Beispiel #1
3
void test_tree() {
	TreeNode *tree = (TreeNode*)malloc(sizeof(TreeNode));
	int key = 0;

	init_tree(key++, 0, 0, tree);
	add_left(key++, 0, tree);
	add_right(key++, 0, tree);
	add_left(key++, 0, tree->left);
	add_right(key++, 0, tree->left);
	add_left(key++, 0, tree->right);
	add_right(key++, 0, tree->right);
	add_left(key++, 0, tree->left->left);

	print_tree(tree);
	std::cout << std::endl;
	std::cout << "max depth: " << max_depth(tree, 0) << std::endl;
	std::cout << "min depth: " << min_depth(tree, 0) << std::endl;
	std::cout << "Is tree balanced? " << (is_tree_balanced(tree) == 1 ? "yes" : "no") << std::endl;

	free_tree(tree);
}
Beispiel #2
0
    int min_depth(node_t *node)
    {
        if( node == nullptr ) return 0;

        int dlhs = min_depth(node->lhs);
        int drhs = min_depth(node->rhs);

        if( dlhs <= drhs ) return dlhs + 1;
        else return drhs + 1;
    }
int isBalanced(struct btree *root)
{
        if(max_depth(root)-min_depth(root) <= 1)
        {
                printf("Tree is balanced\n");
                return 0;
        }
        else
        {
                printf("NOT BALANCED\n");
                return 1;
        }
}
Beispiel #4
0
/*
 * Read the dungeon
 *
 * The monsters/objects must be loaded in the same order
 * that they were stored, since the actual indexes matter.
 *
 * Note that the size of the dungeon is now hard-coded to
 * DUNGEON_HGT by DUNGEON_WID, and any dungeon with another
 * size will be silently discarded by this routine.
 *
 * Note that dungeon objects, including objects held by monsters, are
 * placed directly into the dungeon, using "object_copy()", which will
 * copy "iy", "ix", and "held_m_idx", leaving "next_o_idx" blank for
 * objects held by monsters, since it is not saved in the savefile.
 *
 * After loading the monsters, the objects being held by monsters are
 * linked directly into those monsters.
 */
static errr rd_dungeon(void)
{
	int i, y, x;
int by, bx;

	s16b town;
	s16b dungeon;
	s16b depth;
	s16b py, px;
	s16b ymax, xmax;

	byte count;
	byte tmp8u;
	u16b tmp16u;

u16b limit;

	/*** Basic info ***/

	/* Header info */
	rd_s16b(&depth);
	rd_s16b(&dungeon);
	rd_s16b(&py);
	rd_s16b(&px);
	rd_s16b(&ymax);
	rd_s16b(&xmax);
	rd_s16b(&town);
	rd_u16b(&tmp16u);


	/* Ignore illegal dungeons */
	if (town>=z_info->t_max)
	{
		note(format("Ignoring illegal dungeon (%d)", dungeon));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((depth < 0) || (depth > max_depth(dungeon)))
	{
		note(format("Ignoring illegal dungeon depth (%d)", depth));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((ymax != DUNGEON_HGT) || (xmax != DUNGEON_WID))
	{
		/* XXX XXX XXX */
		note(format("Ignoring illegal dungeon size (%d,%d).", ymax, xmax));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((px < 0) || (px >= DUNGEON_WID) ||
	    (py < 0) || (py >= DUNGEON_HGT))
	{
		note(format("Ignoring illegal player location (%d,%d).", py, px));
		return (1);
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < DUNGEON_HGT; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Extract "info" */
			cave_info[y][x] = tmp8u;

			/* Advance/Wrap */
			if (++x >= DUNGEON_WID)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= DUNGEON_HGT) break;
			}
		}
	}

	/* Hack -- not fully dynamic */
	dyna_full = FALSE;

	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < DUNGEON_HGT; )
	{
		/* Grab RLE info */
		rd_byte(&count);

		if (variant_save_feats) rd_u16b(&tmp16u);
		else rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Save the feat */
			if (variant_save_feats) cave_feat[y][x] = tmp16u;
			else cave_feat[y][x] = tmp8u;

