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 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.46 by root, Sat Jul 3 01:12:44 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 1.3 2006/09/03 00:18:41 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, char **maze, 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++)
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 = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 69 for (j = 1; j < RP->Ysize - 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 < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 83 for (j = RP->Ysize - 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 = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 97 for (j = RP->Ysize - 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 }
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 (const char *eofm = RP->get_str ("exit_on_final_map", 0))
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 132 if (strstr (eofm, "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
163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
164 : archetype::get (shstr_exit);
126 165
127 switch(orientation) { 166 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 }
158 167
159 /* we need a down exit only if we're recursing. */ 168 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 169 if (RP->dungeon_level < RP->dungeon_depth || final_map)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 170 the_exit_down = style_map_down
171 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
172 : archetype::get (shstr_exit);
162 else { 173 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; 174 the_exit_down = 0;
168 175
169 /* set up the up exit */ 176 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 177 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
171 the_exit_up->stats.sp = RP->origin_y; 178 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
172 the_exit_up->slaying = RP->origin_map; 179 the_exit_up->slaying = RP->get_str ("origin_map", 0);
173 180
174 /* figure out where to put the entrance */ 181 /* figure out where to put the entrance */
175 /* begin a logical block */ 182 /* begin a logical block */
176 { 183 {
177 int i,j;
178 /* First, look for a '<' char */ 184 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 185 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 186
181 /* next, look for a C, the map center. */ 187 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 188 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 189
184
185 /* if we didn't find an up, find an empty place far from the center */ 190 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 191 if (upx == -1 && cx != -1)
192 {
187 if(cx > RP->Xsize/2) upx = 1; 193 if (cx > RP->Xsize / 2)
194 upx = 1;
195 else
188 else upx = RP->Xsize -2; 196 upx = RP->Xsize - 2;
197
189 if(cy > RP->Ysize/2) upy = 1; 198 if (cy > RP->Ysize / 2)
199 upy = 1;
200 else
190 else upy = RP->Ysize -2; 201 upy = RP->Ysize - 2;
202
191 /* find an empty place far from the center */ 203 /* find an empty place far from the center */
204 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 205 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 206 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 207 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 208 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 209 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 210 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 211 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 212 }
200 213
201 /* no indication of where to place the exit, so just place it. */ 214 /* no indication of where to place the exit, so just place it. */
215 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 216 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 217
204 the_exit_up->x = upx; 218 the_exit_up->x = upx;
205 the_exit_up->y = upy; 219 the_exit_up->y = upy;
206 220
207 /* surround the exits with notices that this is a random map. */ 221 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 222 for (int j = 1; j < 9; j++)
223 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 224 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);
215 225 {
216 random_sign->msg = buf; 226 object *random_sign = archetype::get (shstr_sign);
217 insert_ob_in_map(random_sign,map,NULL,0); 227 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
228 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
229 }
218 } 230 }
219 } 231
220 /* Block the exit so things don't get dumped on top of it. */ 232 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 233 the_exit_up->move_block = MOVE_ALL;
222 234
223 insert_ob_in_map(the_exit_up,map,NULL,0); 235 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 236 maze[the_exit_up->x][the_exit_up->y] = '<';
225 237
226 /* set the starting x,y for this map */ 238 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 239 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 240 map->enter_y = the_exit_up->y;
229 241
