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Comparing deliantra/server/random_maps/wall.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.38 by root, Fri Jul 2 15:03:57 2010 UTC

1/* 1/*
2 * static char *rcsid_wall_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: wall.C,v 1.3 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <random_map.h> 26#include <random_map.h>
31#include <rproto.h> 27#include <rproto.h>
32 28
33/* Put in the walls and autojoin them. */ 29/* Put in the walls and autojoin them. */
34 30
35
36/* given a layout and a coordinate, tell me which squares up/down/right/left 31/* given a maze and a coordinate, tell me which squares up/down/right/left
37 are occupied. */ 32 are occupied. */
38 33int
39int surround_flag(char **layout,int i,int j,RMParms *RP){ 34surround_flag (const layout &maze, int i, int j)
35{
40 /* 1 = wall to left, 36 /* 1 = wall to left,
41 2 = wall to right, 37 2 = wall to right,
42 4 = wall above 38 4 = wall above
43 8 = wall below */ 39 8 = wall below */
44 int surround_index = 0; 40 int surround_index = 0;
41
45 if((i > 0) && layout[i-1][j]!=0) surround_index |=1; 42 if (i > 0 && maze[i - 1][j] != 0) surround_index |= 1;
46 if((i < RP->Xsize-1) && layout[i+1][j]!=0) surround_index |=2; 43 if (i < maze.w - 1 && maze[i + 1][j] != 0) surround_index |= 2;
47 if((j > 0) && layout[i][j-1]!=0) surround_index |=4; 44 if (j > 0 && maze[i][j - 1] != 0) surround_index |= 4;
48 if((j < RP->Ysize-1) && layout[i][j+1]!=0) surround_index |=8; 45 if (j < maze.h - 1 && maze[i][j + 1] != 0) surround_index |= 8;
46
49 return surround_index; 47 return surround_index;
50} 48}
51 49
52
53/* like surround_flag, but only walls count. 50/* like surround_flag, but only walls count. */
54 */ 51int
55 52surround_flag2 (const layout &maze, int i, int j)
56int surround_flag2(char **layout,int i,int j,RMParms *RP){ 53{
57 /* 1 = wall to left, 54 /* 1 = wall to left,
58 2 = wall to right, 55 2 = wall to right,
59 4 = wall above 56 4 = wall above
60 8 = wall below */ 57 8 = wall below */
61 int surround_index = 0; 58 int surround_index = 0;
59
62 if((i > 0) && layout[i-1][j]=='#') surround_index |=1; 60 if (i > 0 && maze[i - 1][j] == '#') surround_index |= 1;
63 if((i < RP->Xsize-1) && layout[i+1][j]=='#') surround_index |=2; 61 if (i < maze.w - 1 && maze[i + 1][j] == '#') surround_index |= 2;
64 if((j > 0) && layout[i][j-1]=='#') surround_index |=4; 62 if (j > 0 && maze[i][j - 1] == '#') surround_index |= 4;
65 if((j < RP->Ysize-1) && layout[i][j+1]=='#') surround_index |=8; 63 if (j < maze.h - 1 && maze[i][j + 1] == '#') surround_index |= 8;
64
66 return surround_index; 65 return surround_index;
67} 66}
68 67
69
70/* like surround_flag, except it checks a map, not a layout. 68/* like surround_flag, except it checks a map, not a maze.
71 * Since this is part of the random map code, presumption 69 * Since this is part of the random map code, presumption
72 * is that this is not a tiled map. 70 * is that this is not a tiled map.
73 * What is considered blocking and not is somewhat hard coded. 71 * What is considered blocking and not is somewhat hard coded.
