#include "MyChar.h" #include #include #include "WindowsWrapper.h" #include "ArmsItem.h" #include "Caret.h" #include "Draw.h" #include "Flags.h" #include "Game.h" #include "KeyControl.h" #include "MycParam.h" #include "NpChar.h" #include "Sound.h" #include "Star.h" #include "TextScr.h" #include "ValueView.h" MYCHAR gMC; void InitMyChar(void) { memset(&gMC, 0, sizeof(MYCHAR)); gMC.cond = 0x80; gMC.direct = 2; gMC.view.back = 8 * 0x200; gMC.view.top = 8 * 0x200; gMC.view.front = 8 * 0x200; gMC.view.bottom = 8 * 0x200; gMC.hit.back = 5 * 0x200; gMC.hit.top = 8 * 0x200; gMC.hit.front = 5 * 0x200; gMC.hit.bottom = 8 * 0x200; gMC.life = 3; gMC.max_life = 3; gMC.unit = 0; cion = 0; // This is initialized with the values the game uses in vanilla gMC.physics_normal.max_dash = 0x32C; gMC.physics_normal.max_move = 0x5FF; gMC.physics_normal.gravity1 = 0x50; gMC.physics_normal.gravity2 = 0x20; gMC.physics_normal.dash1 = 0x55; gMC.physics_normal.dash2 = 0x20; gMC.physics_normal.resist = 0x33; gMC.physics_normal.jump = 0x500; gMC.physics_underwater.max_dash = 0x196; gMC.physics_underwater.max_move = 0x2FF; gMC.physics_underwater.gravity1 = 0x28; gMC.physics_underwater.gravity2 = 0x10; gMC.physics_underwater.dash1 = 0x2A; gMC.physics_underwater.dash2 = 0x10; gMC.physics_underwater.resist = 0x19; gMC.physics_underwater.jump = 0x280; gMC.no_splash_or_air_limit_underwater = 0; } void AnimationMyChar(BOOL bKey) { RECT rcLeft[12] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {0, 0, 16, 16}, {32, 0, 48, 16}, {0, 0, 16, 16}, {48, 0, 64, 16}, {64, 0, 80, 16}, {48, 0, 64, 16}, {80, 0, 96, 16}, {48, 0, 64, 16}, {96, 0, 112, 16}, {112, 0, 128, 16}, }; RECT rcRight[12] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {0, 16, 16, 32}, {32, 16, 48, 32}, {0, 16, 16, 32}, {48, 16, 64, 32}, {64, 16, 80, 32}, {48, 16, 64, 32}, {80, 16, 96, 32}, {48, 16, 64, 32}, {96, 16, 112, 32}, {112, 16, 128, 32}, }; if (gMC.cond & 2) return; if (gMC.flag & 8) { if (gMC.cond & 1) { gMC.ani_no = 11; } else if (gKey & gKeyUp && gKey & (gKeyLeft | gKeyRight) && bKey) { gMC.cond |= 4; if (++gMC.ani_wait > 4) { gMC.ani_wait = 0; if (++gMC.ani_no == 7 || gMC.ani_no == 9) PlaySoundObject(24, SOUND_MODE_PLAY); } if (gMC.ani_no > 9 || gMC.ani_no < 6) gMC.ani_no = 6; } else if (gKey & (gKeyLeft | gKeyRight) && bKey) { gMC.cond |= 4; if (++gMC.ani_wait > 4) { gMC.ani_wait = 0; if (++gMC.ani_no == 2 || gMC.ani_no == 4) PlaySoundObject(24, SOUND_MODE_PLAY); } if (gMC.ani_no > 4 || gMC.ani_no < 1) gMC.ani_no = 1; } else if (gKey & gKeyUp && bKey) { if (gMC.cond & 4) PlaySoundObject(24, SOUND_MODE_PLAY); gMC.cond &= ~4; gMC.ani_no = 5; } else { if (gMC.cond & 4) PlaySoundObject(24, SOUND_MODE_PLAY); gMC.cond &= ~4; gMC.ani_no = 0; } } else if (gMC.up) { gMC.ani_no = 6; } else if (gMC.down) { gMC.ani_no = 10; } else { if (gMC.ym > 0) gMC.ani_no = 1; else gMC.ani_no = 3; } if (gMC.direct == 0) gMC.rect = rcLeft[gMC.ani_no]; else gMC.rect = rcRight[gMC.ani_no]; } void ShowMyChar(BOOL bShow) { if (bShow) gMC.cond &= ~2; else gMC.cond |= 2; } void PutMyChar(int fx, int fy) { int arms_offset_y; if (!