X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=020cdc8910375e5e1271d8f6c561cb41c685b48a;hb=93c45991646f65be9d8c3ff07c132e2ebb2c12b4;hp=3c81e2990242bff9d88c77e8b4980087209640e5;hpb=90c0f8dc400f46e2edeef681f1b170c77a8f68f0;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 3c81e299..020cdc89 100644 --- a/src/game.c +++ b/src/game.c @@ -100,43 +100,59 @@ static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); +void PlaySoundLevel(int, int, int); +void PlaySoundLevelAction(int, int, int); +void PlaySoundLevelElementAction(int, int, int, int); + static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; -static boolean is_loop_sound[NUM_SOUND_EFFECTS]; -static boolean is_loop_sound_initialized = FALSE; -static int loop_sounds[] = +#define SND_ACTION_UNKNOWN 0 +#define SND_ACTION_WAITING 1 +#define SND_ACTION_MOVING 2 +#define SND_ACTION_DIGGING 3 +#define SND_ACTION_COLLECTING 4 +#define SND_ACTION_PASSING 5 +#define SND_ACTION_IMPACT 6 +#define SND_ACTION_PUSHING 7 +#define SND_ACTION_ACTIVATING 8 +#define SND_ACTION_BURNING 9 + +#define NUM_SND_ACTIONS 10 + +static struct +{ + char *text; + int value; + boolean is_loop; +} sound_action_properties[] = { - SND_BD_MAGIC_WALL_RUNNING, - SND_BD_BUTTERFLY_MOVING, - SND_BD_FIREFLY_MOVING, - SND_SP_SNIKSNAK_MOVING, - SND_SP_ELECTRON_MOVING, - SND_DYNAMITE_BURNING, - SND_BUG_MOVING, - SND_SPACESHIP_MOVING, - SND_YAMYAM_MOVING, - SND_YAMYAM_WAITING, - SND_ROBOT_WHEEL_RUNNING, - SND_MAGIC_WALL_RUNNING, - SND_BALLOON_MOVING, - SND_MOLE_MOVING, - SND_TIMEGATE_WHEEL_RUNNING, - SND_CONVEYOR_BELT_RUNNING, - SND_DYNABOMB_BURNING, - SND_PACMAN_MOVING, - SND_PENGUIN_MOVING, - SND_PIG_MOVING, - SND_DRAGON_MOVING, - SND_DRAGON_BREATHING_FIRE + /* insert _all_ loop sound actions here */ + { ".waiting", SND_ACTION_WAITING, TRUE }, + { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ + { ".running", SND_ACTION_UNKNOWN, TRUE }, + { ".burning", SND_ACTION_BURNING, TRUE }, + { ".growing", SND_ACTION_UNKNOWN, TRUE }, + { ".attacking", SND_ACTION_UNKNOWN, TRUE }, + + /* other (non-loop) sound actions are optional */ + { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */ + { ".digging", SND_ACTION_DIGGING, FALSE }, + { ".collecting", SND_ACTION_COLLECTING, FALSE }, + { ".passing", SND_ACTION_PASSING, FALSE }, + { ".impact", SND_ACTION_IMPACT, FALSE }, + { ".pushing", SND_ACTION_PUSHING, FALSE }, + { ".activating", SND_ACTION_ACTIVATING, FALSE }, + { NULL, 0, 0 }, }; +static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS]; +static boolean is_loop_sound[NUM_SOUND_EFFECTS]; #define IS_LOOP_SOUND(x) (is_loop_sound[x]) - #ifdef DEBUG #if 0 static unsigned int getStateCheckSum(int counter) @@ -475,6 +491,90 @@ void DrawGameDoorValues() int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); } +void InitGameEngine() +{ + static int sound_effect_properties[NUM_SOUND_EFFECTS]; + int i, j; + +#if 0 + debug_print_timestamp(0, NULL); +#endif + + for (i=0; i= 0) - PlaySoundLevel(x, y, sound); - } + PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT); } void TurnRound(int x, int y) @@ -2773,6 +2800,7 @@ void StartMoving(int x, int y) if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN) { TurnRound(x, y); + if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER || element == EL_SP_SNIKSNAK || @@ -2850,43 +2878,14 @@ void StartMoving(int x, int y) } } - if (MovDelay[x][y]) + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + return; + } } - 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 */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ @@ -3001,7 +3000,7 @@ void StartMoving(int x, int y) else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE); + PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; Feld[newx][newy] = EL_BURNING; @@ -3098,13 +3097,14 @@ void StartMoving(int x, int y) if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + return; } - if (element == EL_ROBOT && IN_SCR_FIELD(x, y)) - PlaySoundLevel(x, y, SND_ROBOT_MOVING); - InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, SND_ACTION_MOVING); } if (MovDir[x][y]) @@ -3144,7 +3144,7 @@ void ContinueMoving(int x, int y) MovPos[x][y] += step; - if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */ + if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { Feld[x][y] = EL_LEERRAUM; Feld[newx][newy] = element; @@ -3444,9 +3444,9 @@ void AmoebeWaechst(int x, int y) if (DelayReached(&sound_delay, sound_delay_value)) { if (Store[x][y] == EL_AMOEBE_BD) - PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING); + PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING); else - PlaySoundLevel(x, y, SND_AMOEBA_GROWING); + PlaySoundLevel(x, y, SND_AMOEBA_CREATING); sound_delay_value = 30; } } @@ -3711,8 +3711,8 @@ void Life(int ax, int ay) } if (changed) - PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING : - SND_BIOMAZE_GROWING); + PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING : + SND_BIOMAZE_CREATING); } void RobotWheel(int x, int y) @@ -5688,7 +5688,7 @@ int DigField(struct PlayerInfo *player, dy == +1 ? MV_DOWN : MV_NO_MOVING); int element; - if (!player->MovPos) + if (player->MovPos == 0) player->Pushing = FALSE; if (mode == DF_NO_PUSH) @@ -5742,19 +5742,7 @@ int DigField(struct PlayerInfo *player, case EL_SP_BASE: case EL_SP_BUG: 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); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); break; case EL_EDELSTEIN: @@ -5776,19 +5764,7 @@ int DigField(struct PlayerInfo *player, DrawText(DX_EMERALDS, DY_EMERALDS, int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - - 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); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_SPEED_PILL: @@ -5833,10 +5809,7 @@ int DigField(struct PlayerInfo *player, DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - if (element == EL_SP_DISK_RED) - PlaySoundLevel(x, y, SND_SP_DISK_RED_COLLECTING); - else - PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_DYNABOMB_NR: @@ -5992,6 +5965,7 @@ int DigField(struct PlayerInfo *player, element == EL_BALLOON_SEND_UP ? MV_UP : element == EL_BALLOON_SEND_DOWN ? MV_DOWN : MV_NO_MOVING); + PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING); return MF_ACTION; break; @@ -6004,8 +5978,8 @@ int DigField(struct PlayerInfo *player, PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT); break; + /* the following elements cannot be pushed by "snapping" */ case EL_FELSBROCKEN: - case EL_BD_ROCK: case EL_BOMBE: case EL_DX_SUPABOMB: case EL_KOKOSNUSS: @@ -6013,7 +5987,12 @@ int DigField(struct PlayerInfo *player, case EL_SP_ZONK: case EL_SP_DISK_ORANGE: case EL_SPRING: - if (dy || mode == DF_SNAP) + if (mode == DF_SNAP) + return MF_NO_ACTION; + /* no "break" -- fall through to next case */ + /* the following elements can be pushed by "snapping" */ + case EL_BD_ROCK: + if (dy) return MF_NO_ACTION; player->Pushing = TRUE; @@ -6040,8 +6019,16 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; #endif - RemoveField(x, y); - Feld[x+dx][y+dy] = element; + if (mode == DF_SNAP) + { + InitMovingField(x, y, move_direction); + ContinueMoving(x, y); + } + else + { + RemoveField(x, y); + Feld[x+dx][y+dy] = element; + } if (element == EL_SPRING) { @@ -6052,24 +6039,7 @@ int DigField(struct PlayerInfo *player, player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); DrawLevelField(x+dx, y+dy); - 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_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); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); break; case EL_PFORTE1: @@ -6102,7 +6072,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_EM_GATE_1X: @@ -6119,7 +6088,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_SWITCHGATE_OPEN: @@ -6131,11 +6099,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - if (element == EL_SWITCHGATE_OPEN) - PlaySoundLevel(x, y, SND_SWITCHGATE_PASSING); - else - PlaySoundLevel(x, y, SND_TIMEGATE_PASSING); - + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING); break; case EL_SP_PORT1_LEFT: @@ -6218,6 +6182,8 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ + + PlaySoundLevel(x, y, SND_TUBE_PASSING); } break; @@ -6327,18 +6293,13 @@ int DigField(struct PlayerInfo *player, { RemoveField(x, y); Feld[x+dx][y+dy] = element; + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); } player->push_delay_value = (element == EL_BALLOON ? 0 : 2); DrawLevelField(x, y); DrawLevelField(x+dx, y+dy); - 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 && @@ -6377,6 +6338,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; return FALSE; } @@ -6449,6 +6413,8 @@ boolean PlaceBomb(struct PlayerInfo *player) void PlaySoundLevel(int x, int y, int nr) { + static int loop_sound_frame[NUM_SOUND_EFFECTS]; + static int loop_sound_volume[NUM_SOUND_EFFECTS]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; @@ -6477,9 +6443,34 @@ void PlaySoundLevel(int x, int y, int nr) (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / (SCR_FIELDX + 2 * max_distance)); + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ + + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; + + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; + } + PlaySoundExt(nr, volume, stereo_position, type); } +void PlaySoundLevelAction(int x, int y, int sound_action) +{ + PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); +} + +void PlaySoundLevelElementAction(int x, int y, int element, int sound_action) +{ + int sound_effect = element_action_sound[element][sound_action]; + + if (sound_effect != -1) + PlaySoundLevel(x, y, sound_effect); +} + void RaiseScore(int value) { local_player->score += value;