74 */ 72 */
75int surround_flag3(mapstruct *map,sint16 i,sint16 j,RMParms *RP){ 73int
74surround_flag3 (maptile *map, int i, int j)
75{
76 /* 76 /*
77 * 1 = blocked to left, 77 * 1 = blocked to left,
78 * 2 = blocked to right, 78 * 2 = blocked to right,
79 * 4 = blocked above 79 * 4 = blocked above
80 * 8 = blocked below 80 * 8 = blocked below
81 */ 81 */
82
83 int surround_index = 0; 82 int surround_index = 0;
84 83
85 if((i > 0) && (GET_MAP_MOVE_BLOCK(map, i-1,j) & ~MOVE_BLOCK_DEFAULT)) 84 // don't forget to update the mapspace!
86 surround_index |=1; 85 if (i > 0) map->at (i - 1, j ).update ();
87 if((i < RP->Xsize-1) && (GET_MAP_MOVE_BLOCK(map, i+1,j) & ~MOVE_BLOCK_DEFAULT)) 86 if (i < map->width - 1) map->at (i + 1, j ).update ();
88 surround_index |=2; 87 if (j > 0) map->at (i , j - 1).update ();
89 if((j > 0) && (GET_MAP_MOVE_BLOCK(map, i,j-1) & ~MOVE_BLOCK_DEFAULT)) 88 if (j < map->height - 1) map->at (i , j + 1).update ();
90 surround_index |=4;
91 if((j < RP->Ysize-1) && (GET_MAP_MOVE_BLOCK(map,i,j+1) & ~MOVE_BLOCK_DEFAULT))
92 surround_index |=8;
93 89
94 return surround_index; 90 if (i > 0 && (GET_MAP_MOVE_BLOCK (map, i - 1, j) & MOVE_WALK)) surround_index |= 1;
95} 91 if (i < map->width - 1 && (GET_MAP_MOVE_BLOCK (map, i + 1, j) & MOVE_WALK)) surround_index |= 2;
96 92 if (j > 0 && (GET_MAP_MOVE_BLOCK (map, i, j - 1) & MOVE_WALK)) surround_index |= 4;
97/* like surround_flag2, except it checks a map, not a layout. */ 93 if (j < map->height - 1 && (GET_MAP_MOVE_BLOCK (map, i, j + 1) & MOVE_WALK)) surround_index |= 8;
98
99int surround_flag4(mapstruct *map,int i,int j,RMParms *RP){
100 /* 1 = blocked to left,
101 2 = blocked to right,
102 4 = blocked above
103 8 = blocked below */
104 int surround_index = 0;
105
106 if((i > 0) && wall_blocked(map,i-1,j)) surround_index |=1;
107 if((i < RP->Xsize-1) && wall_blocked(map,i+1,j)) surround_index |=2;
108 if((j > 0) && wall_blocked(map,i,j-1)) surround_index |=4;
109 if((j < RP->Ysize-1) && wall_blocked(map,i,j+1)) surround_index |=8;
110 94
111 return surround_index; 95 return surround_index;
112} 96}
113 97
98/* like surround_flag2, except it checks a map, not a maze. */
99static int
100surround_flag4 (maptile *map, int i, int j)
101{
102 /* 1 = blocked to left,
103 2 = blocked to right,
104 4 = blocked above
105 8 = blocked below */
106 int surround_index = 0;
107
108 if (i > 0 && wall_blocked (map, i - 1, j)) surround_index |= 1;
109 if (i < map->width - 1 && wall_blocked (map, i + 1, j)) surround_index |= 2;
110 if (j > 0 && wall_blocked (map, i, j - 1)) surround_index |= 4;
111 if (j < map->height - 1 && wall_blocked (map, i, j + 1)) surround_index |= 8;
112
113 return surround_index;
114}
115
116/* picks the right wall type for this square, to make it look nice,
117 and have everything nicely joined. It uses the maze. */
118static object *
119pick_joined_wall (object *the_wall, const layout &maze, int i, int j, random_map_params *RP)
120{
121 /* 1 = wall to left,
122 2 = wall to right,
123 4 = wall above
124 8 = wall below */
125 int surround_index = 0;
126 int l;
127 char wall_name[1024];
128 archetype *wall_arch = 0;
129
130 assign (wall_name, the_wall->arch->archname);
131
132 /* conventionally, walls are named like this:
133 wallname_wallcode, where wallcode indicates
134 a joinedness, and wallname is the wall.
