… | |
… | |
48 | for (at = new_obj->arch->more; at != NULL; at = at->more) |
48 | for (at = new_obj->arch->more; at != NULL; at = at->more) |
49 | { |
49 | { |
50 | object *new_seg; |
50 | object *new_seg; |
51 | |
51 | |
52 | new_seg = arch_to_object (at); |
52 | new_seg = arch_to_object (at); |
53 | new_seg->x = x + at->clone.x; |
53 | new_seg->x = x + at->x; |
54 | new_seg->y = y + at->clone.y; |
54 | new_seg->y = y + at->y; |
55 | new_seg->map = old_seg->map; |
55 | new_seg->map = old_seg->map; |
56 | insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON); |
56 | insert_ob_in_map (new_seg, new_seg->map, new_seg, INS_NO_MERGE | INS_NO_WALK_ON); |
57 | new_seg->head = head; |
57 | new_seg->head = head; |
58 | old_seg->more = new_seg; |
58 | old_seg->more = new_seg; |
59 | old_seg = new_seg; |
59 | old_seg = new_seg; |
… | |
… | |
83 | total_experience = 0; |
83 | total_experience = 0; |
84 | failed_placements = 0; |
84 | failed_placements = 0; |
85 | exp_per_sq = 0; |
85 | exp_per_sq = 0; |
86 | while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) |
86 | while (exp_per_sq <= level_exp (difficulty, 1.0) && failed_placements < 100 && number_monsters < (RP->Xsize * RP->Ysize) / 8) |
87 | { |
87 | { |
88 | object *this_monster = pick_random_object (style_map); |
88 | object *this_monster = style_map->pick_random_object (); |
89 | int x, y, freeindex; |
89 | int x, y, freeindex; |
90 | |
90 | |
91 | if (this_monster == NULL) |
91 | if (this_monster == NULL) |
92 | return; /* no monster?? */ |
92 | return; /* no monster?? */ |
93 | |
93 | |