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Comparing deliantra/server/random_maps/style.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.18 by root, Sun Dec 31 20:46:17 2006 UTC

1/*
2 * static char *rcsid_style_c =
3 * "$Id: style.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28
29 24
30#include <global.h> 25#include <global.h>
31#include <random_map.h> 26#include <random_map.h>
32#ifndef WIN32 /* ---win32 exclude headers */
33#include <dirent.h> 27#include <dirent.h>
34#include <sys/stat.h> 28#include <sys/stat.h>
35#include <unistd.h> 29#include <unistd.h>
36#include "../include/autoconf.h" 30#include "../include/autoconf.h"
37#endif /* win32 */
38 31
39 32static int
40static int pointer_strcmp(const void *p1, const void *p2) 33pointer_strcmp (const void *p1, const void *p2)
41{ 34{
42 const char *s1 = *(const char **)p1; 35 const char *s1 = *(const char **) p1;
43 const char *s2 = *(const char **)p2; 36 const char *s2 = *(const char **) p2;
44 37
45 return(strcmp(s1, s2)); 38 return (strcmp (s1, s2));
46} 39}
47 40
48/* This is our own version of scandir/select_regular_files/sort. 41/* This is our own version of scandir/select_regular_files/sort.
49 * To support having subdirectories in styles, we need to know 42 * To support having subdirectories in styles, we need to know
50 * if in fact the directory we read is a subdirectory. However, 43 * if in fact the directory we read is a subdirectory. However,
57 * skip_dirs controls our behavioru - if nonzero, we don't 50 * skip_dirs controls our behavioru - if nonzero, we don't
58 * skip any subdirectories - if zero, we store those away, 51 * skip any subdirectories - if zero, we store those away,
59 * since there are cases where we want to choose a random 52 * since there are cases where we want to choose a random
60 * directory. 53 * directory.
61 */ 54 */
55int
62int load_dir (const char *dir, char ***namelist, int skip_dirs) 56load_dir (const char *dir, char ***namelist, int skip_dirs)
63{ 57{
64 DIR *dp; 58 DIR *dp;
65 struct dirent *d; 59 struct dirent *d;
66 int entries=0, entry_size=0; 60 int entries = 0, entry_size = 0;
67 char name[NAME_MAX+1], **rn=NULL; 61 char name[NAME_MAX + 1], **rn = NULL;
68 struct stat sb; 62 struct stat sb;
69 63
70 dp = opendir (dir); 64 dp = opendir (dir);
71 if (dp == NULL) 65 if (dp == NULL)
72 return -1; 66 return -1;
73 67
74 while ((d = readdir (dp)) != NULL) { 68 while ((d = readdir (dp)) != NULL)
69 {
75 sprintf(name, "%s/%s", dir, d->d_name); 70 sprintf (name, "%s/%s", dir, d->d_name);
76 if (skip_dirs) { 71 if (skip_dirs)
72 {
77 stat(name, &sb); 73 stat (name, &sb);
78 if (S_ISDIR(sb.st_mode)) { 74 if (S_ISDIR (sb.st_mode))
79 continue; 75 {
80 } 76 continue;
81 } 77 }
78 }
82 79
83 if (entries == entry_size) { 80 if (entries == entry_size)
81 {
84 entry_size+=10; 82 entry_size += 10;
85 rn = (char **) realloc(rn, sizeof(char*) * entry_size); 83 rn = (char **) realloc (rn, sizeof (char *) * entry_size);
86 } 84 }
87 rn[entries] = strdup_local(d->d_name); 85 rn[entries] = strdup (d->d_name);
88 entries++; 86 entries++;
89 87
90 } 88 }
91 (void) closedir (dp); 89 (void) closedir (dp);
92 90
93 qsort(rn, entries, sizeof(char*), pointer_strcmp); 91 qsort (rn, entries, sizeof (char *), pointer_strcmp);
94 92
95 *namelist = rn; 93 *namelist = rn;
96 return entries; 94 return entries;
97} 95}
98 96
99 97maptile *
100 98find_style (const char *dirname, const char *stylename, int difficulty)
101
102
103/* this function loads and returns the map requested.
104 * dirname, for example, is "/styles/wallstyles", stylename, is,
105 * for example, "castle", difficulty is -1 when difficulty is
106 * irrelevant to the style. If dirname is given, but stylename
107 * isn't, and difficult is -1, it returns a random style map.
