struct SetupInfo setup;
struct GameInfo game;
struct GlobalInfo global;
-
-/* filenames of sound effects */
-char *sound_name[NUM_SOUNDS] =
-{
- "amoebe.wav",
- "antigrav.wav",
- "autsch.wav",
- "blurb.wav",
- "bong.wav",
- "buing.wav",
- "deng.wav",
- "fuel.wav",
- "gong.wav",
- "halloffame.wav",
- "holz.wav",
- "hui.wav",
- "kabumm.wav",
- "kink.wav",
- "klapper.wav",
- "kling.wav",
- "klopf.wav",
- "klumpf.wav",
- "knack.wav",
- "knurk.wav",
- "krach.wav",
- "lachen.wav",
- "laser.wav",
- "miep.wav",
- "njam.wav",
- "oeffnen.wav",
- "pling.wav",
- "pong.wav",
- "pusch.wav",
- "quiek.wav",
- "quirk.wav",
- "rhythmloop.wav",
- "roaaar.wav",
- "roehr.wav",
- "rumms.wav",
- "schlopp.wav",
- "schlurf.wav",
- "schrff.wav",
- "schwirr.wav",
- "sirr.wav",
- "slurp.wav",
- "sproing.wav",
- "warnton.wav",
- "whoosh.wav",
- "zisch.wav",
- "base.wav",
- "infotron.wav",
- "zonkdown.wav",
- "zonkpush.wav",
- "bug.wav",
- "boom.wav",
- "booom.wav",
- "exit.wav",
- "empty.wav",
- "gate.wav"
-};
-
-/* this is used to reduce memory usage of the different animation types */
-int graphics_action_mapping[] =
-{
- 0, /* GFX_ACTION_DEFAULT (0) */
- 0, /* GFX_ACTION_WAITING (1) */
-
- 1, /* GFX_ACTION_FALLING (2) */
- 2, /* GFX_ACTION_MOVING (3) */
- 3, /* GFX_ACTION_DIGGING (4) */
- 4, /* GFX_ACTION_SNAPPING (5) */
- 5, /* GFX_ACTION_COLLECTING (6) */
- 6, /* GFX_ACTION_PUSHING (7) */
-
- 7, /* GFX_ACTION_PASSING (8) */
- 7, /* GFX_ACTION_IMPACT (9) */
- 7, /* GFX_ACTION_CRACKING (10) */
- 7, /* GFX_ACTION_BREAKING (11) */
- 7, /* GFX_ACTION_ACTIVATING (12) */
- 7, /* GFX_ACTION_OPENING (13) */
- 7, /* GFX_ACTION_CLOSING (14) */
- 7, /* GFX_ACTION_EATING (15) */
- 7, /* GFX_ACTION_ATTACKING (16) */
- 7, /* GFX_ACTION_GROWING (17) */
- 7, /* GFX_ACTION_SHRINKING (18) */
- 7 /* GFX_ACTION_OTHER (19) */
-};
-
-struct FileInfo *image_files;
-struct FileInfo *sound_files;
+struct FileInfo *image_files;
+struct FileInfo *sound_files;
struct ElementInfo element_info[MAX_NUM_ELEMENTS] =
{
}
};
+
+/* ------------------------------------------------------------------------- */
+/* sound definitions */
+/* ------------------------------------------------------------------------- */
+
+struct SoundActionProperties 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 */
#if 0
-struct GraphicInfo graphic_info[MAX_GRAPHICS];
+ { ".stepping", ACTION_MOVING, FALSE }, /* discrete moving */
#endif
-struct NewGraphicInfo new_graphic_info[NUM_IMAGE_FILES];
+ { ".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 },
+};
+
+
+struct GraphicInfo graphic_info[NUM_IMAGE_FILES];
+struct SoundInfo sound_info[NUM_SOUND_FILES];
/* ========================================================================= */