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elmex |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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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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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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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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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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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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#include <global.h> |
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#include <random_map.h> |
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#ifndef WIN32 /* ---win32 exclude headers */ |
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# include <dirent.h> |
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# include <sys/stat.h> |
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# include <unistd.h> |
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# include "../include/autoconf.h" |
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#endif /* win32 */ |
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static int |
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pointer_strcmp (const void *p1, const void *p2) |
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{ |
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const char *s1 = *(const char **) p1; |
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const char *s2 = *(const char **) p2; |
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|
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return (strcmp (s1, s2)); |
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} |
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/* This is our own version of scandir/select_regular_files/sort. |
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* To support having subdirectories in styles, we need to know |
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* if in fact the directory we read is a subdirectory. However, |
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* we can't get that through the normal dirent entry. So |
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* instead, we do our own where we do have the full directory |
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* path so can do stat calls to see if in fact it is a directory. |
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* dir is the name of the director to scan. |
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* namelist is the array of file names returned. IT needs to be |
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* freed by the caller. |
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* skip_dirs controls our behavioru - if nonzero, we don't |
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* skip any subdirectories - if zero, we store those away, |
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* since there are cases where we want to choose a random |
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* directory. |
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*/ |
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int |
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load_dir (const char *dir, char ***namelist, int skip_dirs) |
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{ |
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DIR *dp; |
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struct dirent *d; |
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int entries = 0, entry_size = 0; |
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char name[NAME_MAX + 1], **rn = NULL; |
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struct stat sb; |
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dp = opendir (dir); |
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if (dp == NULL) |
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return -1; |
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while ((d = readdir (dp)) != NULL) |
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{ |
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sprintf (name, "%s/%s", dir, d->d_name); |
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if (skip_dirs) |
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{ |
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stat (name, &sb); |
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if (S_ISDIR (sb.st_mode)) |
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{ |
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continue; |
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} |
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} |
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if (entries == entry_size) |
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{ |
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entry_size += 10; |
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rn = (char **) realloc (rn, sizeof (char *) * entry_size); |
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} |
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rn[entries] = strdup_local (d->d_name); |
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entries++; |
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|
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} |
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(void) closedir (dp); |
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|
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qsort (rn, entries, sizeof (char *), pointer_strcmp); |
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|
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*namelist = rn; |
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return entries; |
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} |
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|
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/* this function loads and returns the map requested. |
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* dirname, for example, is "/styles/wallstyles", stylename, is, |
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* for example, "castle", difficulty is -1 when difficulty is |
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* irrelevant to the style. If dirname is given, but stylename |
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* isn't, and difficult is -1, it returns a random style map. |
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* Otherwise, it tries to match the difficulty given with a style |
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* file, named style_name_# where # is an integer |
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*/ |
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/* remove extern, so visible to command_style_map_info function */ |
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mapstruct *styles = NULL; |
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mapstruct * |
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load_style_map (char *style_name) |
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{ |
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mapstruct *style_map; |
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|
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/* Given a file. See if its in memory */ |
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for (style_map = styles; style_map != NULL; style_map = style_map->next) |
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{ |
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if (!strcmp (style_name, style_map->path)) |
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return style_map; |
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} |
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style_map = load_original_map (style_name, MAP_STYLE); |
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/* Remove it from global list, put it on our local list */ |
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if (style_map) |
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{ |
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mapstruct *tmp; |
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if (style_map == first_map) |
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first_map = style_map->next; |
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else |
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{ |
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for (tmp = first_map; tmp && tmp->next != style_map; tmp = tmp->next); |
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if (tmp) |
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tmp->next = style_map->next; |
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} |
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style_map->next = styles; |
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styles = style_map; |
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} |
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return style_map; |
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} |
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mapstruct * |
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find_style (const char *dirname, const char *stylename, int difficulty) |
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{ |
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char style_file_path[256]; |
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char style_file_full_path[256]; |
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mapstruct *style_map = NULL; |
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struct stat file_stat; |
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int i, only_subdirs = 0; |
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/* if stylename exists, set style_file_path to that file. */ |
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if (stylename && strlen (stylename) > 0) |
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sprintf (style_file_path, "%s/%s", dirname, stylename); |
