- player.pos = find_passable_pos(world.map);
- struct MapObj ** ptr;
- ptr = build_map_objects(&world, &world.map_objs, 1, 1 + rrand() % 27);
- ptr = build_map_objects(&world, ptr, 2, 1 + rrand() % 9);
- ptr = build_map_objects(&world, ptr, 3, 1 + rrand() % 3);
- ptr = build_map_objects(&world, ptr, 4, 1 + rrand() % 3);
- ptr = build_map_objects(&world, ptr, 5, 1 + rrand() % 3);
+ world.map_objs = NULL;
+ world.last_map_obj = NULL;
+ add_map_objects(&world, 0, 1);
+ add_map_objects(&world, 1, 1 + rrand() % 27);
+ add_map_objects(&world, 2, 1 + rrand() % 9);
+ add_map_objects(&world, 3, 1 + rrand() % 3);
+ add_map_objects(&world, 4, 1 + rrand() % 3);
+ add_map_objects(&world, 5, 1 + rrand() % 3);