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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 1.14 by root, Sun Dec 31 17:17:23 2006 UTC vs.
Revision 1.19 by root, Thu Jan 4 16:19:32 2007 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
94} 95}
95 96
96maptile * 97maptile *
97find_style (const char *dirname, const char *stylename, int difficulty) 98find_style (const char *dirname, const char *stylename, int difficulty)
98{ 99{
99 char style_file_path[256]; 100 char style_file_path[1024];
100 char style_file_full_path[256]; 101 char style_file_full_path[1024];
101 maptile *style_map = NULL; 102 maptile *style_map = NULL;
102 struct stat file_stat; 103 struct stat file_stat;
103 int i, only_subdirs = 0; 104 int i, only_subdirs = 0;
104 105
105 /* if stylename exists, set style_file_path to that file. */ 106 /* if stylename exists, set style_file_path to that file. */
110 111
111 /* is what we were given a directory, or a file? */ 112 /* is what we were given a directory, or a file? */
112 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);
113 114
114 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))
115 style_map = maptile::load_map_sync (style_file_path); 116 style_map = maptile::find_sync (style_file_path);
116 117
117 if (!style_map) /* maybe we were given a directory! */ 118 if (!style_map) /* maybe we were given a directory! */
118 { 119 {
119 char **namelist; 120 char **namelist;
120 int n; 121 int n;
121 char style_dir_full_path[256]; 122 char style_dir_full_path[256];
122 123
148 style_map = 0; 149 style_map = 0;
149 else 150 else
150 { 151 {
151 strcat (style_file_path, "/"); 152 strcat (style_file_path, "/");
152 strcat (style_file_path, namelist[RANDOM () % n]); 153 strcat (style_file_path, namelist[RANDOM () % n]);
153 style_map = maptile::load_map_sync (style_file_path); 154 style_map = maptile::find_sync (style_file_path);
154 } 155 }
155 } 156 }
156 else 157 else
157 { /* find the map closest in difficulty */ 158 { /* find the map closest in difficulty */
158 int min_dist = 32000, min_index = -1; 159 int min_dist = 32000, min_index = -1;
181 min_dist = dist; 182 min_dist = dist;
182 min_index = i; 183 min_index = i;
183 } 184 }
184 } 185 }
185 } 186 }
187
186 /* presumably now we've found the "best" match for the 188 /* presumably now we've found the "best" match for the
187 difficulty. */ 189 difficulty. */
188 strcat (style_file_path, "/"); 190 strcat (style_file_path, "/");
189 strcat (style_file_path, namelist[min_index]); 191 strcat (style_file_path, namelist[min_index]);
190 style_map = maptile::load_map_sync (style_file_path); 192 style_map = maptile::find_sync (style_file_path);
191 } 193 }
192 194
193 for (i = 0; i < n; i++) 195 for (i = 0; i < n; i++)
194 free (namelist[i]); 196 free (namelist[i]);
195 197
196 free (namelist); 198 free (namelist);
199 }
200
201 if (style_map)
202 {
203 style_map->load_sync ();
204 style_map->deactivate ();
197 } 205 }
198 206
199 return style_map; 207 return style_map;
200 208
201} 209}
205 * variables to generate tables. 213 * variables to generate tables.
206 */ 214 */
207object * 215object *
208pick_random_object (maptile *style) 216pick_random_object (maptile *style)
209{ 217{
210 int x, y, limit = 0;
211 object *new_obj;
212
213 /* while returning a null object will result in a crash, that 218 /* while returning a null object will result in a crash, that
214 * is actually preferable to an infinite loop. That is because 219 * is actually preferable to an infinite loop. That is because
215 * most servers will automatically restart in case of crash. 220 * most servers will automatically restart in case of crash.
216 * Change the logic on getting the random space - shouldn't make 221 * Change the logic on getting the random space - shouldn't make
217 * any difference, but this seems clearer to me. 222 * any difference, but this seems clearer to me.
218 */ 223 */
219 do 224 for (int i = 1000; --i;)
220 {
221 if (limit++ >= 1000)
222 return create_singularity ("pick_random_object");
223
224 x = RANDOM () % style->width;
225 y = RANDOM () % style->height;
226 new_obj = GET_MAP_OB (style, x, y);
227 } 225 {
228 while (!new_obj); 226 object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot;
229 227
228 if (new_obj)
230 return new_obj->head_ (); 229 return new_obj->head_ ();
231} 230 }
232 231
232 // instead of crashing in the unlikely case, try to return *something*
233 return get_archetype ("blocked");
234}

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