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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.38 by root, Fri Mar 26 00:59:21 2010 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 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 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>
5 */ 23 */
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 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#include <sproto.h> 27#include <sproto.h>
33#include <rproto.h> 28#include <rproto.h>
34 29
35
36/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
37 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
38void 32static void
39find_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 **layout, random_map_params *RP)
40{ 34{
41 int M; 35 int M;
42 int i, j; 36 int i, j;
43 37
44 *fx = -1; 38 *fx = -1;
45 *fy = -1; 39 *fy = -1;
46 40
47 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
50 else 44 else
51 M = mode; 45 M = mode;
52 46
53 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 49 the same damned thing every time. */
56 switch (M) 50 switch (M)
57 { 51 {
58 case 1: 52 case 1:
59 { /* search from top left down/right */ 53 /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
62 { 56 {
63 if (layout[i][j] == target) 57 if (layout[i][j] == target)
64 {
65 *fx = i;
66 *fy = j;
67 return;
68 }
69 } 58 {
70 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
71 } 63 }
64 break;
65
72 case 2: 66 case 2:
73 { /* Search from top right down/left */ 67 /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
76 { 70 {
77 if (layout[i][j] == target) 71 if (layout[i][j] == target)
78 {
79 *fx = i;
80 *fy = j;
81 return;
82 }
83 } 72 {
84 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
85 } 77 }
78 break;
79
86 case 3: 80 case 3:
87 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
90 { 84 {
91 if (layout[i][j] == target) 85 if (layout[i][j] == target)
92 {
93 *fx = i;
94 *fy = j;
95 return;
96 }
97 } 86 {
98 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
99 } 91 }
92 break;
93
100 case 4: 94 case 4:
101 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
104 { 98 {
105 if (layout[i][j] == target) 99 if (layout[i][j] == target)
106 {
107 *fx = i;
108 *fy = j;
109 return;
110 }
111 } 100 {
112 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
113 } 105 }
106 break;
107
114 } 108 }
115} 109}
116
117
118
119
120
121 110
122/* orientation: 0 means random, 111/* orientation: 0 means random,
123 1 means descending dungeon 112 1 means descending dungeon
124 2 means ascending dungeon 113 2 means ascending dungeon
125 3 means rightward 114 3 means rightward
126 4 means leftward 115 4 means leftward
127 5 means northward 116 5 means northward
128 6 means southward 117 6 means southward
129*/ 118*/
130
131void 119void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
133{ 121{
134 char styledirname[256]; 122 char styledirname[1024];
135 mapstruct *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 126 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 */ 127 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 128 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 129 int downx = -1, downy = -1;
144 int final_map_exit = 1; 130 int final_map_exit = 1;
145 131
146 if (RP->exit_on_final_map) 132 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no")) 133 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 134 final_map_exit = 0;
150 }
151 135
152 if (orientation == 0) 136 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 137 orientation = rmg_rndm (6) + 1;
154 138
155 switch (orientation) 139 switch (orientation)
156 { 140 {
157 case 1: 141 case 1:
158 { 142 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 143 sprintf (styledirname, "/styles/exitstyles/up");
160 style_map_up = find_style (styledirname, exitstyle, -1); 144 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down"); 145 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 146 style_map_down = find_style (styledirname, exitstyle, -1);
163 break; 147 break;
164 } 148 }
149
165 case 2: 150 case 2:
166 { 151 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 152 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1); 153 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up"); 154 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 155 style_map_down = find_style (styledirname, exitstyle, -1);
171 break; 156 break;
172 } 157 }
158
173 default: 159 default:
174 { 160 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 161 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1); 162 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up; 163 style_map_down = style_map_up;
178 break; 164 break;
179 } 165 }
180 } 166 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (find_archetype ("exit"));
183 else
184 {
185 object *tmp;
186 167
187 tmp = pick_random_object (style_map_up); 168 the_exit_up = style_map_up
188 the_exit_up = arch_to_object (tmp->arch); 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
189 } 170 : archetype::get (shstr_exit);
190 171
191 /* we need a down exit only if we're recursing. */ 172 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
193 if (style_map_down == 0) 174 the_exit_down = style_map_down
194 the_exit_down = arch_to_object (find_archetype ("exit")); 175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
195 else 176 : 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 177 else
203 the_exit_down = 0; 178 the_exit_down = 0;
204 179
205 /* set up the up exit */ 180 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 181 the_exit_up->stats.hp = RP->origin_x;
207 the_exit_up->stats.sp = RP->origin_y; 182 the_exit_up->stats.sp = RP->origin_y;
208 the_exit_up->slaying = RP->origin_map; 183 the_exit_up->slaying = RP->origin_map;
209 184
210 /* figure out where to put the entrance */ 185 /* figure out where to put the entrance */
211 /* begin a logical block */ 186 /* begin a logical block */
212 { 187 {
213 int i, j;
214
215 /* First, look for a '<' char */ 188 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 189 find_in_layout (0, '<', &upx, &upy, maze, RP);
217 190
218 /* next, look for a C, the map center. */ 191 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220 193
221
222 /* if we didn't find an up, find an empty place far from the center */ 194 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 195 if (upx == -1 && cx != -1)
224 { 196 {
225 if (cx > RP->Xsize / 2) 197 if (cx > RP->Xsize / 2)
226 upx = 1; 198 upx = 1;
227 else 199 else
228 upx = RP->Xsize - 2; 200 upx = RP->Xsize - 2;
201
229 if (cy > RP->Ysize / 2) 202 if (cy > RP->Ysize / 2)
230 upy = 1; 203 upy = 1;
231 else 204 else
232 upy = RP->Ysize - 2; 205 upy = RP->Ysize - 2;
206
233 /* find an empty place far from the center */ 207 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 208 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 209 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1) 210 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 211 find_in_layout (3, 0, &upx, &upy, maze, RP);
247 221
248 the_exit_up->x = upx; 222 the_exit_up->x = upx;
249 the_exit_up->y = upy; 223 the_exit_up->y = upy;
250 224
251 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 226 for (int j = 1; j < 9; j++)
253 { 227 {
254 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]))
255 { 229 {
256 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
257 random_sign->x = the_exit_up->x + freearr_x[j]; 231 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]; 232 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 } 233 }
265 } 234 }
235
266 /* 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. */
267 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
268 238
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
271 241
272 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
275 245
276 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
278 /* if no > is found use C */ 249 /* if no > is found use C */
279 if (downx == -1) 250 if (downx == -1)
280 { 251 {
281 downx = cx; 252 downx = cx;
282 downy = cy; 253 downy = cy;
288 { 259 {
289 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
290 downx = 1; 261 downx = 1;
291 else 262 else
292 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
293 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
294 downy = 1; 266 downy = 1;
295 else 267 else
296 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
297 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1) 273 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1) 275 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP); 276 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1) 277 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP); 278 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 } 279 }
280
308 /* no indication of where to place the down exit, so just place it */ 281 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 282 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
284
311 if (the_exit_down) 285 if (the_exit_down)
312 { 286 {
313 char buf[2048]; 287 char buf[16384];
314 288
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 289 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
316 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP); 294 write_map_parameters_to_string (buf, RP);
321 the_exit_down->msg = buf; 295 the_exit_down->msg = buf;
296
322 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
324 { 299 {
325 mapstruct *new_map; 300 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 301 object *the_exit_back = the_exit_up->arch->instance ();
327 302
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 */ 303 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
343 return; 305 return;
344 306
307 new_map->load_sync ();
308
345 the_exit_down->slaying = RP->final_map; 309 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347 310
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 311 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 312 /* 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 313 * 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 314 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 315 * breaks the for loop.
353 */ 316 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
355 { 318 {
356 remove_ob (tmp); 319 tmp->destroy ();
357 free_object (tmp);
358 break; 320 break;
359 } 321 }
360 322
361 if (final_map_exit == 1) 323 if (final_map_exit == 1)
362 { 324 {
363 /* setup the exit back */ 325 /* setup the exit back */
364 the_exit_back->slaying = map->path; 326 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 327 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 328 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 329 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 330 the_exit_back->y = new_map->enter_y;
369 331
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 333 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 334 }
375 else 335 else
376 the_exit_down->slaying = "/!"; 336 the_exit_down->slaying = shstr_random_map_exit;
377 337
378 /* Block the exit so things don't get dumped on top of it. */ 338 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL; 339 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 340 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 341 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 342 }
383 } 343 }
384
385} 344}
386
387
388 345
389/* this function unblocks the exits. We blocked them to 346/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 347 keep things from being dumped on them during the other
391 phases of random map generation. */ 348 phases of random map generation. */
392void 349void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 350unblock_exits (maptile *map, char **maze, random_map_params *RP)
394{ 351{
395 int i = 0, j = 0; 352 int i = 0, j = 0;
396 object *walk; 353 object *walk;
397 354
398 for (i = 0; i < RP->Xsize; i++) 355 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 356 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 357 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 358 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 359 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 360 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 362 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 363 walk->move_block = 0;
407 update_object (walk, UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
408 } 365 }
409 } 366 }
410 } 367 }
411} 368}
369

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