X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=38650b36c8c52807fbbc582890a83f291877fd56;hb=86e110774e5210b326e6867b134bd638d93554d3;hp=89d556d3a057070deb4f8ceb6fdfdd32d52778fa;hpb=9c6293f12f9dea224bff9050050253e9f52e3819;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 89d556d3..38650b36 100644 --- a/src/game.c +++ b/src/game.c @@ -100,41 +100,30 @@ static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); +void PlaySoundLevel(int, int, int); +void PlaySoundLevelAction(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[] = +static char *loop_sound_actions[] = { - 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 + ".waiting", + ".moving", + ".running", + ".burning", + ".growing", + ".attacking" }; +static boolean is_loop_sound[NUM_SOUND_EFFECTS]; +static boolean sound_info_initialized = FALSE; #define IS_LOOP_SOUND(x) (is_loop_sound[x]) +#define SND_MOVING 1 +#define SND_WAITING 2 #ifdef DEBUG @@ -729,17 +718,34 @@ void InitGame() } /* initialize sound effect properties */ - if (!is_loop_sound_initialized) + if (!sound_info_initialized) { - int i; + int i, j; for (i=0; i len_action_text && + strcmp(&sound_effects[i].text[len_effect_text - len_action_text], + loop_sound_actions[j]) == 0) + is_loop_sound[i] = TRUE; + } + } + + for (i=0; iLevelSolved = FALSE; - PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); if (TimeLeft) { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); while (TimeLeft > 0) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) @@ -1049,13 +1055,13 @@ void GameWon() else if (level.time == 0) /* level without time limit */ { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); while (TimePlayed < 999) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); if (TimePlayed < 999 && !(TimePlayed % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimePlayed < 900 && !(TimePlayed % 10)) @@ -1349,7 +1355,11 @@ void CheckDynamite(int x, int y) MovDelay[x][y]--; if (MovDelay[x][y]) { +#if 0 if (!(MovDelay[x][y] % 12)) +#else + if (!(MovDelay[x][y] % 6)) +#endif { if (Feld[x][y] == EL_DYNAMITE_ACTIVE) PlaySoundLevel(x, y, SND_DYNAMITE_BURNING); @@ -2773,6 +2783,7 @@ 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 +2861,14 @@ 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_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 +2983,7 @@ 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 +3080,14 @@ void StartMoving(int x, int y) if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); + PlaySoundLevelAction(x, y, SND_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_MOVING); } if (MovDir[x][y]) @@ -3144,7 +3127,7 @@ 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; @@ -4941,7 +4924,7 @@ void GameActions() TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); @@ -5064,7 +5047,9 @@ static void CheckGravityMovement(struct PlayerInfo *player) (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_ERDREICH)); - if (field_under_player_is_free && !player_is_moving_to_valid_field) + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_TUBE(Feld[jx][jy])) player->programmed_action = MV_DOWN; } } @@ -5686,7 +5671,7 @@ 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) @@ -5807,7 +5792,7 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); } - PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; case EL_SHIELD_PASSIVE: @@ -5990,6 +5975,7 @@ 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; @@ -5999,11 +5985,11 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; player->LevelSolved = player->GameOver = TRUE; - PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT); + 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: @@ -6011,7 +5997,12 @@ 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; @@ -6038,8 +6029,16 @@ 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) { @@ -6216,6 +6215,8 @@ 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; @@ -6246,7 +6247,7 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); return MF_ACTION; break; @@ -6375,6 +6376,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; return FALSE; } @@ -6447,9 +6451,11 @@ 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 silence_distance = 8; + int max_distance = 8; int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || @@ -6457,33 +6463,117 @@ void PlaySoundLevel(int x, int y, int nr) return; if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX + silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY + silence_distance) + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) return; - volume = PSND_MAX_VOLUME; - -#if !defined(PLATFORM_MSDOS) - stereo_position = (sx - SCR_FIELDX / 2) * 12; -#else - stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo_position > PSND_MAX_RIGHT) - stereo_position = PSND_MAX_RIGHT; - if (stereo_position < PSND_MAX_LEFT) - stereo_position = PSND_MAX_LEFT; -#endif + volume = SOUND_MAX_VOLUME; if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; - int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; + + volume -= volume * (dx > dy ? dx : dy) / max_distance; + } + + stereo_position = (SOUND_MAX_LEFT + + (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; - volume -= volume * (dx > dy ? dx : dy) / silence_distance; + loop_sound_volume[nr] = volume; + loop_sound_frame[nr] = FrameCounter; } PlaySoundExt(nr, volume, stereo_position, type); } +void PlaySoundLevelAction(int x, int y, int action) +{ + int element = Feld[x][y]; + + if (action == SND_MOVING) + { + 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); + else if (element == EL_ROBOT) + PlaySoundLevel(x, y, SND_ROBOT_STEPPING); + } + else if (action == SND_WAITING) + { + if (element == EL_KAEFER) + PlaySoundLevel(x, y, SND_BUG_WAITING); + else if (element == EL_FLIEGER) + PlaySoundLevel(x, y, SND_SPACESHIP_WAITING); + else if (element == EL_BUTTERFLY) + PlaySoundLevel(x, y, SND_BD_BUTTERFLY_WAITING); + else if (element == EL_FIREFLY) + PlaySoundLevel(x, y, SND_BD_FIREFLY_WAITING); + else if (element == EL_SP_SNIKSNAK) + PlaySoundLevel(x, y, SND_SP_SNIKSNAK_WAITING); + else if (element == EL_SP_ELECTRON) + PlaySoundLevel(x, y, SND_SP_ELECTRON_WAITING); + else 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_BALLOON) + PlaySoundLevel(x, y, SND_BALLOON_WAITING); + else if (element == EL_MOLE) + PlaySoundLevel(x, y, SND_MOLE_WAITING); + else if (element == EL_SONDE) + PlaySoundLevel(x, y, SND_SATELLITE_WAITING); + else if (element == EL_PACMAN) + PlaySoundLevel(x, y, SND_PACMAN_WAITING); + else if (element == EL_PINGUIN) + PlaySoundLevel(x, y, SND_PENGUIN_WAITING); + else if (element == EL_SCHWEIN) + PlaySoundLevel(x, y, SND_PIG_WAITING); + else if (element == EL_DRACHE) + PlaySoundLevel(x, y, SND_DRAGON_WAITING); + else if (element == EL_ROBOT) + PlaySoundLevel(x, y, SND_ROBOT_WAITING); + } +} + void RaiseScore(int value) { local_player->score += value;