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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.16 by root, Sun Dec 31 19:02:24 2006 UTC

1/*
2 * static char *rcsid_exit_c =
3 * "$Id: exit.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29#include <global.h> 25#include <global.h>
30#include <random_map.h> 26#include <random_map.h>
31#include <sproto.h> 27#include <sproto.h>
32#include <rproto.h> 28#include <rproto.h>
33 29
34
35/* find a character in the layout. fx and fy are pointers to 30/* find a character in the layout. fx and fy are pointers to
36 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
32void
37void find_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, char **layout, random_map_params *RP)
34{
38 int M; 35 int M;
39 int i,j; 36 int i, j;
37
40 *fx=-1; 38 *fx = -1;
41 *fy=-1; 39 *fy = -1;
42 40
43 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 42 if (mode < 1 || mode > 4)
43 M = RANDOM () % 4 + 1;
44 else
45 else 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 case 1: { /* search from top left down/right */ 51 {
52 case 1:
53 { /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 54 for (i = 1; i < RP->Xsize; i++)
53 for(j=1;j<RP->Ysize;j++) { 55 for (j = 1; j < RP->Ysize; j++)
56 {
54 if(layout[i][j]==target) { 57 if (layout[i][j] == target)
55 *fx = i; *fy = j; 58 {
59 *fx = i;
60 *fy = j;
61 return;
62 }
63 }
56 return; 64 break;
57 }
58 } 65 }
59 break; 66 case 2:
60 } 67 { /* Search from top right down/left */
61 case 2: { /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 69 for (j = 1; j < RP->Ysize - 1; j++)
70 {
64 if(layout[i][j]==target) { 71 if (layout[i][j] == target)
65 *fx = i; *fy = j; 72 {
73 *fx = i;
74 *fy = j;
75 return;
76 }
77 }
66 return; 78 break;
67 }
68 } 79 }
69 break; 80 case 3:
70 } 81 { /* search from bottom-left up-right */
71 case 3: { /* search from bottom-left up-right */
72 for(i=1;i<RP->Xsize-1;i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 83 for (j = RP->Ysize - 2; j > 0; j--)
84 {
74 if(layout[i][j]==target) { 85 if (layout[i][j] == target)
75 *fx = i; *fy = j; 86 {
87 *fx = i;
88 *fy = j;
89 return;
90 }
91 }
76 return; 92 break;
77 }
78 } 93 }
79 break; 94 case 4:
80 } 95 { /* search from bottom-right up-left */
81 case 4: { /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 97 for (j = RP->Ysize - 2; j > 0; j--)
98 {
84 if(layout[i][j]==target) { 99 if (layout[i][j] == target)
85 *fx = i; *fy = j; 100 {
101 *fx = i;
102 *fy = j;
103 return;
104 }
105 }
86 return; 106 break;
87 }
88 } 107 }
89 break;
90 } 108 }
91 }
92} 109}
93
94
95
96 110
97
98
99/* orientation: 0 means random, 111/* orientation: 0 means random,
100 1 means descending dungeon 112 1 means descending dungeon
101 2 means ascending dungeon 113 2 means ascending dungeon
102 3 means rightward 114 3 means rightward
103 4 means leftward 115 4 means leftward
104 5 means northward 116 5 means northward
105 6 means southward 117 6 means southward
106*/ 118*/
107 119void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 120place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP)
121{
109 char styledirname[256]; 122 char styledirname[256];
110 mapstruct *style_map_down=0; /* harder maze */ 123 maptile *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 124 maptile *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 125 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 126 object *the_exit_up; /* easier maze */
114 object *random_sign; /* magic mouth saying this is a random map. */ 127 object *random_sign; /* magic mouth saying this is a random map. */
115 char buf[512]; 128 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 129 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 130 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 131 int downx = -1, downy = -1;
119 int final_map_exit=1; 132 int final_map_exit = 1;
120 133
121 if(RP->exit_on_final_map){ 134 if (RP->exit_on_final_map)
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 135 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0;
137
138 if (!orientation)
139 orientation = RANDOM () % 6 + 1;
140
141 switch (orientation)
142 {
143 case 1:
144 {
145 sprintf (styledirname, "/styles/exitstyles/up");
