… | |
… | |
227 | |
227 | |
228 | switch (hole_type) |
228 | switch (hole_type) |
229 | { |
229 | { |
230 | case GLORY_HOLE: /* treasures */ |
230 | case GLORY_HOLE: /* treasures */ |
231 | { |
231 | { |
232 | g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
232 | g_xsize = rndm (3) + 4 + RP->difficulty / 4; |
233 | g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
233 | g_ysize = rndm (3) + 4 + RP->difficulty / 4; |
234 | style = "onion"; |
234 | style = "onion"; |
235 | decor = "wealth2"; |
235 | decor = "wealth2"; |
236 | mon = "none"; |
236 | mon = "none"; |
237 | break; |
237 | break; |
238 | } |
238 | } |
239 | |
239 | |
240 | case ORC_ZONE: /* hole with orcs in it. */ |
240 | case ORC_ZONE: /* hole with orcs in it. */ |
241 | { |
241 | { |
242 | g_xsize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
242 | g_xsize = rndm (3) + 4 + RP->difficulty / 4; |
243 | g_ysize = RANDOM () % 3 + 4 + RP->difficulty / 4; |
243 | g_ysize = rndm (3) + 4 + RP->difficulty / 4; |
244 | style = "onion"; |
244 | style = "onion"; |
245 | decor = "wealth2"; |
245 | decor = "wealth2"; |
246 | mon = "orc"; |
246 | mon = "orc"; |
247 | break; |
247 | break; |
248 | } |
248 | } |
249 | |
249 | |
250 | case MINING_ZONE: /* hole with orcs in it. */ |
250 | case MINING_ZONE: /* hole with orcs in it. */ |
251 | { |
251 | { |
252 | g_xsize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
252 | g_xsize = rndm (9) + 4 + RP->difficulty / 4; |
253 | g_ysize = RANDOM () % 9 + 4 + RP->difficulty / 4; |
253 | g_ysize = rndm (9) + 4 + RP->difficulty / 4; |
254 | style = "maze"; |
254 | style = "maze"; |
255 | decor = "minerals2"; |
255 | decor = "minerals2"; |
256 | mon = "none"; |
256 | mon = "none"; |
257 | break; |
257 | break; |
258 | } |
258 | } |