// around 2.6 ms/element.
//
// Also calculate the per iteration ckdelay value, as if we were iterating the cave.
-// So when setting up a cave for the first time, update_scheduling() can be called right after
-// calling this function, and it will immediately calculate the correct speed of the cave, even
-// without iterating it.
+// So when setting up a cave for the first time, gd_update_scheduling_cave_speed() can be called
+// right after calling this function, and it will immediately calculate the correct speed of the
+// cave, even without iterating it.
static void cave_set_ckdelay_extra_for_animation(GdCave *cave)
{
int x, y;
}
// set all elements in a cave to their non-scanned counterparts
-void unscan_cave(GdCave *cave)
+void gd_unscan_cave(GdCave *cave)
{
if (cave == NULL || cave->map == NULL)
return;
cave->explosion_3_effect = non_scanned_pair(cave->explosion_3_effect);
}
-void update_cave_speed(GdCave *cave)
+void gd_update_scheduling_cave_speed(GdCave *cave)
{
// update timing calculated by iterating and counting elements which were slow to process on c64
switch (cave->scheduling)
boolean gd_cave_has_levels(GdCave *cave);
boolean gd_caveset_has_levels(void);
-void unscan_cave(GdCave *cave);
+void gd_unscan_cave(GdCave *cave);
-void update_cave_speed(GdCave *cave);
+void gd_update_scheduling_cave_speed(GdCave *cave);
#endif // BD_CAVE_H
// SCHEDULING
// updates based on the calculated explosions and per element ckdelays.
- update_cave_speed(cave);
+ gd_update_scheduling_cave_speed(cave);
// SPECIAL SOUNDS
}
// update timing calculated by iterating and counting elements
- update_cave_speed(cave);
+ gd_update_scheduling_cave_speed(cave);
}