146 style_map_up = find_style (styledirname, exitstyle, -1);
147 sprintf (styledirname, "/styles/exitstyles/down");
148 style_map_down = find_style (styledirname, exitstyle, -1);
149 break;
150 }
151
152 case 2:
153 {
154 sprintf (styledirname, "/styles/exitstyles/down");
155 style_map_up = find_style (styledirname, exitstyle, -1);
156 sprintf (styledirname, "/styles/exitstyles/up");
157 style_map_down = find_style (styledirname, exitstyle, -1);
158 break;
159 }
160
161 default:
162 {
163 sprintf (styledirname, "/styles/exitstyles/generic");
164 style_map_up = find_style (styledirname, exitstyle, -1);
165 style_map_down = style_map_up;
166 break;
167 }
123 } 168 }
124 169
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 170 if (style_map_up == 0)
171 the_exit_up = arch_to_object (archetype::find ("exit"));
126 172
127 switch(orientation) { 173 else
128 case 1:
129 { 174 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 175 object *tmp;
131 style_map_up = find_style(styledirname,exitstyle,-1); 176
132 sprintf(styledirname,"/styles/exitstyles/down"); 177 tmp = pick_random_object (style_map_up);
133 style_map_down = find_style(styledirname,exitstyle,-1); 178 the_exit_up = arch_to_object (tmp->arch);
134 break;
135 } 179 }
136 case 2:
137 {
138 sprintf(styledirname,"/styles/exitstyles/down");
139 style_map_up = find_style(styledirname,exitstyle,-1);
140 sprintf(styledirname,"/styles/exitstyles/up");
141 style_map_down = find_style(styledirname,exitstyle,-1);
142 break;
143 }
144 default:
145 {
146 sprintf(styledirname,"/styles/exitstyles/generic");
147 style_map_up = find_style(styledirname,exitstyle,-1);
148 style_map_down = style_map_up;
149 break;
150 }
151 }
152 if(style_map_up == 0) the_exit_up =arch_to_object(find_archetype("exit"));
153 else {
154 object *tmp;
155 tmp = pick_random_object(style_map_up);
156 the_exit_up = arch_to_object(tmp->arch);
157 }
158 180
159 /* we need a down exit only if we're recursing. */ 181 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 183 if (style_map_down == 0)
184 the_exit_down = arch_to_object (archetype::find ("exit"));
185
162 else { 186 else
187 {
163 object *tmp; 188 object *tmp;
189
164 tmp = pick_random_object(style_map_down); 190 tmp = pick_random_object (style_map_down);
165 the_exit_down = arch_to_object(tmp->arch); 191 the_exit_down = arch_to_object (tmp->arch);
166 } 192 }
193 else
167 else the_exit_down = 0; 194 the_exit_down = 0;
168 195
169 /* set up the up exit */ 196 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 197 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 198 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = add_string(RP->origin_map); 199 the_exit_up->slaying = RP->origin_map;
173 200
174 /* figure out where to put the entrance */ 201 /* figure out where to put the entrance */
175 /* begin a logical block */ 202 /* begin a logical block */
176 { 203 {
177 int i,j; 204 int i, j;
205
178 /* First, look for a '<' char */ 206 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 207 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 208
181 /* next, look for a C, the map center. */ 209 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 210 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 211
184 212
185 /* if we didn't find an up, find an empty place far from the center */ 213 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 214 if (upx == -1 && cx != -1)
215 {
187 if(cx > RP->Xsize/2) upx = 1; 216 if (cx > RP->Xsize / 2)
217 upx = 1;
218 else
188 else upx = RP->Xsize -2; 219 upx = RP->Xsize - 2;
189 if(cy > RP->Ysize/2) upy = 1; 220 if (cy > RP->Ysize / 2)
221 upy = 1;
222 else
190 else upy = RP->Ysize -2; 223 upy = RP->Ysize - 2;
191 /* find an empty place far from the center */ 224 /* find an empty place far from the center */
225 if (upx == 1 && upy == 1)
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP); 226 find_in_layout (1, 0, &upx, &upy, maze, RP);
193 else 227 else if (upx == 1 && upy > 1)
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP); 228 find_in_layout (3, 0, &upx, &upy, maze, RP);
195 else 229 else if (upx > 1 && upy == 1)
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 230 find_in_layout (2, 0, &upx, &upy, maze, RP);
