GdObject *gd_object_new_maze(GdObjectLevels levels, int x1, int y1, int x2, int y2,
int wall_w, int path_w, GdElement wall_e, GdElement path_e,
GdObject *gd_object_new_maze(GdObjectLevels levels, int x1, int y1, int x2, int y2,
int wall_w, int path_w, GdElement wall_e, GdElement path_e,
GdObject *gd_object_new_maze_unicursal(GdObjectLevels levels, int x1, int y1, int x2, int y2,
int wall_w, int path_w, GdElement wall_e, GdElement path_e,
GdObject *gd_object_new_maze_unicursal(GdObjectLevels levels, int x1, int y1, int x2, int y2,
int wall_w, int path_w, GdElement wall_e, GdElement path_e,
GdObject *gd_object_new_maze_braid(GdObjectLevels levels, int x1, int y1, int x2, int y2,
int wall_w, int path_w, GdElement wall_e, GdElement path_e,
GdObject *gd_object_new_maze_braid(GdObjectLevels levels, int x1, int y1, int x2, int y2,
int wall_w, int path_w, GdElement wall_e, GdElement path_e,
}
GdObject *gd_object_new_random_fill(GdObjectLevels levels, int x1, int y1, int x2, int y2,
}
GdObject *gd_object_new_random_fill(GdObjectLevels levels, int x1, int y1, int x2, int y2,
- const gint32 seed[5], GdElement initial,
- const GdElement random[4], const gint32 prob[4],
+ const int seed[5], GdElement initial,
+ const GdElement random[4], const int prob[4],
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
object.fill_element = gd_get_element_from_string (elem0);
object.element = gd_get_element_from_string (elem1);
object.fill_element = gd_get_element_from_string (elem0);
object.element = gd_get_element_from_string (elem1);
object.fill_element = gd_get_element_from_string (elem0);
object.element = gd_get_element_from_string (elem1);
object.fill_element = gd_get_element_from_string (elem0);
object.element = gd_get_element_from_string (elem1);
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
object.element = gd_get_element_from_string (elem0);
object.fill_element = gd_get_element_from_string (elem1);
-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)
/* if no horizontal movement possible, choose vertical */
if (dir == 2 && (dirmask & 12) == 0)
/* if no horizontal movement possible, choose vertical */
if (dir == 2 && (dirmask & 12) == 0)
-static void braidmaze(GRand *rand, boolean **maze, int w, int h)
+static void braidmaze(GdRand *rand, boolean **maze, int w, int h)
if (closed == 3 && dirs != 0)
{
/* make up a random direction, and open in that direction, so dead end is removed */
if (closed == 3 && dirs != 0)
{
/* make up a random direction, and open in that direction, so dead end is removed */
/* 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 */
/* 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 (w >= 1 && h >= 1)
mazegen(rand, map, w, h, 0, 0, object->horiz);
if (object->type == GD_MAZE_BRAID)
braidmaze(rand, map, w, h);
if (object->type == GD_MAZE_BRAID)
braidmaze(rand, map, w, h);
/* for c64 random, use the 2*8 lsb. */
gd_c64_random_set_seed(&c64_rand, seed / 256 % 256, seed % 256);
/* for c64 random, use the 2*8 lsb. */
gd_c64_random_set_seed(&c64_rand, seed / 256 % 256, seed % 256);
/* IF CAVE HAS NO MAP, USE THE RANDOM NUMBER GENERATOR */
/* init c64 randomgenerator */
if (data->level_rand[level] < 0)
/* 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));