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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.29 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
29
30/* 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
31 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
32void 31void
33find_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)
34{ 33{
35 int M; 34 int M;
36 int i, j; 35 int i, j;
37 36
38 *fx = -1; 37 *fx = -1;
39 *fy = -1; 38 *fy = -1;
40 39
41 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 42 M = rndm (4) + 1;
44 else 43 else
45 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 { 50 {
52 case 1: 51 case 1:
53 { /* search from top left down/right */ 52 { /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
56 { 55 {
57 if (layout[i][j] == target) 56 if (layout[i][j] == target)
58 { 57 {
59 *fx = i; 58 *fx = i;
60 *fy = j; 59 *fy = j;
61 return; 60 return;
62 } 61 }
63 } 62 }
64 break; 63 break;
65 } 64 }
66 case 2: 65 case 2:
67 { /* Search from top right down/left */ 66 { /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
70 { 69 {
71 if (layout[i][j] == target) 70 if (layout[i][j] == target)
72 { 71 {
73 *fx = i; 72 *fx = i;
74 *fy = j; 73 *fy = j;
75 return; 74 return;
76 } 75 }
77 } 76 }
78 break; 77 break;
79 } 78 }
80 case 3: 79 case 3:
81 { /* search from bottom-left up-right */ 80 { /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
84 { 83 {
85 if (layout[i][j] == target) 84 if (layout[i][j] == target)
86 { 85 {
87 *fx = i; 86 *fx = i;
88 *fy = j; 87 *fy = j;
89 return; 88 return;
90 } 89 }
91 } 90 }
92 break; 91 break;
93 } 92 }
94 case 4: 93 case 4:
95 { /* search from bottom-right up-left */ 94 { /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
98 { 97 {
99 if (layout[i][j] == target) 98 if (layout[i][j] == target)
100 { 99 {
101 *fx = i; 100 *fx = i;
102 *fy = j; 101 *fy = j;
103 return; 102 return;
104 } 103 }
105 } 104 }
106 break; 105 break;
107 } 106 }
108 } 107 }
109} 108}
110
111
112
113
114
115 109
116/* orientation: 0 means random, 110/* orientation: 0 means random,
117 1 means descending dungeon 111 1 means descending dungeon
118 2 means ascending dungeon 112 2 means ascending dungeon
119 3 means rightward 113 3 means rightward
120 4 means leftward 114 4 means leftward
121 5 means northward 115 5 means northward
122 6 means southward 116 6 means southward
123*/ 117*/
124
125void 118void
126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
127{ 120{
128 char styledirname[256]; 121 char styledirname[1024];
129 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
133 object *random_sign; /* magic mouth saying this is a random map. */ 126 object *random_sign; /* magic mouth saying this is a random map. */
134 char buf[512];
135 int cx = -1, cy = -1; /* location of a map center */ 127 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
138 int final_map_exit = 1; 130 int final_map_exit = 1;
139 131
140 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
141 {
142 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 134 final_map_exit = 0;
144 }
145 135
146 if (orientation == 0) 136 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 137 orientation = rndm (6) + 1;
148 138
149 switch (orientation) 139 switch (orientation)
150 { 140 {
151 case 1: 141 case 1:
152 { 142 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 143 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_up = find_style (styledirname, exitstyle, -1); 144 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down"); 145 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 146 style_map_down = find_style (styledirname, exitstyle, -1);
157 break; 147 break;
158 } 148 }
149
159 case 2: 150 case 2:
160 { 151 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 152 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_up = find_style (styledirname, exitstyle, -1); 153 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up"); 154 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 155 style_map_down = find_style (styledirname, exitstyle, -1);
165 break; 156 break;
166 } 157 }
158
167 default: 159 default:
168 { 160 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 161 sprintf (styledirname, "/styles/exitstyles/generic");
170 style_map_up = find_style (styledirname, exitstyle, -1); 162 style_map_up = find_style (styledirname, exitstyle, -1);
171 style_map_down = style_map_up; 163 style_map_down = style_map_up;
172 break; 164 break;
173 } 165 }
174 } 166 }
167
175 if (style_map_up == 0) 168 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit")); 169 the_exit_up = arch_to_object (archetype::find ("exit"));
170
177 else 171 else
178 { 172 {
179 object *tmp; 173 object *tmp;
180 174
181 tmp = pick_random_object (style_map_up); 175 tmp = style_map_up->pick_random_object ();
182 the_exit_up = arch_to_object (tmp->arch); 176 the_exit_up = arch_to_object (tmp->arch);
183 } 177 }
184 178
185 /* we need a down exit only if we're recursing. */ 179 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
187 if (style_map_down == 0) 181 if (style_map_down == 0)
