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/cvs/deliantra/server/random_maps/exit.C
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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.15 by root, Sun Dec 31 17:17:23 2006 UTC

1/*
2 * static char *rcsid_exit_c =
3 * "$Id: exit.C,v 1.2 2006/08/29 08:01:36 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <random_map.h> 25#include <random_map.h>
31#include <sproto.h> 26#include <sproto.h>
32#include <rproto.h> 27#include <rproto.h>
33 28
34
35/* 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
36 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
31void
37void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { 32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP)
33{
38 int M; 34 int M;
39 int i,j; 35 int i, j;
36
40 *fx=-1; 37 *fx = -1;
41 *fy=-1; 38 *fy = -1;
42 39
43 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 41 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1;
43 else
45 else M = mode; 44 M = mode;
46 45
47 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 48 the same damned thing every time. */
50 switch(M) { 49 switch (M)
51 case 1: { /* search from top left down/right */ 50 {
51 case 1:
52 { /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 53 for (i = 1; i < RP->Xsize; i++)
53 for(j=1;j<RP->Ysize;j++) { 54 for (j = 1; j < RP->Ysize; j++)
55 {
54 if(layout[i][j]==target) { 56 if (layout[i][j] == target)
55 *fx = i; *fy = j; 57 {
56 return; 58 *fx = i;
59 *fy = j;
60 return;
61 }
62 }
63 break;
57 } 64 }
58 } 65 case 2:
59 break; 66 { /* Search from top right down/left */
60 }
61 case 2: { /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 68 for (j = 1; j < RP->Ysize - 1; j++)
69 {
64 if(layout[i][j]==target) { 70 if (layout[i][j] == target)
65 *fx = i; *fy = j; 71 {
66 return; 72 *fx = i;
73 *fy = j;
74 return;
75 }
76 }
77 break;
67 } 78 }
68 } 79 case 3:
69 break; 80 { /* search from bottom-left up-right */
70 }
71 case 3: { /* search from bottom-left up-right */
72 for(i=1;i<RP->Xsize-1;i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 82 for (j = RP->Ysize - 2; j > 0; j--)
83 {
74 if(layout[i][j]==target) { 84 if (layout[i][j] == target)
75 *fx = i; *fy = j; 85 {
76 return; 86 *fx = i;
87 *fy = j;
88 return;
89 }
90 }
91 break;
77 } 92 }
78 } 93 case 4:
79 break; 94 { /* search from bottom-right up-left */
80 }
81 case 4: { /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 96 for (j = RP->Ysize - 2; j > 0; j--)
97 {
84 if(layout[i][j]==target) { 98 if (layout[i][j] == target)
85 *fx = i; *fy = j; 99 {
86 return; 100 *fx = i;
101 *fy = j;
102 return;
103 }
104 }
105 break;
87 } 106 }
88 } 107 }
89 break;
90 }
91 }
92} 108}
93
94
95
96 109
97
98
99/* orientation: 0 means random, 110/* orientation: 0 means random,
100 1 means descending dungeon 111 1 means descending dungeon
101 2 means ascending dungeon 112 2 means ascending dungeon
102 3 means rightward 113 3 means rightward
103 4 means leftward 114 4 means leftward
104 5 means northward 115 5 means northward
105 6 means southward 116 6 means southward
106*/ 117*/
107 118void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
120{
109 char styledirname[256]; 121 char styledirname[256];
110 mapstruct *style_map_down=0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
114 object *random_sign; /* magic mouth saying this is a random map. */ 126 object *random_sign; /* magic mouth saying this is a random map. */
115 char buf[512]; 127 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 128 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 129 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 130 int downx = -1, downy = -1;
119 int final_map_exit=1; 131 int final_map_exit = 1;
120 132
121 if(RP->exit_on_final_map){ 133 if (RP->exit_on_final_map)
134 {
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 135 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0;
123 } 137 }
124 138
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 139 if (orientation == 0)
140 orientation = RANDOM () % 6 + 1;
126 141
127 switch(orientation) { 142 switch (orientation)
128 case 1:
129 { 143 {
144 case 1:
145 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 146 sprintf (styledirname, "/styles/exitstyles/up");
131 style_map_up = find_style(styledirname,exitstyle,-1); 147 style_map_up = find_style (styledirname, exitstyle, -1);
132 sprintf(styledirname,"/styles/exitstyles/down"); 148 sprintf (styledirname, "/styles/exitstyles/down");
133 style_map_down = find_style(styledirname,exitstyle,-1); 149 style_map_down = find_style (styledirname, exitstyle, -1);
134 break; 150 break;
151 }
152
153 case 2:
154 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1);
159 break;
160 }
161
162 default:
163 {
164 sprintf (styledirname, "/styles/exitstyles/generic");
165 style_map_up = find_style (styledirname, exitstyle, -1);
166 style_map_down = style_map_up;
167 break;
168 }
135 } 169 }
136 case 2: 170
171 if (style_map_up == 0)
172 the_exit_up = arch_to_object (archetype::find ("exit"));
173 else
137 { 174 {
138 sprintf(styledirname,"/styles/exitstyles/down"); 175 object *tmp;
139 style_map_up = find_style(styledirname,exitstyle,-1); 176
140 sprintf(styledirname,"/styles/exitstyles/up"); 177 tmp = pick_random_object (style_map_up);
