From: Holger Schemel Date: Tue, 17 Sep 2024 17:29:15 +0000 (+0200) Subject: renamed functions X-Git-Tag: 4.4.0.0-test-4~218 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=99b8e4955280cdcc74b07ff5f1f05995373b7f0a;p=rocksndiamonds.git renamed functions --- diff --git a/src/game_bd/bd_cave.c b/src/game_bd/bd_cave.c index 978a5373..31437736 100644 --- a/src/game_bd/bd_cave.c +++ b/src/game_bd/bd_cave.c @@ -1179,9 +1179,9 @@ void gd_cave_correct_visible_size(GdCave *cave) // 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; @@ -1772,7 +1772,7 @@ boolean gd_caveset_has_levels(void) } // 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; @@ -1827,7 +1827,7 @@ void unscan_cave(GdCave *cave) 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) diff --git a/src/game_bd/bd_cave.h b/src/game_bd/bd_cave.h index 4769d43d..a499947c 100644 --- a/src/game_bd/bd_cave.h +++ b/src/game_bd/bd_cave.h @@ -742,8 +742,8 @@ void gd_cave_adler_checksum_more(GdCave *cave, unsigned int *a, unsigned int *b) 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 diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index f80b3d8e..4a26b171 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -3943,7 +3943,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, // SCHEDULING // updates based on the calculated explosions and per element ckdelays. - update_cave_speed(cave); + gd_update_scheduling_cave_speed(cave); // SPECIAL SOUNDS @@ -4260,5 +4260,5 @@ void set_initial_cave_speed(GdCave *cave) } // update timing calculated by iterating and counting elements - update_cave_speed(cave); + gd_update_scheduling_cave_speed(cave); }