void PlaySoundLevel(int, int, int);
void PlaySoundLevelAction(int, int, int);
-void PlaySoundLevelActionElement(int, int, int, int);
+void PlaySoundLevelElementAction(int, int, int, int);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
/* play sound of object that hits the ground */
if (lastline || object_hit)
- PlaySoundLevelActionElement(x, y, SND_ACTION_IMPACT, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
}
void TurnRound(int x, int y)
if (DelayReached(&sound_delay, sound_delay_value))
{
if (Store[x][y] == EL_AMOEBE_BD)
- PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
+ PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
else
- PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
+ PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
sound_delay_value = 30;
}
}
}
if (changed)
- PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_GROWING :
- SND_BIOMAZE_GROWING);
+ PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
+ SND_BIOMAZE_CREATING);
}
void RobotWheel(int x, int y)
case EL_SP_BASE:
case EL_SP_BUG:
RemoveField(x, y);
- PlaySoundLevelActionElement(x, y, SND_ACTION_DIGGING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
break;
case EL_EDELSTEIN:
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
- PlaySoundLevelActionElement(x, y, SND_ACTION_COLLECTING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_SPEED_PILL:
DrawText(DX_DYNAMITE, DY_DYNAMITE,
int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- PlaySoundLevelActionElement(x, y, SND_ACTION_COLLECTING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
break;
case EL_DYNABOMB_NR:
player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
DrawLevelField(x+dx, y+dy);
- PlaySoundLevelActionElement(x, y, SND_ACTION_PUSHING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
break;
case EL_PFORTE1:
player->programmed_action = move_direction;
DOUBLE_PLAYER_SPEED(player);
- PlaySoundLevelActionElement(x, y, SND_ACTION_PASSING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
break;
case EL_SP_PORT1_LEFT:
{
RemoveField(x, y);
Feld[x+dx][y+dy] = element;
- PlaySoundLevelActionElement(x, y, SND_ACTION_PUSHING, element);
+ PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
}
player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
void PlaySoundLevelAction(int x, int y, int sound_action)
{
- PlaySoundLevelActionElement(x, y, sound_action, Feld[x][y]);
+ PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
}
-void PlaySoundLevelActionElement(int x, int y, int sound_action, int element)
+void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
{
int sound_effect = element_action_sound[element][sound_action];