141 style_map_down = find_style(styledirname,exitstyle,-1); 178 the_exit_up = arch_to_object (tmp->arch);
142 break;
143 } 179 }
144 default:
145 {
146 sprintf(styledirname,"/styles/exitstyles/generic");
147 style_map_up = find_style(styledirname,exitstyle,-1);
148 style_map_down = style_map_up;
149 break;
150 }
151 }
152 if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit"));
153 else {
154 object *tmp;
155 tmp = pick_random_object(style_map_up);
156 the_exit_up = arch_to_object(tmp->arch);
157 }
158 180
159 /* we need a down exit only if we're recursing. */ 181 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 183 if (style_map_down == 0)
184 the_exit_down = arch_to_object (archetype::find ("exit"));
162 else { 185 else
186 {
163 object *tmp; 187 object *tmp;
188
164 tmp = pick_random_object(style_map_down); 189 tmp = pick_random_object (style_map_down);
165 the_exit_down = arch_to_object(tmp->arch); 190 the_exit_down = arch_to_object (tmp->arch);
166 } 191 }
192 else
167 else the_exit_down = 0; 193 the_exit_down = 0;
168 194
169 /* set up the up exit */ 195 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 196 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 197 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 198 the_exit_up->slaying = RP->origin_map;
173 199
174 /* figure out where to put the entrance */ 200 /* figure out where to put the entrance */
175 /* begin a logical block */ 201 /* begin a logical block */
176 { 202 {
177 int i,j; 203 int i, j;
204
178 /* First, look for a '<' char */ 205 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 206 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 207
181 /* next, look for a C, the map center. */ 208 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 209 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 210
184 211
185 /* if we didn't find an up, find an empty place far from the center */ 212 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 213 if (upx == -1 && cx != -1)
214 {
187 if(cx > RP->Xsize/2) upx = 1; 215 if (cx > RP->Xsize / 2)
216 upx = 1;
217 else
188 else upx = RP->Xsize -2; 218 upx = RP->Xsize - 2;
189 if(cy > RP->Ysize/2) upy = 1; 219 if (cy > RP->Ysize / 2)
220 upy = 1;
221 else
190 else upy = RP->Ysize -2; 222 upy = RP->Ysize - 2;
191 /* find an empty place far from the center */ 223 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 225 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 226 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 227 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 228 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 229 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 230 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 231 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 232 }
200 233
201 /* no indication of where to place the exit, so just place it. */ 234 /* no indication of where to place the exit, so just place it. */
235 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 236 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 237
204 the_exit_up->x = upx; 238 the_exit_up->x = upx;
205 the_exit_up->y = upy; 239 the_exit_up->y = upy;
206 240
207 /* surround the exits with notices that this is a random map. */ 241 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 242 for (j = 1; j < 9; j++)
243 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 244 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 {
210 random_sign = get_archetype("sign"); 246 random_sign = get_archetype ("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j]; 247 random_sign->x = the_exit_up->x + freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j]; 248 random_sign->y = the_exit_up->y + freearr_y[j];
213 249
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 251
216 random_sign->msg = add_string(buf); 252 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 253 insert_ob_in_map (random_sign, map, NULL, 0);
218 } 254 }
219 } 255 }
220 /* Block the exit so things don't get dumped on top of it. */ 256 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
222 258
223 insert_ob_in_map(the_exit_up,map,NULL,0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
225 261
226 /* set the starting x,y for this map */ 262 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 263 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 264 map->enter_y = the_exit_up->y;
229 265
230 /* first, look for a '>' character */ 266 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 267 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 268 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 269 if (downx == -1)
234 270 {
271 downx = cx;
272 downy = cy;
273 };
274
235 /* make the other exit far away from this one if 275 /* make the other exit far away from this one if
236 there's no center. */ 276 there's no center. */
237 if(downx==-1) { 277 if (downx == -1)
278 {
238 if(upx > RP->Xsize/2) downx = 1; 279 if (upx > RP->Xsize / 2)
280 downx = 1;
281 else
239 else downx = RP->Xsize -2; 282 downx = RP->Xsize - 2;
240 if(upy > RP->Ysize/2) downy = 1; 283 if (upy > RP->Ysize / 2)
284 downy = 1;
285 else
241 else downy = RP->Ysize -2; 286 downy = RP->Ysize - 2;
242 /* find an empty place far from the entrance */ 287 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 288 if (downx == 1 && downy == 1)
