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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.38 by root, Sun May 4 14:12:38 2008 UTC vs.
Revision 1.67 by root, Sat Nov 17 23:40:02 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* placing treasure in maps, where appropriate. */ 26/* placing treasure in maps, where appropriate. */
25 27
26#include <global.h> 28#include <global.h>
27#include <random_map.h> 29#include <rmg.h>
28#include <rproto.h> 30#include <rproto.h>
29 31
30/* some defines for various options which can be set. */ 32/* some defines for various options which can be set. */
31 33
32#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ 34#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */
40#define LAST_OPTION 64 /* set this to the last real option, for random */ 42#define LAST_OPTION 64 /* set this to the last real option, for random */
41 43
42#define NO_PASS_DOORS 0 44#define NO_PASS_DOORS 0
43#define PASS_DOORS 1 45#define PASS_DOORS 1
44 46
47static object *find_closest_monster (maptile *map, int x, int y);
48static object *find_monster_in_room (maptile *map, int x, int y);
49static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky);
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);
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);
54static object **surround_by_doors (maptile *map, char **maze, 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{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; 61 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
62}
63
64static object *
65gen_key (const shstr &keycode)
66{
67 /* get a key and set its keycode */
68 object *key = archetype::get (shstr_key_random_map);
69 key->slaying = keycode;
70 return key;
71}
72
73/* places keys in the map, preferably in something alive.
74 keycode is the key's code,
75 door_flag is either PASS_DOORS or NO_PASS_DOORS.
76 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
77 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
78 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
79
80 The idea is that you call keyplace on x,y where a door is, and it'll make
81 sure a key is placed on both sides of the door.
82*/
83static int
84keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys)
85{
86 int i, j;
87 int kx = 0, ky = 0;
88 object *the_keymaster; /* the monster that gets the key. */
89 object *the_key = gen_key (keycode);
90
91 if (door_flag == PASS_DOORS)
92 {
93 int tries = 0;
94
95 the_keymaster = 0;
96 while (tries < 15 && !the_keymaster)
97 {
98 i = rmg_rndm (map->width - 2) + 1;
99 j = rmg_rndm (map->height - 2) + 1;
100 tries++;
101 the_keymaster = find_closest_monster (map, i, j);
102 }
103
104 /* if we don't find a good keymaster, drop the key on the ground. */
105 if (!the_keymaster)
106 {
107 int freeindex;
108
109 freeindex = -1;
110 for (tries = 0; tries < 15 && freeindex == -1; tries++)
111 {
112 kx = rmg_rndm (map->width - 2) + 1;
113 ky = rmg_rndm (map->height - 2) + 1;
114 freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
115 }
116
117 // can freeindex ever be < 0?
118 if (freeindex >= 0)
119 {
120 kx += DIRX (freeindex);
121 ky += DIRY (freeindex);
122 }
123 }
124 }
125 else
126 { /* NO_PASS_DOORS --we have to work harder. */
127 /* don't try to keyplace if we're sitting on a blocked square and
128 NO_PASS_DOORS is set. */
129 if (n_keys == 1)
130 {
131 if (wall_blocked (map, x, y))
132 {
133 the_key->destroy ();
134 return 0;
135 }
136
137 the_keymaster = find_monster_in_room (map, x, y);
138 if (!the_keymaster) /* if fail, find a spot to drop the key. */
139 find_spot_in_room (map, x, y, &kx, &ky);
140 }
141 else
142 {
143 int sum = 0; /* count how many keys we actually place */
144
145 /* I'm lazy, so just try to place in all 4 directions. */
146 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1);
147 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1);
148 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1);
149 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1);
150
151 if (sum < 2) /* we might have made a disconnected map-place more keys. */
152 { /* diagonally this time. */
153 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1);
154 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1);
155 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1);
156 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1);
157 }
158
159 the_key->destroy ();
160 return 1;
161 }
162 }
163
164 if (the_keymaster)
165 the_keymaster->head_ ()->insert (the_key);
166 else
167 {
168 the_key->x = kx;
169 the_key->y = ky;
170 insert_ob_in_map (the_key, map, NULL, 0);
171 }
172
173 return 1;
51} 174}
52 175
53/* returns true if square x,y has P_NO_PASS set, which is true for walls 176/* returns true if square x,y has P_NO_PASS set, which is true for walls
54 * and doors but not monsters. 177 * and doors but not monsters.
55 * This function is not map tile aware. 178 * This function is not map tile aware.
62 185
63 m->at (x, y).update (); 186 m->at (x, y).update ();
64 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; 187 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
65} 188}
66 189
67/* place treasures in the map, given the 190/* place treasures in the map, given the
68map, (required) 191map, (required)
69layout, (required) 192maze, (required)
70treasure 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.)
71treasureoptions (may be 0 for random choices or positive) 194treasureoptions (may be 0 for random choices or positive)
72*/ 195*/
73void 196void
74place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) 197place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP)
75{ 198{
76 char styledirname[1024];
77 char stylefilepath[1024];
78 maptile *style_map = 0;
79 int num_treasures; 199 int num_treasures;
80 200
81 /* bail out if treasure isn't wanted. */ 201 /* bail out if treasure isn't wanted. */
82 if (treasure_style) 202 if (treasure_style)
83 if (!strcmp (treasure_style, "none")) 203 if (!strcmp (treasure_style, "none"))
105 225
106 if (num_treasures <= 0) 226 if (num_treasures <= 0)
107 return; 227 return;
108 228
109 /* get the style map */ 229 /* get the style map */
110 sprintf (styledirname, "%s", "/styles/treasurestyles"); 230 maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty);
111 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
112 style_map = find_style (styledirname, treasure_style, -1);
113 231
114 if (!style_map) 232 if (!style_map)
115 { 233 {
116 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);
117 return; 235 return;
118 } 236 }
119 237
120 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
121 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
132 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
133 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
134 { 252 {
135 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
136 { 254 {
137 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (maze[i][j] == 'C' || maze[i][j] == '>')
138 { 256 {
139 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
140 object *chest; 258 object *chest;
141 259
142 if (tdiv == 3) 260 if (tdiv == 3)
148 if (!chest) 266 if (!chest)
149 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
150 268
151 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
152 { 270 {
153 object **doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j);
154 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
155 free (doorlist); 273 free (doorlist);
156 } 274 }
157 } 275 }
158 } 276 }
170 tries = 0; 288 tries = 0;
171 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
172 { 290 {
173 i = rmg_rndm (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
174 j = rmg_rndm (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
293
175 find_enclosed_spot (map, &i, &j, RP); 294 find_enclosed_spot (map, &i, &j);
176 295
177 if (wall_blocked (map, i, j)) 296 if (wall_blocked (map, i, j))
178 i = -1; 297 i = -1;
179 298
180 tries++; 299 tries++;
187 306
188 i = chest->x; 307 i = chest->x;
189 j = chest->y; 308 j = chest->y;
190 if (treasureoptions & (DOORED | HIDDEN)) 309 if (treasureoptions & (DOORED | HIDDEN))
191 { 310 {
192 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 311 doorlist = surround_by_doors (map, maze, i, j, treasureoptions);
193 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 312 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
194 free (doorlist); 313 free (doorlist);
195 } 314 }
196 } 315 }
197 } 316 }
198 } 317 }
199 else 318 else
200 { /* DIFFUSE treasure layout */ 319 { /* DIFFUSE treasure maze */
201 int ti, i, j; 320 int ti, i, j;
202 321
203 for (ti = 0; ti < num_treasures; ti++) 322 for (ti = 0; ti < num_treasures; ti++)
204 { 323 {
205 i = rmg_rndm (RP->Xsize - 2) + 1; 324 i = rmg_rndm (RP->Xsize - 2) + 1;
210} 329}
211 330
212/* put a chest into the map, near x and y, with the treasure style 331/* put a chest into the map, near x and y, with the treasure style
213 determined (may be null, or may be a treasure list from lib/treasures, 332 determined (may be null, or may be a treasure list from lib/treasures,
214 if the global variable "treasurestyle" is set to that treasure list's name */ 333 if the global variable "treasurestyle" is set to that treasure list's name */
215object * 334static object *
216place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) 335place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
