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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:34:02 2006 UTC vs.
Revision 1.38 by root, Fri Mar 26 00:59:21 2010 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 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29
30/* 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
31 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void 32static void
33find_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)
34{ 34{
35 int M; 35 int M;
36 int i, j; 36 int i, j;
37 37
38 *fx = -1; 38 *fx = -1;
39 *fy = -1; 39 *fy = -1;
40 40
41 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
44 else 44 else
45 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 { 51 {
52 case 1: 52 case 1:
53 { /* search from top left down/right */ 53 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (layout[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 58 {
64 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
65 } 63 }
64 break;
65
66 case 2: 66 case 2:
67 { /* Search from top right down/left */ 67 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 70 {
71 if (layout[i][j] == target) 71 if (layout[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 72 {
78 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
79 } 77 }
78 break;
79
80 case 3: 80 case 3:
81 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 84 {
85 if (layout[i][j] == target) 85 if (layout[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 86 {
92 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
93 } 91 }
92 break;
93
94 case 4: 94 case 4:
95 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 98 {
99 if (layout[i][j] == target) 99 if (layout[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 100 {
106 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
107 } 105 }
106 break;
107
108 } 108 }
109} 109}
110
111
112
113
114
115 110
116/* orientation: 0 means random, 111/* orientation: 0 means random,
117 1 means descending dungeon 112 1 means descending dungeon
118 2 means ascending dungeon 113 2 means ascending dungeon
119 3 means rightward 114 3 means rightward
120 4 means leftward 115 4 means leftward
121 5 means northward 116 5 means northward
122 6 means southward 117 6 means southward
123*/ 118*/
124
125void 119void
126place_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)
127{ 121{
128 char styledirname[256]; 122 char styledirname[1024];
129 mapstruct *style_map_down = 0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
130 mapstruct *style_map_up = 0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
133 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 = rmg_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 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180 167
181 tmp = pick_random_object (style_map_up); 168 the_exit_up = style_map_up
182 the_exit_up = arch_to_object (tmp->arch); 169 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
183 } 170 : archetype::get (shstr_exit);
184 171
185 /* we need a down exit only if we're recursing. */ 172 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 173 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
187 if (style_map_down == 0) 174 the_exit_down = style_map_down
188 the_exit_down = arch_to_object (archetype::find ("exit")); 175 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 else 176 : archetype::get (shstr_exit);
190 {
191 object *tmp;
192
193 tmp = pick_random_object (style_map_down);
194 the_exit_down = arch_to_object (tmp->arch);
195 }
196 else 177 else
197 the_exit_down = 0; 178 the_exit_down = 0;
198 179
199 /* set up the up exit */ 180 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 181 the_exit_up->stats.hp = RP->origin_x;
201 the_exit_up->stats.sp = RP->origin_y; 182 the_exit_up->stats.sp = RP->origin_y;
202 the_exit_up->slaying = RP->origin_map; 183 the_exit_up->slaying = RP->origin_map;
203 184
204 /* figure out where to put the entrance */ 185 /* figure out where to put the entrance */
205 /* begin a logical block */ 186 /* begin a logical block */
206 { 187 {
207 int i, j;
208
209 /* First, look for a '<' char */ 188 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 189 find_in_layout (0, '<', &upx, &upy, maze, RP);
211 190
212 /* next, look for a C, the map center. */ 191 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 192 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214 193
215
216 /* 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 */
217 if (upx == -1 && cx != -1) 195 if (upx == -1 && cx != -1)
218 { 196 {
219 if (cx > RP->Xsize / 2) 197 if (cx > RP->Xsize / 2)
220 upx = 1; 198 upx = 1;
221 else 199 else
222 upx = RP->Xsize - 2; 200 upx = RP->Xsize - 2;
201
223 if (cy > RP->Ysize / 2) 202 if (cy > RP->Ysize / 2)
224 upy = 1; 203 upy = 1;
225 else 204 else
226 upy = RP->Ysize - 2; 205 upy = RP->Ysize - 2;
206
227 /* find an empty place far from the center */ 207 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 208 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 209 find_in_layout (1, 0, &upx, &upy, maze, RP);
230 else if (upx == 1 && upy > 1) 210 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 211 find_in_layout (3, 0, &upx, &upy, maze, RP);
241 221
242 the_exit_up->x = upx; 222 the_exit_up->x = upx;
243 the_exit_up->y = upy; 223 the_exit_up->y = upy;
244 224
245 /* surround the exits with notices that this is a random map. */ 225 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 226 for (int j = 1; j < 9; j++)
247 { 227 {
248 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]))
249 { 229 {
250 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
251 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);
252 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);
253
254 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
255
256 random_sign->msg = buf;
257 insert_ob_in_map (random_sign, map, NULL, 0);
258 } 233 }
259 } 234 }
235
260 /* 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. */
261 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
262 238
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
265 241
266 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
269 245
270 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', &downx, &downy, maze, RP);
248
272 /* if no > is found use C */ 249 /* if no > is found use C */
273 if (downx == -1) 250 if (downx == -1)
274 { 251 {
275 downx = cx; 252 downx = cx;
276 downy = cy; 253 downy = cy;
282 { 259 {
283 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
284 downx = 1; 261 downx = 1;
285 else 262 else
286 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
287 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
288 downy = 1; 266 downy = 1;
289 else 267 else
290 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
291 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1)
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 find_in_layout (1, 0, &downx, &downy, maze, RP);
294 else if (downx == 1 && downy > 1) 273 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 find_in_layout (3, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy == 1) 275 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP); 276 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1) 277 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP); 278 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 279 }
280
302 /* 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 */
303 if (downx == -1) 282 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 283 find_in_layout (0, 0, &downx, &downy, maze, RP);
284
305 if (the_exit_down) 285 if (the_exit_down)
306 { 286 {
307 char buf[2048]; 287 char buf[16384];
308 288
309 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);
310 the_exit_down->x = downx + freearr_x[i]; 290 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 291 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 292 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 293 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 294 write_map_parameters_to_string (buf, RP);
315 the_exit_down->msg = buf; 295 the_exit_down->msg = buf;
296
316 /* the identifier for making a random map. */ 297 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 298 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 299 {
319 mapstruct *new_map; 300 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 301 object *the_exit_back = the_exit_up->arch->instance ();
321 302
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 */ 303 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 304 if (!(new_map = maptile::find_sync (RP->final_map)))
337 return; 305 return;
338 306
307 new_map->load_sync ();
308
339 the_exit_down->slaying = RP->final_map; 309 the_exit_down->slaying = RP->final_map;
340 strcpy (new_map->path, RP->final_map);
341 310
342 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)
343 /* 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
344 * 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
345 * 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
346 * breaks the for loop. 315 * breaks the for loop.
347 */ 316 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 317 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
349 { 318 {
350 remove_ob (tmp); 319 tmp->destroy ();
351 free_object (tmp);
352 break; 320 break;
353 } 321 }
354 322
355 if (final_map_exit == 1) 323 if (final_map_exit == 1)
356 { 324 {
357 /* setup the exit back */ 325 /* setup the exit back */
358 the_exit_back->slaying = map->path; 326 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 327 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 328 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 329 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 330 the_exit_back->y = new_map->enter_y;
363 331
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 332 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 333 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 334 }
369 else 335 else
370 the_exit_down->slaying = "/!"; 336 the_exit_down->slaying = shstr_random_map_exit;
371 337
372 /* 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. */
373 the_exit_down->move_block = MOVE_ALL; 339 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 340 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 341 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 342 }
377 } 343 }
378
379} 344}
380
381
382 345
383/* this function unblocks the exits. We blocked them to 346/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 347 keep things from being dumped on them during the other
385 phases of random map generation. */ 348 phases of random map generation. */
386void 349void
387unblock_exits (mapstruct *map, char **maze, RMParms * RP) 350unblock_exits (maptile *map, char **maze, random_map_params *RP)
388{ 351{
389 int i = 0, j = 0; 352 int i = 0, j = 0;
390 object *walk; 353 object *walk;
391 354
392 for (i = 0; i < RP->Xsize; i++) 355 for (i = 0; i < RP->Xsize; i++)
393 for (j = 0; j < RP->Ysize; j++) 356 for (j = 0; j < RP->Ysize; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 357 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 358 {
396 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)
397 { 360 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 361 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 362 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 363 walk->move_block = 0;
401 update_object (walk, UP_OBJ_CHANGE); 364 update_object (walk, UP_OBJ_CHANGE);
402 } 365 }
403 } 366 }
404 } 367 }
405} 368}
369

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