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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 1.57 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
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> 26#include <global.h>
30#include <random_map.h> 27#include <rmg.h>
31#include <sproto.h> 28#include <sproto.h>
32#include <rproto.h> 29#include <rproto.h>
33 30
34
35/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
36 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
33static void
37void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
35{
38 int M; 36 int M;
39 int i,j; 37 int i, j;
38
40 *fx=-1; 39 fx = -1;
41 *fy=-1; 40 fy = -1;
42 41
43 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 43 if (mode < 1 || mode > 4)
44 M = rmg_rndm (4) + 1;
45 else
45 else M = mode; 46 M = mode;
46 47
47 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch(M) { 51 switch (M)
52 {
53 case 1:
51 case 1: { /* search from top left down/right */ 54 /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 55 for (i = 1; i < maze.w; i++)
53 for(j=1;j<RP->Ysize;j++) { 56 for (j = 1; j < maze.h; j++)
54 if(layout[i][j]==target) { 57 {
55 *fx = i; *fy = j; 58 if (maze[i][j] == target)
59 {
60 fx = i;
61 fy = j;
56 return; 62 return;
63 }
64 }
65 break;
57 } 66
58 } 67 case 2:
59 break;
60 }
61 case 2: { /* Search from top right down/left */ 68 /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 69 for (i = maze.w - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 70 for (j = 1; j < maze.h - 1; j++)
64 if(layout[i][j]==target) { 71 {
65 *fx = i; *fy = j; 72 if (maze[i][j] == target)
73 {
74 fx = i;
75 fy = j;
66 return; 76 return;
77 }
78 }
79 break;
67 } 80
68 } 81 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 */ 82 /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 83 for (i = maze.w - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 84 for (j = maze.h - 2; j > 0; j--)
84 if(layout[i][j]==target) { 85 {
85 *fx = i; *fy = j; 86 if (maze[i][j] == target)
87 {
88 fx = i;
89 fy = j;
86 return; 90 return;
91 }
87 } 92 }
88 }
89 break; 93 break;
94
95 case 4:
96 /* search from bottom-left up-right */
97 for (i = 1; i < maze.w - 1; i++)
98 for (j = maze.h - 2; j > 0; j--)
99 {
100 if (maze[i][j] == target)
101 {
102 fx = i;
103 fy = j;
104 return;
105 }
106 }
107 break;
90 } 108 }
91 }
92} 109}
93
94
95
96 110
97 111point
98 112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
119}
120
99/* orientation: 0 means random, 121/* orientation: 0 means random,
100 1 means descending dungeon 122 1 means descending dungeon
101 2 means ascending dungeon 123 2 means ascending dungeon
102 3 means rightward 124 3 means rightward
103 4 means leftward 125 4 means leftward
104 5 means northward 126 5 means northward
105 6 means southward 127 6 means southward
106*/ 128*/
107 129void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
109 char styledirname[256]; 131{
110 mapstruct *style_map_down=0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 135 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 */ 136 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 138 int downx = -1, downy = -1;
119 int final_map_exit=1; 139 int final_map_exit = 1;
120 140
121 if(RP->exit_on_final_map){ 141 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; 142 if (strstr (eofm, "no"))
143 final_map_exit = 0;
144
145 if (!orientation)
146 orientation = rmg_rndm (6) + 1;
147
148 switch (orientation)
149 {
150 case 1:
151 {
152 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
154 break;
155 }
156
157 case 2:
158 {
159 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
161 break;
162 }
163
164 default:
165 {
166 style_map_up =
167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
168 break;
169 }
123 } 170 }
124 171
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 172 the_exit_up = style_map_up
173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
174 : archetype::get (shstr_exit);
126 175
127 switch(orientation) { 176 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 }
158 177
159 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 180 the_exit_down = style_map_down
181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
182 : archetype::get (shstr_exit);
162 else { 183 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; 184 the_exit_down = 0;
168 185
169 /* set up the up exit */ 186 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
171 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
172 the_exit_up->slaying = add_string(RP->origin_map); 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
173 190
174 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
175 /* begin a logical block */ 192 /* begin a logical block */
176 { 193 {
177 int i,j;
178 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 195 find_in_layout (0, '<', upx, upy, maze);
180 196
181 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 198 find_in_layout (0, 'C', cx, cy, maze);
