drip:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_push:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_dirt:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_acid:
+ PlayLevelSound(x, y, SND_ACID_SPLASHING);
+ break;
+
+ case SAMPLE_ball:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_grow:
+ PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+ break;
+
+ case SAMPLE_wonder:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_door:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_exit:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_dynamite:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_tick:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_press:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ break;
+
+ case SAMPLE_wheel:
+ PlaySoundStereo(SND_MAGIC_WALL_ACTIVE, SOUND_MIDDLE);
+ break;
+
+ case SAMPLE_boom:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+ break;
+
+ case SAMPLE_time:
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ break;
+
+ case SAMPLE_die:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+ break;
+
+ default:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+ break;
+ }
+}
+
void RaiseScore(int value)
{
local_player->score += value;