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Comparing deliantra/server/random_maps/style.C (file contents):
Revision 1.10 by root, Wed Dec 27 09:28:02 2006 UTC vs.
Revision 1.17 by root, Sun Dec 31 19:02:24 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23*/
23
24 24
25#include <global.h> 25#include <global.h>
26#include <random_map.h> 26#include <random_map.h>
27#include <dirent.h> 27#include <dirent.h>
28#include <sys/stat.h> 28#include <sys/stat.h>
29#include <unistd.h> 29#include <unistd.h>
30#include "../include/autoconf.h" 30#include "../include/autoconf.h"
31
32 31
33static int 32static int
34pointer_strcmp (const void *p1, const void *p2) 33pointer_strcmp (const void *p1, const void *p2)
35{ 34{
36 const char *s1 = *(const char **) p1; 35 const char *s1 = *(const char **) p1;
93 92
94 *namelist = rn; 93 *namelist = rn;
95 return entries; 94 return entries;
96} 95}
97 96
98
99
100
101
102/* 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/* remove extern, so visible to command_style_map_info function */
112maptile *styles = NULL;
113
114
115maptile *
116load_style_map (char *style_name)
117{
118 maptile *style_map;
119
120 /* Given a file. See if its in memory */
121 for (style_map = styles; style_map != NULL; style_map = style_map->next)
122 if (!strcmp (style_name, style_map->path))
123 return style_map;
124
125 style_map = load_original_map (style_name, MAP_STYLE);
126
127 /* Remove it from global list, put it on our local list */
128 if (style_map)
129 {
130 maptile *tmp;
131
132 if (style_map == first_map)
133 first_map = style_map->next;
134 else
135 {
136 for (tmp = first_map; tmp && tmp->next != style_map; tmp = tmp->next);
137 if (tmp)
138 tmp->next = style_map->next;
139 }
140
141 style_map->next = styles;
142 styles = style_map;
143 }
144
145 return style_map;
146}
147
148maptile * 97maptile *
149find_style (const char *dirname, const char *stylename, int difficulty) 98find_style (const char *dirname, const char *stylename, int difficulty)
150{ 99{
151 char style_file_path[256]; 100 char style_file_path[256];
152 char style_file_full_path[256]; 101 char style_file_full_path[256];
160 else /* otherwise, just use the dirname. We'll pick a random stylefile. */ 109 else /* otherwise, just use the dirname. We'll pick a random stylefile. */
161 sprintf (style_file_path, "%s", dirname); 110 sprintf (style_file_path, "%s", dirname);
162 111
163 /* is what we were given a directory, or a file? */ 112 /* is what we were given a directory, or a file? */
164 sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path); 113 sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path);
114
165 if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) 115 if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode))
166 {
167 style_map = load_style_map (style_file_path); 116 style_map = maptile::load_map_sync (style_file_path);
168 } 117
169 if (style_map == NULL) /* maybe we were given a directory! */ 118 if (!style_map) /* maybe we were given a directory! */
170 { 119 {
171 char **namelist; 120 char **namelist;
172 int n; 121 int n;
173 char style_dir_full_path[256]; 122 char style_dir_full_path[256];
174 123
195 * it properly. 144 * it properly.
196 */ 145 */
197 if (difficulty == -1) 146 if (difficulty == -1)
198 { /* pick a random style from this dir. */ 147 { /* pick a random style from this dir. */
199 if (only_subdirs) 148 if (only_subdirs)
200 style_map = NULL; 149 style_map = 0;
201 else 150 else
202 { 151 {
203 strcat (style_file_path, "/"); 152 strcat (style_file_path, "/");
204 strcat (style_file_path, namelist[RANDOM () % n]); 153 strcat (style_file_path, namelist[RANDOM () % n]);
205 style_map = load_style_map (style_file_path); 154 style_map = maptile::load_map_sync (style_file_path);
206 } 155 }
207 } 156 }
208 else 157 else
209 { /* find the map closest in difficulty */ 158 { /* find the map closest in difficulty */
210 int min_dist = 32000, min_index = -1; 159 int min_dist = 32000, min_index = -1;
233 min_dist = dist; 182 min_dist = dist;
234 min_index = i; 183 min_index = i;
235 } 184 }
236 } 185 }
237 } 186 }
187
238 /* presumably now we've found the "best" match for the 188 /* presumably now we've found the "best" match for the
239 difficulty. */ 189 difficulty. */
240 strcat (style_file_path, "/"); 190 strcat (style_file_path, "/");
241 strcat (style_file_path, namelist[min_index]); 191 strcat (style_file_path, namelist[min_index]);
242 style_map = load_style_map (style_file_path); 192 style_map = maptile::load_map_sync (style_file_path);
243 } 193 }
194
244 for (i = 0; i < n; i++) 195 for (i = 0; i < n; i++)
245 free (namelist[i]); 196 free (namelist[i]);
197
246 free (namelist); 198 free (namelist);
247 } 199 }
200
201 if (style_map)
202 style_map->deactivate ();
203
248 return style_map; 204 return style_map;
249 205
250} 206}
251
252 207
253/* picks a random object from a style map. 208/* picks a random object from a style map.
254 * Redone by MSW so it should be faster and not use static 209 * Redone by MSW so it should be faster and not use static
255 * variables to generate tables. 210 * variables to generate tables.
256 */ 211 */
257object * 212object *
258pick_random_object (maptile *style) 213pick_random_object (maptile *style)
259{ 214{
260 int x, y, limit = 0;
261 object *new_obj;
262
263 /* while returning a null object will result in a crash, that 215 /* while returning a null object will result in a crash, that
264 * is actually preferable to an infinite loop. That is because 216 * is actually preferable to an infinite loop. That is because
265 * most servers will automatically restart in case of crash. 217 * most servers will automatically restart in case of crash.
266 * Change the logic on getting the random space - shouldn't make 218 * Change the logic on getting the random space - shouldn't make
267 * any difference, but this seems clearer to me. 219 * any difference, but this seems clearer to me.
268 */ 220 */
269 do 221 for (int i = 1000; --i;)
270 { 222 {
271 limit++; 223 object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot;
272 x = RANDOM () % style->width; 224
273 y = RANDOM () % style->height; 225 if (new_obj)
274 new_obj = GET_MAP_OB (style, x, y); 226 return new_obj->head_ ();
275 } 227 }
276 while (new_obj == NULL && limit < 1000);
277 if (new_obj->head)
278 return new_obj->head;
279 else
280 return new_obj;
281}
282 228
283 229 // instead of crashing in the unlikely case, try to return *something*
284void 230 return get_archetype ("blocked");
285free_style_maps (void)
286{
287 maptile *next;
288 int style_maps = 0;
289
290 /* delete_map will try to free it from the linked list,
291 * but won't find it, so we need to do it ourselves
292 */
293 while (styles)
294 {
295 next = styles->next;
296 delete_map (styles);
297 styles = next;
298 style_maps++;
299 }
300 LOG (llevDebug, "free_style_maps: Freed %d maps\n", style_maps);
301} 231}

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