X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=5ac7b6c26671c308aef53253258d229792d52e5b;hb=fffaec4e69e54c74cf5eea689191e81b8c19b85a;hp=aa2d2464e3cd92a48f7c08c1d98907940098a525;hpb=4cd4b47d80c7ec1843018bcdf8a677622ed9c378;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index aa2d2464..5ac7b6c2 100644 --- a/src/game.c +++ b/src/game.c @@ -1,7 +1,7 @@ /*********************************************************** * Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* (c) 1995-2001 Artsoft Entertainment * +* (c) 1995-2002 Artsoft Entertainment * * Holger Schemel * * Detmolder Strasse 189 * * 33604 Bielefeld * @@ -76,6 +76,10 @@ #define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) +/* values for initial player move delay (initial delay counter value) */ +#define INITIAL_MOVE_DELAY_OFF -1 +#define INITIAL_MOVE_DELAY_ON 0 + /* values for player movement speed (which is in fact a delay value) */ #define MOVE_DELAY_NORMAL_SPEED 8 #define MOVE_DELAY_HIGH_SPEED 4 @@ -102,6 +106,7 @@ 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 *); @@ -111,12 +116,15 @@ static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; #define SND_ACTION_UNKNOWN 0 #define SND_ACTION_WAITING 1 #define SND_ACTION_MOVING 2 -#define SND_ACTION_COLLECTING 3 -#define SND_ACTION_IMPACT 4 -#define SND_ACTION_PUSHING 5 -#define SND_ACTION_ACTIVATING 6 +#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 7 +#define NUM_SND_ACTIONS 10 static struct { @@ -129,20 +137,23 @@ static struct { ".waiting", SND_ACTION_WAITING, TRUE }, { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */ { ".running", SND_ACTION_UNKNOWN, TRUE }, - { ".burning", SND_ACTION_UNKNOWN, TRUE }, + { ".burning", SND_ACTION_BURNING, TRUE }, { ".growing", SND_ACTION_UNKNOWN, TRUE }, { ".attacking", SND_ACTION_UNKNOWN, TRUE }, + { ".activated", 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]; +static boolean is_loop_sound[NUM_SOUND_FILES]; #define IS_LOOP_SOUND(x) (is_loop_sound[x]) @@ -485,9 +496,18 @@ void DrawGameDoorValues() int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); } -void InitGameEngine() + +/* + ============================================================================= + InitGameSound() + ----------------------------------------------------------------------------- + initialize sound effect lookup table for element actions + ============================================================================= +*/ + +void InitGameSound() { - static int sound_effect_properties[NUM_SOUND_EFFECTS]; + int sound_effect_properties[NUM_SOUND_FILES]; int i, j; #if 0 @@ -498,22 +518,21 @@ void InitGameEngine() for (j=0; j game.engine_version == %06d\n", game.engine_version); +#endif + + /* dynamically adjust player properties according to game engine version */ + game.initial_move_delay = + (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : + INITIAL_MOVE_DELAY_OFF); + + /* dynamically adjust player properties according to level information */ + game.initial_move_delay_value = + (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); + + /* dynamically adjust element properties according to game engine version */ + { + static int ep_em_slippery_wall[] = + { + EL_BETON, + EL_MAUERWERK, + EL_MAUER_LEBT, + EL_MAUER_X, + EL_MAUER_Y, + EL_MAUER_XY + }; + static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); + + for (i=0; i VERSION_IDENT(2,0,1)) + Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL; + else + Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL; + } +} + + +/* + ============================================================================= + InitGame() + ----------------------------------------------------------------------------- + initialize and start new game + ============================================================================= +*/ + void InitGame() { - int i, j, x, y; boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */ boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */ + int i, j, x, y; + + InitGameEngine(); #if DEBUG #if USE_NEW_AMOEBA_CODE @@ -629,9 +722,8 @@ void InitGame() 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->move_delay = game.initial_move_delay; + player->move_delay_value = game.initial_move_delay_value; player->push_delay = 0; player->push_delay_value = 5; @@ -722,6 +814,10 @@ void InitGame() } } + game.emulation = (emulate_bd ? EMU_BOULDERDASH : + emulate_sb ? EMU_SOKOBAN : + emulate_sp ? EMU_SUPAPLEX : EMU_NONE); + /* correct non-moving belts to start moving left */ for (i=0; i<4; i++) if (game.belt_dir[i] == MV_NO_MOVING) @@ -821,49 +917,6 @@ void InitGame() } } - game.version = (tape.playing ? tape.game_version : level.game_version); - game.emulation = (emulate_bd ? EMU_BOULDERDASH : - emulate_sb ? EMU_SOKOBAN : - emulate_sp ? EMU_SUPAPLEX : EMU_NONE); - - /* dynamically adjust element properties according to game engine version */ - { - static int ep_em_slippery_wall[] = - { - EL_BETON, - EL_MAUERWERK, - EL_MAUER_LEBT, - EL_MAUER_X, - EL_MAUER_Y, - EL_MAUER_XY - }; -#if 1 - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); -#else - static