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/cvs/deliantra/server/random_maps/exit.C
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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.10 by root, Wed Dec 20 09:14:22 2006 UTC

1/*
2 * static char *rcsid_exit_c =
3 * "$Id: exit.C,v 1.2 2006/08/29 08:01:36 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <random_map.h> 25#include <random_map.h>
31#include <sproto.h> 26#include <sproto.h>
32#include <rproto.h> 27#include <rproto.h>
33 28
34 29
35/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
36 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void
37void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { 33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP)
34{
38 int M; 35 int M;
39 int i,j; 36 int i, j;
37
40 *fx=-1; 38 *fx = -1;
41 *fy=-1; 39 *fy = -1;
42 40
43 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1;
44 else
45 else M = mode; 45 M = mode;
46 46
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch(M) { 50 switch (M)
51 case 1: { /* search from top left down/right */ 51 {
52 case 1:
53 { /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 54 for (i = 1; i < RP->Xsize; i++)
53 for(j=1;j<RP->Ysize;j++) { 55 for (j = 1; j < RP->Ysize; j++)
56 {
54 if(layout[i][j]==target) { 57 if (layout[i][j] == target)
55 *fx = i; *fy = j; 58 {
56 return; 59 *fx = i;
60 *fy = j;
61 return;
62 }
63 }
64 break;
57 } 65 }
58 } 66 case 2:
59 break; 67 { /* Search from top right down/left */
60 }
61 case 2: { /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 69 for (j = 1; j < RP->Ysize - 1; j++)
70 {
64 if(layout[i][j]==target) { 71 if (layout[i][j] == target)
65 *fx = i; *fy = j; 72 {
66 return; 73 *fx = i;
74 *fy = j;
75 return;
76 }
77 }
78 break;
67 } 79 }
68 } 80 case 3:
69 break; 81 { /* search from bottom-left up-right */
70 }
71 case 3: { /* search from bottom-left up-right */
72 for(i=1;i<RP->Xsize-1;i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 83 for (j = RP->Ysize - 2; j > 0; j--)
84 {
74 if(layout[i][j]==target) { 85 if (layout[i][j] == target)
75 *fx = i; *fy = j; 86 {
76 return; 87 *fx = i;
88 *fy = j;
89 return;
90 }
91 }
92 break;
77 } 93 }
78 } 94 case 4:
79 break; 95 { /* search from bottom-right up-left */
80 }
81 case 4: { /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 97 for (j = RP->Ysize - 2; j > 0; j--)
98 {
84 if(layout[i][j]==target) { 99 if (layout[i][j] == target)
85 *fx = i; *fy = j; 100 {
86 return; 101 *fx = i;
102 *fy = j;
103 return;
104 }
105 }
106 break;
87 } 107 }
88 } 108 }
89 break;
90 }
91 }
92} 109}
93
94
95
96 110
97 111
98 112
113
114
115
99/* orientation: 0 means random, 116/* orientation: 0 means random,
100 1 means descending dungeon 117 1 means descending dungeon
101 2 means ascending dungeon 118 2 means ascending dungeon
102 3 means rightward 119 3 means rightward
103 4 means leftward 120 4 means leftward
104 5 means northward 121 5 means northward
105 6 means southward 122 6 means southward
106*/ 123*/
107 124
125void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
127{
109 char styledirname[256]; 128 char styledirname[256];
110 mapstruct *style_map_down=0; /* harder maze */ 129 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 130 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 131 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 132 object *the_exit_up; /* easier maze */
114 object *random_sign; /* magic mouth saying this is a random map. */ 133 object *random_sign; /* magic mouth saying this is a random map. */
115 char buf[512]; 134 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 135 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 137 int downx = -1, downy = -1;
119 int final_map_exit=1; 138 int final_map_exit = 1;
120 139
121 if(RP->exit_on_final_map){ 140 if (RP->exit_on_final_map)
141 {
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 142 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0;
123 } 144 }
124 145
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 146 if (orientation == 0)
147 orientation = RANDOM () % 6 + 1;
126 148
127 switch(orientation) { 149 switch (orientation)
128 case 1:
129 { 150 {
151 case 1:
152 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 153 sprintf (styledirname, "/styles/exitstyles/up");
131 style_map_up = find_style(styledirname,exitstyle,-1); 154 style_map_up = find_style (styledirname, exitstyle, -1);
132 sprintf(styledirname,"/styles/exitstyles/down"); 155 sprintf (styledirname, "/styles/exitstyles/down");
133 style_map_down = find_style(styledirname,exitstyle,-1); 156 style_map_down = find_style (styledirname, exitstyle, -1);
134 break; 157 break;
158 }
159 case 2:
160 {
161 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1);
165 break;
166 }
167 default:
168 {
169 sprintf (styledirname, "/styles/exitstyles/generic");
170 style_map_up = find_style (styledirname, exitstyle, -1);
171 style_map_down = style_map_up;
172 break;
173 }
135 } 174 }
136 case 2: 175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
137 { 178 {
138 sprintf(styledirname,"/styles/exitstyles/down"); 179 object *tmp;
139 style_map_up = find_style(styledirname,exitstyle,-1); 180
140 sprintf(styledirname,"/styles/exitstyles/up"); 181 tmp = pick_random_object (style_map_up);
