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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.44 by root, Wed Jun 30 01:32:57 2010 UTC

1
2/* 1/*
3 * static char *rcsid_exit_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: exit.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 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>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#include <sproto.h> 27#include <sproto.h>
33#include <rproto.h> 28#include <rproto.h>
34 29
35
36/* 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
37 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
38void 32static void
39find_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)
40{ 34{
41 int M; 35 int M;
42 int i, j; 36 int i, j;
43 37
44 *fx = -1; 38 *fx = -1;
45 *fy = -1; 39 *fy = -1;
46 40
47 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
48 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
49 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
50 else 44 else
51 M = mode; 45 M = mode;
52 46
53 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
54 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
55 the same damned thing every time. */ 49 the same damned thing every time. */
56 switch (M) 50 switch (M)
57 { 51 {
58 case 1: 52 case 1:
59 { /* search from top left down/right */ 53 /* search from top left down/right */
60 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < RP->Xsize; i++)
61 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < RP->Ysize; j++)
62 { 56 {
63 if (layout[i][j] == target) 57 if (layout[i][j] == target)
64 {
65 *fx = i;
66 *fy = j;
67 return;
68 }
69 } 58 {
70 break; 59 *fx = i;
60 *fy = j;
61 return;
62 }
71 } 63 }
64 break;
65
72 case 2: 66 case 2:
73 { /* Search from top right down/left */ 67 /* Search from top right down/left */
74 for (i = RP->Xsize - 2; i > 0; i--) 68 for (i = RP->Xsize - 2; i > 0; i--)
75 for (j = 1; j < RP->Ysize - 1; j++) 69 for (j = 1; j < RP->Ysize - 1; j++)
76 { 70 {
77 if (layout[i][j] == target) 71 if (layout[i][j] == target)
78 {
79 *fx = i;
80 *fy = j;
81 return;
82 }
83 } 72 {
84 break; 73 *fx = i;
74 *fy = j;
75 return;
76 }
85 } 77 }
78 break;
79
86 case 3: 80 case 3:
87 { /* search from bottom-left up-right */ 81 /* search from bottom-left up-right */
88 for (i = 1; i < RP->Xsize - 1; i++) 82 for (i = 1; i < RP->Xsize - 1; i++)
89 for (j = RP->Ysize - 2; j > 0; j--) 83 for (j = RP->Ysize - 2; j > 0; j--)
90 { 84 {
91 if (layout[i][j] == target) 85 if (layout[i][j] == target)
92 {
93 *fx = i;
94 *fy = j;
95 return;
96 }
97 } 86 {
98 break; 87 *fx = i;
88 *fy = j;
89 return;
90 }
99 } 91 }
92 break;
93
100 case 4: 94 case 4:
101 { /* search from bottom-right up-left */ 95 /* search from bottom-right up-left */
102 for (i = RP->Xsize - 2; i > 0; i--) 96 for (i = RP->Xsize - 2; i > 0; i--)
103 for (j = RP->Ysize - 2; j > 0; j--) 97 for (j = RP->Ysize - 2; j > 0; j--)
104 { 98 {
105 if (layout[i][j] == target) 99 if (layout[i][j] == target)
106 {
107 *fx = i;
108 *fy = j;
109 return;
110 }
111 } 100 {
112 break; 101 *fx = i;
102 *fy = j;
103 return;
104 }
113 } 105 }
106 break;
107
114 } 108 }
115} 109}
116
117
118
119
120
121 110
122/* orientation: 0 means random, 111/* orientation: 0 means random,
123 1 means descending dungeon 112 1 means descending dungeon
124 2 means ascending dungeon 113 2 means ascending dungeon
125 3 means rightward 114 3 means rightward
126 4 means leftward 115 4 means leftward
127 5 means northward 116 5 means northward
128 6 means southward 117 6 means southward
129*/ 118*/
130
131void 119void
132place_exits (mapstruct *map, char **maze, char *exitstyle, int orientation, RMParms * RP) 120place_exits (maptile *map, char **maze, const char *exitstyle, int orientation, random_map_params *RP)
