*/
#include "map_object_actions.h" /* for player_wait(), move_player() */
#include "map.h" /* for struct Map, init_map() */
-#include "misc.h" /* for rrand(), update_log(), toggle_window(), exit_game(),
+#include "misc.h" /* for update_log(), toggle_window(), exit_game(),
* find_passable_pos(), meta_keys(), save_game()
*/
#include "yx_uint16.h" /* for dir enum */
+#include "rrand.h" /* for rrand(), rrand_seed() */
int main(int argc, char *argv[])
{
/* Generate map from seed and, if newly generated world, start positions of
* actors.
*/
- rrand(1, world.seed);
+ rrand_seed(world.seed);
struct Map map = init_map();
world.map = ↦
if (1 == world.turn)
{
player.pos = find_passable_pos(&map);
void * foo = build_map_objects(&world, &world.monster,
- 0, 1 + rrand(0,0) % 27,
+ 0, 1 + rrand() % 27,
sizeof(struct Monster),
build_map_objects_monsterdata);
- foo = build_map_objects(&world, foo, 1, 1 + rrand(0,0) % 9,
+ foo = build_map_objects(&world, foo, 1, 1 + rrand() % 9,
sizeof(struct Monster),
build_map_objects_monsterdata);
- build_map_objects(&world, foo, 2, 1 + rrand(0,0) % 3,
+ build_map_objects(&world, foo, 2, 1 + rrand() % 3,
sizeof(struct Monster),
build_map_objects_monsterdata);
- foo = build_map_objects(&world, &world.item, 3, 1 + rrand(0,0) % 3,
+ foo = build_map_objects(&world, &world.item, 3, 1 + rrand() % 3,
sizeof(struct Item),
build_map_objects_itemdata);
- build_map_objects(&world, foo, 4, 1 + rrand(0,0) % 3,
+ build_map_objects(&world, foo, 4, 1 + rrand() % 3,
sizeof(struct Item), build_map_objects_itemdata);
}