X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a5620a017b0852734cf7f4998af10fabf0c098a9;hb=8afc6199767a6fcb7451efd2b3d5b070f6c99efb;hp=37608e5d5152f84946ad85f2d1c5e92a344d5606;hpb=b40c5be44ed492da183f29d9f2f8184391c31cf0;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 37608e5d..a5620a01 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 * @@ -19,12 +19,14 @@ #include "init.h" #include "files.h" #include "tape.h" -#include "joystick.h" #include "network.h" /* this switch controls how rocks move horizontally */ #define OLD_GAME_BEHAVIOUR FALSE +/* EXPERIMENTAL STUFF */ +#define USE_NEW_AMOEBA_CODE FALSE + /* for DigField() */ #define DF_NO_PUSH 0 #define DF_DIG 1 @@ -74,12 +76,9 @@ #define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) -#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \ - (s)==SND_NJAM || (s)==SND_MIEP) -#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \ - (s)==SND_NETWORK || (s)==SND_CZARDASZ || \ - (s)==SND_TYGER || (s)==SND_VOYAGER || \ - (s)==SND_TWILIGHT) +/* 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 @@ -105,11 +104,58 @@ 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]; +#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[] = +{ + /* 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 }, + { ".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_FILES]; + +#define IS_LOOP_SOUND(x) (is_loop_sound[x]) #ifdef DEBUG @@ -171,10 +217,10 @@ void GetPlayerConfig() setup.sound = FALSE; if (!audio.loops_available) - { setup.sound_loops = FALSE; + + if (!audio.music_available) setup.sound_music = FALSE; - } if (!video.fullscreen_available) setup.fullscreen = FALSE; @@ -268,7 +314,7 @@ static void InitField(int x, int y, boolean init_game) StorePlayer[x][y] = Feld[x][y]; - if (options.verbose) + if (options.debug) { printf("Player %d activated.\n", player->element_nr); printf("[Local player is %d and currently %s.]\n", @@ -430,12 +476,205 @@ static void InitField(int x, int y, boolean init_game) } } +void DrawGameDoorValues() +{ + int i, j; + + for (i=0; igems_still_needed, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, + int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_SCORE, DY + YY_SCORE, + int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); + DrawText(DX + XX_TIME, DY + YY_TIME, + int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); +} + + +/* + ============================================================================= + InitGameSound() + ----------------------------------------------------------------------------- + initialize sound effect lookup table for element actions + ============================================================================= +*/ + +void InitGameSound() +{ + int sound_effect_properties[NUM_SOUND_FILES]; + int i, j; + +#if 0 + debug_print_timestamp(0, NULL); +#endif + + for (i=0; i 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 + printf("Using new amoeba code.\n"); +#else + printf("Using old amoeba code.\n"); +#endif +#endif /* don't play tapes over network */ network_playing = (options.network && !tape.playing); @@ -480,14 +719,14 @@ void InitGame() player->frame_reset_delay = 0; - player->push_delay = 0; - player->push_delay_value = 5; - - player->move_delay = 0; player->last_move_dir = MV_NO_MOVING; + player->is_moving = FALSE; - 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; player->snapped = FALSE; @@ -575,6 +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) @@ -658,7 +901,7 @@ void InitGame() tape.player_participates[i] = TRUE; } - if (options.verbose) + if (options.debug) { for (i=0; i= GAME_VERSION_2_0) - Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS; - else - Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS; - } - } - if (BorderElement == EL_LEERRAUM) { SBX_Left = 0; @@ -765,16 +981,10 @@ void InitGame() DX + XX_LEVEL - 1, DY + YY_LEVEL + 1); } - DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_SCORE, DY + YY_SCORE, - int2str(local_player->score, 5), FS_SMALL, FC_YELLOW); - DrawText(DX + XX_TIME, DY + YY_TIME, - int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); + DrawGameDoorValues(); UnmapGameButtons(); + UnmapTapeButtons(); game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music; game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops; game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple; @@ -787,12 +997,13 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); - if (setup.sound_music && num_bg_loops) - PlayMusic(level_nr % num_bg_loops); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT); + if (setup.sound_music) + PlayMusic(level_nr); KeyboardAutoRepeatOff(); - if (options.verbose) + if (options.debug) { for (i=0; i<4; i++) printf("Player %d %sactive.\n", @@ -939,15 +1150,18 @@ void GameWon() local_player->LevelSolved = FALSE; + PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); + if (TimeLeft) { - if (setup.sound_loops) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); - while(TimeLeft > 0) + while (TimeLeft > 0) { - if (!setup.sound_loops) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) @@ -956,21 +1170,24 @@ void GameWon() TimeLeft--; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) - StopSound(SND_SIRR); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } else if (level.time == 0) /* level without time limit */ { - if (setup.sound_loops) - PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP); + if (!tape.playing && setup.sound_loops) + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, + SND_CTRL_PLAY_LOOP); - while(TimePlayed < 999) + while (TimePlayed < 999) { - if (!setup.sound_loops) - PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT); + if (!tape.playing && !setup.sound_loops) + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); if (TimePlayed < 999 && !