/* actual position of level editor drawing area in level playfield */
static int level_xpos = -1, level_ypos = -1;
-#define IN_ED_FIELD(x,y) ((x)>=0 && (x)<ed_fieldx && (y)>=0 &&(y)<ed_fieldx)
+#define IN_ED_FIELD(x,y) ((x)>=0 && (x)<ed_fieldx && (y)>=0 &&(y)<ed_fieldy)
/* drawing elements on the three mouse buttons */
static int new_element1 = EL_MAUERWERK;
EL_MORAST_LEER,
EL_MORAST_VOLL,
- EL_DYNAMIT_AUS,
- EL_DYNAMIT,
+ EL_DYNAMITE_INACTIVE,
+ EL_DYNAMITE_ACTIVE,
EL_AUSGANG_ZU,
EL_AUSGANG_AUF,
{ EL_PACMAN_L, &level.score[SC_PACMAN], TEXT_SMASHING },
{ EL_PACMAN_U, &level.score[SC_PACMAN], TEXT_SMASHING },
{ EL_KOKOSNUSS, &level.score[SC_KOKOSNUSS], TEXT_CRACKING },
- { EL_DYNAMIT_AUS, &level.score[SC_DYNAMIT], TEXT_COLLECTING },
+ { EL_DYNAMITE_INACTIVE,&level.score[SC_DYNAMIT], TEXT_COLLECTING },
{ EL_SCHLUESSEL1, &level.score[SC_SCHLUESSEL], TEXT_COLLECTING },
{ EL_SCHLUESSEL2, &level.score[SC_SCHLUESSEL], TEXT_COLLECTING },
{ EL_SCHLUESSEL3, &level.score[SC_SCHLUESSEL], TEXT_COLLECTING },