replaced hardcoded sounds with newly added element action sounds (MM engine)
[rocksndiamonds.git] / src / game_mm / mm_game.c
index 9d8a8763f5d77de1f3e407485c844008ca8b3c59..d282dfe110eccbb1db631072a13035ee07ce64c0 100644 (file)
@@ -378,13 +378,14 @@ void InitGameActions_MM()
   OpenDoor(DOOR_OPEN_ALL);
 #endif
 
-  if (setup.sound_loops)
-    PlaySoundExt(SND_FUEL, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT, SND_CTRL_PLAY_LOOP);
-
   for (i = 0; i <= num_init_game_frames; i++)
   {
-    if (!setup.sound_loops)
-      PlaySoundStereo(SND_FUEL, SOUND_MAX_RIGHT);
+    if (i == num_init_game_frames)
+      StopSound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+    else if (setup.sound_loops)
+      PlaySoundLoop_MM(SND_MM_GAME_LEVELTIME_CHARGING);
+    else
+      PlaySound_MM(SND_MM_GAME_LEVELTIME_CHARGING);
 
     game_mm.energy_left = native_mm_level.time * i / num_init_game_frames;
 
@@ -407,9 +408,6 @@ void InitGameActions_MM()
 #endif
   }
 
-  if (setup.sound_loops)
-    StopSound(SND_FUEL);
-
 #if 0
   if (setup.sound_music && num_bg_loops)
     PlayMusic(level_nr % num_bg_loops);
@@ -1077,7 +1075,7 @@ boolean HitElement(int element, int hit_mask)
       ((element - EL_POLAR_START) % 2 ||
        (element - EL_POLAR_START) / 2 != laser.current_angle % 8))
   {
-    PlaySoundStereo(SND_KINK, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     laser.num_damages--;
 
@@ -1087,7 +1085,7 @@ boolean HitElement(int element, int hit_mask)
   if (IS_POLAR_CROSS(element) &&
       (element - EL_POLAR_CROSS_START) != laser.current_angle % 4)
   {
-    PlaySoundStereo(SND_KINK, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     laser.num_damages--;
 
@@ -1165,7 +1163,7 @@ boolean HitElement(int element, int hit_mask)
 
     if ((!IS_POLAR(element) && !IS_POLAR_CROSS(element)) &&
        current_angle != laser.current_angle)
-      PlaySoundStereo(SND_LASER, ST(ELX));
+      PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     laser.overloaded =
       (get_opposite_angle(laser.current_angle) ==
@@ -1183,7 +1181,7 @@ boolean HitElement(int element, int hit_mask)
 
   if (element == EL_BOMB || element == EL_MINE)
   {
-    PlaySoundStereo(SND_KINK, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     if (element == EL_MINE)
       laser.overloaded = TRUE;
@@ -1211,6 +1209,7 @@ boolean HitElement(int element, int hit_mask)
 
       if (game_mm.kettles_still_needed == 0)
       {
+       int exit_element = (element == EL_KETTLE ? EL_EXIT_OPEN : EL_RECEIVER);
        int x, y;
        static int xy[4][2] =
        {
@@ -1220,7 +1219,7 @@ boolean HitElement(int element, int hit_mask)
          {  0, +1 }
        };
 
-        PlaySoundStereo(SND_KLING, ST(ELX));
+       PlayLevelSound_MM(ELX, ELY, exit_element, MM_ACTION_OPENING);
 
        for (y = 0; y < lev_fieldy; y++)
        {
@@ -1271,7 +1270,7 @@ boolean HitElement(int element, int hit_mask)
 
   if (element == EL_LIGHTBULB_OFF || element == EL_LIGHTBULB_ON)
   {
-    PlaySoundStereo(SND_KINK, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     DrawLaser(0, DL_LASER_ENABLED);
 
@@ -1628,13 +1627,14 @@ boolean HitBlock(int element, int hit_mask)
 
 boolean HitLaserSource(int element, int hit_mask)
 {
-   if (HitOnlyAnEdge(element, hit_mask))
-     return FALSE;
+  if (HitOnlyAnEdge(element, hit_mask))
+    return FALSE;
+
+  PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
-   PlaySoundStereo(SND_AUTSCH, ST(ELX));
-   laser.overloaded = TRUE;
+  laser.overloaded = TRUE;
 
-   return TRUE;
+  return TRUE;
 }
 
 boolean HitLaserDestination(int element, int hit_mask)
@@ -1647,7 +1647,8 @@ boolean HitLaserDestination(int element, int hit_mask)
        game_mm.kettles_still_needed == 0 &&
        laser.current_angle == get_opposite_angle(get_element_angle(element))))
   {
-    PlaySoundStereo(SND_HOLZ, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
+
     return TRUE;
   }
 
@@ -1686,7 +1687,7 @@ boolean HitReflectingWalls(int element, int hit_mask)
                                            hit_mask == HIT_MASK_RIGHT ||
                                            hit_mask == HIT_MASK_BOTTOM))
   {
-    PlaySoundStereo(SND_HUI, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     LX -= XS;
     LY -= YS;
@@ -1785,7 +1786,7 @@ boolean HitReflectingWalls(int element, int hit_mask)
        (hit_mask == HIT_MASK_TOPRIGHT || hit_mask == HIT_MASK_BOTTOMLEFT ?
         ANG_MIRROR_135 : ANG_MIRROR_45);
 
-      PlaySoundStereo(SND_HUI, ST(ELX));
+      PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
       AddDamagedField(ELX, ELY);
       AddLaserEdge(LX, LY);
@@ -1821,7 +1822,7 @@ boolean HitReflectingWalls(int element, int hit_mask)
         hit_mask == (HIT_MASK_ALL ^ HIT_MASK_TOPRIGHT) ?
         ANG_MIRROR_135 : ANG_MIRROR_45);
 
-      PlaySoundStereo(SND_HUI, ST(ELX));
+      PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
       /*
       AddDamagedField(ELX, ELY);
@@ -1914,7 +1915,7 @@ boolean HitAbsorbingWalls(int element, int hit_mask)
       element == EL_BLOCK_WOOD ||
       element == EL_GATE_WOOD)
   {
-    PlaySoundStereo(SND_HOLZ, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
 
     return TRUE;
   }
@@ -2267,13 +2268,13 @@ static void Bang_MM(int x, int y)
   }
 
   if (IS_PACMAN(element))
-    PlaySoundStereo(SND_QUIEK, ST(x));
+    PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING);
   else if (element == EL_BOMB || IS_MCDUFFIN(element))
-    PlaySoundStereo(SND_ROAAAR, ST(x));
+    PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING);
   else if (element == EL_KEY)
-    PlaySoundStereo(SND_KLING, ST(x));
+    PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING);
   else
-    PlaySoundStereo((mode == EX_SHORT ? SND_WHOOSH : SND_KABUMM), ST(x));
+    PlayLevelSound_MM(x, y, element, MM_ACTION_EXPLODING);
 
   Explode_MM(x, y, EX_PHASE_START, mode);
 }
@@ -2430,13 +2431,12 @@ static void ContinueMoving_MM(int x, int y)
   laser.redraw = TRUE;
 }
 
-void ClickElement(int mx, int my, int button)
+void ClickElement(int x, int y, int button)
 {
   static unsigned int click_delay = 0;
   static int click_delay_value = CLICK_DELAY_SHORT;
   static boolean new_button = TRUE;
   int element;
-  int x = (mx - SX) / TILEX, y = (my - SY) / TILEY;
 
   /* do not rotate objects hit by the laser after the game was solved */
   if (game_mm.level_solved && Hit[x][y])
@@ -2459,7 +2459,7 @@ void ClickElement(int mx, int my, int button)
   if (button == MB_MIDDLEBUTTON)       /* middle button has no function */
     return;
 
-  if (!IN_PIX_FIELD(mx - SX, my - SY))
+  if (!IN_LEV_FIELD(x, y))
     return;
 
   if (Feld[x][y] == EL_EMPTY)
@@ -2762,7 +2762,7 @@ void ColorCycling(void)
   }
 }
 
-static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
+static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
 {
   static unsigned int action_delay = 0;
   static unsigned int pacman_delay = 0;
@@ -2854,7 +2854,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
        Delay(50);
       }
 
-      StopSound(SND_WARNTON);
+      StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
       FadeMusic();
 
       DrawLaser(0, DL_LASER_DISABLED);
@@ -2936,17 +2936,12 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
       BackToFront();
     }
 
-    if (laser.overloaded)
-    {
-      if (setup.sound_loops)
-       PlaySoundExt(SND_WARNTON, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
-                    SND_CTRL_PLAY_LOOP);
-      else
-       PlaySoundStereo(SND_WARNTON, SOUND_MAX_RIGHT);
-    }
-
     if (!laser.overloaded)
-      StopSound(SND_WARNTON);
+      StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
+    else if (setup.sound_loops)
+      PlaySoundLoop_MM(SND_MM_GAME_HEALTH_CHARGING);
+    else
+      PlaySound_MM(SND_MM_GAME_HEALTH_CHARGING);
 
     if (laser.overloaded)
     {
@@ -3185,7 +3180,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
 
   if (IS_WALL_ICE(element) && CT > 1000)
   {
-    PlaySoundStereo(SND_SLURP, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING);
 
     {
       Feld[ELX][ELY] = Feld[ELX][ELY] - EL_WALL_ICE + EL_WALL_CHANGING;
@@ -3323,7 +3318,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
       ScanLaser();
       DrawLaser(0, DL_LASER_ENABLED);
 
-      PlaySoundStereo(SND_AMOEBE, ST(dx));
+      PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING);
 
       Feld[x][y] = Feld[x][y] - EL_WALL_AMOEBA + EL_WALL_CHANGING;
       Store[x][y] = EL_WALL_AMOEBA;
@@ -3337,7 +3332,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
     ScanLaser();
     DrawLaser(0, DL_LASER_ENABLED);
 
-    PlaySoundStereo(SND_AMOEBE, ST(dx));
+    PlayLevelSound_MM(dx, dy, element, MM_ACTION_GROWING);
 
     for (i = 4; i >= 0; i--)
     {
@@ -3391,7 +3386,7 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
       return;
     }
 
-    PlaySoundStereo(SND_BONG, ST(ELX));
+    PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_PUSHING);
 
     Feld[ELX][ELY] = 0;
     Feld[x][y] = element;
@@ -3440,10 +3435,9 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
   return;
 }
 
-void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode)
+void GameActions_MM(struct MouseActionInfo action, boolean warp_mode)
 {
-  if (!button_status)
-    ClickElement(0, 0, MB_NOT_PRESSED);
+  ClickElement(action.lx, action.ly, action.button);
 
   GameActions_MM_Ext(action, warp_mode);
 }