(TimePlayed % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimePlayed < 900 && !(TimePlayed % 10)) @@ -979,11 +1196,13 @@ void GameWon() TimePlayed++; DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW); BackToFront(); - Delay(10); + + if (!tape.playing) + Delay(10); } - if (setup.sound_loops) - StopSound(SND_SIRR); + if (!tape.playing && setup.sound_loops) + StopSound(SND_GAME_LEVELTIME_BONUS); } #if 0 @@ -1021,13 +1240,19 @@ void GameWon() game_status = HALLOFFAME; DrawHallOfFame(hi_pos); if (raise_level) + { level_nr++; + TapeErase(); + } } else { game_status = MAINMENU; if (raise_level) + { level_nr++; + TapeErase(); + } DrawMainMenu(); } @@ -1256,8 +1481,8 @@ void CheckDynamite(int x, int y) MovDelay[x][y]--; if (MovDelay[x][y]) { - if (!(MovDelay[x][y] % 12)) - PlaySoundLevel(x, y, SND_ZISCH); + if (!(MovDelay[x][y] % 6)) + PlaySoundLevelAction(x, y, SND_ACTION_BURNING); if (IS_ACTIVE_BOMB(Feld[x][y])) { @@ -1271,7 +1496,11 @@ void CheckDynamite(int x, int y) } } - StopSound(SND_ZISCH); + if (Feld[x][y] == EL_DYNAMITE_ACTIVE) + StopSound(SND_DYNAMITE_BURNING); + else + StopSound(SND_DYNABOMB_BURNING); + Bang(x, y); } @@ -1548,9 +1777,9 @@ void Bang(int x, int y) int element = Feld[x][y]; if (game.emulation == EMU_SUPAPLEX) - PlaySoundLevel(x, y, SND_SP_BOOOM); + PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); else - PlaySoundLevel(x, y, SND_ROAAAR); + PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -1600,7 +1829,7 @@ void Blurb(int x, int y) if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */ { - PlaySoundLevel(x, y, SND_BLURB); + PlaySoundLevel(x, y, SND_ACID_SPLASHING); if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) && (!IN_LEV_FIELD(x-1, y-1) || !CAN_FALL(MovingOrBlocked2Element(x-1, y-1)))) @@ -1717,13 +1946,13 @@ static void ToggleSwitchgateSwitch(int x, int y) element == EL_SWITCHGATE_OPENING) { Feld[xx][yy] = EL_SWITCHGATE_CLOSING; - PlaySoundLevel(xx, yy, SND_OEFFNEN); + PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING); } else if (element == EL_SWITCHGATE_CLOSED || element == EL_SWITCHGATE_CLOSING) { Feld[xx][yy] = EL_SWITCHGATE_OPENING; - PlaySoundLevel(xx, yy, SND_OEFFNEN); + PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING); } } } @@ -1787,7 +2016,7 @@ static void ActivateTimegateSwitch(int x, int y) element == EL_TIMEGATE_CLOSING) { Feld[xx][yy] = EL_TIMEGATE_OPENING; - PlaySoundLevel(xx, yy, SND_OEFFNEN); + PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING); } /* @@ -1840,7 +2069,7 @@ void Impact(int x, int y) else if (element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; - PlaySoundLevel(x, y, SND_KNACK); + PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } @@ -1863,20 +2092,23 @@ void Impact(int x, int y) if (CAN_CHANGE(element) && (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF)) { - int x, y; + int xx, yy; int activated_magic_wall = (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY : EL_MAGIC_WALL_BD_EMPTY); /* activate magic wall / mill */ - - for (y=0; y= 0) - PlaySoundLevel(x, y, sound); - } + PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT); } void TurnRound(int x, int y) @@ -2483,6 +2673,7 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Feld[x][y] = EL_QUICKSAND_EMPTYING; Store[x][y] = EL_FELSBROCKEN; + PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); } else if (Feld[x][y+1] == EL_MORAST_LEER) { @@ -2500,6 +2691,7 @@ void StartMoving(int x, int y) Feld[x][y+1] = EL_MORAST_VOLL; Store[x][y+1] = Store[x][y]; Store[x][y] = 0; + PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH); } } else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) && @@ -2508,6 +2700,7 @@ void StartMoving(int x, int y) InitMovingField(x, y, MV_DOWN); Feld[x][y] = EL_QUICKSAND_FILLING; Store[x][y] = element; + PlaySoundLevel(x, y, SND_QUICKSAND_FILLING); } else if (element == EL_MAGIC_WALL_FULL) { @@ -2604,7 +2797,7 @@ void StartMoving(int x, int y) #endif #else else if ((IS_SLIPPERY(Feld[x][y+1]) || - (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) && + (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif @@ -2653,6 +2846,7 @@ 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 || @@ -2671,15 +2865,19 @@ void StartMoving(int x, int y) { int phase = MovDelay[x][y] % 8; - if (phase>3) - phase = 7-phase; + if (phase > 3) + phase = 7 - phase; if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) - DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase); + DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase); - if ((element == EL_MAMPFER || element == EL_MAMPFER2) - && MovDelay[x][y]%4 == 3) - PlaySoundLevel(x, y, SND_NJAM); + if (MovDelay[x][y] % 4 == 3) + { + 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_SP_ELECTRON) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); @@ -2726,17 +2924,12 @@ void StartMoving(int x, int y) } } - if (MovDelay[x][y]) - return; - } + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); - if (element == EL_KAEFER || element == EL_BUTTERFLY) - { - PlaySoundLevel(x, y, SND_KLAPPER); - } - else if (element == EL_FLIEGER || element == EL_FIREFLY) - { - PlaySoundLevel(x, y, SND_ROEHR); + return; + } } /* now make next step */ @@ -2773,7 +2966,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_LEERRAUM; DrawLevelField(x, y); - PlaySoundLevel(newx, newy, SND_BUING); + PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT); if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy))) DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element)); @@ -2811,6 +3004,8 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_PIG_EATING_GEM); } else if (!IS_FREE(newx, newy)) { @@ -2851,6 +3046,8 @@ void StartMoving(int x, int y) else DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); + MovDelay[x][y] = 50; Feld[newx][newy] = EL_BURNING; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM) @@ -2871,6 +3068,8 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND); } else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) && IS_MAMPF2(Feld[newx][newy])) @@ -2890,6 +3089,8 @@ void StartMoving(int x, int y) Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); } + + PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY); } else if ((element == EL_PACMAN || element == EL_MOLE) && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy])) @@ -2905,6 +3106,7 @@ void StartMoving(int x, int y) if (element == EL_MOLE) { Feld[newx][newy] = EL_DEAMOEBING; + PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA); MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -2912,6 +3114,7 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_LEERRAUM; DrawLevelField(newx, newy); + PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA); } } else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) && @@ -2933,20 +3136,25 @@ void StartMoving(int x, int y) else if (element == EL_BUTTERFLY || element == EL_FIREFLY) DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL); else if (element == EL_SONDE) +#if 0 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL); +#else + DrawNewGraphicAnimation(x, y, IMG_SATELLITE_MOVING); +#endif else if (element == EL_SP_ELECTRON) DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL); 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_SCHLURF); - InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, SND_ACTION_MOVING); } if (MovDir[x][y]) @@ -2986,7 +3194,7 @@ 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; @@ -3201,6 +3409,9 @@ void AmoebeUmwandeln(int ax, int ay) } } } + PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); Bang(ax, ay); } else @@ -3222,7 +3433,12 @@ void AmoebeUmwandeln(int ax, int ay) continue; if (Feld[x][y] == EL_AMOEBA2DIAM) + { + PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ? + SND_AMOEBA_TURNING_TO_GEM : + SND_AMOEBA_TURNING_TO_ROCK)); Bang(x, y); + } } } } @@ -3261,8 +3477,9 @@ void AmoebeUmwandelnBD(int ax, int ay, int new_element) } if (done) - PlaySoundLevel(ax, ay, - (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING)); + PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ? + SND_BD_AMOEBA_TURNING_TO_ROCK : + SND_BD_AMOEBA_TURNING_TO_GEM)); } void AmoebeWaechst(int x, int y) @@ -3276,7 +3493,10 @@ void AmoebeWaechst(int x, int y) if (DelayReached(&sound_delay, sound_delay_value)) { - PlaySoundLevel(x, y, SND_AMOEBE); + if (Store[x][y] == EL_AMOEBE_BD) + PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING); + else + PlaySoundLevel(x, y, SND_AMOEBA_CREATING); sound_delay_value = 30; } } @@ -3296,7 +3516,7 @@ void AmoebeWaechst(int x, int y) } } -void AmoebeSchrumpft(int x, int y) +void AmoebaDisappearing(int x, int y) { static unsigned long sound_delay = 0; static unsigned long sound_delay_value = 0; @@ -3306,10 +3526,7 @@ void AmoebeSchrumpft(int x, int y) MovDelay[x][y] = 7; if (DelayReached(&sound_delay, sound_delay_value)) - { - PlaySoundLevel(x, y, SND_BLURB); sound_delay_value = 30; - } } if (MovDelay[x][y]) /* wait some time before shrinking */ @@ -3459,7 +3676,10 @@ void AmoebeAbleger(int ax, int ay) Store[newax][neway] = element; } else if (neway == ay) + { Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */ + PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING); + } else { InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */ @@ -3478,6 +3698,7 @@ void Life(int ax, int ay) static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */ int life_time = 40; int element = Feld[ax][ay]; + boolean changed = FALSE; if (Stop[ax][ay]) return; @@ -3516,29 +3737,35 @@ void Life(int ax, int ay) if (xx == ax && yy == ay) /* field in the middle */ { - if (nachbarnlife[1]) + if (nachbarn < life[0] || nachbarn > life[1]) { Feld[xx][yy] = EL_LEERRAUM; if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; + changed = TRUE; } } else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH) { /* free border field */ - if (nachbarn>=life[2] && nachbarn<=life[3]) + if (nachbarn >= life[2] && nachbarn <= life[3]) { Feld[xx][yy] = element; MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1); if (!Stop[xx][yy]) DrawLevelField(xx, yy); Stop[xx][yy] = TRUE; + changed = TRUE; } } } + + if (changed) + PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING : + SND_BIOMAZE_CREATING); } -void Ablenk(int x, int y) +void RobotWheel(int x, int y) { if (!MovDelay[x][y]) /* next animation frame */ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; @@ -3551,7 +3778,7 @@ void Ablenk(int x, int y) if (IN_SCR_FIELD(SCREENX(x), SCREENY(y))) DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4); if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_MIEP); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING); return; } } @@ -3576,7 +3803,7 @@ void TimegateWheel(int x, int y) DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4); if (!