			/* Check for los flag set*/
			if (f_info[cave_feat[y][x]].flags1 & (FF1_LOS))
			{
				cave_info[y][x] &= ~(CAVE_WALL);
			}

			/* Handle wall grids */
			else
			{
				cave_info[y][x] |= (CAVE_WALL);
			}

			/* Handle dynamic grids */
			if (f_info[cave_feat[y][x]].flags3 & (FF3_DYNAMIC_MASK))
			{
				if (dyna_n < (DYNA_MAX-1))
				{
					dyna_g[dyna_n++] = GRID(y,x);
				}
				else
				{
					dyna_full = TRUE;
					dyna_cent_y = 255;
					dyna_cent_x = 255;
				}
			}

			/* Advance/Wrap */
			if (++x >= DUNGEON_WID)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= DUNGEON_HGT) break;
			}
		}
	}

	/*** Player ***/

	/* Fix depth */
	if (depth < 1) depth = min_depth(dungeon);

	/* Fix depth */
	if (depth > max_depth(dungeon)) depth = max_depth(dungeon);

	/* Load depth */
	p_ptr->depth = depth;
	p_ptr->dungeon = dungeon;
	p_ptr->town = town;


	/* Place player in dungeon */
	if (!player_place(py, px))
	{
		note(format("Cannot place player (%d,%d)!", py, px));
		return (-1);
	}


	/*** Room descriptions ***/
   
	if (!variant_room_info)
	{
		/* Initialize the room table */
		for (by = 0; by < MAX_ROOMS_ROW; by++)
		{
			for (bx = 0; bx < MAX_ROOMS_COL; bx++)
			{
				dun_room[by][bx] = 0;
			}
		}

		/* Initialise 'zeroeth' room description */
		room_info[0].flags = 0;
	}
	else
	{

		for (bx = 0; bx < MAX_ROOMS_ROW; bx++)
		{
			for (by = 0; by < MAX_ROOMS_COL; by++)
			{
				rd_byte(&dun_room[bx][by]);
			}
		}

		for (i = 1; i < DUN_ROOMS; i++)
		{
			int j;

			rd_byte(&room_info[i].type);
			rd_byte(&room_info[i].flags);

			if (room_info[i].type == ROOM_NORMAL)
			{
				for (j = 0; j < ROOM_DESC_SECTIONS; j++)
				{
					rd_s16b(&room_info[i].section[j]);

					if (room_info[i].section[j] == -1) break;
				}
			}
		}
	}

	/*** Objects ***/

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->o_max)
	{
		note(format("Too many (%d) object entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		s16b o_idx;
		object_type *o_ptr;


		/* Get the object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Make an object */
		o_idx = o_pop();

		/* Paranoia */
		if (o_idx != i)
		{
			note(format("Cannot place object %d!", i));
			return (-1);
		}

		/* Get the object */
		o_ptr = &o_list[o_idx];

		/* Structure Copy */
		object_copy(o_ptr, i_ptr);

		/* Dungeon floor */
		if (!i_ptr->held_m_idx)
		{
			int x = i_ptr->ix;
			int y = i_ptr->iy;

			/* ToDo: Verify coordinates */

			/* Link the object to the pile */
			o_ptr->next_o_idx = cave_o_idx[y][x];

			/* Link the floor to the object */
			cave_o_idx[y][x] = o_idx;
		}
	}


	/*** Monsters ***/

	/* Read the monster count */
	rd_u16b(&limit);

	/* Hack -- verify */
	if (limit > z_info->m_max)
	{
		note(format("Too many (%d) monster entries!", limit));
		return (-1);
	}

	/* Read the monsters */
	for (i = 1; i < limit; i++)
	{
		monster_type *n_ptr;
		monster_type monster_type_body;


		/* Get local monster */
		n_ptr = &monster_type_body;