217{ 336{
218 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ 337 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
219 338
220 /* first, find a place to put the chest. */ 339 /* first, find a place to put the chest. */
223 { 342 {
224 the_chest->destroy (); 343 the_chest->destroy ();
225 return NULL; 344 return NULL;
226 } 345 }
227 346
228 int xl = x + freearr_x[i]; 347 int xl = x + DIRX (i);
229 int yl = y + freearr_y[i]; 348 int yl = y + DIRY (i);
230 349
231 /* if the placement is blocked, return a fail. */ 350 /* if the placement is blocked, return a fail. */
232 if (wall_blocked (map, xl, yl)) 351 if (wall_blocked (map, xl, yl))
233 return 0; 352 return 0;
234 353
243 if (tlist != NULL) 362 if (tlist != NULL)
244 for (ti = 0; ti < n_treasures; ti++) 363 for (ti = 0; ti < n_treasures; ti++)
245 { /* use the treasure list */ 364 { /* use the treasure list */
246 object *new_treasure = style_map->pick_random_object (rmg_rndm); 365 object *new_treasure = style_map->pick_random_object (rmg_rndm);
247 366
248 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 367 insert_ob_in_ob (new_treasure->arch->instance (), the_chest);
249 } 368 }
250 else 369 else
251 { /* use the style map */ 370 { /* use the style map */
252 the_chest->randomitems = tlist; 371 the_chest->randomitems = tlist;
253 the_chest->stats.hp = n_treasures; 372 the_chest->stats.hp = n_treasures;
261 } 380 }
262 381
263 /* stick a trap in the chest if required */ 382 /* stick a trap in the chest if required */
264 if (treasureoptions & TRAPPED) 383 if (treasureoptions & TRAPPED)
265 { 384 {
266 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); 385 maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty);
267 386
268 if (trap_map) 387 if (trap_map)
269 { 388 {
270 object *the_trap = trap_map->pick_random_object (rmg_rndm); 389 object *the_trap = trap_map->pick_random_object (rmg_rndm);
271 390
286 /* set the chest lock code, and call the keyplacer routine with 405 /* set the chest lock code, and call the keyplacer routine with
287 the lockcode. It's not worth bothering to lock the chest if 406 the lockcode. It's not worth bothering to lock the chest if
288 there's only 1 treasure.... */ 407 there's only 1 treasure.... */
289 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 408 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
290 { 409 {
291 char keybuf[1024]; 410 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
292
293 sprintf (keybuf, "%d", rmg_rndm (1000000000));
294 the_chest->slaying = keybuf;
295 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 411 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1);
296 } 412 }
297 413
298 /* actually place the chest. */ 414 /* actually place the chest. */
299 the_chest->x = xl; 415 the_chest->x = xl;
300 the_chest->y = yl; 416 the_chest->y = yl;
301 insert_ob_in_map (the_chest, map, NULL, 0); 417 insert_ob_in_map (the_chest, map, NULL, 0);
302 return the_chest; 418 return the_chest;
303} 419}
304 420
305
306/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors or walls */
307 or walls */ 422static object *
308object *
309find_closest_monster (maptile *map, int x, int y, random_map_params *RP) 423find_closest_monster (maptile *map, int x, int y)
310{ 424{
311 int i; 425 int i;
312 426
313 for (i = 0; i < SIZEOFFREE; i++) 427 for (i = 0; i < SIZEOFFREE; i++)
314 { 428 {
315 int lx, ly; 429 int lx, ly;
316 430
317 lx = x + freearr_x[i]; 431 lx = x + DIRX (i);
318 ly = y + freearr_y[i]; 432 ly = y + DIRY (i);
319 /* boundscheck */ 433 /* boundscheck */
320 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 434 if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height)
321 /* don't bother searching this square unless the map says life exists. */ 435 /* don't bother searching this square unless the map says life exists. */
322 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 436 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
323 { 437 {
324 object *the_monster = GET_MAP_OB (map, lx, ly); 438 object *the_monster = GET_MAP_OB (map, lx, ly);
325 439
326 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 440 for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above)
441 ;
442
327 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 443 if (the_monster && the_monster->flag [FLAG_MONSTER])
328 return the_monster; 444 return the_monster;
329 } 445 }
330 } 446 }
331 return NULL; 447 return NULL;
332} 448}
333 449
334
335
336/* places keys in the map, preferably in something alive.
