GD_OBJECT_LEVEL5
};
-/* bdcff text description of object. caller should free string. */
-char *gd_object_get_bdcff(const GdObject *object)
-{
- GString *str;
- int j;
- const char *type;
-
- switch (object->type)
- {
- case GD_POINT:
- return g_strdup_printf("Point=%d %d %s",
- object->x1, object->y1,
- gd_elements[object->element].filename);
-
- case GD_LINE:
- return g_strdup_printf("Line=%d %d %d %d %s",
- object->x1, object->y1, object->x2, object->y2,
- gd_elements[object->element].filename);
-
- case GD_RECTANGLE:
- return g_strdup_printf("Rectangle=%d %d %d %d %s",
- object->x1, object->y1, object->x2, object->y2,
- gd_elements[object->element].filename);
-
- case GD_FILLED_RECTANGLE:
- /* if elements are not the same */
- if (object->fill_element != object->element)
- return g_strdup_printf("FillRect=%d %d %d %d %s %s",
- object->x1, object->y1, object->x2, object->y2,
- gd_elements[object->element].filename,
- gd_elements[object->fill_element].filename);
-
- /* they are the same */
- return g_strdup_printf("FillRect=%d %d %d %d %s",
- object->x1, object->y1, object->x2, object->y2,
- gd_elements[object->element].filename);
-
- case GD_RASTER:
- return g_strdup_printf("Raster=%d %d %d %d %d %d %s",
- object->x1, object->y1,
- (object->x2 - object->x1) / object->dx + 1,
- (object->y2 - object->y1) / object->dy + 1,
- object->dx, object->dy,
- gd_elements[object->element].filename);
-
- case GD_JOIN:
- return g_strdup_printf("Add=%d %d %s %s",
- object->dx, object->dy,
- gd_elements[object->element].filename,
- gd_elements[object->fill_element].filename);
-
- case GD_FLOODFILL_BORDER:
- return g_strdup_printf("BoundaryFill=%d %d %s %s",
- object->x1, object->y1,
- gd_elements[object->fill_element].filename,
- gd_elements[object->element].filename);
-
- case GD_FLOODFILL_REPLACE:
- return g_strdup_printf("FloodFill=%d %d %s %s",
- object->x1, object->y1,
- gd_elements[object->fill_element].filename,
- gd_elements[object->element].filename);
-
- case GD_MAZE:
- case GD_MAZE_UNICURSAL:
- case GD_MAZE_BRAID:
- switch (object->type)
- {
- case GD_MAZE: type = "perfect"; break;
- case GD_MAZE_UNICURSAL: type = "unicursal"; break;
- case GD_MAZE_BRAID: type = "braid"; break;
- default: break;
- }
-
- return g_strdup_printf("Maze=%d %d %d %d %d %d %d %d %d %d %d %d %s %s %s",
- object->x1, object->y1, object->x2, object->y2,
- object->dx, object->dy,
- object->horiz,
- object->seed[0],
- object->seed[1],
- object->seed[2],
- object->seed[3],
- object->seed[4],
- gd_elements[object->element].filename,
- gd_elements[object->fill_element].filename, type);
-
- case GD_RANDOM_FILL:
- str = g_string_new(NULL);
- /* seed and initial fill */
- g_string_append_printf(str, "%s=%d %d %d %d %d %d %d %d %d %s",
- object->c64_random ? "RandomFillC64" : "RandomFill",
- object->x1, object->y1, object->x2, object->y2,
- object->seed[0],
- object->seed[1],
- object->seed[2],
- object->seed[3],
- object->seed[4],
- gd_elements[object->fill_element].filename);
-
- for (j = 0; j < 4; j++)
- {
- if (object->random_fill_probability[j] != 0)
- g_string_append_printf(str, " %s %d",
- gd_elements[object->random_fill[j]].filename,
- object->random_fill_probability[j]);
- }
-
- if (object->element!=O_NONE)
- g_string_append_printf(str, " %s",
- gd_elements[object->element].filename);
-
- /* free string but do not free char *; return char *. */
- return g_string_free(str, FALSE);
-
- case GD_COPY_PASTE:
- return g_strdup_printf("CopyPaste=%d %d %d %d %d %d %s %s",
- object->x1, object->y1, object->x2, object->y2,
- object->dx, object->dy,
- object->mirror ? "mirror" : "nomirror",
- object->flip?"flip":"noflip");
-
- case NONE:
- break;
- }
-
- return NULL;
-}
-
/* create an INDIVIDUAL POINT CAVE OBJECT */
GdObject *gd_object_new_point(GdObjectLevels levels, int x, int y, GdElement elem)
{
{
object.element = gd_get_element_from_string(elem0);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
{
object.element = gd_get_element_from_string(elem0);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.type = GD_RECTANGLE;
object.element = gd_get_element_from_string (elem0);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
if (paramcount == 5)
{
object.element = object.fill_element = gd_get_element_from_string (elem0);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.type = GD_RASTER;
object.element = gd_get_element_from_string (elem0);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.fill_element = gd_get_element_from_string (elem0);
object.element = gd_get_element_from_string (elem1);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.fill_element = gd_get_element_from_string (elem0);
object.element = gd_get_element_from_string (elem1);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
return NULL;
return NULL;
if (words)
- g_strfreev(words);
+ freeStringArray(words);
- words = g_strsplit_set(param, " ", -1);
- l = g_strv_length(words);
+ words = getSplitStringArray(param, " ", -1);
+ l = getStringArrayLength(words);
if (l < 10 || l > 19)
return NULL;
if (l > 10 && l % 2 == 1)
object.element = gd_get_element_from_string(words[l - 1]);
- return g_memdup(&object, sizeof (GdObject));
+ return get_memcpy(&object, sizeof (GdObject));
}
/* COPY PASTE OBJECT */
else
Warn("invalid setting for copypaste flip property: %s", flip);
- return g_memdup(&object, sizeof(GdObject));
+ return get_memcpy(&object, sizeof(GdObject));
}
return NULL;
/* create a maze in a boolean **maze. */
/* recursive algorithm. */
-static void mazegen(GRand *rand, boolean **maze, int width, int height, int x, int y, int horiz)
+static void mazegen(GdRand *rand, boolean **maze, int width, int height, int x, int y, int horiz)
{
int dirmask = 15;
int dir;
/* horiz or vert */
- dir = g_rand_int_range(rand, 0, 100) <horiz ? 2 : 0;
+ dir = gd_rand_int_range(rand, 0, 100) < horiz ? 2 : 0;
/* if no horizontal movement possible, choose vertical */
if (dir == 2 && (dirmask & 12) == 0)
dir = 0;
- else if (dir == 0 && (dirmask&3) == 0) /* and vice versa */
+ else if (dir == 0 && (dirmask & 3) == 0) /* and vice versa */
dir = 2;
- dir += g_rand_int_range(rand, 0, 2); /* dir */
+ dir += gd_rand_int_range(rand, 0, 2); /* dir */
if (dirmask & (1 << dir))
{
dirmask &= ~(1 << dir);
}
}
-static void braidmaze(GRand *rand, boolean **maze, int w, int h)
+static void braidmaze(GdRand *rand, boolean **maze, int w, int h)
{
int x, y;
if (closed == 3 && dirs != 0)
{
/* make up a random direction, and open in that direction, so dead end is removed */
- int dir = closed_dirs[g_rand_int_range(rand, 0, dirs)];
+ int dir = closed_dirs[gd_rand_int_range(rand, 0, dirs)];
switch (dir)
{
int y2 = object->y2;
int w, h, path, wall;
int xk, yk;
- GRand *rand;
+ GdRand *rand;
int i,j;
/* change coordinates if not in correct order */
/* start generation, if map is big enough.
otherwise the application would crash, as the editor places maze objects
during mouse click & drag that have no sense */
- rand = g_rand_new_with_seed(object->seed[level] == -1 ?
- g_rand_int(cave->random) : object->seed[level]);
+ rand = gd_rand_new_with_seed(object->seed[level] == -1 ?
+ gd_rand_int(cave->random) : object->seed[level]);
if (w >= 1 && h >= 1)
mazegen(rand, map, w, h, 0, 0, object->horiz);
if (object->type == GD_MAZE_BRAID)
braidmaze(rand, map, w, h);
- g_rand_free(rand);
+ gd_rand_free(rand);
if (w >= 1 && h >= 1 && object->type == GD_MAZE_UNICURSAL)
{
int y1 = object->y1;
int x2 = object->x2;
int y2 = object->y2;
- GRand *rand;
+ GdRand *rand;
GdC64RandomGenerator c64_rand;
guint32 seed;
/* -1 means that it should be different every time played. */
if (object->seed[level] == -1)
- seed = g_rand_int(cave->random);
+ seed = gd_rand_int(cave->random);
else
seed = object->seed[level];
- rand = g_rand_new_with_seed(seed);
+ rand = gd_rand_new_with_seed(seed);
/* for c64 random, use the 2*8 lsb. */
- gd_c64_random_set_seed(&c64_rand, seed/256%256, seed%256);
+ gd_c64_random_set_seed(&c64_rand, seed / 256 % 256, seed % 256);
/* change coordinates if not in correct order */
if (y1 > y2)
randm = gd_c64_random(&c64_rand);
else
/* use the much better glib random generator */
- randm = g_rand_int_range(rand, 0, 256);
+ randm = gd_rand_int_range(rand, 0, 256);
element = object->fill_element;
if (randm < object->random_fill_probability[0])
if (randm < object->random_fill_probability[3])
element = object->random_fill[3];
- if (object->element==O_NONE ||
+ if (object->element == O_NONE ||
gd_cave_get_rc(cave, x, y) == object->element)
gd_cave_store_rc(cave, x, y, element, object);
}
}
- g_rand_free(rand);
+ gd_rand_free(rand);
}
GdCave *cave;
GdElement element;
int x, y;
- GList *iter;
+ List *iter;
/* make a copy */
cave = gd_cave_new_from_cave(data);
cave->rendered = level + 1;
cave->render_seed = seed;
- cave->random = g_rand_new_with_seed(cave->render_seed);
+ cave->random = gd_rand_new_with_seed(cave->render_seed);
/* maps needed during drawing and gameplay */
cave->objects_order = gd_cave_map_new(cave, gpointer);
/* IF CAVE HAS NO MAP, USE THE RANDOM NUMBER GENERATOR */
/* init c64 randomgenerator */
if (data->level_rand[level] < 0)
- gd_cave_c64_random_set_seed(cave, g_rand_int_range(cave->random, 0, 256),
- g_rand_int_range(cave->random, 0, 256));
+ gd_cave_c64_random_set_seed(cave, gd_rand_int_range(cave->random, 0, 256),
+ gd_rand_int_range(cave->random, 0, 256));
else
gd_cave_c64_random_set_seed(cave, 0, data->level_rand[level]);
if (data->level_rand[level] < 0)
/* use the much better glib random generator */
- randm = g_rand_int_range(cave->random, 0, 256);
+ randm = gd_rand_int_range(cave->random, 0, 256);
else
/* use c64 */
randm = gd_cave_c64_random(cave);
}
/* render cave objects above random data or map */
- for (iter = data->objects; iter; iter = g_list_next(iter))
+ for (iter = data->objects; iter; iter = list_next(iter))
{
GdObject *object = (GdObject *)iter->data;
gd_cave_free(rendered);
/* forget objects */
- g_list_foreach(cave->objects, (GFunc) free, NULL);
+ list_foreach(cave->objects, (list_fn) free, NULL);
cave->objects = NULL;
}