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/cvs/deliantra/server/random_maps/style.C
Revision: 1.12
Committed: Sat Dec 30 10:16:11 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +3 -42 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.4 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24    
25     #include <global.h>
26     #include <random_map.h>
27 pippijn 1.6 #include <dirent.h>
28     #include <sys/stat.h>
29     #include <unistd.h>
30     #include "../include/autoconf.h"
31 elmex 1.1
32    
33 root 1.3 static int
34     pointer_strcmp (const void *p1, const void *p2)
35 elmex 1.1 {
36 root 1.3 const char *s1 = *(const char **) p1;
37     const char *s2 = *(const char **) p2;
38 elmex 1.1
39 root 1.3 return (strcmp (s1, s2));
40 elmex 1.1 }
41    
42     /* This is our own version of scandir/select_regular_files/sort.
43     * To support having subdirectories in styles, we need to know
44     * if in fact the directory we read is a subdirectory. However,
45     * we can't get that through the normal dirent entry. So
46     * instead, we do our own where we do have the full directory
47     * path so can do stat calls to see if in fact it is a directory.
48     * dir is the name of the director to scan.
49     * namelist is the array of file names returned. IT needs to be
50     * freed by the caller.
51     * skip_dirs controls our behavioru - if nonzero, we don't
52     * skip any subdirectories - if zero, we store those away,
53     * since there are cases where we want to choose a random
54     * directory.
55     */
56 root 1.3 int
57     load_dir (const char *dir, char ***namelist, int skip_dirs)
58 elmex 1.1 {
59 root 1.3 DIR *dp;
60     struct dirent *d;
61     int entries = 0, entry_size = 0;
62     char name[NAME_MAX + 1], **rn = NULL;
63     struct stat sb;
64    
65     dp = opendir (dir);
66     if (dp == NULL)
67     return -1;
68    
69     while ((d = readdir (dp)) != NULL)
70     {
71     sprintf (name, "%s/%s", dir, d->d_name);
72     if (skip_dirs)
73     {
74     stat (name, &sb);
75     if (S_ISDIR (sb.st_mode))
76     {
77     continue;
78 root 1.2 }
79     }
80    
81 root 1.3 if (entries == entry_size)
82     {
83     entry_size += 10;
84     rn = (char **) realloc (rn, sizeof (char *) * entry_size);
85 root 1.2 }
86 root 1.7 rn[entries] = strdup (d->d_name);
87 root 1.3 entries++;
88 elmex 1.1
89     }
90 root 1.3 (void) closedir (dp);
91 elmex 1.1
92 root 1.3 qsort (rn, entries, sizeof (char *), pointer_strcmp);
93 elmex 1.1
94 root 1.3 *namelist = rn;
95     return entries;
96 elmex 1.1 }
97    
98    
99    
100    
101 root 1.3
102 elmex 1.1 /* this function loads and returns the map requested.
103     * dirname, for example, is "/styles/wallstyles", stylename, is,
104     * for example, "castle", difficulty is -1 when difficulty is
105     * irrelevant to the style. If dirname is given, but stylename
106     * isn't, and difficult is -1, it returns a random style map.
107     * Otherwise, it tries to match the difficulty given with a style
108     * file, named style_name_# where # is an integer
109     */
110    
111 root 1.5 maptile *
112 root 1.3 load_style_map (char *style_name)
113 elmex 1.1 {
114 root 1.12 maptile *style_map = maptile::find_map (style_name, 0);
115     style_map->load ();
116 root 1.3 return style_map;
117 elmex 1.1 }
118    
119 root 1.5 maptile *
120 root 1.3 find_style (const char *dirname, const char *stylename, int difficulty)
121     {
122     char style_file_path[256];
123     char style_file_full_path[256];
124 root 1.5 maptile *style_map = NULL;
125 root 1.3 struct stat file_stat;
126     int i, only_subdirs = 0;
127    
128     /* if stylename exists, set style_file_path to that file. */
129     if (stylename && strlen (stylename) > 0)
130     sprintf (style_file_path, "%s/%s", dirname, stylename);
131     else /* otherwise, just use the dirname. We'll pick a random stylefile. */
132     sprintf (style_file_path, "%s", dirname);
133    
134     /* is what we were given a directory, or a file? */
135     sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path);
136     if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode))
137     {
138     style_map = load_style_map (style_file_path);
139 elmex 1.1 }
140 root 1.3 if (style_map == NULL) /* maybe we were given a directory! */
141 elmex 1.1 {
142 root 1.3 char **namelist;
143     int n;
144     char style_dir_full_path[256];
145    
146     /* get the names of all the files in that directory */
147     sprintf (style_dir_full_path, "%s/maps%s", settings.datadir, style_file_path);
148    
149     /* First, skip subdirectories. If we don't find anything, then try again
150     * without skipping subdirs.
