int element = Tile[x][y];
DrawElement_MM(x, y, element);
-
- // old game versions randomly changed colors of bonus light balls
- if (game.engine_version < VERSION_IDENT(4,3,3,0) &&
- element == EL_LIGHTBALL && game_mm.lightball_rnd)
- RND(3);
}
void DrawLevel_MM(void)
laser.fuse_x == x &&
laser.fuse_y == y)
DrawGraphic_MM(x, y, IMG_MM_FUSE);
+ else if (element == EL_GRAY_BALL_ACTIVE)
+ DrawGraphic_MM(x, y, el_act2gfx(EL_GRAY_BALL, MM_ACTION_ACTIVE));
else if (element == EL_GRAY_BALL_OPENING)
- DrawGraphic_MM(x, y, el_act2gfx(EL_BALL_GRAY, MM_ACTION_OPENING));
+ DrawGraphic_MM(x, y, el_act2gfx(EL_GRAY_BALL, MM_ACTION_OPENING));
else if (element == EL_BOMB_ACTIVE)
DrawGraphic_MM(x, y, el_act2gfx(EL_BOMB, MM_ACTION_ACTIVE));
else if (element == EL_MINE_ACTIVE)
return GetPixel(bitmap, x, y);
}
-void SetRGB(unsigned int pixel,
- unsigned short red, unsigned short green, unsigned short blue)
-{
-}
-
int get_base_element(int element)
{
if (IS_MIRROR(element))
}
}
+int unmap_element(int element)
+{
+ switch (element)
+ {
+ case EL_STEEL_WALL: return EL_WALL_STEEL;
+ case EL_WOODEN_WALL: return EL_WALL_WOOD;
+ case EL_ICE_WALL: return EL_WALL_ICE;
+ case EL_AMOEBA_WALL: return EL_WALL_AMOEBA;
+ case EL_DF_STEEL_WALL: return EL_DF_WALL_STEEL;
+ case EL_DF_WOODEN_WALL: return EL_DF_WALL_WOOD;
+
+ default: return element;
+ }
+}
+
int el2gfx(int element)
{
return el2img_mm(map_element(element));