197 else 231 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 232 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 233 }
200 234
201 /* no indication of where to place the exit, so just place it. */ 235 /* no indication of where to place the exit, so just place it. */
236 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 237 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 238
204 the_exit_up->x = upx; 239 the_exit_up->x = upx;
205 the_exit_up->y = upy; 240 the_exit_up->y = upy;
206 241
207 /* surround the exits with notices that this is a random map. */ 242 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 243 for (j = 1; j < 9; j++)
244 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 245 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
246 {
210 random_sign = get_archetype("sign"); 247 random_sign = get_archetype ("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j]; 248 random_sign->x = the_exit_up->x + freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j]; 249 random_sign->y = the_exit_up->y + freearr_y[j];
213 250
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 251 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 252
216 random_sign->msg = add_string(buf); 253 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 254 insert_ob_in_map (random_sign, map, NULL, 0);
218 } 255 }
219 } 256 }
220 /* Block the exit so things don't get dumped on top of it. */ 257 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 258 the_exit_up->move_block = MOVE_ALL;
222 259
223 insert_ob_in_map(the_exit_up,map,NULL,0); 260 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 261 maze[the_exit_up->x][the_exit_up->y] = '<';
225 262
226 /* set the starting x,y for this map */ 263 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 264 map->enter_x = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 265 map->enter_y = the_exit_up->y;
229 266
230 /* first, look for a '>' character */ 267 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 268 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 269 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 270 if (downx == -1)
234 271 {
272 downx = cx;
273 downy = cy;
274 };
275
235 /* make the other exit far away from this one if 276 /* make the other exit far away from this one if
236 there's no center. */ 277 there's no center. */
237 if(downx==-1) { 278 if (downx == -1)
279 {
238 if(upx > RP->Xsize/2) downx = 1; 280 if (upx > RP->Xsize / 2)
281 downx = 1;
282 else
239 else downx = RP->Xsize -2; 283 downx = RP->Xsize - 2;
240 if(upy > RP->Ysize/2) downy = 1; 284 if (upy > RP->Ysize / 2)
285 downy = 1;
286 else
241 else downy = RP->Ysize -2; 287 downy = RP->Ysize - 2;
242 /* find an empty place far from the entrance */ 288 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP); 289 if (downx == 1 && downy == 1)
244 else 290 find_in_layout (1, 0, &downx, &downy, maze, RP);
291 else if (downx == 1 && downy > 1)
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP); 292 find_in_layout (3, 0, &downx, &downy, maze, RP);
246 else 293 else if (downx > 1 && downy == 1)
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 294 find_in_layout (2, 0, &downx, &downy, maze, RP);
248 else 295 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 296 find_in_layout (4, 0, &downx, &downy, maze, RP);
297
250 298 }
251 }
252 /* no indication of where to place the down exit, so just place it */ 299 /* no indication of where to place the down exit, so just place it */
300 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 301 find_in_layout (0, 0, &downx, &downy, maze, RP);
302
254 if(the_exit_down) { 303 if (the_exit_down)
304 {
255 char buf[2048]; 305 char buf[2048];
306
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 307 i = find_first_free_spot (the_exit_down, map, downx, downy);
257 the_exit_down->x = downx + freearr_x[i]; 308 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 309 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 310 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 311 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 312 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = add_string(buf); 313 the_exit_down->msg = buf;
314
