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Comparing deliantra/server/random_maps/style.C (file contents):
Revision 1.11 by root, Wed Dec 27 13:13:47 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; 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 style_map->unlink ();
131
132 style_map->next = styles;
133 styles = style_map;
134 }
135
136 return style_map;
137}
138
139maptile * 97maptile *
140find_style (const char *dirname, const char *stylename, int difficulty) 98find_style (const char *dirname, const char *stylename, int difficulty)
141{ 99{
142 char style_file_path[256]; 100 char style_file_path[1024];
143 char style_file_full_path[256]; 101 char style_file_full_path[1024];
144 maptile *style_map = NULL; 102 maptile *style_map = NULL;
145 struct stat file_stat; 103 struct stat file_stat;
146 int i, only_subdirs = 0; 104 int i, only_subdirs = 0;
147 105
148 /* if stylename exists, set style_file_path to that file. */ 106 /* if stylename exists, set style_file_path to that file. */
151 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. */
152 sprintf (style_file_path, "%s", dirname); 110 sprintf (style_file_path, "%s", dirname);
153 111
154 /* is what we were given a directory, or a file? */ 112 /* is what we were given a directory, or a file? */
155 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
156 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))
157 {
158 style_map = load_style_map (style_file_path); 116 style_map = maptile::find_sync (style_file_path);
159 } 117
160 if (style_map == NULL) /* maybe we were given a directory! */ 118 if (!style_map) /* maybe we were given a directory! */
161 { 119 {
162 char **namelist; 120 char **namelist;
163 int n; 121 int n;
164 char style_dir_full_path[256]; 122 char style_dir_full_path[256];
165 123
186 * it properly. 144 * it properly.
187 */ 145 */
188 if (difficulty == -1) 146 if (difficulty == -1)
189 { /* pick a random style from this dir. */ 147 { /* pick a random style from this dir. */
190 if (only_subdirs) 148 if (only_subdirs)
191 style_map = NULL; 149 style_map = 0;
192 else 150 else
193 { 151 {
194 strcat (style_file_path, "/"); 152 strcat (style_file_path, "/");
195 strcat (style_file_path, namelist[RANDOM () % n]); 153 strcat (style_file_path, namelist[rndm (n)]);
196 style_map = load_style_map (style_file_path); 154 style_map = maptile::find_sync (style_file_path);
197 } 155 }
198 } 156 }
199 else 157 else
200 { /* find the map closest in difficulty */ 158 { /* find the map closest in difficulty */
201 int min_dist = 32000, min_index = -1; 159 int min_dist = 32000, min_index = -1;
208 if ((mfile_name - 1) == NULL) 166 if ((mfile_name - 1) == NULL)
209 { /* since there isn't a sequence, */ 167 { /* since there isn't a sequence, */
210 int q; 168 int q;
211 169
212 /*pick one at random to recurse */ 170 /*pick one at random to recurse */
213 style_map = find_style (style_file_path, namelist[RANDOM () % n], difficulty); 171 style_map = find_style (style_file_path, namelist[rndm (n)], difficulty);
214 for (q = 0; q < n; q++) 172 for (q = 0; q < n; q++)
215 free (namelist[q]); 173 free (namelist[q]);
216 free (namelist); 174 free (namelist);
217 return style_map; 175 return style_map;
218 } 176 }
224 min_dist = dist; 182 min_dist = dist;
225 min_index = i; 183 min_index = i;
226 } 184 }
227 } 185 }
228 } 186 }
187
229 /* presumably now we've found the "best" match for the 188 /* presumably now we've found the "best" match for the
230 difficulty. */ 189 difficulty. */
231 strcat (style_file_path, "/"); 190 strcat (style_file_path, "/");
232 strcat (style_file_path, namelist[min_index]); 191 strcat (style_file_path, namelist[min_index]);
233 style_map = load_style_map (style_file_path); 192 style_map = maptile::find_sync (style_file_path);
234 } 193 }
194
235 for (i = 0; i < n; i++) 195 for (i = 0; i < n; i++)
236 free (namelist[i]); 196 free (namelist[i]);
197
237 free (namelist); 198 free (namelist);
238 } 199 }
200
201 if (style_map)
202 {
203 style_map->load_sync ();
204 style_map->deactivate ();
205 }
206
239 return style_map; 207 return style_map;
240 208
241} 209}
242
243 210
244/* picks a random object from a style map. 211/* picks a random object from a style map.
245 * 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
246 * variables to generate tables. 213 * variables to generate tables.
247 */ 214 */
248object * 215object *
249pick_random_object (maptile *style) 216pick_random_object (maptile *style)
250{ 217{
251 int x, y, limit = 0;
252 object *new_obj;
253
254 /* while returning a null object will result in a crash, that 218 /* while returning a null object will result in a crash, that
255 * is actually preferable to an infinite loop. That is because 219 * is actually preferable to an infinite loop. That is because
256 * most servers will automatically restart in case of crash. 220 * most servers will automatically restart in case of crash.
257 * Change the logic on getting the random space - shouldn't make 221 * Change the logic on getting the random space - shouldn't make
258 * any difference, but this seems clearer to me. 222 * any difference, but this seems clearer to me.
259 */ 223 */
260 do 224 for (int i = 1000; --i;)
261 {
262 limit++;
263 x = RANDOM () % style->width;
264 y = RANDOM () % style->height;
265 new_obj = GET_MAP_OB (style, x, y);
266 } 225 {
267 while (new_obj == NULL && limit < 1000); 226 object *new_obj = style->at (rndm (style->width), rndm (style->height)).bot;
268 if (new_obj->head) 227
228 if (new_obj)
269 return new_obj->head; 229 return new_obj->head_ ();
270 else
271 return new_obj;
272}
273
274
275void
276free_style_maps (void)
277{
278 maptile *next;
279 int style_maps = 0;
280
281 /* delete_map will try to free it from the linked list,
282 * but won't find it, so we need to do it ourselves
283 */
284 while (styles)
285 { 230 }
286 next = styles->next; 231
287 delete_map (styles); 232 // instead of crashing in the unlikely case, try to return *something*
288 styles = next; 233 return get_archetype ("blocked");
289 style_maps++;
290 }
291 LOG (llevDebug, "free_style_maps: Freed %d maps\n", style_maps);
292} 234}

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