X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_caveengine.c;h=0327fb18e45eca0b17851a333a3b470582a1005b;hb=d3ee9a75c191a044aa589058f9814a11362aecd8;hp=407c7b1ee9dcb3ed668432cd059281222daf7577;hpb=76903990771e961a2d32af364dead8462b9526e7;p=rocksndiamonds.git diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index 407c7b1e..0327fb18 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -152,7 +152,7 @@ static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y) case O_NITRO_PACK: case O_NITRO_PACK_F: - gd_sound_play(cave, GD_S_NITRO, element, x, y); + gd_sound_play(cave, GD_S_NITRO_PACK, element, x, y); break; case O_FALLING_WALL: @@ -181,7 +181,7 @@ static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y) break; case O_PRE_CLOCK_1: - gd_sound_play(cave, GD_S_BLADDER_CONVERT, element, x, y); + gd_sound_play(cave, GD_S_BLADDER_CONVERTING, element, x, y); break; case O_SLIME: @@ -193,18 +193,18 @@ static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y) break; case O_ACID: - gd_sound_play(cave, GD_S_ACID_SPREAD, element, x, y); + gd_sound_play(cave, GD_S_ACID_SPREADING, element, x, y); break; case O_BLADDER: - gd_sound_play(cave, GD_S_BLADDER_MOVE, element, x, y); + gd_sound_play(cave, GD_S_BLADDER_MOVING, element, x, y); break; case O_BITER_1: case O_BITER_2: case O_BITER_3: case O_BITER_4: - gd_sound_play(cave, GD_S_BITER_EAT, element, x, y); + gd_sound_play(cave, GD_S_BITER_EATING, element, x, y); break; case O_DIRT_BALL: @@ -488,7 +488,7 @@ static void creature_explode(GdCave *cave, int x, int y, GdElement explode_to) /* the processing of an explosion took pretty much time: processing 3x3 = 9 elements */ cave->ckdelay += 1200; - gd_sound_play(cave, GD_S_EXPLOSION, get(cave, x, y), x, y); + gd_sound_play(cave, GD_S_EXPLODING, get(cave, x, y), x, y); for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++) @@ -501,7 +501,7 @@ static void nitro_explode(GdCave *cave, int x, int y) /* the processing of an explosion took pretty much time: processing 3x3 = 9 elements */ cave->ckdelay += 1200; - gd_sound_play(cave, GD_S_NITRO_EXPLOSION, get(cave, x, y), x, y); + gd_sound_play(cave, GD_S_NITRO_PACK_EXPLODING, get(cave, x, y), x, y); for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++) @@ -520,7 +520,7 @@ static void voodoo_explode(GdCave *cave, int x, int y) /* the processing of an explosion took pretty much time: processing 3x3 = 9 elements */ cave->ckdelay += 1000; - gd_sound_play(cave, GD_S_VOODOO_EXPLOSION, get(cave, x, y), x, y); + gd_sound_play(cave, GD_S_VOODOO_EXPLODING, get(cave, x, y), x, y); if (cave->voodoo_any_hurt_kills_player) cave->voodoo_touched = TRUE; @@ -555,7 +555,7 @@ static void explode_try_skip_voodoo(GdCave *cave, const int x, const int y, cons /* X shaped ghost explosion; does not touch voodoo! */ static void ghost_explode(GdCave *cave, const int x, const int y) { - gd_sound_play(cave, GD_S_GHOST_EXPLOSION, get(cave, x, y), x, y); + gd_sound_play(cave, GD_S_GHOST_EXPLODING, get(cave, x, y), x, y); /* the processing of an explosion took pretty much time: processing 5 elements */ cave->ckdelay += 650; @@ -570,7 +570,7 @@ static void ghost_explode(GdCave *cave, const int x, const int y) /* +shaped bomb explosion; does not touch voodoo! */ static void bomb_explode(GdCave *cave, const int x, const int y) { - gd_sound_play(cave, GD_S_BOMB_EXPLOSION, get(cave, x, y), x, y); + gd_sound_play(cave, GD_S_BOMB_EXPLODING, get(cave, x, y), x, y); /* the processing of an explosion took pretty much time: processing 5 elements */ cave->ckdelay += 650; @@ -693,43 +693,43 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x { case O_DIAMOND_KEY: cave->diamond_key_collected = TRUE; - gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECTING, object, x, y); return O_SPACE; /* KEYS AND DOORS */ case O_KEY_1: - gd_sound_play(cave, GD_S_KEY_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y); cave->key1++; return O_SPACE; case O_KEY_2: - gd_sound_play(cave, GD_S_KEY_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y); cave->key2++; return O_SPACE; case O_KEY_3: - gd_sound_play(cave, GD_S_KEY_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y); cave->key3++; return O_SPACE; case O_DOOR_1: if (cave->key1 == 0) return object; - gd_sound_play(cave, GD_S_DOOR_OPEN, object, x, y); + gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y); cave->key1--; return O_SPACE; case O_DOOR_2: if (cave->key2 == 0) return object; - gd_sound_play(cave, GD_S_DOOR_OPEN, object, x, y); + gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y); cave->key2--; return O_SPACE; case O_DOOR_3: if (cave->key3 == 0) return object; - gd_sound_play(cave, GD_S_DOOR_OPEN, object, x, y); + gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y); cave->key3--; return O_SPACE; @@ -777,22 +777,22 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x case O_DIRT_SLOPED_DOWN_RIGHT: case O_DIRT_BALL: case O_DIRT_LOOSE: - gd_sound_play(cave, GD_S_WALK_EARTH, object, x, y); + gd_sound_play(cave, GD_S_DIRT_WALKING, object, x, y); return O_SPACE; case O_SWEET: - gd_sound_play(cave, GD_S_SWEET_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_SWEET_COLLECTING, object, x, y); cave->sweet_eaten = TRUE; return O_SPACE; case O_PNEUMATIC_HAMMER: - gd_sound_play(cave, GD_S_PNEUMATIC_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_PNEUMATIC_COLLECTING, object, x, y); cave->got_pneumatic_hammer = TRUE; return O_SPACE; case O_CLOCK: /* bonus time */ - gd_sound_play(cave, GD_S_CLOCK_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_CLOCK_COLLECTING, object, x, y); cave->time += cave->time_bonus * cave->timing_factor; if (cave->time > cave->max_time * cave->timing_factor) cave->time -= cave->max_time * cave->timing_factor; @@ -803,7 +803,7 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x case O_FLYING_DIAMOND: // prevent diamond sounds for O_SKELETON (see below) if (x != -1 && y != -1) - gd_sound_play(cave, GD_S_DIAMOND_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_DIAMOND_COLLECTING, object, x, y); cave->score += cave->diamond_value; cave->diamonds_collected++; @@ -816,8 +816,8 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x cave->diamond_value = cave->extra_diamond_value; cave->gate_open_flash = 1; - cave->sound3 = GD_S_CRACK; - gd_sound_play(cave, GD_S_CRACK, O_OUTBOX, x, y); + cave->sound3 = GD_S_CRACKING; + gd_sound_play(cave, GD_S_CRACKING, O_OUTBOX, x, y); } return O_SPACE; @@ -829,7 +829,7 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x player_get_element(cave, O_DIAMOND, -1, -1); /* _after_ calling get_element for the fake diamonds, so we overwrite its sounds */ - gd_sound_play(cave, GD_S_SKELETON_COLLECT, object, x, y); + gd_sound_play(cave, GD_S_SKELETON_COLLECTING, object, x, y); return O_SPACE; case O_OUTBOX: @@ -839,7 +839,7 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x case O_SPACE: case O_LAVA: /* player goes into lava, as if it was space */ - gd_sound_play(cave, GD_S_WALK_EMPTY, object, x, y); + gd_sound_play(cave, GD_S_EMPTY_WALKING, object, x, y); return O_SPACE; default: @@ -1066,7 +1066,7 @@ static boolean do_push(GdCave *cave, int x, int y, GdDirection player_move, bool /* yes, so push. */ store_dir(cave, x, y, player_move + GD_MV_TWICE, O_BOX); result = TRUE; - gd_sound_play(cave, GD_S_BOX_PUSH, what, x, y); + gd_sound_play(cave, GD_S_BOX_PUSHING, what, x, y); } break; @@ -1202,7 +1202,7 @@ static boolean do_fall_try_crack_nut(GdCave *cave, int x, int y, store(cave, x, y, bouncing); store_dir(cave, x, y, fall_dir, cave->nut_turns_to_when_crushed); - gd_sound_play(cave, GD_S_NUT_CRACK, O_NUT, x, y); + gd_sound_play(cave, GD_S_NUT_CRACKING, O_NUT, x, y); return TRUE; } @@ -1480,7 +1480,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, if (cave->hammered_reappear[y][x] == 0) { store(cave, x, y, O_BRICK); - gd_sound_play(cave, GD_S_WALL_REAPPEAR, O_BRICK, x, y); + gd_sound_play(cave, GD_S_WALL_REAPPEARING, O_BRICK, x, y); } } } @@ -1594,7 +1594,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, /* if its a bomb, remember he now has one. */ /* we do not change the "remains" and "what" variables, so that part of the code will be ineffective */ - gd_sound_play(cave, GD_S_BOMB_COLLECT, what, x, y); + gd_sound_play(cave, GD_S_BOMB_COLLECTING, what, x, y); store_dir(cave, x, y, player_move, O_SPACE); if (player_fire) @@ -1689,7 +1689,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, /* placed bomb, he is normal player again */ store(cave, x, y, O_PLAYER); - gd_sound_play(cave, GD_S_BOMB_PLACE, O_BOMB, x, y); + gd_sound_play(cave, GD_S_BOMB_PLACING, O_BOMB, x, y); } break; } @@ -3386,7 +3386,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, if (cave->gravity_will_change == 0) { cave->gravity = cave->gravity_next_direction; - gd_sound_play(cave, GD_S_GRAVITY_CHANGE, O_GRAVITY_SWITCH, -1, -1); /* takes precedence over amoeba and magic wall sound */ + gd_sound_play(cave, GD_S_GRAVITY_CHANGING, O_GRAVITY_SWITCH, -1, -1); /* takes precedence over amoeba and magic wall sound */ } } @@ -3495,7 +3495,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, cave->creatures_backwards = !cave->creatures_backwards; } - gd_sound_play(cave, GD_S_CRACK, O_INBOX, -1, -1); + gd_sound_play(cave, GD_S_CRACKING, O_INBOX, -1, -1); } /* for biters */