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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.41 by root, Thu Jul 24 20:35:37 2008 UTC vs.
Revision 1.55 by root, Thu Jul 1 01:22:44 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* placing treasure in maps, where appropriate. */ 25/* placing treasure in maps, where appropriate. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 41#define LAST_OPTION 64 /* set this to the last real option, for random */
41 42
42#define NO_PASS_DOORS 0 43#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 44#define PASS_DOORS 1
44 45
46static object *find_closest_monster (maptile *map, int x, int y, random_map_params *RP);
47static object *find_monster_in_room (maptile *map, int x, int y, random_map_params *RP);
48static void find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP);
50static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP);
51static object **find_doors_in_room (maptile *map, int x, int y, random_map_params *RP);
52static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP);
53static void find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP);
54static object **surround_by_doors (maptile *map, char **layout, int x, int y, int opts);
55
45/* a macro to get a strongly centered random distribution, 56/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */ 57 from 0 to x, centered at x/2 */
47static int 58static int
48bc_random (int x) 59bc_random (int x)
49{ 60{
98 freeindex = -1; 109 freeindex = -1;
99 for (tries = 0; tries < 15 && freeindex == -1; tries++) 110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
100 { 111 {
101 kx = rmg_rndm (RP->Xsize - 2) + 1; 112 kx = rmg_rndm (RP->Xsize - 2) + 1;
102 ky = rmg_rndm (RP->Ysize - 2) + 1; 113 ky = rmg_rndm (RP->Ysize - 2) + 1;
103 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); 114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
104 } 115 }
105 116
106 // can freeindex ever be < 0? 117 // can freeindex ever be < 0?
107 if (freeindex >= 0) 118 if (freeindex >= 0)
108 { 119 {
148 the_key->destroy (); 159 the_key->destroy ();
149 return 1; 160 return 1;
150 } 161 }
151 } 162 }
152 163
153 LOG(llevError, "key %d,%d %p\n", the_keymaster ? the_keymaster->x : x, the_keymaster ? the_keymaster->y : y, the_keymaster+0);//D
154 if (the_keymaster) 164 if (the_keymaster)
155 the_keymaster->head_ ()->insert (the_key); 165 the_keymaster->head_ ()->insert (the_key);
156 else 166 else
157 { 167 {
158 the_key->x = kx; 168 the_key->x = kx;
182layout, (required) 192layout, (required)
183treasure style (may be empty or NULL, or "none" to cause no treasure.) 193treasure style (may be empty or NULL, or "none" to cause no treasure.)
184treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
185*/ 195*/
186void 196void
187place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, char **layout, const char *treasure_style, int treasureoptions, random_map_params *RP)
188{ 198{
189 char styledirname[1024];
190 char stylefilepath[1024];
191 maptile *style_map = 0;
192 int num_treasures; 199 int num_treasures;
193 200
194 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
195 if (treasure_style) 202 if (treasure_style)
196 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
218 225
219 if (num_treasures <= 0) 226 if (num_treasures <= 0)
220 return; 227 return;
221 228
222 /* get the style map */ 229 /* get the style map */
223 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
224 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
225 style_map = find_style (styledirname, treasure_style, -1);
226 231
227 if (!style_map) 232 if (!style_map)
228 { 233 {
229 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); 234 LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style);
230 return; 235 return;
231 } 236 }
232 237
233 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
234 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
323} 328}
324 329
325/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
326 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
327 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
328object * 333static object *
329place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
330{ 335{
331 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
332 337
333 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
356 if (tlist != NULL) 361 if (tlist != NULL)
357 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
358 { /* use the treasure list */ 363 { /* use the treasure list */
359 object *new_treasure = style_map->pick_random_object (rmg_rndm); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
360 365
361 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
362 } 367 }
363 else 368 else
364 { /* use the style map */ 369 { /* use the style map */
365 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
366 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
374 } 379 }
375 380
376 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
377 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
378 { 383 {
379 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
380 385
381 if (trap_map) 386 if (trap_map)
382 { 387 {
383 object *the_trap = trap_map->pick_random_object (rmg_rndm); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
384 389
410 the_chest->y = yl; 415 the_chest->y = yl;
411 insert_ob_in_map (the_chest, map, NULL, 0); 416 insert_ob_in_map (the_chest, map, NULL, 0);
412 return the_chest; 417 return the_chest;
413} 418}
414 419
415
416/* finds the closest monster and returns him, regardless of doors 420/* finds the closest monster and returns him, regardless of doors or walls */
417 or walls */ 421static object *
418object *
419find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 422find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
420{ 423{
421 int i; 424 int i;
422 425
423 for (i = 0; i < SIZEOFFREE; i++) 426 for (i = 0; i < SIZEOFFREE; i++)
431 /* don't bother searching this square unless the map says life exists. */ 434 /* don't bother searching this square unless the map says life exists. */
432 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 435 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
433 { 436 {
434 object *the_monster = GET_MAP_OB (map, lx, ly); 437 object *the_monster = GET_MAP_OB (map, lx, ly);
435 438
436 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 439 for (; the_monster != NULL && (!the_monster->flag [FLAG_MONSTER]); the_monster = the_monster->above);
437 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 440 if (the_monster && the_monster->flag [FLAG_MONSTER])
438 return the_monster; 441 return the_monster;
439 } 442 }
440 } 443 }
441 return NULL; 444 return NULL;
442} 445}
443 446
444/* both find_monster_in_room routines need to have access to this. */ 447/* both find_monster_in_room routines need to have access to this. */
445 448
446object *theMonsterToFind; 449static object *theMonsterToFind;
447 450
448/* a recursive routine which will return a monster, eventually,if there is one. 451/* a recursive routine which will return a monster, eventually,if there is one.
