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Rev 81 Rev 116
Line 865... Line 865...
865
            }
865
            }
866
 
866
 
867
            // is it time to play a move sound ?
867
            // is it time to play a move sound ?
868
            if ((sound_playtime != 0) && (sound_playtime < current_time))
868
            if ((sound_playtime != 0) && (sound_playtime < current_time))
869
            {
869
            {
870
               // is the current player in check ? (to play the right sound)
870
               // is the current player in checkmate, in check, in stalemate or is it a capture ? (to play the right sound)
871
               // read as: was the last move an opponent's move AND did it put us to check ?
871
               // read as: was the last move an opponent's move AND did it put us to check ?
872
               if (currentmove->is_check)
872
               if (currentmove->is_check)
873
               {
873
               {
-
 
874
                  Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound
-
 
875
 
874
                  // is it a checkmate or a normal check ? (checkmate == check + stalemate)
876
                  // is it a checkmate or a normal check ? (checkmate == check + stalemate)
875
                  if (currentmove->is_stalemate)
877
                  if (currentmove->is_stalemate)
876
                     Audio_PlaySound (board->players[currentmove->color].type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT); // if so, play endgame sound
878
                     Audio_PlaySound (board->players[currentmove->color].type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // if so, play endgame sound at the center of the board
877
                  else
-
 
878
                     Audio_PlaySound (SOUNDTYPE_CHECK); // else play the check sound
-
 
879
               }
-
 
880
               else
-
 
881
               {
-
 
882
                  // is it a stalemate, a capture or a normal move ?
-
 
883
                  if (currentmove->is_stalemate)
-
 
884
                     Audio_PlaySound (SOUNDTYPE_DEFEAT); // on stalemate, play defeat sound
-
 
885
                  else if (currentmove->has_captured)
-
 
886
                     Audio_PlaySound (SOUNDTYPE_PIECETAKEN); // on capture, play the capture sound
-
 
887
                  else
879
                  else
888
                     Audio_PlaySound (SOUNDTYPE_MOVE); // else play the normal move sound
880
                     Audio_PlaySound (SOUNDTYPE_CHECK, 0.0f, 0.0f, 0.04f); // else play the check sound at the center of the board
889
               }
881
               }
-
 
882
               else if (currentmove->is_stalemate)
-
 
883
               {
-
 
884
                  Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound
-
 
885
                  Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // on stalemate, play defeat sound at the center of the board
-
 
886
               }
-
 
887
               else if (currentmove->has_captured)
-
 
888
                  Audio_PlaySound (SOUNDTYPE_PIECETAKEN, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // on capture, play the capture sound
-
 
889
               else
-
 
890
                  Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound
890
 
891
 
891
               sound_playtime = 0; // mark this animation as completed and sound played
892
               sound_playtime = 0; // mark this animation as completed and sound played
892
            }
893
            }
893
         }
894
         }
894
 
895
 
Line 926... Line 927...
926
 
927
 
927
               if (movement_ratio < 0.9f)
928
               if (movement_ratio < 0.9f)
928
                  rooksound_played = false; // if the rook is still moving, reset the "sound played" flag
929
                  rooksound_played = false; // if the rook is still moving, reset the "sound played" flag
929
               else if (!rooksound_played)
930
               else if (!rooksound_played)
930
               {
931
               {
931
                  Audio_PlaySound (SOUNDTYPE_MOVE); // when the rook has landed, play a move sound
932
                  Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // when the rook has landed, play a move sound
932
                  rooksound_played = true; // remember this is no longer to be done
933
                  rooksound_played = true; // remember this is no longer to be done
933
               }
934
               }
934
            }
935
            }
935
            else
936
            else
936
            {
937
            {