… | |
… | |
56 | if (!decor_map) |
56 | if (!decor_map) |
57 | return; |
57 | return; |
58 | |
58 | |
59 | /* pick a random option, only 1 option right now. */ |
59 | /* pick a random option, only 1 option right now. */ |
60 | if (decor_option == 0) |
60 | if (decor_option == 0) |
61 | decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; |
61 | decor_option = rndm (NR_DECOR_OPTIONS) + 1; |
62 | |
62 | |
63 | switch (decor_option) |
63 | switch (decor_option) |
64 | { |
64 | { |
65 | case 0: |
65 | case 0: |
66 | break; |
66 | break; |
67 | case 1: |
67 | case 1: |
68 | { /* random placement of decor objects. */ |
68 | { /* random placement of decor objects. */ |
69 | int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); |
69 | int number_to_place = rndm (RP->Xsize * RP->Ysize / 5); |
70 | int failures = 0; |
70 | int failures = 0; |
71 | object *new_decor_object; |
71 | object *new_decor_object; |
72 | |
72 | |
73 | while (failures < 100 && number_to_place > 0) |
73 | while (failures < 100 && number_to_place > 0) |
74 | { |
74 | { |
75 | int x, y; |
75 | int x, y; |
76 | |
76 | |
77 | x = RANDOM () % (RP->Xsize - 2) + 1; |
77 | x = rndm (RP->Xsize - 2) + 1; |
78 | y = RANDOM () % (RP->Ysize - 2) + 1; |
78 | y = rndm (RP->Ysize - 2) + 1; |
79 | if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) |
79 | if (maze[x][y] == 0 && obj_count_in_map (map, x, y) < 2) |
80 | { /* empty */ |
80 | { /* empty */ |
81 | object *this_object; |
81 | object *this_object; |
82 | |
82 | |
83 | new_decor_object = pick_random_object (decor_map); |
83 | new_decor_object = decor_map->pick_random_object (); |
84 | this_object = arch_to_object (new_decor_object->arch); |
84 | this_object = arch_to_object (new_decor_object->arch); |
85 | new_decor_object->copy_to (this_object); |
85 | new_decor_object->copy_to (this_object); |
86 | this_object->x = x; |
86 | this_object->x = x; |
87 | this_object->y = y; |
87 | this_object->y = y; |
88 | /* it screws things up if decor can stop people */ |
88 | /* it screws things up if decor can stop people */ |
… | |
… | |
104 | { |
104 | { |
105 | if (maze[i][j] == 0) |
105 | if (maze[i][j] == 0) |
106 | { |
106 | { |
107 | object *new_decor_object, *this_object; |
107 | object *new_decor_object, *this_object; |
108 | |
108 | |
109 | new_decor_object = pick_random_object (decor_map); |
109 | new_decor_object = decor_map->pick_random_object (); |
110 | this_object = arch_to_object (new_decor_object->arch); |
110 | this_object = arch_to_object (new_decor_object->arch); |
111 | new_decor_object->copy_to (this_object); |
111 | new_decor_object->copy_to (this_object); |
112 | this_object->x = i; |
112 | this_object->x = i; |
113 | this_object->y = j; |
113 | this_object->y = j; |
114 | /* it screws things up if decor can stop people */ |
114 | /* it screws things up if decor can stop people */ |