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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.13 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.52 by root, Sat Apr 23 04:56:52 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 <rmg.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, random_map_params * 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-right up-left */
82 for (i = maze.w - 2; i > 0; 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-left up-right */
96 for (i = 1; i < maze.w - 1; 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 }
108}
109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
114
115 find_in_layout (mode, target, x, y, *this);
116
117 return point (x, y);
109} 118}
110 119
111/* orientation: 0 means random, 120/* orientation: 0 means random,
112 1 means descending dungeon 121 1 means descending dungeon
113 2 means ascending dungeon 122 2 means ascending dungeon
115 4 means leftward 124 4 means leftward
116 5 means northward 125 5 means northward
117 6 means southward 126 6 means southward
118*/ 127*/
119void 128void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 130{
122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 134 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 */ 135 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
132 int final_map_exit = 1; 138 int final_map_exit = 1;
133 139
134 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
135 { 141 if (strstr (eofm, "no"))
136 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 142 final_map_exit = 0;
138 }
139 143
140 if (orientation == 0) 144 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 145 orientation = rmg_rndm (6) + 1;
142 146
143 switch (orientation) 147 switch (orientation)
144 { 148 {
145 case 1: 149 case 1:
146 { 150 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
151 break; 153 break;
152 } 154 }
155
153 case 2: 156 case 2:
154 { 157 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 160 break;
160 } 161 }
162
161 default: 163 default:
162 { 164 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
164 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
165 style_map_down = style_map_up;
166 break; 167 break;
167 } 168 }
168 } 169 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174 170
175 tmp = pick_random_object (style_map_up); 171 the_exit_up = style_map_up
176 the_exit_up = arch_to_object (tmp->arch); 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
177 } 173 : archetype::get (shstr_exit);
174
175 const char *final_map = RP->get_str ("final_map", 0);
178 176
179 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
181 if (style_map_down == 0) 179 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit")); 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
183 else 181 : 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 182 else
191 the_exit_down = 0; 183 the_exit_down = 0;
192 184
193 /* set up the up exit */ 185 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
195 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
196 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
197 189
198 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
199 /* begin a logical block */ 191 /* begin a logical block */
200 { 192 {
201 int i, j;
202
203 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
205 195
206 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
208
209 198
210 /* if we didn't find an up, find an empty place far from the center */ 199 /* if we didn't find an up, find an empty place far from the center */
211 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
212 { 201 {
213 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
214 upx = 1; 203 upx = 1;
215 else 204 else
216 upx = RP->Xsize - 2; 205 upx = RP->Xsize - 2;
206
217 if (cy > RP->Ysize / 2) 207 if (cy > RP->Ysize / 2)
218 upy = 1; 208 upy = 1;
219 else 209 else
220 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
211
221 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
224 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
226 else if (upx > 1 && upy == 1)
227 find_in_layout (2, 0, &upx, &upy, maze, RP);
228 else if (upx > 1 && upy > 1)
229 find_in_layout (4, 0, &upx, &upy, maze, RP);
230 } 217 }
231 218
232 /* no indication of where to place the exit, so just place it. */ 219 /* no indication of where to place the exit, so just place it. */
233 if (upx == -1) 220 if (upx == -1)
234 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
235 222
236 the_exit_up->x = upx; 223 the_exit_up->x = upx;
237 the_exit_up->y = upy; 224 the_exit_up->y = upy;
238 225
239 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 227 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])) 228 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
243 { 229 {
244 random_sign = get_archetype ("sign"); 230 object *random_sign = archetype::get (shstr_sign);
245 random_sign->x = the_exit_up->x + freearr_x[j]; 231 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]; 232 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 } 233 }
253 } 234
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
256 237
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
260 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
261 map->enter_x = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
263 244
264 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
247
266 /* if no > is found use C */ 248 /* if no > is found use C */
267 if (downx == -1) 249 if (downx == -1)
268 { 250 {
269 downx = cx; 251 downx = cx;
270 downy = cy; 252 downy = cy;
276 { 258 {
277 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
278 downx = 1; 260 downx = 1;
279 else 261 else
280 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
281 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
282 downy = 1; 265 downy = 1;
283 else 266 else
284 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
285 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
288 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
290 else if (downx > 1 && downy == 1)
291 find_in_layout (2, 0, &downx, &downy, maze, RP);
292 else if (downx > 1 && downy > 1)
293 find_in_layout (4, 0, &downx, &downy, maze, RP);
294
295 } 274 }
275
296 /* no indication of where to place the down exit, so just place it */ 276 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1) 277 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
279
299 if (the_exit_down) 280 if (the_exit_down)
300 { 281 {
301 char buf[2048];
302
303 i = find_first_free_spot (the_exit_down, map, downx, downy); 282 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
283
304 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
305 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
306 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
307 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
308 write_map_parameters_to_string (buf, RP); 289
309 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
292
310 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
312 { 295 {
313 maptile *new_map; 296 the_exit_down->msg = 0;
314 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
315
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 */
330 if (!(new_map = maptile::find_map (RP->final_map, 0)))
331 return;
332
333 new_map->load ();
334
335 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
336 298
299 if (final_map_exit)
300 if (maptile *new_map = maptile::find_sync (final_map))
301 {
302 object *the_exit_back = the_exit_up->arch->instance ();
303
304 new_map->load_sync ();
305
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 310 * breaks the for loop.
342 */ 311 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 313 {
345 tmp->destroy (); 314 tmp->destroy ();
346 break; 315 break;
347 } 316 }
348 317
349 if (final_map_exit == 1)
350 {
351 /* setup the exit back */ 318 /* setup the exit back */
352 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
355 the_exit_back->x = new_map->enter_x; 322 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 323 the_exit_back->y = new_map->enter_y;
357 324
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 326 }
360 } 327 }
361 else
362 the_exit_down->slaying = "/!";
363 328
364 /* 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. */
365 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 333 }
369 } 334 }
370
371} 335}
372 336
373/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
375 phases of random map generation. */ 339 phases of random map generation. */
376void 340void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 341unblock_exits (maptile *map, layout &maze)
378{ 342{
379 int i = 0, j = 0; 343 int i = 0, j = 0;
380 object *walk; 344 object *walk;
381 345
382 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
383 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
384 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
385 { 349 {
386 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)
387 { 351 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 353 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
392 } 356 }
393 } 357 }
394 } 358 }
395} 359}
360

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