- {
- int element_old = level->field[x][y];
- int element_new;
-
- if (element_old >= EL_SP_START &&
- element_old <= EL_SP_END)
- element_new = element_old - EL_SP_START;
- else if (element_old == EL_EMPTY_SPACE)
- element_new = 0x00;
- else if (element_old == EL_INVISIBLE_WALL)
- element_new = 0x28;
- else
- element_new = 0x20; /* map unknown elements to yellow "hardware" */
-
- level_sp->playfield[x][y] = element_new;
- }
- }