{
element = GFX_ELEMENT(element);
- if (direction == MV_NO_MOVING)
+ if (direction == MV_NONE)
return element_info[element].graphic[action];
direction = MV_DIR_BIT(direction);
int el_act_dir2img(int element, int action, int direction)
{
element = GFX_ELEMENT(element);
- direction = MV_DIR_BIT(direction); /* default: MV_NO_MOVING => MV_DOWN */
+ direction = MV_DIR_BIT(direction); /* default: MV_NONE => MV_DOWN */
/* direction_graphic[][] == graphic[] for undefined direction graphics */
return element_info[element].direction_graphic[action][direction];
{
element = GFX_ELEMENT(element);
- if (direction == MV_NO_MOVING)
+ if (direction == MV_NONE)
return element_info[element].crumbled[action];
direction = MV_DIR_BIT(direction);
static int el_act_dir2crm(int element, int action, int direction)
{
element = GFX_ELEMENT(element);
- direction = MV_DIR_BIT(direction); /* default: MV_NO_MOVING => MV_DOWN */
+ direction = MV_DIR_BIT(direction); /* default: MV_NONE => MV_DOWN */
/* direction_graphic[][] == graphic[] for undefined direction graphics */
return element_info[element].direction_crumbled[action][direction];
object_mapping[i].element_rnd = EL_UNKNOWN;
object_mapping[i].is_backside = FALSE;
object_mapping[i].action = ACTION_DEFAULT;
- object_mapping[i].direction = MV_NO_MOVING;
+ object_mapping[i].direction = MV_NONE;
}
/* always start with reliable default values */
{
player_mapping[p][i].element_rnd = EL_UNKNOWN;
player_mapping[p][i].action = ACTION_DEFAULT;
- player_mapping[p][i].direction = MV_NO_MOVING;
+ player_mapping[p][i].direction = MV_NONE;
}
}
{
int effective_element = element;
int effective_action = action;
- int graphic = (direction == MV_NO_MOVING ?
+ int graphic = (direction == MV_NONE ?
el_act2img(effective_element, effective_action) :
el_act_dir2img(effective_element, effective_action,
direction));