| 1 |
elmex |
1.1 |
/* |
| 2 |
root |
1.24 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
root |
1.49 |
* |
| 4 |
root |
1.50 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
root |
1.33 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
| 6 |
|
|
* Copyright (©) 1992 Frank Tore Johansen |
| 7 |
root |
1.49 |
* |
| 8 |
root |
1.29 |
* Deliantra is free software: you can redistribute it and/or modify it under |
| 9 |
|
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* the terms of the Affero GNU General Public License as published by the |
| 10 |
|
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* Free Software Foundation, either version 3 of the License, or (at your |
| 11 |
|
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* option) any later version. |
| 12 |
root |
1.49 |
* |
| 13 |
pippijn |
1.16 |
* This program is distributed in the hope that it will be useful, |
| 14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
root |
1.23 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
pippijn |
1.16 |
* GNU General Public License for more details. |
| 17 |
root |
1.49 |
* |
| 18 |
root |
1.29 |
* You should have received a copy of the Affero GNU General Public License |
| 19 |
|
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* and the GNU General Public License along with this program. If not, see |
| 20 |
|
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* <http://www.gnu.org/licenses/>. |
| 21 |
root |
1.49 |
* |
| 22 |
root |
1.24 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 23 |
pippijn |
1.16 |
*/ |
| 24 |
elmex |
1.1 |
|
| 25 |
|
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#include <global.h> |
| 26 |
root |
1.43 |
#include <util.h> |
| 27 |
root |
1.44 |
#include <rmg.h> |
| 28 |
elmex |
1.1 |
#include <rproto.h> |
| 29 |
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|
| 30 |
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/* Put in the walls and autojoin them. */ |
| 31 |
|
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|
| 32 |
root |
1.38 |
/* given a maze and a coordinate, tell me which squares up/down/right/left |
| 33 |
root |
1.2 |
are occupied. */ |
| 34 |
root |
1.4 |
int |
| 35 |
root |
1.38 |
surround_flag (const layout &maze, int i, int j) |
| 36 |
root |
1.4 |
{ |
| 37 |
elmex |
1.1 |
/* 1 = wall to left, |
| 38 |
root |
1.4 |
2 = wall to right, |
| 39 |
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4 = wall above |
| 40 |
|
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8 = wall below */ |
| 41 |
elmex |
1.1 |
int surround_index = 0; |
| 42 |
root |
1.4 |
|
| 43 |
root |
1.41 |
if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1; |
| 44 |
root |
1.38 |
if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2; |
| 45 |
root |
1.41 |
if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4; |
| 46 |
root |
1.38 |
if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8; |
| 47 |
root |
1.36 |
|
| 48 |
elmex |
1.1 |
return surround_index; |
| 49 |
|
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} |
| 50 |
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|
| 51 |
root |
1.37 |
/* like surround_flag, but only walls count. */ |
| 52 |
root |
1.4 |
int |
| 53 |
root |
1.38 |
surround_flag2 (const layout &maze, int i, int j) |
| 54 |
root |
1.4 |
{ |
| 55 |
elmex |
1.1 |
/* 1 = wall to left, |
| 56 |
root |
1.4 |
2 = wall to right, |
| 57 |
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4 = wall above |
| 58 |
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8 = wall below */ |
| 59 |
elmex |
1.1 |
int surround_index = 0; |
| 60 |
root |
1.4 |
|
| 61 |
root |
1.41 |
if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1; |
| 62 |
root |
1.38 |
if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2; |
| 63 |
root |
1.41 |
if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4; |
| 64 |
root |
1.38 |
if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8; |
| 65 |
root |
1.36 |
|
| 66 |
elmex |
1.1 |
return surround_index; |
| 67 |
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} |
| 68 |