108 * Otherwise, it tries to match the difficulty given with a style
109 * file, named style_name_# where # is an integer
110 */
111
112/* remove extern, so visible to command_style_map_info function */
113mapstruct *styles=NULL;
114
115
116mapstruct *load_style_map(char *style_name)
117{ 99{
118 mapstruct *style_map; 100 char style_file_path[1024];
101 char style_file_full_path[1024];
102 maptile *style_map = NULL;
103 struct stat file_stat;
104 int i, only_subdirs = 0;
119 105
120 /* Given a file. See if its in memory */ 106 /* if stylename exists, set style_file_path to that file. */
121 for (style_map = styles; style_map!=NULL; style_map=style_map->next) { 107 if (stylename && strlen (stylename) > 0)
122 if (!strcmp(style_name, style_map->path)) return style_map; 108 sprintf (style_file_path, "%s/%s", dirname, stylename);
109 else /* otherwise, just use the dirname. We'll pick a random stylefile. */
110 sprintf (style_file_path, "%s", dirname);
111
112 /* is what we were given a directory, or a file? */
113 sprintf (style_file_full_path, "%s/maps%s", settings.datadir, style_file_path);
114
115 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);
117
118 if (!style_map) /* maybe we were given a directory! */
119 {
120 char **namelist;
121 int n;
122 char style_dir_full_path[256];
123
124 /* get the names of all the files in that directory */
125 sprintf (style_dir_full_path, "%s/maps%s", settings.datadir, style_file_path);
126
127 /* First, skip subdirectories. If we don't find anything, then try again
128 * without skipping subdirs.
129 */
130 n = load_dir (style_dir_full_path, &namelist, 1);
131
132 if (n <= 0)
133 {
134 n = load_dir (style_dir_full_path, &namelist, 0);
135 only_subdirs = 1;
136 }
137
138 if (n <= 0)
139 return 0; /* nothing to load. Bye. */
140
141 /* Picks a random map. Note that if this is all directories,
142 * we know it won't be able to load, so save a few ticks.
143 * the door handling checks for this failure and handles
144 * it properly.
145 */
146 if (difficulty == -1)
147 { /* pick a random style from this dir. */
148 if (only_subdirs)
149 style_map = 0;
150 else
151 {
152 strcat (style_file_path, "/");
153 strcat (style_file_path, namelist[RANDOM () % n]);
154 style_map = maptile::load_map_sync (style_file_path);
155 }
156 }
157 else
158 { /* find the map closest in difficulty */
159 int min_dist = 32000, min_index = -1;
160
161 for (i = 0; i < n; i++)
162 {
163 int dist;
164 char *mfile_name = strrchr (namelist[i], '_') + 1;
165
166 if ((mfile_name - 1) == NULL)
167 { /* since there isn't a sequence, */
168 int q;
169
170 /*pick one at random to recurse */
171 style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty);
172 for (q = 0; q < n; q++)
173 free (namelist[q]);
174 free (namelist);
175 return style_map;
176 }
177 else
178 {
179 dist = abs (difficulty - atoi (mfile_name));
180 if (dist < min_dist)
181 {
182 min_dist = dist;
183 min_index = i;
184 }
185 }
186 }
187
188 /* presumably now we've found the "best" match for the
189 difficulty. */
190 strcat (style_file_path, "/");
191 strcat (style_file_path, namelist[min_index]);
192 style_map = maptile::load_map_sync (style_file_path);
193 }
194
195 for (i = 0; i < n; i++)
196 free (namelist[i]);
197
198 free (namelist);
123 } 199 }
124 style_map = load_original_map(style_name,MAP_STYLE); 200
125 /* Remove it from global list, put it on our local list */
126 if (style_map) { 201 if (style_map)
127 mapstruct *tmp; 202 style_map->deactivate ();
128 203
129 if (style_map == first_map)
130 first_map = style_map->next;
131 else {
132 for (tmp = first_map; tmp && tmp->next != style_map; tmp = tmp->next);
133 if(tmp)
134 tmp->next = style_map->next;
135 }
136 style_map->next = styles;
137 styles = style_map;
138 }
139 return style_map;
140}
141
142mapstruct *find_style(const char *dirname,const char *stylename,int difficulty) {
143 char style_file_path[256];
144 char style_file_full_path[256];
145 mapstruct *style_map = NULL;
146 struct stat file_stat;
147 int i, only_subdirs=0;
148
149 /* if stylename exists, set style_file_path to that file.*/
150 if(stylename && strlen(stylename)>0)
151 sprintf(style_file_path,"%s/%s",dirname,stylename);
152 else /* otherwise, just use the dirname. We'll pick a random stylefile.*/
153 sprintf(style_file_path,"%s",dirname);
154
155 /* is what we were given a directory, or a file? */
156 sprintf(style_file_full_path,"%s/maps%s",settings.datadir,style_file_path);
157 if (stat(style_file_full_path, &file_stat) == 0
158 && !S_ISDIR(file_stat.st_mode)) {
159 style_map=load_style_map(style_file_path);
160 }
161 if(style_map == NULL) /* maybe we were given a directory! */
162 {
163 char **namelist;
164 int n;
165 char style_dir_full_path[256];
166
167 /* get the names of all the files in that directory */
168 sprintf(style_dir_full_path,"%s/maps%s",settings.datadir,style_file_path);
169
170 /* First, skip subdirectories. If we don't find anything, then try again
171 * without skipping subdirs.
