1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <random_map.h> |
25 | #include <random_map.h> |
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <rproto.h> |
27 | #include <rproto.h> |
28 | |
28 | |
29 | /* 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 |
30 | where to find the char. fx,fy = -1 if not found. */ |
30 | where to find the char. fx,fy = -1 if not found. */ |
31 | void |
31 | void |
32 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) |
32 | find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP) |
33 | { |
33 | { |
34 | int M; |
34 | int M; |
35 | int i, j; |
35 | int i, j; |
36 | |
36 | |
37 | *fx = -1; |
37 | *fx = -1; |
38 | *fy = -1; |
38 | *fy = -1; |
39 | |
39 | |
40 | /* if a starting point isn't given, pick one */ |
40 | /* if a starting point isn't given, pick one */ |
41 | if (mode < 1 || mode > 4) |
41 | if (mode < 1 || mode > 4) |
42 | M = RANDOM () % 4 + 1; |
42 | M = rmg_rndm (4) + 1; |
43 | else |
43 | else |
44 | M = mode; |
44 | M = mode; |
45 | |
45 | |
46 | /* four different search starting points and methods so that |
46 | /* four different search starting points and methods so that |
47 | we can do something different for symmetrical maps instead of |
47 | we can do something different for symmetrical maps instead of |
48 | the same damned thing every time. */ |
48 | the same damned thing every time. */ |
49 | switch (M) |
49 | switch (M) |
50 | { |
50 | { |
51 | case 1: |
51 | case 1: |
52 | { /* search from top left down/right */ |
52 | /* search from top left down/right */ |
53 | for (i = 1; i < RP->Xsize; i++) |
53 | for (i = 1; i < RP->Xsize; i++) |
54 | for (j = 1; j < RP->Ysize; j++) |
54 | for (j = 1; j < RP->Ysize; j++) |
55 | { |
55 | { |
56 | if (layout[i][j] == target) |
56 | if (layout[i][j] == target) |
57 | { |
|
|
58 | *fx = i; |
|
|
59 | *fy = j; |
|
|
60 | return; |
|
|
61 | } |
|
|
62 | } |
57 | { |
63 | break; |
58 | *fx = i; |
|
|
59 | *fy = j; |
|
|
60 | return; |
|
|
61 | } |
64 | } |
62 | } |
|
|
63 | break; |
|
|
64 | |
65 | case 2: |
65 | case 2: |
66 | { /* Search from top right down/left */ |
66 | /* Search from top right down/left */ |
67 | for (i = RP->Xsize - 2; i > 0; i--) |
67 | for (i = RP->Xsize - 2; i > 0; i--) |
68 | for (j = 1; j < RP->Ysize - 1; j++) |
68 | for (j = 1; j < RP->Ysize - 1; j++) |
69 | { |
69 | { |
70 | if (layout[i][j] == target) |
70 | if (layout[i][j] == target) |
71 | { |
|
|
72 | *fx = i; |
|
|
73 | *fy = j; |
|
|
74 | return; |
|
|
75 | } |
|
|
76 | } |
71 | { |
77 | break; |
72 | *fx = i; |
|
|
73 | *fy = j; |
|
|
74 | return; |
|
|
75 | } |
78 | } |
76 | } |
|
|
77 | break; |
|
|
78 | |
79 | case 3: |
79 | case 3: |
80 | { /* search from bottom-left up-right */ |
80 | /* search from bottom-left up-right */ |
81 | for (i = 1; i < RP->Xsize - 1; i++) |
81 | for (i = 1; i < RP->Xsize - 1; i++) |
82 | for (j = RP->Ysize - 2; j > 0; j--) |
82 | for (j = RP->Ysize - 2; j > 0; j--) |
83 | { |
83 | { |
84 | if (layout[i][j] == target) |
84 | if (layout[i][j] == target) |
85 | { |
|
|
86 | *fx = i; |
|
|
87 | *fy = j; |
|
|
88 | return; |
|
|
89 | } |
|
|
90 | } |
85 | { |
91 | break; |
86 | *fx = i; |
|
|
87 | *fy = j; |
|
|
88 | return; |
|
|
89 | } |
92 | } |
90 | } |
|
|
91 | break; |
|
|
92 | |
93 | case 4: |
93 | case 4: |
94 | { /* search from bottom-right up-left */ |
94 | /* search from bottom-right up-left */ |
95 | for (i = RP->Xsize - 2; i > 0; i--) |
95 | for (i = RP->Xsize - 2; i > 0; i--) |
96 | for (j = RP->Ysize - 2; j > 0; j--) |
96 | for (j = RP->Ysize - 2; j > 0; j--) |
97 | { |
97 | { |
98 | if (layout[i][j] == target) |
98 | if (layout[i][j] == target) |
99 | { |
|
|
100 | *fx = i; |
|
|
101 | *fy = j; |
|
|
102 | return; |
|
|
103 | } |
|
|
104 | } |
99 | { |
105 | break; |
100 | *fx = i; |
|
|
101 | *fy = j; |
|
|
102 | return; |
|
|
103 | } |
106 | } |
104 | } |
|
|
105 | break; |
|
|
106 | |
107 | } |
107 | } |
108 | } |
108 | } |
109 | |
109 | |
110 | /* orientation: 0 means random, |
110 | /* orientation: 0 means random, |
111 | 1 means descending dungeon |
111 | 1 means descending dungeon |
… | |
… | |
116 | 6 means southward |
116 | 6 means southward |
117 | */ |
117 | */ |
118 | void |
118 | void |
119 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
119 | place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) |
120 | { |
120 | { |
121 | char styledirname[256]; |
121 | char styledirname[1024]; |
122 | maptile *style_map_down = 0; /* harder maze */ |
122 | maptile *style_map_down = 0; /* harder maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
123 | maptile *style_map_up = 0; /* easier maze */ |
124 | object *the_exit_down; /* harder maze */ |
124 | object *the_exit_down; /* harder maze */ |
125 | object *the_exit_up; /* easier maze */ |
125 | object *the_exit_up; /* easier maze */ |
126 | object *random_sign; /* magic mouth saying this is a random map. */ |
|
|
127 | char buf[512]; |
|
|
128 | int cx = -1, cy = -1; /* location of a map center */ |
126 | int cx = -1, cy = -1; /* location of a map center */ |
129 | int upx = -1, upy = -1; /* location of up exit */ |
127 | int upx = -1, upy = -1; /* location of up exit */ |
130 | int downx = -1, downy = -1; |
128 | int downx = -1, downy = -1; |
131 | int final_map_exit = 1; |
129 | int final_map_exit = 1; |
132 | |
130 | |
133 | if (RP->exit_on_final_map) |
131 | if (RP->exit_on_final_map) |
134 | { |
|
|
135 | if (strstr (RP->exit_on_final_map, "no")) |
132 | if (strstr (RP->exit_on_final_map, "no")) |
136 | final_map_exit = 0; |
133 | final_map_exit = 0; |
137 | } |
|
|
138 | |
134 | |
139 | if (orientation == 0) |
135 | if (!orientation) |
140 | orientation = RANDOM () % 6 + 1; |
136 | orientation = rmg_rndm (6) + 1; |
141 | |
137 | |
142 | switch (orientation) |
138 | switch (orientation) |
143 | { |
139 | { |
144 | case 1: |
140 | case 1: |
145 | { |
141 | { |
… | |
… | |
166 | style_map_down = style_map_up; |
162 | style_map_down = style_map_up; |
167 | break; |
163 | break; |
168 | } |
164 | } |
169 | } |
165 | } |
170 | |
166 | |
171 | if (style_map_up == 0) |
167 | the_exit_up = style_map_up |
172 | the_exit_up = arch_to_object (archetype::find ("exit")); |
168 | ? style_map_up->pick_random_object (rmg_rndm)->clone () |
173 | else |
169 | : archetype::get (shstr_exit); |
174 | { |
|
|
175 | object *tmp; |
|
|
176 | |
|
|
177 | tmp = pick_random_object (style_map_up); |
|
|
178 | the_exit_up = arch_to_object (tmp->arch); |
|
|
179 | } |
|
|
180 | |
170 | |
181 | /* we need a down exit only if we're recursing. */ |
171 | /* we need a down exit only if we're recursing. */ |
182 | if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) |
172 | if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map) |
183 | if (style_map_down == 0) |
173 | the_exit_down = style_map_down |
184 | the_exit_down = arch_to_object (archetype::find ("exit")); |
174 | ? style_map_down->pick_random_object (rmg_rndm)->clone () |
185 | else |
175 | : archetype::get (shstr_exit); |
186 | { |
|
|
187 | object *tmp; |
|
|
188 | |
|
|
189 | tmp = pick_random_object (style_map_down); |
|
|
190 | the_exit_down = arch_to_object (tmp->arch); |
|
|
191 | } |
|
|
192 | else |
176 | else |
193 | the_exit_down = 0; |
