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improved smooth movement animation for classic BD scheduling types
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_gameplay.h
diff --git
a/src/game_bd/bd_gameplay.h
b/src/game_bd/bd_gameplay.h
index aa9a48de387be6ec127c0e09cc5853798353800f..999c5e845ccc824955cc188430978ad6e6347060 100644
(file)
--- a/
src/game_bd/bd_gameplay.h
+++ b/
src/game_bd/bd_gameplay.h
@@
-83,9
+83,11
@@
typedef struct _gd_game
int itercycle;
int itermax;
int itermax_last;
int itercycle;
int itermax;
int itermax_last;
+ int itermax2[2];
int animcycle;
int milliseconds_game;
int milliseconds_anim;
int animcycle;
int milliseconds_game;
int milliseconds_anim;
+ int cycle_counter;
int replay_no_more_movements;
boolean show_story; // to remember that story for a particular cave was already shown.
int replay_no_more_movements;
boolean show_story; // to remember that story for a particular cave was already shown.
@@
-112,6
+114,8
@@
GdGame *gd_game_new(const int cave, const int level);
GdGame *gd_game_new_snapshot(GdCave *snapshot);
GdGame *gd_game_new_test(GdCave *cave, int level);
GdGame *gd_game_new_snapshot(GdCave *snapshot);
GdGame *gd_game_new_test(GdCave *cave, int level);
+boolean check_iteration_reached(GdGame *game);
+
void play_game_func(GdGame *game, int action);
#endif // BD_GAMEPLAY_H
void play_game_func(GdGame *game, int action);
#endif // BD_GAMEPLAY_H