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/*
* static char *rcsid_style_c =
* "$Id: style.c 4961 2006-09-21 05:14:18Z mwedel $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
#include <global.h>
#include <random_map.h>
#ifndef WIN32 /* ---win32 exclude headers */
#include <dirent.h>
#include <sys/stat.h>
#include <unistd.h>
#include "../include/autoconf.h"
#endif /* win32 */
static int pointer_strcmp(const void *p1, const void *p2)
{
const char *s1 = *(const char **)p1;
const char *s2 = *(const char **)p2;
return(strcmp(s1, s2));
}
/* This is our own version of scandir/select_regular_files/sort.
* To support having subdirectories in styles, we need to know
* if in fact the directory we read is a subdirectory. However,
* we can't get that through the normal dirent entry. So
* instead, we do our own where we do have the full directory
* path so can do stat calls to see if in fact it is a directory.
* dir is the name of the director to scan.
* namelist is the array of file names returned. IT needs to be
* freed by the caller.
* skip_dirs controls our behavioru - if nonzero, we don't
* skip any subdirectories - if zero, we store those away,
* since there are cases where we want to choose a random
* directory.
*/
int load_dir (const char *dir, char ***namelist, int skip_dirs)
{
DIR *dp;
struct dirent *d;
int entries=0, entry_size=0;
char name[NAME_MAX+1], **rn=NULL;
struct stat sb;
dp = opendir (dir);
if (dp == NULL)
return -1;
while ((d = readdir (dp)) != NULL) {
sprintf(name, "%s/%s", dir, d->d_name);
if (skip_dirs) {
stat(name, &sb);
if (S_ISDIR(sb.st_mode)) {
continue;
}
}
if (entries == entry_size) {
entry_size+=10;
rn = realloc(rn, sizeof(char*) * entry_size);
}
rn[entries] = strdup_local(d->d_name);
entries++;
}
(void) closedir (dp);
qsort(rn, entries, sizeof(char*), pointer_strcmp);
*namelist = rn;
return entries;
}
/* this function loads and returns the map requested.
* dirname, for example, is "/styles/wallstyles", stylename, is,
* for example, "castle", difficulty is -1 when difficulty is
* irrelevant to the style. If dirname is given, but stylename
* isn't, and difficult is -1, it returns a random style map.
* Otherwise, it tries to match the difficulty given with a style
* file, named style_name_# where # is an integer
*/
/* remove extern, so visible to command_style_map_info function */
mapstruct *styles=NULL;
mapstruct *load_style_map(char *style_name)
{
mapstruct *style_map;
/* Given a file. See if its in memory */
for (style_map = styles; style_map!=NULL; style_map=style_map->next) {
if (!strcmp(style_name, style_map->path)) return style_map;
}
style_map = load_original_map(style_name,MAP_STYLE);
/* Remove it from global list, put it on our local list */
if (style_map) {
mapstruct *tmp;
if (style_map == first_map)
first_map = style_map->next;
else {
for (tmp = first_map; tmp && tmp->next != style_map; tmp = tmp->next);
if(tmp)
tmp->next = style_map->next;
}
style_map->next = styles;
styles = style_map;
}
return style_map;
}
mapstruct *find_style(const char *dirname,const char *stylename,int difficulty) {
char style_file_path[256];
char style_file_full_path[256];
mapstruct *style_map = NULL;
struct stat file_stat;
int i, only_subdirs=0;
/* if stylename exists, set style_file_path to that file.*/
if(stylename && strlen(stylename)>0)
sprintf(style_file_path,"%s/%s",dirname,stylename);
else /* otherwise, just use the dirname. We'll pick a random stylefile.*/
sprintf(style_file_path,"%s",dirname);
/* is what we were given a directory, or a file? */
sprintf(style_file_full_path,"%s/maps%s",settings.datadir,style_file_path);
if (stat(style_file_full_path, &file_stat) == 0
&& !S_ISDIR(file_stat.st_mode)) {
style_map=load_style_map(style_file_path);
}
if(style_map == NULL) /* maybe we were given a directory! */
{
char **namelist;
int n;
char style_dir_full_path[256];
/* get the names of all the files in that directory */
sprintf(style_dir_full_path,"%s/maps%s",settings.datadir,style_file_path);
/* First, skip subdirectories. If we don't find anything, then try again
* without skipping subdirs.
*/
n = load_dir(style_dir_full_path, &namelist, 1);
if (n<=0) {
n = load_dir(style_dir_full_path, &namelist, 0);
only_subdirs=1;
}
if (n<=0) return 0; /* nothing to load. Bye. */
/* Picks a random map. Note that if this is all directories,
* we know it won't be able to load, so save a few ticks.
* the door handling checks for this failure and handles
* it properly.
*/
if(difficulty==-1) { /* pick a random style from this dir. */
if (only_subdirs)
style_map=NULL;
else {
strcat(style_file_path,"/");
strcat(style_file_path,namelist[RANDOM()%n]);
style_map = load_style_map(style_file_path);
}
}
else { /* find the map closest in difficulty */
int min_dist=32000,min_index=-1;
for(i=0;i<n;i++) {
int dist;
char *mfile_name = strrchr(namelist[i],'_')+1;
if((mfile_name-1) == NULL) { /* since there isn't a sequence, */
int q;
/*pick one at random to recurse */
style_map= find_style(style_file_path,
namelist[RANDOM()%n],difficulty);
for (q=0; q<n; q++)
free(namelist[q]);
free(namelist);
return style_map;
} else {
dist = abs(difficulty-atoi(mfile_name));
if(dist<min_dist) {
min_dist = dist;
min_index = i;
}
}
}
/* presumably now we've found the "best" match for the
difficulty. */
strcat(style_file_path,"/");
strcat(style_file_path,namelist[min_index]);
style_map = load_style_map(style_file_path);
}
for (i=0; i<n; i++)
free(namelist[i]);
free(namelist);
}
return style_map;
}
/* picks a random object from a style map.
* Redone by MSW so it should be faster and not use static
* variables to generate tables.
*/
object *pick_random_object(mapstruct *style) {
int x,y, limit=0;
object *new_obj;
/* while returning a null object will result in a crash, that
* is actually preferable to an infinite loop. That is because
* most servers will automatically restart in case of crash.
* Change the logic on getting the random space - shouldn't make
* any difference, but this seems clearer to me.
*/
do {
limit++;
x = RANDOM() % MAP_WIDTH(style);
y = RANDOM() % MAP_HEIGHT(style);
new_obj = get_map_ob(style,x,y);
} while (new_obj == NULL && limit<1000);
if (new_obj->head) return new_obj->head;
else return new_obj;
}
void free_style_maps(void)
{
mapstruct *next;
int style_maps=0;
/* delete_map will try to free it from the linked list,
* but won't find it, so we need to do it ourselves
*/
while (styles) {
next = styles->next;
delete_map(styles);
styles=next;
style_maps++;
}
LOG(llevDebug,"free_style_maps: Freed %d maps\n", style_maps);
}
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