183 199
184
185 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 201 if (upx == -1 && cx != -1)
202 {
187 if(cx > RP->Xsize/2) upx = 1; 203 if (cx > RP->Xsize / 2)
188 else upx = RP->Xsize -2; 204 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 205 else
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 206 upx = RP->Xsize - 2;
207
208 if (cy > RP->Ysize / 2)
209 upy = 1;
197 else 210 else
211 upy = RP->Ysize - 2;
212
213 /* find an empty place far from the center */
214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
215 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); 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
217 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
199 } 218 }
200 219
201 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
221 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 222 find_in_layout (0, 0, upx, upy, maze);
203 223
204 the_exit_up->x = upx; 224 the_exit_up->x = upx;
205 the_exit_up->y = upy; 225 the_exit_up->y = upy;
206 226
207 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 228 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])) { 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (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);
215 230 {
216 random_sign->msg = add_string(buf); 231 object *random_sign = archetype::get (shstr_sign);
217 insert_ob_in_map(random_sign,map,NULL,0); 232 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j), 0, 0);
218 } 234 }
219 } 235
220 /* Block the exit so things don't get dumped on top of it. */ 236 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
222 238
223 insert_ob_in_map(the_exit_up,map,NULL,0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
225 241
226 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
229 245
230 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
232 /* if no > is found use C */ 249 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 250 if (downx == -1)
234 251 {
252 downx = cx;
253 downy = cy;
254 };
255
235 /* make the other exit far away from this one if 256 /* make the other exit far away from this one if
236 there's no center. */ 257 there's no center. */
237 if(downx==-1) { 258 if (downx == -1)
259 {
238 if(upx > RP->Xsize/2) downx = 1; 260 if (upx > RP->Xsize / 2)
239 else downx = RP->Xsize -2; 261 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 262 else
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 263 downx = RP->Xsize - 2;
264
265 if (upy > RP->Ysize / 2)
266 downy = 1;
248 else 267 else
268 downy = RP->Ysize - 2;
269
270 /* find an empty place far from the entrance */
271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
272 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); 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
274 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
250 275 }
251 } 276
252 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
278 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 279 find_in_layout (0, 0, downx, downy, maze);
280
254 if(the_exit_down) { 281 if (the_exit_down)
255 char buf[2048]; 282 {
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284
257 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
258 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
259 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
260 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
261 write_map_parameters_to_string(buf,RP); 290
262 the_exit_down->msg = add_string(buf); 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
293
263 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 295 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 */ 296 {
273 297 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); 298 the_exit_down->slaying = final_map;
284 strcpy(new_map->path,RP->final_map);
285 299
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 311 * breaks the for loop.
291 */ 312 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 313 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 { 314 {
300 /* setup the exit back */ 315 tmp->destroy ();
301 the_exit_back->slaying = add_string(map->path); 316 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 } 317 }
318
319 /* setup the exit back */
320 the_exit_back->slaying = map->path;
321 the_exit_back->stats.hp = the_exit_down->x;
322 the_exit_back->stats.sp = the_exit_down->y;
323 the_exit_back->x = new_map->enter_x;
324 the_exit_back->y = new_map->enter_y;
325
326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
309 327 }
310 set_map_timeout(new_map); /* So it gets swapped out */ 328 }
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, layout &maze)
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 < maze.w; i++)
333 for(j=0;j<RP->Ysize;j++) 348 for (j = 0; j < maze.h; 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 }
341 } 359 }
342} 360}
361

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