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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC

1
1/* 2/*
2 * static char *rcsid_exit_c = 3 * static char *rcsid_exit_c =
3 * "$Id: exit.C,v 1.3 2006/09/03 00:18:41 root Exp $"; 4 * "$Id: exit.C,v 1.4 2006/09/10 16:06:37 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
32#include <rproto.h> 33#include <rproto.h>
33 34
34 35
35/* find a character in the layout. fx and fy are pointers to 36/* find a character in the layout. fx and fy are pointers to
36 where to find the char. fx,fy = -1 if not found. */ 37 where to find the char. fx,fy = -1 if not found. */
38void
37void find_in_layout(int mode, char target,int *fx,int *fy,char **layout,RMParms *RP) { 39find_in_layout (int mode, char target, int *fx, int *fy, char **layout, RMParms * RP)
40{
38 int M; 41 int M;
39 int i,j; 42 int i, j;
43
40 *fx=-1; 44 *fx = -1;
41 *fy=-1; 45 *fy = -1;
42 46
43 /* if a starting point isn't given, pick one */ 47 /* if a starting point isn't given, pick one */
44 if(mode < 1 || mode > 4) M=RANDOM() % 4 + 1 ; 48 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1;
50 else
45 else M = mode; 51 M = mode;
46 52
47 /* four different search starting points and methods so that 53 /* four different search starting points and methods so that
48 we can do something different for symmetrical maps instead of 54 we can do something different for symmetrical maps instead of
49 the same damned thing every time. */ 55 the same damned thing every time. */
50 switch(M) { 56 switch (M)
51 case 1: { /* search from top left down/right */ 57 {
58 case 1:
59 { /* search from top left down/right */
52 for(i=1;i<RP->Xsize;i++) 60 for (i = 1; i < RP->Xsize; i++)
53 for(j=1;j<RP->Ysize;j++) { 61 for (j = 1; j < RP->Ysize; j++)
62 {
54 if(layout[i][j]==target) { 63 if (layout[i][j] == target)
55 *fx = i; *fy = j; 64 {
56 return; 65 *fx = i;
66 *fy = j;
67 return;
68 }
69 }
70 break;
57 } 71 }
58 } 72 case 2:
59 break; 73 { /* Search from top right down/left */
60 }
61 case 2: { /* Search from top right down/left */
62 for(i=RP->Xsize-2;i>0;i--) 74 for (i = RP->Xsize - 2; i > 0; i--)
63 for(j=1;j<RP->Ysize-1;j++) { 75 for (j = 1; j < RP->Ysize - 1; j++)
76 {
64 if(layout[i][j]==target) { 77 if (layout[i][j] == target)
65 *fx = i; *fy = j; 78 {
66 return; 79 *fx = i;
80 *fy = j;
81 return;
82 }
83 }
84 break;
67 } 85 }
68 } 86 case 3:
69 break; 87 { /* search from bottom-left up-right */
70 }
71 case 3: { /* search from bottom-left up-right */
72 for(i=1;i<RP->Xsize-1;i++) 88 for (i = 1; i < RP->Xsize - 1; i++)
73 for(j=RP->Ysize-2;j>0;j--) { 89 for (j = RP->Ysize - 2; j > 0; j--)
90 {
74 if(layout[i][j]==target) { 91 if (layout[i][j] == target)
75 *fx = i; *fy = j; 92 {
76 return; 93 *fx = i;
94 *fy = j;
95 return;
96 }
97 }
98 break;
77 } 99 }
78 } 100 case 4:
79 break; 101 { /* search from bottom-right up-left */
80 }
81 case 4: { /* search from bottom-right up-left */
82 for(i=RP->Xsize-2;i>0;i--) 102 for (i = RP->Xsize - 2; i > 0; i--)
83 for(j=RP->Ysize-2;j>0;j--) { 103 for (j = RP->Ysize - 2; j > 0; j--)
104 {
84 if(layout[i][j]==target) { 105 if (layout[i][j] == target)
85 *fx = i; *fy = j; 106 {
86 return; 107 *fx = i;
108 *fy = j;
109 return;
110 }
111 }
112 break;
87 } 113 }
88 } 114 }
89 break;
90 }
91 }
92} 115}
93
94
95
96 116
97 117
98 118
119
120
121
99/* orientation: 0 means random, 122/* orientation: 0 means random,
100 1 means descending dungeon 123 1 means descending dungeon
101 2 means ascending dungeon 124 2 means ascending dungeon
102 3 means rightward 125 3 means rightward
103 4 means leftward 126 4 means leftward
104 5 means northward 127 5 means northward
105 6 means southward 128 6 means southward
106*/ 129*/
107 130
131void
108void place_exits(mapstruct *map, char **maze,char *exitstyle,int orientation,RMParms *RP) { 132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP)
133{
109 char styledirname[256]; 134 char styledirname[256];
110 mapstruct *style_map_down=0; /* harder maze */ 135 mapstruct *style_map_down = 0; /* harder maze */
111 mapstruct *style_map_up=0; /* easier maze */ 136 mapstruct *style_map_up = 0; /* easier maze */
112 object *the_exit_down; /* harder maze */ 137 object *the_exit_down; /* harder maze */
113 object *the_exit_up; /* easier maze */ 138 object *the_exit_up; /* easier maze */
114 object *random_sign; /* magic mouth saying this is a random map. */ 139 object *random_sign; /* magic mouth saying this is a random map. */
115 char buf[512]; 140 char buf[512];
116 int cx=-1,cy=-1; /* location of a map center */ 141 int cx = -1, cy = -1; /* location of a map center */
117 int upx=-1,upy=-1; /* location of up exit */ 142 int upx = -1, upy = -1; /* location of up exit */
118 int downx=-1,downy=-1; 143 int downx = -1, downy = -1;
119 int final_map_exit=1; 144 int final_map_exit = 1;
120 145
121 if(RP->exit_on_final_map){ 146 if (RP->exit_on_final_map)
147 {
122 if(strstr(RP->exit_on_final_map,"no")) final_map_exit=0; 148 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0;
123 } 150 }
124 151
125 if(orientation == 0) orientation = RANDOM() % 6 + 1; 152 if (orientation == 0)
153 orientation = RANDOM () % 6 + 1;
126 154
127 switch(orientation) { 155 switch (orientation)
128 case 1:
129 { 156 {
157 case 1:
158 {
130 sprintf(styledirname,"/styles/exitstyles/up"); 159 sprintf (styledirname, "/styles/exitstyles/up");
131 style_map_up = find_style(styledirname,exitstyle,-1); 160 style_map_up = find_style (styledirname, exitstyle, -1);
132 sprintf(styledirname,"/styles/exitstyles/down"); 161 sprintf (styledirname, "/styles/exitstyles/down");
133 style_map_down = find_style(styledirname,exitstyle,-1); 162 style_map_down = find_style (styledirname, exitstyle, -1);
134 break; 163 break;
164 }
165 case 2:
166 {
167 sprintf (styledirname, "/styles/exitstyles/down");
168 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1);
171 break;
172 }
173 default:
174 {
175 sprintf (styledirname, "/styles/exitstyles/generic");
176 style_map_up = find_style (styledirname, exitstyle, -1);
177 style_map_down = style_map_up;
178 break;
179 }
135 } 180 }
136 case 2: 181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (find_archetype ("exit"));
183 else
137 { 184 {
138 sprintf(styledirname,"/styles/exitstyles/down"); 185 object *tmp;
139 style_map_up = find_style(styledirname,exitstyle,-1); 186
140 sprintf(styledirname,"/styles/exitstyles/up"); 187 tmp = pick_random_object (style_map_up);
141 style_map_down = find_style(styledirname,exitstyle,-1); 188 the_exit_up = arch_to_object (tmp->arch);
142 break;
143 } 189 }
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 }
158 190
159 /* we need a down exit only if we're recursing. */ 191 /* we need a down exit only if we're recursing. */
160 if(RP->dungeon_level < RP->dungeon_depth || RP->final_map[0]!=0) 192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
193 if (style_map_down == 0)
161 if(style_map_down == 0) the_exit_down = arch_to_object(find_archetype("exit")); 194 the_exit_down = arch_to_object (find_archetype ("exit"));
162 else { 195 else
196 {
163 object *tmp; 197 object *tmp;
198
164 tmp = pick_random_object(style_map_down); 199 tmp = pick_random_object (style_map_down);
165 the_exit_down = arch_to_object(tmp->arch); 200 the_exit_down = arch_to_object (tmp->arch);
166 } 201 }
202 else
167 else the_exit_down = 0; 203 the_exit_down = 0;
168 204
169 /* set up the up exit */ 205 /* set up the up exit */
170 the_exit_up->stats.hp = RP->origin_x; 206 the_exit_up->stats.hp = RP->origin_x;
171 the_exit_up->stats.sp = RP->origin_y; 207 the_exit_up->stats.sp = RP->origin_y;
172 the_exit_up->slaying = RP->origin_map; 208 the_exit_up->slaying = RP->origin_map;
173 209
174 /* figure out where to put the entrance */ 210 /* figure out where to put the entrance */
175 /* begin a logical block */ 211 /* begin a logical block */
176 { 212 {
177 int i,j; 213 int i, j;
214
178 /* First, look for a '<' char */ 215 /* First, look for a '<' char */
179 find_in_layout(0,'<',&upx,&upy,maze,RP); 216 find_in_layout (0, '<', &upx, &upy, maze, RP);
180 217
181 /* next, look for a C, the map center. */ 218 /* next, look for a C, the map center. */
182 find_in_layout(0,'C',&cx,&cy,maze,RP); 219 find_in_layout (0, 'C', &cx, &cy, maze, RP);
183 220
184 221
185 /* if we didn't find an up, find an empty place far from the center */ 222 /* if we didn't find an up, find an empty place far from the center */
186 if(upx==-1 && cx!=-1) { 223 if (upx == -1 && cx != -1)
224 {
187 if(cx > RP->Xsize/2) upx = 1; 225 if (cx > RP->Xsize / 2)
188 else upx = RP->Xsize -2; 226 upx = 1;
189 if(cy > RP->Ysize/2) upy = 1;
190 else upy = RP->Ysize -2;
191 /* find an empty place far from the center */
192 if(upx==1 && upy==1) find_in_layout(1,0,&upx,&upy,maze,RP);
193 else
194 if(upx==1 && upy>1) find_in_layout(3,0,&upx,&upy,maze,RP);
195 else 227 else
196 if(upx>1 && upy==1) find_in_layout(2,0,&upx,&upy,maze,RP); 228 upx = RP->Xsize - 2;
229 if (cy > RP->Ysize / 2)
230 upy = 1;
197 else 231 else
232 upy = RP->Ysize - 2;
233 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP);
238 else if (upx > 1 && upy == 1)
239 find_in_layout (2, 0, &upx, &upy, maze, RP);
240 else if (upx > 1 && upy > 1)
198 if(upx>1 && upy>1) find_in_layout(4,0,&upx,&upy,maze,RP); 241 find_in_layout (4, 0, &upx, &upy, maze, RP);
199 } 242 }
200 243
201 /* no indication of where to place the exit, so just place it. */ 244 /* no indication of where to place the exit, so just place it. */
245 if (upx == -1)
202 if(upx==-1) find_in_layout(0,0,&upx,&upy,maze,RP); 246 find_in_layout (0, 0, &upx, &upy, maze, RP);
203 247
204 the_exit_up->x = upx; 248 the_exit_up->x = upx;
205 the_exit_up->y = upy; 249 the_exit_up->y = upy;
206 250
207 /* surround the exits with notices that this is a random map. */ 251 /* surround the exits with notices that this is a random map. */
208 for(j=1;j<9;j++) { 252 for (j = 1; j < 9; j++)
253 {
209 if(!wall_blocked(map,the_exit_up->x+freearr_x[j],the_exit_up->y+freearr_y[j])) { 254 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255 {
210 random_sign = get_archetype("sign"); 256 random_sign = get_archetype ("sign");
211 random_sign->x = the_exit_up->x+freearr_x[j]; 257 random_sign->x = the_exit_up->x + freearr_x[j];
212 random_sign->y = the_exit_up->y+freearr_y[j]; 258 random_sign->y = the_exit_up->y + freearr_y[j];
213 259
214 sprintf(buf,"This is a random map.\nLevel: %d\n", (RP->dungeon_level)-1); 260 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
215 261
216 random_sign->msg = buf; 262 random_sign->msg = buf;
217 insert_ob_in_map(random_sign,map,NULL,0); 263 insert_ob_in_map (random_sign, map, NULL, 0);
264 }
218 } 265 }
219 }
220 /* Block the exit so things don't get dumped on top of it. */ 266 /* Block the exit so things don't get dumped on top of it. */
221 the_exit_up->move_block = MOVE_ALL; 267 the_exit_up->move_block = MOVE_ALL;
222 268
223 insert_ob_in_map(the_exit_up,map,NULL,0); 269 insert_ob_in_map (the_exit_up, map, NULL, 0);
224 maze[the_exit_up->x][the_exit_up->y]='<'; 270 maze[the_exit_up->x][the_exit_up->y] = '<';
225 271
226 /* set the starting x,y for this map */ 272 /* set the starting x,y for this map */
227 MAP_ENTER_X(map) = the_exit_up->x; 273 MAP_ENTER_X (map) = the_exit_up->x;
228 MAP_ENTER_Y(map) = the_exit_up->y; 274 MAP_ENTER_Y (map) = the_exit_up->y;
229 275
230 /* first, look for a '>' character */ 276 /* first, look for a '>' character */
231 find_in_layout(0,'>',&downx,&downy,maze,RP); 277 find_in_layout (0, '>', &downx, &downy, maze, RP);
232 /* if no > is found use C */ 278 /* if no > is found use C */
233 if(downx==-1) { downx = cx; downy=cy;}; 279 if (downx == -1)
234 280 {
281 downx = cx;
282 downy = cy;
283 };
284
235 /* make the other exit far away from this one if 285 /* make the other exit far away from this one if
236 there's no center. */ 286 there's no center. */
237 if(downx==-1) { 287 if (downx == -1)
288 {
238 if(upx > RP->Xsize/2) downx = 1; 289 if (upx > RP->Xsize / 2)
239 else downx = RP->Xsize -2; 290 downx = 1;
240 if(upy > RP->Ysize/2) downy = 1;
241 else downy = RP->Ysize -2;
242 /* find an empty place far from the entrance */
243 if(downx==1 && downy==1) find_in_layout(1,0,&downx,&downy,maze,RP);
244 else
245 if(downx==1 && downy>1) find_in_layout(3,0,&downx,&downy,maze,RP);
246 else 291 else
247 if(downx>1 && downy==1) find_in_layout(2,0,&downx,&downy,maze,RP); 292 downx = RP->Xsize - 2;
293 if (upy > RP->Ysize / 2)
294 downy = 1;
248 else 295 else
296 downy = RP->Ysize - 2;
297 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1)
249 if(downx>1 && downy>1) find_in_layout(4,0,&downx,&downy,maze,RP); 305 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
250 307 }
251 }
252 /* no indication of where to place the down exit, so just place it */ 308 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1)
253 if(downx==-1) find_in_layout(0,0,&downx,&downy,maze,RP); 310 find_in_layout (0, 0, &downx, &downy, maze, RP);
254 if(the_exit_down) { 311 if (the_exit_down)
312 {
255 char buf[2048]; 313 char buf[2048];
314
256 i = find_first_free_spot(the_exit_down, map, downx, downy); 315 i = find_first_free_spot (the_exit_down, map, downx, downy);
257 the_exit_down->x = downx + freearr_x[i]; 316 the_exit_down->x = downx + freearr_x[i];
258 the_exit_down->y = downy + freearr_y[i]; 317 the_exit_down->y = downy + freearr_y[i];
259 RP->origin_x = the_exit_down->x; 318 RP->origin_x = the_exit_down->x;
260 RP->origin_y = the_exit_down->y; 319 RP->origin_y = the_exit_down->y;
261 write_map_parameters_to_string(buf,RP); 320 write_map_parameters_to_string (buf, RP);
262 the_exit_down->msg = buf; 321 the_exit_down->msg = buf;
263 /* the identifier for making a random map. */ 322 /* the identifier for making a random map. */
264 if(RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0]!=0) { 323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0)
324 {
265 mapstruct *new_map; 325 mapstruct *new_map;
266 object *the_exit_back = arch_to_object(the_exit_up->arch), *tmp; 326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp;
327
267#if 0 328#if 0
268 /* I'm not sure if there was any reason to change the path to the 329 /* 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' 330 * map other than to maybe make it more descriptive in the 'maps'
270 * command. But changing the map name makes life more complicated, 331 * command. But changing the map name makes life more complicated,
271 * (has_been_loaded needs to use the new name) 332 * (has_been_loaded needs to use the new name)
272 */ 333 */
273 334
274 char new_map_name[MAX_BUF]; 335 char new_map_name[MAX_BUF];
336
275 /* give the final map a name */ 337 /* give the final map a name */
276 sprintf(new_map_name,"%sfinal_map",RP->final_map); 338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
277 /* set the exit down. */ 339 /* set the exit down. */
278#endif 340#endif
279 /* load it */ 341 /* load it */
280 if((new_map=ready_map_name(RP->final_map,0)) == NULL) 342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL)
281 return; 343 return;
282 344
283 the_exit_down->slaying = RP->final_map; 345 the_exit_down->slaying = RP->final_map;
284 strcpy(new_map->path,RP->final_map); 346 strcpy (new_map->path, RP->final_map);
285 347
286 for (tmp=GET_MAP_OB(new_map, MAP_ENTER_X(new_map), MAP_ENTER_Y(new_map)); tmp; tmp=tmp->above) 348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above)
287 /* Remove exit back to previous random map. There should only be one 349 /* 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 350 * 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 351 * would require keeping a 'next' pointer, ad free_object kills tmp, which
290 * breaks the for loop. 352 * breaks the for loop.