177 | the_exit_down = 0; |
194 | |
178 | |
195 | /* set up the up exit */ |
179 | /* set up the up exit */ |
196 | the_exit_up->stats.hp = RP->origin_x; |
180 | the_exit_up->stats.hp = RP->origin_x; |
… | |
… | |
198 | the_exit_up->slaying = RP->origin_map; |
182 | the_exit_up->slaying = RP->origin_map; |
199 | |
183 | |
200 | /* figure out where to put the entrance */ |
184 | /* figure out where to put the entrance */ |
201 | /* begin a logical block */ |
185 | /* begin a logical block */ |
202 | { |
186 | { |
203 | int i, j; |
|
|
204 | |
|
|
205 | /* First, look for a '<' char */ |
187 | /* First, look for a '<' char */ |
206 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
188 | find_in_layout (0, '<', &upx, &upy, maze, RP); |
207 | |
189 | |
208 | /* next, look for a C, the map center. */ |
190 | /* next, look for a C, the map center. */ |
209 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
191 | find_in_layout (0, 'C', &cx, &cy, maze, RP); |
210 | |
192 | |
211 | |
|
|
212 | /* if we didn't find an up, find an empty place far from the center */ |
193 | /* if we didn't find an up, find an empty place far from the center */ |
213 | if (upx == -1 && cx != -1) |
194 | if (upx == -1 && cx != -1) |
214 | { |
195 | { |
215 | if (cx > RP->Xsize / 2) |
196 | if (cx > RP->Xsize / 2) |
216 | upx = 1; |
197 | upx = 1; |
217 | else |
198 | else |
218 | upx = RP->Xsize - 2; |
199 | upx = RP->Xsize - 2; |
|
|
200 | |
219 | if (cy > RP->Ysize / 2) |
201 | if (cy > RP->Ysize / 2) |
220 | upy = 1; |
202 | upy = 1; |
221 | else |
203 | else |
222 | upy = RP->Ysize - 2; |
204 | upy = RP->Ysize - 2; |
|
|
205 | |
223 | /* find an empty place far from the center */ |
206 | /* find an empty place far from the center */ |
224 | if (upx == 1 && upy == 1) |
207 | if (upx == 1 && upy == 1) |
225 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
208 | find_in_layout (1, 0, &upx, &upy, maze, RP); |
226 | else if (upx == 1 && upy > 1) |
209 | else if (upx == 1 && upy > 1) |
227 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
210 | find_in_layout (3, 0, &upx, &upy, maze, RP); |
… | |
… | |
237 | |
220 | |
238 | the_exit_up->x = upx; |
221 | the_exit_up->x = upx; |
239 | the_exit_up->y = upy; |
222 | the_exit_up->y = upy; |
240 | |
223 | |
241 | /* surround the exits with notices that this is a random map. */ |
224 | /* surround the exits with notices that this is a random map. */ |
242 | for (j = 1; j < 9; j++) |
225 | for (int j = 1; j < 9; j++) |
243 | { |
226 | { |
244 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
227 | if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) |
245 | { |
228 | { |
246 | random_sign = get_archetype ("sign"); |
229 | object *random_sign = archetype::get (shstr_sign); |
247 | random_sign->x = the_exit_up->x + freearr_x[j]; |
230 | random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1); |
248 | random_sign->y = the_exit_up->y + freearr_y[j]; |
231 | map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0); |
249 | |
|
|
250 | sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); |
|
|
251 | |
|
|
252 | random_sign->msg = buf; |
|
|
253 | insert_ob_in_map (random_sign, map, NULL, 0); |
|
|
254 | } |
232 | } |
255 | } |
233 | } |
|
|
234 | |
256 | /* 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. */ |
257 | the_exit_up->move_block = MOVE_ALL; |
236 | the_exit_up->move_block = MOVE_ALL; |
258 | |
237 | |
259 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
238 | insert_ob_in_map (the_exit_up, map, NULL, 0); |
260 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