263 /* the identifier for making a random map. */ 315 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 316 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
317 {
265 mapstruct *new_map; 318 maptile *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 319 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
267#if 0
268 /* I'm not sure if there was any reason to change the path to the
269 * map other than to maybe make it more descriptive in the 'maps'
270 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name)
272 */
273 320
274 char new_map_name[MAX_BUF];
275 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map);
277 /* set the exit down. */
278#endif
279 /* load it */ 321 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 322 if (!(new_map = maptile::load_map_sync (RP->final_map)))
281 return; 323 return;
282 324
283 the_exit_down->slaying = add_string(RP->final_map); 325 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map);
285 326
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 327 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
287 /* Remove exit back to previous random map. There should only be one 328 /* Remove exit back to previous random map. There should only be one
288 * which is why we break out. To try to process more than one 329 * which is why we break out. To try to process more than one
289 * would require keeping a 'next' pointer, ad free_object kills tmp, which 330 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 331 * breaks the for loop.
291 */ 332 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 333 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
293 remove_ob(tmp); 334 {
294 free_object(tmp); 335 tmp->destroy ();
295 break; 336 break;
296 } 337 }
297 338
298 if (final_map_exit == 1) 339 if (final_map_exit == 1)
299 { 340 {
300 /* setup the exit back */ 341 /* setup the exit back */
301 the_exit_back->slaying = add_string(map->path); 342 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 343 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 344 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 345 the_exit_back->x = new_map->enter_x;
305 the_exit_back->y = MAP_ENTER_Y(new_map); 346 the_exit_back->y = new_map->enter_y;
306 347
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 348 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 349 }
309
310 set_map_timeout(new_map); /* So it gets swapped out */
311 } 350 }
312 else 351 else
313 the_exit_down->slaying = add_string("/!"); 352 the_exit_down->slaying = "/!";
353
314 /* Block the exit so things don't get dumped on top of it. */ 354 /* Block the exit so things don't get dumped on top of it. */
315 the_exit_down->move_block = MOVE_ALL; 355 the_exit_down->move_block = MOVE_ALL;
316 insert_ob_in_map(the_exit_down,map,NULL,0); 356 insert_ob_in_map (the_exit_down, map, NULL, 0);
317 maze[the_exit_down->x][the_exit_down->y]='>'; 357 maze[the_exit_down->x][the_exit_down->y] = '>';
318 } 358 }
319 } 359 }
320 360
321} 361}
322
323
324 362
325/* this function unblocks the exits. We blocked them to 363/* this function unblocks the exits. We blocked them to
326 keep things from being dumped on them during the other 364 keep things from being dumped on them during the other
327 phases of random map generation. */ 365 phases of random map generation. */
328void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 366void
367unblock_exits (maptile *map, char **maze, random_map_params *RP)
368{
329 int i=0,j=0; 369 int i = 0, j = 0;
330 object *walk; 370 object *walk;
331 371
332 for(i=0;i<RP->Xsize;i++) 372 for (i = 0; i < RP->Xsize; i++)
333 for(j=0;j<RP->Ysize;j++) 373 for (j = 0; j < RP->Ysize; j++)
334 if(maze[i][j]=='>' || maze[i][j]=='<') { 374 if (maze[i][j] == '>' || maze[i][j] == '<')
375 {
335 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 376 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
377 {
336 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 378 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
379 {
337 walk->move_block = MOVE_BLOCK_DEFAULT; 380 walk->move_block = MOVE_BLOCK_DEFAULT;
338 update_object(walk,UP_OBJ_CHANGE); 381 update_object (walk, UP_OBJ_CHANGE);
382 }
339 } 383 }
340 }
341 } 384 }
342} 385}

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