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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.29 by root, Fri Apr 11 21:09:53 2008 UTC

1
2/* 1/*
3 * static char *rcsid_exit_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: exit.C,v 1.5 2006/09/14 21:16:12 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>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <random_map.h> 25#include <random_map.h>
32#include <sproto.h> 26#include <sproto.h>
33#include <rproto.h> 27#include <rproto.h>
34 28
35
36/* 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
37 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
38void 31void
39find_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)
40{ 33{
41 int M; 34 int M;
42 int i, j; 35 int i, j;
43 36
44 *fx = -1; 37 *fx = -1;
45 *fy = -1; 38 *fy = -1;
46 39
47 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1; 42 M = rndm (4) + 1;
50 else 43 else
51 M = mode; 44 M = mode;
52 45
53 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 48 the same damned thing every time. */
56 switch (M) 49 switch (M)
57 { 50 {
58 case 1: 51 case 1:
59 { /* search from top left down/right */ 52 { /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
62 { 55 {
63 if (layout[i][j] == target) 56 if (layout[i][j] == target)
64 { 57 {
65 *fx = i; 58 *fx = i;
66 *fy = j; 59 *fy = j;
67 return; 60 return;
68 } 61 }
69 } 62 }
70 break; 63 break;
71 } 64 }
72 case 2: 65 case 2:
73 { /* Search from top right down/left */ 66 { /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
76 { 69 {
77 if (layout[i][j] == target) 70 if (layout[i][j] == target)
78 { 71 {
79 *fx = i; 72 *fx = i;
80 *fy = j; 73 *fy = j;
81 return; 74 return;
82 } 75 }
83 } 76 }
84 break; 77 break;
85 } 78 }
86 case 3: 79 case 3:
87 { /* search from bottom-left up-right */ 80 { /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
90 { 83 {
91 if (layout[i][j] == target) 84 if (layout[i][j] == target)
92 { 85 {
93 *fx = i; 86 *fx = i;
94 *fy = j; 87 *fy = j;
95 return; 88 return;
96 } 89 }
97 } 90 }
98 break; 91 break;
99 } 92 }
100 case 4: 93 case 4:
101 { /* search from bottom-right up-left */ 94 { /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
104 { 97 {
105 if (layout[i][j] == target) 98 if (layout[i][j] == target)
106 { 99 {
107 *fx = i; 100 *fx = i;
108 *fy = j; 101 *fy = j;
109 return; 102 return;
110 } 103 }
111 } 104 }
112 break; 105 break;
113 } 106 }
114 } 107 }
115} 108}
116
117
118
119
120
121 109
122/* orientation: 0 means random, 110/* orientation: 0 means random,
123 1 means descending dungeon 111 1 means descending dungeon
124 2 means ascending dungeon 112 2 means ascending dungeon
125 3 means rightward 113 3 means rightward
126 4 means leftward 114 4 means leftward
127 5 means northward 115 5 means northward
128 6 means southward 116 6 means southward
129*/ 117*/
130
131void 118void
132place_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)
133{ 120{
134 char styledirname[256]; 121 char styledirname[1024];
135 mapstruct *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
139 object *random_sign; /* magic mouth saying this is a random map. */ 126 object *random_sign; /* magic mouth saying this is a random map. */
140 char buf[512];
141 int cx = -1, cy = -1; /* location of a map center */ 127 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
144 int final_map_exit = 1; 130 int final_map_exit = 1;
145 131
146 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 134 final_map_exit = 0;
150 }
151 135
152 if (orientation == 0) 136 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 137 orientation = rndm (6) + 1;
154 138
155 switch (orientation) 139 switch (orientation)
156 { 140 {
157 case 1: 141 case 1:
158 { 142 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 143 sprintf (styledirname, "/styles/exitstyles/up");
160 style_map_up = find_style (styledirname, exitstyle, -1); 144 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down"); 145 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 146 style_map_down = find_style (styledirname, exitstyle, -1);
163 break; 147 break;
164 } 148 }
149
165 case 2: 150 case 2:
166 { 151 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 152 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1); 153 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up"); 154 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 155 style_map_down = find_style (styledirname, exitstyle, -1);
171 break; 156 break;
172 } 157 }
158
173 default: 159 default:
174 { 160 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 161 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1); 162 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up; 163 style_map_down = style_map_up;
178 break; 164 break;
179 } 165 }
180 } 166 }
167
181 if (style_map_up == 0) 168 if (style_map_up == 0)
