added options "game.forced_scroll_x" and "game.forced_scroll_y"
[rocksndiamonds.git] / src / game.c
index ef117c8fa9409fc9bc4e63b6878a1e5e022c185b..88fa0a6e3e19a3d80126795e35459f6d0f3d167e 100644 (file)
@@ -3474,8 +3474,9 @@ static void InitGameEngine(void)
      level.game_engine_type == GAME_ENGINE_TYPE_EM &&
      !setup.forced_scroll_delay           ? 0 :
      setup.scroll_delay                   ? setup.scroll_delay_value       : 0);
-  game.scroll_delay_value =
-    MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
+  if (game.forced_scroll_delay_value == -1)
+    game.scroll_delay_value =
+      MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
 
   // ---------- initialize game engine snapshots ------------------------------
   for (i = 0; i < MAX_PLAYERS; i++)
@@ -4444,6 +4445,11 @@ void InitGame(void)
     scroll_y = SCROLL_POSITION_Y(local_player->jy);
   }
 
+  if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
+    scroll_x = game.forced_scroll_x;
+  if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
+    scroll_y = game.forced_scroll_y;
+
   // !!! FIX THIS (START) !!!
   if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
   {
@@ -5674,14 +5680,13 @@ static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
   {
     // relocation _without_ centering of screen
 
-    int center_scroll_x = SCROLL_POSITION_X(old_x);
-    int center_scroll_y = SCROLL_POSITION_Y(old_y);
-    int offset_x = x + (scroll_x - center_scroll_x);
-    int offset_y = y + (scroll_y - center_scroll_y);
+    // apply distance between old and new player position to scroll position
+    int shifted_scroll_x = scroll_x + (x - old_x);
+    int shifted_scroll_y = scroll_y + (y - old_y);
 
-    // for new screen position, apply previous offset to center position
-    new_scroll_x = SCROLL_POSITION_X(offset_x);
-    new_scroll_y = SCROLL_POSITION_Y(offset_y);
+    // make sure that shifted scroll position does not scroll beyond screen
+    new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
+    new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
   }
 
   if (quick_relocation)
@@ -10642,6 +10647,15 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
     if (GFX_CRUMBLED(new_element))
       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
+    if (old_element == EL_EXPLOSION)
+    {
+      Store[x][y] = Store2[x][y] = 0;
+
+      // check if new element replaces an exploding player, requiring cleanup
+      if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
+       StorePlayer[x][y] = 0;
+    }
+
     // check if element under the player changes from accessible to unaccessible
     // (needed for special case of dropping element which then changes)
     // (must be checked after creating new element for walkable group elements)