fixed compiler warning
[rocksndiamonds.git] / src / game_bd / bd_gameplay.c
index 12eb53bcca2ba1c7e8699e3af954f96907e75c33..0b4f48cdac4eab23a22b7d4bae0f441309ca132d 100644 (file)
@@ -26,8 +26,10 @@ void gd_game_free(GdGame *game)
     gd_cave_map_free(game->element_buffer);
   if (game->last_element_buffer)
     gd_cave_map_free(game->last_element_buffer);
-  if (game->dir_buffer)
-    gd_cave_map_free(game->dir_buffer);
+  if (game->dir_buffer_from)
+    gd_cave_map_free(game->dir_buffer_from);
+  if (game->dir_buffer_to)
+    gd_cave_map_free(game->dir_buffer_to);
   if (game->gfx_buffer)
     gd_cave_map_free(game->gfx_buffer);
 
@@ -89,10 +91,15 @@ static void load_cave(GdGame *game)
     gd_cave_map_free(game->last_element_buffer);
   game->last_element_buffer = NULL;
 
-  // delete direction buffer
-  if (game->dir_buffer)
-    gd_cave_map_free(game->dir_buffer);
-  game->dir_buffer = NULL;
+  // delete direction buffer (from)
+  if (game->dir_buffer_from)
+    gd_cave_map_free(game->dir_buffer_from);
+  game->dir_buffer_from = NULL;
+
+  // delete direction buffer (to)
+  if (game->dir_buffer_to)
+    gd_cave_map_free(game->dir_buffer_to);
+  game->dir_buffer_to = NULL;
 
   // delete gfx buffer
   if (game->gfx_buffer)
@@ -122,6 +129,8 @@ static void load_cave(GdGame *game)
   game->milliseconds_anim = 0;
   game->milliseconds_game = 0;        // set game timer to zero, too
 
+  game->cycle_counter = 0;
+
   // create new element buffer
   game->element_buffer = gd_cave_map_new(game->cave, int);
 
@@ -136,12 +145,19 @@ static void load_cave(GdGame *game)
     for (x = 0; x < game->cave->w; x++)
       game->last_element_buffer[y][x] = O_NONE;
 
-  // create new direction buffer
-  game->dir_buffer = gd_cave_map_new(game->cave, int);
+  // create new direction buffer (from)
+  game->dir_buffer_from = gd_cave_map_new(game->cave, int);
 
   for (y = 0; y < game->cave->h; y++)
     for (x = 0; x < game->cave->w; x++)
-      game->dir_buffer[y][x] = GD_MV_STILL;
+      game->dir_buffer_from[y][x] = GD_MV_STILL;
+
+  // create new direction buffer (to)
+  game->dir_buffer_to = gd_cave_map_new(game->cave, int);
+
+  for (y = 0; y < game->cave->h; y++)
+    for (x = 0; x < game->cave->w; x++)
+      game->dir_buffer_to[y][x] = GD_MV_STILL;
 
   // create new gfx buffer
   game->gfx_buffer = gd_cave_map_new(game->cave, int);
@@ -188,6 +204,13 @@ GdGame *gd_game_new(const int cave, const int level)
   return game;
 }
 
+boolean check_iteration_reached(GdGame *game)
+{
+  int millisecs_elapsed = 20;
+
+  return (game->milliseconds_game + millisecs_elapsed >= game->cave->speed);
+}
+
 static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire)
 {
   boolean suicide = FALSE;
@@ -383,22 +406,28 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean
       {
        for (x = 0; x < game->cave->w; x++)
        {
-         game->last_element_buffer[y][x] = game->element_buffer[y][x] & ~SKIPPED;
-         game->dir_buffer[y][x] = GD_MV_STILL;
+         game->last_element_buffer[y][x] = game->element_buffer[y][x];
+         game->dir_buffer_from[y][x] = GD_MV_STILL;
+         game->dir_buffer_to[y][x]   = GD_MV_STILL;
        }
       }
 
-      // store last maximum number of cycles (to force redraw if changed)
+      // store last maximum number of cycle frames (to force redraw if changed)
       game->itermax_last = game->itermax;
 
-      // update maximum number of cycles (frame) per cave iteration
-      game->itermax = game->itercycle;
+      // store maximum number of cycle frames separately for even and odd cycles
+      game->itermax2[game->cycle_counter % 2] = game->itercycle;
+
+      // update maximum number of cycle frames per cave iteration
+      game->itermax = game->itermax2[!(game->cycle_counter % 2)];
 
-      // reset cycle (frame) counter for the next cave iteration
+      // reset cycle frame counter for the next cave iteration
       game->itercycle = 0;
 
       iterate_cave(game, game->player_move, game->player_fire);
 
+      game->cycle_counter++;
+
       if (game->player_move == GD_MV_STILL)
       {
        game->player_move_stick = FALSE;