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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 1.32 by root, Mon Sep 29 10:32:50 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <rproto.h> 27#include <rproto.h>
28 28
29
30/* find a character in the layout. fx and fy are pointers to 29/* find a character in the layout. fx and fy are pointers to
31 where to find the char. fx,fy = -1 if not found. */ 30 where to find the char. fx,fy = -1 if not found. */
32void 31void
33find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP) 32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params *RP)
34{ 33{
35 int M; 34 int M;
36 int i, j; 35 int i, j;
37 36
38 *fx = -1; 37 *fx = -1;
39 *fy = -1; 38 *fy = -1;
40 39
41 /* if a starting point isn't given, pick one */ 40 /* if a starting point isn't given, pick one */
42 if (mode < 1 || mode > 4) 41 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1; 42 M = rmg_rndm (4) + 1;
44 else 43 else
45 M = mode; 44 M = mode;
46 45
47 /* four different search starting points and methods so that 46 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 47 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 48 the same damned thing every time. */
50 switch (M) 49 switch (M)
51 { 50 {
52 case 1: 51 case 1:
53 { /* search from top left down/right */ 52 /* search from top left down/right */
54 for (i = 1; i < RP->Xsize; i++) 53 for (i = 1; i < RP->Xsize; i++)
55 for (j = 1; j < RP->Ysize; j++) 54 for (j = 1; j < RP->Ysize; j++)
56 { 55 {
57 if (layout[i][j] == target) 56 if (layout[i][j] == target)
58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 } 57 {
64 break; 58 *fx = i;
59 *fy = j;
60 return;
61 }
65 } 62 }
63 break;
64
66 case 2: 65 case 2:
67 { /* Search from top right down/left */ 66 /* Search from top right down/left */
68 for (i = RP->Xsize - 2; i > 0; i--) 67 for (i = RP->Xsize - 2; i > 0; i--)
69 for (j = 1; j < RP->Ysize - 1; j++) 68 for (j = 1; j < RP->Ysize - 1; j++)
70 { 69 {
71 if (layout[i][j] == target) 70 if (layout[i][j] == target)
72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 } 71 {
78 break; 72 *fx = i;
73 *fy = j;
74 return;
75 }
79 } 76 }
77 break;
78
80 case 3: 79 case 3:
81 { /* search from bottom-left up-right */ 80 /* search from bottom-left up-right */
82 for (i = 1; i < RP->Xsize - 1; i++) 81 for (i = 1; i < RP->Xsize - 1; i++)
83 for (j = RP->Ysize - 2; j > 0; j--) 82 for (j = RP->Ysize - 2; j > 0; j--)
84 { 83 {
85 if (layout[i][j] == target) 84 if (layout[i][j] == target)
86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 } 85 {
92 break; 86 *fx = i;
87 *fy = j;
88 return;
89 }
93 } 90 }
91 break;
92
94 case 4: 93 case 4:
95 { /* search from bottom-right up-left */ 94 /* search from bottom-right up-left */
96 for (i = RP->Xsize - 2; i > 0; i--) 95 for (i = RP->Xsize - 2; i > 0; i--)
97 for (j = RP->Ysize - 2; j > 0; j--) 96 for (j = RP->Ysize - 2; j > 0; j--)
98 { 97 {
99 if (layout[i][j] == target) 98 if (layout[i][j] == target)
100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 } 99 {
106 break; 100 *fx = i;
101 *fy = j;
102 return;
103 }
107 } 104 }
105 break;
106
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, char **maze, char *exitstyle, int orientation, random_map_params *RP)
127{ 120{
128 char styledirname[256]; 121 char styledirname[1024];
129 maptile *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
130 maptile *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
131 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
132 object *the_exit_up; /* easier maze */ 125 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 */ 126 int cx = -1, cy = -1; /* location of a map center */
136 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
137 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
138 int final_map_exit = 1; 129 int final_map_exit = 1;
139 130
140 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
141 {
142 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
143 final_map_exit = 0; 133 final_map_exit = 0;
144 }
145 134
146 if (orientation == 0) 135 if (!orientation)
147 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
148 137
149 switch (orientation) 138 switch (orientation)
150 { 139 {
151 case 1: 140 case 1:
152 { 141 {
153 sprintf (styledirname, "/styles/exitstyles/up"); 142 sprintf (styledirname, "/styles/exitstyles/up");
154 style_map_up = find_style (styledirname, exitstyle, -1); 143 style_map_up = find_style (styledirname, exitstyle, -1);
155 sprintf (styledirname, "/styles/exitstyles/down"); 144 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_down = find_style (styledirname, exitstyle, -1); 145 style_map_down = find_style (styledirname, exitstyle, -1);
157 break; 146 break;
158 } 147 }
148
159 case 2: 149 case 2:
160 { 150 {
161 sprintf (styledirname, "/styles/exitstyles/down"); 151 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_up = find_style (styledirname, exitstyle, -1); 152 style_map_up = find_style (styledirname, exitstyle, -1);
163 sprintf (styledirname, "/styles/exitstyles/up"); 153 sprintf (styledirname, "/styles/exitstyles/up");
164 style_map_down = find_style (styledirname, exitstyle, -1); 154 style_map_down = find_style (styledirname, exitstyle, -1);
165 break; 155 break;
166 } 156 }
157
167 default: 158 default:
168 { 159 {
169 sprintf (styledirname, "/styles/exitstyles/generic"); 160 sprintf (styledirname, "/styles/exitstyles/generic");
170 style_map_up = find_style (styledirname, exitstyle, -1); 161 style_map_up = find_style (styledirname, exitstyle, -1);
171 style_map_down = style_map_up; 162 style_map_down = style_map_up;
172 break; 163 break;
173 } 164 }
174 } 165 }
175 if (style_map_up == 0)
176 the_exit_up = arch_to_object (archetype::find ("exit"));
177 else
178 {
179 object *tmp;
180 166
181 tmp = pick_random_object (style_map_up); 167 the_exit_up = style_map_up
182 the_exit_up = arch_to_object (tmp->arch); 168 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
183 } 169 : archetype::get (shstr_exit);
184 170
185 /* we need a down exit only if we're recursing. */ 171 /* we need a down exit only if we're recursing. */
186 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 172 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
187 if (style_map_down == 0) 173 the_exit_down = style_map_down
188 the_exit_down = arch_to_object (archetype::find ("exit")); 174 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
189 else 175 : 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 176 else
197 the_exit_down = 0; 177 the_exit_down = 0;
198 178
199 /* set up the up exit */ 179 /* set up the up exit */
200 the_exit_up->stats.hp = RP->origin_x; 180 the_exit_up->stats.hp = RP->origin_x;
201 the_exit_up->stats.sp = RP->origin_y; 181 the_exit_up->stats.sp = RP->origin_y;
202 the_exit_up->slaying = RP->origin_map; 182 the_exit_up->slaying = RP->origin_map;
203 183
204 /* figure out where to put the entrance */ 184 /* figure out where to put the entrance */
205 /* begin a logical block */ 185 /* begin a logical block */
206 { 186 {
207 int i, j;
208
209 /* First, look for a '<' char */ 187 /* First, look for a '<' char */
210 find_in_layout (0, '<', &upx, &upy, maze, RP); 188 find_in_layout (0, '<', &upx, &upy, maze, RP);
211 189
212 /* next, look for a C, the map center. */ 190 /* next, look for a C, the map center. */
213 find_in_layout (0, 'C', &cx, &cy, maze, RP); 191 find_in_layout (0, 'C', &cx, &cy, maze, RP);
214 192
215
216 /* if we didn't find an up, find an empty place far from the center */ 193 /* if we didn't find an up, find an empty place far from the center */
217 if (upx == -1 && cx != -1) 194 if (upx == -1 && cx != -1)
218 { 195 {
219 if (cx > RP->Xsize / 2) 196 if (cx > RP->Xsize / 2)
220 upx = 1; 197 upx = 1;
221 else 198 else
222 upx = RP->Xsize - 2; 199 upx = RP->Xsize - 2;
200
223 if (cy > RP->Ysize / 2) 201 if (cy > RP->Ysize / 2)
224 upy = 1; 202 upy = 1;
225 else 203 else
226 upy = RP->Ysize - 2; 204 upy = RP->Ysize - 2;
205
227 /* find an empty place far from the center */ 206 /* find an empty place far from the center */
228 if (upx == 1 && upy == 1) 207 if (upx == 1 && upy == 1)
