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  1. /*
  2.  * OpenTyrian: A modern cross-platform port of Tyrian
  3.  * Copyright (C) 2007-2009  The OpenTyrian Development Team
  4.  *
  5.  * This program is free software; you can redistribute it and/or
  6.  * modify it under the terms of the GNU General Public License
  7.  * as published by the Free Software Foundation; either version 2
  8.  * of the License, or (at your option) any later version.
  9.  *
  10.  * This program is distributed in the hope that it will be useful,
  11.  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  12.  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  13.  * GNU General Public License for more details.
  14.  *
  15.  * You should have received a copy of the GNU General Public License
  16.  * along with this program; if not, write to the Free Software
  17.  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
  18.  */
  19. #ifndef SNDMAST_H
  20. #define SNDMAST_H
  21.  
  22. #include "opentyr.h"
  23.  
  24. #define SAMPLE_COUNT 38
  25.  
  26. enum
  27. {
  28.         S_NONE             =  0,
  29.         S_WEAPON_1         =  1,
  30.         S_WEAPON_2         =  2,
  31.         S_ENEMY_HIT        =  3,
  32.         S_EXPLOSION_4      =  4,
  33.         S_WEAPON_5         =  5,
  34.         S_WEAPON_6         =  6,
  35.         S_WEAPON_7         =  7,
  36.         S_SELECT           =  8,
  37.         S_EXPLOSION_8      =  8,
  38.         S_EXPLOSION_9      =  9,
  39.         S_WEAPON_10        = 10,
  40.         S_EXPLOSION_11     = 11,
  41.         S_EXPLOSION_12     = 12,
  42.         S_WEAPON_13        = 13,
  43.         S_WEAPON_14        = 14,
  44.         S_WEAPON_15        = 15,
  45.         S_SPRING           = 16,
  46.         S_WARNING          = 17,
  47.         S_ITEM             = 18,
  48.         S_HULL_HIT         = 19,
  49.         S_MACHINE_GUN      = 20,
  50.         S_SOUL_OF_ZINGLON  = 21,
  51.         S_EXPLOSION_22     = 22,
  52.         S_CLINK            = 23,
  53.         S_CLICK            = 24,
  54.         S_WEAPON_25        = 25,
  55.         S_WEAPON_26        = 26,
  56.         S_SHIELD_HIT       = 27,
  57.         S_CURSOR           = 28,
  58.         S_POWERUP          = 29,
  59.         V_CLEARED_PLATFORM = 30,  // "Cleared enemy platform."
  60.         V_BOSS             = 31,  // "Large enemy approaching."
  61.         V_ENEMIES          = 32,  // "Enemies ahead."
  62.         V_GOOD_LUCK        = 33,  // "Good luck."
  63.         V_LEVEL_END        = 34,  // "Level completed."
  64.         V_DANGER           = 35,  // "Danger."
  65.         V_SPIKES           = 36,  // "Warning: spikes ahead."
  66.         V_DATA_CUBE        = 37,  // "Data acquired."
  67.         V_ACCELERATE       = 38,  // "Unexplained speed increase."
  68. };
  69.  
  70. extern const char soundTitle[SAMPLE_COUNT][9];
  71. extern const JE_byte windowTextSamples[9];
  72.  
  73. #endif /* SNDMAST_H */
  74.  
  75.