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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 1.52 by root, Sat Apr 23 04:56:52 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <rmg.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29/* 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
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 33find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 fx = -1;
38 *fy = -1; 39 fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
44 M = mode; 45 M = mode;
45 46
46 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
51 case 1: 52 case 1:
52 { /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (maze[i][j] == target)
57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 } 58 {
63 break; 59 fx = i;
64 } 60 fy = j;
65 case 2: 61 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 { 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 {
70 if (layout[i][j] == target) 71 if (maze[i][j] == target)
71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 } 72 {
77 break; 73 fx = i;
78 } 74 fy = j;
79 case 3: 75 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 { 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 {
84 if (layout[i][j] == target) 85 if (maze[i][j] == target)
85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 } 86 {
91 break; 87 fx = i;
92 } 88 fy = j;
93 case 4: 89 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 { 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 {
98 if (layout[i][j] == target) 99 if (maze[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 } 100 {
105 break; 101 fx = i;
102 fy = j;
103 return;
104 }
106 } 105 }
106 break;
107 } 107 }
108}
109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
114
115 find_in_layout (mode, target, x, y, *this);
116
117 return point (x, y);
108} 118}
109 119
110/* orientation: 0 means random, 120/* orientation: 0 means random,
111 1 means descending dungeon 121 1 means descending dungeon
112 2 means ascending dungeon 122 2 means ascending dungeon
114 4 means leftward 124 4 means leftward
115 5 means northward 125 5 means northward
116 6 means southward 126 6 means southward
117*/ 127*/
118void 128void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 130{
121 char styledirname[256];
122 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 134 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 */ 135 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
131 int final_map_exit = 1; 138 int final_map_exit = 1;
132 139
133 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 { 141 if (strstr (eofm, "no"))
135 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 142 final_map_exit = 0;
137 }
138 143
139 if (orientation == 0) 144 if (!orientation)
140 orientation = RANDOM () % 6 + 1; 145 orientation = rmg_rndm (6) + 1;
141 146
142 switch (orientation) 147 switch (orientation)
143 { 148 {
144 case 1: 149 case 1:
145 { 150 {
146 sprintf (styledirname, "/styles/exitstyles/up");
147 style_map_up = find_style (styledirname, exitstyle, -1); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150 break; 153 break;
151 } 154 }
152 155
153 case 2: 156 case 2:
154 { 157 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 160 break;
160 } 161 }
161 162
162 default: 163 default:
163 { 164 {
164 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
165 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
166 style_map_down = style_map_up;
167 break; 167 break;
168 } 168 }
169 } 169 }
170 170
171 if (style_map_up == 0) 171 the_exit_up = style_map_up
172 the_exit_up = arch_to_object (archetype::find ("exit")); 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 else 173 : archetype::get (shstr_exit);
174 {
175 object *tmp;
176 174
177 tmp = pick_random_object (style_map_up); 175 const char *final_map = RP->get_str ("final_map", 0);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 176
181 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
183 if (style_map_down == 0) 179 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 else 181 : 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 182 else
193 the_exit_down = 0; 183 the_exit_down = 0;
194 184
195 /* set up the up exit */ 185 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 189
200 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
201 /* begin a logical block */ 191 /* begin a logical block */
202 { 192 {
203 int i, j;
204
205 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
207 195
208 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
210
211 198
212 /* 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 */
213 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
214 { 201 {
215 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
216 upx = 1; 203 upx = 1;
217 else 204 else
218 upx = RP->Xsize - 2; 205 upx = RP->Xsize - 2;
206
219 if (cy > RP->Ysize / 2) 207 if (cy > RP->Ysize / 2)
220 upy = 1; 208 upy = 1;
221 else 209 else
222 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
211
223 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
226 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 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 } 217 }
233 218
234 /* 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. */
235 if (upx == -1) 220 if (upx == -1)
236 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
237 222
238 the_exit_up->x = upx; 223 the_exit_up->x = upx;
239 the_exit_up->y = upy; 224 the_exit_up->y = upy;
240 225
241 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 227 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])) 228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 { 229 {
246 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
247 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);
248 random_sign->y = the_exit_up->y + freearr_y[j]; 232 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 } 233 }
255 } 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] = '<';
262 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
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);
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) find_in_layout (1, 0, downx, downy, maze);
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
290 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 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 } 274 }
275
298 /* 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 */
299 if (downx == -1) 277 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
279
301 if (the_exit_down) 280 if (the_exit_down)
302 { 281 {
303 char buf[2048];
304
305 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
306 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
308 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
309 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
310 write_map_parameters_to_string (buf, RP); 289
311 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
292
312 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
314 { 295 {
315 maptile *new_map; 296 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; 297 the_exit_down->slaying = final_map;
336 298
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
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 310 * breaks the for loop.
342 */ 311 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 313 {
345 tmp->destroy (); 314 tmp->destroy ();
346 break; 315 break;
347 } 316 }
348 317
349 if (final_map_exit == 1)
350 {
351 /* setup the exit back */ 318 /* setup the exit back */
352 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
355 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
357 324
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 326 }
360 } 327 }
361 else
362 the_exit_down->slaying = "/!";
363 328
364 /* 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. */
365 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 333 }
369 } 334 }
370
371} 335}
372 336
373/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
375 phases of random map generation. */ 339 phases of random map generation. */
376void 340void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 341unblock_exits (maptile *map, layout &maze)
378{ 342{
379 int i = 0, j = 0; 343 int i = 0, j = 0;
380 object *walk; 344 object *walk;
381 345
382 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
383 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
384 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
385 { 349 {
386 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)
387 { 351 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 353 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
392 } 356 }
393 } 357 }
394 } 358 }
395} 359}
360

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