break;
case EL_EMC_MAGIC_BALL:
- if (game.ball_state)
+ if (game.ball_active)
Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
break;
case EL_EMC_MAGIC_BALL_SWITCH:
- if (game.ball_state)
+ if (game.ball_active)
Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
break;
(exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
- (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
- (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
EL_EMC_MAGIC_BALL_SWITCH);
game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
// ---------- initialize graphics engine ------------------------------------
game.scroll_delay_value =
(game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+ 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);
game.lenses_time_left = 0;
game.magnify_time_left = 0;
- game.ball_state = level.ball_state_initial;
+ game.ball_active = level.ball_active_initial;
game.ball_content_nr = 0;
game.explosions_delayed = TRUE;
game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
- game.set_centered_player_fast = FALSE;
+ game.set_centered_player_wrap = FALSE;
if (network_playing && tape.recording)
{
{
int xx, yy;
- game.ball_state = !game.ball_state;
+ game.ball_active = !game.ball_active;
SCAN_PLAYFIELD(xx, yy)
{
int e = Feld[xx][yy];
- if (game.ball_state)
+ if (game.ball_active)
{
if (e == EL_EMC_MAGIC_BALL)
CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);