244 else 289 find_in_layout (1, 0, &downx, &downy, maze, RP);
290 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 291 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 292 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 293 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 294 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 295 find_in_layout (4, 0, &downx, &downy, maze, RP);
296
250 297 }
251 }
252 /* no indication of where to place the down exit, so just place it */ 298 /* no indication of where to place the down exit, so just place it */
299 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 300 find_in_layout (0, 0, &downx, &downy, maze, RP);
254 if(the_exit_down) { 301 if (the_exit_down)
302 {
255 char buf[2048]; 303 char buf[2048];
304
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 305 i = find_first_free_spot (the_exit_down, map, downx, downy);
257 the_exit_down->x = downx + freearr_x[i]; 306 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 307 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 308 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 309 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 310 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 311 the_exit_down->msg = buf;
263 /* the identifier for making a random map. */ 312 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
314 {
265 mapstruct *new_map; 315 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
317
267#if 0 318#if 0
268 /* I'm not sure if there was any reason to change the path to the 319 /* I'm not sure if there was any reason to change the path to the
269 * map other than to maybe make it more descriptive in the 'maps' 320 * map other than to maybe make it more descriptive in the 'maps'
270 * command. But changing the map name makes life more complicated, 321 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name) 322 * (has_been_loaded needs to use the new name)
272 */ 323 */
273 324
274 char new_map_name[MAX_BUF]; 325 char new_map_name[MAX_BUF];
326
275 /* give the final map a name */ 327 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map); 328 sprintf (new_map_name, "%sfinal_map", RP->final_map);
277 /* set the exit down. */ 329 /* set the exit down. */
278#endif 330#endif
279 /* load it */ 331 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 332 if (!(new_map = maptile::load_map_sync (RP->final_map)))
281 return; 333 return;
282 334
283 the_exit_down->slaying = add_string(RP->final_map); 335 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 336
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
287 /* Remove exit back to previous random map. There should only be one 338 /* Remove exit back to previous random map. There should only be one
288 * which is why we break out. To try to process more than one 339 * which is why we break out. To try to process more than one
289 * would require keeping a 'next' pointer, ad free_object kills tmp, which 340 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 341 * breaks the for loop.
291 */ 342 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
293 remove_ob(tmp); 344 {
294 free_object(tmp); 345 tmp->destroy ();
295 break; 346 break;
296 } 347 }
297 348
298 if (final_map_exit == 1) 349 if (final_map_exit == 1)
299 { 350 {
300 /* setup the exit back */ 351 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 352 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 353 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 354 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 355 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 356 the_exit_back->y = new_map->enter_y;
306 357
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 358 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 359 }
309
310 set_map_timeout(new_map); /* So it gets swapped out */
311 } 360 }
312 else 361 else
313 the_exit_down->slaying = add_string("/!"); 362 the_exit_down->slaying = "/!";
363
314 /* Block the exit so things don't get dumped on top of it. */ 364 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL; 365 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0); 366 insert_ob_in_map (the_exit_down, map, NULL, 0);
317 maze[the_exit_down->x][the_exit_down->y]='>'; 367 maze[the_exit_down->x][the_exit_down->y] = '>';
318 } 368 }
319 } 369 }
320 370
321} 371}
322
323
324 372
325/* this function unblocks the exits. We blocked them to 373/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 374 keep things from being dumped on them during the other
327 phases of random map generation. */ 375 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 376void
377unblock_exits (maptile *map, char **maze, random_map_params * RP)
378{
329 int i=0,j=0; 379 int i = 0, j = 0;
330 object *walk; 380 object *walk;
331 381
332 for(i=0;i<RP->Xsize;i++) 382 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 383 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 384 if (maze[i][j] == '>' || maze[i][j] == '<')
385 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 {
337 walk->move_block = MOVE_BLOCK_DEFAULT; 390 walk->move_block = MOVE_BLOCK_DEFAULT;
338 update_object(walk,UP_OBJ_CHANGE); 391 update_object (walk, UP_OBJ_CHANGE);
392 }
339 } 393 }
340 } 394 }
341 }
342} 395}

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