239 | maze[the_exit_up->x][the_exit_up->y] = '<'; |
… | |
… | |
263 | map->enter_x = the_exit_up->x; |
242 | map->enter_x = the_exit_up->x; |
264 | map->enter_y = the_exit_up->y; |
243 | map->enter_y = the_exit_up->y; |
265 | |
244 | |
266 | /* first, look for a '>' character */ |
245 | /* first, look for a '>' character */ |
267 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
246 | find_in_layout (0, '>', &downx, &downy, maze, RP); |
|
|
247 | |
268 | /* if no > is found use C */ |
248 | /* if no > is found use C */ |
269 | if (downx == -1) |
249 | if (downx == -1) |
270 | { |
250 | { |
271 | downx = cx; |
251 | downx = cx; |
272 | downy = cy; |
252 | downy = cy; |
… | |
… | |
278 | { |
258 | { |
279 | if (upx > RP->Xsize / 2) |
259 | if (upx > RP->Xsize / 2) |
280 | downx = 1; |
260 | downx = 1; |
281 | else |
261 | else |
282 | downx = RP->Xsize - 2; |
262 | downx = RP->Xsize - 2; |
|
|
263 | |
283 | if (upy > RP->Ysize / 2) |
264 | if (upy > RP->Ysize / 2) |
284 | downy = 1; |
265 | downy = 1; |
285 | else |
266 | else |
286 | downy = RP->Ysize - 2; |
267 | downy = RP->Ysize - 2; |
|
|
268 | |
287 | /* find an empty place far from the entrance */ |
269 | /* find an empty place far from the entrance */ |
288 | if (downx == 1 && downy == 1) |
270 | if (downx == 1 && downy == 1) |
289 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
271 | find_in_layout (1, 0, &downx, &downy, maze, RP); |
290 | else if (downx == 1 && downy > 1) |
272 | else if (downx == 1 && downy > 1) |
291 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
273 | find_in_layout (3, 0, &downx, &downy, maze, RP); |
292 | else if (downx > 1 && downy == 1) |
274 | else if (downx > 1 && downy == 1) |
293 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
275 | find_in_layout (2, 0, &downx, &downy, maze, RP); |
294 | else if (downx > 1 && downy > 1) |
276 | else if (downx > 1 && downy > 1) |
295 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
277 | find_in_layout (4, 0, &downx, &downy, maze, RP); |
296 | |
|
|
297 | } |
278 | } |
|
|
279 | |
298 | /* no indication of where to place the down exit, so just place it */ |
280 | /* no indication of where to place the down exit, so just place it */ |
299 | if (downx == -1) |
281 | if (downx == -1) |
300 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
282 | find_in_layout (0, 0, &downx, &downy, maze, RP); |
|
|
283 | |
301 | if (the_exit_down) |
284 | if (the_exit_down) |
302 | { |
285 | { |
303 | char buf[2048]; |
286 | char buf[16384]; |
304 | |
287 | |
305 | i = find_first_free_spot (the_exit_down, map, downx, downy); |
288 | int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1); |
306 | the_exit_down->x = downx + freearr_x[i]; |
289 | the_exit_down->x = downx + freearr_x[i]; |
307 | the_exit_down->y = downy + freearr_y[i]; |
290 | the_exit_down->y = downy + freearr_y[i]; |
308 | RP->origin_x = the_exit_down->x; |
291 | RP->origin_x = the_exit_down->x; |
309 | RP->origin_y = the_exit_down->y; |
292 | RP->origin_y = the_exit_down->y; |
310 | write_map_parameters_to_string (buf, RP); |
293 | write_map_parameters_to_string (buf, RP); |
311 | the_exit_down->msg = buf; |
294 | the_exit_down->msg = buf; |
|
|
295 | |
312 | /* the identifier for making a random map. */ |
296 | /* the identifier for making a random map. */ |
313 | if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) |
297 | if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map) |
314 | { |
298 | { |
315 | maptile *new_map; |
299 | maptile *new_map; |
316 | object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; |
300 | object *the_exit_back = arch_to_object (the_exit_up->arch); |
