GD_MV_UP_LEFT_2
};
-// sets timeout sound.
-void gd_cave_set_seconds_sound(GdCave *cave)
-{
- // when not counting bonus time, timeout sounds will be played by main game engine;
- // also skip timeout sounds when not using native sound engine
- if (game_bd.game == NULL || game_bd.game->state_counter != GAME_INT_CHECK_BONUS_TIME ||
- !game.use_native_bd_sound_engine)
- return;
-
- // this is an integer division, so 0 seconds can be 0.5 seconds...
- // also, when this reaches 8, the player still has 8.9999 seconds.
- // so the sound is played at almost t = 9s.
- switch (cave->time / cave->timing_factor)
- {
- case 9: gd_sound_play(cave, GD_S_TIMEOUT_10, O_NONE, -1, -1); break;
- case 8: gd_sound_play(cave, GD_S_TIMEOUT_9, O_NONE, -1, -1); break;
- case 7: gd_sound_play(cave, GD_S_TIMEOUT_8, O_NONE, -1, -1); break;
- case 6: gd_sound_play(cave, GD_S_TIMEOUT_7, O_NONE, -1, -1); break;
- case 5: gd_sound_play(cave, GD_S_TIMEOUT_6, O_NONE, -1, -1); break;
- case 4: gd_sound_play(cave, GD_S_TIMEOUT_5, O_NONE, -1, -1); break;
- case 3: gd_sound_play(cave, GD_S_TIMEOUT_4, O_NONE, -1, -1); break;
- case 2: gd_sound_play(cave, GD_S_TIMEOUT_3, O_NONE, -1, -1); break;
- case 1: gd_sound_play(cave, GD_S_TIMEOUT_2, O_NONE, -1, -1); break;
- case 0: gd_sound_play(cave, GD_S_TIMEOUT_1, O_NONE, -1, -1); break;
- }
-}
-
// returns true if the element has a certain property
static inline boolean has_property(int element, const int property)
{
}
}
+// sets timeout sound.
+void gd_cave_set_seconds_sound(GdCave *cave)
+{
+ // when not counting bonus time, timeout sounds will be played by main game engine;
+ // also skip timeout sounds when not using native sound engine
+ if (game_bd.game == NULL || game_bd.game->state_counter != GAME_INT_CHECK_BONUS_TIME ||
+ !game.use_native_bd_sound_engine)
+ return;
+
+ // this is an integer division, so 0 seconds can be 0.5 seconds...
+ // also, when this reaches 8, the player still has 8.9999 seconds.
+ // so the sound is played at almost t = 9s.
+ switch (cave->time / cave->timing_factor)
+ {
+ case 9: gd_sound_play(cave, GD_S_TIMEOUT_10, O_NONE, -1, -1); break;
+ case 8: gd_sound_play(cave, GD_S_TIMEOUT_9, O_NONE, -1, -1); break;
+ case 7: gd_sound_play(cave, GD_S_TIMEOUT_8, O_NONE, -1, -1); break;
+ case 6: gd_sound_play(cave, GD_S_TIMEOUT_7, O_NONE, -1, -1); break;
+ case 5: gd_sound_play(cave, GD_S_TIMEOUT_6, O_NONE, -1, -1); break;
+ case 4: gd_sound_play(cave, GD_S_TIMEOUT_5, O_NONE, -1, -1); break;
+ case 3: gd_sound_play(cave, GD_S_TIMEOUT_4, O_NONE, -1, -1); break;
+ case 2: gd_sound_play(cave, GD_S_TIMEOUT_3, O_NONE, -1, -1); break;
+ case 1: gd_sound_play(cave, GD_S_TIMEOUT_2, O_NONE, -1, -1); break;
+ case 0: gd_sound_play(cave, GD_S_TIMEOUT_1, O_NONE, -1, -1); break;
+ }
+}
+
static inline int getx(const GdCave *cave, const int x, const int y)
{
return cave->getx(cave, x, y);