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Comparing deliantra/server/random_maps/style.C (file contents):
Revision 1.16 by root, Sun Dec 31 18:13:27 2006 UTC vs.
Revision 1.22 by root, Sat Jan 27 02:19:37 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#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <dirent.h> 27#include <dirent.h>
27#include <sys/stat.h> 28#include <sys/stat.h>
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
147 if (only_subdirs) 148 if (only_subdirs)
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[rndm (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;
165 if ((mfile_name - 1) == NULL) 166 if ((mfile_name - 1) == NULL)
166 { /* since there isn't a sequence, */ 167 { /* since there isn't a sequence, */
167 int q; 168 int q;
168 169
169 /*pick one at random to recurse */ 170 /*pick one at random to recurse */
170 style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); 171 style_map = find_style (style_file_path, namelist[rndm (n)], difficulty);
171 for (q = 0; q < n; q++) 172 for (q = 0; q < n; q++)
172 free (namelist[q]); 173 free (namelist[q]);
173 free (namelist); 174 free (namelist);
174 return style_map; 175 return style_map;
175 } 176 }
186 187
187 /* presumably now we've found the "best" match for the 188 /* presumably now we've found the "best" match for the
188 difficulty. */ 189 difficulty. */
189 strcat (style_file_path, "/"); 190 strcat (style_file_path, "/");
190 strcat (style_file_path, namelist[min_index]); 191 strcat (style_file_path, namelist[min_index]);
191 style_map = maptile::load_map_sync (style_file_path); 192 style_map = maptile::find_sync (style_file_path);
192 } 193 }
193 194
194 for (i = 0; i < n; i++) 195 for (i = 0; i < n; i++)
195 free (namelist[i]); 196 free (namelist[i]);
196 197
197 free (namelist); 198 free (namelist);
198 } 199 }
199 200
200 if (style_map) 201 if (style_map)
202 {
203 style_map->load_sync ();
201 style_map->deactivate (); 204 style_map->deactivate ();
205 }
202 206
203 return style_map; 207 return style_map;
204 208
205} 209}
206 210
215 * is actually preferable to an infinite loop. That is because 219 * is actually preferable to an infinite loop. That is because
216 * most servers will automatically restart in case of crash. 220 * most servers will automatically restart in case of crash.
217 * Change the logic on getting the random space - shouldn't make 221 * Change the logic on getting the random space - shouldn't make
218 * any difference, but this seems clearer to me. 222 * any difference, but this seems clearer to me.
219 */ 223 */
220 for (int i = 1000; --i; ) 224 for (int i = 1000; --i;)
221 { 225 {
222 object *new_obj = style->at (RANDOM () % style->width, RANDOM () % style->height).bot; 226 object *new_obj = style->at (rndm (style->width), rndm (style->height)).bot;
223 227
224 if (new_obj) 228 if (new_obj)
225 return new_obj->head_ (); 229 return new_obj->head_ ();
226 } 230 }
227 231
228 // instead of crashing in the unlikely case, try to return *something* 232 // instead of crashing in the unlikely case, try to return *something*
229 return get_archetype ("blocked"); 233 return get_archetype ("blocked");
230} 234}
231

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