(MovDelay[x][y]%4)) - PlaySoundLevel(x, y, SND_MIEP); + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING); return; } } @@ -3683,7 +3910,7 @@ void AusgangstuerPruefen(int x, int y) (x > LEVELX(BX2) ? LEVELX(BX2) : x), y < LEVELY(BY1) ? LEVELY(BY1) : (y > LEVELY(BY2) ? LEVELY(BY2) : y), - SND_OEFFNEN); + SND_EXIT_OPENING); } } @@ -3713,7 +3940,7 @@ void AusgangstuerOeffnen(int x, int y) void AusgangstuerBlinken(int x, int y) { - DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE); + DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_PINGPONG); } void OpenSwitchgate(int x, int y) @@ -3825,7 +4052,7 @@ static void CloseAllOpenTimegates() if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING) { Feld[x][y] = EL_TIMEGATE_CLOSING; - PlaySoundLevel(x, y, SND_OEFFNEN); + PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING); } } } @@ -3935,6 +4162,7 @@ void MauerAbleger(int ax, int ay) boolean links_frei = FALSE, rechts_frei = FALSE; boolean oben_massiv = FALSE, unten_massiv = FALSE; boolean links_massiv = FALSE, rechts_massiv = FALSE; + boolean new_wall = FALSE; if (!MovDelay[ax][ay]) /* start building new wall */ MovDelay[ax][ay] = 6; @@ -3964,6 +4192,7 @@ void MauerAbleger(int ax, int ay) MovDir[ax][ay-1] = MV_UP; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1))) DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP); + new_wall = TRUE; } if (unten_frei) { @@ -3972,6 +4201,7 @@ void MauerAbleger(int ax, int ay) MovDir[ax][ay+1] = MV_DOWN; if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1))) DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN); + new_wall = TRUE; } } @@ -3985,7 +4215,9 @@ void MauerAbleger(int ax, int ay) MovDir[ax-1][ay] = MV_LEFT; if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay))) DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT); + new_wall = TRUE; } + if (rechts_frei) { Feld[ax+1][ay] = EL_MAUERND; @@ -3993,6 +4225,7 @@ void MauerAbleger(int ax, int ay) MovDir[ax+1][ay] = MV_RIGHT; if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay))) DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT); + new_wall = TRUE; } } @@ -4013,6 +4246,9 @@ void MauerAbleger(int ax, int ay) ((links_massiv && rechts_massiv) || element == EL_MAUER_Y)) Feld[ax][ay] = EL_MAUERWERK; + + if (new_wall) + PlaySoundLevel(ax, ay, SND_WALL_GROWING); } void CheckForDragon(int x, int y) @@ -4112,7 +4348,7 @@ static void CheckBuggyBase(int x, int y) if (IS_PLAYER(xx, yy)) { - PlaySoundLevel(x, y, SND_SP_BUG); + PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING); break; } } @@ -4142,6 +4378,7 @@ static void CheckTrap(int x, int y) return; Feld[x][y] = EL_TRAP_ACTIVE; + PlaySoundLevel(x, y, SND_TRAP_ACTIVATING); } } else if (element == EL_TRAP_ACTIVE) @@ -4193,6 +4430,9 @@ static void DrawBeltAnimation(int x, int y, int element) int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7); DrawGraphicAnimation(x, y, graphic, 8, delay, mode); + + if (!(FrameCounter % 2)) + PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING); } } @@ -4200,9 +4440,10 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) { static byte stored_player_action[MAX_PLAYERS]; static int num_stored_actions = 0; +#if 0 static boolean save_tape_entry = FALSE; +#endif boolean moved = FALSE, snapped = FALSE, bombed = FALSE; - int jx = player->jx, jy = player->jy; int left = player_action & JOY_LEFT; int right = player_action & JOY_RIGHT; int up = player_action & JOY_UP; @@ -4220,7 +4461,9 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) if (player_action) { +#if 0 save_tape_entry = TRUE; +#endif player->frame_reset_delay = 0; if (button1) @@ -4232,15 +4475,29 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) moved = MoveFigure(player, dx, dy); } + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (bombed && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + +#if 0 if (tape.recording && (moved || snapped || bombed)) { if (bombed && !moved) player_action &= JOY_BUTTON; stored_player_action[player->index_nr] = player_action; + save_tape_entry = TRUE; } else if (tape.playing && snapped) SnapField(player, 0, 0); /* stop snapping */ +#else + stored_player_action[player->index_nr] = player_action; +#endif } else { @@ -4250,23 +4507,49 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) SnapField(player, 0, 0); CheckGravityMovement(player); +#if 1 + if (player->MovPos == 0) /* needed for tape.playing */ + player->is_moving = FALSE; +#endif +#if 0 if (player->MovPos == 0) /* needed for tape.playing */ player->last_move_dir = MV_NO_MOVING; + /* !!! CHECK THIS AGAIN !!! + (Seems to be needed for some EL_ROBOT stuff, but breaks + tapes when walking through pipes!) + */ + + /* it seems that "player->last_move_dir" is misused as some sort of + "player->is_just_moving_in_this_moment", which is needed for the + robot stuff (robots