172 */
173 n = load_dir(style_dir_full_path, &namelist, 1);
174
175 if (n<=0) {
176 n = load_dir(style_dir_full_path, &namelist, 0);
177 only_subdirs=1;
178 }
179
180 if (n<=0) return 0; /* nothing to load. Bye. */
181
182 /* Picks a random map. Note that if this is all directories,
183 * we know it won't be able to load, so save a few ticks.
184 * the door handling checks for this failure and handles
185 * it properly.
186 */
187 if(difficulty==-1) { /* pick a random style from this dir. */
188 if (only_subdirs)
189 style_map=NULL;
190 else {
191 strcat(style_file_path,"/");
192 strcat(style_file_path,namelist[RANDOM()%n]);
193 style_map = load_style_map(style_file_path);
194 }
195 }
196 else { /* find the map closest in difficulty */
197 int min_dist=32000,min_index=-1;
198
199 for(i=0;i<n;i++) {
200 int dist;
201 char *mfile_name = strrchr(namelist[i],'_')+1;
202
203 if((mfile_name-1) == NULL) { /* since there isn't a sequence, */
204 int q;
205 /*pick one at random to recurse */
206 style_map= find_style(style_file_path,
207 namelist[RANDOM()%n],difficulty);
208 for (q=0; q<n; q++)
209 free(namelist[q]);
210 free(namelist);
211 return style_map;
212 } else {
213 dist = abs(difficulty-atoi(mfile_name));
214 if(dist<min_dist) {
215 min_dist = dist;
216 min_index = i;
217 }
218 }
219 }
220 /* presumably now we've found the "best" match for the
221 difficulty. */
222 strcat(style_file_path,"/");
223 strcat(style_file_path,namelist[min_index]);
224 style_map = load_style_map(style_file_path);
225 }
226 for (i=0; i<n; i++)
227 free(namelist[i]);
228 free(namelist);
229 }
230 return style_map; 204 return style_map;
231 205
232} 206}
233
234 207
235/* picks a random object from a style map. 208/* picks a random object from a style map.
236 * Redone by MSW so it should be faster and not use static 209 * Redone by MSW so it should be faster and not use static
237 * variables to generate tables. 210 * variables to generate tables.
238 */ 211 */
212object *
239object *pick_random_object(mapstruct *style) { 213pick_random_object (maptile *style)
240 int x,y, limit=0; 214{
241 object *new_obj;
242
243 /* while returning a null object will result in a crash, that 215 /* while returning a null object will result in a crash, that
244 * is actually preferable to an infinite loop. That is because 216 * is actually preferable to an infinite loop. That is because
245 * most servers will automatically restart in case of crash. 217 * most servers will automatically restart in case of crash.
246 * Change the logic on getting the random space - shouldn't make 218 * Change the logic on getting the random space - shouldn't make
247 * any difference, but this seems clearer to me. 219 * any difference, but this seems clearer to me.
248 */ 220 */
221 for (int i = 1000; --i;)
249 do { 222 {
250 limit++; 223 object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot;
251 x = RANDOM() % MAP_WIDTH(style);
252 y = RANDOM() % MAP_HEIGHT(style);
253 new_obj = get_map_ob(style,x,y);
254 } while (new_obj == NULL && limit<1000);
255 if (new_obj->head) return new_obj->head;
256 else return new_obj;
257}
258
259 224
260void free_style_maps(void) 225 if (new_obj)
261{ 226 return new_obj->head_ ();
262 mapstruct *next;
263 int style_maps=0;
264
265 /* delete_map will try to free it from the linked list,
266 * but won't find it, so we need to do it ourselves
267 */
268 while (styles) {
269 next = styles->next;
270 delete_map(styles);
271 styles=next;
272 style_maps++;
273 } 227 }
274 LOG(llevDebug,"free_style_maps: Freed %d maps\n", style_maps);
275}
276 228
229 // instead of crashing in the unlikely case, try to return *something*
230 return get_archetype ("blocked");
231}

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