renamed some variables and changed some initializations
[rocksndiamonds.git] / src / game.c
index 5164505efa8a7e7d0dd81b163095a7fd3335756e..128c677f603ed1bac536fd04480b656e20160d9d 100644 (file)
@@ -1963,12 +1963,12 @@ static void InitField(int x, int y, boolean init_game)
       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;
 
@@ -2366,9 +2366,9 @@ static void UpdateGameControlValues(void)
     (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 =
@@ -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);
@@ -3617,7 +3619,7 @@ void InitGame(void)
   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;
@@ -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)
   {
@@ -14223,13 +14225,13 @@ static int DigField(struct PlayerInfo *player,
     {
       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);