182 the_exit_up = arch_to_object (archetype::find ("exit")); 169 the_exit_up = arch_to_object (archetype::find ("exit"));
170
183 else 171 else
184 { 172 {
185 object *tmp; 173 object *tmp;
186 174
187 tmp = pick_random_object (style_map_up); 175 tmp = style_map_up->pick_random_object ();
188 the_exit_up = arch_to_object (tmp->arch); 176 the_exit_up = arch_to_object (tmp->arch);
189 } 177 }
190 178
191 /* we need a down exit only if we're recursing. */ 179 /* we need a down exit only if we're recursing. */
192 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)
193 if (style_map_down == 0) 181 if (style_map_down == 0)
194 the_exit_down = arch_to_object (archetype::find ("exit")); 182 the_exit_down = arch_to_object (archetype::find ("exit"));
183
195 else 184 else
196 { 185 {
197 object *tmp; 186 object *tmp;
198 187
199 tmp = pick_random_object (style_map_down); 188 tmp = style_map_down->pick_random_object ();
200 the_exit_down = arch_to_object (tmp->arch); 189 the_exit_down = arch_to_object (tmp->arch);
201 } 190 }
202 else 191 else
203 the_exit_down = 0; 192 the_exit_down = 0;
204 193
205 /* set up the up exit */ 194 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 195 the_exit_up->stats.hp = RP->origin_x;
207 the_exit_up->stats.sp = RP->origin_y; 196 the_exit_up->stats.sp = RP->origin_y;
208 the_exit_up->slaying = RP->origin_map; 197 the_exit_up->slaying = RP->origin_map;
209 198
210 /* figure out where to put the entrance */ 199 /* figure out where to put the entrance */
211 /* begin a logical block */ 200 /* begin a logical block */
212 { 201 {
213 int i, j;
214
215 /* First, look for a '<' char */ 202 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 203 find_in_layout (0, '<', &upx, &upy, maze, RP);
217 204
218 /* next, look for a C, the map center. */ 205 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220 207
221
222 /* 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 */
223 if (upx == -1 && cx != -1) 209 if (upx == -1 && cx != -1)
224 { 210 {
225 if (cx > RP->Xsize / 2) 211 if (cx > RP->Xsize / 2)
226 upx = 1; 212 upx = 1;
227 else 213 else
228 upx = RP->Xsize - 2; 214 upx = RP->Xsize - 2;
215
229 if (cy > RP->Ysize / 2) 216 if (cy > RP->Ysize / 2)
230 upy = 1; 217 upy = 1;
231 else 218 else
232 upy = RP->Ysize - 2; 219 upy = RP->Ysize - 2;
220
233 /* find an empty place far from the center */ 221 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 222 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 223 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1) 224 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 225 find_in_layout (3, 0, &upx, &upy, maze, RP);
247 235
248 the_exit_up->x = upx; 236 the_exit_up->x = upx;
249 the_exit_up->y = upy; 237 the_exit_up->y = upy;
250 238
251 /* surround the exits with notices that this is a random map. */ 239 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 240 for (int j = 1; j < 9; j++)
253 { 241 {
254 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]))
255 { 243 {
256 random_sign = get_archetype ("sign"); 244 random_sign = get_archetype ("sign");
257 random_sign->x = the_exit_up->x + freearr_x[j]; 245 random_sign->x = the_exit_up->x + freearr_x[j];
258 random_sign->y = the_exit_up->y + freearr_y[j]; 246 random_sign->y = the_exit_up->y + freearr_y[j];
259 247
248 char buf[8192];
260 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);
261 250
262 random_sign->msg = buf; 251 random_sign->msg = buf;
263 insert_ob_in_map (random_sign, map, NULL, 0); 252 insert_ob_in_map (random_sign, map, NULL, 0);
264 } 253 }
265 } 254 }
255
266 /* 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. */
267 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
268 258
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
271 261
272 /* set the starting x,y for this map */ 262 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 263 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 264 map->enter_y = the_exit_up->y;
275 265
276 /* first, look for a '>' character */ 266 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 267 find_in_layout (0, '>', &downx, &downy, maze, RP);
278 /* if no > is found use C */ 268 /* if no > is found use C */
279 if (downx == -1) 269 if (downx == -1)
288 { 278 {
289 if (upx > RP->Xsize / 2) 279 if (upx > RP->Xsize / 2)
290 downx = 1; 280 downx = 1;
291 else 281 else
292 downx = RP->Xsize - 2; 282 downx = RP->Xsize - 2;
283
293 if (upy > RP->Ysize / 2) 284 if (upy > RP->Ysize / 2)
294 downy = 1; 285 downy = 1;
295 else 286 else
296 downy = RP->Ysize - 2; 287 downy = RP->Ysize - 2;
288
