rnd-20030119-1-src
[rocksndiamonds.git] / src / game.c
index 1118258c87831ef924349f077c885f1f74f769d5..533119c92b368df93d484018f33fd3d2b35a7b42 100644 (file)
@@ -115,54 +115,8 @@ static void HandleGameButtons(struct GadgetInfo *);
 
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
-#define IS_ANIMATED(g) (graphic_info[g].anim_frames > 1)
-
-
-/* ------------------------------------------------------------------------- */
-/* sound definitions                                                         */
-/* ------------------------------------------------------------------------- */
-
-#define SND_ACTION_UNKNOWN             0
-#define SND_ACTION_WAITING             1
-#define SND_ACTION_MOVING              2
-#define SND_ACTION_DIGGING             3
-#define SND_ACTION_COLLECTING          4
-#define SND_ACTION_PASSING             5
-#define SND_ACTION_IMPACT              6
-#define SND_ACTION_PUSHING             7
-#define SND_ACTION_ACTIVATING          8
-#define SND_ACTION_ACTIVE              9
-
-#define NUM_SND_ACTIONS                        10
-
-static struct
-{
-  char *text;
-  int value;
-  boolean is_loop;
-} sound_action_properties[] =
-{
-  /* insert _all_ loop sound actions here */
-  { ".waiting",                SND_ACTION_WAITING,     TRUE },
-  { ".moving",         SND_ACTION_MOVING,      TRUE }, /* continuos moving */
-  { ".active",         SND_ACTION_ACTIVE,      TRUE },
-  { ".growing",                SND_ACTION_UNKNOWN,     TRUE },
-  { ".attacking",      SND_ACTION_UNKNOWN,     TRUE },
-
-  /* other (non-loop) sound actions are optional */
-  { ".stepping",       SND_ACTION_MOVING,      FALSE }, /* discrete moving */
-  { ".digging",                SND_ACTION_DIGGING,     FALSE },
-  { ".collecting",     SND_ACTION_COLLECTING,  FALSE },
-  { ".passing",                SND_ACTION_PASSING,     FALSE },
-  { ".impact",         SND_ACTION_IMPACT,      FALSE },
-  { ".pushing",                SND_ACTION_PUSHING,     FALSE },
-  { ".activating",     SND_ACTION_ACTIVATING,  FALSE },
-  { NULL,              0,                      0 },
-};
-static int element_action_sound[MAX_NUM_ELEMENTS][NUM_SND_ACTIONS];
-static boolean is_loop_sound[NUM_SOUND_FILES];
-
-#define IS_LOOP_SOUND(x)       (is_loop_sound[x])
+#define IS_ANIMATED(g)         (graphic_info[g].anim_frames > 1)
+#define IS_LOOP_SOUND(s)       (sound_info[s].loop)
 
 
 /* -------------------------------------------------------------------------
@@ -578,97 +532,6 @@ void DrawGameDoorValues()
 }
 