		/* Clear the monster */
		(void)WIPE(n_ptr, monster_type);

		/* Read the monster */
		rd_monster(n_ptr);


		/* Place monster in dungeon */
		if (monster_place(n_ptr->fy, n_ptr->fx, n_ptr) != i)
		{
			note(format("Cannot place monster %d", i));
			return (-1);
		}
	}


	/*** Holding ***/

	/* Reacquire objects */
	for (i = 1; i < o_max; ++i)
	{
		object_type *o_ptr;

		monster_type *m_ptr;

		/* Get the object */
		o_ptr = &o_list[i];

		/* Ignore dungeon objects */
		if (!o_ptr->held_m_idx) continue;

		/* Verify monster index */
		if (o_ptr->held_m_idx >= z_info->m_max)
		{
			note("Invalid monster index");
			return (-1);
		}

		/* Get the monster */
		m_ptr = &m_list[o_ptr->held_m_idx];

		/* Link the object to the pile */
		o_ptr->next_o_idx = m_ptr->hold_o_idx;

		/* Link the monster to the object */
		m_ptr->hold_o_idx = i;
	}


	/*** Success ***/

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Regenerate town in post 2.9.3 versions */
	if (older_than(2, 9, 4) && (p_ptr->depth == 0))
		character_dungeon = FALSE;

	/* Success */
	return (0);
}
/*
 * Go to any level
 */
static void do_cmd_wiz_jump(void)
{
        /* Ask for a town */
        if (adult_campaign)
        {

                /* Ask for level */
                if (p_ptr->command_arg <= 0)
                {
                        char ppp[80];
        
                        char tmp_val[160];
        
                        /* Prompt */
                        sprintf(ppp, "Jump to dungeon (1-%d): ", z_info->t_max-1);
        
                        /* Default */
                        sprintf(tmp_val, "%d", p_ptr->dungeon);
        
                        /* Ask for a level */
                        if (!get_string(ppp, tmp_val, 10)) return;
        
                        /* Extract request */
                        p_ptr->command_arg = atoi(tmp_val);
                }

                /* Paranoia */
                if (p_ptr->command_arg < 1) p_ptr->command_arg = 1;
        
                /* Paranoia */
                if (p_ptr->command_arg >= z_info->t_max) p_ptr->command_arg = z_info->t_max -1;
        
                /* Accept request */
                msg_format("You jump to %s.", t_name + t_info[p_ptr->command_arg].name);
        
                /* New depth */
                p_ptr->dungeon = p_ptr->command_arg;

                p_ptr->command_arg = 0;

        }

	/* Ask for level */
	if (p_ptr->command_arg <= 0)
	{
		char ppp[80];

		char tmp_val[160];

		/* Prompt */
		sprintf(ppp, "Jump to level (0-%d): ", max_depth(p_ptr->dungeon)-min_depth(p_ptr->dungeon));

		/* Default */
		sprintf(tmp_val, "%d", p_ptr->depth);

		/* Ask for a level */
		if (!get_string(ppp, tmp_val, 10)) return;

		/* Extract request */
		p_ptr->command_arg = atoi(tmp_val);
	}

	/* Paranoia */
	if (p_ptr->command_arg < 0) p_ptr->command_arg = 0;

	/* Paranoia */
	if (p_ptr->command_arg > max_depth(p_ptr->dungeon)-min_depth(p_ptr->dungeon)) p_ptr->command_arg = max_depth(p_ptr->dungeon)-min_depth(p_ptr->dungeon);

	/* Accept request */
	msg_format("You jump to dungeon level %d.", p_ptr->command_arg);

	/* New depth */
	p_ptr->depth = p_ptr->command_arg + min_depth(p_ptr->dungeon);

	/* Leaving */
	p_ptr->leaving = TRUE;
}
Beispiel #6
0
/*
 * Attempt to Load a "savefile"
 *
 * On multi-user systems, you may only "read" a savefile if you will be
 * allowed to "write" it later, this prevents painful situations in which
 * the player loads a savefile belonging to someone else, and then is not
 * allowed to save his game when he quits.
 *
 * We return "TRUE" if the savefile was usable, and we set the global
 * flag "character_loaded" if a real, living, character was loaded.
 *
 * Note that we always try to load the "current" savefile, even if
 * there is no such file, so we must check for "empty" savefile names.
 */
bool load_player(void)
{
	int fd = -1;

	errr err = 0;

	byte vvv[4];

#ifdef VERIFY_TIMESTAMP
	struct stat	statbuf;
#endif /* VERIFY_TIMESTAMP */

	cptr what = "generic";

	/* Paranoia */
	turn = 0;
	
	/* Paranoia */
	p_ptr->is_dead = FALSE;
	
	// Set a flag to show that we are restoring a game
	p_ptr->restoring = TRUE;

	/* Allow empty savefile name */
	if (!savefile[0]) return (TRUE);

	/* Grab permissions */
	safe_setuid_grab();

	/* Open the savefile */
	fd = fd_open(savefile, O_RDONLY);

	/* Drop permissions */
	safe_setuid_drop();

	/* No file */
	if (fd < 0)
	{
		/* Give a message */
		msg_format("Savefile \"%s\" does not exist.", savefile);
		message_flush();

		/* Allow this */
		p_ptr->restoring = FALSE;
		return (FALSE);////
	}

	/* Close the file */
	fd_close(fd);


#ifdef VERIFY_SAVEFILE

	/* Verify savefile usage */
	if (!err)
	{
		FILE *fkk;

		char temp[1024];

		/* Extract name of lock file */
		my_strcpy(temp, savefile, sizeof(temp));
		my_strcat(temp, ".lok", sizeof(temp));

		/* Grab permissions */
		safe_setuid_grab();

		/* Check for lock */
		fkk = my_fopen(temp, "r");

		/* Drop permissions */
		safe_setuid_drop();

		/* Oops, lock exists */
		if (fkk)
		{
			/* Close the file */
			my_fclose(fkk);

			/* Message */
			msg_print("Savefile is currently in use.");
			message_flush();

			/* Oops */
			return (FALSE);
		}

		/* Grab permissions */
		safe_setuid_grab();

		/* Create a lock file */
		fkk = my_fopen(temp, "w");

		/* Drop permissions */
		safe_setuid_drop();

		/* Dump a line of info */
		fprintf(fkk, "Lock file for savefile '%s'\n", savefile);

		/* Close the lock file */
		my_fclose(fkk);
	}

#endif /* VERIFY_SAVEFILE */


	/* Okay */
	if (!err)
	{
		/* Grab permissions */
		safe_setuid_grab();

		/* Open the savefile */
		fd = fd_open(savefile, O_RDONLY);

		/* Drop permissions */
		safe_setuid_drop();

		/* No file */
		if (fd < 0) err = -1;

		/* Message (below) */
		if (err) what = "Cannot open savefile";
	}

	/* Process file */
	if (!err)
	{

#ifdef VERIFY_TIMESTAMP

		/* Grab permissions */
		safe_setuid_grab();

		/* Get the timestamp */
		(void)fstat(fd, &statbuf);

		/* Drop permissions */
		safe_setuid_drop();

#endif /* VERIFY_TIMESTAMP */

		/* Read the first four bytes */
		if (fd_read(fd, (char*)(vvv), sizeof(vvv))) err = -1;

		/* What */
		if (err) what = "Cannot read savefile";

		/* Close the file */
		fd_close(fd);
	}

	/* Process file */
	if (!err)
	{
		/* Extract version */
		sf_major = vvv[0];
		sf_minor = vvv[1];
		sf_patch = vvv[2];
		sf_extra = vvv[3];

		/* Clear screen */
		Term_clear();

		if (older_than(OLD_VERSION_MAJOR, OLD_VERSION_MINOR, OLD_VERSION_PATCH))
		{
			err = -1;
			what = "Savefile is too old";
		}
		
		else if (!older_than(VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH + 1))
		{
			err = -1;
			what = "Savefile is from the future";
		}
		
		else
		{
			/* Attempt to load */
			err = rd_savefile();

			/* Message (below) */
			if (err) what = "Cannot parse savefile";
		}
	}

	/* Paranoia */
	if (!err)
	{
		/* Invalid turn */
		if (!turn) err = -1;

		/* Message (below) */
		if (err) what = "Broken savefile";
	}

#ifdef VERIFY_TIMESTAMP
	/* Verify timestamp */
	if (!err && !arg_wizard)
	{
		/* Hack -- Verify the timestamp */
		if (sf_when > (statbuf.st_ctime + 100) ||
		    sf_when < (statbuf.st_ctime - 100))
		{
			/* Message */
			what = "Invalid timestamp";

			/* Oops */
			err = -1;
		}
	}
#endif /* VERIFY_TIMESTAMP */


	/* Okay */
	if (!err)
	{
		/* Give a conversion warning */
		if ((version_major != sf_major) ||
		    (version_minor != sf_minor) ||
		    (version_patch != sf_patch))
		{
			/* Message */
			msg_format("Converted a %d.%d.%d savefile.",
			           sf_major, sf_minor, sf_patch);
			message_flush();
		}

		// if Morgoth has lost his crown...
		if ((&a_info[ART_MORGOTH_3])->cur_num == 1)
		{
			// lower Morgoth's protection, remove his light source, increase his will and perception
			(&r_info[R_IDX_MORGOTH])->pd -= 1;
			(&r_info[R_IDX_MORGOTH])->light = 0;
			(&r_info[R_IDX_MORGOTH])->wil += 5;
			(&r_info[R_IDX_MORGOTH])->per += 5;
		}
			
		/* Player is dead */
		if (p_ptr->is_dead)
		{
			/* Cheat death (unless the character retired) */
			if (arg_wizard)
			{
				/*heal the player*/
				hp_player(100, TRUE, TRUE);

				/* Forget death */
				p_ptr->is_dead = FALSE;

				/* A character was loaded */
				character_loaded = TRUE;

				// put the character somewhere sensible
				p_ptr->depth = min_depth();

				// Mark savefile
				p_ptr->noscore |= 0x0001;

				/* Done */
				return (TRUE);
			}

			/* Forget death */
			p_ptr->is_dead = FALSE;

			/* Count lives */
			sf_lives++;

			/* Forget turns */
			turn = 0;
			playerturn = 0;

			/* A dead character was loaded */
			character_loaded_dead = TRUE;////

			/* Done */
			return (TRUE);
		}

		/* A character was loaded */
		character_loaded = TRUE;

		/* Still alive */
		if (p_ptr->chp >= 0)
		{
			/* Reset cause of death */
			my_strcpy(p_ptr->died_from, "(alive and well)", sizeof (p_ptr->died_from));
		}

		// count the artefacts seen for the player
		p_ptr->artefacts = artefact_count();

		/* Success */
		return (TRUE);
	}


#ifdef VERIFY_SAVEFILE

	/* Verify savefile usage */
	if (TRUE)
	{
		char temp[1024];

		/* Extract name of lock file */
		my_strcpy(temp, savefile, sizeof(temp));
		my_strcat(temp, ".lok", sizeof(temp));

		/* Grab permissions */
		safe_setuid_grab();

		/* Remove lock */
		fd_kill(temp);

		/* Drop permissions */
		safe_setuid_drop();
	}

#endif /* VERIFY_SAVEFILE */


	/* Message */
	msg_format("Error (%s) reading %d.%d.%d savefile.",
	           what, sf_major, sf_minor, sf_patch);
	message_flush();

	/* Oops */
	return (FALSE);
}
Beispiel #7
0
 int min_depth()
 {
     return min_depth(m_root);
 }
int min_depth(struct btree *root)
{
        if(root == NULL) {return 0;}
        return (1 + min(min_depth(root->left), min_depth(root->right)));
}