297 /* find an empty place far from the entrance */ 289 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 290 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 291 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1) 292 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 293 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1) 294 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP); 295 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1) 296 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP); 297 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 } 298 }
299
308 /* 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 */
309 if (downx == -1) 301 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 302 find_in_layout (0, 0, &downx, &downy, maze, RP);
303
311 if (the_exit_down) 304 if (the_exit_down)
312 { 305 {
313 char buf[2048]; 306 char buf[16384];
314 307
315 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);
316 the_exit_down->x = downx + freearr_x[i]; 309 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i]; 310 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 311 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y; 312 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP); 313 write_map_parameters_to_string (buf, RP);
321 the_exit_down->msg = buf; 314 the_exit_down->msg = buf;
315
322 /* the identifier for making a random map. */ 316 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
324 { 318 {
325 mapstruct *new_map; 319 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 320 object *the_exit_back = arch_to_object (the_exit_up->arch);
327 321
328#if 0
329 /* I'm not sure if there was any reason to change the path to the
330 * map other than to maybe make it more descriptive in the 'maps'
331 * command. But changing the map name makes life more complicated,
332 * (has_been_loaded needs to use the new name)
333 */
334
335 char new_map_name[MAX_BUF];
336
337 /* give the final map a name */
338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
339 /* set the exit down. */
340#endif
341 /* load it */ 322 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 323 if (!(new_map = maptile::find_sync (RP->final_map)))
343 return; 324 return;
344 325
326 new_map->load_sync ();
327
345 the_exit_down->slaying = RP->final_map; 328 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347 329
348 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)
349 /* 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
350 * 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
351 * 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
352 * breaks the for loop. 334 * breaks the for loop.
353 */ 335 */
354 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))
355 { 337 {
356 remove_ob (tmp); 338 tmp->destroy ();
357 free_object (tmp);
358 break; 339 break;
359 } 340 }
360 341
361 if (final_map_exit == 1) 342 if (final_map_exit == 1)
362 { 343 {
363 /* setup the exit back */ 344 /* setup the exit back */
364 the_exit_back->slaying = map->path; 345 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 346 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 347 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 348 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 349 the_exit_back->y = new_map->enter_y;
369 350
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 351 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 352 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 353 }
375 else 354 else
376 the_exit_down->slaying = "/!"; 355 the_exit_down->slaying = "/!";
377 356
378 /* 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. */
379 the_exit_down->move_block = MOVE_ALL; 358 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 359 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 360 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 361 }
383 } 362 }
384
385} 363}
386
387
388 364
389/* this function unblocks the exits. We blocked them to 365/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 366 keep things from being dumped on them during the other
391 phases of random map generation. */ 367 phases of random map generation. */
392void 368void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 369unblock_exits (maptile *map, char **maze, random_map_params *RP)
394{ 370{
395 int i = 0, j = 0; 371 int i = 0, j = 0;
396 object *walk; 372 object *walk;
397 373
398 for (i = 0; i < RP->Xsize; i++) 374 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 375 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 376 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 377 {
402 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)
403 { 379 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 381 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 382 walk->move_block = 0;
407 update_object (walk, UP_OBJ_CHANGE); 383 update_object (walk, UP_OBJ_CHANGE);
408 } 384 }
409 } 385 }
410 } 386 }
411} 387}
388

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