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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 1.57 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 24 */
6 25
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> 26#include <global.h>
31#include <random_map.h> 27#include <rmg.h>
32#include <sproto.h> 28#include <sproto.h>
33#include <rproto.h> 29#include <rproto.h>
34 30
35
36/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
37 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
38void 33static void
39find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
40{ 35{
41 int M; 36 int M;
42 int i, j; 37 int i, j;
43 38
44 *fx = -1; 39 fx = -1;
45 *fy = -1; 40 fy = -1;
46 41
47 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1; 44 M = rmg_rndm (4) + 1;
50 else 45 else
51 M = mode; 46 M = mode;
52 47
53 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 50 the same damned thing every time. */
56 switch (M) 51 switch (M)
57 { 52 {
58 case 1: 53 case 1:
59 { /* search from top left down/right */ 54 /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
61 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
62 { 57 {
63 if (layout[i][j] == target) 58 if (maze[i][j] == target)
64 {
65 *fx = i;
66 *fy = j;
67 return;
68 }
69 } 59 {
70 break; 60 fx = i;
71 } 61 fy = j;
72 case 2: 62 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 { 63 }
64 }
65 break;
66
67 case 2:
68 /* Search from top right down/left */
69 for (i = maze.w - 2; i > 0; i--)
70 for (j = 1; j < maze.h - 1; j++)
71 {
77 if (layout[i][j] == target) 72 if (maze[i][j] == target)
78 {
79 *fx = i;
80 *fy = j;
81 return;
82 }
83 } 73 {
84 break; 74 fx = i;
85 } 75 fy = j;
86 case 3: 76 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 { 77 }
78 }
79 break;
80
81 case 3:
82 /* search from bottom-right up-left */
83 for (i = maze.w - 2; i > 0; i--)
84 for (j = maze.h - 2; j > 0; j--)
85 {
91 if (layout[i][j] == target) 86 if (maze[i][j] == target)
92 {
93 *fx = i;
94 *fy = j;
95 return;
96 }
97 } 87 {
98 break; 88 fx = i;
99 } 89 fy = j;
100 case 4: 90 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 { 91 }
92 }
93 break;
94
95 case 4:
96 /* search from bottom-left up-right */
97 for (i = 1; i < maze.w - 1; i++)
98 for (j = maze.h - 2; j > 0; j--)
99 {
105 if (layout[i][j] == target) 100 if (maze[i][j] == target)
106 {
107 *fx = i;
108 *fy = j;
109 return;
110 }
111 } 101 {
112 break; 102 fx = i;
103 fy = j;
104 return;
105 }
113 } 106 }
107 break;
114 } 108 }
115} 109}
116 110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
117 115
116 find_in_layout (mode, target, x, y, *this);
118 117
119 118 return point (x, y);
120 119}
121 120
122/* orientation: 0 means random, 121/* orientation: 0 means random,
123 1 means descending dungeon 122 1 means descending dungeon
124 2 means ascending dungeon 123 2 means ascending dungeon
125 3 means rightward 124 3 means rightward
126 4 means leftward 125 4 means leftward
127 5 means northward 126 5 means northward
128 6 means southward 127 6 means southward
129*/ 128*/
130
131void 129void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
133{ 131{
134 char styledirname[256];
135 mapstruct *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 135 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 */ 136 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
144 int final_map_exit = 1; 139 int final_map_exit = 1;
145 140
146 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
147 { 142 if (strstr (eofm, "no"))
148 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 143 final_map_exit = 0;
150 }
151 144
152 if (orientation == 0) 145 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 146 orientation = rmg_rndm (6) + 1;
154 147
155 switch (orientation) 148 switch (orientation)
156 { 149 {
157 case 1: 150 case 1:
158 { 151 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 152 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); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
163 break; 154 break;
164 } 155 }
156
165 case 2: 157 case 2:
166 { 158 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 159 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); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
171 break; 161 break;
172 } 162 }
163
173 default: 164 default:
174 { 165 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
176 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
177 style_map_down = style_map_up;
178 break; 168 break;
179 } 169 }
180 } 170 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (archetype::find ("exit"));
183 else
184 {
185 object *tmp;
186 171
187 tmp = pick_random_object (style_map_up); 172 the_exit_up = style_map_up
188 the_exit_up = arch_to_object (tmp->arch); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
189 } 174 : archetype::get (shstr_exit);
175
176 const char *final_map = RP->get_str ("final_map", 0);
190 177
191 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
193 if (style_map_down == 0) 180 the_exit_down = style_map_down
194 the_exit_down = arch_to_object (archetype::find ("exit")); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
195 else 182 : 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 183 else
203 the_exit_down = 0; 184 the_exit_down = 0;
204 185
205 /* set up the up exit */ 186 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
207 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
208 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
209 190
210 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
211 /* begin a logical block */ 192 /* begin a logical block */
212 { 193 {
213 int i, j;
214
215 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
217 196
218 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
220
221 199
222 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
224 { 202 {
225 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
226 upx = 1; 204 upx = 1;
227 else 205 else
228 upx = RP->Xsize - 2; 206 upx = RP->Xsize - 2;
207
229 if (cy > RP->Ysize / 2) 208 if (cy > RP->Ysize / 2)
230 upy = 1; 209 upy = 1;
231 else 210 else
232 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
212
233 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
236 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 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 } 218 }
243 219
244 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
245 if (upx == -1) 221 if (upx == -1)
246 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
247 223
248 the_exit_up->x = upx; 224 the_exit_up->x = upx;
249 the_exit_up->y = upy; 225 the_exit_up->y = upy;
250 226
251 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 228 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])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
255 { 230 {
256 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
257 random_sign->x = the_exit_up->x + freearr_x[j]; 232 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]; 233 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 } 234 }
265 } 235
266 /* 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. */
267 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
268 238
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
271 241
272 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
275 245
276 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
278 /* if no > is found use C */ 249 /* if no > is found use C */
279 if (downx == -1) 250 if (downx == -1)
280 { 251 {
281 downx = cx; 252 downx = cx;
282 downy = cy; 253 downy = cy;
288 { 259 {
289 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
290 downx = 1; 261 downx = 1;
291 else 262 else
292 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
293 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
294 downy = 1; 266 downy = 1;
295 else 267 else
296 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
297 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
300 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 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 } 275 }
276
308 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 278 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
280
311 if (the_exit_down) 281 if (the_exit_down)
312 { 282 {
313 char buf[2048];
314
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284
316 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
317 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
318 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
319 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
320 write_map_parameters_to_string (buf, RP); 290
321 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
293
322 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
324 { 296 {
325 mapstruct *new_map; 297 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; 298 the_exit_down->slaying = final_map;
346 strcpy (new_map->path, RP->final_map);
347 299
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 311 * breaks the for loop.
353 */ 312 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
355 { 314 {
356 remove_ob (tmp); 315 tmp->destroy ();
357 free_object (tmp);
358 break; 316 break;
359 } 317 }
360 318
361 if (final_map_exit == 1)
362 {
363 /* setup the exit back */ 319 /* setup the exit back */
364 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 323 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 324 the_exit_back->y = new_map->enter_y;
369 325
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 327 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 328 }
375 else
376 the_exit_down->slaying = "/!";
377 329
378 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 334 }
383 } 335 }
384
385} 336}
386
387
388 337
389/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
391 phases of random map generation. */ 340 phases of random map generation. */
392void 341void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 342unblock_exits (maptile *map, layout &maze)
394{ 343{
395 int i = 0, j = 0; 344 int i = 0, j = 0;
396 object *walk; 345 object *walk;
397 346
398 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
399 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 350 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 352 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 354 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
407 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
408 } 357 }
409 } 358 }
410 } 359 }
411} 360}
361

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