… | |
… | |
273 | |
273 | |
274 | /* write a wall here */ |
274 | /* write a wall here */ |
275 | maze[x][y] = '#'; |
275 | maze[x][y] = '#'; |
276 | |
276 | |
277 | /* decide if we're going to pick from the wall_free_list */ |
277 | /* decide if we're going to pick from the wall_free_list */ |
278 | if (RANDOM () % 4 && wall_free_size > 0) |
278 | if (rndm (4) && wall_free_size > 0) |
279 | { |
279 | { |
280 | pop_wall_point (&xc, &yc); |
280 | pop_wall_point (&xc, &yc); |
281 | fill_maze_full (maze, xc, yc, xsize, ysize); |
281 | fill_maze_full (maze, xc, yc, xsize, ysize); |
282 | } |
282 | } |
283 | |
283 | |
… | |
… | |
299 | |
299 | |
300 | /* write a wall here */ |
300 | /* write a wall here */ |
301 | maze[x][y] = '#'; |
301 | maze[x][y] = '#'; |
302 | |
302 | |
303 | /* decide if we're going to pick from the wall_free_list */ |
303 | /* decide if we're going to pick from the wall_free_list */ |
304 | if (RANDOM () % 4 && wall_free_size > 0) |
304 | if (rndm (4) && wall_free_size > 0) |
305 | { |
305 | { |
306 | pop_wall_point (&xc, &yc); |
306 | pop_wall_point (&xc, &yc); |
307 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
307 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
308 | } |
308 | } |
309 | |
309 | |