X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=bc31c194de0672b1a07164c40710502c6d7562ca;hb=c9433eab5c4317ed4f89164b386a7d33562e29be;hp=0312c695cccb3ba28d2a893c667d9ecadd79b058;hpb=62e8f84edbffc67d743bb2d6afff258079f041d5;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 0312c695..bc31c194 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 * @@ -76,30 +76,9 @@ #define DX_TIME (DX + XX_TIME) #define DY_TIME (DY + YY_TIME) -#if 0 -#define IS_LOOP_SOUND(s) ((s) == SND_BD_MAGIC_WALL_RUNNING || \ - (s) == SND_BD_BUTTERFLY_MOVING || \ - (s) == SND_BD_FIREFLY_MOVING || \ - (s) == SND_SP_SNIKSNAK_MOVING || \ - (s) == SND_SP_ELECTRON_MOVING || \ - (s) == SND_DYNAMITE_BURNING || \ - (s) == SND_BUG_MOVING || \ - (s) == SND_SPACESHIP_MOVING || \ - (s) == SND_YAMYAM_MOVING || \ - (s) == SND_YAMYAM_WAITING || \ - (s) == SND_ROBOT_WHEEL_RUNNING || \ - (s) == SND_MAGIC_WALL_RUNNING || \ - (s) == SND_BALLOON_MOVING || \ - (s) == SND_MOLE_MOVING || \ - (s) == SND_TIMEGATE_WHEEL_RUNNING || \ - (s) == SND_CONVEYOR_BELT_RUNNING || \ - (s) == SND_DYNABOMB_BURNING || \ - (s) == SND_PACMAN_MOVING || \ - (s) == SND_PENGUIN_MOVING || \ - (s) == SND_PIG_MOVING || \ - (s) == SND_DRAGON_MOVING || \ - (s) == SND_DRAGON_BREATHING_FIRE) -#endif +/* 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 @@ -125,43 +104,60 @@ 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]; -static boolean is_loop_sound[NUM_SOUND_EFFECTS]; -static boolean is_loop_sound_initialized = FALSE; -static int loop_sounds[] = +#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[] = { - SND_BD_MAGIC_WALL_RUNNING, - SND_BD_BUTTERFLY_MOVING, - SND_BD_FIREFLY_MOVING, - SND_SP_SNIKSNAK_MOVING, - SND_SP_ELECTRON_MOVING, - SND_DYNAMITE_BURNING, - SND_BUG_MOVING, - SND_SPACESHIP_MOVING, - SND_YAMYAM_MOVING, - SND_YAMYAM_WAITING, - SND_ROBOT_WHEEL_RUNNING, - SND_MAGIC_WALL_RUNNING, - SND_BALLOON_MOVING, - SND_MOLE_MOVING, - SND_TIMEGATE_WHEEL_RUNNING, - SND_CONVEYOR_BELT_RUNNING, - SND_DYNABOMB_BURNING, - SND_PACMAN_MOVING, - SND_PENGUIN_MOVING, - SND_PIG_MOVING, - SND_DRAGON_MOVING, - SND_DRAGON_BREATHING_FIRE + /* 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_EFFECTS]; #define IS_LOOP_SOUND(x) (is_loop_sound[x]) - #ifdef DEBUG #if 0 static unsigned int getStateCheckSum(int counter) @@ -500,12 +496,180 @@ 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_EFFECTS]; + 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 @@ -561,9 +725,8 @@ 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; @@ -654,6 +817,10 @@ 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) @@ -753,63 +920,6 @@ void InitGame() } } - /* initialize sound effect properties */ - if (!is_loop_sound_initialized) - { - int i; - - 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; @@ -890,7 +1000,7 @@ void InitGame() OpenDoor(DOOR_OPEN_ALL); - PlaySoundStereo(SND_GAME_STARTING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT); if (setup.sound_music) PlayMusic(level_nr); @@ -1043,18 +1153,18 @@ void GameWon() local_player->LevelSolved = FALSE; - PlaySoundStereo(SND_GAME_WINNING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT); if (TimeLeft) { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); while (TimeLeft > 0) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); if (TimeLeft > 0 && !(TimeLeft % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimeLeft > 100 && !(TimeLeft % 10)) @@ -1074,13 +1184,13 @@ void GameWon() else if (level.time == 0) /* level without time limit */ { if (!tape.playing && setup.sound_loops) - PlaySoundExt(SND_GAME_LEVELTIME_BONUS, PSND_MAX_VOLUME, PSND_MAX_RIGHT, + PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP); while (TimePlayed < 999) { if (!tape.playing && !setup.sound_loops) - PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT); if (TimePlayed < 999 && !(TimePlayed % 10)) RaiseScore(level.score[SC_ZEITBONUS]); if (TimePlayed < 900 && !(TimePlayed % 10)) @@ -1374,13 +1484,8 @@ void CheckDynamite(int x, int y) MovDelay[x][y]--; if (MovDelay[x][y]) { - if (!(MovDelay[x][y] % 12)) - { - if (Feld[x][y] == EL_DYNAMITE_ACTIVE) - PlaySoundLevel(x, y, SND_DYNAMITE_BURNING); - else - PlaySoundLevel(x, y, SND_DYNABOMB_BURNING); - } + if (!(MovDelay[x][y] % 6)) + PlaySoundLevelAction(x, y, SND_ACTION_BURNING); if (IS_ACTIVE_BOMB(Feld[x][y])) { @@ -2106,61 +2211,7 @@ 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) @@ -2798,6 +2849,7 @@ 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 || @@ -2875,43 +2927,14 @@ void StartMoving(int x, int y) } } - if (MovDelay[x][y]) + if (MovDelay[x][y]) /* element still has to wait some time */ + { + PlaySoundLevelAction(x, y, SND_ACTION_WAITING); + return; + } } - if (element == EL_KAEFER) - PlaySoundLevel(x, y, SND_BUG_MOVING); - else if (element == EL_FLIEGER) - PlaySoundLevel(x, y, SND_SPACESHIP_MOVING); - else if (element == EL_BUTTERFLY) - PlaySoundLevel(x, y, SND_BD_BUTTERFLY_MOVING); - else if (element == EL_FIREFLY) - PlaySoundLevel(x, y, SND_BD_FIREFLY_MOVING); - else if (element == EL_SP_SNIKSNAK) - PlaySoundLevel(x, y, SND_SP_SNIKSNAK_MOVING); - else if (element == EL_SP_ELECTRON) - PlaySoundLevel(x, y, SND_SP_ELECTRON_MOVING); - else if (element == EL_MAMPFER) - PlaySoundLevel(x, y, SND_YAMYAM_MOVING); - else if (element == EL_MAMPFER2) - PlaySoundLevel(x, y, SND_DARK_YAMYAM_MOVING); - else if (element == EL_BALLOON) - PlaySoundLevel(x, y, SND_BALLOON_MOVING); - else if (element == EL_SPRING_MOVING) - PlaySoundLevel(x, y, SND_SPRING_MOVING); - else if (element == EL_MOLE) - PlaySoundLevel(x, y, SND_MOLE_MOVING); - else if (element == EL_SONDE) - PlaySoundLevel(x, y, SND_SATELLITE_MOVING); - else if (element == EL_PACMAN) - PlaySoundLevel(x, y, SND_PACMAN_MOVING); - else if (element == EL_PINGUIN) - PlaySoundLevel(x, y, SND_PENGUIN_MOVING); - else if (element == EL_SCHWEIN) - PlaySoundLevel(x, y, SND_PIG_MOVING); - else if (element == EL_DRACHE) - PlaySoundLevel(x, y, SND_DRAGON_MOVING); - /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ @@ -3026,7 +3049,7 @@ void StartMoving(int x, int y) else DrawLevelField(x, y); - PlaySoundLevel(x, y, SND_DRAGON_BREATHING_FIRE); + PlaySoundLevel(x, y, SND_DRAGON_ATTACKING); MovDelay[x][y] = 50; Feld[newx][newy] = EL_BURNING; @@ -3123,13 +3146,14 @@ void StartMoving(int x, int y) 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_ROBOT_MOVING); - InitMovingField(x, y, MovDir[x][y]); + + PlaySoundLevelAction(x, y, SND_ACTION_MOVING); } if (MovDir[x][y]) @@ -3169,7 +3193,7 @@ 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; @@ -3469,9 +3493,9 @@ 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; } } @@ -3736,8 +3760,8 @@ 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) @@ -4192,6 +4216,7 @@ 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; @@ -4404,6 +4429,9 @@ 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); } } @@ -4754,11 +4782,7 @@ void GameActions() else if (element == EL_SP_TERMINAL_ACTIVE) DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL); else if (IS_BELT(element)) - { DrawBeltAnimation(x, y, element); - if (!(FrameCounter % 2)) - PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING); - } else if (element == EL_SWITCHGATE_OPENING) OpenSwitchgate(x, y); else if (element == EL_SWITCHGATE_CLOSING) @@ -4772,14 +4796,18 @@ 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) @@ -4943,6 +4971,19 @@ 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; @@ -4950,12 +4991,14 @@ 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--; } } @@ -4967,7 +5010,7 @@ void GameActions() TimeLeft--; if (TimeLeft <= 10 && setup.time_limit) - PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, PSND_MAX_RIGHT); + PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT); DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); @@ -5090,7 +5133,9 @@ static void CheckGravityMovement(struct PlayerInfo *player) (Feld[new_jx][new_jy] == EL_SP_BASE || Feld[new_jx][new_jy] == EL_ERDREICH)); - if (field_under_player_is_free && !player_is_moving_to_valid_field) + if (field_under_player_is_free && + !player_is_moving_to_valid_field && + !IS_TUBE(Feld[jx][jy])) player->programmed_action = MV_DOWN; } } @@ -5174,7 +5219,7 @@ 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 @@ -5712,7 +5757,7 @@ 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) @@ -5766,19 +5811,7 @@ 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: @@ -5800,19 +5833,7 @@ 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: @@ -5833,7 +5854,7 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); } - PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT); break; case EL_SHIELD_PASSIVE: @@ -5857,10 +5878,7 @@ 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: @@ -6016,6 +6034,7 @@ 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; @@ -6025,11 +6044,11 @@ int DigField(struct PlayerInfo *player, return MF_NO_ACTION; player->LevelSolved = player->GameOver = TRUE; - PlaySoundStereo(SND_SP_EXIT_ENTERING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT); break; + /* the following elements cannot be pushed by "snapping" */ case EL_FELSBROCKEN: - case EL_BD_ROCK: case EL_BOMBE: case EL_DX_SUPABOMB: case EL_KOKOSNUSS: @@ -6037,7 +6056,12 @@ 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; @@ -6059,13 +6083,21 @@ 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 - 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) { @@ -6076,24 +6108,7 @@ 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: @@ -6126,7 +6141,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_EM_GATE_1X: @@ -6143,7 +6157,6 @@ int DigField(struct PlayerInfo *player, DOUBLE_PLAYER_SPEED(player); PlaySoundLevel(x, y, SND_GATE_PASSING); - break; case EL_SWITCHGATE_OPEN: @@ -6155,11 +6168,7 @@ 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: @@ -6242,6 +6251,8 @@ 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; @@ -6272,7 +6283,7 @@ int DigField(struct PlayerInfo *player, TimeLeft += 10; DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW); DrawLevelField(x, y); - PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, PSND_MAX_RIGHT); + PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT); return MF_ACTION; break; @@ -6314,7 +6325,7 @@ 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 @@ -6351,18 +6362,13 @@ 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 && @@ -6401,6 +6407,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) if (!dx && !dy) { + if (player->MovPos == 0) + player->Pushing = FALSE; + player->snapped = FALSE; return FALSE; } @@ -6473,9 +6482,11 @@ boolean PlaceBomb(struct PlayerInfo *player) void PlaySoundLevel(int x, int y, int nr) { + static int loop_sound_frame[NUM_SOUND_EFFECTS]; + static int loop_sound_volume[NUM_SOUND_EFFECTS]; int sx = SCREENX(x), sy = SCREENY(y); int volume, stereo_position; - int silence_distance = 8; + int max_distance = 8; int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND); if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) || @@ -6483,33 +6494,52 @@ void PlaySoundLevel(int x, int y, int nr) return; if (!IN_LEV_FIELD(x, y) || - sx < -silence_distance || sx >= SCR_FIELDX + silence_distance || - sy < -silence_distance || sy >= SCR_FIELDY + silence_distance) + sx < -max_distance || sx >= SCR_FIELDX + max_distance || + sy < -max_distance || sy >= SCR_FIELDY + max_distance) return; - volume = PSND_MAX_VOLUME; - -#if !defined(PLATFORM_MSDOS) - stereo_position = (sx - SCR_FIELDX / 2) * 12; -#else - stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5; - if (stereo_position > PSND_MAX_RIGHT) - stereo_position = PSND_MAX_RIGHT; - if (stereo_position < PSND_MAX_LEFT) - stereo_position = PSND_MAX_LEFT; -#endif + volume = SOUND_MAX_VOLUME; if (!IN_SCR_FIELD(sx, sy)) { - int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2; - int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2; + int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2; + int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2; - volume -= volume * (dx > dy ? dx : dy) / silence_distance; + volume -= volume * (dx > dy ? dx : dy) / max_distance; + } + + stereo_position = (SOUND_MAX_LEFT + + (sx + max_distance) * SOUND_MAX_LEFT2RIGHT / + (SCR_FIELDX + 2 * max_distance)); + + if (IS_LOOP_SOUND(nr)) + { + /* This assures that quieter loop sounds do not overwrite louder ones, + while restarting sound volume comparison with each new game frame. */ + + if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter) + return; + + 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) { local_player->score += value;