315 lines
9.9 KiB
C
315 lines
9.9 KiB
C
/*
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* static char *rcsid_style_c =
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* "$Id: style.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 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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/**
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* @file
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* Those functions deal with style for random maps.
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* @todo
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* couldn't load_dir() be merged with a function in common library?
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*/
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#include <global.h>
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#include <random_map.h>
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#ifndef WIN32 /* ---win32 exclude headers */
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#include <dirent.h>
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#include <sys/stat.h>
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#include <unistd.h>
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#include "../include/autoconf.h"
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#endif /* win32 */
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/**
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* Char comparison for sorting purposes.
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* @param p1
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* @param p2
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* pointers to compare.
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* @return
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* return of strcmp() on pointed strings.
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*/
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static int pointer_strcmp(const void *p1, const void *p2) {
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const char *s1 = *(const char * const *)p1;
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const char *s2 = *(const char * const *)p2;
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return(strcmp(s1, s2));
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}
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/**
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* This is our own version of scandir/select_regular_files/sort.
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* To support having subdirectories in styles, we need to know
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* if in fact the directory we read is a subdirectory. However,
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* we can't get that through the normal dirent entry. So
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* instead, we do our own where we do have the full directory
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* path so can do stat calls to see if in fact it is a directory.
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* dir is the name of the director to scan.
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* namelist is the array of file names returned. IT needs to be
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* freed by the caller.
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* skip_dirs controls our behavioru - if nonzero, we don't
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* skip any subdirectories - if zero, we store those away,
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* since there are cases where we want to choose a random
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* directory.
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* @param dir
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* directory to list.
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* @param[out] namelist
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* list of files found.
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* @param skip_dirs
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* if non 0, don't list directories.
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* @return
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* -1 if dir is invalid, number of files else.
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*/
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int load_dir(const char *dir, char ***namelist, int skip_dirs) {
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DIR *dp;
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struct dirent *d;
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int entries = 0, entry_size = 0;
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char name[NAME_MAX+1], **rn = NULL;
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struct stat sb;
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dp = opendir(dir);
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if (dp == NULL)
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return -1;
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while ((d = readdir(dp)) != NULL) {
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if (skip_dirs) {
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snprintf(name, sizeof(name), "%s/%s", dir, d->d_name);
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stat(name, &sb);
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if (S_ISDIR(sb.st_mode)) {
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continue;
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}
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}
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if (entries == entry_size) {
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entry_size += 10;
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rn = realloc(rn, sizeof(char *)*entry_size);
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}
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rn[entries] = strdup_local(d->d_name);
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entries++;
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}
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(void)closedir(dp);
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qsort(rn, entries, sizeof(char *), pointer_strcmp);
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*namelist = rn;
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return entries;
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}
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/**
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* Loaded styles maps cache, to avoid having to load all the time.
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*/
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mapstruct *styles = NULL;
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/**
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* Loads specified map (or take it from cache list).
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* @param style_name
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* map to load.
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* @return
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* map.
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*/
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mapstruct *load_style_map(char *style_name) {
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mapstruct *style_map;
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/* Given a file. See if its in memory */
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for (style_map = styles; style_map != NULL; style_map = style_map->next) {
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if (!strcmp(style_name, style_map->path))
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return style_map;
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}
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style_map = load_original_map(style_name, MAP_STYLE);
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/* Remove it from global list, put it on our local list */
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if (style_map) {
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mapstruct *tmp;
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if (style_map == first_map)
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first_map = style_map->next;
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else {
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for (tmp = first_map; tmp && tmp->next != style_map; tmp = tmp->next)
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;
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if (tmp)
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tmp->next = style_map->next;
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}
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style_map->next = styles;
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styles = style_map;
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}
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return style_map;
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}
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/**
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* Loads and returns the map requested.
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* Dirname, for example, is "/styles/wallstyles", stylename, is,
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* for example, "castle", difficulty is -1 when difficulty is
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* irrelevant to the style. If dirname is given, but stylename
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* isn't, and difficult is -1, it returns a random style map.
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* Otherwise, it tries to match the difficulty given with a style
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* file, named style_name_# where # is an integer
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* @param dirname
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* where to look.
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* @param stylename
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* style to use, can be NULL.
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* @param difficulty
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* style difficulty.
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* @return
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* style, or NULL if none suitable.
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* @todo
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* better document.