188 the_exit_down = arch_to_object (archetype::find ("exit")); 182 the_exit_down = arch_to_object (archetype::find ("exit"));
183
189 else 184 else
190 { 185 {
191 object *tmp; 186 object *tmp;
192 187
193 tmp = pick_random_object (style_map_down); 188 tmp = style_map_down->pick_random_object ();
194 the_exit_down = arch_to_object (tmp->arch); 189 the_exit_down = arch_to_object (tmp->arch);
195 } 190 }
196 else 191 else
197 the_exit_down = 0; 192 the_exit_down = 0;
198 193
199 /* set up the up exit */ 194 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 195 the_exit_up->stats.hp = RP->origin_x;
201 the_exit_up->stats.sp = RP->origin_y; 196 the_exit_up->stats.sp = RP->origin_y;
202 the_exit_up->slaying = RP->origin_map; 197 the_exit_up->slaying = RP->origin_map;
203 198
204 /* figure out where to put the entrance */ 199 /* figure out where to put the entrance */
205 /* begin a logical block */ 200 /* begin a logical block */
206 { 201 {
207 int i, j;
208
209 /* First, look for a '<' char */ 202 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 203 find_in_layout (0, '<', &upx, &upy, maze, RP);
211 204
212 /* next, look for a C, the map center. */ 205 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 206 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214 207
215
216 /* if we didn't find an up, find an empty place far from the center */ 208 /* if we didn't find an up, find an empty place far from the center */
217 if (upx == -1 && cx != -1) 209 if (upx == -1 && cx != -1)
218 { 210 {
219 if (cx > RP->Xsize / 2) 211 if (cx > RP->Xsize / 2)
220 upx = 1; 212 upx = 1;
221 else 213 else
222 upx = RP->Xsize - 2; 214 upx = RP->Xsize - 2;
215
223 if (cy > RP->Ysize / 2) 216 if (cy > RP->Ysize / 2)
224 upy = 1; 217 upy = 1;
225 else 218 else
226 upy = RP->Ysize - 2; 219 upy = RP->Ysize - 2;
220
227 /* find an empty place far from the center */ 221 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 222 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 223 find_in_layout (1, 0, &upx, &upy, maze, RP);
230 else if (upx == 1 && upy > 1) 224 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 225 find_in_layout (3, 0, &upx, &upy, maze, RP);
241 235
242 the_exit_up->x = upx; 236 the_exit_up->x = upx;
243 the_exit_up->y = upy; 237 the_exit_up->y = upy;
244 238
245 /* surround the exits with notices that this is a random map. */ 239 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 240 for (int j = 1; j < 9; j++)
247 { 241 {
248 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 242 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
249 { 243 {
250 random_sign = get_archetype ("sign"); 244 random_sign = get_archetype ("sign");
251 random_sign->x = the_exit_up->x + freearr_x[j]; 245 random_sign->x = the_exit_up->x + freearr_x[j];
252 random_sign->y = the_exit_up->y + freearr_y[j]; 246 random_sign->y = the_exit_up->y + freearr_y[j];
253 247
248 char buf[8192];
254 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1); 249 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
255 250
256 random_sign->msg = buf; 251 random_sign->msg = buf;
257 insert_ob_in_map (random_sign, map, NULL, 0); 252 insert_ob_in_map (random_sign, map, NULL, 0);
258 } 253 }
259 } 254 }
255
260 /* 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. */
261 the_exit_up->move_block = MOVE_ALL; 257 the_exit_up->move_block = MOVE_ALL;
262 258
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 259 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 260 maze[the_exit_up->x][the_exit_up->y] = '<';
265 261
266 /* set the starting x,y for this map */ 262 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 263 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 264 map->enter_y = the_exit_up->y;
269 265
270 /* first, look for a '>' character */ 266 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 267 find_in_layout (0, '>', &downx, &downy, maze, RP);
272 /* if no > is found use C */ 268 /* if no > is found use C */
273 if (downx == -1) 269 if (downx == -1)
282 { 278 {
283 if (upx > RP->Xsize / 2) 279 if (upx > RP->Xsize / 2)
284 downx = 1; 280 downx = 1;
285 else 281 else
286 downx = RP->Xsize - 2; 282 downx = RP->Xsize - 2;
283
287 if (upy > RP->Ysize / 2) 284 if (upy > RP->Ysize / 2)
288 downy = 1; 285 downy = 1;
289 else 286 else
290 downy = RP->Ysize - 2; 287 downy = RP->Ysize - 2;
288
291 /* find an empty place far from the entrance */ 289 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 290 if (downx == 1 && downy == 1)
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 291 find_in_layout (1, 0, &downx, &downy, maze, RP);
294 else if (downx == 1 && downy > 1) 292 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 293 find_in_layout (3, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy == 1) 294 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP); 295 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1) 296 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP); 297 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 298 }
299
302 /* no indication of where to place the down exit, so just place it */ 300 /* no indication of where to place the down exit, so just place it */
303 if (downx == -1) 301 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 302 find_in_layout (0, 0, &downx, &downy, maze, RP);
303
305 if (the_exit_down) 304 if (the_exit_down)
306 { 305 {
307 char buf[2048]; 306 char buf[16384];
308 307
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 308 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 309 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 310 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 311 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 312 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 313 write_map_parameters_to_string (buf, RP);
315 the_exit_down->msg = buf; 314 the_exit_down->msg = buf;
315
316 /* the identifier for making a random map. */ 316 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 317 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 318 {
319 maptile *new_map; 319 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 320 object *the_exit_back = arch_to_object (the_exit_up->arch);
321 321
322#if 0
323 /* I'm not sure if there was any reason to change the path to the
324 * map other than to maybe make it more descriptive in the 'maps'
325 * command. But changing the map name makes life more complicated,
326 * (has_been_loaded needs to use the new name)
327 */
328
329 char new_map_name[MAX_BUF];
330
331 /* give the final map a name */
332 sprintf (new_map_name, "%sfinal_map", RP->final_map);
333 /* set the exit down. */
334#endif
335 /* load it */ 322 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 323 if (!(new_map = maptile::find_sync (RP->final_map)))
337 return; 324 return;
338 325
326 new_map->load_sync ();
327
339 the_exit_down->slaying = RP->final_map; 328 the_exit_down->slaying = RP->final_map;
340 strcpy (new_map->path, RP->final_map);
341 329
342 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 330 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
343 /* Remove exit back to previous random map. There should only be one 331 /* Remove exit back to previous random map. There should only be one
344 * which is why we break out. To try to process more than one 332 * which is why we break out. To try to process more than one
345 * would require keeping a 'next' pointer, ad free_object kills tmp, which 333 * would require keeping a 'next' pointer, ad free_object kills tmp, which
346 * breaks the for loop. 334 * breaks the for loop.
347 */ 335 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 336 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
349 { 337 {
350 tmp->remove ();
351 tmp->destroy (0); 338 tmp->destroy ();
352 break; 339 break;
353 } 340 }
354 341
355 if (final_map_exit == 1) 342 if (final_map_exit == 1)
356 { 343 {
357 /* setup the exit back */ 344 /* setup the exit back */
358 the_exit_back->slaying = map->path; 345 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 346 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 347 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 348 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 349 the_exit_back->y = new_map->enter_y;
363 350
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 351 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 352 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 353 }
369 else 354 else
370 the_exit_down->slaying = "/!"; 355 the_exit_down->slaying = "/!";
371 356
372 /* Block the exit so things don't get dumped on top of it. */ 357 /* Block the exit so things don't get dumped on top of it. */
373 the_exit_down->move_block = MOVE_ALL; 358 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 359 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 360 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 361 }
377 } 362 }
378
379} 363}
380
381
382 364
383/* this function unblocks the exits. We blocked them to 365/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 366 keep things from being dumped on them during the other
385 phases of random map generation. */ 367 phases of random map generation. */
386void 368void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 369unblock_exits (maptile *map, char **maze, random_map_params *RP)
388{ 370{
389 int i = 0, j = 0; 371 int i = 0, j = 0;
390 object *walk; 372 object *walk;
391 373
392 for (i = 0; i < RP->Xsize; i++) 374 for (i = 0; i < RP->Xsize; i++)
393 for (j = 0; j < RP->Ysize; j++) 375 for (j = 0; j < RP->Ysize; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 376 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 377 {
396 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 378 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
397 { 379 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 380 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 381 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 382 walk->move_block = 0;
401 update_object (walk, UP_OBJ_CHANGE); 383 update_object (walk, UP_OBJ_CHANGE);
402 } 384 }
403 } 385 }
404 } 386 }
405} 387}
388

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