230 /* first, look for a '>' character */ 242 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 243 find_in_layout (0, '>', &downx, &downy, maze, RP);
244
232 /* if no > is found use C */ 245 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 246 if (downx == -1)
234 247 {
248 downx = cx;
249 downy = cy;
250 };
251
235 /* make the other exit far away from this one if 252 /* make the other exit far away from this one if
236 there's no center. */ 253 there's no center. */
237 if(downx==-1) { 254 if (downx == -1)
255 {
238 if(upx > RP->Xsize/2) downx = 1; 256 if (upx > RP->Xsize / 2)
257 downx = 1;
258 else
239 else downx = RP->Xsize -2; 259 downx = RP->Xsize - 2;
260
240 if(upy > RP->Ysize/2) downy = 1; 261 if (upy > RP->Ysize / 2)
262 downy = 1;
263 else
241 else downy = RP->Ysize -2; 264 downy = RP->Ysize - 2;
265
242 /* find an empty place far from the entrance */ 266 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 267 if (downx == 1 && downy == 1)
244 else 268 find_in_layout (1, 0, &downx, &downy, maze, RP);
269 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 270 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 271 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 272 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 273 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 274 find_in_layout (4, 0, &downx, &downy, maze, RP);
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, RP);
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);
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];
259 RP->origin_x = the_exit_down->x; 286 RP->set ("origin_x", (IV)the_exit_down->x);
260 RP->origin_y = the_exit_down->y; 287 RP->set ("origin_y", (IV)the_exit_down->y);
261 write_map_parameters_to_string(buf,RP); 288
262 the_exit_down->msg = buf; 289 the_exit_down->msg = RP->as_shstr ();
290
263 /* the identifier for making a random map. */ 291 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 292 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 */ 293 {
294 maptile *new_map;
295 object *the_exit_back = the_exit_up->arch->instance ();
273 296
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 */ 297 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 298 if (!(new_map = maptile::find_sync (final_map)))
281 return; 299 return;
282 300
301 new_map->load_sync ();
302
283 the_exit_down->slaying = RP->final_map; 303 the_exit_down->slaying = final_map;
284 strcpy(new_map->path,RP->final_map);
285 304
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 305 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 306 /* 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 307 * 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 308 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 309 * breaks the for loop.
291 */ 310 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 311 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
293 remove_ob(tmp); 312 {
294 free_object(tmp); 313 tmp->destroy ();
295 break; 314 break;
315 }
316
317 if (final_map_exit)
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);
296 } 327 }
328 }
329 else
330 the_exit_down->slaying = shstr_random_map_exit;
297 331
298 if (final_map_exit == 1) 332 /* Block the exit so things don't get dumped on top of it. */
299 { 333 the_exit_down->move_block = MOVE_ALL;
300 /* setup the exit back */
301 the_exit_back->slaying = 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); 334 insert_ob_in_map (the_exit_down, map, NULL, 0);
308 } 335 maze[the_exit_down->x][the_exit_down->y] = '>';
309
310 set_map_timeout(new_map); /* So it gets swapped out */
311 } 336 }
312 else
313 the_exit_down->slaying = "/!";
314
315 /* Block the exit so things don't get dumped on top of it. */
316 the_exit_down->move_block = MOVE_ALL;
317 insert_ob_in_map(the_exit_down,map,NULL,0);
318 maze[the_exit_down->x][the_exit_down->y]='>';
319 }
320 } 337 }
321
322} 338}
323
324
325 339
326/* this function unblocks the exits. We blocked them to 340/* this function unblocks the exits. We blocked them to
327 keep things from being dumped on them during the other 341 keep things from being dumped on them during the other
328 phases of random map generation. */ 342 phases of random map generation. */
329void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 343void
344unblock_exits (maptile *map, char **maze, random_map_params *RP)
345{
330 int i=0,j=0; 346 int i = 0, j = 0;
331 object *walk; 347 object *walk;
332 348
333 for(i=0;i<RP->Xsize;i++) 349 for (i = 0; i < RP->Xsize; i++)
334 for(j=0;j<RP->Ysize;j++) 350 for (j = 0; j < RP->Ysize; j++)
335 if(maze[i][j]=='>' || maze[i][j]=='<') { 351 if (maze[i][j] == '>' || maze[i][j] == '<')
352 {
336 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 353 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
354 {
337 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 355 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
338 walk->move_block = MOVE_BLOCK_DEFAULT; 356 {
357 walk->move_block = 0;
339 update_object(walk,UP_OBJ_CHANGE); 358 update_object (walk, UP_OBJ_CHANGE);
359 }
340 } 360 }
341 } 361 }
342 }
343} 362}
363

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines