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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 1.55 by root, Wed Nov 16 23:42:02 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 24
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
29#include <global.h> 25#include <global.h>
30#include <random_map.h> 26#include <rmg.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 */
72 for(i=1;i<RP->Xsize-1;i++)
73 for(j=RP->Ysize-2;j>0;j--) {
74 if(layout[i][j]==target) {
75 *fx = i; *fy = j;
76 return;
77 }
78 }
79 break;
80 }
81 case 4: { /* search from bottom-right up-left */ 81 /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 82 for (i = maze.w - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 83 for (j = maze.h - 2; j > 0; j--)
84 if(layout[i][j]==target) { 84 {
85 *fx = i; *fy = j; 85 if (maze[i][j] == target)
86 {
87 fx = i;
88 fy = j;
86 return; 89 return;
90 }
87 } 91 }
88 }
89 break; 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 {
99 if (maze[i][j] == target)
100 {
101 fx = i;
102 fy = j;
103 return;
104 }
105 }
106 break;
90 } 107 }
91 }
92} 108}
93
94
95
96 109
97 110point
98 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);
118}
119
99/* orientation: 0 means random, 120/* orientation: 0 means random,
100 1 means descending dungeon 121 1 means descending dungeon
101 2 means ascending dungeon 122 2 means ascending dungeon
102 3 means rightward 123 3 means rightward
103 4 means leftward 124 4 means leftward
104 5 means northward 125 5 means northward
105 6 means southward 126 6 means southward
106*/ 127*/
107 128void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
109 char styledirname[256]; 130{
110 mapstruct *style_map_down=0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 134 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 */ 135 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 137 int downx = -1, downy = -1;
119 int final_map_exit=1; 138 int final_map_exit = 1;
120 139
121 if(RP->exit_on_final_map){ 140 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; 141 if (strstr (eofm, "no"))
142 final_map_exit = 0;
143
144 if (!orientation)
145 orientation = rmg_rndm (6) + 1;
146
147 switch (orientation)
148 {
149 case 1:
150 {
151 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
153 break;
154 }
155
156 case 2:
157 {
158 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
160 break;
161 }
162
163 default:
164 {
165 style_map_up =
166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
167 break;
168 }
123 } 169 }
124 170
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 171 the_exit_up = style_map_up
172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 : archetype::get (shstr_exit);
126 174
127 switch(orientation) { 175 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 }
158 176
159 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 179 the_exit_down = style_map_down
180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
181 : archetype::get (shstr_exit);
162 else { 182 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; 183 the_exit_down = 0;
168 184
169 /* set up the up exit */ 185 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
171 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
172 the_exit_up->slaying = add_string(RP->origin_map); 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
173 189
174 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
175 /* begin a logical block */ 191 /* begin a logical block */
176 { 192 {
177 int i,j;
178 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 194 find_in_layout (0, '<', upx, upy, maze);
180 195
181 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 197 find_in_layout (0, 'C', cx, cy, maze);
183 198
184
185 /* 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 */
186 if(upx==-1 && cx!=-1) { 200 if (upx == -1 && cx != -1)
201 {
187 if(cx > RP->Xsize/2) upx = 1; 202 if (cx > RP->Xsize / 2)
188 else upx = RP->Xsize -2; 203 upx = 1;
189 if(cy > RP->Ysize/2) upy = 1;
190 else upy = RP->Ysize -2;
191 /* find an empty place far from the center */
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP);
193 else
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP);
195 else 204 else
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 205 upx = RP->Xsize - 2;
206
207 if (cy > RP->Ysize / 2)
208 upy = 1;
197 else 209 else
210 upy = RP->Ysize - 2;
211
212 /* find an empty place far from the center */
213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
199 } 217 }
200 218
201 /* 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. */
220 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 221 find_in_layout (0, 0, upx, upy, maze);
203 222
204 the_exit_up->x = upx; 223 the_exit_up->x = upx;
205 the_exit_up->y = upy; 224 the_exit_up->y = upy;
206 225
207 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 227 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])) { 228 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);
215 229 {
216 random_sign->msg = add_string(buf); 230 object *random_sign = archetype::get (shstr_sign);
217 insert_ob_in_map(random_sign,map,NULL,0); 231 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
232 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
218 } 233 }
219 } 234
220 /* 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. */
221 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
222 237
223 insert_ob_in_map(the_exit_up,map,NULL,0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
225 240
226 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
229 244
230 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 246 find_in_layout (0, '>', downx, downy, maze);
247
232 /* if no > is found use C */ 248 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 249 if (downx == -1)
234 250 {
251 downx = cx;
252 downy = cy;
253 };
254
235 /* make the other exit far away from this one if 255 /* make the other exit far away from this one if
236 there's no center. */ 256 there's no center. */
237 if(downx==-1) { 257 if (downx == -1)
258 {
238 if(upx > RP->Xsize/2) downx = 1; 259 if (upx > RP->Xsize / 2)
239 else downx = RP->Xsize -2; 260 downx = 1;
240 if(upy > RP->Ysize/2) downy = 1;
241 else downy = RP->Ysize -2;
242 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP);
244 else
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP);
246 else 261 else
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 262 downx = RP->Xsize - 2;
263
264 if (upy > RP->Ysize / 2)
265 downy = 1;
248 else 266 else
267 downy = RP->Ysize - 2;
268
269 /* find an empty place far from the entrance */
270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
250 274 }
251 } 275
252 /* 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 */
277 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 278 find_in_layout (0, 0, downx, downy, maze);
279
254 if(the_exit_down) { 280 if (the_exit_down)
255 char buf[2048]; 281 {
256 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
257 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
259 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
260 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
261 write_map_parameters_to_string(buf,RP); 289
262 the_exit_down->msg = add_string(buf); 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
292
263 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 294 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 */ 295 {
273 296 the_exit_down->msg = 0;
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 */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL)
281 return;
282
283 the_exit_down->slaying = add_string(RP->final_map); 297 the_exit_down->slaying = final_map;
284 strcpy(new_map->path,RP->final_map);
285 298
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 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
306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 310 * breaks the for loop.
291 */ 311 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
293 remove_ob(tmp);
294 free_object(tmp);
295 break;
296 }
297
298 if (final_map_exit == 1)
299 { 313 {
300 /* setup the exit back */ 314 tmp->destroy ();
301 the_exit_back->slaying = add_string(map->path); 315 break;
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);
308 } 316 }
317
318 /* setup the exit back */
319 the_exit_back->slaying = map->path;
320 the_exit_back->stats.hp = the_exit_down->x;
321 the_exit_back->stats.sp = the_exit_down->y;
322 the_exit_back->x = new_map->enter_x;
323 the_exit_back->y = new_map->enter_y;
324
325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
309 326 }
310 set_map_timeout(new_map); /* So it gets swapped out */ 327 }
328
329 /* Block the exit so things don't get dumped on top of it. */
330 the_exit_down->move_block = MOVE_ALL;
331 insert_ob_in_map (the_exit_down, map, NULL, 0);
332 maze[the_exit_down->x][the_exit_down->y] = '>';
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

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