ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/exit.C
(Generate patch)

Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.48 by root, Sun Jul 4 22:12:26 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 maze. 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, layout &maze)
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 < maze.w; i++)
53 for(j=1;j<RP->Ysize;j++) { 55 for (j = 1; j < maze.h; j++)
54 if(layout[i][j]==target) { 56 {
55 *fx = i; *fy = j; 57 if (maze[i][j] == target)
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 = maze.w - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 69 for (j = 1; j < maze.h - 1; j++)
64 if(layout[i][j]==target) { 70 {
65 *fx = i; *fy = j; 71 if (maze[i][j] == target)
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 < maze.w - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 83 for (j = maze.h - 2; j > 0; j--)
74 if(layout[i][j]==target) { 84 {
75 *fx = i; *fy = j; 85 if (maze[i][j] == target)
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 = maze.w - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 97 for (j = maze.h - 2; j > 0; j--)
84 if(layout[i][j]==target) { 98 {
85 *fx = i; *fy = j; 99 if (maze[i][j] == target)
100 {
101 fx = i;
102 fy = j;
86 return; 103 return;
104 }
87 } 105 }
88 }
89 break; 106 break;
90 } 107 }
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, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
109 char styledirname[256]; 120{
110 mapstruct *style_map_down=0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 124 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 */ 125 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 127 int downx = -1, downy = -1;
119 int final_map_exit=1; 128 int final_map_exit = 1;
120 129
121 if(RP->exit_on_final_map){ 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 131 if (strstr (eofm, "no"))
132 final_map_exit = 0;
133
134 if (!orientation)
135 orientation = rmg_rndm (6) + 1;
136
137 switch (orientation)
138 {
139 case 1:
140 {
141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
143 break;
144 }
145
146 case 2:
147 {
148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
150 break;
151 }
152
153 default:
154 {
155 style_map_up =
156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
157 break;
158 }
123 } 159 }
124 160
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 161 the_exit_up = style_map_up
162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
163 : archetype::get (shstr_exit);
126 164
127 switch(orientation) { 165 const char *final_map = RP->get_str ("final_map", 0);
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 }
158 166
159 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 169 the_exit_down = style_map_down
170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
171 : archetype::get (shstr_exit);
162 else { 172 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; 173 the_exit_down = 0;
168 174
169 /* set up the up exit */ 175 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
171 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
172 the_exit_up->slaying = add_string(RP->origin_map); 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
173 179
174 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
175 /* begin a logical block */ 181 /* begin a logical block */
176 { 182 {
177 int i,j;
178 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 184 find_in_layout (0, '<', upx, upy, maze);
180 185
181 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 187 find_in_layout (0, 'C', cx, cy, maze);
183 188
184
185 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 190 if (upx == -1 && cx != -1)
191 {
187 if(cx > RP->Xsize/2) upx = 1; 192 if (cx > RP->Xsize / 2)
193 upx = 1;
194 else
188 else upx = RP->Xsize -2; 195 upx = RP->Xsize - 2;
196
189 if(cy > RP->Ysize/2) upy = 1; 197 if (cy > RP->Ysize / 2)
198 upy = 1;
199 else
190 else upy = RP->Ysize -2; 200 upy = RP->Ysize - 2;
201
191 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 203 if (upx == 1 && upy == 1)
193 else 204 find_in_layout (1, 0, upx, upy, maze);
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 205 else if (upx == 1 && upy > 1)
195 else 206 find_in_layout (3, 0, upx, upy, maze);
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 207 else if (upx > 1 && upy == 1)
197 else 208 find_in_layout (2, 0, upx, upy, maze);
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 209 else if (upx > 1 && upy > 1)
210 find_in_layout (4, 0, upx, upy, maze);
199 } 211 }
200 212
201 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
214 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 215 find_in_layout (0, 0, upx, upy, maze);
203 216
204 the_exit_up->x = upx; 217 the_exit_up->x = upx;
205 the_exit_up->y = upy; 218 the_exit_up->y = upy;
206 219
207 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 221 for (int j = 1; j < 9; j++)
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 of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
218 } 227 }
219 } 228
220 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
222 231
