X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_cave.c;h=7d5aca5d2890d538f06381e277c2414dfc222675;hb=8b154afb27d3c3307f465a61a9542a57e97823c2;hp=a1a5d40959bda960ea062d8221e932edcdc288a1;hpb=56570687a23b88c3149c74e45add4cc9ed92796c;p=rocksndiamonds.git diff --git a/src/game_bd/bd_cave.c b/src/game_bd/bd_cave.c index a1a5d409..7d5aca5d 100644 --- a/src/game_bd/bd_cave.c +++ b/src/game_bd/bd_cave.c @@ -506,7 +506,7 @@ gpointer gd_cave_map_dup_size(const GdCave *cave, const gpointer map, const int return NULL; rows = checked_malloc((cave->h) * sizeof(gpointer)); - rows[0] = getMemCopy (maplines[0], cell_size * cave->w * cave->h); + rows[0] = get_memcpy (maplines[0], cell_size * cave->w * cave->h); for (y = 1; y < cave->h; y++) rows[y] = (char *)rows[0] + cell_size * cave->w * y; @@ -538,8 +538,8 @@ void gd_cave_free(GdCave *cave) if (cave->tags) hashtable_destroy(cave->tags); - if (cave->random) /* random generator is a GRand * */ - g_rand_free(cave->random); + if (cave->random) /* random generator is a GdRand * */ + gd_rand_free(cave->random); /* free strings */ for (i = 0; gd_cave_properties[i].identifier != NULL; i++) @@ -605,7 +605,7 @@ void gd_cave_copy(GdCave *dest, const GdCave *src) dest->objects = NULL; /* new empty list */ for (iter = src->objects; iter != NULL; iter = iter->next) /* do a deep copy */ - dest->objects = list_append(dest->objects, getMemCopy (iter->data, sizeof (GdObject))); + dest->objects = list_append(dest->objects, get_memcpy (iter->data, sizeof (GdObject))); } /* copy replays */ @@ -620,7 +620,7 @@ void gd_cave_copy(GdCave *dest, const GdCave *src) /* copy random number generator */ if (src->random) - dest->random = g_rand_copy(src->random); + dest->random = gd_rand_copy(src->random); } /* create new cave, which is a copy of the cave given. */ @@ -777,18 +777,6 @@ void gd_cave_c64_random_set_seed(GdCave *cave, int seed1, int seed2) gd_c64_random_set_seed(&cave->c64_rand, seed1, seed2); } -/* - select random colors for a given cave. - this function will select colors so that they should look somewhat nice; for example - brick walls won't be the darkest color, for example. -*/ -static inline void swap(int *i1, int *i2) -{ - int t = *i1; - *i1 = *i2; - *i2 = t; -} - /* shrink cave if last line or last row is just steel wall (or (invisible) outbox). @@ -1158,10 +1146,10 @@ void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer { /* blinking and tapping is started at the beginning of animation sequences. */ /* 1/4 chance of blinking, every sequence. */ - player_blinking = g_random_int_range(0, 4) == 0; + player_blinking = gd_random_int_range(0, 4) == 0; /* 1/16 chance of starting or stopping tapping. */ - if (g_random_int_range(0, 16) == 0) + if (gd_random_int_range(0, 16) == 0) player_tapping = !player_tapping; } } @@ -1400,7 +1388,7 @@ GdReplay *gd_replay_new_from_replay(GdReplay *orig) { GdReplay *rep; - rep = getMemCopy(orig, sizeof(GdReplay)); + rep = get_memcpy(orig, sizeof(GdReplay)); /* replicate dynamic data */ rep->comment = getStringCopy(orig->comment);