… | |
… | |
262 | |
262 | |
263 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
263 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
264 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
264 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
265 | |
265 | |
266 | /* set the starting x,y for this map */ |
266 | /* set the starting x,y for this map */ |
267 | MAP_ENTER_X (map) = the_exit_up->x; |
267 | map->enter_x = the_exit_up->x; |
268 | MAP_ENTER_Y (map) = the_exit_up->y; |
268 | map->enter_y = the_exit_up->y; |
269 | |
269 | |
270 | /* first, look for a '>' character */ |
270 | /* first, look for a '>' character */ |
271 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
271 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
272 | /* if no > is found use C */ |
272 | /* if no > is found use C */ |
273 | if (downx == -1) |
273 | if (downx == -1) |
… | |
… | |
337 | return; |
337 | return; |
338 | |
338 | |
339 | the_exit_down->slaying = RP->final_map; |
339 | the_exit_down->slaying = RP->final_map; |
340 | strcpy (new_map->path, RP->final_map); |
340 | strcpy (new_map->path, RP->final_map); |
341 | |
341 | |
342 | for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) |
342 | for (tmp = GET_MAP_OB (new_map, new_map->enter_x, new_map->enter_y); tmp; tmp = tmp->above) |
343 | /* Remove exit back to previous random map. There should only be one |
343 | /* Remove exit back to previous random map. There should only be one |
344 | * which is why we break out. To try to process more than one |
344 | * which is why we break out. To try to process more than one |
345 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
345 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
346 | * breaks the for loop. |
346 | * breaks the for loop. |
347 | */ |
347 | */ |
… | |
… | |
356 | { |
356 | { |
357 | /* setup the exit back */ |
357 | /* setup the exit back */ |
358 | the_exit_back->slaying = map->path; |
358 | the_exit_back->slaying = map->path; |
359 | the_exit_back->stats.hp = the_exit_down->x; |
359 | the_exit_back->stats.hp = the_exit_down->x; |
360 | the_exit_back->stats.sp = the_exit_down->y; |
360 | the_exit_back->stats.sp = the_exit_down->y; |
361 | the_exit_back->x = MAP_ENTER_X (new_map); |
361 | the_exit_back->x = new_map->enter_x; |
362 | the_exit_back->y = MAP_ENTER_Y (new_map); |
362 | the_exit_back->y = new_map->enter_y; |
363 | |
363 | |
364 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
364 | insert_ob_in_map (the_exit_back, new_map, NULL, 0); |
365 | } |
365 | } |
366 | |
366 | |
367 | set_map_timeout (new_map); /* So it gets swapped out */ |
367 | set_map_timeout (new_map); /* So it gets swapped out */ |
… | |
… | |
391 | |
391 | |
392 | for (i = 0; i < RP->Xsize; i++) |
392 | for (i = 0; i < RP->Xsize; i++) |
393 | for (j = 0; j < RP->Ysize; j++) |
393 | for (j = 0; j < RP->Ysize; j++) |
394 | if (maze[i][j] == '>' || maze[i][j] == '<') |
394 | if (maze[i][j] == '>' || maze[i][j] == '<') |
395 | { |
395 | { |
396 | for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) |
396 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
397 | { |
397 | { |
398 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
398 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
399 | { |
399 | { |
400 | walk->move_block = MOVE_BLOCK_DEFAULT; |
400 | walk->move_block = MOVE_BLOCK_DEFAULT; |
401 | update_object (walk, UP_OBJ_CHANGE); |
401 | update_object (walk, UP_OBJ_CHANGE); |