141 style_map_down = find_style(styledirname,exitstyle,-1); 182 the_exit_up = arch_to_object (tmp->arch);
142 break;
143 } 183 }
144 default:
145 {
146 sprintf(styledirname,"/styles/exitstyles/generic");
147 style_map_up = find_style(styledirname,exitstyle,-1);
148 style_map_down = style_map_up;
149 break;
150 }
151 }
152 if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit"));
153 else {
154 object *tmp;
155 tmp = pick_random_object(style_map_up);
156 the_exit_up = arch_to_object(tmp->arch);
157 }
158 184
159 /* we need a down exit only if we're recursing. */ 185 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 187 if (style_map_down == 0)
188 the_exit_down = arch_to_object (archetype::find ("exit"));
162 else { 189 else
190 {
163 object *tmp; 191 object *tmp;
192
164 tmp = pick_random_object(style_map_down); 193 tmp = pick_random_object (style_map_down);
165 the_exit_down = arch_to_object(tmp->arch); 194 the_exit_down = arch_to_object (tmp->arch);
166 } 195 }
196 else
167 else the_exit_down = 0; 197 the_exit_down = 0;
168 198
169 /* set up the up exit */ 199 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 200 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 201 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 202 the_exit_up->slaying = RP->origin_map;
173 203
174 /* figure out where to put the entrance */ 204 /* figure out where to put the entrance */
175 /* begin a logical block */ 205 /* begin a logical block */
176 { 206 {
177 int i,j; 207 int i, j;
208
178 /* First, look for a '<' char */ 209 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 210 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 211
181 /* next, look for a C, the map center. */ 212 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 213 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 214
184 215
185 /* if we didn't find an up, find an empty place far from the center */ 216 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 217 if (upx == -1 && cx != -1)
218 {
187 if(cx > RP->Xsize/2) upx = 1; 219 if (cx > RP->Xsize / 2)
188 else upx = RP->Xsize -2; 220 upx = 1;
189 if(cy > RP->Ysize/2) upy = 1;
190 else upy = RP->Ysize -2;
191 /* find an empty place far from the center */
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP);
193 else
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP);
195 else 221 else
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 222 upx = RP->Xsize - 2;
223 if (cy > RP->Ysize / 2)
224 upy = 1;
197 else 225 else
226 upy = RP->Ysize - 2;
227 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP);
230 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP);
232 else if (upx > 1 && upy == 1)
233 find_in_layout (2, 0, &upx, &upy, maze, RP);
234 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 235 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 236 }
200 237
201 /* no indication of where to place the exit, so just place it. */ 238 /* no indication of where to place the exit, so just place it. */
239 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 240 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 241
204 the_exit_up->x = upx; 242 the_exit_up->x = upx;
205 the_exit_up->y = upy; 243 the_exit_up->y = upy;
206 244
207 /* surround the exits with notices that this is a random map. */ 245 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 246 for (j = 1; j < 9; j++)
247 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 248 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
249 {
210 random_sign = get_archetype("sign"); 250 random_sign = get_archetype ("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j]; 251 random_sign->x = the_exit_up->x + freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j]; 252 random_sign->y = the_exit_up->y + freearr_y[j];
213 253
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 254 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 255
216 random_sign->msg = add_string(buf); 256 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 257 insert_ob_in_map (random_sign, map, NULL, 0);
258 }
218 } 259 }
219 }
220 /* Block the exit so things don't get dumped on top of it. */ 260 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 261 the_exit_up->move_block = MOVE_ALL;
222 262
223 insert_ob_in_map(the_exit_up,map,NULL,0); 263 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 264 maze[the_exit_up->x][the_exit_up->y] = '<';
225 265
226 /* set the starting x,y for this map */ 266 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 267 MAP_ENTER_X (map) = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 268 MAP_ENTER_Y (map) = the_exit_up->y;
229 269
230 /* first, look for a '>' character */ 270 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 271 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 272 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 273 if (downx == -1)
234 274 {
275 downx = cx;
276 downy = cy;
277 };
278
235 /* make the other exit far away from this one if 279 /* make the other exit far away from this one if
236 there's no center. */ 280 there's no center. */
237 if(downx==-1) { 281 if (downx == -1)
282 {
238 if(upx > RP->Xsize/2) downx = 1; 283 if (upx > RP->Xsize / 2)
239 else downx = RP->Xsize -2; 284 downx = 1;
240 if(upy > RP->Ysize/2) downy = 1;
241 else downy = RP->Ysize -2;
242 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP);
244 else
