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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 1.21 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
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
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
32 31
33static int 32static int
34pointer_strcmp (const void *p1, const void *p2) 33pointer_strcmp (const void *p1, const void *p2)
35{ 34{
36 const char *s1 = *(const char **) p1; 35 const char *s1 = *(const char **) p1;
93 92
94 *namelist = rn; 93 *namelist = rn;
95 return entries; 94 return entries;
96} 95}
97 96
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 * 97maptile *
120find_style (const char *dirname, const char *stylename, int difficulty) 98find_style (const char *dirname, const char *stylename, int difficulty)
121{ 99{
122 char style_file_path[256]; 100 char style_file_path[1024];
123 char style_file_full_path[256]; 101 char style_file_full_path[1024];
124 maptile *style_map = NULL; 102 maptile *style_map = NULL;
125 struct stat file_stat; 103 struct stat file_stat;
126 int i, only_subdirs = 0; 104 int i, only_subdirs = 0;
127 105
128 /* if stylename exists, set style_file_path to that file. */ 106 /* if stylename exists, set style_file_path to that file. */
131 else /* otherwise, just use the dirname. We'll pick a random stylefile. */ 109 else /* otherwise, just use the dirname. We'll pick a random stylefile. */
132 sprintf (style_file_path, "%s", dirname); 110 sprintf (style_file_path, "%s", dirname);
133 111
134 /* is what we were given a directory, or a file? */ 112 /* is what we were given a directory, or a file? */
135 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);
114
136 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))
137 {
138 style_map = load_style_map (style_file_path); 116 style_map = maptile::find_sync (style_file_path);
139 } 117
140 if (style_map == NULL) /* maybe we were given a directory! */ 118 if (!style_map) /* maybe we were given a directory! */
141 { 119 {
142 char **namelist; 120 char **namelist;
143 int n; 121 int n;
144 char style_dir_full_path[256]; 122 char style_dir_full_path[256];
145 123
166 * it properly. 144 * it properly.
167 */ 145 */
168 if (difficulty == -1) 146 if (difficulty == -1)
169 { /* pick a random style from this dir. */ 147 { /* pick a random style from this dir. */
170 if (only_subdirs) 148 if (only_subdirs)
171 style_map = NULL; 149 style_map = 0;
172 else 150 else
173 { 151 {
174 strcat (style_file_path, "/"); 152 strcat (style_file_path, "/");
175 strcat (style_file_path, namelist[RANDOM () % n]); 153 strcat (style_file_path, namelist[RANDOM () % n]);
176 style_map = load_style_map (style_file_path); 154 style_map = maptile::find_sync (style_file_path);
177 } 155 }
178 } 156 }
179 else 157 else
180 { /* find the map closest in difficulty */ 158 { /* find the map closest in difficulty */
181 int min_dist = 32000, min_index = -1; 159 int min_dist = 32000, min_index = -1;
204 min_dist = dist; 182 min_dist = dist;
205 min_index = i; 183 min_index = i;
206 } 184 }
207 } 185 }
208 } 186 }
187
209 /* presumably now we've found the "best" match for the 188 /* presumably now we've found the "best" match for the
210 difficulty. */ 189 difficulty. */
211 strcat (style_file_path, "/"); 190 strcat (style_file_path, "/");
212 strcat (style_file_path, namelist[min_index]); 191 strcat (style_file_path, namelist[min_index]);
213 style_map = load_style_map (style_file_path); 192 style_map = maptile::find_sync (style_file_path);
214 } 193 }
194
215 for (i = 0; i < n; i++) 195 for (i = 0; i < n; i++)
216 free (namelist[i]); 196 free (namelist[i]);
197
217 free (namelist); 198 free (namelist);
218 } 199 }
200
201 if (style_map)
202 {
203 style_map->load_sync ();
204 style_map->deactivate ();
205 }
206
219 return style_map; 207 return style_map;
220 208
221} 209}
222 210
223/* picks a random object from a style map. 211/* picks a random object from a style map.
225 * variables to generate tables. 213 * variables to generate tables.
226 */ 214 */
227object * 215object *
228pick_random_object (maptile *style) 216pick_random_object (maptile *style)
229{ 217{
230 int x, y, limit = 0;
231 object *new_obj;
232
233 /* while returning a null object will result in a crash, that 218 /* while returning a null object will result in a crash, that
234 * is actually preferable to an infinite loop. That is because 219 * is actually preferable to an infinite loop. That is because
235 * most servers will automatically restart in case of crash. 220 * most servers will automatically restart in case of crash.
236 * Change the logic on getting the random space - shouldn't make 221 * Change the logic on getting the random space - shouldn't make
237 * any difference, but this seems clearer to me. 222 * any difference, but this seems clearer to me.
238 */ 223 */
239 do 224 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 } 225 {
246 while (new_obj == NULL && limit < 1000); 226 object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot;
247 227
248 if (new_obj->head) 228 if (new_obj)
249 return new_obj->head; 229 return new_obj->head_ ();
250 else 230 }
251 return new_obj;
252}
253 231
232 // instead of crashing in the unlikely case, try to return *something*
233 return get_archetype ("blocked");
234}

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