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Rev 81 | Rev 116 | ||
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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 |
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 : |
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 ( |
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 ( |
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 | { |