223 insert_ob_in_map(the_exit_up,map,NULL,0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 233 maze[the_exit_up->x][the_exit_up->y] = '<';
225 234
226 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
229 238
230 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
232 /* if no > is found use C */ 242 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 243 if (downx == -1)
234 244 {
245 downx = cx;
246 downy = cy;
247 };
248
235 /* make the other exit far away from this one if 249 /* make the other exit far away from this one if
236 there's no center. */ 250 there's no center. */
237 if(downx==-1) { 251 if (downx == -1)
252 {
238 if(upx > RP->Xsize/2) downx = 1; 253 if (upx > RP->Xsize / 2)
254 downx = 1;
255 else
239 else downx = RP->Xsize -2; 256 downx = RP->Xsize - 2;
257
240 if(upy > RP->Ysize/2) downy = 1; 258 if (upy > RP->Ysize / 2)
259 downy = 1;
260 else
241 else downy = RP->Ysize -2; 261 downy = RP->Ysize - 2;
262
242 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 264 if (downx == 1 && downy == 1)
244 else 265 find_in_layout (1, 0, downx, downy, maze);
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 266 else if (downx == 1 && downy > 1)
246 else 267 find_in_layout (3, 0, downx, downy, maze);
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 268 else if (downx > 1 && downy == 1)
248 else 269 find_in_layout (2, 0, downx, downy, maze);
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 270 else if (downx > 1 && downy > 1)
271 find_in_layout (4, 0, downx, downy, maze);
250 272 }
251 } 273
252 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
275 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 276 find_in_layout (0, 0, downx, downy, maze);
277
254 if(the_exit_down) { 278 if (the_exit_down)
255 char buf[2048]; 279 {
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
257 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
260 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
261 write_map_parameters_to_string(buf,RP); 285
262 the_exit_down->msg = add_string(buf); 286 the_exit_down->msg = RP->as_shstr ();
287
263 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 289 if (RP->dungeon_level >= RP->dungeon_depth && 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 */ 290 {
291 maptile *new_map;
292 object *the_exit_back = the_exit_up->arch->instance ();
273 293
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 */ 294 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 295 if (!(new_map = maptile::find_sync (final_map)))
281 return; 296 return;
282 297
298 new_map->load_sync ();
299
283 the_exit_down->slaying = add_string(RP->final_map); 300 the_exit_down->slaying = final_map;
284 strcpy(new_map->path,RP->final_map);
285 301
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 302 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 303 /* 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 304 * 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 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 306 * breaks the for loop.
291 */ 307 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
293 remove_ob(tmp); 309 {
294 free_object(tmp); 310 tmp->destroy ();
295 break; 311 break;
312 }
313
314 if (final_map_exit)
315 {
316 /* setup the exit back */
317 the_exit_back->slaying = map->path;
318 the_exit_back->stats.hp = the_exit_down->x;
319 the_exit_back->stats.sp = the_exit_down->y;
320 the_exit_back->x = new_map->enter_x;
321 the_exit_back->y = new_map->enter_y;
322
323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
296 } 324 }
325 }
326 else
327 the_exit_down->slaying = shstr_random_map_exit;
297 328
298 if (final_map_exit == 1) 329 /* Block the exit so things don't get dumped on top of it. */
299 { 330 the_exit_down->move_block = MOVE_ALL;
300 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path);
302 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map);
305 the_exit_back->y = MAP_ENTER_Y(new_map);
306
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
308 } 332 maze[the_exit_down->x][the_exit_down->y] = '>';
309
310 set_map_timeout(new_map); /* So it gets swapped out */
311 } 333 }
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 } 334 }
320
321} 335}
322
323
324 336
325/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
327 phases of random map generation. */ 339 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 340void
341unblock_exits (maptile *map, layout &maze)
342{
329 int i=0,j=0; 343 int i = 0, j = 0;
330 object *walk; 344 object *walk;
331 345
332 for(i=0;i<RP->Xsize;i++) 346 for (i = 0; i < maze.w; i++)
333 for(j=0;j<RP->Ysize;j++) 347 for (j = 0; j < maze.h; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 348 if (maze[i][j] == '>' || maze[i][j] == '<')
349 {
335 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)
351 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
337 walk->move_block = MOVE_BLOCK_DEFAULT; 353 {
354 walk->move_block = 0;
338 update_object(walk,UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
356 }
339 } 357 }
340 }
341 } 358 }
342} 359}
360

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines