232 lines
6.6 KiB
C
232 lines
6.6 KiB
C
/*
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* static char *rcsid_standalone_c =
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* "$Id: standalone.c 11578 2009-02-23 22:02:27Z lalo $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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#define LO_NEWFILE 2
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/* the main routine for making a standalone version. */
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#include <time.h>
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#include <stdio.h>
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#include <global.h>
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#include <maze_gen.h>
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#include <room_gen.h>
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#include <random_map.h>
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#include <rproto.h>
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int main(int argc, char *argv[]) {
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char InFileName[1024], OutFileName[1024];
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mapstruct *newMap;
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RMParms rp;
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FILE *fp;
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if (argc < 3) {
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printf("\nUsage: %s inputfile outputfile\n", argv[0]);
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exit(0);
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}
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strcpy(InFileName, argv[1]);
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strcpy(OutFileName, argv[2]);
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init_globals();
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init_library();
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init_archetypes();
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init_artifacts();
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init_formulae();
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init_readable();
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init_gods();
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memset(&rp, 0, sizeof(RMParms));
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rp.Xsize = -1;
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rp.Ysize = -1;
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if ((fp = fopen(InFileName, "r")) == NULL) {
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fprintf(stderr, "\nError: can not open %s\n", InFileName);
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exit(1);
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}
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load_parameters(fp, LO_NEWFILE, &rp);
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fclose(fp);
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newMap = generate_random_map(OutFileName, &rp, NULL);
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save_map(newMap, SAVE_MODE_INPLACE);
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exit(0);
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}
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void set_map_timeout(mapstruct *oldmap) {
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/* doesn't need to do anything */
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}
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#include <global.h>
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/* some plagarized code from apply.c--I needed just these two functions
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without all the rest of the junk, so.... */
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int auto_apply(object *op) {
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object *tmp = NULL;
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int i;
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switch (op->type) {
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case SHOP_FLOOR:
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if (!HAS_RANDOM_ITEMS(op))
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return 0;
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do {
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i = 10; /* let's give it 10 tries */
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while ((tmp = generate_treasure(op->randomitems, op->stats.exp ? op->stats.exp : 5)) == NULL && --i)
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;
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if (tmp == NULL)
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return 0;
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if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
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free_object(tmp);
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tmp = NULL;
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}
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} while (!tmp);
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tmp->x = op->x,
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tmp->y = op->y;
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SET_FLAG(tmp, FLAG_UNPAID);
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insert_ob_in_map(tmp, op->map, NULL, 0);
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CLEAR_FLAG(op, FLAG_AUTO_APPLY);
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identify(tmp);
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break;
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case TREASURE:
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if (HAS_RANDOM_ITEMS(op))
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while ((op->stats.hp--) > 0)
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create_treasure(op->randomitems, op, GT_ENVIRONMENT, op->stats.exp ? op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
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remove_ob(op);
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free_object(op);
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break;
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}
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return tmp ? 1 : 0;
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}
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/* fix_auto_apply goes through the entire map (only the first time
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* when an original map is loaded) and performs special actions for
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* certain objects (most initialization of chests and creation of
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* treasures and stuff). Calls auto_apply if appropriate.
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*/
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void fix_auto_apply(mapstruct *m) {
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object *tmp, *above = NULL;
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int x, y;
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for (x = 0; x < MAP_WIDTH(m); x++)
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for (y = 0; y < MAP_HEIGHT(m); y++)
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for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = above) {
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above = tmp->above;
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if (QUERY_FLAG(tmp, FLAG_AUTO_APPLY))
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auto_apply(tmp);
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else if (tmp->type == TREASURE) {
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if (HAS_RANDOM_ITEMS(tmp))
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while ((tmp->stats.hp--) > 0)
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create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
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}
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if (tmp && tmp->arch
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&& tmp->type != PLAYER
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&& tmp->type != TREASURE
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&& tmp->randomitems) {
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if (tmp->type == CONTAINER) {
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if (HAS_RANDOM_ITEMS(tmp))
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while ((tmp->stats.hp--) > 0)
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create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
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} else if (HAS_RANDOM_ITEMS(tmp))
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create_treasure(tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
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}
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}
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for (x = 0; x < MAP_WIDTH(m); x++)
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for (y = 0; y < MAP_HEIGHT(m); y++)
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for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = tmp->above)
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if (tmp->above
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&& (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
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check_trigger(tmp, tmp->above);
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}
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/**
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* Those are dummy functions defined to resolve all symboles.
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* Added as part of glue cleaning.
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* Ryo 2005-07-15
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**/
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void draw_ext_info(int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *txt, const char *txt2) {
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fprintf(logfile, "%s\n", txt);
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}
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void draw_ext_info_format(int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *new_format, const char *old_format, ...) {
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va_list ap;
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va_start(ap, old_format);
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vfprintf(logfile, old_format, ap);
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va_end(ap);
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}
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void ext_info_map(int color, const mapstruct *map, uint8 type, uint8 subtype, const char *str1, const char *str2) {
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fprintf(logfile, "ext_info_map: %s\n", str2);
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}
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void move_firewall(object *ob) {
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}
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void emergency_save(int x) {
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}
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void clean_tmp_files(void) {
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}
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void esrv_send_item(object *ob, object *obx) {
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}
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void esrv_update_item(int flags, object *pl, object *op) {
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}
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void dragon_ability_gain(object *ob, int x, int y) {
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}
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void set_darkness_map(mapstruct *m) {
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}
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object *find_skill_by_number(object *who, int skillno) {
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return NULL;
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}
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void esrv_del_item(player *pl, int tag) {
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}
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void esrv_update_spells(player *pl) {
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}
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void monster_check_apply(object *ob, object *obt) {
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}
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void trap_adjust(object *ob, int x) {
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}
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int execute_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix) {
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return 0;
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}
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int execute_global_event(int eventcode, ...) {
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return 0;
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}
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