135 this code depends on the convention for
136 finding the right wall. */
137
138 /* extract the wall name, which is the text up to the leading _ */
139 for (l = 0; l < 64; l++)
140 {
141 if (wall_name[l] == '_')
142 {
143 wall_name[l] = 0;
144 break;
145 }
146 }
147
148 surround_index = surround_flag2 (maze, i, j);
149
150 switch (surround_index)
151 {
152 case 0:
153 strcat (wall_name, "_0");
154 break;
155 case 1:
156 strcat (wall_name, "_1_3");
157 break;
158 case 2:
159 strcat (wall_name, "_1_4");
160 break;
161 case 3:
162 strcat (wall_name, "_2_1_2");
163 break;
164 case 4:
165 strcat (wall_name, "_1_2");
166 break;
167 case 5:
168 strcat (wall_name, "_2_2_4");
169 break;
170 case 6:
171 strcat (wall_name, "_2_2_1");
172 break;
173 case 7:
174 strcat (wall_name, "_3_1");
175 break;
176 case 8:
177 strcat (wall_name, "_1_1");
178 break;
179 case 9:
180 strcat (wall_name, "_2_2_3");
181 break;
182 case 10:
183 strcat (wall_name, "_2_2_2");
184 break;
185 case 11:
186 strcat (wall_name, "_3_3");
187 break;
188 case 12:
189 strcat (wall_name, "_2_1_1");
190 break;
191 case 13:
192 strcat (wall_name, "_3_4");
193 break;
194 case 14:
195 strcat (wall_name, "_3_2");
196 break;
197 case 15:
198 strcat (wall_name, "_4");
199 break;
200 }
201 wall_arch = archetype::find (wall_name);
202
203 return wall_arch ? wall_arch->instance () : the_wall->arch->instance ();
204}
205
114/* takes a map and a layout, and puts walls in the map (picked from 206/* takes a map and a maze, and puts walls in the map (picked from
115 w_style) at '#' marks. */ 207 w_style) at '#' marks. */
116 208void
117void make_map_walls(mapstruct *map,char **layout, char *w_style,RMParms *RP) { 209make_map_walls (maptile *map, layout &maze, const char *w_style, const char *m_style, random_map_params *RP)
118 char styledirname[256]; 210{
119 char stylefilepath[256];
120 mapstruct *style_map=0;
121 object *the_wall; 211 object *the_wall;
122 212
123 /* get the style map */ 213 /* get the style map */
124 if(!strcmp(w_style,"none")) return; 214 if (!strcmp (w_style, "none"))
125 sprintf(styledirname,"%s","/styles/wallstyles"); 215 return;
126 sprintf(stylefilepath,"%s/%s",styledirname,w_style);
127 style_map = find_style(styledirname,w_style,-1);
128 if(style_map == 0) return;
129 216
130 /* fill up the map with the given floor style */ 217 maptile *style_map = find_style ("/styles/wallstyles", w_style, RP->difficulty);
131 if((the_wall=pick_random_object(style_map))!=NULL) { 218 if (!style_map)
219 return;
220
221 maptile *mining_map = m_style && *m_style
222 ? find_style ("/styles/miningstyles", m_style, RP->difficulty)
223 : 0;
224
225 if ((the_wall = style_map->pick_random_object (rmg_rndm)))
226 {
132 int i,j; 227 int i, j;
133 char *cp; 228 char *cp;
134 int joinedwalls=0; 229 int joinedwalls = 0;
135 object *thiswall; 230 object *thiswall;
136 231
