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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 1.44 by root, Wed Jun 30 01:32:57 2010 UTC

1/* 1/*
2 * static char *rcsid_exit_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: exit.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <random_map.h> 26#include <random_map.h>
31#include <sproto.h> 27#include <sproto.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
34
35/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
36 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32static void
37void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { 33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
34{
38 int M; 35 int M;
39 int i,j; 36 int i, j;
37
40 *fx=-1; 38 *fx = -1;
41 *fy=-1; 39 *fy = -1;
42 40
43 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 42 if (mode < 1 || mode > 4)
43 M = rmg_rndm (4) + 1;
44 else
45 else M = mode; 45 M = mode;
46 46
47 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 49 the same damned thing every time. */
50 switch(M) { 50 switch (M)
51 {
52 case 1:
51 case 1: { /* search from top left down/right */ 53 /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 54 for (i = 1; i < RP->Xsize; i++)
53 for(j=1;j<RP->Ysize;j++) { 55 for (j = 1; j < RP->Ysize; j++)
56 {
54 if(layout[i][j]==target) { 57 if (layout[i][j] == target)
55 *fx = i; *fy = j; 58 {
59 *fx = i;
60 *fy = j;
56 return; 61 return;
62 }
63 }
64 break;
57 } 65
58 } 66 case 2:
59 break;
60 }
61 case 2: { /* Search from top right down/left */ 67 /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 69 for (j = 1; j < RP->Ysize - 1; j++)
70 {
64 if(layout[i][j]==target) { 71 if (layout[i][j] == target)
65 *fx = i; *fy = j; 72 {
73 *fx = i;
74 *fy = j;
66 return; 75 return;
76 }
77 }
78 break;
67 } 79
68 } 80 case 3:
69 break;
70 }
71 case 3: { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
72 for(i=1;i<RP->Xsize-1;i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 83 for (j = RP->Ysize - 2; j > 0; j--)
84 {
74 if(layout[i][j]==target) { 85 if (layout[i][j] == target)
75 *fx = i; *fy = j; 86 {
87 *fx = i;
88 *fy = j;
76 return; 89 return;
90 }
91 }
92 break;
77 } 93
78 } 94 case 4:
79 break;
80 }
81 case 4: { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 97 for (j = RP->Ysize - 2; j > 0; j--)
98 {
84 if(layout[i][j]==target) { 99 if (layout[i][j] == target)
85 *fx = i; *fy = j; 100 {
101 *fx = i;
102 *fy = j;
86 return; 103 return;
104 }
105 }
106 break;
87 } 107
88 } 108 }
89 break;
90 }
91 }
92} 109}
93
94
95
96 110
97
98
99/* orientation: 0 means random, 111/* orientation: 0 means random,
100 1 means descending dungeon 112 1 means descending dungeon
101 2 means ascending dungeon 113 2 means ascending dungeon
102 3 means rightward 114 3 means rightward
103 4 means leftward 115 4 means leftward
104 5 means northward 116 5 means northward
105 6 means southward 117 6 means southward
106*/ 118*/
107 119void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 120place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
109 char styledirname[256]; 121{
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. */
115 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 128 int downx = -1, downy = -1;
119 int final_map_exit=1; 129 int final_map_exit = 1;
120 130
121 if(RP->exit_on_final_map){ 131 if (RP->exit_on_final_map)
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 132 if (strstr (RP->exit_on_final_map, "no"))
133 final_map_exit = 0;
134
135 if (!orientation)
136 orientation = rmg_rndm (6) + 1;
137
138 switch (orientation)
139 {
140 case 1:
141 {
142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
144 break;
145 }
146
147 case 2:
148 {
149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
151 break;
152 }
153
154 default:
155 {
156 style_map_up =
157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
158 break;
159 }
123 } 160 }
124 161
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 162 the_exit_up = style_map_up
126 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
127 switch(orientation) { 164 : archetype::get (shstr_exit);
128 case 1:
129 {
130 sprintf(styledirname,"/styles/exitstyles/up");
131 style_map_up = find_style(styledirname,exitstyle,-1);
132 sprintf(styledirname,"/styles/exitstyles/down");
133 style_map_down = find_style(styledirname,exitstyle,-1);
134 break;
135 }
136 case 2:
137 {
138 sprintf(styledirname,"/styles/exitstyles/down");
139 style_map_up = find_style(styledirname,exitstyle,-1);
140 sprintf(styledirname,"/styles/exitstyles/up");
141 style_map_down = find_style(styledirname,exitstyle,-1);
142 break;
143 }
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 }
158 165
159 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 168 the_exit_down = style_map_down
169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
170 : archetype::get (shstr_exit);
162 else { 171 else
163 object *tmp;
164 tmp = pick_random_object(style_map_down);
165 the_exit_down = arch_to_object(tmp->arch);
166 }
167 else the_exit_down = 0; 172 the_exit_down = 0;
168 173
169 /* set up the up exit */ 174 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 176 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 177 the_exit_up->slaying = RP->origin_map;
173 178
174 /* figure out where to put the entrance */ 179 /* figure out where to put the entrance */
175 /* begin a logical block */ 180 /* begin a logical block */
176 { 181 {
177 int i,j;
178 /* First, look for a '<' char */ 182 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 183 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 184
181 /* next, look for a C, the map center. */ 185 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 186 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 187
184
185 /* if we didn't find an up, find an empty place far from the center */ 188 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 189 if (upx == -1 && cx != -1)
190 {
187 if(cx > RP->Xsize/2) upx = 1; 191 if (cx > RP->Xsize / 2)
192 upx = 1;
193 else
188 else upx = RP->Xsize -2; 194 upx = RP->Xsize - 2;
195
189 if(cy > RP->Ysize/2) upy = 1; 196 if (cy > RP->Ysize / 2)
197 upy = 1;
198 else
190 else upy = RP->Ysize -2; 199 upy = RP->Ysize - 2;
200
191 /* find an empty place far from the center */ 201 /* find an empty place far from the center */
202 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 203 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 204 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 205 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 206 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 207 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 208 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 209 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 210 }
200 211
