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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 1.29 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 * static char *rcsid_exit_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: exit.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
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 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
35/* find a character in the layout. fx and fy are pointers to 29/* find a character in the layout. fx and fy are pointers to
36 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
31void
37void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { 32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
33{
38 int M; 34 int M;
39 int i,j; 35 int i, j;
36
40 *fx=-1; 37 *fx = -1;
41 *fy=-1; 38 *fy = -1;
42 39
43 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 41 if (mode < 1 || mode > 4)
42 M = rndm (4) + 1;
43 else
45 else M = mode; 44 M = mode;
46 45
47 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 48 the same damned thing every time. */
50 switch(M) { 49 switch (M)
51 case 1: { /* search from top left down/right */ 50 {
51 case 1:
52 { /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 53 for (i = 1; i < RP->Xsize; i++)
53 for(j=1;j<RP->Ysize;j++) { 54 for (j = 1; j < RP->Ysize; j++)
55 {
54 if(layout[i][j]==target) { 56 if (layout[i][j] == target)
55 *fx = i; *fy = j; 57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 }
56 return; 63 break;
57 }
58 } 64 }
59 break; 65 case 2:
60 } 66 { /* Search from top right down/left */
61 case 2: { /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 68 for (j = 1; j < RP->Ysize - 1; j++)
69 {
64 if(layout[i][j]==target) { 70 if (layout[i][j] == target)
65 *fx = i; *fy = j; 71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 }
66 return; 77 break;
67 }
68 } 78 }
69 break; 79 case 3:
70 } 80 { /* search from bottom-left up-right */
71 case 3: { /* search from bottom-left up-right */
72 for(i=1;i<RP->Xsize-1;i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 82 for (j = RP->Ysize - 2; j > 0; j--)
83 {
74 if(layout[i][j]==target) { 84 if (layout[i][j] == target)
75 *fx = i; *fy = j; 85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 }
76 return; 91 break;
77 }
78 } 92 }
79 break; 93 case 4:
80 } 94 { /* search from bottom-right up-left */
81 case 4: { /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 96 for (j = RP->Ysize - 2; j > 0; j--)
97 {
84 if(layout[i][j]==target) { 98 if (layout[i][j] == target)
85 *fx = i; *fy = j; 99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 }
86 return; 105 break;
87 }
88 } 106 }
89 break;
90 } 107 }
91 }
92} 108}
93
94
95
96 109
97
98
99/* orientation: 0 means random, 110/* orientation: 0 means random,
100 1 means descending dungeon 111 1 means descending dungeon
101 2 means ascending dungeon 112 2 means ascending dungeon
102 3 means rightward 113 3 means rightward
103 4 means leftward 114 4 means leftward
104 5 means northward 115 5 means northward
105 6 means southward 116 6 means southward
106*/ 117*/
107 118void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
120{
109 char styledirname[256]; 121 char styledirname[1024];
110 mapstruct *style_map_down=0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
114 object *random_sign; /* magic mouth saying this is a random map. */ 126 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 */ 127 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 129 int downx = -1, downy = -1;
119 int final_map_exit=1; 130 int final_map_exit = 1;
120 131
121 if(RP->exit_on_final_map){ 132 if (RP->exit_on_final_map)
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 133 if (strstr (RP->exit_on_final_map, "no"))
134 final_map_exit = 0;
135
136 if (!orientation)
137 orientation = rndm (6) + 1;
138
139 switch (orientation)
140 {
141 case 1:
142 {
143 sprintf (styledirname, "/styles/exitstyles/up");
144 style_map_up = find_style (styledirname, exitstyle, -1);
145 sprintf (styledirname, "/styles/exitstyles/down");
146 style_map_down = find_style (styledirname, exitstyle, -1);
147 break;
148 }
149
150 case 2:
151 {
152 sprintf (styledirname, "/styles/exitstyles/down");
153 style_map_up = find_style (styledirname, exitstyle, -1);
154 sprintf (styledirname, "/styles/exitstyles/up");
155 style_map_down = find_style (styledirname, exitstyle, -1);
156 break;
157 }
158
159 default:
160 {
161 sprintf (styledirname, "/styles/exitstyles/generic");
162 style_map_up = find_style (styledirname, exitstyle, -1);
163 style_map_down = style_map_up;
164 break;
165 }
123 } 166 }
124 167
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 168 if (style_map_up == 0)
169 the_exit_up = arch_to_object (archetype::find ("exit"));
126 170
127 switch(orientation) { 171 else
128 case 1:
129 { 172 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 173 object *tmp;
131 style_map_up = find_style(styledirname,exitstyle,-1); 174
132 sprintf(styledirname,"/styles/exitstyles/down"); 175 tmp = style_map_up->pick_random_object ();
133 style_map_down = find_style(styledirname,exitstyle,-1); 176 the_exit_up = arch_to_object (tmp->arch);
134 break;
135 } 177 }
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 }
158 178
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"));
183
162 else { 184 else
185 {
163 object *tmp; 186 object *tmp;
164 tmp = pick_random_object(style_map_down); 187
188 tmp = style_map_down->pick_random_object ();
165 the_exit_down = arch_to_object(tmp->arch); 189 the_exit_down = arch_to_object (tmp->arch);
166 } 190 }
191 else
167 else the_exit_down = 0; 192 the_exit_down = 0;
168 193
169 /* set up the up exit */ 194 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 195 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 196 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 197 the_exit_up->slaying = RP->origin_map;
173 198
174 /* figure out where to put the entrance */ 199 /* figure out where to put the entrance */
175 /* begin a logical block */ 200 /* begin a logical block */
176 { 201 {
177 int i,j;
178 /* First, look for a '<' char */ 202 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 203 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 204
181 /* next, look for a C, the map center. */ 205 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 207
184
185 /* if we didn't find an up, find an empty place far from the center */ 208 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 209 if (upx == -1 && cx != -1)
210 {
187 if(cx > RP->Xsize/2) upx = 1; 211 if (cx > RP->Xsize / 2)
212 upx = 1;
213 else
188 else upx = RP->Xsize -2; 214 upx = RP->Xsize - 2;
215
189 if(cy > RP->Ysize/2) upy = 1; 216 if (cy > RP->Ysize / 2)
217 upy = 1;
218 else
190 else upy = RP->Ysize -2; 219 upy = RP->Ysize - 2;
220
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 (int 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
248 char buf[8192];
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 249 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 250
216 random_sign->msg = add_string(buf); 251 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 252 insert_ob_in_map (random_sign, map, NULL, 0);
218 } 253 }
219 } 254 }
255
220 /* Block the exit so things don't get dumped on top of it. */ 256 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
222 258
223 insert_ob_in_map(the_exit_up,map,NULL,0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
225 261
226 /* set the starting x,y for this map */ 262 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 263 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 264 map->enter_y = the_exit_up->y;
229 265
230 /* first, look for a '>' character */ 266 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 267 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 268 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 269 if (downx == -1)
234 270 {
271 downx = cx;
272 downy = cy;
273 };
274
235 /* make the other exit far away from this one if 275 /* make the other exit far away from this one if
236 there's no center. */ 276 there's no center. */
237 if(downx==-1) { 277 if (downx == -1)
278 {
238 if(upx > RP->Xsize/2) downx = 1; 279 if (upx > RP->Xsize / 2)
280 downx = 1;
281 else
239 else downx = RP->Xsize -2; 282 downx = RP->Xsize - 2;
283
240 if(upy > RP->Ysize/2) downy = 1; 284 if (upy > RP->Ysize / 2)
285 downy = 1;
286 else
241 else downy = RP->Ysize -2; 287 downy = RP->Ysize - 2;
288
242 /* find an empty place far from the entrance */ 289 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 290 if (downx == 1 && downy == 1)
244 else 291 find_in_layout (1, 0, &downx, &downy, maze, RP);
292 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 293 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 294 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 295 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 296 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 297 find_in_layout (4, 0, &downx, &downy, maze, RP);
250 298 }
251 } 299
252 /* no indication of where to place the down exit, so just place it */ 300 /* no indication of where to place the down exit, so just place it */
301 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 302 find_in_layout (0, 0, &downx, &downy, maze, RP);
303
254 if(the_exit_down) { 304 if (the_exit_down)
305 {
255 char buf[2048]; 306 char buf[16384];
307
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
257 the_exit_down->x = downx + freearr_x[i]; 309 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 310 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 311 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 312 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 313 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 314 the_exit_down->msg = buf;
315
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)
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);
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 */
273 321
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 */ 322 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 323 if (!(new_map = maptile::find_sync (RP->final_map)))
281 return; 324 return;
282 325
326 new_map->load_sync ();
327
283 the_exit_down->slaying = add_string(RP->final_map); 328 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 329
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 330 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 331 /* 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 332 * 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 333 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 334 * breaks the for loop.
291 */ 335 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
293 remove_ob(tmp); 337 {
294 free_object(tmp); 338 tmp->destroy ();
295 break; 339 break;
296 } 340 }
297 341
298 if (final_map_exit == 1) 342 if (final_map_exit == 1)
299 { 343 {
300 /* setup the exit back */ 344 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 345 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 346 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 347 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 348 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 349 the_exit_back->y = new_map->enter_y;
306 350
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 351 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 352 }
309
310 set_map_timeout(new_map); /* So it gets swapped out */
311 } 353 }
312 else 354 else
313 the_exit_down->slaying = add_string("/!"); 355 the_exit_down->slaying = "/!";
356
314 /* Block the exit so things don't get dumped on top of it. */ 357 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL; 358 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0); 359 insert_ob_in_map (the_exit_down, map, NULL, 0);
317 maze[the_exit_down->x][the_exit_down->y]='>'; 360 maze[the_exit_down->x][the_exit_down->y] = '>';
318 } 361 }
319 } 362 }
320
321} 363}
322
323
324 364
325/* this function unblocks the exits. We blocked them to 365/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 366 keep things from being dumped on them during the other
327 phases of random map generation. */ 367 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 368void
369unblock_exits (maptile *map, char **maze, random_map_params *RP)
370{
329 int i=0,j=0; 371 int i = 0, j = 0;
330 object *walk; 372 object *walk;
331 373
332 for(i=0;i<RP->Xsize;i++) 374 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 375 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 376 if (maze[i][j] == '>' || maze[i][j] == '<')
377 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
379 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
337 walk->move_block = MOVE_BLOCK_DEFAULT; 381 {
382 walk->move_block = 0;
338 update_object(walk,UP_OBJ_CHANGE); 383 update_object (walk, UP_OBJ_CHANGE);
384 }
339 } 385 }
340 }
341 } 386 }
342} 387}
388

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