start to add some SOUND_TRIGGER_ACHIEVEMENTS code

Start to add supporting code to windsound and macsound. The latter
remains commented out because I haven't had a chance to try
it on macOS yet.

In order to test it out, I added two more stock sounds:
sa2_xplevelup and sa2_xpleveldown.
This commit is contained in:
nhmall
2023-02-04 14:28:59 -05:00
parent 9fd87db543
commit 36ca64acdb
17 changed files with 13684 additions and 21 deletions

View File

@@ -626,8 +626,12 @@ init_sound_and_display_gamewindows(void)
activate_chosen_soundlib();
SoundAchievement(0, sa2_splashscreen, 0);
/* ToDo: new splash screen invocation will go here */
if (iflags.wc_splash_screen && !flags.randomall) {
SoundAchievement(0, sa2_splashscreen, 0);
/* ToDo: new splash screen invocation will go here */
} else {
SoundAchievement(0, sa2_newgame_nosplash, 0);
}
WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
if (VIA_WINDOWPORT()) {

View File

@@ -227,6 +227,7 @@ losexp(
/* remove intrinsic abilities */
adjabil(u.ulevel + 1, u.ulevel);
livelog_printf(LL_MINORAC, "lost experience level %d", u.ulevel + 1);
SoundAchievement(0, sa2_xpleveldown, 0);
} else {
if (drainer) {
gk.killer.format = KILLED_BY;
@@ -344,7 +345,7 @@ pluslvl(
if (u.ulevelmax < u.ulevel)
u.ulevelmax = u.ulevel;
adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
SoundAchievement(0, sa2_xplevelup, 0);
old_ach_cnt = count_achievements();
newrank = xlev_to_rank(u.ulevel);
if (newrank > oldrank)