137 sprintf(RP->wall_name,"%s", &the_wall->arch->name); 232 sprintf (RP->wall_name, "%s", &the_wall->arch->archname);
138 if ((cp=strchr(RP->wall_name,'_'))!=NULL) { 233 if ((cp = strchr (RP->wall_name, '_')) != NULL)
234 {
139 *cp=0; 235 *cp = 0;
140 joinedwalls=1; 236 joinedwalls = 1;
141 } 237 }
142 238
143 for(i=0;i<RP->Xsize;i++) 239 for (i = 0; i < RP->Xsize; i++)
144 for(j=0;j<RP->Ysize;j++) { 240 for (j = 0; j < RP->Ysize; j++)
241 {
145 if(layout[i][j]=='#') { 242 if (maze[i][j] == '#')
243 {
146 if(joinedwalls) 244 if (joinedwalls)
147 thiswall=pick_joined_wall(the_wall,layout,i,j,RP); 245 thiswall = pick_joined_wall (the_wall, maze, i, j, RP);
148 else 246 else
149 thiswall=arch_to_object(the_wall->arch); 247 thiswall = the_wall->arch->instance ();
150 thiswall->x = i; 248
151 thiswall->y = j;
152 thiswall->move_block = MOVE_ALL; 249 thiswall->move_block = MOVE_ALL;
153 insert_ob_in_map(thiswall,map,thiswall,INS_NO_MERGE | INS_NO_WALK_ON); 250 map->insert (thiswall, i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
251
252 if (mining_map)
253 if (object *vein = mining_map->at (rmg_rndm (mining_map->width), rmg_rndm (mining_map->height)).bot)
254 map->insert (vein->clone (), i, j, thiswall, INS_NO_MERGE | INS_NO_WALK_ON);
154 } 255 }
155 }
156 }
157}
158
159
160/* picks the right wall type for this square, to make it look nice,
161 and have everything nicely joined. It uses the layout. */
162
163object *pick_joined_wall(object *the_wall,char **layout,int i,int j,RMParms *RP) {
164 /* 1 = wall to left,
165 2 = wall to right,
166 4 = wall above
167 8 = wall below */
168 int surround_index=0;
169 int l;
170 char wall_name[64];
171 archetype *wall_arch=0;
172
173 strcpy(wall_name,the_wall->arch->name);
174
175 /* conventionally, walls are named like this:
176 wallname_wallcode, where wallcode indicates
177 a joinedness, and wallname is the wall.
178 this code depends on the convention for
179 finding the right wall. */
180
181 /* extract the wall name, which is the text up to the leading _ */
182 for(l=0;l<64;l++) {
183 if(wall_name[l]=='_') {
184 wall_name[l] = 0;
185 break;
186 } 256 }
187 } 257 }
188
189 surround_index = surround_flag2(layout,i,j,RP);
190
191 switch(surround_index) {
192 case 0:
193 strcat(wall_name,"_0");
194 break;
195 case 1:
196 strcat(wall_name,"_1_3");
197 break;
198 case 2:
199 strcat(wall_name,"_1_4");
200 break;
201 case 3:
202 strcat(wall_name,"_2_1_2");
203 break;
204 case 4:
205 strcat(wall_name,"_1_2");
206 break;
207 case 5:
208 strcat(wall_name,"_2_2_4");
209 break;
210 case 6:
211 strcat(wall_name,"_2_2_1");
212 break;
213 case 7:
214 strcat(wall_name,"_3_1");
215 break;
216 case 8:
217 strcat(wall_name,"_1_1");
218 break;
219 case 9:
220 strcat(wall_name,"_2_2_3");
221 break;
222 case 10:
223 strcat(wall_name,"_2_2_2");
224 break;
225 case 11:
226 strcat(wall_name,"_3_3");
227 break;
228 case 12:
229 strcat(wall_name,"_2_1_1");
230 break;
