replaced glib function calls to g_utf8_strdown()
[rocksndiamonds.git] / src / game_bd / bd_gameplay.c
index 483d21eb258e5bc00ddfc9aad36f0bbc9abd72c4..a4b7e05b359eb05312193e5683a6c76ccbdfff2a 100644 (file)
@@ -158,7 +158,9 @@ static void load_cave(GdGame *game)
 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);
@@ -326,8 +328,8 @@ 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++)
       {
-       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;
       }
@@ -528,7 +530,7 @@ 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++)
-       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;