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/cvs/deliantra/server/random_maps/decor.C
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Comparing deliantra/server/random_maps/decor.C (file contents):
Revision 1.12 by root, Sat Jan 27 00:56:48 2007 UTC vs.
Revision 1.15 by elmex, Sun Apr 15 14:15:14 2007 UTC

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 */
89 this_object->move_block = MOVE_BLOCK_DEFAULT; 89 this_object->move_block = 0;
90 insert_ob_in_map (this_object, map, NULL, 0); 90 insert_ob_in_map (this_object, map, NULL, 0);
91 number_to_place--; 91 number_to_place--;
92 } 92 }
93 else 93 else
94 failures++; 94 failures++;
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 */
115 this_object->move_block = MOVE_BLOCK_DEFAULT; 115 this_object->move_block = 0;
116 insert_ob_in_map (this_object, map, NULL, 0); 116 insert_ob_in_map (this_object, map, NULL, 0);
117 } 117 }
118 } 118 }
119 break; 119 break;
120 } 120 }

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