rnd-20020519-1-src
[rocksndiamonds.git] / src / game.c
index d096ac20d4e1f6492ba149ab8345ca157947a4af..89d556d3a057070deb4f8ceb6fdfdd32d52778fa 100644 (file)
 #define DX_TIME                        (DX + XX_TIME)
 #define DY_TIME                        (DY + YY_TIME)
 
-#define IS_LOOP_SOUND(s)       ((s) == SND_BD_MAGIC_WALL_RUNNING ||    \
-                                (s) == SND_BD_BUTTERFLY_MOVING ||      \
-                                (s) == SND_BD_FIREFLY_MOVING ||        \
-                                (s) == SND_SP_SNIKSNAK_MOVING ||       \
-                                (s) == SND_SP_ELECTRON_MOVING ||       \
-                                (s) == SND_DYNAMITE_BURNING || \
-                                (s) == SND_BUG_MOVING ||       \
-                                (s) == SND_SPACESHIP_MOVING || \
-                                (s) == SND_YAMYAM_MOVING ||    \
-                                (s) == SND_YAMYAM_WAITING ||   \
-                                (s) == SND_ROBOT_WHEEL_RUNNING ||      \
-                                (s) == SND_MAGIC_WALL_RUNNING ||       \
-                                (s) == SND_BALLOON_MOVING ||   \
-                                (s) == SND_MOLE_MOVING ||      \
-                                (s) == SND_TIMEGATE_WHEEL_RUNNING ||   \
-                                (s) == SND_CONVEYOR_BELT_RUNNING ||    \
-                                (s) == SND_DYNABOMB_BURNING || \
-                                (s) == SND_PACMAN_MOVING ||    \
-                                (s) == SND_PENGUIN_MOVING ||   \
-                                (s) == SND_PIG_MOVING ||       \
-                                (s) == SND_DRAGON_MOVING ||    \
-                                (s) == SND_DRAGON_BREATHING_FIRE)
-
 /* values for player movement speed (which is in fact a delay value) */
 #define MOVE_DELAY_NORMAL_SPEED        8
 #define MOVE_DELAY_HIGH_SPEED  4
@@ -128,6 +105,36 @@ 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[] =
+{
+  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
+};
+
+#define IS_LOOP_SOUND(x)       (is_loop_sound[x])
+
 
 
 #ifdef DEBUG
@@ -721,6 +728,20 @@ void InitGame()
     }
   }
 
+  /* initialize sound effect properties */
+  if (!is_loop_sound_initialized)
+  {
+    int i;
+
+    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;
+
+    is_loop_sound_initialized = TRUE;
+  }
+
   game.version = (tape.playing ? tape.game_version : level.game_version);
   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
                    emulate_sb ? EMU_SOKOBAN :
@@ -4358,6 +4379,9 @@ static void DrawBeltAnimation(int x, int y, int element)
     int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
 
     DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
+
+    if (!(FrameCounter % 2))
+      PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
   }
 }
 
@@ -4708,11 +4732,7 @@ void GameActions()
     else if (element == EL_SP_TERMINAL_ACTIVE)
       DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
     else if (IS_BELT(element))
-    {
       DrawBeltAnimation(x, y, element);
-      if (!(FrameCounter % 2))
-       PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
-    }
     else if (element == EL_SWITCHGATE_OPENING)
       OpenSwitchgate(x, y);
     else if (element == EL_SWITCHGATE_CLOSING)
@@ -6425,31 +6445,32 @@ boolean PlaceBomb(struct PlayerInfo *player)
   return TRUE;
 }
 
-void PlaySoundLevel(int x, int y, int sound_nr)
+void PlaySoundLevel(int x, int y, int nr)
 {
   int sx = SCREENX(x), sy = SCREENY(y);
-  int volume, stereo;
+  int volume, stereo_position;
   int silence_distance = 8;
+  int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
 
-  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
-      (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
+  if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
+      (!setup.sound_loops && IS_LOOP_SOUND(nr)))
     return;
 
   if (!IN_LEV_FIELD(x, y) ||
-      sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
-      sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
+      sx < -silence_distance || sx >= SCR_FIELDX + silence_distance ||
+      sy < -silence_distance || sy >= SCR_FIELDY + silence_distance)
     return;
 
   volume = PSND_MAX_VOLUME;
 
 #if !defined(PLATFORM_MSDOS)
-  stereo = (sx - SCR_FIELDX/2) * 12;
+  stereo_position = (sx - SCR_FIELDX / 2) * 12;
 #else
-  stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
-  if (stereo > PSND_MAX_RIGHT)
-    stereo = PSND_MAX_RIGHT;
-  if (stereo < PSND_MAX_LEFT)
-    stereo = PSND_MAX_LEFT;
+  stereo_position = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
+  if (stereo_position > PSND_MAX_RIGHT)
+    stereo_position = PSND_MAX_RIGHT;
+  if (stereo_position < PSND_MAX_LEFT)
+    stereo_position = PSND_MAX_LEFT;
 #endif
 
   if (!IN_SCR_FIELD(sx, sy))
@@ -6460,7 +6481,7 @@ void PlaySoundLevel(int x, int y, int sound_nr)
     volume -= volume * (dx > dy ? dx : dy) / silence_distance;
   }
 
-  PlaySoundExt(sound_nr, volume, stereo, SND_CTRL_PLAY_SOUND);
+  PlaySoundExt(nr, volume, stereo_position, type);
 }
 
 void RaiseScore(int value)