game_bd.game->itercycle = 0;
game_bd.game->itermax = 8; // default; dynamically changed at runtime
game_bd.game->itermax_last = game_bd.game->itermax;
+ game_bd.game->itermax2[0] = game_bd.game->itermax;
+ game_bd.game->itermax2[1] = game_bd.game->itermax;
game_bd.player_moving = FALSE;
game_bd.player_snapping = FALSE;
{
engine_snapshot_bd.element_buffer[x][y] = game->element_buffer[y][x];
engine_snapshot_bd.last_element_buffer[x][y] = game->last_element_buffer[y][x];
- engine_snapshot_bd.dir_buffer[x][y] = game->dir_buffer[y][x];
+ engine_snapshot_bd.dir_buffer_from[x][y] = game->dir_buffer_from[y][x];
+ engine_snapshot_bd.dir_buffer_to[x][y] = game->dir_buffer_to[y][x];
engine_snapshot_bd.gfx_buffer[x][y] = game->gfx_buffer[y][x];
}
}
engine_snapshot_bd.game.element_buffer = game->element_buffer;
engine_snapshot_bd.game.last_element_buffer = game->last_element_buffer;
- engine_snapshot_bd.game.dir_buffer = game->dir_buffer;
+ engine_snapshot_bd.game.dir_buffer_from = game->dir_buffer_from;
+ engine_snapshot_bd.game.dir_buffer_to = game->dir_buffer_to;
engine_snapshot_bd.game.gfx_buffer = game->gfx_buffer;
*game = engine_snapshot_bd.game;
{
game->element_buffer[y][x] = engine_snapshot_bd.element_buffer[x][y];
game->last_element_buffer[y][x] = engine_snapshot_bd.last_element_buffer[x][y];
- game->dir_buffer[y][x] = engine_snapshot_bd.dir_buffer[x][y];
+ game->dir_buffer_from[y][x] = engine_snapshot_bd.dir_buffer_from[x][y];
+ game->dir_buffer_to[y][x] = engine_snapshot_bd.dir_buffer_to[x][y];
game->gfx_buffer[y][x] = engine_snapshot_bd.gfx_buffer[x][y];
}
}