game_mm.ball_choice_pos++;
int new_element = native_mm_level.ball_content[element_pos];
- int new_element_unmapped = unmap_element(new_element);
+ int new_element_base = map_wall_to_base_element(new_element);
- if (IS_WALL(new_element_unmapped))
+ if (IS_WALL(new_element_base))
{
// always use completely filled wall element
- new_element = new_element_unmapped | 0x000f;
+ new_element = new_element_base | 0x000f;
}
else if (native_mm_level.rotate_ball_content &&
get_num_elements(new_element) > 1)
return base_element + (element_phase + step + num_elements) % num_elements;
}
-static int map_element(int element)
+int map_wall_from_base_element(int element)
{
switch (element)
{
}
}
-int unmap_element(int element)
+int map_wall_to_base_element(int element)
{
switch (element)
{
int el2gfx(int element)
{
- return el2img_mm(map_element(element));
+ return el2img_mm(map_wall_from_base_element(element));
}
int el_act2gfx(int element, int action)
{
- return el_act2img_mm(map_element(element), action);
+ return el_act2img_mm(map_wall_from_base_element(element), action);
}
void RedrawPlayfield_MM(void)
int get_num_elements(int);
int get_rotated_element(int, int);
-int unmap_element(int);
+int map_wall_from_base_element(int);
+int map_wall_to_base_element(int);
int el2gfx(int);
int el_act2gfx(int, int);