X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=0dc8e067ad913ae0110ae5782fdcfeef8fcac2a3;hb=a22676a142a724a5e276c6771156e7d84190a643;hp=e6e78cbf92b0c713ed52641422fb08e6c7c1254d;hpb=97102b3b1d4db840689412618e9e787e76e3cb62;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index e6e78cbf..0dc8e067 100644 --- a/src/game.c +++ b/src/game.c @@ -15287,15 +15287,15 @@ void InitPlayLevelSound(void) loop_sound_volume = checked_calloc(num_sounds * sizeof(int)); } -static void PlayLevelSound(int x, int y, int nr) +static void PlayLevelSoundExt(int x, int y, int nr, boolean is_loop_sound) { int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; - int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); + int type = (is_loop_sound ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); - if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(nr))) + if ((!setup.sound_simple && !is_loop_sound) || + (!setup.sound_loops && is_loop_sound)) return; if (!IN_LEV_FIELD(x, y) || @@ -15317,7 +15317,7 @@ static void PlayLevelSound(int x, int y, int nr) (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / (SCR_FIELDX + 2 * max_distance)); - if (IS_LOOP_SOUND(nr)) + if (is_loop_sound) { /* This assures that quieter loop sounds do not overwrite louder ones, while restarting sound volume comparison with each new game frame. */ @@ -15332,6 +15332,11 @@ static void PlayLevelSound(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } +static void PlayLevelSound(int x, int y, int nr) +{ + PlayLevelSoundExt(x, y, nr, IS_LOOP_SOUND(nr)); +} + static void PlayLevelSoundNearest(int x, int y, int sound_action) { PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) : @@ -15420,6 +15425,226 @@ static void PlayLevelMusic(void) PlayMusicLoop(music_nr); } +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: + return ACTION_IMPACT; + + case GD_S_NUT_CRACK: + return ACTION_BREAKING; + + case GD_S_EXPANDING_WALL: + case GD_S_WALL_REAPPEAR: + case GD_S_SLIME: + case GD_S_LAVA: + case GD_S_ACID_SPREAD: + 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: + return ACTION_COLLECTING; + + case GD_S_BOMB_PLACE: + case GD_S_REPLICATOR: + return ACTION_DROPPING; + + case GD_S_BLADDER_MOVE: + return ACTION_MOVING; + + case GD_S_BLADDER_SPENDER: + case GD_S_BLADDER_CONVERT: + case GD_S_GRAVITY_CHANGE: + return ACTION_CHANGING; + + case GD_S_BITER_EAT: + return ACTION_EATING; + + case GD_S_DOOR_OPEN: + case GD_S_CRACK: + return ACTION_OPENING; + + case GD_S_WALK_EARTH: + return ACTION_DIGGING; + + case GD_S_WALK_EMPTY: + return ACTION_WALKING; + + case GD_S_SWITCH_BITER: + case GD_S_SWITCH_CREATURES: + case GD_S_SWITCH_GRAVITY: + case GD_S_SWITCH_EXPANDING: + case GD_S_SWITCH_CONVEYOR: + case GD_S_SWITCH_REPLICATOR: + 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: + return ACTION_EXPLODING; + + case GD_S_COVER: + 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_TIMEOUT_0: + case GD_S_TIMEOUT_1: + case GD_S_TIMEOUT_2: + case GD_S_TIMEOUT_3: + case GD_S_TIMEOUT_4: + case GD_S_TIMEOUT_5: + case GD_S_TIMEOUT_6: + case GD_S_TIMEOUT_7: + case GD_S_TIMEOUT_8: + case GD_S_TIMEOUT_9: + case GD_S_TIMEOUT_10: + case GD_S_BONUS_LIFE: + // kludge to prevent playing as loop sound + return ACTION_OTHER; + + case GD_S_FINISHED: + return ACTION_DEFAULT; + + default: + return ACTION_DEFAULT; + } +} + +static int getSoundEffect_BD(int element_bd, int sample) +{ + int sound_action = getSoundAction_BD(sample); + int sound_effect = element_info[SND_ELEMENT(element_bd)].sound[sound_action]; + int nr; + + // standard sounds + if (sound_action != ACTION_OTHER && + sound_action != ACTION_DEFAULT) + return sound_effect; + + // special sounds + switch (sample) + { + case GD_S_DIAMOND_RANDOM: + nr = GetSimpleRandom(8); + sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr; + 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; + sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr; + break; + + case GD_S_TIMEOUT_0: + case GD_S_TIMEOUT_1: + case GD_S_TIMEOUT_2: + case GD_S_TIMEOUT_3: + case GD_S_TIMEOUT_4: + case GD_S_TIMEOUT_5: + case GD_S_TIMEOUT_6: + case GD_S_TIMEOUT_7: + case GD_S_TIMEOUT_8: + case GD_S_TIMEOUT_9: + case GD_S_TIMEOUT_10: + nr = sample - GD_S_TIMEOUT_0; + sound_effect = SND_GAME_RUNNING_OUT_OF_TIME_0 + nr; + + if (getSoundInfoEntryFilename(sound_effect) == NULL && sample != GD_S_TIMEOUT_0) + 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; + + default: + sound_effect = SND_UNDEFINED; + break; + } + + return sound_effect; +} + +void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample) +{ + int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int sound_effect = getSoundEffect_BD(element, sample); + int sound_action = getSoundAction_BD(sample); + boolean is_loop_sound = IS_LOOP_SOUND(sound_effect); + int offset = 0; + int x = xx - offset; + int y = yy - offset; + + if (sound_action == ACTION_OTHER) + is_loop_sound = FALSE; + + if (sound_effect != SND_UNDEFINED) + PlayLevelSoundExt(x, y, sound_effect, is_loop_sound); +} + +void StopSound_BD(int element_bd, int sample) +{ + int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int sound_effect = getSoundEffect_BD(element, sample); + + if (sound_effect != SND_UNDEFINED) + StopSound(sound_effect); +} + +boolean isSoundPlaying_BD(int element_bd, int sample) +{ + int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0); + int sound_effect = getSoundEffect_BD(element, sample); + + if (sound_effect != SND_UNDEFINED) + return isSoundPlaying(sound_effect); + + return FALSE; +} + void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) { int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);