291 */ 353 */
292 if (tmp->type == EXIT && EXIT_PATH(tmp) && !strncmp(EXIT_PATH(tmp),"/random/", 8)) { 354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8))
355 {
293 remove_ob(tmp); 356 remove_ob (tmp);
294 free_object(tmp); 357 free_object (tmp);
295 break; 358 break;
296 } 359 }
297 360
298 if (final_map_exit == 1) 361 if (final_map_exit == 1)
299 { 362 {
300 /* setup the exit back */ 363 /* setup the exit back */
301 the_exit_back->slaying = map->path; 364 the_exit_back->slaying = map->path;
302 the_exit_back->stats.hp = the_exit_down->x; 365 the_exit_back->stats.hp = the_exit_down->x;
303 the_exit_back->stats.sp = the_exit_down->y; 366 the_exit_back->stats.sp = the_exit_down->y;
304 the_exit_back->x = MAP_ENTER_X(new_map); 367 the_exit_back->x = MAP_ENTER_X (new_map);
305 the_exit_back->y = MAP_ENTER_Y(new_map); 368 the_exit_back->y = MAP_ENTER_Y (new_map);
306 369
307 insert_ob_in_map(the_exit_back,new_map,NULL,0); 370 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
308 } 371 }
309 372
310 set_map_timeout(new_map); /* So it gets swapped out */ 373 set_map_timeout (new_map); /* So it gets swapped out */
374 }
375 else
376 the_exit_down->slaying = "/!";
377
378 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>';
311 } 382 }
312 else
313 the_exit_down->slaying = "/!";
314
315 /* Block the exit so things don't get dumped on top of it. */
316 the_exit_down->move_block = MOVE_ALL;
317 insert_ob_in_map(the_exit_down,map,NULL,0);
318 maze[the_exit_down->x][the_exit_down->y]='>';
319 }
320 } 383 }
321 384
322} 385}
323 386
324 387
325 388
326/* this function unblocks the exits. We blocked them to 389/* this function unblocks the exits. We blocked them to
327 keep things from being dumped on them during the other 390 keep things from being dumped on them during the other
328 phases of random map generation. */ 391 phases of random map generation. */
392void
329void unblock_exits(mapstruct *map, char **maze, RMParms *RP) { 393unblock_exits (mapstruct *map, char **maze, RMParms * RP)
394{
330 int i=0,j=0; 395 int i = 0, j = 0;
331 object *walk; 396 object *walk;
332 397
333 for(i=0;i<RP->Xsize;i++) 398 for (i = 0; i < RP->Xsize; i++)
334 for(j=0;j<RP->Ysize;j++) 399 for (j = 0; j < RP->Ysize; j++)
335 if(maze[i][j]=='>' || maze[i][j]=='<') { 400 if (maze[i][j] == '>' || maze[i][j] == '<')
401 {
336 for(walk=get_map_ob(map,i,j);walk!=NULL;walk=walk->above) { 402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above)
403 {
337 if(walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) { 404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 {
338 walk->move_block = MOVE_BLOCK_DEFAULT; 406 walk->move_block = MOVE_BLOCK_DEFAULT;
339 update_object(walk,UP_OBJ_CHANGE); 407 update_object (walk, UP_OBJ_CHANGE);
408 }
340 } 409 }
341 } 410 }
342 }
343} 411}

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