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 1.12 by root, Sat Dec 30 10:16:11 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}
110 109
111/* orientation: 0 means random, 110/* orientation: 0 means random,
112 1 means descending dungeon 111 1 means descending dungeon
115 4 means leftward 114 4 means leftward
116 5 means northward 115 5 means northward
117 6 means southward 116 6 means southward
118*/ 117*/
119void 118void
120place_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)
121{ 120{
122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 124 object *the_exit_up; /* easier maze */
127 object *random_sign; /* magic mouth saying this is a random map. */
128 char buf[512];
129 int cx = -1, cy = -1; /* location of a map center */ 125 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
132 int final_map_exit = 1; 128 int final_map_exit = 1;
133 129
134 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
135 { 131 if (strstr (eofm, "no"))
136 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 132 final_map_exit = 0;
138 }
139 133
140 if (orientation == 0) 134 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 135 orientation = rmg_rndm (6) + 1;
142 136
143 switch (orientation) 137 switch (orientation)
144 { 138 {
145 case 1: 139 case 1:
146 { 140 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
148 style_map_up = find_style (styledirname, exitstyle, -1);
149 sprintf (styledirname, "/styles/exitstyles/down");
150 style_map_down = find_style (styledirname, exitstyle, -1); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
151 break; 143 break;
152 } 144 }
145
153 case 2: 146 case 2:
154 { 147 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
156 style_map_up = find_style (styledirname, exitstyle, -1);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 150 break;
160 } 151 }
152
161 default: 153 default:
162 { 154 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
164 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
165 style_map_down = style_map_up;
166 break; 157 break;
167 } 158 }
168 } 159 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174 160
175 tmp = pick_random_object (style_map_up); 161 the_exit_up = style_map_up
176 the_exit_up = arch_to_object (tmp->arch); 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
177 } 163 : archetype::get (shstr_exit);
164
165 const char *final_map = RP->get_str ("final_map", 0);
178 166
179 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
181 if (style_map_down == 0) 169 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit")); 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
183 else 171 : archetype::get (shstr_exit);
184 {
185 object *tmp;
186
187 tmp = pick_random_object (style_map_down);
188 the_exit_down = arch_to_object (tmp->arch);
189 }
190 else 172 else
191 the_exit_down = 0; 173 the_exit_down = 0;
192 174
193 /* set up the up exit */ 175 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
195 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
196 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
197 179
198 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
199 /* begin a logical block */ 181 /* begin a logical block */
200 { 182 {
201 int i, j;
202
203 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
205 185
206 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
208
209 188
210 /* 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 */
211 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
212 { 191 {
213 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
214 upx = 1; 193 upx = 1;
215 else 194 else
216 upx = RP->Xsize - 2; 195 upx = RP->Xsize - 2;
196
217 if (cy > RP->Ysize / 2) 197 if (cy > RP->Ysize / 2)
218 upy = 1; 198 upy = 1;
219 else 199 else
220 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
201
221 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
224 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
226 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
227 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
228 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
229 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
230 } 211 }
231 212
232 /* 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. */
233 if (upx == -1) 214 if (upx == -1)
234 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
235 216
236 the_exit_up->x = upx; 217 the_exit_up->x = upx;
237 the_exit_up->y = upy; 218 the_exit_up->y = upy;
238 219
239 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
241 {
242 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]))
243 { 223 {
244 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
245 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);
246 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);
247
248 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
249
250 random_sign->msg = buf;
251 insert_ob_in_map (random_sign, map, NULL, 0);
252 } 227 }
253 } 228
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
256 231
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 233 maze[the_exit_up->x][the_exit_up->y] = '<';
260 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
261 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
263 238
264 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
266 /* if no > is found use C */ 242 /* if no > is found use C */
267 if (downx == -1) 243 if (downx == -1)
268 { 244 {
269 downx = cx; 245 downx = cx;
270 downy = cy; 246 downy = cy;
276 { 252 {
277 if (upx > RP->Xsize / 2) 253 if (upx > RP->Xsize / 2)
278 downx = 1; 254 downx = 1;
279 else 255 else
280 downx = RP->Xsize - 2; 256 downx = RP->Xsize - 2;
257
281 if (upy > RP->Ysize / 2) 258 if (upy > RP->Ysize / 2)
282 downy = 1; 259 downy = 1;
283 else 260 else
284 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
262
285 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
288 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
290 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
292 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
294
295 } 272 }
273
296 /* 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 */
297 if (downx == -1) 275 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
277
299 if (the_exit_down) 278 if (the_exit_down)
300 { 279 {
301 char buf[2048];
302
303 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);
304 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
306 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
307 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
308 write_map_parameters_to_string (buf, RP); 285
309 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
287
310 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
312 { 290 {
313 maptile *new_map; 291 maptile *new_map;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 292 object *the_exit_back = the_exit_up->arch->instance ();
315 293
316#if 0
317 /* I'm not sure if there was any reason to change the path to the
318 * map other than to maybe make it more descriptive in the 'maps'
319 * command. But changing the map name makes life more complicated,
320 * (has_been_loaded needs to use the new name)
321 */
322
323 char new_map_name[MAX_BUF];
324
325 /* give the final map a name */
326 sprintf (new_map_name, "%sfinal_map", RP->final_map);
327 /* set the exit down. */
328#endif
329 /* load it */ 294 /* load it */
330 if (!(new_map = maptile::find_map (RP->final_map, 0))) 295 if (!(new_map = maptile::find_sync (final_map)))
331 return; 296 return;
332 297
333 new_map->load (); 298 new_map->load_sync ();
334 299
335 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
336 301
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 302 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
338 /* 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
339 * 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
340 * 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
341 * breaks the for loop. 306 * breaks the for loop.
342 */ 307 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 309 {
345 tmp->destroy (); 310 tmp->destroy ();
346 break; 311 break;
347 } 312 }
348 313
349 if (final_map_exit == 1) 314 if (final_map_exit)
350 { 315 {
351 /* setup the exit back */ 316 /* setup the exit back */
352 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
355 the_exit_back->x = new_map->enter_x; 320 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 321 the_exit_back->y = new_map->enter_y;
357 322
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 324 }
360
361 set_map_timeout (new_map); /* So it gets swapped out */
362 } 325 }
363 else 326 else
364 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
365 328
366 /* 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. */
367 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
368 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
369 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
370 } 333 }
371 } 334 }
372
373} 335}
374 336
375/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
376 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
377 phases of random map generation. */ 339 phases of random map generation. */
378void 340void
379unblock_exits (maptile *map, char **maze, RMParms * RP) 341unblock_exits (maptile *map, layout &maze)
380{ 342{
381 int i = 0, j = 0; 343 int i = 0, j = 0;
382 object *walk; 344 object *walk;
383 345
384 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
385 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
386 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
387 { 349 {
388 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)
389 { 351 {
390 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
391 { 353 {
392 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
393 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
394 } 356 }
395 } 357 }
396 } 358 }
397} 359}
360

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines