1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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> |
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" |
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31 | |
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32 | // NAME_MAX may not be defined on POSIX systems |
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33 | #ifndef NAME_MAX |
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34 | # define NAME_MAX 255 |
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35 | #endif |
31 | |
36 | |
32 | static int |
37 | static int |
33 | pointer_strcmp (const void *p1, const void *p2) |
38 | pointer_strcmp (const void *p1, const void *p2) |
34 | { |
39 | { |
35 | const char *s1 = *(const char **) p1; |
40 | const char *s1 = *(const char **) p1; |
… | |
… | |
60 | int entries = 0, entry_size = 0; |
65 | int entries = 0, entry_size = 0; |
61 | char name[NAME_MAX + 1], **rn = NULL; |
66 | char name[NAME_MAX + 1], **rn = NULL; |
62 | struct stat sb; |
67 | struct stat sb; |
63 | |
68 | |
64 | dp = opendir (dir); |
69 | dp = opendir (dir); |
65 | if (dp == NULL) |
70 | if (!dp) |
66 | return -1; |
71 | return -1; |
67 | |
72 | |
68 | while ((d = readdir (dp)) != NULL) |
73 | while ((d = readdir (dp))) |
69 | { |
74 | { |
70 | sprintf (name, "%s/%s", dir, d->d_name); |
75 | sprintf (name, "%s/%s", dir, d->d_name); |
71 | if (skip_dirs) |
76 | if (skip_dirs) |
72 | { |
77 | { |
73 | stat (name, &sb); |
78 | stat (name, &sb); |
74 | if (S_ISDIR (sb.st_mode)) |
79 | if (S_ISDIR (sb.st_mode)) |
75 | { |
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76 | continue; |
80 | continue; |
77 | } |
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78 | } |
81 | } |
79 | |
82 | |
80 | if (entries == entry_size) |
83 | if (entries == entry_size) |
81 | { |
84 | { |
82 | entry_size += 10; |
85 | entry_size += 10; |
… | |
… | |
108 | sprintf (style_file_path, "%s/%s", dirname, stylename); |
111 | sprintf (style_file_path, "%s/%s", dirname, stylename); |
109 | else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
112 | else /* otherwise, just use the dirname. We'll pick a random stylefile. */ |
110 | sprintf (style_file_path, "%s", dirname); |
113 | sprintf (style_file_path, "%s", dirname); |
111 | |
114 | |
112 | /* is what we were given a directory, or a file? */ |
115 | /* is what we were given a directory, or a file? */ |
113 | sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path); |
116 | sprintf (style_file_full_path, "%s/maps%s.map", settings.datadir, style_file_path); |
114 | |
117 | |
115 | if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
118 | if (stat (style_file_full_path, &file_stat) == 0 && !S_ISDIR (file_stat.st_mode)) |
116 | style_map = maptile::find_sync (style_file_path); |
119 | style_map = maptile::find_sync (style_file_path); |
117 | |
120 | |
118 | if (!style_map) /* maybe we were given a directory! */ |
121 | if (!style_map) /* maybe we were given a directory! */ |
… | |
… | |
148 | if (only_subdirs) |
151 | if (only_subdirs) |
149 | style_map = 0; |
152 | style_map = 0; |
150 | else |
153 | else |
151 | { |
154 | { |
152 | strcat (style_file_path, "/"); |
155 | strcat (style_file_path, "/"); |
153 | strcat (style_file_path, namelist[RANDOM () % n]); |
156 | strcat (style_file_path, namelist[rndm (n)]); |
154 | style_map = maptile::find_sync (style_file_path); |
157 | style_map = maptile::find_sync (style_file_path); |
155 | } |
158 | } |
156 | } |
159 | } |
157 | else |
160 | else |
158 | { /* find the map closest in difficulty */ |
161 | { /* find the map closest in difficulty */ |
… | |
… | |
166 | if ((mfile_name - 1) == NULL) |
169 | if ((mfile_name - 1) == NULL) |
167 | { /* since there isn't a sequence, */ |
170 | { /* since there isn't a sequence, */ |
168 | int q; |
171 | int q; |
169 | |
172 | |
170 | /*pick one at random to recurse */ |
173 | /*pick one at random to recurse */ |
171 | style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); |
174 | style_map = find_style (style_file_path, namelist[rndm (n)], difficulty); |
172 | for (q = 0; q < n; q++) |
175 | for (q = 0; q < n; q++) |
173 | free (namelist[q]); |
176 | free (namelist[q]); |
174 | free (namelist); |
177 | free (namelist); |
175 | return style_map; |
178 | return style_map; |
176 | } |
179 | } |
… | |
… | |
203 | style_map->load_sync (); |
206 | style_map->load_sync (); |
204 | style_map->deactivate (); |
207 | style_map->deactivate (); |
205 | } |
208 | } |
206 | |
209 | |
207 | return style_map; |
210 | return style_map; |
208 | |
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209 | } |
211 | } |
210 | |
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211 | /* picks a random object from a style map. |
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212 | * Redone by MSW so it should be faster and not use static |
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213 | * variables to generate tables. |
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214 | */ |
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215 | object * |
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216 | pick_random_object (maptile *style) |
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217 | { |
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218 | /* while returning a null object will result in a crash, that |
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219 | * is actually preferable to an infinite loop. That is because |
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220 | * most servers will automatically restart in case of crash. |
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221 | * Change the logic on getting the random space - shouldn't make |
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222 | * any difference, but this seems clearer to me. |
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223 | */ |
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224 | for (int i = 1000; --i;) |
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225 | { |
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226 | object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot; |
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227 | |
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228 | if (new_obj) |
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229 | return new_obj->head_ (); |
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230 | } |
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231 | |
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232 | // instead of crashing in the unlikely case, try to return *something* |
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233 | return get_archetype ("blocked"); |
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234 | } |
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