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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.15 by root, Sun Dec 31 17:17:23 2006 UTC vs.
Revision 1.57 by root, Sat Nov 17 23:40:02 2018 UTC

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 (©) 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
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <random_map.h> 27#include <rmg.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <rproto.h> 29#include <rproto.h>
28 30
29/* 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
30 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
31void 33static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
33{ 35{
34 int M; 36 int M;
35 int i, j; 37 int i, j;
36 38
37 *fx = -1; 39 fx = -1;
38 *fy = -1; 40 fy = -1;
39 41
40 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1; 44 M = rmg_rndm (4) + 1;
43 else 45 else
44 M = mode; 46 M = mode;
45 47
46 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 50 the same damned thing every time. */
49 switch (M) 51 switch (M)
50 { 52 {
51 case 1: 53 case 1:
52 { /* search from top left down/right */ 54 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
55 { 57 {
56 if (layout[i][j] == target) 58 if (maze[i][j] == target)
57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 } 59 {
63 break; 60 fx = i;
64 } 61 fy = j;
65 case 2: 62 return;
66 { /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++)
69 { 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 {
70 if (layout[i][j] == target) 72 if (maze[i][j] == target)
71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 } 73 {
77 break; 74 fx = i;
78 } 75 fy = j;
79 case 3: 76 return;
80 { /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--)
83 { 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 {
84 if (layout[i][j] == target) 86 if (maze[i][j] == target)
85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 } 87 {
91 break; 88 fx = i;
92 } 89 fy = j;
93 case 4: 90 return;
94 { /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--)
97 { 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 {
98 if (layout[i][j] == target) 100 if (maze[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 } 101 {
105 break; 102 fx = i;
103 fy = j;
104 return;
105 }
106 } 106 }
107 break;
107 } 108 }
109}
110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
108} 119}
109 120
110/* orientation: 0 means random, 121/* orientation: 0 means random,
111 1 means descending dungeon 122 1 means descending dungeon
112 2 means ascending dungeon 123 2 means ascending dungeon
114 4 means leftward 125 4 means leftward
115 5 means northward 126 5 means northward
116 6 means southward 127 6 means southward
117*/ 128*/
118void 129void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 131{
121 char styledirname[256];
122 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 135 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 */ 136 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
131 int final_map_exit = 1; 139 int final_map_exit = 1;
132 140
133 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 { 142 if (strstr (eofm, "no"))
135 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 143 final_map_exit = 0;
137 }
138 144
139 if (orientation == 0) 145 if (!orientation)
140 orientation = RANDOM () % 6 + 1; 146 orientation = rmg_rndm (6) + 1;
141 147
142 switch (orientation) 148 switch (orientation)
143 { 149 {
144 case 1: 150 case 1:
145 { 151 {
146 sprintf (styledirname, "/styles/exitstyles/up");
147 style_map_up = find_style (styledirname, exitstyle, -1); 152 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
148 sprintf (styledirname, "/styles/exitstyles/down");
149 style_map_down = find_style (styledirname, exitstyle, -1); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150 break; 154 break;
151 } 155 }
152 156
153 case 2: 157 case 2:
154 { 158 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 159 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 161 break;
160 } 162 }
161 163
162 default: 164 default:
163 { 165 {
164 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
165 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
166 style_map_down = style_map_up;
167 break; 168 break;
168 } 169 }
169 } 170 }
170 171
171 if (style_map_up == 0) 172 the_exit_up = style_map_up
172 the_exit_up = arch_to_object (archetype::find ("exit")); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 else 174 : archetype::get (shstr_exit);
174 {
175 object *tmp;
176 175
177 tmp = pick_random_object (style_map_up); 176 const char *final_map = RP->get_str ("final_map", 0);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 177
181 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
183 if (style_map_down == 0) 180 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 else 182 : 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 183 else
193 the_exit_down = 0; 184 the_exit_down = 0;
194 185
195 /* set up the up exit */ 186 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 190
200 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
201 /* begin a logical block */ 192 /* begin a logical block */
202 { 193 {
203 int i, j;
204
205 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
207 196
208 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
210
211 199
212 /* 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 */
213 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
214 { 202 {
215 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
216 upx = 1; 204 upx = 1;
217 else 205 else
218 upx = RP->Xsize - 2; 206 upx = RP->Xsize - 2;
207
219 if (cy > RP->Ysize / 2) 208 if (cy > RP->Ysize / 2)
220 upy = 1; 209 upy = 1;
221 else 210 else
222 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
212
223 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
226 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
228 else if (upx > 1 && upy == 1)
229 find_in_layout (2, 0, &upx, &upy, maze, RP);
230 else if (upx > 1 && upy > 1)
231 find_in_layout (4, 0, &upx, &upy, maze, RP);
232 } 218 }
233 219
234 /* 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. */
235 if (upx == -1) 221 if (upx == -1)
236 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
237 223
238 the_exit_up->x = upx; 224 the_exit_up->x = upx;
239 the_exit_up->y = upy; 225 the_exit_up->y = upy;
240 226
241 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 228 for (int j = 1; j < 9; j++)
243 {
244 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)))
245 { 230 {
246 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
247 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);
248 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);
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 } 234 }
255 } 235
256 /* 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. */
257 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
258 238
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
262 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
263 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
265 245
266 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
268 /* if no > is found use C */ 249 /* if no > is found use C */
269 if (downx == -1) 250 if (downx == -1)
270 { 251 {
271 downx = cx; 252 downx = cx;
272 downy = cy; 253 downy = cy;
278 { 259 {
279 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
280 downx = 1; 261 downx = 1;
281 else 262 else
282 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
283 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
284 downy = 1; 266 downy = 1;
285 else 267 else
286 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
287 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
290 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
292 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP);
294 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
297 } 275 }
276
298 /* 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 */
299 if (downx == -1) 278 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
280
301 if (the_exit_down) 281 if (the_exit_down)
302 { 282 {
303 char buf[2048];
304
305 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
306 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
307 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
308 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
309 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
310 write_map_parameters_to_string (buf, RP); 290
311 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
293
312 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
314 { 296 {
315 maptile *new_map; 297 the_exit_down->msg = 0;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
317
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 */
332 if (!(new_map = maptile::load_map_sync (RP->final_map)))
333 return;
334
335 the_exit_down->slaying = RP->final_map; 298 the_exit_down->slaying = final_map;
336 299
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
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 311 * breaks the for loop.
342 */ 312 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 314 {
345 tmp->destroy (); 315 tmp->destroy ();
346 break; 316 break;
347 } 317 }
348 318
349 if (final_map_exit == 1)
350 {
351 /* setup the exit back */ 319 /* setup the exit back */
352 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
355 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
357 325
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 327 }
360 } 328 }
361 else
362 the_exit_down->slaying = "/!";
363 329
364 /* 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. */
365 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 334 }
369 } 335 }
370
371} 336}
372 337
373/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
375 phases of random map generation. */ 340 phases of random map generation. */
376void 341void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 342unblock_exits (maptile *map, layout &maze)
378{ 343{
379 int i = 0, j = 0; 344 int i = 0, j = 0;
380 object *walk; 345 object *walk;
381 346
382 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
383 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
384 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
385 { 350 {
386 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)
387 { 352 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 354 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
392 } 357 }
393 } 358 }
394 } 359 }
395} 360}
361

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