151     */
152     n = load_dir (style_dir_full_path, &namelist, 1);
153    
154     if (n <= 0)
155     {
156     n = load_dir (style_dir_full_path, &namelist, 0);
157     only_subdirs = 1;
158 root 1.2 }
159    
160 root 1.3 if (n <= 0)
161     return 0; /* nothing to load. Bye. */
162 root 1.2
163 root 1.3 /* Picks a random map. Note that if this is all directories,
164     * we know it won't be able to load, so save a few ticks.
165     * the door handling checks for this failure and handles
166     * it properly.
167     */
168     if (difficulty == -1)
169     { /* pick a random style from this dir. */
170     if (only_subdirs)
171     style_map = NULL;
172     else
173     {
174     strcat (style_file_path, "/");
175     strcat (style_file_path, namelist[RANDOM () % n]);
176     style_map = load_style_map (style_file_path);
177 root 1.2 }
178     }
179 root 1.3 else
180     { /* find the map closest in difficulty */
181     int min_dist = 32000, min_index = -1;
182    
183     for (i = 0; i < n; i++)
184     {
185     int dist;
186     char *mfile_name = strrchr (namelist[i], '_') + 1;
187    
188     if ((mfile_name - 1) == NULL)
189     { /* since there isn't a sequence, */
190     int q;
191    
192     /*pick one at random to recurse */
193     style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty);
194     for (q = 0; q < n; q++)
195     free (namelist[q]);
196     free (namelist);
197     return style_map;
198     }
199     else
200     {
201     dist = abs (difficulty - atoi (mfile_name));
202     if (dist < min_dist)
203     {
204     min_dist = dist;
205     min_index = i;
206 root 1.2 }
207     }
208     }
209 root 1.3 /* presumably now we've found the "best" match for the
210     difficulty. */
211     strcat (style_file_path, "/");
212     strcat (style_file_path, namelist[min_index]);
213     style_map = load_style_map (style_file_path);
214 root 1.2 }
215 root 1.3 for (i = 0; i < n; i++)
216     free (namelist[i]);
217     free (namelist);
218 elmex 1.1 }
219     return style_map;
220    
221     }
222    
223     /* picks a random object from a style map.
224     * Redone by MSW so it should be faster and not use static
225     * variables to generate tables.
226     */
227 root 1.3 object *
228 root 1.5 pick_random_object (maptile *style)
229 root 1.3 {
230     int x, y, limit = 0;
231     object *new_obj;
232    
233     /* while returning a null object will result in a crash, that
234     * is actually preferable to an infinite loop. That is because
235     * most servers will automatically restart in case of crash.
236     * Change the logic on getting the random space - shouldn't make
237     * any difference, but this seems clearer to me.
238     */
239     do
240     {
241     limit++;
242 root 1.9 x = RANDOM () % style->width;
243     y = RANDOM () % style->height;
244 root 1.8 new_obj = GET_MAP_OB (style, x, y);
245 root 1.3 }
246     while (new_obj == NULL && limit < 1000);
247 root 1.12
248 root 1.3 if (new_obj->head)
249     return new_obj->head;
250     else
251     return new_obj;
252 elmex 1.1 }
253