static void CheckGravityMovement(struct PlayerInfo *);
static void KillHeroUnlessProtected(int, int);
+void PlaySoundLevel(int, int, int);
+void PlaySoundLevelAction(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[] =
+static char *loop_sound_actions[] =
{
- 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
+ ".waiting",
+ ".moving",
+ ".running",
+ ".burning",
+ ".growing",
+ ".attacking"
};
+static boolean is_loop_sound[NUM_SOUND_EFFECTS];
+static boolean sound_info_initialized = FALSE;
#define IS_LOOP_SOUND(x) (is_loop_sound[x])
+#define SND_MOVING 1
+#define SND_WAITING 2
#ifdef DEBUG
}
/* initialize sound effect properties */
- if (!is_loop_sound_initialized)
+ if (!sound_info_initialized)
{
- int i;
+ int i, j;
for (i=0; i<NUM_SOUND_EFFECTS; i++)
+ {
is_loop_sound[i] = FALSE;
- for (i=0; i<SIZEOF_ARRAY_INT(loop_sounds); i++)
- is_loop_sound[loop_sounds[i]] = TRUE;
+ for (j=0; j<SIZEOF_ARRAY(loop_sound_actions, char *); j++)
+ {
+ int len_effect_text = strlen(sound_effects[i].text);
+ int len_action_text = strlen(loop_sound_actions[j]);
+
+ if (len_effect_text > len_action_text &&
+ strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
+ loop_sound_actions[j]) == 0)
+ is_loop_sound[i] = TRUE;
+ }
+ }
+
+ for (i=0; i<NUM_SOUND_EFFECTS; i++)
+ {
+ for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
+ {
+ }
+ }
- is_loop_sound_initialized = TRUE;
+ sound_info_initialized = TRUE;
}
game.version = (tape.playing ? tape.game_version : level.game_version);
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 ||
}
}
- if (MovDelay[x][y])
+ if (MovDelay[x][y]) /* element still has to wait some time */
+ {
+ PlaySoundLevelAction(x, y, SND_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 */
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;
if (DONT_TOUCH(element))
TestIfBadThingTouchesHero(x, y);
+ PlaySoundLevelAction(x, y, SND_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_MOVING);
}
if (MovDir[x][y])
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;
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;
PlaySoundExt(nr, volume, stereo_position, type);
}
+void PlaySoundLevelAction(int x, int y, int action)
+{
+ int element = Feld[x][y];
+
+ if (action == SND_MOVING)
+ {
+ 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);
+ else if (element == EL_ROBOT)
+ PlaySoundLevel(x, y, SND_ROBOT_STEPPING);
+ }
+ else if (action == SND_WAITING)
+ {
+ if (element == EL_KAEFER)
+ PlaySoundLevel(x, y, SND_BUG_WAITING);
+ else if (element == EL_FLIEGER)
+ PlaySoundLevel(x, y, SND_SPACESHIP_WAITING);
+ else if (element == EL_BUTTERFLY)
+ PlaySoundLevel(x, y, SND_BD_BUTTERFLY_WAITING);
+ else if (element == EL_FIREFLY)
+ PlaySoundLevel(x, y, SND_BD_FIREFLY_WAITING);
+ else if (element == EL_SP_SNIKSNAK)
+ PlaySoundLevel(x, y, SND_SP_SNIKSNAK_WAITING);
+ else if (element == EL_SP_ELECTRON)
+ PlaySoundLevel(x, y, SND_SP_ELECTRON_WAITING);
+ else if (element == EL_MAMPFER)
+ PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
+ else if (element == EL_MAMPFER2)
+ PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
+ else if (element == EL_BALLOON)
+ PlaySoundLevel(x, y, SND_BALLOON_WAITING);
+ else if (element == EL_MOLE)
+ PlaySoundLevel(x, y, SND_MOLE_WAITING);
+ else if (element == EL_SONDE)
+ PlaySoundLevel(x, y, SND_SATELLITE_WAITING);
+ else if (element == EL_PACMAN)
+ PlaySoundLevel(x, y, SND_PACMAN_WAITING);
+ else if (element == EL_PINGUIN)
+ PlaySoundLevel(x, y, SND_PENGUIN_WAITING);
+ else if (element == EL_SCHWEIN)
+ PlaySoundLevel(x, y, SND_PIG_WAITING);
+ else if (element == EL_DRACHE)
+ PlaySoundLevel(x, y, SND_DRAGON_WAITING);
+ else if (element == EL_ROBOT)
+ PlaySoundLevel(x, y, SND_ROBOT_WAITING);
+ }
+}
+
void RaiseScore(int value)
{
local_player->score += value;