recursion_loop_depth = 0;
recursion_loop_detected = FALSE;
recursion_loop_element = EL_UNDEFINED;
+
+ /* ---------- initialize graphics engine ---------------------------------- */
+ game.scroll_delay_value =
+ (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
+ setup.scroll_delay ? setup.scroll_delay_value : 0);
+ game.scroll_delay_value =
+ MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
}
int get_num_special_action(int element, int action_first, int action_last)
content = element_info[element].change_page[i].target_element;
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 3 || element < found_element))
+ if (is_player && (found_rating < 3 ||
+ (found_rating == 3 && element < found_element)))
{
start_x = x;
start_y = y;
content = element_info[element].content.e[xx][yy];
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 2 || element < found_element))
+ if (is_player && (found_rating < 2 ||
+ (found_rating == 2 && element < found_element)))
{
start_x = x + xx - 1;
start_y = y + yy - 1;
is_player = ELEM_IS_PLAYER(content);
- if (is_player && (found_rating < 1 || element < found_element))
+ if (is_player && (found_rating < 1 ||
+ (found_rating == 1 && element < found_element)))
{
start_x = x + xx - 1;
start_y = y + yy - 1;
if (quick_relocation)
{
- int offset = (setup.scroll_delay ? 3 : 0);
+ int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
{
#endif
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (setup.scroll_delay ? 3 : 0);
+ int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{