337 keycode is the key's code,
338 door_flag is either PASS_DOORS or NO_PASS_DOORS.
339 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
340 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
341 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
342
343 The idea is that you call keyplace on x,y where a door is, and it'll make
344 sure a key is placed on both sides of the door.
345*/
346int
347keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP)
348{
349 int i, j;
350 int kx = 0, ky = 0;
351 object *the_keymaster; /* the monster that gets the key. */
352
353 /* get a key and set its keycode */
354 object *the_key = archetype::get (shstr_key2);
355 the_key->slaying = keycode;
356
357 if (door_flag == PASS_DOORS)
358 {
359 int tries = 0;
360
361 the_keymaster = 0;
362 while (tries < 15 && !the_keymaster)
363 {
364 i = rmg_rndm (RP->Xsize - 2) + 1;
365 j = rmg_rndm (RP->Ysize - 2) + 1;
366 tries++;
367 the_keymaster = find_closest_monster (map, i, j, RP);
368 }
369
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (!the_keymaster)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = rmg_rndm (RP->Xsize - 2) + 1;
379 ky = rmg_rndm (RP->Ysize - 2) + 1;
380 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
381 }
382
383 // can freeindex ever be < 0?
384 if (freeindex >= 0)
385 {
386 kx += freearr_x [freeindex];
387 ky += freearr_y [freeindex];
388 }
389 }
390 }
391 else
392 { /* NO_PASS_DOORS --we have to work harder. */
393 /* don't try to keyplace if we're sitting on a blocked square and
394 NO_PASS_DOORS is set. */
395 if (n_keys == 1)
396 {
397 if (wall_blocked (map, x, y))
398 return 0;
399
400 the_keymaster = find_monster_in_room (map, x, y, RP);
401 if (!the_keymaster) /* if fail, find a spot to drop the key. */
402 find_spot_in_room (map, x, y, &kx, &ky, RP);
403 }
404 else
405 {
406 int sum = 0; /* count how many keys we actually place */
407
408 /* I'm lazy, so just try to place in all 4 directions. */
409 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
410 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
411 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
412 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
413
414 if (sum < 2) /* we might have made a disconnected map-place more keys. */
415 { /* diagonally this time. */
416 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
417 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
418 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
419 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
420 }
421
422 return 1;
423 }
424 }
425
426 if (!the_keymaster)
427 {
428 the_key->x = kx;
429 the_key->y = ky;
430 insert_ob_in_map (the_key, map, NULL, 0);
431 return 1;
432 }
433
434 insert_ob_in_ob (the_key, the_keymaster->head_ ());
435 return 1;
436}
437
438
439
440/* both find_monster_in_room routines need to have access to this. */ 450/* both find_monster_in_room routines need to have access to this. */
441 451
442object *theMonsterToFind; 452static object *theMonsterToFind;
443 453
444/* a recursive routine which will return a monster, eventually,if there is one. 454/* a recursive routine which will return a monster, eventually,if there is one.
445 it does a check-off on the layout, converting 0's to 1's */ 455 it does a check-off on the maze, converting 0's to 1's */
446 456static object *
447object *
448find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) 457find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y)
449{ 458{
450 int i, j; 459 int i, j;
451 460
452 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
453 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
454 return theMonsterToFind; 463 return theMonsterToFind;
455 464
456 /* bounds check x and y */ 465 /* bounds check x and y */
457 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 466 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
458 return theMonsterToFind; 467 return theMonsterToFind;
459 468
460 /* if the square is blocked or searched already, leave */ 469 /* if the square is blocked or searched already, leave */
461 if (layout[x][y] != 0) 470 if (maze[x][y] != 0)
462 return theMonsterToFind; /* might be NULL, that's fine. */ 471 return theMonsterToFind; /* might be NULL, that's fine. */
463 472
464 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
465 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
466 layout[x][y] = 1; 475 maze[x][y] = 1;
