server-1.12/random_maps/standalone.c

232 lines
6.6 KiB
C

/*
* static char *rcsid_standalone_c =
* "$Id: standalone.c 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002-2006 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
*/
#define LO_NEWFILE 2
/* the main routine for making a standalone version. */
#include <time.h>
#include <stdio.h>
#include <global.h>
#include <maze_gen.h>
#include <room_gen.h>
#include <random_map.h>
#include <rproto.h>
int main(int argc, char *argv[]) {
char InFileName[1024], OutFileName[1024];
mapstruct *newMap;
RMParms rp;
FILE *fp;
if (argc < 3) {
printf("\nUsage: %s inputfile outputfile\n", argv[0]);
exit(0);
}
strcpy(InFileName, argv[1]);
strcpy(OutFileName, argv[2]);
init_globals();
init_library();
init_archetypes();
init_artifacts();
init_formulae();
init_readable();
init_gods();
memset(&rp, 0, sizeof(RMParms));
rp.Xsize = -1;
rp.Ysize = -1;
if ((fp = fopen(InFileName, "r")) == NULL) {
fprintf(stderr, "\nError: can not open %s\n", InFileName);
exit(1);
}
load_parameters(fp, LO_NEWFILE, &rp);
fclose(fp);
newMap = generate_random_map(OutFileName, &rp, NULL);
save_map(newMap, SAVE_MODE_INPLACE);
exit(0);
}
void set_map_timeout(mapstruct *oldmap) {
/* doesn't need to do anything */
}
#include <global.h>
/* some plagarized code from apply.c--I needed just these two functions
without all the rest of the junk, so.... */
int auto_apply(object *op) {
object *tmp = NULL;
int i;
switch (op->type) {
case SHOP_FLOOR:
if (!HAS_RANDOM_ITEMS(op))
return 0;
do {
i = 10; /* let's give it 10 tries */
while ((tmp = generate_treasure(op->randomitems, op->stats.exp ? op->stats.exp : 5)) == NULL && --i)
;
if (tmp == NULL)
return 0;
if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
free_object(tmp);
tmp = NULL;
}
} while (!tmp);
tmp->x = op->x,
tmp->y = op->y;
SET_FLAG(tmp, FLAG_UNPAID);
insert_ob_in_map(tmp, op->map, NULL, 0);
CLEAR_FLAG(op, FLAG_AUTO_APPLY);
identify(tmp);
break;
case TREASURE:
if (HAS_RANDOM_ITEMS(op))
while ((op->stats.hp--) > 0)
create_treasure(op->randomitems, op, GT_ENVIRONMENT, op->stats.exp ? op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
remove_ob(op);
free_object(op);
break;
}
return tmp ? 1 : 0;
}
/* fix_auto_apply goes through the entire map (only the first time
* when an original map is loaded) and performs special actions for
* certain objects (most initialization of chests and creation of
* treasures and stuff). Calls auto_apply if appropriate.
*/
void fix_auto_apply(mapstruct *m) {
object *tmp, *above = NULL;
int x, y;
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = above) {
above = tmp->above;
if (QUERY_FLAG(tmp, FLAG_AUTO_APPLY))
auto_apply(tmp);
else if (tmp->type == TREASURE) {
if (HAS_RANDOM_ITEMS(tmp))
while ((tmp->stats.hp--) > 0)
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
}
if (tmp && tmp->arch
&& tmp->type != PLAYER
&& tmp->type != TREASURE
&& tmp->randomitems) {
if (tmp->type == CONTAINER) {
if (HAS_RANDOM_ITEMS(tmp))
while ((tmp->stats.hp--) > 0)
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
} else if (HAS_RANDOM_ITEMS(tmp))
create_treasure(tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
}
}
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = tmp->above)
if (tmp->above
&& (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
check_trigger(tmp, tmp->above);
}
/**
* Those are dummy functions defined to resolve all symboles.
* Added as part of glue cleaning.
* Ryo 2005-07-15
**/
void draw_ext_info(int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *txt, const char *txt2) {
fprintf(logfile, "%s\n", txt);
}
void draw_ext_info_format(int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *new_format, const char *old_format, ...) {
va_list ap;
va_start(ap, old_format);
vfprintf(logfile, old_format, ap);
va_end(ap);
}
void ext_info_map(int color, const mapstruct *map, uint8 type, uint8 subtype, const char *str1, const char *str2) {
fprintf(logfile, "ext_info_map: %s\n", str2);
}
void move_firewall(object *ob) {
}
void emergency_save(int x) {
}
void clean_tmp_files(void) {
}
void esrv_send_item(object *ob, object *obx) {
}
void esrv_update_item(int flags, object *pl, object *op) {
}
void dragon_ability_gain(object *ob, int x, int y) {
}
void set_darkness_map(mapstruct *m) {
}
object *find_skill_by_number(object *who, int skillno) {
return NULL;
}
void esrv_del_item(player *pl, int tag) {
}
void esrv_update_spells(player *pl) {
}
void monster_check_apply(object *ob, object *obt) {
}
void trap_adjust(object *ob, int x) {
}
int execute_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix) {
return 0;
}
int execute_global_event(int eventcode, ...) {
return 0;
}