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else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
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sprintf (style_file_path, "%s", dirname); |
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/* is what we were given a directory, or a file? */ |
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sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path); |
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if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
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{ |
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style_map = load_style_map (style_file_path); |
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} |
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if (style_map == NULL) /* maybe we were given a directory! */ |
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{ |
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char **namelist; |
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int n; |
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char style_dir_full_path[256]; |
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/* get the names of all the files in that directory */ |
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sprintf (style_dir_full_path, "%s/maps%s", settings.datadir, style_file_path); |
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/* First, skip subdirectories. If we don't find anything, then try again |
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* without skipping subdirs. |
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*/ |
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n = load_dir (style_dir_full_path, &namelist, 1); |
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if (n <= 0) |
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{ |
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n = load_dir (style_dir_full_path, &namelist, 0); |
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only_subdirs = 1; |
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} |
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if (n <= 0) |
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return 0; /* nothing to load. Bye. */ |
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|
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/* Picks a random map. Note that if this is all directories, |
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* we know it won't be able to load, so save a few ticks. |
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* the door handling checks for this failure and handles |
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* it properly. |
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*/ |
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if (difficulty == -1) |
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{ /* pick a random style from this dir. */ |
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if (only_subdirs) |
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style_map = NULL; |
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else |
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{ |
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strcat (style_file_path, "/"); |
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strcat (style_file_path, namelist[RANDOM () % n]); |
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style_map = load_style_map (style_file_path); |
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} |
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} |
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else |
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{ /* find the map closest in difficulty */ |
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int min_dist = 32000, min_index = -1; |
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for (i = 0; i < n; i++) |
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{ |
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int dist; |
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char *mfile_name = strrchr (namelist[i], '_') + 1; |
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if ((mfile_name - 1) == NULL) |
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{ /* since there isn't a sequence, */ |
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int q; |
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/*pick one at random to recurse */ |
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style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); |
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for (q = 0; q < n; q++) |
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free (namelist[q]); |
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free (namelist); |
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return style_map; |
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} |
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else |
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{ |
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dist = abs (difficulty - atoi (mfile_name)); |
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if (dist < min_dist) |
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{ |
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min_dist = dist; |
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min_index = i; |
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} |
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} |
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} |
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/* presumably now we've found the "best" match for the |
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difficulty. */ |
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strcat (style_file_path, "/"); |
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strcat (style_file_path, namelist[min_index]); |
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style_map = load_style_map (style_file_path); |
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} |
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for (i = 0; i < n; i++) |
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free (namelist[i]); |
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free (namelist); |
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} |
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return style_map; |
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} |
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/* picks a random object from a style map. |
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* Redone by MSW so it should be faster and not use static |
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* variables to generate tables. |
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*/ |
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object * |
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pick_random_object (mapstruct *style) |
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{ |
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int x, y, limit = 0; |
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object *new_obj; |
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/* while returning a null object will result in a crash, that |
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* is actually preferable to an infinite loop. That is because |
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* most servers will automatically restart in case of crash. |
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* Change the logic on getting the random space - shouldn't make |
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* any difference, but this seems clearer to me. |
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*/ |
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do |
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{ |
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limit++; |
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x = RANDOM () % MAP_WIDTH (style); |
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y = RANDOM () % MAP_HEIGHT (style); |
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new_obj = get_map_ob (style, x, y); |
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} |
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while (new_obj == NULL && limit < 1000); |
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if (new_obj->head) |
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return new_obj->head; |
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else |
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return new_obj; |
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elmex |
1.1 |
} |
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root |
1.3 |
|
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void |
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free_style_maps (void) |
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elmex |
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{ |
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root |
1.3 |
mapstruct *next; |
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int style_maps = 0; |
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|
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root |
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/* delete_map will try to free it from the linked list, |
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* but won't find it, so we need to do it ourselves |
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*/ |
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while (styles) |
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{ |
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next = styles->next; |
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delete_map (styles); |
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styles = next; |
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style_maps++; |
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} |
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LOG (llevDebug, "free_style_maps: Freed %d maps\n", style_maps); |
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1.1 |
} |