ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
(Generate patch)

Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.12 by root, Sat Dec 30 10:16:11 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
98
99/* orientation: 0 means random, 111/* orientation: 0 means random,
100 1 means descending dungeon 112 1 means descending dungeon
101 2 means ascending dungeon 113 2 means ascending dungeon
102 3 means rightward 114 3 means rightward
103 4 means leftward 115 4 means leftward
104 5 means northward 116 5 means northward
105 6 means southward 117 6 means southward
106*/ 118*/
107 119void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms *RP)
121{
109 char styledirname[256]; 122 char styledirname[256];
110 mapstruct *style_map_down=0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
114 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
115 char buf[512]; 128 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 129 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 130 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 131 int downx = -1, downy = -1;
119 int final_map_exit=1; 132 int final_map_exit = 1;
120 133
121 if(RP->exit_on_final_map){ 134 if (RP->exit_on_final_map)
135 {
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 136 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0;
123 } 138 }
124 139
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 140 if (orientation == 0)
141 orientation = RANDOM () % 6 + 1;
126 142
127 switch(orientation) { 143 switch (orientation)
128 case 1:
129 { 144 {
145 case 1:
146 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 147 sprintf (styledirname, "/styles/exitstyles/up");
131 style_map_up = find_style(styledirname,exitstyle,-1); 148 style_map_up = find_style (styledirname, exitstyle, -1);
132 sprintf(styledirname,"/styles/exitstyles/down"); 149 sprintf (styledirname, "/styles/exitstyles/down");
133 style_map_down = find_style(styledirname,exitstyle,-1); 150 style_map_down = find_style (styledirname, exitstyle, -1);
134 break; 151 break;
152 }
153 case 2:
154 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1);
159 break;
160 }
161 default:
162 {
163 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up;
166 break;
167 }
135 } 168 }
136 case 2: 169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
137 { 172 {
138 sprintf(styledirname,"/styles/exitstyles/down"); 173 object *tmp;
139 style_map_up = find_style(styledirname,exitstyle,-1); 174
140 sprintf(styledirname,"/styles/exitstyles/up"); 175 tmp = pick_random_object (style_map_up);
141 style_map_down = find_style(styledirname,exitstyle,-1); 176 the_exit_up = arch_to_object (tmp->arch);
142 break;
143 } 177 }
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 }
158 178
159 /* we need a down exit only if we're recursing. */ 179 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 180 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")); 181 if (style_map_down == 0)
182 the_exit_down = arch_to_object (archetype::find ("exit"));
162 else { 183 else
184 {
163 object *tmp; 185 object *tmp;
186
164 tmp = pick_random_object(style_map_down); 187 tmp = pick_random_object (style_map_down);
165 the_exit_down = arch_to_object(tmp->arch); 188 the_exit_down = arch_to_object (tmp->arch);
166 } 189 }
190 else
167 else the_exit_down = 0; 191 the_exit_down = 0;
168 192
169 /* set up the up exit */ 193 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 194 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 195 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 196 the_exit_up->slaying = RP->origin_map;
173 197
174 /* figure out where to put the entrance */ 198 /* figure out where to put the entrance */
175 /* begin a logical block */ 199 /* begin a logical block */
176 { 200 {
177 int i,j; 201 int i, j;
202
178 /* First, look for a '<' char */ 203 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 204 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 205
181 /* next, look for a C, the map center. */ 206 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 207 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 208
184 209
185 /* if we didn't find an up, find an empty place far from the center */ 210 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 211 if (upx == -1 && cx != -1)
212 {
187 if(cx > RP->Xsize/2) upx = 1; 213 if (cx > RP->Xsize / 2)
214 upx = 1;
215 else
188 else upx = RP->Xsize -2; 216 upx = RP->Xsize - 2;
189 if(cy > RP->Ysize/2) upy = 1; 217 if (cy > RP->Ysize / 2)
218 upy = 1;
219 else
190 else upy = RP->Ysize -2; 220 upy = RP->Ysize - 2;
191 /* find an empty place far from the center */ 221 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 223 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 224 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 225 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 226 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 227 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 228 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 229 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 230 }
200 231
201 /* no indication of where to place the exit, so just place it. */ 232 /* no indication of where to place the exit, so just place it. */
233 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 234 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 235
204 the_exit_up->x = upx; 236 the_exit_up->x = upx;
205 the_exit_up->y = upy; 237 the_exit_up->y = upy;
206 238
207 /* surround the exits with notices that this is a random map. */ 239 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 240 for (j = 1; j < 9; j++)
241 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243 {
210 random_sign = get_archetype("sign"); 244 random_sign = get_archetype ("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j]; 245 random_sign->x = the_exit_up->x + freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j]; 246 random_sign->y = the_exit_up->y + freearr_y[j];
213 247
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 248 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 249
216 random_sign->msg = add_string(buf); 250 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 251 insert_ob_in_map (random_sign, map, NULL, 0);
218 } 252 }
219 } 253 }
220 /* Block the exit so things don't get dumped on top of it. */ 254 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 255 the_exit_up->move_block = MOVE_ALL;
222 256
223 insert_ob_in_map(the_exit_up,map,NULL,0); 257 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 258 maze[the_exit_up->x][the_exit_up->y] = '<';
225 259
226 /* set the starting x,y for this map */ 260 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 261 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 262 map->enter_y = the_exit_up->y;
229 263
230 /* first, look for a '>' character */ 264 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 265 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 266 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 267 if (downx == -1)
234 268 {
269 downx = cx;
270 downy = cy;
271 };
272
235 /* make the other exit far away from this one if 273 /* make the other exit far away from this one if
236 there's no center. */ 274 there's no center. */
237 if(downx==-1) { 275 if (downx == -1)
276 {
238 if(upx > RP->Xsize/2) downx = 1; 277 if (upx > RP->Xsize / 2)
278 downx = 1;
279 else
239 else downx = RP->Xsize -2; 280 downx = RP->Xsize - 2;
240 if(upy > RP->Ysize/2) downy = 1; 281 if (upy > RP->Ysize / 2)
282 downy = 1;
283 else
241 else downy = RP->Ysize -2; 284 downy = RP->Ysize - 2;
242 /* find an empty place far from the entrance */ 285 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 286 if (downx == 1 && downy == 1)
244 else 287 find_in_layout (1, 0, &downx, &downy, maze, RP);
288 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 289 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 290 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 291 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 292 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 293 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
250 295 }
251 }
252 /* no indication of where to place the down exit, so just place it */ 296 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 298 find_in_layout (0, 0, &downx, &downy, maze, RP);
254 if(the_exit_down) { 299 if (the_exit_down)
300 {
255 char buf[2048]; 301 char buf[2048];
302
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 303 i = find_first_free_spot (the_exit_down, map, downx, downy);
257 the_exit_down->x = downx + freearr_x[i]; 304 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 305 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 306 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 307 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 308 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 309 the_exit_down->msg = buf;
263 /* the identifier for making a random map. */ 310 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
312 {
265 mapstruct *new_map; 313 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
315
267#if 0 316#if 0
268 /* I'm not sure if there was any reason to change the path to the 317 /* 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' 318 * map other than to maybe make it more descriptive in the 'maps'
270 * command. But changing the map name makes life more complicated, 319 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name) 320 * (has_been_loaded needs to use the new name)
272 */ 321 */
273 322
274 char new_map_name[MAX_BUF]; 323 char new_map_name[MAX_BUF];
324
275 /* give the final map a name */ 325 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map); 326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
277 /* set the exit down. */ 327 /* set the exit down. */
278#endif 328#endif
279 /* load it */ 329 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 330 if (!(new_map = maptile::find_map (RP->final_map, 0)))
281 return; 331 return;
282 332
333 new_map->load ();
334
283 the_exit_down->slaying = add_string(RP->final_map); 335 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 336
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
287 /* Remove exit back to previous random map. There should only be one 338 /* 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 339 * 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 340 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 341 * breaks the for loop.
291 */ 342 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
293 remove_ob(tmp); 344 {
294 free_object(tmp); 345 tmp->destroy ();
295 break; 346 break;
296 } 347 }
297 348
298 if (final_map_exit == 1) 349 if (final_map_exit == 1)
299 { 350 {
300 /* setup the exit back */ 351 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 352 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 353 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 354 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 355 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 356 the_exit_back->y = new_map->enter_y;
306 357
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 358 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 359 }
309 360
310 set_map_timeout(new_map); /* So it gets swapped out */ 361 set_map_timeout (new_map); /* So it gets swapped out */
311 } 362 }
312 else 363 else
313 the_exit_down->slaying = add_string("/!"); 364 the_exit_down->slaying = "/!";
365
314 /* Block the exit so things don't get dumped on top of it. */ 366 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL; 367 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0); 368 insert_ob_in_map (the_exit_down, map, NULL, 0);
317 maze[the_exit_down->x][the_exit_down->y]='>'; 369 maze[the_exit_down->x][the_exit_down->y] = '>';
318 } 370 }
319 } 371 }
320 372
321} 373}
322
323
324 374
325/* this function unblocks the exits. We blocked them to 375/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 376 keep things from being dumped on them during the other
327 phases of random map generation. */ 377 phases of random map generation. */
378void
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 379unblock_exits (maptile *map, char **maze, RMParms * RP)
380{
329 int i=0,j=0; 381 int i = 0, j = 0;
330 object *walk; 382 object *walk;
331 383
332 for(i=0;i<RP->Xsize;i++) 384 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 385 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 386 if (maze[i][j] == '>' || maze[i][j] == '<')
387 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 388 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
389 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 390 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
391 {
337 walk->move_block = MOVE_BLOCK_DEFAULT; 392 walk->move_block = MOVE_BLOCK_DEFAULT;
338 update_object(walk,UP_OBJ_CHANGE); 393 update_object (walk, UP_OBJ_CHANGE);
394 }
339 } 395 }
340 } 396 }
341 }
342} 397}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines