rnd-20020526-1-src
[rocksndiamonds.git] / src / game.c
index fc53f25664253a9b30952f60ff8262bffc418041..38650b36c8c52807fbbc582890a83f291877fd56 100644 (file)
@@ -100,41 +100,30 @@ static void CloseAllOpenTimegates(void);
 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
@@ -729,17 +718,34 @@ void InitGame()
   }
 
   /* 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]);
 
-    is_loop_sound_initialized = TRUE;
+       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++)
+      {
+      }
+    }
+
+    sound_info_initialized = TRUE;
   }
 
   game.version = (tape.playing ? tape.game_version : level.game_version);
@@ -1349,7 +1355,11 @@ void CheckDynamite(int x, int y)
     MovDelay[x][y]--;
     if (MovDelay[x][y])
     {
+#if 0
       if (!(MovDelay[x][y] % 12))
+#else
+      if (!(MovDelay[x][y] % 6))
+#endif
       {
        if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
          PlaySoundLevel(x, y, SND_DYNAMITE_BURNING);
@@ -2773,6 +2783,7 @@ void StartMoving(int x, int y)
       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 ||
@@ -2850,43 +2861,14 @@ void StartMoving(int x, int y)
        }
       }
 
-      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 */
@@ -3001,7 +2983,7 @@ void StartMoving(int x, int y)
          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;
@@ -3098,13 +3080,14 @@ void StartMoving(int x, int y)
       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])
@@ -3144,7 +3127,7 @@ void ContinueMoving(int x, int y)
 
   MovPos[x][y] += step;
 
-  if (ABS(MovPos[x][y])>=TILEX)                /* object reached its destination */
+  if (ABS(MovPos[x][y]) >= TILEX)      /* object reached its destination */
   {
     Feld[x][y] = EL_LEERRAUM;
     Feld[newx][newy] = element;
@@ -5064,7 +5047,9 @@ static void CheckGravityMovement(struct PlayerInfo *player)
        (Feld[new_jx][new_jy] == EL_SP_BASE ||
        Feld[new_jx][new_jy] == EL_ERDREICH));
 
-    if (field_under_player_is_free && !player_is_moving_to_valid_field)
+    if (field_under_player_is_free &&
+       !player_is_moving_to_valid_field &&
+       !IS_TUBE(Feld[jx][jy]))
       player->programmed_action = MV_DOWN;
   }
 }
@@ -5686,7 +5671,7 @@ int DigField(struct PlayerInfo *player,
                        dy == +1 ? MV_DOWN : MV_NO_MOVING);
   int element;
 
-  if (!player->MovPos)
+  if (player->MovPos == 0)
     player->Pushing = FALSE;
 
   if (mode == DF_NO_PUSH)
@@ -5990,6 +5975,7 @@ int DigField(struct PlayerInfo *player,
                            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;
@@ -6002,8 +5988,8 @@ int DigField(struct PlayerInfo *player,
       PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
       break;
 
+      /* the following elements cannot be pushed by "snapping" */
     case EL_FELSBROCKEN:
-    case EL_BD_ROCK:
     case EL_BOMBE:
     case EL_DX_SUPABOMB:
     case EL_KOKOSNUSS:
@@ -6011,7 +5997,12 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_ZONK:
     case EL_SP_DISK_ORANGE:
     case EL_SPRING:
-      if (dy || mode == DF_SNAP)
+      if (mode == DF_SNAP)
+       return MF_NO_ACTION;
+      /* no "break" -- fall through to next case */
+      /* the following elements can be pushed by "snapping" */
+    case EL_BD_ROCK:
+      if (dy)
        return MF_NO_ACTION;
 
       player->Pushing = TRUE;
@@ -6038,8 +6029,16 @@ int DigField(struct PlayerInfo *player,
        return MF_NO_ACTION;
 #endif
 
-      RemoveField(x, y);
-      Feld[x+dx][y+dy] = element;
+      if (mode == DF_SNAP)
+      {
+       InitMovingField(x, y, move_direction);
+       ContinueMoving(x, y);
+      }
+      else
+      {
+       RemoveField(x, y);
+       Feld[x+dx][y+dy] = element;
+      }
 
       if (element == EL_SPRING)
       {
@@ -6216,6 +6215,8 @@ int DigField(struct PlayerInfo *player,
 
        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;
 
@@ -6375,6 +6376,9 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy)
 
   if (!dx && !dy)
   {
+    if (player->MovPos == 0)
+      player->Pushing = FALSE;
+
     player->snapped = FALSE;
     return FALSE;
   }
@@ -6447,6 +6451,8 @@ boolean PlaceBomb(struct PlayerInfo *player)
 
 void PlaySoundLevel(int x, int y, int nr)
 {
+  static int loop_sound_frame[NUM_SOUND_EFFECTS];
+  static int loop_sound_volume[NUM_SOUND_EFFECTS];
   int sx = SCREENX(x), sy = SCREENY(y);
   int volume, stereo_position;
   int max_distance = 8;
@@ -6475,9 +6481,99 @@ void PlaySoundLevel(int x, int y, int nr)
                     (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
                     (SCR_FIELDX + 2 * max_distance));
 
+  if (IS_LOOP_SOUND(nr))
+  {
+    /* This assures that quieter loop sounds do not overwrite louder ones,
+       while restarting sound volume comparison with each new game frame. */
+
+    if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
+      return;
+
+    loop_sound_volume[nr] = volume;
+    loop_sound_frame[nr] = FrameCounter;
+  }
+
   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;