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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 1.25 by root, Sat Feb 17 23:32:11 2007 UTC

1/* 1/*
2 * static char *rcsid_exit_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: exit.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <random_map.h> 26#include <random_map.h>
31#include <sproto.h> 27#include <sproto.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
34
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, random_map_params *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 = rndm (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 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 }
56 return; 64 break;
57 }
58 } 65 }
59 break; 66 case 2:
60 } 67 { /* Search from top right down/left */
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 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 }
66 return; 78 break;
67 }
68 } 79 }
69 break; 80 case 3:
70 } 81 { /* search from bottom-left up-right */
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 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 }
76 return; 92 break;
77 }
78 } 93 }
79 break; 94 case 4:
80 } 95 { /* search from bottom-right up-left */
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 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 }
86 return; 106 break;
87 }
88 } 107 }
89 break;
90 } 108 }
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, random_map_params *RP)
121{
109 char styledirname[256]; 122 char styledirname[1024];
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];
116 int cx=-1,cy=-1; /* location of a map center */ 128 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 129 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 130 int downx = -1, downy = -1;
119 int final_map_exit=1; 131 int final_map_exit = 1;
120 132
121 if(RP->exit_on_final_map){ 133 if (RP->exit_on_final_map)
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 134 if (strstr (RP->exit_on_final_map, "no"))
135 final_map_exit = 0;
136
137 if (!orientation)
138 orientation = rndm (6) + 1;
139
140 switch (orientation)
141 {
142 case 1:
143 {
144 sprintf (styledirname, "/styles/exitstyles/up");
145 style_map_up = find_style (styledirname, exitstyle, -1);
146 sprintf (styledirname, "/styles/exitstyles/down");
147 style_map_down = find_style (styledirname, exitstyle, -1);
148 break;
149 }
150
151 case 2:
152 {
153 sprintf (styledirname, "/styles/exitstyles/down");
154 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/up");
156 style_map_down = find_style (styledirname, exitstyle, -1);
157 break;
158 }
159
160 default:
161 {
162 sprintf (styledirname, "/styles/exitstyles/generic");
163 style_map_up = find_style (styledirname, exitstyle, -1);
164 style_map_down = style_map_up;
165 break;
166 }
123 } 167 }
124 168
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
126 171
127 switch(orientation) { 172 else
128 case 1:
129 { 173 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 174 object *tmp;
131 style_map_up = find_style(styledirname,exitstyle,-1); 175
132 sprintf(styledirname,"/styles/exitstyles/down"); 176 tmp = style_map_up->pick_random_object ();
133 style_map_down = find_style(styledirname,exitstyle,-1); 177 the_exit_up = arch_to_object (tmp->arch);
134 break;
135 } 178 }
136 case 2:
137 {
138 sprintf(styledirname,"/styles/exitstyles/down");
139 style_map_up = find_style(styledirname,exitstyle,-1);
140 sprintf(styledirname,"/styles/exitstyles/up");
141 style_map_down = find_style(styledirname,exitstyle,-1);
142 break;
143 }
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 }
158 179
159 /* we need a down exit only if we're recursing. */ 180 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 181 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")); 182 if (style_map_down == 0)
183 the_exit_down = arch_to_object (archetype::find ("exit"));
184
162 else { 185 else
186 {
163 object *tmp; 187 object *tmp;
164 tmp = pick_random_object(style_map_down); 188
189 tmp = style_map_down->pick_random_object ();
165 the_exit_down = arch_to_object(tmp->arch); 190 the_exit_down = arch_to_object (tmp->arch);
166 } 191 }
192 else
167 else the_exit_down = 0; 193 the_exit_down = 0;
168 194
169 /* set up the up exit */ 195 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 196 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 197 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 198 the_exit_up->slaying = RP->origin_map;
173 199
174 /* figure out where to put the entrance */ 200 /* figure out where to put the entrance */
175 /* begin a logical block */ 201 /* begin a logical block */
176 { 202 {
177 int i,j;
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
185 /* if we didn't find an up, find an empty place far from the center */ 209 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 210 if (upx == -1 && cx != -1)
211 {
187 if(cx > RP->Xsize/2) upx = 1; 212 if (cx > RP->Xsize / 2)
213 upx = 1;
214 else
188 else upx = RP->Xsize -2; 215 upx = RP->Xsize - 2;
216
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;
221
191 /* find an empty place far from the center */ 222 /* find an empty place far from the center */
223 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 224 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 225 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 226 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 227 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 228 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 229 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 230 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 231 }
200 232
201 /* no indication of where to place the exit, so just place it. */ 233 /* no indication of where to place the exit, so just place it. */
234 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 235 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 236
204 the_exit_up->x = upx; 237 the_exit_up->x = upx;
205 the_exit_up->y = upy; 238 the_exit_up->y = upy;
206 239
207 /* surround the exits with notices that this is a random map. */ 240 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 241 for (int j = 1; j < 9; j++)
242 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 243 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
244 {
210 random_sign = get_archetype("sign"); 245 random_sign = get_archetype ("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j]; 246 random_sign->x = the_exit_up->x + freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j]; 247 random_sign->y = the_exit_up->y + freearr_y[j];
213 248
249 char buf[8192];
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 251
216 random_sign->msg = add_string(buf); 252 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 253 insert_ob_in_map (random_sign, map, NULL, 0);
218 } 254 }
219 } 255 }
256
220 /* Block the exit so things don't get dumped on top of it. */ 257 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 258 the_exit_up->move_block = MOVE_ALL;
222 259
223 insert_ob_in_map(the_exit_up,map,NULL,0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
225 262
226 /* set the starting x,y for this map */ 263 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 264 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 265 map->enter_y = the_exit_up->y;
229 266
230 /* first, look for a '>' character */ 267 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 268 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 269 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 270 if (downx == -1)
234 271 {
272 downx = cx;
273 downy = cy;
274 };
275
235 /* make the other exit far away from this one if 276 /* make the other exit far away from this one if
236 there's no center. */ 277 there's no center. */
237 if(downx==-1) { 278 if (downx == -1)
279 {
238 if(upx > RP->Xsize/2) downx = 1; 280 if (upx > RP->Xsize / 2)
281 downx = 1;
282 else
239 else downx = RP->Xsize -2; 283 downx = RP->Xsize - 2;
284
240 if(upy > RP->Ysize/2) downy = 1; 285 if (upy > RP->Ysize / 2)
286 downy = 1;
287 else
241 else downy = RP->Ysize -2; 288 downy = RP->Ysize - 2;
289
242 /* find an empty place far from the entrance */ 290 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 291 if (downx == 1 && downy == 1)
244 else 292 find_in_layout (1, 0, &downx, &downy, maze, RP);
293 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 294 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 295 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 296 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 297 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 298 find_in_layout (4, 0, &downx, &downy, maze, RP);
250 299 }
251 } 300
252 /* no indication of where to place the down exit, so just place it */ 301 /* no indication of where to place the down exit, so just place it */
302 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 303 find_in_layout (0, 0, &downx, &downy, maze, RP);
304
254 if(the_exit_down) { 305 if (the_exit_down)
306 {
255 char buf[2048]; 307 char buf[16384];
308
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 309 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
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;
316
263 /* the identifier for making a random map. */ 317 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 318 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
319 {
265 mapstruct *new_map; 320 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 321 object *the_exit_back = arch_to_object (the_exit_up->arch);
267#if 0
268 /* 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'
270 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name)
272 */
273 322
274 char new_map_name[MAX_BUF];
275 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map);
277 /* set the exit down. */
278#endif
279 /* load it */ 323 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 324 if (!(new_map = maptile::find_sync (RP->final_map)))
281 return; 325 return;
282 326
327 new_map->load_sync ();
328
283 the_exit_down->slaying = add_string(RP->final_map); 329 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 330
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 331 for (object *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 332 /* 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 333 * 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 334 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 335 * breaks the for loop.
291 */ 336 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 337 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
293 remove_ob(tmp); 338 {
294 free_object(tmp); 339 tmp->destroy ();
295 break; 340 break;
296 } 341 }
297 342
298 if (final_map_exit == 1) 343 if (final_map_exit == 1)
299 { 344 {
300 /* setup the exit back */ 345 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 346 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 347 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 348 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 349 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 350 the_exit_back->y = new_map->enter_y;
306 351
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 352 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 353 }
309
310 set_map_timeout(new_map); /* So it gets swapped out */
311 } 354 }
312 else 355 else
313 the_exit_down->slaying = add_string("/!"); 356 the_exit_down->slaying = "/!";
357
314 /* Block the exit so things don't get dumped on top of it. */ 358 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL; 359 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0); 360 insert_ob_in_map (the_exit_down, map, NULL, 0);
317 maze[the_exit_down->x][the_exit_down->y]='>'; 361 maze[the_exit_down->x][the_exit_down->y] = '>';
318 } 362 }
319 } 363 }
320
321} 364}
322
323
324 365
325/* this function unblocks the exits. We blocked them to 366/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 367 keep things from being dumped on them during the other
327 phases of random map generation. */ 368 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 369void
370unblock_exits (maptile *map, char **maze, random_map_params *RP)
371{
329 int i=0,j=0; 372 int i = 0, j = 0;
330 object *walk; 373 object *walk;
331 374
332 for(i=0;i<RP->Xsize;i++) 375 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 376 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 377 if (maze[i][j] == '>' || maze[i][j] == '<')
378 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 379 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
380 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 381 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
382 {
337 walk->move_block = MOVE_BLOCK_DEFAULT; 383 walk->move_block = MOVE_BLOCK_DEFAULT;
338 update_object(walk,UP_OBJ_CHANGE); 384 update_object (walk, UP_OBJ_CHANGE);
385 }
339 } 386 }
340 }
341 } 387 }
342} 388}
389

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