don't kill players when they are moving) + */ +#endif + if (++player->frame_reset_delay > player->move_delay_value) player->Frame = 0; } +#if 0 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry) { TapeRecordAction(stored_player_action); num_stored_actions = 0; save_tape_entry = FALSE; } +#else + if (tape.recording && num_stored_actions >= MAX_PLAYERS) + { + TapeRecordAction(stored_player_action); + num_stored_actions = 0; + } +#endif +#if 0 if (tape.playing && !tape.pausing && !player_action && tape.counter < tape.length) { + int jx = player->jx, jy = player->jy; int next_joy = tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT); @@ -4290,51 +4573,7 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action) } } } -} - -static void sleep_milliseconds_x(unsigned long milliseconds_delay) -{ - boolean do_busy_waiting = (milliseconds_delay < 5 ? TRUE : FALSE); - -#if defined(PLATFORM_MSDOS) - /* don't use select() to perform waiting operations under DOS/Windows - environment; always use a busy loop for waiting instead */ - do_busy_waiting = TRUE; -#endif - - - - do_busy_waiting = TRUE; - - - - if (do_busy_waiting) - { - /* we want to wait only a few ms -- if we assume that we have a - kernel timer resolution of 10 ms, we would wait far to long; - therefore it's better to do a short interval of busy waiting - to get our sleeping time more accurate */ - - unsigned long base_counter = Counter(), actual_counter = Counter(); - - while (actual_counter < base_counter + milliseconds_delay && - actual_counter >= base_counter) - actual_counter = Counter(); - } - else - { -#if defined(TARGET_SDL) - SDL_Delay(milliseconds_delay); -#else - struct timeval delay; - - delay.tv_sec = milliseconds_delay / 1000; - delay.tv_usec = 1000 * (milliseconds_delay % 1000); - - if (select(0, NULL, NULL, NULL, &delay) != 0) - Error(ERR_WARN, "sleep_milliseconds(): select() failed"); #endif - } } void GameActions() @@ -4352,47 +4591,12 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - /* ---------- main game synchronization point ---------- */ - - - -#if 1 - WaitUntilDelayReached(&action_delay, action_delay_value); -#else - { - unsigned long count1 = SDL_GetTicks(), count2, current_ms, test; - - /* - WaitUntilDelayReached(&action_delay, action_delay_value); - */ - - /* - SDL_Delay(20); - */ - - /* - sleep_milliseconds_x(20); - */ - - current_ms = SDL_GetTicks(); - test = -1; - while (current_ms < count1 + 20) - { - current_ms = SDL_GetTicks(); /* busy wait! */ - - if (test != current_ms) - { - Error(ERR_RETURN, "current_ms == %ld", current_ms); - test = current_ms; - } - } - - count2 = SDL_GetTicks(); - Error(ERR_RETURN, "delay == %ld", count2 - count1); - } -#endif + if (tape.playing && tape.index_search && !tape.pausing) + action_delay_value = 0; + /* ---------- main game synchronization point ---------- */ + WaitUntilDelayReached(&action_delay, action_delay_value); if (network_playing && !network_player_action_received) { @@ -4424,11 +4628,6 @@ void GameActions() if (tape.pausing) return; - if (tape.playing) - TapePlayDelay(); - else if (tape.recording) - TapeRecordDelay(); - recorded_player_action = (tape.playing ? TapePlayAction() : NULL); for (i=0; i 0) { @@ -4750,6 +4972,19 @@ 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; @@ -4757,12 +4992,14 @@ 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--; } } @@ -4774,7 +5011,7 @@ void GameActions() TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GONG, 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); @@ -4782,7 +5019,7 @@ void GameActions() for (i=0; iprogrammed_action = MV_DOWN; } } @@ -4975,9 +5214,15 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) if (!player->active || (!dx && !dy)) return FALSE; +#if 0 if (!FrameReached(&player->move_delay, player->move_delay_value) && !tape.playing) return FALSE; +#else + if (!FrameReached(&player->move_delay, player->move_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + return FALSE; +#endif /* remove the last programmed player action */ player->programmed_action = 0; @@ -5106,12 +5351,16 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */ player->last_move_dir = player->MovDir; + player->is_moving = TRUE; } else { CheckGravityMovement(player); + /* player->last_move_dir = MV_NO_MOVING; + */ + player->is_moving = FALSE; } TestIfHeroTouchesBadThing(jx, jy); @@ -5178,6 +5427,10 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (!local_player->friends_still_needed) player->LevelSolved = player->GameOver = TRUE; } + + if (tape.single_step && tape.recording && !tape.pausing && + !player->programmed_action) + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); } } @@ -5209,17 +5462,17 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir) +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) { - int i, killx = goodx, killy = goody; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int xy_dir[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -5229,59 +5482,62 @@ void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = goodx + xy[i][0]; - y = goody + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + #if 0 - element = Feld[x][y]; + test_element = Feld[test_x][test_y]; #else - element = MovingOrBlocked2ElementIfNotLeaving(x, y); + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); #endif /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(element) && move_dir == xy_dir[i]) || - (DONT_TOUCH(element) && MovDir[x][y] != xy_dir[i])) + if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } } - if (killx != goodx || killy != goody) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(goodx, goody)) + if (IS_PLAYER(good_x, good_y)) { - struct PlayerInfo *player = PLAYERINFO(goodx, goody); + struct PlayerInfo *player = PLAYERINFO(good_x, good_y); if (player->shield_active_time_left > 0) - Bang(killx, killy); - else if (!PLAYER_PROTECTED(goodx, goody)) + Bang(kill_x, kill_y); + else if (!PLAYER_PROTECTED(good_x, good_y)) KillHero(player); } else - Bang(goodx, goody); + Bang(good_x, good_y); } } -void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir) +void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) { - int i, killx = badx, killy = bady; - int bad_element = Feld[badx][bady]; - static int xy[4][2] = + int i, kill_x = -1, kill_y = -1; + int bad_element = Feld[bad_x][bad_y]; + static int test_xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int xy_dir[4] = + static int test_dir[4] = { MV_UP, MV_LEFT, @@ -5294,74 +5550,76 @@ void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir) for (i=0; i<4; i++) { - int x, y, element; + int test_x, test_y, test_move_dir, test_element; - x = badx + xy[i][0]; - y = bady + xy[i][1]; - if (!IN_LEV_FIELD(x, y)) + test_x = bad_x + test_xy[i][0]; + test_y = bad_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) continue; - element = Feld[x][y]; + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + + test_element = Feld[test_x][test_y]; /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(bad_element) && move_dir == xy_dir[i]) || - (DONT_TOUCH(bad_element) && MovDir[x][y] != xy_dir[i])) + if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { /* good thing is player or penguin that does not move away */ - if (IS_PLAYER(x, y)) + if (IS_PLAYER(test_x, test_y)) { - struct PlayerInfo *player = PLAYERINFO(x, y); + struct PlayerInfo *player = PLAYERINFO(test_x, test_y); - if (bad_element == EL_ROBOT && player->last_move_dir) - continue; /* robot does not kill player if he moves */ + if (bad_element == EL_ROBOT && player->is_moving) + continue; /* robot does not kill player if he is moving */ - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } - else if (element == EL_PINGUIN && - (MovDir[x][y] != xy_dir[i] || !IS_MOVING(x, y))) + else if (test_element == EL_PINGUIN) { - killx = x; - killy = y; + kill_x = test_x; + kill_y = test_y; break; } } } - if (killx != badx || killy != bady) + if (kill_x != -1 || kill_y != -1) { - if (IS_PLAYER(killx, killy)) + if (IS_PLAYER(kill_x, kill_y)) { - struct PlayerInfo *player = PLAYERINFO(killx, killy); + struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y); #if 0 int dir = player->MovDir; int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0); int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0); - if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir && - newx != badx && newy != bady) - ; /* robot does not kill player if he moves */ + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ else printf("-> %d\n", player->MovDir); - if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir && - newx != badx && newy != bady) - ; /* robot does not kill player if he moves */ + if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving && + newx != bad_x && newy != bad_y) + ; /* robot does not kill player if he is moving */ else ; #endif if (player->shield_active_time_left > 0) - Bang(badx, bady); - else if (!PLAYER_PROTECTED(killx, killy)) + Bang(bad_x, bad_y); + else if (!PLAYER_PROTECTED(kill_x, kill_y)) KillHero(player); } else - Bang(killx, killy); + Bang(kill_x, kill_y); } } @@ -5395,9 +5653,9 @@ void TestIfBadThingTouchesFriend(int x, int y) TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING); } -void TestIfBadThingTouchesOtherBadThing(int badx, int bady) +void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y) { - int i, killx = badx, killy = bady; + int i, kill_x = bad_x, kill_y = bad_y; static int xy[4][2] = { { 0, -1 }, @@ -5410,8 +5668,8 @@ void TestIfBadThingTouchesOtherBadThing(int badx, int bady) { int x, y, element; - x=badx + xy[i][0]; - y=bady + xy[i][1]; + x = bad_x + xy[i][0]; + y = bad_y + xy[i][1]; if (!IN_LEV_FIELD(x, y)) continue; @@ -5419,14 +5677,14 @@ void TestIfBadThingTouchesOtherBadThing(int badx, int bady) if (IS_AMOEBOID(element) || element == EL_LIFE || element == EL_AMOEBING || element == EL_TROPFEN) { - killx = x; - killy = y; + kill_x = x; + kill_y = y; break; } } - if (killx != badx || killy != bady) - Bang(badx, bady); + if (kill_x != bad_x || kill_y != bad_y) + Bang(bad_x, bad_y); } void KillHero(struct PlayerInfo *player) @@ -5460,8 +5718,8 @@ void BuryHero(struct PlayerInfo *player) if (!player->active) return; - PlaySoundLevel(jx, jy, SND_AUTSCH); - PlaySoundLevel(jx, jy, SND_LACHEN); + PlaySoundLevel(jx, jy, SND_PLAYER_DYING); + PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; RemoveHero(player); @@ -5500,7 +5758,7 @@ 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) @@ -5548,20 +5806,13 @@ int DigField(struct PlayerInfo *player, switch (element) { case EL_LEERRAUM: - PlaySoundLevel(x, y, SND_EMPTY); - break; - case EL_ERDREICH: case EL_SAND_INVISIBLE: case EL_TRAP_INACTIVE: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_SCHLURF); - break; - case EL_SP_BASE: case EL_SP_BUG: - Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_SP_BASE); + RemoveField(x, y); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING); break; case EL_EDELSTEIN: @@ -5583,21 +5834,18 @@ int DigField(struct PlayerInfo *player, DrawText(DX_EMERALDS, DY_EMERALDS, int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW); - if (element == EL_SP_INFOTRON) - PlaySoundLevel(x, y, SND_SP_INFOTRON); - else - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_SPEED_PILL: RemoveField(x, y); player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); break; case EL_ENVELOPE: Feld[x][y] = EL_LEERRAUM; - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); break; case EL_EXTRA_TIME: @@ -5607,20 +5855,20 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); } - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; case EL_SHIELD_PASSIVE: RemoveField(x, y); player->shield_passive_time_left += 10; - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING); break; case EL_SHIELD_ACTIVE: RemoveField(x, y); player->shield_passive_time_left += 10; player->shield_active_time_left += 10; - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING); break; case EL_DYNAMITE_INACTIVE: @@ -5631,10 +5879,7 @@ 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_INFOTRON); - else - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_DYNABOMB_NR: @@ -5642,21 +5887,21 @@ int DigField(struct PlayerInfo *player, player->dynabomb_count++; player->dynabombs_left++; RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING); break; case EL_DYNABOMB_SZ: RemoveField(x, y); player->dynabomb_size++; RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING); break; case EL_DYNABOMB_XL: RemoveField(x, y); player->dynabomb_xl = TRUE; RaiseScoreElement(EL_DYNAMITE_INACTIVE); - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING); break; case EL_SCHLUESSEL1: @@ -5673,7 +5918,7 @@ int DigField(struct PlayerInfo *player, GFX_SCHLUESSEL1 + key_nr); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, GFX_SCHLUESSEL1 + key_nr); - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -5691,7 +5936,7 @@ int DigField(struct PlayerInfo *player, GFX_SCHLUESSEL1 + key_nr); DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, GFX_SCHLUESSEL1 + key_nr); - PlaySoundLevel(x, y, SND_PONG); + PlaySoundLevel(x, y, SND_KEY_COLLECTING); break; } @@ -5700,6 +5945,7 @@ int DigField(struct PlayerInfo *player, ZX = x; ZY = y; DrawLevelField(x, y); + PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING); return MF_ACTION; break; @@ -5707,6 +5953,8 @@ int DigField(struct PlayerInfo *player, { int xx, yy; + PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING); + for (yy=0; yySwitching = TRUE; ToggleBeltSwitch(x, y); + PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING); } return MF_ACTION; break; @@ -5748,6 +5997,7 @@ int DigField(struct PlayerInfo *player, { player->Switching = TRUE; ToggleSwitchgateSwitch(x, y); + PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING); } return MF_ACTION; break; @@ -5758,12 +6008,16 @@ int DigField(struct PlayerInfo *player, { player->Switching = TRUE; ToggleLightSwitch(x, y); + PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ? + SND_LIGHT_SWITCH_ACTIVATING : + SND_LIGHT_SWITCH_DEACTIVATING); } return MF_ACTION; break; case EL_TIMEGATE_SWITCH_OFF: ActivateTimegateSwitch(x, y); + PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING); return MF_ACTION; break; @@ -5781,6 +6035,7 @@ 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; @@ -5790,11 +6045,11 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; player->LevelSolved = player->GameOver = TRUE; - PlaySoundStereo(SND_SP_EXIT, 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: @@ -5802,7 +6057,12 @@ 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; @@ -5818,12 +6078,27 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && !tape.playing && element != EL_SPRING) return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING) + 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) { @@ -5834,14 +6109,7 @@ 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 || element == EL_BD_ROCK) - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); - else if (element == EL_KOKOSNUSS) - PlaySoundLevel(x+dx, y+dy, SND_KNURK); - else if (IS_SP_ELEMENT(element)) - PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH); - else - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */ + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING); break; case EL_PFORTE1: @@ -5873,8 +6141,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_GATE); - + PlaySoundLevel(x, y, SND_GATE_PASSING); break; case EL_EM_GATE_1X: @@ -5890,8 +6157,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_GATE); - + PlaySoundLevel(x, y, SND_GATE_PASSING); break; case EL_SWITCHGATE_OPEN: @@ -5903,8 +6169,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_GATE); - + PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING); break; case EL_SP_PORT1_LEFT: @@ -5946,7 +6211,7 @@ int DigField(struct PlayerInfo *player, player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); - PlaySoundLevel(x, y, SND_GATE); + PlaySoundLevel(x, y, SND_SP_PORT_PASSING); break; case EL_TUBE_CROSS: @@ -5987,6 +6252,8 @@ 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; @@ -6000,7 +6267,7 @@ int