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|
| 69 |
root |
1.38 |
/* like surround_flag, except it checks a map, not a maze. |
| 70 |
elmex |
1.1 |
* Since this is part of the random map code, presumption |
| 71 |
|
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* is that this is not a tiled map. |
| 72 |
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* What is considered blocking and not is somewhat hard coded. |
| 73 |
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*/ |
| 74 |
root |
1.4 |
int |
| 75 |
root |
1.37 |
surround_flag3 (maptile *map, int i, int j) |
| 76 |
root |
1.4 |
{ |
| 77 |
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/* |
| 78 |
root |
1.37 |
* 1 = blocked to left, |
| 79 |
root |
1.4 |
* 2 = blocked to right, |
| 80 |
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* 4 = blocked above |
| 81 |
root |
1.51 |
* 8 = blocked below |
| 82 |
root |
1.4 |
*/ |
| 83 |
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int surround_index = 0; |
| 84 |
elmex |
1.1 |
|
| 85 |
elmex |
1.20 |
// don't forget to update the mapspace! |
| 86 |
root |
1.37 |
if (i > 0) map->at (i - 1, j ).update (); |
| 87 |
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if (i < map->width - 1) map->at (i + 1, j ).update (); |
| 88 |
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if (j > 0) map->at (i , j - 1).update (); |
| 89 |
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if (j < map->height - 1) map->at (i , j + 1).update (); |
| 90 |
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| 91 |
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if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1; |
| 92 |
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if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2; |
| 93 |
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if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4; |
| 94 |
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if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8; |
| 95 |
root |
1.4 |
|
| 96 |
|
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return surround_index; |
| 97 |
elmex |
1.1 |
} |
| 98 |
|
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|
| 99 |
root |
1.38 |
/* like surround_flag2, except it checks a map, not a maze. */ |
| 100 |
root |
1.31 |
static int |
| 101 |
root |
1.37 |
surround_flag4 (maptile *map, int i, int j) |
| 102 |
root |
1.4 |
{ |
| 103 |
root |
1.37 |
/* 1 = blocked to left, |
| 104 |
root |
1.4 |
2 = blocked to right, |
| 105 |
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4 = blocked above |
| 106 |
|
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8 = blocked below */ |
| 107 |
elmex |
1.1 |
int surround_index = 0; |
| 108 |
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|
| 109 |
root |
1.37 |
if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1; |
| 110 |
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if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2; |
| 111 |
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if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4; |
| 112 |
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if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8; |
| 113 |
elmex |
1.1 |
|
| 114 |
|
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return surround_index; |
| 115 |
|
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} |
| 116 |
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|
| 117 |
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/* picks the right wall type for this square, to make it look nice, |
| 118 |
root |
1.38 |
and have everything nicely joined. It uses the maze. */ |
| 119 |
root |
1.31 |
static object * |
| 120 |
root |
1.38 |
pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP) |
| 121 |
root |
1.4 |
{ |
| 122 |
elmex |
1.1 |
int l; |
| 123 |
root |
1.14 |
char wall_name[1024]; |
| 124 |
root |
1.4 |
archetype *wall_arch = 0; |
| 125 |
elmex |
1.1 |
|
| 126 |
root |
1.22 |
assign (wall_name, the_wall->arch->archname); |
| 127 |
elmex |
1.1 |
|
| 128 |
|
|