467 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
468 { 477 {
469 object *the_monster = GET_MAP_OB (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
470 479
471 /* check off this point */ 480 /* check off this point */
472 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above);
473 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && the_monster->flag [FLAG_ALIVE])
474 { 483 {
475 theMonsterToFind = the_monster; 484 theMonsterToFind = the_monster;
476 return theMonsterToFind; 485 return theMonsterToFind;
477 } 486 }
478 } 487 }
479 488
480 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
481 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
482 { 491 {
483 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (maze, map, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
484 if (theMonsterToFind != NULL) 493 if (theMonsterToFind)
485 return theMonsterToFind; 494 return theMonsterToFind;
486 } 495 }
487 496
488 return theMonsterToFind; 497 return theMonsterToFind;
489} 498}
490 499
491/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
492 real work. */ 501 real work. */
493object * 502static object *
494find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) 503find_monster_in_room (maptile *map, int x, int y)
495{ 504{
496 Layout layout2 (RP); 505 layout layout2 (map->width, map->height);
497 506
498 layout2->clear (); 507 // find walls
499
500 /* allocate and copy the layout, converting C to 0. */
501 for (int i = 0; i < layout2->w; i++) 508 for (int i = 0; i < layout2.w; i++)
502 for (int j = 0; j < layout2->h; j++) 509 for (int j = 0; j < layout2.h; j++)
503 if (wall_blocked (map, i, j)) 510 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
504 layout2[i][j] = '#';
505 511
506 theMonsterToFind = 0; 512 theMonsterToFind = 0;
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 513 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y);
508
509 layout2.free ();
510 514
511 return theMonsterToFind; 515 return theMonsterToFind;
512} 516}
513
514/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
515int *room_free_spots_x;
516int *room_free_spots_y;
517int number_of_free_spots_in_room;
518 517
519/* the workhorse routine, which finds the free spots in a room: 518/* the workhorse routine, which finds the free spots in a room:
520a datastructure of free points is set up, and a position chosen from 519a datastructure of free points is set up, and a position chosen from
521that datastructure. */ 520that datastructure. */
522void 521static void
523find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) 522find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y)
524{ 523{
525 int i, j;
526
527 /* bounds check x and y */ 524 /* bounds check x and y */
528 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 525 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
529 return; 526 return;
530 527
531 /* if the square is blocked or searched already, leave */ 528 /* if the square is blocked or searched already, leave */
532 if (layout[x][y] != 0) 529 if (maze[x][y] != 0)
533 return; 530 return;
534 531
535 /* set the current square as checked, and add it to the list. 532 /* set the current square as checked, and add it to the list.
536 set theMonsterToFind and return it. */ 533 set theMonsterToFind and return it. */
537 /* check off this point */ 534 /* check off this point */
538 layout[x][y] = 1; 535 maze[x][y] = 1;
539 room_free_spots_x[number_of_free_spots_in_room] = x; 536 spots.push (point (x, y));
540 room_free_spots_y[number_of_free_spots_in_room] = y;
541 number_of_free_spots_in_room++;
542 537
543 /* now search all the 8 squares around recursively for free spots,in random order */ 538 /* now search all the 8 squares around recursively for free spots,in random order */
544 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 539 for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
545 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 540 find_spot_in_room_recursive (maze, spots, x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1));
546 541
547} 542}
548 543
549/* find a random non-blocked spot in this room to drop a key. */ 544/* find a random non-blocked spot in this room to drop a key. */
550void 545static void
551find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) 546find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky)
552{ 547{
553 char **layout2; 548 fixed_stack<point> spots (map->width * map->height);
