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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.9 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.57 by root, Sat Nov 17 23:40:02 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <random_map.h> 27#include <rmg.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <rproto.h> 29#include <rproto.h>
28 30
29
30/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
32void 33static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34{ 35{
35 int M; 36 int M;
36 int i, j; 37 int i, j;
37 38
38 *fx = -1; 39 fx = -1;
39 *fy = -1; 40 fy = -1;
40 41
41 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 44 M = rmg_rndm (4) + 1;
44 else 45 else
45 M = mode; 46 M = mode;
46 47
47 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch (M) 51 switch (M)
51 { 52 {
52 case 1: 53 case 1:
53 { /* search from top left down/right */ 54 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
56 { 57 {
57 if (layout[i][j] == target) 58 if (maze[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 59 {
64 break; 60 fx = i;
65 } 61 fy = j;
66 case 2: 62 return;
67 { /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 63 }
64 }
65 break;
66
67 case 2:
68 /* Search from top right down/left */
69 for (i = maze.w - 2; i > 0; i--)
70 for (j = 1; j < maze.h - 1; j++)
71 {
71 if (layout[i][j] == target) 72 if (maze[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 73 {
78 break; 74 fx = i;
79 } 75 fy = j;
80 case 3: 76 return;
81 { /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 77 }
78 }
79 break;
80
81 case 3:
82 /* search from bottom-right up-left */
83 for (i = maze.w - 2; i > 0; i--)
84 for (j = maze.h - 2; j > 0; j--)
85 {
85 if (layout[i][j] == target) 86 if (maze[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 87 {
92 break; 88 fx = i;
93 } 89 fy = j;
94 case 4: 90 return;
95 { /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 91 }
92 }
93 break;
94
95 case 4:
96 /* search from bottom-left up-right */
97 for (i = 1; i < maze.w - 1; i++)
98 for (j = maze.h - 2; j > 0; j--)
99 {
99 if (layout[i][j] == target) 100 if (maze[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 101 {
106 break; 102 fx = i;
103 fy = j;
104 return;
105 }
107 } 106 }
107 break;
108 } 108 }
109} 109}
110 110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
111 115
116 find_in_layout (mode, target, x, y, *this);
112 117
113 118 return point (x, y);
114 119}
115 120
116/* orientation: 0 means random, 121/* orientation: 0 means random,
117 1 means descending dungeon 122 1 means descending dungeon
118 2 means ascending dungeon 123 2 means ascending dungeon
119 3 means rightward 124 3 means rightward
120 4 means leftward 125 4 means leftward
121 5 means northward 126 5 means northward
122 6 means southward 127 6 means southward
123*/ 128*/
124
125void 129void
126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
127{ 131{
128 char styledirname[256];
129 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 135 object *the_exit_up; /* easier maze */
133 object *random_sign; /* magic mouth saying this is a random map. */
134 char buf[512];
135 int cx = -1, cy = -1; /* location of a map center */ 136 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
138 int final_map_exit = 1; 139 int final_map_exit = 1;
139 140
140 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
141 { 142 if (strstr (eofm, "no"))
142 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 143 final_map_exit = 0;
144 }
145 144
146 if (orientation == 0) 145 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 146 orientation = rmg_rndm (6) + 1;
148 147
149 switch (orientation) 148 switch (orientation)
150 { 149 {
151 case 1: 150 case 1:
152 { 151 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 152 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
154 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 break; 154 break;
158 } 155 }
156
159 case 2: 157 case 2:
160 { 158 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 159 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
162 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
165 break; 161 break;
166 } 162 }
163
167 default: 164 default:
168 { 165 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
170 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
171 style_map_down = style_map_up;
172 break; 168 break;
173 } 169 }
174 } 170 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180 171
181 tmp = pick_random_object (style_map_up); 172 the_exit_up = style_map_up
182 the_exit_up = arch_to_object (tmp->arch); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
183 } 174 : archetype::get (shstr_exit);
175
176 const char *final_map = RP->get_str ("final_map", 0);
184 177
185 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
187 if (style_map_down == 0) 180 the_exit_down = style_map_down
188 the_exit_down = arch_to_object (archetype::find ("exit")); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 else 182 : archetype::get (shstr_exit);
190 {
191 object *tmp;
192
193 tmp = pick_random_object (style_map_down);
194 the_exit_down = arch_to_object (tmp->arch);
195 }
196 else 183 else
197 the_exit_down = 0; 184 the_exit_down = 0;
198 185
199 /* set up the up exit */ 186 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
201 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
202 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
203 190
204 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
205 /* begin a logical block */ 192 /* begin a logical block */
206 { 193 {
207 int i, j;
208
209 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
211 196
212 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
214
215 199
216 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
217 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
