1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
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21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
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24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <random_map.h> |
25 | #include <random_map.h> |
27 | #include <dirent.h> |
26 | #include <dirent.h> |
28 | #include <sys/stat.h> |
27 | #include <sys/stat.h> |
29 | #include <unistd.h> |
28 | #include <unistd.h> |
30 | #include "../include/autoconf.h" |
29 | #include "../include/autoconf.h" |
31 | |
30 | |
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31 | // NAME_MAX may not be defined on POSIX systems |
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32 | #ifndef NAME_MAX |
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33 | # define NAME_MAX 255 |
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34 | #endif |
32 | |
35 | |
33 | static int |
36 | static int |
34 | pointer_strcmp (const void *p1, const void *p2) |
37 | pointer_strcmp (const void *p1, const void *p2) |
35 | { |
38 | { |
36 | const char *s1 = *(const char **) p1; |
39 | const char *s1 = *(const char **) p1; |
… | |
… | |
61 | int entries = 0, entry_size = 0; |
64 | int entries = 0, entry_size = 0; |
62 | char name[NAME_MAX + 1], **rn = NULL; |
65 | char name[NAME_MAX + 1], **rn = NULL; |
63 | struct stat sb; |
66 | struct stat sb; |
64 | |
67 | |
65 | dp = opendir (dir); |
68 | dp = opendir (dir); |
66 | if (dp == NULL) |
69 | if (!dp) |
67 | return -1; |
70 | return -1; |
68 | |
71 | |
69 | while ((d = readdir (dp)) != NULL) |
72 | while ((d = readdir (dp))) |
70 | { |
73 | { |
71 | sprintf (name, "%s/%s", dir, d->d_name); |
74 | sprintf (name, "%s/%s", dir, d->d_name); |
72 | if (skip_dirs) |
75 | if (skip_dirs) |
73 | { |
76 | { |
74 | stat (name, &sb); |
77 | stat (name, &sb); |
75 | if (S_ISDIR (sb.st_mode)) |
78 | if (S_ISDIR (sb.st_mode)) |
76 | { |
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77 | continue; |
79 | continue; |
78 | } |
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79 | } |
80 | } |
80 | |
81 | |
81 | if (entries == entry_size) |
82 | if (entries == entry_size) |
82 | { |
83 | { |
83 | entry_size += 10; |
84 | entry_size += 10; |
… | |
… | |
96 | } |
97 | } |
97 | |
98 | |
98 | maptile * |
99 | maptile * |
99 | find_style (const char *dirname, const char *stylename, int difficulty) |
100 | find_style (const char *dirname, const char *stylename, int difficulty) |
100 | { |
101 | { |
101 | char style_file_path[256]; |
102 | char style_file_path[1024]; |
102 | char style_file_full_path[256]; |
103 | char style_file_full_path[1024]; |
103 | maptile *style_map = NULL; |
104 | maptile *style_map = NULL; |
104 | struct stat file_stat; |
105 | struct stat file_stat; |
105 | int i, only_subdirs = 0; |
106 | int i, only_subdirs = 0; |
106 | |
107 | |
107 | /* if stylename exists, set style_file_path to that file. */ |
108 | /* if stylename exists, set style_file_path to that file. */ |
… | |
… | |
109 | sprintf (style_file_path, "%s/%s", dirname, stylename); |
110 | sprintf (style_file_path, "%s/%s", dirname, stylename); |
110 | else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
111 | else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
111 | sprintf (style_file_path, "%s", dirname); |
112 | sprintf (style_file_path, "%s", dirname); |
112 | |
113 | |
113 | /* is what we were given a directory, or a file? */ |
114 | /* is what we were given a directory, or a file? */ |
114 | sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path); |
115 | sprintf (style_file_full_path, "%s/maps%s.map", settings.datadir, style_file_path); |
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116 | |
115 | if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
117 | if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
116 | style_map = maptile::load_map_sync (style_file_path); |
118 | style_map = maptile::find_sync (style_file_path); |
117 | |
119 | |
118 | if (!style_map) /* maybe we were given a directory! */ |
120 | if (!style_map) /* maybe we were given a directory! */ |
119 | { |
121 | { |
120 | char **namelist; |
122 | char **namelist; |
121 | int n; |
123 | int n; |
122 | char style_dir_full_path[256]; |
124 | char style_dir_full_path[256]; |
123 | |
125 | |
… | |
… | |
148 | if (only_subdirs) |
150 | if (only_subdirs) |
149 | style_map = 0; |
151 | style_map = 0; |
150 | else |
152 | else |
151 | { |
153 | { |
152 | strcat (style_file_path, "/"); |
154 | strcat (style_file_path, "/"); |
153 | strcat (style_file_path, namelist[RANDOM () % n]); |
155 | strcat (style_file_path, namelist[rndm (n)]); |
154 | style_map = maptile::load_map_sync (style_file_path); |
156 | style_map = maptile::find_sync (style_file_path); |
155 | } |
157 | } |
156 | } |
158 | } |
157 | else |
159 | else |
158 | { /* find the map closest in difficulty */ |
160 | { /* find the map closest in difficulty */ |
159 | int min_dist = 32000, min_index = -1; |
161 | int min_dist = 32000, min_index = -1; |
… | |
… | |
166 | if ((mfile_name - 1) == NULL) |
168 | if ((mfile_name - 1) == NULL) |
167 | { /* since there isn't a sequence, */ |
169 | { /* since there isn't a sequence, */ |
168 | int q; |
170 | int q; |
169 | |
171 | |
170 | /*pick one at random to recurse */ |
172 | /*pick one at random to recurse */ |
171 | style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); |
173 | style_map = find_style (style_file_path, namelist[rndm (n)], difficulty); |
172 | for (q = 0; q < n; q++) |
174 | for (q = 0; q < n; q++) |
173 | free (namelist[q]); |
175 | free (namelist[q]); |
174 | free (namelist); |
176 | free (namelist); |
175 | return style_map; |
177 | return style_map; |
176 | } |
178 | } |
… | |
… | |
182 | min_dist = dist; |
184 | min_dist = dist; |
183 | min_index = i; |
185 | min_index = i; |
184 | } |
186 | } |
185 | } |
187 | } |
186 | } |
188 | } |
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189 | |
187 | /* presumably now we've found the "best" match for the |
190 | /* presumably now we've found the "best" match for the |
188 | difficulty. */ |
191 | difficulty. */ |
189 | strcat (style_file_path, "/"); |
192 | strcat (style_file_path, "/"); |
190 | strcat (style_file_path, namelist[min_index]); |
193 | strcat (style_file_path, namelist[min_index]); |
191 | style_map = maptile::load_map_sync (style_file_path); |
194 | style_map = maptile::find_sync (style_file_path); |
192 | } |
195 | } |
193 | |
196 | |
194 | for (i = 0; i < n; i++) |
197 | for (i = 0; i < n; i++) |
195 | free (namelist[i]); |
198 | free (namelist[i]); |
196 | |
199 | |
197 | free (namelist); |
200 | free (namelist); |
198 | } |
201 | } |
199 | |
202 | |
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203 | if (style_map) |
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204 | { |
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205 | style_map->load_sync (); |
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206 | style_map->deactivate (); |
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207 | } |
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208 | |
200 | return style_map; |
209 | return style_map; |
201 | |
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202 | } |
210 | } |
203 | |
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204 | /* picks a random object from a style map. |
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205 | * Redone by MSW so it should be faster and not use static |
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206 | * variables to generate tables. |
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207 | */ |
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208 | object * |
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209 | pick_random_object (maptile *style) |
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210 | { |
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211 | int x, y, limit = 0; |
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212 | object *new_obj; |
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213 | |
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214 | /* while returning a null object will result in a crash, that |
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215 | * is actually preferable to an infinite loop. That is because |
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216 | * most servers will automatically restart in case of crash. |
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217 | * Change the logic on getting the random space - shouldn't make |
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218 | * any difference, but this seems clearer to me. |
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219 | */ |
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220 | do |
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221 | { |
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222 | limit++; |
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223 | x = RANDOM () % style->width; |
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224 | y = RANDOM () % style->height; |
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225 | new_obj = GET_MAP_OB (style, x, y); |
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226 | } |
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227 | while (new_obj == NULL && limit < 1000); |
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228 | |
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229 | if (new_obj->head) |
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230 | return new_obj->head; |
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231 | else |
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232 | return new_obj; |
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233 | } |
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234 | |
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