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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 1.31 by root, Mon Sep 29 09:04:51 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 = rmg_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)
50 {
51 case 1:
51 case 1: { /* search from top left down/right */ 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;
56 return; 60 return;
61 }
62 }
63 break;
57 } 64
58 } 65 case 2:
59 break;
60 }
61 case 2: { /* Search from top right down/left */ 66 /* 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;
66 return; 74 return;
75 }
76 }
77 break;
67 } 78
68 } 79 case 3:
69 break;
70 }
71 case 3: { /* search from bottom-left up-right */ 80 /* 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;
76 return; 88 return;
89 }
90 }
91 break;
77 } 92
78 } 93 case 4:
79 break;
80 }
81 case 4: { /* search from bottom-right up-left */ 94 /* 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;
86 return; 102 return;
103 }
104 }
105 break;
87 } 106
88 } 107 }
89 break;
90 }
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. */
115 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 128 int downx = -1, downy = -1;
119 int final_map_exit=1; 129 int final_map_exit = 1;
120 130
121 if(RP->exit_on_final_map){ 131 if (RP->exit_on_final_map)
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 132 if (strstr (RP->exit_on_final_map, "no"))
133 final_map_exit = 0;
134
135 if (!orientation)
136 orientation = rmg_rndm (6) + 1;
137
138 switch (orientation)
139 {
140 case 1:
141 {
142 sprintf (styledirname, "/styles/exitstyles/up");
143 style_map_up = find_style (styledirname, exitstyle, -1);
144 sprintf (styledirname, "/styles/exitstyles/down");
145 style_map_down = find_style (styledirname, exitstyle, -1);
146 break;
147 }
148
149 case 2:
150 {
151 sprintf (styledirname, "/styles/exitstyles/down");
152 style_map_up = find_style (styledirname, exitstyle, -1);
153 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_down = find_style (styledirname, exitstyle, -1);
155 break;
156 }
157
158 default:
159 {
160 sprintf (styledirname, "/styles/exitstyles/generic");
161 style_map_up = find_style (styledirname, exitstyle, -1);
162 style_map_down = style_map_up;
163 break;
164 }
123 } 165 }
124 166
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 167 the_exit_up = style_map_up
126 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
127 switch(orientation) { 169 : archetype::get (shstr_exit);
128 case 1:
129 {
130 sprintf(styledirname,"/styles/exitstyles/up");
131 style_map_up = find_style(styledirname,exitstyle,-1);
132 sprintf(styledirname,"/styles/exitstyles/down");
133 style_map_down = find_style(styledirname,exitstyle,-1);
134 break;
135 }
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 }
158 170
159 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 173 the_exit_down = style_map_down
174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
175 : archetype::get (shstr_exit);
162 else { 176 else
163 object *tmp;
164 tmp = pick_random_object(style_map_down);
165 the_exit_down = arch_to_object(tmp->arch);
166 }
167 else the_exit_down = 0; 177 the_exit_down = 0;
168 178
169 /* set up the up exit */ 179 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 181 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 182 the_exit_up->slaying = RP->origin_map;
173 183
174 /* figure out where to put the entrance */ 184 /* figure out where to put the entrance */
175 /* begin a logical block */ 185 /* begin a logical block */
176 { 186 {
177 int i,j;
178 /* First, look for a '<' char */ 187 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 188 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 189
181 /* next, look for a C, the map center. */ 190 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 192
184
185 /* if we didn't find an up, find an empty place far from the center */ 193 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 194 if (upx == -1 && cx != -1)
195 {
187 if(cx > RP->Xsize/2) upx = 1; 196 if (cx > RP->Xsize / 2)
197 upx = 1;
198 else
188 else upx = RP->Xsize -2; 199 upx = RP->Xsize - 2;
200
189 if(cy > RP->Ysize/2) upy = 1; 201 if (cy > RP->Ysize / 2)
202 upy = 1;
203 else
190 else upy = RP->Ysize -2; 204 upy = RP->Ysize - 2;
205
191 /* find an empty place far from the center */ 206 /* find an empty place far from the center */
207 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 208 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 209 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 210 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 211 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 212 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 213 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 214 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 215 }
200 216
201 /* no indication of where to place the exit, so just place it. */ 217 /* no indication of where to place the exit, so just place it. */
218 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 219 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 220
204 the_exit_up->x = upx; 221 the_exit_up->x = upx;
205 the_exit_up->y = upy; 222 the_exit_up->y = upy;
206 223
207 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 225 for (int j = 1; j < 9; j++)
226 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
210 random_sign = get_archetype("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j];
213
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1);
215 228 {
216 random_sign->msg = add_string(buf); 229 object *random_sign = archetype::get (shstr_sign);
217 insert_ob_in_map(random_sign,map,NULL,0); 230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
232 }
218 } 233 }
219 } 234
220 /* Block the exit so things don't get dumped on top of it. */ 235 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
222 237
223 insert_ob_in_map(the_exit_up,map,NULL,0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
225 240
226 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
229 244
230 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
232 /* if no > is found use C */ 248 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 249 if (downx == -1)
234 250 {
251 downx = cx;
252 downy = cy;
253 };
254
235 /* make the other exit far away from this one if 255 /* make the other exit far away from this one if
236 there's no center. */ 256 there's no center. */
237 if(downx==-1) { 257 if (downx == -1)
258 {
238 if(upx > RP->Xsize/2) downx = 1; 259 if (upx > RP->Xsize / 2)
260 downx = 1;
261 else
239 else downx = RP->Xsize -2; 262 downx = RP->Xsize - 2;
263
240 if(upy > RP->Ysize/2) downy = 1; 264 if (upy > RP->Ysize / 2)
265 downy = 1;
266 else
241 else downy = RP->Ysize -2; 267 downy = RP->Ysize - 2;
268
242 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 270 if (downx == 1 && downy == 1)
244 else 271 find_in_layout (1, 0, &downx, &downy, maze, RP);
272 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 273 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 274 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 275 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 276 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 277 find_in_layout (4, 0, &downx, &downy, maze, RP);
250 278 }
251 } 279
252 /* no indication of where to place the down exit, so just place it */ 280 /* no indication of where to place the down exit, so just place it */
281 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
283
254 if(the_exit_down) { 284 if (the_exit_down)
285 {
255 char buf[2048]; 286 char buf[16384];
287
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
257 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 293 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 294 the_exit_down->msg = buf;
295
263 /* the identifier for making a random map. */ 296 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
298 {
265 mapstruct *new_map; 299 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 300 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 */
273 301
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 */ 302 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 303 if (!(new_map = maptile::find_sync (RP->final_map)))
281 return; 304 return;
282 305
306 new_map->load_sync ();
307
283 the_exit_down->slaying = add_string(RP->final_map); 308 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 309
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 310 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 311 /* 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 312 * 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 313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 314 * breaks the for loop.
291 */ 315 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
293 remove_ob(tmp); 317 {
294 free_object(tmp); 318 tmp->destroy (true);
295 break; 319 break;
296 } 320 }
297 321
298 if (final_map_exit == 1) 322 if (final_map_exit == 1)
299 { 323 {
300 /* setup the exit back */ 324 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 325 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 326 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 327 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 328 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 329 the_exit_back->y = new_map->enter_y;
306 330
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 331 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 332 }
309 333 }
310 set_map_timeout(new_map); /* So it gets swapped out */ 334 else
335 the_exit_down->slaying = "/!";
336
337 /* Block the exit so things don't get dumped on top of it. */
338 the_exit_down->move_block = MOVE_ALL;
339 insert_ob_in_map (the_exit_down, map, NULL, 0);
340 maze[the_exit_down->x][the_exit_down->y] = '>';
311 } 341 }
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 } 342 }
320
321} 343}
322
323
324 344
325/* this function unblocks the exits. We blocked them to 345/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 346 keep things from being dumped on them during the other
327 phases of random map generation. */ 347 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 348void
349unblock_exits (maptile *map, char **maze, random_map_params *RP)
350{
329 int i=0,j=0; 351 int i = 0, j = 0;
330 object *walk; 352 object *walk;
331 353
332 for(i=0;i<RP->Xsize;i++) 354 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 355 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 356 if (maze[i][j] == '>' || maze[i][j] == '<')
357 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
359 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
337 walk->move_block = MOVE_BLOCK_DEFAULT; 361 {
362 walk->move_block = 0;
338 update_object(walk,UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
364 }
339 } 365 }
340 } 366 }
341 }
342} 367}
368

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