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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 1.11 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.14 by root, Sat Feb 17 23:32:11 2007 UTC

51 char style_name[1024]; 51 char style_name[1024];
52 52
53 sprintf (style_name, "/styles/decorstyles"); 53 sprintf (style_name, "/styles/decorstyles");
54 54
55 decor_map = find_style (style_name, decorstyle, -1); 55 decor_map = find_style (style_name, decorstyle, -1);
56 if (decor_map == NULL) 56 if (!decor_map)
57 return; 57 return;
58
58 /* pick a random option, only 1 option right now. */ 59 /* pick a random option, only 1 option right now. */
59 if (decor_option == 0) 60 if (decor_option == 0)
60 decor_option = RANDOM () % NR_DECOR_OPTIONS + 1; 61 decor_option = rndm (NR_DECOR_OPTIONS) + 1;
62
61 switch (decor_option) 63 switch (decor_option)
62 { 64 {
63 case 0: 65 case 0:
64 break; 66 break;
65 case 1: 67 case 1:
66 { /* random placement of decor objects. */ 68 { /* random placement of decor objects. */
67 int number_to_place = RANDOM () % ((RP->Xsize * RP->Ysize) / 5); 69 int number_to_place = rndm (RP->Xsize * RP->Ysize / 5);
68 int failures = 0; 70 int failures = 0;
69 object *new_decor_object; 71 object *new_decor_object;
70 72
71 while (failures < 100 && number_to_place > 0) 73 while (failures < 100 && number_to_place > 0)
72 { 74 {
73 int x, y; 75 int x, y;
74 76
75 x = RANDOM () % (RP->Xsize - 2) + 1; 77 x = rndm (RP->Xsize - 2) + 1;
76 y = RANDOM () % (RP->Ysize - 2) + 1; 78 y = rndm (RP->Ysize - 2) + 1;
77 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)
78 { /* empty */ 80 { /* empty */
79 object *this_object; 81 object *this_object;
80 82
81 new_decor_object = pick_random_object (decor_map); 83 new_decor_object = decor_map->pick_random_object ();
82 this_object = arch_to_object (new_decor_object->arch); 84 this_object = arch_to_object (new_decor_object->arch);
83 new_decor_object->copy_to (this_object); 85 new_decor_object->copy_to (this_object);
84 this_object->x = x; 86 this_object->x = x;
85 this_object->y = y; 87 this_object->y = y;
86 /* it screws things up if decor can stop people */ 88 /* it screws things up if decor can stop people */
102 { 104 {
103 if (maze[i][j] == 0) 105 if (maze[i][j] == 0)
104 { 106 {
105 object *new_decor_object, *this_object; 107 object *new_decor_object, *this_object;
106 108
107 new_decor_object = pick_random_object (decor_map); 109 new_decor_object = decor_map->pick_random_object ();
108 this_object = arch_to_object (new_decor_object->arch); 110 this_object = arch_to_object (new_decor_object->arch);
109 new_decor_object->copy_to (this_object); 111 new_decor_object->copy_to (this_object);
110 this_object->x = i; 112 this_object->x = i;
111 this_object->y = j; 113 this_object->y = j;
112 /* it screws things up if decor can stop people */ 114 /* it screws things up if decor can stop people */

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