dxx-rebirth/common/main/sounds.h
2014-06-01 19:55:23 +02:00

178 lines
6.9 KiB
C

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Numbering system for the sounds.
*
*/
#ifndef _SOUNDS_H
#define _SOUNDS_H
#include "digi.h"
//------------------- List of sound effects --------------------
#define SOUND_LASER_FIRED 10
#define SOUND_WEAPON_HIT_DOOR 27
#define SOUND_WEAPON_HIT_BLASTABLE 11
#define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
#define SOUND_ROBOT_HIT_PLAYER 17
#define SOUND_ROBOT_HIT 20
#define SOUND_ROBOT_DESTROYED 21
#define SOUND_VOLATILE_WALL_HIT 21
#define SOUND_LASER_HIT_CLUTTER 30
#define SOUND_CONTROL_CENTER_HIT 30
#define SOUND_EXPLODING_WALL 31 // one long sound
#define SOUND_CONTROL_CENTER_DESTROYED 31
#define SOUND_CONTROL_CENTER_WARNING_SIREN 32
#define SOUND_MINE_BLEW_UP 33
#define SOUND_FUSION_WARMUP 34
#ifdef DXX_BUILD_DESCENT_II
#define SOUND_ROBOT_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
#define SOUND_LASER_HIT_WATER 232
#define SOUND_MISSILE_HIT_WATER 233
#define SOUND_DROP_WEAPON 39
#define SOUND_FORCEFIELD_BOUNCE_PLAYER 40
#define SOUND_FORCEFIELD_BOUNCE_WEAPON 41
#define SOUND_FORCEFIELD_HUM 42
#define SOUND_FORCEFIELD_OFF 43
#define SOUND_MARKER_HIT 50
#define SOUND_BUDDY_MET_GOAL 51
#define SOUND_BRIEFING_HUM 94
#define SOUND_BRIEFING_PRINTING 95
#endif
#define SOUND_REFUEL_STATION_GIVING_FUEL 62
#define SOUND_PLAYER_HIT_WALL 70
#define SOUND_PLAYER_GOT_HIT 71
#define SOUND_HOSTAGE_RESCUED 91
#define SOUND_COUNTDOWN_0_SECS 100 // countdown 100..114
#define SOUND_COUNTDOWN_13_SECS 113
#define SOUND_COUNTDOWN_29_SECS 114
#define SOUND_HUD_MESSAGE 117
#define SOUND_HUD_KILL 118
#define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
#ifdef DXX_BUILD_DESCENT_II
#define SOUND_HUD_JOIN_REQUEST 123
#define SOUND_HUD_BLUE_GOT_FLAG 124
#define SOUND_HUD_RED_GOT_FLAG 125
#define SOUND_HUD_YOU_GOT_FLAG 126
#define SOUND_HUD_BLUE_GOT_GOAL 127
#define SOUND_HUD_RED_GOT_GOAL 128
#define SOUND_HUD_YOU_GOT_GOAL 129
#define SOUND_LAVAFALL_HISS 150 // under a lavafall
#define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water
#define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall
#endif
#define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
#define SOUND_BAD_SELECTION 156
#define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
#if defined(DXX_BUILD_DESCENT_I)
#define SOUND_GOOD_SELECTION_PRIMARY (PCSharePig?155:153)
#define SOUND_GOOD_SELECTION_SECONDARY (PCSharePig?155:154) // Adam: New sound number here! MK, 01/30/95
#define SOUND_CHEATER (PCSharePig?156:200) // moved by Victor Rachels
#define SOUND_BOSS_SHARE_ATTACK 184
#define SOUND_NASTY_ROBOT_HIT_1 190 // ding.raw ; tearing metal 1
#define SOUND_NASTY_ROBOT_HIT_2 191 // ding.raw ; tearing metal 2
#elif defined(DXX_BUILD_DESCENT_II)
#define SOUND_GOOD_SELECTION_PRIMARY 153
#define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95
#define SOUND_CLOAK_ON 160 // USED FOR WALL CLOAK
#endif
#define SOUND_CLOAK_OFF 161 // sound when cloak goes away
#define SOUND_INVULNERABILITY_OFF 163 // sound when invulnerability goes away
#define SOUND_BOSS_SHARE_SEE 183
#define SOUND_BOSS_SHARE_DIE 185
#define ROBOT_SEE_SOUND_DEFAULT 170
#define ROBOT_ATTACK_SOUND_DEFAULT 171
#define ROBOT_CLAW_SOUND_DEFAULT 190
#define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
#define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
#define SOUND_DROP_BOMB 26
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_SOUNDS 250
#elif defined(DXX_BUILD_DESCENT_II)
#define SOUND_CHEATER 200
#define SOUND_AMBIENT_LAVA 222
#define SOUND_AMBIENT_WATER 223
#define SOUND_CONVERT_ENERGY 241
#define SOUND_WEAPON_STOLEN 244
#define SOUND_LIGHT_BLOWNUP 157
#define SOUND_WALL_REMOVED 246 // Wall removed, probably due to a wall switch.
#define SOUND_AFTERBURNER_IGNITE 247
#define SOUND_AFTERBURNER_PLAY 248
#define SOUND_SECRET_EXIT 249
#define SOUND_WALL_CLOAK_ON SOUND_CLOAK_ON
#define SOUND_WALL_CLOAK_OFF SOUND_CLOAK_OFF
#define SOUND_SEISMIC_DISTURBANCE_START 251
#define SOUND_YOU_GOT_ORB 84
#define SOUND_FRIEND_GOT_ORB 85
#define SOUND_OPPONENT_GOT_ORB 86
#define SOUND_OPPONENT_HAS_SCORED 87
//--------------------------------------------------------------
#define MAX_SOUNDS 254 // bad to have sound 255!
#endif
// I think it would be nice to have a scrape sound...
//#define SOUND_PLAYER_SCRAPE_WALL 72
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
extern ubyte Sounds[MAX_SOUNDS];
extern ubyte AltSounds[MAX_SOUNDS];
#endif
#endif /* _SOUNDS_H */