133{ 121{
134 char styledirname[256];
135 mapstruct *style_map_down = 0; /* harder maze */ 122 maptile *style_map_down = 0; /* harder maze */
136 mapstruct *style_map_up = 0; /* easier maze */ 123 maptile *style_map_up = 0; /* easier maze */
137 object *the_exit_down; /* harder maze */ 124 object *the_exit_down; /* harder maze */
138 object *the_exit_up; /* easier maze */ 125 object *the_exit_up; /* easier maze */
139 object *random_sign; /* magic mouth saying this is a random map. */
140 char buf[512];
141 int cx = -1, cy = -1; /* location of a map center */ 126 int cx = -1, cy = -1; /* location of a map center */
142 int upx = -1, upy = -1; /* location of up exit */ 127 int upx = -1, upy = -1; /* location of up exit */
143 int downx = -1, downy = -1; 128 int downx = -1, downy = -1;
144 int final_map_exit = 1; 129 int final_map_exit = 1;
145 130
146 if (RP->exit_on_final_map) 131 if (RP->exit_on_final_map)
147 {
148 if (strstr (RP->exit_on_final_map, "no")) 132 if (strstr (RP->exit_on_final_map, "no"))
149 final_map_exit = 0; 133 final_map_exit = 0;
150 }
151 134
152 if (orientation == 0) 135 if (!orientation)
153 orientation = RANDOM () % 6 + 1; 136 orientation = rmg_rndm (6) + 1;
154 137
155 switch (orientation) 138 switch (orientation)
156 { 139 {
157 case 1: 140 case 1:
158 { 141 {
159 sprintf (styledirname, "/styles/exitstyles/up"); 142 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
160 style_map_up = find_style (styledirname, exitstyle, -1);
161 sprintf (styledirname, "/styles/exitstyles/down");
162 style_map_down = find_style (styledirname, exitstyle, -1); 143 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
163 break; 144 break;
164 } 145 }
146
165 case 2: 147 case 2:
166 { 148 {
167 sprintf (styledirname, "/styles/exitstyles/down"); 149 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
168 style_map_up = find_style (styledirname, exitstyle, -1);
169 sprintf (styledirname, "/styles/exitstyles/up");
170 style_map_down = find_style (styledirname, exitstyle, -1); 150 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
171 break; 151 break;
172 } 152 }
153
173 default: 154 default:
174 { 155 {
175 sprintf (styledirname, "/styles/exitstyles/generic"); 156 style_map_up =
176 style_map_up = find_style (styledirname, exitstyle, -1); 157 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
177 style_map_down = style_map_up;
178 break; 158 break;
179 } 159 }
180 } 160 }
181 if (style_map_up == 0)
182 the_exit_up = arch_to_object (find_archetype ("exit"));
183 else
184 {
185 object *tmp;
186 161
187 tmp = pick_random_object (style_map_up); 162 the_exit_up = style_map_up
188 the_exit_up = arch_to_object (tmp->arch); 163 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
189 } 164 : archetype::get (shstr_exit);
190 165
191 /* we need a down exit only if we're recursing. */ 166 /* we need a down exit only if we're recursing. */
192 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 167 if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
193 if (style_map_down == 0) 168 the_exit_down = style_map_down
194 the_exit_down = arch_to_object (find_archetype ("exit")); 169 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
195 else 170 : archetype::get (shstr_exit);
196 {
197 object *tmp;
198
199 tmp = pick_random_object (style_map_down);
200 the_exit_down = arch_to_object (tmp->arch);
201 }
202 else 171 else
203 the_exit_down = 0; 172 the_exit_down = 0;
204 173
205 /* set up the up exit */ 174 /* set up the up exit */
206 the_exit_up->stats.hp = RP->origin_x; 175 the_exit_up->stats.hp = RP->origin_x;
207 the_exit_up->stats.sp = RP->origin_y; 176 the_exit_up->stats.sp = RP->origin_y;
