- for (player.pos.y = player.pos.x = 0; 0 == is_passable(&map, player.pos);) {
- player.pos.y = rrand(0, 0) % map.size.y;
- player.pos.x = rrand(0, 0) % map.size.x; }
- for (item = world.item; item != 0; item = item->next)
- for (item->pos.y = item->pos.x = 0; 0 == is_passable(&map, item->pos);) {
- item->pos.y = rrand(0, 0) % map.size.y;
- item->pos.x = rrand(0, 0) % map.size.x; }
- for (monster = world.monster; monster != 0; monster = monster->next)
- for (monster->pos.y = monster->pos.x = 0; 0 == is_passable(&map, monster->pos);) {
- monster->pos.y = rrand(0, 0) % map.size.y;
- monster->pos.x = rrand(0, 0) % map.size.x; } }
+ player.pos = find_passable_pos(&map);
+ unsigned char n_monsters = rrand(0, 0) % 16;
+ unsigned char n_items = rrand(0, 0) % 48;
+ build_map_objects (&world.monster, n_monsters, sizeof(struct Monster), build_map_objects_monsterdata, &map);
+ build_map_objects (&world.item, n_items, sizeof(struct Item), build_map_objects_itemdata, &map); }