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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 1.57 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <random_map.h> 27#include <rmg.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <rproto.h> 29#include <rproto.h>
28 30
29
30/* find a character in the layout. fx and fy are pointers to 31/* find a character in the maze. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 32 where to find the char. fx,fy = -1 if not found. */
32void 33static void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 34find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
34{ 35{
35 int M; 36 int M;
36 int i, j; 37 int i, j;
37 38
38 *fx = -1; 39 fx = -1;
39 *fy = -1; 40 fy = -1;
40 41
41 /* if a starting point isn't given, pick one */ 42 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 43 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 44 M = rmg_rndm (4) + 1;
44 else 45 else
45 M = mode; 46 M = mode;
46 47
47 /* four different search starting points and methods so that 48 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 49 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 50 the same damned thing every time. */
50 switch (M) 51 switch (M)
51 { 52 {
52 case 1: 53 case 1:
53 { /* search from top left down/right */ 54 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 55 for (i = 1; i < maze.w; i++)
55 for (j = 1; j < RP->Ysize; j++) 56 for (j = 1; j < maze.h; j++)
56 { 57 {
57 if (layout[i][j] == target) 58 if (maze[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 59 {
64 break; 60 fx = i;
65 } 61 fy = j;
66 case 2: 62 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 { 63 }
64 }
65 break;
66
67 case 2:
68 /* Search from top right down/left */
69 for (i = maze.w - 2; i > 0; i--)
70 for (j = 1; j < maze.h - 1; j++)
71 {
71 if (layout[i][j] == target) 72 if (maze[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 73 {
78 break; 74 fx = i;
79 } 75 fy = j;
80 case 3: 76 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 { 77 }
78 }
79 break;
80
81 case 3:
82 /* search from bottom-right up-left */
83 for (i = maze.w - 2; i > 0; i--)
84 for (j = maze.h - 2; j > 0; j--)
85 {
85 if (layout[i][j] == target) 86 if (maze[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 87 {
92 break; 88 fx = i;
93 } 89 fy = j;
94 case 4: 90 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 { 91 }
92 }
93 break;
94
95 case 4:
96 /* search from bottom-left up-right */
97 for (i = 1; i < maze.w - 1; i++)
98 for (j = maze.h - 2; j > 0; j--)
99 {
99 if (layout[i][j] == target) 100 if (maze[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 101 {
106 break; 102 fx = i;
103 fy = j;
104 return;
105 }
107 } 106 }
107 break;
108 } 108 }
109}
110
111point
112layout::find (char target, int mode)
113{
114 int x, y;
115
116 find_in_layout (mode, target, x, y, *this);
117
118 return point (x, y);
109} 119}
110 120
111/* orientation: 0 means random, 121/* orientation: 0 means random,
112 1 means descending dungeon 122 1 means descending dungeon
113 2 means ascending dungeon 123 2 means ascending dungeon
115 4 means leftward 125 4 means leftward
116 5 means northward 126 5 means northward
117 6 means southward 127 6 means southward
118*/ 128*/
119void 129void
120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 130place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
121{ 131{
122 char styledirname[256];
123 maptile *style_map_down = 0; /* harder maze */ 132 maptile *style_map_down = 0; /* harder maze */
124 maptile *style_map_up = 0; /* easier maze */ 133 maptile *style_map_up = 0; /* easier maze */
125 object *the_exit_down; /* harder maze */ 134 object *the_exit_down; /* harder maze */
126 object *the_exit_up; /* easier maze */ 135 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 */ 136 int cx = -1, cy = -1; /* location of a map center */
130 int upx = -1, upy = -1; /* location of up exit */ 137 int upx = -1, upy = -1; /* location of up exit */
131 int downx = -1, downy = -1; 138 int downx = -1, downy = -1;
132 int final_map_exit = 1; 139 int final_map_exit = 1;
133 140
134 if (RP->exit_on_final_map) 141 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
135 { 142 if (strstr (eofm, "no"))
136 if (strstr (RP->exit_on_final_map, "no"))
137 final_map_exit = 0; 143 final_map_exit = 0;
138 }
139 144
140 if (orientation == 0) 145 if (!orientation)
141 orientation = RANDOM () % 6 + 1; 146 orientation = rmg_rndm (6) + 1;
142 147
143 switch (orientation) 148 switch (orientation)
144 { 149 {
145 case 1: 150 case 1:
146 { 151 {
147 sprintf (styledirname, "/styles/exitstyles/up"); 152 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); 153 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
151 break; 154 break;
152 } 155 }
156
153 case 2: 157 case 2:
154 { 158 {
155 sprintf (styledirname, "/styles/exitstyles/down"); 159 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); 160 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 161 break;
160 } 162 }
163
161 default: 164 default:
162 { 165 {
163 sprintf (styledirname, "/styles/exitstyles/generic"); 166 style_map_up =
164 style_map_up = find_style (styledirname, exitstyle, -1); 167 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
165 style_map_down = style_map_up;
166 break; 168 break;
167 } 169 }
168 } 170 }
169 if (style_map_up == 0)
170 the_exit_up = arch_to_object (archetype::find ("exit"));
171 else
172 {
173 object *tmp;
174 171
175 tmp = pick_random_object (style_map_up); 172 the_exit_up = style_map_up
176 the_exit_up = arch_to_object (tmp->arch); 173 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
177 } 174 : archetype::get (shstr_exit);
175
176 const char *final_map = RP->get_str ("final_map", 0);
178 177
179 /* we need a down exit only if we're recursing. */ 178 /* we need a down exit only if we're recursing. */
180 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 179 if (RP->dungeon_level < RP->dungeon_depth || final_map)
181 if (style_map_down == 0) 180 the_exit_down = style_map_down
182 the_exit_down = arch_to_object (archetype::find ("exit")); 181 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
183 else 182 : 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 183 else
191 the_exit_down = 0; 184 the_exit_down = 0;
192 185
193 /* set up the up exit */ 186 /* set up the up exit */
194 the_exit_up->stats.hp = RP->origin_x; 187 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
195 the_exit_up->stats.sp = RP->origin_y; 188 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
196 the_exit_up->slaying = RP->origin_map; 189 the_exit_up->slaying = RP->get_str ("origin_map", 0);
197 190
198 /* figure out where to put the entrance */ 191 /* figure out where to put the entrance */
199 /* begin a logical block */ 192 /* begin a logical block */
200 { 193 {
201 int i, j;
202
203 /* First, look for a '<' char */ 194 /* First, look for a '<' char */
204 find_in_layout (0, '<', &upx, &upy, maze, RP); 195 find_in_layout (0, '<', upx, upy, maze);
205 196
206 /* next, look for a C, the map center. */ 197 /* next, look for a C, the map center. */
207 find_in_layout (0, 'C', &cx, &cy, maze, RP); 198 find_in_layout (0, 'C', cx, cy, maze);
208
209 199
210 /* if we didn't find an up, find an empty place far from the center */ 200 /* if we didn't find an up, find an empty place far from the center */
211 if (upx == -1 && cx != -1) 201 if (upx == -1 && cx != -1)
212 { 202 {
213 if (cx > RP->Xsize / 2) 203 if (cx > RP->Xsize / 2)
214 upx = 1; 204 upx = 1;
215 else 205 else
216 upx = RP->Xsize - 2; 206 upx = RP->Xsize - 2;
207
217 if (cy > RP->Ysize / 2) 208 if (cy > RP->Ysize / 2)
218 upy = 1; 209 upy = 1;
219 else 210 else
220 upy = RP->Ysize - 2; 211 upy = RP->Ysize - 2;
212
221 /* find an empty place far from the center */ 213 /* find an empty place far from the center */
222 if (upx == 1 && upy == 1) 214 if (upx == 1 && upy == 1) find_in_layout (1, 0, upx, upy, maze);
223 find_in_layout (1, 0, &upx, &upy, maze, RP); 215 else if (upx > 1 && upy == 1) find_in_layout (2, 0, upx, upy, maze);
224 else if (upx == 1 && upy > 1) 216 else if (upx > 1 && upy > 1) find_in_layout (3, 0, upx, upy, maze);
225 find_in_layout (3, 0, &upx, &upy, maze, RP); 217 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 } 218 }
231 219
232 /* no indication of where to place the exit, so just place it. */ 220 /* no indication of where to place the exit, so just place it. */
233 if (upx == -1) 221 if (upx == -1)
234 find_in_layout (0, 0, &upx, &upy, maze, RP); 222 find_in_layout (0, 0, upx, upy, maze);
235 223
236 the_exit_up->x = upx; 224 the_exit_up->x = upx;
237 the_exit_up->y = upy; 225 the_exit_up->y = upy;
238 226
239 /* surround the exits with notices that this is a random map. */ 227 /* surround the exits with notices that this is a random map. */
240 for (j = 1; j < 9; j++) 228 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])) 229 if (!wall_blocked (map, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (j)))
243 { 230 {
244 random_sign = get_archetype ("sign"); 231 object *random_sign = archetype::get (shstr_sign);
245 random_sign->x = the_exit_up->x + freearr_x[j]; 232 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]; 233 map->insert (random_sign, the_exit_up->x + DIRX (j), the_exit_up->y + DIRY (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 } 234 }
253 } 235
254 /* 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. */
255 the_exit_up->move_block = MOVE_ALL; 237 the_exit_up->move_block = MOVE_ALL;
256 238
257 insert_ob_in_map (the_exit_up, map, NULL, 0); 239 insert_ob_in_map (the_exit_up, map, NULL, 0);
258 maze[the_exit_up->x][the_exit_up->y] = '<'; 240 maze[the_exit_up->x][the_exit_up->y] = '<';
260 /* set the starting x,y for this map */ 242 /* set the starting x,y for this map */
261 map->enter_x = the_exit_up->x; 243 map->enter_x = the_exit_up->x;
262 map->enter_y = the_exit_up->y; 244 map->enter_y = the_exit_up->y;
263 245
264 /* first, look for a '>' character */ 246 /* first, look for a '>' character */