317 | |
301 | |
318 | #if 0 |
|
|
319 | /* I'm not sure if there was any reason to change the path to the |
|
|
320 | * map other than to maybe make it more descriptive in the 'maps' |
|
|
321 | * command. But changing the map name makes life more complicated, |
|
|
322 | * (has_been_loaded needs to use the new name) |
|
|
323 | */ |
|
|
324 | |
|
|
325 | char new_map_name[MAX_BUF]; |
|
|
326 | |
|
|
327 | /* give the final map a name */ |
|
|
328 | sprintf (new_map_name, "%sfinal_map", RP->final_map); |
|
|
329 | /* set the exit down. */ |
|
|
330 | #endif |
|
|
331 | /* load it */ |
302 | /* load it */ |
332 | if (!(new_map = maptile::load_map_sync (RP->final_map))) |
303 | if (!(new_map = maptile::find_sync (RP->final_map))) |
333 | return; |
304 | return; |
334 | |
305 | |
|
|
306 | new_map->load_sync (); |
|
|
307 | |
335 | the_exit_down->slaying = RP->final_map; |
308 | the_exit_down->slaying = RP->final_map; |
336 | |
309 | |
337 | for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
310 | for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) |
338 | /* Remove exit back to previous random map. There should only be one |
311 | /* Remove exit back to previous random map. There should only be one |
339 | * which is why we break out. To try to process more than one |
312 | * which is why we break out. To try to process more than one |
340 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
313 | * would require keeping a 'next' pointer, ad free_object kills tmp, which |
341 | * breaks the for loop. |
314 | * breaks the for loop. |
342 | */ |
315 | */ |
343 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) |
316 | if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8)) |
344 | { |
317 | { |
345 | tmp->destroy (); |
318 | tmp->destroy (); |
346 | break; |
319 | break; |
347 | } |
320 | } |
348 | |
321 | |
… | |
… | |
365 | the_exit_down->move_block = MOVE_ALL; |
338 | the_exit_down->move_block = MOVE_ALL; |
366 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
339 | insert_ob_in_map (the_exit_down, map, NULL, 0); |
367 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
340 | maze[the_exit_down->x][the_exit_down->y] = '>'; |
368 | } |
341 | } |
369 | } |
342 | } |
370 | |
|
|
371 | } |
343 | } |
372 | |
344 | |
373 | /* this function unblocks the exits. We blocked them to |
345 | /* this function unblocks the exits. We blocked them to |
374 | keep things from being dumped on them during the other |
346 | keep things from being dumped on them during the other |
375 | phases of random map generation. */ |
347 | phases of random map generation. */ |
376 | void |
348 | void |
377 | unblock_exits (maptile *map, char **maze, random_map_params * RP) |
349 | unblock_exits (maptile *map, char **maze, random_map_params *RP) |
378 | { |
350 | { |
379 | int i = 0, j = 0; |
351 | int i = 0, j = 0; |
380 | object *walk; |
352 | object *walk; |
381 | |
353 | |
382 | for (i = 0; i < RP->Xsize; i++) |
354 | for (i = 0; i < RP->Xsize; i++) |
… | |
… | |
385 | { |
357 | { |
386 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
358 | for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) |
387 | { |
359 | { |
388 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
360 | if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) |
389 | { |
361 | { |
390 | walk->move_block = MOVE_BLOCK_DEFAULT; |
362 | walk->move_block = 0; |
391 | update_object (walk, UP_OBJ_CHANGE); |
363 | update_object (walk, UP_OBJ_CHANGE); |
392 | } |
364 | } |
393 | } |
365 | } |
394 | } |
366 | } |
395 | } |
367 | } |
|
|
368 | |