DigField(struct PlayerInfo *player, if (mode == DF_SNAP) return MF_NO_ACTION; - PlaySoundLevel(x, y, SND_BUING); + PlaySoundLevel(x, y, SND_EXIT_ENTERING); break; @@ -6008,7 +6275,7 @@ int DigField(struct PlayerInfo *player, Feld[x][y] = EL_BIRNE_EIN; local_player->lights_still_needed--; DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DENG); + PlaySoundLevel(x, y, SND_LAMP_ACTIVATING); return MF_ACTION; break; @@ -6017,15 +6284,15 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); DrawLevelField(x, y); - PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); return MF_ACTION; break; case EL_SOKOBAN_FELD_LEER: break; - case EL_SOKOBAN_FELD_VOLL: case EL_SOKOBAN_OBJEKT: + case EL_SOKOBAN_FELD_VOLL: case EL_SONDE: case EL_SP_DISK_YELLOW: case EL_BALLOON: @@ -6053,9 +6320,16 @@ int DigField(struct PlayerInfo *player, if (player->push_delay == 0) player->push_delay = FrameCounter; +#if 0 if (!FrameReached(&player->push_delay, player->push_delay_value) && !tape.playing && element != EL_BALLOON) return MF_NO_ACTION; +#else + if (!FrameReached(&player->push_delay, player->push_delay_value) && + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_BALLOON) + return MF_NO_ACTION; +#endif if (IS_SB_ELEMENT(element)) { @@ -6072,32 +6346,37 @@ int DigField(struct PlayerInfo *player, Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL; local_player->sokobanfields_still_needed--; if (element == EL_SOKOBAN_OBJEKT) - PlaySoundLevel(x, y, SND_DENG); + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); } else + { Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT; + if (element == EL_SOKOBAN_FELD_VOLL) + PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING); + else + PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + } } else { 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_BALLOON) - PlaySoundLevel(x+dx, y+dy, SND_SCHLURF); - else - PlaySoundLevel(x+dx, y+dy, SND_PUSCH); if (IS_SB_ELEMENT(element) && local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) { player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_BUING); + PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING); } break; @@ -6129,6 +6408,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; return FALSE; } @@ -6182,6 +6464,8 @@ boolean PlaceBomb(struct PlayerInfo *player) else DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT); } + + PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING); } else { @@ -6190,47 +6474,71 @@ boolean PlaceBomb(struct PlayerInfo *player) player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB); + + PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING); } return TRUE; } -void PlaySoundLevel(int x, int y, int sound_nr) +void PlaySoundLevel(int x, int y, int nr) { + 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; - int silence_distance = 8; + int volume, stereo_position; + 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(sound_nr)) || - (!setup.sound_loops && IS_LOOP_SOUND(sound_nr))) + if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || + (!setup.sound_loops && IS_LOOP_SOUND(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 = (sx - SCR_FIELDX/2) * 12; -#else - stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo > PSND_MAX_RIGHT) - stereo = PSND_MAX_RIGHT; - if (stereo < PSND_MAX_LEFT) - stereo = 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) / silence_distance; + volume -= volume * (dx > dy ? dx : dy) / max_distance; } - PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP); + 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; + + 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) @@ -6286,6 +6594,31 @@ void RaiseScoreElement(int element) } } +void RequestQuitGame(boolean ask_if_really_quit) +{ + if (AllPlayersGone || + !ask_if_really_quit || + level_editor_test_game || + Request("Do you really want to quit the game ?", + REQ_ASK | REQ_STAY_CLOSED)) + { +#if defined(PLATFORM_UNIX) + if (options.network) + SendToServer_StopPlaying(); + else +#endif + { + game_status = MAINMENU; + DrawMainMenu(); + } + } + else + { + OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + } +} + + /* ---------- new game button stuff ---------------------------------------- */ /* graphic position values for game buttons */ @@ -6434,30 +6767,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) switch (id) { case GAME_CTRL_ID_STOP: - if (AllPlayersGone) - { - CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; - DrawMainMenu(); - break; - } - - if (level_editor_test_game || - Request("Do you really want to quit the game ?", - REQ_ASK | REQ_STAY_CLOSED)) - { -#if defined(PLATFORM_UNIX) - if (options.network) - SendToServer_StopPlaying(); - else -#endif - { - game_status = MAINMENU; - DrawMainMenu(); - } - } - else - OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); + RequestQuitGame(TRUE); break; case GAME_CTRL_ID_PAUSE: @@ -6471,7 +6781,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) #endif } else - TapeTogglePause(); + TapeTogglePause(TAPE_TOGGLE_MANUAL); break; case GAME_CTRL_ID_PLAY: @@ -6495,11 +6805,10 @@ static void HandleGameButtons(struct GadgetInfo *gi) setup.sound_music = FALSE; FadeMusic(); } - else if (audio.loops_available) + else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; - if (num_bg_loops) - PlayMusic(level_nr % num_bg_loops); + PlayMusic(level_nr); } break;