1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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 |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * 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 | * 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 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * 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 | * 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 | |
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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 | |
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32 | |
31 | |
33 | static int |
32 | static int |
34 | pointer_strcmp (const void *p1, const void *p2) |
33 | pointer_strcmp (const void *p1, const void *p2) |
35 | { |
34 | { |
36 | const char *s1 = *(const char **) p1; |
35 | const char *s1 = *(const char **) p1; |
… | |
… | |
61 | int entries = 0, entry_size = 0; |
60 | int entries = 0, entry_size = 0; |
62 | char name[NAME_MAX + 1], **rn = NULL; |
61 | char name[NAME_MAX + 1], **rn = NULL; |
63 | struct stat sb; |
62 | struct stat sb; |
64 | |
63 | |
65 | dp = opendir (dir); |
64 | dp = opendir (dir); |
66 | if (dp == NULL) |
65 | if (!dp) |
67 | return -1; |
66 | return -1; |
68 | |
67 | |
69 | while ((d = readdir (dp)) != NULL) |
68 | while ((d = readdir (dp))) |
70 | { |
69 | { |
71 | sprintf (name, "%s/%s", dir, d->d_name); |
70 | sprintf (name, "%s/%s", dir, d->d_name); |
72 | if (skip_dirs) |
71 | if (skip_dirs) |
73 | { |
72 | { |
74 | stat (name, &sb); |
73 | stat (name, &sb); |
75 | if (S_ISDIR (sb.st_mode)) |
74 | if (S_ISDIR (sb.st_mode)) |
76 | { |
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77 | continue; |
75 | continue; |
78 | } |
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79 | } |
76 | } |
80 | |
77 | |
81 | if (entries == entry_size) |
78 | if (entries == entry_size) |
82 | { |
79 | { |
83 | entry_size += 10; |
80 | entry_size += 10; |
… | |
… | |
93 | |
90 | |
94 | *namelist = rn; |
91 | *namelist = rn; |
95 | return entries; |
92 | return entries; |
96 | } |
93 | } |
97 | |
94 | |
98 | |
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99 | |
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100 | |
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101 | |
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102 | /* this function loads and returns the map requested. |
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103 | * dirname, for example, is "/styles/wallstyles", stylename, is, |
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104 | * for example, "castle", difficulty is -1 when difficulty is |
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105 | * irrelevant to the style. If dirname is given, but stylename |
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106 | * isn't, and difficult is -1, it returns a random style map. |
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107 | * Otherwise, it tries to match the difficulty given with a style |
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108 | * file, named style_name_# where # is an integer |
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109 | */ |
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110 | |
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111 | maptile * |
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112 | load_style_map (char *style_name) |
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113 | { |
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114 | maptile *style_map = maptile::find_map (style_name, 0); |
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115 | style_map->load (); |
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116 | return style_map; |
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117 | } |
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118 | |
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119 | maptile * |
95 | maptile * |
120 | find_style (const char *dirname, const char *stylename, int difficulty) |
96 | find_style (const char *dirname, const char *stylename, int difficulty) |
121 | { |
97 | { |
122 | char style_file_path[256]; |
98 | char style_file_path[1024]; |
123 | char style_file_full_path[256]; |
99 | char style_file_full_path[1024]; |
124 | maptile *style_map = NULL; |
100 | maptile *style_map = NULL; |
125 | struct stat file_stat; |
101 | struct stat file_stat; |
126 | int i, only_subdirs = 0; |
102 | int i, only_subdirs = 0; |
127 | |
103 | |
128 | /* if stylename exists, set style_file_path to that file. */ |
104 | /* if stylename exists, set style_file_path to that file. */ |
… | |
… | |
130 | sprintf (style_file_path, "%s/%s", dirname, stylename); |
106 | sprintf (style_file_path, "%s/%s", dirname, stylename); |
131 | else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
107 | else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
132 | sprintf (style_file_path, "%s", dirname); |
108 | sprintf (style_file_path, "%s", dirname); |
133 | |
109 | |
134 | /* is what we were given a directory, or a file? */ |
110 | /* is what we were given a directory, or a file? */ |
135 | sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path); |
111 | sprintf (style_file_full_path, "%s/maps%s.map", settings.datadir, style_file_path); |
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112 | |
136 | if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
113 | if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
137 | { |
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138 | style_map = load_style_map (style_file_path); |
114 | style_map = maptile::find_sync (style_file_path); |
139 | } |
115 | |
140 | if (style_map == NULL) /* maybe we were given a directory! */ |
116 | if (!style_map) /* maybe we were given a directory! */ |
141 | { |
117 | { |
142 | char **namelist; |
118 | char **namelist; |
