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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.5 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.32 by root, Mon Sep 29 10:32:50 2008 UTC

1
2/* 1/*
3 * static char *rcsid_exit_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: exit.C,v 1.5 2006/09/14 21:16:12 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 23
30#include <global.h> 24#include <global.h>
31#include <random_map.h> 25#include <random_map.h>
32#include <sproto.h> 26#include <sproto.h>
33#include <rproto.h> 27#include <rproto.h>
34 28
35
36/* 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
37 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
38void 31void
39find_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)
40{ 33{
41 int M; 34 int M;
42 int i, j; 35 int i, j;
43 36
44 *fx = -1; 37 *fx = -1;
45 *fy = -1; 38 *fy = -1;
46 39
47 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1; 42 M = rmg_rndm (4) + 1;
50 else 43 else
51 M = mode; 44 M = mode;
52 45
53 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 48 the same damned thing every time. */
56 switch (M) 49 switch (M)
57 { 50 {
58 case 1: 51 case 1:
59 { /* search from top left down/right */ 52 /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
62 { 55 {
63 if (layout[i][j] == target) 56 if (layout[i][j] == target)
64 {
65 *fx = i;
66 *fy = j;
67 return;
68 }
69 } 57 {
70 break; 58 *fx = i;
59 *fy = j;
60 return;
61 }
71 } 62 }
63 break;
64
72 case 2: 65 case 2:
73 { /* Search from top right down/left */ 66 /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
76 { 69 {
77 if (layout[i][j] == target) 70 if (layout[i][j] == target)
78 {
79 *fx = i;
80 *fy = j;
81 return;
82 }
83 } 71 {
84 break; 72 *fx = i;
73 *fy = j;
74 return;
75 }
85 } 76 }
77 break;
78
86 case 3: 79 case 3:
87 { /* search from bottom-left up-right */ 80 /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
90 { 83 {
91 if (layout[i][j] == target) 84 if (layout[i][j] == target)
92 {
93 *fx = i;
94 *fy = j;
95 return;
96 }
97 } 85 {
98 break; 86 *fx = i;
87 *fy = j;
88 return;
89 }
99 } 90 }
91 break;
92
100 case 4: 93 case 4:
101 { /* search from bottom-right up-left */ 94 /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
104 { 97 {
105 if (layout[i][j] == target) 98 if (layout[i][j] == target)
106 {
107 *fx = i;
108 *fy = j;
109 return;
110 }
111 } 99 {
112 break; 100 *fx = i;
101 *fy = j;
102 return;
103 }
113 } 104 }
105 break;
106
114 } 107 }
115} 108}
116
117
118
119
120
121 109
122/* orientation: 0 means random, 110/* orientation: 0 means random,
123 1 means descending dungeon 111 1 means descending dungeon
124 2 means ascending dungeon 112 2 means ascending dungeon
125 3 means rightward 113 3 means rightward
126 4 means leftward 114 4 means leftward
127 5 means northward 115 5 means northward
128 6 means southward 116 6 means southward
129*/ 117*/
130
131void 118void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
133{ 120{
134 char styledirname[256]; 121 char styledirname[1024];
135 mapstruct *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
139 object *random_sign; /* magic mouth saying this is a random map. */
140 char buf[512];
141 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
144 int final_map_exit = 1; 129 int final_map_exit = 1;
145 130
146 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 133 final_map_exit = 0;
150 }
151 134
152 if (orientation == 0) 135 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
154 137
155 switch (orientation) 138 switch (orientation)
156 { 139 {
157 case 1: 140 case 1:
158 { 141 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 142 sprintf (styledirname, "/styles/exitstyles/up");
160 style_map_up = find_style (styledirname, exitstyle, -1); 143 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down"); 144 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 145 style_map_down = find_style (styledirname, exitstyle, -1);
163 break; 146 break;
164 } 147 }
148
165 case 2: 149 case 2:
166 { 150 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 151 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1); 152 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up"); 153 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 154 style_map_down = find_style (styledirname, exitstyle, -1);
171 break; 155 break;
172 } 156 }
157
173 default: 158 default:
174 { 159 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 160 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1); 161 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up; 162 style_map_down = style_map_up;
178 break; 163 break;
179 } 164 }
180 } 165 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (archetype::find ("exit"));
183 else
184 {
185 object *tmp;
186 166
187 tmp = pick_random_object (style_map_up); 167 the_exit_up = style_map_up
188 the_exit_up = arch_to_object (tmp->arch); 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
189 } 169 : archetype::get (shstr_exit);
190 170
191 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
193 if (style_map_down == 0) 173 the_exit_down = style_map_down
194 the_exit_down = arch_to_object (archetype::find ("exit")); 174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
195 else 175 : archetype::get (shstr_exit);
196 {
197 object *tmp;
198
199 tmp = pick_random_object (style_map_down);
200 the_exit_down = arch_to_object (tmp->arch);
201 }
202 else 176 else
203 the_exit_down = 0; 177 the_exit_down = 0;
204 178
205 /* set up the up exit */ 179 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
207 the_exit_up->stats.sp = RP->origin_y; 181 the_exit_up->stats.sp = RP->origin_y;
208 the_exit_up->slaying = RP->origin_map; 182 the_exit_up->slaying = RP->origin_map;
209 183
210 /* figure out where to put the entrance */ 184 /* figure out where to put the entrance */
211 /* begin a logical block */ 185 /* begin a logical block */
212 { 186 {
213 int i, j;
214
215 /* First, look for a '<' char */ 187 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 188 find_in_layout (0, '<', &upx, &upy, maze, RP);
217 189
218 /* next, look for a C, the map center. */ 190 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220 192
221
222 /* if we didn't find an up, find an empty place far from the center */ 193 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 194 if (upx == -1 && cx != -1)
224 { 195 {
225 if (cx > RP->Xsize / 2) 196 if (cx > RP->Xsize / 2)
226 upx = 1; 197 upx = 1;
227 else 198 else
228 upx = RP->Xsize - 2; 199 upx = RP->Xsize - 2;
200
229 if (cy > RP->Ysize / 2) 201 if (cy > RP->Ysize / 2)
230 upy = 1; 202 upy = 1;
231 else 203 else
232 upy = RP->Ysize - 2; 204 upy = RP->Ysize - 2;
205
233 /* find an empty place far from the center */ 206 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 207 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 208 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1) 209 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 210 find_in_layout (3, 0, &upx, &upy, maze, RP);
247 220
248 the_exit_up->x = upx; 221 the_exit_up->x = upx;
249 the_exit_up->y = upy; 222 the_exit_up->y = upy;
250 223
251 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 225 for (int j = 1; j < 9; j++)
253 { 226 {
254 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255 { 228 {
256 random_sign = get_archetype ("sign"); 229 object *random_sign = archetype::get (shstr_sign);
257 random_sign->x = the_exit_up->x + freearr_x[j]; 230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
258 random_sign->y = the_exit_up->y + freearr_y[j]; 231 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
259
260 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
261
262 random_sign->msg = buf;
263 insert_ob_in_map (random_sign, map, NULL, 0);
264 } 232 }
265 } 233 }
234
266 /* 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. */
267 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
268 237
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
271 240
272 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
275 244
276 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', &downx, &downy, maze, RP);
247
278 /* if no > is found use C */ 248 /* if no > is found use C */
279 if (downx == -1) 249 if (downx == -1)
280 { 250 {
281 downx = cx; 251 downx = cx;
282 downy = cy; 252 downy = cy;
288 { 258 {
289 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
290 downx = 1; 260 downx = 1;
291 else 261 else
292 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
293 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
294 downy = 1; 265 downy = 1;
295 else 266 else
296 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
297 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1) 272 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1) 274 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP); 275 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1) 276 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP); 277 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 } 278 }
279
308 /* no indication of where to place the down exit, so just place it */ 280 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 281 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
283
311 if (the_exit_down) 284 if (the_exit_down)
312 { 285 {
313 char buf[2048]; 286 char buf[16384];
314 287
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
316 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP); 293 write_map_parameters_to_string (buf, RP);
321 the_exit_down->msg = buf; 294 the_exit_down->msg = buf;
295
322 /* the identifier for making a random map. */ 296 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
324 { 298 {
325 mapstruct *new_map; 299 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 300 object *the_exit_back = arch_to_object (the_exit_up->arch);
327 301
328#if 0
329 /* I'm not sure if there was any reason to change the path to the
330 * map other than to maybe make it more descriptive in the 'maps'
331 * command. But changing the map name makes life more complicated,
332 * (has_been_loaded needs to use the new name)
333 */
334
335 char new_map_name[MAX_BUF];
336
337 /* give the final map a name */
338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
339 /* set the exit down. */
340#endif
341 /* load it */ 302 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 303 if (!(new_map = maptile::find_sync (RP->final_map)))
343 return; 304 return;
344 305
306 new_map->load_sync ();
307
345 the_exit_down->slaying = RP->final_map; 308 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347 309
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 310 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
349 /* Remove exit back to previous random map. There should only be one 311 /* Remove exit back to previous random map. There should only be one
350 * which is why we break out. To try to process more than one 312 * which is why we break out. To try to process more than one
351 * would require keeping a 'next' pointer, ad free_object kills tmp, which 313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 314 * breaks the for loop.
353 */ 315 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
355 { 317 {
356 remove_ob (tmp); 318 tmp->destroy ();
357 free_object (tmp);
358 break; 319 break;
359 } 320 }
360 321
361 if (final_map_exit == 1) 322 if (final_map_exit == 1)
362 { 323 {
363 /* setup the exit back */ 324 /* setup the exit back */
364 the_exit_back->slaying = map->path; 325 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 326 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 327 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 328 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 329 the_exit_back->y = new_map->enter_y;
369 330
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 331 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 332 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 333 }
375 else 334 else
376 the_exit_down->slaying = "/!"; 335 the_exit_down->slaying = "/!";
377 336
378 /* Block the exit so things don't get dumped on top of it. */ 337 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL; 338 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 339 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 340 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 341 }
383 } 342 }
384
385} 343}
386
387
388 344
389/* this function unblocks the exits. We blocked them to 345/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 346 keep things from being dumped on them during the other
391 phases of random map generation. */ 347 phases of random map generation. */
392void 348void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 349unblock_exits (maptile *map, char **maze, random_map_params *RP)
394{ 350{
395 int i = 0, j = 0; 351 int i = 0, j = 0;
396 object *walk; 352 object *walk;
397 353
398 for (i = 0; i < RP->Xsize; i++) 354 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 355 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 356 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 357 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 359 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 361 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 362 walk->move_block = 0;
407 update_object (walk, UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
408 } 364 }
409 } 365 }
410 } 366 }
411} 367}
368

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