229 find_in_layout (1, 0, &upx, &upy, maze, RP); 208 find_in_layout (1, 0, &upx, &upy, maze, RP);
230 else if (upx == 1 && upy > 1) 209 else if (upx == 1 && upy > 1)
231 find_in_layout (3, 0, &upx, &upy, maze, RP); 210 find_in_layout (3, 0, &upx, &upy, maze, RP);
241 220
242 the_exit_up->x = upx; 221 the_exit_up->x = upx;
243 the_exit_up->y = upy; 222 the_exit_up->y = upy;
244 223
245 /* surround the exits with notices that this is a random map. */ 224 /* surround the exits with notices that this is a random map. */
246 for (j = 1; j < 9; j++) 225 for (int j = 1; j < 9; j++)
247 { 226 {
248 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 227 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
249 { 228 {
250 random_sign = get_archetype ("sign"); 229 object *random_sign = archetype::get (shstr_sign);
251 random_sign->x = the_exit_up->x + freearr_x[j]; 230 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
252 random_sign->y = the_exit_up->y + freearr_y[j]; 231 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 } 232 }
259 } 233 }
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, RP);
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)
293 find_in_layout (1, 0, &downx, &downy, maze, RP); 271 find_in_layout (1, 0, &downx, &downy, maze, RP);
294 else if (downx == 1 && downy > 1) 272 else if (downx == 1 && downy > 1)
295 find_in_layout (3, 0, &downx, &downy, maze, RP); 273 find_in_layout (3, 0, &downx, &downy, maze, RP);
296 else if (downx > 1 && downy == 1) 274 else if (downx > 1 && downy == 1)
297 find_in_layout (2, 0, &downx, &downy, maze, RP); 275 find_in_layout (2, 0, &downx, &downy, maze, RP);
298 else if (downx > 1 && downy > 1) 276 else if (downx > 1 && downy > 1)
299 find_in_layout (4, 0, &downx, &downy, maze, RP); 277 find_in_layout (4, 0, &downx, &downy, maze, RP);
300
301 } 278 }
279
302 /* no indication of where to place the down exit, so just place it */ 280 /* no indication of where to place the down exit, so just place it */
303 if (downx == -1) 281 if (downx == -1)
304 find_in_layout (0, 0, &downx, &downy, maze, RP); 282 find_in_layout (0, 0, &downx, &downy, maze, RP);
283
305 if (the_exit_down) 284 if (the_exit_down)
306 { 285 {
307 char buf[2048]; 286 char buf[16384];
308 287
309 i = find_first_free_spot (the_exit_down, map, downx, downy); 288 int i = find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
310 the_exit_down->x = downx + freearr_x[i]; 289 the_exit_down->x = downx + freearr_x[i];
311 the_exit_down->y = downy + freearr_y[i]; 290 the_exit_down->y = downy + freearr_y[i];
312 RP->origin_x = the_exit_down->x; 291 RP->origin_x = the_exit_down->x;
313 RP->origin_y = the_exit_down->y; 292 RP->origin_y = the_exit_down->y;
314 write_map_parameters_to_string (buf, RP); 293 write_map_parameters_to_string (buf, RP);
315 the_exit_down->msg = buf; 294 the_exit_down->msg = buf;
295
316 /* the identifier for making a random map. */ 296 /* the identifier for making a random map. */
317 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 297 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
318 { 298 {
319 maptile *new_map; 299 maptile *new_map;
320 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 300 object *the_exit_back = arch_to_object (the_exit_up->arch);
321 301
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 */ 302 /* load it */
336 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 303 if (!(new_map = maptile::find_sync (RP->final_map)))
337 return; 304 return;
338 305
306 new_map->load_sync ();
307
339 the_exit_down->slaying = RP->final_map; 308 the_exit_down->slaying = RP->final_map;
340 strcpy (new_map->path, RP->final_map);
341 309
342 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 310 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 311 /* 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 312 * 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 313 * would require keeping a 'next' pointer, ad free_object kills tmp, which
346 * breaks the for loop. 314 * breaks the for loop.
347 */ 315 */
348 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 316 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "?random/", 8))
349 { 317 {
350 tmp->remove ();
351 tmp->destroy (0); 318 tmp->destroy ();
352 break; 319 break;
353 } 320 }
354 321
355 if (final_map_exit == 1) 322 if (final_map_exit == 1)
356 { 323 {
357 /* setup the exit back */ 324 /* setup the exit back */
358 the_exit_back->slaying = map->path; 325 the_exit_back->slaying = map->path;
359 the_exit_back->stats.hp = the_exit_down->x; 326 the_exit_back->stats.hp = the_exit_down->x;
360 the_exit_back->stats.sp = the_exit_down->y; 327 the_exit_back->stats.sp = the_exit_down->y;
361 the_exit_back->x = MAP_ENTER_X (new_map); 328 the_exit_back->x = new_map->enter_x;
362 the_exit_back->y = MAP_ENTER_Y (new_map); 329 the_exit_back->y = new_map->enter_y;
363 330
364 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 331 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
365 } 332 }
366
367 set_map_timeout (new_map); /* So it gets swapped out */
368 } 333 }
369 else 334 else
370 the_exit_down->slaying = "/!"; 335 the_exit_down->slaying = "/!";
371 336
372 /* Block the exit so things don't get dumped on top of it. */ 337 /* Block the exit so things don't get dumped on top of it. */
373 the_exit_down->move_block = MOVE_ALL; 338 the_exit_down->move_block = MOVE_ALL;
374 insert_ob_in_map (the_exit_down, map, NULL, 0); 339 insert_ob_in_map (the_exit_down, map, NULL, 0);
375 maze[the_exit_down->x][the_exit_down->y] = '>'; 340 maze[the_exit_down->x][the_exit_down->y] = '>';
376 } 341 }
377 } 342 }
378
379} 343}
380
381
382 344
383/* this function unblocks the exits. We blocked them to 345/* this function unblocks the exits. We blocked them to
384 keep things from being dumped on them during the other 346 keep things from being dumped on them during the other
385 phases of random map generation. */ 347 phases of random map generation. */
386void 348void
387unblock_exits (maptile *map, char **maze, RMParms * RP) 349unblock_exits (maptile *map, char **maze, random_map_params *RP)
388{ 350{
389 int i = 0, j = 0; 351 int i = 0, j = 0;
390 object *walk; 352 object *walk;
391 353
392 for (i = 0; i < RP->Xsize; i++) 354 for (i = 0; i < RP->Xsize; i++)
393 for (j = 0; j < RP->Ysize; j++) 355 for (j = 0; j < RP->Ysize; j++)
394 if (maze[i][j] == '>' || maze[i][j] == '<') 356 if (maze[i][j] == '>' || maze[i][j] == '<')
395 { 357 {
396 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 358 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
397 { 359 {
398 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 360 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
399 { 361 {
400 walk->move_block = MOVE_BLOCK_DEFAULT; 362 walk->move_block = 0;
401 update_object (walk, UP_OBJ_CHANGE); 363 update_object (walk, UP_OBJ_CHANGE);
402 } 364 }
403 } 365 }
404 } 366 }
405} 367}
368

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