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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.48 by root, Sun Jul 4 22:12:26 2010 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 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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>
5 */ 23 */
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 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#include <sproto.h> 27#include <sproto.h>
33#include <rproto.h> 28#include <rproto.h>
34 29
35
36/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. fx and fy are pointers to
37 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
38void 32static void
39find_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, layout &maze)
40{ 34{
41 int M; 35 int M;
42 int i, j; 36 int i, j;
43 37
44 *fx = -1; 38 fx = -1;
45 *fy = -1; 39 fy = -1;
46 40
47 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
50 else 44 else
51 M = mode; 45 M = mode;
52 46
53 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 49 the same damned thing every time. */
56 switch (M) 50 switch (M)
57 { 51 {
58 case 1: 52 case 1:
59 { /* search from top left down/right */ 53 /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < maze.w; i++)
61 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
62 { 56 {
63 if (layout[i][j] == target) 57 if (maze[i][j] == target)
64 {
65 *fx = i;
66 *fy = j;
67 return;
68 }
69 } 58 {
70 break; 59 fx = i;
71 } 60 fy = j;
72 case 2: 61 return;
73 { /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++)
76 { 62 }
63 }
64 break;
65
66 case 2:
67 /* Search from top right down/left */
68 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < maze.h - 1; j++)
70 {
77 if (layout[i][j] == target) 71 if (maze[i][j] == target)
78 {
79 *fx = i;
80 *fy = j;
81 return;
82 }
83 } 72 {
84 break; 73 fx = i;
85 } 74 fy = j;
86 case 3: 75 return;
87 { /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--)
90 { 76 }
77 }
78 break;
79
80 case 3:
81 /* search from bottom-left up-right */
82 for (i = 1; i < maze.w - 1; i++)
83 for (j = maze.h - 2; j > 0; j--)
84 {
91 if (layout[i][j] == target) 85 if (maze[i][j] == target)
92 {
93 *fx = i;
94 *fy = j;
95 return;
96 }
97 } 86 {
98 break; 87 fx = i;
99 } 88 fy = j;
100 case 4: 89 return;
101 { /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--)
104 { 90 }
91 }
92 break;
93
94 case 4:
95 /* search from bottom-right up-left */
96 for (i = maze.w - 2; i > 0; i--)
97 for (j = maze.h - 2; j > 0; j--)
98 {
105 if (layout[i][j] == target) 99 if (maze[i][j] == target)
106 {
107 *fx = i;
108 *fy = j;
109 return;
110 }
111 } 100 {
112 break; 101 fx = i;
102 fy = j;
103 return;
104 }
113 } 105 }
106 break;
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, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
133{ 120{
134 char styledirname[256];
135 mapstruct *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 124 object *the_exit_up; /* easier maze */
139 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 */ 125 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
144 int final_map_exit = 1; 128 int final_map_exit = 1;
145 129
146 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
147 { 131 if (strstr (eofm, "no"))
148 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 132 final_map_exit = 0;
150 }
151 133
152 if (orientation == 0) 134 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 135 orientation = rmg_rndm (6) + 1;
154 136
155 switch (orientation) 137 switch (orientation)
156 { 138 {
157 case 1: 139 case 1:
158 { 140 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
160 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
163 break; 143 break;
164 } 144 }
145
165 case 2: 146 case 2:
166 { 147 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
168 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
171 break; 150 break;
172 } 151 }
152
173 default: 153 default:
174 { 154 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
176 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
177 style_map_down = style_map_up;
178 break; 157 break;
179 } 158 }
180 } 159 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (find_archetype ("exit"));
183 else
184 {
185 object *tmp;
186 160
187 tmp = pick_random_object (style_map_up); 161 the_exit_up = style_map_up
188 the_exit_up = arch_to_object (tmp->arch); 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
189 } 163 : archetype::get (shstr_exit);
164
165 const char *final_map = RP->get_str ("final_map", 0);
190 166
191 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
193 if (style_map_down == 0) 169 the_exit_down = style_map_down
194 the_exit_down = arch_to_object (find_archetype ("exit")); 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
195 else 171 : archetype::get (shstr_exit);
196 {
197 object *tmp;
198
199 tmp = pick_random_object (style_map_down);
200 the_exit_down = arch_to_object (tmp->arch);
201 }
202 else 172 else
203 the_exit_down = 0; 173 the_exit_down = 0;
204 174
205 /* set up the up exit */ 175 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
207 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
208 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
209 179
210 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
211 /* begin a logical block */ 181 /* begin a logical block */
212 { 182 {
213 int i, j;
214
215 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
217 185
218 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
220
221 188
222 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
224 { 191 {
225 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
226 upx = 1; 193 upx = 1;
227 else 194 else
228 upx = RP->Xsize - 2; 195 upx = RP->Xsize - 2;
196
229 if (cy > RP->Ysize / 2) 197 if (cy > RP->Ysize / 2)
230 upy = 1; 198 upy = 1;
231 else 199 else
232 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
201
233 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
236 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
238 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
239 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
240 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
241 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
242 } 211 }
243 212
244 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
245 if (upx == -1) 214 if (upx == -1)
246 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
247 216
248 the_exit_up->x = upx; 217 the_exit_up->x = upx;
249 the_exit_up->y = upy; 218 the_exit_up->y = upy;
250 219
251 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
253 {
254 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255 { 223 {
256 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
257 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
258 random_sign->y = the_exit_up->y + freearr_y[j]; 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
259
260 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
261
262 random_sign->msg = buf;
263 insert_ob_in_map (random_sign, map, NULL, 0);
264 } 227 }
265 } 228
266 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
267 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
268 231
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 233 maze[the_exit_up->x][the_exit_up->y] = '<';
271 234
272 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
275 238
276 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
278 /* if no > is found use C */ 242 /* if no > is found use C */
279 if (downx == -1) 243 if (downx == -1)
280 { 244 {
281 downx = cx; 245 downx = cx;
282 downy = cy; 246 downy = cy;
288 { 252 {
289 if (upx > RP->Xsize / 2) 253 if (upx > RP->Xsize / 2)
290 downx = 1; 254 downx = 1;
291 else 255 else
292 downx = RP->Xsize - 2; 256 downx = RP->Xsize - 2;
257
293 if (upy > RP->Ysize / 2) 258 if (upy > RP->Ysize / 2)
294 downy = 1; 259 downy = 1;
295 else 260 else
296 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
262
297 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
300 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
302 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
304 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
306
307 } 272 }
273
308 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 275 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
277
311 if (the_exit_down) 278 if (the_exit_down)
312 { 279 {
313 char buf[2048];
314
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
316 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
319 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
320 write_map_parameters_to_string (buf, RP); 285
321 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
287
322 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
324 { 290 {
325 mapstruct *new_map; 291 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 292 object *the_exit_back = the_exit_up->arch->instance ();
327 293
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 */ 294 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 295 if (!(new_map = maptile::find_sync (final_map)))
343 return; 296 return;
344 297
298 new_map->load_sync ();
299
345 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
346 strcpy (new_map->path, RP->final_map);
347 301
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 302 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 303 /* 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 304 * 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 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 306 * breaks the for loop.
353 */ 307 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
355 { 309 {
356 remove_ob (tmp); 310 tmp->destroy ();
357 free_object (tmp);
358 break; 311 break;
359 } 312 }
360 313
361 if (final_map_exit == 1) 314 if (final_map_exit)
362 { 315 {
363 /* setup the exit back */ 316 /* setup the exit back */
364 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 320 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 321 the_exit_back->y = new_map->enter_y;
369 322
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 324 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 325 }
375 else 326 else
376 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
377 328
378 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 333 }
383 } 334 }
384
385} 335}
386
387
388 336
389/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
391 phases of random map generation. */ 339 phases of random map generation. */
392void 340void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 341unblock_exits (maptile *map, layout &maze)
394{ 342{
395 int i = 0, j = 0; 343 int i = 0, j = 0;
396 object *walk; 344 object *walk;
397 345
398 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
399 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 349 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 351 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 353 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
407 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
408 } 356 }
409 } 357 }
410 } 358 }
411} 359}
360

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