231 case 13:
232 strcat(wall_name,"_3_4");
233 break;
234 case 14:
235 strcat(wall_name,"_3_2");
236 break;
237 case 15:
238 strcat(wall_name,"_4");
239 break;
240 }
241 wall_arch = find_archetype(wall_name);
242 if(wall_arch) return arch_to_object(wall_arch);
243 else {
244 nroferrors--;
245 return arch_to_object(the_wall->arch);
246 }
247
248
249} 258}
250
251 259
252/* this takes a map, and changes an existing wall to match what's blocked 260/* this takes a map, and changes an existing wall to match what's blocked
253 * around it, counting only doors and walls as blocked. If insert_flag is 261 * around it, counting only doors and walls as blocked. If insert_flag is
254 * 1, it will go ahead and insert the wall into the map. If not, it 262 * 1, it will go ahead and insert the wall into the map. If not, it
255 * will only return the wall which would belong there, and doesn't 263 * will only return the wall which would belong there, and doesn't
256 * remove anything. It depends on the 264 * remove anything. It depends on the
257 * global, previously-set variable, "wall_name" 265 * global, previously-set variable, "wall_name"
258 */ 266 */
259 267object *
260object * retrofit_joined_wall(mapstruct *the_map,int i,int j,int insert_flag,RMParms *RP) { 268retrofit_joined_wall (maptile *the_map, int i, int j, int insert_flag, random_map_params *RP)
269{
261 /* 1 = wall to left, 270 /* 1 = wall to left,
262 * 2 = wall to right, 271 * 2 = wall to right,
263 * 4 = wall above 272 * 4 = wall above
264 * 8 = wall below 273 * 8 = wall below
265 */ 274 */
266 int surround_index=0; 275 int surround_index = 0;
267 int l; 276 int l;
268 object *the_wall=0; 277 object *the_wall = 0;
269 object *new_wall=0; 278 object *new_wall = 0;
270 archetype * wall_arch=0; 279 archetype *wall_arch = 0;
271 280
272 /* first find the wall */ 281 /* first find the wall */
273 for(the_wall = get_map_ob(the_map,i,j);the_wall!=NULL;the_wall=the_wall->above) 282 for (the_wall = GET_MAP_OB (the_map, i, j); the_wall != NULL; the_wall = the_wall->above)
274 if ((the_wall->move_type & MOVE_WALK) && the_wall->type!=EXIT && the_wall->type!=TELEPORTER) 283 if ((the_wall->move_type & MOVE_WALK) && the_wall->type != EXIT && the_wall->type != TELEPORTER)
275 break; 284 break;
276 285
277 286
278 /* if what we found is a door, don't remove it, set the_wall to NULL to 287 /* if what we found is a door, don't remove it, set the_wall to NULL to
279 * signal that later. 288 * signal that later.
280 */ 289 */
281 if(the_wall && (the_wall->type==DOOR || the_wall->type==LOCKED_DOOR) ) { 290 if (the_wall && (the_wall->type == DOOR || the_wall->type == LOCKED_DOOR))
291 {
282 the_wall=NULL; 292 the_wall = NULL;
283 /* if we're not supposed to insert a new wall where there wasn't one, 293 /* if we're not supposed to insert a new wall where there wasn't one,
284 * we've gotta leave. 294 * we've gotta leave.
