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removed library dependency to glib-2.0
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_gameplay.c
diff --git
a/src/game_bd/bd_gameplay.c
b/src/game_bd/bd_gameplay.c
index 483d21eb258e5bc00ddfc9aad36f0bbc9abd72c4..464682ff5e371dfa5baca19df56d15e19326b73b 100644
(file)
--- a/
src/game_bd/bd_gameplay.c
+++ b/
src/game_bd/bd_gameplay.c
@@
-14,9
+14,6
@@
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
-#include <glib.h>
-#include <glib/gi18n.h>
-
#include "main_bd.h"
#include "main_bd.h"
@@
-158,7
+155,9
@@
static void load_cave(GdGame *game)
GdCave *gd_create_snapshot(GdGame *game)
{
GdCave *snapshot;
GdCave *gd_create_snapshot(GdGame *game)
{
GdCave *snapshot;
- g_return_val_if_fail (game->cave != NULL, NULL);
+
+ if (game->cave == NULL)
+ return NULL;
/* make an exact copy */
snapshot = gd_cave_new_from_cave(game->cave);
/* make an exact copy */
snapshot = gd_cave_new_from_cave(game->cave);
@@
-326,8
+325,8
@@
static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean
* this way the uncovering is the same speed also for intermissions. */
for (j = 0; j < game->cave->w * game->cave->h / 40; j++)
{
* this way the uncovering is the same speed also for intermissions. */
for (j = 0; j < game->cave->w * game->cave->h / 40; j++)
{
- y = g_random_int_range(0, game->cave->h);
- x = g_random_int_range(0, game->cave->w);
+ y = g
d
_random_int_range(0, game->cave->h);
+ x = g
d
_random_int_range(0, game->cave->w);
game->cave->map[y][x] &= ~COVERED;
}
game->cave->map[y][x] &= ~COVERED;
}
@@
-528,7
+527,7
@@
static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean
/* covering eight times faster than uncovering. */
for (j = 0; j < game->cave->w * game->cave->h * 8 / 40; j++)
/* covering eight times faster than uncovering. */
for (j = 0; j < game->cave->w * game->cave->h * 8 / 40; j++)
- game->cave->map[g
_random_int_range(0, game->cave->h)][g
_random_int_range (0, game->cave->w)] |= COVERED;
+ game->cave->map[g
d_random_int_range(0, game->cave->h)][gd
_random_int_range (0, game->cave->w)] |= COVERED;
}
return_state = GD_GAME_NOTHING;
}
return_state = GD_GAME_NOTHING;