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*/
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mapstruct *find_style(const char *dirname, const char *stylename, int difficulty) {
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char style_file_path[256];
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char style_file_full_path[256];
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mapstruct *style_map = NULL;
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struct stat file_stat;
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int i, only_subdirs = 0;
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/* if stylename exists, set style_file_path to that file.*/
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if (stylename && strlen(stylename) > 0)
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snprintf(style_file_path, sizeof(style_file_path), "%s/%s", dirname, stylename);
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else /* otherwise, just use the dirname. We'll pick a random stylefile.*/
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snprintf(style_file_path, sizeof(style_file_path), "%s", dirname);
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/* is what we were given a directory, or a file? */
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snprintf(style_file_full_path, sizeof(style_file_full_path), "%s/maps%s", settings.datadir, style_file_path);
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if (stat(style_file_full_path, &file_stat) == 0
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&& !S_ISDIR(file_stat.st_mode)) {
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style_map = load_style_map(style_file_path);
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}
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if (style_map == NULL) { /* maybe we were given a directory! */
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char **namelist;
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int n;
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char style_dir_full_path[256];
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/* get the names of all the files in that directory */
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snprintf(style_dir_full_path, sizeof(style_dir_full_path), "%s/maps%s", settings.datadir, style_file_path);
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/* First, skip subdirectories. If we don't find anything, then try again
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* without skipping subdirs.
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*/
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n = load_dir(style_dir_full_path, &namelist, 1);
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if (n <= 0) {
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n = load_dir(style_dir_full_path, &namelist, 0);
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only_subdirs = 1;
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}
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if (n <= 0)
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return NULL; /* nothing to load. Bye. */
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/* Picks a random map. Note that if this is all directories,
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* we know it won't be able to load, so save a few ticks.
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* the door handling checks for this failure and handles
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* it properly.
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*/
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if (difficulty == -1) { /* pick a random style from this dir. */
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if (only_subdirs)
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style_map = NULL;
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else {
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strncat(style_file_path, "/", sizeof(style_file_path));
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strncat(style_file_path, namelist[RANDOM()%n], sizeof(style_file_path));
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style_map = load_style_map(style_file_path);
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}
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} else { /* find the map closest in difficulty */
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int min_dist = 32000, min_index = -1;
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for (i = 0; i < n; i++) {
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int dist;
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char *mfile_name = strrchr(namelist[i], '_')+1;
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if ((mfile_name-1) == NULL) { /* since there isn't a sequence, */
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int q;
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/*pick one at random to recurse */
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style_map = find_style(style_file_path, namelist[RANDOM()%n], difficulty);
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for (q = 0; q < n; q++)
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free(namelist[q]);
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free(namelist);
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return style_map;
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} else {
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dist = abs(difficulty-atoi(mfile_name));
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if (dist < min_dist) {
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min_dist = dist;
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min_index = i;
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}
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}
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}
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/* presumably now we've found the "best" match for the
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difficulty. */
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strncat(style_file_path, "/", sizeof(style_file_path));
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strncat(style_file_path, namelist[min_index], sizeof(style_file_path));
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style_map = load_style_map(style_file_path);
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}
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for (i = 0; i < n; i++)
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free(namelist[i]);
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free(namelist);
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}
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return style_map;
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}
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/**
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* Picks a random object from a style map.
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* Redone by MSW so it should be faster and not use static
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* variables to generate tables.
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* @param style
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* map to pick from.
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* @return
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* random object. Can be NULL.
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*/
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object *pick_random_object(mapstruct *style) {
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int x, y, limit = 0;
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object *new_obj;
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/* while returning a null object will result in a crash, that
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* is actually preferable to an infinite loop. That is because
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* most servers will automatically restart in case of crash.
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* Change the logic on getting the random space - shouldn't make
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* any difference, but this seems clearer to me.
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*/
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do {
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limit++;
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x = RANDOM()%MAP_WIDTH(style);
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y = RANDOM()%MAP_HEIGHT(style);
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new_obj = GET_MAP_OB(style, x, y);
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} while (new_obj == NULL && limit < 1000);
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if (new_obj->head)
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return new_obj->head;
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else
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return new_obj;
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}
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/**
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* Frees cached style maps.
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*/
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void free_style_maps(void) {
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mapstruct *next;
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int style_maps = 0;
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/* delete_map will try to free it from the linked list,
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* but won't find it, so we need to do it ourselves
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*/
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while (styles) {
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next = styles->next;
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delete_map(styles);
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styles = next;
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style_maps++;
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}
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LOG(llevDebug, "free_style_maps: Freed %d maps\n", style_maps);
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}
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