(gMC.cond & 0x80) || gMC.cond & 2) return; // Draw weapon gMC.rect_arms.left = (gArmsData[gSelectedArms].code % 13) * 24; gMC.rect_arms.right = gMC.rect_arms.left + 24; gMC.rect_arms.top = (gArmsData[gSelectedArms].code / 13) * 96; gMC.rect_arms.bottom = gMC.rect_arms.top + 16; if (gMC.direct == 2) { gMC.rect_arms.top += 16; gMC.rect_arms.bottom += 16; } if (gMC.up) { arms_offset_y = -4; gMC.rect_arms.top += 32; gMC.rect_arms.bottom += 32; } else if (gMC.down) { arms_offset_y = 4; gMC.rect_arms.top += 64; gMC.rect_arms.bottom += 64; } else { arms_offset_y = 0; } if (gMC.ani_no == 1 || gMC.ani_no == 3 || gMC.ani_no == 6 || gMC.ani_no == 8) ++gMC.rect_arms.top; if (gMC.direct == 0) PutBitmap3( &grcGame, SubpixelToScreenCoord(gMC.x - gMC.view.front) - SubpixelToScreenCoord(fx) - PixelToScreenCoord(8), SubpixelToScreenCoord(gMC.y - gMC.view.top) - SubpixelToScreenCoord(fy) + PixelToScreenCoord(arms_offset_y), &gMC.rect_arms, SURFACE_ID_ARMS); else PutBitmap3( &grcGame, SubpixelToScreenCoord(gMC.x - gMC.view.front) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y - gMC.view.top) - SubpixelToScreenCoord(fy) + PixelToScreenCoord(arms_offset_y), &gMC.rect_arms, SURFACE_ID_ARMS); if (gMC.shock / 2 % 2) return; // Draw player RECT rect = gMC.rect; rect.top += 32 * gMIMCurrentNum; rect.bottom += 32 * gMIMCurrentNum; #ifndef ENABLE_MIM_DISABLE_EQUIP_40_GRAPHICS if (gMC.equip & EQUIP_MIMIGA_MASK) { rect.top += 32; rect.bottom += 32; } #endif PutBitmap3(&grcGame, SubpixelToScreenCoord(gMC.x - gMC.view.front) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y - gMC.view.top) - SubpixelToScreenCoord(fy), &rect, SURFACE_ID_MY_CHAR); // Draw air tank RECT rcBubble[2] = { {56, 96, 80, 120}, {80, 96, 104, 120}, }; ++gMC.bubble; if (gMC.equip & EQUIP_AIR_TANK && gMC.flag & 0x100) PutBitmap3(&grcGame, SubpixelToScreenCoord(gMC.x) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fy), &rcBubble[(gMC.bubble / 2) % 2], SURFACE_ID_CARET); else if (gMC.unit == 1) PutBitmap3(&grcGame, SubpixelToScreenCoord(gMC.x) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(gMC.y) - PixelToScreenCoord(12) - SubpixelToScreenCoord(fy), &rcBubble[(gMC.bubble / 2) % 2], SURFACE_ID_CARET); } void ActMyChar_Normal(BOOL bKey) { // Get speeds and accelerations int max_move; int max_dash; int gravity1; int gravity2; int jump; int dash1; int dash2; int resist; int a, x; MYCHAR_PHYSICS *physics; if (gMC.cond & 2) return; physics = (gMC.flag & 0x100) ? &gMC.physics_underwater : &gMC.physics_normal; max_dash = physics->max_dash; gravity1 = physics->gravity1; gravity2 = physics->gravity2; dash1 = physics->dash1; dash2 = physics->dash2; resist = physics->resist; jump = physics->jump; // Don't create "?" effect gMC.ques = FALSE; // If can't control player, stop boosting if (!bKey) gMC.boost_sw = 0; // Movement on the ground if (gMC.flag & 8 || gMC.flag & 0x10 || gMC.flag & 0x20) { // Stop boosting and refuel gMC.boost_sw = 0; if (gMC.equip & EQUIP_BOOSTER_0_8) { gMC.boost_cnt = 50; } else if (gMC.equip & EQUIP_BOOSTER_2_0) { gMC.boost_cnt = 50; } else { gMC.boost_cnt = 0; } // Move in direction held if (bKey) { if (gKeyTrg == gKeyDown && gKey == gKeyDown && !