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Comparing deliantra/server/random_maps/style.C (file contents):
Revision 1.10 by root, Wed Dec 27 09:28:02 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
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
111/* remove extern, so visible to command_style_map_info function */
112maptile *styles = NULL;
113
114
115maptile *
116load_style_map (char *style_name)
117{
118 maptile *style_map;
119
120 /* Given a file. See if its in memory */
121 for (style_map = styles; style_map != NULL; style_map = style_map->next)
122 if (!strcmp (style_name, style_map->path))
123 return style_map;
124
125 style_map = load_original_map (style_name, MAP_STYLE);
126
127 /* Remove it from global list, put it on our local list */
128 if (style_map)
129 {
130 maptile *tmp;
131
132 if (style_map == first_map)
133 first_map = style_map->next;
134 else
135 {
136 for (tmp = first_map; tmp && tmp->next != style_map; tmp = tmp->next);
137 if (tmp)
138 tmp->next = style_map->next;
139 }
140
141 style_map->next = styles;
142 styles = style_map;
143 }
144
145 return style_map;
146}
147
148maptile * 97maptile *
149find_style (const char *dirname, const char *stylename, int difficulty) 98find_style (const char *dirname, const char *stylename, int difficulty)
150{ 99{
151 char style_file_path[256]; 100 char style_file_path[1024];
152 char style_file_full_path[256]; 101 char style_file_full_path[1024];
153 maptile *style_map = NULL; 102 maptile *style_map = NULL;
154 struct stat file_stat; 103 struct stat file_stat;
155 int i, only_subdirs = 0; 104 int i, only_subdirs = 0;
156 105
157 /* if stylename exists, set style_file_path to that file. */ 106 /* if stylename exists, set style_file_path to that file. */
160 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. */
161 sprintf (style_file_path, "%s", dirname); 110 sprintf (style_file_path, "%s", dirname);
162 111
163 /* is what we were given a directory, or a file? */ 112 /* is what we were given a directory, or a file? */
164 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
165 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))
166 {
167 style_map = load_style_map (style_file_path); 116 style_map = maptile::find_sync (style_file_path);
168 } 117
169 if (style_map == NULL) /* maybe we were given a directory! */ 118 if (!style_map) /* maybe we were given a directory! */
170 { 119 {
171 char **namelist; 120 char **namelist;
172 int n; 121 int n;
173 char style_dir_full_path[256]; 122 char style_dir_full_path[256];
174 123
195 * it properly. 144 * it properly.
196 */ 145 */
197 if (difficulty == -1) 146 if (difficulty == -1)
198 { /* pick a random style from this dir. */ 147 { /* pick a random style from this dir. */
199 if (only_subdirs) 148 if (only_subdirs)
200 style_map = NULL; 149 style_map = 0;
201 else 150 else
202 { 151 {
203 strcat (style_file_path, "/"); 152 strcat (style_file_path, "/");
204 strcat (style_file_path, namelist[RANDOM () % n]); 153 strcat (style_file_path, namelist[rndm (n)]);
205 style_map = load_style_map (style_file_path); 154 style_map = maptile::find_sync (style_file_path);
206 } 155 }
207 } 156 }
208 else 157 else
209 { /* find the map closest in difficulty */ 158 { /* find the map closest in difficulty */
210 int min_dist = 32000, min_index = -1; 159 int min_dist = 32000, min_index = -1;
217 if ((mfile_name - 1) == NULL) 166 if ((mfile_name - 1) == NULL)
218 { /* since there isn't a sequence, */ 167 { /* since there isn't a sequence, */
219 int q; 168 int q;
220 169
221 /*pick one at random to recurse */ 170 /*pick one at random to recurse */
222 style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); 171 style_map = find_style (style_file_path, namelist[rndm (n)], difficulty);
223 for (q = 0; q < n; q++) 172 for (q = 0; q < n; q++)
224 free (namelist[q]); 173 free (namelist[q]);
225 free (namelist); 174 free (namelist);
226 return style_map; 175 return style_map;
227 } 176 }
233 min_dist = dist; 182 min_dist = dist;
234 min_index = i; 183 min_index = i;
235 } 184 }
236 } 185 }
237 } 186 }
187
238 /* presumably now we've found the "best" match for the 188 /* presumably now we've found the "best" match for the
239 difficulty. */ 189 difficulty. */
240 strcat (style_file_path, "/"); 190 strcat (style_file_path, "/");
241 strcat (style_file_path, namelist[min_index]); 191 strcat (style_file_path, namelist[min_index]);
242 style_map = load_style_map (style_file_path); 192 style_map = maptile::find_sync (style_file_path);
243 } 193 }
194
244 for (i = 0; i < n; i++) 195 for (i = 0; i < n; i++)
245 free (namelist[i]); 196 free (namelist[i]);
197
246 free (namelist); 198 free (namelist);
247 } 199 }
200
201 if (style_map)
202 {
203 style_map->load_sync ();
204 style_map->deactivate ();
205 }
206
248 return style_map; 207 return style_map;
249 208
250} 209}
251
252 210
253/* picks a random object from a style map. 211/* picks a random object from a style map.
254 * Redone by MSW so it should be faster and not use static 212 * Redone by MSW so it should be faster and not use static
255 * variables to generate tables. 213 * variables to generate tables.
256 */ 214 */
257object * 215object *
258pick_random_object (maptile *style) 216pick_random_object (maptile *style)
259{ 217{
260 int x, y, limit = 0;
261 object *new_obj;
262
263 /* while returning a null object will result in a crash, that 218 /* while returning a null object will result in a crash, that
264 * is actually preferable to an infinite loop. That is because 219 * is actually preferable to an infinite loop. That is because
265 * most servers will automatically restart in case of crash. 220 * most servers will automatically restart in case of crash.
266 * Change the logic on getting the random space - shouldn't make 221 * Change the logic on getting the random space - shouldn't make
267 * any difference, but this seems clearer to me. 222 * any difference, but this seems clearer to me.
268 */ 223 */
269 do 224 for (int i = 1000; --i;)
270 {
271 limit++;
272 x = RANDOM () % style->width;
273 y = RANDOM () % style->height;
274 new_obj = GET_MAP_OB (style, x, y);
275 } 225 {
276 while (new_obj == NULL && limit < 1000); 226 object *new_obj = style->at (rndm (style->width), rndm (style->height)).bot;
277 if (new_obj->head) 227
228 if (new_obj)
278 return new_obj->head; 229 return new_obj->head_ ();
279 else
280 return new_obj;
281}
282
283
284void
285free_style_maps (void)
286{
287 maptile *next;
288 int style_maps = 0;
289
290 /* delete_map will try to free it from the linked list,
291 * but won't find it, so we need to do it ourselves
292 */
293 while (styles)
294 { 230 }
295 next = styles->next; 231
296 delete_map (styles); 232 // instead of crashing in the unlikely case, try to return *something*
297 styles = next; 233 return get_archetype ("blocked");
298 style_maps++;
299 }
300 LOG (llevDebug, "free_style_maps: Freed %d maps\n", style_maps);
301} 234}

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