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/cvs/deliantra/server/random_maps/style.C
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Comparing deliantra/server/random_maps/style.C (file contents):
Revision 1.12 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.20 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
5 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 Copyright (C) 1992 Frank Tore Johansen
6 8
7 This program is free software; you can redistribute it and/or modify 9 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 10 it under the terms of the GNU General Public License as published by
18 along with this program; if not, write to the Free Software 20 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 22
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 24*/
23
24 25
25#include <global.h> 26#include <global.h>
26#include <random_map.h> 27#include <random_map.h>
27#include <dirent.h> 28#include <dirent.h>
28#include <sys/stat.h> 29#include <sys/stat.h>
29#include <unistd.h> 30#include <unistd.h>
30#include "../include/autoconf.h" 31#include "../include/autoconf.h"
31
32 32
33static int 33static int
34pointer_strcmp (const void *p1, const void *p2) 34pointer_strcmp (const void *p1, const void *p2)
35{ 35{
36 const char *s1 = *(const char **) p1; 36 const char *s1 = *(const char **) p1;
93 93
94 *namelist = rn; 94 *namelist = rn;
95 return entries; 95 return entries;
96} 96}
97 97
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
111maptile *
112load_style_map (char *style_name)
113{
114 maptile *style_map = maptile::find_map (style_name, 0);
115 style_map->load ();
116 return style_map;
117}
118
119maptile * 98maptile *
120find_style (const char *dirname, const char *stylename, int difficulty) 99find_style (const char *dirname, const char *stylename, int difficulty)
121{ 100{
122 char style_file_path[256]; 101 char style_file_path[1024];
123 char style_file_full_path[256]; 102 char style_file_full_path[1024];
124 maptile *style_map = NULL; 103 maptile *style_map = NULL;
125 struct stat file_stat; 104 struct stat file_stat;
126 int i, only_subdirs = 0; 105 int i, only_subdirs = 0;
127 106
128 /* if stylename exists, set style_file_path to that file. */ 107 /* if stylename exists, set style_file_path to that file. */
131 else /* otherwise, just use the dirname. We'll pick a random stylefile. */ 110 else /* otherwise, just use the dirname. We'll pick a random stylefile. */
132 sprintf (style_file_path, "%s", dirname); 111 sprintf (style_file_path, "%s", dirname);
133 112
134 /* is what we were given a directory, or a file? */ 113 /* is what we were given a directory, or a file? */
135 sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path); 114 sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path);
115
136 if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) 116 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); 117 style_map = maptile::find_sync (style_file_path);
139 } 118
140 if (style_map == NULL) /* maybe we were given a directory! */ 119 if (!style_map) /* maybe we were given a directory! */
141 { 120 {
142 char **namelist; 121 char **namelist;
143 int n; 122 int n;
144 char style_dir_full_path[256]; 123 char style_dir_full_path[256];
145 124
166 * it properly. 145 * it properly.
167 */ 146 */
168 if (difficulty == -1) 147 if (difficulty == -1)
169 { /* pick a random style from this dir. */ 148 { /* pick a random style from this dir. */
170 if (only_subdirs) 149 if (only_subdirs)
171 style_map = NULL; 150 style_map = 0;
172 else 151 else
173 { 152 {
174 strcat (style_file_path, "/"); 153 strcat (style_file_path, "/");
175 strcat (style_file_path, namelist[RANDOM () % n]); 154 strcat (style_file_path, namelist[RANDOM () % n]);
176 style_map = load_style_map (style_file_path); 155 style_map = maptile::find_sync (style_file_path);
177 } 156 }
178 } 157 }
179 else 158 else
180 { /* find the map closest in difficulty */ 159 { /* find the map closest in difficulty */
181 int min_dist = 32000, min_index = -1; 160 int min_dist = 32000, min_index = -1;
204 min_dist = dist; 183 min_dist = dist;
205 min_index = i; 184 min_index = i;
206 } 185 }
207 } 186 }
208 } 187 }
188
209 /* presumably now we've found the "best" match for the 189 /* presumably now we've found the "best" match for the
210 difficulty. */ 190 difficulty. */
211 strcat (style_file_path, "/"); 191 strcat (style_file_path, "/");
212 strcat (style_file_path, namelist[min_index]); 192 strcat (style_file_path, namelist[min_index]);
213 style_map = load_style_map (style_file_path); 193 style_map = maptile::find_sync (style_file_path);
214 } 194 }
195
215 for (i = 0; i < n; i++) 196 for (i = 0; i < n; i++)
216 free (namelist[i]); 197 free (namelist[i]);
198
217 free (namelist); 199 free (namelist);
218 } 200 }
201
202 if (style_map)
203 {
204 style_map->load_sync ();
205 style_map->deactivate ();
206 }
207
219 return style_map; 208 return style_map;
220 209
221} 210}
222 211
223/* picks a random object from a style map. 212/* picks a random object from a style map.
225 * variables to generate tables. 214 * variables to generate tables.
226 */ 215 */
227object * 216object *
228pick_random_object (maptile *style) 217pick_random_object (maptile *style)
229{ 218{
230 int x, y, limit = 0;
231 object *new_obj;
232
233 /* while returning a null object will result in a crash, that 219 /* while returning a null object will result in a crash, that
234 * is actually preferable to an infinite loop. That is because 220 * is actually preferable to an infinite loop. That is because
235 * most servers will automatically restart in case of crash. 221 * most servers will automatically restart in case of crash.
236 * Change the logic on getting the random space - shouldn't make 222 * Change the logic on getting the random space - shouldn't make
237 * any difference, but this seems clearer to me. 223 * any difference, but this seems clearer to me.
238 */ 224 */
239 do 225 for (int i = 1000; --i;)
240 {
241 limit++;
242 x = RANDOM () % style->width;
243 y = RANDOM () % style->height;
244 new_obj = GET_MAP_OB (style, x, y);
245 } 226 {
246 while (new_obj == NULL && limit < 1000); 227 object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot;
247 228
248 if (new_obj->head) 229 if (new_obj)
249 return new_obj->head; 230 return new_obj->head_ ();
250 else 231 }
251 return new_obj;
252}
253 232
233 // instead of crashing in the unlikely case, try to return *something*
234 return get_archetype ("blocked");
235}

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