449 it does a check-off on the layout, converting 0's to 1's */ 452 it does a check-off on the layout, converting 0's to 1's */
450 453static object *
451object *
452find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 454find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
453{ 455{
454 int i, j; 456 int i, j;
455 457
456 /* if we've found a monster already, leave */ 458 /* if we've found a monster already, leave */
471 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 473 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
472 { 474 {
473 object *the_monster = GET_MAP_OB (map, x, y); 475 object *the_monster = GET_MAP_OB (map, x, y);
474 476
475 /* check off this point */ 477 /* check off this point */
476 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 478 for (; the_monster != NULL && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
477 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 479 if (the_monster && the_monster->flag [FLAG_ALIVE])
478 { 480 {
479 theMonsterToFind = the_monster; 481 theMonsterToFind = the_monster;
480 return theMonsterToFind; 482 return theMonsterToFind;
481 } 483 }
482 } 484 }
492 return theMonsterToFind; 494 return theMonsterToFind;
493} 495}
494 496
495/* sets up some data structures: the _recursive form does the 497/* sets up some data structures: the _recursive form does the
496 real work. */ 498 real work. */
497object * 499static object *
498find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 500find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
499{ 501{
500 Layout layout2 (RP); 502 Layout layout2 (map->width, map->height);
501 503
502 layout2->clear (); 504 // find walls
503
504 /* allocate and copy the layout, converting C to 0. */
505 for (int i = 0; i < layout2->w; i++) 505 for (int i = 0; i < layout2.w; i++)
506 for (int j = 0; j < layout2->h; j++) 506 for (int j = 0; j < layout2.h; j++)
507 if (wall_blocked (map, i, j)) 507 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
508 layout2[i][j] = '#';
509 508
510 theMonsterToFind = 0; 509 theMonsterToFind = 0;
511 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 510 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
512 511
513 layout2.free ();
514
515 return theMonsterToFind; 512 return theMonsterToFind;
516} 513}
517 514
518/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 515/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
519int *room_free_spots_x; 516static int *room_free_spots_x;
520int *room_free_spots_y; 517static int *room_free_spots_y;
521int number_of_free_spots_in_room; 518static int number_of_free_spots_in_room;
522 519
523/* the workhorse routine, which finds the free spots in a room: 520/* the workhorse routine, which finds the free spots in a room:
524a datastructure of free points is set up, and a position chosen from 521a datastructure of free points is set up, and a position chosen from
525that datastructure. */ 522that datastructure. */
526void 523static void
527find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 524find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
528{ 525{
529 int i, j; 526 int i, j;
530 527
531 /* bounds check x and y */ 528 /* bounds check x and y */
549 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 546 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
550 547
551} 548}
552 549
553/* find a random non-blocked spot in this room to drop a key. */ 550/* find a random non-blocked spot in this room to drop a key. */
554void 551static void
555find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 552find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
556{ 553{
557 char **layout2; 554 char **layout2;
558 int i, j; 555 int i, j;
559 556
592 589
593 590
594/* searches the map for a spot with walls around it. The more 591/* searches the map for a spot with walls around it. The more
595 walls the better, but it'll settle for 1 wall, or even 0, but 592 walls the better, but it'll settle for 1 wall, or even 0, but
596 it'll return 0 if no FREE spots are found.*/ 593 it'll return 0 if no FREE spots are found.*/
597void 594static void
598find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 595find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
599{ 596{
600 int x, y; 597 int x, y;
601 int i; 598 int i;
602 599
652 *cy = ly; 649 *cy = ly;
653 return; 650 return;
654 } 651 }
655 } 652 }
656 /* give up and return the closest free spot. */ 653 /* give up and return the closest free spot. */
657 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 654 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
658 655
659 if (i != -1) 656 if (i != -1)
660 { 657 {
661 *cx = x + freearr_x[i]; 658 *cx = x + freearr_x[i];
662 *cy = y + freearr_y[i]; 659 *cy = y + freearr_y[i];
667 *cx = -1; 664 *cx = -1;
668 *cy = -1; 665 *cy = -1;
669 } 666 }
670} 667}
671 668
672void 669static void
673remove_monsters (int x, int y, maptile *map) 670remove_monsters (int x, int y, maptile *map)
674{ 671{
675 object *tmp;
676
677 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 672 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
678 if (QUERY_FLAG (tmp, FLAG_ALIVE))
