diff options
author | Bardur Arantsson <bardur@scientician.net> | 2016-03-29 20:32:55 +0200 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2016-03-29 20:32:55 +0200 |
commit | 493333206ea94eb0592e52629a0a628fa34eb266 (patch) | |
tree | 07ca2bb9191220c6b33f8687334ff625011dd6ec | |
parent | 168767170d481b9cc5fad6abe84af36e022fbf83 (diff) |
Change dungeon_info_type to non-POD type
-rw-r--r-- | src/dungeon_info_type.hpp | 116 | ||||
-rw-r--r-- | src/init2.cc | 2 | ||||
-rw-r--r-- | src/rule_type.hpp | 24 |
3 files changed, 74 insertions, 68 deletions
diff --git a/src/dungeon_info_type.hpp b/src/dungeon_info_type.hpp index b7b61a53..77c037a7 100644 --- a/src/dungeon_info_type.hpp +++ b/src/dungeon_info_type.hpp @@ -4,6 +4,8 @@ #include "rule_type.hpp" #include "obj_theme.hpp" +#include <array> + /** * Maximum number of towns per dungeon */ @@ -12,60 +14,64 @@ constexpr int TOWN_DUNGEON = 4; /* A structure for the != dungeon types */ struct dungeon_info_type { - const char *name; /* Name */ - char *text; /* Description */ - char short_name[3]; /* Short name */ - - char generator[30]; /* Name of the level generator */ - - s16b floor1; /* Floor tile 1 */ - byte floor_percent1[2]; /* Chance of type 1 */ - s16b floor2; /* Floor tile 2 */ - byte floor_percent2[2]; /* Chance of type 2 */ - s16b floor3; /* Floor tile 3 */ - byte floor_percent3[2]; /* Chance of type 3 */ - s16b outer_wall; /* Outer wall tile */ - s16b inner_wall; /* Inner wall tile */ - s16b fill_type1; /* Cave tile 1 */ - byte fill_percent1[2]; /* Chance of type 1 */ - s16b fill_type2; /* Cave tile 2 */ - byte fill_percent2[2]; /* Chance of type 2 */ - s16b fill_type3; /* Cave tile 3 */ - byte fill_percent3[2]; /* Chance of type 3 */ - byte fill_method; /* Smoothing parameter for the above */ - - s16b mindepth; /* Minimal depth */ - s16b maxdepth; /* Maximal depth */ - - bool_ principal; /* If it's a part of the main dungeon */ - byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */ - - int min_m_alloc_level; /* Minimal number of monsters per level */ - int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */ - - u32b flags1; /* Flags 1 */ - u32b flags2; /* Flags 1 */ - - int size_x, size_y; /* Desired numers of panels */ - - byte rule_percents[100]; /* Flat rule percents */ - rule_type rules[5]; /* Monster generation rules */ - - int final_object; /* The object you'll find at the bottom */ - int final_artifact; /* The artifact you'll find at the bottom */ - int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */ - - int ix, iy, ox, oy; /* Wilderness coordinates of the entrance/output of the dungeon */ - - obj_theme objs; /* The drops type */ - - int d_dice[4]; /* Number of dices */ - int d_side[4]; /* Number of sides */ - int d_frequency[4]; /* Frequency of damage (1 is the minimum) */ - int d_type[4]; /* Type of damage */ - - s16b t_idx[TOWN_DUNGEON]; /* The towns */ - s16b t_level[TOWN_DUNGEON]; /* The towns levels */ - s16b t_num; /* Number of towns */ + const char *name = nullptr; /* Name */ + char *text = nullptr; /* Description */ + char short_name[3] = { 0 }; /* Short name */ + + char generator[30] = { 0 }; /* Name of the level generator */ + + s16b floor1 = 0; /* Floor tile 1 */ + byte floor_percent1[2] = { 0 }; /* Chance of type 1 */ + s16b floor2 = 0; /* Floor tile 2 */ + byte floor_percent2[2] = { 0 }; /* Chance of type 2 */ + s16b floor3 = 0; /* Floor tile 3 */ + byte floor_percent3[2] = { 0 }; /* Chance of type 3 */ + s16b outer_wall = 0; /* Outer wall tile */ + s16b inner_wall = 0; /* Inner wall tile */ + s16b fill_type1 = 0; /* Cave tile 1 */ + byte fill_percent1[2] = { 0 }; /* Chance of type 1 */ + s16b fill_type2 = 0; /* Cave tile 2 */ + byte fill_percent2[2] = { 0 }; /* Chance of type 2 */ + s16b fill_type3 = 0; /* Cave tile 3 */ + byte fill_percent3[2] = { 0 }; /* Chance of type 3 */ + byte fill_method = 0; /* Smoothing parameter for the above */ + + s16b mindepth = 0; /* Minimal depth */ + s16b maxdepth = 0; /* Maximal depth */ + + bool_ principal = 0; /* If it's a part of the main dungeon */ + byte min_plev = 0; /* Minimal plev needed to enter -- it's an anti-cheating mesure */ + + int min_m_alloc_level = 0; /* Minimal number of monsters per level */ + int max_m_alloc_chance = 0; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */ + + u32b flags1 = 0; /* Dungeon flags 1 */ + u32b flags2 = 0; /* Dungeon flags 2 */ + + int size_x = 0; + int size_y = 0; + + byte rule_percents[100] = {0}; /* Flat rule percents */ + std::array<rule_type, 5> rules { }; /* Monster generation rules */ + + int final_object = 0; /* The object you'll find at the bottom */ + int final_artifact = 0; /* The artifact you'll find at the bottom */ + int final_guardian = 0; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */ + + int ix = 0; /* Wilderness coordinates of entrance */ + int iy = 0; /* Wilderness coordinates of entrance */ + int ox = 0; /* Wilderness coordinates of exit */ + int oy = 0; /* Wilderness coordinates of exit */ + + obj_theme objs = obj_theme { 0, 0, 0, 0 }; /* The drops type */ + + int d_dice[4] = { 0 }; /* Number of dices */ + int d_side[4] = { 0 }; /* Number of sides */ + int d_frequency[4] = { 0 }; /* Frequency of damage (1 is the minimum) */ + int d_type[4] = { 0 }; /* Type of damage */ + + s16b t_idx[TOWN_DUNGEON] = { 0 }; /* The towns */ + s16b t_level[TOWN_DUNGEON] = { 0 }; /* The towns levels */ + s16b t_num = 0; /* Number of towns */ }; diff --git a/src/init2.cc b/src/init2.cc index ea85cb29..b921ddc9 100644 --- a/src/init2.cc +++ b/src/init2.cc @@ -436,7 +436,7 @@ namespace { static void allocate() { - d_info = make_array<dungeon_info_type>(max_d_idx); + d_info = new dungeon_info_type[max_d_idx]; } static errr parse(FILE *fp) diff --git a/src/rule_type.hpp b/src/rule_type.hpp index a8b35ffa..d2e510a7 100644 --- a/src/rule_type.hpp +++ b/src/rule_type.hpp @@ -5,18 +5,18 @@ /* Define monster generation rules */ struct rule_type { - byte mode; /* Mode of combination of the monster flags */ - byte percent; /* Percent of monsters affected by the rule */ + byte mode = 0; /* Mode of combination of the monster flags */ + byte percent = 0; /* Percent of monsters affected by the rule */ - u32b mflags1; /* The monster flags that are allowed */ - u32b mflags2; - u32b mflags3; - u32b mflags4; - u32b mflags5; - u32b mflags6; - u32b mflags7; - u32b mflags8; - u32b mflags9; + u32b mflags1 = 0; /* The monster flags that are allowed */ + u32b mflags2 = 0; + u32b mflags3 = 0; + u32b mflags4 = 0; + u32b mflags5 = 0; + u32b mflags6 = 0; + u32b mflags7 = 0; + u32b mflags8 = 0; + u32b mflags9 = 0; - char r_char[5]; /* Monster race allowed */ + char r_char[5] = { 0 }; /* Monster race allowed */ }; |