554 int i, j;
555 549
556 number_of_free_spots_in_room = 0; 550 layout layout2 (map->width, map->height);
557 room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
558 room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize);
559 551
560 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
561 /* allocate and copy the layout, converting C to 0. */ 552 /* allocate and copy the maze, converting C to 0. */
562 for (i = 0; i < RP->Xsize; i++) 553 for (int i = 0; i < map->width; i++)
563 { 554 for (int j = 0; j < map->height; j++)
564 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 555 layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0;
565 for (j = 0; j < RP->Ysize; j++)
566 if (wall_blocked (map, i, j))
567 layout2[i][j] = '#';
568 }
569 556
570 /* setup num_free_spots and room_free_spots */ 557 /* setup num_free_spots and room_free_spots */
571 find_spot_in_room_recursive (layout2, x, y, RP); 558 find_spot_in_room_recursive (layout2, spots, x, y);
572 559
573 if (number_of_free_spots_in_room > 0) 560 if (spots.size)
574 {
575 i = rmg_rndm (number_of_free_spots_in_room);
576 *kx = room_free_spots_x[i];
577 *ky = room_free_spots_y[i];
578 } 561 {
562 point p = spots [rmg_rndm (spots.size)];
579 563
580 /* deallocate the temp. layout */ 564 *kx = p.x;
581 for (i = 0; i < RP->Xsize; i++) 565 *ky = p.y;
582 free (layout2[i]); 566 }
583
584 free (layout2);
585 free (room_free_spots_x);
586 free (room_free_spots_y);
587} 567}
588
589 568
590/* searches the map for a spot with walls around it. The more 569/* searches the map for a spot with walls around it. The more
591 walls the better, but it'll settle for 1 wall, or even 0, but 570 walls the better, but it'll settle for 1 wall, or even 0, but
592 it'll return 0 if no FREE spots are found.*/ 571 it'll return 0 if no FREE spots are found.*/
593void 572static void
594find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) 573find_enclosed_spot (maptile *map, int *cx, int *cy)
595{ 574{
596 int x, y; 575 int x, y;
597 int i; 576 int i;
598 577
599 x = *cx; 578 x = *cx;
601 580
602 for (i = 0; i <= SIZEOFFREE1; i++) 581 for (i = 0; i <= SIZEOFFREE1; i++)
603 { 582 {
604 int lx, ly, sindex; 583 int lx, ly, sindex;
605 584
606 lx = x + freearr_x[i]; 585 lx = x + DIRX (i);
607 ly = y + freearr_y[i]; 586 ly = y + DIRY (i);
608 sindex = surround_flag3 (map, lx, ly, RP); 587 sindex = surround_flag3 (map, lx, ly);
609 /* if it's blocked on 3 sides, it's enclosed */ 588 /* if it's blocked on 3 sides, it's enclosed */
610 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) 589 if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14)
611 { 590 {
612 *cx = lx; 591 *cx = lx;
613 *cy = ly; 592 *cy = ly;
619 spots--try to find someplace which is 2x enclosed. */ 598 spots--try to find someplace which is 2x enclosed. */
620 for (i = 0; i <= SIZEOFFREE1; i++) 599 for (i = 0; i <= SIZEOFFREE1; i++)
621 { 600 {
622 int lx, ly, sindex; 601 int lx, ly, sindex;
623 602
624 lx = x + freearr_x[i]; 603 lx = x + DIRX (i);
625 ly = y + freearr_y[i]; 604 ly = y + DIRY (i);
626 sindex = surround_flag3 (map, lx, ly, RP); 605 sindex = surround_flag3 (map, lx, ly);
627 /* if it's blocked on 3 sides, it's enclosed */ 606 /* if it's blocked on 3 sides, it's enclosed */
628 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) 607 if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12)
629 { 608 {
630 *cx = lx; 609 *cx = lx;
631 *cy = ly; 610 *cy = ly;
636 /* settle for one surround point */ 615 /* settle for one surround point */
637 for (i = 0; i <= SIZEOFFREE1; i++) 616 for (i = 0; i <= SIZEOFFREE1; i++)
638 { 617 {
639 int lx, ly, sindex; 618 int lx, ly, sindex;
640 619
641 lx = x + freearr_x[i]; 620 lx = x + DIRX (i);
642 ly = y + freearr_y[i]; 621 ly = y + DIRY (i);
643 sindex = surround_flag3 (map, lx, ly, RP); 622 sindex = surround_flag3 (map, lx, ly);
644 /* if it's blocked on 3 sides, it's enclosed */ 623 /* if it's blocked on 3 sides, it's enclosed */
645 if (sindex) 624 if (sindex)
646 { 625 {
647 *cx = lx; 626 *cx = lx;
648 *cy = ly; 627 *cy = ly;
649 return; 628 return;
650 } 629 }
651 } 630 }
652 /* give up and return the closest free spot. */ 631 /* give up and return the closest free spot. */
653 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); 632 i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
654 633
655 if (i != -1) 634 if (i != -1)
656 { 635 {