(gMC.cond & 1) && !(g_GameFlags & 4)) { gMC.cond |= 1; gMC.ques = TRUE; } else if (gKey == gKeyDown) { // There probably used to be commented-out code here } else { if (gKey & gKeyLeft && gMC.xm > -max_dash) gMC.xm -= dash1; if (gKey & gKeyRight && gMC.xm < max_dash) gMC.xm += dash1; if (gKey & gKeyLeft) gMC.direct = 0; if (gKey & gKeyRight) gMC.direct = 2; } } // Friction if (!(gMC.cond & 0x20)) { if (gMC.xm < 0) { if (gMC.xm > -resist) gMC.xm = 0; else gMC.xm += resist; } if (gMC.xm > 0) { if (gMC.xm < resist) gMC.xm = 0; else gMC.xm -= resist; } } } else { // Start boosting if (bKey) { if (gMC.equip & (EQUIP_BOOSTER_0_8 | EQUIP_BOOSTER_2_0) && gKeyTrg & gKeyJump && gMC.boost_cnt != 0) { // Booster 0.8 if (gMC.equip & EQUIP_BOOSTER_0_8) { gMC.boost_sw = 1; if (gMC.ym > 0x100) gMC.ym /= 2; } // Booster 2.0 if (gMC.equip & EQUIP_BOOSTER_2_0) { if (gKey & gKeyUp) { gMC.boost_sw = 2; gMC.xm = 0; gMC.ym = -0x5FF; } else if (gKey & gKeyLeft) { gMC.boost_sw = 1; gMC.ym = 0; gMC.xm = -0x5FF; } else if (gKey & gKeyRight) { gMC.boost_sw = 1; gMC.ym = 0; gMC.xm = 0x5FF; } else if (gKey & gKeyDown) { gMC.boost_sw = 3; gMC.xm = 0; gMC.ym = 0x5FF; } else { gMC.boost_sw = 2; gMC.xm = 0; gMC.ym = -0x5FF; } } } // Move left and right if (gKey & gKeyLeft && gMC.xm > -max_dash) gMC.xm -= dash2; if (gKey & gKeyRight && gMC.xm < max_dash) gMC.xm += dash2; if (gKey & gKeyLeft) gMC.direct = 0; if (gKey & gKeyRight) gMC.direct = 2; } // Slow down when stopped boosting (Booster 2.0) if (gMC.equip & EQUIP_BOOSTER_2_0 && gMC.boost_sw != 0 && (!(gKey & gKeyJump) || gMC.boost_cnt == 0)) { if (gMC.boost_sw == 1) gMC.xm /= 2; else if (gMC.boost_sw == 2) gMC.ym /= 2; } // Stop boosting if (gMC.boost_cnt == 0 || !(gKey & gKeyJump)) gMC.boost_sw = 0; } // Jumping if (bKey) { // Look up and down /*if (gKey & gKeyUp) gMC.up = TRUE; else gMC.up = FALSE; if (gKey & gKeyDown && !(gMC.flag & 8)) gMC.down = TRUE; else gMC.down = FALSE;*/ if (gKeyTrg & gKeyJump && (gMC.flag & 8 || gMC.flag & 0x10 || gMC.flag & 0x20)) { if (gMC.flag & 0x2000) { // Another weird empty case needed for accurate assembly. // There probably used to be some commented-out code here. } else { gMC.ym = -jump; PlaySoundObject(15, SOUND_MODE_PLAY); } } } // Stop interacting when moved if (bKey && gKey & (gKeyLeft | gKeyRight | gKeyUp | gKeyJump | gKeyShot)) gMC.cond &= ~1; // Booster losing fuel if (gMC.boost_sw != 0 && gMC.boost_cnt != 0) --gMC.boost_cnt; // Wind / current forces if (gMC.flag & 0x1000) gMC.xm -= 0x88; if (gMC.flag & 0x2000) gMC.ym -= 0x80; if (gMC.flag & 0x4000) gMC.xm += 0x88; if (gMC.flag & 0x8000) gMC.ym += 0x55; // Booster 2.0 