#define SND_SPRING_PUSHING 95
#define SND_SPRING_IMPACT 96
#define SND_CLASS_WALL_GROWING 97
-#define SND_PEARL_COLLECTING 98
-#define SND_PEARL_BREAKING 99
-#define SND_PEARL_IMPACT 100
-#define SND_CRYSTAL_COLLECTING 101
-#define SND_CRYSTAL_IMPACT 102
-#define SND_CLASS_ENVELOPE_COLLECTING 103
-#define SND_CLASS_ENVELOPE_OPENING 104
-#define SND_CLASS_ENVELOPE_CLOSING 105
-#define SND_INVISIBLE_SAND_DIGGING 106
-#define SND_INVISIBLE_SAND_ACTIVE_DIGGING 107
-#define SND_SHIELD_NORMAL_COLLECTING 108
-#define SND_SHIELD_NORMAL_ACTIVE 109
-#define SND_SHIELD_DEADLY_COLLECTING 110
-#define SND_SHIELD_DEADLY_ACTIVE 111
-#define SND_EXTRA_TIME_COLLECTING 112
-#define SND_MOLE_MOVING 113
-#define SND_MOLE_WAITING 114
-#define SND_MOLE_DIGGING 115
-#define SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING 116
-#define SND_CLASS_SWITCHGATE_OPENING 117
-#define SND_CLASS_SWITCHGATE_CLOSING 118
-#define SND_CLASS_SWITCHGATE_PASSING 119
-#define SND_TIMEGATE_SWITCH_ACTIVATING 120
-#define SND_TIMEGATE_SWITCH_ACTIVE 121
-#define SND_TIMEGATE_SWITCH_DEACTIVATING 122
-#define SND_TIMEGATE_OPENING 123
-#define SND_CLASS_TIMEGATE_CLOSING 124
-#define SND_CLASS_TIMEGATE_PASSING 125
-#define SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING 126
-#define SND_CLASS_CONVEYOR_BELT_ACTIVE 127
-#define SND_CLASS_CONVEYOR_BELT_SWITCH_DEACTIVATING 128
-#define SND_LIGHT_SWITCH_ACTIVATING 129
-#define SND_LIGHT_SWITCH_DEACTIVATING 130
-#define SND_DX_SUPABOMB_PUSHING 131
-#define SND_TRAP_DIGGING 132
-#define SND_TRAP_ACTIVATING 133
-#define SND_CLASS_TUBE_WALKING 134
-#define SND_AMOEBA_TURNING_TO_GEM 135
-#define SND_AMOEBA_TURNING_TO_ROCK 136
-#define SND_SPEED_PILL_COLLECTING 137
-#define SND_DYNABOMB_INCREASE_NUMBER_COLLECTING 138
-#define SND_DYNABOMB_INCREASE_SIZE_COLLECTING 139
-#define SND_DYNABOMB_INCREASE_POWER_COLLECTING 140
-#define SND_CLASS_DYNABOMB_DROPPING 141
-#define SND_CLASS_DYNABOMB_ACTIVE 142
-#define SND_SATELLITE_MOVING 143
-#define SND_SATELLITE_WAITING 144
-#define SND_SATELLITE_PUSHING 145
-#define SND_LAMP_ACTIVATING 146
-#define SND_LAMP_DEACTIVATING 147
-#define SND_TIME_ORB_FULL_COLLECTING 148
-#define SND_TIME_ORB_FULL_IMPACT 149
-#define SND_TIME_ORB_EMPTY_PUSHING 150
-#define SND_TIME_ORB_EMPTY_IMPACT 151
-#define SND_GAME_OF_LIFE_WAITING 152
-#define SND_GAME_OF_LIFE_GROWING 153
-#define SND_BIOMAZE_WAITING 154
-#define SND_BIOMAZE_GROWING 155
-#define SND_PACMAN_MOVING 156
-#define SND_PACMAN_WAITING 157
-#define SND_PACMAN_DIGGING 158
-#define SND_DARK_YAMYAM_MOVING 159
-#define SND_DARK_YAMYAM_WAITING 160
-#define SND_DARK_YAMYAM_DIGGING 161
-#define SND_PENGUIN_MOVING 162
-#define SND_PENGUIN_WAITING 163
-#define SND_PIG_MOVING 164
-#define SND_PIG_WAITING 165
-#define SND_PIG_DIGGING 166
-#define SND_DRAGON_MOVING 167
-#define SND_DRAGON_WAITING 168
-#define SND_DRAGON_ATTACKING 169
-#define SND_GAME_STARTING 170
-#define SND_GAME_RUNNING_OUT_OF_TIME 171
-#define SND_GAME_LEVELTIME_BONUS 172
-#define SND_GAME_LOSING 173
-#define SND_GAME_WINNING 174
-#define SND_GAME_SOKOBAN_SOLVING 175
-#define SND_DOOR_OPENING 176
-#define SND_DOOR_CLOSING 177
-#define SND_BACKGROUND_MAIN 178
-#define SND_BACKGROUND_LEVELS 179
-#define SND_BACKGROUND_SCORES 180
-#define SND_BACKGROUND_EDITOR 181
-#define SND_BACKGROUND_INFO 182
-#define SND_BACKGROUND_SETUP 183
+#define SND_EMC_ANDROID_PUSHING 98
+#define SND_EMC_ANDROID_MOVING 99
+#define SND_EMC_ANDROID_DROPPING 100
+#define SND_EMC_MAGIC_BALL_DROPPING 101
+#define SND_PEARL_COLLECTING 102
+#define SND_PEARL_BREAKING 103
+#define SND_PEARL_IMPACT 104
+#define SND_CRYSTAL_COLLECTING 105
+#define SND_CRYSTAL_IMPACT 106
+#define SND_CLASS_ENVELOPE_COLLECTING 107
+#define SND_CLASS_ENVELOPE_OPENING 108
+#define SND_CLASS_ENVELOPE_CLOSING 109
+#define SND_INVISIBLE_SAND_DIGGING 110
+#define SND_INVISIBLE_SAND_ACTIVE_DIGGING 111
+#define SND_SHIELD_NORMAL_COLLECTING 112
+#define SND_SHIELD_NORMAL_ACTIVE 113
+#define SND_SHIELD_DEADLY_COLLECTING 114
+#define SND_SHIELD_DEADLY_ACTIVE 115
+#define SND_EXTRA_TIME_COLLECTING 116
+#define SND_MOLE_MOVING 117
+#define SND_MOLE_WAITING 118
+#define SND_MOLE_DIGGING 119
+#define SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING 120
+#define SND_CLASS_SWITCHGATE_OPENING 121
+#define SND_CLASS_SWITCHGATE_CLOSING 122
+#define SND_CLASS_SWITCHGATE_PASSING 123
+#define SND_TIMEGATE_SWITCH_ACTIVATING 124
+#define SND_TIMEGATE_SWITCH_ACTIVE 125
+#define SND_TIMEGATE_SWITCH_DEACTIVATING 126
+#define SND_TIMEGATE_OPENING 127
+#define SND_CLASS_TIMEGATE_CLOSING 128
+#define SND_CLASS_TIMEGATE_PASSING 129
+#define SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING 130
+#define SND_CLASS_CONVEYOR_BELT_ACTIVE 131
+#define SND_CLASS_CONVEYOR_BELT_SWITCH_DEACTIVATING 132
+#define SND_LIGHT_SWITCH_ACTIVATING 133
+#define SND_LIGHT_SWITCH_DEACTIVATING 134
+#define SND_DX_SUPABOMB_PUSHING 135
+#define SND_TRAP_DIGGING 136
+#define SND_TRAP_ACTIVATING 137
+#define SND_CLASS_TUBE_WALKING 138
+#define SND_AMOEBA_TURNING_TO_GEM 139
+#define SND_AMOEBA_TURNING_TO_ROCK 140
+#define SND_SPEED_PILL_COLLECTING 141
+#define SND_DYNABOMB_INCREASE_NUMBER_COLLECTING 142
+#define SND_DYNABOMB_INCREASE_SIZE_COLLECTING 143
+#define SND_DYNABOMB_INCREASE_POWER_COLLECTING 144
+#define SND_CLASS_DYNABOMB_DROPPING 145
+#define SND_CLASS_DYNABOMB_ACTIVE 146
+#define SND_SATELLITE_MOVING 147
+#define SND_SATELLITE_WAITING 148
+#define SND_SATELLITE_PUSHING 149
+#define SND_LAMP_ACTIVATING 150
+#define SND_LAMP_DEACTIVATING 151
+#define SND_TIME_ORB_FULL_COLLECTING 152
+#define SND_TIME_ORB_FULL_IMPACT 153
+#define SND_TIME_ORB_EMPTY_PUSHING 154
+#define SND_TIME_ORB_EMPTY_IMPACT 155
+#define SND_GAME_OF_LIFE_WAITING 156
+#define SND_GAME_OF_LIFE_GROWING 157
+#define SND_BIOMAZE_WAITING 158
+#define SND_BIOMAZE_GROWING 159
+#define SND_PACMAN_MOVING 160
+#define SND_PACMAN_WAITING 161
+#define SND_PACMAN_DIGGING 162
+#define SND_DARK_YAMYAM_MOVING 163
+#define SND_DARK_YAMYAM_WAITING 164
+#define SND_DARK_YAMYAM_DIGGING 165
+#define SND_PENGUIN_MOVING 166
+#define SND_PENGUIN_WAITING 167
+#define SND_PIG_MOVING 168
+#define SND_PIG_WAITING 169
+#define SND_PIG_DIGGING 170
+#define SND_DRAGON_MOVING 171
+#define SND_DRAGON_WAITING 172
+#define SND_DRAGON_ATTACKING 173
+#define SND_GAME_STARTING 174
+#define SND_GAME_RUNNING_OUT_OF_TIME 175
+#define SND_GAME_LEVELTIME_BONUS 176
+#define SND_GAME_LOSING 177
+#define SND_GAME_WINNING 178
+#define SND_GAME_SOKOBAN_SOLVING 179
+#define SND_DOOR_OPENING 180
+#define SND_DOOR_CLOSING 181
+#define SND_BACKGROUND_MAIN 182
+#define SND_BACKGROUND_LEVELS 183
+#define SND_BACKGROUND_SCORES 184
+#define SND_BACKGROUND_EDITOR 185
+#define SND_BACKGROUND_INFO 186
+#define SND_BACKGROUND_SETUP 187
-#define NUM_SOUND_FILES 184
+#define NUM_SOUND_FILES 188
#endif /* CONF_SND_H */
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
}
Next[y][x] = Xblank;
- play_element_sound(x, y, SAMPLE_wonderfall, Xstone);
+ play_element_sound(x, y, SAMPLE_wonderfall, Xwonderwall);
goto loop;
}
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
case Zplayer:
Cave[y][x] = Ybug_n_e;
Next[y][x] = Xbug_goe;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y-1][x] = Ybug_n;
Next[y][x] = Xblank;
Next[y-1][x] = Xbug_n;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
Cave[y][x] = Ybug_n_w;
Next[y][x] = Xbug_gow;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ybug_e_s;
Next[y][x] = Xbug_gos;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x+1] = Ybug_e;
Next[y][x] = Xblank;
Next[y][x+1] = Xbug_e;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
Cave[y][x] = Ybug_e_n;
Next[y][x] = Xbug_gon;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ybug_s_w;
Next[y][x] = Xbug_gow;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y+1][x] = Ybug_s;
Next[y][x] = Xblank;
Next[y+1][x] = Xbug_s;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
Cave[y][x] = Ybug_s_e;
Next[y][x] = Xbug_goe;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ybug_w_n;
Next[y][x] = Xbug_gon;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x-1] = Ybug_w;
Next[y][x] = Xblank;
Next[y][x-1] = Xbug_w;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
default:
Cave[y][x] = Ybug_w_s;
Next[y][x] = Xbug_gos;
- play_sound(x, y, SAMPLE_bug);
+ play_element_sound(x, y, SAMPLE_bug, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ytank_n_w;
Next[y][x] = Xtank_gow;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y-1][x] = Ytank_n;
Next[y][x] = Xblank;
Next[y-1][x] = Xtank_n;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
Cave[y][x] = Ytank_n_e;
Next[y][x] = Xtank_goe;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ytank_e_n;
Next[y][x] = Xtank_gon;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x+1] = Ytank_e;
Next[y][x] = Xblank;
Next[y][x+1] = Xtank_e;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
Cave[y][x] = Ytank_e_s;
Next[y][x] = Xtank_gos;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ytank_s_e;
Next[y][x] = Xtank_goe;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y+1][x] = Ytank_s;
Next[y][x] = Xblank;
Next[y+1][x] = Xtank_s;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
Cave[y][x] = Ytank_s_w;
Next[y][x] = Xtank_gow;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
}
case Zplayer:
Cave[y][x] = Ytank_w_s;
Next[y][x] = Xtank_gos;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x-1] = Ytank_w;
