added setup option to force scroll delay when using the EM engine
[rocksndiamonds.git] / src / game.c
index 888e1ebf0af64304339a0e2e48c41c2fa74c83a5..862c5083d0c2d974b13eeadf6754b9fcfcf162c4 100644 (file)
@@ -3255,6 +3255,8 @@ static void InitGameEngine(void)
   // ---------- 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);
@@ -3938,7 +3940,7 @@ void InitGame(void)
   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)
   {
@@ -14706,7 +14708,7 @@ static void PlayLevelMusic(void)
 
 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
 {
-  int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
+  int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
   int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
   int x = xx - 1 - offset;
   int y = yy - 1 - offset;