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/cvs/deliantra/server/random_maps/treasure.C
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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.20 by root, Thu Jan 18 00:06:56 2007 UTC vs.
Revision 1.21 by root, Thu Jan 18 19:42:10 2007 UTC

80 treasureoptions = RANDOM () % (2 * LAST_OPTION); 80 treasureoptions = RANDOM () % (2 * LAST_OPTION);
81 81
82 /* filter out the mutually exclusive options */ 82 /* filter out the mutually exclusive options */
83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 83 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
84 { 84 {
85 if (RANDOM () % 2) 85 if (rndm (2))
86 treasureoptions -= 1; 86 treasureoptions -= 1;
87 else 87 else
88 treasureoptions -= 2; 88 treasureoptions -= 2;
89 } 89 }
90 90
463 return theMonsterToFind; 463 return theMonsterToFind;
464 } 464 }
465 } 465 }
466 466
467 /* now search all the 8 squares around recursively for a monster,in random order */ 467 /* now search all the 8 squares around recursively for a monster,in random order */
468 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 468 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
469 { 469 {
470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 470 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
471 if (theMonsterToFind != NULL) 471 if (theMonsterToFind != NULL)
472 return theMonsterToFind; 472 return theMonsterToFind;
473 } 473 }
536 room_free_spots_x[number_of_free_spots_in_room] = x; 536 room_free_spots_x[number_of_free_spots_in_room] = x;
537 room_free_spots_y[number_of_free_spots_in_room] = y; 537 room_free_spots_y[number_of_free_spots_in_room] = y;
538 number_of_free_spots_in_room++; 538 number_of_free_spots_in_room++;
539 539
540 /* now search all the 8 squares around recursively for free spots,in random order */ 540 /* now search all the 8 squares around recursively for free spots,in random order */
541 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 541 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 542 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
543 543
544} 544}
545 545
546/* find a random non-blocked spot in this room to drop a key. */ 546/* find a random non-blocked spot in this room to drop a key. */
775 } 775 }
776 else 776 else
777 { 777 {
778 layout[x][y] = 1; 778 layout[x][y] = 1;
779 /* now search all the 8 squares around recursively for free spots,in random order */ 779 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 780 for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 781 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP);
782 } 782 }
783} 783}
784 784
785/* find a random non-blocked spot in this room to drop a key. */ 785/* find a random non-blocked spot in this room to drop a key. */

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