285 */ 295 */
286 if(insert_flag==0) return 0; 296 if (insert_flag == 0)
297 return 0;
287 } 298 }
288 else if(the_wall==NULL) return NULL; 299 else if (the_wall == NULL)
300 return NULL;
289 301
290 /* canonicalize the wall name */ 302 /* canonicalize the wall name */
291 for(l=0;l<64;l++) { 303 for (l = 0; l < 64; l++)
304 {
292 if(RP->wall_name[l]=='_') { 305 if (RP->wall_name[l] == '_')
306 {
293 RP->wall_name[l] = 0; 307 RP->wall_name[l] = 0;
294 break; 308 break;
295 } 309 }
296 } 310 }
297 311
298 surround_index = surround_flag4(the_map,i,j,RP); 312 surround_index = surround_flag4 (the_map, i, j);
299 /* This would be a lot cleaner to just us a lookup table, 313 /* This would be a lot cleaner to just us a lookup table,
300 * eg, wall_suffix[surround_index] 314 * eg, wall_suffix[surround_index]
301 */ 315 */
302 switch(surround_index) { 316 switch (surround_index)
317 {
303 case 0: 318 case 0:
304 strcat(RP->wall_name,"_0"); 319 strcat (RP->wall_name, "_0");
305 break; 320 break;
306 case 1: 321 case 1:
307 strcat(RP->wall_name,"_1_3"); 322 strcat (RP->wall_name, "_1_3");
308 break; 323 break;
309 case 2: 324 case 2:
310 strcat(RP->wall_name,"_1_4"); 325 strcat (RP->wall_name, "_1_4");
311 break; 326 break;
312 case 3: 327 case 3:
313 strcat(RP->wall_name,"_2_1_2"); 328 strcat (RP->wall_name, "_2_1_2");
314 break; 329 break;
315 case 4: 330 case 4:
316 strcat(RP->wall_name,"_1_2"); 331 strcat (RP->wall_name, "_1_2");
317 break; 332 break;
318 case 5: 333 case 5:
319 strcat(RP->wall_name,"_2_2_4"); 334 strcat (RP->wall_name, "_2_2_4");
320 break; 335 break;
321 case 6: 336 case 6:
322 strcat(RP->wall_name,"_2_2_1"); 337 strcat (RP->wall_name, "_2_2_1");
323 break; 338 break;
324 case 7: 339 case 7:
325 strcat(RP->wall_name,"_3_1"); 340 strcat (RP->wall_name, "_3_1");
326 break; 341 break;
327 case 8: 342 case 8:
328 strcat(RP->wall_name,"_1_1"); 343 strcat (RP->wall_name, "_1_1");
329 break; 344 break;
330 case 9: 345 case 9:
331 strcat(RP->wall_name,"_2_2_3"); 346 strcat (RP->wall_name, "_2_2_3");
332 break; 347 break;
333 case 10: 348 case 10:
334 strcat(RP->wall_name,"_2_2_2"); 349 strcat (RP->wall_name, "_2_2_2");
335 break; 350 break;
336 case 11: 351 case 11:
337 strcat(RP->wall_name,"_3_3"); 352 strcat (RP->wall_name, "_3_3");
338 break; 353 break;
339 case 12: 354 case 12:
340 strcat(RP->wall_name,"_2_1_1"); 355 strcat (RP->wall_name, "_2_1_1");
341 break; 356 break;
342 case 13: 357 case 13:
343 strcat(RP->wall_name,"_3_4"); 358 strcat (RP->wall_name, "_3_4");
344 break; 359 break;
345 case 14: 360 case 14:
346 strcat(RP->wall_name,"_3_2"); 361 strcat (RP->wall_name, "_3_2");
347 break; 362 break;
348 case 15: 363 case 15:
349 strcat(RP->wall_name,"_4"); 364 strcat (RP->wall_name, "_4");
350 break; 365 break;
351 } 366 }
367
352 wall_arch = find_archetype(RP->wall_name); 368 wall_arch = archetype::find (RP->wall_name);
353 if(wall_arch!=NULL) { 369
354 new_wall=arch_to_object(wall_arch); 370 if (!wall_arch)
371 {
372 new_wall = wall_arch->instance ();
355 new_wall->x = i; 373 new_wall->x = i;
356 new_wall->y = j; 374 new_wall->y = j;
375
357 if(the_wall && the_wall->map) { 376 if (the_wall && the_wall->map)
358 remove_ob(the_wall); 377 the_wall->destroy ();
359 free_object(the_wall); 378
360 }
361 the_wall->move_block = MOVE_ALL; 379 the_wall->move_block = MOVE_ALL;
362 insert_ob_in_map(new_wall,the_map,new_wall,INS_NO_MERGE | INS_NO_WALK_ON); 380 insert_ob_in_map (new_wall, the_map, new_wall, INS_NO_MERGE | INS_NO_WALK_ON);
363 } 381 }
364 else 382
365 nroferrors--; /* it's OK not to find an arch. */
366 return new_wall; 383 return new_wall;
367} 384}
368
369

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