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updated various names of EM engine specific definitions
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index 57771d75b866c7f4995fefb43eea95ad94830fd5..e281c12727d650b10176bb4b72431a3aa26d34ce 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-14708,71
+14708,71
@@
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
switch (sample)
{
switch (sample)
{
- case S
AMPLE
_blank:
+ case S
OUND
_blank:
PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
break;
- case S
AMPLE
_roll:
+ case S
OUND
_roll:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case S
AMPLE
_stone:
+ case S
OUND
_stone:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case S
AMPLE
_nut:
+ case S
OUND
_nut:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case S
AMPLE
_crack:
+ case S
OUND
_crack:
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
break;
- case S
AMPLE
_bug:
+ case S
OUND
_bug:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case S
AMPLE
_tank:
+ case S
OUND
_tank:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case S
AMPLE
_android_clone:
+ case S
OUND
_android_clone:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case S
AMPLE
_android_move:
+ case S
OUND
_android_move:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case S
AMPLE
_spring:
+ case S
OUND
_spring:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case S
AMPLE
_slurp:
+ case S
OUND
_slurp:
PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
- case S
AMPLE
_eater:
+ case S
OUND
_eater:
PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
break;
- case S
AMPLE
_eater_eat:
+ case S
OUND
_eater_eat:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case S
AMPLE
_alien:
+ case S
OUND
_alien:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case S
AMPLE
_collect:
+ case S
OUND
_collect:
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
break;
- case S
AMPLE
_diamond:
+ case S
OUND
_diamond:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case S
AMPLE
_squash:
+ case S
OUND
_squash:
// !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
// !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
@@
-14781,75
+14781,75
@@
void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
#endif
break;
#endif
break;
- case S
AMPLE
_wonderfall:
+ case S
OUND
_wonderfall:
PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
break;
- case S
AMPLE
_drip:
+ case S
OUND
_drip:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case S
AMPLE
_push:
+ case S
OUND
_push:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case S
AMPLE
_dirt:
+ case S
OUND
_dirt:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case S
AMPLE
_acid:
+ case S
OUND
_acid:
PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
break;
- case S
AMPLE
_ball:
+ case S
OUND
_ball:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case S
AMPLE_grow
:
+ case S
OUND_slidewall
:
PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
break;
- case S
AMPLE
_wonder:
+ case S
OUND
_wonder:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case S
AMPLE
_door:
+ case S
OUND
_door:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case S
AMPLE
_exit_open:
+ case S
OUND
_exit_open:
PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
break;
- case S
AMPLE
_exit_leave:
+ case S
OUND
_exit_leave:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case S
AMPLE
_dynamite:
+ case S
OUND
_dynamite:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case S
AMPLE
_tick:
+ case S
OUND
_tick:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case S
AMPLE
_press:
+ case S
OUND
_press:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
break;
- case S
AMPLE
_wheel:
+ case S
OUND
_wheel:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case S
AMPLE
_boom:
+ case S
OUND
_boom:
PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
break;
- case S
AMPLE
_die:
+ case S
OUND
_die:
PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
break;
PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
break;
- case S
AMPLE
_time:
+ case S
OUND
_time:
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;