From 76903990771e961a2d32af364dead8462b9526e7 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Wed, 14 Feb 2024 19:18:52 +0100 Subject: [PATCH] removed optionally not playing certain sounds in native BD engine --- src/game_bd/bd_caveengine.c | 54 +++++++++++++------------------------ 1 file changed, 19 insertions(+), 35 deletions(-) diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index 5788933b..407c7b1e 100644 --- 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: - 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: @@ -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: - 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: - 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: - 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: @@ -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: - 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: - 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: - 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: - 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: - 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: - 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: - 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: - 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: - 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: @@ -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); - 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; } @@ -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 (made_sound_of!=O_NONE) + if (made_sound_of != O_NONE) 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 */ - 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 && @@ -3320,7 +3306,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, } /* 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 */ @@ -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_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->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 = -- 2.34.1