 
-/*
-  =============================================================================
-  InitGameSound()
-  -----------------------------------------------------------------------------
-  initialize sound effect lookup table for element actions
-  =============================================================================
-*/
-
-void InitGameSound()
-{
-  int sound_effect_properties[NUM_SOUND_FILES];
-  int i, j;
-
-#if 0
-  debug_print_timestamp(0, NULL);
-#endif
-
-  /* initialize sound effect for all elements to "no sound" */
-  for (i=0; i<MAX_NUM_ELEMENTS; i++)
-    for (j=0; j<NUM_SND_ACTIONS; j++)
-      element_action_sound[i][j] = -1;
-
-  for (i=0; i<NUM_SOUND_FILES; i++)
-  {
-    int len_effect_text = strlen(sound_files[i].token);
-
-    sound_effect_properties[i] = SND_ACTION_UNKNOWN;
-    is_loop_sound[i] = FALSE;
-
-    /* determine all loop sounds and identify certain sound classes */
-
-    for (j=0; sound_action_properties[j].text; j++)
-    {
-      int len_action_text = strlen(sound_action_properties[j].text);
-
-      if (len_action_text < len_effect_text &&
-         strcmp(&sound_files[i].token[len_effect_text - len_action_text],
-                sound_action_properties[j].text) == 0)
-      {
-       sound_effect_properties[i] = sound_action_properties[j].value;
-
-       if (sound_action_properties[j].is_loop)
-         is_loop_sound[i] = TRUE;
-      }
-    }
-
-    /* associate elements and some selected sound actions */
-
-    for (j=0; j<MAX_NUM_ELEMENTS; j++)
-    {
-      if (element_info[j].sound_class_name)
-      {
-       int len_class_text = strlen(element_info[j].sound_class_name);
-
-       if (len_class_text + 1 < len_effect_text &&
-           strncmp(sound_files[i].token,
-                   element_info[j].sound_class_name, len_class_text) == 0 &&
-           sound_files[i].token[len_class_text] == '.')
-       {
-         int sound_action_value = sound_effect_properties[i];
-
-         element_action_sound[j][sound_action_value] = i;
-       }
-      }
-    }
-  }
-
-#if 0
-  debug_print_timestamp(0, "InitGameEngine");
-#endif
-
-#if 0
-  /* TEST ONLY */
-  {
-    int element = EL_SAND;
-    int sound_action = SND_ACTION_DIGGING;
-    int j = 0;
-
-    while (sound_action_properties[j].text)
-    {
-      if (sound_action_properties[j].value == sound_action)
-       printf("element %d, sound action '%s'  == %d\n",
-              element, sound_action_properties[j].text,
-              element_action_sound[element][sound_action]);
-      j++;
-    }
-  }
-#endif
-}
-
-
 /*
   =============================================================================
   InitGameEngine()
@@ -909,7 +772,7 @@ void InitGame()
       ExplodeField[x][y] = EX_NO_EXPLOSION;
 
       GfxFrame[x][y] = 0;
-      GfxAction[x][y] = GFX_ACTION_DEFAULT;
+      GfxAction[x][y] = ACTION_DEFAULT;
     }
   }
 
@@ -1454,9 +1317,9 @@ void InitMovingField(int x, int y, int direction)
     Feld[newx][newy] = EL_BLOCKED;
 
   if (direction == MV_DOWN && CAN_FALL(element))
-    GfxAction[x][y] = GFX_ACTION_FALLING;
+    GfxAction[x][y] = ACTION_FALLING;
   else
-    GfxAction[x][y] = GFX_ACTION_MOVING;
+    GfxAction[x][y] = ACTION_MOVING;
 }
 
 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
@@ -1567,7 +1430,7 @@ void RemoveMovingField(int x, int y)
   Feld[newx][newy] = EL_EMPTY;
   MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
   MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
-  GfxAction[oldx][oldy] = GfxAction[newx][newy] = GFX_ACTION_DEFAULT;
+  GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
 
   DrawLevelField(oldx, oldy);
   DrawLevelField(newx, newy);
@@ -1608,7 +1471,7 @@ void CheckDynamite(int x, int y)
       if (checkDrawLevelGraphicAnimation(x, y, el2img(element)))
        DrawDynamite(x, y);
 
-      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
 
       return;
     }
@@ -2315,7 +2178,7 @@ void Impact(int x, int y)
   if ((element == EL_BOMB ||
        element == EL_SP_DISK_ORANGE ||
        element == EL_DX_SUPABOMB) &&
-      (lastline || object_hit))        /* element is bomb */
+      (lastline || object_hit))                /* element is bomb */
   {
     Bang(x, y);
     return;
@@ -2344,7 +2207,8 @@ void Impact(int x, int y)
   if (!lastline && object_hit)         /* check which object was hit */
   {
     if (CAN_CHANGE(element) && 
-       (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL))
+       (smashed == EL_MAGIC_WALL ||
+        smashed == EL_BD_MAGIC_WALL))
     {
       int xx, yy;
       int activated_magic_wall =
@@ -2365,29 +2229,31 @@ void Impact(int x, int y)
                            SND_BD_MAGIC_WALL_ACTIVATING));
     }
 