208 the_exit_up->slaying = RP->origin_map; 177 the_exit_up->slaying = RP->origin_map;
209 178
210 /* figure out where to put the entrance */ 179 /* figure out where to put the entrance */
211 /* begin a logical block */ 180 /* begin a logical block */
212 { 181 {
213 int i, j;
214
215 /* First, look for a '<' char */ 182 /* First, look for a '<' char */
216 find_in_layout (0, '<', &upx, &upy, maze, RP); 183 find_in_layout (0, '<', &upx, &upy, maze, RP);
217 184
218 /* next, look for a C, the map center. */ 185 /* next, look for a C, the map center. */
219 find_in_layout (0, 'C', &cx, &cy, maze, RP); 186 find_in_layout (0, 'C', &cx, &cy, maze, RP);
220 187
221
222 /* if we didn't find an up, find an empty place far from the center */ 188 /* if we didn't find an up, find an empty place far from the center */
223 if (upx == -1 && cx != -1) 189 if (upx == -1 && cx != -1)
224 { 190 {
225 if (cx > RP->Xsize / 2) 191 if (cx > RP->Xsize / 2)
226 upx = 1; 192 upx = 1;
227 else 193 else
228 upx = RP->Xsize - 2; 194 upx = RP->Xsize - 2;
195
229 if (cy > RP->Ysize / 2) 196 if (cy > RP->Ysize / 2)
230 upy = 1; 197 upy = 1;
231 else 198 else
232 upy = RP->Ysize - 2; 199 upy = RP->Ysize - 2;
200
233 /* find an empty place far from the center */ 201 /* find an empty place far from the center */
234 if (upx == 1 && upy == 1) 202 if (upx == 1 && upy == 1)
235 find_in_layout (1, 0, &upx, &upy, maze, RP); 203 find_in_layout (1, 0, &upx, &upy, maze, RP);
236 else if (upx == 1 && upy > 1) 204 else if (upx == 1 && upy > 1)
237 find_in_layout (3, 0, &upx, &upy, maze, RP); 205 find_in_layout (3, 0, &upx, &upy, maze, RP);
247 215
248 the_exit_up->x = upx; 216 the_exit_up->x = upx;
249 the_exit_up->y = upy; 217 the_exit_up->y = upy;
250 218
251 /* surround the exits with notices that this is a random map. */ 219 /* surround the exits with notices that this is a random map. */
252 for (j = 1; j < 9; j++) 220 for (int j = 1; j < 9; j++)
253 { 221 {
254 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
255 { 223 {
256 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
257 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
258 random_sign->y = the_exit_up->y + freearr_y[j]; 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
259
260 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
261
262 random_sign->msg = buf;
263 insert_ob_in_map (random_sign, map, NULL, 0);
264 } 227 }
265 } 228 }
229
266 /* Block the exit so things don't get dumped on top of it. */ 230 /* Block the exit so things don't get dumped on top of it. */
267 the_exit_up->move_block = MOVE_ALL; 231 the_exit_up->move_block = MOVE_ALL;
268 232
269 insert_ob_in_map (the_exit_up, map, NULL, 0); 233 insert_ob_in_map (the_exit_up, map, NULL, 0);
270 maze[the_exit_up->x][the_exit_up->y] = '<'; 234 maze[the_exit_up->x][the_exit_up->y] = '<';
271 235
272 /* set the starting x,y for this map */ 236 /* set the starting x,y for this map */
273 MAP_ENTER_X (map) = the_exit_up->x; 237 map->enter_x = the_exit_up->x;
274 MAP_ENTER_Y (map) = the_exit_up->y; 238 map->enter_y = the_exit_up->y;
275 239
276 /* first, look for a '>' character */ 240 /* first, look for a '>' character */
277 find_in_layout (0, '>', &downx, &downy, maze, RP); 241 find_in_layout (0, '>', &downx, &downy, maze, RP);
242
278 /* if no > is found use C */ 243 /* if no > is found use C */
279 if (downx == -1) 244 if (downx == -1)
280 { 245 {
281 downx = cx; 246 downx = cx;
282 downy = cy; 247 downy = cy;
288 { 253 {
289 if (upx > RP->Xsize / 2) 254 if (upx > RP->Xsize / 2)
290 downx = 1; 255 downx = 1;
291 else 256 else
292 downx = RP->Xsize - 2; 257 downx = RP->Xsize - 2;
258
293 if (upy > RP->Ysize / 2) 259 if (upy > RP->Ysize / 2)
294 downy = 1; 260 downy = 1;
295 else 261 else
296 downy = RP->Ysize - 2; 262 downy = RP->Ysize - 2;
263
297 /* find an empty place far from the entrance */ 264 /* find an empty place far from the entrance */
298 if (downx == 1 && downy == 1) 265 if (downx == 1 && downy == 1)
299 find_in_layout (1, 0, &downx, &downy, maze, RP); 266 find_in_layout (1, 0, &downx, &downy, maze, RP);
300 else if (downx == 1 && downy > 1) 267 else if (downx == 1 && downy > 1)
301 find_in_layout (3, 0, &downx, &downy, maze, RP); 268 find_in_layout (3, 0, &downx, &downy, maze, RP);
302 else if (downx > 1 && downy == 1) 269 else if (downx > 1 && downy == 1)
303 find_in_layout (2, 0, &downx, &downy, maze, RP); 270 find_in_layout (2, 0, &downx, &downy, maze, RP);
304 else if (downx > 1 && downy > 1) 271 else if (downx > 1 && downy > 1)
305 find_in_layout (4, 0, &downx, &downy, maze, RP); 272 find_in_layout (4, 0, &downx, &downy, maze, RP);
306
307 } 273 }
274
308 /* no indication of where to place the down exit, so just place it */ 275 /* no indication of where to place the down exit, so just place it */
309 if (downx == -1) 276 if (downx == -1)
310 find_in_layout (0, 0, &downx, &downy, maze, RP); 277 find_in_layout (0, 0, &downx, &downy, maze, RP);
278
311 if (the_exit_down) 279 if (the_exit_down)
312 { 280 {
313 char buf[2048];
314
315 i = find_first_free_spot (the_exit_down, map, downx, downy); 281 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
316 the_exit_down->x = downx + freearr_x[i]; 282 the_exit_down->x = downx + freearr_x[i];
317 the_exit_down->y = downy + freearr_y[i]; 283 the_exit_down->y = downy + freearr_y[i];
318 RP->origin_x = the_exit_down->x; 284 RP->origin_x = the_exit_down->x;
319 RP->origin_y = the_exit_down->y; 285 RP->origin_y = the_exit_down->y;
320 write_map_parameters_to_string (buf, RP); 286
321 the_exit_down->msg = buf; 287 the_exit_down->msg = RP->as_shstr ();
288
322 /* the identifier for making a random map. */ 289 /* the identifier for making a random map. */
323 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 290 if (RP->dungeon_level >= RP->dungeon_depth && *RP->final_map)
324 { 291 {
325 mapstruct *new_map; 292 maptile *new_map;
326 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 293 object *the_exit_back = the_exit_up->arch->instance ();
327 294
328#if 0
329 /* I'm not sure if there was any reason to change the path to the
330 * map other than to maybe make it more descriptive in the 'maps'
331 * command. But changing the map name makes life more complicated,
332 * (has_been_loaded needs to use the new name)
333 */
334
335 char new_map_name[MAX_BUF];
336
337 /* give the final map a name */
338 sprintf (new_map_name, "%sfinal_map", RP->final_map);
339 /* set the exit down. */
340#endif
341 /* load it */ 295 /* load it */
342 if ((new_map = ready_map_name (RP->final_map, 0)) == NULL) 296 if (!(new_map = maptile::find_sync (RP->final_map)))
343 return; 297 return;
344 298
299 new_map->load_sync ();
300
345 the_exit_down->slaying = RP->final_map; 301 the_exit_down->slaying = RP->final_map;
346 strcpy (new_map->path, RP->final_map);
347 302
348 for (tmp = GET_MAP_OB (new_map, MAP_ENTER_X (new_map), MAP_ENTER_Y (new_map)); tmp; tmp = tmp->above) 303 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
349 /* Remove exit back to previous random map. There should only be one 304 /* Remove exit back to previous random map. There should only be one
350 * which is why we break out. To try to process more than one 305 * which is why we break out. To try to process more than one
351 * would require keeping a 'next' pointer, ad free_object kills tmp, which 306 * would require keeping a 'next' pointer, ad free_object kills tmp, which
352 * breaks the for loop. 307 * breaks the for loop.
353 */ 308 */
354 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 309 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
355 { 310 {
356 remove_ob (tmp); 311 tmp->destroy ();
357 free_object (tmp);
358 break; 312 break;
359 } 313 }
360 314
361 if (final_map_exit == 1) 315 if (final_map_exit == 1)
362 { 316 {
363 /* setup the exit back */ 317 /* setup the exit back */
364 the_exit_back->slaying = map->path; 318 the_exit_back->slaying = map->path;
365 the_exit_back->stats.hp = the_exit_down->x; 319 the_exit_back->stats.hp = the_exit_down->x;
366 the_exit_back->stats.sp = the_exit_down->y; 320 the_exit_back->stats.sp = the_exit_down->y;
367 the_exit_back->x = MAP_ENTER_X (new_map); 321 the_exit_back->x = new_map->enter_x;
368 the_exit_back->y = MAP_ENTER_Y (new_map); 322 the_exit_back->y = new_map->enter_y;
369 323
370 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 324 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
371 } 325 }
372
373 set_map_timeout (new_map); /* So it gets swapped out */
374 } 326 }
375 else 327 else
376 the_exit_down->slaying = "/!"; 328 the_exit_down->slaying = shstr_random_map_exit;
377 329
378 /* Block the exit so things don't get dumped on top of it. */ 330 /* Block the exit so things don't get dumped on top of it. */
379 the_exit_down->move_block = MOVE_ALL; 331 the_exit_down->move_block = MOVE_ALL;
380 insert_ob_in_map (the_exit_down, map, NULL, 0); 332 insert_ob_in_map (the_exit_down, map, NULL, 0);
381 maze[the_exit_down->x][the_exit_down->y] = '>'; 333 maze[the_exit_down->x][the_exit_down->y] = '>';
382 } 334 }
383 } 335 }
384
385} 336}
386
387
388 337
389/* this function unblocks the exits. We blocked them to 338/* this function unblocks the exits. We blocked them to
390 keep things from being dumped on them during the other 339 keep things from being dumped on them during the other
391 phases of random map generation. */ 340 phases of random map generation. */
392void 341void
393unblock_exits (mapstruct *map, char **maze, RMParms * RP) 342unblock_exits (maptile *map, char **maze, random_map_params *RP)
394{ 343{
395 int i = 0, j = 0; 344 int i = 0, j = 0;
396 object *walk; 345 object *walk;
397 346
398 for (i = 0; i < RP->Xsize; i++) 347 for (i = 0; i < RP->Xsize; i++)
399 for (j = 0; j < RP->Ysize; j++) 348 for (j = 0; j < RP->Ysize; j++)
400 if (maze[i][j] == '>' || maze[i][j] == '<') 349 if (maze[i][j] == '>' || maze[i][j] == '<')
401 { 350 {
402 for (walk = get_map_ob (map, i, j); walk != NULL; walk = walk->above) 351 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
403 { 352 {
404 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 353 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
405 { 354 {
406 walk->move_block = MOVE_BLOCK_DEFAULT; 355 walk->move_block = 0;
407 update_object (walk, UP_OBJ_CHANGE); 356 update_object (walk, UP_OBJ_CHANGE);
408 } 357 }
409 } 358 }
410 } 359 }
411} 360}
361

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