if (0 == world.turn)
{
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;
+ 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);
set_cleanup_flag(CLEANUP_MAP_OBJECTS);
world.turn = 1;
}
-extern struct MapObj ** build_map_objects(struct World * w,
- struct MapObj ** mo_ptr_ptr,
- uint8_t type, uint8_t n)
+extern void add_map_object(struct World * world, uint8_t type)
{
- char * f_name = "build_map_objects()";
- uint8_t i = 0;
- struct MapObjDef * mod = get_map_object_def(w, type);
- while (i < n)
+ char * f_name = "add_map_object";
+ struct MapObjDef * mod = get_map_object_def(world, type);
+ struct MapObj * mo = try_malloc(sizeof(struct MapObj), world, f_name);
+ mo->id = world->map_obj_count;
+ world->map_obj_count++;
+ mo->type = mod->id;
+ mo->lifepoints = mod->lifepoints;
+ mo->pos = find_passable_pos(world->map);
+ mo->next = world->map_objs;
+ world->map_objs = mo;
+}
+
+
+
+extern void add_map_objects(struct World * world, uint8_t type, uint8_t n)
+{
+ uint8_t i;
+ for (i = 0; i < n; i++)
{
- struct MapObj * mo = try_malloc(sizeof(struct MapObj), w, f_name);
- mo->id = w->map_obj_count;
- w->map_obj_count++;
- mo->type = mod->id;
- mo->next = NULL;
- mo->lifepoints = mod->lifepoints;
- mo->pos = find_passable_pos(w->map);
- i++;
- * mo_ptr_ptr = mo;
- mo_ptr_ptr = &mo->next;
+ add_map_object(world, type);
}
- return mo_ptr_ptr;
}
extern void free_map_object_defs(struct MapObjDef * mod_start);
-/* Build chain of "n" map objects of "tpye" to start at "mo_ptr_ptr". */
-extern struct MapObj ** build_map_objects(struct World * w,
- struct MapObj ** mo_ptr_ptr,
- uint8_t type, uint8_t n);
+
+/* Add new object(s) ("n": how many?) of "type" to map on random position(s). */
+extern void add_map_object(struct World * world, uint8_t type);
+extern void add_map_objects(struct World * world, uint8_t type, uint8_t n);
+
/* Write map objects chain to "file". */