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP);
246 else 285 else
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 286 downx = RP->Xsize - 2;
287 if (upy > RP->Ysize / 2)
288 downy = 1;
248 else 289 else
290 downy = RP->Ysize - 2;
291 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1)
293 find_in_layout (1, 0, &downx, &downy, maze, RP);
294 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 299 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
250 301 }
251 }
252 /* no indication of where to place the down exit, so just place it */ 302 /* no indication of where to place the down exit, so just place it */
303 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 304 find_in_layout (0, 0, &downx, &downy, maze, RP);
254 if(the_exit_down) { 305 if (the_exit_down)
306 {
255 char buf[2048]; 307 char buf[2048];
308
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 309 i = find_first_free_spot (the_exit_down, map, downx, downy);
257 the_exit_down->x = downx + freearr_x[i]; 310 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 311 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 312 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 313 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 314 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 315 the_exit_down->msg = buf;
263 /* the identifier for making a random map. */ 316 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
318 {
265 mapstruct *new_map; 319 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
321
267#if 0 322#if 0
268 /* I'm not sure if there was any reason to change the path to the 323 /* I'm not sure if there was any reason to change the path to the
269 * map other than to maybe make it more descriptive in the 'maps' 324 * map other than to maybe make it more descriptive in the 'maps'
270 * command. But changing the map name makes life more complicated, 325 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name) 326 * (has_been_loaded needs to use the new name)
272 */ 327 */
273 328
274 char new_map_name[MAX_BUF]; 329 char new_map_name[MAX_BUF];
330
275 /* give the final map a name */ 331 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map); 332 sprintf (new_map_name, "%sfinal_map", RP->final_map);
277 /* set the exit down. */ 333 /* set the exit down. */
278#endif 334#endif
279 /* load it */ 335 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
281 return; 337 return;
282 338
283 the_exit_down->slaying = add_string(RP->final_map); 339 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map); 340 strcpy (new_map->path, RP->final_map);
285 341
286 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, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above)
287 /* 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
288 * 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
289 * 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
290 * breaks the for loop. 346 * breaks the for loop.
291 */ 347 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
349 {
293 remove_ob(tmp); 350 tmp->remove ();
294 free_object(tmp); 351 tmp->destroy ();
295 break; 352 break;
296 } 353 }
297 354
298 if (final_map_exit == 1) 355 if (final_map_exit == 1)
299 { 356 {
300 /* setup the exit back */ 357 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 358 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 359 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 360 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 361 the_exit_back->x = MAP_ENTER_X (new_map);
305 the_exit_back->y = MAP_ENTER_Y(new_map); 362 the_exit_back->y = MAP_ENTER_Y (new_map);
306 363
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 364 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 365 }
309 366
310 set_map_timeout(new_map); /* So it gets swapped out */ 367 set_map_timeout (new_map); /* So it gets swapped out */
368 }
369 else
370 the_exit_down->slaying = "/!";
371
372 /* Block the exit so things don't get dumped on top of it. */
373 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>';
311 } 376 }
312 else
313 the_exit_down->slaying = add_string("/!");
314 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0);
317 maze[the_exit_down->x][the_exit_down->y]='>';
318 }
319 } 377 }
320 378
321} 379}
322 380
323 381
324 382
325/* this function unblocks the exits. We blocked them to 383/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 384 keep things from being dumped on them during the other
327 phases of random map generation. */ 385 phases of random map generation. */
386void
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 387unblock_exits (maptile *map, char **maze, RMParms * RP)
388{
329 int i=0,j=0; 389 int i = 0, j = 0;
330 object *walk; 390 object *walk;
331 391
332 for(i=0;i<RP->Xsize;i++) 392 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 393 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 394 if (maze[i][j] == '>' || maze[i][j] == '<')
395 {
335 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 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 {
337 walk->move_block = MOVE_BLOCK_DEFAULT; 400 walk->move_block = MOVE_BLOCK_DEFAULT;
338 update_object(walk,UP_OBJ_CHANGE); 401 update_object (walk, UP_OBJ_CHANGE);
402 }
339 } 403 }
340 } 404 }
341 }
342} 405}

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