201 /* no indication of where to place the exit, so just place it. */ 212 /* no indication of where to place the exit, so just place it. */
213 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 214 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 215
204 the_exit_up->x = upx; 216 the_exit_up->x = upx;
205 the_exit_up->y = upy; 217 the_exit_up->y = upy;
206 218
207 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 220 for (int j = 1; j < 9; j++)
221 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
210 random_sign = get_archetype("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j];
213
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1);
215 223 {
216 random_sign->msg = add_string(buf); 224 object *random_sign = archetype::get (shstr_sign);
217 insert_ob_in_map(random_sign,map,NULL,0); 225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
227 }
218 } 228 }
219 } 229
220 /* Block the exit so things don't get dumped on top of it. */ 230 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
222 232
223 insert_ob_in_map(the_exit_up,map,NULL,0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 234 maze[the_exit_up->x][the_exit_up->y] = '<';
225 235
226 /* set the starting x,y for this map */ 236 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
229 239
230 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
232 /* if no > is found use C */ 243 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 244 if (downx == -1)
234 245 {
246 downx = cx;
247 downy = cy;
248 };
249
235 /* make the other exit far away from this one if 250 /* make the other exit far away from this one if
236 there's no center. */ 251 there's no center. */
237 if(downx==-1) { 252 if (downx == -1)
253 {
238 if(upx > RP->Xsize/2) downx = 1; 254 if (upx > RP->Xsize / 2)
255 downx = 1;
256 else
239 else downx = RP->Xsize -2; 257 downx = RP->Xsize - 2;
258
240 if(upy > RP->Ysize/2) downy = 1; 259 if (upy > RP->Ysize / 2)
260 downy = 1;
261 else
241 else downy = RP->Ysize -2; 262 downy = RP->Ysize - 2;
263
242 /* find an empty place far from the entrance */ 264 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 265 if (downx == 1 && downy == 1)
244 else 266 find_in_layout (1, 0, &downx, &downy, maze, RP);
267 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 268 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 269 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 270 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 271 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 272 find_in_layout (4, 0, &downx, &downy, maze, RP);
250 273 }
251 } 274
252 /* no indication of where to place the down exit, so just place it */ 275 /* no indication of where to place the down exit, so just place it */
276 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278
254 if(the_exit_down) { 279 if (the_exit_down)
255 char buf[2048]; 280 {
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
257 the_exit_down->x = downx + freearr_x[i]; 282 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 283 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 284 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 285 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 286
262 the_exit_down->msg = add_string(buf); 287 the_exit_down->msg = RP->as_shstr ();
288
263 /* the identifier for making a random map. */ 289 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 290 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
265 mapstruct *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp;
267#if 0
268 /* 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'
270 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name)
272 */ 291 {
292 maptile *new_map;
293 object *the_exit_back = the_exit_up->arch->instance ();
273 294
274 char new_map_name[MAX_BUF];
275 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map);
277 /* set the exit down. */
278#endif
279 /* load it */ 295 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 296 if (!(new_map = maptile::find_sync (RP->final_map)))
281 return; 297 return;
282 298
299 new_map->load_sync ();
300
283 the_exit_down->slaying = add_string(RP->final_map); 301 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 302
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 303 for (object *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 304 /* 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 305 * 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 306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 307 * breaks the for loop.
291 */ 308 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 309 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
293 remove_ob(tmp); 310 {
294 free_object(tmp); 311 tmp->destroy ();
295 break; 312 break;
296 } 313 }
297 314
298 if (final_map_exit == 1) 315 if (final_map_exit == 1)
299 { 316 {
300 /* setup the exit back */ 317 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 318 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 319 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 320 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 321 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 322 the_exit_back->y = new_map->enter_y;
306 323
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 324 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 325 }
309 326 }
310 set_map_timeout(new_map); /* So it gets swapped out */ 327 else
328 the_exit_down->slaying = shstr_random_map_exit;
329
330 /* Block the exit so things don't get dumped on top of it. */
331 the_exit_down->move_block = MOVE_ALL;
332 insert_ob_in_map (the_exit_down, map, NULL, 0);
333 maze[the_exit_down->x][the_exit_down->y] = '>';
311 } 334 }
312 else
313 the_exit_down->slaying = add_string("/!");
314 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0);
317 maze[the_exit_down->x][the_exit_down->y]='>';
318 }
319 } 335 }
320
321} 336}
322
323
324 337
325/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
327 phases of random map generation. */ 340 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 341void
342unblock_exits (maptile *map, char **maze, random_map_params *RP)
343{
329 int i=0,j=0; 344 int i = 0, j = 0;
330 object *walk; 345 object *walk;
331 346
332 for(i=0;i<RP->Xsize;i++) 347 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 348 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 349 if (maze[i][j] == '>' || maze[i][j] == '<')
350 {
335 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)
352 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
337 walk->move_block = MOVE_BLOCK_DEFAULT; 354 {
355 walk->move_block = 0;
338 update_object(walk,UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
357 }
339 } 358 }
340 } 359 }
341 }
342} 360}
361

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