657 *cx = x + freearr_x[i]; 636 *cx = x + DIRX (i);
658 *cy = y + freearr_y[i]; 637 *cy = y + DIRY (i);
659 } 638 }
660 else 639 else
661 { 640 {
662 /* indicate failure */ 641 /* indicate failure */
663 *cx = -1; 642 *cx = -1;
664 *cy = -1; 643 *cy = -1;
665 } 644 }
666} 645}
667 646
668void 647static void
669remove_monsters (int x, int y, maptile *map) 648remove_monsters (int x, int y, maptile *map)
670{ 649{
671 object *tmp;
672
673 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 650 for (object *tmp = GET_MAP_OB (map, x, y); tmp; )
674 if (QUERY_FLAG (tmp, FLAG_ALIVE))
675 { 651 {
676 if (tmp->head) 652 object *next = tmp->above;
677 tmp = tmp->head; 653
678 tmp->remove (); 654 if (tmp->flag [FLAG_ALIVE])
679 tmp->destroy (); 655 tmp->head_ ()->destroy ();
680 tmp = GET_MAP_OB (map, x, y); 656
681 if (tmp == NULL) 657 tmp = next;
682 break;
683 }; 658 }
684} 659}
685 660
686/* surrounds the point x,y by doors, so as to enclose something, like 661/* surrounds the point x,y by doors, so as to enclose something, like
687 a chest. It only goes as far as the 8 squares surrounding, and 662 a chest. It only goes as far as the 8 squares surrounding, and
688 it'll remove any monsters it finds.*/ 663 it'll remove any monsters it finds.*/
689object ** 664static object **
690surround_by_doors (maptile *map, char **layout, int x, int y, int opts) 665surround_by_doors (maptile *map, char **maze, int x, int y, int opts)
691{ 666{
692 int i; 667 int i;
693 const char *doors[2]; 668 const char *doors[2];
694 object **doorlist; 669 object **doorlist;
695 int ndoors_made = 0; 670 int ndoors_made = 0;
708 } 683 }
709 684
710 /* place doors in all the 8 adjacent unblocked squares. */ 685 /* place doors in all the 8 adjacent unblocked squares. */
711 for (i = 1; i < 9; i++) 686 for (i = 1; i < 9; i++)
712 { 687 {
713 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 688 int x1 = x + DIRX (i), y1 = y + DIRY (i);
714 689
715 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') 690 if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>')
716 { /* place a door */ 691 { /* place a door */
717 remove_monsters (x1, y1, map); 692 remove_monsters (x1, y1, map);
718 693
719 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); 694 object *new_door = archetype::get (DIRX (i) == 0 ? doors[1] : doors[0]);
720 map->insert (new_door, x1, y1); 695 map->insert (new_door, x1, y1);
721 doorlist[ndoors_made] = new_door; 696 doorlist[ndoors_made] = new_door;
722 ndoors_made++; 697 ndoors_made++;
723 } 698 }
724 } 699 }
725 700
726 return doorlist; 701 return doorlist;
727} 702}
728 703
729
730/* returns the first door in this square, or NULL if there isn't a door. */ 704/* returns the first door in this square, or NULL if there isn't a door. */
731object * 705static object *
732door_in_square (maptile *map, int x, int y) 706door_in_square (maptile *map, int x, int y)
733{ 707{
734 object *tmp;
735
736 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) 708 for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
737 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 709 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
738 return tmp; 710 return tmp;
711
739 return NULL; 712 return NULL;
740} 713}
741 714
742/* the workhorse routine, which finds the doors in a room */ 715/* the workhorse routine, which finds the doors in a room */
743void 716static void
744find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) 717find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors)
745{ 718{
746 int i, j; 719 int i, j;
747 object *door; 720 object *door;
748 721
749 /* bounds check x and y */ 722 /* bounds check x and y */
750 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 723 if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h))
751 return; 724 return;
752 725
753 /* if the square is blocked or searched already, leave */ 726 /* if the square is blocked or searched already, leave */
754 if (layout[x][y] == 1) 727 if (maze[x][y] == 1)
755 return; 728 return;
756 729
757 /* check off this point */ 730 /* check off this point */
758 if (layout[x][y] == '#') 731 if (maze[x][y] == '#')
759 { /* there could be a door here */ 732 { /* there could be a door here */
760 layout[x][y] = 1; 733 maze[x][y] = 1;
761 door = door_in_square (map, x, y); 734 door = door_in_square (map, x, y);
762 if (door) 735 if (door)
763 { 736 {
764 doorlist[*ndoors] = door; 737 doorlist[*ndoors] = door;
