int element = Tile[x][y];
// convert BD engine elements to corresponding R'n'D engine elements
- element = (element == EL_BDX_EMPTY ? EL_EMPTY :
- element == EL_BDX_PLAYER ? EL_PLAYER_1 :
- element == EL_BDX_INBOX ? EL_PLAYER_1 :
- element == EL_BDX_SAND_1 ? EL_SAND :
- element == EL_BDX_STEELWALL ? EL_STEELWALL :
- element == EL_BDX_EXIT_CLOSED ? EL_EXIT_CLOSED :
- element == EL_BDX_EXIT_OPEN ? EL_EXIT_OPEN :
+ element = (element == EL_BDX_EMPTY ? EL_EMPTY :
+ element == EL_BDX_PLAYER ? EL_PLAYER_1 :
+ element == EL_BDX_INBOX ? EL_PLAYER_1 :
+ element == EL_BDX_SAND_1 ? EL_SAND :
+ element == EL_BDX_WALL ? EL_BD_WALL :
+ element == EL_BDX_STEELWALL ? EL_STEELWALL :
+ element == EL_BDX_ROCK ? EL_BD_ROCK :
+ element == EL_BDX_DIAMOND ? EL_BD_DIAMOND :
+ element == EL_BDX_AMOEBA_1 ? EL_BD_AMOEBA :
+ element == EL_BDX_MAGIC_WALL ? EL_BD_MAGIC_WALL :
+ element == EL_BDX_BUTTERFLY_1_RIGHT ? EL_BD_BUTTERFLY_RIGHT :
+ element == EL_BDX_BUTTERFLY_1_UP ? EL_BD_BUTTERFLY_UP :
+ element == EL_BDX_BUTTERFLY_1_LEFT ? EL_BD_BUTTERFLY_LEFT :
+ element == EL_BDX_BUTTERFLY_1_DOWN ? EL_BD_BUTTERFLY_DOWN :
+ element == EL_BDX_BUTTERFLY_1 ? EL_BD_BUTTERFLY :
+ element == EL_BDX_FIREFLY_1_RIGHT ? EL_BD_FIREFLY_RIGHT :
+ element == EL_BDX_FIREFLY_1_UP ? EL_BD_FIREFLY_UP :
+ element == EL_BDX_FIREFLY_1_LEFT ? EL_BD_FIREFLY_LEFT :
+ element == EL_BDX_FIREFLY_1_DOWN ? EL_BD_FIREFLY_DOWN :
+ element == EL_BDX_FIREFLY_1 ? EL_BD_FIREFLY :
+ element == EL_BDX_EXPANDABLE_WALL_HORIZONTAL ? EL_BD_EXPANDABLE_WALL :
+ element == EL_BDX_WALL_DIAMOND ? EL_WALL_BD_DIAMOND :
+ element == EL_BDX_EXIT_CLOSED ? EL_EXIT_CLOSED :
+ element == EL_BDX_EXIT_OPEN ? EL_EXIT_OPEN :
element);
Tile[x][y] = element;