/* conventionally, walls are named like this: |
| 129 |
root |
1.4 |
wallname_wallcode, where wallcode indicates |
| 130 |
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a joinedness, and wallname is the wall. |
| 131 |
|
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this code depends on the convention for |
| 132 |
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finding the right wall. */ |
| 133 |
elmex |
1.1 |
|
| 134 |
|
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/* extract the wall name, which is the text up to the leading _ */ |
| 135 |
root |
1.4 |
for (l = 0; l < 64; l++) |
| 136 |
|
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{ |
| 137 |
|
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if (wall_name[l] == '_') |
| 138 |
|
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{ |
| 139 |
root |
1.40 |
wall_name[l] = 0; |
| 140 |
root |
1.4 |
break; |
| 141 |
|
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} |
| 142 |
|
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} |
| 143 |
|
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|
| 144 |
root |
1.40 |
strcat (wall_name, "_"); |
| 145 |
root |
1.39 |
strcat (wall_name, wall_suffix [surround_flag2 (maze, i, j)]); |
| 146 |
root |
1.4 |
|
| 147 |
root |
1.5 |
wall_arch = archetype::find (wall_name); |
| 148 |
elmex |
1.1 |
|
| 149 |
root |
1.32 |
return wall_arch ? wall_arch->instance () : the_wall->arch->instance (); |
| 150 |
elmex |
1.1 |
} |
| 151 |
root |
1.4 |
|
| 152 |
root |
1.42 |
// checks whether the layout has a "reachable" space at a given point, i.e. |
| 153 |
|
|
// not a wall that is completely surrounded by walls. |
| 154 |
root |
1.41 |
static bool inline |
| 155 |
|
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is_visible (layout &maze, int i, int j) |
| 156 |
|
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{ |
| 157 |
|
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for (int dx = -1; dx <= 1; ++dx) |
| 158 |
|
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for (int dy = -1; dy <= 1; ++dy) |
| 159 |
|
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{ |
| 160 |
|
|
int x = i + dx; |
| 161 |
|
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int y = j + dy; |
| 162 |
|
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|
| 163 |
root |
1.43 |
if (IN_RANGE_EXC (x, 0, maze.w) |
| 164 |
|
|
&& IN_RANGE_EXC (y, 0, maze.h) |
| 165 |
root |
1.42 |
&& maze [x][y] != '#') |
| 166 |
|
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return true; |
| 167 |
root |
1.41 |
} |
| 168 |
|
|
|
| 169 |
root |
1.42 |
return false; |
| 170 |
root |
1.41 |
} |
| 171 |
|
|
|
| 172 |
root |
1.38 |
/* takes a map and a maze, and puts walls in the map (picked from |
| 173 |
root |
1.30 |
w_style) at '#' marks. */ |
| 174 |
|
|
void |
| 175 |
root |
1.38 |
make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP) |
| 176 |
root |
1.30 |
{ |
| 177 |
|
|
object *the_wall; |
| 178 |
|
|
|
| 179 |
|
|
/* get the style map */ |
| 180 |
|
|
if (!strcmp (w_style, "none")) |
| 181 |
|
|
return; |
| 182 |
root |
1.35 |
|
| 183 |
root |
1.36 |
maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty); |
| 184 |
root |
1.30 |
if (!style_map) |
| 185 |
|
|
return; |
| 186 |
|
|
|
| 187 |
root |
1.35 |
maptile *mining_map = m_style && *m_style |
| 188 |
root |
1.36 |
? find_style ("/styles/miningstyles", m_style, RP->difficulty) |
| 189 |
root |
1.35 |
: 0; |
| 190 |
|
|
|
| 191 |
root |
1.30 |
if ((the_wall = style_map->pick_random_object (rmg_rndm))) |
| 192 |
|
|
{ |
| 193 |
root |
1.41 |
// first pass, remove all "unreachable" (in-rock) walls |
| 194 |
|
|
// and replace them by "blocked" spaces. |
| 195 |
|
|
|
| 196 |
|
|
layout clean_maze (maze); |
| 197 |
|
|
|
| 198 |
|
|
if (archetype *blocked = archetype::find ("blocked")) |
| 199 |
|
|
for (int x = 0; x < maze.w; ++x) |
| 200 |
|
|
for (int y = 0; y < maze.h; ++y) |
| 201 |
|
|
if (maze [x][y] == '#' && !is_visible (maze, x, y)) |
| 202 |
|
|
{ |
| 203 |
|
|
clean_maze [x][y] = 'X'; |
| 204 |
|
|
|
| 205 |
|
|
// erase everything on this space ad replace it by blocked |
