rnd-20030119-1-src
[rocksndiamonds.git] / src / game.c
index 46a99c8f56a446056158b673ba5fdd1825448696..533119c92b368df93d484018f33fd3d2b35a7b42 100644 (file)
@@ -115,41 +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                                                         */
-/* ------------------------------------------------------------------------- */
-
-static struct
-{
-  char *text;
-  int value;
-  boolean is_loop;
-} sound_action_properties[] =
-{
-  /* insert _all_ loop sound actions here */
-  { ".waiting",                ACTION_WAITING,         TRUE },
-  { ".moving",         ACTION_MOVING,          TRUE }, /* continuos moving */
-  { ".active",         ACTION_ACTIVE,          TRUE },
-  { ".growing",                ACTION_GROWING,         TRUE },
-  { ".attacking",      ACTION_ATTACKING,       TRUE },
-
-  /* other (non-loop) sound actions are optional */
-  { ".stepping",       ACTION_MOVING,          FALSE }, /* discrete moving */
-  { ".digging",                ACTION_DIGGING,         FALSE },
-  { ".collecting",     ACTION_COLLECTING,      FALSE },
-  { ".passing",                ACTION_PASSING,         FALSE },
-  { ".impact",         ACTION_IMPACT,          FALSE },
-  { ".pushing",                ACTION_PUSHING,         FALSE },
-  { ".activating",     ACTION_ACTIVATING,      FALSE },
-  { NULL,              0,                      0 },
-};
-static int element_action_sound[MAX_NUM_ELEMENTS][NUM_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)
 
 
 /* -------------------------------------------------------------------------
@@ -565,97 +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_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] = ACTION_OTHER;
-    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 = 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()
@@ -2302,7 +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;
@@ -2331,7 +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 =
@@ -2352,29 +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 ||
@@ -2382,19 +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)
@@ -5348,6 +5231,8 @@ 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
@@ -7087,9 +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);
 }