765 738
772 *ndoors = *ndoors + 1; 745 *ndoors = *ndoors + 1;
773 } 746 }
774 } 747 }
775 else 748 else
776 { 749 {
777 layout[x][y] = 1; 750 maze[x][y] = 1;
778 751
779 /* now search all the 8 squares around recursively for free spots,in random order */ 752 /* now search all the 8 squares around recursively for free spots,in random order */
780 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) 753 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
781 find_doors_in_room_recursive (layout, map, 754 find_doors_in_room_recursive (maze, map,
782 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], 755 x + DIRX (i % 8 + 1), y + DIRY (i % 8 + 1),
783 doorlist, ndoors, RP); 756 doorlist, ndoors);
784 } 757 }
785} 758}
786 759
787/* find a random non-blocked spot in this room to drop a key. */ 760/* find a random non-blocked spot in this room to drop a key. */
788object ** 761static object **
789find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) 762find_doors_in_room (maptile *map, int x, int y)
790{ 763{
791 int i, j; 764 int i, j;
792 int ndoors = 0; 765 int ndoors = 0;
793 766
794 object **doorlist = (object **)calloc (sizeof (int), 1024); 767 object **doorlist = (object **)calloc (sizeof (int), 1024);
795 768
796 LayoutData layout2 (RP->Xsize, RP->Ysize); 769 layout layout2 (map->width, map->height);
797 layout2.clear (); 770 layout2.clear ();
798 771
799 /* allocate and copy the layout, converting C to 0. */ 772 /* allocate and copy the maze, converting C to 0. */
800 for (i = 0; i < RP->Xsize; i++) 773 for (i = 0; i < map->width; i++)
801 for (j = 0; j < RP->Ysize; j++) 774 for (j = 0; j < map->height; j++)
802 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; 775 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
803 776
804 /* setup num_free_spots and room_free_spots */ 777 /* setup num_free_spots and room_free_spots */
805 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 778 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors);
806 779
807 return doorlist; 780 return doorlist;
808} 781}
809 782
810/* locks and/or hides all the doors in doorlist, or does nothing if 783/* locks and/or hides all the doors in doorlist, or does nothing if
811 opts doesn't say to lock/hide doors. */ 784 opts doesn't say to lock/hide doors. */
812void 785static void
813lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) 786lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
814{ 787{
815 object *door; 788 object *door;
816 int i; 789 int i;
817 790
818 /* lock the doors and hide the keys. */ 791 /* lock the doors and hide the keys. */
819 792
820 if (opts & DOORED) 793 if (opts & DOORED)
821 { 794 {
822 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 795 for (i = 0, door = doorlist[0]; doorlist[i]; i++)
823 { 796 {
824 object *new_door = get_archetype ("locked_door1"); 797 object *new_door = archetype::get (shstr_locked_door1);
825 char keybuf[1024];
826 798
827 door = doorlist[i]; 799 door = doorlist[i];
828 new_door->face = door->face; 800 new_door->face = door->face;
829 new_door->x = door->x; 801 new_door->x = door->x;
830 new_door->y = door->y; 802 new_door->y = door->y;
831 door->remove ();
832 door->destroy (); 803 door->destroy ();
833 doorlist[i] = new_door; 804 doorlist[i] = new_door;
834 insert_ob_in_map (new_door, map, NULL, 0); 805 insert_ob_in_map (new_door, map, NULL, 0);
835 sprintf (keybuf, "%d", rmg_rndm (1000000000)); 806 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
836 new_door->slaying = keybuf;
837 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 807 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2);
838 } 808 }
839 } 809 }
840 810
841 /* change the faces of the doors and surrounding walls to hide them. */ 811 /* change the faces of the doors and surrounding walls to hide them. */
842 if (opts & HIDDEN) 812 if (opts & HIDDEN)
854 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 824 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
855 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 825 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
856 826
857 door->face = wallface->face; 827 door->face = wallface->face;
858 828
859 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
860 wallface->remove ();
861
862 wallface->destroy (); 829 wallface->destroy ();
863 } 830 }
864 } 831 }
865 } 832 }
866} 833}

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