X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a5620a017b0852734cf7f4998af10fabf0c098a9;hb=8afc6199767a6fcb7451efd2b3d5b070f6c99efb;hp=38650b36c8c52807fbbc582890a83f291877fd56;hpb=86e110774e5210b326e6867b134bd638d93554d3;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 38650b36..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 * @@ -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 @@ -102,29 +106,57 @@ static void KillHeroUnlessProtected(int, int); void PlaySoundLevel(int, int, int); void PlaySoundLevelAction(int, int, int); +void PlaySoundLevelElementAction(int, int, int, int); static void MapGameButtons(); static void HandleGameButtons(struct GadgetInfo *); static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS]; -static char *loop_sound_actions[] = +#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 { - ".waiting", - ".moving", - ".running", - ".burning", - ".growing", - ".attacking" + 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 boolean is_loop_sound[NUM_SOUND_EFFECTS]; -static boolean sound_info_initialized = FALSE; +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]) -#define SND_MOVING 1 -#define SND_WAITING 2 - #ifdef DEBUG #if 0 @@ -464,12 +496,177 @@ void DrawGameDoorValues() 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 @@ -525,9 +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; @@ -618,6 +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) @@ -717,80 +917,6 @@ void InitGame() } } - /* initialize sound effect properties */ - if (!sound_info_initialized) - { - 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; 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; @@ -1355,17 +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])) { @@ -2091,61 +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 (sound >= 0) - PlaySoundLevel(x, y, sound); - } + PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT); } void TurnRound(int x, int y) @@ -2863,7 +2926,7 @@ void StartMoving(int x, int y) if (MovDelay[x][y]) /* element still has to wait some time */ { - PlaySoundLevelAction(x, y, SND_WAITING); + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); return; } @@ -3073,21 +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_WAITING); + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); return; } InitMovingField(x, y, MovDir[x][y]); - PlaySoundLevelAction(x, y, SND_MOVING); + PlaySoundLevelAction(x, y, SND_ACTION_MOVING); } if (MovDir[x][y]) @@ -3427,9 +3494,9 @@ 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; } } @@ -3694,8 +3761,8 @@ 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) @@ -3873,7 +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) @@ -4150,6 +4217,7 @@ 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; @@ -4729,14 +4797,18 @@ 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) @@ -4900,6 +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; @@ -4907,12 +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--; } } @@ -5133,7 +5220,7 @@ 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 @@ -5725,19 +5812,7 @@ 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: @@ -5759,19 +5834,7 @@ 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: @@ -5816,10 +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_DISK_RED_COLLECTING); - else - PlaySoundLevel(x, y, SND_DYNAMITE_COLLECTING); + PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING); break; case EL_DYNABOMB_NR: @@ -6024,7 +6084,7 @@ 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 @@ -6049,24 +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) - 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: @@ -6099,7 +6142,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_EM_GATE_1X: @@ -6116,7 +6158,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_SWITCHGATE_OPEN: @@ -6128,11 +6169,7 @@ 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: @@ -6289,7 +6326,7 @@ 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 @@ -6326,18 +6363,13 @@ 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 && @@ -6451,8 +6483,8 @@ 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; @@ -6496,82 +6528,17 @@ void PlaySoundLevel(int x, int y, int nr) PlaySoundExt(nr, volume, stereo_position, type); } -void PlaySoundLevelAction(int x, int y, int action) +void PlaySoundLevelAction(int x, int y, int sound_action) { - int element = Feld[x][y]; + PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action); +} - 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 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)