| 206 |
|
|
mapspace &ms = map->at (x, y); |
| 207 |
|
|
|
| 208 |
|
|
while (ms.top) |
| 209 |
|
|
ms.top->destroy (); |
| 210 |
|
|
|
| 211 |
|
|
map->insert (blocked->instance (), x, y, 0, INS_NO_MERGE | INS_NO_WALK_ON); |
| 212 |
|
|
} |
| 213 |
|
|
|
| 214 |
|
|
// second pass, add in walls |
| 215 |
|
|
|
| 216 |
root |
1.30 |
int joinedwalls = 0; |
| 217 |
|
|
|
| 218 |
root |
1.41 |
assign (RP->wall_name, the_wall->arch->archname); |
| 219 |
|
|
if (char *cp = strchr (RP->wall_name, '_')) |
| 220 |
root |
1.30 |
{ |
| 221 |
|
|
*cp = 0; |
| 222 |
|
|
joinedwalls = 1; |
| 223 |
|
|
} |
| 224 |
|
|
|
| 225 |
root |
1.41 |
for (int i = 0; i < RP->Xsize; i++) |
| 226 |
|
|
for (int j = 0; j < RP->Ysize; j++) |
| 227 |
|
|
if (clean_maze [i][j] == '#') |
| 228 |
|
|
{ |
| 229 |
|
|
object *thiswall = joinedwalls ? pick_joined_wall (the_wall, clean_maze, i, j, RP) |
| 230 |
|
|
: the_wall->arch->instance (); |
| 231 |
|
|
|
| 232 |
|
|
thiswall->move_block = MOVE_ALL; |
| 233 |
|
|
map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
| 234 |
|
|
|
| 235 |
|
|
if (mining_map) |
| 236 |
|
|
if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot) |
| 237 |
|
|
map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON); |
| 238 |
|
|
} |
| 239 |
root |
1.30 |
} |
| 240 |
|
|
} |
| 241 |
elmex |
1.1 |
|
| 242 |
|
|
/* this takes a map, and changes an existing wall to match what's blocked |
| 243 |
|
|
* around it, counting only doors and walls as blocked. If insert_flag is |
| 244 |
|
|
* 1, it will go ahead and insert the wall into the map. If not, it |
| 245 |
|
|
* will only return the wall which would belong there, and doesn't |
| 246 |
|
|
* remove anything. It depends on the |
| 247 |
root |
1.51 |
* global, previously-set variable, "wall_name" |
| 248 |
elmex |
1.1 |
*/ |
| 249 |
root |
1.4 |
object * |
| 250 |
root |
1.13 |
retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP) |
| 251 |
root |
1.4 |
{ |
| 252 |
|
|
int l; |
| 253 |
|
|
object *the_wall = 0; |
| 254 |
|
|
object *new_wall = 0; |
| 255 |
|
|
archetype *wall_arch = 0; |
| 256 |
|
|
|
| 257 |
|
|
/* first find the wall */ |
| 258 |
root |
1.41 |
for (the_wall = GET_MAP_OB (the_map, i, j); the_wall; the_wall = the_wall->above) |
| 259 |
root |
1.4 |
if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER) |
| 260 |
|
|
break; |
| 261 |
|
|
|
| 262 |
|
|
/* if what we found is a door, don't remove it, set the_wall to NULL to |
| 263 |
root |
1.51 |
* signal that later. |
| 264 |
root |
1.4 |
*/ |
| 265 |
|
|
if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR)) |
| 266 |
|
|
{ |
| 267 |
|
|
the_wall = NULL; |
| 268 |
root |
1.51 |
/* if we're not supposed to insert a new wall where there wasn't one, |
| 269 |
|
|
* we've gotta leave. |
| 270 |
root |
1.4 |
*/ |
| 271 |
|
|
if (insert_flag == 0) |
| 272 |
|
|
return 0; |
| 273 |
elmex |
1.1 |
} |
| 274 |
root |
1.4 |
else if (the_wall == NULL) |
| 275 |
|
|
return NULL; |
| 276 |
elmex |
1.1 |
|
| 277 |
root |
1.4 |
/* canonicalize the wall name */ |
| 278 |
|
|
for (l = 0; l < 64; l++) |
| 279 |
|
|
{ |
| 280 |
|
|
if (RP->wall_name[l] == '_') |
| 281 |
|
|
{ |
| 282 |
root |
1.40 |
RP->wall_name[l] = 0; |
| 283 |
root |
1.4 |
break; |
| 284 |
root |
1.2 |
} |
| 285 |
elmex |
1.1 |
} |
| 286 |
|
|
|
| 287 |
root |
1.40 |
strcat (RP->wall_name, "_"); |
| 288 |
root |
1.39 |
strcat (RP->wall_name, wall_suffix [surround_flag4 (the_map, i, j)]); |
| 289 |
root |
1.11 |
|
| 290 |
root |
1.5 |
wall_arch = archetype::find (RP->wall_name); |
| 291 |
root |
1.11 |
|
| 292 |
|
|
if (!wall_arch) |
| 293 |
root |
1.4 |
{ |
| 294 |
root |
1.32 |
new_wall = wall_arch->instance (); |
| 295 |
root |
1.4 |
new_wall->x = i; |
| 296 |
|
|
new_wall->y = j; |
| 297 |
root |
1.11 |
|
| 298 |
root |
1.48 |
if (the_wall->map) |
| 299 |
root |
1.28 |
the_wall->destroy (); |
| 300 |
root |
1.11 |
|
| 301 |
root |
1.4 |
the_wall->move_block = MOVE_ALL; |
| 302 |
|
|
insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON); |
| 303 |
elmex |
1.1 |
} |
| 304 |
root |
1.11 |
|
| 305 |
root |
1.4 |
return new_wall; |
| 306 |
elmex |
1.1 |
} |