679 { 673 {
680 if (tmp->head) 674 object *next = tmp->above;
681 tmp = tmp->head; 675
682 tmp->remove (); 676 if (tmp->flag [FLAG_ALIVE])
683 tmp->destroy (); 677 tmp->head_ ()->destroy ();
684 tmp = GET_MAP_OB (map, x, y); 678
685 if (tmp == NULL) 679 tmp = next;
686 break;
687 }; 680 }
688} 681}
689 682
690/* surrounds the point x,y by doors, so as to enclose something, like 683/* surrounds the point x,y by doors, so as to enclose something, like
691 a chest. It only goes as far as the 8 squares surrounding, and 684 a chest. It only goes as far as the 8 squares surrounding, and
692 it'll remove any monsters it finds.*/ 685 it'll remove any monsters it finds.*/
693object ** 686static object **
694surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 687surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
695{ 688{
696 int i; 689 int i;
697 const char *doors[2]; 690 const char *doors[2];
698 object **doorlist; 691 object **doorlist;
728 } 721 }
729 722
730 return doorlist; 723 return doorlist;
731} 724}
732 725
733
734/* returns the first door in this square, or NULL if there isn't a door. */ 726/* returns the first door in this square, or NULL if there isn't a door. */
735object * 727static object *
736door_in_square (maptile *map, int x, int y) 728door_in_square (maptile *map, int x, int y)
737{ 729{
738 object *tmp;
739
740 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 730 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
741 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 731 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
742 return tmp; 732 return tmp;
733
743 return NULL; 734 return NULL;
744} 735}
745 736
746/* the workhorse routine, which finds the doors in a room */ 737/* the workhorse routine, which finds the doors in a room */
747void 738static void
748find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 739find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
749{ 740{
750 int i, j; 741 int i, j;
751 object *door; 742 object *door;
752 743
787 doorlist, ndoors, RP); 778 doorlist, ndoors, RP);
788 } 779 }
789} 780}
790 781
791/* find a random non-blocked spot in this room to drop a key. */ 782/* find a random non-blocked spot in this room to drop a key. */
792object ** 783static object **
793find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 784find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
794{ 785{
795 int i, j; 786 int i, j;
796 int ndoors = 0; 787 int ndoors = 0;
797 788
798 object **doorlist = (object **)calloc (sizeof (int), 1024); 789 object **doorlist = (object **)calloc (sizeof (int), 1024);
799 790
800 LayoutData layout2 (RP->Xsize, RP->Ysize); 791 Layout layout2 (RP->Xsize, RP->Ysize);
801 layout2.clear (); 792 layout2.clear ();
802 793
803 /* allocate and copy the layout, converting C to 0. */ 794 /* allocate and copy the layout, converting C to 0. */
804 for (i = 0; i < RP->Xsize; i++) 795 for (i = 0; i < RP->Xsize; i++)
805 for (j = 0; j < RP->Ysize; j++) 796 for (j = 0; j < RP->Ysize; j++)
811 return doorlist; 802 return doorlist;
812} 803}
813 804
814/* locks and/or hides all the doors in doorlist, or does nothing if 805/* locks and/or hides all the doors in doorlist, or does nothing if
815 opts doesn't say to lock/hide doors. */ 806 opts doesn't say to lock/hide doors. */
816void 807static void
817lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 808lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
818{ 809{
819 object *door; 810 object *door;
820 int i; 811 int i;
821 812
822 /* lock the doors and hide the keys. */ 813 /* lock the doors and hide the keys. */
823 814
824 if (opts & DOORED) 815 if (opts & DOORED)
825 { 816 {
826 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 817 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
827 { 818 {
828 object *new_door = get_archetype (shstr_locked_door1); 819 object *new_door = get_archetype (shstr_locked_door1);
829 820
830 door = doorlist[i]; 821 door = doorlist[i];
831 new_door->face = door->face; 822 new_door->face = door->face;
832 new_door->x = door->x; 823 new_door->x = door->x;
833 new_door->y = door->y; 824 new_door->y = door->y;
834 door->remove ();
835 door->destroy (); 825 door->destroy ();
836 doorlist[i] = new_door; 826 doorlist[i] = new_door;
837 insert_ob_in_map (new_door, map, NULL, 0); 827 insert_ob_in_map (new_door, map, NULL, 0);
838 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); 828 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
839 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); 829 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
856 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 846 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
857 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 847 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
858 848
859 door->face = wallface->face; 849 door->face = wallface->face;
860 850
861 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
862 wallface->remove ();
863
864 wallface->destroy (); 851 wallface->destroy ();
865 } 852 }
866 } 853 }
867 } 854 }
868} 855}

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