int ep_em_slippery_wall_num = - sizeof(ep_em_slippery_wall) / sizeof(int); -#endif - - /* - printf("level %d: game.version == %06d\n", level_nr, level.game_version); - printf(" file_version == %06d\n", level.file_version); - */ - - for (i=0; i= GAME_VERSION_2_0) -#endif - Elementeigenschaften2[ep_em_slippery_wall[i]] |= - EP_BIT_EM_SLIPPERY_WALL; - else - Elementeigenschaften2[ep_em_slippery_wall[i]] &= - ~EP_BIT_EM_SLIPPERY_WALL; - } - } - if (BorderElement == EL_LEERRAUM) { SBX_Left = 0; @@ -1428,17 +1481,8 @@ 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); - else - PlaySoundLevel(x, y, SND_DYNABOMB_BURNING); - } + PlaySoundLevelAction(x, y, SND_ACTION_BURNING); if (IS_ACTIVE_BOMB(Feld[x][y])) { @@ -2164,65 +2208,7 @@ void Impact(int x, int y) /* play sound of object that hits the ground */ if (lastline || object_hit) - { - int sound; - - switch (element) - { - 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_SP_INFOTRON_IMPACT; - break; - case EL_KOKOSNUSS: - sound = SND_NUT_IMPACT; - break; - case EL_BD_ROCK: - sound = SND_BD_ROCK_IMPACT; - break; - case EL_FELSBROCKEN: - sound = SND_ROCK_IMPACT; - break; - 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_TIME_ORB_EMPTY_IMPACT; - break; - case EL_SPRING: - sound = SND_SPRING_IMPACT; - break; - default: - sound = -1; - break; - } - -#if 1 - PlaySoundLevelAction(x, y, SND_ACTION_IMPACT); -#else - if (sound >= 0) - PlaySoundLevel(x, y, sound); -#endif - } + PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT); } void TurnRound(int x, int y) @@ -3504,9 +3490,9 @@ 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; } } @@ -3771,8 +3757,8 @@ 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) @@ -4227,6 +4213,7 @@ void MauerAbleger(int ax, int ay) DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT); new_wall = TRUE; } + if (rechts_frei) { Feld[ax+1][ay] = EL_MAUERND; @@ -4806,14 +4793,18 @@ void GameActions() else if (element == EL_SHIELD_PASSIVE) { DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL); +#if 0 if (!(FrameCounter % 4)) PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED); +#endif } else if (element == EL_SHIELD_ACTIVE) { DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL); +#if 0 if (!(FrameCounter % 4)) PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED); +#endif } if (game.magic_wall_active) @@ -4977,6 +4968,19 @@ void GameActions() CloseAllOpenTimegates(); } + for (i=0; ishield_active_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_ACTIVE_ACTIVATED); + else if (player->shield_passive_time_left) + PlaySoundLevel(player->jx, player->jy, SND_SHIELD_PASSIVE_ACTIVATED); + } + } + if (TimeFrames >= (1000 / GameFrameDelay)) { TimeFrames = 0; @@ -4984,12 +4988,14 @@ void GameActions() for (i=0; ishield_passive_time_left--; - if (stored_player[i].shield_active_time_left > 0) - stored_player[i].shield_active_time_left--; + if (player->shield_active_time_left > 0) + player->shield_active_time_left--; } } @@ -5210,7 +5216,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) return FALSE; #else if (!FrameReached(&player->move_delay, player->move_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0)) + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) return FALSE; #endif @@ -5802,19 +5808,7 @@ 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: @@ -5836,19 +5830,7 @@ 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: @@ -5893,10 +5875,7 @@ 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: @@ -6101,7 +6080,7 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; #else if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && element != EL_SPRING) return MF_NO_ACTION; #endif @@ -6126,24 +6105,7 @@ 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: @@ -6176,7 +6138,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_EM_GATE_1X: @@ -6193,7 +6154,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_SWITCHGATE_OPEN: @@ -6205,11 +6165,7 @@ 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: @@ -6366,7 +6322,7 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; #else if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.game_version < GAME_VERSION_2_0) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && element != EL_BALLOON) return MF_NO_ACTION; #endif @@ -6403,18 +6359,13 @@ 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 && @@ -6528,8 +6479,8 @@ 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]; + static int loop_sound_frame[NUM_SOUND_FILES]; + static int loop_sound_volume[NUM_SOUND_FILES]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; int max_distance = 8; @@ -6575,86 +6526,15 @@ void PlaySoundLevel(int x, int y, int nr) void PlaySoundLevelAction(int x, int y, int sound_action) { - int element = Feld[x][y]; + 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 1 if (sound_effect != -1) PlaySoundLevel(x, y, sound_effect); -#else - if (sound_action == SND_ACTION_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 (sound_action == SND_ACTION_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); - } -#endif } void RaiseScore(int value)