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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 1.26 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
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
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
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
31// NAME_MAX may not be defined on POSIX systems
32#ifndef NAME_MAX
33# define NAME_MAX 255
34#endif
32 35
33static int 36static int
34pointer_strcmp (const void *p1, const void *p2) 37pointer_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 {
77 continue; 79 continue;
78 }
79 } 80 }
80 81
81 if (entries == entry_size) 82 if (entries == entry_size)
82 { 83 {
83 entry_size += 10; 84 entry_size += 10;
93 94
94 *namelist = rn; 95 *namelist = rn;
95 return entries; 96 return entries;
96} 97}
97 98
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 * 99maptile *
120find_style (const char *dirname, const char *stylename, int difficulty) 100find_style (const char *dirname, const char *stylename, int difficulty)
121{ 101{
122 char style_file_path[256]; 102 char style_file_path[1024];
123 char style_file_full_path[256]; 103 char style_file_full_path[1024];
124 maptile *style_map = NULL; 104 maptile *style_map = NULL;
125 struct stat file_stat; 105 struct stat file_stat;
126 int i, only_subdirs = 0; 106 int i, only_subdirs = 0;
127 107
128 /* if stylename exists, set style_file_path to that file. */ 108 /* if stylename exists, set style_file_path to that file. */
130 sprintf (style_file_path, "%s/%s", dirname, stylename); 110 sprintf (style_file_path, "%s/%s", dirname, stylename);
131 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. */
132 sprintf (style_file_path, "%s", dirname); 112 sprintf (style_file_path, "%s", dirname);
133 113
134 /* is what we were given a directory, or a file? */ 114 /* is what we were given a directory, or a file? */
135 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);
116
136 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))
137 {
138 style_map = load_style_map (style_file_path); 118 style_map = maptile::find_sync (style_file_path);
139 } 119
140 if (style_map == NULL) /* maybe we were given a directory! */ 120 if (!style_map) /* maybe we were given a directory! */
141 { 121 {
142 char **namelist; 122 char **namelist;
143 int n; 123 int n;
144 char style_dir_full_path[256]; 124 char style_dir_full_path[256];
145 125
166 * it properly. 146 * it properly.
167 */ 147 */
168 if (difficulty == -1) 148 if (difficulty == -1)
169 { /* pick a random style from this dir. */ 149 { /* pick a random style from this dir. */
170 if (only_subdirs) 150 if (only_subdirs)
171 style_map = NULL; 151 style_map = 0;
172 else 152 else
173 { 153 {
174 strcat (style_file_path, "/"); 154 strcat (style_file_path, "/");
175 strcat (style_file_path, namelist[RANDOM () % n]); 155 strcat (style_file_path, namelist[rndm (n)]);
176 style_map = load_style_map (style_file_path); 156 style_map = maptile::find_sync (style_file_path);
177 } 157 }
178 } 158 }
179 else 159 else
180 { /* find the map closest in difficulty */ 160 { /* find the map closest in difficulty */
181 int min_dist = 32000, min_index = -1; 161 int min_dist = 32000, min_index = -1;
188 if ((mfile_name - 1) == NULL) 168 if ((mfile_name - 1) == NULL)
189 { /* since there isn't a sequence, */ 169 { /* since there isn't a sequence, */
190 int q; 170 int q;
191 171
192 /*pick one at random to recurse */ 172 /*pick one at random to recurse */
193 style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); 173 style_map = find_style (style_file_path, namelist[rndm (n)], difficulty);
194 for (q = 0; q < n; q++) 174 for (q = 0; q < n; q++)
195 free (namelist[q]); 175 free (namelist[q]);
196 free (namelist); 176 free (namelist);
197 return style_map; 177 return style_map;
198 } 178 }
204 min_dist = dist; 184 min_dist = dist;
205 min_index = i; 185 min_index = i;
206 } 186 }
207 } 187 }
208 } 188 }
189
209 /* presumably now we've found the "best" match for the 190 /* presumably now we've found the "best" match for the
210 difficulty. */ 191 difficulty. */
211 strcat (style_file_path, "/"); 192 strcat (style_file_path, "/");
212 strcat (style_file_path, namelist[min_index]); 193 strcat (style_file_path, namelist[min_index]);
213 style_map = load_style_map (style_file_path); 194 style_map = maptile::find_sync (style_file_path);
214 } 195 }
196
215 for (i = 0; i < n; i++) 197 for (i = 0; i < n; i++)
216 free (namelist[i]); 198 free (namelist[i]);
199
217 free (namelist); 200 free (namelist);
218 } 201 }
202
203 if (style_map)
204 {
205 style_map->load_sync ();
206 style_map->deactivate ();
207 }
208
219 return style_map; 209 return style_map;
220
221} 210}
222
223/* picks a random object from a style map.
224 * Redone by MSW so it should be faster and not use static
225 * variables to generate tables.
226 */
227object *
228pick_random_object (maptile *style)
229{
230 int x, y, limit = 0;
231 object *new_obj;
232
233 /* while returning a null object will result in a crash, that
234 * is actually preferable to an infinite loop. That is because
235 * most servers will automatically restart in case of crash.
236 * Change the logic on getting the random space - shouldn't make
237 * any difference, but this seems clearer to me.
238 */
239 do
240 {
241 limit++;
242 x = RANDOM () % style->width;
243 y = RANDOM () % style->height;
244 new_obj = GET_MAP_OB (style, x, y);
245 }
246 while (new_obj == NULL && limit < 1000);
247
248 if (new_obj->head)
249 return new_obj->head;
250 else
251 return new_obj;
252}
253

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