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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.54 by root, Mon Oct 29 23:55:54 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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, 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-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 }
109} 108}
110 109
110point
111layout::find (char target, int mode)
112{
113 int x, y;
111 114
115 find_in_layout (mode, target, x, y, *this);
112 116
113 117 return point (x, y);
114 118}
115 119
116/* orientation: 0 means random, 120/* orientation: 0 means random,
117 1 means descending dungeon 121 1 means descending dungeon
118 2 means ascending dungeon 122 2 means ascending dungeon
119 3 means rightward 123 3 means rightward
120 4 means leftward 124 4 means leftward
121 5 means northward 125 5 means northward
122 6 means southward 126 6 means southward
123*/ 127*/
124
125void 128void
126place_exits (maptile *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 129place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
127{ 130{
128 char styledirname[256];
129 maptile *style_map_down = 0; /* harder maze */ 131 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 132 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 133 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 134 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 */ 135 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 136 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 137 int downx = -1, downy = -1;
138 int final_map_exit = 1; 138 int final_map_exit = 1;
139 139
140 if (RP->exit_on_final_map) 140 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
141 { 141 if (strstr (eofm, "no"))
142 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 142 final_map_exit = 0;
144 }
145 143
146 if (orientation == 0) 144 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 145 orientation = rmg_rndm (6) + 1;
148 146
149 switch (orientation) 147 switch (orientation)
150 { 148 {
151 case 1: 149 case 1:
152 { 150 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 151 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); 152 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 break; 153 break;
158 } 154 }
155
159 case 2: 156 case 2:
160 { 157 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 158 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); 159 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
165 break; 160 break;
166 } 161 }
162
167 default: 163 default:
168 { 164 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 165 style_map_up =
170 style_map_up = find_style (styledirname, exitstyle, -1); 166 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
171 style_map_down = style_map_up;
172 break; 167 break;
173 } 168 }
174 } 169 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180 170
181 tmp = pick_random_object (style_map_up); 171 the_exit_up = style_map_up
182 the_exit_up = arch_to_object (tmp->arch); 172 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
183 } 173 : archetype::get (shstr_exit);
174
175 const char *final_map = RP->get_str ("final_map", 0);
184 176
185 /* we need a down exit only if we're recursing. */ 177 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 178 if (RP->dungeon_level < RP->dungeon_depth || final_map)
187 if (style_map_down == 0) 179 the_exit_down = style_map_down
188 the_exit_down = arch_to_object (archetype::find ("exit")); 180 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 else 181 : 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 182 else
197 the_exit_down = 0; 183 the_exit_down = 0;
198 184
199 /* set up the up exit */ 185 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 186 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
201 the_exit_up->stats.sp = RP->origin_y; 187 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
202 the_exit_up->slaying = RP->origin_map; 188 the_exit_up->slaying = RP->get_str ("origin_map", 0);
203 189
204 /* figure out where to put the entrance */ 190 /* figure out where to put the entrance */
205 /* begin a logical block */ 191 /* begin a logical block */
206 { 192 {
207 int i, j;
208
209 /* First, look for a '<' char */ 193 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 194 find_in_layout (0, '<', upx, upy, maze);
211 195
212 /* next, look for a C, the map center. */ 196 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 197 find_in_layout (0, 'C', cx, cy, maze);
214
215 198
216 /* 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 */
217 if (upx == -1 && cx != -1) 200 if (upx == -1 && cx != -1)
218 { 201 {
219 if (cx > RP->Xsize / 2) 202 if (cx > RP->Xsize / 2)
220 upx = 1; 203 upx = 1;
221 else 204 else
222 upx = RP->Xsize - 2; 205 upx = RP->Xsize - 2;
206
223 if (cy > RP->Ysize / 2) 207 if (cy > RP->Ysize / 2)
224 upy = 1; 208 upy = 1;
225 else 209 else
226 upy = RP->Ysize - 2; 210 upy = RP->Ysize - 2;
211
227 /* find an empty place far from the center */ 212 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 213 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 214 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
230 else if (upx == 1 && upy > 1) 215 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 216 else if (upx == 1 && upy > 1) find_in_layout (4, 0, upx, upy, maze);
232 else if (upx > 1 && upy == 1)
