X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_caveobject.c;h=01c3caf9b0cd5011624eeefff56d5ac4c00ff694;hb=402106d4fc637bdda3f3b75f190a6b9335fc99d0;hp=dc105cdad01f6802a16b9c9fd76cd050e6ab8cf9;hpb=646498771246351aaf243f5ab889179bd9684991;p=rocksndiamonds.git diff --git a/src/game_bd/bd_caveobject.c b/src/game_bd/bd_caveobject.c index dc105cda..01c3caf9 100644 --- a/src/game_bd/bd_caveobject.c +++ b/src/game_bd/bd_caveobject.c @@ -29,134 +29,6 @@ GdObjectLevels gd_levels_mask[] = 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) { @@ -441,7 +313,7 @@ GdObject *gd_object_new_from_string(char *str) { object.element = gd_get_element_from_string(elem0); - return g_memdup(&object, sizeof (GdObject)); + return get_memcpy(&object, sizeof (GdObject)); } return NULL; @@ -455,7 +327,7 @@ GdObject *gd_object_new_from_string(char *str) { object.element = gd_get_element_from_string(elem0); - return g_memdup(&object, sizeof (GdObject)); + return get_memcpy(&object, sizeof (GdObject)); } return NULL; @@ -469,7 +341,7 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -488,14 +360,14 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -515,7 +387,7 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -531,7 +403,7 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -546,7 +418,7 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -561,7 +433,7 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -591,7 +463,7 @@ GdObject *gd_object_new_from_string(char *str) 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; @@ -647,7 +519,7 @@ GdObject *gd_object_new_from_string(char *str) 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 */ @@ -678,7 +550,7 @@ GdObject *gd_object_new_from_string(char *str) else Warn("invalid setting for copypaste flip property: %s", flip); - return g_memdup(&object, sizeof(GdObject)); + return get_memcpy(&object, sizeof(GdObject)); } return NULL; @@ -951,7 +823,7 @@ static void draw_join(GdCave *cave, const GdObject *object) /* 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; @@ -961,15 +833,15 @@ static void mazegen(GRand *rand, boolean **maze, int width, int height, int x, i int dir; /* horiz or vert */ - dir = g_rand_int_range(rand, 0, 100) y2; int w, h, path, wall; int xk, yk; - GRand *rand; + GdRand *rand; int i,j; /* change coordinates if not in correct order */ @@ -1151,8 +1023,8 @@ static void draw_maze(GdCave *cave, const GdObject *object, int level) /* 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); @@ -1160,7 +1032,7 @@ static void draw_maze(GdCave *cave, const GdObject *object, int level) 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) { @@ -1265,17 +1137,17 @@ static void draw_random_fill(GdCave *cave, const GdObject *object, int level) 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); @@ -1306,7 +1178,7 @@ static void draw_random_fill(GdCave *cave, const GdObject *object, int level) 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]) @@ -1324,7 +1196,7 @@ static void draw_random_fill(GdCave *cave, const GdObject *object, int level) } } - g_rand_free(rand); + gd_rand_free(rand); } @@ -1449,14 +1321,14 @@ GdCave *gd_cave_new_rendered(const GdCave *data, const int level, const guint32 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); @@ -1484,8 +1356,8 @@ GdCave *gd_cave_new_rendered(const GdCave *data, const int level, const guint32 /* 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]); @@ -1502,7 +1374,7 @@ GdCave *gd_cave_new_rendered(const GdCave *data, const int level, const guint32 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); @@ -1553,7 +1425,7 @@ GdCave *gd_cave_new_rendered(const GdCave *data, const int level, const guint32 } /* 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; @@ -1603,6 +1475,6 @@ void gd_flatten_cave(GdCave *cave, const int level) 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; }