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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 1.56 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 24
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
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <rmg.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-right up-left */
82 for (i = maze.w - 2; i > 0; 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-left up-right */
96 for (i = 1; i < maze.w - 1; 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}
116 109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
117 114
115 find_in_layout (mode, target, x, y, *this);
118 116
119 117 return point (x, y);
120 118}
121 119
122/* orientation: 0 means random, 120/* orientation: 0 means random,
123 1 means descending dungeon 121 1 means descending dungeon
124 2 means ascending dungeon 122 2 means ascending dungeon
125 3 means rightward 123 3 means rightward
126 4 means leftward 124 4 means leftward
127 5 means northward 125 5 means northward
128 6 means southward 126 6 means southward
129*/ 127*/
130
131void 128void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
133{ 130{
134 char styledirname[256];
135 mapstruct *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 134 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 */ 135 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
144 int final_map_exit = 1; 138 int final_map_exit = 1;
145 139
146 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
147 { 141 if (strstr (eofm, "no"))
148 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 142 final_map_exit = 0;
150 }
151 143
152 if (orientation == 0) 144 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 145 orientation = rmg_rndm (6) + 1;
154 146
155 switch (orientation) 147 switch (orientation)
156 { 148 {
157 case 1: 149 case 1:
158 { 150 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
163 break; 153 break;
164 } 154 }
155
165 case 2: 156 case 2:
166 { 157 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
171 break; 160 break;
172 } 161 }
162
173 default: 163 default:
174 { 164 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
176 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
177 style_map_down = style_map_up;
178 break; 167 break;
179 } 168 }
180 } 169 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (archetype::find ("exit"));
183 else
184 {
185 object *tmp;
186 170
187 tmp = pick_random_object (style_map_up); 171 the_exit_up = style_map_up
188 the_exit_up = arch_to_object (tmp->arch); 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
189 } 173 : archetype::get (shstr_exit);
174
175 const char *final_map = RP->get_str ("final_map", 0);
190 176
191 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
193 if (style_map_down == 0) 179 the_exit_down = style_map_down
194 the_exit_down = arch_to_object (archetype::find ("exit")); 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
195 else 181 : 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 182 else
203 the_exit_down = 0; 183 the_exit_down = 0;
204 184
205 /* set up the up exit */ 185 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
207 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
208 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
209 189
210 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
211 /* begin a logical block */ 191 /* begin a logical block */
212 { 192 {
213 int i, j;
214
215 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
217 195
218 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
220
221 198
222 /* if we didn't find an up, find an empty place far from the center */ 199 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
224 { 201 {
225 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
226 upx = 1; 203 upx = 1;
227 else 204 else
228 upx = RP->Xsize - 2; 205 upx = RP->Xsize - 2;
206
229 if (cy > RP->Ysize / 2) 207 if (cy > RP->Ysize / 2)
230 upy = 1; 208 upy = 1;
231 else 209 else
232 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
211
233 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
236 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
238 else if (upx > 1 && upy == 1)
239 find_in_layout (2, 0, &upx, &upy, maze, RP);
240 else if (upx > 1 && upy > 1)
241 find_in_layout (4, 0, &upx, &upy, maze, RP);
242 } 217 }
243 218
244 /* no indication of where to place the exit, so just place it. */ 219 /* no indication of where to place the exit, so just place it. */
245 if (upx == -1) 220 if (upx == -1)
246 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
247 222
248 the_exit_up->x = upx; 223 the_exit_up->x = upx;
249 the_exit_up->y = upy; 224 the_exit_up->y = upy;
250 225
251 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 227 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])) 228 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
255 { 229 {
256 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
257 random_sign->x = the_exit_up->x + freearr_x[j]; 231 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]; 232 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (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 } 233 }
265 } 234
266 /* 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. */
267 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
268 237
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
271 240
272 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
275 244
276 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
247
278 /* if no > is found use C */ 248 /* if no > is found use C */
279 if (downx == -1) 249 if (downx == -1)
280 { 250 {
281 downx = cx; 251 downx = cx;
282 downy = cy; 252 downy = cy;
288 { 258 {
289 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
290 downx = 1; 260 downx = 1;
291 else 261 else
292 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
293 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
294 downy = 1; 265 downy = 1;
295 else 266 else
296 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
297 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
300 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
302 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 } 274 }
275
308 /* no indication of where to place the down exit, so just place it */ 276 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 277 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
279
311 if (the_exit_down) 280 if (the_exit_down)
312 { 281 {
313 char buf[2048];
314
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 282 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283
316 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + DIRX (i);
317 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + DIRY (i);
286
318 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
319 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
320 write_map_parameters_to_string (buf, RP); 289
321 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
292
322 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
324 { 295 {
325 mapstruct *new_map; 296 the_exit_down->msg = 0;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
327
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 */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
343 return;
344
345 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
346 strcpy (new_map->path, RP->final_map);
347 298
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 310 * breaks the for loop.
353 */ 311 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
355 { 313 {
356 remove_ob (tmp); 314 tmp->destroy ();
357 free_object (tmp);
358 break; 315 break;
359 } 316 }
360 317
361 if (final_map_exit == 1)
362 {
363 /* setup the exit back */ 318 /* setup the exit back */
364 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 322 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 323 the_exit_back->y = new_map->enter_y;
369 324
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 326 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 327 }
375 else
376 the_exit_down->slaying = "/!";
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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