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/* |
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* static char *rcsid_standalone_c = |
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* "$Id: standalone.c,v 1.16 2006/01/09 19:35:13 cavesomething Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#define LO_NEWFILE 2 |
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|
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/* the main routine for making a standalone version. */ |
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|
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#include <time.h> |
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#include <stdio.h> |
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#include <global.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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int main(int argc, char *argv[]) { |
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char InFileName[1024],OutFileName[1024]; |
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mapstruct *newMap; |
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RMParms rp; |
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FILE *fp; |
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|
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if(argc < 3) { |
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printf("\nUsage: %s inputfile outputfile\n",argv[0]); |
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exit(0); |
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} |
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strcpy(InFileName,argv[1]); |
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strcpy(OutFileName,argv[2]); |
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|
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init_globals(); |
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init_library(); |
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init_archetypes(); |
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init_artifacts(); |
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init_formulae(); |
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init_readable(); |
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|
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init_gods(); |
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memset(&rp, 0, sizeof(RMParms)); |
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rp.Xsize=-1; |
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rp.Ysize=-1; |
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if ((fp=fopen(InFileName, "r"))==NULL) { |
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fprintf(stderr,"\nError: can not open %s\n", InFileName); |
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exit(1); |
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} |
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load_parameters(fp, LO_NEWFILE, &rp); |
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fclose(fp); |
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newMap = generate_random_map(OutFileName, &rp); |
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new_save_map(newMap,1); |
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exit(0); |
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} |
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|
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void set_map_timeout(void) {} /* doesn't need to do anything */ |
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|
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#include <global.h> |
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|
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|
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/* some plagarized code from apply.c--I needed just these two functions |
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without all the rest of the junk, so.... */ |
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int auto_apply (object *op) { |
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object *tmp = NULL; |
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int i; |
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|
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switch(op->type) { |
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case SHOP_FLOOR: |
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if (!HAS_RANDOM_ITEMS(op)) return 0; |
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do { |
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i=10; /* let's give it 10 tries */ |
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while((tmp=generate_treasure(op->randomitems,op->stats.exp? |
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op->stats.exp:5))==NULL&&--i); |
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if(tmp==NULL) |
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return 0; |
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if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) |
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{ |
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free_object(tmp); |
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tmp = NULL; |
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} |
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} while(!tmp); |
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|
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tmp->x=op->x,tmp->y=op->y; |
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SET_FLAG(tmp,FLAG_UNPAID); |
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insert_ob_in_map(tmp,op->map,NULL,0); |
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CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
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identify(tmp); |
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break; |
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|
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case TREASURE: |
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if (HAS_RANDOM_ITEMS(op)) |
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while ((op->stats.hp--)>0) |
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create_treasure(op->randomitems, op, GT_ENVIRONMENT, |
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op->stats.exp ? op->stats.exp : |
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op->map == NULL ? 14: op->map->difficulty,0); |
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remove_ob(op); |
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free_object(op); |
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break; |
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} |
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|
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return tmp ? 1 : 0; |
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} |
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|
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/* fix_auto_apply goes through the entire map (only the first time |
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* when an original map is loaded) and performs special actions for |
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* certain objects (most initialization of chests and creation of |
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* treasures and stuff). Calls auto_apply if appropriate. |
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*/ |
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|
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void fix_auto_apply(mapstruct *m) { |
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object *tmp,*above=NULL; |
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int x,y; |
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|
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for(x=0;x<MAP_WIDTH(m);x++) |
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for(y=0;y<MAP_HEIGHT(m);y++) |
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for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
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above=tmp->above; |
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|
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if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
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auto_apply(tmp); |
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else if(tmp->type==TREASURE) { |
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if (HAS_RANDOM_ITEMS(tmp)) |
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while ((tmp->stats.hp--)>0) |
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create_treasure(tmp->randomitems, tmp, 0, |
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m->difficulty,0); |
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} |
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if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
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tmp->randomitems){ |
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if(tmp->type==CONTAINER) { |
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if (HAS_RANDOM_ITEMS(tmp)) |
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while ((tmp->stats.hp--)>0) |
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create_treasure(tmp->randomitems, tmp, 0, |
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m->difficulty,0); |
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} |
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else if (HAS_RANDOM_ITEMS(tmp)) |
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create_treasure(tmp->randomitems, tmp, GT_APPLY, |
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m->difficulty,0); |
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} |
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} |
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for(x=0;x<MAP_WIDTH(m);x++) |
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for(y=0;y<MAP_HEIGHT(m);y++) |
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for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
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if (tmp->above |
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&& (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
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check_trigger(tmp,tmp->above); |
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} |
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|
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/** |
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* Those are dummy functions defined to resolve all symboles. |
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* Added as part of glue cleaning. |
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* Ryo 2005-07-15 |
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**/ |
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|
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void new_draw_info(int a, int b, object *ob, const char *txt) |
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{ |
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fprintf(logfile, "%s\n", txt); |
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} |
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void new_info_map(int color, mapstruct *map, const char *str) |
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{ |
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fprintf(logfile, "new_info_map: %s\n", str); |
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} |
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|
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void move_teleporter( object* ob) |
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{ |
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} |
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|
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void move_firewall( object* ob) |
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{ |
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} |
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|
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void move_duplicator( object* ob) |
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{ |
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} |
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|
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void move_marker( object* ob) |
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{ |
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} |
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|
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void move_creator( object* ob) |
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{ |
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} |
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|
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void emergency_save( int x ) |
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{ |
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} |
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|
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void clean_tmp_files( void ) |
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{ |
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} |
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|
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void esrv_send_item( object* ob, object* obx ) |
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{ |
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} |
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|
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void dragon_ability_gain( object* ob, int x, int y ) |
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{ |
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} |
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|
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void weather_effect( const char* c ) |
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{ |
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} |
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|
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void set_darkness_map( mapstruct* m) |
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{ |
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} |
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|
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void move_apply( object* ob, object* obt, object* obx ) |
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{ |
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} |
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|
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object* find_skill_by_number( object* ob, int x ) |
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{ |
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return NULL; |
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} |
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|
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void esrv_del_item(player *pl, int tag) |
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{ |
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} |
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|
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void esrv_update_spells(player *pl) |
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{ |
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} |
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|
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void monster_check_apply( object* ob, object* obt ) |
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{ |
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} |
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|
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void trap_adjust( object* ob, int x ) |
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{ |
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} |