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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.11 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.48 by root, Sun Jul 4 22:12:26 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 (©) 2005,2006,2007,2008,2009,2010 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 maze. 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, layout &maze)
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 < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
56 { 56 {
57 if (layout[i][j] == target) 57 if (maze[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 58 {
64 break; 59 fx = i;
65 } 60 fy = j;
66 case 2: 61 return;
67 { /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++)
70 { 62 }
63 }
64 break;
65
66 case 2:
67 /* Search from top right down/left */
68 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < maze.h - 1; j++)
70 {
71 if (layout[i][j] == target) 71 if (maze[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 72 {
78 break; 73 fx = i;
79 } 74 fy = j;
80 case 3: 75 return;
81 { /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--)
84 { 76 }
77 }
78 break;
79
80 case 3:
81 /* search from bottom-left up-right */
82 for (i = 1; i < maze.w - 1; i++)
83 for (j = maze.h - 2; j > 0; j--)
84 {
85 if (layout[i][j] == target) 85 if (maze[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 86 {
92 break; 87 fx = i;
93 } 88 fy = j;
94 case 4: 89 return;
95 { /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--)
98 { 90 }
91 }
92 break;
93
94 case 4:
95 /* search from bottom-right up-left */
96 for (i = maze.w - 2; i > 0; i--)
97 for (j = maze.h - 2; j > 0; j--)
98 {
99 if (layout[i][j] == target) 99 if (maze[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;
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, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
127{ 120{
128 char styledirname[256];
129 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 124 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 */ 125 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
138 int final_map_exit = 1; 128 int final_map_exit = 1;
139 129
140 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
141 { 131 if (strstr (eofm, "no"))
142 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 132 final_map_exit = 0;
144 }
145 133
146 if (orientation == 0) 134 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 135 orientation = rmg_rndm (6) + 1;
148 136
149 switch (orientation) 137 switch (orientation)
150 { 138 {
151 case 1: 139 case 1:
152 { 140 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
154 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 break; 143 break;
158 } 144 }
145
159 case 2: 146 case 2:
160 { 147 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
162 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
165 break; 150 break;
166 } 151 }
152
167 default: 153 default:
168 { 154 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
170 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
171 style_map_down = style_map_up;
172 break; 157 break;
173 } 158 }
174 } 159 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180 160
181 tmp = pick_random_object (style_map_up); 161 the_exit_up = style_map_up
182 the_exit_up = arch_to_object (tmp->arch); 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
183 } 163 : archetype::get (shstr_exit);
164
165 const char *final_map = RP->get_str ("final_map", 0);
184 166
185 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
187 if (style_map_down == 0) 169 the_exit_down = style_map_down
188 the_exit_down = arch_to_object (archetype::find ("exit")); 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 else 171 : 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 172 else
197 the_exit_down = 0; 173 the_exit_down = 0;
198 174
199 /* set up the up exit */ 175 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
201 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
202 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
203 179
204 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
205 /* begin a logical block */ 181 /* begin a logical block */
206 { 182 {
207 int i, j;
208
209 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
211 185
212 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
214
215 188
216 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
217 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
218 { 191 {
219 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
220 upx = 1; 193 upx = 1;
221 else 194 else
222 upx = RP->Xsize - 2; 195 upx = RP->Xsize - 2;
196
223 if (cy > RP->Ysize / 2) 197 if (cy > RP->Ysize / 2)
224 upy = 1; 198 upy = 1;
225 else 199 else
226 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
201
227 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
230 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
232 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
233 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
234 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
235 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
236 } 211 }
237 212
238 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
239 if (upx == -1) 214 if (upx == -1)
240 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
241 216
242 the_exit_up->x = upx; 217 the_exit_up->x = upx;
243 the_exit_up->y = upy; 218 the_exit_up->y = upy;
244 219
245 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
247 {
248 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
249 { 223 {
250 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
251 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
252 random_sign->y = the_exit_up->y + freearr_y[j]; 226 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 } 227 }
259 } 228
260 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
261 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
262 231
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 233 maze[the_exit_up->x][the_exit_up->y] = '<';
266 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
267 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
268 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
269 238
270 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
272 /* if no > is found use C */ 242 /* if no > is found use C */
273 if (downx == -1) 243 if (downx == -1)
274 { 244 {
275 downx = cx; 245 downx = cx;
276 downy = cy; 246 downy = cy;
282 { 252 {
283 if (upx > RP->Xsize / 2) 253 if (upx > RP->Xsize / 2)
284 downx = 1; 254 downx = 1;
285 else 255 else
286 downx = RP->Xsize - 2; 256 downx = RP->Xsize - 2;
257
287 if (upy > RP->Ysize / 2) 258 if (upy > RP->Ysize / 2)
288 downy = 1; 259 downy = 1;
289 else 260 else
290 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
262
291 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
294 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
296 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
298 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
300
301 } 272 }
273
302 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
303 if (downx == -1) 275 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
277
305 if (the_exit_down) 278 if (the_exit_down)
306 { 279 {
307 char buf[2048];
308
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
313 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
314 write_map_parameters_to_string (buf, RP); 285
315 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
287
316 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
318 { 290 {
319 maptile *new_map; 291 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 292 object *the_exit_back = the_exit_up->arch->instance ();
321 293
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 */ 294 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 295 if (!(new_map = maptile::find_sync (final_map)))
337 return; 296 return;
338 297
298 new_map->load_sync ();
299
339 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
340 strcpy (new_map->path, RP->final_map);
341 301
342 for (tmp = GET_MAP_OB (new_map, new_map->enter_x, new_map->enter_y); tmp; tmp = tmp->above) 302 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 303 /* 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 304 * 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 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
346 * breaks the for loop. 306 * breaks the for loop.
347 */ 307 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
349 { 309 {
350 tmp->remove ();
351 tmp->destroy (); 310 tmp->destroy ();
352 break; 311 break;
353 } 312 }
354 313
355 if (final_map_exit == 1) 314 if (final_map_exit)
356 { 315 {
357 /* setup the exit back */ 316 /* setup the exit back */
358 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = new_map->enter_x; 320 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = new_map->enter_y; 321 the_exit_back->y = new_map->enter_y;
363 322
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 324 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 325 }
369 else 326 else
370 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
371 328
372 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
373 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 333 }
377 } 334 }
378
379} 335}
380
381
382 336
383/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
385 phases of random map generation. */ 339 phases of random map generation. */
386void 340void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 341unblock_exits (maptile *map, layout &maze)
388{ 342{
389 int i = 0, j = 0; 343 int i = 0, j = 0;
390 object *walk; 344 object *walk;
391 345
392 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
393 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 349 {
396 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
397 { 351 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 353 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
401 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
402 } 356 }
403 } 357 }
404 } 358 }
405} 359}
360

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