Next[y][x] = Xblank;
Next[y][x-1] = Xtank_w;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
default:
Cave[y][x] = Ytank_w_n;
Next[y][x] = Xtank_gon;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_tank, element);
goto loop;
}
goto android_move;
}
- Next[y][x] = temp; /* the item we chose to clone */
- play_element_sound(x, y, SAMPLE_android, temp);
+ Next[y][x] = temp; /* the item we chose to clone */
+ play_element_sound(x, y, SAMPLE_android_clone, temp);
switch (RANDOM & 7)
{
dy = 0;
}
- Next[y][x] = Xblank; /* assume we will move */
+ Next[y][x] = Xblank; /* assume we will move */
temp = ((x < dx) + 1 - (x > dx)) + ((y < dy) + 1 - (y > dy)) * 3;
if (RANDOM & 1)
Cave[y][x] = Yandroid_nB;
Cave[y-1][x] = Yandroid_n;
Next[y-1][x] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_ne:
Cave[y][x] = Yandroid_neB;
Cave[y-1][x+1] = Yandroid_ne;
Next[y-1][x+1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_e:
Cave[y][x] = Yandroid_eB;
Cave[y][x+1] = Yandroid_e;
Next[y][x+1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_se:
Cave[y][x] = Yandroid_seB;
Cave[y+1][x+1] = Yandroid_se;
Next[y+1][x+1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_s:
Cave[y][x] = Yandroid_sB;
Cave[y+1][x] = Yandroid_s;
Next[y+1][x] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_sw:
Cave[y][x] = Yandroid_swB;
Cave[y+1][x-1] = Yandroid_sw;
Next[y+1][x-1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_w:
Cave[y][x] = Yandroid_wB;
Cave[y][x-1] = Yandroid_w;
Next[y][x-1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
android_nw:
Cave[y][x] = Yandroid_nwB;
Cave[y-1][x-1] = Yandroid_nw;
Next[y-1][x-1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
/* --------------------------------------------------------------------- */
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y-1][x] = Yandroid_n;
Next[y][x] = Xblank;
Next[y-1][x] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y-1][x] = Yandroid_n;
Next[y][x] = Xblank;
Next[y-1][x] = Xandroid_1_n;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x+1] = Yandroid_e;
Next[y][x] = Xblank;
Next[y][x+1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x+1] = Yandroid_e;
Next[y][x] = Xblank;
Next[y][x+1] = Xandroid_1_e;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y+1][x] = Yandroid_s;
Next[y][x] = Xblank;
Next[y+1][x] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y+1][x] = Yandroid_s;
Next[y][x] = Xblank;
Next[y+1][x] = Xandroid_1_s;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x-1] = Yandroid_w;
Next[y][x] = Xblank;
Next[y][x-1] = Xandroid;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x-1] = Yandroid_w;
Next[y][x] = Xblank;
Next[y][x-1] = Xandroid_1_w;
- play_sound(x, y, SAMPLE_tank);
+ play_element_sound(x, y, SAMPLE_android_move, element);
goto loop;
default:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
{
Cave[y][x+1] = Ydiamond_eat;
Next[y][x+1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y+1][x] = Ydiamond_eat;
Next[y+1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y][x-1] = Ydiamond_eat;
Next[y][x-1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y-1][x] = Ydiamond_eat;
Next[y-1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
default:
Next[y][x] = RANDOM & 1 ? Xeater_e : Xeater_w;
- play_sound(x, y, SAMPLE_eater);
+ play_element_sound(x, y, SAMPLE_eater, element);
goto loop;
}
{
Cave[y+1][x] = Ydiamond_eat;
Next[y+1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y][x-1] = Ydiamond_eat;
Next[y][x-1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y-1][x] = Ydiamond_eat;
Next[y-1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y][x+1] = Ydiamond_eat;
Next[y][x+1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
default:
Next[y][x] = RANDOM & 1 ? Xeater_n : Xeater_s;
- play_sound(x, y, SAMPLE_eater);
+ play_element_sound(x, y, SAMPLE_eater, element);
goto loop;
}
{
Cave[y][x-1] = Ydiamond_eat;
Next[y][x-1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y-1][x] = Ydiamond_eat;
Next[y-1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y][x+1] = Ydiamond_eat;
Next[y][x+1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y+1][x] = Ydiamond_eat;
Next[y+1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
default:
Next[y][x] = RANDOM & 1 ? Xeater_e : Xeater_w;
- play_sound(x, y, SAMPLE_eater);
+ play_element_sound(x, y, SAMPLE_eater, element);
goto loop;
}
{
Cave[y-1][x] = Ydiamond_eat;
Next[y-1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y][x+1] = Ydiamond_eat;
Next[y][x+1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y+1][x] = Ydiamond_eat;
Next[y+1][x] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
{
Cave[y][x-1] = Ydiamond_eat;
Next[y][x-1] = Xblank;
- play_element_sound(x, y, SAMPLE_eater, Xdiamond);
+ play_element_sound(x, y, SAMPLE_eater_eat, element);
goto loop;
}
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
default:
Next[y][x] = RANDOM & 1 ? Xeater_n : Xeater_s;
- play_sound(x, y, SAMPLE_eater);
+ play_element_sound(x, y, SAMPLE_eater, element);
goto loop;
}
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Cave[y][x+1] = Yacid_splash_eB;
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
}
Next[y][x] = Xblank;
- play_element_sound(x, y, SAMPLE_wonderfall, Xemerald);
+ play_element_sound(x, y, SAMPLE_wonderfall, Xwonderwall);
goto loop;
}
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
}
Next[y][x] = Xblank;
- play_element_sound(x, y, SAMPLE_wonderfall, Xdiamond);
+ play_element_sound(x, y, SAMPLE_wonderfall, Xwonderwall);
goto loop;
}
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xdrip_stretchB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-2][x-1] == Xblank)
Cave[y-2][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-1][x] == Xblank)
Cave[y-1][x] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
if (Cave[y-1][x-2] == Xblank)
Cave[y-1][x-2] = Yacid_splash_wB;
Next[y][x] = Xblank;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank:
Next[y][x] = Xexit_1;
}
+ play_element_sound(x, y, SAMPLE_exit_open, Xexit);
+
goto loop;
case Xexit_1:
if (Cave[y][x-1] == Xblank)
Cave[y][x-1] = Yacid_splash_wB;
Next[y][x] = Xsand_stonesand_4;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto loop;
case Xblank: