added all BD engine elements shared with R'n'D engine as native elements
[rocksndiamonds.git] / src / game.c
index 288ff5f16f9581afeafe387c410866f4a48a49ca..94372a06d23a2ef8afe11f5c0687760f85d4cf11 100644 (file)
@@ -1843,7 +1843,7 @@ static void InitFieldForEngine_RND(int x, int y)
   element = (element == EL_BD_EMPTY            ? EL_EMPTY :
             element == EL_BD_PLAYER            ? EL_PLAYER_1 :
             element == EL_BD_INBOX             ? EL_PLAYER_1 :
-            element == EL_BD_SAND              ? EL_SAND :
+            element == EL_BD_SAND_1            ? EL_SAND :
             element == EL_BD_STEELWALL         ? EL_STEELWALL :
             element == EL_BD_EXIT_CLOSED       ? EL_EXIT_CLOSED :
             element == EL_BD_EXIT_OPEN         ? EL_EXIT_OPEN :
@@ -15778,10 +15778,10 @@ static int getSoundEffect_BD(int element_bd, int sample)
     case GD_S_DIAMOND_FALLING_8:
       nr = (sample == GD_S_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
            sample - GD_S_DIAMOND_FALLING_1);
-      sound_effect = SND_BD_DIAMOND_FALLING_RANDOM_1 + nr;
+      sound_effect = SND_BD_DIAMOND_NATIVE_FALLING_RANDOM_1 + nr;
 
       if (getSoundInfoEntryFilename(sound_effect) == NULL)
-       sound_effect = SND_BD_DIAMOND_FALLING;
+       sound_effect = SND_BD_DIAMOND_NATIVE_FALLING;
       break;
 
     case GD_S_DIAMOND_IMPACT_RANDOM:
@@ -15795,10 +15795,10 @@ static int getSoundEffect_BD(int element_bd, int sample)
     case GD_S_DIAMOND_IMPACT_8:
       nr = (sample == GD_S_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
            sample - GD_S_DIAMOND_IMPACT_1);
-      sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+      sound_effect = SND_BD_DIAMOND_NATIVE_IMPACT_RANDOM_1 + nr;
 
       if (getSoundInfoEntryFilename(sound_effect) == NULL)
-       sound_effect = SND_BD_DIAMOND_IMPACT;
+       sound_effect = SND_BD_DIAMOND_NATIVE_IMPACT;
       break;
 
     case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
@@ -15858,7 +15858,7 @@ static int getSoundEffect_BD(int element_bd, int sample)
       break;
 
     case GD_S_AMOEBA_MAGIC:
-      sound_effect = SND_BD_AMOEBA_OTHER;
+      sound_effect = SND_BD_AMOEBA_1_OTHER;
       break;
 
     case GD_S_FINISHED: