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/cvs/deliantra/server/random_maps/standalone.C
Revision: 1.13
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
7 Copyright (C) 1992 Frank Tore Johansen
8
9 This program is free software; you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation; either version 2 of the License, or
12 (at your option) any later version.
13
14 This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software
21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22
23 The authors can be reached via e-mail at <crossfire@schmorp.de>
24 */
25
26 #define LO_NEWFILE 2
27
28 /* the main routine for making a standalone version. */
29
30 #include <time.h>
31 #include <stdio.h>
32 #include <global.h>
33 #include <maze_gen.h>
34 #include <room_gen.h>
35 #include <random_map.h>
36 #include <rproto.h>
37
38 int
39 main (int argc, char *argv[])
40 {
41 char InFileName[1024], OutFileName[1024];
42 maptile *newMap;
43 random_map_params rp;
44 FILE *fp;
45
46 if (argc < 3)
47 {
48 printf ("\nUsage: %s inputfile outputfile\n", argv[0]);
49 exit (0);
50 }
51 strcpy (InFileName, argv[1]);
52 strcpy (OutFileName, argv[2]);
53
54 init_globals ();
55 init_library ();
56 init_archetypes ();
57 init_artifacts ();
58 init_formulae ();
59 init_readable ();
60
61 init_gods ();
62 memset (&rp, 0, sizeof (random_map_params));
63 rp.Xsize = -1;
64 rp.Ysize = -1;
65 if ((fp = fopen (InFileName, "r")) == NULL)
66 {
67 fprintf (stderr, "\nError: can not open %s\n", InFileName);
68 exit (1);
69 }
70 load_parameters (fp, LO_NEWFILE, &rp);
71 fclose (fp);
72 newMap = generate_random_map (OutFileName, &rp);
73 new_save_map (newMap, 1);
74 exit (0);
75 }
76
77 void
78 set_map_timeout (maptile *)
79 {
80 } /* doesn't need to do anything */
81
82 #include <global.h>
83
84
85 /* some plagarized code from apply.c--I needed just these two functions
86 without all the rest of the junk, so.... */
87 int
88 auto_apply (object *op)
89 {
90 object *tmp = NULL;
91 int i;
92
93 switch (op->type)
94 {
95 case SHOP_FLOOR:
96 if (!op->has_random_items ())
97 return 0;
98 do
99 {
100 i = 10; /* let's give it 10 tries */
101 while ((tmp = generate_treasure (op->randomitems, op->stats.exp ? op->stats.exp : 5)) == NULL && --i);
102 if (tmp == NULL)
103 return 0;
104 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
105 {
106 tmp->destroy ();
107 tmp = NULL;
108 }
109 }
110 while (!tmp);
111
112 tmp->x = op->x, tmp->y = op->y;
113 SET_FLAG (tmp, FLAG_UNPAID);
114 insert_ob_in_map (tmp, op->map, NULL, 0);
115 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
116 identify (tmp);
117 break;
118
119 case TREASURE:
120 if (op->has_random_items ())
121 while ((op->stats.hp--) > 0)
122 create_treasure (op->randomitems, op, GT_ENVIRONMENT,
123 op->stats.exp ? op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
124 op->remove ();
125 op->destroy ();
126 break;
127 }
128
129 return tmp ? 1 : 0;
130 }
131
132 /* fix_auto_apply goes through the entire map (only the first time
133 * when an original map is loaded) and performs special actions for
134 * certain objects (most initialization of chests and creation of
135 * treasures and stuff). Calls auto_apply if appropriate.
136 */
137
138 void
139 fix_auto_apply (maptile *m)
140 {
141 object *tmp, *above = NULL;
142 int x, y;
143
144 for (x = 0; x < m->width; x++)
145 for (y = 0; y < m->height; y++)
146 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
147 {
148 above = tmp->above;
149
150 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
151 auto_apply (tmp);
152 else if (tmp->type == TREASURE)
153 {
154 if (tmp->has_random_items ())
155 while ((tmp->stats.hp--) > 0)
156 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
157 }
158 if (tmp && tmp->arch && tmp->type != PLAYER && tmp->type != TREASURE && tmp->randomitems)
159 {
160 if (tmp->type == CONTAINER)
161 {
162 if (tmp->has_random_items ())
163 while ((tmp->stats.hp--) > 0)
164 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
165 }
166 else if (tmp->has_random_items ())
167 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
168 }
169 }
170 for (x = 0; x < m->width; x++)
171 for (y = 0; y < m->height; y++)
172 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
173 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
174 check_trigger (tmp, tmp->above);
175 }
176
177 /**
178 * Those are dummy functions defined to resolve all symboles.
179 * Added as part of glue cleaning.
180 * Ryo 2005-07-15
181 **/
182
183 void
184 new_draw_info (int a, int b, const object *ob, const char *txt)
185 {
186 fprintf (logfile, "%s\n", txt);
187 }
188
189 void
190 new_info_map (int color, maptile *map, const char *str)
191 {
192 fprintf (logfile, "new_info_map: %s\n", str);
193 }
194
195 void
196 move_teleporter (object *ob)
197 {
198 }
199
200 void
201 move_firewall (object *ob)
202 {
203 }
204
205 void
206 move_duplicator (object *ob)
207 {
208 }
209
210 void
211 move_marker (object *ob)
212 {
213 }
214
215 void
216 move_creator (object *ob)
217 {
218 }
219
220 void
221 emergency_save (int x)
222 {
223 }
224
225 void
226 clean_tmp_files (void)
227 {
228 }
229
230 void
231 esrv_send_item (object *ob, object *obx)
232 {
233 }
234
235 void
236 dragon_ability_gain (object *ob, int x, int y)
237 {
238 }
239
240 void
241 weather_effect (const char *c)
242 {
243 }
244
245 void
246 set_darkness_map (maptile *m)
247 {
248 }
249
250 void
251 move_apply (object *ob, object *obt, object *obx)
252 {
253 }
254
255 object *
256 find_skill_by_number (object *ob, int x)
257 {
258 return NULL;
259 }
260
261 void
262 esrv_del_item (player *pl, int tag)
263 {
264 }
265
266 void
267 esrv_update_spells (player *pl)
268 {
269 }
270
271 void
272 monster_check_apply (object *ob, object *obt)
273 {
274 }
275
276 void
277 trap_adjust (object *ob, int x)
278 {
279 }