+void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
+{
+ int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+ int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
+ int x = xx - 1 - offset;
+ int y = yy - 1 - offset;
+
+ switch (sample)
+ {
+ case SAMPLE_blank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
+ break;
+
+ case SAMPLE_roll:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_stone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_nut:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_crack:
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+ break;
+
+ case SAMPLE_bug:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_tank:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_android_clone:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_android_move:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_spring:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_slurp:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
+ break;
+
+ case SAMPLE_eater:
+ PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+ break;
+
+ case SAMPLE_eater_eat:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_alien:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
+ case SAMPLE_collect:
+ PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
+ break;
+
+ case SAMPLE_diamond:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_squash:
+ /* !!! CHECK THIS !!! */
+#if 1
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
+ PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
+ break;
+
+ case SAMPLE_wonderfall:
+ PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
+ break;
+
+ case SAMPLE_drip:
+ PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
+ break;
+
+ case SAMPLE_push:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
+ break;
+
+ case SAMPLE_dirt:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
+ break;
+
+ case SAMPLE_acid:
+ PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
+ break;
+
+ case SAMPLE_ball:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_grow:
+ PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
+ break;
+
+ case SAMPLE_wonder:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_door:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_exit_open:
+ PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+ break;
+
+ case SAMPLE_exit_leave:
+ PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
+ break;
+
+ case SAMPLE_dynamite:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
+ break;
+
+ case SAMPLE_tick:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_press:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
+ break;
+
+ case SAMPLE_wheel:
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
+ break;
+
+ case SAMPLE_boom:
+ PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
+ break;
+
+ case SAMPLE_die:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
+ break;
+
+ case SAMPLE_time:
+ PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+ break;
+
+ default:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
+ break;
+ }
+}
+
+#if 0
+void ChangeTime(int value)
+{
+ int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
+
+ *time += value;
+
+ /* EMC game engine uses value from time counter of RND game engine */
+ level.native_em_level->lev->time = *time;
+
+ DrawGameValue_Time(*time);
+}
+
+void RaiseScore(int value)
+{
+ /* EMC game engine and RND game engine have separate score counters */
+ int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ &level.native_em_level->lev->score : &local_player->score);
+
+ *score += value;
+
+ DrawGameValue_Score(*score);
+}
+#endif
+