265 find_in_layout (0, '>', &downx, &downy, maze, RP); 247 find_in_layout (0, '>', downx, downy, maze);
248
266 /* if no > is found use C */ 249 /* if no > is found use C */
267 if (downx == -1) 250 if (downx == -1)
268 { 251 {
269 downx = cx; 252 downx = cx;
270 downy = cy; 253 downy = cy;
276 { 259 {
277 if (upx > RP->Xsize / 2) 260 if (upx > RP->Xsize / 2)
278 downx = 1; 261 downx = 1;
279 else 262 else
280 downx = RP->Xsize - 2; 263 downx = RP->Xsize - 2;
264
281 if (upy > RP->Ysize / 2) 265 if (upy > RP->Ysize / 2)
282 downy = 1; 266 downy = 1;
283 else 267 else
284 downy = RP->Ysize - 2; 268 downy = RP->Ysize - 2;
269
285 /* find an empty place far from the entrance */ 270 /* find an empty place far from the entrance */
286 if (downx == 1 && downy == 1) 271 if (downx == 1 && downy == 1) find_in_layout (1, 0, downx, downy, maze);
287 find_in_layout (1, 0, &downx, &downy, maze, RP); 272 else if (downx > 1 && downy == 1) find_in_layout (2, 0, downx, downy, maze);
288 else if (downx == 1 && downy > 1) 273 else if (downx > 1 && downy > 1) find_in_layout (3, 0, downx, downy, maze);
289 find_in_layout (3, 0, &downx, &downy, maze, RP); 274 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 } 275 }
276
296 /* no indication of where to place the down exit, so just place it */ 277 /* no indication of where to place the down exit, so just place it */
297 if (downx == -1) 278 if (downx == -1)
298 find_in_layout (0, 0, &downx, &downy, maze, RP); 279 find_in_layout (0, 0, downx, downy, maze);
280
299 if (the_exit_down) 281 if (the_exit_down)
300 { 282 {
301 char buf[2048];
302
303 i = find_first_free_spot (the_exit_down, map, downx, downy); 283 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
284
304 the_exit_down->x = downx + freearr_x[i]; 285 the_exit_down->x = downx + DIRX (i);
305 the_exit_down->y = downy + freearr_y[i]; 286 the_exit_down->y = downy + DIRY (i);
287
306 RP->origin_x = the_exit_down->x; 288 RP->set ("origin_x", (IV)the_exit_down->x);
307 RP->origin_y = the_exit_down->y; 289 RP->set ("origin_y", (IV)the_exit_down->y);
308 write_map_parameters_to_string (buf, RP); 290
309 the_exit_down->msg = buf; 291 the_exit_down->msg = RP->as_shstr ();
292 the_exit_down->slaying = shstr_random_map_exit;
293
310 /* the identifier for making a random map. */ 294 /* the identifier for making a random map. */
311 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 295 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
312 { 296 {
313 maptile *new_map; 297 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; 298 the_exit_down->slaying = final_map;
336 299
300 if (final_map_exit)
301 if (maptile *new_map = maptile::find_sync (final_map))
302 {
303 object *the_exit_back = the_exit_up->arch->instance ();
304
305 new_map->load_sync ();
306
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 307 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 308 /* 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 309 * 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 310 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 311 * breaks the for loop.
342 */ 312 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 313 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 314 {
345 tmp->destroy (); 315 tmp->destroy ();
346 break; 316 break;
347 } 317 }
348 318
349 if (final_map_exit == 1)
350 {
351 /* setup the exit back */ 319 /* setup the exit back */
352 the_exit_back->slaying = map->path; 320 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 321 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 322 the_exit_back->stats.sp = the_exit_down->y;
355 the_exit_back->x = new_map->enter_x; 323 the_exit_back->x = new_map->enter_x;
356 the_exit_back->y = new_map->enter_y; 324 the_exit_back->y = new_map->enter_y;
357 325
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 326 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 327 }
360 } 328 }
361 else
362 the_exit_down->slaying = "/!";
363 329
364 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
365 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 334 }
369 } 335 }
370
371} 336}
372 337
373/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
375 phases of random map generation. */ 340 phases of random map generation. */
376void 341void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 342unblock_exits (maptile *map, layout &maze)
378{ 343{
379 int i = 0, j = 0; 344 int i = 0, j = 0;
380 object *walk; 345 object *walk;
381 346
382 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < maze.w; i++)
383 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < maze.h; j++)
384 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
385 { 350 {
386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 { 352 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 354 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
392 } 357 }
393 } 358 }
394 } 359 }
395} 360}
361

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