forces and effects if (gMC.equip & EQUIP_BOOSTER_2_0 && gMC.boost_sw != 0) { if (gMC.boost_sw == 1) { // Go up when going into a wall if (gMC.flag & 5) gMC.ym = -0x100; // Move in direction facing if (gMC.direct == 0) gMC.xm -= 0x20; if (gMC.direct == 2) gMC.xm += 0x20; // Boost particles (and sound) if (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1) { if (gMC.direct == 0) SetCaret(gMC.x + (2 * 0x200), gMC.y + (2 * 0x200), 7, 2); if (gMC.direct == 2) SetCaret(gMC.x - (2 * 0x200), gMC.y + (2 * 0x200), 7, 0); PlaySoundObject(113, SOUND_MODE_PLAY); } } else if (gMC.boost_sw == 2) { // Move upwards gMC.ym -= 0x20; // Boost particles (and sound) if (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1) { SetCaret(gMC.x, gMC.y + (6 * 0x200), 7, 3); PlaySoundObject(113, SOUND_MODE_PLAY); } } else if (gMC.boost_sw == 3 && (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1)) { // Boost particles (and sound) SetCaret(gMC.x, gMC.y - (6 * 0x200), 7, 1); PlaySoundObject(113, SOUND_MODE_PLAY); } } // Upwards wind/current else if (gMC.flag & 0x2000) { gMC.ym += gravity1; } // Booster 0.8 else if (gMC.equip & EQUIP_BOOSTER_0_8 && gMC.boost_sw != 0 && gMC.ym > -0x400) { // Upwards force gMC.ym -= 0x20; if (gMC.boost_cnt % 3 == 0) { SetCaret(gMC.x, gMC.y + (gMC.hit.bottom / 2), 7, 3); PlaySoundObject(113, SOUND_MODE_PLAY); } // Bounce off of ceiling if (gMC.flag & 2) gMC.ym = 0x200; } // Gravity while jump is held else if (gMC.ym < 0 && bKey && gKey & gKeyJump) { gMC.ym += gravity2; } // Normal gravity else { gMC.ym += gravity1; } // Keep player on slopes if (!bKey || !(gKeyTrg & gKeyJump)) { if (gMC.flag & 0x10 && gMC.xm < 0) gMC.ym = -gMC.xm; if (gMC.flag & 0x20 && gMC.xm > 0) gMC.ym = gMC.xm; if (gMC.flag & 8 && gMC.flag & 0x80000 && gMC.xm < 0) gMC.ym = 0x400; if (gMC.flag & 8 && gMC.flag & 0x10000 && gMC.xm > 0) gMC.ym = 0x400; if (gMC.flag & 8 && gMC.flag & 0x20000 && gMC.flag & 0x40000) gMC.ym = 0x400; } if (0) { // There used to be an if-statement here that didn't do anything, but the compiler optimised it out. // We only know this was here because empty if-statements affect the register usage. // Since there's no code, we have no idea what the original condition actually was. } // Limit speed if (gMC.flag & 0x100 && !(gMC.flag & (0x8000 | 0x4000 | 0x2000 | 0x1000))) max_move = gMC.physics_underwater.max_move; // Underwater or in wind else max_move = gMC.physics_normal.max_move; // Normal conditions if (gMC.xm < -max_move) gMC.xm = -max_move; if (gMC.ym < -max_move) gMC.ym = -max_move; if (gMC.xm > max_move) gMC.xm = max_move; if (gMC.ym > max_move) gMC.ym = max_move; // Water splashing if (!gMC.no_splash_or_air_limit_underwater && !gMC.sprash && gMC.flag & 0x100) { int dir; if (gMC.flag & 0x800) dir = 2; else dir = 0; if (!(gMC.flag & 8) && gMC.ym > 0x200) { for (a = 0; a < 8; ++a) { x = gMC.x + (Random(-8, 8) * 0x200); SetNpChar(73, x, gMC.y, gMC.xm + Random(-0x200, 0x200), Random(-0x200, 0x80) - (gMC.ym / 2), dir, NULL, 0); } PlaySoundObject(56, SOUND_MODE_PLAY); } else { if (gMC.xm > 0x200 || gMC.xm < -0x200) { for (a = 0; a < 8; ++a) { x = gMC.x + (Random(-8, 8) * 0x200); SetNpChar(73, x, gMC.y, gMC.xm + Random(-0x200, 0x200), Random(-0x200, 0x80), dir, NULL, 0); } PlaySoundObject(56, SOUND_MODE_PLAY); } } gMC.sprash = TRUE; } if (!(gMC.flag & 0x100)) gMC.sprash = FALSE; // Spike damage if (gMC.flag & 0x400) DamageMyChar(10); // Camera if (gMC.direct == 0) { gMC.index_x -= 0x200; if (gMC.index_x < -0x8000) gMC.index_x = -0x8000; } else { gMC.index_x += 0x200; if (gMC.index_x > 0x8000) gMC.index_x = 0x8000; } if (gKey & gKeyUp && bKey) { gMC.index_y -= 0x200; if (gMC.index_y < -0x8000) gMC.index_y = -0x8000; } else if (gKey & gKeyDown && bKey) { gMC.index_y += 0x200; if (gMC.index_y > 0x8000) gMC.index_y = 0x8000; } else { if (gMC.index_y > 0x200) gMC.index_y -= 0x200; if (gMC.index_y < -0x200) gMC.index_y += 0x200; } gMC.tgt_x = gMC.x + gMC.index_x; gMC.tgt_y = gMC.y + gMC.index_y; // Change position if (gMC.xm <= resist && gMC.xm >= -resist) { // This case is completely empty. This is most likely the result of commented-out code or some other change (so this is most likely inaccurate to the original source code) } else { gMC.x += gMC.xm; } gMC.y += gMC.ym; } void ActMyChar_Stream(BOOL bKey) { gMC.up = FALSE; gMC.down = FALSE; if (bKey) { if (gKey & (gKeyLeft | gKeyRight)) { if (gKey & gKeyLeft) gMC.xm -= 0x100; if (gKey & gKeyRight) gMC.xm += 0x100; } else if (gMC.xm < 0x80 && gMC.xm > -0x80) { gMC.xm = 0; } else if (gMC.xm > 0) { gMC.xm -= 0x80; } else if (gMC.xm < 0) { gMC.xm += 0x80; } if (gKey & (gKeyUp | gKeyDown)) { if (gKey & gKeyUp) gMC.ym -= 0x100; if (gKey & gKeyDown) gMC.ym += 0x100; } else if (gMC.ym < 0x80 && gMC.ym > -0x80) { gMC.ym = 0; } else if (gMC.ym > 0) { gMC.ym -= 0x80; } else if (gMC.ym < 0) { gMC.ym += 0x80; } } else { if (gMC.xm < 0x80 && gMC.xm > -0x40) gMC.xm = 0; else if (gMC.xm > 0) gMC.xm -= 0x80; else if (gMC.xm < 0) gMC.xm += 0x80; if (gMC.ym < 0x80 && gMC.ym > -0x40) gMC.ym = 0; else if (gMC.ym > 0) gMC.ym -= 0x80; else if (gMC.ym < 0) gMC.ym += 0x80; } if (gMC.ym < -0x200 && gMC.flag & 2) SetCaret(gMC.x, gMC.y - gMC.hit.top, 13, 5); if (gMC.ym > 0x200 && gMC.flag & 8) SetCaret(gMC.x, gMC.y + gMC.hit.bottom, 13, 5); if (gMC.xm > 0x400) gMC.xm = 0x400; if (gMC.xm < -0x400) gMC.xm = -0x400; if (gMC.ym > 0x400) gMC.ym = 0x400; if (gMC.ym < -0x400) gMC.ym = -0x400; if ((gKey & (gKeyLeft | gKeyUp)) == (gKeyLeft | gKeyUp)) { if (gMC.xm < -780) gMC.xm = -780; if (gMC.ym < -780) gMC.ym = -780; } if ((gKey & (gKeyRight | gKeyUp)) == (gKeyRight | gKeyUp)) { if (gMC.xm > 780) gMC.xm = 780; if (gMC.ym < -780) gMC.ym = -780; } if ((gKey & (gKeyLeft | gKeyDown)) == (gKeyLeft | gKeyDown)) { if (gMC.xm < -780) gMC.xm = -780; if (gMC.ym > 780) gMC.ym = 780; } if ((gKey & (gKeyRight | gKeyDown)) == (gKeyRight | gKeyDown)) { if (gMC.xm > 780) gMC.xm = 780; if (gMC.ym > 780) gMC.ym = 780; } gMC.x += gMC.xm; gMC.y += gMC.ym; } void AirProcess(void) { if (gMC.equip & EQUIP_AIR_TANK) { gMC.air = 1000; gMC.air_get = 0; } else { if (!(gMC.flag & 0x100) || gMC.no_splash_or_air_limit_underwater) { gMC.air = 1000; } else { if (--gMC.air <= 0) { if (GetNPCFlag(4000)) { // Core cutscene StartTextScript(1100); } else { // Drown StartTextScript(41); if (gMC.direct == 0) SetCaret(gMC.x, gMC.y, 8, 0); else SetCaret(gMC.x, gMC.y, 8, 2); gMC.cond &= ~0x80; } } } if (gMC.flag & 0x100) { gMC.air_get = 60; } else { if (gMC.air_get != 0) --gMC.air_get; } } } void ActMyChar(BOOL bKey) { if (!(gMC.cond & 0x80)) return; if (gMC.exp_wait != 0) --gMC.exp_wait; if (gMC.shock != 0) { --gMC.shock; } else if (gMC.exp_count != 0) { SetValueView(&gMC.x, &gMC.y, gMC.exp_count); gMC.exp_count = 0; } switch (gMC.unit) { case 0: if (!(g_GameFlags & 4) && bKey) AirProcess(); ActMyChar_Normal(bKey); break; case 1: ActMyChar_Stream(bKey); break; } gMC.cond &= ~0x20; } void GetMyCharPosition(int *x, int *y) { *x = gMC.x; *y = gMC.y; } void SetMyCharPosition(int x, int y) { gMC.x = x; gMC.y = y; gMC.tgt_x = gMC.x; gMC.tgt_y = gMC.y; gMC.index_x = 0; gMC.index_y = 0; gMC.xm = 0; gMC.ym = 0; gMC.cond &= ~1; InitStar(); } void MoveMyChar(int x, int y) { gMC.x = x; gMC.y = y; } void ZeroMyCharXMove(void) { gMC.xm = 0; } int GetUnitMyChar(void) { return gMC.unit; } void SetMyCharDirect(unsigned char dir) { int i; if (dir == 3) { gMC.cond |= 1; } else { gMC.cond &= ~1; if (dir < 10) { gMC.direct = dir; } else { for (i = 0; i < NPC_MAX; ++i) if (gNPC[i].code_event == dir) break; if (i == NPC_MAX) return; if (gMC.x > gNPC[i].x) gMC.direct = 0; else gMC.direct = 2; } } gMC.xm = 0; AnimationMyChar(FALSE); } void ChangeMyUnit(unsigned char a) { gMC.unit = a; } void PitMyChar(void) { gMC.y += 2 * 0x10 * 0x200; // Shove player two tiles down. I wonder what this was meant for? } void EquipItem(int flag, BOOL b) { if (b) gMC.equip |= flag; else gMC.equip &= ~flag; } void ResetCheck(void) { gMC.cond &= ~1; } static int noise_no; static unsigned int noise_freq; void SetNoise(int no, int freq) { noise_freq = freq; noise_no = no; switch (noise_no) { case 1: ChangeSoundFrequency(40, noise_freq); ChangeSoundFrequency(41, noise_freq + 100); PlaySoundObject(40, SOUND_MODE_PLAY_LOOP); PlaySoundObject(41, SOUND_MODE_PLAY_LOOP); break; case 2: PlaySoundObject(58, SOUND_MODE_PLAY_LOOP); break; } } void CutNoise(void) { noise_no = 0; PlaySoundObject(40, SOUND_MODE_STOP); PlaySoundObject(41, SOUND_MODE_STOP); PlaySoundObject(58, SOUND_MODE_STOP); } void ResetNoise(void) { switch (noise_no) { case 1: ChangeSoundFrequency(40, noise_freq); ChangeSoundFrequency(41, noise_freq + 100); PlaySoundObject(40, SOUND_MODE_PLAY_LOOP); PlaySoundObject(41, SOUND_MODE_PLAY_LOOP); break; case 2: PlaySoundObject(58, SOUND_MODE_PLAY_LOOP); break; } } void SleepNoise(void) { PlaySoundObject(40, SOUND_MODE_STOP); PlaySoundObject(41, SOUND_MODE_STOP); PlaySoundObject(58, SOUND_MODE_STOP); }