143 | int n; |
119 | int n; |
144 | char style_dir_full_path[256]; |
120 | char style_dir_full_path[256]; |
145 | |
121 | |
… | |
… | |
166 | * it properly. |
142 | * it properly. |
167 | */ |
143 | */ |
168 | if (difficulty == -1) |
144 | if (difficulty == -1) |
169 | { /* pick a random style from this dir. */ |
145 | { /* pick a random style from this dir. */ |
170 | if (only_subdirs) |
146 | if (only_subdirs) |
171 | style_map = NULL; |
147 | style_map = 0; |
172 | else |
148 | else |
173 | { |
149 | { |
174 | strcat (style_file_path, "/"); |
150 | strcat (style_file_path, "/"); |
175 | strcat (style_file_path, namelist[RANDOM () % n]); |
151 | strcat (style_file_path, namelist[rndm (n)]); |
176 | style_map = load_style_map (style_file_path); |
152 | style_map = maptile::find_sync (style_file_path); |
177 | } |
153 | } |
178 | } |
154 | } |
179 | else |
155 | else |
180 | { /* find the map closest in difficulty */ |
156 | { /* find the map closest in difficulty */ |
181 | int min_dist = 32000, min_index = -1; |
157 | int min_dist = 32000, min_index = -1; |
… | |
… | |
188 | if ((mfile_name - 1) == NULL) |
164 | if ((mfile_name - 1) == NULL) |
189 | { /* since there isn't a sequence, */ |
165 | { /* since there isn't a sequence, */ |
190 | int q; |
166 | int q; |
191 | |
167 | |
192 | /*pick one at random to recurse */ |
168 | /*pick one at random to recurse */ |
193 | style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); |
169 | style_map = find_style (style_file_path, namelist[rndm (n)], difficulty); |
194 | for (q = 0; q < n; q++) |
170 | for (q = 0; q < n; q++) |
195 | free (namelist[q]); |
171 | free (namelist[q]); |
196 | free (namelist); |
172 | free (namelist); |
197 | return style_map; |
173 | return style_map; |
198 | } |
174 | } |
… | |
… | |
204 | min_dist = dist; |
180 | min_dist = dist; |
205 | min_index = i; |
181 | min_index = i; |
206 | } |
182 | } |
207 | } |
183 | } |
208 | } |
184 | } |
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185 | |
209 | /* presumably now we've found the "best" match for the |
186 | /* presumably now we've found the "best" match for the |
210 | difficulty. */ |
187 | difficulty. */ |
211 | strcat (style_file_path, "/"); |
188 | strcat (style_file_path, "/"); |
212 | strcat (style_file_path, namelist[min_index]); |
189 | strcat (style_file_path, namelist[min_index]); |
213 | style_map = load_style_map (style_file_path); |
190 | style_map = maptile::find_sync (style_file_path); |
214 | } |
191 | } |
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192 | |
215 | for (i = 0; i < n; i++) |
193 | for (i = 0; i < n; i++) |
216 | free (namelist[i]); |
194 | free (namelist[i]); |
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195 | |
217 | free (namelist); |
196 | free (namelist); |
218 | } |
197 | } |
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198 | |
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199 | if (style_map) |
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200 | { |
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201 | style_map->load_sync (); |
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202 | style_map->deactivate (); |
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203 | } |
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204 | |
219 | return style_map; |
205 | return style_map; |
220 | |
206 | |
221 | } |
207 | } |
222 | |
208 | |
223 | /* picks a random object from a style map. |
209 | /* picks a random object from a style map. |
… | |
… | |
225 | * variables to generate tables. |
211 | * variables to generate tables. |
226 | */ |
212 | */ |
227 | object * |
213 | object * |
228 | pick_random_object (maptile *style) |
214 | pick_random_object (maptile *style) |
229 | { |
215 | { |
230 | int x, y, limit = 0; |
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231 | object *new_obj; |
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232 | |
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233 | /* while returning a null object will result in a crash, that |
216 | /* while returning a null object will result in a crash, that |
234 | * is actually preferable to an infinite loop. That is because |
217 | * is actually preferable to an infinite loop. That is because |
235 | * most servers will automatically restart in case of crash. |
218 | * most servers will automatically restart in case of crash. |
236 | * Change the logic on getting the random space - shouldn't make |
219 | * Change the logic on getting the random space - shouldn't make |
237 | * any difference, but this seems clearer to me. |
220 | * any difference, but this seems clearer to me. |
238 | */ |
221 | */ |
239 | do |
222 | for (int i = 1000; --i;) |
240 | { |
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241 | limit++; |
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242 | x = RANDOM () % style->width; |
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243 | y = RANDOM () % style->height; |
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244 | new_obj = GET_MAP_OB (style, x, y); |
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245 | } |
223 | { |
246 | while (new_obj == NULL && limit < 1000); |
224 | object *new_obj = style->at (rndm (style->width), rndm (style->height)).bot; |
247 | |
225 | |
248 | if (new_obj->head) |
226 | if (new_obj) |
249 | return new_obj->head; |
227 | return new_obj->head_ (); |
250 | else |
228 | } |
251 | return new_obj; |
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252 | } |
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253 | |
229 | |
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230 | // instead of crashing in the unlikely case, try to return *something* |
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231 | return get_archetype ("blocked"); |
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232 | } |