233 find_in_layout (2, 0, &upx, &upy, maze, RP);
234 else if (upx > 1 && upy > 1)
235 find_in_layout (4, 0, &upx, &upy, maze, RP);
236 } 217 }
237 218
238 /* 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. */
239 if (upx == -1) 220 if (upx == -1)
240 find_in_layout (0, 0, &upx, &upy, maze, RP); 221 find_in_layout (0, 0, upx, upy, maze);
241 222
242 the_exit_up->x = upx; 223 the_exit_up->x = upx;
243 the_exit_up->y = upy; 224 the_exit_up->y = upy;
244 225
245 /* surround the exits with notices that this is a random map. */ 226 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 227 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])) 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 of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
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
260 /* 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. */
261 the_exit_up->move_block = MOVE_ALL; 236 the_exit_up->move_block = MOVE_ALL;
262 237
263 insert_ob_in_map (the_exit_up, map, NULL, 0); 238 insert_ob_in_map (the_exit_up, map, NULL, 0);
264 maze[the_exit_up->x][the_exit_up->y] = '<'; 239 maze[the_exit_up->x][the_exit_up->y] = '<';
265 240
266 /* set the starting x,y for this map */ 241 /* set the starting x,y for this map */
267 MAP_ENTER_X (map) = the_exit_up->x; 242 map->enter_x = the_exit_up->x;
268 MAP_ENTER_Y (map) = the_exit_up->y; 243 map->enter_y = the_exit_up->y;
269 244
270 /* first, look for a '>' character */ 245 /* first, look for a '>' character */
271 find_in_layout (0, '>', &downx, &downy, maze, RP); 246 find_in_layout (0, '>', downx, downy, maze);
247
272 /* if no > is found use C */ 248 /* if no > is found use C */
273 if (downx == -1) 249 if (downx == -1)
274 { 250 {
275 downx = cx; 251 downx = cx;
276 downy = cy; 252 downy = cy;
282 { 258 {
283 if (upx > RP->Xsize / 2) 259 if (upx > RP->Xsize / 2)
284 downx = 1; 260 downx = 1;
285 else 261 else
286 downx = RP->Xsize - 2; 262 downx = RP->Xsize - 2;
263
287 if (upy > RP->Ysize / 2) 264 if (upy > RP->Ysize / 2)
288 downy = 1; 265 downy = 1;
289 else 266 else
290 downy = RP->Ysize - 2; 267 downy = RP->Ysize - 2;
268
291 /* find an empty place far from the entrance */ 269 /* find an empty place far from the entrance */
292 if (downx == 1 && downy == 1) 270 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
294 else if (downx == 1 && downy > 1) 272 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 else if (downx == 1 && downy > 1) find_in_layout (4, 0, downx, downy, maze);
296 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 274 }
275
302 /* 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 */
303 if (downx == -1) 277 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 278 find_in_layout (0, 0, downx, downy, maze);
279
305 if (the_exit_down) 280 if (the_exit_down)
306 { 281 {
307 char buf[2048];
308
309 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
310 the_exit_down->x = downx + freearr_x[i]; 284 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 285 the_exit_down->y = downy + freearr_y[i];
286
312 RP->origin_x = the_exit_down->x; 287 RP->set ("origin_x", (IV)the_exit_down->x);
313 RP->origin_y = the_exit_down->y; 288 RP->set ("origin_y", (IV)the_exit_down->y);
314 write_map_parameters_to_string (buf, RP); 289
315 the_exit_down->msg = buf; 290 the_exit_down->msg = RP->as_shstr ();
291 the_exit_down->slaying = shstr_random_map_exit;
292
316 /* the identifier for making a random map. */ 293 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 294 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
318 { 295 {
319 maptile *new_map; 296 the_exit_down->msg = 0;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
321
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 */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
337 return;
338
339 the_exit_down->slaying = RP->final_map; 297 the_exit_down->slaying = final_map;
340 strcpy (new_map->path, RP->final_map);
341 298
342 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 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
306 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 307 /* 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 308 * 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 309 * would require keeping a 'next' pointer, ad free_object kills tmp, which
346 * breaks the for loop. 310 * breaks the for loop.
347 */ 311 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 312 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
349 { 313 {
350 tmp->remove ();
351 tmp->destroy (0); 314 tmp->destroy ();
352 break; 315 break;
353 } 316 }
354 317
355 if (final_map_exit == 1)
356 {
357 /* setup the exit back */ 318 /* setup the exit back */
358 the_exit_back->slaying = map->path; 319 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 320 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 321 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 322 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 323 the_exit_back->y = new_map->enter_y;
363 324
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 325 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 326 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 327 }
369 else
370 the_exit_down->slaying = "/!";
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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