projects
/
rocksndiamonds.git
/ commitdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
| commitdiff |
tree
raw
|
patch
|
inline
| side by side (from parent 1:
9de343a
)
removed optionally not playing certain sounds in native BD engine
author
Holger Schemel
<info@artsoft.org>
Wed, 14 Feb 2024 18:18:52 +0000
(19:18 +0100)
committer
Holger Schemel
<info@artsoft.org>
Sun, 18 Feb 2024 15:16:59 +0000
(16:16 +0100)
src/game_bd/bd_caveengine.c
patch
|
blob
|
history
diff --git
a/src/game_bd/bd_caveengine.c
b/src/game_bd/bd_caveengine.c
index 5788933bfcdb041661eb6c41c0cddf352349fb51..407c7b1ee9dcb3ed668432cd059281222daf7577 100644
(file)
--- a/
src/game_bd/bd_caveengine.c
+++ b/
src/game_bd/bd_caveengine.c
@@
-136,8
+136,7
@@
static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
{
case O_NUT:
case O_NUT_F:
{
case O_NUT:
case O_NUT_F:
- if (cave->nut_sound)
- gd_sound_play(cave, GD_S_NUT, element, x, y);
+ gd_sound_play(cave, GD_S_NUT, element, x, y);
break;
case O_STONE:
break;
case O_STONE:
@@
-148,20
+147,17
@@
static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
case O_MEGA_STONE_F:
case O_WAITING_STONE:
case O_CHASING_STONE:
case O_MEGA_STONE_F:
case O_WAITING_STONE:
case O_CHASING_STONE:
- if (cave->stone_sound)
- gd_sound_play(cave, GD_S_STONE, element, x, y);
+ gd_sound_play(cave, GD_S_STONE, element, x, y);
break;
case O_NITRO_PACK:
case O_NITRO_PACK_F:
break;
case O_NITRO_PACK:
case O_NITRO_PACK_F:
- if (cave->nitro_sound)
- gd_sound_play(cave, GD_S_NITRO, element, x, y);
+ gd_sound_play(cave, GD_S_NITRO, element, x, y);
break;
case O_FALLING_WALL:
case O_FALLING_WALL_F:
break;
case O_FALLING_WALL:
case O_FALLING_WALL_F:
- if (cave->falling_wall_sound)
- gd_sound_play(cave, GD_S_FALLING_WALL, element, x, y);
+ gd_sound_play(cave, GD_S_FALLING_WALL, element, x, y);
break;
case O_H_EXPANDING_WALL:
break;
case O_H_EXPANDING_WALL:
@@
-170,54
+166,45
@@
static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
case O_H_EXPANDING_STEEL_WALL:
case O_V_EXPANDING_STEEL_WALL:
case O_EXPANDING_STEEL_WALL:
case O_H_EXPANDING_STEEL_WALL:
case O_V_EXPANDING_STEEL_WALL:
case O_EXPANDING_STEEL_WALL:
- if (cave->expanding_wall_sound)
- gd_sound_play(cave, GD_S_EXPANDING_WALL, element, x, y);
+ gd_sound_play(cave, GD_S_EXPANDING_WALL, element, x, y);
break;
case O_DIAMOND:
case O_DIAMOND_F:
case O_FLYING_DIAMOND:
case O_FLYING_DIAMOND_F:
break;
case O_DIAMOND:
case O_DIAMOND_F:
case O_FLYING_DIAMOND:
case O_FLYING_DIAMOND_F:
- if (cave->diamond_sound)
- gd_sound_play(cave, GD_S_DIAMOND_RANDOM, element, x, y);
+ gd_sound_play(cave, GD_S_DIAMOND_RANDOM, element, x, y);
break;
case O_BLADDER_SPENDER:
break;
case O_BLADDER_SPENDER:
- if (cave->bladder_spender_sound)
- gd_sound_play(cave, GD_S_BLADDER_SPENDER, element, x, y);
+ gd_sound_play(cave, GD_S_BLADDER_SPENDER, element, x, y);
break;
case O_PRE_CLOCK_1:
break;
case O_PRE_CLOCK_1:
- if (cave->bladder_convert_sound)
- gd_sound_play(cave, GD_S_BLADDER_CONVERT, element, x, y);
+ gd_sound_play(cave, GD_S_BLADDER_CONVERT, element, x, y);
break;
case O_SLIME:
break;
case O_SLIME:
- if (cave->slime_sound)
- gd_sound_play(cave, GD_S_SLIME, element, x, y);
+ gd_sound_play(cave, GD_S_SLIME, element, x, y);
break;
case O_LAVA:
break;
case O_LAVA:
- if (cave->lava_sound)
- gd_sound_play(cave, GD_S_LAVA, element, x, y);
+ gd_sound_play(cave, GD_S_LAVA, element, x, y);
break;
case O_ACID:
break;
case O_ACID:
- if (cave->acid_spread_sound)
- gd_sound_play(cave, GD_S_ACID_SPREAD, element, x, y);
+ gd_sound_play(cave, GD_S_ACID_SPREAD, element, x, y);
break;
case O_BLADDER:
break;
case O_BLADDER:
- if (cave->bladder_sound)
- gd_sound_play(cave, GD_S_BLADDER_MOVE, element, x, y);
+ gd_sound_play(cave, GD_S_BLADDER_MOVE, element, x, y);
break;
case O_BITER_1:
case O_BITER_2:
case O_BITER_3:
case O_BITER_4:
break;
case O_BITER_1:
case O_BITER_2:
case O_BITER_3:
case O_BITER_4:
- if (cave->biter_sound)
- gd_sound_play(cave, GD_S_BITER_EAT, element, x, y);
+ gd_sound_play(cave, GD_S_BITER_EAT, element, x, y);
break;
case O_DIRT_BALL:
break;
case O_DIRT_BALL:
@@
-1215,8
+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);
store(cave, x, y, bouncing);
store_dir(cave, x, y, fall_dir, cave->nut_turns_to_when_crushed);
- if (cave->nut_sound)
- gd_sound_play(cave, GD_S_NUT_CRACK, O_NUT, x, y);
+ gd_sound_play(cave, GD_S_NUT_CRACK, O_NUT, x, y);
return TRUE;
}
return TRUE;
}
@@
-2428,7
+2414,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
}
/* if biter did move, we had sound. play it. */
}
/* if biter did move, we had sound. play it. */
- if (made_sound_of
!=
O_NONE)
+ if (made_sound_of
!=
O_NONE)
play_sound_of_element(cave, made_sound_of, x, y);
}
break;
play_sound_of_element(cave, made_sound_of, x, y);
}
break;
@@
-3290,7
+3276,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
/* cave 3 sounds. precedence is controlled by the sound_play function. */
/* but we have to check amoeba&magic together as they had a different gritty sound when mixed */
/* cave 3 sounds. precedence is controlled by the sound_play function. */
/* but we have to check amoeba&magic together as they had a different gritty sound when mixed */
- if (found_water
&& cave->water_sound
)
+ if (found_water)
gd_sound_play(cave, GD_S_WATER, O_WATER, -1, -1);
magic_sound = (cave->magic_wall_state == GD_MW_ACTIVE &&
gd_sound_play(cave, GD_S_WATER, O_WATER, -1, -1);
magic_sound = (cave->magic_wall_state == GD_MW_ACTIVE &&
@@
-3320,7
+3306,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
}
/* pneumatic hammer sound - overrides everything. */
}
/* pneumatic hammer sound - overrides everything. */
- if (cave->pneumatic_hammer_active_delay > 0
&& cave->pneumatic_hammer_sound
)
+ if (cave->pneumatic_hammer_active_delay > 0)
gd_sound_play(cave, GD_S_PNEUMATIC_HAMMER, O_PNEUMATIC_HAMMER, -1, -1);
/* CAVE VARIABLES */
gd_sound_play(cave, GD_S_PNEUMATIC_HAMMER, O_PNEUMATIC_HAMMER, -1, -1);
/* CAVE VARIABLES */
@@
-3400,8
+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;
if (cave->gravity_will_change == 0)
{
cave->gravity = cave->gravity_next_direction;
- if (cave->gravity_change_sound)
- 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_CHANGE, O_GRAVITY_SWITCH, -1, -1); /* takes precedence over amoeba and magic wall sound */
}
}
}
}
@@
-3414,8
+3399,7
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
if (cave->creatures_direction_will_change == 0)
{
if (cave->creatures_direction_will_change == 0)
{
- if (cave->creature_direction_auto_change_sound)
- gd_sound_play(cave, GD_S_SWITCH_CREATURES, O_CREATURE_SWITCH, -1, -1);
+ gd_sound_play(cave, GD_S_SWITCH_CREATURES, O_CREATURE_SWITCH, -1, -1);
cave->creatures_backwards = !cave->creatures_backwards;
cave->creatures_direction_will_change =
cave->creatures_backwards = !cave->creatures_backwards;
cave->creatures_direction_will_change =