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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 1.35 by root, Fri Nov 6 13:03:34 2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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. */
32static void
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 = rmg_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 {
52 case 1:
51 case 1: { /* search from top left down/right */ 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;
56 return; 61 return;
62 }
63 }
64 break;
57 } 65
58 } 66 case 2:
59 break;
60 }
61 case 2: { /* Search from top right down/left */ 67 /* 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;
66 return; 75 return;
76 }
77 }
78 break;
67 } 79
68 } 80 case 3:
69 break;
70 }
71 case 3: { /* search from bottom-left up-right */ 81 /* 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;
76 return; 89 return;
90 }
91 }
92 break;
77 } 93
78 } 94 case 4:
79 break;
80 }
81 case 4: { /* search from bottom-right up-left */ 95 /* 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;
86 return; 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, 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. */
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 = rmg_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 the_exit_up = style_map_up
126 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
127 switch(orientation) { 170 : 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 }
158 171
159 /* we need a down exit only if we're recursing. */ 172 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 173 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")); 174 the_exit_down = style_map_down
175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
176 : archetype::get (shstr_exit);
162 else { 177 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; 178 the_exit_down = 0;
168 179
169 /* set up the up exit */ 180 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 181 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 182 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 183 the_exit_up->slaying = RP->origin_map;
173 184
174 /* figure out where to put the entrance */ 185 /* figure out where to put the entrance */
175 /* begin a logical block */ 186 /* begin a logical block */
176 { 187 {
177 int i,j;
178 /* First, look for a '<' char */ 188 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 189 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 190
181 /* next, look for a C, the map center. */ 191 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 193
184
185 /* if we didn't find an up, find an empty place far from the center */ 194 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 195 if (upx == -1 && cx != -1)
196 {
187 if(cx > RP->Xsize/2) upx = 1; 197 if (cx > RP->Xsize / 2)
198 upx = 1;
199 else
188 else upx = RP->Xsize -2; 200 upx = RP->Xsize - 2;
201
189 if(cy > RP->Ysize/2) upy = 1; 202 if (cy > RP->Ysize / 2)
203 upy = 1;
204 else
190 else upy = RP->Ysize -2; 205 upy = RP->Ysize - 2;
206
191 /* find an empty place far from the center */ 207 /* find an empty place far from the center */
208 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 209 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 210 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 211 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 212 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 213 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 214 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 215 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 216 }
200 217
201 /* no indication of where to place the exit, so just place it. */ 218 /* no indication of where to place the exit, so just place it. */
219 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 220 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 221
204 the_exit_up->x = upx; 222 the_exit_up->x = upx;
205 the_exit_up->y = upy; 223 the_exit_up->y = upy;
206 224
207 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 226 for (int j = 1; j < 9; j++)
227 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 228 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);
215 229 {
216 random_sign->msg = add_string(buf); 230 object *random_sign = archetype::get (shstr_sign);
217 insert_ob_in_map(random_sign,map,NULL,0); 231 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
232 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
233 }
218 } 234 }
219 } 235
220 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
222 238
223 insert_ob_in_map(the_exit_up,map,NULL,0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
225 241
226 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
229 245
230 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
232 /* if no > is found use C */ 249 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 250 if (downx == -1)
234 251 {
252 downx = cx;
253 downy = cy;
254 };
255
235 /* make the other exit far away from this one if 256 /* make the other exit far away from this one if
236 there's no center. */ 257 there's no center. */
237 if(downx==-1) { 258 if (downx == -1)
259 {
238 if(upx > RP->Xsize/2) downx = 1; 260 if (upx > RP->Xsize / 2)
261 downx = 1;
262 else
239 else downx = RP->Xsize -2; 263 downx = RP->Xsize - 2;
264
240 if(upy > RP->Ysize/2) downy = 1; 265 if (upy > RP->Ysize / 2)
266 downy = 1;
267 else
241 else downy = RP->Ysize -2; 268 downy = RP->Ysize - 2;
269
242 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 271 if (downx == 1 && downy == 1)
244 else 272 find_in_layout (1, 0, &downx, &downy, maze, RP);
273 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 274 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 275 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 276 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 277 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 278 find_in_layout (4, 0, &downx, &downy, maze, RP);
250 279 }
251 } 280
252 /* no indication of where to place the down exit, so just place it */ 281 /* no indication of where to place the down exit, so just place it */
282 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
284
254 if(the_exit_down) { 285 if (the_exit_down)
286 {
255 char buf[2048]; 287 char buf[16384];
288
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
257 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 294 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 295 the_exit_down->msg = buf;
296
263 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
299 {
265 mapstruct *new_map; 300 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 301 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 */
273 302
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 */ 303 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
281 return; 305 return;
282 306
307 new_map->load_sync ();
308
283 the_exit_down->slaying = add_string(RP->final_map); 309 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 310
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 311 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 312 /* 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 313 * 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 314 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 315 * breaks the for loop.
291 */ 316 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
293 remove_ob(tmp); 318 {
294 free_object(tmp); 319 tmp->destroy ();
295 break; 320 break;
296 } 321 }
297 322
298 if (final_map_exit == 1) 323 if (final_map_exit == 1)
299 { 324 {
300 /* setup the exit back */ 325 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 326 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 327 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 328 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 329 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 330 the_exit_back->y = new_map->enter_y;
306 331
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 333 }
309 334 }
310 set_map_timeout(new_map); /* So it gets swapped out */ 335 else
336 the_exit_down->slaying = "/!";
337
338 /* Block the exit so things don't get dumped on top of it. */
339 the_exit_down->move_block = MOVE_ALL;
340 insert_ob_in_map (the_exit_down, map, NULL, 0);
341 maze[the_exit_down->x][the_exit_down->y] = '>';
311 } 342 }
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 } 343 }
320
321} 344}
322
323
324 345
325/* this function unblocks the exits. We blocked them to 346/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 347 keep things from being dumped on them during the other
327 phases of random map generation. */ 348 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 349void
350unblock_exits (maptile *map, char **maze, random_map_params *RP)
351{
329 int i=0,j=0; 352 int i = 0, j = 0;
330 object *walk; 353 object *walk;
331 354
332 for(i=0;i<RP->Xsize;i++) 355 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 356 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 357 if (maze[i][j] == '>' || maze[i][j] == '<')
358 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 359 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
360 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
337 walk->move_block = MOVE_BLOCK_DEFAULT; 362 {
363 walk->move_block = 0;
338 update_object(walk,UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
365 }
339 } 366 }
340 } 367 }
341 }
342} 368}
369

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