* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
-#include <glib.h>
-#include <glib/gi18n.h>
-
#include "main_bd.h"
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);
* 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 = gd_random_int_range(0, game->cave->h);
+ x = gd_random_int_range(0, game->cave->w);
game->cave->map[y][x] &= ~COVERED;
}
/* 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[gd_random_int_range(0, game->cave->h)][gd_random_int_range (0, game->cave->w)] |= COVERED;
}
return_state = GD_GAME_NOTHING;