-    if (IS_PLAYER(x, y+1))
+    if (IS_PLAYER(x, y + 1))
     {
       KillHeroUnlessProtected(x, y+1);
       return;
     }
     else if (smashed == EL_PENGUIN)
     {
-      Bang(x, y+1);
+      Bang(x, y + 1);
       return;
     }
     else if (element == EL_BD_DIAMOND)
     {
       if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
     }
-    else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
-            (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
+    else if ((element == EL_SP_INFOTRON ||
+             element == EL_SP_ZONK) &&
+            (smashed == EL_SP_SNIKSNAK ||
+             smashed == EL_SP_ELECTRON ||
              smashed == EL_SP_DISK_ORANGE))
     {
-      Bang(x, y+1);
+      Bang(x, y + 1);
       return;
     }
     else if (element == EL_ROCK ||
@@ -2395,19 +2261,23 @@ void Impact(int x, int y)
             element == EL_BD_ROCK)
     {
       if (IS_ENEMY(smashed) ||
-         smashed == EL_BOMB || smashed == EL_SP_DISK_ORANGE ||
+         smashed == EL_BOMB ||
+         smashed == EL_SP_DISK_ORANGE ||
          smashed == EL_DX_SUPABOMB ||
-         smashed == EL_SATELLITE || smashed == EL_PIG ||
-         smashed == EL_DRAGON || smashed == EL_MOLE)
+         smashed == EL_SATELLITE ||
+         smashed == EL_PIG ||
+         smashed == EL_DRAGON ||
+         smashed == EL_MOLE)
       {
-       Bang(x, y+1);
+       Bang(x, y + 1);
        return;
       }
-      else if (!IS_MOVING(x, y+1))
+      else if (!IS_MOVING(x, y + 1))
       {
-       if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE)
+       if (smashed == EL_LAMP ||
+           smashed == EL_LAMP_ACTIVE)
        {
-         Bang(x, y+1);
+         Bang(x, y + 1);
          return;
        }
        else if (smashed == EL_NUT)
@@ -2462,7 +2332,7 @@ void Impact(int x, int y)
 
   /* play sound of object that hits the ground */
   if (lastline || object_hit)
-    PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
+    PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
 }
 
 void TurnRound(int x, int y)
@@ -2917,7 +2787,7 @@ void StartMoving(int x, int y)
   if (Stop[x][y])
     return;
 
-  GfxAction[x][y] = GFX_ACTION_DEFAULT;
+  GfxAction[x][y] = ACTION_DEFAULT;
 
   if (CAN_FALL(element) && y < lev_fieldy - 1)
   {
@@ -3112,7 +2982,7 @@ void StartMoving(int x, int y)
        InitMovingField(x, y, belt_dir);
        started_moving = TRUE;
 
-       GfxAction[x][y] = GFX_ACTION_DEFAULT;
+       GfxAction[x][y] = ACTION_DEFAULT;
       }
     }
   }
@@ -3240,7 +3110,7 @@ void StartMoving(int x, int y)
 
       if (MovDelay[x][y])      /* element still has to wait some time */
       {
-       PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+       PlaySoundLevelAction(x, y, ACTION_WAITING);
 
        return;
       }
@@ -3460,14 +3330,14 @@ void StartMoving(int x, int y)
       if (DONT_TOUCH(element))
        TestIfBadThingTouchesHero(x, y);
 
-      PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
+      PlaySoundLevelAction(x, y, ACTION_WAITING);
 
       return;
     }
 
     InitMovingField(x, y, MovDir[x][y]);
 
-    PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
+    PlaySoundLevelAction(x, y, ACTION_MOVING);
   }
 
   if (MovDir[x][y])
@@ -3591,7 +3461,7 @@ void ContinueMoving(int x, int y)
     MovDelay[newx][newy] = 0;
 
     GfxAction[newx][newy] = GfxAction[x][y];   /* keep action one frame */
-    GfxAction[x][y] = GFX_ACTION_DEFAULT;
+    GfxAction[x][y] = ACTION_DEFAULT;
 
 #if 0
     if (!CAN_MOVE(element))
@@ -3629,11 +3499,11 @@ void ContinueMoving(int x, int y)
   else                         /* still moving on */
   {
 #if 0
-    if (GfxAction[x][y] == GFX_ACTION_DEFAULT)
+    if (GfxAction[x][y] == ACTION_DEFAULT)
     {
       printf("reset GfxAction...\n");
 
-      GfxAction[x][y] = GFX_ACTION_MOVING;
+      GfxAction[x][y] = ACTION_MOVING;
     }
 #endif
 
@@ -4917,7 +4787,7 @@ static void DrawBeltAnimation(int x, int y, int element)
     DrawLevelElementAnimation(x, y, element);
 
     if (!(FrameCounter % 2))
-      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
   }
 }
 #endif
@@ -5361,12 +5231,14 @@ void GameActions()
       ChangeElement(x, y);
 
 #if 1
+    else if (element == EL_EXPLOSION)
+      ;        /* drawing of correct explosion animation is handled separately */
     else if (IS_ANIMATED(graphic))
       DrawLevelGraphicAnimation(x, y, graphic);
 #endif
 
     if (IS_BELT_ACTIVE(element))
-      PlaySoundLevelAction(x, y, SND_ACTION_ACTIVE);
+      PlaySoundLevelAction(x, y, ACTION_ACTIVE);
 
     if (game.magic_wall_active)
     {
@@ -6367,7 +6239,7 @@ int DigField(struct PlayerInfo *player,
     case EL_SP_BUGGY_BASE:
     case EL_SP_BUGGY_BASE_ACTIVATING:
       RemoveField(x, y);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
       break;
 
     case EL_EMERALD:
@@ -6389,7 +6261,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_EMERALDS, DY_EMERALDS,
               int2str(local_player->gems_still_needed, 3),
               FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
     case EL_SPEED_PILL:
@@ -6434,7 +6306,7 @@ int DigField(struct PlayerInfo *player,
       DrawText(DX_DYNAMITE, DY_DYNAMITE,
               int2str(local_player->dynamite, 3),
               FS_SMALL, FC_YELLOW);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
       break;
 
     case EL_DYNABOMB_NR:
@@ -6656,7 +6528,7 @@ int DigField(struct PlayerInfo *player,
       player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
 
       DrawLevelField(x + dx, y + dy);
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
       break;
 
     case EL_GATE1:
@@ -6716,7 +6588,7 @@ int DigField(struct PlayerInfo *player,
       player->programmed_action = move_direction;
       DOUBLE_PLAYER_SPEED(player);
 
-      PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
+      PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
       break;
 
     case EL_SP_PORT1_LEFT:
@@ -6914,7 +6786,7 @@ int DigField(struct PlayerInfo *player,
       {
        RemoveField(x, y);
        Feld[x+dx][y+dy] = element;
-       PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
+       PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
       }
 
       player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
@@ -7100,9 +6972,9 @@ static void PlaySoundLevelAction(int x, int y, int sound_action)
 static void PlaySoundLevelElementAction(int x, int y, int element,
                                        int sound_action)
 {
-  int sound_effect = element_action_sound[element][sound_action];
+  int sound_effect = element_info[element].sound[sound_action];
 
-  if (sound_effect != -1)
+  if (sound_effect != SND_UNDEFINED)
     PlaySoundLevel(x, y, sound_effect);
 }