218 { 202 {
219 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
220 upx = 1; 204 upx = 1;
221 else 205 else
222 upx = RP->Xsize - 2; 206 upx = RP->Xsize - 2;
207
223 if (cy > RP->Ysize / 2) 208 if (cy > RP->Ysize / 2)
224 upy = 1; 209 upy = 1;
225 else 210 else
226 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
212
227 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
230 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
232 else if (upx > 1 && upy == 1)
233 find_in_layout (2, 0, &upx, &upy, maze, RP);
234 else if (upx > 1 && upy > 1)
235 find_in_layout (4, 0, &upx, &upy, maze, RP);
236 } 218 }
237 219
238 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
239 if (upx == -1) 221 if (upx == -1)
240 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
241 223
242 the_exit_up->x = upx; 224 the_exit_up->x = upx;
243 the_exit_up->y = upy; 225 the_exit_up->y = upy;
244 226
245 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 228 for (int j = 1; j < 9; j++)
247 {
248 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
249 { 230 {
250 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
251 random_sign->x = the_exit_up->x + freearr_x[j]; 232 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
252 random_sign->y = the_exit_up->y + freearr_y[j]; 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
253
254 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
255
256 random_sign->msg = buf;
257 insert_ob_in_map (random_sign, map, NULL, 0);
258 } 234 }
259 } 235
260 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
261 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
262 238
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
265 241
266 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
269 245
270 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
272 /* if no > is found use C */ 249 /* if no > is found use C */
273 if (downx == -1) 250 if (downx == -1)
274 { 251 {
275 downx = cx; 252 downx = cx;
276 downy = cy; 253 downy = cy;
282 { 259 {
283 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
284 downx = 1; 261 downx = 1;
285 else 262 else
286 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
287 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
288 downy = 1; 266 downy = 1;
289 else 267 else
290 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
291 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
294 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
296 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 275 }
276
302 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
303 if (downx == -1) 278 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
280
305 if (the_exit_down) 281 if (the_exit_down)
306 { 282 {
307 char buf[2048];
308
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284
310 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
311 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
312 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
313 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
314 write_map_parameters_to_string (buf, RP); 290
315 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
293
316 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
318 { 296 {
319 maptile *new_map; 297 the_exit_down->msg = 0;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
321
322#if 0
323 /* I'm not sure if there was any reason to change the path to the
324 * map other than to maybe make it more descriptive in the 'maps'
325 * command. But changing the map name makes life more complicated,
326 * (has_been_loaded needs to use the new name)
327 */
328
329 char new_map_name[MAX_BUF];
330
331 /* give the final map a name */
332 sprintf (new_map_name, "%sfinal_map", RP->final_map);
333 /* set the exit down. */
334#endif
335 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
337 return;
338
339 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
340 strcpy (new_map->path, RP->final_map);
341 299
342 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
307 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
343 /* Remove exit back to previous random map. There should only be one 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
346 * breaks the for loop. 311 * breaks the for loop.
347 */ 312 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
349 { 314 {
350 tmp->remove ();
351 tmp->destroy (); 315 tmp->destroy ();
352 break; 316 break;
353 } 317 }
354 318
355 if (final_map_exit == 1)
356 {
357 /* setup the exit back */ 319 /* setup the exit back */
358 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 323 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 324 the_exit_back->y = new_map->enter_y;
363 325
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 327 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 328 }
369 else
370 the_exit_down->slaying = "/!";
371 329
372 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
373 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 334 }
377 } 335 }
378
379} 336}
380
381
382 337
383/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
385 phases of random map generation. */ 340 phases of random map generation. */
386void 341void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 342unblock_exits (maptile *map, layout &maze)
388{ 343{
389 int i = 0, j = 0; 344 int i = 0, j = 0;
390 object *walk; 345 object *walk;
391 346
392 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
393 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 350 {
396 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
397 { 352 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 354 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
401 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
402 } 357 }
403 } 358 }
404 } 359 }
405} 360}
361

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